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AldrickZearse
Vice Captain

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PostPosted: Sun Jan 19, 2014 5:33 pm
Name: Notu
Galiant: Captain Amelia
Age: 34
Gender: Male
Class: Teacher(Gym/general fitness)

Appearance http://i102.photobucket.com/albums/m89/ByneNo1/forJojo_zpsfe0819a3.jpg
Height: 6'8"
Weight: 267lbs.
Hair: Silvery-White. Coveres pretty much everywhere save face, front of neck, front of chest and abdomen, and inner thighs. Has brownish stripes on shoulders, neck, sides, back, legs, and tail. The tips of his ears are brown, as is the facial hair he has.
Eyes: Blue
Skin: pinkish compared to his white 'fur' but leans towards the fair side.
Build/Body Type: Muscular/Bodybuilder

Personality:
Likes: Making himself sweat, swimming, catnip(but would never openly admit it save to a special few people), long baths and showers, fruit and fruity things
Dislikes: Lazy people, Anybody but him or Amelia touching his sports whistle
Fears: Permanent paralysis

Weapon: Cutlass
Abilities:
  • Physical Mastery+++ - Notu has honed and trained his body for decades, giving him heightened movement skills. Includes High Jump+++, Quick Run+++, and Aerial Dodge+++.
  • HP Boost++ - Notu's body is hardened by years of training. As a result, he has a significant boost to life force.
  • Blizzard Screen - Notu's race is built for cold weather, giving him a minor resistance to ice-based magics.
  • Adrenaline Burst - When Notu's HP reaches 25% or lower, his Attack, Defense, and Speed increase by 25%.
  • SOS-Regen - When Notu's HP reaches 10% or lower, Regen it automatically applied until he reaches 50% HP.
  • Bracer+ - Notu's attacks and spells cannot be interrupted.
  • Striker - Notu attacks with vehemence, and consequently, all melee attacks have increased knockback, as though the attack had been 50% stronger. Does not count as additional damage.
  • Focus - If given the opportunity, Notu can prepare an upcoming physical attack with increased strength. For every post of applied Focus, the Attack of the upcoming strike is increased by 5.
  • Bonecrusher - Notu's melee counterattacks deal 50% more damage. Only applies to counterattacks that occur after a successful block.

  • Force Striker {K} - Enhanced by his Keyblade, Notu's vehement melee attacks have further increased knockback as though the attack had been twice as strong. Additionally, all melee attacks have a chance to Stun. Replaces Striker; does not count as additional damage.
  • SOS-Reraise {K} - When Notu's HP reaches 10% or lower, Reraise is automatically applied. Should he be knocked unconscious, he will return to consciousness with 10% HP moments later. Can only occur once per battle.
  • Melee Screen {K} - Melee attacks against Notu deal 25% less damage.
  • Boneshatterer {K} - Notu's melee counter attacks deal double damage. Only applies to counterattacks that occur after a successful block. Replaces Bonecrusher.

Spells:
  • Sonic Impact - If in the middle of a Quick Run dash, Notu can reel back and strike at a foe he's approaching, causing incredible knockback.
  • Zantetsuken - Notu Focuses for a moment of time before vanishing entirely in a burst of speed. He then reappears behind his target, weapon used, and a moment later they're struck for immense damage. 150% Attack, with a chance to be instantly knocked out.
  • Brutal Blast - Notu uses his vehemence as leverage, knocking surrounding opponents airborne before leaping up and unleashing a powerful spiral assault, knocking them flying away.
  • Geo Impact - Notu leaps into the air and, with a momentary burst of Focus, descends upon his target with a devastating strike. On contact, the sheer force of his blow causes jagged boulders to erupt around, doing damage not only to the target but also to adjacent enemies.
  • Thunder - Through his connection to Amelia, Notu can summon simple bolts of lightning down on his foes.

  • Cure {K} - Notu can heal a single target for a small amount.
  • Cure Raid {K} - Notu can enhance his Keyblade with Cure magic before tossing it once at a target. Any allies close to the path receive a small amount of healing, both as it heads toward the target and as it returns. The target receives a standard burst of healing.
  • Bio {K} - Notu can create a simple eruption of poisonous energy.
  • Bio Raid {K} - Notu can enhance his Keyblade with Bio magic before tossing it once at a target. Any enemies close to the path take a small amount of poisonous damage, both as it heads toward the target and as it returns. The target receives a standard burst of Bio damage.

Strengths: Physical powerhouse, One-Man Army
Weaknesses: No support without keyblade out(still lacking even with)

Stats
  • HP: 124 (120+4)
  • MP: 34

  • Attack: 30
  • Defense: 30
  • Magic Attack: 17
  • Magic Defense: 16
  • Speed/Agility: 17


Bio: Born to a loving single father, the mother dying in childbirth, Notu the Tigant really should have been a good kid. Of course he kind of wasn't, and ended up becoming a bit of a ruffian, pickpocketing and mugging people to keep himself and his father afloat on their world of Dalania(being better at the latter than the former).

Of course, once he decided to mug the wrong person, he was caught, arrested, and then...let go? Captain Amelia, the target of his mugging, had not only knocked him on his a**, but also chose to not press charges on the terms that he come work for her. Of course, she would also make sure his father was taken care of as well.

Notu accepted, and they worked together on Amelia's ship. She took him on the high seas, through the bright skies, and around the worlds in the space between them. He grew strong, working hard and getting closer to Amelia to the point that she became his galiant, the two of them working very well in tandem. Eventually, Amelia decided to get the boy some actual learning, shipping him off(and going with him, of course) to Kingdom Academy, where he gradutated and obtained his keyblade. He accepted a teacher's position, but sometimes he, Amelia(and very quietly the occasional class) still sometimes go sailing around for some hard work, exploring, and the occasional bit of treasure.

Notu also sometimes goes to visit his father, unless his father decides to surprise visit him.  
PostPosted: Sun Jan 26, 2014 9:01 pm
Name: Cael Soryuju
Galiant: Balthazar
Age: 21
Gender: Male
Class: Fifth Year, Transfer Student

Appearance
Height: 5'11
Weight: 160
Hair: Dirty Blond
Eyes: Hazel
Skin: Fair
Build/Body Type: Lean, Fit

Personality: Cael is a generally extroverted person with an endless sense of humor and great ability to empathize, and tends to get along well with pretty much anyone who hangs out with him. He is a lover of happiness, laughter, and peace--and will do whatever it takes to preserve those ideals, as he seeks to serve the greater good.

In that way, he has a personal oath--to protect and serve. Having always aspired to knighthood on his homeworld, he sees himself as little more than a tool of good, a means of protection and preservation. These beliefs are deeply ingrained; even the most veiled threats against those close to him will spur him to action, whether it's as simple as standing in the way and staring a bully down or grabbing a fighter by the shirt and tossing him clear through a window. "Demons run when a good man goes to war" fits very well.

Fairly smart, with a sharpened wit, Cael might otherwise come off as critical or teasing. At his core, however, Cael is kindhearted, simple, and perhaps a bit needy. Camaraderie is important to him, and more than anything, he seeks people with whom he can spend his days enjoying life and the little things that make it worth living.

Likes: Acceptance, Playing around, Practice (both physical and mental), Snack foods, Grilled foods
Dislikes: Closed minds, Hypocrisy, Oppression, Broccoli and Peas, Peanuts
Fears: Failing, Being used (as Conduit), Losing loved ones,

Weapon: Wyrmfang [7 ft. Spear]
Abilities:
  • Mystic Conduit - Due to a rare mystic mutation, Cael's magic circuits are highly receptive to incoming magical energy, allowing him to channel the magic of others with enhanced potency at no additional cost from the caster. However, due to the nature of magic, the ability to act as a conduit requires that both Cael and the caster be willing--Cael has not yet learned to absorb magic that was not intended to be so, and others cannot force the activation of the conduits.
  • Scale Bracer - Cael's attacks cannot be interrupted, and most attacks do not make him flinch.
  • Mighty Defender - If knocked below 25% health, Cael's Defense and Magic Defense increase by 25%.
  • Wyvern's Leap - Cael can vault vast distances in a single bound, leaping up high as ******** in a blur of motion. Uninterrupted falling from most heights causes no strain or damage.
  • Spineshatter Dive - Cael can "leap" downward, dropping down in a blur of motion similar to Wyvern's Leap. Landing causes a powerful shockwave to damage adjacent enemies. If he strikes an enemy directly, Cael does 150% total Attack.
  • Dragon Force - Cael enhances himself with a surge of energy, boosting his Attack and Magic Attack by 50% for three turns.
  • Cyclone Shield - Cael manipulates the air around him into a defensive cyclone. The cyclone damages and pushes back any enemies who get within arm's reach, and innately deflects attacks (physical, ranged, and magical) that are weaker than 50% of his Magic Attack. Attacks stronger than that have their damages halved instead.


Spells:
  • Psychokinesis - Through his training in connecting his magic circuits to the circuits of the world around him, Cael has mastered the basic ability to manipulate matter with his mind, though as he is young the ability is finite.
  • Plasma Bolt - A low-cost handheld ball of plasma, generated using his Psychokinesis, that Cael can throw with ease. Tends to ricochet. Does electric damage.
  • Rider's Lancet - Cael imbues his spear with absorptive magic that he releases in a single strike, either in melee or in a medium-range energy shot. On contact, the attack damages both the body and magic circuits, and what damage is done is granted to Cael as bonus health and mana.
  • Rending Fang - Cael strikes at his target, charging his spear with debilitating magic. On contact, the target's Defense and Magic Defense is lowered by 33% for 3 turns. If, however, they have ward-like enchantments (Protect, Shell, Wall, Reflect), the enchantments are instead destroyed, dealing bonus damage, while their stats remain the same.
  • Wyrm's Rage - Cael unleashes an air-rending dragon's roar, potentially Stunning any enemies within earshot and delaying their reactions.
  • Fire Breath - Cael unleashes a blast of searing flame from his mouth that can cover a sizeable cone in front of him, or be focused into a longer-reaching stream. Those caught in the flames risk being set alight, taking constant fire damage for two turns after the breath ends. Negated by ice damage.
  • Frost Breath - Cael unleashes a blast of chilling frost from his mouth that can cover a sizable cone in front of him, or be focused into a longer-reaching stream. Those caught in the blizzard risk being hindered by the chill, having their Speed lowered by 66% for up to three turns. Negated by fire damage.

