User:ThePerpetual/Sandbox5

(Reworks in progress)

"The world is made of precious seconds: of smiles, and laughter, and butterflies sputtering off into the sunset. It's made of those things we choose to hold onto, rather than push away; its made of the things we do when we realize we only have so much time to do them. We hold onto those memories because we already know everything you were saying, Naux... we already knew that nothing mattered. That without a God, or some force out there writing divine laws, there was nothing that made anything we did or said, or believed, mean anything at all anymore. And you know what? We're changing that. We decided it matters, and honestly, for me? That's more than enough.

You want our future so bad? Come on! Take it from me."

- Zain, to the Naux Avatar, just before the Final Battle


 * -|Summary=

Zain Vaerpath is the primary protagonist and main character of Hero's Path, among the most well-known stories in The Ultimaverse series.


 * -|Backstory=

Prior to Birth
Magic and the existence of the Yesod, another plane of being where the powers of one's dreams and subconscious can Manifest in the physical world, was still a relatively new discovery as of the year 2172, yet the mega-corporations that all but owned the world had already managed to industrialize and privatize its production and distribution. 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, costing the lives of millions.

Among the greatest heroes of this time was the sword-saint Keiwa Arotsuna, wielder of the Totsuka-no-Tsurugi (among those fabled weapons thought to be of the Old World) and among the chief heroes of the globe-spanning hero organization Farwatch, as well as public spokesperson for the betterment of society, mentor to Tessera, and friends of Zain's parents, Andre and Marie Vaerpath. The former, a half-Haitian immigrant to Colorado whose father fled the country for fear of some disturbing event he was unwilling to disclose to his son, had at last broke down when similar incidents spread en masse from the region, and explained to Arotsuna the horrors he had fled: people swallowed by their own dreams, wandering the islands like zombis spreading their psychic pathogen to those they touched... how the whole company he had traveled to remote parts of the island with all collapsed beneath the ruins there. Keiwa Arotsuna, then, of course traveled to investigate... and tragedy struck. It was Marie who had returned to her husband's father's grave, and who uncovered a tear- one of an increasing many latent in the world.

Keiwa, moments too late to save her, lost his blade to the void that opened up and swallowed that moment, that space and time, into the Binah to be reborn... but with the blade's presence, a peculiar instance came about: with the Totsuka-no-Tsurugi's unfathomable true power accumulated from its status as a former weapon of Samael's able to express itself in the empty medium, it fused the mother's soul to her unborn son's, at once "killing" her (and thus not contradicting the cosmic law of the Binah sphere) whilst granting the child unborn a chance at life (as it, not yet born, could not be recognized as a being to kill.) Inadvertently, Keiwa had tricked the Binah itself into being Zain's mother...

Early Life
It was on a stormy November night, in the midst of the war five years later, that the child Zain was first introduced to the world. Wandering down from the mountains, the child was afflicted at first, in a trance alike those under the influence of that curse that arose in Haiti. Amidst the gunsmoke of bombs and ruin wrought by magic upon the Colorado countryside, Arotsuna: again, present to recognize by memory the magical malady thought extinct: ensured the child found safety, bringing him at last to the doorstep of his aunt Martha and uncle Jordain, who still bereaved the loss of his sister (Marie) and his own son as a consequence of this World War III. 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 they knew too well for their own good... to no avail.

Zain, too, was driven even at the young age he was first found at by a burning, passionate curiosity, a demand upon the world to understand not "What?", but "Why?" His headstrong and stubborn nature revealed itself early on, and his reputation as a firebrand that loved to take charge of things he was passionate about (unfortunately, his teachers noted, this seldom included academics) made him well-known among the other children, for better and for worse.

Martha and Jordain, however, feare the loss of their newly adopted, and only, child, yet could not bear to crush his doomed, fiery passion and kindness. Their compromise was the adoption of a second son: the prodigal child Abram, whose irresponsible parents, falling into lifestyles stained with drug use and poverty after a foreign metahuman of the United Eastern Powers destroyed their home, could no longer afford to care for their very dignified and well-to-do child. 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 Dragonwood University's "Knights of Lazarus", so named for their investment in developing magics that restored and preserved their immortal order, rendering them famously troublesome to face on the field of battle.

Confronting Abram
Left in the shadow of his brother, Zain grew to resent the "perfect, pure" child and his perceived condescending attitude towards such basic brotherly things as sparring, discussing interests, and spending time together as human beings. He loathed, too, that his foster parents' attentions were stolen from him: from the moment he was born, abandoned in the dark amidst the cosmic vacuousness of the Binah, he grew sensitive to his gnawing loneliness. Even further still, as they grew, Zain's young nerves flared as Abram's tacit attitudes impressed themselves into the minds of his peers, further isolating him from those whose admiration he once reveled in.

When at last Zain confronted Abram about the matter, Abram's expression of frustration with Zain's jealousy in the face of more important matters: justice, vengeance against those who'd wronged him and his people in the past led to Zain demanding to understand the nature of Abram's hypocrisy, leading to an escalating chain of scorching personal indictments... and, at last, to blows, as Abram sought at length to crush Zain's immature 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, who had yet to master the Knights of Lazarus's' regenerative arts.

Abram, at last, relinquished his truest 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

...and died in his brother's arms.

Isolation
Zain, in a numb, speechless trance, carried his brother back down the mountain to his horrified aunt and uncle. Though they could not press charges, they were too distraught to bear to see their murderous son as part of their life before, and so disowned him from the family altogether the next day; Zain, truly and utterly alone for the remainder of his high school years, was left to fend for himself. Zain grew increasingly despondent and bitter in the face of a world whose validation he desperately sought, a world that had come to understand him as a murderer: despite no formal charges having been pressed against him, word of what had happened, in many cases void of context or else exaggerated, had quickly spread.

Zain's resolve to enlist in the Dragonwood University Knights of Lazarus, 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 encouraging 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. With the promise of the public's forgiveness for what he had done hanging before the unwitting Zain like an apple on a stick, he eagerly accepted the authorities' proposals, and, resolving to make right what he had wronged, trained himself intensively for the position of Knight of Lazarus, the dream his brother did not live long enough to actualize.

At last, these private researchers: direct operatives under a man named Azel Tenebris, head of the Supernatural Investigation and Elimination Division (or, S.I.E.D.): observed in their test subject Zain a peculiar phenomenon: in times of stress, some foreign, unknown energy, flowed into Zain's mana signature, dramatically warping and amplifying it in subtle and seemingly erratic ways: the only observable constant was that it seemingly grew in proportion to the degree which Zain responded that the event felt important to him. "It's as though the magnitude of his willpower translates into an amplifier for his powers," a thesis published by one S.I.E.D. operative noted. Believing that they had uncovered a breakthrough in Neuroscience as surely as they had in Eldritch Studies, the researchers at once returned to report to their superiors...

