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, reveled briefly in his hard-earned accomplishments before at last catching wind of the research being done in secret on his mana signature. Suspicions and curiosity aroused, Zain's investigations led him down a trail of proverbial bread crumbs, and at last to the sponsor of these researches: a man named Azel Tenebris, head of the Supernatural Investigation and Elimination Division (S.I.E.D). 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- as Zain closed in on an ancient seal beneath the University, the whole thing burst, releasing the fraying tear betwixt the material world and the Yesod in its entirely and beckoning the Qlippoth crafted from Man's nightmares forth into the world... and Zain, at length, was left there alone to bear the brunt of it. His being saturated in an auspicious mystery due to having been born in the Daathe, a miraculous thing happened then- somehow, Zain himself was able to be the reseal the tear in the Sephira, a festering wound through the heart the padlock upon the gaping wound in the Universe, and Zain's daamasc blade the key that sent him to slumber for six millenia.

At last, he awoke in a far different world- one foreign and unknown, that had gone on without him in his absence- devoid of many of the finer points of his memories. And so began his quest to uncover the truths of the world...!

Appearance
""Hunh...? What do you mean, I'm some kind of showoff? I have to dress for the job, since I'm technically military. What's wrong with looking cool while I'm at it...?""
 * -|Base Form=

- Zain, while attending Dragonwood University

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, slightly curling outwards into downward-pointing spikes towards the back. His eyes are perhaps most notable, being an uncommon shade of light turquoise.

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.

""No... you'll not make this meaningless. No matter how long it takes... how many times you must die... I will prove to you my right to exist.""
 * -|Verethragna Form=

- Tessera, to Zain

In this form, Zain's flesh darkens into a burnt, bronze color, and his jawline, lower and outer torso, and forearms acquire golden metallic plates bearing wave-like engravings. His coat and headband flush with sanguine reds and the attached belts with inky blacks, the silver caps of the belts turn gold and engraved alike Zain's metallic flesh, and his hair flushes a subdued pink. Feathers of flame are kicked up with each of this form's footsteps, and his undershirt (if any) vanishes in the wake of the metallic plates.

""What?! Can't even speak up to save the life of those you love? For as long as you choose the silence that slaughtered my people to action... you will remain as you are now: pitiful.""
 * -|Aeon Form=

- Metenros, to Zain

As the Aeon, Zain's metallic flesh sharpens, lightens to a pale silver, and folds into all-out scales, with the plates on the sides of the head growing out into flat, wing/ear-like platinum spikes. The eyes morph into orbs of crimson, with slitted pupils akin to a cat's, and his longer, brilliant white hair is broken by the growth of a set of small curled horns alike a dragon's. The headband and coat run with deep blacks and violets as the pants and undershirt flush red with white wind motifs gracing the lower borders of the pant legs. A radiant, wrathful aura crackles about his new form, as well, as the metal plates on his fingertips file into golden claws, and the fiery spirit burning from his coat erupts wholly into wings of blue flame.

""What a selfish, deluded little knight... keeping me from that which will save your world. Look around you- rampant death, destruction, unspeakable disorder. Yet, you continue to cling to that cruel illusion of yours, that just wanting something really hard will make it appear before you on a silver platter. Fuckin' pampered brat...!""
 * -|Demiurge Form=

- Ruin, to Zain

Assuming the form of the Demiurge encases Zain in a suit of dark armor resembling medieval plate mail, replete with jagged, harsh sigils and scorched brass befitting the deluded, prideful deity of the material realm made into flesh. An ominous crimson light seems from the gaps in the plate, hinting at the semi-solid red and black smoke that replaces Zain's skin lying beneath, and a shimmering violet plume flutters adrift in the non-existent wind along with a white cape and faulds.

""Look around you... and see what was once our home. You have no need to worry... that your Shells in the Daathe performed such despicable things is merely a sign that you truly care, profoundly, for all the people you meet... that you hope to spare them the suffering that haunts us. Go, now. There's a big world out there, waiting to finally hear your voice...!""
 * -|Pleroma Form=

- Master Keiwa Arotsuna, to Zain

The Pleroma Form bestows upon Zain a crimson full-body suit akin to those worn by superheroes, along with black gloves decorated along the forearms and hands with esoteric glyphs in snow white. Worn over the suit is a black cloak that always seem to drift in a nonexistent breeze, decorated with patterns resembling stars, galaxies, nebulae, stellar clouds, and other cosmic phenomena that seemingly shift and dance across the fabric on their own. Though his flesh is a steely cold grey in this form, and his hair a faded blue, perhaps most notable is this form's brilliant white voids that replace what were once his eyes, having seen a glimpse of the totality of being and thus having accepted blindness in exchange for a "sight beyond sight." Golden greaves match a golden headplate that has replaced his headband in this form, all bearing delicate murals alluding to the Pleroma's understanding of the paths that tie together the individual spheres of reality.

"...that's it. I get now... what Will is. It is belief. The power to want something greater for the world, and everyone in it. It's the power to hold on... and never let go. Will?! It's those dreams that still need fulfillment!! It's those hopes that drive people to do great things!! It's those small gaps that lie between the hardships of life!! It's those memories that give people something to smile about!! It's those friends you never gave up, who never gave up on you!! It's every piece of beautiful music we've listened to, every picturesque landscape we've laid eyes on, every good smell, everything that's ever shaken our soul!! It's my identity, me... Zain, Zain Vaerpath... son of the desire to help another, big brother to the world!! It's life, the whole of it, as it's lived!!
 * -|Monad Form=

We stand on the precipice, teetering between nothing, and... something. I don't know. Believe me, Naux, I know what you feel. I've been there... felt the Daathe should just eat everything right up. Who would be left to care? Why'd it matter? ...no one will ever find out, if it all ends. If it all just... goes away. If everything I've been through... if everything Tess's been through, Marcus's been through... if how screwed the whole world we're in isn't enough to convince humanity to give it all up, then who the hell are you to make us?! If, even with all of this, we still wouldn't give it up...? I'll beat happiness into you, even if I have to die for every single being who's ever lived!!"

- Zain

The Monad Form, Zain's Final Form, is ironically barely distinguishable from his Base Form in spite of its nature being to encompass "Consciousness itself". Other than a gentle turquoise afterimage following his radiant eyes and a fierce, silver aura of flickering Kether that on occasion shapes itself into ephemeral wings upon Zain's back, only the ludicrous increase of power betrays any change in his state of being.

Indeed, this is intended to elude to the hidden wisdom of the Monad; in the face of its sacrifice of Godheads for scientific and existential understanding of themselves and the universe, mankind itself must become its own God in order to at last wield both halves of itself, and stride towards the higher states of being it had lost with The Fall as one.

"So... this is the end, huh? My best friends, a drow lord, an alien invasion, a living planet, God himself, and now a talking tree with Tess's old man inside. Hehe... I guess there's nothing more fitting I could think of. ...are you all ready?"
 * -|"True" Monad Form=

- Zain, having sundered the Paroketh and preparing for the true final battle

The "true", fully realized shape assumed by the Monad Form appears still similar to Zain, but now wields the Sephiroth in their true shapes rather than contained within the shells of their Genesis Eggs as aspects.

The nimbus of lights that personify Malkuth become an aura surrounding Zain's lower half- a "ground" to stand upon and tread towards the unknown upon. The Yesod is the sash of Humanity's hopes and dreams, worn in order to bind together the silhouette of Consciousness. Four wings alight the True Monad's back: Hod the Intellect as the lower right vibrant orange wing, Netzach the Victory as the lower left emerald green wing, Binah the Understanding as a wing of inky blackness on the upper right, and Chokmah the Wisdom as a brilliant silvery grey on the upper left. Geburah is wielded layered atop Zain's weapon of choice (or his fist) as the exacting sword of Severity, an ever-shifting mercurial red field of energy, and Zain's left hand shines with the blue radiance of Chesed the Mercy. Tiphareth the Beauty, made whole at last, rests within his heart as surely as it rests with the hearts of the people that grant the True Monad its power- the Daathe, or Nothingness, exists as the words he gives utterance to as much as what might correlate to his metabolic systems, and the Kether at last as a halo of light about his head- looped and eternal, alike the power of the Kether itself to govern the Consciousness he embodies and wields against its nemesis.

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, how few of his friends and acquaintances stayed with him, and Zain seeing only a "situation devoid of meaningful justice" before him did temporarily result in another, more introverted and self improvement-focused aspect of his psyche being evoked to the surface. This aspect of himself 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 found for the first time that he is well and truly alone in the world in addition to missing massive chunks of his memories beyond basic instincts regarding the sort of life he lived, undermining much of his confidence in his abilities. And so, his need to find a cause for these effects was inflamed...

Personal Stats
Date of Birth: Unknown

Birthplace: The Binah

Height: 1.80 meters/5'10.9"

Weight: 73.0 kg/161.0 lbs.

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

Dislikes: Pretension, Being ignored/brushed off, 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- such will always bring about the best in the end." "Loyalty proves honesty, and begets more loyalty and honesty- such are what bonds are made of." "Secrets and Back-handedness waste time; straight-forwardness and bluntness seem rude and tactless in the moment at times, but what needs to be said, needs to be said... if I must be the one to suffer the consequences of that, so be it."

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, Gradually increases in power in combat relative to the strength of the opponent, Energy Manipulation, Regeneration (Low-Mid, Low-Godly via Tiphareth Shell), Immortality (Types 3 and 4; mandated by the Narrative to remain a "Slave to Heroism", disallowing for any permanent obstruction to his Quest beyond the depletion of his Will), Elemental Manipulation of the Fire, Water, Wind, Earth, Darkness, and Light varieties, Time Manipulation, Attack Reflection, Limited Matter Manipulation via Sephira, Can amplify his attributes and reduce his enemies', Healing, Homing Attack, Telekinesis, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Fire/Radiation, Light/Holy, 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 few assorted curative/support items and equipment.

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, 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. Somewhat vulnerable to wind/lightning and darkness/blood-type attacks.

Feats:
 * Crushed a magic-equipped mech the size of a two-story house into dust 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, causing her to become capable of forming a substitute right chakra hand for combat and awakening the first of his own Inner Truths in the process of doing so

Notable Attacks/Techniques:

Basic Abilities

Available to all characters simply by training/reading scrolls.

Martial Styles


 * 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 persistent 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.


 * 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.


 * 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.


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


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


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

Magical Type


 * Fire: A fire-based attack spell, varying in shape, size, and power.


 * Water: A water-based attack spell, varying in shape, size, and power.


 * Earth: An earth-based attack spell, varying in shape, size, and power.


 * Wind: A wind-based attack spell, varying in shape, size, and power.


 * Light: A light-based attack spell, varying in shape, size, and power.


 * Dark: A darkness-based attack spell, varying in shape, size, and power.


 * Astra: An astral energy-based attack spell, varying in shape, size, and power.


 * Rush: Throws oneself in a direction with a short burst of speed.

Special Techniques

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


 * Fate Break: A wondrous, unique power that Zain discovered that allows him to, however briefly, impose The Narrative upon a decisive moment in a conflict in order to change destiny itself, resolving it in a manner that corresponds both with the strength of the user's Will and the alignment of the intended effect with the Narrative. Depletes much of Zain's Will, preventing overuse.


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


 * Zero Wave: Swings his weapon to Manifest a turquoise wave of sharp light, dealing light Holy damage to a single target at range. Each use temporarily increases Endurance, stacking up to five times.


 * Onyx Shield: Throws up a barrier about oneself, absorbing the next incoming source of damage.


 * Starlight Stream: A brilliant burst of golden dust and luminous force, either fired as an exploding arrow or as a cutting beam from the tips of a finger gun. Deals Light and Pierce damage, and can inflict Defense Down.


 * Ether Step: A close-range teleportation technique, performed by envisioning oneself elsewhere, then "stepping" within the Yesod to drag the physical body into place. More useful than Rush for dodging some area of effect attacks, but consumes more Kether.


 * Invincible Mirror: Readies an invisible barrier around himself that mitigates all incoming damage, and stores some of it. This energy can be unleashed at the speed of thought as a shotgun of blasts that deal Astral damage at close range and inflict high stagger, allowing for a counterattack.


 * Ether Nail: Throws a spike of astral energies into a point in space, then punches it to shatter a crack in space between the Malkuth and the Yesod. Draws in enemies and objects before exploding, dealing Fire and Astral damage.


 * Hero's Path: A unique power that improves Rush by, with a focused Will, piercing the obfuscations of the higher Sephira and dispelling "false" reality to ascend to further truths. Allows one to reach areas normally barred by dimensional sealing, illusions, reality-warping, or other foreign tampering with the "true" state of whatever Zain rushes to by attuning to the nexus of Will that lies within it, and placing his consciousness there.

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: each also unlocks a skill. Inner Truth skills are each usable once per transformation.


 * Verethragna Form: The first of Zain's Inner Truths, drawn out from his revelation regarding his own hypocrisy and stubborn refusal of self-improvement as pointed out by Tessera during their first battle. Assumes an imagined form of the "demon that smites resistance" to overcome his own resistant pride, and thenceforth capable of cultivating true Will. Increases all stats, in addition to throwing enemies back upon activation and restoring half of his missing HP and Kether.
 * Nephesh: The Verethragna's unique Skill conceptually ties the Victory/Beauty Sephira Netzach to "time, which grants Malkuth beauty." By sharpening the "animal" soul of the Verethragna to a razor-fine "point", Zain becomes capable of perceiving time's individual components, if but for a few moments; effectively, this stops time for the next few seconds.

The Genesis Eggs

Orbs of otherworldly energy that serve as the keys to greater heights of power and understanding of the world, each reflecting one the component Sephira of the Tree of Life. 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.


 * Malkuth: The tenth and lowest Sephira, an incarnation of the spirit of the material firmanent upon which the rest of the Tree of Life sits. It possesses governance over matter and the purely physical realm, facilitating the transmutation of one (scientific) element into another. Used in combat, it deals a random type of physical damage with each hit, in addition to possessing a chance to inflict Petrify.