  • Rider's Call [LIMIT BREAK] - Cael unleashes a furious dragon roar, Stunning enemies momentarily, that calls forth a winged draconian eidolon large enough for him (and one or two passengers) to ride. The dragon is capable of most of Cael's dragon-related spells, compensating for his own total mana loss. Cael remains in fighting condition until the defeat of his dragon, or until he himself is defeated, resulting in the dragon's disappearance.


Strengths: Strength, Defense, Keeping his enemies out of reach
Weaknesses: Speed, Enemies that get too close

Stats
  • HP: 80
  • MP: 36

  • Attack: 22
  • Defense: 20
  • Magic Attack: 18
  • Magic Defense: 16
  • Speed/Agility: 14


Bio: Cael comes from a lineage of dragon knights on Tsuvryen, and from his earliest memories he aspired to join their ranks as soon as he was of age. The discovery of his status as a conduit did little to change that, though his father did seek the council of the Archsages and their (generally) wise Galiants on the matter. Formal training in either aspect became impossible, however, when the Darkness conquered Tsuvryen before Cael had even fully reached adolescence. With his mother scarred in battle, the family only barely managed to escape the storming of their city, fleeing to Traverse Town.

The years passed, and around the time he turned 15, his parents began training him, with help from Balthazar, apprentice to Merlin, who was the Galiant of Leront, who himself had been a soon-to-be Archmage. Three years of that, and he was prepared to head off to one of the prestigious Academies. That, however, brought up a problem: which one. His mother, bitter over her defeat on their homeworld, demanded that he be trained in the Kingdom. His father, more levelheaded--and seeking to keep his family as far from the war as possible--insisted that he be sent to the Twilight Academy instead. Cael himself was torn between the separate ideals, and being indecisive, was useless.

A compromise was made with the help of two other survivors: Leront and Cormac, teachers in the Kingdom and Republic, respectively. Cael would attend both, alternating between them. His first two years would be spent at Kingdom Academy; the third and fourth would be at Twilight Academy; and his final year, he would return to Kingdom Academy. Upon graduation and receiving his Keyblade, he would decide what to do with his life from there.

Now, eight years since the fall, he's returning to Kingdom Academy for his final year of training. He hadn't connected too well with any students in his first two years, so his fifth year would essentially be a fresh social start.  

fractalJester
Captain

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fractalJester
Captain

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PostPosted: Sun Feb 09, 2014 8:43 pm
Name: Cormac Ashhart
Galiant: The Fates
Age: 33
Gender: Male
Class: Keyblade Master / Teacher [Twilight Academy]

Appearance Picture, based on Wen-M's work
Height: 6'1
Weight: 175 lbs.
Hair: Chestnut Brown, Short-Medium; just long enough to start getting wavy but not long enough to get in his eyes.
Eyes: Dark Brown
Skin: Slight Tan
Build/Body Type: Lean

Personality: Cormac is quiet yet friendly with strangers and acquaintances, diplomatic and ever-polite until boundaries are crossed. He will go out of his way if he sees people in need, and generally does what he can leave people and places better than when he left them.

Getting to know him, however, reveals a much more quirky man beneath. Though he takes his job as a professor seriously, he separates work from society almost too well. He's erratic, witty to an annoying fault, and has a flair for the dramatic, making him theatrical and fairly goofy. All the same, once a person crosses the line from acquaintance to friend, his loyalty increases exponentially. So much as hinting a threat towards his allies is enough to provoke him to fairly malicious thoughts.

Setting aside everything else, Cormac has long since accepted both light and darkness, coming to terms with the entirety of his heart, emotions, and the human condition. He fully believes in the ideals of balance and has faith that, in time, the war will end--he just also happens to accept that it may require some weeding.

He has a love of art, but laments that his only talent is manipulating language, having no visual or musical skill (save, perhaps, matching tone). He's a highly-intelligent problem-solver with a mild touch of ADD and anxiety, and as a result, his mind is constantly, incessantly, permanently running--and, every so often, his mouth tends to follow suit.

Likes: Reading and writing | Art in general | Enjoying the little things | Hanging Out | Balance | Ice Cream
Dislikes: Ignorance and/or Stupidity | Tedious labor/work | Boredom | Too-Serious People | Bigotry | Asparagus and most other greens | Absolutes / Lack of compromise
Fears: The cosmos being pushed too far off balance that it cannot recover | Having no control over his life

Weapon: Empyrean [Cane Sword]
Abilities:
  • Mistborn - Cormac can connect to spiritual energies using multiple senses, and can both understand and speak to various facets and spirits with ease. As a result, however, places of high spiritual concentration have a tendency to overwhelm him if he's not given a chance to adapt.
  • Fate Sight - Cormac has an enhanced Scan that shows not only the opponent's life force, but also their status alterations.
  • MP Boost++ - Cormac has a significant boost to his mana pool.
  • MP Hastera - Cormac's mana regenerates rapidly once fully emptied, returning to full within three posts.
  • Silence Block - Cormac is immune to Silence and related magic-blocking curses.
  • Aura Bracer - Cormac's attacks and spells cannot be interrupted.
  • Clotho's Generosity - Cormac has a decent boost to his life force/HP.
  • Lachesis' Bias - When Cormac's life force drops below 25%, his Defense and Magic Defense increase by 25%.
  • Atropos' Mercy - Cormac will survive any single attack or quick combo that might knock him out with 1 HP, unless he is already at 1 HP.
  • Mist Aura - Cormac enhances his personal weapon (Empyrean or Akasha) with additional magic power for three turns, enhancing its strength by five (5) Attack.
  • Mist Molding - At creation, any of Cormac's Mist spells can be imbued with a single secondary effect, either of his casting or an ally's. These can range from elemental changes (such as casting Fire to make a Mist Blade fiery) to status effects (such as altering the spirit to create a Regen field rather than attack). {Armor : 2 Effects}

  • Mist-Eater {K} - With focus, Cormac can absorb magic from the world around him at a rate of 25% Max per post. Doing so, however, counts as an action. If any enemies happen to be within near-melee range, their mana will be drained as well, speeding up the process.
  • Mistburst {K} - While Cormac wields his Keyblade, his spiritual invocations can target areas rather than individual victims.
  • Mistform {K} - While Cormac wields his Keyblade, he can take on an ethereal form in short bursts.
  • Armor of the Mistwalker {K} - While wielding his Keyblade, Cormac has the option to summon his personal armor. This armor allows him to travel through the Lanes Between unhindered, and it enhances his abilities manifold (noted by {Armor}). This armor is reserved for personal travel and intense battle. While travel takes no toll, battle in this armor can cause great exertion.

  • Mist Devourer {Armor} - Mist-Eater is constantly applied, giving Cormac a slow MP Regen and syphoning away mana from anyone within melee range so long as they remain in said range.
  • Clotho's Gift {Armor} - If knocked below 15% health, Cormac's life force begins to constantly regenerate until it reaches 25%.
  • Lachesis' Ward {Armor} - When Cormac is knocked below 50% health, his connection to the Fates intervenes and infuses him with cosmic energy. So long as he is below 50% health, all damage he receives is split between himself and the attacker.
  • Atropos' Precision {Armor} - Cormac's attacks and spells ignore 20% of his enemies' Defense and Magic Defense.


Spells:
  • Mist Weaponry - Cormac infuses a bit of his magic with conjured spiritual energy to create a variety of ethereal weapons and items. He can create any weapon in this way, with the ethereal form having endurance equal to his Magic Attack. The item lasts four (4) turns, or until its endurance runs out. {Armor : No Turn Limit, No Item Limit}
  • Mist Suit - Cormac conjures ethereal armor around himself that negates damage done to him while it lasts, which is either four (4) turns, or until its endurance runs out. Afterward, the energy detonates, damaging any enemies nearby. {Armor : No Turn Limit, Double Endurance}
  • Mist Aeon - Cormac more directly invokes spiritual energy, conjuring an ethereal ally to fight alongside him for a brief period. The aeon has endurance equal to his Magic Attack, and can be utilized for various purposes, depending on how it is invoked. Unaltered, the aeon attacks using non-elemental magic blasts. He can detonate any Aeon to damage surrounding enemies for 50% Magic Attack. At the moment, only three (3) can exist at a time. {Armor : 5}

  • Spiritual Embrace - Cormac calls on the spiritual energy of life itself, infusing himself or another target with additional life force and healing wounds. Ranges from a basic Cure to a full-blown Curaza, depending on mana output. Also removes status ailments, following similar rules.
  • Coronal Flare - Cormac calls on the spiritual energy of fire, summoning a searing blaze to descend upon a target that envelopes the victim in rings of flame. Has a chance to Disable them by burning their arms.
  • Polar Freeze - Cormac calls on the spiritual energy of ice, summoning an icy vortex around his target. Has a chance to put the target to Sleep due to the sharp temperature drop.
  • Plasma Storm - Cormac calls on the spiritual energy of lightning, summoning a barrage of lightning bolts down upon his target. Has a chance to Silence the target, temporarily damaging their magic circuits.
  • Soaking Torrent - Cormac calls on the spiritual energy of water, summoning a stinging torrent of water down upon his target. Has a chance to Slow the target.
  • Siroccan Gale - Cormac calls on the spiritual energy of air, summoning a sudden dust devil twister around his target made of damaging razor winds. Has a chance to Blind them.
  • Gaian Stone - Cormac calls on the spiritual energy of earth, summoning an eruption of sharp stone in a circle around the opponent, surrounding and closing in on the victim. Has a chance to Immobilize their legs.
  • Natural Wrath - Cormac calls on the spiritual energy of nature, summoning barbed vines from below his target that envelop and constrict the victim. Has a chance to Paralyze the target.
  • Grim Shroud - Cormac calls on the spiritual energy of decay, summoning a thick poisonous fog around the target that burns away at their bodies. Has a chance to Poison.
  • Radiant Tower - Cormac calls on the spiritual energy of light, summoning a sudden eruption of light down upon the target that sears them with brilliant energy. Has a chance to Addle the target.
  • Shaded Fury - Cormac calls on the spiritual energy of darkness, summoning a dome of shadow around the target that quickly begins to rend and tear at the victim within. Has a chance to drive the target mad with Fear.
  • Mystic Root - Cormac calls on the spiritual energy of magic itself, summoning an explosion of pure energy with the target at the core. The explosion consumes the most recent enchantment on a target in the process, converting it into additional spellpower. If an enchantment is consumed, the Magic Attack increases by three (3). {Armor : Consumes up to 3 enchantments, each adding the same amount of MA.}