Invasion
Zain himself, meanwhile, reveled briefly in his hard-earned accomplishments before at last being contacted by Azel Tenebris, himself. Though he proved amiable enough in their initial encounters, Zain quickly grew suspicious of Azel-

Yet, whatever was to come of such on investigation from there was for naught, as it was too late- Zain was taken discreetly as a prisoner when he stumbled upon Azel and his forces, in actuality the Faceless Lord Ruin and his elite servants on Earth, deep beneath Dragonwood University's Phrenic Disciplines Building. There, Ruin prepared to use residue and leftover phenomena recovered from incidents like the one that had taken Zain's mother, as well as immense quantities of crystallized mana stolen from the world's treasuries, their own hellish technological devices, and finally the Lazarus Emblem: the prototype upon which the first enchantment to create an undying soldier was cast and discovered: to attempt to call forth a power that would enable them to conquer the world at its weakest, in the midst of their battle-

Only, Master Arotsuna had kept his eye on Zain discreetly, not seeking to alarm him or influence his behavior. With the rest of Farwatch alert [including his young student Tessera, much to his chagrin], they were able to scramble in order to successfully intercept the forces that emerged: then, subsequently, the utter catastrophe that followed, as Ruin inadvertently summoned a true anomaly: a tear into the true form of the realm of the Yesod, a calamity evoked by Naux, who sought the chance to act through his agents in order to end the earth once and for all. Master Arotsuna, devoid of the Totsuka, could not cut the void in half, and in the ensuing chaos Ruin laid waste to them along with hordes of Qlippoth...

Last Chance
But Zain, left alone, felt a tug in the core of his being... an inner voice, the voice of Abram and Martha and Jordain and all of those friends who had abandoned him, every living being... they were on his side, for once. They wanted help. They wanted a hero. Zain, picking up his tortured, crippled body to break out of his captivity and move into the anomaly, reached out for the golden light within the rift, his Will and his mana holding him together just long enough for it to reach out back to him, to his origin within the Binah...

And so, the rift closed, the world damaged: beyond repair, seemingly, and shrouded in a deathly fog: but able to cling to what meager hope remained. Six thousand years past this way... until, at last, Zain Vaerpath awoke, in a far different world than the one he left behind. His memories in fragments, his voice torn from his lungs like dust in the wind, the young knight discovered, from the blade buried in his heart, that he too had inherited the Legend of the Knight of Lazarus in some profound, meaningful way that he didn't yet understand: and so the quest to rediscover himself, to find answers, to save this new world and its innocents' suffering, all at once began...!


 * -|Appearance=

Base Form
Zain appears as a healthy young man with tanned skin and turquoise eyes. He usually wears his medium-long, unkempt golden-brown hair with a beige bandanna that matches his signature armored coat. Burgundy and blue belts serve the dual purpose of keeping his coat on his shoulders and of adding an additional pauldron to his off-arm to guard against swings for the collar and neck. Beneath this, he wears a black button-up shirt (usually left partially unbuttoned, as Zain dislikes "the feeling of being suffocated, or restrained" by tight collars) with golden trim, and black pants. He tends to prefer leather boots and fingerless gloves, which are often also fitted with plating akin to the pauldron on his coat. A royal blue armband bearing the Vaerpath family crest remains on his arm to punctuate the ensemble: a memento of the past he had left behind.

Monad

 * -|Quotes=


 * -|Personality=

Zain adopts the persona of a chipper, confident go-getter in day-to-day life, choosing to do what needs to be done or to take on what everyone else is afraid of- this often extends to accepting daunting or even foolhardy challenges, on the principle that someone, somewhere in the world needs to challenge the notion of what is possible. Sometimes, this results in him rushing off with undue haste into situations that he knows in all likelihood he should think about more thoroughly. For Zain, accepting that mistakes will be made at times is part and parcel of being the sort of "hero" he aspires to become: the sort of person that can stand before the horrors of the world unafraid, with a smile that can inspire others to follow him. Taking action and failing, after all, he believes, is better than languishing and doing nothing at all...

This tempestuous nature of Zain's translates often into a stubborn and unyielding refusal to abandon what he sees as the best course of action, in times of crisis. He is generally self-aware, regarding this, and attempts to do his best to take into consideration the desires and thoughts of others. However, when push comes to shove, hesitating in such times of crisis costs valuable time: time that could be spent taking action. Combined with his learned understanding of the external world as his enemy, and his showoff nature manifesting as a need to solve the problem himself as much as he is capable, as he sees it, there is rarely time to be anything but assertive in going to right a wrong- acknowledging of the opposition and the merit to be found in its reasoning, but nonetheless carrying on with what he believes is the best course of action.

The assertive personality Zain exhibited in combination with his unusual powers naturally nominated him for the role of leader, though at first he didn't desire such a role. For Zain, it both reminded him of his past poor experiences with trying to lead and inspire others, and wanting to be responsible for himself alone in trying to face the world's evils. Over the course of the story, however, Zain warms up, and re-accustoms to, his mantle.

This all said, however, Zain is still fundamentally a kind-hearted person, even if a stubborn one that often undermines his own attempts at being such. Often, hearing of the problems the world faces, Zain is halfway through the act of working out a solution for whatever woe they face, acting almost as if possessed. This doesn't seem to bother him very much, however: he draws a distinction between acting based on one's own primal impulse, devoid of the ego naturally, and actively being forced to act against, or in spite of, one's own ego by some external actor.

Ultimately, the motivation for all of Zain's mannerisms: his compulsory desire to help those facing hard times, the firebrand demand for the spotlight, his easy-going demeanor and tendency towards the behavior of a daredevil and showoff: all stems from the primordial, fundamental loneliness that has pervaded his entire life. Zain was born stranded in a higher reality- fed only the cosmic dread of the finality of fate, the emptiness of a world in which consciousness dissolved away into nothing and was rewritten as new individuals- before at last escaping through the latent power of the Hero's Path, the Mystery of "Zain", the path of the Lovers Arcana that unites and brings together the hearts of disparate things. His childhood and coming of age, characterized by ascending to have the love he longed for only to have it taken away, and then to worsen the situation with his own actions, sharpened this pain to an acute point, as the feeling that the world had turned against him grew and grew.

