John Constantine OC

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Basic Information

Name: Hank Motion

Age: 20

Aliases: Trickster from Down Under, Red Gambit, Dr Motion, Australia's Devil

Appearance

Face Claim: L from Death Note

Outfit(s): Usually the left outfit when working.

Personality:

Strengths:

• Knowledgeable – Debaters rarely pass up a good opportunity to learn something new, especially abstract concepts. This information isn't usually absorbed for any planned purpose as with dedicated studying, people with the Debater personality type just find it fascinating.

• Quick Thinkers – Debaters have tremendously flexible minds, and are able to shift from idea to idea without effort, drawing on their accumulated knowledge to prove their points, or their opponents', as they see fit.

• Original – Having little attachment to tradition, Debater personalities are able to discard existing systems and methods and pull together disparate ideas from their extensive knowledge base, with a little raw creativity to hold them together, to formulate bold new ideas. If presented with chronic, systemic problems and given rein to solve them, Debaters respond with unabashed glee.

• Excellent Brainstormers – Nothing is quite as enjoyable to Debaters as analyzing problems from every angle to find the best solutions. Combining their knowledge and originality to splay out every aspect of the subject at hand, rejecting without remorse options that don't work and presenting ever more possibilities, Debaters are irreplaceable in brainstorming sessions.

• Charismatic – People with the Debater personality type have a way with words and wit that others find intriguing. Their confidence, quick thought and ability to connect disparate ideas in novel ways create a style of communication that is charming, even entertaining, and informative at the same time.

• Energetic – When given a chance to combine these traits to examine an interesting problem, Debaters can be truly impressive in their enthusiasm and energy, having no qualms with putting in long days and nights to find a solution.

Weaknesses

• Very Argumentative – If there's anything Debaters enjoy, it's the mental exercise of debating an idea, and nothing is sacred. More consensus-oriented personality types rarely appreciate the vigor with which Debater personalities tear down their beliefs and methods, leading to a great deal of tension.

• Insensitive – Being so rational, Debaters often misjudge others feelings and push their debates well past others' tolerance levels. People with this personality type don't really consider emotional points to be valid in such debates either, which magnifies the issue tremendously.

• Intolerant – Unless people are able to back up their ideas in a round of mental sparring, Debaters are likely to dismiss not just the ideas but the people themselves. Either a suggestion can stand up to rational scrutiny or it's not worth bothering with.

• Can Find It Difficult to Focus – The same flexibility that allows Debaters to come up with such original plans and ideas makes them readapt perfectly good ones far too often, or to even drop them entirely as the initial excitement wanes and newer thoughts come along. Boredom comes too easily for Debaters, and fresh thoughts are the solution, though not always a helpful one.

• Dislike Practical Matters – Debaters are interested in what could be – malleable concepts like ideas and plans that can be adapted and debated. When it comes to hard details and day-to-day execution where creative flair isn't just unnecessary but actually counter-productive, Debater personalities lose interest, often with the consequence of their plans never seeing the light of day.

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Powers & Abilities

Chameleonic Nature: Can use various means to blend in to various situations and avoid detection.

Disguise Mastery: Possesses remarkable prowess in disguise and acting that makes them able to easily blend into society.

Combat Perception: Can instantly understand an opponent's method of thinking and fighting, allowing them to anticipate the moves of the opponent. Once they understand their enemies' strategy, they are able to find their flaws and weakness and take them down with little effort. While some users of this method do not use it as part of their primary fighting style, it is helpful in emergencies against difficult opponents where ordinary methods will not work against them.

Supernatural Condition: Possess a supernatural condition, capabilities/attributes/aspects drastically beyond what is naturally possible.

Supernatural Charisma: Possess immense charisma that transcends mortal limitations, allowing them to sway virtually anyone as well as entire communities to their cause and service with barely any effort, captivated by their almost irresistible personal gravity and an overriding desire to be part of their world and contribute to its fulfilment.

Supernatural Dexterity: Glaringly, obviously and super/unnaturally more dexterous than other beings in their universe because their capabilities are far beyond the natural level; making them immensely better at controlling their limbs, muscles, and digits than regular beings.

Supernatural Durability: Body tissue, skin, muscles, bones, etc. are extremely resilient, allowing them to withstand harmful forces on the body such as crushing weights, impacts, pressures, changes in temperature, etc. 