  • Mist Raid {K} - Cormac charges his Keyblade with Mist energy before tossing it at a target. {Armor : On contact, the energy erupts and damages nearby enemies for 50% Magic Attack.}
  • Clotho's Sleight {K} - Cormac marks a target with an enhanced physical attack. For three turns afterward, their life force is slowly drained away, replenishing his own.
  • Lachesis' Judgment{K} - Cormac pierces a target, marking their spirit and the end of their measurement. Does pure damage and has a small chance (3 in 10) of Dooming the target, knocking them out 3 turns later.
  • Atropos' Shears {K} - Cormac rends a single target's spiritual energy, doing pure damage with a small chance of instant knockout (3 in 20). This spell instantly drains his mana.
  • Mist Storm {K} - Shotlock; Cormac begins to hover in mid-air, calling on Mist to envelop him, temporarily making him invincible as he charges an assault. If unleashed in the same post, he unleashes a single barrage of spiraling magic projectiles, instantly draining half his remaining mana; if unleashed after one full post of charging, he instead unleashes three barrages, draining all remaining mana. The barrages can target multiple enemies or close in on one.

  • Mist Tempest {Armor} - Cormac charges momentarily before unleashing a battlefield-wide assault of magic.
  • Mist Militia {Armor} - Cormac charges momentarily before calling forth a number of Aeons, however many are left to fill the max quota. They can each have different effects. Alternatively: he summons smaller elementals, double the number of possible Aeons but at half strength, each with one (1) max effect.

  • Mist Construct [LIMIT BREAK] - Cormac pulls forth all his mana and the available spiritual energy around him to create a single, giant Mist entity. This entity can take up to five (5) enhancements and is the equivalent of a moderate Heartless boss creature. Creating this creature consumes all Mist-created items or entities and forces Cormac to sit out for the rest of the fight.
  • Channeling Akasha {K} [LIMIT BREAK] - Cormac uses Akasha, unlocking the spiritual energy of the world itself, and drawing it inside him. For three turns, all of his stats are increased by 50% and his Mist spells have no limitations.


Strengths: Magic, the Elements, Versatility
Weaknesses: Defense, Heavy use of MP, Reliance on ally creation

Stats
  • HP: 72
  • MP: 64 (60+4)

  • Attack: 24
  • Defense: 18
  • Magic Attack: 30
  • Magic Defense: 20
  • Speed/Agility: 18


Bio: Cormac was born into a family of spiritual sages on the world Tsuvryen, his uncle serving one of the Valerat royal archsages. Like most of his family, he was taught the ways of their particular school of magic, but Cormac was unusually gifted. His brothers and sisters could get the spirits to speak, while he could get them to sing and converse; others merely saw the spirits, while he felt them, even when they weren't called. Some believed he had a touch of druid in his veins, though it was simply attributed to genetic potluck. His kind weren't unheard of, just uncommon.

He was pretty far down the line as far as inheriting his uncle's title, so he wasn't particularly motivated to succeed. Such an attitude left a wedge between some of the others in the circle of magic families, including the son of the alchemic archsage, Leront. He likely would have been content to live out his days practicing spiritualism in countryside, had his life not taken a turn with the appearance of Clotho, Lachesis, and Atropos--the Greek Fates, who so reeked of spiritual energy that Cormac could not help but fall to his knees.

In their own cryptic, annoying fashion, they teased him with riddles of destiny and chance, and though he was quick to take their words with a grain of salt, their power awed him all the same. As a result, despite never understanding what they would get out of the deal, he agreed to their proposition, becoming their Keepers and leaving for the Twilight Academy at age 19.

A time after graduating, while he was on assignment, he received the news. The Twilight Republic world, Tsuvryen, had been forcibly conquered by the Dark Dominion--and the Fates simply continued to mutter riddles and portents. Trying to help what survivors were left, he alternated between defending the remaining Republic worlds and teaching at the Academy--sometimes even teaching courses in the Kingdom.

When the tutoring of another Tsuvryen survivor, Cael, came into question, he and Leront were called in and, despite their difference of views, agreed that a compromise would be the best option.

Name: Akasha
Appearance: Akasha
Additional enhancements: +2 Attack , +2 Defense, +5 Magic Attack, +2 Magic Defense, +4 Speed/Agility; also gives access Armor of the Mistwalker and numerous unique enhancements.



Pet
Name: Mercutio
Species: Spirit Raven

Personality: Ravens are generally known by their morbid stereotype, their ominous black appearance, their status as a supposed omen. Mercutio, however, laughs at those stereotypes--sometimes literally. He's cheery, likes to play tricks and games, helps out, and is an all-around friendly bird.

Likes: Fun | Games | Wit | Friends | The living world
Dislikes: Party poopers | Snakes | Abuse of the spirits

Abilities:
  • Thought Projection - Mercutio has a limited form of telepathy that allows him to communicate his thoughts directly into the minds of those he chooses.
  • Bird of Burden - Mercutio has an uncanny ability to carry items heavier than he is, though not terribly so.
  • Druidic Bond - Mercutio is bound to Cormac on a spiritual level and, as a result, so long as Cormac has life force, Mercutio cannot be killed. Not easily, at least.


Bio: Mercutio is a spirit Raven, an animal simply more in-tune and connected to the spiritual energies than most, and he originates from Tsuvryen with Cormac. When he was still young, Cormac helped hatch and raise the bird, and they've been inseparable since, working in tandem to help the worlds remain at balance.  
PostPosted: Sun Feb 23, 2014 5:20 pm
User ImageName: Caleb Hooper
Galiant: Milo Thatch
Age: 42
Gender: Male
Class: Teacher (ancient history/mythology)

Appearance
Height: 6'7"
Weight: 230lbs
Hair: Blonde, short, spiked
Eyes: Electric blue
Skin: Tan, weathered, pale tan lines
Build/Body Type: Burly/muscular

Personality: Caleb is a generally quiet man, exceedingly gentle and calm. He loves to explore, either by roaming the world around him or burying his nose in a book. Since he was a young boy, Caleb has been insatiably curious about nearly everything, though he has a passion for ancient history and mythology. When he's not surrounded by dusty tomes or ancient scrolls, Caleb is out in the world searching for ancient treasures or lost civilizations. Despite his love of learning, however, Caleb is rather scatter-brained and disorganized. Due to his insatiable curiosity, Caleb can also be rather tactless and nosy, asking questions directly and with little regard to the comfort level of the people around him.
Likes: Collecting things (he's really not picky; having more than three of something is a collection to him), reading, hiking, watching fish (he finds their movements relaxing), learning, sweets
Dislikes: Rain, snow, bitter foods/drinks, incurious people
Fears: Birds (ornithophobia)

Weapon: Magni (war hammer)
Abilities:
  • Iron Fist - Caleb throws all of his force into a single punch. 15% chance of instant KO. When used on an obstacle and not an opponent, will destroy obstacle. May require several hits depending on size.
  • Rock Armor - Caleb temporarily encases himself in stone, reducing his mobility by 5 (Speed/Agility -5) and increasing his defense by 3 (Defense +3). Effects last for five posts or three direct hits.
  • Home Run - Caleb swings Magni in a wide arc, deflecting oncoming projectile or magic attacks back to the attacker.
  • Living Compass - Caleb can never get lost, as he will always know which direction is north, even when miles underground.
  • Gaeus's Wisdom - Caleb can determine with extreme accuracy the thickness and density of rock and earth, size and length of openings in the earth, and how stable the earth around him is.
  • Pile Driver - Caleb smashes Magni onto a single opponent with all of his might, potentially burying the target in the ground if the earth is soft enough, otherwise simply dealing tremendous damage.
  • Defender - Whenever Caleb's health falls below 25%, his Attack increases by 50% (1.5x Attack)
  • Walking Tank - Passive. Caleb will always retain at least 1HP after an attack or combo, unless his HP was already at 1.
  • Amun's Curse - Passive. Due to his affinity with Earth, Caleb takes double (2x) damage from wind-based attacks.
  • Raijin's Blessing - Passive. Due to his affinity with Earth, Caleb takes half (0.5x) damage from thunder-based attacks.
  • Poseidon's Grace - Passive. Due to his affinity with Earth, Caleb is immune to water-based damage.
  • Gaia's Favor - Passive. Magni is infused with the power of Earth, causing all basic attacks to deal Earth damage.

