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Birth Name: Ark Le Doux
Code Name: Nergal
Race: Human
Height: 1.98 m
Weight: 111 Kg
Age: 28
Date of Birth: Oct 9th
Town of Birth: Sector 32 (Expansion World)
Current Assignment: Knights Project
Pay Grade: JE- Grade 3
Physical Description:Ark Le Doux is an odd specimen. His body is constantly strained by his use of techniques and has had odd effects on his physiology. His hair has turned white and stopped growing and his once deep blue eyes have turned pale white as well. Other than that his organs seem to always be in a ultra high efficiency mode and seems to only eat once every few days. He is still an impressive frame of a man who you would believe is in a top physical condition if you didn't know any better. I fully recommend ceasing in all activity but I know I will be ignored. The proof alone is in those red marks etched directly into his flesh and have never healed.
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Authorizing physician: Dr. Shinokuni, SREN 87-33U4-J7TV6Psychological Evaluation:There are those who have stared into the abyss and it has changed them. Ark seems to be in that mode most of the time. Quiet and to himself most of the time he is straight to the point outside of work and even during it. His personality seems to shift when in combat situations were he revels in the violence. It seems the more he slides into madness in the battlefield the more removed he is in the rest of his life. Without some sort of fix I am afraid severe psychological damage will occur and be permanent.
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Authorizing psychologist: Dr. Yamamoto, SREN 66-66S6-8ISR6Pre-Employment History:Ark Le Doux is the son of ArchKnight Le Doux of Sector 32. ArchKnight Le Doux is the leader of the Dark Knights who were part of the most powerful nation in Sector 32. It was his betrayal of the Leirremier Alliance and pledge of service to Shinra Inc. that led to the end of the war and full control over the lands. Le Doux was given authority over the sector and Ark Le Doux grew up the second son of three.
He just like his brothers followed his fathers footsteps and went into the Dark Order. Ark was the second son and studied a bit more reckless techniques from his older brother who is expected to take over as the ArchKnight of the Order. Knowing his place wasn't of succession he entered into the company with his fathers blessing.
Further information redacted. Security clearance E7 required for further access.Employment Records: One of the newest members to the program, his record is brief to say the least. He has had his armor integrated with Shinra Technology and passed all training exercises. It seems what ever training he had on his home world was sufficient enough to pass all tests for the program.
Classified. Security clearance E7 required for further access.ShinRa Knight Project Notes:Full access classified. Security clearance E7 required for full access. See project file PK-A12-7856/3Reporting: Exor Ghest, Project Lead, PK-A12-7856/3 “Knight Initiative”
Nergal was one of the few Knights in the project that I have not personally had a lot of contact with. His training and abilities where documented by the other heads of the departments(notably Ruby). But I will list a few key areas here.
Rune Magics: Etched onto his body are six runes which act as a sort of power capacitor. He uses them to cast spells instantly and once used the Rune has to recharge its power before being used again. He has two of each of the three runes etched onto his body. Each one of the runes are etched differently onto him. The blood runes seem to be carved directly into his skin on his chest and seem to never heal when fully charged it seems to be full of blood. The dark runes have depressed into the back of his hand leaving grooves and when fully charged are filled with dark energy. The Unholy runes are raised from his skin on his back and emit an eerie green glow when fully charged.
Runetracker: This is used for the tracking of what runes are available to Nergal throughout the fight and will be updated with each post.
-Body: BBDDU_ Weapon: _BDD ~ ~ ~
The body has two of each one. B= Blood, D=Dark, U=Unholy. _=a depleted rune. -= Half charged(ex. -B-D-U would mean a blood, dark, and unholy rune is half charged while the other ones are available.
~= Death runes.