 * Tiphareth Shell: The incident in the depths of Dragonwood University's Eldritch Arts research facility bound the frayed remnants of the Tiphareth directly to the Envoy's heart, imposing upon him the role of "sacrificial hero": such a role must be followed to its completion in accordance with The Narrative, no matter what may lie in the Hero's path. Thus, so long as The Envoy's Will remains intact, he will effectively possess infinite lives, remanifesting after each death at the last point he reattuned himself to the Kether.


 * -|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, Gradually increases in power in combat relative to the strength of the opponent, Energy Manipulation, Regeneration (Low-Mid, Low-Godly via Tiphareth Shell), Immortality (Types 3 and 4; mandated by the Narrative to remain a "Slave to Heroism", disallowing for any permanent obstruction to his Quest beyond the depletion of his Will), Elemental Manipulation of the Fire, Radiation, Water, Ice, Wind, Lightning, Earth, Nature, Darkness, Blood, Light, Holy, and Void varieties, Time Manipulation, Soul Manipulation, Limited Empathic Manipulation, Attack Reflection, Limited Matter Manipulation, Dream Manipulation, Memory Manipulation, Mana Manipulation, Postcognition and Minor Precognition, Can amplify his stats and reduce his enemies', Healing, Homing Attack, Telekinesis, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Fire/Radiation, Light/Holy, Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency: Island level (Capable of damaging and seriously wounding Metenros)

Speed: Massively Hypersonic+ (Can fly halfway across the world in under half a minute) with Sub-Relativistic reactions/combat speed

Lifting Strength: Class T (Lifted the cap of a large mountain overhead and threw it)

Striking Strength: Island Class

Durability: Island level (Withstood numerous attacks from Metenros, who raised mountains and threw halves of them into one another at great speeds)

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 few assorted curative/support items and equipment.

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, 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. Somewhat vulnerable to wind/lightning and darkness/blood-type attacks.

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
 * Learns how to unleash the Aeon Form mid-battle in time to defy his own capture and turn the tables on Metenros

Notable Attacks/Techniques:

Basic Abilities

Available to all characters simply by training/reading scrolls.

Martial Styles


 * 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 persistent 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.


 * 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.


 * 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.


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


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


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


 * Unarmed Style: Aikido: A martial arts style that lets all motion flow about and around it without greivously harming the foe. Minimizes offense in favor of deflection and defense.


 * Unarmed Style: Capoeira: A dance-like martial style with an emphasis on exaggerated form, unpredictability, and mobility.

Magical Type

Learned via training/reading scrolls.


 * Fire: A fire-based attack spell, varying in shape, size, and power.
 * Atomic: Works as an attack spell akin to Fire, though it deals less damage in favor of potentially inflicting Decay.


 * Water: A water-based attack spell, varying in shape, size, and power.
 * Ice: Works as an attack spell akin to Water, though it deals less damage in favor of potentially inflicting Petrify.


 * Earth: An earth-based attack spell, varying in shape, size, and power.
 * Growth: Works as an attack spell akin to Earth, though it deals less damage in favor of potentially inflicting Restrain.


 * Wind: A wind-based attack spell, varying in shape, size, and power.
 * Lightning: Works as an attack spell akin to Wind, though it deals less damage in favor of potentially inflicting Paralysis.


 * Light: A light-based attack spell, varying in shape, size, and power.
 * Soul: Works as an attack spell akin to Light, though it deals less damage in favor of potentially inflicting Fatigue.


 * Dark: A darkness-based attack spell, varying in shape, size, and power.
 * Blood: Works as an attack spell akin to Dark, though it deals less damage in favor of potentially inflicting Bleed.


 * Astra: An astral energy-based attack spell, varying in shape, size, and power.
 * Void: Works as an attack spell akin to Astra, though it deals less damage in favor of potentially inflicting Amnesia.


 * Rush: Throws oneself in a direction with a short burst of speed.

Special Techniques

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


 * Fate Break: A wondrous, unique power that Zain discovered that allows him to, however briefly, impose The Narrative upon a decisive moment in a conflict in order to change destiny itself, resolving it in a manner that corresponds both with the strength of the user's Will and the alignment of the intended effect with the Narrative. Depletes much of Zain's Will, preventing overuse.


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


 * Zero Wave: Slashes forward, tracing the blow in his consciousness to Manifest it as a turquoise wave of sharp light. A projectile attack fast enough to close or open combos, dealing minor Light damage. Each use temporarily increases Endurance, stacking up to five times.


 * Onyx Shield: Throws up a barrier about oneself, absorbing the next incoming source of damage.


 * Starlight Stream: A brilliant burst of golden dust and luminous force, either fired as an exploding arrow or as a cutting beam from the tips of a finger gun. Deals Light and Pierce damage, and can inflict Defense Down.


 * Ether Step: A close-range teleportation technique, performed by envisioning oneself elsewhere, then "stepping" within the Yesod to drag the physical body into place. More useful than Rush for dodging some area of effect attacks, but consumes more Kether.


 * Invincible Mirror: Readies an invisible barrier around himself that mitigates all incoming damage, and stores some of it. This energy can be unleashed at the speed of thought as a shotgun of blasts that deal Astral damage at close range and inflict high stagger, allowing for a counterattack.


 * Ether Nail: Throws a spike of astral energies into a point in space, then punches it to shatter a crack in space between the Malkuth and the Yesod. Draws in enemies and objects before exploding, dealing Fire and Astral damage.


 * Hero's Path: A unique power that improves Rush by, with a focused Will, piercing the obfuscations of the higher Sephira and dispelling "false" reality to ascend to further truths. Allows one to reach areas normally barred by dimensional sealing, illusions, reality-warping, or other foreign tampering with the "true" state of whatever Zain rushes to by attuning to the nexus of Will that lies within it, and placing his consciousness there.


 * Wall of Swords: Throws up a wall of ethereal blades that cut and deflect projectiles. Can be collapsed inwards or thrown outwards, causing the wall's component pieces to dissipate back into the Yesod.


 * Trail of Light: With a flick of the wrist, Zain throws a sphere of golden-white luminescence akin to a small sun that that burns a trail of divine light in the air behind it. Deals Light and Standard damage, and leaves a path that temporarily enhances the speed of allies that pass through.


 * Essence Tear: Perceiving the opponent's spirit and body as one, Zain tears out a chunk of an opponent's soul in melee range, absorbing it as energy, converted easily into Will. Wounds to the soul are generally more difficult to heal, both over time and with the assistance of supernatural powers.


 * Essence Bombard: Projects fragments of his own soul in the form of luminous beads of crackling red force, throwing them all at a targeted point in space to bombard it with a cascade of Force-type energy bursts.


 * Defiant Challenge: Throws a challenge to the winds that compels Zain's foes to fulfill their part in the Heroic Narrative, forcing them to prioritize him with their attacks over other foes and reducing their attack power against targets other than him.

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: each also unlocks a skill. Inner Truth skills are each usable once per transformation.


 * Verethragna Form: The first of Zain's Inner Truths, drawn out from his revelation regarding his own hypocrisy and stubborn refusal of self-improvement as pointed out by Tessera during their first battle. Assumes an imagined form of the "demon that smites resistance" to overcome his own resistant pride, and thenceforth capable of cultivating true Will. Increases all stats, in addition to throwing enemies back upon activation and restoring half of his missing HP and Kether.
 * Nephesh: The Verethragna's unique Skill conceptually ties the Victory/Beauty Sephira Netzach to "time, which grants Malkuth beauty." By sharpening the "animal" soul of the Verethragna to a razor-fine "point", Zain becomes capable of perceiving time's individual components, if but for a few moments; effectively, this stops time for the next few seconds.
 * Aeon Form: The second of Zain's Inner Truths, drawn out by the crisis of Tessera's kidnapping at Metenros's hands and the reaffirmation of why he fights. Assumes the form of the "raging dragon that defies time" to change the seemingly impossible. Further increases all stats, throws enemies back, and restores half of missing HP/Kether upon activation.
 * Ruach: The Aeon's unique Skill channels the "logos of the world" to defy the flow of time recognized by Nephesh. By understanding the way that time functions, however briefly, Zain can "undo" the flow of time, traveling roughly ten seconds back.

The Genesis Eggs

Orbs of otherworldly energy that serve as the keys to greater heights of power and understanding of the world, each reflecting one the component Sephira of the Tree of Life. 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.


 * Malkuth: The tenth and lowest Sephira, an incarnation of the spirit of the material firmanent upon which the rest of the Tree of Life sits. It possesses governance over matter and the purely physical realm, facilitating the transmutation of one (scientific) element into another. Used in combat, it deals a random type of physical damage with each hit, in addition to possessing a chance to inflict Petrify.


 * Yesod: The ninth Sephira, an incarnation of the dreams of all beings with consciousness in the world and a microcosmic reflection of the realm of the same name. Attuned distinctly to the origin of all Subconscious, it can be used as a portal into the dreamscape of a willing or incapacitated target, allowing the Envoy and his allies to directly occupy their Dreamscape. Used in combat, it deals Astral-type damage with each hit, in addition to possessing a random chance to inflict Amnesia.


 * Hod: The eighth Sephira, an incarnation of the logos that completes the actuality of Malkuth and Yesod, and grants form and dimension to dreams and to reality. Offers control over mana, the "building blocks" of phenomena known as magic, and therefore the ability to manipulate the parameters of such supernatural powers; duration, range, targets, potency, etc. Used in combat, it deals Earth-type damage with each hit, in addition to possessing a chance to inflict Severance.


 * Netzach: The seventh Sephira, an incarnation of the beauty and sensation that allows mortal consciousness to measure the lower three Sephrira. Can be considered "the fourth reality", or "time itself", possessing an aspect correlating to time and the flow inherent to things. Can allow one to see into the past or, in some instances, the future; used in combat, it deals Wind-type damage with each hit, in addition to possessing a chance to inflict Decay.


 * Tiphareth Shell: The incident in the depths of the Eldritch Arts research facility bound the frayed remnants of the Tiphareth directly to the Envoy's heart, imposing upon him the role of "sacrificial hero": such a role must be followed to its completion in accordance with The Narrative, no matter what may lie in the Hero's path. Thus, so long as The Envoy's Will remains intact, he will effectively possess infinite lives, remanifesting after each death at the last point he reattuned himself to the Kether.


 * -|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, Gradually increases in power in combat relative to the strength of the opponent, Energy Manipulation, Regeneration (Low-Mid, Low-Godly via Tiphareth Shell), Immortality (Types 3 and 4; mandated by the Narrative to remain a "Slave to Heroism", disallowing for any permanent obstruction to his Quest beyond the depletion of his Will), Elemental Manipulation of the Fire, Radiation, Water, Ice, Wind, Lightning, Earth, Nature, Darkness, Blood, Light, Holy, and Void varieties, Time Manipulation Soul Manipulation, Limited Empathic Manipulation, Attack Reflection, Limited Matter Manipulation, Dream Manipulation, Memory Manipulation, Mana Manipulation, Postcognition and Minor Precognition, Can amplify his stats and reduce his enemies', Healing, Homing Attack, Telekinesis, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Resistance to Fire/Radiation, Light/Holy, Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation

Attack Potency: Moon level (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 30 seconds) with FTL+ reactions/combat speed (Tagged Ruin several times, who parried Tessera's chakra thunder with his bare hand following the Starfall's Destruction)

Lifting Strength: Class T (Superior to his Act II self)

Striking Strength: Moon Class

Durability: Moon level (Withstood hits from Ruin)

Stamina: Superhuman+

Range: Extended melee range with Virtum Aeternam, varies from several meters to dozens 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 few assorted curative/support items and equipment.

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, 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. Somewhat vulnerable to wind/lightning and darkness/blood-type attacks.

Feats:
 * Helped Darius "Rune" Freeman find resolution when confronted with the truth of his brother's betrayal of Earth
 * Endured the Death mystery's invocation of Endless Graves upon him to obtain the technique himself
 * 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 with Requiem

Notable Attacks and Techniques
Basic Abilities

Available to all characters simply by training/reading scrolls.

Martial Styles


 * 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.


 * 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.


 * 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.


 * Sword Style: Knightly: A refined, regal style of swordplay that maintains a level head with a focus on deft, in-an-out maneuvers and tricks.


 * Sword Style: Oldcastle: Manifests a memoryform of a shield that analogues to the wielded sword, assuming a reactive stance that sacrifices mobility in place of heightened reflexes and countering potential.


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


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


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


 * Unarmed Style: Aikido: A martial arts style that lets all motion flow about and around it without greivously harming the foe. Minimizes offense in favor of deflection and defense.


 * Unarmed Style: Capoeira: A dance-like martial style with an emphasis on exaggerated form, unpredictability, and mobility.


 * Unarmed Style: Krav Maga: A brutal, yet efficient martial arts discipline practiced by the Israeli Commandos prior to and throughout World War III. Learned from Tessera as a means of thanks following the Metenros incident in Act II.

Magical Type


 * Fire: A fire-based attack spell, varying in shape, size, and power.
 * Atomic: Works as an attack spell akin to Fire, though it deals less damage in favor of potentially inflicting Decay.


 * Water: A water-based attack spell, varying in shape, size, and power.
 * Ice: Works as an attack spell akin to Water, though it deals less damage in favor of potentially inflicting Petrify.


 * Earth: An earth-based attack spell, varying in shape, size, and power.
 * Growth: Works as an attack spell akin to Earth, though it deals less damage in favor of potentially inflicting Restrain.


 * Wind: A wind-based attack spell, varying in shape, size, and power.
 * Lightning: Works as an attack spell akin to Wind, though it deals less damage in favor of potentially inflicting Paralysis.


 * Light: A light-based attack spell, varying in shape, size, and power.
 * Soul: Works as an attack spell akin to Light, though it deals less damage in favor of potentially inflicting Fatigue.


 * Dark: A darkness-based attack spell, varying in shape, size, and power.
 * Blood: Works as an attack spell akin to Dark, though it deals less damage in favor of potentially inflicting Bleed.


 * Astra: An astral energy-based attack spell, varying in shape, size, and power.
 * Void: Works as an attack spell akin to Astra, though it deals less damage in favor of potentially inflicting Amnesia.