Supernatural Endurance: Glaringly, obviously and super/unnaturally more enduring than other beings in their verse because their capabilities are pushed beyond the natural limits; making them able to work longer/survive without supplies, resources, energy, or other items for an immensely extended amounts of time, far longer than regular beings.

Enhanced Flexibility: Able to bend and twist their body beyond the normal limits of physiology, although still only from the joints. Their hypermobile joints, muscles, tendons and physiology in general allow the user perform near-boneless looking contortions without stress or damage and comfortably stay in any position they choose as long they need without effort or strain.

Supernatural Gambling: Can gamble beyond normal limitation and heads a great deal of knowledge in the art of gambling, gaining ability to gamble on abstract things rather than material.

Enhanced Instincts: User has stronger instincts than normal, not only of predatory or prey but also battle, sexual, killing and/or parental instincts. They are able to process the world in the most advanced/efficient manner possible to find any solutions to any/all kinds of problems that the user faces, using both logical and illogical sense and strategies. They tend to abandon logic and play with pure instinct, generally making illogical but successful moves and decisions.

Supernatural Intelligence: Glaringly, obviously, and super/unnaturally more intelligent than other beings in their universe because their mental capabilities and applications are pushed beyond the natural level; making them immensely smarter than regular beings.

Supernatural Reflexes: Glaringly, obviously and super/unnaturally superior reaction speeds over other beings in their universe because their capabilities are pushed beyond the natural level, making them able to react faster than regular beings

Supernatural Senses: Sense of sight, taste, hearing, touch, and smell are glaringly, obviously and super/unnaturally more acute than other beings in their universe.

Enhanced Speed: Can move much faster than the average member of their species, beyond what can be emulated via natural training and with little to no maintaining. However, this power is not without any ill effects, as it can strain the body, although some users may be resistant or even immune to the effects of high-speed travel, including acceleration, friction, g-force, inertia, etc. They are able to run from about 64-193 kph.

Supernatural Thievery: They are capable of stealing more than just physical items. They have honed their thieving skills to such heights that they make master thieves look like average pickpockets. They are capable of stealing physical objects without any direct contact, can steal powers and physical attributes from others, various energies, and are capable of breaking into and out of nearly any location and more.

Supernatural Wisdom: Glaringly, obviously and super/unnaturally wiser than most beings in their universe because their capabilities are pushed beyond the natural level; making them immensely wiser than any regular being

Supernatural Wits: Glaringly, obviously and super/unnaturally wittier than other beings in their universe because their capabilities are beyond the natural level; making them immensely cleverer and enabling them to effortlessly adapt to new and changing situations as well as keeping their cool at all times.

Escape Artistry: Can escape all manner of bonds. The user mind deductively analyzes knots, fetters, bonds, etc. The user has an innate understanding of how to escape all manner of bonds and captivity.

Indomitable Will: Unnaturally strong willpower, enabling them to be immune to all forms of temptation including Subordination Manipulation, Telepathy, Mind Control, and Subliminal Seduction. Through their will, the user can face great physical pain and psychological trauma and will refuse to surrender no matter how much the odds are stacked against them, possibly up to the point of cheating death and pushing themselves past their own limitations.

Luck: Gifted with an automatic and continuous supply of good luck, most have no control over this power as things considered "lucky" randomly and unexpectedly happens to them despite any predestined fate or logical reason. 

Magicians Intuition: Knows instinctively how to perform magic tricks through an innate talent to assimilate extraordinary powers or through supernatural means. They can master the art of deception through props or small scale magic spells. Regardless of who ever is watching the performer, there isn't a non-magician that can see through the users tricks. They can also incorporate their magic tricks in battle for a fun and deadly performance.

Path Maker: Can create new ways to get things done. For example, they could create a new way to kill undead beings or unkillable creatures, way to live forever, way to generate electricity to provide power, way to make machines work without using electricity, make it possible/make ways for humans to do superhuman feats, etc.

Persuasion: Can compel people by speaking, the victims are unable to disobey; the seemingly cogent commandment is far too compelling. At a high level, users can persuade people into hurting/killing themselves or even flip around sense of logic, but can never cause victims to achieve what they are not capable of

Treachery Inducement: Can cause targets to betray others, user may also be able to induce the abilities/skills usable in betrayal.

