Frostspark

Frostspark is one of the last two Crays that exist.

Appearance
He is an elemental (A Cray to be specific).

Distinguishing Markings: Frostspark has a scar on his right eye that remains invisible unless he uses his Tachyon Drive. The scar is shaped like a lightning bolt and runs from his forehead to the bottom of his jaw.

Personality
Frostspark has an extreme case of schizophrenia and due to his species’ background, his second personality is able to manifest itself, however, it will not take part in a fight unless the situation is dire. Frostspark is generally lazy, however, he does love to fight and accepts pretty much anyone who challenges him. He considers all fights as sparring and never kills his opponent, unless his opponent intends to kill him. In that case Frostspark will fight with intent to kill.

Background
Real name, Hansel Frost. Although Hansel was an orphan, he and his little sister Tara, he lived an average life, playing superhero, hanging out with friends and protecting his little sister, up until the age of 7, the point his abilities awoke. Hansel was targeted to be assassinated by a legendary [CRAY] assassin known as Quantumspark. In an attempt to protect him from a surprise attack, Hansel's little sister died at the hands of this assassin. Quantumspark informed Hansel of his true origin of being from the alien race known as [CRAY], then he left without killing Hansel as Hansel had already experienced one form of death. Being one of the few exceptions to the [CRAY] way of life, yet still having the powers exhibited by a [CRAY], he decided to use the powers to become a hero like the ones he pretended to be when he was a child. He searched for a mentor for a few years, training himself and learning much about survival and being taught a few fighting techniques here and there. Three years had passed since his little sister's death and he was about to give up on finding a mentor when he came across Jay, a human with the ability to manipulate time and electrical energy. Jay immediately took Hansel under his wing and taught him all that he knew. After 6 years of training under Jay, he learned boxing and a fighting style that Jay had created. Hansel's reflexes reached to a point that it was better than the best fighters on the planet. Hansel even learned how to increase his speed to the point that he could move even when time was frozen by using electrical energy, at this point Jay gave him the nickname Frostspark. At the end of those 6 years, Jay was defeated by B-Rad, Jay's fellow member of a fighting organization known to Hansel only as RHG. Hansel looked further into this organization and not to long after he begun his investigating, B-Rad invited him to join a RHG clan that he was a part of. Frostspark agreed without hesitation. He still had one main goal, and he knew this was the way to attain it. He was thankful for his training under Jay but this would allow him to reach a new level of training. Then he would finally be able to accomplish his mission from the start. Kill Quantumspark and avenge the death of his little sister.

WCW 3: D00MED
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WCW 4: ENDGAME
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VoidZ Alliance
Following Omega's worldwide broadcast, Frostspark, along with Taki, Setto, Filtz and Sunblast proceeds to retaliate against the Omega Invasion; helping the resistance on earth while Wate and the other VoidZ members advance towards Omega's starship (Former D00med starship).

Wate's squad fails to stop Helbirch from releasing Alphaspark, who lands on Earth to fight off Frostspark and the VoidZ members with him. Before Alphaspark can kill Frostspark, Taki leaves Setto and Filtz to help Frostspark, only to be defeated with ease. Frostspark and Taki then team up to hold off Alphaspark, with Zameki joining the fight a while after. The fight ends with Alphaspark retreating as he loses his connection to cyberspace along with his Nanomachines.

Frostspark's Forms
''In addition to his speed, Frostspark is extremely agile and his reflexes are dependent on the form that he is in. It is always more than enough to allow him to know where he is going and what he is doing when moving at high speeds so it is always better than those of a highly trained assassin. He is also quite skilled at parkour, able to best some of the most skilled parkour practitioners.''
 * Base Form Frostspark’s body is made entirely of inactive tachyon particles. Although he will die if all the tachyon particles in his body are completely drained of charge, his base form has his tachyon particles inactive so he doesn’t needlessly absorb electrical energy.
 * Bluespark Form An active ability that activates Frostspark’s tachyon particles, charging them. This allows him to generate blue attribute electricity, greatly enhancing his speed and penetration. With this form he could easily kill a human. However he has perfect control over his electrical output so he can use attacks that only stun.
 * Blackspark Form An active ability similar to Bluespark Form, however, he now generate black attribute electricity thanks to his split personality. This increases his destructive capabilities, however, he can’t fully control his output. Due to this he uses this form mostly to counteract those opponents with extremely high defense or to clear out mass amounts of enemies or projectiles. Also the longer he is in this form the more he deteriorates to a state of animalistic instincts.
 * Tachyon Drive A passive ability that is toggled on or off. It replaces drained tachyon particles with supercharged tachyon particles nearly instantly after they are drained. Thus allowing him to recover from all wounds. Also this allows him to move at speeds way faster than light without his body being torn apart.

