Welcome to Gaia! ::

Kingdom Hearts: Beyond the Door (1st KH RP GGN)

Back to Guilds

Originally known as Kingdom Hearts : First Generation, we pride ourselves in our literate KH roleplays & community. 

Tags: Kingdom Hearts, Roleplay, Literate 

Reply KHBTD : Kingdom Hearts Roleplaying and OoC
Heartfelt Adventure: Profile Thread Goto Page: 1 2 3 ... 4 5 6 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Fri Jan 01, 2010 6:49 pm


Index (By Type, Then Alpha)


§ Guidelines and Character Templates

Earthlings:

§ Alan (Withdrawn)

§ Amy (Dual Pistols [White Magic] / Unicorn)

§ Anthony (Twin Chain-Gauntlets / Odin)

§ Bobbi (Bow / Shiva)

§ Cory (Withdrawn)

§ Daniel (Withdrawn)

§ Danielle (Dual Chakrams / Leviathan)

§ Dawn (Twin Tessen / Garuda)

§ Jacob (Withdrawn)

§ James (Hexagun / Fenrir)

§ Jenny (Flute [Time Magic] / Siren)

§ Joe (Side-sword / Atomos)

§ John (Warhammer / Ixion)

§ Jon (Withdrawn)

§ Joseph (Bo Staff / Sylph)

§ Kyla (Pen [Pictomancy] / Carbuncle)

§ Kyle M (Withdrawn)

§ Kyle V (Swallow-Spear / High Seraph Ultima)

§ Louis (Rapier / Mateus)

§ Maggie (Withdrawn)

§ Matthew (Scimitar [Blue Magic] / Magic Pot)

§ Michelle (Withdrawn)

§ Nicholas (Whip Blade / Chaos)

§ Noelle (Spear / Titan)

§ Sayrike (Three Mirrors [Blue Magic] / Asura)

§ Timmy (Withdrawn)

§ Zeba (Withdrawn)


Replicas:

§ Ajora (Swallow-Spear / Bloody Angel Ultima) ["Deceased"]

§ Alice (??? [Space Magic] / CuChulainn)

§ Ashley (Chakrams / Dark Leviathan)

§ Azrael (Bo Staff / Dark Sylph)

§ Dusk (Steel Fans / Dark Garuda)

§ Hati (Spear / Dryad)

§ Janex (Bow / Dark Shiva)

§ Kagatsuchi (Withdrawn)

§ Kai (Pen [Pictomancy] / Dark Carbuncle)

§ Kuro Oni (Hexagun / Dark Fenrir)

§ Laan (Withdrawn)

§ Lucian (Twin Chain-Gauntlets / Dark Odin)

§ Qareen (Withdrawn)

§ Raine (Withdrawn)

§ Repli-Jacob (Withdrawn)

§ Repli-Jon (Withdrawn)

§ Saint (War Hammer / Dark Ixion)

§ Valmar (Withdrawn)

§ Wrathy (Scimitar [Blue Magic] / Glutturn [Dark Magic Pot])

Originals:

§ Ail

§ Maria

Kingdom Hearts:

§ Riku [Incomplete]

§ Sora


Final Fantasy:

§ Auron

§ Beatrix

§ Cloud [Incomplete]

§ Genesis

§ Leon

§ Nanaki

§ Quina

§ Terra

§ Yuffie

§ Zell

§ Zidane


Shin-Ra's Turks:

§ Angela

§ Dai-Hattrick

§ Dominic

§ Lucil

§ Lupin

§ Markus

§ Marrie

§ Rebecca

§ Roddine

§ Rufus

§ Shen

§ Tseng

§ Venessa

Nobodies:

§ Axel

§ Demyx

§ Larxene

§ Lexaeus

§ Luxord

§ Marluxia

§ Xaldin

§ Zexion

Beasts:

§ Alex

§ Artemis

§ Bal-Hur

§ Celia/Lettie {Ultima Demons}

§ Dark Nation

§ Isolde

§ The Nameless

§ Noku

§ Yoko
PostPosted: Sun Jan 10, 2010 4:57 pm


Profile Legend and Templates
See farther down for the easy-to-copy template codes!
Legend


Name: Kind of obvious. What's your name?
Aliases: What nicknames or aliases do you go by?
Birthdate: For Earthlings! We don't specify ages, since this roleplay takes so long and we inevitably change over time, making it easier to stay true to ourselves.
Gender: Your preferred gender?
HP: How much HP do you have? Determined by the Constitution stat multiplied by 4.
MP: How much MP do you have? Determined by the Energy stat multiplied by 3.
ApP [Skill]: How many times can you use complicated abilities while standing still in a single post? Determined by Skill.
ApP [Speed]: How many times can you use simple abilities or attacks while running around in a single post? Determined by Speed.

Appearance: You fill out the slots below with various details.
  • Height: How tall are you (truly)?
  • Weight: About how much do you way (you can fudge a little, but we are trying to play ourselves...)
  • Body Type: Are you lean, muscular, stout, packed, fluffy?
  • Skin type: Light-skinned? Tanned? Dark? White, black, asian, etc.
  • Eye Color: Preferably actual colors. Please don't describe your eyes as gemstones.
  • Hair Color: Brown, blonde, auburn, etc.
  • Hair Style: Long and straight, short and curly, bald, etc.
  • Accessories: Earrings, bracelets, glasses, etc.
  • Unusual Markings: Scars, tattoos, notable birthmarks, etc
  • Clothing: Whatcha wearin?

Theme Song(s): Fill in the following blanks with songs that fit your character, or songs that will play during key moments.
  • Song- Artist


Significant Trait: A single, one-to-two word trait that is essentially the most noticeable aspect of your personality. Compassionate, convicted, stoic, curious, etc.
Quotes: Your character's catchphrases or mottoes, or just something they say often enough to be noticeable.




Good/Evil/Other: What's your alignment? You can go as far as including Chaotic, Lawful, or Neutral if you want.
Element: What magical element are you so attuned to that it practically runs in your veins? For Earthlings, this will be decided by your summon. For Canons or Originals, it can be decided by various factors--for instance, most villains are default Darkness element.
Weapon: What weapon or weapons do you fight with? All Earthlings get a unique, summonable weapon--but no two Earthlings may have the same type of weapon.
Job Class: A "job class" is a sort of template or archetype that your character might fit, usually decided by your weapon (solely decided by weapon for the Earthlings). Your character's skills (or some of them, anyway) will revolve around this.
Stats: Stats help determine how a character is balanced, and how they might fair up against other characters.
  • Strength: How physically strong are you?
  • Defense: How much physical damage can you resist?
  • Magic: How magically strong are you?
  • Resistance: How much magical damage can you resist?
  • Skill: How much finesse do you have? How fast can you use complicated skills?
  • Reflexes: How quickly do you react when someone attacks you?
  • Speed: How fast can you run? How fast can you act while running?
  • Constitution: How hearty are you? Decides your HP.
  • Energy: How thick is the magic in your veins? Decides your MP.


Attack Abilities: These abilities and spells are meant to be directly or indirectly offensive. What skills do you have that hurt or hinder the enemy? There is no limit to how many you can have; we just have three slots to give an example.
  • Name- Details
  • Name- Details
  • Name- Details

Support Abilities: These abilities and spells are meant to be helpful to you or your allies. What skills do you have that help or boost your team? There is no limit to how many you can have; we just have three slots to give an example.
  • Name- Details
  • Name- Details
  • Name- Details

Passive Abilities: These are special abilities that are active at all times and make the character unique in some aspect. Your character cannot deactivate them. This may be a constant regeneration, a back-up ability that's triggered when you get into critical health, an immunity to some magical status, or some other unique boost. You may only start with two!
  • Name- Details
  • Name- Details

Limit Breaks: Limit Breaks are unique abilities that only occur in very dire moments--when the character's HP is at 10% or lower, as long as they remain standing. The strength of these abilities is still determined by the character's stats, but the overall scale can be generally ridiculous. However, using a Limit Break drains a character of all MP, and even if they got more MP, they could not use another Limit Break in the same battle. You get 1 unlocked Limit Break per level.

Strengths: What are your battle-related strengths?
Weaknesses: What are your battle-related weaknesses?

Personality: What's your general personality like? This can be a few paragraphs, if you prefer.
Flaws: What are your character's flaws? For help, check this website.
Likes: What things does your character like? From food, to genres of art, to general activities.
Dislikes: What things does your character dislike? See above.
Fears: What triggers an intense fear reaction in your character, be it fight or flight.

Family: Does your character have any family? For Earthlings, feel free to leave out names.

Bio: What is your character's general life story?

Summon: For Earthlings! What is your Final Fantasy summon? All Earthlings get one, but no two can be the same!
Summon Appearance: What does your summon look like?
Summon Personality: How does your summon act?




Things to note:
  • If you're not going to fill in something, just leave it blank, such as 'Unusual Markings', 'Abilities', etc.

  • Earthlings have stat "limitations". Because they're not from a world of magic, their body is still acclimating. So, depending on the level, a stat cannot go above a certain number. Ask the mods for help with stats, or see the first page of the roleplay (check the table of contents post).

  • Abilities are supposed to be things out of the ordinary--if you don't have any out-of-the-ordinary abilities, then don't fill these in. For example, I don't want to see 'Dodge Roll'. Yay, you can do a somersault. Unless it's special in some way, it doesn't need to be listed.

  • Job/Class doesn't specifically refer to what you do for a living or what grade you're in at school. It's supposed to be what your abilities most relate to- Knight, Mage, Thief, etc. Can be specific or general, and your abilities don't HAVE to be just from that class. They just need to have some sort of relevance. This is just to give an idea of the character and how he might learn.

    Some notes about Passive Ability options:

  • You may use a SINGLE Passive ability to give you a bonus Stat Point in an attribute of your choice. Cannot be done if you already have two Limit Stats; see below.

  • There is also the option to have a "Trade-Off" passive. These passives do not take up a slot out of the two you have. In order to gain an added resistance to something (such as an element or a status), you take on a weakness to something equal in exchange (a different element or status, respectively).

    A note about Limit Breaks

  • If you'd like, you can use up to two Limit Breaks to add a stat point to an attribute of your choice, though you cannot chose the same stat twice. This can only be done once if you've already used a Stat Passive in this way; see above.




Original Template

[size=16][color=blue][u]Earthling Template[/u][/color][/size]
[size=10][b][u]Name:[/u][/b]
[b][u]Birthdate:[/u][/b]
[b][u]Gender:[/u][/b]

[b][u]Appearance:[/u][/b] {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
[list][*][b][u]Height:[/u][/b]
[*][b][u]Weight:[/u][/b]
[*][b][u]Body Type:[/b][/u]
[*][b][u]Skin type:[/b][/u]
[*][b][u]Eye Color:[/u][/b]
[*][b][u]Hair Color:[/u][/b]
[*][b][u]Hair Style:[/u][/b]
[*][b][u]Accessories:[/u][/b]
[*][b][u]Unusual Markings:[/u][/b] {Scars, Tattoos, etc}
[*][b][u]Clothing:[/u][/b]
[/list]
[b][u]Theme Song(s):[/u][/b]
[list][*][u]Song[/u]- Artist[/list]

[b][u]Significant Trait:[/b][/u] {In One or Two Words; ONLY ONE TRAIT}
[b][u]Quotes:[/u][/b] [list][*]
[*]
[*][/list]

[b][u]Good/Evil/Other:[/u][/b]
[b][u]Element:[/u][/b]
[b][u]Weapon:[/u][/b]
[b][u]Job Class:[/u][/b]
[b][u]Stats:[/u][/b] [list][*][b]Strength:[/b]
[*][b]Defense:[/b]
[*][b]Magic:[/b]
[*][b]Resistance:[/b]
[*][b]Skill:[/b]
[*][b]Reflexes:[/b]
[*][b]Speed:[/b]
[*][b]Constitution:[/b]
[*][b]Energy:[/b][/list]

[b][u]Attack Abilities:[/u][/b] [list][*][b]Name[/b]- Details
[*][b]Name[/b]- Details
[*][b]Name[/b]- Details[/list]
[u][b]Support Abilities:[/b][/u] [list][*][b]Name[/b]- Details
[*][b]Name[/b]- Details
[*][b]Name[/b]- Details[/list]
[u][b]Passive Abilities:[/b][/u] [list][*][b]Name[/b]- Details
[*][b]Name[/b]- Details[/list]
[b][u]Limit Breaks:[/u][/b]

[b][u]Elemental Affinities:[/u][/b] [list][*][b]Fire -[/b] --------
[*][b]Ice -[/b] --------
[*][b]Thunder -[/b] --------
[*][b]Water -[/b] --------
[*][b]Wind -[/b] --------
[*][b]Earth -[/b] --------
[*][b]Nature -[/b] --------
[*][b]Poison -[/b] --------
[*][b]Space -[/b] --------
[*][b]Time -[/b] --------
[*][b]Light -[/b] --------
[*][b]Darkness -[/b] --------[/list]

[u][b]Strengths:[/b][/u]
[u][b]Weaknesses:[/b][/u]

[u][b]Personality:[/b][/u]
[u][b]Flaws:[/u][/b]
[u][b]Likes:[/b][/u]
[u][b]Dislikes:[/b][/u]
[u][b]Fears:[/b][/u]

[u][b]Family:[/b][/u]

[u][b]Bio:[/b][/u]

[u][b]Summon:[/b][/u]
[u][b]Summon Appearance:[/b][/u]
[u][b]Summon Personality:[/b][/u]

[u][b]Sample Post:[/b][/u]
[/size]



Canon/Monster Application

Things to note:

  • You should list a 'Prominent Element' if the character is known to specifically lean toward that element, or in the case of Monsters and certain Nobody Canons, if that happens to be their element. Most Canons will have none. Keep in mind that if you pick an element, you're saying the canon has those elemental weaknesses, too.

  • Most Monster-Canons (ala Prote the Geist or an Unversed) have default elements that should be listed if nothing else is more prominent. Geists are Fire-elemental (they take their energy from heat, and are severely weakened by cold); Heartless and Unversed are typically Darkness-elemental (and, unless otherwise approved by the Mods, will be at least partially Darkness-elemental even with another Prominent Element).

  • Please don't come up with Abilities that simply don't fit, especially as Passives. For instance, Cloud should not have Auto-Float. Axel should not have Blizzard. Just... use some common sense.

  • Because the following characters are Canons and Monsters, some portions of the normal profile are unnecessary, such as personality (Canons' personalities are set-in-stone, and Monsters don't have any), Biography (Canons' backgrounds are well known, and [once again] Monsters don't have any), et cetera.


[size=16][color=blue][u]Canon/Monster Template[/u][/color][/size]
[size=10][b][u]Name:[/u][/b]
[b][u]Gender:[/u][/b]
[b][u]Race:[/u][/b]

[b][u]Appearance:[/u][/b] {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
[list][*][b][u]Height:[/u][/b]
[*][b][u]Weight:[/u][/b]
[*][b][u]Body Type:[/b][/u]
[*][b][u]Skin type:[/b][/u]
[*][b][u]Eye Color:[/u][/b]
[*][b][u]Hair Color:[/u][/b]
[*][b][u]Hair Style:[/u][/b]
[*][b][u]Accessories:[/u][/b]
[*][b][u]Unusual Markings:[/u][/b] {Scars, Tattoos, etc}
[*][b][u]Clothing/Description:[/u][/b] [/list]


[b][u]Good/Evil/Other:[/u][/b]
[b][u]Prominent Element:[/u][/b] {Some Nobodies have their specific elements, and some monsters have access to multiple elements but have one, specific element that is most prominent.}
[b][u]Weapon:[/u][/b]
[b][u]Job Class:[/u][/b]
[b][u]Stats:[/u][/b] [list][*][b]Strength:[/b]
[*][b]Defense:[/b]
[*][b]Magic:[/b]
[*][b]Resistance:[/b]
[*][b]Skill:[/b]
[*][b]Reflexes:[/b]
[*][b]Speed:[/b]
[*][b]Constitution:[/b]
[*][b]Energy:[/b][/list]

[b][u]Attack Abilities:[/u][/b][list][*][b]Name[/b]- Details
[*][b]Name[/b]- Details
[*][b]Name[/b]- Details[/list]
[u][b]Support Abilities:[/b][/u] [list][*][b]Name[/b]- Details
[*][b]Name[/b]- Details
[*][b]Name[/b]- Details[/list]
[u][b]Passive Abilities:[/b][/u] [list][*][b]Name[/b]- Details
[*][b]Name[/b]- Details[/list]
[b][u]Limit Breaks:[/u][/b]

[u][b]Strengths:[/b][/u]
[u][b]Weaknesses:[/b][/u]

[u][b]Sample Post:[/b][/u]
[/size]

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Sun Jan 10, 2010 5:08 pm


LavenderSakura
Name: Jenny
Nickname: Jenn
Birthdate: 01 November 1989
Gender: Female
HP: 24
MP: 30
ApP [Skill]: 2
ApP [Speed]: 2

Appearance: User Image
  • Height: 5'3 1/2
  • Weight: 104 Lbs
  • Body Type: Petite?
  • Skin type: Peachy
  • Eye Color: Chocolate Brown
  • Hair Color: Dark Brown w/ light brown streaks
  • Hair Style: Long with layers and sideswept bangs
  • Unusual Markings: A very faint birthmark that resembles a bone on her right cheek.

Theme Song(s):
  • Rising Sun- Kenji Ito (Heartsong)
  • Stand in the Rain ~Symphonic Mix~- Superchick
  • We Are One- Kelly Sweet (Siren/Jenny)

Significant Trait: Benevolent
Quotes:
  • "No use cleaving people's heads off for it"
  • "What's going on again?"
  • "If that's how you feel, then that's how you feel."
  • "Well that's completely far-fetched and impossible, I'm all for it!"

Good/Evil/Other: Good
Element: Non-Elemental (Glyphs)
Weapon: Flute "The Celestial Concerto"
Job Class: Time-Space Mage
Stats:
  • Strength: 1
  • Defense: 2 [1]
  • Magic: 11 (10+1) [8]
  • Resistance: 10 [8]
  • Skill: 7 [5]
  • Reflexes: 10 [6]
  • Speed: 7
  • Constitution: 6 [3]
  • Energy: 10 [7]

Attack Abilities:
  • Melodious Arts- A type of magic casting that uses Jenny's flute. Because it does not use her voice, magic induced by Melodious Arts cannot be silenced.
    • Space Magic- Magic focused around bending the properties of Space to the user's advantage, often employing the use of teleportation.
      • Banish- Jenny shifts the space before her and creates a rip in space that engulfs the enemy into a void.
      • Gravity- Enables Jenny to alter space and create an ultra high-density space. This causes damage proportional to an enemy's HP due to the pull of gravity [1/4] as well as impeding movement.
        • Gravira- More powerful form of Gravity. Uses more mana than Gravity. Causes damage proportional to an enemy's HP. [1/2]
        • Graviga- More powerful form of Gravira. Uses more mana than Gravira. Summons a wave of Gravity balls, each causing damage proportionate to the enemy's HP. [1/4]
        • Gravija- More powerful form of Gravira. Require more mana than Graviga to summon a wave of larger Gravira balls, each causing damage proportionate to the enemy's HP. [1/2]
      • Comet- Summons a comet to strike a foe. A weaker alternative to meteor.
        • Comet Rain- Jenny casts comet in rapid succession.
      • Meteor- Jenny can summon a number meteors to hit her targets. More powerful and costly to use than Comet. The size, strength and number of the meteors depend on Jenny's mana.
      • Raging Flux- Jenny summon a field of energy which encompasses a certain radius around her. The space then explodes at random with temporal energies causing damage. (The more mana used, the larger the area of effect.)
      • Bleed- Inflicts Sap on an opponent, causing them to constantly lose health at a faster rate than poison.
    • Time Magic-
      • Old-By altering time; Jenny can create a simulation of age upon an opponent, lowering all stats by 3.
  • Runology- Jenny can summon glyphs of pure magical energy. The effects range from explosive attacks to status effecting spells.
    • Runara- Jenny summons a Glyph in front of her and fires an explosive blast of aether at her opponent. Can be sustained for as long as the user has mana.
    • Hidden Star- Jenny can hide a Glyph on the field, or simply summon one under an opponent. When the enemy steps on it, it fires a beam of aether upwards into the air, attacking the enemy from below.
    • Prism Blast- Jenny summons three Glyphs to surround the opponent. Each Glyph fires a blast of aether catching the opponent in the middle.
    • Cosmic Explosion- Jenny creates a run in the air that explodes with energy. With more mana, she can create multiples of these rune grenades to toss.
    • Bellum Astra- Jenny summons a large Glyph over the battlefield which begins to rain down blasts of aether.
    • Luminescent Track -Jenny summons a larger upon the battlefield that tracks the opponent before firing a blast of energy high into the air. If the enemy moves, the glyph is capable of changing course to track the opponent down thus enabling it to fire off more than one blast of energy.
    • Stellar Flash- By summoning a glyph right under her opponent, Jenny is capable of shooting off a single blast of energy into her opponent.
    • Northern Lights- Jenny fires off a sequence of runes that fire beams high into the air starting from her person in a pathway towards an opponent, giving the appearance of an aurora borealis.
    • Transcendence- Jenny summons a glyph before her and fires off smaller, shorter blasts of energy that are capable of richoting off of objects rather than hitting something and dispersing.

Support Abilities:
  • Melodious Arts- A type of magic casting that uses Jenny's flute. Because it does not use her voice, magic induced by Melodious Arts cannot be silenced.
    • Time Magic- Magic based around manipulating the fabric of time.
      • Stop- Also known as "Caesura". Jenny Stops time completely for selected units for a short amount of time.
        • Stopga- A more potent form of Stop. Keeps enemies halted for a longer amount of time. Uses noticeably more mana to perform.
      • Haste- Also known as "Allegro". Jenny casts Haste on allies for an allotted amount of time.
        • Hastega- A more potent form of Haste. Can be cast on all allies at once. Mana used is proportionate to the number of allies hasted.
      • Slow- Also known as "Adagio". Jenny Slows down her enemies. It has a much wider range in comparison to if she were to stop their time completely.
        • Slowga- A more potent form of Slow. Last significantly longer than Slow, but uses much more mana.
      • Cure Waltz- Jenny reverses the time on a wound back to as if the wound never happened, thus healing it.
        • Esuna Waltz- An alternate form of Cure Waltz. Reverses time to remove status effects.
      • Spellbound- Increases the time of effect of all status effect(s), whether they are positive or negative.
      • Quick- Jenny speeds up the passage of time, allowing the person she cast it upon to take action immediately after it is cast.
    • Space Magic- Magic focused around bending the properties of Space to the user's advantage, often employing the use of teleportation.
      • Reflect- By distorting space around her, Jenny is able to reflect both magical and physical attacks. Will shatter under high levels of stress.
        • Reflega- More powerful form of Reflect. Uses more mana, but is less strenuous to use to hold back attacks, and thus less likely to shatter.
      • Float- Allows Jenny to levitate off the ground, enabling her to be immune towards any ground type attacks as well as enhance her evasion.
      • Vanish- Enables Jenny to distort the space around her thus allowing her to slip into invisibility for a max of three turns.
      • Immobilize- Jenny summons forth binding nymphs that prohibit her opponents physical movement. Other actions may still be taken.
      • Dimensional Shift- Due to her class, the rules of space bend around Jenny making it harder for attacks to hit her. (Raised evasion for three turns) Can be cast on her teammates.
      • Teleport- Allows Jenny to teleport SHORT distances. Long distances have a higher rate of failing and tend to tire her out.
      • Silence- Silences an opponent, rendering them incapable of casting spells.
      • Zero Gravira- This spell affects the rules of gravity on the battlefield to a certain radius, causing objects and weaker monsters to lose their gravitational pull.
  • Runology- Jenny can summon glyphs of pure magical energy. The effects range from explosive attacks to status effecting spells.
    • Glyph Platform- Summons a Glyph to act as a platform in midair.

