Post by Reno on Sept 22, 2018 0:54:54 GMT
[NOTE 1: Profile is always being updated due to the character being involved in ongoing storylines. Will update periodically to reflect pertinent changes.]
[NOTE 2: Some content is literally just for pointless flair. "Classes" and "Titles" and whatnot. Just crap I felt like putting in for my own amusement. If you don't like it, well, good, I'm glad you're mad about it, jackass! Ha!]
[NOTE 3: There are abilities and powers that are generally relegated to storyline events only. They're pretty well all labeled as such, but I figured I'd also make a note of it here since there are so many idiots who are too stupid to exist.]
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Basic Information
Name: Crim El Furaga
Aliases: Space Renegade X (allegedly), "Kilroy", "Mr. Williamson", "The Red Lightning", "The Red Raider", Lord of All Pirates
Current Title: Pirate Lord
Race: Human
Gender: Male
Apparent Age: 27
Actual Age: 50 (?)
Height: 6'0"
Weight: 167 lbs
Eyes: Azure Green
Hair: Wild, long, blood-red, ponytailed
Skin: White
Date of Birth: October 13th
Place of Birth: Xenogaia Prime
Alignment: Chaotic Good
Affiliation: Yggdrasil Space Pirates
Rank/Job: Captain
Main Class: Swordslinger (All Sub-Classes)
Sub-Class: Turk (Gunner, Brawler, Assassin)
Sub-Class: Outlaw (Brigand, Brawler, Ninja)
Sub-Class: General (Sentinel, Paladin, Lancer)
Sub-Class: Manslayer (Ninja, Samurai, Assassin)
Sub-Class: Pirate Lord (Brigand, Gunner, Assassin)
Sub-Class: God Hunter (Secutor, Strider, Berserker)
Sub-Class: Rogue Knight (Holy Knight, Divine Knight, Brawler)
Mastered Classes: Squire, Chemist, Gadgeteer, Engineer, Secutor, Knight, Sentinel, Paladin, Archer, Sniper, Gunner, Monk, Brawler, Ninja, Samurai, Assassin, Lancer, Thief, Brigand, Strider, Geomancer, Berserker, Holy Knight, Divine Knight, Temple Knight
Other Affiliations
Tartarus Heavy Industries (THI): Shareholder/Consultant
Aesir Empire: Privateer
Hunter Guild of Helmslin: God Hunter
Past Affiliations
Shin-Ra Electric Power Company (Shin-Ra, Inc.): Leader of the Turks/President and CEO
Free Army of Isabella: General Commander
Kingdom of Helmslin: Royal Protector (military service rank: Commander)
Kingdom of Edenveld: Knight Brigade Captain
Personal Information
Favorite Food: A tasty cheeseburger with bacon on it. Yum!
Favorite Drink: Alkyhol. Mainly rum, and something called "The Usual", consisting of a mixture of cobra fang juice, hydrogen bitters, and "Old Panther", whatever that is.
Favorite Book: Magazines.
Likes: Drinking, gambling, fighting, hot springs, tuning up his Mecha, watching sitcoms/cartoons. Oh, and women.
Dislikes: Corruption, authority figures, religious zealots, the gods, complicated shoes. Oh, and women.
Common Quotes: "Fucking fuckers." | "Women find me irresistible." | "Uuuugh...god dammit." | "Fuck 'em if they can't take a joke."
Friends/Allies: His senior crew (Ralf, Shar, Beck, etc.), Ludwig von Einst, Chloe Kleine (ex-girlfriend), Demetrio Mackwell (Tartarus Heavy Industries), Ratsel Feinschmecker, Sanger Zonvolt, Sole, Josh Meliden, Saori Kimura, Elyk X, Kaneda, Edward, Wiseman.
Family: Yuffie Cascade (wife, deceased), Kyo Cascade (son, ???), Jane Cascade (sister, deceased)
Rivals: Dias Blade, Axel Almer
Enemies: Wolfgang (U-TIC Organization), Killiak, Ishida Sol, Harmonica Aharonos, Cee (and any ally of hers - including that phony-baloney "machine god"), Ace Leiusan, Grahf, "Remy", "Malphisto", "Tsalmaveth" (Knights of Pandemonium, MERKABAH, etc.), The Ghalakrast Empire, along with the NUMEROUS OTHER nations with bounties on his head.
Title Information
Amnesiac Swordsman: A swordsman with no past, fighting for the future... [DEFAULT]
Wild Swordsman: Such ferocity in battle...he can only be called "wild".
Divine Swordsman: Undeniable skill and power, comparable to the gods themselves.
Ageless Stranger: The name given to one who appears to transcend time.
Polyglot Pirate: "Okay, when did this idiot learn to become fluent in fucking Elvish anyway!?"
Manslayer: The most feared of warriors, endlessly slaying their targets without remorse...or so it would seem. [COSTUME]
.hack//SLACK[ER]: "Fuck 'em if they can't take a joke."
Tenkai Star: The one who guides the stars of Heaven and Earth.
Rogue Knight: Hark! A vagrant! ...for great justice. [COSTUME]
Neo-Contact: He is one with the Wave Existence, a power absolute and unending. The one who is torn apart...
Pirate Lord: A fitting title for a legendary space-pirate!
Hot Spring King: The ultimate connoisseur of R&R. He looks the part as well. [COSTUME]
The Red Lightning: As he soars across the battlefield, the illusion speaks for itself.
God Hunter: Is he simply a top-ranked hunter...? Or does he really hunt the gods? Nobody knows... [COSTUME]
Space Renegade X: "He's such an idiot. Everyone knows it's him." ~ Chloe Kleine [COSTUME]
Guardian of Heaven: A truly self-sacrificing defender. His many scars are proof enough.
True Heaven Master: He who has mastered the Mitsurugi style to its utmost, and beyond.
Heaven's Sword: A flawless victory! The prestigious title granted to the winner of the 998th Tournament of Arms (Aselia, Euclid Coliseum).
Soundtrack
Main Theme of Adventure: "Kokoro no Chizu"
Main Theme of Leadership: "Namida no Tane"
Crim's Theme 1 ("Badass Intro"): "Iscalio"
Crim's Theme 2 ("On the Street"): "West Aldia"
Crim's Theme 3 ("Memories"): "Faraway Promise"
Crim's Theme 4 ("The Crew"): "Bonds of Sea and Fire"
Id's Theme: "The One Who Is Torn Apart"
Yggdrasil Crew's Theme: "Leftovers of the Dreams of the Strong"
World Map Theme: "The Dry Wind Blows Over You"
World Map Theme ver. Xenogaia: "Emotions"
Normal Battle Theme: "When the Heart Ignites"
Boss Battle Vs. Crim: "Crossfire Sequence"
Boss Battle "Red Oni" Vs. "Blue Oni": "Fatal Fight"
Boss Battle ("Crim Arrives on the Scene"): "A Professional Villain Clad in Sand"
Mecha Battle ver. Neo-Weltall: "Vanishing Trooper"
Mecha Battle ver. Ialdabaoth: "Crimson Shura God"
Space Renegade X Theme: "Fight! Alkaiser!!"
Space Renegade X Theme Vocal Arrange: "Fight! Alkaiser!!"
Ygg Crew Rallying Theme (Mecha Battle): "Messiah of Steel"
U-TIC Threat Assessment File
Report Filed by Dr. Nohman Steinhauer, Department Head of U-TIC Combat Research Section
The following is a combat assessment report on SUBJECT ALPHA-013, also known as Crim El Furaga, Captain of the Yggdrasil Space Pirates.
SUBJECT ALPHA-013 is currently regarded as the largest threat to the Organization as a whole, mainly due to his ability to siphon energy from the Zohar Modifier. His abilities in this regard, while apparently flawed, stem from the fact that [DATA CORRUPTED]. Aside from that, his threat level is actually moderate at best and easily managed. Unfortunately, he does not act alone: the ranks of his pirate crew are filled with numerous individuals who are equally dangerous, which elevates the overall threat to unacceptable levels. Conclusion: Reconditioning impossible. Recommendation: Eliminate SUBJECT ALPHA-013, capture/purge remaining crew.
Strengths:
- SUBJECT ALPHA-013, AKA Crim El Furaga is extremely fast and agile, known to be capable of reaching relativistic speeds. Upper limit unknown, speculation exists that he may be capable of somehow breaking the light speed barrier with little to no repercussions.
- Extremely skilled in the use of numerous weapons (particularly swords and handguns) as well as various unarmed combat forms. Combat Threat: Indeterminate (full extent of abilities currently unknown).
- Physically very strong, despite appearances. Base strength level at least Class 10 (able to lift ten metric tons). Upper limit unknown, at least Class 100+ (via "Ether Flow").
- Extreme physical stamina and durability, able to withstand immense physical punishment over prolonged periods. Has demonstrated ability to absorb direct hits from the likes of Killiak, though not without sustaining at least some degree of injury. Will continue to fight in spite of severe pain and dire wounds.
- Finely honed battle senses. Able to easily discern objects/opponents without seeing them. Extremely difficult to catch him off-guard as a result.
- Incredible versatility and resourcefulness. Extreme unpredictability factor.
- Possesses a vast wealth of experience in battle. It appears excessively rare for him to encounter anything that he has not dealt with previously in some capacity.
- Expert tactician. Elite military training and experience from active participation in numerous wars.
- Nearly unmatched Ether power/manipulation. Possessed of abilities that may very well be unique.
- His Rune of Heaven bestows nearly unparalleled restorative/protective powers, as well as immunity to all known toxins, illnesses and other such maladies. Also halts aging.
- Ace pilot, particularly skilled with Mecha (Yggdrasil Crew "Geardams", as well as standard Gears). His personal Geardam, "Neo-Weltall" stands among the most powerful machines of its type. 100% alignment with Anima Relics "Naphtali" (Omnigear Alpha Weltall) and "Dinah" (Omnigear Regulus).
- Alternate persona known as "Id" possesses battle powers that far exceed almost any known combatant.
Weaknesses:
- Appears unable to utilize lethal force against most opponents, including nearly all mortals (humans, alien races, etc). Killing such opponents results in immediate and severe punishment, most likely due to Rune of Heaven's "curse".
- Generally fights under self-imposed physical handicap as a result of Rune of Heaven's curse, although the possibility exists that this may simply be just another ruse.
- Prone to highly eccentric and buffoonish behavior. Has a high tendency to not treat situations with the appropriate level of seriousness. Example: Stopping to purchase souvenirs from a spaceport gift shop while his allies struggled against an interdimensional demi-god.
- Prone to high levels of recklessness. Endangers himself both willingly and unwillingly during battle. Or for no reason at all. May have latent suicidal tendencies, further analysis required.
- Extremely stubborn nature can lead to high tension between allies.
- Can be highly intolerant. Possesses some very extreme views on certain things.
- Does not listen to commands. Cannot carry out orders, does not respect chain of command unless he is at the top, and even then, his impatience will ruin even the most carefully laid plans more often than not.
- While his Rune of Heaven enables him to heal allies to great effect, he appears unable to use any of the Rune's spells on himself.
- Natural defenses are weaker against Mana-type Ethers (typically referred to as "magic"), particularly those of the Dark-elemental attribute. Do not rely on this alone to take him down, however, as his overall resilience is beyond noteworthy. A relentless assault over a wide area is the only method that has ever resulted in measurable success.
- Can effectively "burn himself out" by overusing his powers. In essence, his own body appears to work against him. Combat time limit at maximum output currently unknown. Estimates run between three to four hours on the upper end to as little as five to ten minutes on the lowest end. It should be noted that his theoretical "maximum" is at least on par with that of the Grand Inquisitor of U-TIC.
- While he is much stronger and far more resilient than most, he remains human, and thus can be disabled, incapacitated and/or killed in the same way as most any other human (crippling injuries, suffocation, blood loss, decapitation, etc). It simply takes a great deal more effort to accomplish this task than it would against a "normal" human.
- "Id" possesses no morals to speak of, and will attack allies and enemies alike. In fact, he seems to go after allies more often than not. If Id manifests, standard procedure is for all forces to retreat. In all likelihood, Id will not pursue, but instead will focus on his own allies, decimating them for easy cleanup afterwards.
END REPORT
Elemental Attributes
Absorb: Lightning (Materia combination)
Null: Light
Strong: Fire, Wind, Lightning
Neutral: Water, Ice, Earth
Weak: Dark
Appearance
Crim strikes a tall and lanky figure, with a sharp-featured yet attractive face, vibrant green eyes, and wild red hair tied back in a loose ponytail. He has two identical crescent-shaped scars under each eye. Despite the fact that he is rather slender in build, his muscles are extremely well developed, and as such, he is far stronger than one might expect. His body is covered in scars of many shapes and sizes, which he regards as "reminders" of the many lives he's taken. His usual attire consists of a disheveled dark blue suit, complete with his trademark "Turk Jacket". Occasionally, his jacket will simply be draped casually over his shoulders. He is often seen wearing sunglasses or goggles on top of his head, though rarely does he ever wear them over his eyes.
Crim, "The Usual"
Personality
On the surface, Crim seems to be very rough around the edges, a real hard-drinking, foul-mouthed, womanizing vagabond. He is almost completely shameless, and basically does whatever he wants, whenever he wants to do it, regardless of the consequences. And on top of all that, he's an absolute friggin' nutcase. Really, he comes off as just plain idiotic most of the time, and there's no telling how much of it is an act...maybe all of it, maybe none of it. He's just confusing as all hell, even to those closest to him.
However, he must possess a few redeeming qualities, since he's somehow managed to be hailed as a big damn hero of legend in more than a few corners of the multiverse (probably by accident, or perhaps a classic case of mistaken identity). And his Crew trusts him implicitly for some reason, although they each have their own peculiar issues too.
Generally, he will avoid killing his opponents, which is certainly a huge disadvantage in battle, since he'll often be more concerned over the well-being of his foe than his own. This isn't necessarily due to some kind of horribly misguided sense of compassion or anything (well, maybe). Basically, if he kills, he faces divine punishment. There have been lots of times where he's gone ahead and killed anyway though. Lots and lots of times.
He'd deny it to his grave (incidentally, he's been dead before), but the fact remains that Crim is a "good guy", more or less. When it comes right down to it, he'll generally do the right thing (albeit perhaps for the wrong reasons), even if it means sacrificing himself.
Skills, Powers and Abilities
Swordslinger: Crim is a master of the sword. Any type of sword (it needn't necessarily be a proper sword, either). He can do things with a blade that defy all reason, and while he is fully capable of utilizing other weapons (including his own body) with similar proficiency, he prefers the comfortable elegance of the Katana, cliched though it might be. Crim has been using the Katana as a primary weapon since well before they were in vogue, as he has proven time and again with his superior handling of the cherished and popular weapon. He has many (and I mean many) named techniques, which have largely been developed out of sheer necessity over the course of hundreds battles. One should not be alarmed if he suddenly comes up with something completely new (and oftentimes downright insane) in the middle of a fight. His style is that of no style, and as such, he does not necessarily adhere to the typical rules of combat (or even common sense). Many of his techniques are further augmented by his impressive Ether abilities, which range from special "Chi" attacks, to elemental-enhancements (he is particularly fond of Fire, Wind, and Lightning-based attacks, though his is known to be capable of wielding all of the basic elements).
It is unknown where (or even when) his fighting skills were acquired, though he has alluded to a number of different teachers and schools. His primary sword style appears to be an ascended "hypersonic" (probably considerably faster in his case) Kenjutsu style known as True Heaven Mitsurugi, which boasts many different techniques, and has a particular focus on quickdraw attacks. He is also known to have mastered several other schools and techniques, including Gatotsu and Saiki Kanuma, among others. But really, at this point he just does his own thing, not specifically adhering to any particular rules or styles at any given time (although he certainly can do that if he wants), drawing from his vast knowledge and experience as needed, incorporating a dizzying array of techniques and skills, oftentimes in rapid succession. There are few who can hope to match him in terms of raw skill with a blade, and even fewer who can claim to be better. He has yet to meet such an individual.
Blitzkrieg Brawler: While he is most deadly with a blade in hand, Crim generally chooses to fight unarmed, using his vast array of unarmed techniques as his default weapon of choice. He is a truly incredible hand-to-hand combatant, and though it may not appear as though he has any discipline or formal training, he has in fact mastered numerous different styles. His three core styles, however, are Wong School Baji Quan, Ricdeau Arcane Wing Chun, and Jeet Kune Do, with the latter mainly being a philosophical element. Beyond that, it can be assumed that he has intimate knowledge, if not total mastery, over most commonly known martial arts.
When fighting unarmed, Crim is fast and brutal, just as he is when fighting with a weapon. He'll unleash focused and broad-range attacks in rapid succession, and will not hesitate to use the environment to his advantage whenever it suits him. Naturally, his extremely high Ether ability is also incorporated into his fighting in numerous ways. This, coupled with his superior physical strength, speed and agility, makes him a nearly peerless hand-to-hand combatant.
Ace In The Hole: Perhaps somewhat surprising is the fact that Crim is very savvy when it comes to technology. He knows his way around everything from desktop computers to intergalactic starships. In particular, he is extremely well-versed in the field of mecha. He can service and resupply fighters and mecha on his own, if need be, but his true skill lies in actually piloting them. His various preternatural senses and psychic capabilities lend themselves very well indeed to the operation of mecha. The fact of the matter is, he may well be even more of a threat when seated in the cockpit of a quality mobile unit.
My Ship, My Rules: Only a select few are aware of this, but Crim is able to access various functions of his ship, the Yggdrasil V (AKA: "Yggdurandal") at will. Numerous systems are tuned to respond to his Ether-guided commands, including the Dimensional Transfer System, and the various weapons systems. What this means is that Crim can, should he so desire, use the ship as his own personal weapon, even if he's not at the helm. In the case of the D-Transfer System, it grants him full access to the ships main armory at any given time, in addition to his own personal vault, which is thought to contain all kinds of relics, artifacts, and weapons.
This all hinges on the Ygg being in range. Generally speaking, it needs to at least be in the same star system as Crim. Preferably in orbit around whichever planet he happens to be on.
Ether Power: In addition to his prowess with the sword, Crim also possesses godlike abilities in Ether manipulation. He can make extensive use of various different types of Ether, though a significant amount of his abilities fall under the category of "Chi" (or at least what he refers to as "Chi"). They range from offensive techniques to defensive and supportive skills, and much like his sword and martial arts skills, have been honed to perfection over a long period of time. He is fully capable of utilizing his tremendous Ether powers to augment his physical parameters far beyond their usual limits, even to the point of causing great damage and stress to his own body (sometimes, there is little other choice). His powers are vast to the point that most opponents would sooner attempt to flee or pay him off rather than risk a battle.
(A note on "Ether": Where Crim comes from, "Ether" is used as a blanket term to describe all forms of "energy-based phenomena", whether it be derived from mystical sources, technological sources, or even extra-dimensional. As such, there are many different kinds of Ether, all derived from numerous different sources.)
Perfect Conductor: While technically a human being, Crim's physiology is unique among his kind. His body, right down to the atomic level, is designed to conduct and channel energy with absolute efficiency. With natural, seemingly effortless skill (almost an unconscious act, really - like breathing), Crim is able to draw power from most any source, up to and including extra-dimensional realms, and use said power towards his own ends, whatever they may be. His capacity, or "Ether Draw", is actually unlimited, however, since he does not have access to a truly pure and infinite source, he cannot reach his true potential. In fact, in his current state, his body tends to work against him. By drawing on multiple sources simultaneously, he can vastly increase his power, but it is incredibly taxing on his body. Basically, it is akin to fueling an automobile with gasoline, diesel, kerosene, alcohol, rocket fuel, and nuclear fission...all at the same time. So, the more power Crim taps into, the more stress he places upon himself. But he can ascend to some truly dazzling heights, if only for a short while.