Abilities
Frostspark does not need oxygen or food to survive, once his tachyon particles are charged he will still live. Surviving in space isn’t a challenge for him due to his physiology, not durability. Also his home world’s temperature was -50Kelvin, well below Absolute Zero. Frostspark’s body doesn’t abide by the gravity of Earth due to his home planet being 1000 times stronger than that of Earth. Lastly, Frostspark’s can make semi complex calculations and strategies in mere seconds.

Base Form

 * Cray Physiology | Inactive Tachyon Particle Physiology: Frostspark’s body is made entirely of tachyon particles that he can switch from being active to being inactive at will. In the Inactive state, Frostpsark has access to only the most basic of his abilities/powers. Although he doesn’t have bones or blood, he is not capable of shape shifting and maintains a human shape.
 * Tachyon Particle Manipulation: He has the near absolute ability to manipulate tachyon particles at will and use them to either charge himself or as an offensive attack.
 * Electrokinesis: Frostspark has extensive control of all types of electrical energy.
 * Electrical Immunity: Frostspark is immune to every form of electrical damage.
 * Enhanced Speed: His physiology allows for naturally enhanced speed compared to other species.

Bluespark Form

 * Cray Physiology | Active Tachyon Particle Physiology: Frostspark’s body is made entirely of tachyon particles that he can switch from being active to being inactive at will. In the Active state, Frostspark has access to the majority of his abilities/powers. Also this form passively absorbs nearby electrical energy. Although he doesn’t have bones or blood, he is not capable of shape shifting and maintains a human shape.
 * Tachyon Particle Manipulation: He has the near absolute ability to manipulate tachyon particles at will and use them to either charge himself or as an offensive attack.
 * Electrokinesis: Frostspark has extensive control of all types of electrical energy, however he uses blue attribute electricity offensively in this form. Blue attribute electricity is the fastest and has the most penetration power.
 * Electrical Immunity:Frostspark is immune to every form of electrical damage.
 * Plasma Manipulation: Frostspark can create and control plasma in this form.
 * Regeneration _ He can use electrical energy and tachyonic energy to regenerate from wounds.
 * Enhanced Speed _ His physiology allows for naturally enhanced speed compared to other species.

Blackspark Form

 * Cray Physiology | Active Tachyon Particle Physiology: Frostspark’s body is made entirely of tachyon particles that he can switch from being active to being inactive at will. In the Active state, Frostspark has access to the majority of his abilities/powers. Also this form passively absorbs nearby electrical energy. Although he doesn’t have bones or blood, he is not capable of shape shifting and maintains a human shape.
 * Tachyon Particle Manipulation _ He has the near absolute ability to manipulate tachyon particles at will and use them to either charge himself or as an offensive attack.
 * Electrokinesis:Frostspark has extensive control of all types of electrical energy, however he utilizes black attribute lightning offensively as it increases his destructive capability.
 * Electrical Immunity: Frostspark is immune to every form of electrical damage.
 * Enhanced Strength: Frostspark sacrifices speed for strength in this form allowing him to lift and throw objects up to 50 tons.

Base Form

 * Frostspark has extensive control of all types of electrical energy.
 * Electricity Repulsion: Can be both automatic and manual as Frostspark can toggle it on or off at will, however it is usually automatically done when his internal storage is at its limit.
 * Enhanced Speed: Maximum speed in this form is 10,000ftph (feet per hour), also, he is able to hit max speed in 1.5 seconds
 * Immunity to Mind Control, Psychokinesis, Telekinesis, Precognition even when unconscious. This is due to his body's genetic and physical make-up as well as a divine blessing from the creator of his species.
 * Electrolocation: Frostspark can detect anything that has electrical energy in them no matter how weak. The span of this extends 100m in every direction.
 * Immunity to any and every electrical based attack. This is due to his physiology.
 * Immunity to Possession: Spiritual entities are blocked by Frostspark’s divine blessing as well as his split personality Dark Frost.
 * Partial Immunity to Time Manipulation: Frostspark’s years of training with his mentor Jay who had extensive ability to control time and space helped Frostspark eventually develop partial immunity toward the manipulation of time.