Passive Abilities:
  • Linearity- Jenny's proficiency with Time Magic has left her unable to be affected by an enemy's Time Magic.
  • Perilous Songstress- When casting a negative status effect, Jenny treats her Magic as +5 higher.
  • Æthecite Charm - Immune to Addle and Stun.

Limit Breaks:
  • [Level 1] Constellation Flash- Creates several small glyphs that litter the battlefield in a frenzy of movement and explode at random intervals, one explosion triggers a light that travels from one glyph to another, those who come in contact with the light are inflicted with Silence. (1/2 chance of getting hit)
  • [Level 2] Rewind Planetarium- Jenny reverses time, completely "restoring" her health and magic as well "erasing" any previous damage. Therefore allowing her to cast magic like she would at the beginning of a battle, as well as setting into effect a faster mana regen and a boost in her magic. However, a big downfall to this ability is that any damage sustained before and during is returned to her after the limit is over.
  • [Level 3] Siren's Sonata- Permanently increases Jenny's Magic Strength by 1.
  • [Level 4] The Choir's Vigor- Permanently increases Jenny's Energy by 1.
  • [Level 5] Stella Duet- Jenny summons Siren and together with flute and harp, they create a space of zero gravity, lifting their enemies into the air. The field is sparsely littered with explosions before Jenny and Siren send their enemies hurtling in all directions.
  • [Level 6] Elysian Fields- Stop is inflicted on the entire battlefield and glyphs of various sizes illuminate the entire ground as well as the sky, creating a glowing dome around her opponents, smaller glyphs linger across the space giving the appearance of standing amongst a sea of stars; each of the glyphs explode simultaneously, firing energy into the air in a display of lights before time once again resumes. The aether and status effects distinguish friend from foe, and only harms those Jenny considers the enemy.


Elemental Affinities:
  • Fire - --------
  • Ice - --------
  • Thunder - --------
  • Water - --------
  • Wind - --------
  • Earth - --------
  • Nature - --------
  • Poison - --------
  • Space - --------
  • Time - --------
  • Light - --------
  • Darkness - --------


Drive Form(s):

Drive Contributions:
  • Musician's Time- The person infused with Jenny has access to basic Time/Space spells: Stop, Haste and Meteor.
  • Runologist- The person infused with Jenny may gain access to her Rune Magic abilities if they don't receive a weapon alteration instead.
  • Attribute Boost- The person infused with Jenny has the following stats boosted further: Magic Strength, Magic Defense, and Energy.

Strengths: Quick Reflexes | High Magical Skill | Agile |
Weaknesses: Lacking Physical Strength | Low Pain Tolerance | Tires Easily | Clumsy | Hesitant to Inflict Pain

Personality: Upon first glance, Jenny is a timid soul. She usually tries to distance herself from new people as social interactions make her feel drained and awkward. For this reason, she tends to hand back and practically avoids confrontation of any kind. However, if she is confronted, she normally tries to put on a brave face with smiles and all that jazz. She tries (sometimes too hard) to have a positive outlook on life. And won’t hesitate to try and befriend someone even through her own discomfort about socializing.

And although she wants other people to open up to her, she does not feel comfortable in opening up to other people. She was raised, more or less to keep her emotions and personal life away from everyone else as in her culture it was viewed as a hindrance. She also keeps her feelings guarded as to keep them from being ridiculed. As means of releasing pent up emotions, she took to music and the arts with a passion. Whereas Jenny speaks little with her mouth, her eyes mainly do the talking. She can’t find it in herself to veil any emotions that might show through her eyes and for this reason she can’t lie to save her life.

However, through all of that… Jenny is extremely sensitive. She’s prone to believing what people say even when she tries to solidify her own emotions in herself. She easily gets emotional through mere thoughts of things happening, most likely due to her vivid and uncontrollable imagination. If she pictures her parents wounded, she would probably break out crying where she is. Because of this, she often tries to keep her mind occupied at all times, whether it be music or daydreaming. She daydreams a lot, because she always believe that life could have taken any possible avenue and thus she feels the need to explore every possibility. She takes the words of her friends and family very seriously, and even if they were meant to be lighthearted, Jenny takes them into consideration and lulls it around in her head for days to come. In relation, Jenny can easily become overwhelmed by unpleasant feelings, especially if it is all her mind can focus on. In such, people may perceive her as one to continually zone out although in actuality she is just giving a lot of thought towards a particular subject.

She finds it hard to get angry. Annoyed yes, but true anger is hard for her to come by. More than anything, her anger is often replaced with sorrow. Due to her sensitivity, when someone says something and she knows she should be angry, she feels depressed instead. The mere thought of someone saying something horrible to her is saddening because she knows that the collapse of a relationship is not far behind. Because of this, she is awfully apologetic, she’ll apologize even when she knows it isn’t her fault and deep down in her heart she knows that she’s only digging a hole to be surrounded by false friends.

------------

INFP - The "Dreamer"
INFPs are introspective, private, creative and highly idealistic individuals that have a constant desire to be on a meaningful path. They are driven by their values and seek peace. Empathetic and compassionate, they want to help others and humanity as a whole. INFPs are imaginitive, artistic and often have a talent for language and writing. They can also be described as easygoing, selfless, guarded, adaptable, patient and loyal.

Flaws:
  • Absentminded- Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
  • Dependent- Unable to exist, sustain oneself, or act appropriately or normally without the assistance or direction of another.
  • Finicky- Excessively particular or fastidious; difficult to please; fussy. Too much concerned with detail. Meticulous, fastidious, choosy, critical, picky, prissy, persnickety.
  • Frail- Physically weak and easily broken or damaged. Having delicate health; not robust. Feeble, breakable, sickly, dainty, brittle, fallible, imperfect, weak.
  • Gullible- Will believe any information given, regardless of how valid or truthful it is, easily deceived or duped.
  • Hoity-toity- Given to flights of fancy; capricious; frivolous. Prone to giddy behavior, flighty.
  • Indecisive- Characterized by lack of decision and firmness, especially under pressure.
  • Klutz- Clumsy. Blunderer.
  • Meek- Evidencing little spirit or courage; overly submissive or compliant; humble in spirit or manner; suggesting retiring mildness or even cowed submissiveness.
  • Naive- Lacking worldly experience and understanding, simple and guileless; showing or characterized by a lack of sophistication and critical judgment.
  • Nervous- Easily agitated or distressed; high-strung or jumpy.
  • Soft-hearted- Having softness or tenderness of heart that can lead them into trouble; susceptible of pity or other kindly affection. They cannot resist helping someone they see in trouble, suffering or in need, and often don't think of the repercussions or situation before doing so.
  • Stubborn- Unreasonably, often perversely unyielding; bullheaded. Firmly resolved or determined; resolute.
  • Squeamish- Excessively fastidious and easily disgusted.
  • Timid-Tends to be shy and/or quiet, shrinking away from offering opinions or from strangers and newcomers, fearing confrontations and violence.

Likes: Music | Drawing | Reading | Writing | Plushies | Sweets | Watermelon | Sushi | Blankets/Pillows | Green Grapes | Napping | When people stroke or pats her head | Broccoli | Snacking | Milk Tea | Spicy foods | Soup | Daydreaming
Dislikes: Cheaters | Spiders | Getting Things Wrong | Bitter Foods | Windchimes that chime | The Dark
Hates: Bullies | Arrogant People | Spiders | The sound of silverware on plates... IT DRIVES HER INSANE! D:<
Fears: Being Truly Alone | Shadows | Drowning | Pain | Earthquakes | Scary Things

Family: Mom(lost), Dad(lost), Two Older Brothers(lost)

Bio: Jenny was raised in Seaport City, the youngest of three children in a lower middle class family. As she was the only girl and the youngest, some would say she was doted on by her parents and siblings though even so she was raised without many of the privileges her friends received. Even though her parents worked long hours to raise a family, Jenny considered herself lucky to have such a loving family and worked hard in her studies so that she could make her parents proud as honor was a big part of her culture. Her parents often pressed her to do her best and aim towards high goals and because of that, Jenny really didn't have the time to go out and be social. She had a few close friends but never took initiative to go and hangout unless asked. She usually preferred a peaceful evening at home, especially since she tired easily. Due to her upbringing, Jenny also found it hard to express her feelings and found it much easier to express them through music and art and so she tried to immerse herself in as much of the arts as possible by joining extracurriculars such as orchestra, drumline and art. (I'm a loner ;-; )


Summon: Siren
  • Summon Element: Non-Elemental
  • Summon Appearance: Horribly pretty woman with wings coming out of her hair and scantily clad. >_O"
  • Summon Circle: Siren Summon Circle
  • Summon Personality: She's a little harsh sometimes and tends to speak straight to the point and loves to mix in sarcasm in. Though she does deeply care for Jenny, she just show it in her brash way.
  • Summon Abilities:

    • Attack Abilities:
      • Songs of the Siren- Abilities within Siren's repertoire all revolve around her haunting voice. All of the following effects are refreshed for every post in which she sings the same song, but upon switching, the effects remain only as long as listed. If an ailment succeeds, every post after using the same song is automatically successful, refreshing the duration.
        • Piercing Screech- Siren releases an intense, high-frequency screech, possibly Stunning any opponents within earshot.
        • Lullaby- Siren hums an enchanting tune, possibly forcing any enemies within earshot to fall into Sleep for an undefined amount of time.
        • Siren's Call- Siren calls for 'help', and her sultry voice seeps into targets souls, possibly causing an enhanced Charm on up to 3 enemies in the area for 4 turns. While under Siren's Call, Charmed opponents take any order Siren gives except to mortally wound themselves.
        • Hymn of the Grim- Siren sings a hymn fit for a funeral march, weighing down all opponents within earshot so that they move much more Slowly for 3 turns.
        • Cacophony- Siren shouts, releasing a blast of unstructured sound that has a chance to overload opponents' senses, which in turn prevents them from being able to think straight, possibly causing Addle on all targets within earshot.
        • Dissonance- Siren shouts, releasing an amalgam of sounds that has a chance to Confuse all opponents in the area for 3 turns.
        • Zealous Chant- Siren chants with fury for a few moments, possibly causing any enemies within earshot to become Berserk for 2 turns.
        • Banshee's Wail- Siren wails, releasing a terrifying shout that has a chance to cause Fear in all opponents in the area.

    • Support Abilities:
      • Songs of the Siren- Abilities within Siren's repertoire all revolve around her haunting voice. All of the following effects are refreshed for every post in which she sings the same song, but upon switching, the effects remain only as long as listed.
        • Epic Muse- Siren sings, and her voice carries the muse of heroes, inspiring up to 2 targets per post to have Bravery; upon ending, the effect remains for 2 more posts.
        • Gregorian Chant- Siren sings a solemn chant, inspiring up to 2 targets per post to have Faith; upon ending, the effect remains for 2 more posts.
        • Allegro- Siren sings a fast-paced song, motivating all allies within earshot to move with Haste; upon ending, the effect remains for 3 more posts.
        • Presto!- Siren's song increases its tempo to a startling speed, granting 1 ally per post with the Quick status.
        • Animato- Siren sings an lively tune, enchanting all allies within earshot with Regenerative properties; upon ending, the effect remains for 3 more posts.
        • Sostenuto- Siren sings with a sustained tempo, enshrouding up to 4 allies with a mystical Veil to protect them from ailments; upon ending, the effect remains for 3 more posts.
        • Appassionato- Siren sings with an emotional zeal, inspiring all allies with the Vigilance to strike at foes; upon ending, the effect remains for 3 more posts.
        • Lamentoso- Siren sings a heartfelt lament that reaches even the ears of the dead, calling for one unconscious ally to Arise.
        • Crescendo- Siren's volume rises to a zealous crescendo, granting one target per post Valor.
        • Vivace!- Siren sings with such a lively and emotional furor that her targeted ally is empowered with a startling Aura, allowing them to use any known Limit Break, regardless of their health at the time (though it does still drain all of their energy). The effect lasts until the target uses the Limit, but she can only cast it on one person before straining her voice, preemptively ending her summoning the moment the song is finished.

    • Passive Abilities: Something, not quite sure what. XD
    PostPosted: Sun Jan 10, 2010 5:09 pm


    Enji Chou
    User ImageName: Kyla (Kai by friends and family)
    Birthdate: ???
    Gender: Female
    HP: 44
    MP: 33
    ApP [Skill]: 1
    ApP [Speed]: 1

    Appearance:
    • Height: 5’6
    • Weight: ???
    • Body Type: Lean, with Curves
    • Skin type: Tan Almond
    • Eye Color: Dark Brown
    • Hair Color: Dark Brown
    • Hair Style: Naturally Curly, but Prefers to Straighten It
    • Unusual Markings:
      • Has a scar on her right leg below the knee that looks like a butterfly when traced with a pen; was given it from a roller skating accident.

    • Clothing:


    Theme Song(s):

    Whole Album

    Significant Trait: Loyal/Compassionate
    Quotes:
    • Anou…
    • No problem!
    • Grrrmmm…
    • Nyaooonn…


    Good/Evil/Other: Good
    Element: Non-Elemental (Pictomancy)
    Weapon: Magic Quill
    Job Class: Pictomancer
    Stats:
    • Strength: 1
    • Defense: 6
    • Magic: 12 (11+1)
    • Resistance: 11
    • Skill: 6
    • Reflexes: 10
    • Speed: 5
    • Constitution: 11
    • Energy: 11


    Attack Abilities:
    • Elemental Inspiration - Though Kyla lacks an element of her own, she can draw from her well of creative magics to imbue her spells with whichever element she desires. However, because she must draw from her own imagination rather than a true elemental source, her elemental spells will always be weaker than her normal spells unless otherwise aided by outside forces. If imbued with an element-granting enchantment, she can access greater levels of strength with that particular element, with each additional level stacking upon her low magic. [ Weak Omni-Elemental (6 MS) ; En-Element Or Related Spells Increase Elemental MS Cumulatively (Low + Low = Medium; Low + Medium = High; Low + High = EX) ]
    • Pictomancy- Anything she draws can become a reality. Depending on the amount of effort or energy spent on the image, it lasts longer or is simply temporary. But she can manipulate reality as long as she has a pencil! However, her powers have limits physically. Depending on the needs, reason, or nature of the induced image, Kyla can pass out if she strains her powers too much.
      • Birn Strike- An ethereal bird, made of pure energy, appears and divebombs on the target, exploding on contact. Has a Level 1 and 2.
      • Flight of Blades- A number of ethereal blades appear and soar at the enemy, attacking furiously for a short amount of time.
      • Meta-Slash- A bold stroke of the pen- encircling an element of choice slashes at the enemy with the force equal to a large buster sword. Short ranged/ multiple hits as logn as she keeps stroking the qwill across the paper.
      • Page Bleed: Status Pain & Stun [ Long Range] Kyla is enraged, and in this state a more vicious side of her emerges. She copies the visage of her target and fervently stabs areas of their body in the picture which results in a corresponding stab wound bleeding a sinister ink and blossoming pitch black bruise. The result is a crippling pain and stun effect on the target.
        Conditions: Excessive usage of this power results in a numbness of Kyla’s body, then a physical discomfort mirroring the wounds she inflicts.
      • Summon Equip Limits- Kyla has worked on individual Limits for each of her allies, allowing for herself and an ally to combine their powers into a new Team Attack. [Aura Effect; Large Mana Drain]
      • Arbor de Unitas - [Long Range Multiple Projectiles MS:11] -- A mass of energy is built up and a large Spell Grid branches out from Kyla at the epicenter. (Pattern resembles similar likenesses to the Tree of Life or Tree of Sephiroth.) From the patterned circles and junctions, a wide-spread magic assault is launched at multiple targets. With Kyla alone, there are only 5 projectiles. Allies can launch their own magic into the grid, however, spawning more grid-junctions and increasing the projectile count. One (1) ally spell turns into three (3) projectiles of equal strength, each retaining their own element. The only limit to the spell-grid is personal mana cost; all mana cost is split evenly amongst Kyla and the people who add in, so of 3 projectiles, Kyla pays half the cost and the caster pays half the cost. [ Group Spell; Multi-Target Multi-Projectile ]

    Support Abilities:
    • Pictomancy- Kyla’s special abilities allow her to manifest anything she draws using her magic pen.
      • Flight of Blades- A number of ethereal blades appear around the target, revolving around them in a protective manner and slicing up any opponent that comes near.
      • Warding Lotus- A shielding barrier resembling a blue tinted lotus. Can affect a single target, or a small group (no more than 4) at once. [Grants Wall ; +4 to PR and MR; Wallza possible.]
      • Lotus Shield- A chamber resembling a lotus flower- completely incasing the target, nearly impenetrable as long as her mana flow supports it.
      • Ink Exchange - Kyla can heal the wounds of others by transferring their wounds over to herself or any other willing candidate. This can be a partial or complete transference. To do this, she draws the wounded target, and remaps the wounds over a pre-traced image of the target of transference.
      • Ruby Ink: Reminiscent of ‘Healing Ruby’, ‘Ruby Ink’ manifests as a luminous crimson colored circle that Kyla will draw directly over a wounded area. The result is a similar a low leveled healing, akin to Cure. Though a defined illustration of the target body isn't necessary, (unlike Inked exchange), the crimson circle must be put to paper for the defined effect to work, single target only.
      • Inked Coalescence- Using her pictomancy as the medium of transfer, Kyla can absorb power from one willing ally and integrate the traits of that power onto another, single willing ally, causing the target to have an amalgamation of his or her own traits and the traits of the source. Kyla, however, can only act as the medium; absorbed power must be integrated onto a separate target or the mana is wasted. Each Coalescence may be different and is dependent both on the source and the target. Coalescences last three turns and, due to the intensity of the integration, can only be used once per battle, in addition to draining half of Kyla's maximum mana. [Sources and Targets should discuss their possibilities; since the Target gets the final change, the Target needs to get each Coalescence approved] ; [Possible changes include stat alteration (not gains), weapon alteration, elemental alteration, ability alteration, and physical form alteration] ; [Replenishing mana mid-battle does not allow for an additional Coalescence] ; [Mana drained from ally is equal to 2 Energy.]
      • Pictura Porta- Once per day, and at the cost of all of her mana (should she have a significant amount left), Kyla can open up a portal from one location to another within the world she is currently on. It can only last for a few moments, and it must be to a location that she's been (or at least personally seen) before.
      • Practical Pictomancy- Kyla can form various shapes and platforms with her abilities, even going so far as to allow them to float.

    Passive Abilities:
    • Silent Artist- Because Kyla's medium for spell casting is her art, not her voice, Silence doesn't affect her.
    • Float - When battle begins, Carbuncle's magic kicks in, lifting Kyla a foot off the ground, no higher. Persists throughout, but does not prevent her from being knocked down.

    Limit Breaks:
    • [Level 1] Birn Strike, Level 3!- In a burst of anger, Kyla’s pen rushes across her paper, summoning forth an awe-inspiring ethereal bird, much larger than the other two levels of Birn Strike. It soars at the opponent within the blink of an eye for massive explosive damage.
    • [Level 2] Lotus Finale- Up to 6 allies are granted Protera, Shellra, and Flight of Blades for 3 posts.
    • [Level 3] Magic Strength Increase- Kyla's Magic Strength is permanently increased by 1, regardless of limitations.
    • [Level 4] Redrawn - In exchange for all her Mana and physical strength--resulting in KO--Kyla can heal up to 6 party members/allies for a vast amount of health (if MS 14+ by any means, they are completely restored to full health, no matter how low they were). Conditions: Power applies only to those who’s images were recorded prior to battle in the image used. Also, even if Kyla is raised or restored from KO, her mana is still unrecoverable.


    Elemental Affinities:
    • Fire - --------
    • Ice - --------
    • Thunder - --------
    • Water - --------
    • Wind - --------
    • Earth - --------
    • Nature - HALVED 1/2 [Level 4]
    • Poison - --------
    • Space - --------
    • Time - --------
    • Light - --------
    • Darkness - --------


    Drive Form(s): N/A

    Strengths: Magic Strength, Magic Defense, Energy ; Kyla is very empathic and can easily understand the feelings of other people when they're up close( used a survival skill in hostile environments). She's very stubborn and once set to a task she rarely gives up on it. She's also a very good outdoorsman and has utilized most of her senses when outdoors. Intelligent, decisive and strong willed, when she is urged beyond her timid-ness Kyla is revealed to have a big heart and a sharp mind, the truth will spew from her lips at times, the effects on people may vary.

    Weaknesses: Physical Strength and Defense (When not aided by magic) ; Her sense of hearing is often troublesome. Harsh pitches and specific sounds great hurt or just irritate her. Kyla used to wear her mp3 player all the time, not just to listen to calming music, but also to filter out harsh sounds that hurt her physically. A genetic sickness she's inherited from her family causes her much trouble sometimes in span of a month’s time.(1-2per. 30 days) During this time she gets what she describes as 'fits', and is completely vulnerable, and reduced to such a state she is very ashamed of.

    Personality:
    Since being thrown into the Kingdom Hearts universe Kyla’s persona has evolved and has a split depending on the people around her or the situation presented to her. Both sides present their own strengths and weaknesses but both tied by a similar theme.
    “-Seven days in results in a Crouching INTJ, Hidden INFJ”-
    Predominantly an INFJ personality type she’s gentle, caring, complex and highly intuitive. Artistic and creative, she lives in a world of hidden meanings and possibilities. Everything she makes can have layers of personal meaning that only she understands or recognizes. While being creative, and intelligent her mind can focus on fantasy more than reality. While this makes her a quiet person, she is curious, and possesses strong convictions. Naturally attracted to sad things, Kyla fears doing the wrong things, thus strives to be the perfect observer, while still being avoidant of compromising her personal secrets or feelings. Instead the artist stick her nose into her sketchbook and that will be the end of it.

    However; When things get serious Kyla can switch her approach and take the role of the INTJ, aka, “The Strategist.” In this state Kyla becomes introspective, analytical, and a determined person with a surprisingly natural leadership ability. But being reserved, she is reluctant to assume such a role. Instead she’ll prefer to stay in the background while leading and or guiding those taking charge. Strategic, knowledgeable and always adaptable in her plans, she has a talent in bringing ideas from conception to reality. Sadly, Kyla expects perfection from herself (impossible of course) as well as others and can only be comfortable with the leadership of another so long as they are competent. This mean if she begins to see signs of possible corruption, she will not hesitate to stop taking orders, always believing that following blindly is folly. In her INTJ state Kyla can be decisive, open-minded, self-confident, attentive, theoretical and pragmatic.
    Flaws/Talents:

    The Good:
    • Immune to most emotional manipulation.
    • An excellent listener with acute emotional empathy.
    • Take a very serious approach to her responsibilities.
    • Confidence in personal skills with an abundance of knowledge.
    • Seeks deeper understanding of personal relationships.
    • Unusually talented and very insightful.
    • Devotion to the ideals of love, romance, friendship and the like.
    • Can recognize and adapt to peoples emotional states; thus capable of flipping her approach to confuse an observer as to the true nature of her own personality.
    • Skilled with communication, especially non-verbally.
    • Strives to go above and beyond her regular duties and always trying to self-improve.


    The Bad:
    • Poor understanding of her own emotions and needs to the point of outright negligence to even acknowledge them.
    • May be unwilling/unable to see when a bond is falling apart.
    • Vulnerable to specific kinds of conflict and critic from trusted peers- thus will avoid personal confrontations at all costs; if such an event is unavoidable she’ll counter with cold, nearly heartless logic.
    • Sometimes thinks she’s always right, while at other times not trusting herself at all.
    • Can expect too much from herself and others, and will put too much blame on personal failures, dwelling in guilt.
    • Using defensive detachment, she has a bad habit of shutting herself in emotionally when she suspects someone is giving off particular negative feelings beyond what she can handle.

    The WORST:
    • False Reality Replacement/Persona Fragmenting & Figment companionship: Kyla soothed her acute loneliness by creating imaginary companions to cope with an assortment of troubles.( one particular manifestation being the original Tyue manifested stronger then all others)
    • Triggered Anger/Rage: Even if she naturally shuts herself in when approached with feelings of anger, that doesn't mean it doesn't affect her. Kyla's perfected keeping a front and not reacting- but she has her limits. And by now- imprinted conditions can cause that front to shatter. Being someone with a split personality, she can be 'triggered'. Very specific things can set Kyla into a full outrage. All the pent up anger and frustration emerges into a very ugly side of her that almost cannot be stopped. She's irrational, dangerous, and relentless until the object of her triggering is 'dealt' with.

