Uriel Septim VII – The Elder Scrolls Native

  • Origin Form: Nord Politician & Warrior Male
    • Status: Former Emperor of Cyrodiil, Deceased
  • Ranma 1/2 Import
    • Form 2: ‘Yuri Dovchenko’, Male American Bystander
    • Innocent Bystander: Apparently, you’re here because you like to watch. You have a home in Nerima. Random Martial Artists will NOT show up and attack you – they can instinctively tell you’re not a fighter, and are more likely to talk first, or just ignore you. You still have to roll for a curse. How did that happen? What were you even doing in China? Really? You came to a world known almost exclusively for crazy martial arts, and you’re skipping out on the martial arts part?
    • The Jusenkyo Curse: There are over 100 springs in Jusenkyo, and each has it’s own tragic story, about someone or something that drowned in that spring, some time in the last thousand or so years. Now, whoever falls into that spring will take the form (and sometimes the mind!) of whoever or whatever fell in that spring so long ago. Fortunately for you, you landed in one of the springs that only affects the body. The curse of Jusenkyo’s effect is simple – being hit with cold water will transform you into the animal, person, or creature specified by the spring, and being hit by hot water will return you to your “real” form. If you’ve been cursed with a gender change, it will turn you into what you would have looked like if you had been born that gender. If it is an animal or creature based spring, it will turn you into a version of that animal which may somewhat resemble you – for example a cat form may have the same color hair as you, and it will be at a similar level of age as you (ie: a young person (12 years old) becomes a young dog (1 year old), and old person (70 years) becomes an old rat (2 years is old for a rat). If the type you rolled has more than one sub-type, you can choose that for yourself. (ie: Siamese cat vs. Maine Coon, etc…
      • Spring of Drowned Girl
    • Form 2: Female American Form
    • Homemaking Skills: You can cook and clean with supreme skill and efficiency, in any environment. While others would need all day to get the house clean, do the laundry, and make dinner, you can have it all done perfectly in minutes with lots of time to spare for some light reading or other hobbies.
    • Construction Master: Fast, Cheap, Quality – normally when talking about repairing damaged buildings, or building new ones you can only pick one, or if you’re lucky two. Considering the number of buildings and public structures around Nerima that are damaged or destroyed on a near daily basis, the fact that you’ve mastered all three means your services will probably be in high demand around this place. Otherwise it wouldn’t take long before Nerima was just one big pile of rubble.
  • Swat Kats Import
    • Ace Pilot: Your vigilantism is well and truly needed in a time of turmoil, when the Enforcers can’t keep up. If you do your work right, you’ll be heralded as a hero! The Enforcers do not like you, and will likely make things hard for you when they can. The Swat Kats may not appreciate the competition depending how you do things. After an incident involving Commander Feral and his prized chopper (though where you got that much string cheese is beyond me), you were fired from the Enforcers and banished to a lesser-known scrapyard that the Enforcers and Pumadyne Industries use as their dumping ground. You’ve been keeping this place in shape ever since, but funny how the Enforcers throw out a lot of stuff… it barely took you any time to realize the majority of it still worked.
    • Form 3: Anthro Cougar Form
    • Fit as a Fiddle: Your life tolerates no weakness. No laziness. You understand the need to remain in shape and strong, and your body shows it. You’re at the peak level of physical human fitness, and your acrobatic skills have increased as a result… and of course, your sculpted physique is a nice bonus. Anyone who thinks a fighter jockey is weak is going to be sorely surprised.
    • Scrapyard Skills: Where others see junk, you see treasure just waiting to be utilized. You can make far more use out of scrap metal and tossed out electronics, repurposing them for many different tasks. That washer machine might have the parts needed to help spin an engine turbine, or that piston tube might be JUST the right size to refashion into a grappling hook launcher… it’s all in how you use it and how you repurpose things.
    • Unassuming: It’s a dangerous world out there, and who knows when information can get into the wrong hands. Fortunately for you, you’ve developed a knack for pretending to be someone else. You’ll have to create the paperwork and identities yourself, but with a smile and a charming attitude like yours (and maybe a pizza or two every so often), you’ll have a better time convincing others that you’re not some secret fighter pilot… or worse!  Just remember to keep your stories together.