 * Heal: Restores a target's Health.


 * Might Amp: Amplifies the Might of a single target, effectively granting them enhanced Lifting Strength and aptitude with Strength-based weapons in addition to "Poise" (resistance to Staggering), Petrify, and Restrain.


 * Agility Amp: Amplifies the Agility of a single target, effectively granting them slightly enhanced attack/movement/dodge speed and aptitude with Agility-based weapons, in addition to resistance to Restrain, and Paralysis.


 * Fortitude Amp: Amplifies the Fortitude of a single target, effectively granting them enhanced ability to endure harm and aptitude with Fortitude-based weapons, in addition to slightly enhanced Capacity for Dreamweaves, and resistance to Poison, Bleed, Pain, and Fatigue.


 * Dream Amp: Amplifies the Dream of a single target, effectively granting them enhanced Capacity to utilize Dreamweaves, in addition to a slight increase in HP, and resistance to Curse, Polymorph, and Petrify.


 * Rush: Throws oneself in a direction with a short burst of speed.

Special Techniques

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


 * Fate Break: A wondrous, unique power that Zain discovered that allows him to, however briefly, impose The Narrative upon a decisive moment in a conflict in order to change destiny itself, resolving it in a manner that corresponds both with the strength of the user's Will and the alignment of the intended effect with the Narrative. Depletes much of Zain's Will, preventing overuse.


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


 * Zero Wave: Slashes forward, tracing the blow in his consciousness to Manifest it as a turquoise wave of sharp light. A projectile attack fast enough to close or open combos, dealing minor Light damage. Each use temporarily increases Endurance, stacking up to five times.


 * Onyx Shield: Throws up a barrier about oneself, absorbing the next incoming source of damage.


 * Starlight Stream: A brilliant burst of golden dust and luminous force, either fired as an exploding arrow or as a cutting beam from the tips of a finger gun. Deals Light and Pierce damage, and can inflict Defense Down.


 * Ether Step: A close-range teleportation technique, performed by envisioning oneself elsewhere, then "stepping" within the Yesod to drag the physical body into place. More useful than Rush for dodging some area of effect attacks, but consumes more Kether.


 * Invincible Mirror: Readies an invisible barrier around himself that mitigates all incoming damage, and stores some of it. This energy can be unleashed at the speed of thought as a shotgun of blasts that deal Astral damage at close range and inflict high stagger, allowing for a counterattack.


 * Ether Nail: Throws a spike of astral energies into a point in space, then punches it to shatter a crack in space between the Malkuth and the Yesod. Draws in enemies and objects before exploding, dealing Fire and Astral damage.


 * Hero's Path: A unique power that improves Rush by, with a focused Will, piercing the obfuscations of the higher Sephira and dispelling "false" reality to ascend to further truths. Allows one to reach areas normally barred by dimensional sealing, illusions, reality-warping, or other foreign tampering with the "true" state of whatever Zain rushes to by attuning to the nexus of Will that lies within it, and placing his consciousness there.


 * Wall of Swords: Throws up a wall of ethereal blades that cut and deflect projectiles. Can be collapsed inwards or thrown outwards, causing the wall's component pieces to dissipate back into the Yesod.


 * Trail of Light: With a flick of the wrist, Zain throws a sphere of golden-white luminescence akin to a small sun that that burns a trail of divine light in the air behind it. Deals Light and Standard damage, and leaves a path that temporarily enhances the speed of allies that pass through.


 * Essence Tear: Perceiving the opponent's spirit and body as one, Zain tears out a chunk of an opponent's soul in melee range, absorbing it as energy, converted easily into Will. Wounds to the soul are generally more difficult to heal, both over time and with the assistance of supernatural powers.


 * Essence Bombard: Projects fragments of his own soul in the form of luminous beads of crackling red force, throwing them all at a targeted point in space to bombard it with a cascade of Force-type energy bursts.


 * Defiant Challenge: Throws a challenge to the winds that compels Zain's foes to fulfill their part in the Heroic Narrative, forcing them to prioritize him with their attacks over other foes and reducing their attack power against targets other than him.


 * Guardian: Assumes the role of the sacrificed and scarred messiah as it pertains to absorbing the ills of those he wishes to protect. For a limited time, Zain may mitigate all damage and ailments affecting allies near him, in exchange for accepting a portion of such damage and ailments mitigated.


 * Endless Graves: Invokes the transitional mystery of death to force one target to reconcile with its own mortality, just as he had to in order to receive the Death mystery. Deals heavy Dark and Earth damage over time, recovering health equal to the damage dealt, and may inflict Fear or Acedia as well.

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: each also unlocks a skill. Inner Truth skills are each usable once per transformation.


 * Verethragna Form: The first of Zain's Inner Truths, drawn out from his revelation regarding his own hypocrisy and stubborn refusal of self-improvement as pointed out by Tessera during their first battle. Assumes an imagined form of the "demon that smites resistance" to overcome his own resistant pride, and thenceforth capable of cultivating true Will. Increases all stats, in addition to throwing enemies back upon activation and restoring half of his missing HP and Kether.
 * Nephesh: The Verethragna's unique Skill conceptually ties the Victory/Beauty Sephira Netzach to "time, which grants Malkuth beauty." By sharpening the "animal" soul of the Verethragna to a razor-fine "point", Zain becomes capable of perceiving time's individual components, if but for a few moments; effectively, this stops time for the next few seconds.
 * Aeon Form: The second of Zain's Inner Truths, drawn out by the crisis of Tessera's kidnapping at Metenros's hands and the reaffirmation of why he fights. Assumes the form of the "raging dragon that defies time" to change the seemingly impossible. Further increases all stats, throws enemies back, and restores half of missing HP/Kether upon activation.
 * Ruach: The Aeon's unique Skill channels the "logos of the world" to defy the flow of time recognized by Nephesh. By understanding the way that time functions, however briefly, Zain can "undo" the flow of time, traveling roughly ten seconds back.
 * Demiurge Form: The third of Zain's Inner Truths, evoked upon coming to grips with his own pride and carelessness after it resulted in the death of New York during Ruin's incursion upon the world. Channels the form of the arrogant creator-god and re-imagines it as something able to stand tall and proud, a being capable of wielding its dark half for something beyond itself. Like other Inner Truths, increases all stats, throws back enemies, and restores half of missing HP/Kether upon activation.
 * Neshameh The Demiurge's unique Skill, powered by Consciousness's intuition. To read between the lines of peace and war is to bridge the gap that separates them from one another, and wield them in full. By imposing "peace" upon one target, and "war" upon another, Zain can siphon away a target's Will, and grant it to another. As one's Will is the primal source of all forms of powers, this also dramatically drops their stats, ailment resistances, and spell success chances, in addition to not technically being a resistible "ailment" itself, making it all but impossible to shrug off for those without countermeasures for Anti-Willpower countermeasures.

The Genesis Eggs

Orbs of otherworldly energy that serve as the keys to greater heights of power and understanding of the world, each reflecting one the component Sephira of the Tree of Life. 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.


 * Malkuth: The tenth and lowest Sephira, an incarnation of the spirit of the material firmanent upon which the rest of the Tree of Life sits. It possesses governance over matter and the purely physical realm, facilitating the transmutation of one (scientific) element into another; used in combat, it deals a random type of physical damage with each hit, in addition to possessing a chance to inflict Petrify.


 * Yesod: The ninth Sephira, an incarnation of the dreams of all beings with consciousness in the world and a microcosmic reflection of the realm of the same name. Attuned distinctly to the origin of all Subconscious, it can be used as a portal into the dreamscape of a willing or incapacitated target, allowing the Envoy and his allies to directly occupy their Dreamscape; used in combat, it deals Astral-type damage with each hit, in addition to possessing a random chance to inflict Amnesia.


 * Hod: The eighth Sephira, an incarnation of the logos that completes the actuality of Malkuth and Yesod, and grants form and dimension to dreams and to reality. Offers control over mana, the "measuring tape" of phenomena known as magic, and therefore the ability to manipulate the parameters of such supernatural powers; duration, range, targets, potency, etc.; used in combat, it deals Earth-type damage with each hit, in addition to possessing a chance to inflict Severance.


 * Netzach: The seventh Sephira, an incarnation of the beauty and sensation that allows mortal consciousness to measure the lower three Sephrira. Can be considered "the fourth reality", or "time itself", possessing an aspect correlating to time and the flow inherent to things. Can allow one to see into the past or, in some instances, the future; used in combat, it deals Wind-type damage with each hit, in addition to possessing a chance to inflict Decay.


 * Tiphareth Shell: The incident in the depths of the Eldritch Arts research facility bound the frayed remnants of the Tiphareth directly to the Envoy's heart, imposing upon him the role of "sacrificial hero": such a role must be followed to its completion in accordance with The Narrative, no matter what may lie in the Hero's path. Thus, so long as The Envoy's Will remains intact, he will effectively possess infinite lives, remanifesting after each death at the last point he reattuned himself to the Kether.


 * Geburah: The fifth Sephira, an incarnation of war, severity, and bravery that allows an individual to carve into their life as one would carve through an enemy with a mighty sword, and forcibly expel aspects of their being that are, in whatever manner, deprecating. Facilitates confident introspection and an understanding of the hard truths of life. Used in combat, it deals Fire-type damage with each hit, in addition to possessing a chance to inflict Rage.


 * Chesed: The fourth Sephira, an incarnation of the love, mercy, and compassion that brings together discordant parties under the banners of camaraderie and goodwill- vital tools for an Envoy seeking to calm a disquiet and tumultous world. Used in combat, it deals Water-type damage with each hit, in addition to possessing a chance to inflict Charm.


 * -|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, Gradually increases in power in combat relative to the strength of the opponent, Energy Manipulation, Regeneration (Low-Mid, Mid-Godly via Hollow Tiphareth), Immortality (Types 3 and 4; mandated by the Axiom of Narratives to remain a "Slave to Heroism", disallowing for any permanent obstruction to his Quest beyond the depletion of his Will), Elemental Manipulation of the Fire, Radiation, Water, Ice, Wind, Lightning, Earth, Nature, Darkness, Blood, Light, Holy, and Void varieties, Time Manipulation Soul Manipulation, Gravity Manipulation, Limited Empathic Manipulation, Attack Reflection, Matter Manipulation, Dream Manipulation, Memory Manipulation, Mana Manipulation, Postcognition and Minor Precognition, Can amplify his stats and reduce his enemies', Healing, Homing Attack, Telekinesis, Power Nullification, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Existence Erasure, Limited Causality Manipulation via Binah, Acausality, Resistance to Fire/Radiation, Light/Holy, Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation, and to Existence Erasure

Attack Potency: At least Solar System level, possibly Multi-Solar System level (Bears the Hollow Tiphareth, which even in its diminished state maintains the orbit and Manifestation of the Celestial Warspheres towards the edge of the Solar System)

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

Lifting Strength: Class T (Superior to his Act III self)

Striking Strength: At least Solar System Class, possibly Multi-Solar System Class

Durability: At least Solar System level, possibly Multi-Solar System level (Took hits from, and defeated the Vesper Core- survived its self-destruction and high-point blank range, as well, which was powerful enough to wipe out a significant portion of the entire Milky Way, though this was likely due mostly to Odin's last-minute barriers blocking the large majority of the blast)

Stamina: Superhuman+

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.


 * 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: Orbs of otherworldly energy that serve as the keys to greater heights of power and understanding of the world. Each reflects one of the component Sephira of the Tree of Life, and grants mastery over and control of their designated concepts and archetypes. 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: the effect they have is based primarily upon which of the Sephira Zain is currently attuned to.


 * Malkuth: The tenth and lowest Sephira, an incarnation of the spirit of the material firmament upon which the rest of the Tree of Life sits. It possesses governance over matter and the purely physical realm, facilitating the transmutation of one (scientific) element into another; attuned in combat, it causes the Genesis Eggs to deal Earth damage, with a chance to inflict Petrify per hit, and to grant Earth resistance.


 * Yesod: The ninth Sephira, an incarnation of the dreams of all beings with consciousness in the world and a microcosmic reflection of the realm of the same name. Attuned distinctly to the origin of all Subconscious, it can be used as a portal into the dreamscape of a willing or incapacitated target, allowing the Envoy and his allies to directly occupy their Dreamscape; attuned in combat, it causes the Genesis Eggs to deal Astral-type damage, with a chance to inflict Amnesia per hit, and to grant Astral resistance.


 * Hod: The eighth Sephira, an incarnation of the logos that completes the actuality of Malkuth and Yesod, and grants form and dimension to dreams and to reality. Offers control over mana, the "measuring tape" of phenomena known as magic, and therefore the ability to manipulate the parameters of such supernatural powers; duration, range, targets, potency, etc. Attuned in combat, it causes the Genesis Eggs to deal Psychic damage, with a chance to inflict Severance per hit, and to grant Psychic resistance.


 * Netzach: The seventh Sephira, an incarnation of the beauty and sensation that allows mortal consciousness to measure the lower three Sephrira. Can be considered "the fourth reality", or "time itself", possessing an aspect correlating to time and the flow inherent to things. Can allow one to see into the past or, in some instances, the future; attuned in combat, it causes the Genesis Eggs to deal Wind damage, with a chance to inflict Decay per hit, and to grant Decay resistance.


 * Hollow Tiphareth: The incident in the depths of the Eldritch Arts research facility bound the frayed remnants of the Tiphareth directly to the Envoy's heart, imposing upon him the role of "sacrificial hero": such a role must be followed to its completion in accordance with The Narrative, no matter what may lie in the Hero's path. Thus, so long as The Envoy's Will remains intact, he will effectively possess infinite lives, remanifesting after each death at the last point he reattuned himself to the Kether. Following Zain's banishment into his own Daathe, his allies in New Farwatch journeyed into the Sun's core to recover and rekindle the pseudo-complete form of the Tiphareth, granting Zain a strong enough anchor of focused willpower to use his Hero's Path to pierce the veil, and return to the real world. Existing within both the Manifest and the Unmanifest, it aids Zain's regenerative properties greatly. Attuned in combat, it causes the Genesis Eggs to deal Bio damage, with a chance to inflict Curse per hit, and to grantBio resistance.