    Favorite Food/Drink:Mushrooms, sushi, and strawberries. LOTS OF TEA.
    Likes: Trees, music, Fantasy(books/legends ect), anything strange, scary, anything multicultural or having to do with swords, and Drawing of course.
    Dislikes: Cocky, pushy and or Rude people, seeing natural things being ruined, and insolent ignorance. Seeing people she cares for being hurt, being called a very specific curse word and Red sauce spaghetti.
    Fears: Achluophobia- Fear of darkness.
    MISC: Kyla can sing- used to be in a choir- but doesn't do so in public, and can also act. She has a very sensitive spot on the top of her head- where a Hemangioma used to be. She often touches it in moments of uncertainty or deep thought.
    Family: A mother, father, little brother, and a big sister she tends to never mention. ((Erased along with the Earth))
    Bio:
    Many can vouch they would never want to trade lives with this person. She lived excluded and isolated from childhood. Barriers of racial mixture, intellectual level and family/financial issues created conflict and constant state of turmoil. In order to survive she learned how to cut herself off mostly from others from the inside and created various coping devices. As she grew older and things got harder, Kyla created an inner world for herself. She disappeared mentally into this world when she was unable to handle any strain from the outside. Despite opposition she clung to an ideal optimism that things would change and this hope carried her through till the events of HA began.
    After a terrible confrontation during the eradication of Earth Kyla is in denial of something she did before appearing in the KH universe at the summoning of the wizard of Disney Castle Merlin. She was handed a simple book before her soul bound (From Deep Dive) version appeared and drew a door into Agrabah where she joined the first group of earthlings on their journey. Though Kyla wants to restore her world, she actually doesn't want to go home. Kyla comes into this story having wanted a change of her fate form the beginning and doesn’t know what to make of this opportunity, but seeks to do her best.


    Summon: Tyue (Carbuncle)
    Summon Appearance:
    Summon Personality: Originally she was a split persona created from childhood as a coping mechanism. Now upon entering the KH universe with Kyla, she's been transformed into a true summon & adopted the powers and characteristics of the closest match- Carbuncle.

    fractalJester
    Captain

    Omnipresent Seeker

    6,325 Points
    • Ultimate Player 200
    • Waffles! 25
    • Hygienic 200

    fractalJester
    Captain

    Omnipresent Seeker

    6,325 Points
    • Ultimate Player 200
    • Waffles! 25
    • Hygienic 200
    PostPosted: Sun Jan 10, 2010 5:16 pm


    Je suis a toi
    Name: Noelle
    Birthdate: 12/03/91 (19-years-old)
    Gender: Female
    HP: 32
    MP: 27
    ApP [Skill]: 2
    ApP [Speed]: 2

    Appearance: User Image

    • Height: 5'
    • Weight: 112
    • Body Type: Small, athletic
    • Skin type: Fair
    • Eye Color: Blue-green
    • Hair Color: light blonde
    • Hair Style: Cut short
    • Unusual Markings:
    • Clothing: Hoodie


    Theme Song(s):


    Significant Trait: Competetive
    Quotes:

    • "Shwiiing!"
    • "Jerk-face!"
    • "I wasn't lost, I was on an adventure!"
    • "What is this nonsense?!"


    Good/Evil/Other: Good
    Element: Earth/Nature
    Weapon: Spear
    Job Class: Agromancer [Nature Element]
    Stats:
    • Strength: 8 [6]
    • Defense: 6 [4]
    • Magic: 12 (11+1) [9]
    • Resistance: 8 [6]
    • Skill: 9 [5]
    • Reflexes: 8 [7]
    • Speed: 7 [5]
    • Constitution: 8 [7]
    • Energy: 9


    Attack Abilities:

    • Spear Play- attacks centering around the use of spear techniques and manipulation
      • Flourish - Noelle flourishes the spear by rotating her wrist to knock aside oncoming attacks to the front and the back as well as being able to swipe at opponents with minimal movement
      • Dance - Noelle moves and maneuvers her spear around her body to perform an attack combo that looks like a dance
      • The Bends - Noelle uses the flexibility of her spear to her advantage by positioning it so the spear tip can bend and cut an opponent, even if the spear's staff has been blocked
      • Extend - Holding the spear by the bottom, Noelle can swing it at an opponent or fight using the back end to get a full range of extension, distancing herself so the staff hits her opponent, or the speartip cuts them
      • Pole Vault - Noelle will charge an enemy, and just before them, thrust the spear tip in the ground and pole vault over the enemy. While in the air, she summons her spear back to her and throws it at the enemy from above.
      • Duality - Tucking her spear under her armpit, Noelle wraps her arm around the staff in such a way that allows her to fight with the tip while easily being able to block attacks from behind.

    • Domain of the Titan- Abilities learned from Noelle's access to Earth-elemental magic, via her summon, Titan.
      • Kick Spike- Noelle forces energy into the ground and, as a result, large earthen spikes erupt at angles out of the ground in the manner she chooses; this can be used to surround herself or an ally defensively or launch an attack at an opponent.
        • Kick Spike Release - Performs the same action as Kick Spike, but at a second kick, the spikes release from the ground and launch out at enemies
      • Earthen Grenade- Noelle tosses a sphere of earth at her opponent; on contact or command, the sphere erupts into dozens of piercing stone shards.
      • Discus- A flat, sharp disc of earth can be thrown or propelled straight from the earth at an enemy.
        • Discus Pillar - if surrounded by enemies, a pillar rises from the earth underneath Noelle, then breaks apart into dozens of disci that fly out in every direction
      • Quicksand - Noelle loosens the earth beneath an opponent, turning it into a sink pit.
      • Personal Moat - Noelle hollows out the ground around herself or an opponent, making a hardly noticeable trap that attackers can fall into.
      • Sand storm - Noelle clouds the air with large quantities of sand or dust, hindering an opponent's vision while allowing her to use the sand/dust in attacks against them.
        • Sand Blaster - The sand particles around an enemy will speed up, blasting against an enemy to painfully tear against their skin or blind them.
        • Constrictor - the sand/dust in the air around an enemy will cling to them and continue to condense until Noelle has the ability to constrict the deposits and hinder movement or crush an opponent.
    • Mother of Life- Abilities learned from her class as an Agromancer. Generally requires natural earth to use, but at a -2 MS penalty, she can make her seeds grow without the earth by giving them magic nutrition
      • Poison Thorn: A piece of brier wraps itself around Noelle's hand, allowing her to perform various strikes with poisoned thorns at her fingertips. [Causes pain ailment]
        Strikes include:
        • Trigger Finger--index finger is curled in as if wrapped around a trigger and the thumb presses down the nail to stabilize it. Thorn(s) protrude from the second knuckle of the index finger.
        • Poison Thumb; Closed Hand--a fist is made and the thumb curls over the side of the index finger. Contact is made just with the tip of the thumb, strike intended for nerve-clusters near the surface of the skin such as in the neck. Thorn(s) protrude from the tip of the thumb.
        • Poison Thumb; Open Hand--all fingers flexed and curled slightly. Main fingers meant to reach around and hook behind the jaw, driving the tip of the thumb into the sinus or eye-socket. Thorn(s) located in the same place as closed handed Poison Thumb.
        • Immortal Man--index and middle finger are extended, ring finger, pinkie finger, and thumb remain close to the palm. Contact made with the tips of the index and middle finger. Thorn(s) protrude from the tips of the index and middle finger.
        • Cranes Beak--all fingers are extended and pulled together at the center of the palm, wrist is bent. Strike is intended to snap and contact is made with the gathered fingertips. Thorn(s) protrude from the gathered fingertips.
      • Tether - Noelle wraps one end of an ivy vine around the end of her spear and the other end of it to her wrist. She can then use this tether to swing her spear around, strike, and pull it back.
      • Vine Whip- Noelle grows a thick vine from the ground and, under her direct control, the vine begins to whip at nearby opponents. The vine can cause slashing damage or, if close enough, attempt to ensnare targets.
      • Sting Whip - Noelle grows a long vine of stinging nettle, which causes severe pain and swelling when the tiny needles become embedded in the skin, and uses it as a whip.
      • Razor Leaves- Noelle grows a heavily-leafy vine, and with a powerful whipping-motion, the vine launches the barrage of leaves, paper-thin but razor-sharp, in her targeted direction.
      • Give and Take - Noelle grows a Give and Take tree, thousands of needles surrounding the trunk. The needles raise and launch out at enemies, the natural toxins on the needles causing severe pain and preventing the clotting of blood. [Bleed Effect for 3 turns.]
      • Seed Strike - Noelle combines seeds to make them larger and weightier, then forms a sharp point on it and throws it at an enemy. If the seed becomes embedded in their flesh then she can grow the plant inside the enemy to take them apart from the inside out. Does more damage overall than Witch's Hair, but does not restore Health or Mana.
      • Witch's Hair- Instead of combining her seeds before tossing them, Noelle throws a handful of the tinier seeds at her opponent. These seeds are harder to spot, attach to clothing, and even (painlessly) embed themselves into the target's skin. For every turn after this, however, the seeds drain small bits of Health and Mana and return them to Noelle via small green energy spheres that hover through the air. These seeds remain until they are destroyed. If the target's Magic Resistance is equal higher than Noelle's Magic Strength, the seeds have no effect; if it is lower, then they or someone else must expend some of their Magic Strength in order to make up for the difference to destroy the seeds.
      • What the Fruit? - Noelle throws well-seeded fruits, such as pomegranates, at enemies. As the fruit reaches a close proximity to the enemy, it explodes, expelling the seeds with enough force to cut into the flesh of enemies. Seed Strike is a secondary attack to this.
      • Bludgeon - Noelle grows a large sunflower in which all its seeds are brought to points, then uses it to strike opponents. Seed Strike is a secondary attack to this, taking effect after the first successful strike and refreshed with every strike thereafter.
      • Little Shop of Horrors - Noelle grows various large carnivorous plants, such as pitcher plants or venus fly traps, that move to ensnare opponents, oozing burning digestive juices on them. [Digestive Juices = Poison Elemental]

    • Slingshot - Noelle pulls up two earthen poles and strings a vine between them, then uses this as a slingshot
      • Spear Sling - Noelle places her spear in the slingshot, then pushes herself back as far as the vines will stretch before releasing for a long distance attack/attack with added force
      • Self Sling - Noelle places herself in the slingshot and anchors herself to the ground with the earth before using it to push herself back as far as she can go and releasing for a launch into an aerial attack
      • Boulder Sling - Noelle loads a large boulder or mass of earth into the slingshot to release it on enemies or take down obstructions
      • Grapeshot - Noelle loads a large boulder or mass of earth into the slingshot to release it, then as the earth flies at its target it breaks into thousands of small shards
    • Sucker Punch - Either a large block of earth or a tree-branch (whichever is most readily available) will make a surprise attack on an opponent to take them out.


    Support Abilities:
    • En-Light - A Light-based ability gained from Noelle's drive with Kyle, En-Light makes physical attacks Light elemental for a period of time [3 posts].
    • Apothecary - Noelle uses the knowledge of various natural remedies granted to her by her power of Agromancy to aid her friends
      • American Ginseng – When given Noelle’s American Ginseng elixir, the recipient will have boosted endurance and energy. [45% MP Recovery ; Outright Speed increased +2 for 3 turns].
      • American Scullcap – when given Noelle’s American Scullcap elixir, the recipient’s pain tolerance will increase or, in the event of an injury, the recipient’s pain will be lessened. [Protera (+6 Physical Resistance) for 3 turns]
      • The Golden Pitcher - A hybrid plant, goldenrod and pitcher plant, that has healing properties in the nectar. [Hi-Potion]
    • Natural Restoration - Due to her Herbalist/Argomancer class, Noelle has access to the primary branches of healing magic, which are all Nature elemental.
      • Cure - A low-level healing spell; heals small wounds, up to 3 Health worth. Cure and its upgrades only work on a conscious being. [MS 1-6]
        • Cura - A medium-level healing spell; for more mana, heals average wounds and begins to shrink larger wounds, up to 6 Health worth. [MS 7-10]
        • Curaga - A high-level healing spell; for a sizable about of mana, heals large wounds and brings an average person back to full health, up to 9 Health worth. [MS 11-13]
        • Curaja - Essentially a Full-Cure spell; for a great deal of mana, heals all physical wounds (save mortal wounds) entirely, usually turning the tide of battle. [MS 14+]
      • Regen - Noelle enchants a person with the Regen status, giving them a slow, constant health regeneration; acts degeneratively on those of the Poison element instead.
      • Esuna - Using natural energies, Noelle can purge any and all negative ailments from a body and mind up to a certain degree of strength; each ailment removed this way costs an additional small amount of mana. [Removes Easy to Very Difficult ailments]
        • Esunaga - Using a potent surge of natural energy, Noelle can cleanse a person of all ailments, regardless of their strength. [Removes all ailments unless specifically prevented by Story]
      • Raise - By carefully manipulating the life-giving energies of nature, Noelle can bring consciousness back to those knocked out, restoring a small fraction of their health in the process. [20% Health; MS 7-13]
        • Arise - With a much greater surge of natural energy, Noelle can return consciousness and full health to those unconscious. [100% Health; MS 14+]
        • Re-Raise - At a decent energy cost, Noelle can enchant a person with preemptive natural energy; after a few moments of losing consciousness, these energies kick in, surging through the target and reviving them with a fraction of their health returned. [20% health; MS 11+]
    • Portable Hole- Noelle can drop herself or others into a hole in the earth and move herself/them around underneath the surface
    • Spring - the earth under her or someone else's feet will spring up, launching them backwards/forwards away from harm.
    • Catch - If she or someone else is falling, preexisting foliage or rapidly grown foliage will lift and coil to ease the impact of their fall and catch them
    • Armor - Noelle can form a wearable suit of armor out of the earth
      • Level 1- At level one, Noelle can only wear two elements of the suit (i.e. breastplate + gauntlets/ face guard + shin guard, etc.)
      • Level 2- At level two, Noelle can only wear four elements of the suit
    • Scan- Noelle can use the earth or surrounding plant-life to scope out a hidden enemy.
    • Slide- The earth beneath Noelle's feet lifts slightly, sliding her closer to or away from an enemy at a rapid pace.


    Passive Abilities:
    • Gaia's Gift- When Noelle is in physical contact with Earth or near plant life she regains energy. [MP Regen on Earth]
    • Gaia's Gift 2- When Noelle is in contact with earth she receives Regen.
    • Hero's Gift- Noelle is immune to Silence and Berserk.


    Limit Breaks:
    • [Level 1] Mother Nature- For three turns, Noelle's Nature magic gets a large boost; she needs no seeds to grow her plants, and no original plants to manipulate. Her plants grow at an accelerated rate, and on any surface she desires, regardless of nutritional value. All Nature-element attacks have a +2 Magic Strength bonus.
    • [Level 2] Homegrown Golem- Noelle builds up a charge of Nature magic and releases it, turning either nutrient-rich soil or trees into a golem she can control for the rest of the battle or until it is destroyed.
    • [Level 3] Magic Strength Increase- Noelle's Magic Strength is permanently increased by 1, regardless of limitations.
    • Level 4] ???


    Drive Form(s):

    Strengths: Physical flexibility | Quick reflexes | relatively good physical strength | strong will and determination
    Weaknesses: Emotional breakdowns | nervous/panic prone | over-thinking
    Elemental Affinities:
    • Fire - --------
    • Ice - HALVED 1/2
    • Thunder - --------
    • Water - --------
    • Wind - DOUBLED 2X
    • Earth - IMMUNE
    • Nature - --------
    • Poison - --------
    • Space - --------
    • Time - --------
    • Light - --------
    • Darkness - HALVED 1/2 [Level 4]


    Personality: Noelle is generally easy-going and likes to have fun with her friends. She tries to keep things upbeat and tension-less but can get a little too excited sometimes. She is headstrong and tries to appear as strong as possible--worry-less and in control. However, she ican sometimes be very emotional and easily saddened, often having self esteem/self worth problems. When in a situation where she faces internal turmoil she often seems funny, cracking jokes and goofing off to hide how she really feels. Only about half the time can she pull herself out of it, give herself a pep-talk, and move on with a stronger resolve--other times she needs someone else to pull her out of it.

    ~*~*~*~*~*~

    ENTJ; "The Chief" --ENTJs are strategic, organized and possess natural leadership qualities. They are master coordinators that can effectively give direction to groups. They are able to understand complicated organizational situations and quick to develop intelligent solutions. ENTJs are outspoken and will not hesitate to speak of their plans for improvement. They are decisive and value knowledge, efficiency and competence

    Flaws:

    Absentminded- Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
    Anxious- Full of mental distress or uneasiness because of fear of danger or misfortune; greatly worried; solicitous.
    Dubious- Fraught with uncertainty or doubt. Undecided, doubtful, unsure.
    Fickle- Characterized by erratic changeableness or instability, especially with regard to affections or attachments; capricious.
    Hypocritical- One who is always contradicting their own beliefs, actions or sayings. A person who professes beliefs and opinions for others that he does not hold. Being a hypocrite.
    Indecisive- Characterized by lack of decision and firmness, especially under pressure.
    Nervous- Easily agitated or distressed; high-strung or jumpy
    Overemotional- Excessively or abnormally emotional. Sensitive about themselves and others, more so than the average person.
    Perfectionist- A propensity for being displeased with anything that is not perfect or does not meet extremely high standards.
    Practical- Level-headed, efficient, and unspeculative. No-nonsense. (can double for a merit)
    Rigorous- Rigidly accurate; allowing no deviation from a standard; demanding strict attention to rules and procedures.
    Soft-hearted- Having softness or tenderness of heart that can lead them into trouble; susceptible of pity or other kindly affection. They cannot resist helping someone they see in trouble, suffering or in need, and often don't think of the repercussions or situation before doing so.
    Squeamish- Excessively fastidious and easily disgusted.

    Likes: Reading | Writing | Drawing | Painting | Gardening | Music | Dancing | Colorguard | BUTTERFLIES | Sewing | Crocheting | Bubbles
    Dislikes: Spiders and other creepy crawlies | Angry people | Mudslingers
    Fears: Drowning | failing | acting like her mother

    Family: Father, Lloyd | stepmother, Sue | older sister, Nicole | two younger sisters, Mandi (10) and Angel (15) (doesn't live with them) | two younger step sisters, Julia (17) and Angela (15) | Mother, Yolennda (Known as Summer, not in contact with her)

    Bio: Noelle had a tricky home life ever since her parents divorced when she was a year old. It was always back and forth between her mother, who was an alcoholic home-maker (married to the father of her two younger sisters), and her father, who travelled for work and was gone for months at a time. When her mother divorced her stepfather, Walter because of his drug addiction problems she faced a new rift in her already broken family. During this time her father was dating a woman named Sue, who had two daughters--one close to her age and the other two years younger. Eventually her former stepfather disappeared because her mother wouldn't let him see Mandi and Angel. Noelle's father stopped traveling so much as his company was bought out and he went to work for a different one, but she still had to see her mother. In the following years she continued to bounce between parents. Her mother had boyfriend after boyfriend, each one having a different problem or addiction that would be tracked into the household. Noelle and her sisters endured the physical, mental, and emotional abuse from their psychotic mother, but lucky for herself and her older sister Nicole they had a safer, more stable father's home to go to. Mandi and Angel did not. During those years on her father's side, he finally married his girlfriend Sue, and Julia and Angela became her stepsisters. She was happy when with her father, but always troubled when with her mother. Over the next few years Noelle began seeing less and less of her mother. Being old enough to choose, she decided to stay with her father more; the city where her mother lived was dangerous and she was never comfortable there. The problems continued, however, even though she was living in a different household. A few years and too many vicious fights later Noelle gave up contact with her mother, losing her ties to Angel because of her instabilities and drug addictions, and fighting for custody of Mandi so she could be safe and happy.

    Summon: Titan
    Summon Appearance: http://www.rpgamer.com/games/ff/fft/graphics/summons/titan.jpg
    Summon Personality: Gruff and grumpy most of the time, he'll give anyone a good kick in the rear to get them back in line. He does have a softer, slightly father-like side though, but it's less often seen.
    PostPosted: Sun Jan 10, 2010 5:17 pm


    Mizu
    Name: Bobbi (also known as Mizu)
    Birthdate: February 28, 1988
    Gender: Female
    HP: 32
    MP: 33
    ApP [Skill]: 3
    ApP [Speed]: 1

    Appearance: (Pic coming soon)
    • Height: 5'1½"
    • Weight: 165lbs at last check
    • Body Type: Short and plump
    • Skin type: Fair
    • Eye Color: Hazel, but legally they're blue
    • Hair Color: Dirty blonde (legally brunette)
    • Hair Style: Waist-length, no bangs, been keeping it loose lately
    • Unusual Markings:
      - Small scar ¼ inch long on forehead
      - Thin, almost unnoticeable scar on left wrist (stop freaking out, I was stupid and not following safety instructions)
      - Scar on left knee from a mattress
      - (RP acquired) Ragged scar on right palm, had specifically asked Rae to leave the scar "so I know not to be so stupid next time!"
    • Clothing:
      • White denim hooded sleeveless jacket
      • Sapphire-blue knee-lenght sleeveless turtle neck slit on both sides up to the waist, "skirt" trimmed in gold
      • Amethyst colored leather breastplate trimmed with gold
      • White leather knee-high boots (pirate boot design from Soul Calibur III is the best reference)
      • Two white leather belts, crossed at left hip, holding white leather quiver with silver decor in place where crossed
      • White leather traditional archer's gloves
      • Pale icy green leather arm guard on left arm
      • Ring and watch on right hand
      • Ring and bracelet on left hand
      • Silver heart necklace


    Theme Song(s):


    Significant Trait: Big-sisterly
    Quotes:
    • "Okay, seriously, try that again and you're gonna get smacked."
    • "Just because it's fair doesn't mean it's right."
    • “Well that was smart.”
    • “Hey. Hey. Hey. We’re talking about pie now. No, seriously, pie. ‘Cause pie is awesome.”
    • ”Do you like waffles?~ Yeah we like waffles!~”


    Good/Evil/Other: Good
    Element: Ice
    Weapon: Longbow (named Taulmaril)
    Job Class: Archer/Ranger
    Stats:
    • Strength: 6 [2]
    • Defense: 6 [4]
    • Magic: 10 [8]
    • Resistance: 7 [6]
    • Skill: 11 [6]
    • Reflexes: 8 [5]
    • Speed: 6 [5]
    • Constitution: 8 [3]
    • Energy: 11 (10+1) [6]

    Attack Abilities:
    • Bow Mastery- Abilities developed solely for use with Taulmaril.
      • Frenzied Fire- Bobbi can fire a quick burst of arrows, one after another, with startling speed; due to the speed, it's not as accurate at longer ranges.
      • Multi-Shot- Bobbi can fire multiple arrows at once; the more arrows she fires simultaneously, the shorter the distance they can travel.
      • Broad-Headed Arrow- Bobbi uses an arrow with a larger-than-usual arrowhead; if is strikes, the arrow has a chance to Stun the target.
      • Crippling Shot- Bobbi aims an arrow specifically at the legs of her target; if it strikes, the arrow has a chance to Cripple the opponent.
      • Precision Shot- Bobbi aims an arrow specifically at the arms of her target; if it strikes, the arrow has a chance to Disable the opponent.
      • Splinter Shot- Bobbi fires a hollow arrow at her opponent; if the arrow is blocked, it erupts into splinters, damaging any enemies near the original target.
    • Blizzard/Blizzara/Blizzaga- Basic ice-elemental blast that fires an ice crystal of varying sizes at the enemy; can also be cast using other methods.
      • Blizzard Blast- Instead of firing a single icicle at the opponent, Bobbi launches a shotgun-like blast of ice in one direction.
      • Twisty-Turny- Bobbi summons an ice sphere, which rolls on the ground rapidly toward the opponent, following him/her slightly for a short period.
      • Blizzard Combo- Bobbi summons an ice sphere similar to the one used in Twisty-Turny, but instead uses it to knock nearby enemies around psychokinetically for a short combo.
      • Ice Spike- A ball of ice formed with the casters will, it can vary in density from a harmless yet fun snowball to a deadly sphere of nothing but solid, dense ice (needle-like spikes optional).
      • Crystal Spire- Stalagmites of ice shoot from the ground in an instant, impaling anything unfortunate to be caught on the tip, otherwise just knocks things around.
      • Ice Barrage- Bobbi summons a flurry of Crystal Spires under her opponent(s), attempting to knock them into the air for multiple strikes.
      • Scatter-Spray Blizzaga- Bobbi summons an overly-large icicle larger than herself to fire at her opponent; it moves slow and only goes a few feet before erupting into a dozen smaller, faster bullets that target the enemy's current location (even if they've moved since the original icicle).
      • Deep Freeze- Bobbi manifests a Blizzaga spell into erupting from the ground surrounding her, doing damage to all nearby opponents and possibly freezing them in place.
      • Glacier- Bobbi uses Deep Freeze, but instead of freezing them in place, the ice explodes, sending all nearby opponents into the air.
    • Shiva's Warden- Abilities combining her Blizzard magic and her Archery skills.
      • Blizzard Edge- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; on impact, the arrow erupts into a flurry of icicles.
      • Hailstorm- Bobbi cloaks an arrow in ice magic, giving it a glacial aura, before launching it skyward; at some point, the arrow erupts into a flurry of icicles, which rain down upon her opponent(s).
      • Bursting Arrow- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; before striking the target, the arrow explodes into a shotgun-like blast of icicles. Similar to Blizzard Blast, but can be used for longer distances.
      • Freezing Arrow- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; upon contact, the arrow ensnares the target (or whatever is struck) in an layer of Frost, possibly causing Slow.
      • Tricky Ricochet- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; if the arrow strikes a non-living object, the object freezes over and the arrows ricochets at the appropriate angle; used to avoid blocks.
      • Hypothermic Shot- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; on impact, the arrow's sub-zero temperatures 'damages' the target's mana by forcing the body's mana into keeping the target's body temperature at stable levels.
      • Flurry Bolt- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; upon impact with the target, an icy haze erupts, targeting the opponent's eyes and possibly causing Blind.
      • Maelstrom Bolt- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; upon impact with anything, the arrow erupts into a large area of effect twister of Blizzard magic which prevents magic-casting from any within.
      • Piercing Icicle- Bobbi completely freezes over an arrow, giving it an insanely sharp point; the arrow will Pierce through most guards, and if it pierces through the body, it has a chance to cause Pain.