  • Great Detective Import
    • Hardboiled Background: You know the sport, slinky dame cries into your office, fat cat’s missing children, or working a double with the boys in blue. Your resources depend on your clients, and you cover everything from blackmail to multiple murderers.
    • Time in the Army 2: Or that’s what you claim. You’ve had more than your knuckles dusted in alley touch ups, and can claim true lethality. Also grants a reputation for strength. Level 1 is combat knowledge, enough to hold you over any sudden encounter.  Level 2 is deadly knowledge, better bring more than ten men to warmup.
    • Rough & Tumble: Barfights were where you cut your knuckles, and you’ve had more than your fair share of dust ups. Tough enough to put down a drunk gorilla, and strong enough to haul it out onto the street.
    • The Hip-Flask: This silver engraved flask was given to you after your first successful case. It keeps an unlimited amount of one fluid, and at the same temperature. Somehow manages to catch a fatal blow once wherever it comes from. Free Flask import, repairs after a week. Liquids sold separately.
    • Detective’s Notebook: Never gets permanently lost, damaged, or out of pages or ink (somehow). A place to write down your thoughts almost perfectly that’s always on hand, when facing blackouts or out of tape. Organize your thoughts and clues! Comes with an Index that updates like magic!
  • Kill-la-Kill Import
    • Student: You wake up in a lumpy bed in some hovel in the lower levels of Honno to the tune of a spoon clanging against a metal cup and a voice calling you to attend breakfast. You begin your stay in Honnouji academy as a No-Star student. As a No-Star, not much will be expected of you other than adequate grades, club attendance, and obedience. You’ll be living together with your new family, a close-knit and loving group who will support you the best they can with their meager means. Sadly, your house has almost no utilities whatsoever. Your electricity runs off of a noisy generator, every shower you take is a cold one, and all you have for winter heating is huddling up together to keep each other warm. If you want better living quarters and more power, though, you could try taking on more responsibilities as a student…
    • Crafts: Ah, the joy of creating! Crafting clubs let you relax and have some fun making something practical and useful, and feel that sense of accomplishment you get from finally finishing a long and difficult project. Or the crushing disappointment of bungling it horribly. Crafting clubs include Cooking, Carpentry, Sewing, and most things that involve the creation of practical items.
      • Autoshop Club
  • Final Fantasy VII Import
    • Shinra Scientist Background: You are a mid-ranking Shinra scientist. You have technical knowledge about such topics as Materia and Mako, limited access to Shinra resources, and a steady paycheck. However, you have no combat experience and your company is literally sucking the life out of the planet.
    • Knowledge [F]: You gain knowledge of one section of Shinra work, basically any type of research or dealing you could reasonably expect an evil mega corporation to engage in. For scientist, your first purchase is what section of Shinra you work in.
      • Weapons Development
    • Mage: Arm-wrestling may not be your strong point, but you can set the other guy on fire after you lose. You’re very good at using Materia and have a massive MP pool.
    • Money: A big bag of Gil, 200,000 to be exact.
    • Add Slots: Using Materia requires having a weapon or armor with specially designed Materia slots, which your favorite outfit probably doesn’t have. You now know how to modify equipment to add Materia slots to armor, clothing, and weapons. The number of slots you can add is based on how powerful the equipment is, how receptive it is to magical energy, and the object’s physical size. The maximum number of slots one piece of equipment can ever have is 8.
    • Dirty Tactics: Focusing more on people than monsters, this perk won’t help you in an honorable duel, but it will improve your…”tactics.” You’re much better at fighting dirty, and are intimately familiar with various weak points on the human body.
    • 1/35 Soldier: A 1/35 model of a Shinra Soldier, 12 in the set.
    • Basic Armor: Some nice, mundane armor. Not too interesting, but it will keep you alive slightly longer and has 2 Materia slots.
    • Basic Weapon: Pick a mundane weapon. You get a run of the mill version that’s not terribly impressive, though it does come with 2 Materia slots.
    • Basic Spell Materia: A few simple spell Materia. Spell Materia are green and the spells they give you are the closest to generic magic attacks, such as throwing fireballs at people. Not terribly powerful, but it will help you get started. Contains 1 Fire, Bolt, Ice, and Cure.
