Name: Majinman.EXE
Gender: Male
Element: Fire
Type: Shadow
Appearance: The age Majinman appears to be varies based on his Signature Attack points. Since they are the main way to measure his power, he physically matures as he accumulates them and increases his power. Every 100 points equals a year. (Will probably update his appearance every 300 points and keep track of his current age in my signature)
Current Stage: Preteen: He now stands about an inch over four feet and appears to be roughly humanoid. He has purple skin, blue blood, and red, curly hair cut short, about two to three inches long. His black horns, which stick out from beneath his hair, have now grown to be about three inches long and three fourths of an inch thick. An earring hangs from each of his ears, both of them simply being a gold loop. His eyes are red and he also have black, pointed finger nails. He wears a plain, red vest that hangs down far enough to overlap his pants a bit. The buttons of the vest have been torn off so that it hangs open at all times, exposing part of his chest. On his right wrist, he wears a thin black band which a row of short spikes encircle. Majinman wears a pair of black jeans, long enough to meet his shoes. In the front on either side are pockets which he tends to stick his hands in when stuck waiting and attached to a belt loop is a small, brown sack which he stores Junior's orb in. His shoes are red and on the toe of each a long, sharp point juts out, giving his kicks a bit more menace. His navi symbol is a face sharp, jagged teeth and narrow eyes, with a funky looking M over them, serving as a unobrow. This pattern is circled and tattooed on the side of his right shoulder.
Personality: Majinman was an attempt to copy Majin Wes's mind into a navi to either take over Requiem if something happened to him or serve as a guide to whoever it was that took over. He tried tinkering with a busted Pulse In device to achieve the results he wanted and it about half worked. While all of his memories and knowledge transferred, the personality came out quite off. The navi was very eccentric and perverted. Considered a failure, he was sealed away in the homepage, asleep. Eventually Majin Wes decided to give the navi a chance and allowed his apprentice to decide whether he was worthwhile or not.
Back to the present, Majinman is, as said before, eccentric and pervy. He's also fairly intelligent. Of course, if he has some idea that might benefit someone else, he's prone to tease them with hints rather than come right out and say it. This is especially true with Junior, who he treats like a kid. He spends a lot of time trying to aggrivate him though it might just be his odd way of trying to help him to try harder and improve himself. He seems to be on pretty good terms with Wes, his current netop. When being designed, he programmed to have traits of supernatural beings, hence his name. Of course, he seems to take most of his abilities and features from demons, which might explain his deviations in personality. Often times in battle, he'll try toying with his opponent with tricks in an attempt to break them down mentally.
Custom Weapon: None. He simply punches, kicks, headbutts, knees, whatevers his foes into submission uses his own body and brutality as the means to do so.

Meekman: Since Majinman doesn't wish to have to hide his identity when doing Requiem stuff, he has a disguise for everyday things, so that it won't cast suspicion upon Wes (not that he's done a very good job hiding his identity himself). Thus, he takes the form of a blue heelnavi, plain and simple.
Signature Attacks:

27 PUs
27x40+60=1140 pool
Lvl 30: 300 cap on each
Will O' Wisp Entourage: 160
Alien Patchwork: 80
Demon Brutality: 200
Majin Eye Beams: 300
Ifrit Enchanted Rings: 240
Imp Koncho: 80
Total Used: 1060
Total Left Over: 80
Will O' Wisp Entourage: Majinman has two bluish white balls of flame follow him around constantly. In battle, they serve to distract and annoy opponents in order to draw attention away from him. Even if they fall in battle, they don't stay down long, respawning at the beginning of the next turn in order to support Majinman once again. He has named the pair Hex and Vex, though only he is able to tell the difference between the two. (Decoy x2, passive)
Alien Patchwork: To repair his body, Majinman breaks off a piece of the terrain and attaches it to the wounded area to fill in the gap. He takes just enough to heal what he needs while avoiding damaging the integrity of the floor or object he absorbs. (60 Heal, 2 Turn CD)
Demon Brutality: Majinman rushes the opponent and delivers two swift blows. The first breaks through the enemy's defense, leaving them wide open. The second causes great damage, capitalizing on the foe's now open state. (180 Fire/Break, 5 turn CD)
Iftrit Enchanted Rings: Majinman detaches his earrings and increases their size to about two feet in diameter. He then throws them through the air, making them spin fast enough to cut through objects and controlling them with hand motions. After making one pass, they make a return run through the enemy lines before coming back to their master once again. (60x4 Heat/Slashing, 6 Turn CD)
Majin Eye Beams: Majinman's ultimate attack, for when he wishes to hold nothing back. Summoning his full power, Majinman focuses his energy in to two lasers, which he fires from his eyes. (300 Fire, 8 turn CD)
Imp Koncho: Majinman quickly moves behind his target, clasps his hands together, extends his index fingers, and shoves the pair towards the target's rear. This sends them flying and also a random side-effect. (Movement, Microburst, Bug, 2 Turn CD)