As Zain sees it, the very meaning to be had in life is derived from the connections you choose, voluntarily, to make with others and the world. So at the end of the day, he desires merely to form meaningful connections with other people; perhaps, it could be said, a rather common desire for a young adult trying to make his way in the world, outstanding circumstances aside.

Near everything he does, he does to fuel his own desire to see himself as a savior... yet, being rejected by the very people he sought to save: punished, even, by the Gods (or so he'd say) by stripping him of his agency, more literally his voice: a more sullen and bitter side of his personality, one more akin to Tessera's, comes to the forefront more in the beginning of the story. Even so, it begins gradually ebbing away after meeting new allies, and after reimposing itself when he finds new evils inside of himself to conquer and expunge, finally takes a backseat after Zain finally regains his voice, restoring him to his more confident and friendly self.


 * -|Personal Stats=

Date of Birth: Unknown (likely sometime in the year 2172 A.D.)

Birthplace: The Binah

Height: 1.82 meters/~5'11.7"

Weight: 77.0 kg/~169.8 lbs.

Likes: Sunsets/sunrises, Emotional honesty, Good-spirited competition, Spicy foods

Dislikes: Winter, "Pretentious Assholes", Being ignored/brushed off, Being alone/dejected, Peas

Hobbies: Hanging Out with Friends, Fencing/Martial Arts/Basketball, Philosophy Club, Playing Video Games, other assorted young adult things

Values:
 * "Be honest with those around you- that always brings about the best in the end."
 * "Loyalty's a heavy burden to bear, sometimes, but it's worth more than its weight in gold."
 * "Secrets and Back-handedness waste time; just respect me enough to tell me what needs to be told. I'll do the same for you."

Martial Status: Single

Status: Ambiguous

Affiliations:

Alignment: Chaotic Good

MBTI: ENFJ

Color Identity: Red, White, Black, Gold (in roughly that order)

Powers and Stats

 * -|Act I=Tier:

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

Origin: Hero's Path

Gender: Male

Age: 20-21

Classification: Human, Envoy, Knight of the Kether

Powers and Abilities:

Attack Potency:

Speed:

Lifting Strength:

Striking Strength:

Durability:

Stamina:

Range:

Standard Equipment: Includes a number of weapons and tools:
 * Sword:


 * Shield


 * Staff: A long, ebonwood bo staff, and Zain's primary backup weapon. Though it has a limited capacity for Dreamweaves, it lowers Attack in all enemies it hits, blunting and blurring their negative emotions and killing intent- in the story, Zain tends to wield it against humans so that he can end the fight non-lethally.


 * Cup


 * Vaerpath Coat: A lightly armored, two-tailed beige coat, possessed of a high capacity for Dreamweaves but otherwise not notable.


 * Auxillary Tools: Includes scrolls for applying Metamagic effects to his spells (or casting spells he doesn't know), miscellaneous tools for mundane tasks, maps, a cell phone, and a few other items.


 * The Sephira: Crystallized essentia drawn from the higher Sephira of the Tree of Life, which grant mastery over one's inner Manifestation of these Archetypes. These are the object of much of Zain's quest as The Envoy. Used in combat, they can be metamorphosed into near any shape the user can imagine, and fly around to attack from all angles. Out of combat, they are useful for undoing what are known as "Idea Fractures": irregularities and alterations from the "true" state of the Archetype as they appear in the physical world.
 * Malkuth: The Tenth Sephira, an incarnation of Archetype "Kingdom". Mends and guards against Idea Fractures that correlate to the physical realm.
 * Tiphareth: What is left of the Sixth Sephira, an incarnation of the Archetype "Beauty", following the incident in the depths of the Dragonwood Eldritch Arts research facility. Embodying the conceptual Human Soul as it relates to connecting to the world without, it permits Zain a measure of power to mend and guard against Idea Fractures that impose themselves upon death- in combination with his artificial tethering to both the Binah and the Tiphareth themselves, his Soul will always find a way to return to the world, and reconstitute a new form, albeit with time.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving tutelage from Keiwa Arotsuna, along with other master warriors.

Weaknesses:
 * Hotheaded, stubborn, and somewhat narrow-sighted.
 * Refuses 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.
 * Will not take a human (or human-like) life if he can find a way not to.
 * Somewhat vulnerable to wind and darkness-type attacks.
 * Although Fate Break boasts high potential in that it forces beings beyond fate to face a fair fight, it does not guarantee that whatever attack they would otherwise escape will automatically defeat them, if they have other means of resisting.
 * The Genesis Eggs, as potent as they are, cannot be used offensively in most situations, as they only mend abnormalities present in the "normal" state of their keyed aspects, rather than let the wielder freely manipulate them to fit their desires.

Feats:
 * Cut a magic-equipped mech the size of a two-story house in half with nothing more than a rusty sword and his learned powers after having been in a coma for six millenia
 * Survived for over a minute in direct contact with Banemist-saturated rainfall
 * Defeated Cpt. Darte Jone's vessel with a pair of his ship's own reflected cannonballs
 * Died several times to Tessera in order to prove the sincerity of his desire to better the world, awakening the first of his own Inner Truths in the process of doing so
 * Using the Malkuth, mended the Idea Fracture in the clouds overhead, in order to help Tessera disperse the Banemist over Dragonwood

Notable Attacks and Techniques

 * -|Act II=Tier: 

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:

Attack Potency: Country level (Capable of damaging and seriously wounding Metenros, who withstood attacks from Act II Tessera)

Speed: At least Massively Hypersonic (Can fly halfway across the world in a minute) with FTL reactions/combat speed (Can react to and parry the Harab Serapels' focused lasers)

Lifting Strength: Class T (Lifted the cap of a large mountain overhead and threw it), likely Class P with telekinesis (Shouldn't be drastically weaker magically than Tessera)

Striking Strength: Country Class

Durability: Country level (Withstood numerous attacks from Metenros, who raised mountains and threw halves of them into one another at great speeds; clashed with Tessera as a part of their training)

Stamina: Superhuman

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

Standard Equipment: Includes a number of weapons and tools:
 * Virtum Aeternam: A daamasc longsword, and Zain's favored armament. Though relatively simple on its own, aside from daamasc's high elemental-energy conductivity, it has a high capacity for Dreamweaves, or weaves of kether that can attach themselves to physical objects to allow them to damage Qlippoth and furthermore to apply highly customizable effects to them.


 * Peace Walker: A long, ebonwood bo staff, and Zain's primary backup weapon. Though it has a limited capacity for Dreamweaves, it lowers Attack in all enemies it hits, blunting and blurring their negative emotions and killing intent- in the story, Zain tends to wield it against humans so that he can end the fight non-lethally.