    Support Abilities:
    • Expert Focus- Preparation ability; by taking a few moments to prepare herself, Bobbi's bow-related abilities have much greater accuracy for a period of time.
    • Read the Wind- Preparation ability; by taking a few moments to take in the wind currents of the area, Bobbi can tell how and where to shoot arrows, thus increasing all arrows' speeds temporarily.
    • Barbed Arrows- Preparation ability; by taking a few moments to summon specifically-crafted arrows into her magic quiver, Bobbi can ensure that all arrow attacks for a short period of time have a chance to cause Bleeding. [Physical Ailment]
    • Frost-balm- Forms a pack of snow over an open wound, then ices the snow over as a make-shift bandage until a true healer can tend to the wound; numbs pain and helps prevent bleeding, but can cause severe frostbite if left on too long.
    • Frost Armor- Bobbi temporarily encases herself in a set of lightweight, frozen armor [Protect]. Ends prematurely if hit by any Elemental Weakness.
    • Mirror Wall- Bobbi erects a temporary ice barrier of varying shape in order to protect herself (or her allies) from damage. May create a dome-shaped wall, but the strength of the wall is somewhat diminished as a result.
    • Ice Spirit- Imbues 1 ally's weapon with Ice element, if Mana level is high enough, can even work with an antagonistic element as well.

    Passive Abilities:
    • Ice Arrow- Imbues arrows with Ice Element, not consciously controlled but only lasts as long as caster has Mana
    • Gathering of Mana's Spirit- If the level of water in the air is high enough and the surrounding air temperature is at least 35º Fahrenheit, can gather the energies of the environment to minutely accelerate Mana recovery (only effective if Mana drain is less than Mana intake, such as idle or sleeping)
    • Æthecite Charm - Immune to Ignite and Silence.

    Limit Breaks:
    • [Level 1] Star-Shot- Aims Taulmaril into the air and fires three to five arrows at once. Once the arrows meet their apex, they shatter into multiple shards of very, very sharp ice spikes and rain down in a radius of 5-10.
    • [Level 2] Diamond Dust- Summons Shiva, who holds a massive version of Taulmaril. Shiva fires a single Ice Arrow into the air as Bobbi fires one as well. As the two arrows collide, they explode into a rain of smaller ice-arrows, impacting a single enemy and encasing them in a block of ice. Bobbi finishes the move by firing one last Ice Arrow at her enemy, shattering the ice and dealing massive damage. Single use, drains Mana to the point of unconsciousness.
    • [Level 3] Cold Fusion- Bobbi's Energy is permanently increased by 1, regardless of limitations.


    Drive Form(s):

    Strengths: Long-range combat, Tolerance to cold, Perseverance, Minor tactics, Quick thinking
    Weaknesses: Melee, Cooperation, High temperatures, Agility, Physical strength
    Elemental Affinities:
      • Fire - DOUBLED 2X
      • Ice - IMMUNE
      • Thunder - --------
      • Water - --------
      • Wind - --------
      • Earth - HALVED 1/2
      • Nature - --------
      • Poison - --------
      • Space - --------
      • Time - --------
      • Light - --------
      • Darkness - --------


      Personality: Bobbi is the kind of person who is very shy unless you make an effort to get to know her—and God help you when you do. Once she opens up, Bobbi can be rambunctious, slightly perverted, and totally shameless. (Fact: she has been known to flash in public parking lots) On the other hand, she tends to be sweet and gentle for the most part, though her devil-may-care attitude and tendency to threaten people hint otherwise. She's a plethora of contradictions as well, her moods will often hit both ends of the spectrum in about five to ten minutes. She's prone to depression and has very low self-esteem, and claims to have no pride even though that non-existant pride tends to get hurt a lot. She acts more mature than she really is sometimes, and strives to be the kind of person you can depend on. As such, she can be loyal to a fault, but always strives for justice above all else.
      INTP
      Likes: Foods: medium-rare steak, pizza, chicken, crab, salmon, black olives, chocolate, vanilla, sweets, ORANGES, Any animal that has legs and/or doesn't slither, Any color except certain shades of pink and most shades of orange (unless coupled with similar colors such as red or yellow), Swimming, Stargazing, Jewels, gemstones, and precious metals, Fantasy and science fiction
      Dislikes: Snakes, eels, worms... anything legless and/or slithery, Anything disgustingly girly, Fur for clothes (the only acceptable synthetic fur is microfiber), Being cold (contrary to Summon, element, and strength), Being bored
      Fears: Losing someone she cares about, Falling, Snakes, Letting people down

      Flaws:
      • Absentminded
      • Childish
      • Disability - nearsighted. Can't even see to her elbow without her glasses
      • Fierce
      • Hypocritical
      • Naive
      • Overemotional
      • Overprotective
      • Phobia - ophidiophobia (snakes)
      • Phobia - basiphobia (falling)
      • Sarcastic
      • Smart a**
      • Soft-hearted
      • Stubborn


      Family:

      • Mother - Linda (lost with Earth)
      • Father - Arno "Buck" (lost with Earth)
      • Brother - Steve (lost with Earth)
      • Dog - Rosie (deceased)
      • Dog - Molly (lost with Earth)


      Bio: Bobbi was born and raised in Omaha, Nebraska. She led a ridiculously average life; not the best in her classes, not the worst. Her extreme shyness had her somewhat deprived of friends until middle school, but otherwise she was a happy kid. Early on she discovered anime, and had been practically born with a video game controller in her hands (not that she played often, but playing Final Fantasy: Mystic Quest was one of her earliest memories). She learned about the Kingdom Hearts franchise via commercials, and was hooked without even playing the first game. It got worse once she played. “Obsessed” was a pretty good description. She continued to lead a normal lifestyle for a self-proclaimed otaku. She graduated high school middle of her class, got a job as a cashier, and spent all of her money on games, manga, and the annual anime convention. She later met a boy who would become her boyfriend, went through the best year of her life with him, moved out of the house, and subsequently got her heart broken. Normal teenage/young adult angst, really. She never expected to be anything special; her greatest ambition in life was to become a character designer. That all changed on the day the Heartless attacked. Since then, her life has turned upside down, she’s made a noticeable impact on the world she found herself in, and miracle of miracles, she felt useful. It was a heady experience, and though she vowed to restore her home and make sure her loved ones, old and new alike, were safe, she kind of wanted to stay...

      Summon: Shiva
      Summon Appearance: Clicky
      Summon Personality: Regal, motherly, with a slight sense of humor—not to mention FAR more of a morning person than her summoner!

    fractalJester
    Captain

    Omnipresent Seeker

    6,325 Points
    • Ultimate Player 200
    • Waffles! 25
    • Hygienic 200

    fractalJester
    Captain

    Omnipresent Seeker

    6,325 Points
    • Ultimate Player 200
    • Waffles! 25
    • Hygienic 200
    PostPosted: Sun Jan 10, 2010 5:17 pm


    Soryuju Ryutetsin
    User ImageName: Kyle
    Birthdate: 1990
    Gender: Male
    HP: 40
    MP: 30
    ApP [Skill]: 2
    ApP [Speed]: 1

    Appearance:
    • Height: 6'
    • Weight: 165 lbs
    • Body Type: Lean
    • Skin type: Fair
    • Eye Color: Deep Brown
    • Hair Color: Dusty Blond-brown
    • Hair Style: Short but wavy, usually parted to one side, with slightly curled ends.
    • Unusual Markings: Has a wide scar on the side of his abdomen, where the Nameless slashed at his side.
    • Clothing:

    Theme Song(s):

      Significant Trait: Determined
      Quotes:
      • And so we go.
      • The needs of the many outweigh the needs of the few.
      • Oh, hey, I'm bleeding... how did that happen?
      • Let's nuke a b***h.

      Good/Evil/Other: Good
      Element: Time / Light
      Weapon: 7-foot [Tip to tip] Dual-Spear - True Gungnir
      Job Class: Dragoon
      Stats:
      • Strength: 8 [4]
      • Defense: 4 [2]
      • Magic: 12 (11+1) [7]
      • Resistance: 6 [3]
      • Skill: 7 [5]
      • Reflexes: 12 (11+1) [8]
      • Speed: 5 [4]
      • Constitution: 10 [7]
      • Energy: 10 [5]



      Attack Abilities:
      • Twin Edge Arts- Using innate knowledge of the Dragoon techniques given to him by his weapon, Kyle is able to use his spear to the best of a Dragoon's abilities. Requires no mana.
        • Draconian Counter- Kyle uses his Reflexes in a counter-strike in melee combat to unleash a quick combo on the attacking opponent; may cause Disable or Cripple, or may even disarm if fast enough.
        • Sonic Charge- A lesser version of the Radiant Charge, Kyle can make a quick dash multiple times, attacking with either (or both) side(s) of his spear.
        • Spiral Vortex- Twisting his body, and with it, his spear, he uses the swift increase in momentum to lunge toward his enemy in a quick, powerful horizontal sweep.
        • Wyvern's Arcana- A series of 13 strikes, made in half the normal time due to Kyle using both sides of his spear in swift conjunction.
      • Draconian Champion- A set of skills Kyle has manifested by combining his Dragoon class abilities with his magic energies; in most instances, can either be Light-elemental or non-elemental.
        • Dragoon Charge- Using the Grand Leap ability, Kyle launches himself horizontally instead of vertically, assaulting an opponent at a velocity (and force) equal to his Magic Strength and half of his Physical Strength [MS+(PS/2)].
        • Basilisk Break- For a single turn, Kyle can add his MS to his PS for devastating strikes; the strain, however, causes Disable for two turns afterward.
        • Piercing Fang - Kyle channels the raw power of the dragon into a single strike, imbuing his spear with Piercing magic. The attack can cause further damage by outright destroying the barriers, causing magic backlash.
          • Rending Fang - Kyle channels the dominating essence of the dragon into a single strike, imbuing his spear with the power to rend defenses via either DeProtect or DeShell, decided upon the moment of the energy is cast.
        • Dragoon Dive- Kyle uses Virgo's Vault to leap into the air above his opponent in a blur of motion, followed immediately by an equally-fast strike from above; this occurs 3 times in rapid succession. [Dictated by PS]
        • Lance of the Covenant- Kyle throws his spear, charged with energy and tosses it at his target like a speeding javelin. If it makes contact, the back-end of the spear erupts with Light energy, propelling the spear and its target forward like a rocket until the target runs into something or is pushed to the limits of the battlefield; at this point, the spear explodes in magical energy. [MS 11+ ; Average of Magic Strength and Physical Strength for damage]
        • Draconian Roar- Charging energy into his lungs, Kyle can release a dragon's roar that deals minor damage and has a chance to Stun any opponents in earshot, preventing them from reacting to his coming attack.
        • True Lancet - Kyle instantly saps a fraction of a single target's health and mana. Unavoidable, but only absorbs 2 HP + 2 MP.
          • Bloodthirst - A typical Lancet that takes 4 HP and no MP.
          • Soulthirst - A typical Lancet that takes no HP and 4 MP.
          • Lancet Strike- Kyle attempts to strike at the opponent, his attack giving off a magic aura. If he hits, he damages both HP and MP, siphoning away all damage done for himself. If blocked, only a small portion of MP is stolen, just enough to pay for the cost of the attack. If grappling, the Lancet lasts as long as contact lasts (or as long as Kyle wants). [(MS+PS)/2]
          • Lancet Aura - Kyle imbues his physical attacks with the Lancet effect, so that all damage done is matched in MP damage, both of which are siphoned back into Kyle.
          • Lancet Spear- Kyle thrusts his spear at an opponent; a spear of made of energy bursts forward like a projectile. If it hits, it siphons away a portion of the target's HP and MP, returning it to Kyle in a blur of white spheres. If blocked, only a small portion of MP is stolen, just enough to pay for the cost of the attack.
          • Tapping the Vein - Kyle momentarily locks himself in place in order to consume the magic of the world around him, steadily siphoning mana back into himself. An upgraded Refresh that requires constant upkeep and ends once severed.
        • Call Dragon - Kyle calls forth a dragon, giving it form using large amounts of magic, requiring a full turn to charge. The dragon is considered a summon-like construct and has all the benefits--and restrictions--attached to summons. The only difference is the dragon can only use Kyle's Dragon-based skills; all other abilities must be channeled through Kyle first.
      • Temporal Knight - Due to the Summon Merger, Kyle's primary element has become Time. As a result, he can manipulate the energies of time in unique ways.
        • Flux Aether - Kyle harnesses his personal mana as raw temporal energy in a variety of forms, including a burning contact aura. Anyone struck has a chance to be Delayed, taking away one action from their next post per stack.
        • Flux Cipher - Kyle blasts a target with temporal energy, peeling back magic surrounding his target and Dispelling their most recently acquired status.
        • Predetermined Will - Kyle stands still and begins to consume stray temporal energy from the surroundings, absorbing the pure potential of the future. For every action that Kyle remains this way, he accrues one "Lock Count"; consuming one Count reduces the target's Reflexes by half, or increases his Reflexes by half, for a single attack; consuming two guarantees the next attack, or dodge, will succeed. However, Lock Counts decay at a rate of one per turn.
        • Causal Distortion - Upon being attacked, Kyle can preemptively attempt to trigger temporal feedback. First, he must have used at least one action prior to the attack to prepare the skill via charging. Then, his Reflexes must allow a successful block or dodge. If both criteria are met, the attempt is successful; the full force of the attack is absorbed by the temporal feedback, and the energy rushes through Kyle as he contorts himself through time to counter the attack, momentarily redefining causality--his attack strikes at the precise time the opponent's assault would have. The counter contains as much force as the original attack had, amplified by his magic output via reversal. Repeated attempts within a short span bring an additive penalty to Kyle's Reflexes each time.
        • Clockwork Strike - Kyle imbues his weapon with hexed energy, potentially causing on-hit effects on top of physical damage. These attacks are more mana-efficient than the basic spells themselves.
          • Fractured Second - Kyle's strike has a chance to cause Delay by damaging the target's own timestream, as if causing it to skip; every successful Delay takes away an action from the target's next post.
          • Unwound Cog - Kyle's strike has a chance to Dispel the target's most recently-acquired enchantment.
          • Hindered Stream - Kyle's strike has a chance to cause Slow by inflicting the target's temporal energy with conflicting energy.
          • Broken Gear - Kyle's strike has a chance to cause Stop by piercing the target's personal essence, locking it in place.
          • Draining Sand - Kyle's strike has a chance to cause Gradual Petrify, tainting the victim's temporal energy with the essence of endings.
          • Lost Years - Kyle's strike has a chance to cause Old by afflicting the victim's personal essence, aging them decades in an instant if only in aura.
          • Ticking Grim - Kyle's strike has a chance to cause Doom by ripping into the victim's timeflow, marking their fate.
        • Slow - Kyle twists energy around his target, attempting to hex them with Slow.
          • Slowra - A multi-target Slow, capable of hitting a small area. Not very energy efficient.
          • Slowga - An empowered Slow; rather than half a target's speed, he drops it down to a third. Weakened to Slow by Haste, negated by Hastega.
          • Slowza - A multi-target Slowga, capable of hitting a small area. Not very energy efficient.
        • Stop - Kyle snares energy around his target, attempting to lock them in time with Stop.
          • Stopra - A multi-target Stop. Not very energy efficient.
          • Stopga - An empowered Stop, increasing the amount of actions for which the target is locked.
          • Stopza - A multi-target Stopga. Not very energy efficient.
      • Halting Roar - Kyle combines the essences of dragons and Time, unleashing an ethereal roar that bleeds through the continuum. All foes in earshot have a chance to be Slowed.
      • Hero of Light - Basic Light-elemental skills from his secondary element, granted by his allegiance to the Cause of Light.
        • Light Firaga - A basic, golden-white fireball of concussive Light magic.
        • Banish- A Light-elemental wave of 'force'; much like a simple psychokinetic push accompanied by a flash of light. Does double damage to any 'summoned' entities, including Heartless, Nobodies, Geists, and Unversed. [Max MS = 10]
        • Radiant Breath- Kyle can charge Light energy into his lungs before exhaling, releasing a burst of white, divine fire-breath. Anything touched by the fire remains burning the the Light flames for three posts, only damaging hostiles.
      • Drive-Link : Voice of the Dragon - Through Driving with allies, Kyle has established a link between hearts, and as such, he has obtained abilities from his partners. These usually manifest in dragon shouts.
        • Su Grah Dun : Air Battle Grace [Joe] - Kyle calls forth an enchantment on the winds, which wrap around and get absorbed by his body, working to reduce the air-friction of his actions, with each additional word strengthening the effect for more mana; at one word, his Skill is increased by 2 for three turns; at two words, it is increased by 4; when using all three words, his Skill is increased by 6 outright for 3 turns.
        • Fus Ro Dah : Force Balance Push [Joe] - Kyle unleashes a powerful blast of wind from his lungs; mostly intended to knock back the target using full MS, it does do some wind-elemental magic damage equal to half of the total used MS; optionally, he can use only one or two words for lesser version of the same shout.
        • Golz Nahl Ah : Stone Living Hunter [Noelle] - Kyle calls forth a number of basketball-sized stones from the earth to hunt down targets; these rocks fly through the air and fire rock-pellets for a rapid, yet low, amount of earth damage; once the ammo runs out, these rocks then converge on their target(s) to cause a larger amount of damage; summons 1, 3, or 5 stones, depending on the words used.
        • Bex Zii Miin : Open Spirit Eyes [Matthew] - Kyle unlocks an inner, magical sense, giving him a heightened second sight. With Bex, his gaze can Scan targets for hidden information; adding Zii, he foregoes his primary five senses to bring himself Clarity, allowing him a 360-degree vision of the magical weaves that surround him; finally, with the addition of Miin, he brings
          himself a more Supreme Clarity, unleashing the sixth sense while maintaining the primary five.
      • Paradigm Shift - Kyle meditates, rewiring his connection to Ultima and drawing on her Light element. This takes a full turn, shifts his element to Light (and his weakness to Darkness), represses his Time-magic, and calls up Light-magic in its place.
        • Starfire- Kyle can summon Light in forms of both pure energy and dazzling flame, used in ways similar to his Aether Flux abilities.
        • Martyrdom- Kyle charges his body with mass amounts of Light energy before releasing an explosive pulse of energy, as if he were a grenade. Allies in the blast radius are healed as if Cure or Raise was used This ability temporarily fries his mana circuits, making him unable to use magic for a portion of time; can only be shortened by Driving; in 'Living Light' form, his mana circuits are not fried at all.


