User:ThePerpetual/Sandbox



"Fleeting life amidst the implacability of time... nascent spark adrift in the black depths of humanity. Born to die, and be born again, 'til at last life and death are but one and the same. What have you to fear amidst the Abyss of your Daathe? This is you... all of you, as much as it is all of them. Can one at once be Consciousness itself at yet retain the tiny building blocks of life that grant that Consciousness meaning? All of those immeasurable tiny 'nows' that provide existence with sensation?"

- -Valyn, to Zain

Summary
Zain Vaerpath is the primary protagonist and main character of the Hero's Path storyline, arguably the most well-known subseries of the Ultimaverse.

Backstory
Magic and the existence of the Yesod, another plane of being where the powers of one's dreams and subconsciousness could Manifest within the "real" world, was still a relatively new discovery as of the year 2072, yet the mega-corporations that all but ruled the world had already managed to industrialize and privatize its production and distribution across the world. Demand for mana shards skyrocketed as the opposing armies of the heated World War III: the Western Alliance and the United Eastern Powers: innovated with this new technology, developing more clever and brutal means of combating one another as time went on... and it cost the lives of millions.

On a stormy, November night, in the midst of this war, a child wandered down from the mountains in a haze amidst the gunsmoke of bombs and ruin wrought by magic upon the Colorado countryside, coming at last to the doorstep of an older couple bereaved of their own child as a result of the ongoing siege against the city by the U.E.P., who mere moments ago had been repelled by a grand and mysterious sudden storm. Not wanting the child to suffer, they quickly took him in and resolved to raise him as their own: noting his abnormal mana levels, they also sought to hide him from the horrors of the war. This, as it turned out, was to no avail, for Zain's all-consuming passion for nearly as long as he could remember was to "become a hero."

Fearing the loss of their newly adopted child, the couple resigned themselves to his loss and adopted a second son: the prodigal child Abram. Stoic, polite, firm, and possessed of an even greater abnormally immense latent magical potential than Zain, Abram very quickly assumed dominance over the household, determined to fulfill his dream of taking revenge against the U.E.P. by joining the Western Alliance as a member of the army. Left in the shadow of his brother, Zain grew to resent the "perfect, pure" child and his condescending attitude towards such basic brotherly things as sparring, discussing interests, and spending time together doing basic human things, in addition to stealing his foster parents' attentions from him and damaging his reputation.

At last, Zain confronted Abram about the matter, leading to an escalating chain of scorching personal indictments... and, at last, to blows, as Abram sought at length to crush Zain's dreams of heroism. The battle was short and brutal: Zain, in his anger, at last parried Abram's paralytic needles with his own blade, rather than risking being pricked... yet, the force of the blow was vastly underestimated: Abram's needles shattered, and Zain found that he had at length landed a mortal wound upon his own brother. Abram, at last, relinquished his rationale with his dying breath:

""The strong must protect the weak, at any cost... you, my brother, are weaker than me. I couldn't let you march to your death, to see your dreams crushed out there in the red haze of war- Mother and Father wouldn't forgive me for that. ...so, I hoped to sway you before it was too late. To take your place. I have failed you, and for that... I'm sorry... so very, very sorry...!""

- -Abram, to Zain

...Zain, left speechless, carried his brother back down the mountain where they had fought, informing his horrified foster parents what had happened. Heartbroken, they disowned him from the family altogether the next day, leaving him alone for the remainder of his high school years to fend for himself. Growing increasingly despondent and bitter to a world that had come to understand him as a murderer (despite no formal charges having been pressed against him), Zain's resolve to enlist in the Dragonwood University Royal Knights and prove everyone wrong about him mounted further and further: correspondingly, a new sort of energy signature gradually built up within him. Intrigued, local and national authorities studied this new power in secret, while also subtly incentivizing Zain to continue enrolling in spite of the bad PR it gave both him and the University, while also devoting additional effort to deflecting the assorted harassments he received in that time.