 * Vaerpath Coat: A lightly armored, two-tailed beige coat, possessed of a high capacity for Dreamweaves but otherwise not notable.


 * Auxillary Tools: Includes scrolls for applying Metamagic effects to his spells (or casting spells he doesn't know), miscellaneous tools for mundane tasks, maps, a cell phone, and a few other items.


 * The Genesis Eggs: Crystallized essentia drawn from the higher Sephira of the Tree of Life, which grant mastery over one's inner Manifestation of these Archetypes. These are the object of much of Zain's quest as The Envoy. Used in combat, they can be metamorphosed into near any shape the user can imagine, and fly around to attack from all angles. Out of combat, they are useful for undoing what are known as "Idea Fractures": irregularities and alterations from the "true" state of the Archetype as they appear in the physical world.
 * Malkuth: The Tenth Sephira, an incarnation of Archetype "Kingdom". Mends and guards against Idea Fractures that correlate to the physical realm.
 * Yesod: The Ninth Sephira, an incarnation of the Archetype "Dreams". Mends and guards against Idea Fractures that correlate to the dreams and both the conscious and subconscious mind.
 * Hod: The Eighth Sephira, an incarnation of the Archetypes "Heart". Mends and guards against Idea Fractures that correlate to emotions, impulses, and feelings.
 * Netzach: The seventh Sephira, an incarnation of the Archetype "Eternity". Mends and guards against Idea Fractures that correlate to time, space, or memories that are inexorably etched into such.
 * Tiphareth Shell: What is left of the Sixth Sephira, an incarnation of the Archetype "Beauty", following the incident in the depths of the Dragonwood Eldritch Arts research facility. Embodying the conceptual Human Soul as it relates to connecting to the world without, it permits Zain a measure of power to mend and guard against Idea Fractures that impose themselves upon death- in combination with his artificial tethering to both the Binah and the Tiphareth themselves, his Soul will always find a way to return to the world, and reconstitute a new form, albeit with time.

Intelligence: Gifted. Managed to keep up with multiple rigorous academic courses whilst also receiving tutelage from Keiwa Arotsuna, along with other master warriors.

Weaknesses:
 * Hotheaded, stubborn, and somewhat narrow-sighted.
 * Refuses 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.
 * Will not take a human (or human-like) life if he can find a way not to.
 * Somewhat vulnerable to wind and darkness-type attacks.
 * Although Fate Break boasts high potential in that it forces beings beyond fate to face a fair fight, it does not guarantee that whatever attack they would otherwise escape will automatically defeat them, if they have other means of resisting.
 * The Genesis Eggs, as potent as they are, cannot be used offensively in most situations, as they only mend abnormalities present in the "normal" state of their keyed aspects, rather than let the wielder freely manipulate them to fit their desires.

Feats:
 * With the help of Magus and Asha, tracked down Metenros after he abducted Tessera and fled to the other side of the world
 * Endured Metenros's spiders' nerve-wrecking poisons enough to escape captivity himself, temporarily
 * Learned how to unleash the Aeon Form mid-battle in time to defy his own capture and turn the tables on Metenros

Notable Attacks and Techniques

 * -|Act III=Tier: 

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:

Attack Potency:  (Seriously wounded Ruin, who survived being shot through the heart with the same chakra lightning bolt that obliterated the Starfall)

Speed: Sub-Relativistic (Can travel to the Moon in under a minute) with FTL reactions/combat speed (Tagged Ruin several times, who parried Tessera's chakra thunder with his bare hand following the Starfall's Destruction; faster than his Act III self)

Lifting Strength: At least Class T, likely Class P with telekinesis (Superior to his Act II self)

Striking Strength: Small Planet Class

Durability: Small Planet level (Withstood hits from Ruin)

Stamina: Superhuman

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

Standard Equipment: Includes a number of weapons and tools:
 * Virtum Aeternam: A daamasc longsword, and Zain's favored armament. Though relatively simple on its own, aside from daamasc's high elemental-energy conductivity, it has a high capacity for Dreamweaves, or weaves of kether that can attach themselves to physical objects to allow them to damage Qlippoth and furthermore to apply highly customizable effects to them.


 * Peace Walker: A long, ebonwood bo staff, and Zain's primary backup weapon. Though it has a limited capacity for Dreamweaves, it lowers Attack in all enemies it hits, blunting and blurring their negative emotions and killing intent- in the story, Zain tends to wield it against humans so that he can end the fight non-lethally.


 * Vaerpath Coat: A lightly armored, two-tailed beige coat, possessed of a high capacity for Dreamweaves but otherwise not notable.


 * Auxillary Tools: Includes scrolls for applying Metamagic effects to his spells (or casting spells he doesn't know), miscellaneous tools for mundane tasks, maps, a cell phone, and a few other items.


 * The Genesis Eggs: Crystallized essentia drawn from the higher Sephira of the Tree of Life, which grant mastery over one's inner Manifestation of these Archetypes. These are the object of much of Zain's quest as The Envoy. Used in combat, they can be metamorphosed into near any shape the user can imagine, and fly around to attack from all angles. Out of combat, they are useful for undoing what are known as "Idea Fractures": irregularities and alterations from the "true" state of the Archetype as they appear in the physical world.
 * Malkuth: The Tenth Sephira, an incarnation of Archetype "Kingdom". Mends and guards against Idea Fractures that correlate to the physical realm.
 * Yesod: The Ninth Sephira, an incarnation of the Archetype "Dreams". Mends and guards against Idea Fractures that correlate to the dreams and both the conscious and subconscious mind.
 * Hod: The Eighth Sephira, an incarnation of the Archetypes "Heart". Mends and guards against Idea Fractures that correlate to emotions, impulses, and feelings.
 * Netzach: The seventh Sephira, an incarnation of the Archetype "Eternity". Mends and guards against Idea Fractures that correlate to time, space, or memories that are inexorably etched into such.
 * Tiphareth Shell: What is left of the Sixth Sephira, an incarnation of the Archetype "Beauty", following the incident in the depths of the Dragonwood Eldritch Arts research facility. Embodying the conceptual Human Soul as it relates to connecting to the world without, it permits Zain a measure of power to mend and guard against Idea Fractures that impose themselves upon death- in combination with his artificial tethering to both the Binah and the Tiphareth themselves, his Soul will always find a way to return to the world, and reconstitute a new form, albeit with time.
 * Geburah: The Fifth Sephira, an incarnation of the Archetype "Severity". Mends and guards against Idea Fractures that correlate to powers and strength- such as the nullification of such, for example.
 * Chesed: The Fourth Sephira, an incarnation of the Archetypes of "Kindness". Mends and guards against Idea Fractures that correlate to humanity's moral concepts- good, evil, order, and chaos- even undoing the definitions of such scribed by divine law, should their "true" state prove dissonant with the Will of a single Godform.