-- "Strange" Ether: During the campaign to retake Vestusio, Crim entered into a confrontation with a man called "Ace". During this battle, Crim demonstrated acute control over a bizarre and exotic form of energy known only as "Strange" Ether. Sourced from a highly volatile and unstable dimension, whose basic laws are drastically different from the reality that most living beings are used to, very little is known about this type of Ether, though it has demonstrated numerous peculiar effects, up to and including space-time warping, probability alteration and even causality violations. It's a safe bet to assume that tapping into this power is incredibly hazardous to the user, though the potential payoff in terms of sheer destructive power is, potentially, infinite in scope.
Ether Flow: By concentrating and manipulating the flow of Ether through his body, Crim is able to greatly enhance his performance in various areas. A typical example would be concentrating the flow of Ether into one (or both) of his arms, in order to increase the strength and speed of his sword attacks. To a certain degree, he utilizes this ability constantly, on an unconscious level. If he focuses it (as in the above example), he can temporarily exceed his usual limits. Under normal conditions, he can use this technique with the greatest of ease, and without any ill-effects. If he uses it for too long, however, he risks burning himself out. There is also the issue of intensity. While he can theoretically increase his performance to astronomical levels (for example, to match the strength of an Asgardian god), he risks causing severe damage to himself. Case in point, he once increased his strength level to enable him to lift and throw a 400 ton industrial crane a distance equivalent to several city blocks. Following this action, he required a period of several minutes to "cool down" (it should be noted that he was wearing both his Turk Jacket and Gravitic Belt at the time). It is very possible that he could put himself into a coma (or worse) by overusing this ability.
-- Overgear: Technical and spiritual mastery of "Ether Flow" that drastically increases all of Crim's physical parameters. Indicated by a green mist-like Ether aura around him. Supposedly he has multiple tiers of this ability, but thus far has only demonstrated the first tier. According to the observations of the Yggdrasil's resident mad scientist, Dr. Yoshu Shirokawa, there are likely four tiers to this ability, which he labels as follows:
Overgear Α (Alpha)
Overgear Δ (Delta)
Overgear Σ (Sigma)
Overgear Ω (Omega)
Overgear A increases Crim's overall capabilities by a factor of roughly ten. He has demonstrated this ability numerous times, and it doesn't appear to put a particularly dire strain upon him. When he uses Overgear A without his Turk Jacket, his physical strength breaks into the Class 100+ category.
-- Armament Flow: While battling Malphisto during the Vestusio campaign, Crim demonstrated a previously unknown aspect of his Ether Flow ability. Essentially, he is able to concentrate Ether in his body in such a way that allows him to effectively "harden" his skin, muscle and bone structure for a variety of offensive and defensive purposes. The affected areas typically take on a dark emerald/black coloration when the ability is active, though the coloration may vary depending on how intense or even which type of Ether he is using at the time. The maximum potential of this skill has yet to be demonstrated. When he used it against Malphisto, he was able to strike at 10% of the speed of light without damaging his own body in the process. As such, it is highly likely that this ability can be used to drastically lessen the effects of things like bullets and blades, especially those constructed of commonplace materials.
Ether Field: Ambient Ether energy that constantly surrounds Crim. It acts as a "shield" of sorts that cancels out weak attacks. For example, a punch thrown by a "normal" human, or a spell cast by a "novice" mage, would essentially have no effect due to the field. Even weak attacks issued forth by skilled opponents can potentially be cancelled, depending on the situation. Normally, it would be considered a "passive" ability, but he can enhance it consciously, with some effort, to expand its range and/or increase its effectiveness. Naturally, the more it is enhanced, the more effort is required. It can actually be extremely taxing if taken too far (although the limits are currently unknown). This ability is also vital to his high velocity battle style, as it aids in the displacement of particles and debris that might otherwise prove to be lethal.
-- Observation Field: Another previously hidden ability, this is an aspect of his Ether Field, which enables him to observe particles of ambient Ether and use them to drastically increase his own reaction time. The more a battlefield is saturated with Ether, the more effective this ability becomes.
Battlefield Supremacy: Crim is practically a force of nature. A physical embodiment of chaos and mayhem. His mere presence is generally enough to inflict irreparable damage to morale - hell, even just mentioning his name to anyone who knows him by reputation alone can have far-reaching negative effects. This also extends to monsters and other beasts, by triggering their fight or flight instincts. Most of them choose flight.
It doesn't help that he possesses actual, practical abilities that augment this, either.
Well, it helps him. Enemies? Not so much.
-- Kenki: Known as the "Chi of Sword". This is the ability to sense an opponent's emotions in order to better react to their movements. Also known as the "Swordsman's Spirit". Its effectiveness varies, depending on the opponent. Some are more vulnerable than others, obviously, but as long as they display at least some level of emotion, Crim can pick up on it and use it, if only to the extent of sensing an immediate incoming threat. A split-second to spare is better than none at all!
-- Sakki: The "Chi of Death". This is basically a wave of intense fighting spirit/killing intent that is used to intimidate and subjugate weaker-willed foes. Its effects range from temporary paralysis to full-blown unconsciousness. Its effectiveness depends on various factors. It can be focused on a single target or spread across a large group. Mooks don't stand a chance.
-- Sakki - Disruption Flash: This is essentially an extreme burst of Sakki that is focused solely on a single opponent. The purpose of this technique is not to disable the opponent, rather, it is to simply disrupt their actions by temporarily (in some cases, for only a tiny fraction of an instant) interrupting the flow of their Chi (or life force, magic energy, etc). In doing so, Crim is able to give himself an extra sliver of time to react to an incoming attack, or to make an attack of his own. And to him, even a microsecond can make an enormous difference, especially once he starts moving at higher speeds.
Typically, this technique manifests as a sudden red-colored flash from one (or both) of his eyes. He is able to control the intensity level, so as to not overdo things. At lower levels, his irises simply turn red for a moment. At higher levels, the light can be incredibly bright, akin to that of a red sun.
He never utilizes this technique against normal humans, as it would most probably kill them instantly. As is typical with abilities of this nature, the effect will vary based on the opponent, with some being more vulnerable than others.
Spatial Awareness: Crim possesses incredible spatial awareness that occurs as naturally as any of his other senses, such as sight or hearing. This advanced spatial awareness enables him to perform certain actions that would otherwise be quite impossible for a single entity to handle alone. With this "sense" (a bit like a kind of radar) being active at all times, Crim is rarely taken by surprise, as he is generally "aware" of all things in his immediate vicinity. It is extremely useful (though not absolutely vital) when travelling at high speeds.
Psychic, Schmychic!: Crim is seemingly possessed of a certain degree of natural psychic ability, which apparently grants him brief (though not always accurate) glimpses into the future. He himself doesn't appear to have full control over this "power", and the visions tend to not really serve him so well, being that they seem to be corrupted more often than not. This may have some connection to his the hazards that come with utilizing dangerous and highly volatile "Strange Ether".
Did You Know I'm Utterly Insane?: Crim's mind is a chaotic place, full of twisted thoughts and strange imagery. As such, it is essentially impossible for telepaths to mess with his head. He is immune to almost all forms of psionic attack and, in fact, psychics who have attempted to fuck with him in the past have ended up being knocked unconscious, or worse, driven insane. It is unknown if he himself is fully capable of managing his own latent telepathic abilities, though his generally deranged mental state and eccentric behavior seem to indicate that he has little, if any, control.
To the Last Drop of My Blood: This is the physical and mental fortitude possessed by certain rare individuals which enables them to fight on in spite of grievous injuries that would likely have proved fatal for any normal being. Through sheer force of will (coupled with an incredibly resilient physique despite appearances), Crim has the ability to stand up and fight on again and again. There are certainly limits to how much damage he can actually walk away from, but he has been known to be capable of weathering punishment up to and including: multiple stab/gunshot wounds, severe cuts/lacerations, multiple broken/fractured bones, severe blood loss, and damage to vital organs. Basically, unless he is beaten to a literal pulp or beheaded, chances are he will continue to fight.
Physical Might: Strength, stamina and durability that far exceeds the norm. In Crim's case, it is the result of a combination of training, energy-manipulation, and natural ability. His strength is such that he is capable of lifting multiple tons without straining himself. His stamina enables him to perform at peak levels of physical exertion for prolonged periods of time (upper limit unknown, probably at least 24 hours) before showing signs of fatigue. His body is durable to the point that he can withstand falls from great heights and severe blunt-force trauma (such as repeated blows from super-powered beings) with little to no discomfort.
Hypervelocity: Crim is an absolute master of utilizing super speed techniques. As a result, he can alter his perceptions accordingly. While moving at higher speeds, anything else that isn't moving at similar rates is slowed down dramatically (from his perspective). He is both strong and agile enough to be capable of accelerating from a dead stop, directly to his top speed, within an instant. To any ordinary onlooker (or those unprepared for the sudden movement), it would appear to be akin to instantaneous movement, or teleportation, though this is simply an illusion. Naturally, the faster he goes, the more stress is placed upon his body. He seems to be capable of weathering the strain for protracted periods of time, up to a certain point, but once he starts moving at speeds in excess of around Mach 5, he begins to wear out more and more quickly (granted, this may only apply to when he's wearing his Turk Jacket, which hinders his overall abilities). The maximum upper limit of Crim's speed is unknown. He is known to be capable of increasing his speed by tapping into his Ether power in order to enhance his physical parameters.
During the retaking of Vestusio, Crim demonstrated the ability to achieve relativistic speeds when he attacked Malphisto at roughly 10% of the speed of light. It is not known if this is his limit, but it is thus far the highest velocity that he has displayed openly in battle. It would be best to assume that he can probably move even faster. Just sayin'.
Tenken: An inborn skill granted to certain individuals. Such skills tend to vary in their effects from person to person. Crim's "Tenken" grants him the ability to wield virtually any object (for example, an old iron pipe) as if it were a razor-sharp sword. He (apparently) accomplishes this by creating highly concentrated, localized "vacuums" around said objects, in effect, encircling them with a "blade" of intense air pressure. This skill also enables Crim to drastically reduce friction and air resistance on his person. Without this ability, Crim would not be able to attain the tremendously high battle speeds that he is so well known for.
There are actually numerous hidden applications to this skill, but for the most part, Crim only uses the skill to generate vacuum fields and the occasional gigantic shockwave of ultimate destruction.
Crim has thus far displayed various applications of this skill in the numerous battles that took place on the surface of Vestusio, and elsewhere. for instance, he utilized applications of his Tenken ability to unleash waves of pure force that were capable of disrupting dimensional barriers. In addition, he has shown that his control over this skill is extremely precise. It remains a mystery just how this power actually works, but it appears to be connected to his sheer force of will rather than any internal or external Ether source.
-- Conqueror's Will: The true nature of this hidden skill remains to be seen.
Will of the Runes: Crim is the bearer of the Rune of Heaven, one of the 27 True Runes, which he claimed during the Divine Rune Wars. It is said that the Rune of Heaven governs the forces of Salvation and Creation. As such, he has been granted certain abilities. Most True Runes grant their bearers a limited form of immortality, in that they do not age, cannot fall ill, and are immune to most poisons/toxins (this includes alcohol, much to his chagrin). However, like most True Runes, the Rune of Heaven also comes with a curse (of sorts). As the bearer of this Rune, Crim is unable to kill other Humans (and/or sentient non-human entities, such as aliens and even certain artificial life forms). If he kills (with intent to do so, mind you), he is immediately subjected to unimaginable levels of pain that penetrate his mind, body, and soul. This curse does not apply to monsters, beasts, demons, or divine beings such as angels or demi-gods. Mortals only.
The powers granted by the Rune of Heaven are vast, and particularly effective for healing and protection, as well as dealing with dark forces and the undead. More to the point: the Rune of Heaven's power is divine in nature, and as such, it is well within the scope of its power to exorcise, banish, and generally smite demons of all sorts. With a mere touch, Crim can utterly vanquish practically any lesser demon instantly. Even mid-level demons are generally sent packing to oblivious with little effort.
The Rune of Heaven appears to be under a tremendous strain as of late. The reasons for this are likely due to Crim's other persona, known as "Id", exerting more and more influence. A peculiar result of this strain manifested itself in the formation of the "Twin Heaven Rune", which attached itself to Cee. Supposedly, the Twin Heaven Rune has been relinquished, or vanished somehow. Whatever the case may be, it never had any bearing on the True Rune of Heaven, as its powers were never being shared, only copied.
In addition to his True Rune, Crim also wields other Runes, though they are common types and can be acquired and utilized by most anyone. Nevertheless, they remain quite useful. His Rune setup is as follows:
Head: Thunder (Higher order of Lightning Rune.)
Level 1: Berserk Blow - Rains powerful Lightning bolts from above.
Level 2: Soaring Bolt - Powerful orbs of Lightning power spread among foes. If only one foe, all orbs focus on him/her/it.
Level 3: Furious Blow - Very powerful stream of Lightning cuts across the battlefield in a straight line, striking all in its path.
Level 4: Thunder God - Deals immense Lightning damage to all enemies in an explosive storm of Lightning from above.
Right Hand: Rune of Heaven (Also known as the "True Heaven" Rune. One of the 27 True Runes, governing the forces of Salvation and Creation.)
Level 1: Battle Oath - Restores all party members health, and infuses everyone with furious vigor that increases battle prowess for a short time.
Level 2: Forgiver Sign - Restores all party members health, damages all enemies.
Level 3: Divine Wrath - Fully heals all allies of health and status, and damages one enemy equal to total amount healed, also inflicts all healed status effects.
Level 4: Final Judgement - Deals damage to enemy based upon how many souls they have slain. ***STORYLINE ONLY***
Left Hand: Sword of Shadow (Elemental attack/defense Rune.)
Level 1: Shadow Sword - Adds Dark to physical attacks.
Level 2: Shadow Amulet - Dark damage is reduced by half.
Level 3:
Level 4:
Mark of Zeeuvia: After waking up seemingly marooned on a backwater planet infested by a demonic scourge, Crim took it upon himself to rid the place of the pesky varmints. In doing so, he came to realize that the demons were actually being manipulated behind the scenes by a mid-level goddess known as Zeeuvia, who had simply grown bored with eternity. Or something along those lines. Crim never really bothered to ask her about it. He forced his way into her extradimensional space, commonly referred to as a Divine Nexus (basically a place where gods reside and are able to traverse dimensional boundaries), and gave her an ultimatum to either do his bidding or perish. Well, he didn't actually say what he'd do if she refused, but she seemed to take the hint on her own. She'd heard of him and his god-killing ways. And so a new pact was formed! With this, Crim now had full access to Zeeuvia's Divine Nexus, and thus what essentially amounted to his own personal interdimensional transfer system.
The mark appears on his left hand, in the form of a stylized "Z" shaped serpent with three stars placed around it (it replaced the "Sword of Shadow" Rune that he used to have). The mark glows with fierce multicolored energy when activated, and forms similarly colored dimensional tunnels, gates, and pillars.
Materia: A common method for drawing upon elemental energies, also known as "magic". There are many different kinds of Materia, though, and not all of it is geared towards spellcasting, which makes it a very versatile tool both in and out of battle. Crim's skill with Materia is slightly above average.
In order to wield Materia, it is necessary to equip it somewhere on your person. Typically, it is "slotted" into equipment, such as weapons or armor. Crim's Crew possesses large stockpile of Materia, which has been steadily amassed over the years. Crim's Materia is all mastered, and his usual setup is as follows:
Kijinjiraden:
O=O O=O O=O
Shock - Magic Materia, casts "Bind" and "Paralyze". Linked with "Added Effect".
Added Effect - Support Materia, imbues equipment with status effects.
Ione Aura - Summon Materia, casts "Elemental Guardian", doubles defense towards all Elements for all allies.
Odin - Summon Materia, kills minor enemies instantly with "Zantetsuken", deals massive damage to stronger enemies with "Gungnir".
Erde Kaiser Sigma - Summon Materia, summons ultimate Super Robot to attack all enemies for major damage. Linked with "Final Attack".
Final Attack - Support Materia, casts one last spell before falling unconscious.
Tenkai Bracer:
O=O O=O O=O O=O
E.Skill - Command Materia, allows certain enemy abilities to be learned and used.
W-Summon - Command Materia, allows two summons to be cast.
M.Magic - Magic Materia, enables all Magic Materia spells. Linked with "MP Absorb".
MP Absorb - Support Materia, replenishes a small amount of MP when casting.
Quezacoatl - Summon Materia, casts "Thunder Storm", dealing large Lightning damage to all enemies. Linked with "Elemental".
Elemental - Support Materia, imbues equipment with Elements.
Leviathan - Summon Materia, casts "Tidal Wave", dealing large Water damage to all enemies.
Underwater - Independent Materia, enables move ment/breathing underwater.
(Bear in mind: the Yggdrasil Crew is in possession of a massive store of Materia, which Crim has full access to at any time, even during mid-battle. Do not assume that his setup here is a constant. He can - and does - switch it around at random.)
Awakened Id: Crim's personality is fragmented. In most situations, Crim is in control (if you can even call his erratic behavior "control"). However, there are other aspects to his personality that lurk below the surface. One such aspect is a monster known simply as "Id". Partial awakenings of Id in the past have occurred when Crim was placed under extremely stressful situations both mentally and physically. Crim himself is vaguely aware of his "other half", but is not actually privy to any solid details as of yet (in essence, he does not know what makes Id "tick"). The Captain's friends and allies are also aware of Id, but they are not yet aware of his true abilities, nature or intentions (much like Crim himself). A true awakening of Id has not occurred as of yet, but in the right situation, a full manifestation of Id's powers would be absolutely catastrophic. When Id assumes direct control, all of Crim's skills and abilities are elevated to nigh immeasurable levels (except for Materia and Rune powers, which become inaccessible). Id does not distinguish between ally and enemy, and it is not due to a beserker-style rage. Id simply doesn't care. He shares all of Crim's skills, intelligence and experience, but unlike Crim, he does not hold back. Id is a perfect warrior with seemingly limitless power and an unrivaled lust for battle and destruction. Unfortunately (or perhaps fortunately) he cannot remain in control indefinitely, due to various unseen psychological factors that as of yet remain a mystery. ***STORYLINE ONLY***
The strongest manifestation of Id to date occurred during the orbital battle around Vestusio when the Crew was engaged with the 44th Frontier Fleet. This marks the first time many of the Crew members have witnessed Id, though most of them still have no idea exactly what occurred. Id's appearance also seemed to have an effect on Crim's Geardam, the Neo-Weltall, indicating a deeper connection between the man and the machine than previously thought. Id's rampage was only brought to a halt due to the timely intervention of Cee, who was able to subdue him using the newly-formed Twin Heaven Rune.
Since that time, Crim has been plagued by Id, who appears before him constantly, as though he were a separate physical entity. Nobody else can see, hear, or even sense Id's presence though.
Weapons
Muramasa Tenkai:
Type - Katana
Tier - ???
Abilities - ???
Materials - ???
Attributes - ???
Durability - ???