Spells:
  • Gravity - A basic Gravity spell. Will bring airborne enemies to the ground from up to 15 feet in the air, and deals earth-based damage.
  • Gravira - An advanced Gravity spell. Will bring airborne enemies to the ground from up to 25 feet in the air, and deals earth-based damage.
  • Graviga - An advanced Gravity spell. Will bring airborne enemies to the ground from up to 50 feet in the air, and deals earth-based damage.
  • Quake - A basic Earth spell. Causes the ground around Caleb to tremble violently, dealing earth-based damage.
  • Thunder - A basic Thunder spell. Summons a bolt of lightning from the sky to strike a single target.
  • Fire - A basic Fire spell. Shoots a single ball of fire at a target.
    Earthshaker - Caleb hits the ground with Magni, causing an eruption of stone stalagmites for up to 25 feet before him in a widening cone. May stun any opponents caught in the spell.
  • Earthsplitter - Caleb hits the ground with Magni, causing a fissure to open up in a direct line from him stretching up to 25 feet long, 6 feet wide, and 10 feet deep. After a moment (one post) the earth will snap closed, crushing any enemies within and spitting out anything that isn't destroyed by the resulting damage.
  • Rock Smasher - Caleb summons a huge stalagmite from the ground, then shatters it with a mighty swing of Magni, sending fragments of rock shooting at several opponents like cannon balls.
  • Shockwave - Caleb smashes Magni into the ground, sending a shockwave in a 20 foot radius, causing enemies to stumble and fall to the ground. Ineffective against any opponent not actually touching the ground.
  • Mjolnir - Caleb lifts Magni into the air and summons a bolt of Thunder to strike the war hammer, charging it with electricity. He then throws the hammer with all his might at a single opponent, dealing Thunder damage and potentially stunning them.
  • Thor's Judgment - Caleb lifts Magni into the air and summons a bolt of Thunder to strike the hammer, charging it with electricity. He then slams Magni into the ground, eliciting a shockwave chased by bolts of lightning from the hammer's head, knocking enemies caught in the blast to the ground and potentially stunning them. The shockwave will miss any opponent not on the ground, however the thunderbolts will strike anything less than five feet from the ground.
  • Volcano - Caleb hits the ground with Magni, causing the earth ten feet in front of him to erupt in a large cone, spewing lava in a five-foot radius and raining debris down in a seven-foot radius. Lava causes fire damage, debris causes earth damage. Eruption lasts for two posts.

Strengths: Physical attack and defense | Magical attack
Weaknesses: Speed/agility | magical defense | can't jump worth crap

Stats
  • HP: 120
  • MP: 46

  • Attack: 30
  • Defense: 30
  • Magic Attack: 23
  • Magic Defense: 12
  • Speed/Agility: 15


Bio: Caleb was born and raised in Washington, DC, in a little house that barely fit him, his parents, and his three sisters. He was the second child of the bunch and his older sister, Lottie, teased him mercilessly. Eventually his two younger sisters, Milly and Tina, joined in the girlish torment. Caleb, who was quite a bit larger and stronger than his sisters, was always careful not to retaliate too much when they teased, fearing that he'd somehow injure them. He took more and more to playing outside in the family's tiny back yard, digging in the dirt and pretending to go on grand adventures. During the rain and the snow, however, Caleb's mother kept him inside with his sisters, and it was a long time before he learned that they left him alone when he was reading.

It was in his father's rather bare library, which held a whole twenty books in all, that Caleb first learned about worlds outside of his own. His school teacher had been entirely focused on the recent history of the world they lived in, and hadn't bothered to go back further than the last fifty years or so in his lessons, never mind delving into the histories of other worlds. Caleb was fascinated; the book he'd found was on something called Greek Mythology, and he learned about the gods and fantastical beings from Olympus. Caleb devoured that book, and the other nineteen in his father's library, then went searching for more. He'd bring home books from the school library that taught him about ancient cultures and people quite often.

On his way home from school one day, Caleb quite literally bumped into someone. He hadn't been watching where he was going, his nose being buried in the book he'd just recently checked out. As Caleb looked up at the person he had run into, he noticed several rolls of paper clutched in the stranger's grasp, some of which were old and stained. Apologizing profusely, he helped gather up the scrolls that the stranger had dropped. When the stranger saw the book Caleb had been reading, they immediately engaged in a discussion of mythology and ancient history. Within a few short minutes, a life-long friendship was born, and Milo Thatch would often stop by after Caleb got out of school for the day.

The years went on and Caleb grew into a young man, though Milo never seemed to age. Finally Caleb was too old for the school he'd been attending, and Milo offered him a job as his assistant, though he didn't really need one. Milo worked at the Smithsonian in the Cartography and Linguistics departments, though he spent most of his time doubling as a janitor and tending to a capricious boiler. Caleb gratefully accepted the offer, though. He was delighted to spend his days with his best friend, and through Milo was able to learn about pretty much everything the two came across in the museum.

It was one day on their way back to Milo's apartment that Milo confessed to Caleb that he'd decided to form the bond between a Galiant and Keeper with Caleb. As Caleb had never heard of such a thing before, he was puzzled. Milo went on to explain that as Caleb's Galiant, he was able to give his friend certain education in abilities that normally Caleb might not be able to access. Further questioning of Milo told Caleb that the bond had been formed nearly the same day that the two had met.

Eventually the two made their way to Kingdom Academy, where Caleb learned to fight and harness the abilities Milo had given him. The two grew closer than ever, and after graduating the Academy, they decided to see what they could learn by exploring the worlds on their own. They'd already learned through others at the Academy that what they thought was Greek mythology was, in fact, history, and they decided to learn what else they had taken for fiction was actually fact.

After many adventures, Caleb and Milo decided to return to the Academy to teach others what they had learned about the worlds. Their adventures had taught them less about recent history than they had expected; instead, the duo had managed to dig up information on events that most thought were fairy tales. During summer breaks, the two would often go on more adventures, always incorporating what they had learned into their lessons for the year.  

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PostPosted: Mon Feb 24, 2014 3:36 am
Name: Dylan Morris Harper
Galiant: Alan A. Dale
Age: 14
Gender: Male
Class: Student, First Year

Appearance
Dylan is tall (for his age) and lanky, with fair, barely tanned skin, brown eyes, and long green hair. He usually keeps it out of his eyes with his bandanna, and tied up loosely in the back with a tiny band. He wears rags made from stitching together several random-colored pieces of cloth he has found over the years - some of them new, and some of them ancient and faded - giving him an odd appearance; some people tend to call him Scarecrow, claiming he is "all rags and straw". The only piece of clothing he owns which is not ragged and makeshift, is his red and black capelet, which was a gift from his surrogate mother. These clothes are very thin layers, made for easy breathing, and the pants have several pockets for storing small fruit and useful things he "finds". He also wears a small brown bag strapped to his waist, which he uses to hold his harmonica, among other things. He wears nothing on his feet, at least when he can help it.
Height: 5' 10
Weight: 155
Hair: Green, long and wavy
Eyes: Brown
Skin: Fair
Build/Body Type: Slim, lanky
User Image



Personality: Dylan likes to be cheerful, even though he's seen quite a many bad times. He can get stuck in a rut just like everyone else, but he prefers to stay in a happy mood. No matter the emotion at the time, however, he'll always have a song to match it. He always says that, as long as he's got music to keep him company... and his best friend Alan, of course... he'll be able to make it through anything.
Despite being a common, pick-pocketing street urchin, Dylan considers himself a "true gentleman", and acts accordingly; he is courteous, and acts in a respectable manner, especially towards ladies, as he feels it is his duty to be chivalrous in an otherwise barbaric world.
He doesn't like to see people in trouble or depressed, and he'll always do his best to help them out if he can. Many times, the solution will be playing a song on his lute or harmonica.

Likes: Music, sewing, lazy days, travelling, swimming or just being in water
Dislikes: People killing a groove, people who hurt others, being alone or sad, large crowds (not just a bunch of people; more like half a city), small areas or rooms (especially jail)
Fears: Has a crippling fear of enclosed spaces. He is also afraid of being stuck in exceedingly large crowds, as he feels he will become devoured by the masses and never make it out alive (literally, not figuratively. I know it is impossible for a large gathering of people to actually EAT you, but he seriously believes this, and is terrified of the possibility, however unreal it may actually be.)


Weapon: Minstrel's Lute - Small and simple yet sturdy wooden lute used for playing songs as well as fighting.
Abilities:
  • MP Rage - Restores MP relative to the amount of damage taken.
  • Steal Munny - Steal munny from enemies, with a 50% chance of success. Cannot be used while attacking or Performing.
  • Mermaid Kick - Enables faster swimming.

Spells:
  • Seraph Song - A song pleading for angelic protection. Restores MP to all allies within a 10-foot radius.
  • Life's Anthem - A song praising the vibrance of life. Restores HP to all allies within a 10-foot radius.
  • Rousing Melody - A song of encouragement and inspiration. Temporarily increases the Speed of all allies within a 10-foot radius.

Strengths: Supports allies | High maneuverability | Excellent magical accuracy
Weaknesses: Weak physical strength | Weak against Thunder magic | Can't fight well alone

Stats
  • HP: 32
  • MP: 24

  • Attack: 8
  • Defense: 8
  • Magic Attack: 12
  • Magic Defense: 10
  • Speed/Agility: 12



Bio: Dylan was born in the world of Nottingham, and orphaned when he was still hardly able to speak. He spent most of his younger days living on the streets, scavenging for whatever food and clothing he could find. Whenever he got in trouble, he would run to the river as fast as he could, and come back the next day. He learned to pick pockets at an early age, but one day, he got caught by a young peasant woman. Having no children of her own, due to a physical inability, she took him in and raised him as her own son. She taught him how to act like a gentleman, how to sew, sing, play instruments, and even to fix them. She gave him a harmonica on his seventh birthday, and a lute on his eighth. Unfortunately, she was imprisoned unjustfully soon after that, giving herself up so that he could escape. He fled into Sherwood Forest, and made friends with the animals there, but never saw his surrogate mother again.

He resigned to spending the rest of his days in the forest, playing music with his best friend and mentor Alan A. Dale, and hoped to one day, if he ever acquired enough skill, free his "mother" from jail. Before this could happen, however, the War came to Nottingham. There were many people lost, and the land was always under attack. Dylan and Alan managed to escape, and wound up in Traverse Town, though they couldn't figure out how. They settled down in that town, living on the streets and playing songs for money, until one day...