  • Avatar: The Last Airbender Quasi-Import
    • Form 4: Sand Nomad Female
    • Sandbender Tribes: a people indigenous to the Si Wong Desert in the Earth Kingdom, divided into several loosely-organized tribes such as the Hami Tribe. Named for their special style of earthbending that involves bending loose sand instead of solid earth, the tribes have adapted to their hostile and barren homeland by becoming nomads, raiders, and scavengers. They travel across the sand dunes through the use of sand-sailers.
  • Avatar: The Legend of Korra Import
    • Air Nomad: A monastic order devoted to peace and harmony with nature, these people were all but completely wiped out by the Fire Nation. After the return of Avatar Aang and the end of the war, the Air Nation began steadily rebuilding. So far only a single family of Airbenders exists but they’re supported by many Air Acolytes, people who’ve dedicated themselves to preserving the Air Nomad culture.
    • Inventor: You’ve spent a large part of your life learning about science and technology, mesmerized by the new age of innovation you were born into. You’re a very well educated person and you even have the potential to make a few breakthroughs yourself. However, you have very little worldly experience, and your knowledge of combat doesn’t extend beyond what you’ve read about it.
    • Future Industrialist: You gain 10 years worth of practical knowledge in the field of particle physics.
    • Lovable Madman: People will become instantly enthralled with you whenever you act quirky. You can tell nonsensical stories that could turn strangers into allies, conduct dangerous groundbreaking experiments without raising any attention, and even cover up your plans world domination by telling a few distracting jokes.
    • Deus Ex Mecha: You’re able to push the boundaries of modern science and create things that shouldn’t be available for decades. You could make a working integrated circuit in the 1930’s or cobble together a coil gun that could take out ironclads in the 1800’s.
    • Chi Manipulation: A natural energy known as chi exists within all living organisms in this world, and you know the location of critical points on the human body that allow chi to flow.  You’ve been trained to utilize this knowledge during combat to temporarily paralyze foes and disable other people’s bending.
    • Airbender: Airbending was a versatile and dynamic art, though used almost purely for defense. Airbending had few if any finishing moves, let alone lethal ones, instead giving a practitioner a variety of techniques designed to knock foes off-balance. It also favored enhancement of one’s own agility, using the air to send the Airbender flying into the sky.
    • Money: A large supply of your nation’s currency, enough to live comfortably for five years or make a single large purchase
  • Civilization Quasi-Import
    • Member of the Magi Pantheon: Magi Builder God
  • Scooby-Doo Import
    • Run For Your Life: When frightened or surprised, you are able to run at a significantly increased speed.  Even in normal circumstances you’re still a little faster than you used to be.
    • Acting!: You are excellent at concealing your feelings and motivations, and will never accidentally reveal your goals to others.
  • Touhou Project Import
    • Form ?: A female Human Drop-in
    • Drop-In: You are nobody but yourself, a stranger to this mythical world. Though you are without a history and deprived of connections or resources in Gensokyo, you are also without conflicting memories and established foes. With a clean slate, it’s up to you to paint your own canvas in this strange, yet beautiful world.
    • Human: It’s no secret that humans are one of the weakest races in Gensokyo. They aren’t naturally attuned to perform magic and are physically unimpressive. However, with a great deal of willpower, there is little humanity cannot achieve, even during their short lifespans. There are even humans who have ascended their status as a human and transformed into Magicians or even Youkai with dedicated training, but that feat will take at least a decade to accomplish.
    • Doll Maker of Bucuresti: Being an undisputable genius in terms of mathematics and science in a realm ruled by magic tends to undermine just how impressive it is. Your ability with technology and engineering is so great that you are able to adapt to handling, repairing, modifying and even reverse-engineering completely foreign devices you have little to no background on. Your connection with both practical technology along with magic allows for you to eventually unlock the secrets to creating magitech if given enough time to experiment.
    • Pandemonium: You will learn to manipulate the density of any given object; to put it simply, assembly and dispersion. As the object’s density increases, it heats up, and as it decreases, it turns into a mist. As such, you can also create smaller copies of yourself, or  make yourself giant. You can also decrease your own body’s density to become a mist, allowing yourself to be relatively undetectable, yet unable to interact with the world around you. This power can also be used for very specific effects, such as compressing your attacks to focus their power significantly, or to even creating a spot so dense that it acts like a miniature black hole, pulling objects and even the power of your foes towards it. Given time to develop your power, you can even turn entire mountains into sand, and at your peak, even 4th wall breaking concepts such as the HP and MP gauges can be dispersed away and reassembled to a degree, though this will always be tiring to perform.