Intelligence: Genius. Has grown considerably under Tessera's guidance as a leader and a scholar, and has learned much of the world's history- managed to briefly outwit the far more experienced Ruin.

Weaknesses:
 * Hotheaded, stubborn, and somewhat narrow-sighted.
 * Refuses 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.
 * Will not take a human (or human-like) life if he can find a way not to.
 * Somewhat vulnerable to wind and darkness-type attacks.
 * Although Fate Break boasts high potential in that it forces beings beyond fate to face a fair fight, it does not guarantee that whatever attack they would otherwise escape will automatically defeat them, if they have other means of resisting.
 * The Genesis Eggs, as potent as they are, cannot be used offensively in most situations, as they only mend abnormalities present in the "normal" state of their keyed aspects, rather than let the wielder freely manipulate them to fit their desires.

Feats:
 * Helped Darius "Rune" Freeman find resolution when confronted with the truth of his brother's betrayal of Earth
 * Willed himself back into human form after turned into a common radish by The Chartreuse Sage
 * Continued fighting after half of his flesh was burnt off
 * Distracted Ruin long enough: while impaled, crucified, and falling into the Daathe: for Oni Form Tessera to land a finishing blow, invoking the Apsu technique to impose a concept of death upon him when Tessera proved unable to use the Requiem

Notable Attacks and Techniques

 * -|Act IV=Tier: 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:

Attack Potency: Multi-Solar System level (Defeated and destroyed the Vesper Core, a being that even Gods like Odin found to be a grave threat, and held up against its strongest attacks)

Speed: Massively FTL (Can fly to the edge of the Solar System in under a minute and evade Outer Vesper's Solar System-spanning Perish Cannons, albeit from a distance), with possibly Massively FTL+ combat speed

Lifting Strength: Pre-Stellar (Physically contended with the Vesper Core, whose walls continually support its entire outer shell)

Striking Strength: Multi-Solar System Class

Durability: Multi-Solar System level (Took hits from, and defeated the Vesper Core)

Stamina: Virtually Inexhaustible (Remained active and conscious for the entirety of his imprisonment within Vesper)

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

Standard Equipment: Includes a number of weapons and tools:
 * Virtum Aeternam: A daamasc longsword, and Zain's favored armament. Though relatively simple on its own, aside from daamasc's high elemental-energy conductivity, it has a high capacity for Dreamweaves, or weaves of kether that can attach themselves to physical objects to allow them to damage Qlippoth and furthermore to apply highly customizable effects to them.


 * Peace Walker: A long, ebonwood bo staff, and Zain's primary backup weapon. Though it has a limited capacity for Dreamweaves, it lowers Attack in all enemies it hits, blunting and blurring their negative emotions and killing intent- in the story, Zain tends to wield it against humans so that he can end the fight non-lethally.


 * Vaerpath Coat: A lightly armored, two-tailed beige coat, possessed of a high capacity for Dreamweaves but otherwise not notable.


 * Auxillary Tools: Includes scrolls for applying Metamagic effects to his spells (or casting spells he doesn't know), miscellaneous tools for mundane tasks, maps, a cell phone, and a few other items.


 * The Genesis Eggs: Crystallized essentia drawn from the higher Sephira of the Tree of Life, which grant mastery over one's inner Manifestation of these Archetypes. These are the object of much of Zain's quest as The Envoy. Used in combat, they can be metamorphosed into near any shape the user can imagine, and fly around to attack from all angles. Out of combat, they are useful for undoing what are known as "Idea Fractures": irregularities and alterations from the "true" state of the Archetype as they appear in the physical world.
 * Malkuth: The Tenth Sephira, an incarnation of Archetype "Kingdom". Mends and guards against Idea Fractures that correlate to the physical realm.
 * Yesod: The Ninth Sephira, an incarnation of the Archetype "Dreams". Mends and guards against Idea Fractures that correlate to the dreams and both the conscious and subconscious mind.
 * Hod: The Eighth Sephira, an incarnation of the Archetypes "Heart". Mends and guards against Idea Fractures that correlate to emotions, impulses, and feelings.
 * Netzach: The seventh Sephira, an incarnation of the Archetype "Eternity". Mends and guards against Idea Fractures that correlate to time, space, or memories that are inexorably etched into such.
 * Tiphareth: The Sixth Sephira, an incarnation of the Archetype "Beauty." Made whole, it's power to mend and guard against Idea Fractures correlating to death and the causal body are restored to their full capacity, allowing Zain to not only "mend" his death of his own volition, restoring himself to reality via an exertion of Will, but also to do so from even a state that defines him as the cause of his own death: "because he is dead, he died" and related transitional causes from one state of being to another are unraveled.
 * Geburah: The Fifth Sephira, an incarnation of the Archetype "Severity". Mends and guards against Idea Fractures that correlate to powers and strength- such as the nullification of such, for example.
 * Chesed: The Fourth Sephira, an incarnation of the Archetypes of "Kindness". Mends and guards against Idea Fractures that correlate to humanity's moral concepts- good, evil, order, and chaos- even undoing the definitions of such scribed by divine law, should their "true" state prove dissonant with the Will of a single Godform.
 * Daathe: The False Sephira, an incarnation of the Empty Archetypes- of "Nothing". Mends and guards against Idea Fractures that correlate to Manifestation, or "Demanifestion"- erasure. It's power is such that to "exist" and "not exist" become a single state of being, with Zain becoming a self-actualizing body unreliant upon the recognition of others to validate his existence in his own real world- Zain's Will must first be broken, or changed, in order to overcome this permanence.
 * Binah: The Third Sephira, an incarnation of the Archetype "Understanding". Mends and guards against Idea Fractures that correlate to Fate, and to souls.
 * Chokmah: The Second Sephira, an incarnation of the Archetype "Revelation." Mends and guards against Idea Fractures that correlate to Will.

Intelligence: Genius. Has grown considerably under Tessera's guidance as a leader and a scholar, and has learned much of the world's history. As of the end of Act IV, has additionally learned several revelations regarding much of the nature of the conflict he and his world are embroiled in.

Weaknesses:
 * Hotheaded, stubborn, and somewhat narrow-sighted.
 * Refuses 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.
 * Will not take a human (or human-like) life if he can find a way not to.
 * Somewhat vulnerable to wind and darkness-type attacks.
 * Although Fate Break boasts high potential in that it forces beings beyond fate to face a fair fight, it does not guarantee that whatever attack they would otherwise escape will automatically defeat them, if they have other means of resisting.
 * The Genesis Eggs, as potent as they are, cannot be used offensively in most situations, as they only mend abnormalities present in the "normal" state of their keyed aspects, rather than let the wielder freely manipulate them to fit their desires.