Note: Though powerful on their own and capable of producing amazing effects, Nergal has perfected using multiple runes to create hybrid effects. The list is to numerous to display in this report but I will give a quick example. Using an Unholy rune he could produce a desecration effect on the ground around him which slows movement for enemies who enter it. But if he uses a charge of a blood rune and a dark rune with it the desecration effect becomes what he calls “Death and Decay”, the ground still gets the slowing effect but the area and air around it seems to break down living matter as a red shadow infused mist fills the space above the desecration.
A more in depth example of how his Rune magic works: A blood rune to active his blood on the wing as the conduit of the spell would just be a simple "blood boil"...a painful searing of the location. Adding in an unholy rune would make the effect more of a diseased effect. Activating a dark rune with it though mixes it all together into one dark magical enhanced effect of a necrotic plague. The term plague used loosely as it moves past just a disease that most things of this nature are immune to, it pushes it into an ongoing magical state that seeks to eat organic tissue and stop regenerative measures.
One death rune poured into the effect would turn it into a bomb, exploding the necrosis in a violent dark measure that would surely blow at least a few chunks out of any creature or armor and exposing some of the weaker tissue for it to feed more on. If there are more Death runes available he could Add in more to amplify the Necrotic bombs explosion with even more power.
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Blood Magic: He is trained in the use of blood magic and seems to have a natural affinity for it. He can use blood in many forms, shaping it into weapons or forming blood beasts under his command. He seems to be able to use blood as a conduit for other magical effects making both his own, or the blood around him that has been spilled from others as vital weapons at his disposal.
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Dark Magic: The darkness is a signature to his order and gave them the generic name of “Dark Knights”. He can bend the darkness into projectiles and infuse his body with it giving him short bursts of strength or even shadowy dodges. Not normally used by itself, it has been noted that it is mixed into other magics to create different effects, most notably status effects to debilitate.
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Unholy Magic: When confronted with evaluating the Unholy uses at first I thought it was just another form of darkness as normally I had seen holy as light. But it has been shown that Holy is in fact separate from light itself and it seems there is always a balance to magics and thus Unholy is the mirror to it. What ever the divine is, uplifting, warmth, and benevolent, Unholy seems to be punishing, cold, and malevolent. Though it seems he likes to mix it more with his other magics, for which I am thankful because it still gives me the creeps, it is still a potent skill set which he is trained.
Death Runes: Death Runes seem to be generated onto his weapon when he expends the use of any two runes. They are used in conjunction with other abilities to enhance them further. This can empower them to stronger versions of the magic than before.
Dark Bargin: A signature of his order all must undergo the ritual imbibing the dark blood of their order. The more injury they take and vitality they lose, their bodies actually get stronger and faster. This lasts until utterly defeated or victorious. It has been a mark of their order for thousands of years but it is said that Nergal uses the Bargin better than anyone that has taken in the dark blood.
Natural Magic Resistance: He just like his order seem to have a natural resistance to magical or energy based attacks. Though not impervious to them completely it seems its one of the orders trademarks as well to be able to withstand punishment to be able to deal their own.
Dark Will: Another testament to their training it seems the ritual to fully join their ranks also makes them immune to a lot of the status ailments they like to inflict. It also enforces their minds to be highly resistant to any mental manipulation pressed at them.
Ebon Phylactery: The last piece of the dark pact they undertake is becoming a Lesser Lich. Infusing their soul into a Phylactery that is housed inside their head it allows them control over their body unless their head is severed from it. It is also likely the main source of the Dark Will trait.
Putricide: An unholy fluid that seems to be the pure liquid essence of the anti-divine itself. There are hidden pockets of it inside his armor, mostly in tubing, ready to deployed when needed.
Putricide is basically....abomination juice. Its what gives unholy constructs life and empowers them to make them stronger.
To say it plainly, when Nergal uses all his normal blood, this stuff is released into his body. It acts like his blood but also spreads all over him. It activates a buff called Abominations might with increases his strength and speed by 40% from that point on.
Full access classified. Security clearance E7 required for full access. See project file PK-A1-0000/6Sample Rune Spell listsSingle Rune spells:
Blood Boil: Blood rune. Targeted blood suddenly raises in temperature applying scalding burns to exposed flesh. No death rune bonus.