 * Geburah: The fifth Sephira, an incarnation of war, severity, and bravery that allows an individual to carve into their life as one would carve through an enemy with a mighty sword, and forcibly expel aspects of their being that are, in whatever manner, deprecating. Facilitates confident introspection and an understanding of the hard truths of life. attuned in combat, it causes the Genesis Eggs to deal Fire damage, with a chance to inflict Rage per hit, and to grant Fire resistance.


 * Chesed: The fourth Sephira, an incarnation of the love, mercy, and compassion that brings together discordant parties under the banners of camaraderie and goodwill- vital tools for an Envoy seeking to calm a disquiet and tumultous world. attuned in combat, it causes the Genesis Eggs to deal Water damage, with a chance to inflict Charm per hit, and to grant Water resistance.


 * Daathe: The hidden Sephira, an incarnation at once of knowledge and acceptance, but also of hollow emptiness, a receptacle for Will and the light of the higher realms as surely as it is for one's own dark thoughts. Though the true Daathe reflects all of sapient's life's own shadow selves back to them as aspects of its complete self, the Genesis Egg can encapsulate only an aspect of its entirety- Zain's own experience with, and victory over, himself within his Daathe. Used in combat, it can clear all of an opponent's amps and enchantments in addition to nullifying all forms of Will that contact it, devouring them and sending them to the Unmanifest- mana, chakra, and so on. Attuned in combat, it causes the Genesis Eggs to deal Dark damage, with a chance to instantly "kill" (delete from existence) per hit, and to grant Dark resistance.


 * Binah: The third Sephira, an incarnation of understanding and home to the world's souls- the Cosmic Womb in which spirit is etched into Will to animate it and grant it sentience. Though perceivable from below as only a true and perfect darkness, where one's soul unravels itself to be reincarnated into new life, its true nature is soft and comforting in spite of its role as the head of the Severities of Geburah and Hod. Ironically, it can be said to grant those born of it death, for all things born of mortal flesh into the seas of time are destined to die. Is our finitude, the causality of our forms being inevitably fleeting things, truly binding? Attuned in combat, it causes the Genesis Eggs to deal Ice damage, with a chance to inflict Blind per hit, and to grant Ice resistance.


 * Chokmah: The second Sephira, an incarnation of divine wisdom, of that raw, unbounded potential that, while chaotic and arbitrary, serves the important purpose of being the gathering point of all Will that mortals draw from- to derive anything from the Kether itself would undo a person into their component fragments of Consciousness. Though infinite in scope, and unbounded by the shackles of causality Binah imposes upon Will by granting it a soul, this much is a double-edged sword, for to contemplate the unending, primal source is to tempt fate; one's soul can go blind if it looks for too long at the metaphorical Sun. Attuned in combat, it causes the Genesis Eggs to deal Lightning damage, with a chance to inflict Fear per hit, and to grant Lightning resistance.

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, 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. Somewhat vulnerable to wind/lightning and darkness/blood-type attacks.

Feats:
 * After overcoming his own mirror 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
 * 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
Basic Abilities

Available to all characters simply by training/reading scrolls.

Martial Styles


 * 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.


 * 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.


 * 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.


 * Sword Style: Knightly: A refined, regal style of swordplay that maintains a level head with a focus on deft, in-an-out maneuvers and tricks.


 * Sword Style: Oldcastle: Manifests a memoryform of a shield that analogues to the wielded sword, assuming a reactive stance that sacrifices mobility in place of heightened reflexes and countering potential.


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


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


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


 * Unarmed Style: Aikido: A martial arts style that lets all motion flow about and around it without greivously harming the foe. Minimizes offense in favor of deflection and defense.


 * Unarmed Style: Capoeira: A dance-like martial style with an emphasis on exaggerated form, unpredictability, and mobility.


 * Unarmed Style: Krav Maga: A brutal, yet efficient martial arts discipline practiced by the Israeli Commandos prior to and throughout World War III. Learned from Tessera as a means of thanks following the Metenros incident in Act II.

Magical Type

Magical Type


 * Fire: A Tier 1 fire-based attack spell.
 * High/Great/Grand/Supra/Ultima Fire: A Tier 2/3/4/5/6 fire-based attack spell.
 * Metamagic: Solar: Boosts damage against Undead, and healing for allies in the area.
 * Metamagic: Blast: Increases the area of effect with an aftershock that deals reduced damage, but over a wider area, and knocks enemies over.


 * Wind: A Tier 1 wind-based attack spell.
 * High/Great/Grand/Supra/Ultima Wind: A Tier 2/3/4/5/6 fire-based attack spell.
 * Metamagic: Vacuum: Inflicts Stun on enemies hit.
 * Metamagic: Smoke: Deals extra damage per fire spell that has been cast in the area recently.


 * Astral: A Tier 1 astral-based attack spell.
 * High/Great/Grand/Supra/Ultima Astral: A Tier 2/3/4/5/6 astral-based attack spell.
 * Metamagic: Time: Inflicts Slow on damaged targets.
 * Metamagic: Space: Randomly teleports damaged targets.
 * Metamagic: Gravity: Knocks down and/or Disarms all damaged targets.


 * Holy: A Tier 1 holy-based attack spell.
 * High/Great/Grand/Supra/Ultima Holy: A Tier 2/3/4/5/6 holy-based attack spell.
 * Metamagic: Spirit: Attack becomes homing; summons a Lesser Shell for each enemy defeated by this attack.


 * Metamagic: Blade: Targets the caster's weapon, allowing it to apply the spell at a fraction of its strength with each hit.


 * Heal: A Tier 1 Healing spell.
 * High/Great/Grand Heal: A Tier 2/3/4 healing spell.


 * Amp: Temporarily amplifies a single attribute, based on the spell used.
 * Dream Amp: Amplifies the target's Dream attribute.
 * Might Amp: Amplifies the target's Might attribute.
 * Agility Amp: Amplifies the target's Agility attribute.
 * Fortitude Amp: Amplifies the target's Fortitude attribute.


 * Spike: Temporarily decreases a single attribute, based on the spell used.
 * Dream Spike: Decreases the target's Dream attribute.
 * Might Spike: Decreases the target's Might attribute.
 * Agility Spike: Decreases the target's Agility attribute.
 * Fortitude Spike: Decreases the target's Fortitude attribute.


 * Reflect: Reflects the next instance of damage back to the one who attacked you.

Special Techniques

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


 * Fate Break: A wondrous, unique power that Zain discovered that allows him to, however briefly, impose The Narrative upon a decisive moment in a conflict in order to change destiny itself, resolving it in a manner that corresponds both with the strength of the user's Will and the alignment of the intended effect with the Narrative. Depletes much of Zain's Will, preventing overuse.


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


 * Zero Wave: Slashes forward, tracing the blow in his consciousness to Manifest it as a turquoise wave of sharp light. A projectile attack fast enough to close or open combos, dealing minor Light damage. Each use temporarily increases Endurance, stacking up to five times.


 * Onyx Shield: Throws up a barrier about oneself, absorbing the next incoming source of damage.


 * Starlight Stream: A brilliant burst of golden dust and luminous force, either fired as an exploding arrow or as a cutting beam from the tips of a finger gun. Deals Light and Pierce damage, and can inflict Defense Down.


 * Ether Step: A close-range teleportation technique, performed by envisioning oneself elsewhere, then "stepping" within the Yesod to drag the physical body into place. More useful than Rush for dodging some area of effect attacks, but consumes more Kether.


 * Invincible Mirror: Readies an invisible barrier around himself that mitigates all incoming damage, and stores some of it. This energy can be unleashed at the speed of thought as a shotgun of blasts that deal Astral damage at close range and inflict high stagger, allowing for a counterattack.


 * Ether Nail: Throws a spike of astral energies into a point in space, then punches it to shatter a crack in space between the Malkuth and the Yesod. Draws in enemies and objects before exploding, dealing Fire and Astral damage.


 * Hero's Path: A unique power that improves Rush by, with a focused Will, piercing the obfuscations of the higher Sephira and dispelling "false" reality to ascend to further truths. Allows one to reach areas normally barred by dimensional sealing, illusions, reality-warping, or other foreign tampering with the "true" state of whatever Zain rushes to by attuning to the nexus of Will that lies within it, and placing his consciousness there.


 * Wall of Swords: Throws up a wall of ethereal blades that cut and deflect projectiles. Can be collapsed inwards or thrown outwards, causing the wall's component pieces to dissipate back into the Yesod.


 * Trail of Light: With a flick of the wrist, Zain throws a sphere of golden-white luminescence akin to a small sun that that burns a trail of divine light in the air behind it. Deals Light and Standard damage, and leaves a path that temporarily enhances the speed of allies that pass through.


 * Essence Tear: Perceiving the opponent's spirit and body as one, Zain tears out a chunk of an opponent's soul in melee range, absorbing it as energy, converted easily into Will. Wounds to the soul are generally more difficult to heal, both over time and with the assistance of supernatural powers.


 * Essence Bombard: Projects fragments of his own soul in the form of luminous beads of crackling red force, throwing them all at a targeted point in space to bombard it with a cascade of Force-type energy bursts.


 * Defiant Challenge: Throws a challenge to the winds that compels Zain's foes to fulfill their part in the Heroic Narrative, forcing them to prioritize him with their attacks over other foes and reducing their attack power against targets other than him.


 * Guardian: Assumes the role of the sacrificed and scarred messiah as it pertains to absorbing the ills of those he wishes to protect. For a limited time, Zain may mitigate all damage and ailments affecting allies near him, in exchange for accepting a portion of such damage and ailments mitigated.


 * Endless Graves: Invokes the transitional mystery of death to force one target to reconcile with its own mortality, just as he had to in order to receive the Death mystery. Deals heavy Dark and Earth damage over time, recovering health equal to the damage dealt, and may inflict Fear or Acedia as well.


 * Ascendance: Focuses energy into launching a foe telekinetically away, locking them in place mid-flight just long enough to blitz through them with a powered-up Isacoslash. Raises Strength after use.


 * Clarity: Having mastered the Devil mystery, Zain has also mastered the seductive properties of the material reality in which he exists, being able to pierce into deeper truths via this unique skill. Zain unveils obscured opponents within line of sight, in addition to dispelling debuffs on himself and increasing his own Insight (governs resistance to Water, perception, the efficacy of Spirituality, and to a lesser extent max MP.) For a short while after activating, if Zain would fall in combat, reality fails to register his death, instead dispelling the buff as Zain "sees through" it.


 * Event Horizon: Opens a great cosmic abyss that swallows up and devours matter and energy it contacts, dealing continuous Dark and Astral damage, while also inflicting Restrain, Defense Down, and Blindness. Has a chance of deleting targets from the Malkuth altogether, banishing them into their own Daathe.


 * Tugging Strands: With the power of hope granted by discovery of the true meaning of The Star mystery, even destiny becomes unable to restrain the Will entirely. A tearing motion directed towards the sky throws a nebulous orb of invisible force that casts away physical bodies at the impact point while severing the threads of fate for those caught within, removing their ability to access their Will or the strength of their Legend. In addition to Standard physical damage, inflicts Fatigue, Severance, and Decay.


 * Dantalion: Named for the 71st Spirit of Solomon, this devastating technique obfuscates and deludes the mind into madness, causing them to both go emotionally numb and be assailed by Qlippoth generated from within their own Daathe- a particularly undeveloped Will may be attacked by a lesser Shell, or figment of oneself generated by the dark half of their ego. Inflicts Astral damage over time, as well as Confusion. May spawn a Shell of the targeted creature.


 * Psionic Flash: A profound truth Manifested as a solar flare-like flash from the head and/or hands. Deals Light damage to nearby enemies, and inflicts Blind, while also temporarily increasing his own Logic (governs Astral resistance, efficacy of Psionics, and Skill proficiencies.)


 * Argent Void: Creates a perfect, light-filled sphere of Will that tears away at enemies within it while also sealing any attempts of leaving its dimensional bounding, then strikes its surface with an open palm to explode it into an immense burst of Kether. Deals heavy damage to the primary target, though they can be freed from the follow-up hit if Zain's concentration is disrupted.

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: each also unlocks a skill. Inner Truth skills are each usable once per transformation.

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 enemies nearby: each also unlocks a skill. Inner Truth skills are each usable once per transformation.


 * Verethragna Form: The first of Zain's Inner Truths, drawn out from his revelation regarding his own hypocrisy and stubborn refusal of self-improvement as pointed out by Tessera during their first battle. Assumes an imagined form of the "demon that smites resistance" to overcome his own resistant pride, and thenceforth capable of cultivating true Will. Increases all Attributes.
 * Nephesh: The Verethragna's unique Skill conceptually ties the Victory/Beauty Sephira Netzach to "time, which grants Malkuth beauty." By sharpening the "animal" soul of the Verethragna to a razor-fine "point", Zain becomes capable of perceiving time's individual components, if but for a few moments; effectively, this stops time for the next few seconds.
 * Aeon Form: The second of Zain's Inner Truths, drawn out by the crisis of Tessera's kidnapping at Metenros's hands and the reaffirmation of why he fights. Assumes the form of the "raging dragon that defies time" to change the seemingly impossible. Further increases all Attributes.
 * Ruach: The Aeon's unique Skill channels the "logos of the world" to defy the flow of time recognized by Nephesh. By understanding the way that time functions, however briefly, Zain can "undo" the flow of time, traveling roughly ten seconds back.
 * Demiurge Form: The third of Zain's Inner Truths, evoked upon coming to grips with his own pride and carelessness after it resulted in the death of New York during Ruin's incursion upon the world. Channels the form of the arrogant creator-god and re-imagines it as something able to stand tall and proud, a being capable of wielding its dark half for something beyond itself. Like other Inner Truths, increases all Attributes.
 * Neshameh The Demiurge's unique Skill, powered by Consciousness's intuition. To read between the lines of peace and war is to bridge the gap that separates them from one another, and wield them in full. By imposing "peace" upon one target, and "war" upon another, Zain can siphon away a target's Will, and grant it to another. As one's Will is the primal source of all forms of powers, this also dramatically drops their Attributes, ailment resistances, and spell success chances, in addition to not technically being a resistible "ailment" itself, making it all but impossible to shrug off for those without countermeasures for Anti-Willpower countermeasures.
 * Pleroma Form: The fourth of Zain's Inner Truths, unlocked after inheriting the last of Keiwa Arotsuna's powers and completing his training. Signifies his "totality" and "completeness" after escaping the Daathe and learning many great truths about the world within Vesper, assuming the form one may expect of an archetypical "superhero." Increases all Attributes.
 * Chiah: The Pleroma's unique skill that finds new Will within Chokmah and re-etches the souls of Zain's comrades back into them. Fully heals and revives himself and incapacitated allies, in addition to curing their ailments and restoring their energy via an infusion of Will.