Scam Artistry: Master of scamming anyone out of their money, belongings or anything else they may want from them. The user can achieve scams through many means such as lying, trickery, illusions, etc. The users may be so good at scams that they may even be able to scam the likes of gods.

Tactical Genius: Able to see through all angles/information/patterns/perceptions of any subject, conflict, condition, environment, etc. This gives them the ability to come up with plans/actions that will guarantee victory and make the wisest/optimal strategic and tactical decisions for the short and long term at exactly the right time. They can consider all effects and outcomes, anticipate all obstacles, seize all opportunities, adjust effectively to any situation, manipulate all circumstances to their optimal benefits, and making the most out of anything around him to achieve their goals.

Psychological Intuition: Users also have an intuitive mastery of the associated speech and body language, expertly sending all the right signals. Granting the user major leverage in any social situation and allowing them to easily wrap anyone around their little finger in a matter of moments and easily forging a potentially fanatical level of trust and devotion in whoever they exert these talents on.

Trapping Intuition: Can create many different types of traps that are effective in different ways. Traps can range from trap holes, to arrows, to explosives, to psychological, etc. This allows the user to get an advantage over others and place this in situations where even the brightest of minds would have trouble escaping their traps.

Unpredictability: Possesses a completely unpredictable nature, rendering them immune to users of Combat Perception, Body Language Analysis, and Adoptive Muscle Memory. They can also evade Objective Precognition, which requires the target to have a direction in mind to be able to predict the outcome.

Alchemy: Can utilize Alchemy, the mystic and scientific pursuit of the power of the Philosopher's Stone and Universal Panacea, focusing on Elemental Transmutation (ranging from transforming base materials into purer (lead or iron into silver or gold), to making permanent changes on the state of matter (making glass malleable or durable), etc.), various forms of Elemental Manipulation (especially electricity and fire) and Life-Force Manipulation (Healing and even creating life or at the least clones/homunculi). They also know how to create potions (for rejuvenation and immortality) and magical items, although these are generally for practical use.

Astrology: A mystical practice that deals with the use of ethereal energy from a certain Universal concept. While Alchemy deals with the elements, and Theurgy deals with spirits, Astrology deals with the theorized "bond" that astronomical phenomena shares with human life. Astrologers have used this to foresee certain events in human life. Mythological tradition tells us there exist a form of Angels called Devas (Not to be confused with Demons), which reside in heavenly bodies and govern over natural processes such as vegetation, and Evolution.

Exorcism Magic: Capable of wielding magic related to exorcism, allowing the user to wield spells or magical power that can expel evil entities and/or invading essences/power.

Language Of The Birds: A mythical or magical language used by birds to communicate with the initiated and teaches the mystery of things and unveils the most hidden truths. In Kabbalah, Renaissance magic, and alchemy, the language of the birds was considered a secret and perfect language and the key to perfect knowledge, sometimes also called the langue verte, or green language.

Forbidden Knowledge: Possession of a dark and forbidden form of knowledge that was never meant for mortals to know. This kind of information can range from being scientific, magical or eldritch in nature and can give the user access to abilities and capabilities far beyond human comprehension, not unlike the knowledge bestowed upon the user.

Magic: Has access to the use of spells, potions, objects, and various other magical powers, allow the user to exploit supernatural forces to varying degrees, with only their skill, personal power-level, imagination/knowledge, and/or morality to define the borders. Given the flexibility of magic, its users have essentially limitless possibilities for what they can accomplish.

Banishment: Can banish an object or being from a specific place to either a certain place/area they choose or into the area the target is most connected, in case of summoned beings their home plane of existence.

Meta Banishment: Can banish any and every kind of object or entity, with any traits and abilities of any level from anywhere/everywhere. They can banish them to other dimensions, other realities, other timelines, other points, in time, etc., possibly even from the Omniverse altogether. Anything from abilities, traits, people, animals, properties, objects and even gods and everything else in-between can be affected by this power.

Dark Arts: Can utilize the Black Arts: a form of magic typically used for selfish, self-serving and/or nefarious purposes. Often rejects social convention and the status quo, which some suggest is in a search for spiritual freedom. As a part of this, they embrace magical techniques and practices that would traditionally be viewed as taboo and are generally willing to go farther than most would even consider if it serves their ends.