Description - The immortal souls of two supreme gods, assuming the physical form of a Japanese sword. This weapon has had various forms in the past, including that of Doombringer ("Soul of Destruction"), Kijinjiraden ("Soul of Creation"), and Infinity's Edge ("Soul of Infinity"). This current form is said to be the final "true" form of the blade, having attained a perfect harmony and balance between all the forces contained within. Only Crim is capable of wielding this weapon to its full potential, mainly because he is the chosen master of the weapon. In spite of its incredible power and unique nature, it looks like an average Katana, with typical features. Due to its incredible power, however, Crim rarely uses this weapon, and as such, does not typically carry it around with him, although rumor has it he can "summon" it at will. It has six linked Materia slots. ***CURRENTLY UNAVAILABLE***
-- Doombringer:
Type - Katana
Tier - Omniversal
Abilities - Essence of Destruction
Materials - Unknown/Unique
Attributes - None
Durability - Indestructible
Description - The "Soul of Destruction", this form represents the pure destructive or "chaotic" essence contained within the blade. In this form, the blade takes on a dark appearance, and is surrounded by a menacing violet-colored Miasma, which is thought to destroy nearly anything it comes into contact with. ***CURRENTLY UNAVAILABLE***
-- Kijinjiraden:
Type - Reverse Blade Katana (Sakabatou)
Tier - Omniversal
Abilities - Holy Barrier
Materials - Unknown/Unique
Attributes - None
Durability - Indestructible
Description - The "Soul of Creation", this form represents the pure creative or "benevolent" essence contained within the blade. In this form, it takes on a light, shining appearance, and is a "reverse blade" (sakabatou), intended as a sword to protect rather than kill. For a long time, this was the only incarnation of the "Muramasa Tenkai" that Crim had access to. However, it seems that he has broken the "seal", and attained the ability to summon and wield the Infinity's Edge as well.
Being that this is a sword intended to protect rather than kill, it should come as no surprise at all that it is possessed of extremely potent defensive properties. The blade's Holy barrier is capable of effectively protecting Crim, and any allies in his immediate area, from any kind of harm, physical or otherwise. Of course, the use of this nigh unbreakable barrier is rather limited, in that it can only be used once every so often. Which means he can't just use it all willy-nilly. It needs to be saved for dire emergencies only.
-- Infinity's Edge:
Type - Katana
Tier - Omniversal
Abilities - Spacetime Rending
Materials - Unknown/Unique
Attributes - None
Durability - Indestructible
Description - The "Soul of Infinity", this form represents the "infinite" nature of the universe that the God of Destruction and God of Creation once shared dominion over. Its blade is infinitely sharp. In other words, the blade is sharp to the point of being able to cut through practically anything without effort, even things that aren't physical or even tangible.
This sword, when used to its maximum effectiveness, is able to rend the very fabric of reality. Basically, it cuts across dimensional boundaries. In most scenarios, this has a limited area of effect. It can't, for example, cut a huge gaping hole across the entire multiverse or anything outlandish like that (well...probably). It can, however, slash and puncture, maim and dismember, and generally make a mockery of beings who feel the need to hide behind "avatars" and/or other extra-dimensional tomfuckery. In the end, however, it is difficult to tell whether or not this particular skill comes from the sword, or from the wielder. Perhaps the sword simply makes it easier for Crim to perform such feats. In any case, if he pulls this one out, you can expect a to be facing a version of Crim that exceptionally few foes have ever seen, let alone lived to talk about.
This sword was previously inaccessible. Such is no longer the case, as during his clash with Malphisto, Crim was able to summon the Infinity's Edge, and can now apparently wield it at will. While this is certainly an advantage in battle, it could be a sign of Id's power and influence becoming more prominent.
Cosmic Elemental Gods:
Type - Katana (set of 4)
Tier - Cosmic
Abilities - Various
Materials - Unknown/Unique
Attributes - Cosmic Elements
Durability - Indestructible
Description - A set of four swords (taking on the form of katanas, of course), which are in reality the physical forms of four beings known as the "Cosmic Elemental Gods". For reasons that remain a mystery (for now), they have apparently chosen Crim to be their "master". Individually, each weapon is excessively powerful (presumably up to cosmic power scale), and serve to drastically enhance Crim's already godlike command over various types of Elemental Ether. It is currently unknown what kind of power might be awakened when all four are finally gathered, though it is probably a safe bet to assume that it will be quite spectacular indeed.
-- DaiRaiOh:
Type - Katana
Tier - Cosmic
Abilities - Summon Blade, Zankantou, Divine Lightning
Materials - Unknown/Unique
Attributes - Lightning + Wind ("Cosmic Storm")
Durability - Indestructible
Description - The most powerful blade of legend from the underdeveloped planet Gallatin. Crim obtained this artifact after accepting the position of Royal Protector of the Kingdom of Helmslin. Initially, the sword was sealed, due to an ancient curse. At that time, Crim's Rune of Heaven purified the blade, then known as RaiOh, and removed the curse. However, its power remained partially sealed. It was not until much later that the full potential of the weapon was realized, thanks to the efforts of an old master swordsmith. After that, the sword commanded the powers of the sky itself, being capable of calling down thunderous "Divine Lightning" (which is non-elemental) and summoning forth tremendous winds, just as it was in the legends. And from then on, the sword was known as DaiRaiOh, the "Great Storm Phoenix". Additionally, the blade also gained the ability to manifest itself into an entirely new form, which Crim calls the "Zankantou". This shockingly gigantic form of the blade can only be maintained for a short duration, but it is able to unleash dazzlingly spectacular attacks of incredible destructive power.
This is a sword that Crim values a great deal. Next to the Muramasa Tenkai, it is the second most powerful weapon in his impressive arsenal, and the blade that he wields most often. If he's not already carrying on his person, he can "summon" it in a rather spectacular manner, as a massive bolt of lightning from the heavens shoots down into his raised hand. At one point, it was possible for Cee to summon DaiRaiOh, although her control over the weapon was not nearly as refined as Crim's. The duo demonstrated an effective team-attack with the blade during the battle against Ishida. At some point, Cee lost the ability to summon the blade, but Crim never cared much about it either way, since his control always took priority.
This weapon embodies the unique "Cosmic Storm" elemental property (Wind + Lightning). While wielding DaiRaiOh, Crim becomes immune to both Lightning and Wind elemental attacks, and is able to unleash massively powered-up versions of any Wind or Lightning-based attack in his arsenal. The "Divine Lightning" is a potent non-elemental power that mimics many of the properties commonly associated with "Lightning", but is non-elemental.
-- DaiKeiOh:
Type - Katana
Tier - Cosmic
Abilities - Summon Blade, Divine Flame, Nova Rain
Materials - Unknown/Unique
Attributes - Fire + Light ("Cosmic Explosion")
Durability - Indestructible
Description - Crim happened upon this blade, the "Great Meteoric Tiger", while on a random (or seemingly random) adventure on some backwater planet infested with a plague of demons. DaiKeiOh embodies the explosive power of a supernova, resulting in its blade constantly blazing with furious heat, giving it the appearance of being straight out of the forge at all times. As such, it can sear through nearly anything, and is extremely effective at dealing with heavily armored opponents. It also has the ability to call forth blazing "Nova Rain", which bombards mass destruction over an extremely wide area, and enables the use of extremely powerful "Divine Flame" techniques.
If Crim is not already carrying the sword with him, he can summon it at will. It appears from on high, encased in a massive burst of Light and Fire, crashing to a point on the battlefield of his own choosing.
This weapon embodies the "Cosmic Explosion" elemental property (Fire + Light). While wielding DaiKeiOh, Crim becomes immune to the effects of Light and Fire, and is able to unleash massively powered-up versions of any Light or Fire-based attack in his arsenal. The "Divine Flame" is a potent non-elemental power that mimics many of the properties commonly associated with "Fire", but is non-elemental.
-- DaiSuiOh:
Type - Katana
Tier - Cosmic
Abilities - Summon Blade, Divine Ice, Divine Regen
Materials - Unknown/Unique
Attributes - Ice + Water ("Cosmic Blizzard")
Durability - Indestructible
Description - The third of the "Cosmic Elemental Gods", which Crim claimed from an Aesir Empire storage facility (it was dormant until he arrived). This sword, known as the "Great Frigid Serpent", holds dominion over the deepest cold imaginable, manifesting in the form of powerful blizzards and deadly ice shards emanating from its freezing deep blue blade. Massive pillars of "Divine Ice" can be called forth at will by the wielder. Summoning the blade results in the sudden onset of a devastating storm of ice and snow that blankets the entire area in white-out conditions. However, in addition to the extremely powerful offensive qualities of ice and sheer cold that are inherent to the blade, it also possesses a hidden, benevolent nature: "The Water of Life", which embodies potent healing and restorative energies that are nearly on par with the restorative capabilities of Crim's Rune of Heaven. And unlike the Rune of Heaven, Crim can use the healing properties of The Water of Life on himself.
Embodies the "Cosmic Blizzard" elemental property (Ice + Water). This weapon embodies the "Cosmic Blizzard" elemental property (Ice + Water). While wielding DaiSuiOh, Crim becomes immune to the effects of Ice and Water, and is able to unleash massively powered-up versions of any Ice or Water-based attack in his arsenal. The "Divine Ice" is a potent non-elemental power that mimics many of the properties commonly associated with "ice", but is non-elemental.
Murakami & Murakumo:
Type – Katana & Wakizashi
Tier - Godlike
Abilities - None
Materials - LEA Crystal
Attributes - None
Durability - Indestructible
Description - A daisho set (katana - Murakami, and wakizashi - Murakumo) constructed from pure LEA Crystal, a material that is said to be indestructible. The scabbards, hilts, and wrappings of both are all shades of black, while the blades themselves are white-silver, shimmering with various colors depending on the surrounding lighting and/or the Ether being channeled through it, which is one of the notable characteristics of LEA Crystal. Aside from the construction material of the blades, neither Murakami nor Murakumo possess any particularly special characteristics or enchantments. Of course, weapons made of LEA Crystal really don't need any extra enhancements, seeing as how they channel energy like nobody's business, can cut through practically any material with ease, and are essentially indestructible.
Crim retrieved this set from a shadow-dimension that he was sent to by some kind of akashic wizard guy. The swords are technically replicas of the original set, which was lost to time and space. Scans seem to indicate that they are identical to the originals, but there's no way to know for certain. Either way, you probably don't want to meet the business end of 'em.
Soul Crusher:
Type - Long Sword
Tier - High
Abilities - Undead Slayer, Spirit Slayer, Demon Slayer
Materials - Unknown
Attributes - None
Durability - Extremely High
Description - A legendary blade that has been wielded by dark knights, tyrannical emperors, and powerful demon lords for many thousands of years. Its true origins have been lost in the depths of time and space. Crim became the master of this powerful weapon recently, after liberating it from a particularly nasty demonic entity that had taken up residence within the ancient Yggdrasil Base. It is a fearsome weapon, both in appearance and in nature, however, despite its tremendous evil aura - an aura of pure negative energy that had built itself up over many, many years, Crim effortlessly mastered the weapon, his spirit proving to be far too strong for the blade's evil to consume. The weapon is highly effective on various creatures, particularly demons, the undead, and spiritual/ghostlike beings. It has no Materia slots.
Hyperion DM-033XA:
Type - Long Sword (custom)
Tier - High
Abilities - None
Materials - Armageddium Alloy (T-type)
Attributes - None
Durability - Extremely High
Description - A prototype double-edged sword made of experimental Armageddium ("T"-type), which was pilfered from Tenba INC during a raid on their subterranean HQ. It is a fairly basic design; about four feet long from the tip of the blade to the top of the pommel. The dark grey blade itself actually forms directly into the guard portion of the hilt, curving downward slightly below the grip on either side.
In spite of its simple appearance and lack of any special attributes or abilities, it is actually a surprisingly effective weapon. Very light, impeccably balanced, with a keen edge and spectacular physical durability.
Currently, it has no Materia slots.
Vande Stelca:
Type - Antiproton Beam Sword
Tier - High
Abilities - None
Materials - Neo-Titanium/various
Attributes - None
Durability - Very High
Description - Based on an ancient technological artifact that Crim obtained in a game of chance from a black market merchant. It is a short, polished cylindrical metal tube, around thirty centimeters in length, which emits an intense, indigo-colored "blade" of highly focused antiprotons, which can vary in length. The original (which Crim called "Glam Zanba") was in a severe state of disrepair when Crim obtained it, so he had to replace many of its components, including the unnamed crystals from which the blade itself is focused and emitted. Crim had no way of knowing where to obtain the original crystal type, let alone which type to even look for, so he modified the weapon to utilize extremely rare and powerful LEA Crystals. As a result, the weapon was (probably) much more powerful that it was originally. Unfortunately, the relic was destroyed in battle. Since then, Crim has replaced it with a new, virtually identical model. This is a weapon that Crim wields often, and as such, he almost always has it on his person, wearing it on his right hip. It has no Materia slots.
The Weasel:
Type - Hard Light Whip/Construct Emitter
Tier - Intermediate
Abilities - None
Materials - Neo-Titanium/various
Attributes - None
Durability - Very High
Description - A small device attached to Crim's bracers ("Tenkai" on the left, "Kaiten" on the right). It emits a flexible 'hard-light' beam, that can extend over a considerable distance, and quickly retract or even dissolve in the blink of an eye. It can be used for direct attacks, grappling and adhering (via a sort of "Ether bonding" process) to distant objects, and "weasel-swinging". Additionally, Crim has the ability to utilize subtle variations in Ether Flow to influence the output and performance of the devices, enabling him to make precise adjustments to the constructs. This can produce a myriad of different effects, including burst-shot projectiles, net-like constructs, and so-on. Individual segments can be "detached" and used to restrain objects and individuals as well, with said segments lasting upwards of an hour before deteriorating. These are all generally non-lethal applications, however, he is fully capable of applying his Tenken skill to the constructs as well, which turns them into lethally sharp tendrils of swift death. All in all, this is a very useful and versatile tool, one which Crim makes good use out of.
XERD_005AX "Verklarung":
Type - ARM (Ambient Recombination Material)
Tier - Godlike
Abilities - Combine, Regenerate
Materials - Nanomachines
Attributes - None
Durability - Extremely High/Regenerative
Description - A modified "ARM" (Ambient Recombination Material), which can only be used by "Gene-Drivers" with compatible DNA. Using advanced nanotechnology, this ARM was converted into a "constant" (and stable) state, taking on the appearance of a shining silver, and heavily customized Mateba Auto-Revolver, which thus enabled Crim, who is not a Gene-Driver, to attain a manner of "forced" compatibility. As the name of this ARM implies, it is capable of changing its form. This is accomplished by "fusing" the ARM with other objects (typically weapons), and combining them through controlled nanomachine reactions which only occur upon contact with compatible materials. For example, the "Vande Stelca" anti-proton beam sword can be combined with the Verklarung, which changes the HVAP rounds that are normally used into far more potent antimatter rounds, while also adding the normal function of the Vande Stelca to the ARM, which effectively turns the ARM into a two-in-one ranged/melee weapon. Other combinations are likely possible, though remain to be seen.
Crim obtained this weapon several years ago during a visit to the perpetually troubled world of Filgaia. The Material was thought to be worthless by the locals, which made it appear all the more bizarre when Crim readily accepted the "box full of fluff" as compensation for his assistance in ridding the seas of a rather large and ferocious Kraken that had been wreaking havoc on important cargo shipments. Naturally, the employers didn't press the issue, being that they figured they were getting something for nothing...of course, Crim had known better.
Armor
Tenkai Bandanna (Head):
Type - Bandanna
Tier - Intermediate
Abilities - Eth.Def+
Materials - Reinforced NanoCloth
Attributes - None
Durability - Intermediate
Description - A deceptively simple looking dark blue bandanna imbued with energies that greatly enhance Ether defenses. Crim generally uses it to tie his long red hair into its trademark loose ponytail, though he will occasionally wear it over his head. Almost always equipped.
Dynamic Mask (Head):
Type - Mask
Tier - Intermediate
Abilities - ???
Materials - Gold-Plated Nickel-Titanium Alloy
Attributes - None
Durability - Intermediate
Description - A gleaming golden mask with a creepy smiley-face on it. Completely covers the face, so as to hide one's identity. Other benefits include...well, the jury is still out on that one. "Space Renegade X" only.
Tenkai Vest (Body):
Type - Vest
Tier - Very High
Abilities - Phys.Def+, Fire Resist, Pierce Resist, Slash Resist, Strike Resist
Materials - Neo-Titanium Alloy/Rankar Dragon Skin
Attributes - Fire
Durability - Extremely High
Description - Powerful protective gear, made of Neo-Titanium and Rankar Dragon skin, worn under clothing. Light and strong, it allows for full freedom of movement. Sometimes equipped.
Tenkai Bracer (Left Arm):
Type - Defensive Bracer
Tier - Godlike
Abilities - Phys.Def+, Eth.Def+
Materials - LEA Crystal
Attributes - None
Durability - Indestructible
Description - A bracer worn on the left arm primarily for defensive purposes. It is extremely strong, feather light, and is capable of deflecting virtually any type of focused physical attack, due to the fact that is it made of pure LEA Crystal, which is indestructible. It has eight linked Materia slots. Almost always equipped.
Kaiten Bracer (Right Arm):
Type - Defensive Bracer
Tier - Very High
Abilities - Eth.Def+, Beam Shield
Materials - Meta-Titanium (Type-L)
Attributes - None
Durability - Extremely High
Description -
A bracer worn on the right arm. Made of "Type-L" Meta-Titanium, this bracer is smaller and lighter than the Tenkai Bracer, and while not as physically durable, it is still strong enough to deflect all but the most powerful of blades. Imbued with enchantments that offer increased protection against focused energy and Ether-based attacks. No Materia slots. Almost always equipped.
Accessories
Turk Jacket MkII:
Type - Jacket
Tier - High
Abilities - Eth.Def+, Materia+, Charge Cast, Insta-Cast, StrDrain
Materials - Neo-Titanium Nanofiber
Attributes - None
Durability - High
Description - Modeled after Crim's old well-worn dark blue suit jacket. It is a deceptively powerful piece of protective gear, offering full protection against small caliber bullets and common blades, in addition to greatly increasing blunt-force physical defense, thanks to being woven with highly durable neo-titanium nanofibers. A number of powerful defensive enchantments have been further placed upon it, offering various other passive defensive and supportive benefits. One of the key enchantments allows him to stack up and "insta-cast" Materia spells, meaning there is virtually no "charge time" required. It is surprisingly heavy (weighing in at around 400 lbs), and also imposes a handicap on his physical capabilities, reducing his overall strength to roughly 1/8 of his default level.
Dynamic Scarf:
Type - Scarf
Tier - Intermediate
Abilities - Evade+, Luck+
Materials - Nanite Memory Cloth
Attributes - None
Durability - Intermediate
Description - A long, flowing, bright red scarf. It supposedly grants the wearer good luck. "Space Renegade X" only.
Pendant of Nisan:
Type - Pendant
Tier - Very High
Abilities - Status Guard
Materials - Mithril/Silver w/jewels
Attributes - None
Durability - Very High
Description - Crim has had this intricate cross-shaped pendant for as long as he can remember. It protects him from negative status changes among other things. One of Crim's very few "sentimental" possessions. He usually wears it on a Mithril chain around his neck.
Other Items
EM-Rod: A retractable electromagnetic rod. Not a particularly powerful weapon on its own, however, if overloaded...
EM-Rod Power Cells: Experimental ultracompact thermo-nuclear power cells. Highly unstable. Makes big boom. Crim is known to carry a bunch of these around for some reason. His Ether Field apparently keeps them stable, so as long as they remain on or near enough to his person...should be just fine.
Gravitic Belt: It looks like a normal leather belt, but the buckle houses a miniaturized gravity core that enables Crim to increase or decrease the effects of gravity upon his person. He is almost always wearing this, and his default setting is around ten times Earth's gravity.