      Support Abilities:
      • Draconian Champion - Kyle has access to unique abilities born from the Dragoon class.
        • Grand Launch- As a high-level dragoon, Kyle can vault multiple stories into the air without the use of magic. {As a sub-ability, while in the air after a Vault, Kyle can control his own descent speed; only works if he is in the air due to a Vault, and if interrupted, can no longer control descent speed.}
        • Dragon Force - Kyle calls upon the might of dragon's blood, infusing him with immense power. Increases his Physical Strength and Magic Strength by 1.5 times for three turns. Cannot be active while Mighty Guard is active.
        • Mighty Guard - Kyle calls upon the resilience of dragon's blood, infusing him with immense fortitude. Increases his Physical Resistance and Magic Resistance by 1.5 times for three turns. Cannot be active while Dragon Force is active.
        • Wyvern-Heart - Kyle calls upon the ferocity of dragon's blood, infusing himself with Vigilance.
      • Temporal Knight - Due to the Summon Merger, Kyle's primary element has become Time. As a result, he can manipulate the energies of time in unique ways.
        • Time Management - Kyle can toy with the flow of time with ease when it comes to insignificant matters, like stopping items from dropping or speeding up cooking.
        • Glyph Lock - Kyle can reflexively Stop a section of air, lighting it up into glyph of temporal magic. The glyph can withstand up to its Magic in damage, but is sturdy enough to walk on even at Magic 1.
        • Foresight - Kyle can project things through time. He can only do so forward, however; what has happened is immutable. Things thrust forward can appear immediately, or after some time, and once their time is up, they either fizzle away or return to the exact moment they left the main point--as if nothing happened. Without intense focus, Kyle can only project forward a few moments, and those projections only last a few moments. [ 3 post jump ; 3 post duration ]
          • Prophesied Strike - Kyle sends a spell or attack forward in time. If his spear is used, it returns to him in the same action, coming back a mere second after its time travel.
          • Déjà Vu - Kyle projects himself through time. This means that once he "returns" (the same chronological moment he casts the spell), he knows what occurred. Time travel in this way makes most physical wounds vanish, though they are not healed, simply remaining as internal damage. The projected-Kyle lasts 3 turns, or until he is struck and unable to guard.
        • Counter Clockwise - Kyle can reflexively attempt to twist the temporal energies surrounding an oncoming spell or attack. If his MS is greater than the attack's power, then the attack is successfully altered, returning to the original attacker for Non-elemental damage. If his MS is weaker than the attack's power, then the attack goes through, but his MS is subtracted from the overall power of the attack.
        • Flicker Step - Kyle can reflexively spend energy to rewind or fast forward his own temporal essence, instantly moving him back to a previous position or forward along his desired path. The farther he travels, the more energy is spent.
        • Quick Flux - Kyle can imbue himself, or a single target, with an intense burst of magic that allows the target to act twice more immediately. Can only be cast twice per target.
        • Haste - Kyle enchants a single target with Haste.
          • Hastera - A multi-target Haste. Not very energy efficient.
          • Hastega - An empowered Haste that doubles speed.
          • Hasteza - A multi-target Hastega. Not very energy efficient.
        • Blink - Kyle enchants a single target with Blink, enhancing their reflex speed.
          • Blinkra - A multi-target Blink. Not very energy efficient.
          • Blinkga - An empowered Blink that doubles reflexive speed.
          • Blinkza - A multi-target Blinkga. Not very energy efficient.
        • In Time - Actually En-Time, but Kyle's pun game is too stronk.
      • Verso Virgo - A spell directly drawn from Ultima's arsenal and channeled through time magic. Kyle attempts to corrupt the target's temporal essence, hexing them with Reversal, a status ailment that is true to its name: it reverses the effects of any action taken against the target. Healing damages, and damage heals; Haste slows, and Slow hastens; and so on. It is 100% successful on himself.
      • Dragon's Cycle - Kyle unites the essences of the dragon, the Scion, and Time itself to enchant a single target with ReRaise. This status lasts until the target is rendered unconscious due to lack of life force, or until dispelled. If the target is knocked out from life-loss, then moments later, Dragon's Cycle is unleashed, winding back the clock on the target's life as if they had been Raised. Requires a charge-up.
      • Hero of Light- Basic Light-elemental skills from his secondary element, granted by his allegiance to the Cause of Light.
        • En-Light - Kyle can enchant someone with an aura of Light magic, making all of their basic attacks Light elemental.
        • Reflect - Kyle reflexively pulls up a many-faceted dome of Light that absorbs the damage of incoming attacks before shattering, creating a flurry of Light-elemental blasts around him.
      • Paradigm Shift - Kyle meditates, rewiring his connection to Ultima and drawing on her Light element. This takes a full turn, shifts his element to Light (and his weakness to Darkness), represses his Time-magic, and calls up Light-magic in its place. However, in this shift, mana consumption is increased.
        • Virgo's Vitality - Kyle can sacrifice his own well-being for the sake of his allies. This works for HP and status ailments; in the case of KO, Kyle has to sacrifice 25% of his health just to get them up to 10%.
        • Virgo's Veneration- Kyle grants a single other target an enchanted status, empowering them with Light energy; this lasts for 3 turns. {Bravery: (1.5x PS & PR); or Faith (1.5x MS & MR)}


      Passive Abilities:
      • Dragon's Nerve- Due to Kyle's high pain tolerance, Kyle does not flinch when damaged, and even with low HP, he can fight as though he's unhindered. [Immune to Stun; Immune to Interruption]
      • Dragon's Blood - With his magic circuits growing more capable, Kyle's magical output has increased. Kyle can now charge twice per action, and he can hold one spell's charge to let out other spells. He cannot hold one charge and begin charging another, however.
      • Heart's Resistance [Story] - In defeating and accepting his own darkness, facing down dark possessors, and tapping into the light of his bonds, Kyle's heart has grown resilient, gaining a potent ward against external influence. He has a powerful resistance, bordering on immunity, to actions and situations that would normally affect or manipulate the contents of his heart, such as (but not limited to) temptation or infestation. The only way to afflict him now is to first break his will.
      • Æthecite Charm [Story] - Kyle is immune to Silence and Addle.


      Limit Breaks:
      • [Level 1]United Heart, Awakened Rage [Limit Drive] – Limit energies flood and refresh Kyle’s mana as they push him beyond. Surpassing a Summon Drive, Kyle performs a fully-unified self-drive in which he synchronizes with the all aspects of his heart—Light, Darkness, and that which lay between. Ultima is similarly empowered, thus affecting his elemental abilities. His power increases immensely for the duration of the drive, which lasts as long as a normal drive would, but once over, Kyle is drained of all Mana and Drive. Further still, the strain on Kyle's heart is prohibitive; this power is saved only for the most critical moments of life or death, as afterward he cannot perform any Limit Break without significant rest, e.g. at least half a day of rest, or a full night’s sleep. Limit Passives:
        • True Ascendant – Kyle has Dragon Force, Mighty Guard, Haste, Blink, and Flight for the duration of the drive.
        • Greater Synthesis - Kyle's spear splits into two, each taking their original form--a white version of Kyle's previous spear, and a black version of Ajora's. He can control these psychokinetically.
        • Rage Undying – Should Kyle's health reach zero in the midst of this drive, all remaining power erupts instantaneously for immense damage (equal to his remaining mana and energy) in homing projectiles. Afterward, Kyle is instead left at 1 HP, but forced out of the drive preemptively.
      • [Level 3] Limitless – Kyle is enthralled by magic, both for its mystery and its potential. He has pushed his body's strength in Magic beyond its limits enough that it remains permanently increased by one (1).
      • [Level 4] Survival Instinct – Kyle has always been considered “jumpy”. With this natural tendency enhanced by the training and powers of this world, he has achieved Reflexes above what would be considered human, such that it remains permanently increased by one (1).



      Strengths: Magic Strength, Reflexes, Endurance, and Energy
      Weaknesses: Attack Strength, Magic Defense, Guard Strength, and Speed
      Elemental Affinities:
      • Fire - No Change
      • Ice - No Change
      • Thunder - No Change
      • Water - No Change
      • Wind - HALVED
      • Earth - No Change
      • Nature - No Change
      • Poison - No Change
      • Space - DOUBLED 2x
      • Time - IMMUNUE 0x
      • Light - Secondary Resistance -3
      • Darkness - Secondary Weakness +3


      Personality: Kyle alternates between an ENTP and a ENFP, with a touch of INTP, depending on the atmosphere of the situation. {That makes 6 times, with different results each time -_-;;}

      He considers himself pretty intelligent, but not snobbishly; simply that he knows what he's talking about. He practically lusts for knowledge, which can make him seem annoyingly nosey. Analytic to a fault, he often has trouble making decisions because of how far he over thinks the consequences.

      He has a rather vivid sense of humor, and his wit is to be feared. Kyle is a generally fun-loving guy, even in the face of adversity and, lately, destruction. He can find humor in anything- anything- and is known for trying to lighten up the mood at all times. This is only false during times of high stress or pressure, at which point he manages turns off all emotion (or tries to, anyway) and thinks with as much logic and rationality as possible

      Always one for free reign, he sees limits put on him as challenges to be overcome, and any laws as 'guidelines'. However, despite this jester-like attitude, Kyle is very, very caring for others. Kyle places others before himself without hesitation. He can always tell when something is wrong, and keeps an ear open to listen at all times. He's horrible at holding grudges, but his improbable amount of protectiveness makes up for it.

      Something to note about Kyle... he's dramatic. Over-dramatic. Once he begins to feel comfortable around people, he lets this side out. More often than not, his moods come in extremes. If he's happy, he's ecstatic. On the contrary, if he's frustrated... well, things explode. However, the differences between his 'over-dramatic' frustration and true anger are pretty easy to notice. If he immediately snaps and just begins raving like crazy, then he's just being over dramatic. If, however, he becomes cold, cruel, and brutal...

      The Cardinal Sin that he is the worst about is Wrath; he has temper issues. While he has learned to tame his anger over the years, there are certain things that will piss him off. The greatest trigger to his wrath is the hurting of those he considers family.

      Flaws:
      • Absentminded (at times)
      • Anxious
      • Attention Deficit Disorder
      • Dubious
      • Erratic (when affected by adrenaline)
      • Hypocritical
      • Indecisive
      • Overambitious
      • Overprotective
      • Perfectionist
      • Arachnophobia
      • Rigorous
      • Sarcastic
      • Stubborn
      • Theatrical

      Likes: Writing, Reading, Being with Friends, Puzzles, Video Games, Magic
      Dislikes: All-Brawn-No-Brain types, Assholes, Peanut Butter, Most vegetables, Failure
      Fears: Being Truly Alone

      Family: Father – Lost ; Mother – Lost ; Brother – Lost

      Bio: A college student at the time of the attack, Kyle found himself allied with Zexion for the first few days of his new life in the Kingdom Hearts universe. He lived in Agrabah, training with the Nobody, before meeting the crew. He has since traveled with them, vowing to find a way to restore the worlds and the life of his younger brother.


      User ImageSummon: Ultima, the Clockwork Seraph
      Summon Appearance: In all of her forms, Ultima appears with tan-blue skin, straight white hair down to the middle of her back, and a pearl-white dress outlined with golden lace. Originally, she appeared to be a child about 8 years of age. Now, she appears to be a teenager, roughly 16 years of age. Finally, she is in her adult form, easily 7 feet tall, with 6 large, bronze clockwork wings. [See here.]
      Summon Circle: Seen here.
      Summon Personality: Ultima was originally a devious schemer, fallen to the Darkness and banished by the deities she had betrayed. However, with some help, she has completely redeemed herself; though she is still fairly persnickety, she truly cares about Kyle and his quest.
      Unique Abilities:

      Offense:
      • Holy- Ultima unleashes an eruption of Light from underneath her target.
      • Faith- Ultima summons twelve pillars of light around her, which begin spinning rapidly and enveloping the nearby area of Light energy. Acts as a Cura for any allies caught in the radius.
      • Star Shower- Ultima creates a volley of Starlights in the sky, which she directs towards targets on the ground.
    • Luminescence- Ultima summons forth a giant, multi-layered circle of magic, each layer spinning in a different direction. After a few moments, the spinning stops with a deciding 'clunk', and the circle erupts with beams of Light magic which home in on targets.

    • Eon Ascent - Much like Holy, except imbued with Time.
    • Time Storm - Ultima unleashes a flurry of Time magic in a tornado around herself, causing immense damage on top of the possibility of various Time ailments.
    • Ragnarok - Much like Luminescence, except imbued with Time. Additionally, may cause a host of Time-related ailments.
    • Millennial Grasp - Ultima creates a battlefield-wide pulse of temporal magic, altering the course of the fight. All allies are boosted with Hastega; all foes are struck with a chance of Slowga, Stopga, Doom, Old, and various combinations thereof. [ Summon Blast only. ]
      Support:
      • Curaga- Ultima uses the power of Light to cleanse an ally of wounds.
      • Reflect- Ultima envelopes her target in an aura of Light, blessing them with Reflect.
      • Reversal- Ultima invokes a twisting-enchantment which reverses all effects on the target.
    • PostPosted: Sun Jan 10, 2010 5:29 pm


      Aldrick
      User ImageName: Joseph Hooko
      Birthdate: 4/25/89 (20yo)
      Gender: Male
      HP: 32
      MP: 33
      ApP [Skill]: 3
      ApP [Speed]: 3

      Appearance:
      • Height: 5'8"
      • Weight: 147lbs
      • Body Type: Lean, swimmer's build(moderately hairy)
      • Skin type: Pale
      • Eye Color: Grey
      • Hair Color: Blonde
      • Hair Style: Longish, brushing just past shoulders
      • Unusual Markings: Scar on back of head(partially hidden by hair), scar on middle knuckle on middle finger of right hand.
      • Clothing:(*points to pic*) Shirt is forest green, breastplate and pauldrons silver with emeralds in it, boots are leather, cape and pants are crimson red. Bout covers it.


      Theme Song(s):


      Significant Trait: Maternal
      Quotes:
      • Aw crap...wait...what?
      • Uh...I wouldn't do that.
      • Okay, this just bumped up the awkwardness by about ten levels...


      Good/Evil/Other: Good
      Element: Wind
      Weapon: Bo-staff - Anemoi
      Job Class: Fighter(speed-based)
      Stats:
      • Strength: 11 [6]
      • Defense: 5 [3]
      • Magic: 6 [2]
      • Resistance: 4 [3]
      • Skill: 11 [7]
      • Reflexes: 5
      • Speed: 12 [8]
      • Constitution: 8 [4]
      • Energy: 11 [7]


      Attack Abilities:
      • Physical Techniques – Attacks and skills centering mainly around using his bo or his body, relying heavily on his physical strength and speed.
        • Bo-Boomerang - Joe flings his staff at the enemy, making it spin (not unlike a buzzsaw). Joe is also able to use his wind to steer the staff by making it turn or fly back to him, as well as calling it back to his hand, if need be.
        • Dance of Death - Focusing on one enemy, Joe delivers a spinning assault with speed and accuracy, dealing a high amount of hits and damage.
        • Move Your Body~(aka Stripper Pole Attack) - One of Joe's more... provocative attacks. He thrusts his staff into the ground, then swings around it to deliver punches and kicks in a circle, while bending and flexing, around where the staff was grounded.
        • High Flying Ax Kick - Leaping high into the air (with or without the aid of his Air Step ability), Joe delivers a powerful ax kick on his descent. The higher he is, the more damage potential there is.
        • Arm Lock- Joe grapples an enemy and pins their arms before attempting to lock them into place. Causes Disable as long as the hold stays.
        • Cross Leg Hold- Joe grapples and enemy and pins their legs before attempting to lock them in place. Causes Immobilize/Cripple(I don't remember what we're calling it) as long as the hold stays.
        • Disrupting Blow- Joe attempts to strike at his opponent's head with a powerful attack. If it connects, has a chance to cause Addle.
        • Flip Toss - Joe leaps forward and wraps his legs around a part of the enemy (waist, neck, whatever he can fit his legs around), then performs a 'backflip', bringing the enemy around and over him before crashing them headfirst (usually) into the ground. Possible to use in the air. The stronger Joe gets, the heavier the enemy he can do this to(some enemies are too large, and thus unable to be thrown this way).
      • Aeromancy – Joe's innate magical ability(thanks to Sylph).
        • Bayamo (Wind Toss) – Creates a gust of wind beneath the enemy and fires them up into the air. Can be used to start an aerial combo, or damage an enemy as they land if they are unable to catch themselves.
        • Chinook (Wind Drop) - Creates a gust of wind above an aerial enemy(either of their own power or forced into the air) that pushes them down into the ground, causing damage. The further from the ground, the higher the potential for damage is.
        • Matanuska (Wind Push) – Fires off a large gust of wind to push and force an enemy back and away, while causing damage.
        • Cordonazo (Wind Blade) - Joseph focuses wind and air into a concentrated line, then fires the concentration of air at an enemy. Usually in the form of an arc, the wind acts like a blade, slicing into the enemy. Invisible to the (normal) naked eye, but experienced fighters and those good with their eyes will see the shimmering of the air being shifted by the blade. Can be fired from body or weapon.
        • Taku Wind (Wind Bullet)- Joe creates a concentrated ball of wind and fires it from his fingertip. Upon contact with a solid object (be it person or ground) or Joe sets it off, it expands violently, causing wind damage and sending lighter enemies flying. Invisible to the naked eye, but with high enough MD, they'd see the glimmer of enchanted air.
        • Foehn (Wind Cannon)- A more potent version of the Taku Wind attack; Joe creates a highly condensed ball of wind a little larger than a softball and fires it from the palm of his hands. Upon command or contact, the sphere explodes with the force of a hurricane gust, filled with deadly razor winds. Due to the highly condensed wind in this attack, the sphere is visible.
        • Gregale (Wind Stream)- Throwing the palm(s) of his hand(s) at his opponent(s), Joe and forcefully manipulate the air in the region to blast from his body toward the target in a constant gust-like stream. Requires Joe to remain stationary as long as the wind is being manipulated (until later levels).
        • Austru [Razor Repulse]- Joe spins in place any number of times, and for a few moments after the first spin, nothing happens; a few moments later, without warning, gusts of razor wind explode outward from Joe, the amount of which is equal to the amount of spins Joe makes.
        • Harmattan (Wind Armor)- Joe can manipulate the air around his limbs (or weapon) to become highly condensed razor-wind enchantments that add a boost to any attack he may use. May also aid in guarding.
        • Kona (Wind Buffer)- Joe can hex the winds around his target to constantly buffer and go against their movements, essentially Slowing the target.
      • Wind and Rain of Blows – Joe's attacks that involve using both his physical attacks as well as his magical ones.
        • Gusty Dash – Joe dashes across the battlefield at high speed, body encased in a mini tornado. Deals damage if he touches an enemy while doing it, and it repels projectile attacks as well as makes it hard for physical attacks to hit. While considered an attack ability, focuses mainly on guard/evasion.
        • Aerial Arcanum- Joe begins to unleash a series of fast blows on his opponent before slamming his bo onto the ground; a powerful updraft pushes opponents surrounding him into the air, where Joe immediately continues his assault.
        • Sonic Vortex- Using his air magic to give him constant rotational momentum, Joe unleashes a number of swift dashes through his opponent(s) while spirally attacking with his feet or bo-staff.
        • Euros Edge Joe quickly envelopes his limp of choice(or weapon) in wind, then strikes, causing Wind elemental physical damage for the strike(can be used in rapid succession).
        Light Moves
        • Light Shockwave: Joe slams the ground with either his fist or a strong stomp, forcing a wave of light in a circle to exude from him, causing small damage but knocking enemies near him away.
        D-Link Moves
        • Holy Hammer(Kyle V.): Joe quickly envelops his limb of choice(or weapon) in light, then strikes, causing Light elemental physical damage for that strike(can be used in rapid succession).
        • Bramble Blow(Noelle): Joe quickly sprouts thorns from his limb of choice(or weapon), then strikes, causing Nature elemental physical damage for that strike(can be used in rapid succession).
        • Drain Drub: (Kyle V.)Joe quickly envelops his limb of choice(or weapon) in light, then strikes, causing Non-elemental physical damage for that strike, and absorbing a small portion of the damage as health and mana for himself(Lancet strike, can be used in rapid succession).
        • Flaming Fisticuffs: (Mathy) Joe quickly sprouts flames from his limb of choice(or weapon), then strikes, causing Fire elemental physical damage for that strike(Derived from Mathy's Flamethrower, can be used in rapid succession)

      Support Abilities:
      • Aerial Assist – Joe supports himself and his allies with wind and air.
        • Etasian (Wind Heal) - Uses his wind in the form of a soothing breeze to heal himself or his allies. Wind-based.
        • Zephyros(Purifying Wind)- Joe is able to cast a wind based Esuna on one person, healing status afflictions.
        • Tramontana(Blessed Wind)- Joe can bless the winds around a target ally, giving it a rejuvenating effect to the person it billows around. Grants Regen status
        • Levantera (Wind Barrier)- Joe manipulates the wind around him to form a thick, twister-like barrier, much like an enhanced version of his Projectile's Bane. For three turns, anyone within melee range suffers wind damage that forces the opponent back.
        • Air Step – Joe creates a small, temporary platform of wind in the air that him and others can jump off of, allowing jumps higher and farther than normal in the form of a double jump(can actually be done multiple times, but each platform costs Joe some Energy, so Joe usually only uses one at a time).
        • Communication is Wind's Specialty - Able to use the air to either spread his voice across big distances(even a whisper), make it so only those he wants hear him, or even literally silence a person. Can use this spell to also magically inflict the Silence status.
        • Shamal(Wind Sonar) - Joe uses the wind and air to 'feel out' objects and opponents by reading where the wind goes and where it cannot.
      • Calming Breath: Joe takes a moment to calm himself physically and mentally, restoring a small amount of health and mana. (Self-Chakra, HP/MP heal).
      • MP Gift - Thanks to his high Energy and previous experiences, Joe can give up to 25% of his MP to another person, healing the target's MP by the amount he loses.

      Passive Abilities:
      • Adrenaline Rush- When in a critical state, Joe gets an adrenaline boost, increasing his natural speed. (Critical-Haste)
      • Projectile's Bane- Joseph's natural aptitude for wind and air makes air tend to circulate him in battle, naturally making it harder for projectiles (and some magics) to hit him.
      • Aethecite Charm- Small crystal heart on a chain, gifted to the Earthling by Yen Sid. Grants immunity to the following status ailments for Joe: Stun, Silence


      Limit Breaks:

      • [Level 1] Tornado -Using Sylph's help, Joseph creates a gigantic tornado that basically covers the entire battlefield, lifting up enemies and flinging them around with debris.
      • [Level 2] Between a Gust and a Hard Stick- Joseph knocks the enemy into the air, then follows, swinging his staff to hit the enemy, while using wind to create a 'reverse' hit from the opposite side, keeping the enemy in place in the air for numerous hits till Joe makes a final, downward strike, knocking the enemy down and into the ground with wind aiding the force of his strike.
      • [Level 3] The Lash of Katrina - Joe faces the enemy, then disappears in a burst of speed, the enemy suddenly flying into the air and Joe appearing on the other side of the enemy. With a snap of his fingers, the air 'shimmers', and Cordonazo blades fly at the enemy in droves from all angles, dealing heavy wind damage.
      • [Level 4] Air Friction Reduction- Joe is able to cut the friction caused by air while moving. (Outright Speed +1)
      • [Level 5] Air Friction Reduction Mach 2- Joe is able to cut the friction caused by air while moving. (Action Speed +1)
      • [Level 6] Tornado Takedown- Joe summons Sylph, who creates a large tornado with the enemy in the eye. Joe then rides the tornado, dashing through the eye and hitting the enemy higher and higher into the air, till they reach the top of the tornado. Joe then performs a flip toss(or another type of throw, if flip toss is not plausible), tossing the unbalanced enemy into the ground. The tornado seems to disperse, before reforming above Joe, and forcing Joe towards the enemy, bo extended and Joe spinning like a drill as he crashes down into the enemy.


      Drive Form(s):
      • Wind's Consort [Joe + Sylph (Summon)]:
        • Weapon Enhancement:
        • Additional Attributes: Outright Speed +3; Evasive Reflexes and Attack Speed +2; Energy and Magic Defense +1
        • Additional Abilities
          • Speed Transition- Thanks to his speed, Joe is able to perform a type of instant transition without the aid of magic


      Drive Contributions:
      • Gust of Wind- The person infused with Joseph has access to Joseph's basic Elemental abilities, namely: Aero & Etasian.
      • Fleetfooted Fighter- The person infused with Joseph can use abilites such as Dance of Death, Bo-Boomerang, and Fighter's Grace.
      • Attribute Boost- The person infused with Joseph has the following stats boosted : Attack Speed, Outright Speed, Energy.


      Strengths: Fast & Agile | Fairly Strong | Fairly good at evasion | Good at linking combos for multiple attacks
      Weaknesses: Not strong magically | Healing leaves some things to be desired | Can't take a hit that well
      Elemental Affinities:
      • Fire - --------
      • Ice - --------
      • Thunder - --------
      • Water - HALVED 1/2
      • Wind - IMMUNE
      • Earth - DOUBLED 2X
      • Nature - --------
      • Poison - HALVED 1/2 [Level 4]
      • Space - --------
      • Time - --------
      • Light - --------
      • Darkness - --------


      Personality: Basically the den-mother of the group of whatever friends he's with, always watching out for them and trying to take care of them. Territorial about it, always defending his friends tooth and nail if it requires it. Usually quiet and reserved and watchful, but occasionally has hyper moments. Tends to mask anger and hurt and sadness with a blank face.

      Flaws:
      • Aimless
      • Anxious
      • Fierce
      • Flirt
      • Ignorant
      • Masochist
      • Overprotective
      • Phobia-Spiders
      • Sarcastic
      • Soft-hearted

      Likes: Rain | Cold | Books(especially the smutty romance kind) | Soda | Hot guys(for viewing pleasure biggrin )
      Dislikes: Heat/being too hot | Bullies | being manipulated
      Fears: Spiders | Being Alone(no friends or loved ones)

      Family: Mother(deceased/taken by darkness)

      Bio: [come later]

      Summon: Sylph
      Summon Appearance: Here
      Summon Personality: Basically Joseph's inner child. Playful and sweet, but will get serious and battle-ready when the need arises.

      fractalJester
      Captain

      Omnipresent Seeker

      6,325 Points
      • Ultimate Player 200
      • Waffles! 25
      • Hygienic 200

      fractalJester
      Captain

      Omnipresent Seeker

      6,325 Points
      • Ultimate Player 200
      • Waffles! 25
      • Hygienic 200
      PostPosted: Sun Jan 10, 2010 5:49 pm


      Jeimuzu Kuro
      User ImageName: James Bowles
      Birthdate: 3/1/1989
      Gender: Male
      HP: 32
      MP: 33
      ApP [Skill]: 2
      ApP [Speed]: 2

      Appearance:
      • Height: 6'0"
      • Weight: 150 lbs.
      • Body Type - Lanky and thin
      • Skin type - Slightly tanned
      • Eye Color: Hazel
      • Hair Color: Brown
      • Hair Style: No style, falls as it will though it is typically parted down the middle.
      • Clothing:Corsair


      Theme Song(s):


      Significant Trait: Devoted
      Quotes:
      • "I protect my friends from those who hurt them. My friends protect me from those who betray me."
      • "I've got your back!"
      • "I did not want this to happen. But now that it has I will fight to fix things."