 * -|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, The Collective Subconscious of all Sapient Life

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Gradually increases in power in combat relative to the strength of the opponent, Energy Manipulation, Regeneration (Mid-High, Mid-Godly via Hollow Tiphareth), Immortality (Types 1, 3, 4, and 8; by attaining the Monad Form, Zain became linked to Consciousness itself even while not channeling its power, becoming unable to die as long as Will exists), Elemental Manipulation of the Fire, Radiation, Water, Ice, Wind, Lightning, Earth, Nature, Smoke, Darkness, Magnetic, Weather, Blood, Light, Holy, Acid, and Void varieties, Time Manipulation Soul Manipulation, Gravity Manipulation, Mind Manipulation, Empathic Manipulation, Attack Reflection, Matter Manipulation, Dream Manipulation, Memory Manipulation, Mana Manipulation, Postcognition and Precognition, Can amplify his stats and reduce his enemies', Healing, Homing Attack, Telekinesis, Power Nullification, Limited Conceptual Manipulation via Will, Flight, Fate Manipulation, Existence Erasure, Limited Causality Manipulation via Binah, Acausality, Resistance to Fire/Radiation, Light/Holy, Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation, and to Existence Erasure; potentially to far more via the Kether

Attack Potency: Galaxy level+, likely higher (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) | 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 50 millenia 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)

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

Striking Strength: Galaxy Class+ | Universe Class+

Durability: Galaxy level+, likely higher | Universe level+

Stamina: 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.


 * 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: Orbs of otherworldly energy that serve as the keys to greater heights of power and understanding of the world. Each reflects one of the component Sephira of the Tree of Life, and grants mastery over and control of their designated concepts and archetypes. 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: the effect they have is based primarily upon which of the Sephira Zain is currently attuned to.


 * Malkuth: The tenth and lowest Sephira, an incarnation of the spirit of the material firmament upon which the rest of the Tree of Life sits. It possesses governance over matter and the purely physical realm, facilitating the transmutation of one (scientific) element into another; attuned in combat, it causes the Genesis Eggs to deal Earth damage, with a chance to inflict Petrify per hit, and to grant Earth resistance.


 * Yesod: The ninth Sephira, an incarnation of the dreams of all beings with consciousness in the world and a microcosmic reflection of the realm of the same name. Attuned distinctly to the origin of all Subconscious, it can be used as a portal into the dreamscape of a willing or incapacitated target, allowing the Envoy and his allies to directly occupy their Dreamscape; attuned in combat, it causes the Genesis Eggs to deal Astral-type damage, with a chance to inflict Amnesia per hit, and to grant Astral resistance.


 * Hod: The eighth Sephira, an incarnation of the logos that completes the actuality of Malkuth and Yesod, and grants form and dimension to dreams and to reality. Offers control over mana, the "measuring tape" of phenomena known as magic, and therefore the ability to manipulate the parameters of such supernatural powers; duration, range, targets, potency, etc. Attuned in combat, it causes the Genesis Eggs to deal Psychic damage, with a chance to inflict Severance per hit, and to grant Psychic resistance.


 * Netzach: The seventh Sephira, an incarnation of the beauty and sensation that allows mortal consciousness to measure the lower three Sephrira. Can be considered "the fourth reality", or "time itself", possessing an aspect correlating to time and the flow inherent to things. Can allow one to see into the past or, in some instances, the future; attuned in combat, it causes the Genesis Eggs to deal Wind damage, with a chance to inflict Decay per hit, and to grant Decay resistance.


 * Hollow Tiphareth: The incident in the depths of the Eldritch Arts research facility bound the frayed remnants of the Tiphareth directly to the Envoy's heart, imposing upon him the role of "sacrificial hero": such a role must be followed to its completion in accordance with The Narrative, no matter what may lie in the Hero's path. Thus, so long as The Envoy's Will remains intact, he will effectively possess infinite lives, remanifesting after each death at the last point he reattuned himself to the Kether. Following Zain's banishment into his own Daathe, his allies in New Farwatch journeyed into the Sun's core to recover and rekindle the pseudo-complete form of the Tiphareth, granting Zain a strong enough anchor of focused willpower to use his Hero's Path to pierce the veil, and return to the real world. Existing within both the Manifest and the Unmanifest, it aids Zain's regenerative properties greatly. Attuned in combat, it causes the Genesis Eggs to deal Bio damage, with a chance to inflict Curse per hit, and to grantBio resistance.


 * Geburah: The fifth Sephira, an incarnation of war, severity, and bravery that allows an individual to carve into their life as one would carve through an enemy with a mighty sword, and forcibly expel aspects of their being that are, in whatever manner, deprecating. Facilitates confident introspection and an understanding of the hard truths of life. attuned in combat, it causes the Genesis Eggs to deal Fire damage, with a chance to inflict Rage per hit, and to grant Fire resistance.


 * Chesed: The fourth Sephira, an incarnation of the love, mercy, and compassion that brings together discordant parties under the banners of camaraderie and goodwill- vital tools for an Envoy seeking to calm a disquiet and tumultous world. attuned in combat, it causes the Genesis Eggs to deal Water damage, with a chance to inflict Charm per hit, and to grant Water resistance.


 * Daathe: The hidden Sephira, an incarnation at once of knowledge and acceptance, but also of hollow emptiness, a receptacle for Will and the light of the higher realms as surely as it is for one's own dark thoughts. Though the true Daathe reflects all of sapient's life's own shadow selves back to them as aspects of its complete self, the Genesis Egg can encapsulate only an aspect of its entirety- Zain's own experience with, and victory over, himself within his Daathe. Used in combat, it can clear all of an opponent's amps and enchantments in addition to nullifying all forms of Will that contact it, devouring them and sending them to the Unmanifest- mana, chakra, and so on. Attuned in combat, it causes the Genesis Eggs to deal Dark damage, with a chance to instantly "kill" (delete from existence) per hit, and to grant Dark resistance.


 * Binah: The third Sephira, an incarnation of understanding and home to the world's souls- the Cosmic Womb in which spirit is etched into Will to animate it and grant it sentience. Though perceivable from below as only a true and perfect darkness, where one's soul unravels itself to be reincarnated into new life, its true nature is soft and comforting in spite of its role as the head of the Severities of Geburah and Hod. Ironically, it can be said to grant those born of it death, for all things born of mortal flesh into the seas of time are destined to die. Is our finitude, the causality of our forms being inevitably fleeting things, truly binding? Attuned in combat, it causes the Genesis Eggs to deal Ice damage, with a chance to inflict Blind per hit, and to grant Ice resistance.


 * Chokmah: The second Sephira, an incarnation of divine wisdom, of that raw, unbounded potential that, while chaotic and arbitrary, serves the important purpose of being the gathering point of all Will that mortals draw from- to derive anything from the Kether itself would undo a person into their component fragments of Consciousness. Though infinite in scope, and unbounded by the shackles of causality Binah imposes upon Will by granting it a soul, this much is a double-edged sword, for to contemplate the unending, primal source is to tempt fate; one's soul can go blind if it looks for too long at the metaphorical Sun. Attuned in combat, it causes the Genesis Eggs to deal Lightning damage, with a chance to inflict Fear per hit, and to grant Lightning resistance.


 * 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. Attuned in combat, it causes the Genesis Eggs to deal Holy damage, with a chance to inflict a random ailment per hit as well as a chance to delete opponents from existence outright (effectively killing them), and to grant Holy resistance.

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, refusing 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.) Has a limited supply of Kether with which to use some of his special abilities with.

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 true form of the Ahura Mazda: Yechidah: and used it and Ahura Mazda to destroy the Naux Avatar
 * Defeated Naux
 * Sacrificed himself via the Paroketh to reset the world's timelines, and search for a new host to bear the Tiphareth Shell

Notable Attacks/Techniques:

Basic Techniques

Available to all characters simply by training/reading scrolls. 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 (some of which are listed here):

Martial Styles


 * 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.


 * 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.


 * 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.


 * Sword Style: Knightly: A refined, regal style of swordplay that maintains a level head with a focus on deft, in-an-out maneuvers and tricks.


 * Sword Style: Oldcastle: Manifests a memoryform of a shield that analogues to the wielded sword, assuming a reactive stance that sacrifices mobility in place of heightened reflexes and countering potential.


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


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


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


 * Unarmed Style: Aikido: A martial arts style that lets all motion flow about and around it without greivously harming the foe. Minimizes offense in favor of deflection and defense.


 * Unarmed Style: Capoeira: A dance-like martial style with an emphasis on exaggerated form, unpredictability, and mobility.


 * Unarmed Style: Krav Maga: A brutal, yet efficient martial arts discipline practiced by the Israeli Commandos prior to and throughout World War III. Learned from Tessera as a means of thanks following the Metenros incident in Act II.

Magical Type


 * Fire: A Tier 1 fire-based attack spell.
 * High/Great/Grand/Supra/Ultima Fire: A Tier 2/3/4/5/6 fire-based attack spell.
 * Metamagic: Solar: Boosts damage against Undead, and healing for allies in the area.
 * Metamagic: Blast: Increases the area of effect with an aftershock that deals reduced damage, but over a wider area, and knocks enemies over.
 * Metamagic: Hellfire: Reduces a random Attribute of targets hit.


 * Water: A Tier 1 water-based attack spell.
 * High/Great/Grand/Supra/Ultima Water: A Tier 2/3/4/5/6 water-based attack spell.
 * Metamagic: Luna: Boosts damage against Demons, and reduces mana costs for allies in the area.


 * Earth: A Tier 1 earth-based attack spell.
 * High/Great/Grand/Supra/Ultima Earth: A Tier 2/3/4/5/6 earth-based attack spell.
 * Metamagic: Crystal: Boosts Defense of allies in the area, and potentially Petrifies targets damaged.
 * Metamagic: Mud: Slows and reduces Power of targets damaged.


 * Wind: A Tier 1 wind-based attack spell.
 * High/Great/Grand/Supra/Ultima Wind: A Tier 2/3/4/5/6 fire-based attack spell.
 * Metamagic: Vacuum: Inflicts Stun on enemies hit.
 * Metamagic: Smoke: Deals extra damage per fire spell that has been cast in the area recently.


 * Lightning: A Tier 1 lightning-based attack spell.
 * High/Great/Grand/Supra/Ultima Lightning: A Tier 2/3/4/5/6 lightning-based attack spell.
 * Metamagic: Magnet: Knocks down and/or Disarms enemies hit.


 * Ice: A Tier 1 ice-based attack spell.
 * High/Great/Grand/Supra/Ultima Ice: A Tier 2/3/4/5/6 ice-based attack spell.
 * Metamagic: Blizzard: Leaves a field that doesn't deal damage, but Slows/Petrifies targets that remain in it for too long.


 * Psychic: A Tier 1 psychic-based attack spell.
 * High/Great/Grand/Supra/Ultima Psychic: A Tier 2/3/4/5/6 psychic-based attack spell.
 * Metamagic: Dream: Inflicts Amnesia on damaged targets.


 * Bio: A Tier 1 bio-based attack spell.
 * High/Great/Grand/Supra/Ultima Fire: A Tier 2/3/4/5/6 bio-based attack spell.
 * Metamagic: Nature: Inflicts Restrain on damaged targets.
 * Metamagic: Nuclear: Inflicts Decay on damaged targets.
 * Metamagic: Corrosion: Reduces the Defense of damaged targets.


 * Astral: A Tier 1 astral-based attack spell.
 * High/Great/Grand/Supra/Ultima Astral: A Tier 2/3/4/5/6 astral-based attack spell.
 * Metamagic: Time: Inflicts Slow on damaged targets.
 * Metamagic: Space: Randomly teleports damaged targets.
 * Metamagic: Gravity: Knocks down and/or Disarms all damaged targets.


 * Holy: A Tier 1 holy-based attack spell.
 * High/Great/Grand/Supra/Ultima Holy: A Tier 2/3/4/5/6 holy-based attack spell.
 * Metamagic: Spirit: Attack becomes homing; summons a Lesser Shell for each enemy defeated by this attack.
 * Metamagic: Exorcise: Increase damage against Demons, heal for each Demon defeated by this attack.
 * Metamagic: Dust: Increases damage against Undead, heal for each Undead defeated by this attack.


 * Dark: A Tier 1 dark-based attack spell.
 * High/Great/Grand/Supra/Ultima Dark: A Tier 2/3/4/5/6 dark-based attack spell.
 * Metamagic: Void: Inflicts Severance upon self to inflict Severance and Paralysis upon all damaged targets, in addition to increasing the damage dealt.
 * Metamagic: Blood: Inflicts Pain on damaged target and deals continual Pierce damage.
 * Metamagic: Entropy: Increases damage against Mortals, inflicts Acedia.


 * Metamagic: Blade: Targets the caster's weapon, allowing it to apply the spell at a fraction of its strength with each hit.
 * Metamagic: Field: Targets an area with a continual variant of the spell that deals increased damage over its lifespan, gradually over time.
 * Metamagic: Burn: The spell deals continual damage over time of the same type used to cast the initial spell.
 * Metamagic: Anima: The spell doesn't directly attack, but rather creates an elemental or cluster of elementals from the energy used to cast the spell.