He heard people speaking of some sort of "Academy", where people tempered their skills and mastered combat, or something to that degree. He didn't hear many details beyond that, but decided to check it out. After learning more of the Academy, he quickly made up his mind, and he and Alan hitched a ride on a Gummi Ship as soon as possible. Perhaps, after studying at this Academy, he could find a way to reclaim his homeland, and finally, finally see his mother once more.  
PostPosted: Wed Aug 13, 2014 1:19 am
Kingdom Academy Character App

Student Profile
Name: Lucius/Leora
Nicknames: Lucy/Leo
Galiant: Alice
Age: 14
Gender: Male/Female
Class: Prince/Princess of Heart - Student - Second Year

General Appearance: Leora and Lucius look scarily alike, especially considering that they’re different genders. If Leora simply unclipped her bangs so that they could spring up and tied her hair up, she’d look like Lucius. Likewise, if Lucius simply clipped his bangs down and let down his hair, he’d look like Leora. Leora is beginning to grow some chest, though, and Lucius’s voice has become slightly deeper. By the end of puberty, the two would probably look sufficiently different from each other. For now, though, the only thing keeping others from mixing them up are their different hairstyles and outfits. Both hope that they could remain looking similar for the rest of their lives, if only because it’s entertaining to mix people up.
Height: Their heights are still identical at 5’ 1”
Weight: The extra body fat Leora gained from female puberty puts her at 103 lbs whereas Lucius, having not gained any body fat and having no more muscle mass than Leora is slightly lighter at 102 lbs.
Hair: Identical shades of blonde.
Eyes: A solid blue, vivid and not wishy-washy in the least. As with most everything else, Leora’s and Lucius’s eyes are identical.
Skin: Light, smooth, and clear. It’s not like there’s a lot of sun in a computer world. Likewise, acne isn’t a thing either in Space Paranoids.
Build/Body Type: Soft and light. Leora feels like what one would expect from a princess who’s kept off the battlefield. Lucius feels the same.

Personality: Two as one. Two that have only had their other self to interact with for years. Leora and Lucius can be a bit awkward to be around. They have a habit of finishing each other’s sentences and starting the other’s sentence right after their own so often that conversations with them can be rather confusing. They’re inseparable and never fight with each other. They may label themselves as twins, but they’re much closer than that. Their hearts of light are identical and so tightly bound that they fill one of the spots for princes/princesses of heart together. A fight between the two of them is the equivalent of anyone else fighting with themselves. It just doesn’t happen. Mild turmoil and disagreement between the two is possible and has happened, yes, but they always go together on the same decision. Physically, they’re quite clingy with each other, neither caring for the other’s personal bubble and not caring for their own either. If it calls for it, they also don’t care too much about the personal space of others. Although, they usually don’t have a reason to invade anyone else’s personal space. People tend to get like that when they’re surrounded by nothing but a bunch of obedient stacks of data. For that same reason, their social skills could use some work. They always mean well, but their means can often be severely misplaced and they have a habit of forgetting to fix those misplaced means even when they’re told to. For instance, their unwavering belief that a laugh makes everything better. Imagine the two of them at a funeral doing an impromptu comedy skit. As they are now, they’re certainly going to try doing that.

With pure hearts untainted by a speck of darkness, comes pure intentions. Lucius and Leora don’t like fighting, but that distaste for combat is often overridden by their desire to help. Sometimes, they can be a bit too forceful and brash about it. They are one program that has freed itself of the orders that had been programmed directly into it while it was still being created. They are one program, in a world where emotions were impossible and hearts were not meant to be, that awakened not one but two hearts. They are one program, created as one being with two bodies that have developed into two separate individuals, tightly linked as they are. With all Lucius and Leora have been through, they could care less about what they are meant to do in their new role as one of the seven Princesses and Princes of Light. Years of dealing with only maliciously programmed entities, bits of data that cannot be persuaded to stop, have accustomed the twins to situations where fighting is the only way. It’s to the point that even though they don’t like it, they’re also not going to question having to support their allies as the enemies are beaten down. Although, since joining Kingdom Academy, they’ve become slightly more used to the concept of enemies being persuadable, and they can’t help but be happy at the idea that there is a way to completely avoid fights. They’re eager to try out this “seek peace” thing and do so in some form or another for every encounter. However, to the twins, it’s still just a concept, and they can’t help but harbor 14 years worth of doubt at whether or not enemy’s really can just be talked about fighting. Just about as many years worth of memories of simply sitting in a tower, safe and sound, as fellow programs fell to bugs and glitches have made the twins sick of being helplessly far from the action. Leora and Lucius are determined to go out into the fight with the best of them, whether it’s to provide support to the fighters as they’ve been doing in Space Paranoids or to nicely ask the enemy to stop fighting as they just learned they’re both able and expected to. The twins don’t want to just for everyone else get hurt so that they can be useful and heal them. Leora and Lucius, as Princess and Prince of Hearts, want to prevent the hurt from ever happening one way or another to both sides, if such a nice ending is even achievable.

Behavior: There’s something very important to note about Leora’s and Lucius’s behavior when around others. Their personalities are identical, but to help cope with the complexities of interacting with others besides themselves, Lucius and Leora have developed an interesting method of splitting the main facets of their personality into two, Lucius acting as one part and Leora acting as the other. Leora has taken it upon herself to act the brash and forceful part, the one that’s always trying to find a way to get on the front lines and not learn a single cure spell so that she’s not forced to try and be useful back at base. Lucius serves as the more genteel side. He acts the part of the twins that wish they wouldn’t have to be so forceful to achieve their ideals and also the part that believes something as amazing as convincing the enemies to join their side is actually possible. He is calm and, for lack of a better description, incredibly like the ideal princess. He’s the one learning the cure spells and then teaching them to Leora because both he and Leora do want to learn how to heal as much as they hope they won’t be relegated to just healing. In this way, Lucius and Leora can fully express themselves without any of the clunky conversation.

Of course, when the two are alone with each other, there’s no need for such theatrics. They both revert back to their original selves, the middle ground between the two extremes they’ve just portrayed. They do the same when they’re separated from each other. After all, there’s no point in exhibiting just one side when the other side that’s supposed to be the balance is missing. Interestingly enough, this middle behavior, Leora’s and Lucius’s actual personality, is quite prince-like. Valiant, courageous, courteous, and more than willing to do what needs to be done to protect.

Likes: Both share a fondness for technology, data, mini-games, and computers as it reminds them of home. However, in the outside worlds, they’ve also found these amazing things called custards, cakes, blitzball, and airships. Loopholes, however, are by far the twins’ favorite things. They love looking for them, are overjoyed at finding them, and have a blast exploiting them.
Dislikes: Bugs and viruses. Originally, it was just the digital bugs and viruses found in computer worlds like Space Paranoids. However, upon learning that there are other things that share the name and having seen those other things, the two have grown to dislike both digital and real bugs and viruses. Sandwiches are both Lucius’s and Leora’s least favorite food. However, because they are so close to each other, each twin is willing to finish the other’s sandwich and spare them some suffering.
Fears: An unexpected blackout. In a digital world filled with lights, sudden darkness rarely meant anything good. Surprisingly, the twins don’t really care if they’re suddenly separated. It’s happened to them every now and then, and they’ve learned to just deal with it so they can get back together again.
Miscellaneous: The twins make regular use of abbreviations, a result of being created and raised in Space Paranoids. Some common abbreviations are MCP (Main Control Program), KA (Kingdom Academy), KH (Kingdom Hearts), and PoH (Prince/Princess of Hearts; plural and singular). They also tend to abbreviate world names. If abbreviations need to be changed for whatever reason, Lucius and Leora will do so.

Combat Data
Weapons: When in the real world, Leora and Lucius almost always carry a deck of cards each. Likewise, the first thing they each do upon stepping into a digital realm is to create several drones out of the surrounding data. The twins use the drones and the cards for essentially the same purpose, explained below.

Abilities:
  • Technology Expert: Leora and Lucius know anything and everything about computers and most things about technology in general. Hacking all but the most secure networks is a breeze for them. Creating materials out of data as easy as creating sand castles out of sand. They can easily control most devices, vehicles included, and knows the ins and outs of all the games held in Space Paranoids. The only ones that probably knows more than the twins about technology are probably specialists, like Tron.
  • Drone/Card Soldiers: Originally, Lucius and Leora could freely control and cast spells and abilities through drones that they created out of data in the digital world Space Paranoids. In the real world, Alice’s influence on the twins as their galiant gives them both the power to create and control playing cards in the real world just like they can create and control drones composed of data, freely moving multiple playing cards around and casting spells through them as they see fit. Spells cast through cards originate from the cards, giving Leora and Lucius the ability to locate the epicenter of spells away from their body.
  • Scan: An extremely diverse and passive analyzing ability, scan can be used to extract information on everything from enemies to allies to even the surrounding terrain. Scan has always been able to detect glitches, bugs, stray programs, viruses, and the like in digital worlds like Space Paranoids and the Grid. With the influence of Alice, the twin’s Galiant, this ability to analyze anomalies in the surroundings has also spread to the real world. Where applicable, Leora’s and Lucius’s ability to scan checks maximum and current HP, weaknesses/vulnerabilities, strengths/resistances/immunities, abilities, spells, and stats of whatever and whoever they see. With a bit of concentration, Lucius and Leora can also extract information from their surroundings and then use this information to piece together what has happened in the area of interest up to at least one day prior. Particularly noticeable events, such as large battles, can often be seen even decades after they’ve taken place.
  • Twinnection: Lucius and Leora are closer than most twins, tied not only in their genetics but also by their linked hearts. At times, their closeness can seem overbearing and even awkward to outsiders. However, this intimacy is also a great strength. No matter the distance between them, Lucius and Leora can always feel each other. They can feel the hurt, the joy, the sorrow, and whatever else of their other half. No matter what, Leora will have an inkling of what Lucius will do and Leora will have an inkling of what Leora would do. However, this bond is at its strongest when Leora and Lucius are together rather than separate. They are two people with perfect harmony, their synchronization doing wonders for their spells and active abilities. Lucius and Leora have two options to power up their techniques with their twin power. The first is to cast a single technique simultaneously, doubling the power, range, and duration of that technique. The second is to cast a second technique right as the first ends (or the third right as the second ends or the fourth right as the third ends and so on and so forth) to create an endless loop of one spell. Of course, both options quickly drain the twin’s mana, a predictable result of either doubling the cost of one spell or constantly casting spells.