At last, the private researchers observing their test subject in action observed a peculiar phenomenon: in times of stress, some foreign, unknown energy wormed its way into Zain's mana signature, dramatically warping and amplifying it in subtle and seemingly erratic ways: the only observable constant was some grand state of stress, or: at least, based upon the data they could elicit: whenever their subject was particularly determined to succeed. "His Will," one field researcher dispatched to Dragonwood is notable for saying, "shapes his reality." Believing that they had uncovered a breakthrough in Neuroscience as surely as they had in the Eldritch Studies, the researchers at once returned to report to their superiors...

Zain himself, meanwhile,

Appearance
Zain is a tan-skinned young man, slightly taller than average and in excellent physical shape as a result of his intense training. His unkempt, windblown hair is a light golden/blond-brown, and reaches to roughly his shoulders. His eyes are perhaps most notable, being an uncommon shade of light turquoise.
 * -|Base Form=

He is almost never seen without his iconic, armored whitish-beige coat, which bears on its back the scarlet Vaerpath crest and is tied together by an especially long burgundy belt, each end being capped in silver. Two similar belts, tied to the main one around the back-left of his waist, secure the scabbard to his weapon if any (usually a longsword.) Beneath this, he wears plain black pants with golden diamond trim and a golden cross insignia on the outer left leg, as well as a black button-up shirt with similar trim (usually left partially unbuttoned, as Zain dislikes "the feeling of being suffocated, or restrained" by tight collars. He tends to prefer simple brown leather boots and fingerless gloves, which are often also fitted with plating akin to the pauldrons on his coat. At last, he usually wears a whitish-beige headband that matches his coat, both "because it looks cool" and to help keep his hair out of his eyes.


 * -|Verethragna Form=


 * -|Aeon Form=


 * -|Demiurge Form=


 * -|Pleroma Form=


 * -|Monad Form=


 * -|"True" Monad Form=

Personality
Zain assumes the attitude of the chipper, confident go-getter in the public sphere, not hesitating to do what needs to be done or to take on what everyone else is afraid of. Sometimes, this results in him rushing off with undue haste into situations that he knows in all likelihood he should think about more thoroughly, but for Zain accepting that mistakes will be made at times is part and parcel of being the "hero" he aspires to become: no hero ever stood on their own to reach their dreams. Taking action and failing is seen as better than being so seized by apprehension as to do nothing at all...

In truth, much of Zain's impatience stems from a lifetime of being overlooked and overshadowed by Abram. With no attention, he could never get anything done in life, and his attempt to make change only further demonized him and sundered the last of his tethers to his family, leaving him in a perpetual state of anger and turmoil that largely motivates his initial desire to prove the world wrong about him and, just maybe, make his foster parents proud of him once again.

The overwhelming level of negative public pressure in combination with familial rejection, personal issues with himself and what few of his acquaintances remained as such, and what Zain saw to be nothing else than a "situation devoid of meaningful justice" did temporarily result in another, more introverted and self improvement-focused aspect of his psyche being evoked to the surface- this proved invaluable for the task of becoming one of the top students at Dragonwood University. In fact, it is "minor" aspect of his character that rises to the surface for the majority of the events of the story, due to the loss of his voice. Though Zain still actively champions causes he believes to be just as this sort of person, his lowered motivation and weariness of interacting with a consistently hostile world results in him preferring lazy days to himself over arranging gatherings with friends in the meantime.

This becomes especially true starting with the events in the main story, whereupon he finds for the first time that he is well and

Personal Stats
Date of Birth: Unknown

Birthplace: The Binah

Height: 1.8 meters/5'10.9"

Weight: 73.0 kg/161.0 lbs.

Likes: Sunsets/sunrises, Genuine emotion, A good-spirited competition

Dislikes: Pretension, Being ignored/brushed off, Peas

Hobbies: Hanging Out with friends,

Values: Honesty, Loyalty, Straight-Forwardness

Martial Status: Single

Status: Alive

Affiliations: The New Farwatch, Dragonwood University

Alignment: Neutral Good

MBTI:  INFJ/ENFJ

Color Identity: Red, White, Black

Powers and Stats

 * -|Act I=Tier: Low 7-C, possibly higher

Name: Zain Vaerpath, The False Envoy, Whitecoat, "Stubborn Bastard"