Bluespark Form

 * Electrokinesis: Frostspark has extensive control of all types of electrical energy.
 * Electricity Repulsion: Can be both automatic and manual as Frostspark can toggle it on or off at will, however it is usually automatically done when his internal storage is at its limit.
 * Electric Aura: Made of blue attribute electricity. It can be used as a close range high voltage anti grapple shield, or to change gravity's effect on him via altering the magnetic field around him.
 * Enhanced Speed: Maximum speed in this form is 300,000,000mps (meters per second), also, he is able to hit max speeds in 1.5 attoseconds.
 * Electrogenesis_Semi Regeneration: This is both automatically and manually activated. When it is manually activated it uses internally stored electrical energy. When it automatically activates, it drains external energy.
 * Immunity to Mind Control, Psychokinesis, Telekinesis, Precognition even when unconscious. This is due to his body's genetic and physical make-up as well as a divine blessing from the creator of his species.
 * Electroreception: Frostspark can detect anything that has electrical energy in them no matter how weak, including electromagnetic fields. The span of this extends 500m in every direction.
 * Tachyon Location: Frostspark can locate tachyon particles and what they impact with, within a 500m in every direction.
 * Immunity to any and every electrical based attack. This is due to his physiology.
 * Immunity to Possession _ Spiritual entities are blocked by Frostspark’s divine blessing as well as his split personality Dark Frost.
 * Partial Immunity to Time Manipulation: Frostspark’s years of training with his mentor Jay who had extensive ability to control time and space helped Frostspark eventually develop partial immunity toward the manipulation of time. In Bluespark form, Frostspark can move fast enough to be at normal human speed if time is frozen for him.

Blackspark Form

 * Electrokinesis: Frostspark has extensive control of all types of electrical energy.
 * Electricity Repulsion _ Can be both automatic and manual as Frostspark can toggle it on or off at will, however it is usually automatically done when his internal storage is at its limit.
 * Immunity to Mind Control, Psychokinesis, Telekinesis, Precognition even when unconscious. This is due to his body's genetic and physical make-up as well as a divine blessing from the creator of his species.
 * Electroreception: Frostspark can detect anything that has electrical energy in them no matter how weak, as well as electromagnetic fields. The span of this extends 50m in every direction.
 * Immunity to any and every electrical based attack. This is due to his physiology.
 * Immunity to Possession: Spiritual entities are blocked by Frostspark’s divine blessing as well as his split personality Dark Frost.
 * Electric Aura: Made of blue attribute electricity. It can be used as a close range high voltage anti grapple shield, or to counter projectiles to force the enemy into a head on brawl.
 * Ehnanced Strength: He can lift up to 50 tons in this form, also, his punches can have up to 3 billion newton per square meter (roughly 500,000psi).
 * Immunity to Pain: Though in this form he is far more susceptible to damage, his nerves responsible for touch (as well as hearing and smell) are deactivated to accommodate the raw power this form has.
 * Partial Immunity to Time Manipulation: Frostspark’s years of training with his mentor Jay who had extensive ability to control time and space helped Frostspark eventually develop partial immunity toward the manipulation of time. In Blackspark form however, his immunity is greatly reduced to the point that he is only immune to weak manipulation of time.

Tachyon Drive

 * Tachyon particle Absorption: This is to maintain Tachyon Drive and for tachyon based attacks.
 * Tachyon Particle Manipulation: Frostspark has near absolute control over tachyon particles and can use them offensively or to regenerate.
 * Extremely Enhanced Speed: There is no maximum speed or acceleration in this form. He can infinitely accelerate or maintain any speed for as long as Tachyon Drive is active and can attain these speeds without effort.
 * Infinite Regeneration: Temporary immortality due to the instant replacement of discharged tachyon particles.
 * Immunity to any and every electrical based attack. This is due to his physiology.
 * Tachyonic Aura: Similar to Electric Aura, however Tachyonic Aura is automatically adaptive to the need/situation.
 * Immunity to Possession: Spiritual entities are blocked by Frostspark’s divine blessing as well as his split personality Dark Frost.
 * Electrokinesis: Frostspark has extensive control of all types of electrical energy.
 * Electricity Repulsion: Can be both automatically and manually as Frostspark can toggle it on or off at will, however it is usually automatically done when his internal storage is at its limit.
 * Immunity to Mind Control, Psychokinesis, Telekinesis, Precognition even when unconscious: This is due to his body's genetic and physical make-up as well as a divine blessing from the creator of his species.
 * Tachyon Location: Frostspark can locate tachyon particles and what they impact with, within 10,000m in every direction.
 * Immunity to Time Manipulation: In this form Frostspark can move more than fast enough to travel through time so time control has no effect on him. Also, Frostspark’s years of training with his mentor Jay who had extensive ability to control time and space helped Frostspark eventually develop partial immunity toward the manipulation of time.
 * Immunity to Paradoxes: Frostpark and whoever he may be in contact with at the point of time travelling are immune to any paradoxes that may occur as a result of that time travel.