Spells:
  • Stop: Manipulate time to bring surrounding enemies' movement to a complete halt for 4 seconds.
  • Reflect: An offensive shield of light that protects it caster from all angles and quickly counterattacks surrounding enemies with a spray of light that does damage equal to the enemy’s attack power to anything hit by the light.
  • Mini: Temporarily reduce the size of nearby enemies. Shrunk enemies have drastically reduced physical power and defense. They can be stepped on to deal damage. This can also reduce the size of allies and even the caster if the user so wishes. Friendly shrinking can last for as long as the affected person wants, even indefinitely if they so wish.
  • Faith: A large pillar of light is summoned underneath the user, knocking away nearby enemies with a considerable amount of force. The resulting impact can potentially leave the enemies damaged, even destroying enemies that have already suffered heavy damage prior to being hit by the skill.

Strengths: Lucius and Leora have actual combat experience, not offensive but they try to leave that disclaimer out to make themselves sound more impressive. They may be heart royalty, but don’t underestimate what they can do when under pressure.
Weaknesses: Both of the twins have yet to learn a single healing spell. They never had to up until enrolling in the school so it’s not completely they’re fault. Additionally, they have a tendency of overestimating their abilities, a flaw that they have yet to bother fixing because it’s helped them get into fights, missions, and the like they usually wouldn’t have been allowed in.

Stats:
  • HP: 48
  • MP: 32
  • Attack: 4
  • Defense: 12
  • Magic Attack: 16
  • Magic Defense: 12
  • Speed/Agility: 16

History
Home World: Space Paranoids
Bio: Lucius and Leora were created as one program, two parts meant to work as one, by MCP ten weeks prior to Sora’s appearance in Space Paranoids. Those ten weeks, in the computer world that the twins inhabited translated into ten years. For ten years, the twins dutifully performed their jobs like other programs of their kind, providing support to security programs from a control terminal that could, among other minor things, direct small drones capable of performing various tasks. They were assigned watch over a segment of Space Paranoids. The twins performed their job flawlessly and without emotion like any other program. Side by side, for years, Lucius and Leora built memories working together, but like any other program in the digital world of Space Paranoids, no matter how many memories they accumulated, emotions didn’t sprout at all in either of them. Like any other program, while Space Paranoids was under the iron rule of MCP, Leora and Lucius did not have a heart to express emotion.

Then Sora appeared, freeing Space Paranoids of MCP. No longer held by darkness, two hearts began to bloom in Leora and Lucius even though they were created to be one being. The hearts were identical and tightly linked to each other, to the point that it would be impossible to ever consider one without also considering the other, but Lucius’s heart and Leora’s heart were undeniably two individual hearts. This wasn’t normally supposed to happen. No other program developed hearts like the two twins. No other program developed any heart at all For no apparent reason besides destiny, Leora and Lucius were meant to hold hearts of pure light, the only type of heart that could form in a world where hearts weren’t meant to be in the first place.

With these new hearts came emotions, and the emotions came swiftly. 10 years worth of memory flooded Leora’s and Lucius’s hearts. Overnight, they formed a bond as tight as the one that connected their hearts. Whereas before the two were together merely because it was their purpose as one program, the twins were now inseparable because that’s how they wanted it to be. They were emotionally much more comfortable with being together than not.

The awakening of Leora’s and Lucius’s pure hearts also triggered something besides emotions, independence. This came much slower, but gradually, the two learned that whatever made them different from before also gave the the choice to not follow their creator’s every order. It was during a routine check gone wrong not more than a day after MCP’s derezzing, a little over a year for Leora and Lucius, that Leora’s and Lucius’s independence fully developed. The check had brought up a virus, the first one since the dismantling of MCP, and Lucius and Leora sent the security programs as they originally did. However, MCP’s derezzing had left Space Paranoids disorganized and weak. The first set of security programs failed to contain the virus, now causing glitches, and the reinforcements were slow in coming. With the number of programs dwindling, Lucius and Leora could stand still and passively watch no more. They had already begun developing the thought that they should be doing more but had stayed within the tower because that was just what they were supposed to do. For all their lives, they had been compelled as programs to never leave. However, with their section of Space Paranoids under threat, the twins came to the conclusion together that it was time they left the terminal, ignoring just about the most fundamental order, the order to never leave the terminal that was directly programmed into them as controllers of a terminal. Initially, it was only supposed to be a one-time thing for emergencies. However, one thing came to another, and the short visit to the computer world outside of the terminal turned into something much longer and more regular. Lucius and Leora found they could no longer just sit in the safety of their little tower, watching and describing what was happening for the higher ups to decide how to deal with the issue. Their hearts compelled them to personally help with the problems instead of just waiting. For many of these problems, the twins could not avoid a fight, and they quickly learned that there were some things about themselves that they could not just go against. Fighting and actually applying hurt to the bugs was one such thing. It never went well when the twins focused on whacking the bugs. Even when it did, they felt horrible and were less willing to help the next time a problem arose. Of course, they still helped and continued to help. They learned from the mistakes, stayed away from any direct hitting and focused on letting others hit things while they provided support. A part of them still felt sickened at the combat, but it was a small part they found they could burden themselves with in order to help protect their home.

Eventually, as the users got a handle of Space Paranoids, Leora’s and Lucius’s home world returned to how it was supposed to be. However, unlike their world Lucius and Leora could not simply change back to how they were when they had no heart. For the next three years, the two continued to grow accustomed to their hearts. From emotions, they grew personalities. From personalities, they developed behaviors. Through it all, they never held back. Neither Lucius nor Leora cared that they weren’t programmed for combat. They weren’t programmed for one heart, much less two, but look at both of them, they had two hearts between them. The twins broke free from their orders, even those given by the user, and continued to periodically roam through the data of Space Paranoids, personally helping fix whatever trouble they saw.

It took three weeks, three years for the Space Paranoids world, to catch the twins in the act and confine them, making them 13 years old. This wasn’t because of shoddy control by the users. Lucius and Leora, while rebellious, were quite good and sweet. Any orders directed at their sector, at least the important ones, were fulfilled, just not always in a way that was originally intended. Regardless, for what felt like three years to them, Lucius and Leora had been gaining combat experience in Space Paranoids that they shouldn’t have been gaining. The twins hadn’t quite mastered it, but Leora and Lucius had become quite adept in the finding loopholes in their programming to adapt their abilities, originally meant for long-distance assistance, to immediate combat. They’d even gone so far to self-modify a few abilities themselves, sure signs that they weren’t merely programs any more.

Once caught, the twins were scrutinized. What was believed to be one program was discovered to be two individuals. An attempt was made to extract the twins from Space Paranoids and into Hollow Bastion. The attempt worked about as well as one would expect. It failed, or it should have and would have if Lucius and Leora weren’t Prince and Princess of Heart. Being what they were, rather than the desired destination, the twins landed unconscious and at the feet of Alice in the wacky world of Wonderland. Apparently, Wonderland was wonky enough to make it possible for a program composed of zeros and ones to exist in the real world.

In this strange world at the feet of a blonde stranger who had apparently stopped aging both physically and mentally when she was a few years younger than them, Leora and Lucius awakened in confusion. The blinked, they stared at each other, they talked to each other, and then finally asked the girl next to them a few, rigidly worded questions about their predicament, questions structured in a way meant for data to understand because data was all an unimportant program like the twins had for company up until they met this strange little girl. Alice was, of course, rather confused, but confusion was the natural state of things in Wonderland, and she handled the twins with impressive dexterity. She felt, for lack of a better explanation, compelled to help the twins. There was something about them, something very pure, that completely convinced her they meant no harm.

In time, with enough bickering and confusing word play that wasn’t helped at all by the appearance of the other inhabitants of Wonderland—including a rather scary scene where the Queen walked by, ordered everyone beheaded, and the twins and Alice made a break for it—Alice found out what the twins needed and the twins learned how to ask questions normally. Well, mostly normally. Simply being in Wonderland taught them a few strange mannerisms that have stuck, including the celebration of an Unbirthday whenever they felt like it. A notice about Leora’s and Lucius’s presence in Wonderland was sent to Kingdom Academy, the organization deemed most suited to delivering the message. Kingdom Academy was also the organization deemed most suited to bringing back Lucius and Leora, so a few students and one teacher to act as supervisor arrived in Wonderland to fetch the twins. A particularly sensitive member of this group, like Alice, also felt within the twins an unnatural pureness. However, unlike Alice, when the teacher was informed of this, s/he knew immediately what Leora and Lucius were and she acted on the knowledge with prudent haste. Rather than risk doing too many things at once, the teacher did not explain any details and simply returned to Kingdom Academy with Leora and Lucius as was planned. In addition to that plan, Alice was also brought to the academy. At the school, the three were settled into one room, a waiting area of sorts, to wait while the users who had attempted to extract Leora and Lucius were contacted, the situation explained to them, and permission to keep the twins at the academy asked of them.

Permission was granted and the three who were waiting quite clueless but with rather wild theories—Lucius, Leora, and Alice—were told everything. Alice, having a heart of pure light herself, was requested to be the twins’ galiant. The three seemed to get along just fine and Lucius and Leora, having never left Space Paranoids before, seemed like they would be in great need of a guide. She accepted, rather surprised that she would have two Keepers. Although, she was more surprised that they would fall into Wonderland much like how she imagined she had fallen in herself. Leora and Lucius also agreed. They couldn’t have explained why if they were asked, so it was a good thing they weren’t, but their hearts felt that attending Kingdom Academy and getting to know the people there, starting with Alice apparently, was the right thing to do. Then the three were left alone as room assignments, schedules, orientations, and the like were arranged for them, a rather complicated business as this was the middle of Kingdom Academy’s school year. While the three waited once more, they all felt rather awkward. Despite the newly formed bond, Alice was just about a stranger to Leora and Lucius. They had barely known her for little more than a day but they were already bound to her as Keeper and Galiant, a bond that had been repeatedly stressed in the past 5 minutes as something very important. The same could have been said about Lucius and Leora for Alice. However, everything had a start. This would be start of Leora’s and Lucius’s relationship with Alice, one that proved to be rather awkward and strange, but all that really just meant it was going to be more fun.