Origin: Hero's Path

Gender: Male

Age: 20

Classification: Human, Envoy, Knight of the Kether

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Energy Manipulation, Regeneration (Low-Mid), Elemental Manipulation of the Fire, Water, Wind, Earth, Darkness, and Light varieties, Attack Reflection via Invincible Mirror, Limited Matter Manipulation via Sephira, Can amplify his stats and reduce his enemies', Healing, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency: Small Town level+, possibly higher (Swung his sword at speeds sufficient to generate this level of energy in his Base Form, can fight on par with the likes of Cpt. Darte Jones and Tessera)

Speed: Massively Hypersonic (Can fly to New York in under half a minute from the other side of the U.S.) with Sub-Relativistic reactions and combat speed (Parried the Skyweave's lightning-speed cannonballs)

Lifting Strength: Class 25 (Lifted a crystallized giant overhead and threw them)

Striking Strength: Small Town Class+

Durability: Small Town level+, possibly higher (Survived several impalements and blast attacks from Tessera, as well as Magus's Teleportation mishap)

Stamina: Peak Human (Trained himself to this level as part of the Admissions progress to becoming a Dean's List Royal Knight at Dragonwood Academy)

Range: Extended melee range with Virtum Aeternam, varies from several meters to several kilometers with powers

Standard Equipment: The daamasc longsword Virtum Aeternam, and the ebonwood staff Peace Walker, as well as his armored coat. Also usually carries a fwe assorted curative/support items and equipment.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving military tutelage from Keiwa Arotsuna.

Weaknesses: Hotheaded, stubborn, and somewhat narrow-sighted, refusing to drop a matter he cares about until it is decisively resolved. Has a limited supply of Kether with which to use some of his special abilities with. Cannot speak.

Feats:

Notable Attacks/Techniques: Basic Abilities Available to all characters simply by training/reading scrolls.

Martial Type


 * Sword Style: Vaerpath: The signature sword style of the Vaerpath family, taught to him by friend of the family Keiwa Arotsuna in adolescence. Wields the blade in a forward-pointing, two-handed grip near the head, focusing on persitent offense and trapping opponents in subtle patterns of defensive maneuvers before switching tactics to land decisive blows. Considered "unique" to the Vaerpath line due to the immense amount of discipline it requires proving impossible to muster up for most individuals.


 * Isacoslash: Focuses upon the conceptualization of a swung blade intently in a myriad to ways, turning one blow into twenty at the last second.


 * Driven Thorn: Takes the blade in one hand and allows it to drag the user forward "of its own volition", chaining into a new combo with a homing stab.


 * Sword Style: Rowdy: A loose, "style-less" style that uses wild abandon, perversion of expectations, and youthful energy to overwhelm and confound foes. Utilizes plenty of rough tactics, such as headbutts, shoulder checks, kicks, toe stomps, snagging clothing, and other unconventional tactics.


 * Hyper: Temporarily increases speed and Will recovery speed, at the expense of temporarily corroding maximum Will available until shortly after it expires.


 * Iron Cyclone: A short hop forward preludes a cyclone of swings and sweeping breakdance-esque kicks that create a suction effect, pulling foes in who attempt to simply outspace the blow before throwing them skywards from the impact.


 * Sword Style: Florentine: Traces a memoryform of the wielded sword to assume a dual-wielding stance, combining offense and defense with each movement. Its techniques require considerable exertion as a trade-off for their efficiency.


 * Cross Parry: Traps an opponent's blow in a dizzying, shifting bladeworks before countering with a straight kick. A classic technique.


 * Burst Flow: Lands consecutive rising and falling double swings that possess a suction effect, subtly manipulating physics to as to lend the target to falling further into the combo's trap.


 * Staff Style: Von Tag: A "high guard" stance that focuses on menace and balancing patience with agressive high blows.


 * Staff Style: Olber: A "low guard" stance that specializes in swift, light movements applied skillfully at the proper moment to disrupt an enemy's flow.


 * Staff Style: Wild Monkey: A dramatic and flashy combat art that favors trickery and whirling attacks.

Magical Type


 * Fire:


 * Water:


 * Earth:


 * Air:


 * Light:


 * Dark:


 * Astra:


 * Rush:

Special Techniques Techniques of Zain's own design, correlating to his own manifestation of Will as Kether.