      Good/Evil/Other: Good
      Element: Non-elemental
      Weapon: Hexagun
      Job Class: Corsair
      Stats:
      • Strength: 5 [2]
      • Defense: 5 [2]
      • Magic: 12 (11+1) [7]
      • Resistance: 6 [2]
      • Skill: 9 [5]
      • Reflexes: 9 [6]
      • Speed: 8 [7]
      • Constitution: 8 [7]
      • Energy: 11 [7]


      Attack Abilities:
      • Spectral Corsair - Abilities drawn from James' Corsair job-class.
        • Quick Draw - Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]
          • Flamethrower - A short-range stream of magical flame bursts from the hexagun, incinerating the target. May cause Aflame.
          • Frostblast - The hexagun fires a wide-spread shotgun blast of freezing ice which, on contact with an opponent, may cause Stop.
          • Scattershock - The hexagun is charged with electricity before firing; however, instead of an ordinary bullet, the charge immediately splits apart in a horizontal line roughly six feet across. From these points, a constant wave lightning bounces forward at the opponent. On contact, may cause Stun.
          • Twister Slug - James fires a single, highly-compressed air bullet at the target. Upon contact (with anything), the bullet explodes into powerful, twisting winds which spin the target around like a top. May cause Confusion.
          • Deluge Shell - James launches a single, melon-sized sphere of water. Upon contact with the ground, the water erupts into a power geyser; if instead fired above the enemy, an equally-powerful deluge will rocket downward. May cause Fog.
          • Stone Glaive - James fires directly into the ground in front of him; as a result, giant, angled stone spikes erupt from the ground in the direction he was facing. May cause Pain.
          • Brier Trap - James fires a large net made of constricting brier vines. While originally having a large area, the moment the briers come into contact with something, they ensnare the target within less than a moment. May cause Bind.
          • Venom Shroud - James fires a shell which, upon contact, explodes into a cloud of poisonous gases. May cause Poison, and may affect targets near the blast radius.
          • Temporal Flux - James fires a seemingly-ordinary shell at the opponent. Upon contact, however, a giant energy-clock appears on the ground underneath the opponent, and temporal energies erupt, slashing at the target and all those above the glyph. May cause Old.
          • Gravitic Burst - James fires a four-round burst of Gravity spheres, the bullets forming a square formation. Upon contact, they have the same effect as a Gravity Spell (though if more than one hit, the damage is calculated as if it's one after another). May cause Slow.
          • Purifying Helix - James fires a trio of Holy bullets at the target simultaneously. These bullets spin around each other in a helix-fashion. May cause Imperil.
          • Dread Cannon - James fires a beam of Dark energy from his Hexagun, much like a large laser. May cause Fear.
        • Blunderbuss - All six barrels of the hexagun fire at the same time creating a shot gun effect for a single burst.
        • Pot Shot - He charges some energy into a shot increasing it's power slightly for one shot.
        • Grenado - Combining energy with an element into three of the barrels of the hexagun, it unleashes a sphere of the corresponding element. Though it travels slower then a normal bullet, upon impact it unleashes an explosion of the element.
        • Cripple - A successful hit to any of the feet/legs suspends any (any) movement in both of the legs and feet, so the target is basically paralyzed from the waist down.
        • Disable - A successful hit to any of the hands/arms/shoulders suspends any (any) movement in both of the arms and hands; this also prevents the victim from attacking in any way, shape or form so long as it requires any hand and/or arm movement.
        • Haze - A successful hit to the head inflicts Addle status, which forces opponents to forget all mastered abilities.
        • Flash Bang - Charging kinetic energy into his hand, he throws down a sphere of energy that creates a bright flash to temporarily blind enemies within range. Range: 20 feet; Duration: 2 enemy posts.
      • Lupus Noctis - Abilities gained by James' bond with Fenrir.
        • Wolf Fang Fist - Charging his hand with energy either kinetic or dark, James swipes with his hand like claws, creating claws of energy that fly at the opponents, the longer the range the weaker the attack becomes. Maximum of three strikes per use.
        • Ecliptic Howl - Tapping into Fenrir's powers, James unleashes a howl that potentially stuns enemies within range.
        • Ferocious Arcanum - Tapping into Fenrir's aggression, James unleashes a series of 13 fast, charged strikes at an adjacent opponent. [Requires Lunatic Pandora]
        • Savage Charge - With charged fists/claws, James Dashes at his opponent, going to and from, from multiple directions, knocking the opponent around. [Requires Lunatic Pandora]
        • Vicious Quake - James strikes the ground, causing a powerful tremor to vibrate throughout the ground around him, knocking down any nearby foes. [Requires Lunatic Pandora]
        • Ruthless Vice - James attempts to grab his target or the target's limbs in a powerful vice-grip, hoping to cause some crushing damage. May cause Cripple [if gripping a leg/legs], Disable [if gripping an arm/arms], or Pain [if gripping the torso]. [Requires Lunatic Pandora]
      • Luna's Chosen - James' natural energy manifests as Lunar Magic. He can use Lunar Magic using his normal mana and can continue to cast spells using his Lunar Charges after his original mana pool is depleted. James can fully recharge his Lunar Charges during the night. Currently James' limit is set to 14 Lunar Charges (this is subject to change as level increases).
        • Lunar Blast - Charging Lunar Energy into his hand or hexagun, he unleashes it in a blast directed at one opponent. Costs 1 Lunar Charge.
        • Lunar Barrage - Charging excess amounts of Lunar energy into his Hexagun, he unleashes a rapid-fire burst of Lunar Bullets. Costs 3 Charges.
        • Lunar Grenade - James focuses a large amount of Lunar energy into a small sphere and throws it at the opponent; on contact, the grenade releases a large-radius, high-energy explosion. Costs 3 Charges.
        • Lunar Wave - Cutting through the air with his arm or leg, James unleashes a wave of Lunar energy capable of ripping through the earth as it travels. Costs 2 Charges.
        • Lunar Spiral - James does a swift 360-degree twist, releasing Lunar energy in an attempt to slash at all targets nearby. Costs 1 Charge.

      Support Abilities:
      • Spectral Corsair - Abilities drawn from James' Corsair job-class.
        • Piercing Shot - Imbuing energy into his Hexagun, James' next shot gains the effect of Piercing [Ignores Protect/Shell]
        • Vaulting Shot - James unleashes a blast from all six of his gun's barrels creating a high recoil shot that projects him vertically or horizontally (20 feet at maximum can be adjusted for lower vaults) this move can be combined with Dash to give it a longer range and can be used in the air to keep him aloft.
        • Wild Card - Tosses an ethereal die. Depending on the roll, different effects would happen for the party.

          1- Partially heals all party members
          2- Refreshes parties MP
          3- Doubles Damage given for next 3 posts per person
          4- Halves Damage taken for next 3 posts per person
          5- Hastes the party for 2 posts
          6- Nothing Happens
        • Phantom Roll - James can cast a 6-sided die roll of his choice on himself and nearby allies. Summons are also a viable target. Each roll possesses a different effect. A person can only have two different rolls active on themselves at one time; a third roll removes the oldest remaining Phantom effect. A roll of 1 has no effect. Rolls of 2,3,4, or 5 usually have varying levels of success. A roll of 6, however, inflicts the Bust status, resulting in no effect as well as limiting James to 1 roll effect on himself. Bust wears off after 2 posts.
          • Stat Rolls - Abilities in the Phantom Roll skill tree that effect targets stats. Stat rolls last for 3 posts and can be cast upon James and 4 other allies total. The stat is increased depending upon the outcome of the roll. 2-4=+2 and 5=+4 to the effected stat.
            • Chaos Roll - Increases the Strength stat depending upon the outcome of the roll.
            • Monk’s Roll - Increases the Defense stat depending upon the outcome of the roll.
            • Wizard’s Roll - Increases the Magic stat depending upon the outcome of the roll.
            • Magus’ Roll - Increases the Resistance stat depending upon the outcome of the roll.
            • Blitzer’s Roll - Increases the Skill stat depending upon the outcome of the roll.
            • Ninja Roll - Increases the Reflex stat depending upon the outcome of the roll.
            • Bolter’s Roll - Increases the Speed stat depending upon the outcome of the roll.
            • Gallant’s Roll - Increases the Constitution stat depending upon the outcome of the roll.
            • Warlock’s Roll - Increases the Energy stat depending upon the outcome of the roll.

          • Special Rolls - Additional abilities in the Phantom Roll skill tree. These rolls have individual conditions for them depending upon the roll. 1 remains Null, 2-4 grant the regular bonus, 5 grants the maximum bonus and 6 still results in the Bust effect.
            • Evoker’s Roll - Grants the Refresh status to 3 nearby targets for 3 posts and James cannot cast it upon himself. 2-4 grants a 10% mana regain. 5 grants a 15% regain.
            • Dancer’s Roll - Grants the Regen status to 3 nearby targets and himself for 3 posts. 2-4 grants a 10% hp regain. 5 grants a 15% regain.
            • Scholar’s Roll - Reduces the cost of mana used for the next post for James and 3 other targets. The amount of the reduction is dependent upon the outcome of the roll. If 2-4, reduces the cost by 1. If 5, reduces the cost of mana by 3.
            • Caster’s Roll - Grants a charge bonus to James and 2 other nearby targets depending upon the outcome of the roll. 2-4= +1 Free charge. 5=+2 free charges.
            • Healer’s Roll - Increases the potency of a heal spell by healing a certain percentage based upon the outcome of the roll. The roll effects James and 3 other nearby targets with a duration of 3 posts. 2-4 grants a 10% bonus. 5 grants a 15% bonus.

          • Fold - James can dispel the effect of one of the two active rolls that are on him. Doing so also removes the roll from the other people targeted. However, Fold cannot be used to remove the Bust status.

        • Russian Roulette - James spins the six barrels of his hexagun, points it at the target of his choice, and fires. If pointing at an ally (or himself), the odds are 1 = Auto KO, 2-5 = Addle, and 6 = Haste+Bravery+Faith+Regen. If pointing at an opponent, the odds are 1 = Auto KO, 2/3/4/5 = Haste/Protect/Shell/Regen, and 6 = Haste+Bravery+Faith+Regen. This ability ignores chance calculation and all resistances (except for Passive Immunities).
        • Snake's Eye - Focusing energy into his hexagun he increases the gun's range and accuracy.
      • Lupus Noctis - Abilities gained by James' bond with Fenrir.
        • Dash - With a burst of Kinetic Energy, James can propel himself in a single direction for 20 feet in a semi-blurred movement.
        • Sense Darkness - James can sense darkness, However it is not exact. Sometimes he can only sense the general direction of it, or when it is approaching. In areas where great darkness surrounds, though, he cannot track it at all.
        • Moonsault - With a burst of Kinetic Energy, James can propel himself upward 10 feet into the air, enough height to enable a flip or unleash an attack.
      • Luna's Gifts - James' natural energy manifests as Lunar Magic. He can use Lunar Magic using his normal mana and can continue to cast spells using his Lunar Charges after his original mana pool is depleted. James can fully recharge his Lunar Charges during the night. Currently James' limit is set to 14 Lunar Charges (this is subject to change as level increases).

        • Lunar Regeneration - James envelopes himself in Lunar Energy, enchanting himself with Regen for 3 turns. Takes 2 Lunar Charges.
        • Lunar Light - Using Lunar Energy, James can heal either himself or an ally, Costs 1 Lunar Charge per use.
        • Lunar Barrier - Using Lunar Energy, James summons a shield of energy around himself, it can decrease magical attacks. But does not work against Physical attacks. Causes Shell, Costs 1 Lunar Charge per post maintained.
        • Lunatic Pandora [Class Change] - At the cost of a large portion of Mana, and forfeiting the use of his gun, James forfeits 6 MS, gains 8 PS and 4 PR.

      Passive Abilities:
      • Instinctive Senses - Improved hearing and sight, even in dark areas.
      • Luna's Gift - James gains MS+1, allowing him to exceed the limit.
      • Lunar Charges - James' non-elemental special ability; he can accumulate energy under moonlight to fill up a secondary mana pool. This second pool acts as a back up with a limited number of "charges", allowing him to cast spells even when his mana is gone. Various spells cost various amounts of charges.
      • Æthecite Charm - Immune to Stun and Silence.


      Limit Breaks:
      • [Level 1] Elemental Burst- James unleashes a single offensive elemental shot from all six barrels at once, multiplying the shot’s strength by six.
      • [Level 2] Might of the Beast- James is granted a +1 bonus to Strength
      • [Level 3] Lucky, Lucky- For the next 3 posts all Phantom Roll abilities that James uses will grant their maximum bonus regardless of the outcome of the roll.
      • [Level 4] Howling Moon- James uses all of his MP to unleash a massive attack of Lunar Energy. James Lunar Charges can also be consumed to increase the amount of damage.
      • [Level 5] Lunar Redemption [Limit Form]- At the cost of all of his MP and all of his Lunar Charges, James’ body is consumed by raw lunar energy, resulting in a bestial form of almost pure lunar light. James’ HP combines with his MP and his Strength becomes his Magic stat. Additionally, James can use any elemental and lunar abilities without utilizing his Hexagun. The limit form lasts for 3 posts and at it’s conclusion James returns to normal with as much HP as he had left to begin with and 0 MP.
      • [Level 6] Luna's Wrath- Regardless of time of day or conditions, the sky darkens, night settles, and a full moon reveals itself from behind a veil of ominous clouds, charging James with a full course of Lunar Energy. James then focuses all of his Lunar Energy into a single blast, pointed directly at the moon. The moon flashes brilliantly, blinding combatants, before beams of Lunar light begin to shower down like a violent torrent of rain, causing catastrophic area of effect damage.


      Elemental Affinities:
      • Fire : --------
      • Ice : --------
      • Thunder : --------
      • Water : --------
      • Wind : --------
      • Earth : --------
      • Nature : --------
      • Poison : --------
      • Space : --------
      • Time : --------
      • Light : --------
      • Darkness : --------


      Drive Forms:

      Dark wolf - Absorbing elemental darkness, James gains a massive strength and speed boost. However, at the cost of his self control. Potentially attacking both enemies and allies.

      Strength: +3
      Skill: +2
      Defense: +1
      Reflexes: +1
      Speed: +2

      Additional Effect: Berserk

      Lunar Wolf - Absorbing Moonlight instead of Darkness, giving him less of a strength/speed boost, but still enough to be noticeable, all the while retaining his self-control.

      Lunar Eclipse - Driving with his summon, Fenrir grants James increased statistics and a modified costume.

      Strength: +3
      Skill: + 2
      Speed: +2
      Reflexes: +1
      Magic: +1

      Drive Contributions:
      • Corsair's Luck - The person infused with James has access to James' basic Job abilities, namely: Quick Draw and Wild Card.
      • Corsair's Agility - The person infused with James has access to James' special ability Dash because he does not offer a weapon contribution.
      • Attribute Boost - The person infused with James has the following stats boosted : Speed, Skill, and Magic.

      Strengths: Good reflexes, high endurance, and speed.
      Weaknesses: Very susceptible to magic, low stamina.

      Personality: - Usual very accepting, kind, friendly, and easy to get along with. However, he can sometimes have a short fuse and can easily get frustrated at himself or other's actions.
      Likes: - Sparring, swords, spending time with friends, singing, reading, watching anime.
      Dislikes: - Bullies, backstabbers, losing, feeling useless, fighting unless absolutely necessary.
      Fears: - Hurting his friends, losing control of his emotions. Slightly hemophobic(too much blood makes him feel nauseous.

      Family: - Mother, Father, and brother.(All lost when Earth was attacked. Michelle - fiancee, currently residing that Disney Castle.

      Bio: - James was just a regular guy, engaged to his fiancee and soon to be married when the attack on the worlds occurred. Now he is just trying to make it day by day like all of the others without getting killed or turned to darkness in the Kingdom Hearts Universe.

      Summon: Fenrir
      Summon Appearance: Fenrir
      Summon Personality: Fenrir is usually kind and protecting of his summoner and his allies. However, as all beasts tend to have he can also have a mean streak where one just should not cross him. In battle and in tough situations he is often a source of advice, serious and focused on the task at hand.
      PostPosted: Sun Jan 10, 2010 5:51 pm


      Amy
      User ImageName: Amy
      Birthday: Aug, 1987
      Gender: Female
      HP: 20
      MP: 24
      ApP [Skill]: 3
      ApP [Speed]: 2

      Height: 5'2''
      Weight: 80lbs
      Body Type: Slight
      Skin type: Fair
      Eye Color: Brown
      Hair Color: Brown
      Unusual Body Parts/Markings:
      • Her hair is just past shoulder length. She has a scar where her appendix was removed, and another scar in the middle of her forehead which is barely noticeable.


      Theme Song:


      Significant Trait: Perseverance
      Quotes:
      • It's kind of fun to do the impossible. ~ Stolen from Walt Disney
      • If we are to be damned, let us be damned for who we really are.
      • I'm an adult.


      Good/Evil: Good
      Class: White Mage
      Weapon: Dual Pistols
      Element: N/A
      Stats:
      • Strength: 6
      • Defense: 4
      • Magic: 12 (11+1)
      • Resistance: 8
      • Skill: 11
      • Reflexes: 12 (11+1)
      • Speed: 8
      • Constitution: 5
      • Energy: 8


      Attack Abilities:
      • Trigger Happy (Lvl 3)- Inflicts multiple hits of physical damage for a duration of 2 seconds on target. Damage depends on her level. When shooting, Amy's bullets can come out as crystals or as Dia Blasts [6 MS].
      • Crystal Arts- Due to her lack of element, Amy’s magic manifests itself in the form of Crystal magic.
        • Crystal/Crystara/Crystaga- Amy is capable of casting this just like a Fire or Blizzard spell, with the method of attack varying to her needs.
        • Crystal Spire- Amy summons a swift spike of Crystal magic from the ground underneath the opponent.
        • Crystal Glaive- Amy summons a row of erupting Crystal Spires in the direction of her target.
        • Crystal Repulse- In a defensive move, Amy summons a number of smaller Crystal Spires to rise around her, pushing away any adjacent opponents.
        • Crystal Eruption- The ground beneath Amy's target suddenly erupts with a barrage of Crystals.
        • Crystal Explosion- Any large Crystal that Amy has summoned may, if she wills it, explode, sending mass amounts of tiny Crystals at all opponents around it.
        • Hail Torrent- Amy calls forth a rain of Crystal magic, falling on her target(s) from the sky above like hailstones.
        • Crippling Bind- Amy attempts to ensnare her opponent(s) in a Crystal hold, binding their legs in place and rendering the target immobile.
        • Diamond Cuffs- Amy sends a Crystal spell at her opponents arms, hoping to bind them together or to the targets’ side, rendering the opponent useless in combat.

      • Crystalline Guns- Amy is capable of charging her normal gun attacks with her non-elemental manifestation of Crystal magic.

        • Ruby Cannon- Amy is capable of charging up a single, powerful blast of Crystal magic into her guns, releasing it with the power of a cannon blast.
        • Sapphire Shards- Amy can charge her guns with Crystal magic, releasing a shotgun-like blast of small Crystal shards that hit a large area.
        • Emerald Ricochet- Charging her guns with Crystal magic, Amy can release two seemingly-normal bullets. However, if they miss their target, after meter or so they immediately change direction, seeking the target again, and then once more if they miss before vanishing.
        • Diamond Speargun- After charging Crystal magic into her guns, she can release a long, deadly Crystal spear capable of piercing through thick armor.
        • Obsidian Helix- Charging Crystal magic into her guns, she fires a single Crystal bullet from each. However, once out of the barrel, each Crystal splits into three bullets, each circling each other in a helix formation for a drill-like attack.
        • Amythest Rocket- Charging Crystal magic into her guns, she puts them together and releases a single large crystal which explodes on contact into tiny, piercing fragments.

      • Guns of Purity- Amy has access to offensive White Magic, which she channels through her weapons.
        • Diaga Blast- Like Holy, a form of Light magic, but it can only effect darkness-based creatures. Amy can use this by itself, or fuse it with her bullets. Will upgrade in strength with additional levels.
        • Dia Drain- Similar in origin to the Diaga Blast; however, unlike the previous attack, the Dia Drain acts as a status effect. Its Light acts as a Poison for dark creatures, weakening them over time. Can only affect Darkness-based entities. Dia Drain may be canceled by a type of Darkness-Regen or, oddly enough, Bio. Lasts 3 turns if effective.
        • Dispelling Strike- Amy is capable of charging her weapons with Dispel, removing a status enhancement with every successful hit.
        • Piercing Horn- By combining her Holy magic with Unicorn's own magic, Amy can empower her bullets with Deprotect or Deshell.
        • Enchanting Bolt- By combining her Holy magic with Unicorn's own magic, Amy can empower her bullets with Charm.
        • Divine Shot- Much like the Dia Blast; however, it can affect anyone, even if they do not originate or take power from the Darkness.


      Support Abilities:
      • Invisibility- (Specialty) Amy can become entirely invisible at will. Her shadow is no longer visible, and she no longer makes a sound.
      • Crystal Arts- Due to her lack of element, Amy’s magic manifests itself in the form of Crystal magic.
        • Diamond Barrier- Amy can summon forth a wall or shield of Crystal magic to protect herself or other allies from attacks.
        • Crystal Armor- Amy can coat herself in a thin, durable layer of Crystal that bends to her will. It does not restrict movement, and absorbs half of any damage dealt to her for three turns.
        • Blinding Refraction- Amy can coat herself with an extremely thin layer of Crystal. The Crystal does not absorb any damage, but in the light, has a constant chance of blinding or stunning any opponent that attempts to look at her.
        • Topaz Eyes- Amy can create hovering Crystals that act as her eyes. She can only use a number of crystals in this way even to her level. Doing so replaces her eyesight. However, she can chose to use one or two less than the maximum to retain eyesight in one or both eyes.

      • White Magic- Amy has access to supportive White Magic.
        • Cure/Cura/Curaga- Amy is capable of using pure healing magic of various levels, both on specific targets and small areas.
        • Regen- Amy is capable of enchanting herself or an ally with Regen, which slowly but constantly regenerates lost health over the course of three posts.
        • Protect/Protera/Protega/Proteja- Amy envelopes her target in a protective aura that increases Guard Strength by 4/6/8/10.
        • Shell/Shellera/Shellega/Shelleja- Amy envelopes her target in a protective aura that that increases Magic Defense by 4/6/8/10.
        • Wall/Wallja- Amy can combine Protect and Shell into a single spell, granting the target both status ailments simultaneously to a few people at a time.
        • Reflect- Amy can enchant a target with an aura that reflects all magic cast upon them.
          • Reflega - At the higher level, the reflective aura will allow friendly, supportive magic to be cast through it. Can only be single-cast.
        • Esuna- Amy can cleanse the body of physical and magical impurities. At later levels, she can do this to multiple people at once.
        • Life/Arise- Amy can revive a fallen party member to half/full[ health. Costs a large portion of MP.
        • Mystery of the Unicorn- Amy can enchant a target with Blink, increasing their Evasive Reflexes by 1.5x.
        • Swiftness of the Unicorn- By combining her White Magic with some of Unicorn's magic, Amy is capable of enchanting an ally with Haste.
        • Purity of the Unicorn- By combining her White Magic with some of Unicorn's magic, Amy is capable of enchanting an ally with Veil.