Power Crisis: A deep crimson gem that Crim carries around. It is something of a cursed item that is said to grant powerful benefits in exchange for the blood and pain of the user.
yPhone: A slim, plain-looking rectangular electronic device, perhaps four inches by two by a half-inch deep. One face of the device is covered by a large touchscreen. The Yggdrasil's symbol is (usually) lightly engraved on the back face. The standard communications device for the Yggdrasil Space Pirates, the yPhone was put in production to standardize communications gear and protocols throughout the Yggdrasil, as well as to ensure that each Crewman had a locational tracking system with them at all times in case of trouble. Naturally, Ralf Grey, the ever-reliable First Mate of the Yggdrasil, was the one who pushed the project through, and just as naturally, each yPhone swiftly went from a military communications device to its individual owners personal playtoy, each Crewman customizing them as they pleased. Less than thirty percent of active yPhones still retain their locator functions, and more than seventy percent of them feature extensive pornography databases. Poor Ralf.
The default features of any given yPhone include:
- long-range communications link with the Yggdrasil and other yPhones. Capable of planetary broadcast range unassisted, or intersystemic communications piggybacking on other comm networks.
- positional tracker device, allowing the Yggdrasil to keep track of the location of any given yPhone, and thus its assigned owner.
- GPS automapping system.
- basic Yggdrasil field database + 5 terabytes additional storage capacity.
- basic wireless LAN capacity.
Crim has further customized his yPhone to an unknown extent. Actually, he has like a whole case of them, because his keep getting lost and/or destroyed.
Geardam Information
YGG-X84S1 "Neo-Weltall" - The "next generation" of the advanced Gear/Mobile Suit hybrids that the Yggdrasil Crew devised. This "Geardam", known as "Neo-Weltall", was modeled after the legendary Gear of the same name. As such, its performance was also tuned to that of the original Weltall/Weltall-2, for the most part. Additionally, aspects from various other Mobile Units, such as the ZGMF-X42S "Destiny" were supposedly incorporated into the design.
Theoretically, this unit, being largely based on the Weltall/Weltall-2 Gear, might very well possess the capacity to enter a sort of "Hyper Mode", much as its predecessor was. However, since Neo-Weltall has yet to be launched into an actual battle (thus far, it's mostly gone on test runs), whether or not it actually does possess the capacity for such a transformation remains to be seen. One thing is very certain though...this unit is extremely powerful. Far and away faster than any "normal" Mobile Suit (or even any current Mobile Suit/Gear Hybrid, including the Destiny), and capable of a far greater output (even without weapons). Its utterly massive power output is due to its revolutionary "X-Gate Engine", which incorporates a new kind of technology that is actually reputed as being extremely dangerous, and normally impossible to fully control...which means one of two things. Crim has either found a way to effectively control it, or he's willing to risk certain death (along with the destruction of his entire ship, and anything within a radius of at least twenty miles) in order to wield a power that is on par with "that other power"...
Originally, the unit was known as the "Huckebein", but Crim decided to change its designation to Neo-Weltall partway through production, in order to distinguish it from other subsequent models that were to be based on it.
In reality, very little is known about the inner-workings of this machine. The Ygg's engineers had almost nothing to do with the actual construction of Neo-Weltall (Crim disappeared for a few weeks, and returned with the Geardam, which was almost fully completed), and while they are fully capable of making repairs and performing regular maintenance, they do not fully understand its technology. They refer to its mysterious powerplant as the "X-Gate Engine", because for some reason, Crim has refused to give them any actual details about it...which has caused a fair bit of stress among the tech crews, both out of concern, and sheer curiosity.
Infinity Mode: When the right conditions are met, Neo-Weltall can enter a sort of "hyper mode", wherein its parameters are vastly increased. The pilot and machine, in essence, become perfectly synchronized, and the true power and form of the machine is drawn out. The two rear thruster-fins split apart, each one revealing three shimmering gold spikes, from which incandescent wings of green energy extend far outward. This form is immensely powerful, completely outclassing pretty much anything it might happen to come across, but of course, the operating time is rather limited. (NOTE: Operational limits are unknown when Id is in control. Also, when Id is in control, the exterior armor of the Geardam turns from dark blue/black, to a deep blood-red.)
Technical Information
Model Number: YGG-X84S1
Model Name: Neo-Weltall
Model Type: Prototype All-Environment Variable-Range Combat Geardam
Manufacturer: ???
Current Pilot: Crim El Furaga
Pilot History: ---
Accommodation: Pilot only, standard cockpit in torso.
Head Height: 19.8 meters
Dry Weight: 9.8 metric tons
Construction: "Type-R" (?) Meta-Titanium
Powerplant: "X-Gate Engine"
Propulsion: "Saevus Mundus" Lightwings (advanced Ether-wave propulsion), output unknown. Ultracompact Super Vernier thrusters (x6) on back and legs.
Equipment and Design Features: Sensors, high-detail range. Variable Nanoshift Armor. EMP Shielding. Radiation Shielding. Ether Amplification Engine. Mobile Suit Hybrid Operation System G.E.A.R.D.A.M (Genesis Ether Amplification Reactive Drive Assault Module).
Fixed Armaments: "Weisheit" 70mm CIWS (x2), fire-linked, mounted in head. "Asgard" Ether-wave shield generator (x2), mounted on wrists. "Hrathnir" progressive combat knives (x2), stored in hip-armor, hand-carried in use. "Iskender Bey" SR-X66 variable phase beam saber (x2), mounted inside shoulder-armor, hand-carried in use. "Strahl Gewehr" Hyper-AERODs (x24), mounted in compartment on back, deployed simultaneously in use.
Optional Fixed Armaments: "Kresnik" 300mm high-energy variable-range beam cannon (x1), mounted behind left shoulder, hand-carried in use. "Lambda" 16.66 meter anti-ship sword (x1), mounted behind right shoulder, hand-carried in use. "Farmel" Anti-beam shield (x1), mounted on left arm.
Optional Hand Armaments: "Aphel Aura" anti-beam/anti-armor Katana (x1), mounted on left hip, hand-carried in use. "Neutron" high-energy beam rifle. "Boosted Rifle" long-range anti-armor sniper rifle. "G-Railgun" long-range rapid-fire railgun. "M90 Assault" mid-range machine gun/grenade launcher.
Special Armaments: "Black Hole" Cannon, launched from mothership/carrier during battle, connected to "X-Gate Engine" in use.
Additional Parts 1: Frame HP90
Additional Parts 2: Sword Veil
Additional Parts 3: Veil Doubler
YGG-OZ00MS3X "Tallgeese Mk3X" - A Geardam that was essentially pieced together using leftover parts, based on some old plans that were thought to be overly simplistic. Dr. Shirokawa decided to implement various improvements to the base design without actually changing the core idea behind the unit, which resulted in an permanently overclocked version of the original machine, which was already said to be highly taxing on pilots due to the extreme acceleration that it was capable of achieving. The Mk3X is several times more powerful than the original, and thus can only be handled by a select few, which makes it a perfect fit for someone like Crim. Truth be told, as strong as this unit is, it still isn't enough for him, especially in terms of Ether Amplification. It also has a rather limited arsenal, and nothing to speak of as far as multi-vector weaponry (such as AERODs) goes.
Still, it is a suitable machine for most scenarios, and Crim has been known to make even weak Mecha seem absurdly powerful due to his sheer skill at the controls anyway. Crim currently uses this as his primary unit.
Technical Information
Model Number: YGG-OZ00MS3X
Model Name: Tallgeese Mk3X
Model Type: Prototype All-Environment High Speed Combat Geardam
Manufacturer: Yggdrasil Space Pirates (Shirokawa Labs), based on OZ design
Current Pilot: Crim El Furaga
Pilot History: ---
Accommodation: Pilot only, standard cockpit in torso.
Head Height: 17.4 meters
Dry Weight: 8.2 metric tons
Construction: Neo-Titanium w/ Armageddium plating
Powerplant: Ultracompact Nuclear Fusion Reactor
Propulsion: "Ulysses Mk3X" Mega Vernier thrusters (x2) mounted on back. Ultracompact guidance verniers (x8) mounted on legs, arms, shoulders.
Equipment and Design Features: Sensors, high-detail range. Variable Phase Shift (VPS) Armor. EMP Shielding. Radiation Shielding. Ether Amplification Engine. Mobile Suit Hybrid Operation System G.E.A.R.D.A.M (Genesis Ether Amplification Reactive Drive Assault Module).
Fixed Armaments: "Gallus Mk3X" 70mm CIWS (x2), fire-linked, mounted in head. "Dimachaerus Mk3X" variable phase beam saber (x2), mounted inside shoulder-armor, hand-carried in use.
Optional Fixed Armaments: "Imperator Mk3X" Mega Beam Cannon, mounted on right shoulder/arm. "Secutor Mk3X" anti-beam shield w/ reflexive extendable heat whip, mounted on left shoulder/arm.
Optional Hand Armaments: "Solis Saeva Mk3X" anti-beam/anti-armor longsword (x1), mounted on left hip, hand-carried in use.
Special Armaments: ---
Additional Parts 1: FrameHP30
Additional Parts 2: Magnetic Coat
Additional Parts 3: Response Circuit
Biography
Through an apparent quirk of fate, in the form of an as-of-yet unexplained space-time anomaly, the man formerly known as "Reno Cascade" was sent to a dimension not his own. Stricken with partial amnesia, he wandered that world for many a year, taking the name "Crim" (it was not until later that the surname "El Furaga" was added). As he wandered, he became involved in a number of conflicts. Was it fate? He began to wonder. And all the while, among the chaos of war and intermittent peace, fragments of memory crept up from the depths of his mind. Finally, after many ageless years, he recovered his past, his identity...well, more or less, anyway. At last, he was able to break the chains of "fate", and return to his own dimension. However, much time had passed, far more than he would have ever dreamed possible, and the world that he once knew had long since vanished. Currently, he grasps at the remains of his former life, as the captain of his old ship, the Yggdrasil. And even though an immense amount of time has indeed passed by in his absence, he has discovered that many of his old friends, and old enemies, still live on...
History
Crim's history is shrouded in mystery, and in spite his apparent youth, extends much farther back than most would expect, or even imagine.
It all started roughly 10,000 years ago (depending on your frame of reference), with the event known as the "Fall of Deus", that is, when -The Contact- fought and defeated the planetary-scale weapon known as -Deus- on the planet that has since come to be known as Xenogaia. However, even in "defeat", -Deus- was not "destroyed". Having sustained severe injuries that would have ultimately been fatal, -Deus- had no choice but to "merge" with the planet's Lifestream in order to preserve itself.
This event caused an unprecedented phenomenon to occur. Under normal circumstances, a planet's Lifestream would not possess true "sapience", however, upon merging with -Deus-, the Lifestream underwent a drastic change. From that point on, the -Planet- had attained an actual "will" of its own: the will of -Deus-.
As the -Planet- underwent its "transformation", the nature of the entity known as -The Contact-, one Fei Fong Wong, was also transformed. Even though he had defeated -Deus-, the -Zohar Modifier- did not cease to function, and the -Wave Existence- thus remained trapped within. Was this because -Deus- had not been fully destroyed? Nobody, not even the exceedingly brilliant mind of Citan Uzuki, was able to answer that question with any measure of certainty. However, since the very nature of -Deus- had changed, it would only seem natural that the nature of -The Contact- and -The Antitype- would be changed as well.
And so it was, even after having been reborn repeatedly over the course of the past 10,000 years, -The Contact- and -The Antitype- had never before, in all that time, had a child. That had always been thwarted somehow, likely as a result of the intervention of -Deus- in some way, shape, or form. However, with -Deus- lying largely dormant and out of the picture for the time being, there was apparently nothing to prevent it. Shortly after the "Fall of Deus", the first child of -The Contact- and -The Antitype- was born as Erich Wong. And thus ended the continuous cycle of reincarnation of -The Contact- and -The Antitype-, and so began that of the -Neo Contact-, though the precise reason for this shift remains unclear.
The first incarnation of the -Neo Contact- was relatively quiet and uneventful. Erich Wong was born into a new era of relative peace and prosperity. However, that relative peace was to be shaken to its very core several years later, with the arrival of the -Cetra-. The seeds of upheaval had been planted.
Many years passed, and the second incarnation of the -Neo Contact- was born: a warrior by the name of Zahn Geister. He bore witness to the first movements of -Deus- since his "father" had defeated it so long ago. The rise of the new "terminal interface weapons" of -Deus-, known simply as -WEAPON- wreaked havoc on the planet. As this was going on, the -Cetra- were also being wiped out, not by -Deus- directly, but by -JENOVA-, which was the physical avatar of -Deus-. It is unclear to what extent Zahn Geister was involved, but it can at least be ascertained that he did not make contact with the -Zohar Modifier- or the -Wave Existence- at that time.
So, with the world in a state of ruin yet again, the process of rebuilding began anew. Century after century passed before the world was once again teetering on the brink of disaster. The mega corporation known as Shin-Ra Inc. was, arguably, the greatest threat that -Deus- had ever known in its new form, due to the fact that the company's Mako Reactors were slowly but surely draining away the very Lifestream where its consciousness resided. It was during this tumultuous era that the third incarnation of the -Neo Contact- was born: Reno Cascade.
Reno Cascade was the third incarnation of the -Neo Contact-, but he was actually the first one to make true contact with the -Wave Existence-. This had to do with the fact that his "father", whose identity yet remains a mystery, was a high-ranking official within Shin-Ra Inc. The company was extremely interested in exploiting the power of the perpetual energy generator known as the -Zohar Modifier- after having discovered the ultimate storehouse of knowledge referred to as -Razael's Tree-, which granted them an unprecedented insight into the true history of the world, among many other things. This was Shin-Ra's greatest secret. However, the administration of Shin-Ra at that time would end up being challenged and ultimately defeated by a powerful group of rebels known as -AVALANCHE- before they were able to fully implement any of their plans. In fact, -Deus- had a decisive hand in the destruction of the original Shin-Ra Inc., due to the fact that its terminal interface weapons claimed the life of the company head, Rufus Shinra.
At this point in time, Reno was actually an employee of Shin-Ra Inc as a member of the "Turks": an elite organization within the company that, essentially, took care of all of its "shady dealings" such as kidnapping, extortion, and murder. Reno became the leader of this organization after the death of the previous leader, Tseng Kisaragi, at the hands of Sephiroth. However, Shin-Ra Inc was soon to fall to -AVALANCHE- and -Deus-, so for a time, the Turks had no objective. That soon changed when Reno, along with the two other surviving members of the Turks, Rude and Elena, decided to aid -AVALANCHE- in the final battle against Sephiroth and -JENOVA-. His motivations were unclear at the time, but afterward, it became apparent that Reno's intentions all along were to revive Shin-Ra Inc., and lead it to a new era of prosperity and greatness...
For several years, Reno Cascade led the new and improved Shin-Ra down a path of supreme wealth and power, far surpassing any other organization before it. Shin-Ra's influence extended far and wide, even transcending time and space. However, Reno's nature as the -Neo Contact-, a highly unstable one at that (due to extensive childhood trauma, among other things), was to inevitably catch up with him. Ultimately though, it was a necessity. His personality was fragmented, and the absolute power of the -Neo Contact- resided within the chaotic evil aspect of his personality, which manifested physically as a malicious being of supreme violence known only as Id. The situation was eerily similar to that which took place during the lifetime of the final -Contact-, Fei Fong Wong. This was, of course, an undesirable element that had to be taken care of, and it eventually was, albeit at an incredibly high cost. Before his personalities were able to become one, Id went on a rampage, and annihilated the mega-city of Neo-Midgar, which was the main HQ of Shin-Ra Inc at the time.
With his personality finally complete, Reno was able to revert back to his true self, and being that he was the -Neo Contact-, the intrinsic genetic memories passed down through the ages also awakened. Considering all this, it would come as no real surprise that he ended up leaving Shin-Ra for good.
After leaving Shin-Ra, Reno formed the Yggdrasil Crew, a band of elite space pirates, made up of a number of his most loyal and trusted comrades from Shin-Ra. On the surface, they seemed to be little more than mere bandits, however, they did have a higher purpose. Uh, probably.
Now, while it is interesting and important to note that "Crim" and "Reno" are in fact one in the same, their existence was apparently "split" due to the perplexing and yet unexplained space-time anomaly that sent "Crim" into the realm of the so-called "Suikoverse", also referred to as the Million Worlds. As a result, "Reno" apparently went on to experience the events involving the fall of Shin-Ra, and the formation of the Ygg Crew (including all subsequent events), while "Crim" went on to experience a completely different life from that point forward. Certainly, the situation is one of extreme complexity; the fact that Crim's "connection" to the -Wave Existence- has been inexplicably severed is a testament to the wholly bizarre nature of his situation. He is still the -Neo Contact- though, in spite of everything. Theoretically, if he re-established "contact" with the -Zohar Modifier-, his powers and abilities as the -Neo Contact- would be fully restored, along with his memories in their entirety. Currently, while he has regained a fair portion of his memories as Reno Cascade (as well as a few bits and pieces from the other incarnations of the -Neo Contact-), it is all largely fragmented at this time, and some of the missing are quite likely prove to be extremely important.
Other Information
Crim participated in a number of important wars and events on the world that he was "stranded" upon for so many years. He claimed the Rune of Heaven - one of the 27 "True Runes", at the onset of one such war, which took place between the nations of Tristrein and Regratta. The conflict came to be known as the Divine Rune Wars, due to the clash between the Rune of Heaven and its opposing force, the Rune of Hell. Initially, Crim fought on the side of Tristrein, as part of a certain mercenary force, but eventually, he broke away and became the leader of a separate army, due to the corruption of the Tristreinian nobility. Regratta, meanwhile, was merely a puppet state, working towards the goals of Holy Harmonia. As the bearer of the Rune of Heaven, Crim became a pivotal figure in the eventual outcome, which ended in victory for the Free Army of Isabella (named after someone dear to Crim who had died near the start of the conflict). After the war, he vanished from the scene, and wandered the lands, traveling nearly everywhere, from the Jowston League of City States, the Grasslands, the Queendom of Falena, and everywhere in between, all the while, scattered fragments of his "memories" continued to slowly return to him.
He has a rather...excessive bounty on his head. More precisely, he has several, stemming from various different sources across several different worlds and star systems. Tallied together, the total bounty would be a staggering amount, roughly adding up to the equivalent trillions of US dollars. And the bounty grows with each passing day, because he's always getting into some sort of mischief. It is said that the overall bounty on him is of such magnitude that it actually affects stock markets in some places.
A few other random bits of information:
- His proficiency ranks with the Elemental Runes of Fire, Wind, and Lightning are "S". His rank with the Rune of Heaven is "A". His skill rank with the Sword of Shadow Rune is "C".
- The "curse" of his True Rune prevents him from killing. If he kills (with intent), he is immediately subjected to unholy amounts of crippling pain, which is more than sufficient to render him completely defenseless for up to several minutes, and has debilitating side-effects that linger for days afterward, including severe migraine-like symptoms, physical weakness, inability to focus (both mental and Ether), and other sensory issues such as hallucinations. It also may chip away at his very soul, although this is merely speculation.
- While wearing either his Turk Jacket or Turk Kimono, Crim's overall physical capabilities (save for endurance) are severely hindered. This is seemingly deliberate, since if he were to inadvertently attack without his abilities securely in check, he runs the risk of striking a lethal blow. Note that he is fully capable of controlling his own power, however, he apparently feels that the fail safe is a good idea nonetheless. Even with the limitations, he is quite well beyond the majority of humans, and remains a formidable threat. He has been shown to be capable of essentially "burning out" the effect of the Turk Jacket by simply unleashing more power than it is physically capable of absorbing.
- His vital organs are inverted ("Situs Inversus"), meaning that all of his organs are reversed from what is considered a normal orientation in most humans. It is not physically detrimental in and of itself, but it can prove to be a small advantage in battle, being that most opponents would have no way to know this, and thus may target him in a non-vital area by mistake.