Base Form

 * Electrokinesis: Frostspark has extensive control of all types of electrical energy.
 * Electrokinetic Combat : Frostspark can fight utilizing electrical energy.
 * Electricity Absorption: His internal storage has an average maximum of 5 billion volts, though this can be increased through training.
 * Electricity Repulsion: Can be both automatic and manual, however it is usually automatically done when his internal storage is at its limit.
 * Electrogenesis_Semi Regeneration: Utilizes the majority of his stored electrical energy, he usually never does this unless he has a massive amount of electrical energy around to absorb.
 * Perfect Regeneration: Utilizes all of his stored electrical energy and leaves him paralyzed for a short period of time. Only uses it if he is backed into a corner.
 * Shockwave: This is caused by him breaking the sound barrier. He can also use this as an offensive punch attack.
 * Lightning Summoning: Frostpspark can summon lightning either offensively or defensively.
 * Invisible Thunder: The flash of lightning that is seen when lightning strikes is actually the excess electrical energy returning to the skies. Frostspark can ensure that all the electrical energy transfers to the ground, thus allowing for a lethal lightning strike.
 * Electroreception: Frostspark can detect anything that has electrical energy in them no matter how weak. The span of this extends 100m in every direction.
 * Plasma Manipulation: Frostspark can use electrical energy to superheat the air around his hands to create plasma. He uses this plasma to either fire off a blast of plasma or create a temporary plasma dome.
 * Temperature Reduction: Frostspark can cause particles to slow their vibration within the 50m range of his electromagnetic field. This is due to his extensive control he has over his magnetic field.

Bluespark Form

 * Electrokinesis: Frostspark has extensive control of all types of electrical energy.
 * Electromagnetic Pulse: Frostspark can fire off an EMP strong enough to wipe out the power from an entire city.
 * Lightning Summoning :Frostpspark can summon lightning either offensively or defensively.
 * Invisible Thunder: The flash of lightning that is seen when lightning strikes is actually the excess electrical energy returning to the skies. Frostspark can ensure that all the electrical energy transfers to the ground, thus allowing for a lethal lightning strike.
 * Plasma Manipulation: Frostspark can use electrical energy to superheat the air around his hands to create plasma. He uses this plasma to either fire off a blast of plasma or create a temporary plasma dome.
 * Plasma Absorption: Frostspark can absorb plasma but only limited amounts at a time.
 * Tachyon particle Absorption: He can attract and absorb tachyon particles due to his body being made of tachyon particles and his near absolute control over them. He can use these particles to activate Tachyon Drive for a short period of time.
 * Electrokinetic Combat: Frostspark fights using blue attribute electricity.
 * Electricity Solifification: Drains either internal or external electrical energy to create a scythe he named the Blue Reaper. Frostspark is able to change the energy source at will.
 * Electricity absorption: Frostspark can absorb all forms of electrical energy to use either offensively or defensively.
 * Electricity Repulsion: Can be both automatic and manual as Frostspark can toggle it on or off at will, however it is usually automatically done when his internal storage is at its limit.
 * Electrogenesis_Semi Regeneration: This is both automatically and manually activated. When it is manually activated it uses internally stored electrical energy. When it automatically activates, it drains external energy.
 * Electroreception: Frostspark can detect anything that has electrical energy in them no matter how weak, including electromagnetic fields. The span of this extends 500m in every direction.


 * Tachyon Location: Frostspark can locate tachyon particles and what they impact with, within a 500m in every direction.
 * Burst Punches: Frostspark unleashes a barrage of punches at speeds much faster than sound.
 * Marionette: Frostspark manipulates the nerves of an individual to control them like a puppet. He can also tear out all electrical signals in an individual, however, this will kill the individual unless they are an electrokinetic.
 * Temperature Reduction: Frostspark can cause particles to slow their vibration within the 200m range of his electromagnetic field. This is due to his extensive control he has over his magnetic field.

Blackspark From

 * Tektonic Punch: This can only be used twice during a willful Blackspark transformation, This is a supercharged punch to the ground that causes a shockwave ripple of the earth in a 25km radius. However in a forced Blackspark transformation (caused by Dark Frost), he may directly attack the opponent dealing massive damage (if not killing them). He may also repeatedly use this attack once his body holds together.
 * Electrokinesis: Frostspark has extensive control of all types of electrical energy.
 * Electricity Repulsion: Can be both automatic and manual, however it is usually automatically done when his internal storage is at its limit.
 * Electrokinetic Combat: Frostspark fights using blue attribute electricity.