Bone Shield: Unholy rune. Summons four swirling bones around that lessen overall damage done by a small amount. Each time hit causes a bone to desummon. No death rune bonus
Death Coil: Dark Rune. Sends a ball of Dark magic towards the Enemy, homing in on them. Damage is low, but if it hits the target recharges the Dark rune used.
Death rune bonus: For each death rune used it ups the power in the projectile. One takes it to medium damage, two is heavy. If two are used upon landing it refunds back one death rune.
Desecration: Unholy rune. Creates a ten meter circle around the caster that slows down all enemies who enter into it down to the casters base speed. While inside the circle the caster has 10% more strength. No death rune bonus.
Shadow Dodge: Dark Rune. Temporarily increases speed by 50% for 4 posts leaving wispy shadows around the caster and leaves a trail of shadow to try to confuse enemies.
Death rune amplification: Follow me down:Speed bonus is 100% and the shadow trail lashes back with counter strikes of pure dark energy in the form of strikes.
Dark Gift: Dark rune. Temporarily gives a 20% strength increase for 4 posts.
Death rune bonus: Death Gift: 40% bonus for 4 posts.
Darkness Rises: Dark rune. Allows for limited flight using dark energies to hover and move at a third of his top speed at the time.
Blood Needles: Blood rune. Flinging blood from the sword out and using magic to harden them into projectiles letting them travel further than liquid blood would travel.
Blood Ooze: Blood rune: Creates oozes from blood about the size of a cat. The oozes will slime themselves towards the target. They easily devour organic tissue, dissolving it on touch.
Darkness wave: Dark. A wave of dark energy is pushed out from his weapon in a slash attack that becomes a projectile. Death rune: A large powerful beam emanating from all of nergals body and drives forward at the target.
Two rune combos!
Pestilence: Blood+unholy. Target Blood becomes an infection that diseases, lessening the stamina and dealing damage slowly over time.
Blight!: Unholy + Blood: Around the caster swarms a group of insects that seek out to bite and infect those that get within five meters. The infection leaves a disease and infects the blood seeking to make the now infected blood ooze out of the skins pours or wounds, nostrils, eyes, etc. This infected blood that rises out of the target can be used as a conduit for further blood magic by Nergal.
Bone Storm: Dark+Unholy; Chunks of sharp edged bones are summoned around him in a swirling storm that keeps radiating outwards from in a disk up to about 10 meters before dissipating.
Death Rune: Boneado! Able to concentrate the swirl into a single point trying to catch the target in a bone grinder where the small razor like bone chunks keep trying to open up wounds and momentarily stunning them inside of the whirlwind.
Acidic Ooze: Blood + Unholy. The normal blood ooze is great against flesh, but when you really need to eat metal the acidic ooze is there. The same as the other oozes but this time they devour inorganic matter, chewing through armor or other various metals.
Antimagic Shell: Dark + Unholy. Lessens the damage of a magical attack by 75%, lasting for only 2 posts. Can only be used once every three minutes(basically once a fight...or a long fight twice)
Mind Flay: Dark +dark: A shadowy tendril strikes from the head to latch onto the opponents head to deal damage straight to their mind. The longer the connection is the more it would drive the receiver insane.
Death Rune: Mind Shatter: The tendril if it grips summons shadow spikes around it and drives them down onto the head. Deals no physical damage but attempts to destroy the mind. Yeah don't get grabbed by it.
Three Rune combos
Necrosis: unholy+blood+dark. The disease from pestilence is now strengthened by dark magic forming a magical Necrosis effect onto nergals target blood, or exposed blood. The necrosis begins to magically eat and destroy flesh at an accelerated rate. The magic does not stop until it has devoured all that it can. (They can cut out the infected area and be safe...or a limb..whatever they want.)