 * Zero Wave:


 * Onyx Shield:


 * Starlight Stream:


 * Ether Step


 * Invincible Mirror:


 * Ether Nail:


 * Hero's Path:

Inner Truths These are powerful transformations, unlocked within a person upon a revelation regarding one's true self. Activation alone partially restores lost health and kether, in addition to throwing back anyone nearby: additional effects vary from form to form.
 * Verethragna Form:


 * -|Act II=Tier: 6-C

Name: Zain Vaerpath, The False Envoy, Whitecoat, "Stubborn Bastard"

Origin: Hero's Path

Gender: Male

Age: 20

Classification: Human, Envoy, Knight of the Kether

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Energy Manipulation, Regeneration (Low-Mid), Elemental Manipulation of the Fire, Water, Wind, Earth, Darkness, and Light varieties, Attack Reflection via Invincible Mirror, Limited Matter Manipulation via Sephira, Can amplify his stats and reduce his enemies', Healing, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency:

Speed:

Lifting Strength:

Striking Strength:

Durability:

Stamina: Superhuman

Range: Extended melee range with Virtum Aeternam, varies from several meters to several kilometers with powers

Standard Equipment: The daamasc longsword Virtum Aeternam, and the ebonwood staff Peace Walker, as well as his armored coat. Also usually carries a fwe assorted curative/support items and equipment.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving tutelage from

Weaknesses: Hotheaded, stubborn, and somewhat narrow-sighted, refusing to drop a matter he cares about until it is decisively resolved. Has a limited supply of Kether with which to use some of his special abilities with. Cannot speak.

Feats:

Notable Attacks/Techniques:

Key:

Note:

Notable Attacks and Techniques

 * -|Act III=Tier: 5-C

Name: Zain Vaerpath, The False Envoy, Whitecoat, "Stubborn Bastard"

Origin: Hero's Path

Gender: Male

Age: 20

Classification: Human, Envoy, Knight of the Kether

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Energy Manipulation, Regeneration (Low-Mid), Elemental Manipulation of the Fire, Water, Wind, Earth, Darkness, and Light varieties, Attack Reflection via Invincible Mirror, Limited Matter Manipulation via Sephira, Can amplify his stats and reduce his enemies', Healing, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency:

Speed:

Lifting Strength:

Striking Strength:

Durability:

Stamina: Superhuman

Range: Extended melee range with Virtum Aeternam, varies from several meters to several kilometers with powers

Standard Equipment: The daamasc longsword Virtum Aeternam, and the ebonwood staff Peace Walker, as well as his armored coat. Also usually carries a fwe assorted curative/support items and equipment.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving tutelage from

Weaknesses: Hotheaded, stubborn, and somewhat narrow-sighted, refusing to drop a matter he cares about until it is decisively resolved. Has a limited supply of Kether with which to use some of his special abilities with. Cannot speak.

Feats:

Notable Attacks/Techniques:

Key:

Note:

Notable Attacks and Techniques

 * -|Act IV=Tier: 4-B, possibly 4-A

Name: Zain Vaerpath, The False Envoy, Whitecoat, "Stubborn Bastard"

Origin: Hero's Path

Gender: Male

Age: 20

Classification: Human, Envoy, Knight of the Kether

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Energy Manipulation, Regeneration (Low-Mid), Elemental Manipulation of the Fire, Water, Wind, Earth, Darkness, and Light varieties, Attack Reflection via Invincible Mirror, Limited Matter Manipulation via Sephira, Can amplify his stats and reduce his enemies', Healing, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency:

Speed:

Lifting Strength:

Striking Strength:

Durability:

Stamina: Superhuman

Range: Extended melee range with Virtum Aeternam, varies from several meters to several kilometers with powers

Standard Equipment: The daamasc longsword Virtum Aeternam, and the ebonwood staff Peace Walker, as well as his armored coat. Also usually carries a fwe assorted curative/support items and equipment.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving tutelage from

Weaknesses: Hotheaded, stubborn, and somewhat narrow-sighted, refusing to drop a matter he cares about until it is decisively resolved. Has a limited supply of Kether with which to use some of his special abilities with. Cannot speak.