Tachyon Drive

 * Charged Tachyon Particle Combat: Very similar to electrokinetic combat, however, his penetration power is vastly increased.
 * Tachyon Particle Manipulation: This is used for both offense and defense.
 * Temperature Reduction: Frostspark can cause particles to slow their vibration within the 300m range of his electromagnetic field. This is due to his extensive control he has over his magnetic field.

Manifest

 * PhysiSoul Enhancement Defense: Quadruples maximum defense.
 * PhysiSoul Enhancement Strength: Doubles maximum strength.
 * PhysiSoul Enhancement Agility: Doubles maximum agility.
 * Manifest Clone: Creates a temporary clone of Frostspark using his soul’s energy.
 * Manifest Tritain: Creates a massive soul form manifestation of the creator of the Crays for one titanic attack

General Weaknesses
notice. However, a well done illusion can distract him long enough for the opponent to attain victory.
 * Low Defense: Frostspark’s body is more geared toward speed, agility and penetration damage than defense. His defense is about as good as an average athlete.
 * Morals: Frostspark’s refusal to kill unless an attempt on his life was made first can put him into a lot of very close call situations.
 * Time: All of Frostspark’s forms have time limits that could end in disaster for him if he tries to extend them too much.
 * A.D.D.: Frostspark has ADD and while it may not be severe, he can still be easily distracted.
 * Magic: Frostspark is weak to all forms of magic with the exception of Time, Ice, Electric and Light magic.
 * Illusions: Despite his immunity to Psychokinesis, he can still be affected by illusions, although it won’t take him long to
 * Dark Frost: His split personality is constantly waiting for a moment to take over Frostspark’s body. This may lead to a moment of distraction that the opponent can use to their advantage.
 * Extreme Heat: Frostspark cannot handle the extreme heat of Lightning and plasma for long. Exposure to the extreme heat they produce for more than 5 seconds can cause severe burns to Frostspark.

Base Form

 * He has the strength and defense of an average athlete due to his training and natural body being more geared toward speed.
 * Agility: Despite his incredible agility, Frostspark will get disoriented after prolonged pushing of his agility.
 * Semi Regeneration: This can only heal non fatal wounds.
 * Perfect Regeneration: This takes time. It is only instant if he pours all of his electrical energy into regenerating, in which case he will pass out for around 12 hours.
 * Speed: The faster he moves, the more likely it is that he will get disoriented for around 5 to 10 seconds after stopping.
 * Plasma Manipulation: Using plasma attacks in rapid succession can cause Frostspark to suffer mild to severe burns to the point he can’t use his arms until he regenerates.
 * Temperature Reduction: This ability takes 10 seconds to fully freeze an area, although Frostspark would not use this to its extreme as it will kill any opponent.

Bluespark Form
seconds to fully freeze an area, although Frostspark would not use this to its extreme as it will kill any opponent. Also this will stop him from being able to produce plasma for a short period of time.
 * Electric Aura: His electric aura typically needs his focus to strengthen it or weaken it, this may leave him vulnerable at times.
 * Semi Regeneration: This only heals non fatal wounds and can only be done if he gets time to focus on regenerating. It also drains his internal electrical storage.
 * Electric Solidification: Takes a burst of electrical energy to create and despite its sharpness and penetration ability, Blue Reaper can be shattered rather easily.
 * Plasma Manipulation: Using plasma attacks in rapid succession can cause Frostspark to suffer mild to severe burns to the point he can’t use his arms until he regenerates.
 * Tachyon Particle Absorption: Absorbing tachyon particles is not instant and takes around 10 seconds to have sufficient charge to enter Tachyon Drive.
 * Temperature Reduction _ This ability takes 10

Blackspark Form

 * Speed: Frostspark can only move as fast as an average athlete.
 * Immunity to Pain: This can cause him to not know the severity of his injury, also he will effortlessly go over his usual physical limits in terms of strength, thus causing him more injury, and if this carries on for too long he may die.
 * Tektonic Punch: This attack leaves Frostspark open after a fully charged punch, although he can ignore these limits the further gone his mind is, thus leading to his body tearing itself apart.

Tachyon Drive

 * Time: Frostspark can easily sustain Tachyon Drive for 2 seconds. Although he can extend the time, it will strain him until he is forcefully ejected from that form. Also extended use without concentration will cause Frostspark to rapidly disintegrate once he is moving at speeds faster than light or accelerating.

Manifest
seconds, however, when utilizing all PhysiSoul variations at once, that time is shortened to 10 seconds. He can extend the time but that will strain his body and will cause him to get increasingly disoriented until he passes out.
 * Time: Manifest typically lasts for 30
 * Speed: While he can enhance his defense, strength and agility, his usually high speed is cut drastically (to the speed of an average fit athlete.