[NOTE 2: Some content is literally just for pointless flair. "Classes" and "Titles" and whatnot. Just crap I felt like putting in for my own amusement. If you don't like it, well, good, I'm glad you're mad about it, jackass! Ha!]
[NOTE 3: There are abilities and powers that are generally relegated to storyline events only. They're pretty well all labeled as such, but I figured I'd also make a note of it here since there are so many idiots who are too stupid to exist.]
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Basic Information
Name: Crim El Furaga
Aliases: Space Renegade X (allegedly), "Kilroy", "Mr. Williamson", "The Red Lightning", "The Red Raider", Lord of All Pirates
Current Title: Pirate Lord
Race: Human
Gender: Male
Apparent Age: 27
Actual Age: 50 (?)
Height: 6'0"
Weight: 167 lbs
Eyes: Azure Green
Hair: Wild, long, blood-red, ponytailed
Skin: White
Date of Birth: October 13th
Place of Birth: Xenogaia Prime
Alignment: Chaotic Good
Affiliation: Yggdrasil Space Pirates
Rank/Job: Captain
Main Class: Swordslinger (All Sub-Classes)
Sub-Class: Turk (Gunner, Brawler, Assassin)
Sub-Class: Outlaw (Brigand, Brawler, Ninja)
Sub-Class: General (Sentinel, Paladin, Lancer)
Sub-Class: Manslayer (Ninja, Samurai, Assassin)
Sub-Class: Pirate Lord (Brigand, Gunner, Assassin)
Sub-Class: God Hunter (Secutor, Strider, Berserker)
Sub-Class: Rogue Knight (Holy Knight, Divine Knight, Brawler)
Mastered Classes: Squire, Chemist, Gadgeteer, Engineer, Secutor, Knight, Sentinel, Paladin, Archer, Sniper, Gunner, Monk, Brawler, Ninja, Samurai, Assassin, Lancer, Thief, Brigand, Strider, Geomancer, Berserker, Holy Knight, Divine Knight, Temple Knight
Other Affiliations
Tartarus Heavy Industries (THI): Shareholder/Consultant
Aesir Empire: Privateer
Hunter Guild of Helmslin: God Hunter
Past Affiliations
Shin-Ra Electric Power Company (Shin-Ra, Inc.): Leader of the Turks/President and CEO
Free Army of Isabella: General Commander
Kingdom of Helmslin: Royal Protector (military service rank: Commander)
Kingdom of Edenveld: Knight Brigade Captain
Personal Information
Favorite Food: A tasty cheeseburger with bacon on it. Yum!
Favorite Drink: Alkyhol. Mainly rum, and something called "The Usual", consisting of a mixture of cobra fang juice, hydrogen bitters, and "Old Panther", whatever that is.
Favorite Book: Magazines.
Likes: Drinking, gambling, fighting, hot springs, tuning up his Mecha, watching sitcoms/cartoons. Oh, and women.
Dislikes: Corruption, authority figures, religious zealots, the gods, complicated shoes. Oh, and women.
Common Quotes: "Fucking fuckers." | "Women find me irresistible." | "Uuuugh...god dammit." | "Fuck 'em if they can't take a joke."
Friends/Allies: His senior crew (Ralf, Shar, Beck, etc.), Ludwig von Einst, Chloe Kleine (ex-girlfriend), Demetrio Mackwell (Tartarus Heavy Industries), Ratsel Feinschmecker, Sanger Zonvolt, Sole, Josh Meliden, Saori Kimura, Elyk X, Kaneda, Edward, Wiseman.
Family: Yuffie Cascade (wife, deceased), Kyo Cascade (son, ???), Jane Cascade (sister, deceased)
Rivals: Dias Blade, Axel Almer
Enemies: Wolfgang (U-TIC Organization), Killiak, Ishida Sol, Harmonica Aharonos, Cee (and any ally of hers - including that phony-baloney "machine god"), Ace Leiusan, Grahf, "Remy", "Malphisto", "Tsalmaveth" (Knights of Pandemonium, MERKABAH, etc.), The Ghalakrast Empire, along with the NUMEROUS OTHER nations with bounties on his head.
Title Information
Amnesiac Swordsman: A swordsman with no past, fighting for the future... [DEFAULT]
Wild Swordsman: Such ferocity in battle...he can only be called "wild".
Divine Swordsman: Undeniable skill and power, comparable to the gods themselves.
Ageless Stranger: The name given to one who appears to transcend time.
Polyglot Pirate: "Okay, when did this idiot learn to become fluent in fucking Elvish anyway!?"
Manslayer: The most feared of warriors, endlessly slaying their targets without remorse...or so it would seem. [COSTUME]
.hack//SLACK[ER]: "Fuck 'em if they can't take a joke."
Tenkai Star: The one who guides the stars of Heaven and Earth.
Rogue Knight: Hark! A vagrant! ...for great justice. [COSTUME]
Neo-Contact: He is one with the Wave Existence, a power absolute and unending. The one who is torn apart...
Pirate Lord: A fitting title for a legendary space-pirate!
Hot Spring King: The ultimate connoisseur of R&R. He looks the part as well. [COSTUME]
The Red Lightning: As he soars across the battlefield, the illusion speaks for itself.
God Hunter: Is he simply a top-ranked hunter...? Or does he really hunt the gods? Nobody knows... [COSTUME]
Space Renegade X: "He's such an idiot. Everyone knows it's him." ~ Chloe Kleine [COSTUME]
Guardian of Heaven: A truly self-sacrificing defender. His many scars are proof enough.
True Heaven Master: He who has mastered the Mitsurugi style to its utmost, and beyond.
Heaven's Sword: A flawless victory! The prestigious title granted to the winner of the 998th Tournament of Arms (Aselia, Euclid Coliseum).
Soundtrack
Main Theme of Adventure: "Kokoro no Chizu"
Main Theme of Leadership: "Namida no Tane"
Crim's Theme 1 ("Badass Intro"): "Iscalio"
Crim's Theme 2 ("On the Street"): "West Aldia"
Crim's Theme 3 ("Memories"): "Faraway Promise"
Crim's Theme 4 ("The Crew"): "Bonds of Sea and Fire"
Id's Theme: "The One Who Is Torn Apart"
Yggdrasil Crew's Theme: "Leftovers of the Dreams of the Strong"
World Map Theme: "The Dry Wind Blows Over You"
World Map Theme ver. Xenogaia: "Emotions"
Normal Battle Theme: "When the Heart Ignites"
Boss Battle Vs. Crim: "Crossfire Sequence"
Boss Battle "Red Oni" Vs. "Blue Oni": "Fatal Fight"
Boss Battle ("Crim Arrives on the Scene"): "A Professional Villain Clad in Sand"
Mecha Battle ver. Neo-Weltall: "Vanishing Trooper"
Mecha Battle ver. Ialdabaoth: "Crimson Shura God"
Space Renegade X Theme: "Fight! Alkaiser!!"
Space Renegade X Theme Vocal Arrange: "Fight! Alkaiser!!"
Ygg Crew Rallying Theme (Mecha Battle): "Messiah of Steel"
U-TIC Threat Assessment File
Report Filed by Dr. Nohman Steinhauer, Department Head of U-TIC Combat Research Section
The following is a combat assessment report on SUBJECT ALPHA-013, also known as Crim El Furaga, Captain of the Yggdrasil Space Pirates.
SUBJECT ALPHA-013 is currently regarded as the largest threat to the Organization as a whole, mainly due to his ability to siphon energy from the Zohar Modifier. His abilities in this regard, while apparently flawed, stem from the fact that [DATA CORRUPTED]. Aside from that, his threat level is actually moderate at best and easily managed. Unfortunately, he does not act alone: the ranks of his pirate crew are filled with numerous individuals who are equally dangerous, which elevates the overall threat to unacceptable levels. Conclusion: Reconditioning impossible. Recommendation: Eliminate SUBJECT ALPHA-013, capture/purge remaining crew.
Strengths:
- SUBJECT ALPHA-013, AKA Crim El Furaga is extremely fast and agile, known to be capable of reaching relativistic speeds. Upper limit unknown, speculation exists that he may be capable of somehow breaking the light speed barrier with little to no repercussions.
- Extremely skilled in the use of numerous weapons (particularly swords and handguns) as well as various unarmed combat forms. Combat Threat: Indeterminate (full extent of abilities currently unknown).
- Physically very strong, despite appearances. Base strength level at least Class 10 (able to lift ten metric tons). Upper limit unknown, at least Class 100+ (via "Ether Flow").
- Extreme physical stamina and durability, able to withstand immense physical punishment over prolonged periods. Has demonstrated ability to absorb direct hits from the likes of Killiak, though not without sustaining at least some degree of injury. Will continue to fight in spite of severe pain and dire wounds.
- Finely honed battle senses. Able to easily discern objects/opponents without seeing them. Extremely difficult to catch him off-guard as a result.
- Incredible versatility and resourcefulness. Extreme unpredictability factor.
- Possesses a vast wealth of experience in battle. It appears excessively rare for him to encounter anything that he has not dealt with previously in some capacity.
- Expert tactician. Elite military training and experience from active participation in numerous wars.
- Nearly unmatched Ether power/manipulation. Possessed of abilities that may very well be unique.
- His Rune of Heaven bestows nearly unparalleled restorative/protective powers, as well as immunity to all known toxins, illnesses and other such maladies. Also halts aging.
- Ace pilot, particularly skilled with Mecha (Yggdrasil Crew "Geardams", as well as standard Gears). His personal Geardam, "Neo-Weltall" stands among the most powerful machines of its type. 100% alignment with Anima Relics "Naphtali" (Omnigear Alpha Weltall) and "Dinah" (Omnigear Regulus).
- Alternate persona known as "Id" possesses battle powers that far exceed almost any known combatant.
Weaknesses:
- Appears unable to utilize lethal force against most opponents, including nearly all mortals (humans, alien races, etc). Killing such opponents results in immediate and severe punishment, most likely due to Rune of Heaven's "curse".
- Generally fights under self-imposed physical handicap as a result of Rune of Heaven's curse, although the possibility exists that this may simply be just another ruse.
- Prone to highly eccentric and buffoonish behavior. Has a high tendency to not treat situations with the appropriate level of seriousness. Example: Stopping to purchase souvenirs from a spaceport gift shop while his allies struggled against an interdimensional demi-god.
- Prone to high levels of recklessness. Endangers himself both willingly and unwillingly during battle. Or for no reason at all. May have latent suicidal tendencies, further analysis required.
- Extremely stubborn nature can lead to high tension between allies.
- Can be highly intolerant. Possesses some very extreme views on certain things.
- Does not listen to commands. Cannot carry out orders, does not respect chain of command unless he is at the top, and even then, his impatience will ruin even the most carefully laid plans more often than not.
- While his Rune of Heaven enables him to heal allies to great effect, he appears unable to use any of the Rune's spells on himself.
- Natural defenses are weaker against Mana-type Ethers (typically referred to as "magic"), particularly those of the Dark-elemental attribute. Do not rely on this alone to take him down, however, as his overall resilience is beyond noteworthy. A relentless assault over a wide area is the only method that has ever resulted in measurable success.
- Can effectively "burn himself out" by overusing his powers. In essence, his own body appears to work against him. Combat time limit at maximum output currently unknown. Estimates run between three to four hours on the upper end to as little as five to ten minutes on the lowest end. It should be noted that his theoretical "maximum" is at least on par with that of the Grand Inquisitor of U-TIC.
- While he is much stronger and far more resilient than most, he remains human, and thus can be disabled, incapacitated and/or killed in the same way as most any other human (crippling injuries, suffocation, blood loss, decapitation, etc). It simply takes a great deal more effort to accomplish this task than it would against a "normal" human.
- "Id" possesses no morals to speak of, and will attack allies and enemies alike. In fact, he seems to go after allies more often than not. If Id manifests, standard procedure is for all forces to retreat. In all likelihood, Id will not pursue, but instead will focus on his own allies, decimating them for easy cleanup afterwards.
END REPORT
Elemental Attributes
Absorb: Lightning (Materia combination)
Null: Light
Strong: Fire, Wind, Lightning
Neutral: Water, Ice, Earth
Weak: Dark
Appearance
Crim strikes a tall and lanky figure, with a sharp-featured yet attractive face, vibrant green eyes, and wild red hair tied back in a loose ponytail. He has two identical crescent-shaped scars under each eye. Despite the fact that he is rather slender in build, his muscles are extremely well developed, and as such, he is far stronger than one might expect. His body is covered in scars of many shapes and sizes, which he regards as "reminders" of the many lives he's taken. His usual attire consists of a disheveled dark blue suit, complete with his trademark "Turk Jacket". Occasionally, his jacket will simply be draped casually over his shoulders. He is often seen wearing sunglasses or goggles on top of his head, though rarely does he ever wear them over his eyes.
Crim, "The Usual"
Personality
On the surface, Crim seems to be very rough around the edges, a real hard-drinking, foul-mouthed, womanizing vagabond. He is almost completely shameless, and basically does whatever he wants, whenever he wants to do it, regardless of the consequences. And on top of all that, he's an absolute friggin' nutcase. Really, he comes off as just plain idiotic most of the time, and there's no telling how much of it is an act...maybe all of it, maybe none of it. He's just confusing as all hell, even to those closest to him.
However, he must possess a few redeeming qualities, since he's somehow managed to be hailed as a big damn hero of legend in more than a few corners of the multiverse (probably by accident, or perhaps a classic case of mistaken identity). And his Crew trusts him implicitly for some reason, although they each have their own peculiar issues too.
Generally, he will avoid killing his opponents, which is certainly a huge disadvantage in battle, since he'll often be more concerned over the well-being of his foe than his own. This isn't necessarily due to some kind of horribly misguided sense of compassion or anything (well, maybe). Basically, if he kills, he faces divine punishment. There have been lots of times where he's gone ahead and killed anyway though. Lots and lots of times.
He'd deny it to his grave (incidentally, he's been dead before), but the fact remains that Crim is a "good guy", more or less. When it comes right down to it, he'll generally do the right thing (albeit perhaps for the wrong reasons), even if it means sacrificing himself.
Skills, Powers and Abilities
Swordslinger: Crim is a master of the sword. Any type of sword (it needn't necessarily be a proper sword, either). He can do things with a blade that defy all reason, and while he is fully capable of utilizing other weapons (including his own body) with similar proficiency, he prefers the comfortable elegance of the Katana, cliched though it might be. Crim has been using the Katana as a primary weapon since well before they were in vogue, as he has proven time and again with his superior handling of the cherished and popular weapon. He has many (and I mean many) named techniques, which have largely been developed out of sheer necessity over the course of hundreds battles. One should not be alarmed if he suddenly comes up with something completely new (and oftentimes downright insane) in the middle of a fight. His style is that of no style, and as such, he does not necessarily adhere to the typical rules of combat (or even common sense). Many of his techniques are further augmented by his impressive Ether abilities, which range from special "Chi" attacks, to elemental-enhancements (he is particularly fond of Fire, Wind, and Lightning-based attacks, though his is known to be capable of wielding all of the basic elements).
It is unknown where (or even when) his fighting skills were acquired, though he has alluded to a number of different teachers and schools. His primary sword style appears to be an ascended "hypersonic" (probably considerably faster in his case) Kenjutsu style known as True Heaven Mitsurugi, which boasts many different techniques, and has a particular focus on quickdraw attacks. He is also known to have mastered several other schools and techniques, including Gatotsu and Saiki Kanuma, among others. But really, at this point he just does his own thing, not specifically adhering to any particular rules or styles at any given time (although he certainly can do that if he wants), drawing from his vast knowledge and experience as needed, incorporating a dizzying array of techniques and skills, oftentimes in rapid succession. There are few who can hope to match him in terms of raw skill with a blade, and even fewer who can claim to be better. He has yet to meet such an individual.
Blitzkrieg Brawler: While he is most deadly with a blade in hand, Crim generally chooses to fight unarmed, using his vast array of unarmed techniques as his default weapon of choice. He is a truly incredible hand-to-hand combatant, and though it may not appear as though he has any discipline or formal training, he has in fact mastered numerous different styles. His three core styles, however, are Wong School Baji Quan, Ricdeau Arcane Wing Chun, and Jeet Kune Do, with the latter mainly being a philosophical element. Beyond that, it can be assumed that he has intimate knowledge, if not total mastery, over most commonly known martial arts.
When fighting unarmed, Crim is fast and brutal, just as he is when fighting with a weapon. He'll unleash focused and broad-range attacks in rapid succession, and will not hesitate to use the environment to his advantage whenever it suits him. Naturally, his extremely high Ether ability is also incorporated into his fighting in numerous ways. This, coupled with his superior physical strength, speed and agility, makes him a nearly peerless hand-to-hand combatant.
Ace In The Hole: Perhaps somewhat surprising is the fact that Crim is very savvy when it comes to technology. He knows his way around everything from desktop computers to intergalactic starships. In particular, he is extremely well-versed in the field of mecha. He can service and resupply fighters and mecha on his own, if need be, but his true skill lies in actually piloting them. His various preternatural senses and psychic capabilities lend themselves very well indeed to the operation of mecha. The fact of the matter is, he may well be even more of a threat when seated in the cockpit of a quality mobile unit.
My Ship, My Rules: Only a select few are aware of this, but Crim is able to access various functions of his ship, the Yggdrasil V (AKA: "Yggdurandal") at will. Numerous systems are tuned to respond to his Ether-guided commands, including the Dimensional Transfer System, and the various weapons systems. What this means is that Crim can, should he so desire, use the ship as his own personal weapon, even if he's not at the helm. In the case of the D-Transfer System, it grants him full access to the ships main armory at any given time, in addition to his own personal vault, which is thought to contain all kinds of relics, artifacts, and weapons.
This all hinges on the Ygg being in range. Generally speaking, it needs to at least be in the same star system as Crim. Preferably in orbit around whichever planet he happens to be on.
Ether Power: In addition to his prowess with the sword, Crim also possesses godlike abilities in Ether manipulation. He can make extensive use of various different types of Ether, though a significant amount of his abilities fall under the category of "Chi" (or at least what he refers to as "Chi"). They range from offensive techniques to defensive and supportive skills, and much like his sword and martial arts skills, have been honed to perfection over a long period of time. He is fully capable of utilizing his tremendous Ether powers to augment his physical parameters far beyond their usual limits, even to the point of causing great damage and stress to his own body (sometimes, there is little other choice). His powers are vast to the point that most opponents would sooner attempt to flee or pay him off rather than risk a battle.
(A note on "Ether": Where Crim comes from, "Ether" is used as a blanket term to describe all forms of "energy-based phenomena", whether it be derived from mystical sources, technological sources, or even extra-dimensional. As such, there are many different kinds of Ether, all derived from numerous different sources.)
Perfect Conductor: While technically a human being, Crim's physiology is unique among his kind. His body, right down to the atomic level, is designed to conduct and channel energy with absolute efficiency. With natural, seemingly effortless skill (almost an unconscious act, really - like breathing), Crim is able to draw power from most any source, up to and including extra-dimensional realms, and use said power towards his own ends, whatever they may be. His capacity, or "Ether Draw", is actually unlimited, however, since he does not have access to a truly pure and infinite source, he cannot reach his true potential. In fact, in his current state, his body tends to work against him. By drawing on multiple sources simultaneously, he can vastly increase his power, but it is incredibly taxing on his body. Basically, it is akin to fueling an automobile with gasoline, diesel, kerosene, alcohol, rocket fuel, and nuclear fission...all at the same time. So, the more power Crim taps into, the more stress he places upon himself. But he can ascend to some truly dazzling heights, if only for a short while.