Feats:

Notable Attacks/Techniques:

Key:

Note:

Notable Attacks and Techniques

 * -|Act V (Standard Ending)=Tier: At least 3-C, likely higher | Low 2-C, 2-A via the Paroketh

Name: Zain Vaerpath, The False Envoy, Whitecoat, "Stubborn Bastard"

Origin: Hero's Path

Gender: Male

Age: 21

Classification: Human, Envoy, Knight of the Kether

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Energy Manipulation, Regeneration (Low-Mid), Elemental Manipulation of the Fire, Water, Wind, Earth, Darkness, and Light varieties, Attack Reflection via Invincible Mirror, Limited Matter Manipulation via Sephira, Can amplify his stats and reduce his enemies', Healing, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency:

Speed:

Lifting Strength:

Striking Strength:

Durability:

Stamina: Superhuman

Range: Extended melee range with Virtum Aeternam, varies from several meters to several kilometers with powers

Standard Equipment: The daamasc longsword Virtum Aeternam, and the ebonwood staff Peace Walker, as well as his armored coat. Also usually carries a fwe assorted curative/support items and equipment.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving tutelage from

Weaknesses: Hotheaded, stubborn, and somewhat narrow-sighted, refusing to drop a matter he cares about until it is decisively resolved. Has a limited supply of Kether with which to use some of his special abilities with. Cannot speak.

Feats:

Notable Attacks/Techniques:

Key: Base | Monad

Note:

Notable Attacks and Techniques

 * -|Act V (True Ending)=Tier: High 2-A | High 1-C

Name: Zain Vaerpath, The False Envoy, Whitecoat, "Stubborn Bastard"

Origin: Hero's Path

Gender: Male

Age: 21

Classification: Human, Envoy, Knight of the Kether

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Energy Manipulation, Regeneration (Low-Mid), Elemental Manipulation of the Fire, Water, Wind, Earth, Darkness, and Light varieties, Attack Reflection via Invincible Mirror, Limited Matter Manipulation via Sephira, Can amplify his stats and reduce his enemies', Healing, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency:

Speed:

Lifting Strength:

Striking Strength:

Durability:

Stamina: Superhuman

Range: Extended melee range with Virtum Aeternam, varies from several meters to several kilometers with powers

Standard Equipment: The daamasc longsword Virtum Aeternam, and the ebonwood staff Peace Walker, as well as his armored coat. Also usually carries a fwe assorted curative/support items and equipment.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving tutelage from

Weaknesses: Hotheaded, stubborn, and somewhat narrow-sighted, refusing to drop a matter he cares about until it is decisively resolved. Has a limited supply of Kether with which to use some of his special abilities with. Cannot speak.

Feats:

Notable Attacks/Techniques:

Key: Base | True Monad

Note:

Notable Attacks and Techniques

 * -|Act III=Tier: 5-C

Name: Zain Vaerpath, The False Envoy, Whitecoat, "Stubborn Bastard"

Origin: Hero's Path

Gender: Male

Age: 20

Classification: Human, Envoy, Knight of the Kether

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Energy Manipulation, Regeneration (Low-Mid), Elemental Manipulation of the Fire, Water, Wind, Earth, Darkness, and Light varieties, Attack Reflection via Invincible Mirror, Limited Matter Manipulation via Sephira, Can amplify his stats and reduce his enemies', Healing, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency:

Speed:

Lifting Strength:

Striking Strength:

Durability:

Stamina: Superhuman

Range: Extended melee range with Virtum Aeternam, varies from several meters to several kilometers with powers

Standard Equipment: The daamasc longsword Virtum Aeternam, and the ebonwood staff Peace Walker, as well as his armored coat. Also usually carries a fwe assorted curative/support items and equipment.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving tutelage from

Weaknesses: Hotheaded, stubborn, and somewhat narrow-sighted, refusing to drop a matter he cares about until it is decisively resolved. Has a limited supply of Kether with which to use some of his special abilities with. Cannot speak.