      • Guns of Purity- Amy is capable of channeling certain supportive White Magic spells through her bullets.
        • Vitality Shot- Amy is capable of charging her bullets with healing magic. However, she cannot use her highest-known level of Cure due to the speed in which the spell is cast.
        • Cleansing Shot- Amy is capable of charging her bullets with Esuna magic. However, due to the speed of the casting, the Esuna will only remove one status, whichever happens to be the most prominent status ailment.

      Passive Abilities:
      • Unicorn's Protection- A unicorn's horn can purify any poison, thus, Amy is immune to poison and toxic.


      Limits:
      • [Level 1] Fresh Start- An explosion of White Magic that heals any nearby allies for [15% x Level] and wipes status ailments away.
      • [Level 2] Crystal Rain- The entire battle field is assaulted by thousands of raindrop sized razor sharp crystals falling from above. Does not harm allies.
      • [Level 3] Unicorn's Gift- Amy's Magic Strength is permanently increased by one, even being able to go over the normal limit.
      • [Level 4] Unicorn's Grace- Amy's Evasion is permanently increased by one, even being able to go over the normal limit.
      • [Level 5] Trigger Happy Level Ω- Amy's two guns combine into one, transforming into a large machine gun. Fires a continuous stream of bullets. Has a chance of causing Stun, Blind, and Bleed.
      • [Level 6] Pearl- Large pillars of light are summoned to strike enemies. They fall directly down on the opponents. Has a 50% chance of causing Death to Darkness-based enemies (Unversed, Heartless, Bosses if not Immune to Auto-KO).


      Elemental Affinities:
      • Fire - --------
      • Ice - --------
      • Thunder - --------
      • Water - --------
      • Wind - --------
      • Earth - --------
      • Nature - --------
      • Poison - --------
      • Space - --------
      • Time - --------
      • Light - --------
      • Darkness - --------



      Drive Abilities: None Yet

      Strengths: Ranged Attacks | Defense | Agility
      Weaknesses: Physical Strength (lack thereof) | Hand to hand combat

      Personality: Amy has a high opinion of herself because she's awesome. Responsibility is her favorite thing, as it gives her enormous freedom that she did not experience as a child, especially living in a strict Christian home. She makes her own decisions and doesn't blindly follow a crowd, is smart, and confident, if a bit arrogant, vain, and egocentric.

      She doesn't like to be anywhere, or do anything, where she doesn't know at least the basics of what she's doing or what she's supposed to do. She likes to be prepared, rather than improvise; however, should the need arise, she's very good at improvising, it being a key part of her job on earth.

      Amy is small, and petite, and is a bit defensive because of it. Otherwise, she's quite the comedian. She likes to make stupid little puns, when the opportunity presents itself, and smile and laugh and have fun. Her sense of humor might take some getting used to, as she tends to call her team mates her "minions" or "henchmen."

      She's extremely in love with her husband, who makes her life complete in every way, and is the most amazing and lovely human being on the now destroyed Earth.

      Flaws:
      Anxious
      Judgmental
      Megalomaniac
      Overconfident
      Overemotional
      Paranoid
      Proud
      Sarcastic
      Skeptic
      Stubborn
      Likes: School books | Friends | Shiny things | Index cards | Pens | Any office supplies ninja | Honesty | Truth, even if it's harsh | Cute things, like fuzzy bunnies (that poop and mass reproduce ;D Credit to Rio) | Real, hard earned, friendship
      Dislikes: Falseness | Being the center of attention | Hypocrites | Selfishness | Dishonesty | Failure
      Fears: Betrayal | Becoming that which she hates

      Family: A large family.
      Love Life: Married

      Bio: Amy is a middle child of six children, a title she shares with her twin sister. She grew up and lived in Nebraska, getting married at age 25, and living a happy adult life UNTIL THE EARTH BLEW UP, WHUT.

      She now works to restore the Earth, strongly convinced that it can be restored, just like worlds were able to be brought back in the games.

      Summon: Unicorn
      • Summon Element: Non-Elemental (Crystal Manifestation)
      • Summon Appearance: A fearsome white unicorn with a bright yellow main, a golden horn, and golden eyes.
      • Summon Personality (Optional): Quiet and mysterious. Conveys advice by feelings and hints, instead of actual words.

      fractalJester
      Captain

      Omnipresent Seeker

      6,325 Points
      • Ultimate Player 200
      • Waffles! 25
      • Hygienic 200

      fractalJester
      Captain

      Omnipresent Seeker

      6,325 Points
      • Ultimate Player 200
      • Waffles! 25
      • Hygienic 200
      PostPosted: Sun Jan 10, 2010 5:54 pm


      Pie Thrower
      User ImageName: John
      Birthdate: 11/28/1991
      Gender: Male
      HP: 36
      MP: 18
      ApP [Skill]: 1
      ApP [Speed]: 1

      Appearance: {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
      • Height : 6’0”
      • Weight: 165
      • Body Type: Good runner body; Upper body strength is excellent (due to the wielding of the maul – Strength training)
      • Skin type: White (Darker during the summer due to Slovak (Roma) inheritance)
      • Eye Color: Green
      • Hair Color: Brown: Can be lighter due to French inheritance
      • Hair Style: Cut short – scissor cut
      • Clothing:


      Theme Song(s):


      Significant Trait: Ridiculously Positive
      Quotes:
      • “Forever and always, and unto eternity… that’s what we always said… I miss you…”
      • “If I were an animal, what kind of animal would I be… OOO OOO OOO, can I be a Kangaroo!?!? I could hop around all day and be like, “B#@!$ PLEASE! Get out my way right now, else your gonna get a big taste of what I’m packin’ in this pouch sistah.”
      • ”I say we get rid of the binary so that we may get rid of all gender in society and life will be amazing!” (sarcastic excited)


      Good/Evil/Other: Good
      Element: Thundah!
      Weapon: War Hammer
      Job Class: Heavy Warrior
      Stats:
      • Strength: 14
      • Magic: 9
      • Dexterity: 10
      • Defense: 8
      • Resistance: 8
      • Reflexes: 10
      • Speed: 13
      • Constitution: 13
      • Energy: 7


      Attack Abilities:
      • Maul Tech- A set of abilities focusing on John's strength and maul.
        • Sonic Maul- John rushes through the opponent once, striking with his maul as he does so. Unlike other "Sonic Blade"-type abilities, John can only perform one rush, but for more damage. [uses MP]
        • Fatal Impact- John leaps into the air and drops on the opponent with a devastating hammer blow.
        • Golf Swing- John performs an underhanded swing, launching the opponent high into the air even if they guard the actual attack.
        • Maul Raid- John throws the maul at an opponent for ranged damage before resummoning it back to his hand.
        • Combo Plus- John attacks with the maul and unsummons it. He quickly brings his arm back and summons the maul again, removing the recoil of his swings. Requires too much mental concentration for successive use.
      • Arts of War- The basic skills of a warrior, used on the field of battle to give John the advantage.
        • Rend Power- John strikes the opponent with his fist, somehow attacking their resolve and thus lowering their Attack and Guard Strength by 2.
        • Rend Speed- John strikes the opponent with his fist, somehow attacking their mobility and thus lowering their Attack and Outright Speed by 2.
        • Rend Perception- John strikes the opponent with his fist, somehow attacking their nervous system and thus lowering their Evasive Reflexes by 2.
        • Rend Magic- John strikes the opponent with his fist, somehow attacking their concentration and thus lowering their Magic Strength and Defense by 2.
        • Rend MP- John strikes the opponent with his fist, somehow attacking their energy directly, essentially damaging their MP.
        • Body Slam- John tackles his opponent for large damage, though he suffers a small recoil himself.
        • Greased Lightning- A sudden, powerful strike with the fist. Uncharacteristically fast of John, taking enemies off guard enough to prevent the ability to counter.
      • Lightning Magic- John's summon grants him access to a variety of lightning-elemental spells.
        • Thunder/Thundara/Thundaga/Thundaja- Basic lightning-elemental attack. Calls a bolt of lightning from the sky.
        • Electromancy- John can exhibit a limited control of electricity.
        • Stun- John forms a medium-sized ball of lightning and whips it at his opponent. The lightning acts in a web like fashion as it gets thinner and larger the farther it is thrown. Impact would leave the opponent paralyzed according to the magic defense of the opponent.
        • Live Wire- John grabs a hold of the enemy and sends electricity directly into them. Unavoidable if caught.
        • Trine- John summons three triangular planes of lightning that home in on the enemy from different sides.
        • Magnet Magic- A subdivision of John's Thunder magic, he can manipulate electric currents in order to produce magnetic force.
          • Magnet/Magnera/Magnega/Magneja- John can cast the basic Magnet-type spell, summoning a spinning electrical glyph that pulls in all nearby opponents. Pulls in different types of targets at different levels.
          • Ixion's Lasso- After charging the warhammer with a negative charge and coming in contact with an opponent, the warhammer changes polarity, connecting an arc of energy to the opponent. The stunned opponent can then be thrown around like a rag doll until the charge dissipates.
          • Magnet Strike- After charging for a few seconds John attracts enemies to him with Magnet Magic, then, when the enemies are within striking distance, does a powerful 2π radian attack to all the enemies around him with one strike.
          • Magnet Charge- John puts a magnetic home technique on his next magic attack to allow it to home in on his opponent.
      • Thor's Hammer- A school of abilities based around charging the warhammer with electricity.
        • Thunder Crush- John slams his maul onto the ground and from the sky a wide cylindrical pillar of lightning comes down around him but does not hurt him, just his enemies.
        • Thunder Break- A ball of lightning is created and John smacks it with the broad side of his hammer toward his opponent fast. The ball splits into many smaller balls.
        • Thunder Charge- John charges the head of his warhammer to deal extra damage on the next physical attack.


      Support Abilities:
      • Maul Tech- A set of abilities focusing on John's strength and maul.
        • Disarm- John strikes specifically at the target's weapon. The sheer force of John's swing is easily capable of disarming even a readied opponent.
      • Arts of War- The basic skills of a warrior, used on the field of battle to give John the advantage.
        • First Aid- By focusing his electrical energy, John is capable of purging status effects (Very Difficult and lower) from his body, as well as recovering a small amount of health.
        • Thick Skin- His defense becomes as epic as epic can be without making it too cheap. [Wall Effect ; GS/MD +2]
        • Monkey Grip- John can switch from two-handed fighting to one-handed fighting on the fly. One-handed fighting is slightly weaker, but frees a hand for Rending strikes.
      • Lightning Magic- John's summon grants him access to a variety of lightning-elemental spells.
        • Recharge- John is capable of sending charges of electricity to his cells, increasing their division rate and thus healing himself. Leaves him exhausted, but healthy. Can only perform this on lightning-elemental allies.
        • Hypercharge- John courses electricity through his muscles, forcing them beyond their limit to temporarily increase his strength. [ASt +2]
        • Shock Spikes- Generates electricity across his skin which shocks anyone or anything that comes in contact with him, either through direct contact or contact through a conductible medium. Repeated shocks can cause numbness and decrease speed.
        • Magnet Magic- A subdivision of John's Thunder magic, he can manipulate electric currents in order to produce magnetic force.
          • Float- John uses the abilities of magnetism to lift off the ground temporarily.
          • Magnetic Cling- John is capable of electrically attaching himself to walls and ceilings. He is stationary to them, however, since he is magnetically connected and removing the connection to move would allow gravity to kick in.
          • Hammer Cling- John can perform Static Cling on his maul, making it so that he cannot be disarmed. He may also use this to attach the hammer to a flat surface, offering a stable foothold.


      Passive Abilities:
      • Splatter Shock- When John attacks, in order to make up for the fact that he is slow as molasses, weak spurts of electricity cover a small area around him, dealing small amounts of damage to his foes.
      • Shocking Endurance- John can stand his ground when under physical attack by anything less than his , and when under magical attack, he can stand his ground if it's below 6. This only means he will not be knocked off his feet; being pushed back is another story.


      Limit Breaks:
      • [Level 1] Ixion's Surge- John's body courses with electricity, increasing his Attack and Outright Speed while also making all of his normal attacks lightning-charged. [ASt/OS +4 ; Enthunder]
      • [Level 2] Ixion's Edge- John's arm becomes charged with lightning just before firing it off at his target in a massive spear of electricity. [Single Target]
      • [Level 3] Thunder Flood- From Valhalla comes the rain of the gods; thunder begins to rain from the skies to do a large amount of damage across the battlefield, but not to only one single target. [Splash damage]
      • [Level 4] Master Arcana- John sacrifices his ability to use his maul, and in return increases his Magic Strength greatly, and his defenses slightly. [ASt -3 ; MS +5 ; GS/MD +2]
      • [Level 5] Ixion's Horn- Grows an ethereal horn out of his forehead, vastly increasing the power of his lightning while also creating a magnetic field around him that lowers others' resistance to lightning. [MS +4 ; Self-Magnega ; Lightning-Imperil]


      Strengths: Physical Strength/Defense, Magic Strength/Defense, Endurance
      Weaknesses: Attack Speed, Running Speed, Evasion/Agility
      Elemental Affinities:
      • Fire - HALVED 1/2
      • Ice - --------
      • Thunder - IMMUNE
      • Water - DOUBLED 2X
      • Wind - --------
      • Earth - --------
      • Nature - --------
      • Poison - --------
      • Space - --------
      • Time - --------
      • Light - --------
      • Darkness - --------


      Personality: Bubbly as ever and positive to boot, but with sarcastic humor that can or cannot be dirty depending on the situation. True to himself and others and tries to be a leader at all times, John, now single, enjoys long walks on the beach, moonlit dinners by candlelight, and dance classes. He is the perfect addition to any home and hates to be single... so... ladies *licks hand and slicks back hair*, I know a few pickup lines like "Is your dad a candy maker, because you sure are sweet" or:

      John: That is a wonderful perfume you are wearing dear.

      Lady Friend #1: Oh, well, I'm not wearing any perfume.

      John: You mean that smell is you? Oh GOD. If I could bottle you, I'd serve you under my armpits every day.

      ...buut, in reality, John hates being alone and craves to be a part of a group. Some sort of companionship would be nice as well. He's really just an easy going guy.

      Likes: Friendly People, people, food
      Dislikes: The fact that everyone is dead; people that do not like him; egotists
      Fears: Being alone in the world

      Family: {Not Necessary as of Yet due to Deletion}

      Bio: {Not Necessary as of Yet due to Deletion}

      Summon: Ixion
      Summon Appearance: Ixion
      Summon Personality: {Not Necessary as of Yet due to Deletion}
      PostPosted: Sun Jan 10, 2010 6:02 pm


      Mathias_Drako
      Name: Matthew MacInnis
      Birthdate: April 17, 1990
      Gender: Male
      HP: 32
      MP: 33
      ApP [Skill]: 2
      ApP [Speed]: 1

      Appearance:
      • Height: 6'4''
      • Weight: 200 lbs
      • Body Type: Proportioned
      • Skin type: Pale white
      • Eye Color: Blue
      • Hair Color: Dark brown
      • Hair Style: Unkempt
      • Accessories: Pair of bronze-rimmed glasses
      • Unusual Markings: Three scars on stomach
      • Clothing: Light blue hoodie, tan cargo pants, black fingerless gloves, white mask, white and black sneakers


      Theme Song(s):
      • Wind, Stars and Waves- Yasunori Mitsuda


      Significant Trait: Loyal
      Quotes:
      • "You know, there's always DISNEYLAND."
      • "I am Happy-Go-Lucky-Mathy-chan, friend to small woodland creatures, lord of the dance and master of mystical monster magic."
      • "HOOGRAH"


      Good/Evil/Other: Good
      Element: Null
      Weapon: Scimitar
      Job Class: Blue mage
      Stats:
      • Strength: 10 [6]
      • Defense: 7 [5]
      • Magic: 11 [7]
      • Resistance: 8 + 1 [6]
      • Skill: 7 [4]
      • Reflexes: 5 [3]
      • Speed: 5 [2]
      • Constitution: 8 [5]
      • Energy: 11 [7]


      Attack Abilities:
      • Goblin Punch - As opposed to using his weapon, Matt throws a punch at his enemy. The punch may either do very little damage at all, or do an incredible amount of damage to the enemy. [Low Level; MS 1] (Started with)
      • 1000 Needles - Matt unleashes a hail of sharp needles. While this skill does minor damage, it is nearly impossible to dodge. [Low Level; MS 3] (Started with)
      • Flamethrower - Matt breathes a gout of flame from his mouth, dealing Fire damage. [Medium; MS 7] (Fat Bandit)
      • Aqua Breath - Matt releases a torrent of water from his mouth, dealing Water damage. [Medium; MS 7] (Turquoise March)
      • Electrocute - Matt calls down a bolt of lightning down on the enemy, dealing Lightning damage. [Low Level; MS 6] (Yellow Opera)
      • Magic Hammer - Matt's weapon is replaced with a giant mallet that stays active for one swing. It cannot harm the target physically, but it will leave them feeling drained of their mana. [Low Level; MS 5] (Hammer Frame)
      • Confuser - A loud screeching sound emanates from Matt, and all enemies in earshot have a chance of being confused. [High; MS 11] (Magitek Armor)
      • Aerial Arcanum- Matt begins to unleash a series of fast blows on his opponent before slamming his weapon onto the ground; a powerful updraft pushes opponents surrounding him into the air, where Matt immediately continues his assault. [Base Stats] (Joe)
      • Lancet Strike- Matt attempts to strike at the opponent, his arm/leg/weapon giving off a translucent green aura. If he hits, he siphons away a portion of the target's HP and MP on contact. If blocked, only a small portion of MP is stolen, just enough to pay for the cost of the attack. If grappling, the Lancet lasts as long as contact lasts (or as long as Matt wants). [Base Stats; (MS+PS)/2; Chance of Studying last-used ability. ] (Kyle V.)
      • Earthquake- Matthew slams the ground to create an explosive wave. (Anthony)
      • Assassin's Strike- Matthew charges himself or his scimitar with magical energy before attacking, adding his Magic Strength to his attack. Due to the strain placed on him by having such high magic, he can't use this ability repeatedly. (Dani)
      • Silence- Matthew can jinx his target with Silence, effectively cutting them off from all sources of magic. [MS 6] (Jacob)
      • Comet- Summons a comet to strike a foe. [MS 8] (Jenny)
      • Live Wire- Matthew grabs the enemy and sends electricity directly into them. Unavoidable if caught. [MS 7] (John)
      • Flare- Matthew conjures a small ball of white fire in front of him. Shortly afterward, it explodes, damaging all nearby enemies with non-elemental magic damage.[MS 6] (Jon)
      • Flight of Blades [Offense]- A number of ethereal blades appear and soar at the enemy, attacking furiously for a short amount of time. [MS 7] (Kyla)
      • Predator's Glare- Matthew covers his eyes with the copied magic, making them look like Midgardsormr's eyes: bright, glowing yellow with black slits. Upon locking sights, even for an instant, Matthew has a chance to Paralyze his target. This paralysis lasts for as long as eye contact remains unbroken. Blinking, on the caster's side, counts as a method for breaking eye contact, but it has the chance to re-inflict as soon as the eyes are open again. [MS 6] (Kyle M)
      • Boulder Sling- Matthew pulls up two earthen poles and strings a vine between them before loading a large boulder or mass of earth into the slingshot to release it on enemies or take down obstructions. [MS 9](Noelle)
      • Ragnarok- A fast-paced aerial combo attack that can start in mid-air or from a jumping uppercut. Matthew unleashes a barrage of weak-but-fast attacks, stunning his target, before knocking them back and charging Light magic into his scimitar; after a moment, he releases the charged magic, unleashing a circular hail of Light-elemental blasts [MS 5 each] that home in on nearby opponents. [MS 7 Required](Sora)
      • Osmose- For an insignificant amount of MP, Matthew can siphon a large portion of mana from his target, even from a distance. Can be used even when Matt is at full MP just to drain the enemy's mana. [Drains up to 4 Energy per use.] (Seymour)
      • Sonic Blade- Matt soars forward at a break-neck speed to slash at his target, hovering above the ground as he does so; he can hover-dash like this a maximum of 3 times per activation if he so chooses. [Determined by PS] (Cloud)
      • Climhazzard- Matt swings his scimitar and releases powerful waves of non-elemental crimson energy to strike all enemies in the area for damage. (MS 11) (Beatrix)
      • Storm Impulse- Matthew dashes at an enemy and unleashes a flurry of rapid attacks, each attack with an additional +1 strength. (up to 3 times) (Zidane)
      • Mental Break- If Matthew manages to strike his opponent with his scimitar, he will inflict -4 to the victim's Magical Resistance. -2 if the strike is blocked. [Lasts ?](Auron)
      • Rough Divide- Matthew charges forward at break-neck speed, cutting into the ground with his scimitar while releasing combustive energy; as he brings it up to strike the opponent, he simultaneously jumps high into the air, releasing a blast of energy upon the enemy in the uppercut. [MS 8] (Leon)
      • Fire Pillar- Matt summons a column of flame from underneath an enemy; has a chance to cause Ignited. [MS 11] (Axel)
      • Geyser- Matt summons a blast of water from underneath an enemy; can send the target flying if it's small/light enough. [MS 11] (Demyx)
      • Nanoflare - Matt summons a small beam of light on the target, and barely a moment later, a large blast of non-elemental energy with a relatively large blast radius strikes the target, as if from a satellite. [MS 12] (Ultima Demon)


      Support Abilities:
      • Study - If Matt is hit by an attack, he can choose to try and copy the ability in the same moment. Can only copy one ability per monster type or person. This ability is reactionary and takes no mana, though expelling mana increases the odds of copying the ability. Does not work on Limit Breaks.
      • Blue Magic- Due to copying the Lancet Strike ability, Matthew can copy support abilities as well as attack abilities.
        • Cura- Matthew is capable of using pure healing magic, both on specific targets and small areas. [MS 7-10](Kairi)
        • Ice Spirit- Imbues 1 ally's weapon with Ice element. [Enfrost] (Bobbi)
        • Aerora- Matthew wraps himself or a single ally in a protective shell of wind. Enemies brought into contact with the wind are constantly damaged by it. [MS 8](Dawn)
        • Charged Strike- Matthew charges his weapon with high voltage, granting all physical strikes the Thunder element and a chance to Stun. [Enthunder ; Vigilance] [MS 10] (Michelle)
        • Clarity - By closing off his senses, Matt can awaken a new awareness to the flow of magic in the world. This sense has 360 degrees of perception (Current radius = 30 feet), and allows him to easily see the qualities of magics and magic users. This includes the innate potential in someone to cast spells, whether or not someone has a spell cast upon them, and what type of spell is in the process of being cast. Physical entities, such as objects or people, can only be detected via their magical essence. Depending on his personal connection to a person, he may be able to identify them solely by their magical essence. If a person or object lacks such essence, Matt cannot notice him/her/it. Evasive Reflexes take a -3 penalty against any attacks without a significant magical component. (Alan)
        • Reflect [Enchantment]- Matthew envelopes his target in a reflective aura that reflects all specifically-targeted magic back at the caster.(Sayrike)
        • Invisibility- Matthew can become entirely invisible at will. His shadow is no longer visible, and he makes no sound, but he is not immune to magical sensing until later levels. (Amy)
        • Dark Shield- Matthew projects a barrier of Darkness capable of blocking any oncoming attack; this barrier only lasts for the single attack, and can't be recast for three turns. (Riku)
        • Shadow Stalker- Matt can teleport around the battlefield for moderate distances instantly for an insignificant amount of mana. Leaves a large puff of smoke that obscures his and releases a small 'poof' noise upon reappearance. (Yuffie)
        • Earthen Aura- Matthew is covered in a yellow aura, increasing his strength and speed for a limited time. While in this form, every physical strike summons a short-distance linear Stone Glaive. [PS +2, OS +3, lasts 3 posts][MS 13] (Lexaeus)
        • Vanish- Makes one ally target disappear. The one effected will not be able to be hit by physical attacks, but will be able to attack unseen. The effect will wear off in 3 posts, or unless the target casts a spell or is hit by one. [MS 12] (Quina)
        • Phase Shift- Matthew becomes entirely intangible at the cost of a constant mana drain. He is unable to re-materialize inside of a solid object; if he runs out of mana while any part of him is inside a solid object, he will remain intangible until his entire body is free, at which point he will pass out due to over-exertion. (Prote)

      • Mix - Magic Pot grants Matt the ability to mix items together, including ten ingredients that regenerate after battles or after a certain amount of time after use. These Items Include:
        • Antidote (x2) [3 posts to recharge]
        • Maiden's Kiss (x2) [3 posts to recharge]
        • Eye Drop (x2) [3 posts to recharge]
        • Holy Water (x2) [3 posts to recharge]
        • Bomb Fragment (x2) [3 posts to recharge]
        • Arctic Wind (x2) [3 posts to recharge]
        • Zeus' Wrath (x2) [3 posts to recharge]
        • Turtle Shell (x2) [4 posts to recharge]
        • Dragon Fang (x2) [4 posts to recharge]
        • Dark Matter (x2) [5 posts to recharge]

        Matt expends mana when he mixes items. Possible mixes can be found here.