-- "Strange" Ether: During the campaign to retake Vestusio, Crim entered into a confrontation with a man called "Ace". During this battle, Crim demonstrated acute control over a bizarre and exotic form of energy known only as "Strange" Ether. Sourced from a highly volatile and unstable dimension, whose basic laws are drastically different from the reality that most living beings are used to, very little is known about this type of Ether, though it has demonstrated numerous peculiar effects, up to and including space-time warping, probability alteration and even causality violations. It's a safe bet to assume that tapping into this power is incredibly hazardous to the user, though the potential payoff in terms of sheer destructive power is, potentially, infinite in scope.
Ether Flow: By concentrating and manipulating the flow of Ether through his body, Crim is able to greatly enhance his performance in various areas. A typical example would be concentrating the flow of Ether into one (or both) of his arms, in order to increase the strength and speed of his sword attacks. To a certain degree, he utilizes this ability constantly, on an unconscious level. If he focuses it (as in the above example), he can temporarily exceed his usual limits. Under normal conditions, he can use this technique with the greatest of ease, and without any ill-effects. If he uses it for too long, however, he risks burning himself out. There is also the issue of intensity. While he can theoretically increase his performance to astronomical levels (for example, to match the strength of an Asgardian god), he risks causing severe damage to himself. Case in point, he once increased his strength level to enable him to lift and throw a 400 ton industrial crane a distance equivalent to several city blocks. Following this action, he required a period of several minutes to "cool down" (it should be noted that he was wearing both his Turk Jacket and Gravitic Belt at the time). It is very possible that he could put himself into a coma (or worse) by overusing this ability.
-- Overgear: Technical and spiritual mastery of "Ether Flow" that drastically increases all of Crim's physical parameters. Indicated by a green mist-like Ether aura around him. Supposedly he has multiple tiers of this ability, but thus far has only demonstrated the first tier. According to the observations of the Yggdrasil's resident mad scientist, Dr. Yoshu Shirokawa, there are likely four tiers to this ability, which he labels as follows:
Overgear Α (Alpha)
Overgear Δ (Delta)
Overgear Σ (Sigma)
Overgear Ω (Omega)
Overgear A increases Crim's overall capabilities by a factor of roughly ten. He has demonstrated this ability numerous times, and it doesn't appear to put a particularly dire strain upon him. When he uses Overgear A without his Turk Jacket, his physical strength breaks into the Class 100+ category.
-- Armament Flow: While battling Malphisto during the Vestusio campaign, Crim demonstrated a previously unknown aspect of his Ether Flow ability. Essentially, he is able to concentrate Ether in his body in such a way that allows him to effectively "harden" his skin, muscle and bone structure for a variety of offensive and defensive purposes. The affected areas typically take on a dark emerald/black coloration when the ability is active, though the coloration may vary depending on how intense or even which type of Ether he is using at the time. The maximum potential of this skill has yet to be demonstrated. When he used it against Malphisto, he was able to strike at 10% of the speed of light without damaging his own body in the process. As such, it is highly likely that this ability can be used to drastically lessen the effects of things like bullets and blades, especially those constructed of commonplace materials.
Ether Field: Ambient Ether energy that constantly surrounds Crim. It acts as a "shield" of sorts that cancels out weak attacks. For example, a punch thrown by a "normal" human, or a spell cast by a "novice" mage, would essentially have no effect due to the field. Even weak attacks issued forth by skilled opponents can potentially be cancelled, depending on the situation. Normally, it would be considered a "passive" ability, but he can enhance it consciously, with some effort, to expand its range and/or increase its effectiveness. Naturally, the more it is enhanced, the more effort is required. It can actually be extremely taxing if taken too far (although the limits are currently unknown). This ability is also vital to his high velocity battle style, as it aids in the displacement of particles and debris that might otherwise prove to be lethal.
-- Observation Field: Another previously hidden ability, this is an aspect of his Ether Field, which enables him to observe particles of ambient Ether and use them to drastically increase his own reaction time. The more a battlefield is saturated with Ether, the more effective this ability becomes.
Battlefield Supremacy: Crim is practically a force of nature. A physical embodiment of chaos and mayhem. His mere presence is generally enough to inflict irreparable damage to morale - hell, even just mentioning his name to anyone who knows him by reputation alone can have far-reaching negative effects. This also extends to monsters and other beasts, by triggering their fight or flight instincts. Most of them choose flight.
It doesn't help that he possesses actual, practical abilities that augment this, either.
Well, it helps him. Enemies? Not so much.
-- Kenki: Known as the "Chi of Sword". This is the ability to sense an opponent's emotions in order to better react to their movements. Also known as the "Swordsman's Spirit". Its effectiveness varies, depending on the opponent. Some are more vulnerable than others, obviously, but as long as they display at least some level of emotion, Crim can pick up on it and use it, if only to the extent of sensing an immediate incoming threat. A split-second to spare is better than none at all!
-- Sakki: The "Chi of Death". This is basically a wave of intense fighting spirit/killing intent that is used to intimidate and subjugate weaker-willed foes. Its effects range from temporary paralysis to full-blown unconsciousness. Its effectiveness depends on various factors. It can be focused on a single target or spread across a large group. Mooks don't stand a chance.
-- Sakki - Disruption Flash: This is essentially an extreme burst of Sakki that is focused solely on a single opponent. The purpose of this technique is not to disable the opponent, rather, it is to simply disrupt their actions by temporarily (in some cases, for only a tiny fraction of an instant) interrupting the flow of their Chi (or life force, magic energy, etc). In doing so, Crim is able to give himself an extra sliver of time to react to an incoming attack, or to make an attack of his own. And to him, even a microsecond can make an enormous difference, especially once he starts moving at higher speeds.
Typically, this technique manifests as a sudden red-colored flash from one (or both) of his eyes. He is able to control the intensity level, so as to not overdo things. At lower levels, his irises simply turn red for a moment. At higher levels, the light can be incredibly bright, akin to that of a red sun.
He never utilizes this technique against normal humans, as it would most probably kill them instantly. As is typical with abilities of this nature, the effect will vary based on the opponent, with some being more vulnerable than others.
Spatial Awareness: Crim possesses incredible spatial awareness that occurs as naturally as any of his other senses, such as sight or hearing. This advanced spatial awareness enables him to perform certain actions that would otherwise be quite impossible for a single entity to handle alone. With this "sense" (a bit like a kind of radar) being active at all times, Crim is rarely taken by surprise, as he is generally "aware" of all things in his immediate vicinity. It is extremely useful (though not absolutely vital) when travelling at high speeds.
Psychic, Schmychic!: Crim is seemingly possessed of a certain degree of natural psychic ability, which apparently grants him brief (though not always accurate) glimpses into the future. He himself doesn't appear to have full control over this "power", and the visions tend to not really serve him so well, being that they seem to be corrupted more often than not. This may have some connection to his the hazards that come with utilizing dangerous and highly volatile "Strange Ether".
Did You Know I'm Utterly Insane?: Crim's mind is a chaotic place, full of twisted thoughts and strange imagery. As such, it is essentially impossible for telepaths to mess with his head. He is immune to almost all forms of psionic attack and, in fact, psychics who have attempted to fuck with him in the past have ended up being knocked unconscious, or worse, driven insane. It is unknown if he himself is fully capable of managing his own latent telepathic abilities, though his generally deranged mental state and eccentric behavior seem to indicate that he has little, if any, control.
To the Last Drop of My Blood: This is the physical and mental fortitude possessed by certain rare individuals which enables them to fight on in spite of grievous injuries that would likely have proved fatal for any normal being. Through sheer force of will (coupled with an incredibly resilient physique despite appearances), Crim has the ability to stand up and fight on again and again. There are certainly limits to how much damage he can actually walk away from, but he has been known to be capable of weathering punishment up to and including: multiple stab/gunshot wounds, severe cuts/lacerations, multiple broken/fractured bones, severe blood loss, and damage to vital organs. Basically, unless he is beaten to a literal pulp or beheaded, chances are he will continue to fight.
Physical Might: Strength, stamina and durability that far exceeds the norm. In Crim's case, it is the result of a combination of training, energy-manipulation, and natural ability. His strength is such that he is capable of lifting multiple tons without straining himself. His stamina enables him to perform at peak levels of physical exertion for prolonged periods of time (upper limit unknown, probably at least 24 hours) before showing signs of fatigue. His body is durable to the point that he can withstand falls from great heights and severe blunt-force trauma (such as repeated blows from super-powered beings) with little to no discomfort.
Hypervelocity: Crim is an absolute master of utilizing super speed techniques. As a result, he can alter his perceptions accordingly. While moving at higher speeds, anything else that isn't moving at similar rates is slowed down dramatically (from his perspective). He is both strong and agile enough to be capable of accelerating from a dead stop, directly to his top speed, within an instant. To any ordinary onlooker (or those unprepared for the sudden movement), it would appear to be akin to instantaneous movement, or teleportation, though this is simply an illusion. Naturally, the faster he goes, the more stress is placed upon his body. He seems to be capable of weathering the strain for protracted periods of time, up to a certain point, but once he starts moving at speeds in excess of around Mach 5, he begins to wear out more and more quickly (granted, this may only apply to when he's wearing his Turk Jacket, which hinders his overall abilities). The maximum upper limit of Crim's speed is unknown. He is known to be capable of increasing his speed by tapping into his Ether power in order to enhance his physical parameters.
During the retaking of Vestusio, Crim demonstrated the ability to achieve relativistic speeds when he attacked Malphisto at roughly 10% of the speed of light. It is not known if this is his limit, but it is thus far the highest velocity that he has displayed openly in battle. It would be best to assume that he can probably move even faster. Just sayin'.
Tenken: An inborn skill granted to certain individuals. Such skills tend to vary in their effects from person to person. Crim's "Tenken" grants him the ability to wield virtually any object (for example, an old iron pipe) as if it were a razor-sharp sword. He (apparently) accomplishes this by creating highly concentrated, localized "vacuums" around said objects, in effect, encircling them with a "blade" of intense air pressure. This skill also enables Crim to drastically reduce friction and air resistance on his person. Without this ability, Crim would not be able to attain the tremendously high battle speeds that he is so well known for.
There are actually numerous hidden applications to this skill, but for the most part, Crim only uses the skill to generate vacuum fields and the occasional gigantic shockwave of ultimate destruction.
Crim has thus far displayed various applications of this skill in the numerous battles that took place on the surface of Vestusio, and elsewhere. for instance, he utilized applications of his Tenken ability to unleash waves of pure force that were capable of disrupting dimensional barriers. In addition, he has shown that his control over this skill is extremely precise. It remains a mystery just how this power actually works, but it appears to be connected to his sheer force of will rather than any internal or external Ether source.
-- Conqueror's Will: The true nature of this hidden skill remains to be seen.
Will of the Runes: Crim is the bearer of the Rune of Heaven, one of the 27 True Runes, which he claimed during the Divine Rune Wars. It is said that the Rune of Heaven governs the forces of Salvation and Creation. As such, he has been granted certain abilities. Most True Runes grant their bearers a limited form of immortality, in that they do not age, cannot fall ill, and are immune to most poisons/toxins (this includes alcohol, much to his chagrin). However, like most True Runes, the Rune of Heaven also comes with a curse (of sorts). As the bearer of this Rune, Crim is unable to kill other Humans (and/or sentient non-human entities, such as aliens and even certain artificial life forms). If he kills (with intent to do so, mind you), he is immediately subjected to unimaginable levels of pain that penetrate his mind, body, and soul. This curse does not apply to monsters, beasts, demons, or divine beings such as angels or demi-gods. Mortals only.
The powers granted by the Rune of Heaven are vast, and particularly effective for healing and protection, as well as dealing with dark forces and the undead. More to the point: the Rune of Heaven's power is divine in nature, and as such, it is well within the scope of its power to exorcise, banish, and generally smite demons of all sorts. With a mere touch, Crim can utterly vanquish practically any lesser demon instantly. Even mid-level demons are generally sent packing to oblivious with little effort.
The Rune of Heaven appears to be under a tremendous strain as of late. The reasons for this are likely due to Crim's other persona, known as "Id", exerting more and more influence. A peculiar result of this strain manifested itself in the formation of the "Twin Heaven Rune", which attached itself to Cee. Supposedly, the Twin Heaven Rune has been relinquished, or vanished somehow. Whatever the case may be, it never had any bearing on the True Rune of Heaven, as its powers were never being shared, only copied.
In addition to his True Rune, Crim also wields other Runes, though they are common types and can be acquired and utilized by most anyone. Nevertheless, they remain quite useful. His Rune setup is as follows:
Head: Thunder (Higher order of Lightning Rune.)
Level 1: Berserk Blow - Rains powerful Lightning bolts from above.
Level 2: Soaring Bolt - Powerful orbs of Lightning power spread among foes. If only one foe, all orbs focus on him/her/it.
Level 3: Furious Blow - Very powerful stream of Lightning cuts across the battlefield in a straight line, striking all in its path.
Level 4: Thunder God - Deals immense Lightning damage to all enemies in an explosive storm of Lightning from above.
Right Hand: Rune of Heaven (Also known as the "True Heaven" Rune. One of the 27 True Runes, governing the forces of Salvation and Creation.)
Level 1: Battle Oath - Restores all party members health, and infuses everyone with furious vigor that increases battle prowess for a short time.
Level 2: Forgiver Sign - Restores all party members health, damages all enemies.
Level 3: Divine Wrath - Fully heals all allies of health and status, and damages one enemy equal to total amount healed, also inflicts all healed status effects.
Level 4: Final Judgement - Deals damage to enemy based upon how many souls they have slain. ***STORYLINE ONLY***
Level 1: Shadow Sword - Adds Dark to physical attacks.
Level 2: Shadow Amulet - Dark damage is reduced by half.
Level 3:
Level 4:
Mark of Zeeuvia: After waking up seemingly marooned on a backwater planet infested by a demonic scourge, Crim took it upon himself to rid the place of the pesky varmints. In doing so, he came to realize that the demons were actually being manipulated behind the scenes by a mid-level goddess known as Zeeuvia, who had simply grown bored with eternity. Or something along those lines. Crim never really bothered to ask her about it. He forced his way into her extradimensional space, commonly referred to as a Divine Nexus (basically a place where gods reside and are able to traverse dimensional boundaries), and gave her an ultimatum to either do his bidding or perish. Well, he didn't actually say what he'd do if she refused, but she seemed to take the hint on her own. She'd heard of him and his god-killing ways. And so a new pact was formed! With this, Crim now had full access to Zeeuvia's Divine Nexus, and thus what essentially amounted to his own personal interdimensional transfer system.
The mark appears on his left hand, in the form of a stylized "Z" shaped serpent with three stars placed around it (it replaced the "Sword of Shadow" Rune that he used to have). The mark glows with fierce multicolored energy when activated, and forms similarly colored dimensional tunnels, gates, and pillars.
Materia: A common method for drawing upon elemental energies, also known as "magic". There are many different kinds of Materia, though, and not all of it is geared towards spellcasting, which makes it a very versatile tool both in and out of battle. Crim's skill with Materia is slightly above average.
In order to wield Materia, it is necessary to equip it somewhere on your person. Typically, it is "slotted" into equipment, such as weapons or armor. Crim's Crew possesses large stockpile of Materia, which has been steadily amassed over the years. Crim's Materia is all mastered, and his usual setup is as follows:
Kijinjiraden:
O=O O=O O=O
Shock - Magic Materia, casts "Bind" and "Paralyze". Linked with "Added Effect".
Added Effect - Support Materia, imbues equipment with status effects.
Ione Aura - Summon Materia, casts "Elemental Guardian", doubles defense towards all Elements for all allies.
Odin - Summon Materia, kills minor enemies instantly with "Zantetsuken", deals massive damage to stronger enemies with "Gungnir".
Erde Kaiser Sigma - Summon Materia, summons ultimate Super Robot to attack all enemies for major damage. Linked with "Final Attack".
Final Attack - Support Materia, casts one last spell before falling unconscious.
Tenkai Bracer:
O=O O=O O=O O=O
E.Skill - Command Materia, allows certain enemy abilities to be learned and used.
W-Summon - Command Materia, allows two summons to be cast.
M.Magic - Magic Materia, enables all Magic Materia spells. Linked with "MP Absorb".
MP Absorb - Support Materia, replenishes a small amount of MP when casting.
Quezacoatl - Summon Materia, casts "Thunder Storm", dealing large Lightning damage to all enemies. Linked with "Elemental".
Elemental - Support Materia, imbues equipment with Elements.
Leviathan - Summon Materia, casts "Tidal Wave", dealing large Water damage to all enemies.
Underwater - Independent Materia, enables move ment/breathing underwater.
(Bear in mind: the Yggdrasil Crew is in possession of a massive store of Materia, which Crim has full access to at any time, even during mid-battle. Do not assume that his setup here is a constant. He can - and does - switch it around at random.)
Awakened Id: Crim's personality is fragmented. In most situations, Crim is in control (if you can even call his erratic behavior "control"). However, there are other aspects to his personality that lurk below the surface. One such aspect is a monster known simply as "Id". Partial awakenings of Id in the past have occurred when Crim was placed under extremely stressful situations both mentally and physically. Crim himself is vaguely aware of his "other half", but is not actually privy to any solid details as of yet (in essence, he does not know what makes Id "tick"). The Captain's friends and allies are also aware of Id, but they are not yet aware of his true abilities, nature or intentions (much like Crim himself). A true awakening of Id has not occurred as of yet, but in the right situation, a full manifestation of Id's powers would be absolutely catastrophic. When Id assumes direct control, all of Crim's skills and abilities are elevated to nigh immeasurable levels (except for Materia and Rune powers, which become inaccessible). Id does not distinguish between ally and enemy, and it is not due to a beserker-style rage. Id simply doesn't care. He shares all of Crim's skills, intelligence and experience, but unlike Crim, he does not hold back. Id is a perfect warrior with seemingly limitless power and an unrivaled lust for battle and destruction. Unfortunately (or perhaps fortunately) he cannot remain in control indefinitely, due to various unseen psychological factors that as of yet remain a mystery. ***STORYLINE ONLY***
The strongest manifestation of Id to date occurred during the orbital battle around Vestusio when the Crew was engaged with the 44th Frontier Fleet. This marks the first time many of the Crew members have witnessed Id, though most of them still have no idea exactly what occurred. Id's appearance also seemed to have an effect on Crim's Geardam, the Neo-Weltall, indicating a deeper connection between the man and the machine than previously thought. Id's rampage was only brought to a halt due to the timely intervention of Cee, who was able to subdue him using the newly-formed Twin Heaven Rune.
Since that time, Crim has been plagued by Id, who appears before him constantly, as though he were a separate physical entity. Nobody else can see, hear, or even sense Id's presence though.
Weapons
Muramasa Tenkai:
Type - Katana
Tier - ???
Abilities - ???
Materials - ???
Attributes - ???
Durability - ???