Half a year after enrolling in Kingdom Academy in the middle of the academic year, Lucius, Leora, and Alice have moved with the rest of the first years into their second year of school in Kingdom Academy. Lucius and Leora were found to already know much of the magic, combat, and math taught during the freshmen year of Kingdom Academy, so they took highly accelerated courses in the three fields, finishing a year’s worth of magic, math, and combat within the first half of the semester. The extra time was given to the other courses. The twins managed to make use of this time to finish a year’s worth of literature, history, and geography without having to go to summer school. Gym and general fitness were the sources of the real struggle for the twins, though, and they couldn’t avoid taking summer classes in the subject.

Despite the amazing academic progress, Alice, Lucius, and Leora are still getting to know each other. Let’s not even touch on Leora and Lucius getting accustomed to other people. They’ve just started acting normal enough to even attempt it. The three don’t have any mind-blowing or heroic goals in mind. Acceptance on the front lines is about the only thing that could be categorized as a dream of the twins, but to them, that’s more of a means to an end they still have no clue about rather than the end itself. Alice is simply content following the twins about, watching their sometimes bizarre antics and telling them “I told you so” every now and then. The twins and the girl from Wonderland are just a trio having a good time at school. Leora and Lucius, in particular, are having a blast squirming through loopholes while Alice either covers for them or clears them from trouble.
 

HeadlessKoko

Invisible Regular

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GuardianAngel_Luna

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PostPosted: Sat Sep 20, 2014 2:44 pm
Kingdom Academy Character App
Name: Alliya Huli
Galiant: Tod
Age: 17
Gender: Female
Class: 4th year

Appearance User Image
Height: 5' 7"
Weight: 110 lbs
Hair: Silver
Eyes: Turquoise
Skin: Light tan
Build/Body Type: medium build. Strong yet still sort of skinny.

Personality: Alliya is a collected sort of individual. The emotions she does show are small and subtle. She is sort of broken in that she cannot express a high amount of emotion after years of oppression. Her anger does show, however, when it comes to protecting people she cares about. It also works in her advantage that others can't easily tell what she is up to.
Alliya keeps to herself and is unable to make friends easily. She doesn't let anybody in easily but once she deems someone a friend and trustworthy, they may see a smile out of her. And once they become friends, expect a prank or two.
She can often be found in calm places like by the water or near a tree gazing off or sketching.
Likes: Outdoors, water (like a lake or an ocean), climbing trees, drawing, playful duels
Dislikes: Her loved ones getting hurt, someone breaking her trust, undercooked food
Fears: spiders, being drawn to the darkness, her past

Weapon: dual-weild katanas
Abilities:
  • High Jump
  • Aura Bracer- Alliya's spells cannot be interrupted
  • Tod's speed- Alliya has a generous boost in speed when fighting multiple enemies.
  • Leaf Bracer- Alliya has a boost in healing abilities
  • Calling the light- Alliya gets a boost in strength and defense when knocked down to 25% of her life.
  • MP Rage- Alliya's MP restores based on the amount of damage she takes.

Spells:
  • Thunder
  • Thundara
  • Light pulse - 3 rings of light appear around Alliya and one by one wash over a 10 foot radius, damaging her enemies 3 consecutive times.
  • Light's embrace- Heals herself and allies 50% within a 10 foot radius.
  • White light - a ball of light appears at the end of her blade and is thrown at the enemy (like fire)
  • Sly fox [limit]- Alliya and Tod dash around the enemy (if possible hiding behind objects as well) and disorient them. Then, being exactly on the opposite side from each other, they dash at the enemy and slash him/her.

Strengths: Physical Strength, healing magic, high amount of stamina
Weaknesses: Offensive magic, dodging,

Stats
  • HP: 80
  • MP: 40

  • Attack: 18
  • Defense: 20
  • Magic Attack: 20
  • Magic Defense: 12
  • Speed/Agility: 10


Bio: Alliya was born in the Land of Dragons. Mulan was a big influence on her, so she ran around and played sword fighting with the boys. Unbeknownst to her, and evil lurked beyond the wall that protected her land. The Huns did not end with Shan Yu, though his defeat quieted them for a time. The darkness reached into the hearts of the remaining Huns and they quietly planned another attack.
They dug a hole under the wall in a blind spot and sent in their messengers and spies. They corrupted the people with promises of gold and power. Unfortunately, Alliya's parents had been swayed and conspired with the Huns to bring down the wall and let them in.
A great battle was fought but with enemies on both the outside and inside, the light was conquered and the Land of dragons was plunged into darkness. The traitors received what they had been promised. Alliya and her family became very wealthy and her father became an official in the government.
She no longer had any friends. The children avoided her or their parents kept them away. Her father was never home and her mother was too wrapped up in her money and treasures to pay any attention to Alliya. For years she traversed her once happy homeland alone and sad.
On her thirteenth birthday, she had enough. During their first family meal in years, her heart told her it was time to end her suffering. She condemned her parents for their treachery and told them she had enough of wandering about with no one to hear her cries or tell her it's not her fault and it'll be ok. She ran away. Huns and heartless chased her night after night, week after week and she avoided each one with clever tricks and traps.
While sitting in the forest wondering where to go next, she heard a rustling in the bushes next to her. A fox popped out. He said he saw her use of clever tricks to escape and figured with his past use of clever tricks, they'd be great partners. He offered to take her some place light and they've been best friends ever since. Alliya has since opened up slightly.  
PostPosted: Mon Feb 16, 2015 3:08 pm
Kingdom Academy Character App
Name: Arcanus
Galiant: Magic Mirror
Age: 18
Gender: Male
Class: Fifth Year

Appearance
Height: 5'7
Weight: 121
Hair: Messy and brown, rarely kept up
Eyes: Who knows?
Skin: Pale
Build/Body Type: Thin, frail-looking

Personality: Arcanus is a soft-spoken individual who believes that everyone should be good to one another, regardless of personal differences. He is a devoted follower of Auroros, the religion on his home planet. Despite being of noble lineage, he has a great distaste for those of the noble or higher classes. Corruption and violence were rampant on his home, and he wishes to avoid it whenever possible. He's been the target of multiple assassination attempts, and it has made him extremely paranoid of people approaching him. He is, in a way, very prudish and does not enjoy physical contact from others as it was forbidden to him as an acolyte as well as his lack of trust. However, he enjoys people watching and pairs people together in his mind. Speaking with people is no easy task, and when flustered or caught off guard, he'll revert to 'mirror speech' until the offending person leaves in confusion or he can escape.

His main focus, however, is research. People, places, anything can catch his interest, regardless of insignificant it is to others. He will often have a notebook handy, and will constantly scrawl within it. Arcanus will often write in a strange lettering, leaving his notebook often messy or even totally illegible. He can easily be caught unawares due to his total focus, however, and is easily frightened.

If placed into a battle situation, he quickly flips his personality and becomes quite bloodthirsty. He will go for utter defeat of his opponent and will not hesitate to use any underhanded trick to gain victory. Arcanus is not competitive, however, and will rarely take part in a contest of strength or skill unless absolutely forced to or if he find something notable of research and will participate only to get a closer view of the subject.

Likes: Research | His library | People watching
Dislikes: Personal space being violated | Loud noises | Heresy
Fears: Being forced to return to Aurora | Fortuna | Assassins

Weapon: Magi Scepter and Crystals
Abilities:
  • Second Sight: Arcanus has a unique form of Scan, functioning like a regular Scan but also allows him to identify unique magic 'signatures'. This allows him to identify the caster by magic alone, and any knowledge he has about that person floods his mind.
  • Leywalker: Due to Arcanus' natural affinity with magic, his spellcasting cannot be interrupted or Silenced.
  • Reflective Quality: Arcanus' crystals are magically bound to various ley lines, and have the Reflect status permanently imbued into them and cannot be dispelled.
  • Perfect Cut: Arcanus' crystals are so fine they cut through any positive defensive buffs. [Dispels Shell, Protect, Wall, and Reflect]
  • Magic+++: Arcanus is extremely knowledgeable in magic, and has a higher Magic Attack and Magic Defense than most students at his level.
  • SOS-Faith: When knocked down under 20% HP, Arcanus gains the [Faith] buff.
  • True Sight: Despite the blindfold Arcanus has over his eyes and his apparent blindness, he is able to see clearly. He can only describe his vision as being through 'prophetic sight'.

Spells:
  • Crystal Arts: Arcanus' can summon and manipulate crystal and be used for offensive or defensive purposes. Often used in more non-violent manners (such as making crystal sculptures), it allows Arcanus to form crystal weapons or barriers for battle.
  • Crystal Glide: Arcanus forms a pathway that grants him greater agility as long as he remains on the crystal pathway. [Haste]
  • Crystal Rejuvenation: Arcanus summons a crystal covered in runes, which begins to pulse with magical energy. As long as the crystal is active, it will continue to let out a pulse of rejuvenating energy that restores health and mana to Arcanus and his allies. [Regen/Refresh]
  • Crystal Armor: Arcanus forms armor made of crystal around himself or an ally, granting them with +50% Defense and Magic Defense.
  • Crystal Purification: Arcanus charges a crystal with magical energy then shatters it, causing any negative effects on his allies or himself to be purged. [Esuna]
  • Crystal Binding: Arcanus launches orbs of crystals at his opponents. If they connect to an arm or leg, they quickly envelop around the limb. [Cripple/Disable]
  • Mirror, Mirror: Arcanus can use any reflective surface as a portal to another reflective surface, acting as a teleportation spell. The only requirements is he must have seen both reflective surfaces, have the mana to cast the spell, and have the surface be large enough to fit through. He can pull other people with him, however it requires more mana.