  • Fairy Tail Import
    • Title: ‘Battlecrow’, an elderly male human
    • Resourceful: You are capable of making do with what you have in almost any given situation… at the very least, you’re never without some way to survive in a hostile environment.
    • Pragmatism: There’s standing your ground honorably, and that’s all fine and well, but you always seem to know when it’s time to just get out while the gettin is good.
    • Aera Magic: A C-Class Magic that grants the ability to sprout wings and fly. Flight speed can be increased at the cost of magic power, and one other person may be carried by the user. Note – the wings generated by Uriel’s use of this magic are chromatic black and constantly shedding feathers that scatter themselves at random. The secondary effect can be turned off with a little concentration, but he prefers not to do so unless being stealthy.
  • Redwall Import
    • Form 5a: ‘Ares’, a male Tamrielic Mountain Hare Warrior
    • Form 5b: ‘Ares’, a male Man-Sized Anthro-Hare Warrior
    • Haversack: a large, rigid-framed backpack with several pouches and compartments (all substantially bigger on the inside for extra excellence). They each came with a bedroll and mess kit, and could, in a pinch, be used as a surprisingly effective bludgeoning weapon.
    • Hare: Tally ho, wot? Between the long floppy ears and the powerful hind legs, you’re a force to be reckoned with, whether you’re from Salamandastron or the surrounding countryside. If you prefer, you could instead be a hare from the Northern Highlands (who sound distinctly Glaswegian).
    • Warrior Background: You might hail from the ancient mountain of Salamandastron, the nomadic Guosim, or some other culture in which honor and martial tradition are highly prized. Regardless, you’ve been trained to use a weapon since you were able to walk– and even before that, you were taught that you must only use that weapon in defense of the weak and the helpless.
    • Stiff Upper Lip, Wot?: Invincible. Imperturbable. Indefatigable. If your fellows were to describe you with a single word, it would begin with In-, end in -ble, and have as many syllables in between as jolly well possible. You experience a substantial increase to your stamina, toughness, and ability to recover from both physical injuries and emotional trauma. While still within the limits of a mortal beast, you could easily develop a reputation as one of the most resilient creatures of your generation.As a side effect, relying on this ability tends to give you a prodigious appetite. An army marches on its stomach, dont’cha know?
    • A Welcome for Bullies: With the right motivation, and a little bit of training, even a bunch of peace-loving farmers and monks can be forged into a formidable fighting force. With this perk, you’re just the fuzzy little drill sergeant to do it. This helps you both with recruits who plan to become professional soldiers, and with citizen militias who hope to go back to their peaceful lives after the current crisis passes.
    • EULALIAAA!: This perk makes your voice much more powerful, able to carry over longer distances and be clearly audible over the din of battle. By shouting a battle cry, you can fill the hearts of your allies with the courage of a thousand hares, boosting their fighting ability and allowing them to persevere in the face of adversity. You also benefit from your own battle cry, of course.
    • Weapon Training: You’re respectably familiar with the most common categories of weapons used in this world – including swords, spears, staves, slings, and bows. Choose one class of weapon with which to be particularly talented.
    • Basic Weapons: They aren’t the sharpest or the shiniest, but they can certainly get the job done. One or two weapons of your choice, from fairly standard swords and bows to a more exotic frog-sticker or an authentic gullwhacker.
  • Bleach Upgrade
    • Arrancar-Quincy Hybrid: Uriel, as one of the honored dead of Warehouse Sovngarde, is in fact, dead, a ghost… which made turning him into an Arrancar quite simple.  Making him a Quincy wasn’t too hard either… but Nimiya’s technique for turning mortals into Shinigami doesn’t seem to work on Ghosts, even though Uriel has multiple mortal forms. We’re still trying to overcome this issue.  His Cero does a very good impression of being a Thum. His mask takes the form of a bone white dragon priest mask. His Resurreccion state looks like a dragon priest in white robes, while his weapon becomes a staff.
  • Marvel Cinema Universe Upgrade
    • Super Soldier: {MCU} On the other hand, Dr. Erskine’s Strange Formula worked fine on him, turning him into a hardbody that prompted Bao to growl appreciatively.