Feats:
 * After overcoming his own Shell within the Daathe, fought his way back into the Malkuth with the help of the Hero's Path technique, effectively willing himself back into existence
 * Reunited with his pre-War mentor, Keiwa Arotsuna, within Vesper, and completed the last of his training, in addition to learning much of the world's history in a short period of time
 * Led a significant chunk of a complex plan to defeat Vesper while imprisoned inside of its immense cityscape
 * Eventually incarnating at a fraction of his true strength to help his friends free his true physical body from non-existence within Vesper
 * Vesper, a hole into the Daathe the size of Saturn, was constantly attempting to erode his body, mind, and spirit, while simultaneously drawing the Willpower of those within it back into the non-existence of the True Daathe itself, on top of its immense gravity as a massive physical body
 * Aided the other members of New Farwatch in defeating the Vesper Core, and in freeing the World's souls by pulling them back into the material world from it's portal to the Daathe before it collapsed

Notable Attacks and Techniques

 * -|Act V (Standard Ending)=Tier: At least 3-C, possibly 3-B. At least High 3-A, possibly higher, via Ahura Mazda. | 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, The Collective Subconscious of all Sapient Life

Powers and Abilities:

Attack Potency: At least Galaxy level, possibly Multi-Galaxy level (Held back Naux Avatar's galaxy-sized hand while in Demiurge Form, without allowing the backlash force to destroy any more of Earth than a single mountain range- Zain entering Verethragna Form was enough on its own to shake the entirety of the universe). At least High Universe level, potentially higher, with Ahura Mazda. (With the power to unravel Infinity, this special attack would destroy all things in the universe without the Yechidah skill to contain and aim it; however, this would also destroy Zain.) | Universe level+ (Attained effectively infinite power via the Yechidah skill of the Monad; defeated the Naux Avatar, which would have devoured the timeline after reaching Earth's Core if not stopped), Multiverse level+ via the Paroketh (Sundering himself on the Paroketh sealed away the Fading, and reset the infinite possibilities of the lower spheres back to their previous states from six millennia ago.)

Speed: Massively FTL+ (Flew to the Great Sloan Wall in under half a minute- Tessera managed to parry the Naux Avatar's Morphegael Blazing in Shinigami Form) | Infinite (Capable of functioning within the True Netzach: a "World Beside Time", where its flow stands completely still: and battled Naux there)

Lifting Strength: Galactic (Pushed back the Naux Avatar's galaxy-sized hands for an extended period of time) | At least Galactic

Striking Strength: Galactic, possibly Multi-Galactic. High Universal with Ahura Mazda. | Universe Class+

Durability: At least Galaxy level, possibly Multi-Galaxy level | Universe level+

Stamina: Nigh-Infinite | Infinite

Range: Extended melee range with Virtum Aeternam, up to Universal with powers. Multiversal via the Paroketh.

Standard Equipment: Includes a number of weapons and tools:
 * Virtum Aeternam: A daamasc longsword, and Zain's favored armament. Though relatively simple on its own, aside from daamasc's high elemental-energy conductivity, it has a high capacity for Dreamweaves, or weaves of kether that can attach themselves to physical objects to allow them to damage Qlippoth and furthermore to apply highly customizable effects to them.


 * Peace Walker: A long, ebonwood bo staff, and Zain's primary backup weapon. Though it has a limited capacity for Dreamweaves, it lowers Attack in all enemies it hits, blunting and blurring their negative emotions and killing intent- in the story, Zain tends to wield it against humans so that he can end the fight non-lethally.


 * Vaerpath Coat: A lightly armored, two-tailed beige coat, possessed of a high capacity for Dreamweaves but otherwise not notable.


 * Auxillary Tools: Includes scrolls for applying Metamagic effects to his spells (or casting spells he doesn't know), miscellaneous tools for mundane tasks, maps, a cell phone, and a few other items.


 * The Genesis Eggs: Crystallized essentia drawn from the higher Sephira of the Tree of Life, which grant mastery over one's inner Manifestation of these Archetypes. These are the object of much of Zain's quest as The Envoy. Used in combat, they can be metamorphosed into near any shape the user can imagine, and fly around to attack from all angles. Out of combat, they are useful for undoing what are known as "Idea Fractures": irregularities and alterations from the "true" state of the Archetype as they appear in the physical world.
 * Malkuth: The Tenth Sephira, an incarnation of Archetype "Kingdom". Mends and guards against Idea Fractures that correlate to the physical realm.
 * Yesod: The Ninth Sephira, an incarnation of the Archetype "Dreams". Mends and guards against Idea Fractures that correlate to the dreams and both the conscious and subconscious mind.
 * Hod: The Eighth Sephira, an incarnation of the Archetypes "Heart". Mends and guards against Idea Fractures that correlate to emotions, impulses, and feelings.
 * Netzach: The seventh Sephira, an incarnation of the Archetype "Eternity". Mends and guards against Idea Fractures that correlate to time, space, or memories that are inexorably etched into such.
 * Tiphareth: The Sixth Sephira, an incarnation of the Archetype "Beauty." Made whole, it's power to mend and guard against Idea Fractures correlating to death and the causal body are restored to their full capacity, allowing Zain to not only "mend" his death of his own volition, restoring himself to reality via an exertion of Will, but also to do so from even a state that defines him as the cause of his own death: "because he is dead, he died" and related transitional causes from one state of being to another are unraveled.
 * Geburah: The Fifth Sephira, an incarnation of the Archetype "Severity". Mends and guards against Idea Fractures that correlate to powers and strength- such as the nullification of such, for example.
 * Chesed: The Fourth Sephira, an incarnation of the Archetypes of "Kindness". Mends and guards against Idea Fractures that correlate to humanity's moral concepts- good, evil, order, and chaos- even undoing the definitions of such scribed by divine law, should their "true" state prove dissonant with the Will of a single Godform.
 * Daathe: The False Sephira, an incarnation of the Empty Archetypes- of "Nothing". Mends and guards against Idea Fractures that correlate to Manifestation, or "Demanifestion"- erasure. It's power is such that to "exist" and "not exist" become a single state of being, with Zain becoming a self-actualizing body unreliant upon the recognition of others to validate his existence in his own real world- Zain's Will must first be broken, or changed, in order to overcome this permanence.
 * Binah: The Third Sephira, an incarnation of the Archetype "Understanding". Mends and guards against Idea Fractures that correlate to Fate, and to souls.
 * Chokmah: The Second Sephira, an incarnation of the Archetype "Revelation." Mends and guards against Idea Fractures that correlate to Will.
 * Kether: The First, ultimate Sephira, a sublime incarnation of the pinnacle of Conscious existence. Normally, communion with such a force would obliterate its wielder, yet Zain bypasses this by becoming one with the willpower of all sapient things in the world, distributing the burden, sharing the enlightenment, and championing their right to exist against the Unmanifest. Defines all undesired phenomena within oneself as Idea Fractures, and thus allows the Will to function as an "absolute defense" against any and all irregular phenomena.