Strengths: Magic | Tactics | Adaptability
Weaknesses: Long term battles | Physical strength | Non-assertive

Stats
  • HP: 80
  • MP: 58

  • Attack: 10
  • Defense: 20
  • Magic Attack: 29 [24+5]
  • Magic Defense: 25 [20+5]
  • Speed/Agility: 16


Bio: Arcanus comes from an oasis world known as Aurora, growing up at the second child and the only son of the royal family. As a child, he grew up learning the world's religion and was expected to take part in all of the rituals. He was studious, gathering as much knowledge as he could. At his coming of age ceremony, during his magical affinity test, it was discovered he was a crystal mage. This was unheard of in the royal family, as they were all blessed with the power of puppeteering and summoning ability. The only people on Aurora who were had the capability of being a crystal mage were the Acolytes of Auroros, the solitary monks who lived outside of the normal laws of Auroran society. The King, Arcanus' father, was furious at first. He claimed that Arcanus wasn't his real child and demanded a test of his bloodline. Once proven to be the heir for the Auroran King, Arcanus was lauded as 'Blessed by Auros'. Confused by all the attention on him, Arcanus fled deep within the palace and stumbled across an abandoned room. In the room, a large portrait hung, covered by a large tarp. Arcanus tugged the tarp off, revealing the Magic Mirror. The Mirror was delighted to finally speak with someone, and the two quickly bonded. He would go on to form a Galiant bond with the Mirror, and the two became inseperable.

Arcanus was sent away to the monestary, where his education flourished. He quickly began branching out in many forms of learning, such as art, science, philosophy, history, and anything that would catch his interest. As soon as he became of age, he was sent away to the Twilight Academy to continue his education. He made few friends, but learned much. His schooling was mostly uneventful until a little into the beginning of his fifth year.

One evening, a heretic from his homeworld somehow snuck into the academy and attempted to murder Arcanus. The crystal mage survived the ordeal, but was wounded and traumatized by the event. His father had a unique crystal orb delivered to his son, one that contained a minor pocket dimension that Arcanus could store all of his items and hide away in, just in case another attack on his life. It was the last gift he recieved before his father's demise. His elder sister, Fortuna, took over the throne. Suspicious of his sister's ascension, Arcanus took the opportunity to flee from Twilight Academy and transfer to Kingdom Academy in order to continue his education in peace.  

ArcanaFate


Fandom Melodies

Friendly Healer

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PostPosted: Fri May 15, 2015 9:23 pm
Kingdom Academy Character App User Image
Name: Markus Flintworth (Prefers to be called Mark)
Galiant: Calcifer (Howl's Moving Castle)
Age: 17
Gender: Male
Class: First Year

Appearance
Height: 5' 4"
Weight: 115
Hair: light brown, kind of an olive shade of brown
Eyes: Emerald Green
Skin: Pale with a bit of red
Build/Body Type: well fit, thin, bit muscular

Personality: Mark is a pretty shy guy, even though he has so much to say to everyone around him. He can be talkative if you get the conversation to spark. Mark can also be very kind to others and be determined in every class he takes. He can also get pretty emotional when people 'play' (Lies, toys him around, not honest) with him.
Likes: (A Guilty Pleasure) Chemistry, Sculpting, & Baking
Dislikes: Liers, Too much book assignments
Fears: Heights, Hope to be Lost

Weapon: Stainless Throwing Knives with each having a different Zodiac Symbol
Abilities:
  • Fast Speed - Can rush encase of something dangerous happens
  • Keen Eyes - As keen as a hawk, He can spy on people from 15 ft away from him.
  • Crystal Eye - Able to locate the area where any Heartless are at for a short while (1 minute), but will not be able to work for the rest of the day

Spells:
  • Water Gun - Shoots target with water bullets
  • Nutty Break - Heals Alley/Galiant a little bit
  • Bare Necessities - Over-runs a big, clear area with plants, vines, and traps for enemies (10 yards)

Strengths: Magic, Silence, Speed
Weaknesses: Tactics, Deception, Combat (He's strong, but not strong enough)

Stats
  • HP: 32
  • MP: 20

  • Attack: 10
  • Defense: 8
  • Magic Attack: 10
  • Magic Defense: 9
  • Speed/Agility: 13


Bio: When Mark was a small kid, he dreamed of becoming a Keyblade Master because his father was a healer for the keyblade war. His father would always write him letters on how the war was going and things that have happened. Mark has always looked up to his father for advice, but for one day, his father was told he was offered to be a Keyblade Wielder for the war. His father took the job in an instant. He wrote his son the final time and told him he won't be able to have much time to write to him no more, and that was when he began to grow up.

A few years later, he, with his mother's permission, applied to Kingdom Academy. He was so excited, he could barely stand that he was stuck at home until he get's accepted. Two days later, he received a fancy letter in the mail, telling him that he was accepted into the Academy. Mark rushes through the front door and goes to his mother. He told his mother the good news and said he was to pack up his things because the letter told him to be at the academy tomorrow. His mother gave Mark him a tight hug with a good bye kiss when he grabbed all the things he needed for the Academy.

He grabs his Galiant, Calcifer, and puts him in a safe pot for him to be in. Mark rushes back outside to head towards the Academy Express and rides his way to his new life, new adventure, his new hope of reunion to soon come.

"Kingdom Academy, here I come!"


Posting Code:

User Image
"We each need to find our own inspiration;"

Ϻαrk Ғliɲtωσrtɧ


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"Hey! Nice to meet you, I'm Mark." He said with a smile.
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"Here's another curse, May all your bacon burn!!!" Calcifer said to Mark.
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"Sometimes it's not easy."


[imgright]http://i1147.photobucket.com/albums/o555/Chitty45/040609de-5643-4ab5-a0a1-844bf4037f96.jpg[/imgright]
[align=left][i]"We each need to find our own inspiration;"[/i][/align]
[align=center][size=18][i]Ϻαrk Ғliɲtωσrtɧ[/i][/size][/align]

[align=center][size=9]
"[color=#4AA02C]Hey! Nice to meet you, I'm Mark.[/color]" He said with a smile.

"[color=#F87431]Here's another curse, [b]May all your bacon [u]burn[/u]!!![/b][/color]" Calcifer said to Mark.[/size][/align]

[align=right][i]"Sometimes it's not easy."[/i][/align]
 
PostPosted: Mon May 16, 2016 12:35 pm
Name: Ginny Dymond
Galiant: Basil of Baker Street, a mouse from London who's a well known detective and once even saved the mouse Queen of England and the country as a whole (from the Great Mouse Detective)
Age: 16
Gender: Female
Class: Second Year Student

Appearance
Height: 3 feet, 6 inches...average for a dwarf in her world
Weight: 44 pounds (all muscle)
(that is to say, she's about the height and weight of a five- or six-year-old human child)
Hair: Red, short, slightly curly
Eyes: Silver
Skin: Pale underneath a deep tan
Build/Body Type: Small and stocky, as one would expect from a dwarf, but she's very muscular and strong. She's not as thick as some other dwarves, maybe even skinny by their standards, but by a human's standards she's big boned. Her face is round and childlike, which, along with the height, makes her sometimes mistaken for being less of a dwarven woman and more of a weirdly proportioned human child.

Personality: Ginny is loud, friendly, and fun loving...the kind of person who does things she knows are stupid because she can laugh about them later. She tends to protect people, but sometimes they don't need her protection. She's very loyal and values hard work, and thus looks down on those she considers lazy or frivolous. Ginny loves the outdoors and is a farmer, and she is damn proud of it. She's a big eater, but also a bit picky about what she eats...she likes most things but if she finds something about the food she doesn't like, she'll throw a fit rather than eat it. She's rather childish, but she seems to have some hidden maturity and there's some logic to her actions even when they seem random. Sometimes there's a sense that she's acting stupid on purpose because she thinks people don't expect her to be intelligent anyway. This leads to many arguments with her Galiant, Basil, who relies on wit and knowledge and gets frustrated with Ginny regularly.
Likes: Sunshine, gemstones, chocolate, tiny objects stained glass (the first time she saw it she thought people had found a way to turn jewels into glass)
Dislikes: Food with weird textures, people who spend too much time on the details and miss the big picture, wearing shoes, getting wet
Fears: Deep water, both because she's a poor swimmer and because not being able to see the bottom means ANYTHING COULD BE DOWN THERE WHAT ABOUT SEA MONSTERS THESE ARE SERIOUS CONCERNS

Weapon: her fistsA short handled mallet of metal and wood. She has painted it gold and calls it her Mjollnir, after the weapon of the thunder god she worships
Abilities:
  • Dodge Roll-Ginny can somersault to dodge attacks. Active
  • Scan (this ability is mostly Basil's doing)-enemy stats are made known. Passive
  • Mechanical Observation-Ginny and Basil are able to examine mechanical devices to determine any problems they have or how they work. Obviously, the more complex the device is, the harder it is to glean information. The ability does NOT make them able to necessarily repair, build, or properly use the device. Active
  • Lie Detection-Ginny and Basil have a high chance to know by a person's body language if they are lying and call them out on it. the better they know the person, the better the ability works. Passive

Spells:
  • Cure-minor healing.
  • Earth-a chunk of earth flies out of the ground toward the opponent-it is powerful but very direct and thus easily dodged, and leaves a pit in the ground where the earth was drawn up.
  • Aero-a minor wind spell, courtesy of Basil's teaching.

Strengths: Physical strength and endurance, small size means access to areas otherwise cut off, slow to tire and quick to defend others
Weaknesses: Magic and logic are less than brilliant, often mistaken for a child, rarely wears armor and is thus somewhat vulnerable

Stats
  • HP: 100
  • MP: 30

  • Attack: 25
  • Defense: 20
  • Magic Attack: 10
  • Magic Defense: 15
  • Speed/Agility: 10


Bio: Ginny is a runaway from the now invaded Dwarf Woodlands. Somehow, she was able to stow away with other refugees in one of various escaping groups, and she wound up in London. She spent some time there, passing as a homeless child and living by begging, stealing, and working whatever jobs you can get when everyone thinks you're six years old. She ran into Basil at some point, and he, intrigued by her and also annoyed with her simplistic way of thinking, bound himself to her as a Galiant both to aid her in surviving and to have a "human" to help him gain access to places he otherwise could not during investigations. Later on, she was able to locate and join the Academy, She is now entering her second year. Her goal is to free her homelands, and to perhaps find the Princess of Heart who shares a bond with the Galiant who's from the same world. Basil's just in it for the research. she spends a lot of time gardening and has been found growing random little farms all over campus. She got in a bit of trouble when they found her growing gigantic turnips once. No one knows how she even managed that.  

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KHBTD : Kingdom Hearts Roleplaying and OoC

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