 * Heal: A Tier 1 Healing spell.
 * High/Great/Grand/Supra/Ultima Heal: A Tier 2/3/4/5/6 healing spell.
 * Metamagic: Mend: Also cures all physical ailments the target is suffering.
 * Metamagic: Tranquil: Also cures all mental ailments the target is suffering.
 * Metamagic: Expel: Also cures all spiritual ailments the target is suffering.
 * Metamagic: Rewrite: Also cures all conceptual/archetypical ailments the target is suffering.


 * Amp: Temporarily amplifies a single attribute, based on the spell used.
 * Body Amp: Amplifies the target's Body attribute.
 * Mind Amp: Amplifies the target's Mind attribute.
 * Soul Amp: Amplifies the target's Soul attribute.
 * Dream Amp: Amplifies the target's Dream attribute.
 * Might Amp: Amplifies the target's Might attribute.
 * Agility Amp: Amplifies the target's Agility attribute.
 * Fortitude Amp: Amplifies the target's Fortitude attribute.
 * Intelligence Amp: Amplifies the target's Intelligence attribute.
 * Wisdom Amp: Amplifies the target's Wisdom attribute.
 * Charisma Amp: Amplifies the target's Charisma attribute.
 * Luck Amp: Amplifies the target's Luck attribute.


 * Spike: Temporarily decreases a single attribute, based on the spell used.
 * Body Spike: Decreases the target's Body attribute.
 * Mind Spike: Decreases the target's Mind attribute.
 * Soul Spike: Decreases the target's Soul attribute.
 * Dream Spike: Decreases the target's Dream attribute.
 * Might Spike: Decreases the target's Might attribute.
 * Agility Spike: Decreases the target's Agility attribute.
 * Fortitude Spike: Decreases the target's Fortitude attribute.
 * Intelligence Spike: Decreases the target's Intelligence attribute.
 * Wisdom Spike: Decreases the target's Wisdom attribute.
 * Charisma Spike: Decreases the target's Charisma attribute.
 * Luck Spike: Decreases the target's Luck attribute.


 * Reflect: Reflects the next instance of damage back to the one who attacked you.
 * Analyze: Augments a keen, intelligent analysis of a target with preternatural insight, granting one advanced knowledge of their capabilities, strengths, and weaknesses.

Archetype Armiger: "Envoy to the Kether"

Zain's Archetype Armiger is "Envoy to the Kether": his Legend is shaped by his status as having been chosen by Naux to assume the mantle of messenger for his divine dictums, and then to destroy the world. In the act of defying this before the beginning of the story's events, by encountering and choosing to bear the Tiphareth Sephira in order to seal the gate to Yesod, the Land of Dreams, Zain unwittingly unlocked a unique skill "Fate Break."

Zain's unique skills, overall, are a well-rounded and versatile toolkit befitting a leader, albeit with a slight focus on an aggressive style of Zone Control combat that reflects his personal preference for fast-paced, rush-down tactics.

Zain's unique resource is Kether. Unlike many resources, he starts battles with his Kether empty, but gradually gains it over the course of a battle, with dealing, blocking, and dodging blows expediting the process.


 * Fate Break: A wondrous, unique power that Zain discovered that allows him to be free of his pre-ordained destiny, borne unconsciously of his initial act of defiance. He subconsciously shares this power with those whom he forms a strong Bond with, their Legend saturated by his own.


 * Isacoslash: A technique derived from the Legend of the Fool Arcana. Focuses upon the conceptualization of a swung blade intently in a myriad of ways, turning one blow into twenty at the last second; deals moderate Weapon damage and builds +20 Combo. Zain's signature technique.


 * Zero Wave: A technique derived from the Legend of the Magician Arcana. Slashes forward, tracing the blow in his consciousness to Manifest it as a turquoise wave of sharp light. A projectile attack fast enough to close or open combos, dealing minor Holy damage. Each use temporarily increases his Endurance parameter.


 * Mind Over Matter: A passive skill derived from the Legend of the Priestess Arcana. Reduces the duration of all Ailments Zain suffers from proportional to his current Combo.


 * Flourish: A technique derived from the Legend of the Empress Arcana. Imbues an area with preservative resonance, increasing the Defense of allies within and causing them to slowly heal.


 * Kingdom Come: A technique derived from the Legend of the Emperor Arcana. Imbues an area with destructive resonance, increasing the Attack of allies within and causing them to regain their Stamina more quickly.


 * Cross Slash: A technique derived from the Legend of the Hierophant Arcana. Swings twice, dealing Weapon damage each time, before punctuating the swing with a burst of light that deals Holy damage in a small area. Zain increases his Wisdom parameter upon use.


 * Hero's Path: A unique technique derived from the Legend of the Lovers Arcana. In particular, the Hero's Path is the Legend of the "Zain" path upon the Tree of Life, whose name Zain shares, the path connecting the conceptual "Womb of the Cosmos" Binah and the "Dionysian/Martyred Hero" Tiphareth. Zain himself, then, is the embodiment of the will to pierce the Daathe, which separates the uppermost spheres from even those among humanity that might be "heroes" (e.g. Tiphareth's vessels) in the act of choosing to seek out "his truest self."
 * In combat, this technique improves upon (and replaces) Rush entirely, rendering it's cost in Stamina negligible and doubling the current Combo upon successfully hitting an enemy with it. In its aspect as "The Path to People's Hearts", it also reveals information about the past life experiences and combat attributes of his targets, and enables allies who utilize analysis skills to uncover even more new information: he defeated the Qlippoth Lord Astarte by using Hero's Path to uncover the means of undoing her creator's inner darkness, and in doing so severing Astarte's Manifestation from its source of power.


 * Bladestorm: A technique derived from the Legend of the Chariot Arcana. Summons a field of intangible around himself, each of which deal Slash and Weapon damage both to enemies that attack him in melee and continuously in an aura around himself, in addition to deflecting weak projectiles automatically and reducing the damage he takes. He may dispel this ability early to throw a storm of force blades, dealing heavy Weapon and Slash damage and building +29 Combo.
 * In the story, Zain used this technique against Tessera and later Keiwa Arotsuna more creatively than simply throwing the blades: using the flats as footstools to reposition more swiftly than his flight would afford in midair or upside down or surfing them into enemies, and trapping Keiwa's coattails in a interconnecting lock of blades.


 * Defiant Challenge: A technique derived from the Legend of the Strength Arcana. Inflicts Rage upon all enemies in a wide, long cone, and increases his Endurance and Charisma parameters.


 * The World Within: A technique derived from the Legend of the Hermit Arcana. After a windup spent focusing, and slowing his own movement, dispels all Ailments on himself, gaining +3 Combo per Ailment dispelled.


 * Burning Wheel: A technique derived from the Legend of the Fortune Arcana. Swings his weapon radially, dealing minor Weapon damage to nearby enemies and afflicting them with a random Ailment. After a delay, that same area of effect (even if Zain has since moved) is blasted with moderate Fire damage.


 * Caduceus: A technique derived from the Legend of the Justice Arcana. Casts forth a double helix of blasts: one golden, one black: that deal Holy and Dark damage to enemies they pass through respectively. The targeted area leaves a restorative field in a line, gradually healing Zain and allies who remain within it.


 * Hero's Inheritance: A technique derived from the Legend of the Hanged Man Arcana. Zain suffers half of the damage that would be suffered by all of his targeted allies, and prevents Combo loss for their being damaged: instead, building +3 Combo per time Zain or one of his allies is dealt damage.


 * Apsu: A technique derived from the Legend of the Death Arcana. Imposes a conceptual 'Death' upon the target, dealing them continual Water and Dark damage, inflicting Acedia and Decay upon them, and doubling the Combo gained by successful attacks against them.
 * In the main canon, Zain used this technique to kill Ruin, who having merged with the Qlippoth Lord Asmodeus, who as the anti-Geburah lacked a concept of "being destroyed" altogether, was effectively unstoppable otherwise.


 * Phoenix Rising: A technique derived from the Legend of the Temperance Arcana. After launching an enemy away, chases after them with a blur of weapon blows that leave a trail of fiery kether waves in their wake, dealing heavy Weapon and Fire damage to the enemy and all enemies between them and Zain. Increases Zain's Strength parameter after use. Builds +34 Combo.


 * Pazuzu: A technique derived from the Legend of the Devil Arcana. In the fashion of a true malicious trickster that punishes those that accept gifts, Zain dispels all positive enhancements/buff effects from all enemies in a wide radius, dealing them Psychic damage per buff dispelled this way.


 * Event Horizon: A technique derived from the Legend of the Tower Arcana. Opens a great cosmic abyss that swallows up and devours matter and energy it contacts. Deals continuous Blunt and Astral damage to enemies in the area and pulls them to the center, while also inflicting Restrain and Defense Down, and cancelling projectiles that pass through. Has a chance of deleting targets it damages outright.


 * Shooting Star: A technique derived from the Legend of the Star Arcana. Throws a concentrated clump of stellar energy suffused with mana, that explodes upon reaching its target point, dealing Astral and Fire damage to enemies within its radius, and dispelling ailments upon allies within the same radius.


 * Eclipse Heart: A technique derived from the Legend of the Moon Arcana. Casts an area into the conceptual darkness of the empty Daathe to deal continual Dark and Ice damage to enemies within the wide traget area, in addition to Slowing and Blinding them.
 * For each enemy damaged by this ability, Zain summons a Lesser Shell of them automatically, a Manifestation that borrows their Legend to mimic every power, ability, and mannerism of the target, but without the "social mask": they effectively function as bloodlusted, socially uninhibited copies of the target character. Extremely powerful entities with the ability to use Willpower, that "don't exist" and thus have no Legend to duplicate (ex. many stronger Qlippoth), and enemies that are simply immune to Dark and Ice damage do not generate a Lesser Shell for Zain to direct, however.


 * Psionic Flash: A technique derived from the Legend of the Sun Arcana. Manifests a profound truth as a solar flare-like flash from the head and/or hands, dealing heavy Psychic damage to enemies nearby and increasing his Logic parameter.


 * World's Bones: A technique derived from the Legend of the Judgment Arcana. Pulls the primal streams of life from the world itself up to the surface, inflicting moderate Bio and Lightning damage across a massive area, as well as afflicting those hit with Curse and Decay, and suffuses targets hit with the world's energy. Targets so suffused restore the attacker's HP based on their current Combo value.


 * Ahura Mazda: A technique derived from the Legend of the Universe Arcana. Zain, invoking the primal name of the archetypical creator deity, raises a gesture akin to a finger gun heavenward, and generates a massive cross-shaped glyph that emanates immense power, Slowing and reducing the Attack of enemies within. After a somewhat lengthy wind-up, Zain deals immense typeless damage to all targets within the area and inflicts both Severance and Fatigue, even upon enemies normally immune- this attack is considered a soul-shearing attack for the purposes of defeating enemies that reconstitute from their essences alone.

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 enemies nearby: each also unlocks a skill. Inner Truth skills are each usable once per transformation.


 * Verethragna Form: The first of Zain's Inner Truths, drawn out from his revelation regarding his own hypocrisy and stubborn refusal of self-improvement as pointed out by Tessera during their first battle. Assumes an imagined form of the "demon that smites resistance" to overcome his own resistant pride, and thenceforth capable of cultivating true Will. Increases all Attributes.
 * Nephesh: The Verethragna's unique Skill conceptually ties the Victory/Beauty Sephira Netzach to "time, which grants Malkuth beauty." By sharpening the "animal" soul of the Verethragna to a razor-fine "point", Zain becomes capable of perceiving time's individual components, if but for a few moments; effectively, this stops time for the next few seconds.
 * Aeon Form: The second of Zain's Inner Truths, drawn out by the crisis of Tessera's kidnapping at Metenros's hands and the reaffirmation of why he fights. Assumes the form of the "raging dragon that defies time" to change the seemingly impossible. Further increases all Attributes.
 * Ruach: The Aeon's unique Skill channels the "logos of the world" to defy the flow of time recognized by Nephesh. By understanding the way that time functions, however briefly, Zain can "undo" the flow of time, traveling roughly ten seconds back.
 * Demiurge Form: The third of Zain's Inner Truths, evoked upon coming to grips with his own pride and carelessness after it resulted in the death of New York during Ruin's incursion upon the world. Channels the form of the arrogant creator-god and re-imagines it as something able to stand tall and proud, a being capable of wielding its dark half for something beyond itself. Like other Inner Truths, increases all Attributes.
 * Neshameh The Demiurge's unique Skill, powered by Consciousness's intuition. To read between the lines of peace and war is to bridge the gap that separates them from one another, and wield them in full. By imposing "peace" upon one target, and "war" upon another, Zain can siphon away a target's Will, and grant it to another. As one's Will is the primal source of all forms of powers, this also dramatically drops their Attributes, ailment resistances, and spell success chances, in addition to not technically being a resistible "ailment" itself, making it all but impossible to shrug off for those without countermeasures for Anti-Willpower countermeasures.
 * Pleroma Form: The fourth of Zain's Inner Truths, unlocked after inheriting the last of Keiwa Arotsuna's powers and completing his training. Signifies his "totality" and "completeness" after escaping the Daathe and learning many great truths about the world within Vesper, assuming the form one may expect of an archetypical "superhero." Increases all Attributes.
 * Chiah: The Pleroma's unique skill that finds new Will within Chokmah and re-etches the souls of Zain's comrades back into them. Fully heals and revives himself and incapacitated allies, in addition to curing their ailments and restoring their energy via an infusion of Will.
 * Monad Form: The fifth of Zain's Inner Truths, unlocked just before the final battle with the Naux Avatar. Manifests as "the true self", Mankind and God made one to as to preserve Consciousness in the face of Naux, a man made Avatar of grief and rage. Increases all Attributes (especially Body, Mind, and Soul), fully restoring all of missing health and Kether upon activation.
 * Yechidah: The Monad's unique Skill channels the highest quintessence of the human soul, the "self" actualized in full. This divine spark, the catalyst for Potential to grow and cultivate Will within mankind, and the nullification of God's external Will in favor of one's self-transcendence, is the ultimate weapon for sundering God's Shell- in practice, it is simply a focused ray of divine power that, recognized by Kether as the conceptual "all-piercing sword of the hero", pierces all barriers and defenses set to block it, and delivering a fatal blow to the struck target, object, or concept. Effectively an evolved form of Ahura Mazda that can choose to target only a single entity in place of an entire universe.