Death Rune: Necrotic Bomb. This detonates the blood instead creating an explosion powerful enough to blow off an arm if the target blood was on an elbow. The magical explosion also leaves behind the powerful necrosis effect on any part of the body that is damaged. Multiple death runes can be used to increase the power of the explosion to take out more chunks of particularity heartier of creatures.
Death and Decay: unholy+blood+dark: in a ten meter area around the caster a desecrated ground fills with a red mist of decay above it. Enemies are slowed to nergals base speed and organic living matter begins to decompose and erode leaving gaping wounds spotting around their body. Each second they are inside the circle it increases the speed of the decay. Lasts for 4 posts.
Death Rune: Defile: The circle on the ground is filled with pure death, making the area a swirling pool of death itself. However it is only 8 yards to start. The pool grips at you lessening the speed down to nergals base. It doesn't decompose the flesh but constantly deals pure shadow and death damage tugging at your life. Defile however does not go away, and when stood in it grows 50% larger each time an enemy stands in it. 8 yards to 12, 12 to 18, 18 to 27, 27 to 40...and so on. Having the potential to cover some serious ground if they don't get out of it.
Deaths Advance: 2 Dark + 1 Unholy: Temporarily doubles speed for 4 posts.
Putricide abilities: After infusing with it and using the new weapon.
Summon Ghouls: Unholy: Creates a ghoul, a zombie that moves in to attack with its fingers and mouth trying to infect the enemy with plauge.
Summon abominations. Unholy+Blood. Conjuring an unfeeling mesh of flesh to do his bidding, the abomination forms with its rotting flesh and meat cleavers in hand. The infected flesh harbors diseased blight around it carrying the same deadly infectious insects. The weapons it uses are infected with the blood plague as well.
Summon gargoyle: 2 unholy + Dark rune. A gargoyle forms above that flies and fights for nergal. It shoots projectiles of unholy energy that deal stacking shadow damage for each hit it does.
Corpse Explosion!: Dark+unholy+ Blood. Exploding target ghouls, abominations, or gargoyles with a concussive force of a bomb exploding. Their flesh flies everywhere trying to infect with the plauge.
Death rune: Necrotic Nova. The Corpses erupt with necrotic force that blasts the area around the minions with the necrosis much like Necrotic Bomb. With more death runes it increases the explosive power.
Registered Equipment:Blood Drinker- Designed by SRI, the Blood Drinker is a modern take on a sword. Although resembling what some would consider a Katana, the blade is actually still a two handed great sword. The handle has built in channels where blood can flow into it and into the groves along the weapons edge to help with Nergals abilities. It's length is from tip to handle bottom comes up to Nergals shoulders. On blade itself is two blood and two dark runes for his use.
Requiem- An Unholy weapon brought with him to this world. It is both scythe and spear with a blade at the top that can adjust to either position. He laughs when some people call it a living weapon because he knows the truth behind its construction. The “spine” on it can elongate to reach further. It is hidden on the back plate of his armor as a silver spine that runs up his back literally peeling it out of his armor when he wants to use it. It has two Unholy and two dark runes etched into it for his use.
Apocalypse- One of the Dark Trinity Blades of his order. His father the Archknight gifted one to each of the boys once they undertook and survived the ritual. Apocalypse is never carried into battle, but is summoned and is the pure essence of the dark end of all things. It's capabilities are unknown but what we do know is that it is a rather large great sword with different types of Runes etched on it. It has two Death runes and two Destruction runes etched onto the blade. Using any combination of two death or destruction runes seem to produce a Void rune onto the blade.
(Picture below with Armor)
DK-HYBDv213- Bringing with him his own suit of armor and as effective as it already was, the scientists at Shinra Inc. wanted to enhance it. First they integrated in a visual display into the helmets visor to give him a better view than just through the hole in the metal. Second they introduced a better delivery method in his gauntlets to allow him access to his blood. And lastly they integrated systems on his back plate for his weapon “Requiem” and hid in pockets of the fluid Putricide into its lining.