Feats:

Notable Attacks/Techniques:

Key:

Note:

Notable Attacks and Techniques

 * -|Act IV=Tier: 4-B, possibly 4-A

Name: Zain Vaerpath, The False Envoy, Whitecoat, "Stubborn Bastard"

Origin: Hero's Path

Gender: Male

Age: 20

Classification: Human, Envoy, Knight of the Kether

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Energy Manipulation, Regeneration (Low-Mid), Elemental Manipulation of the Fire, Water, Wind, Earth, Darkness, and Light varieties, Attack Reflection via Invincible Mirror, Limited Matter Manipulation via Sephira, Can amplify his stats and reduce his enemies', Healing, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency:

Speed:

Lifting Strength:

Striking Strength:

Durability:

Stamina: Superhuman

Range: Extended melee range with Virtum Aeternam, varies from several meters to several kilometers with powers

Standard Equipment: The daamasc longsword Virtum Aeternam, and the ebonwood staff Peace Walker, as well as his armored coat. Also usually carries a fwe assorted curative/support items and equipment.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving tutelage from

Weaknesses: Hotheaded, stubborn, and somewhat narrow-sighted, refusing to drop a matter he cares about until it is decisively resolved. Has a limited supply of Kether with which to use some of his special abilities with. Cannot speak.

Feats:

Notable Attacks/Techniques:

Key:

Note:

Notable Attacks and Techniques

 * -|Act V (Standard Ending)=Tier: At least 3-C, likely higher | Low 2-C, 2-A via the Paroketh

Name: Zain Vaerpath, The False Envoy, Whitecoat, "Stubborn Bastard"

Origin: Hero's Path

Gender: Male

Age: 21

Classification: Human, Envoy, Knight of the Kether

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Energy Manipulation, Regeneration (Low-Mid), Elemental Manipulation of the Fire, Water, Wind, Earth, Darkness, and Light varieties, Attack Reflection via Invincible Mirror, Limited Matter Manipulation via Sephira, Can amplify his stats and reduce his enemies', Healing, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency:

Speed:

Lifting Strength:

Striking Strength:

Durability:

Stamina: Superhuman

Range: Extended melee range with Virtum Aeternam, varies from several meters to several kilometers with powers

Standard Equipment: The daamasc longsword Virtum Aeternam, and the ebonwood staff Peace Walker, as well as his armored coat. Also usually carries a fwe assorted curative/support items and equipment.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving tutelage from

Weaknesses: Hotheaded, stubborn, and somewhat narrow-sighted, refusing to drop a matter he cares about until it is decisively resolved. Has a limited supply of Kether with which to use some of his special abilities with. Cannot speak.

Feats:

Notable Attacks/Techniques:

Key: Base | Monad

Note:

Notable Attacks and Techniques

 * -|Act V (True Ending)=Tier: High 2-A | High 1-C

Name: Zain Vaerpath, The False Envoy, Whitecoat, "Stubborn Bastard"

Origin: Hero's Path

Gender: Male

Age: 21

Classification: Human, Envoy, Knight of the Kether

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Energy Manipulation, Regeneration (Low-Mid), Elemental Manipulation of the Fire, Water, Wind, Earth, Darkness, and Light varieties, Attack Reflection via Invincible Mirror, Limited Matter Manipulation via Sephira, Can amplify his stats and reduce his enemies', Healing, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency:

Speed:

Lifting Strength:

Striking Strength:

Durability:

Stamina: Superhuman

Range: Extended melee range with Virtum Aeternam, varies from several meters to several kilometers with powers

Standard Equipment: The daamasc longsword Virtum Aeternam, and the ebonwood staff Peace Walker, as well as his armored coat. Also usually carries a fwe assorted curative/support items and equipment.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving tutelage from

Weaknesses: Hotheaded, stubborn, and somewhat narrow-sighted, refusing to drop a matter he cares about until it is decisively resolved. Has a limited supply of Kether with which to use some of his special abilities with. Cannot speak.

Feats:

Notable Attacks/Techniques:

Key: Base | True Monad

Note:

Other
Notable Victories:

Notable Losses:

Inconclusive Matches:

Trivia
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