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, The Collective Subconscious of all Sapient Life

Powers and Abilities: Superhuman Physical Characteristics, Martial Arts, Weapon Mastery, Magic, Willpower Manipulation, Gradually increases in power in combat relative to the strength of the opponent, Energy Manipulation, Regeneration (High-Godly via the True Tiphareth), Immortality (Types 1, 3, 4, 5, and 8; by attaining the Monad Form, Zain became linked to Consciousness itself even while not channeling its power, becoming unable to die as long as Will exists. The True Monad further transcends the every idea of "death", or being permanently removed from a state of being), Elemental Manipulation of the Fire, Radiation, Water, Ice, Wind, Lightning, Earth, Nature, Smoke, Darkness, Magnetic, Weather, Blood, Light, Holy, Acid, and Void varieties, Time Manipulation Soul Manipulation, Gravity Manipulation, Mind Manipulation, Empathic Manipulation, Attack Reflection, Matter Manipulation, Dream Manipulation, Memory Manipulation, Mana Manipulation, Postcognition and Precognition, Can amplify his stats and reduce his enemies', Healing, Homing Attack, Telekinesis, Power Nullification, Conceptual Manipulation via Will, Flight, Fate Manipulation, Existence Erasure, Limited Causality Manipulation via Binah, Acausality, Resistance to all ailments, as well as Elemental, Mind, Soul, Matter, Poison, Fate, and Willpower Manipulation, and to Existence Erasure; potentially to far more via the Kether

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 (Defeated Samael, a lesser incarnation of Samazerale corrupted by the dark shell of Tessera's father in combination with its inherent jealousy- within the Kether, the eleventh and highest sphere of reality, in the Tree of Life, it had achieved infinite power and dominion over its domain.)

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 barely) | High Complex Multiverse level (

Stamina: Immeasurable

Range: Multiversal

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.


 * 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: Orbs of otherworldly energy that serve as the keys to greater heights of power and understanding of the world. Each reflects one of the component Sephira of the Tree of Life, and grants mastery over and control of their designated concepts and archetypes. 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: the effect they have is based primarily upon which of the Sephira Zain is currently attuned to.


 * Malkuth: The tenth and lowest Sephira, an incarnation of the spirit of the material firmament upon which the rest of the Tree of Life sits. It possesses governance over matter and the purely physical realm, facilitating the transmutation of one (scientific) element into another; attuned in combat, it causes the Genesis Eggs to deal Earth damage, with a chance to inflict Petrify per hit, and to grant Earth resistance.


 * Yesod: The ninth Sephira, an incarnation of the dreams of all beings with consciousness in the world and a microcosmic reflection of the realm of the same name. Attuned distinctly to the origin of all Subconscious, it can be used as a portal into the dreamscape of a willing or incapacitated target, allowing the Envoy and his allies to directly occupy their Dreamscape; attuned in combat, it causes the Genesis Eggs to deal Astral-type damage, with a chance to inflict Amnesia per hit, and to grant Astral resistance.


 * Hod: The eighth Sephira, an incarnation of the logos that completes the actuality of Malkuth and Yesod, and grants form and dimension to dreams and to reality. Offers control over mana, the "measuring tape" of phenomena known as magic, and therefore the ability to manipulate the parameters of such supernatural powers; duration, range, targets, potency, etc. Attuned in combat, it causes the Genesis Eggs to deal Psychic damage, with a chance to inflict Severance per hit, and to grant Psychic resistance.


 * Netzach: The seventh Sephira, an incarnation of the beauty and sensation that allows mortal consciousness to measure the lower three Sephrira. Can be considered "the fourth reality", or "time itself", possessing an aspect correlating to time and the flow inherent to things. Can allow one to see into the past or, in some instances, the future; attuned in combat, it causes the Genesis Eggs to deal Wind damage, with a chance to inflict Decay per hit, and to grant Decay resistance.


 * Tiphareth: The True Tiphareth, 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. Attuned in combat, it causes the Genesis Eggs to deal Bio damage, with a chance to inflict Curse per hit, and to grantBio resistance.


 * Geburah: The fifth Sephira, an incarnation of war, severity, and bravery that allows an individual to carve into their life as one would carve through an enemy with a mighty sword, and forcibly expel aspects of their being that are, in whatever manner, deprecating. Facilitates confident introspection and an understanding of the hard truths of life. attuned in combat, it causes the Genesis Eggs to deal Fire damage, with a chance to inflict Rage per hit, and to grant Fire resistance.


 * Chesed: The fourth Sephira, an incarnation of the love, mercy, and compassion that brings together discordant parties under the banners of camaraderie and goodwill- vital tools for an Envoy seeking to calm a disquiet and tumultous world. attuned in combat, it causes the Genesis Eggs to deal Water damage, with a chance to inflict Charm per hit, and to grant Water resistance.


 * Daathe: The hidden Sephira, an incarnation at once of knowledge and acceptance, but also of hollow emptiness, a receptacle for Will and the light of the higher realms as surely as it is for one's own dark thoughts. Though the true Daathe reflects all of sapient's life's own shadow selves back to them as aspects of its complete self, the Genesis Egg can encapsulate only an aspect of its entirety- Zain's own experience with, and victory over, himself within his Daathe. Used in combat, it can clear all of an opponent's amps and enchantments in addition to nullifying all forms of Will that contact it, devouring them and sending them to the Unmanifest- mana, chakra, and so on. Attuned in combat, it causes the Genesis Eggs to deal Dark damage, with a chance to instantly "kill" (delete from existence) per hit, and to grant Dark resistance.


 * Binah: The third Sephira, an incarnation of understanding and home to the world's souls- the Cosmic Womb in which spirit is etched into Will to animate it and grant it sentience. Though perceivable from below as only a true and perfect darkness, where one's soul unravels itself to be reincarnated into new life, its true nature is soft and comforting in spite of its role as the head of the Severities of Geburah and Hod. Ironically, it can be said to grant those born of it death, for all things born of mortal flesh into the seas of time are destined to die. Is our finitude, the causality of our forms being inevitably fleeting things, truly binding? Attuned in combat, it causes the Genesis Eggs to deal Ice damage, with a chance to inflict Blind per hit, and to grant Ice resistance.


 * Chokmah: The second Sephira, an incarnation of divine wisdom, of that raw, unbounded potential that, while chaotic and arbitrary, serves the important purpose of being the gathering point of all Will that mortals draw from- to derive anything from the Kether itself would undo a person into their component fragments of Consciousness. Though infinite in scope, and unbounded by the shackles of causality Binah imposes upon Will by granting it a soul, this much is a double-edged sword, for to contemplate the unending, primal source is to tempt fate; one's soul can go blind if it looks for too long at the metaphorical Sun. Attuned in combat, it causes the Genesis Eggs to deal Lightning damage, with a chance to inflict Fear per hit, and to grant Lightning resistance.


 * 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. Attuned in combat, it causes the Genesis Eggs to deal Holy damage, with a chance to inflict a random ailment per hit as well as a chance to delete opponents from existence outright (effectively killing them), and to grant Holy resistance.
 * NOTE: As the True Monad, Zain is capable of simultaneously attuning all of the Sephiroth to himself at once, effectively gaining perfect control of the spheres of reality themselves, which become his weapons: his physical form's Genesis Eggs can deal any type of damage and inflict any ailment with each hit.

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, refusing 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.) Has a limited supply of Kether with which to use some of his special abilities with.

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 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 Consciousness unwound and merged with "all of Consciousness": effectively, absorbing Samael and becoming the new Tree of Life

Notable Attacks and Techniques
Basic Techniques

Available to all characters simply by training/reading scrolls. 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 (some of which are listed here):

Martial Styles


 * 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.


 * 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.


 * 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.


 * Sword Style: Knightly: A refined, regal style of swordplay that maintains a level head with a focus on deft, in-an-out maneuvers and tricks.


 * Sword Style: Oldcastle: Manifests a memoryform of a shield that analogues to the wielded sword, assuming a reactive stance that sacrifices mobility in place of heightened reflexes and countering potential.


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


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


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


 * Unarmed Style: Aikido: A martial arts style that lets all motion flow about and around it without greivously harming the foe. Minimizes offense in favor of deflection and defense.


 * Unarmed Style: Capoeira: A dance-like martial style with an emphasis on exaggerated form, unpredictability, and mobility.


 * Unarmed Style: Krav Maga: A brutal, yet efficient martial arts discipline practiced by the Israeli Commandos prior to and throughout World War III. Learned from Tessera as a means of thanks following the Metenros incident in Act II.

Magical Type


 * Fire: A Tier 1 fire-based attack spell.
 * High/Great/Grand/Supra/Ultima Fire: A Tier 2/3/4/5/6 fire-based attack spell.
 * Metamagic: Solar: Boosts damage against Undead, and healing for allies in the area.
 * Metamagic: Blast: Increases the area of effect with an aftershock that deals reduced damage, but over a wider area, and knocks enemies over.
 * Metamagic: Hellfire: Reduces a random Attribute of targets hit.


 * Water: A Tier 1 water-based attack spell.
 * High/Great/Grand/Supra/Ultima Water: A Tier 2/3/4/5/6 water-based attack spell.
 * Metamagic: Luna: Boosts damage against Demons, and reduces mana costs for allies in the area.


 * Earth: A Tier 1 earth-based attack spell.
 * High/Great/Grand/Supra/Ultima Earth: A Tier 2/3/4/5/6 earth-based attack spell.
 * Metamagic: Crystal: Boosts Defense of allies in the area, and potentially Petrifies targets damaged.
 * Metamagic: Mud: Slows and reduces Power of targets damaged.


 * Wind: A Tier 1 wind-based attack spell.
 * High/Great/Grand/Supra/Ultima Wind: A Tier 2/3/4/5/6 fire-based attack spell.
 * Metamagic: Vacuum: Inflicts Stun on enemies hit.
 * Metamagic: Smoke: Deals extra damage per fire spell that has been cast in the area recently.


 * Lightning: A Tier 1 lightning-based attack spell.
 * High/Great/Grand/Supra/Ultima Lightning: A Tier 2/3/4/5/6 lightning-based attack spell.
 * Metamagic: Magnet: Knocks down and/or Disarms enemies hit.
 * Metamagic: Thundercloud: Leaves a field that inflicts Fatigue on targets inside.


 * Ice: A Tier 1 ice-based attack spell.
 * High/Great/Grand/Supra/Ultima Ice: A Tier 2/3/4/5/6 ice-based attack spell.
 * Metamagic: Blizzard: Leaves a field that doesn't deal damage, but Slows/Petrifies targets that remain in it for too long.


 * Psychic: A Tier 1 psychic-based attack spell.
 * High/Great/Grand/Supra/Ultima Psychic: A Tier 2/3/4/5/6 psychic-based attack spell.
 * Metamagic: Dream: Inflicts Amnesia on damaged targets.


 * Bio: A Tier 1 bio-based attack spell.
 * High/Great/Grand/Supra/Ultima Fire: A Tier 2/3/4/5/6 bio-based attack spell.
 * Metamagic: Nature: Inflicts Restrain on damaged targets.
 * Metamagic: Nuclear: Inflicts Decay on damaged targets.
 * Metamagic: Corrosion: Reduces the Defense of damaged targets.


 * Astral: A Tier 1 astral-based attack spell.
 * High/Great/Grand/Supra/Ultima Astral: A Tier 2/3/4/5/6 astral-based attack spell.
 * Metamagic: Time: Inflicts Slow on damaged targets.
 * Metamagic: Space: Randomly teleports damaged targets.
 * Metamagic: Gravity: Knocks down and/or Disarms all damaged targets.


 * Holy: A Tier 1 holy-based attack spell.
 * High/Great/Grand/Supra/Ultima Holy: A Tier 2/3/4/5/6 holy-based attack spell.
 * Metamagic: Spirit: Attack becomes homing; summons a Lesser Shell for each enemy defeated by this attack.
 * Metamagic: Exorcise: Increase damage against Demons, heal for each Demon defeated by this attack.
 * Metamagic: Dust: Increases damage against Undead, heal for each Undead defeated by this attack.


 * Dark: A Tier 1 dark-based attack spell.
 * High/Great/Grand/Supra/Ultima Dark: A Tier 2/3/4/5/6 dark-based attack spell.
 * Metamagic: Void: Inflicts Severance upon self to inflict Severance and Paralysis upon all damaged targets, in addition to increasing the damage dealt.
 * Metamagic: Blood: Inflicts Pain on damaged target and deals continual Pierce damage.
 * Metamagic: Entropy: Increases damage against Mortals, inflicts Acedia.


 * Metamagic: Blade: Targets the caster's weapon, allowing it to apply the spell at a fraction of its strength with each hit.
 * Metamagic: Field: Targets an area with a continual variant of the spell that deals increased damage over its lifespan, gradually over time.
 * Metamagic: Burn: The spell deals continual damage over time of the same type used to cast the initial spell.
 * Metamagic: Anima: The spell doesn't directly attack, but rather creates an elemental or cluster of elementals from the energy used to cast the spell.


 * Heal: A Tier 1 Healing spell.
 * High/Great/Grand/Supra/Ultima Heal: A Tier 2/3/4/5/6 healing spell.
 * Metamagic: Mend: Also cures all physical ailments the target is suffering.
 * Metamagic: Tranquil: Also cures all mental ailments the target is suffering.
 * Metamagic: Expel: Also cures all spiritual ailments the target is suffering.
 * Metamagic: Rewrite: Also cures all conceptual/archetypical ailments the target is suffering.