Magic Intuition: Possess uncanny intuition with magical phenomena and all their myriad forms, allowing them to perceive and understand magic like no other and learn and master virtually any spell and school of magic with outstanding ease.

Magical Energy Manipulation: Can create, shape, absorb or manipulate magical energy to use magic for a variety of effects and purposes.

Mana Manipulation: Can create, shape and manipulate mana, the impersonal source of energy that is both external and internal, existing in people, places and objects, and can be transmuted by the user into magical powers that yields upstanding results in both practice and combat.

Theurgy: User can call upon gods and other divine forces to perform miracles and grant power. This allows the user to become more powerful than those who rely on their own abilities but are reliant on the beings that aid them.

Neutral Magic: User can utilize neutral magic: Also known as gray magic. The magic that allows the user not for beneficial purposes or malefic reasons but a mixture of both.

Summoning: User can transport a person, creature, or object of choice by means of Teleportation, Dimensional Travel, Portal Creation, or some other way. This may also result from a previous summoning contract, which creates a connection between the summon and summoner.

Meta Summoning: Can summon any and every kind of object or entity, with any traits and abilities of any level from anywhere/everywhere. The entities may enter in symbiosis with the user to assist as advisers, guardians or power-sources, or emerge into existence to carry out more tangible tasks.

Spell Casting: Can cast spells, which are formulae for producing specific magic effects. Such formulae are often a series of magic words and incantations, but they can also take the form of specific thoughts, gestures, rituals, etc.

White Arts: Can utilize the White Arts; a form of magic typically used for helping other people by healing the mind, body or soul. Practitioners of this type of magic tend to focus toward assisting others, purifying evil spirits, dispel curses, medical potions and respect all the rules about what is forbidden and not. They are also capable of using offensive magic, though this comes with strict restrictions most of the time.

Onmyōdō: A traditional Japanese esoteric cosmology, a mixture of natural science and occultism. It is a very eclectic blend, including Wu Xing (Five Elements), Yin and yang, shikigami, and divination to ofuda and alchemy.

Paranormal Expertise: Possesses great, if not natural, experience and knowledge in paranormal beings, how to understand, detect, and combat against them.

Supernatural Detection: Can sense the presence of supernatural beings or forces and identify them as such on sight.

Supernatural Manipulation: Can manipulate the supernatural  is that which is not subject to the laws of nature, or more figuratively, that which is said to exist above and beyond nature. This power possesses capabilities that surpass or defy the laws of physics. The ability itself is a metaphor for things that cannot be explained.

Preternatural Studies Intuition: Possesses great knowledge in preternatural field of studies. They research topics of unexplained phenomenon beyond the known normal laws of nature and science.

Ritual Magic: Able to create and perform rituals of magic that can have different and yet powerful effects.

Ritual Empowerment: Become stronger, faster, more durable, etc. from the ritualistic practice (human sacrifice, habitual feeding on a supernatural source of power, soul transfers, series of occultist actions, etc) of oneself and others, possibly unlocking abilities related to the affinity and enhancing the existing powers.

Ritual Manipulation: Can create, modify and manipulate rituals of any kind. They can create/improvise new rituals on the spot, manipulate the purpose of ritual and what order its actions occur in, what the ritual ultimately makes happen, etc.

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Others

Likes: Candy Cigarettes, Being Right, Screwing People Over, Pizza preferably Bacon & Cheese, His Dog

Dislikes: Being Wrong, Boredom, Noble People, Idiots, Being Told What to Do, People Touching His Stuff

Summons:

• Sif The Great Grey Wolf:

• Master Hand & Crazy Hand:

• Z-Hydra (Multi-Headed Elemental):

• Tiamat:

Lighter:

Pet: Red Dog (Resurrected as a Hellhound)

• Normal Form:

• Hellhound Form:

Home Base: In a 4th Dimension

Weapons:

• Revolvers:

• Deck of Cards:

• Wrench:

Transportation: Christine ( A Demonic 1958 Plymouth Fury)

Theme Song: Sam Tinnesz - Play With Fire (feat. Yacht Money)

https://youtu.be/np02phdwrwk

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