Intelligence: Genius. Having reached the end of the harrowing Hero's Path, Zain is nearly as wise and as intelligent as a human can be. | Supergenius- as the Monad, Zain is the vessel for every Conscious being to be, have ever been, or ever will be, meaning that he knows nearly everything there is to know in the world.

Weaknesses:
 * Hotheaded, stubborn, and somewhat narrow-sighted.
 * Refuses to drop a matter he cares about until it is decisively resolved-
 * (Though, with the rest of the world's knowledge at his disposal, this is usually barely noticeable.)
 * Will not take a human (or human-like) life if he can find a way not to.
 * Though his kether supply is unlimited with the Monad, he is still only capable of metabolizing as much of it as the totality of sapient life is collectively capable of at any given time.
 * Although Fate Break boasts high potential in that it forces beings beyond fate to face a fair fight, it does not guarantee that whatever attack they would otherwise escape will automatically defeat them, if they have other means of resisting.
 * The Genesis Eggs, as potent as they are, cannot be used offensively in most situations, as they only mend abnormalities present in the "normal" state of their keyed aspects, rather than let the wielder freely manipulate them to fit their desires.

Feats:
 * Held back the Naux Avatar's galaxy-sized hands while on Earth, barely allowing of any collateral damage on the planet
 * Zoomed across the surface of the Earth (with Tessera and Magus's help) to repel homing attacks that were created mere inches away from all sapient life that inhabited the planet
 * Learned the Yechidah skill of the Monad Form in order to fire Ahura Mazda without destroying himself, severing the Naux Avatar from Naux itself while also tearing open a rift into Naux's Kingdom
 * Defeated Naux
 * Sacrificed himself via the Paroketh to reset the world's timelines whilst sparing them from Samael's influence, and search for a new host to bear the Tiphareth Shell

Notable Attacks and Techniques
Technically, as the Monad, Zain has accepted a Bond with all of Mortal Consciousness, and thus wields the collective physical and magical prowess of all existent or once-existent beings. However, as he is still primarily Zain, he would most likely favor his own techniques the majority of the time: the most notable techniques are listed here.

Key: Base | Monad

Note: The Paroketh is less a weapon, and more an anvil Zain can access and weaponize: though somewhat situational, Zain always has access to it due to the nature of the Monad Form. Using it will destroy him without fail, but was capable of overriding even the fate Samael set for the world. Nonetheless, one may choose to specify he is not permitted to use it in a Vs Battles matchup, if they wish.


 * -|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, The Collective Subconscious of all Sapient Life

Powers and Abilities:

Attack Potency: High Multiverse level+ (Sundered the Paroketh, the Seal barring the Tiphareth, or fifth sphere of reality, from bridging the gap between the four lower spheres and the upper six. Defeated the Yggdrasil avatar, capable of wielding an infinite array of inert Genesis Eggs [or spare universal continuums] as weapons and of holding the Paroketh in place just by existing.) | High Complex Multiverse level (Fought and defeated Samael, a primordial Qlippoth that had subsumed the Tree of Life itself, and all eleven spheres of reality along with it. Afterwards, restored the Tree of Life, himself becoming a new, 11th-dimensional reality for it to generate.)

Speed: Immeasurable (Exists entirely beyond the Netzach, all of time, the fourth sphere or dimension of reality; can perceive Yggdrasil's true form, an entity born before time) | Immeasurable

Lifting Strength: Immeasurable | Immeasurable

Striking Strength: High Multiversal+ | High Complex Multiversal

Durability: High Multiverse level+ (Can take the Yggdrasil Avatar's strongest blows without having to reconstitute, albeit with difficulty) | High Complex Multiverse level (Could takes from and match blows with Samael, including his All Must Die Unique Power that destroyed all of the Kether's infinite "worlds")

Stamina: Immeasurable

Range: Multiversal+ | High Complex Multiversal, Low Hyperversal with the Kether

Standard Equipment: Includes a number of weapons and tools:
 * Virtum Aeternam: A daamasc longsword, and Zain's favored armament. Though relatively simple on its own, aside from daamasc's high elemental-energy conductivity, it has a high capacity for Dreamweaves, or weaves of kether that can attach themselves to physical objects to allow them to damage Qlippoth and furthermore to apply highly customizable effects to them.


 * Peace Walker: A long, ebonwood bo staff, and Zain's primary backup weapon. Though it has a limited capacity for Dreamweaves, it lowers Attack in all enemies it hits, blunting and blurring their negative emotions and killing intent- in the story, Zain tends to wield it against humans so that he can end the fight non-lethally.


 * Vaerpath Coat: A lightly armored, two-tailed beige coat, possessed of a high capacity for Dreamweaves but otherwise not notable.


 * Auxillary Tools: Includes scrolls for applying Metamagic effects to his spells (or casting spells he doesn't know), miscellaneous tools for mundane tasks, maps, a cell phone, and a few other items.