 * Amp: Temporarily amplifies a single attribute, based on the spell used.
 * Body Amp: Amplifies the target's Body attribute.
 * Mind Amp: Amplifies the target's Mind attribute.
 * Soul Amp: Amplifies the target's Soul attribute.
 * Dream Amp: Amplifies the target's Dream attribute.
 * Might Amp: Amplifies the target's Might attribute.
 * Agility Amp: Amplifies the target's Agility attribute.
 * Fortitude Amp: Amplifies the target's Fortitude attribute.
 * Intelligence Amp: Amplifies the target's Intelligence attribute.
 * Wisdom Amp: Amplifies the target's Wisdom attribute.
 * Charisma Amp: Amplifies the target's Charisma attribute.
 * Luck Amp: Amplifies the target's Luck attribute.


 * Spike: Temporarily decreases a single attribute, based on the spell used.
 * Body Spike: Decreases the target's Body attribute.
 * Mind Spike: Decreases the target's Mind attribute.
 * Soul Spike: Decreases the target's Soul attribute.
 * Dream Spike: Decreases the target's Dream attribute.
 * Might Spike: Decreases the target's Might attribute.
 * Agility Spike: Decreases the target's Agility attribute.
 * Fortitude Spike: Decreases the target's Fortitude attribute.
 * Intelligence Spike: Decreases the target's Intelligence attribute.
 * Wisdom Spike: Decreases the target's Wisdom attribute.
 * Charisma Spike: Decreases the target's Charisma attribute.
 * Luck Spike: Decreases the target's Luck attribute.


 * Reflect: Reflects the next instance of damage back to the one who attacked you.
 * Analyze: Augments a keen, intelligent analysis of a target with preternatural insight, granting one advanced knowledge of their capabilities, strengths, and weaknesses.

Archetype Armiger: "Envoy to the Kether"

Zain's Archetype Armiger is "Envoy to the Kether": his Legend is shaped by his status as having been chosen by Naux to assume the mantle of messenger for his divine dictums, and then to destroy the world. In the act of defying this before the beginning of the story's events, by encountering and choosing to bear the Tiphareth Sephira in order to seal the gate to Yesod, the Land of Dreams, Zain unwittingly unlocked a unique skill "Fate Break."

Zain's unique skills, overall, are a well-rounded and versatile toolkit befitting a leader, albeit with a slight focus on an aggressive style of Zone Control combat that reflects his personal preference for fast-paced, rush-down tactics.

Zain's unique resource is Kether. Kether, unlike most resources, only starts half-full out of combat. It is replenished over time, gradually, by dealing, blocking, and dodging blows.


 * Fate Break: A wondrous, unique power that Zain discovered that allows him to be free of his pre-ordained destiny, borne unconsciously of his initial act of defiance. He subconsciously shares this power with those whom he forms a strong Bond with, their Legend saturated by his own.


 * Isacoslash: A technique derived from the Legend of the Fool Arcana. Focuses upon the conceptualization of a swung blade intently in a myriad of ways, turning one blow into twenty at the last second; deals moderate Weapon damage and builds +20 Combo. Zain's signature technique.


 * Zero Wave: A technique derived from the Legend of the Magician Arcana. Slashes forward, tracing the blow in his consciousness to Manifest it as a turquoise wave of sharp light. A projectile attack fast enough to close or open combos, dealing minor Holy damage. Each use temporarily increases his Endurance parameter.


 * Mind Over Matter: A passive skill derived from the Legend of the Priestess Arcana. Reduces the duration of all Ailments Zain suffers from proportional to his current Combo.


 * Flourish: A technique derived from the Legend of the Empress Arcana. Imbues an area with preservative resonance, increasing the Defense of allies within and causing them to slowly heal.


 * Kingdom Come: A technique derived from the Legend of the Emperor Arcana. Imbues an area with destructive resonance, increasing the Attack of allies within and causing them to regain their Stamina more quickly.


 * Cross Slash: A technique derived from the Legend of the Hierophant Arcana. Swings twice, dealing Weapon damage each time, before punctuating the swing with a burst of light that deals Holy damage in a small area. Zain increases his Wisdom parameter upon use.


 * Hero's Path: A unique technique derived from the Legend of the Lovers Arcana. In particular, the Hero's Path is the Legend of the "Zain" path upon the Tree of Life, whose name Zain shares, the path connecting the conceptual "Womb of the Cosmos" Binah and the "Dionysian/Martyred Hero" Tiphareth. Zain himself, then, is the embodiment of the will to pierce the Daathe, which separates the uppermost spheres from even those among humanity that might be "heroes" (e.g. Tiphareth's vessels) in the act of choosing to seek out "his truest self."
 * In combat, this technique improves upon (and replaces) Rush entirely, rendering it's cost in Stamina negligible and doubling the current Combo upon successfully hitting an enemy with it. In its aspect as "The Path to People's Hearts", it also reveals information about the past life experiences and combat attributes of his targets, and enables allies who utilize analysis skills to uncover even more new information: he defeated the Qlippoth Lord Astarte by using Hero's Path to uncover the means of undoing her creator's inner darkness, and in doing so severing Astarte's Manifestation from its source of power.


 * Bladestorm: A technique derived from the Legend of the Chariot Arcana. Summons a field of intangible around himself, each of which deal Slash and Weapon damage both to enemies that attack him in melee and continuously in an aura around himself, in addition to deflecting weak projectiles automatically and reducing the damage he takes. He may dispel this ability early to throw a storm of force blades, dealing heavy Weapon and Slash damage and building +29 Combo.
 * In the story, Zain used this technique against Tessera and later Keiwa Arotsuna more creatively than simply throwing the blades: using the flats as footstools to reposition more swiftly than his flight would afford in midair or upside down or surfing them into enemies, and trapping Keiwa's coattails in a interconnecting lock of blades.


 * Defiant Challenge: A technique derived from the Legend of the Strength Arcana. Inflicts Rage upon all enemies in a wide, long cone, and increases his Endurance and Charisma parameters.


 * The World Within: A technique derived from the Legend of the Hermit Arcana. After a windup spent focusing, and slowing his own movement, dispels all Ailments on himself, gaining +3 Combo per Ailment dispelled.


 * Burning Wheel: A technique derived from the Legend of the Fortune Arcana. Swings his weapon radially, dealing minor Weapon damage to nearby enemies and afflicting them with a random Ailment. After a delay, that same area of effect (even if Zain has since moved) is blasted with moderate Fire damage.


 * Caduceus: A technique derived from the Legend of the Justice Arcana. Casts forth a double helix of blasts: one golden, one black: that deal Holy and Dark damage to enemies they pass through respectively. The targeted area leaves a restorative field in a line, gradually healing Zain and allies who remain within it.


 * Hero's Inheritance: A technique derived from the Legend of the Hanged Man Arcana. Zain suffers half of the damage that would be suffered by all of his targeted allies, and prevents Combo loss for their being damaged: instead, building +3 Combo per time Zain or one of his allies is dealt damage.


 * Apsu: A technique derived from the Legend of the Death Arcana. Imposes a conceptual 'Death' upon the target, dealing them continual Water and Dark damage, inflicting Acedia and Decay upon them, and doubling the Combo gained by successful attacks against them.
 * In the main canon, Zain used this technique to kill Ruin, who having merged with the Qlippoth Lord Asmodeus, who as the anti-Geburah lacked a concept of "being destroyed" altogether, was effectively unstoppable otherwise.


 * Phoenix Rising: A technique derived from the Legend of the Temperance Arcana. After launching an enemy away, chases after them with a blur of weapon blows that leave a trail of fiery kether waves in their wake, dealing heavy Weapon and Fire damage to the enemy and all enemies between them and Zain. Increases Zain's Strength parameter after use. Builds +34 Combo.


 * Pazuzu: A technique derived from the Legend of the Devil Arcana. In the fashion of a true malicious trickster that punishes those that accept gifts, Zain dispels all positive enhancements/buff effects from all enemies in a wide radius, dealing them Psychic damage per buff dispelled this way.


 * Event Horizon: A technique derived from the Legend of the Tower Arcana. Opens a great cosmic abyss that swallows up and devours matter and energy it contacts. Deals continuous Blunt and Astral damage to enemies in the area and pulls them to the center, while also inflicting Restrain and Defense Down, and cancelling projectiles that pass through. Has a chance of deleting targets it damages outright.


 * Shooting Star: A technique derived from the Legend of the Star Arcana. Throws a concentrated clump of stellar energy suffused with mana, that explodes upon reaching its target point, dealing Astral and Fire damage to enemies within its radius, and dispelling ailments upon allies within the same radius.


 * Eclipse Heart: A technique derived from the Legend of the Moon Arcana. Casts an area into the conceptual darkness of the empty Daathe to deal continual Dark and Ice damage to enemies within the wide traget area, in addition to Slowing and Blinding them.
 * For each enemy damaged by this ability, Zain summons a Lesser Shell of them automatically, a Manifestation that borrows their Legend to mimic every power, ability, and mannerism of the target, but without the "social mask": they effectively function as bloodlusted, socially uninhibited copies of the target character. Extremely powerful entities with the ability to use Willpower, that "don't exist" and thus have no Legend to duplicate (ex. many stronger Qlippoth), and enemies that are simply immune to Dark and Ice damage do not generate a Lesser Shell for Zain to direct, however.


 * Psionic Flash: A technique derived from the Legend of the Sun Arcana. Manifests a profound truth as a solar flare-like flash from the head and/or hands, dealing heavy Psychic damage to enemies nearby and increasing his Logic parameter.


 * World's Bones: A technique derived from the Legend of the Judgment Arcana. Pulls the primal streams of life from the world itself up to the surface, inflicting moderate Bio and Lightning damage across a massive area, as well as afflicting those hit with Curse and Decay, and suffuses targets hit with the world's energy. Targets so suffused restore the attacker's HP based on their current Combo value.


 * Ahura Mazda: A technique derived from the Legend of the Universe Arcana. Zain, invoking the primal name of the archetypical creator deity, raises a gesture akin to a finger gun heavenward, and generates a massive cross-shaped glyph that emanates immense power, Slowing and reducing the Attack of enemies within. After a somewhat lengthy wind-up, Zain deals immense typeless damage to all targets within the area and inflicts both Severance and Fatigue, even upon enemies normally immune- this attack is considered a soul-shearing attack for the purposes of defeating enemies that reconstitute from their essences alone.

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 enemies nearby: each also unlocks a skill. Inner Truth skills are each usable once per transformation.


 * Verethragna Form: The first of Zain's Inner Truths, drawn out from his revelation regarding his own hypocrisy and stubborn refusal of self-improvement as pointed out by Tessera during their first battle. Assumes an imagined form of the "demon that smites resistance" to overcome his own resistant pride, and thenceforth capable of cultivating true Will. Increases all Attributes.
 * Nephesh: The Verethragna's unique Skill conceptually ties the Victory/Beauty Sephira Netzach to "time, which grants Malkuth beauty." By sharpening the "animal" soul of the Verethragna to a razor-fine "point", Zain becomes capable of perceiving time's individual components, if but for a few moments; effectively, this stops time for the next few seconds.
 * Aeon Form: The second of Zain's Inner Truths, drawn out by the crisis of Tessera's kidnapping at Metenros's hands and the reaffirmation of why he fights. Assumes the form of the "raging dragon that defies time" to change the seemingly impossible. Further increases all Attributes.
 * Ruach: The Aeon's unique Skill channels the "logos of the world" to defy the flow of time recognized by Nephesh. By understanding the way that time functions, however briefly, Zain can "undo" the flow of time, traveling roughly ten seconds back.
 * Demiurge Form: The third of Zain's Inner Truths, evoked upon coming to grips with his own pride and carelessness after it resulted in the death of New York during Ruin's incursion upon the world. Channels the form of the arrogant creator-god and re-imagines it as something able to stand tall and proud, a being capable of wielding its dark half for something beyond itself. Like other Inner Truths, increases all Attributes.
 * Neshameh The Demiurge's unique Skill, powered by Consciousness's intuition. To read between the lines of peace and war is to bridge the gap that separates them from one another, and wield them in full. By imposing "peace" upon one target, and "war" upon another, Zain can siphon away a target's Will, and grant it to another. As one's Will is the primal source of all forms of powers, this also dramatically drops their Attributes, ailment resistances, and spell success chances, in addition to not technically being a resistible "ailment" itself, making it all but impossible to shrug off for those without countermeasures for Anti-Willpower countermeasures.
 * Pleroma Form: The fourth of Zain's Inner Truths, unlocked after inheriting the last of Keiwa Arotsuna's powers and completing his training. Signifies his "totality" and "completeness" after escaping the Daathe and learning many great truths about the world within Vesper, assuming the form one may expect of an archetypical "superhero." Increases all Attributes.
 * Chiah: The Pleroma's unique skill that finds new Will within Chokmah and re-etches the souls of Zain's comrades back into them. Fully heals and revives himself and incapacitated allies, in addition to curing their ailments and restoring their energy via an infusion of Will.
 * Monad Form: The fifth of Zain's Inner Truths, unlocked just before the final battle with the Naux Avatar. Manifests as "the true self", Mankind and God made one to as to preserve Consciousness in the face of Naux, a man made Avatar of grief and rage. Increases all Attributes (especially Body, Mind, and Soul), fully restoring all of missing health and Kether upon activation.
 * Yechidah: The Monad's unique Skill channels the highest quintessence of the human soul, the "self" actualized in full. This divine spark, the catalyst for Potential to grow and cultivate Will within mankind, and the nullification of God's external Will in favor of one's self-transcendence, is the ultimate weapon for sundering God's Shell- in practice, it is simply a focused ray of divine power that, recognized by Kether as the conceptual "all-piercing sword of the hero", pierces all barriers and defenses set to block it, and delivering a fatal blow to the struck target, object, or concept. Effectively an evolved form of Ahura Mazda that can choose to target only a single entity in place of an entire universe.
 * True Monad Form: The Monad made whole, with Naux's chosen object of torment made into the vessel for all of the forces wielded by the true final challenge Samael. Massively increases all Attributes, instantly destroys weaker foes in its presence, and gains unlimited access to all of his previous Inner Truth skills, as well as infinite Kether. If the Monad can be described as Zain "becoming all of the world's Will", then the True Monad recognizes the world in its entirety as made up of Will, effectively making him all of the world.

Key: Base | True Monad

Note:

Other
Notable Victories:

Notable Losses:

Inconclusive Matches:

Trivia
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