Description - The immortal souls of two supreme gods, assuming the physical form of a Japanese sword. This weapon has had various forms in the past, including that of Doombringer ("Soul of Destruction"), Kijinjiraden ("Soul of Creation"), and Infinity's Edge ("Soul of Infinity"). This current form is said to be the final "true" form of the blade, having attained a perfect harmony and balance between all the forces contained within. Only Crim is capable of wielding this weapon to its full potential, mainly because he is the chosen master of the weapon. In spite of its incredible power and unique nature, it looks like an average Katana, with typical features. Due to its incredible power, however, Crim rarely uses this weapon, and as such, does not typically carry it around with him, although rumor has it he can "summon" it at will. It has six linked Materia slots. ***CURRENTLY UNAVAILABLE***
-- Doombringer:
Type - Katana
Tier - Omniversal
Abilities - Essence of Destruction
Materials - Unknown/Unique
Attributes - None
Durability - Indestructible
Description - The "Soul of Destruction", this form represents the pure destructive or "chaotic" essence contained within the blade. In this form, the blade takes on a dark appearance, and is surrounded by a menacing violet-colored Miasma, which is thought to destroy nearly anything it comes into contact with. ***CURRENTLY UNAVAILABLE***
-- Kijinjiraden:
Type - Reverse Blade Katana (Sakabatou)
Tier - Omniversal
Abilities - Holy Barrier
Materials - Unknown/Unique
Attributes - None
Durability - Indestructible
Description - The "Soul of Creation", this form represents the pure creative or "benevolent" essence contained within the blade. In this form, it takes on a light, shining appearance, and is a "reverse blade" (sakabatou), intended as a sword to protect rather than kill. For a long time, this was the only incarnation of the "Muramasa Tenkai" that Crim had access to. However, it seems that he has broken the "seal", and attained the ability to summon and wield the Infinity's Edge as well.
Being that this is a sword intended to protect rather than kill, it should come as no surprise at all that it is possessed of extremely potent defensive properties. The blade's Holy barrier is capable of effectively protecting Crim, and any allies in his immediate area, from any kind of harm, physical or otherwise. Of course, the use of this nigh unbreakable barrier is rather limited, in that it can only be used once every so often. Which means he can't just use it all willy-nilly. It needs to be saved for dire emergencies only.
-- Infinity's Edge:
Type - Katana
Tier - Omniversal
Abilities - Spacetime Rending
Materials - Unknown/Unique
Attributes - None
Durability - Indestructible
Description - The "Soul of Infinity", this form represents the "infinite" nature of the universe that the God of Destruction and God of Creation once shared dominion over. Its blade is infinitely sharp. In other words, the blade is sharp to the point of being able to cut through practically anything without effort, even things that aren't physical or even tangible.
This sword, when used to its maximum effectiveness, is able to rend the very fabric of reality. Basically, it cuts across dimensional boundaries. In most scenarios, this has a limited area of effect. It can't, for example, cut a huge gaping hole across the entire multiverse or anything outlandish like that (well...probably). It can, however, slash and puncture, maim and dismember, and generally make a mockery of beings who feel the need to hide behind "avatars" and/or other extra-dimensional tomfuckery. In the end, however, it is difficult to tell whether or not this particular skill comes from the sword, or from the wielder. Perhaps the sword simply makes it easier for Crim to perform such feats. In any case, if he pulls this one out, you can expect a to be facing a version of Crim that exceptionally few foes have ever seen, let alone lived to talk about.
This sword was previously inaccessible. Such is no longer the case, as during his clash with Malphisto, Crim was able to summon the Infinity's Edge, and can now apparently wield it at will. While this is certainly an advantage in battle, it could be a sign of Id's power and influence becoming more prominent.
Cosmic Elemental Gods:
Type - Katana (set of 4)
Tier - Cosmic
Abilities - Various
Materials - Unknown/Unique
Attributes - Cosmic Elements
Durability - Indestructible
Description - A set of four swords (taking on the form of katanas, of course), which are in reality the physical forms of four beings known as the "Cosmic Elemental Gods". For reasons that remain a mystery (for now), they have apparently chosen Crim to be their "master". Individually, each weapon is excessively powerful (presumably up to cosmic power scale), and serve to drastically enhance Crim's already godlike command over various types of Elemental Ether. It is currently unknown what kind of power might be awakened when all four are finally gathered, though it is probably a safe bet to assume that it will be quite spectacular indeed.
-- DaiRaiOh:
Type - Katana
Tier - Cosmic
Abilities - Summon Blade, Zankantou, Divine Lightning
Materials - Unknown/Unique
Attributes - Lightning + Wind ("Cosmic Storm")
Durability - Indestructible
Description - The most powerful blade of legend from the underdeveloped planet Gallatin. Crim obtained this artifact after accepting the position of Royal Protector of the Kingdom of Helmslin. Initially, the sword was sealed, due to an ancient curse. At that time, Crim's Rune of Heaven purified the blade, then known as RaiOh, and removed the curse. However, its power remained partially sealed. It was not until much later that the full potential of the weapon was realized, thanks to the efforts of an old master swordsmith. After that, the sword commanded the powers of the sky itself, being capable of calling down thunderous "Divine Lightning" (which is non-elemental) and summoning forth tremendous winds, just as it was in the legends. And from then on, the sword was known as DaiRaiOh, the "Great Storm Phoenix". Additionally, the blade also gained the ability to manifest itself into an entirely new form, which Crim calls the "Zankantou". This shockingly gigantic form of the blade can only be maintained for a short duration, but it is able to unleash dazzlingly spectacular attacks of incredible destructive power.
This is a sword that Crim values a great deal. Next to the Muramasa Tenkai, it is the second most powerful weapon in his impressive arsenal, and the blade that he wields most often. If he's not already carrying on his person, he can "summon" it in a rather spectacular manner, as a massive bolt of lightning from the heavens shoots down into his raised hand. At one point, it was possible for Cee to summon DaiRaiOh, although her control over the weapon was not nearly as refined as Crim's. The duo demonstrated an effective team-attack with the blade during the battle against Ishida. At some point, Cee lost the ability to summon the blade, but Crim never cared much about it either way, since his control always took priority.
This weapon embodies the unique "Cosmic Storm" elemental property (Wind + Lightning). While wielding DaiRaiOh, Crim becomes immune to both Lightning and Wind elemental attacks, and is able to unleash massively powered-up versions of any Wind or Lightning-based attack in his arsenal. The "Divine Lightning" is a potent non-elemental power that mimics many of the properties commonly associated with "Lightning", but is non-elemental.
-- DaiKeiOh:
Type - Katana
Tier - Cosmic
Abilities - Summon Blade, Divine Flame, Nova Rain
Materials - Unknown/Unique
Attributes - Fire + Light ("Cosmic Explosion")
Durability - Indestructible
Description - Crim happened upon this blade, the "Great Meteoric Tiger", while on a random (or seemingly random) adventure on some backwater planet infested with a plague of demons. DaiKeiOh embodies the explosive power of a supernova, resulting in its blade constantly blazing with furious heat, giving it the appearance of being straight out of the forge at all times. As such, it can sear through nearly anything, and is extremely effective at dealing with heavily armored opponents. It also has the ability to call forth blazing "Nova Rain", which bombards mass destruction over an extremely wide area, and enables the use of extremely powerful "Divine Flame" techniques.
If Crim is not already carrying the sword with him, he can summon it at will. It appears from on high, encased in a massive burst of Light and Fire, crashing to a point on the battlefield of his own choosing.
This weapon embodies the "Cosmic Explosion" elemental property (Fire + Light). While wielding DaiKeiOh, Crim becomes immune to the effects of Light and Fire, and is able to unleash massively powered-up versions of any Light or Fire-based attack in his arsenal. The "Divine Flame" is a potent non-elemental power that mimics many of the properties commonly associated with "Fire", but is non-elemental.
-- DaiSuiOh:
Type - Katana
Tier - Cosmic
Abilities - Summon Blade, Divine Ice, Divine Regen
Materials - Unknown/Unique
Attributes - Ice + Water ("Cosmic Blizzard")
Durability - Indestructible
Description - The third of the "Cosmic Elemental Gods", which Crim claimed from an Aesir Empire storage facility (it was dormant until he arrived). This sword, known as the "Great Frigid Serpent", holds dominion over the deepest cold imaginable, manifesting in the form of powerful blizzards and deadly ice shards emanating from its freezing deep blue blade. Massive pillars of "Divine Ice" can be called forth at will by the wielder. Summoning the blade results in the sudden onset of a devastating storm of ice and snow that blankets the entire area in white-out conditions. However, in addition to the extremely powerful offensive qualities of ice and sheer cold that are inherent to the blade, it also possesses a hidden, benevolent nature: "The Water of Life", which embodies potent healing and restorative energies that are nearly on par with the restorative capabilities of Crim's Rune of Heaven. And unlike the Rune of Heaven, Crim can use the healing properties of The Water of Life on himself.
Embodies the "Cosmic Blizzard" elemental property (Ice + Water). This weapon embodies the "Cosmic Blizzard" elemental property (Ice + Water). While wielding DaiSuiOh, Crim becomes immune to the effects of Ice and Water, and is able to unleash massively powered-up versions of any Ice or Water-based attack in his arsenal. The "Divine Ice" is a potent non-elemental power that mimics many of the properties commonly associated with "ice", but is non-elemental.
Murakami & Murakumo:
Type – Katana & Wakizashi
Tier - Godlike
Abilities - None
Materials - LEA Crystal
Attributes - None
Durability - Indestructible
Description - A daisho set (katana - Murakami, and wakizashi - Murakumo) constructed from pure LEA Crystal, a material that is said to be indestructible. The scabbards, hilts, and wrappings of both are all shades of black, while the blades themselves are white-silver, shimmering with various colors depending on the surrounding lighting and/or the Ether being channeled through it, which is one of the notable characteristics of LEA Crystal. Aside from the construction material of the blades, neither Murakami nor Murakumo possess any particularly special characteristics or enchantments. Of course, weapons made of LEA Crystal really don't need any extra enhancements, seeing as how they channel energy like nobody's business, can cut through practically any material with ease, and are essentially indestructible.
Crim retrieved this set from a shadow-dimension that he was sent to by some kind of akashic wizard guy. The swords are technically replicas of the original set, which was lost to time and space. Scans seem to indicate that they are identical to the originals, but there's no way to know for certain. Either way, you probably don't want to meet the business end of 'em.
Soul Crusher:
Type - Long Sword
Tier - High
Abilities - Undead Slayer, Spirit Slayer, Demon Slayer
Materials - Unknown
Attributes - None
Durability - Extremely High
Description - A legendary blade that has been wielded by dark knights, tyrannical emperors, and powerful demon lords for many thousands of years. Its true origins have been lost in the depths of time and space. Crim became the master of this powerful weapon recently, after liberating it from a particularly nasty demonic entity that had taken up residence within the ancient Yggdrasil Base. It is a fearsome weapon, both in appearance and in nature, however, despite its tremendous evil aura - an aura of pure negative energy that had built itself up over many, many years, Crim effortlessly mastered the weapon, his spirit proving to be far too strong for the blade's evil to consume. The weapon is highly effective on various creatures, particularly demons, the undead, and spiritual/ghostlike beings. It has no Materia slots.
Hyperion DM-033XA:
Type - Long Sword (custom)
Tier - High
Abilities - None
Materials - Armageddium Alloy (T-type)
Attributes - None
Durability - Extremely High
Description - A prototype double-edged sword made of experimental Armageddium ("T"-type), which was pilfered from Tenba INC during a raid on their subterranean HQ. It is a fairly basic design; about four feet long from the tip of the blade to the top of the pommel. The dark grey blade itself actually forms directly into the guard portion of the hilt, curving downward slightly below the grip on either side.
In spite of its simple appearance and lack of any special attributes or abilities, it is actually a surprisingly effective weapon. Very light, impeccably balanced, with a keen edge and spectacular physical durability.
Currently, it has no Materia slots.
Vande Stelca:
Type - Antiproton Beam Sword
Tier - High
Abilities - None
Materials - Neo-Titanium/various
Attributes - None
Durability - Very High
Description - Based on an ancient technological artifact that Crim obtained in a game of chance from a black market merchant. It is a short, polished cylindrical metal tube, around thirty centimeters in length, which emits an intense, indigo-colored "blade" of highly focused antiprotons, which can vary in length. The original (which Crim called "Glam Zanba") was in a severe state of disrepair when Crim obtained it, so he had to replace many of its components, including the unnamed crystals from which the blade itself is focused and emitted. Crim had no way of knowing where to obtain the original crystal type, let alone which type to even look for, so he modified the weapon to utilize extremely rare and powerful LEA Crystals. As a result, the weapon was (probably) much more powerful that it was originally. Unfortunately, the relic was destroyed in battle. Since then, Crim has replaced it with a new, virtually identical model. This is a weapon that Crim wields often, and as such, he almost always has it on his person, wearing it on his right hip. It has no Materia slots.
The Weasel:
Type - Hard Light Whip/Construct Emitter
Tier - Intermediate
Abilities - None
Materials - Neo-Titanium/various
Attributes - None
Durability - Very High
Description - A small device attached to Crim's bracers ("Tenkai" on the left, "Kaiten" on the right). It emits a flexible 'hard-light' beam, that can extend over a considerable distance, and quickly retract or even dissolve in the blink of an eye. It can be used for direct attacks, grappling and adhering (via a sort of "Ether bonding" process) to distant objects, and "weasel-swinging". Additionally, Crim has the ability to utilize subtle variations in Ether Flow to influence the output and performance of the devices, enabling him to make precise adjustments to the constructs. This can produce a myriad of different effects, including burst-shot projectiles, net-like constructs, and so-on. Individual segments can be "detached" and used to restrain objects and individuals as well, with said segments lasting upwards of an hour before deteriorating. These are all generally non-lethal applications, however, he is fully capable of applying his Tenken skill to the constructs as well, which turns them into lethally sharp tendrils of swift death. All in all, this is a very useful and versatile tool, one which Crim makes good use out of.
XERD_005AX "Verklarung":
Type - ARM (Ambient Recombination Material)
Tier - Godlike
Abilities - Combine, Regenerate
Materials - Nanomachines
Attributes - None
Durability - Extremely High/Regenerative
Description - A modified "ARM" (Ambient Recombination Material), which can only be used by "Gene-Drivers" with compatible DNA. Using advanced nanotechnology, this ARM was converted into a "constant" (and stable) state, taking on the appearance of a shining silver, and heavily customized Mateba Auto-Revolver, which thus enabled Crim, who is not a Gene-Driver, to attain a manner of "forced" compatibility. As the name of this ARM implies, it is capable of changing its form. This is accomplished by "fusing" the ARM with other objects (typically weapons), and combining them through controlled nanomachine reactions which only occur upon contact with compatible materials. For example, the "Vande Stelca" anti-proton beam sword can be combined with the Verklarung, which changes the HVAP rounds that are normally used into far more potent antimatter rounds, while also adding the normal function of the Vande Stelca to the ARM, which effectively turns the ARM into a two-in-one ranged/melee weapon. Other combinations are likely possible, though remain to be seen.
Crim obtained this weapon several years ago during a visit to the perpetually troubled world of Filgaia. The Material was thought to be worthless by the locals, which made it appear all the more bizarre when Crim readily accepted the "box full of fluff" as compensation for his assistance in ridding the seas of a rather large and ferocious Kraken that had been wreaking havoc on important cargo shipments. Naturally, the employers didn't press the issue, being that they figured they were getting something for nothing...of course, Crim had known better.
Armor
Tenkai Bandanna (Head):
Type - Bandanna
Tier - Intermediate
Abilities - Eth.Def+
Materials - Reinforced NanoCloth
Attributes - None
Durability - Intermediate
Description - A deceptively simple looking dark blue bandanna imbued with energies that greatly enhance Ether defenses. Crim generally uses it to tie his long red hair into its trademark loose ponytail, though he will occasionally wear it over his head. Almost always equipped.
Dynamic Mask (Head):
Type - Mask
Tier - Intermediate
Abilities - ???
Materials - Gold-Plated Nickel-Titanium Alloy
Attributes - None
Durability - Intermediate
Description - A gleaming golden mask with a creepy smiley-face on it. Completely covers the face, so as to hide one's identity. Other benefits include...well, the jury is still out on that one. "Space Renegade X" only.
Tenkai Vest (Body):
Type - Vest
Tier - Very High
Abilities - Phys.Def+, Fire Resist, Pierce Resist, Slash Resist, Strike Resist
Materials - Neo-Titanium Alloy/Rankar Dragon Skin
Attributes - Fire
Durability - Extremely High
Description - Powerful protective gear, made of Neo-Titanium and Rankar Dragon skin, worn under clothing. Light and strong, it allows for full freedom of movement. Sometimes equipped.
Tenkai Bracer (Left Arm):
Type - Defensive Bracer
Tier - Godlike
Abilities - Phys.Def+, Eth.Def+
Materials - LEA Crystal
Attributes - None
Durability - Indestructible
Description - A bracer worn on the left arm primarily for defensive purposes. It is extremely strong, feather light, and is capable of deflecting virtually any type of focused physical attack, due to the fact that is it made of pure LEA Crystal, which is indestructible. It has eight linked Materia slots. Almost always equipped.
Kaiten Bracer (Right Arm):
Type - Defensive Bracer
Tier - Very High
Abilities - Eth.Def+, Beam Shield
Materials - Meta-Titanium (Type-L)
Attributes - None
Durability - Extremely High
Description -
A bracer worn on the right arm. Made of "Type-L" Meta-Titanium, this bracer is smaller and lighter than the Tenkai Bracer, and while not as physically durable, it is still strong enough to deflect all but the most powerful of blades. Imbued with enchantments that offer increased protection against focused energy and Ether-based attacks. No Materia slots. Almost always equipped.
Accessories
Turk Jacket MkII:
Type - Jacket
Tier - High
Abilities - Eth.Def+, Materia+, Charge Cast, Insta-Cast, StrDrain
Materials - Neo-Titanium Nanofiber
Attributes - None
Durability - High
Description - Modeled after Crim's old well-worn dark blue suit jacket. It is a deceptively powerful piece of protective gear, offering full protection against small caliber bullets and common blades, in addition to greatly increasing blunt-force physical defense, thanks to being woven with highly durable neo-titanium nanofibers. A number of powerful defensive enchantments have been further placed upon it, offering various other passive defensive and supportive benefits. One of the key enchantments allows him to stack up and "insta-cast" Materia spells, meaning there is virtually no "charge time" required. It is surprisingly heavy (weighing in at around 400 lbs), and also imposes a handicap on his physical capabilities, reducing his overall strength to roughly 1/8 of his default level.
Dynamic Scarf:
Type - Scarf
Tier - Intermediate
Abilities - Evade+, Luck+
Materials - Nanite Memory Cloth
Attributes - None
Durability - Intermediate
Description - A long, flowing, bright red scarf. It supposedly grants the wearer good luck. "Space Renegade X" only.
Pendant of Nisan:
Type - Pendant
Tier - Very High
Abilities - Status Guard
Materials - Mithril/Silver w/jewels
Attributes - None
Durability - Very High
Description - Crim has had this intricate cross-shaped pendant for as long as he can remember. It protects him from negative status changes among other things. One of Crim's very few "sentimental" possessions. He usually wears it on a Mithril chain around his neck.
Other Items
EM-Rod: A retractable electromagnetic rod. Not a particularly powerful weapon on its own, however, if overloaded...
EM-Rod Power Cells: Experimental ultracompact thermo-nuclear power cells. Highly unstable. Makes big boom. Crim is known to carry a bunch of these around for some reason. His Ether Field apparently keeps them stable, so as long as they remain on or near enough to his person...should be just fine.
Gravitic Belt: It looks like a normal leather belt, but the buckle houses a miniaturized gravity core that enables Crim to increase or decrease the effects of gravity upon his person. He is almost always wearing this, and his default setting is around ten times Earth's gravity.