 * The Genesis Eggs: Crystallized essentia drawn from the higher Sephira of the Tree of Life, which grant mastery over one's inner Manifestation of these Archetypes. These are the object of much of Zain's quest as The Envoy. Used in combat, they can be metamorphosed into near any shape the user can imagine, and fly around to attack from all angles. Out of combat, they are useful for undoing what are known as "Idea Fractures": irregularities and alterations from the "true" state of the Archetype as they appear in the physical world. While his ability to directly control and manipulate the concepts keyed to each Genesis Egg is limited, with his ascending to the role of the True Monad Zain becomes able to wield the spheres of reality themselves, that the Genesis Eggs mimic, in their place. In other words, as a result, while channeling the True Monad he acquires an absolute command over the Archetypes that make up the Tree of Life.
 * Malkuth: The Tenth Sephira, an incarnation of Archetype "Kingdom". Mends and guards against Idea Fractures that correlate to the physical realm.
 * Yesod: The Ninth Sephira, an incarnation of the Archetype "Dreams". Mends and guards against Idea Fractures that correlate to the dreams and both the conscious and subconscious mind.
 * Hod: The Eighth Sephira, an incarnation of the Archetypes "Heart". Mends and guards against Idea Fractures that correlate to emotions, impulses, and feelings.
 * Netzach: The seventh Sephira, an incarnation of the Archetype "Eternity". Mends and guards against Idea Fractures that correlate to time, space, or memories that are inexorably etched into such.
 * True Tiphareth: The True form of the Sixth Sephira that unifies the whole Tree of Life, made whole with Zain's plumbing the depths of the Daathe and the revelations he uncovered with his allies. Now linking the Malkuth and the Yesod (the realms of the Material and Dreams, respectively) to the Kether itself, Zain can circumvent the Daathe altogether, gaining total mastery over his shadow and the shadows of all sapient life. While the Tiphareth persists, Zain will, as well- he, and Consciousness with him, become the very conception of the world itself. To destroy Zain in full would be to destroy Consciousness and Will themselves, those things that drive all entities to act, or carry out acts of their own volition or the volition of others. Hence, for as long as anything holds sapience, the Tiphareth will reconstitute its Chosen Hero to champion its Will to exist.
 * Geburah: The Fifth Sephira, an incarnation of the Archetype "Severity". Mends and guards against Idea Fractures that correlate to powers and strength- such as the nullification of such, for example.
 * Chesed: The Fourth Sephira, an incarnation of the Archetypes of "Kindness". Mends and guards against Idea Fractures that correlate to humanity's moral concepts- good, evil, order, and chaos- even undoing the definitions of such scribed by divine law, should their "true" state prove dissonant with the Will of a single Godform.
 * Daathe: The False Sephira, an incarnation of the Empty Archetypes- of "Nothing". Mends and guards against Idea Fractures that correlate to Manifestation, or "Demanifestion"- erasure. It's power is such that to "exist" and "not exist" become a single state of being, with Zain becoming a self-actualizing body unreliant upon the recognition of others to validate his existence in his own real world- Zain's Will must first be broken, or changed, in order to overcome this permanence.
 * Binah: The Third Sephira, an incarnation of the Archetype "Understanding". Mends and guards against Idea Fractures that correlate to Fate, and to souls.
 * Chokmah: The Second Sephira, an incarnation of the Archetype "Revelation." Mends and guards against Idea Fractures that correlate to Will.
 * Kether: The First, ultimate Sephira, a sublime incarnation of the pinnacle of Conscious existence. Normally, communion with such a force would obliterate its wielder, yet Zain bypasses this by becoming one with the willpower of all sapient things in the world, distributing the burden, sharing the enlightenment, and championing their right to exist against the Unmanifest. Defines all undesired phenomena within oneself as Idea Fractures, and thus allows the Will to function as an absolute defense against any and all irregular phenomena.

Intelligence: Supergenius- having sundered the Paroketh, Zain inadvertently fused himself to the Monad, such that he passively channels its power even when not actively using it, functioning as the Collective Subconscious of all sapient life. | Supergenius

Weaknesses:
 * Hotheaded, stubborn, and somewhat narrow-sighted.
 * Refuses to drop a matter he cares about until it is decisively resolved-
 * (Though, with the rest of the world's knowledge at his disposal, this is usually barely noticeable.)
 * Will not take a human (or human-like) life if he can find a way not to.
 * Although Fate Break boasts high potential in that it forces beings beyond fate to face a fair fight, it does not guarantee that whatever attack they would otherwise escape will automatically defeat them, if they have other means of resisting.

Feats:
 * Defeated the Naux Avatar... without killing him
 * Afterwards persuaded him that the world was justified in existing: that his nihilistic emptiness and rage were directed at the wrong target...
 * With Naux's help, broke the Paroketh without needing to truly sacrifice himself, having recovered the True Tiphareth and experiencing a rebirth
 * Defeated the Yggdrasil Avatar, tricking Samael from beyond into 'killing' Tessera, in order to travel directly into the True State of the Kether itself
 * Subsequently weaponized the three pieces of Samael's own Shell: Tessera, Naux, and the Tree of Life itself: to surpass his "Archetype Armiger: Infinite", transcending infinity
 * Destroyed Samael on such a level as that he was remade into the fabric of the destroyed world, his own Consciousness unwound and merged with "all of Consciousness": effectively, absorbing Samael and becoming the new Tree of Life

Notable Attacks and Techniques
Technically, as the Monad, Zain has accepted a Bond with all of Mortal Consciousness, and thus wields the collective physical and magical prowess of all existent or once-existent beings. However, as he is still primarily Zain, he would most likely favor his own techniques the majority of the time: the most notable techniques are listed here.

Key: Base | True Monad

Note: See here for lore explaining the higher-dimensional mechanics of the verse.

Other
Notable Victories:

Taiga Snow (STRW) Taiga's Profile (Pre-Timeskip, Base Form Taiga and Act I Zain were used)

Notable Losses:

Inconclusive Matches:

Trivia

 * The lining of Zain's armored coat contains, in small, dark blue text behind his upper back, the entirety of the lyrics to | Led Zeppelin's "Stairway to Heaven".
 * This character has gone through a multitude of reboots and pseudo-reboots: formerly, he was consciously aware of these, and could break the fourth wall.
 * Much of the character's Gnostic/Occult themes, including the connections to the Tree of Life and the work of Aleister Crowley, were inspired primarily upon my earlier childhood, during which time I had regular contact with practitioners of the Ordo Templi Orientis, Golden Dawn, and so forth. It wasn't until more recently that I began looking to other series that have handled similar material before, such as Shin Megami Tensei, for some inspiration.
 * As mentioned in his page, Zain shares his name with Path 6 on the Tree of Life, connecting Binah (his birthplace; various complicated plot things happened, but the TL,DR: is that his true mother was trapped there and became a part of it) and the Tiphareth (the bridge linking the material to the divine). This was done in part to foreshadow both his eventual role in the story as its heroic protagonist, and to hint at his origins: a self-sacrificing hero figure (the Tiphareth) that stepped directly from the Supernal Mother (Binah) rather than having been born traditionally.
 * Zain is cousins with Darius Freeman, another early character in his party. Neither bother bringing it up more than very briefly, when visiting the Ruined Vaerpath estate.
 * An explanation for the in-verse "game" terminology is coming soon: just know, for now, that the Parameters and such as presented do not mean that Zain is literally a character in some game, save as it extends to the way that Samael first wrote the world whilst penning its divine law.
 * I plan to add newer art, soon, but currently lack the means to do so.