  • Gargoyles Import
    • Human: The most populous race, humans are exactly as you remember them from your earth. Very capable with science and technology, humans do their best to run the world, and most everyone else is content to let them, for the time being. When confronted with things they don’t understand, they tend to panic.
    • Drop-In: You wake up in your chosen location with whatever you happened to have on you during the end of your last jump. No memories or loyalties to help out or get in the way.
    • Mad Biologist: You know how to make DNA dance like a Las Vegas Showgirl. Whether you want to clone someone, modify a living person’s biology, or some combination of the two, it’s all in your grasp now. You just need to find the right samples, the right equipment, and it all works out.
    • Technosorcery: Combining magic and technology is a no brainer for you. You can handily blend the two to create amazing effects like broadcasting spells over telephone lines or melding creatures together through sorcerous surgery. Very little in the field of technomagic is beyond your reach with this skill.
    • Machinist: You are an expert mechanic. You can rebuild and improve a helicopter in 12 hours or create a functional motorcycle from spare parts. If honed, this ability will let you make nearly anything from incredibly advanced robots to nanite swarms in only a few months time.
    • Tech-Adapting: By spending a few moments examining a machine, you can figure out how it’s most basic functions work. Driving vehicles you’ve never encountered and operating strange computers is never outside your ability. Longer times spent studying a device increases your understanding, obviously.
    • Quick Thinking: Things have a tendency to go wrong, so you’ve learned to think on your feet. Whenever a sudden event puts your goals or something you care about in danger, a solution just comes to you. It may not be optimal, but it will work in the short term to keep events spinning.
  • Tenchi Muyo! Quasi-Import
    • Form ?: ‘Kaisar Arthas’, a male Mihoshioid Space-Elf
  • Firefly Import
    • Shepherd: Your time away from the world is at an end. You, and some other brothers, have got to get back out there and see how things work away from the Abbey. Hopefully, your old skills won’t be needed. But there’s a nice girl, and she’s hawking for a nice ship. Might as well go this way?
    • Friends in Places: You find you always have friends and connections all over the place, including some you’d completely forgotten about. No matter the ‘verse, you have the same connections: Alliance Citizens have connections in the government or military, Browncoats have connections with criminals or those who live in the fringes of society, Drop-Ins have allies amongst the honest businessmen and traders (yes, there are always a few) and Shepherds always end up with a friend at the local church / temple / monastery / place of worship or magic.
    • Mysterious Box: You have a small box, in which is some fresh fruit. Mysteriously, you keep having sources for fresh foods and spices; never enough to keep you from starving if stranded in the desert, but enough to make meals interesting and avoid the monotony of protein slop.
    • Edumacated: You have a standard Alliance education, just like every true citizen; 17 years, unless you skipped ahead, as opposed to those Rim “characters” who typically drop out after 8. You know the great poets and their works, and can name every planet and moon and their capital. Expect a treasure trove of (mostly useless) knowledge to be at your fingertips.
    • It’s Called Stealth: The first rule of the battlefield is never let your enemy know where you are. You’ve learned that lesson well, even if you’ll never say where. You’re able to move without a sound even in rubble-strewn wreckage, and might even manage to surprise people in a crowded room if you’re given a distraction. This might help you avoid fights, or it might just let you start them (and finish them) quicker.
    • Calm and Steady: You’d think you’d be panicking, not knowing where you are. But you’re not. In fact, you’re very calm. You can easily achieve a zen-like state where external distractions don’t bother you, allowing to operate at your peak potential even when in a crisis.
    • Peacemaker: Even 680 years after Sam Colt’s invention made all men equal, it’s still in use. You’ve got a gun. It may be a pistol, a shotgun, a rifle, or some combination of the above, but in any case it uses bullets to hurt people. It might be a little fancy, but fancy tech don’t usually work long out here on the Rim, so simple’s best; even at the worst, it might see use as a club.
    • Grenades: Though they make a loud noise and a big mess, sometimes that’s exactly what you need. You’ve got your hands on a stash of high-quality explosives. A good mix of stun grenades for use in boarding actions and the far more fun explosive ones for when you don’t care about the collateral, you’re always ready to make things go smooth (after all, puree is smooth, right?)

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