Power Crisis: A deep crimson gem that Crim carries around. It is something of a cursed item that is said to grant powerful benefits in exchange for the blood and pain of the user.
yPhone: A slim, plain-looking rectangular electronic device, perhaps four inches by two by a half-inch deep. One face of the device is covered by a large touchscreen. The Yggdrasil's symbol is (usually) lightly engraved on the back face. The standard communications device for the Yggdrasil Space Pirates, the yPhone was put in production to standardize communications gear and protocols throughout the Yggdrasil, as well as to ensure that each Crewman had a locational tracking system with them at all times in case of trouble. Naturally, Ralf Grey, the ever-reliable First Mate of the Yggdrasil, was the one who pushed the project through, and just as naturally, each yPhone swiftly went from a military communications device to its individual owners personal playtoy, each Crewman customizing them as they pleased. Less than thirty percent of active yPhones still retain their locator functions, and more than seventy percent of them feature extensive pornography databases. Poor Ralf.
The default features of any given yPhone include:
- long-range communications link with the Yggdrasil and other yPhones. Capable of planetary broadcast range unassisted, or intersystemic communications piggybacking on other comm networks.
- positional tracker device, allowing the Yggdrasil to keep track of the location of any given yPhone, and thus its assigned owner.
- GPS automapping system.
- basic Yggdrasil field database + 5 terabytes additional storage capacity.
- basic wireless LAN capacity.
Crim has further customized his yPhone to an unknown extent. Actually, he has like a whole case of them, because his keep getting lost and/or destroyed.
Geardam Information
YGG-X84S1 "Neo-Weltall" - The "next generation" of the advanced Gear/Mobile Suit hybrids that the Yggdrasil Crew devised. This "Geardam", known as "Neo-Weltall", was modeled after the legendary Gear of the same name. As such, its performance was also tuned to that of the original Weltall/Weltall-2, for the most part. Additionally, aspects from various other Mobile Units, such as the ZGMF-X42S "Destiny" were supposedly incorporated into the design.
Theoretically, this unit, being largely based on the Weltall/Weltall-2 Gear, might very well possess the capacity to enter a sort of "Hyper Mode", much as its predecessor was. However, since Neo-Weltall has yet to be launched into an actual battle (thus far, it's mostly gone on test runs), whether or not it actually does possess the capacity for such a transformation remains to be seen. One thing is very certain though...this unit is extremely powerful. Far and away faster than any "normal" Mobile Suit (or even any current Mobile Suit/Gear Hybrid, including the Destiny), and capable of a far greater output (even without weapons). Its utterly massive power output is due to its revolutionary "X-Gate Engine", which incorporates a new kind of technology that is actually reputed as being extremely dangerous, and normally impossible to fully control...which means one of two things. Crim has either found a way to effectively control it, or he's willing to risk certain death (along with the destruction of his entire ship, and anything within a radius of at least twenty miles) in order to wield a power that is on par with "that other power"...
Originally, the unit was known as the "Huckebein", but Crim decided to change its designation to Neo-Weltall partway through production, in order to distinguish it from other subsequent models that were to be based on it.
In reality, very little is known about the inner-workings of this machine. The Ygg's engineers had almost nothing to do with the actual construction of Neo-Weltall (Crim disappeared for a few weeks, and returned with the Geardam, which was almost fully completed), and while they are fully capable of making repairs and performing regular maintenance, they do not fully understand its technology. They refer to its mysterious powerplant as the "X-Gate Engine", because for some reason, Crim has refused to give them any actual details about it...which has caused a fair bit of stress among the tech crews, both out of concern, and sheer curiosity.
Infinity Mode: When the right conditions are met, Neo-Weltall can enter a sort of "hyper mode", wherein its parameters are vastly increased. The pilot and machine, in essence, become perfectly synchronized, and the true power and form of the machine is drawn out. The two rear thruster-fins split apart, each one revealing three shimmering gold spikes, from which incandescent wings of green energy extend far outward. This form is immensely powerful, completely outclassing pretty much anything it might happen to come across, but of course, the operating time is rather limited. (NOTE: Operational limits are unknown when Id is in control. Also, when Id is in control, the exterior armor of the Geardam turns from dark blue/black, to a deep blood-red.)
Technical Information
Model Number: YGG-X84S1
Model Name: Neo-Weltall
Model Type: Prototype All-Environment Variable-Range Combat Geardam
Manufacturer: ???
Current Pilot: Crim El Furaga
Pilot History: ---
Accommodation: Pilot only, standard cockpit in torso.
Head Height: 19.8 meters
Dry Weight: 9.8 metric tons
Construction: "Type-R" (?) Meta-Titanium
Powerplant: "X-Gate Engine"
Propulsion: "Saevus Mundus" Lightwings (advanced Ether-wave propulsion), output unknown. Ultracompact Super Vernier thrusters (x6) on back and legs.
Equipment and Design Features: Sensors, high-detail range. Variable Nanoshift Armor. EMP Shielding. Radiation Shielding. Ether Amplification Engine. Mobile Suit Hybrid Operation System G.E.A.R.D.A.M (Genesis Ether Amplification Reactive Drive Assault Module).
Fixed Armaments: "Weisheit" 70mm CIWS (x2), fire-linked, mounted in head. "Asgard" Ether-wave shield generator (x2), mounted on wrists. "Hrathnir" progressive combat knives (x2), stored in hip-armor, hand-carried in use. "Iskender Bey" SR-X66 variable phase beam saber (x2), mounted inside shoulder-armor, hand-carried in use. "Strahl Gewehr" Hyper-AERODs (x24), mounted in compartment on back, deployed simultaneously in use.
Optional Fixed Armaments: "Kresnik" 300mm high-energy variable-range beam cannon (x1), mounted behind left shoulder, hand-carried in use. "Lambda" 16.66 meter anti-ship sword (x1), mounted behind right shoulder, hand-carried in use. "Farmel" Anti-beam shield (x1), mounted on left arm.
Optional Hand Armaments: "Aphel Aura" anti-beam/anti-armor Katana (x1), mounted on left hip, hand-carried in use. "Neutron" high-energy beam rifle. "Boosted Rifle" long-range anti-armor sniper rifle. "G-Railgun" long-range rapid-fire railgun. "M90 Assault" mid-range machine gun/grenade launcher.
Special Armaments: "Black Hole" Cannon, launched from mothership/carrier during battle, connected to "X-Gate Engine" in use.
Additional Parts 1: Frame HP90
Additional Parts 2: Sword Veil
Additional Parts 3: Veil Doubler
YGG-OZ00MS3X "Tallgeese Mk3X" - A Geardam that was essentially pieced together using leftover parts, based on some old plans that were thought to be overly simplistic. Dr. Shirokawa decided to implement various improvements to the base design without actually changing the core idea behind the unit, which resulted in an permanently overclocked version of the original machine, which was already said to be highly taxing on pilots due to the extreme acceleration that it was capable of achieving. The Mk3X is several times more powerful than the original, and thus can only be handled by a select few, which makes it a perfect fit for someone like Crim. Truth be told, as strong as this unit is, it still isn't enough for him, especially in terms of Ether Amplification. It also has a rather limited arsenal, and nothing to speak of as far as multi-vector weaponry (such as AERODs) goes.
Still, it is a suitable machine for most scenarios, and Crim has been known to make even weak Mecha seem absurdly powerful due to his sheer skill at the controls anyway. Crim currently uses this as his primary unit.
Technical Information
Model Number: YGG-OZ00MS3X
Model Name: Tallgeese Mk3X
Model Type: Prototype All-Environment High Speed Combat Geardam
Manufacturer: Yggdrasil Space Pirates (Shirokawa Labs), based on OZ design
Current Pilot: Crim El Furaga
Pilot History: ---
Accommodation: Pilot only, standard cockpit in torso.
Head Height: 17.4 meters
Dry Weight: 8.2 metric tons
Construction: Neo-Titanium w/ Armageddium plating
Powerplant: Ultracompact Nuclear Fusion Reactor
Propulsion: "Ulysses Mk3X" Mega Vernier thrusters (x2) mounted on back. Ultracompact guidance verniers (x8) mounted on legs, arms, shoulders.
Equipment and Design Features: Sensors, high-detail range. Variable Phase Shift (VPS) Armor. EMP Shielding. Radiation Shielding. Ether Amplification Engine. Mobile Suit Hybrid Operation System G.E.A.R.D.A.M (Genesis Ether Amplification Reactive Drive Assault Module).
Fixed Armaments: "Gallus Mk3X" 70mm CIWS (x2), fire-linked, mounted in head. "Dimachaerus Mk3X" variable phase beam saber (x2), mounted inside shoulder-armor, hand-carried in use.
Optional Fixed Armaments: "Imperator Mk3X" Mega Beam Cannon, mounted on right shoulder/arm. "Secutor Mk3X" anti-beam shield w/ reflexive extendable heat whip, mounted on left shoulder/arm.
Optional Hand Armaments: "Solis Saeva Mk3X" anti-beam/anti-armor longsword (x1), mounted on left hip, hand-carried in use.
Special Armaments: ---
Additional Parts 1: FrameHP30
Additional Parts 2: Magnetic Coat
Additional Parts 3: Response Circuit
Biography
Through an apparent quirk of fate, in the form of an as-of-yet unexplained space-time anomaly, the man formerly known as "Reno Cascade" was sent to a dimension not his own. Stricken with partial amnesia, he wandered that world for many a year, taking the name "Crim" (it was not until later that the surname "El Furaga" was added). As he wandered, he became involved in a number of conflicts. Was it fate? He began to wonder. And all the while, among the chaos of war and intermittent peace, fragments of memory crept up from the depths of his mind. Finally, after many ageless years, he recovered his past, his identity...well, more or less, anyway. At last, he was able to break the chains of "fate", and return to his own dimension. However, much time had passed, far more than he would have ever dreamed possible, and the world that he once knew had long since vanished. Currently, he grasps at the remains of his former life, as the captain of his old ship, the Yggdrasil. And even though an immense amount of time has indeed passed by in his absence, he has discovered that many of his old friends, and old enemies, still live on...
History
Crim's history is shrouded in mystery, and in spite his apparent youth, extends much farther back than most would expect, or even imagine.
It all started roughly 10,000 years ago (depending on your frame of reference), with the event known as the "Fall of Deus", that is, when -The Contact- fought and defeated the planetary-scale weapon known as -Deus- on the planet that has since come to be known as Xenogaia. However, even in "defeat", -Deus- was not "destroyed". Having sustained severe injuries that would have ultimately been fatal, -Deus- had no choice but to "merge" with the planet's Lifestream in order to preserve itself.
This event caused an unprecedented phenomenon to occur. Under normal circumstances, a planet's Lifestream would not possess true "sapience", however, upon merging with -Deus-, the Lifestream underwent a drastic change. From that point on, the -Planet- had attained an actual "will" of its own: the will of -Deus-.
As the -Planet- underwent its "transformation", the nature of the entity known as -The Contact-, one Fei Fong Wong, was also transformed. Even though he had defeated -Deus-, the -Zohar Modifier- did not cease to function, and the -Wave Existence- thus remained trapped within. Was this because -Deus- had not been fully destroyed? Nobody, not even the exceedingly brilliant mind of Citan Uzuki, was able to answer that question with any measure of certainty. However, since the very nature of -Deus- had changed, it would only seem natural that the nature of -The Contact- and -The Antitype- would be changed as well.
And so it was, even after having been reborn repeatedly over the course of the past 10,000 years, -The Contact- and -The Antitype- had never before, in all that time, had a child. That had always been thwarted somehow, likely as a result of the intervention of -Deus- in some way, shape, or form. However, with -Deus- lying largely dormant and out of the picture for the time being, there was apparently nothing to prevent it. Shortly after the "Fall of Deus", the first child of -The Contact- and -The Antitype- was born as Erich Wong. And thus ended the continuous cycle of reincarnation of -The Contact- and -The Antitype-, and so began that of the -Neo Contact-, though the precise reason for this shift remains unclear.
The first incarnation of the -Neo Contact- was relatively quiet and uneventful. Erich Wong was born into a new era of relative peace and prosperity. However, that relative peace was to be shaken to its very core several years later, with the arrival of the -Cetra-. The seeds of upheaval had been planted.
Many years passed, and the second incarnation of the -Neo Contact- was born: a warrior by the name of Zahn Geister. He bore witness to the first movements of -Deus- since his "father" had defeated it so long ago. The rise of the new "terminal interface weapons" of -Deus-, known simply as -WEAPON- wreaked havoc on the planet. As this was going on, the -Cetra- were also being wiped out, not by -Deus- directly, but by -JENOVA-, which was the physical avatar of -Deus-. It is unclear to what extent Zahn Geister was involved, but it can at least be ascertained that he did not make contact with the -Zohar Modifier- or the -Wave Existence- at that time.
So, with the world in a state of ruin yet again, the process of rebuilding began anew. Century after century passed before the world was once again teetering on the brink of disaster. The mega corporation known as Shin-Ra Inc. was, arguably, the greatest threat that -Deus- had ever known in its new form, due to the fact that the company's Mako Reactors were slowly but surely draining away the very Lifestream where its consciousness resided. It was during this tumultuous era that the third incarnation of the -Neo Contact- was born: Reno Cascade.
Reno Cascade was the third incarnation of the -Neo Contact-, but he was actually the first one to make true contact with the -Wave Existence-. This had to do with the fact that his "father", whose identity yet remains a mystery, was a high-ranking official within Shin-Ra Inc. The company was extremely interested in exploiting the power of the perpetual energy generator known as the -Zohar Modifier- after having discovered the ultimate storehouse of knowledge referred to as -Razael's Tree-, which granted them an unprecedented insight into the true history of the world, among many other things. This was Shin-Ra's greatest secret. However, the administration of Shin-Ra at that time would end up being challenged and ultimately defeated by a powerful group of rebels known as -AVALANCHE- before they were able to fully implement any of their plans. In fact, -Deus- had a decisive hand in the destruction of the original Shin-Ra Inc., due to the fact that its terminal interface weapons claimed the life of the company head, Rufus Shinra.
At this point in time, Reno was actually an employee of Shin-Ra Inc as a member of the "Turks": an elite organization within the company that, essentially, took care of all of its "shady dealings" such as kidnapping, extortion, and murder. Reno became the leader of this organization after the death of the previous leader, Tseng Kisaragi, at the hands of Sephiroth. However, Shin-Ra Inc was soon to fall to -AVALANCHE- and -Deus-, so for a time, the Turks had no objective. That soon changed when Reno, along with the two other surviving members of the Turks, Rude and Elena, decided to aid -AVALANCHE- in the final battle against Sephiroth and -JENOVA-. His motivations were unclear at the time, but afterward, it became apparent that Reno's intentions all along were to revive Shin-Ra Inc., and lead it to a new era of prosperity and greatness...
For several years, Reno Cascade led the new and improved Shin-Ra down a path of supreme wealth and power, far surpassing any other organization before it. Shin-Ra's influence extended far and wide, even transcending time and space. However, Reno's nature as the -Neo Contact-, a highly unstable one at that (due to extensive childhood trauma, among other things), was to inevitably catch up with him. Ultimately though, it was a necessity. His personality was fragmented, and the absolute power of the -Neo Contact- resided within the chaotic evil aspect of his personality, which manifested physically as a malicious being of supreme violence known only as Id. The situation was eerily similar to that which took place during the lifetime of the final -Contact-, Fei Fong Wong. This was, of course, an undesirable element that had to be taken care of, and it eventually was, albeit at an incredibly high cost. Before his personalities were able to become one, Id went on a rampage, and annihilated the mega-city of Neo-Midgar, which was the main HQ of Shin-Ra Inc at the time.
With his personality finally complete, Reno was able to revert back to his true self, and being that he was the -Neo Contact-, the intrinsic genetic memories passed down through the ages also awakened. Considering all this, it would come as no real surprise that he ended up leaving Shin-Ra for good.
After leaving Shin-Ra, Reno formed the Yggdrasil Crew, a band of elite space pirates, made up of a number of his most loyal and trusted comrades from Shin-Ra. On the surface, they seemed to be little more than mere bandits, however, they did have a higher purpose. Uh, probably.
Now, while it is interesting and important to note that "Crim" and "Reno" are in fact one in the same, their existence was apparently "split" due to the perplexing and yet unexplained space-time anomaly that sent "Crim" into the realm of the so-called "Suikoverse", also referred to as the Million Worlds. As a result, "Reno" apparently went on to experience the events involving the fall of Shin-Ra, and the formation of the Ygg Crew (including all subsequent events), while "Crim" went on to experience a completely different life from that point forward. Certainly, the situation is one of extreme complexity; the fact that Crim's "connection" to the -Wave Existence- has been inexplicably severed is a testament to the wholly bizarre nature of his situation. He is still the -Neo Contact- though, in spite of everything. Theoretically, if he re-established "contact" with the -Zohar Modifier-, his powers and abilities as the -Neo Contact- would be fully restored, along with his memories in their entirety. Currently, while he has regained a fair portion of his memories as Reno Cascade (as well as a few bits and pieces from the other incarnations of the -Neo Contact-), it is all largely fragmented at this time, and some of the missing are quite likely prove to be extremely important.
Other Information
Crim participated in a number of important wars and events on the world that he was "stranded" upon for so many years. He claimed the Rune of Heaven - one of the 27 "True Runes", at the onset of one such war, which took place between the nations of Tristrein and Regratta. The conflict came to be known as the Divine Rune Wars, due to the clash between the Rune of Heaven and its opposing force, the Rune of Hell. Initially, Crim fought on the side of Tristrein, as part of a certain mercenary force, but eventually, he broke away and became the leader of a separate army, due to the corruption of the Tristreinian nobility. Regratta, meanwhile, was merely a puppet state, working towards the goals of Holy Harmonia. As the bearer of the Rune of Heaven, Crim became a pivotal figure in the eventual outcome, which ended in victory for the Free Army of Isabella (named after someone dear to Crim who had died near the start of the conflict). After the war, he vanished from the scene, and wandered the lands, traveling nearly everywhere, from the Jowston League of City States, the Grasslands, the Queendom of Falena, and everywhere in between, all the while, scattered fragments of his "memories" continued to slowly return to him.
He has a rather...excessive bounty on his head. More precisely, he has several, stemming from various different sources across several different worlds and star systems. Tallied together, the total bounty would be a staggering amount, roughly adding up to the equivalent trillions of US dollars. And the bounty grows with each passing day, because he's always getting into some sort of mischief. It is said that the overall bounty on him is of such magnitude that it actually affects stock markets in some places.
A few other random bits of information:
- His proficiency ranks with the Elemental Runes of Fire, Wind, and Lightning are "S". His rank with the Rune of Heaven is "A". His skill rank with the Sword of Shadow Rune is "C".
- The "curse" of his True Rune prevents him from killing. If he kills (with intent), he is immediately subjected to unholy amounts of crippling pain, which is more than sufficient to render him completely defenseless for up to several minutes, and has debilitating side-effects that linger for days afterward, including severe migraine-like symptoms, physical weakness, inability to focus (both mental and Ether), and other sensory issues such as hallucinations. It also may chip away at his very soul, although this is merely speculation.
- While wearing either his Turk Jacket or Turk Kimono, Crim's overall physical capabilities (save for endurance) are severely hindered. This is seemingly deliberate, since if he were to inadvertently attack without his abilities securely in check, he runs the risk of striking a lethal blow. Note that he is fully capable of controlling his own power, however, he apparently feels that the fail safe is a good idea nonetheless. Even with the limitations, he is quite well beyond the majority of humans, and remains a formidable threat. He has been shown to be capable of essentially "burning out" the effect of the Turk Jacket by simply unleashing more power than it is physically capable of absorbing.
- His vital organs are inverted ("Situs Inversus"), meaning that all of his organs are reversed from what is considered a normal orientation in most humans. It is not physically detrimental in and of itself, but it can prove to be a small advantage in battle, being that most opponents would have no way to know this, and thus may target him in a non-vital area by mistake.