      Passive Abilities:
      • Potion Mastery- Due to his summon Magic Pot, potions that Matt uses will have an increased effect on him.
        • Potion - Greater healing effect.
        • Hi-Potion - Greater healing effect.
        • Mega-Potion - Protect status.
        • Ether - Greater healing effect.
        • Mega-Ether - Shell status.
        • Elixir - Haste status.
        • Megalixir - Protect and Shell status.

      • Pot Lid - Matt has an increased resistance to magic due to the nature of his summon (Magic Resistance +1).
      • Ætherite Charm ~ Immunities [Story] - Matthew is immune to Silence/Fog and Pain.

      Limit Breaks:
      • Level 1: Lifebreak - Matt's weapon glows until it next connects with its target, whereupon it will deal damage to the target equal to how much Matt has received.
      • Level 2: Angel Whisper - Matt rejuvenates three ally to full health, even if they were knocked out.
      • Level 3: Bad Breath - Matt exhales a noxious cloud from his mouth, which has a chance to inflict Poison, Silence, Blind, Confusion, and Sleep (calculate for each).
      • Level 4: Mighty Guard - Matt grants the Protect and Shell statuses on himself and all his allies.
      • Level 5: Death Claw - Matt's weapon dissipates and talons appear on his hands. While in this state, Matt's attacks have a low chance to send his target into critical status and paralyze them.
      • Level 6: Grand Delta - Matt opens a vortex that causes a great deal of non-elemental damage to all enemies.


      Elemental Affinities:
      • Fire - --------
      • Ice - --------
      • Thunder - --------
      • Water - --------
      • Wind - --------
      • Earth - --------
      • Nature - --------
      • Poison - --------
      • Space - --------
      • Time - --------
      • Light - --------
      • Darkness - HALVED 1/2 [Level 4]


      Drive Form(s):

      Strengths: Quick thinking, magically versatile, large
      Weaknesses: Slow, afraid of pain, can get enraged

      Personality: Matt is a very jovial fellow, and tries to keep a smile on his face and his friends'. He also considers himself a bit of a scholar and will impart knowledge whenever he can. He cares deeply about his close friends, and does whatever he can to keep them happy.
      Flaws: Matt has an inferiority complex, and always assumes he does worse than others. He is also dependent on his friends and may crack if forced to be alone for too long. Given the chance he'll try to keep things the same rather than face change.
      Likes: Comedy, magic, technology, sleep
      Dislikes: Fighting, change, being alone
      Fears: Insects, small spaces

      Family: Mother, Grandfather, Step-grandmother

      Bio: Through most of his school years he was usually made fun of by his peers for his size, but had some good friends that helped him get through. He usually spent his time playing video games or reading books, rather than interacting with others. He also took well to his school work, and found that he actually began to enjoy learning about new things.

      Matt developed a very numbers-oriented way of thinking, as Math and Business were the courses he excelled in. After graduating from high school, he left his home town behind to attend a college for Accounting courses. It was there that he was studying, when the world fell apart.


      Summon: Magic Pot
      Summon Appearance: Magic Pot is a small purple imp with a red top knot that lives inside a golden pot covered with images of eyes.
      Summon Personality: Magic Pot is very greedy when it comes to potions of all kinds, and is willing to help those that get some for him. He also likes to pull pranks when he has the chance.
      Summon Attack: Magic Pot appears next to Matt and immediately begins nattering at him for any kind of potion. After offering a potion, Magic Pot snatches it out of Matt's hands and ducks down into his pot. The pot then shrinks in size so that Matt can easily carry it. While Matt holds the pot, any magic cast at him will be absorbed into it. The number of spells that can be absorbed depends on the quality of potion that was offered. After absorbing all the spells it can, the pot will fire a burst of magic with all the properties of the absorbed spells.
      • Potion: 1 spell
      • Hi Potion, Ether: 2 spells
      • Mega Potion: 3 spells
      • Mega Ether: 4 spells
      • Elixir: 5 spells
      • Megalixir: 6 spells

      fractalJester
      Captain

      Omnipresent Seeker

      6,325 Points
      • Ultimate Player 200
      • Waffles! 25
      • Hygienic 200

      fractalJester
      Captain

      Omnipresent Seeker

      6,325 Points
      • Ultimate Player 200
      • Waffles! 25
      • Hygienic 200
      PostPosted: Sun Jan 10, 2010 6:04 pm


      Bodygaurd790
      User ImageName: Dani
      Birthdate: 4/3/1993
      Gender: Female
      HP: 24
      MP: 18
      ApP [Skill]: 3
      ApP [Speed]: 1

      Appearance:
      • Height: 5’3 ¾”
      • Weight: 104.4
      • Body Type: Skinny and also Short length-wise
      • Skin type:Pale usually from no sun
      • Eye Color: Dark brown
      • Hair Color: Dark brown
      • Hair Style: Long Hair
      • Unusual Markings: Scar on shoulder from a shot (not a gun shot)
      • Clothing:


      Theme Song(s):
      • Ame Iro Rondo- Toradora Soundtrack
      • Paper Moon- Soul Eater 2nd opening


      Significant Trait: Shy
      Quotes:
      • “Man you guys are weird.”
      • “Am I dreaming or something?”
      • “I’m sorry. I was daydreaming.”


      Good/Evil/Other: Good
      Element: Water
      Weapon: Chakrams
      Job Class: Assassin
      Stats:

      • Strength: 11 [5]
      • Defense: 6 [4]
      • Magic: 12 [11 + 1] [6]
      • Resistance: 5
      • Skill: 11 [7]
      • Reflexes: 10 [5]
      • Speed: 6 [5]
      • Constitution: 6 [4]
      • Energy: 6 [4]


      Attack Abilities:
      • Dealer of Death- Dani has access to a variety of detrimental abilities from her Assassin class.
        • Assassin's Strike- Dani charges herself or her chakram with magical energy before attacking, adding her Magic Strength to her attack. Due to the strain placed on her by having such high magic, she can't use this ability repeatedly.
        • Aphonia- Dani charges herself or her chakram with mana-disrupting magic before attempting to strike at the target with a melee strike or a thrown attack; has a chance to cause Fog.
        • Debilitate- Dani charges herself or her chakram with weakening magic before assaulting her target with a melee strike or a thrown attack; has a chance to cause either Deprotect or Deshell, whichever Dani chooses to inflict. If charged for a full post, has a chance to inflict both.
        • Wither- Dani charges herself or her chakram with the magic of decay before assaulting her target with a melee strike or a thrown attack; has a chance to cause Sap.
        • Ague- Dani charges herself or her chakram with reaction-distorting magic before attempting to strike at the target with a melee strike or a thrown attack; has a chance to cause Slow.
        • Oblivion- Dani charges herself or her chakram with mind-clouding magic before attempting to strike at the target with a melee strike or a thrown attack; may cause Addle.
        • Jeopardize- Dani charges herself with resistant-altering magic before assaulting her target with a melee strike; the transferred magic assaults the target's mana circuits, possibly causing Imperil.
        • Bloodbind- Dani combines her water magic with her assassination techniques in a complex aura that envelopes her before she assaults her target; the transferred energies attempt to halt the flow of blood in the target, effectively Stopping them.
        • Nightmare- Dani envelopes herself in mind-warping magic before attempting to strike at her target; on contact, the energies transfer into her opponent, possibly putting them to Sleep and/or Dooming them.
        • Seductress' Stare- Dani channels heart-twisting magic through her eyes and attempts to make contact with her target, hitting them with a wave of mind-altering magic; may cause Charm.
        • Leviathan's Curse- Dani envelopes herself in a dual-aura of Leviathan's water magic and Assassin's negative energy before assaulting her target; the combination of magics has a chance to curse the target with the Frog status for 3 turns.
        • Drown- Dani envelopes herself in a combined aura of water magic and assassination energy before assaulting the opponent; on contact, the transferred mana attempts to convert itself into Water inside the target's lungs. If successful, the target is Auto-KO'd.
      • Herald of Leviathan- From her connection to the legendary sea-serpent, Dani has access to a variety of Water-elemental magics.
        • Water/Watera/Waterga/Waterja- The most basic spell in Dani's arsenal, and the root of most of her other spells; she summons a sphere of water around her opponent for a split-second before it compresses onto them and erupts upward. Size and strength depend on the level of the spell. Can be Pressurized.
        • Aqua Raid- Dani envelops her chakrams in Water before throwing them at high-speed toward her target(s). Due to her Assassin class, she can curve the trajectories, making deflecting or dodging more difficult. [Physical Damage, Water Elemental].
        • Bubbles- Bubbles appear out of Dani’s hands and can be thrown to the enemy to cause light damage. [Low/Medium Only]
        • Bubbleblast- Dani fires her normal Bubble spells toward her opponent at a much higher speed and pressure. Can be Pressurized. [High Level Only]
        • Hydropump- Dani puts both of her hands together before letting loose a highly-condensed geyser of water towards her target. Can be Pressurized.
        • Geyser Fountain- Dani slams her hands on the ground, and a moment later, a geyser erupts under her target. If the target is light enough (or Dani's magic strong enough), the target might be knocked into the air. Can be Pressurized; if Pressurized, average targets will definitely be knocked into the air.
        • Deluge- Dani summons a large sphere of water above her target(s), which immediately breaks and shoots downward with intense pressure; if the target is light enough (or Dani's magic strong enough), the target might be forced face-first into the ground. Can be Pressurized; if Pressurized, average targets will definitely be forced into the ground.
        • Pulsation- Dani summons a quick burst of water 360-degrees around her, forcing back any adjacent targets; meant to keep enemies away rather than do damage.
        • Rip Tide- Using her arms to control the direction, Dani summons a large wave of water from the ground which rolls toward her target(s), knocking back her enemies and bringing along those caught in the wake. This wave cannot be passed simply by 'diving through it'; the only way to get 'through' the wave is to avoid it all together. Can be Pressurized; Pressurized Rip Tides act as solid walls, guaranteeing no one slips through.
        • Whirlpool- Dani summons water underneath her target, which erupts and begins to swirl around at a high pace, spinning the target around with it before sinking back into the ground; may cause Stun. Can be Pressurized; if Pressurized, target may be Confused instead of Stunned.
        • Water Prison- Dani throws a highly-pressurized sphere of water at her target; on contact, the sphere expands rapidly, encasing the target in a large water prison. The prison's walls can only be broken by strength (physical or magical) higher than Dani's MS. Can be Pressurized; if Pressurized, Dani's MS will have increased +2.
        • Hands of Poseidon- Dani summon large amounts of water to form two large, disembodied hands, which mirror the motions of her own hands. Drains mana at a steady, moderate rate (especially if Pressurized). Any movement Dani makes with her hands is mimicked, leaving her potentially unprotected. Can be Pressurized.
        • Water Clones- Dani is able to create a certain amount of water clones at one time; at any point in time before they are destroyed, the clones can transform into a quick flying scythe to slash opponents in a kamikaze attack. The more powerful she makes each clone, the fewer she may have. If using 11 MS - 3 clones; 8 MS - 4 clones; 5 MS - 5 Clones. The clones take up their respective MS in damage before being destroyed, and attack by transforming into flying kamikaze-scythes. [Unlocked at 11 MS; number will increase with level to match Ashley]
        • Melting Away- A thin layer of mist hugs Dani’s body as a preparation for an attack. When the opponent attacks while the counter is on, Dani immediately turns into a puddle of water. From here, water clones might appear out of the puddle and attack the opponent for additional mana, though this is not necessary.[Requires 11 MS]
        • Pressurize- At any point while remnants of Dani's water spells remain in play, she may expend additional energy to increase the pressure of the water. Pressurized water is nearly solid, making geysers into pressure-washers capable of actually 'burning off' the skin as if the water were a sand-blaster and making walls or formations of water almost as if they were made of solid ice. Any normal abilities with the added Pressurized water have a +2 to MS at the price of increasing the mana drain of each spell; as such, it would be impossible to fight an entire battle with just Pressurized abilities. [Unlocked at 11 MS]
          • Pressure Spike- A move that requires Pressurized water, but at normal magic strength and mana cost; Dani focuses intently on summoning large spikes of water to erupt from the ground, capable of actually piercing flesh and cloth, but not armor.
          • Pressure Storm- A move that requires Pressurized water, but at normal magic strength and mana cost; Dani summons a large number of small water droplets in the air before Pressurizing them into small but piercing needles, which then fly toward the target(s) with deadly accuracy.
          • Pressure Clamp- A move that requires Pressurized water, but at normal magic strength and mana cost; Dani sends water toward the opponent, and on contact, the water envelopes the part of the body it touched (if a limb, then only that limb) and immediately Pressurizes, compressing tightly. Depending on the body part, may cause one of the following: Cripple [only 1 leg, so at a +2 bonus]; Disable [only 1 arm, so at a +2 bonus]; Pain [Chest]; Addle [Head; if failed, then Auto-Stun].

      Support Abilities:
      • Rainwater Wash - Water begins to envelope Dani's body, hugging her skin to create a type of armor that raises evasion by making weapons and energies glide off her skin more easily. [ER +2 for 3 turns]
      • Amphitrite's Tears - Dani is capable of summoning a healing waters that act as a minor Cure.
      • Water Wall- A huge wall of water appears in front of an ally or Dani in order to stop an attack. Can be Pressurized.
      • Water Armory- Dani summons water to envelope her chakrams (or the weapon of an ally), giving the target En-Water (physical attacks are Water elemental) and increasing physical damage by +2 for 3 turns. Can be Pressurized when initially cast; physical damage increased by +4 for 3 turns.
      • Water Barrier- Dani envelopes her target (be it herself or someone else) in a layer of enchanted water in order to reduce damage. Casts either Protect or Shell (cannot cast twice for both effects). Can be Pressurized; if Pressurized, casts Wall instead, granting both effects.
      • Aqua Veil- Dani envelopes the target in a thin, translucent veil of water, granting the target Nul-Fire for one fire attack. Can be Pressurized on initial cast; Pressurized Aqua Veil grants Nul-Fire for two fire attacks.
      • Water Skis- Dani coats her feet in a thin envelope of water, temporarily increasing her Outright Speed by +2 for 3 turns.
      • Geyser Launch- Dani summons a geyser underneath herself or an ally to launch them into the air as high as someone with Double-High Jump (Roughly 15 feet). Can be Pressurized; if Pressurized, gives the height of Triple-High Jump (Just over 20 feet).
      • Pressure Plate- A move that requires Pressurized water, but at normal magic strength and mana cost; Dani can summon small platforms of highly-pressurized water in mid-air strong enough for her to jump off of or stand on. However, keeping the platform in existence requires steady concentration and mana flow.

      Passive Abilities:
      • Assassin's Acuity- Dani's assassin class grants her mind protection from certain thought-disrupting attacks, giving her total immunity to Addle and Charm.
      • Assassin's Agility- Dani's assassin class grants her unnatural grace, giving her total immunity to Slow- and Stop-type ailments.
      • Æthecite Charm - Immune to Silence and Sleep.

      Limit Breaks:

      • [Level 1] On Stranger Tides - Dani lightly floods the entire battlefield, covering it in a thin layer of water for 3 turns. She feels everything that touches the water, and while it exists, she can cause water attacks from any angle or, if she chooses, she can sink into and leap out of the water instantly.
      • [Level 2] Tsunami-Dani starts to form a huge Tsunami attack that could wipe out others in the different collisions.
      • [Level 3] Leviathan's Gift - Permanently increases Dani's Magic Strength by 1
      • [Level 4] Clone Frenzy - The maximum amount of clones appear at once on the battlefield and attack the enemy.
      • [Level 5] Clone Chemistry - Dani summons a giant water clone, that absorbs the rest of the smaller clones on the field.


      Strengths: Speed, Midrange attacks, Intelligence
      Weaknesses: Defense, Emotions, Oblivious
      Elemental Affinities:
      • Fire - --------
      • Ice - --------
      • Thunder - DOUBLED 2X
      • Water - IMMUNE
      • Wind - HALVED 1/2
      • Earth - HALVED 1/2 [Level 4]
      • Nature - --------
      • Poison - --------
      • Space - --------
      • Time - --------
      • Light - --------
      • Darkness - --------


      Personality: Dani is actually a very caring person even though she does not talk to people a lot. She tends to keep certain things to herself and can sometimes be very emotional.
      Flaws:
      • Absentminded-Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
      • Anxious-Full of mental distress or uneasiness because of fear of danger or misfortune; greatly worried; solicitous.
      • Childish- Marked by or indicating a lack of maturity; puerile.
      • Dubious- Fraught with uncertainty or doubt. Undecided, doubtful, unsure.
      • Disturbed-Showing some or a few signs or symptoms of mental or emotional illness. Confused, disordered, neurotic, troubled.
      • Frail-Physically weak and easily broken or damaged. Having delicate health; not robust. Feeble, breakable, sickly, dainty, brittle, fallible, imperfect, weak.
      • Klutz-Clumsy. Blunderer.
      • Paranoid-Exhibiting or characterized by extreme and irrational fear or distrust of others

      Likes: Chocolate, Plushies, Electronics,
      Dislikes: Bugs, Blood, Mean people
      Fears: being alone, heights, pain

      Family:- Mother, father and a dog. Most of my relatives live in state.

      Bio: Dani grew up in the “rich” type of life mostly in the suburbs. The only problem was that most of her life was filled with operations and trying to function normally. She has had tubes in her ears and even had her cut open a couple of times. When she reached 3rd grade she managed to get glasses to boot. It was around this time she started to become shy but get some of the closest friends she ever knew. When middle school started she was told to stay “under the radar” and that was what she did. She only managed to have a few close friends but they never really got to get really into her personal life. Her school life was mostly that she did very well in it but she did not put in a lot of effort with homework and stuff. It was around this time that Dani managed to get really into music and the arts. In high school Dani managed to get friends but immediately fell into depression when her boyfriend dumped her and went out with another guy. Ironically Dani and her now Ex boyfriend became close but never went out again. Currently now going to be a senior in high school, Dani is trying to function like a human being that is fighting off anemia. She is also in the marching band in high school and trying to become a better artist.

      Summon: Leviathan
      Summon Appearance: User Image
      Summon Personality: Overprotective
      PostPosted: Sun Jan 10, 2010 6:05 pm


      VoLt189
      Name: Anthony
      Nickname: Antwon or Tony
      Birthdate: January 7, 1989 (21-years-old)
      Gender: Male
      HP: 40
      MP: 15
      ApP [Skill]: 1
      ApP [Speed]: 1

      Appearance:
      • Height: 5’9”
      • Weight: 180
      • Body Type: Stocky
      • Skin type: White
      • Eye Color: Brown
      • Hair Color: Black/Brown
      • Hair Style: Buzzed with a beard
      • Unusual Markings:
      • Clothing: Anthony wears a red, short sleeve zip-up hoodie with black netted sleeves and a yellow interior, zipped up about 1/3 of the way, over a black t-shirt. The hoodie has four zippers: two across his chest and another two near the bottom of his hoodie. He wears a pair of gloves; black on top and yellow on the bottom with red Velcro straps around the wrist part, over a pair of backcloth forearm protectors. Each glove has a small, thick metal plate on the backhand part as well as spikes on the knuckles. Hanging from his left glove is a long keychain of a small crucifix. He wears a pair of long, baggy black overleggings over a pair of red shorts held up by a black belt. On the left side of his shorts, one end of a metal chain hangs from his belt loop and the other end hangs from another belt loop on the back of his shorts. Two yellow straps circle around him in an X-fashion, holding up two red pouches. Beneath the pouches are another pair of red pouches sowed onto the overleggings. His shoes are abnormally large (like fat clown shoes). A zipper runs down the center of his shoes to the white toecaps at the front of his shoes. The tongue and heelcap of each shoe is yellow, and the vamp, throat, and quarter of his shoes are black. A pair of black stripes cross one another in the center of his shoes in an X-fashion. The soles of his shoes are white.


      Theme Song(s):


      Significant Trait:
      Quotes:
      • ”I’d rather put my faith in Someone presumed to be perfect and infinite; all-powerful and all-truthful than in a world aware of its imperfection; ruled by its desires and theories.”
      • “I don’t see the point of growing up if all that means is forgetting about what you did while growing up…”
      • “My back! Gah!”


      Good/Evil/Other: Good
      Element: Lightning
      Weapon: Truth and Justice (Twin BUSTER Gauntlets) – a pair of very large, metallic gauntlets [with hidden spearheaded-chains within (about 3 meters in length).]
      Job Class: Warrior-Knight
      Stats:
      • Strength: 11 (10+1) [7]
      • Defense: 9 [7]
      • Magic: 4 [3]
      • Resistance: 7 [5]
      • Skill: 5 [3]
      • Reflexes: 6 [5]
      • Speed: 5
      • Constitution: 10 [7]
      • Energy: 5 [3]

      Attack Abilities:
      • Knightly Arts- A subset of abilities attributed to Anthony's Knight class and his mastery of the Gauntlets.
        • Earthquake – Anthony slams both gauntlets into the ground to create an explosive wave.
        • Get Over Here! – Anthony launches one of his chain spears at his opponent, then pulls an enemy towards him, slamming him with the other gauntlet.
        • Vicious Maul – Anthony extends both chain spears and performs a 360-degree spinning move. The tips of the spears cut and slice through his enemies.
        • Crushing Strike – The gauntlets extend on chains out to each side, then slam together in front of Anthony.
        • Crushing Strike (aerial) – While in mid-air, Anthony extends one of his chain spears which grips to the ground, allowing him to pull himself down and punch the ground with his other gauntlet, causing a shockwave.
        • Tornado – Anthony extends both arms to his side and begins to spin rapidly until his figure becomes distorted and looks much like a small twister, then moves about the area, injuring all things that come in his path.
        • Soul Strike - Anthony charges his blade with his own life force, giving it a strange aura which effectively increases the strength of his next strike.
        • Air Render - Charging mana into his fist, Anthony channels the energy into a punch, which sends a chakra-like burst of air at the opponent. Determined by [(ASt+MS)/2].
      • Son of Odin- Due to Odin's Lightning Element, Anthony has access to an assortment of Thunder-related abilities.
        • Thunder/Thundara/Thundaga - Anthony is capable of causing lightning to either rain from above as an area of effect attack or shoot it out of his hand at a single target.
        • Chain Lightning – Anthony slams his gauntlets into the ground and releases a chain of lightning directed towards his opponent.
        • Shockwave – An electrical shockwave meant to get things out of the way or push enemies aside causing electrical damage. Can also reflect projectiles.
        • Thunder Drop – While falling, Anthony charges his body with electricity, then hits the ground at full force, sending a shockwave of energy in all directions to all enemies.
        • Ionic Vortex – Summons a tornado of electricity that leaves a trail of destruction.
        • Gigawatt Blades - Anthony forms blades of pure energy held in each of his hands. They cause massive amounts of damage when used as a melee attack. Only one-use weapons and must be re-triggered after each use.
        • Shock Grenade – Small explosive balls of electricity that can stick to enemies or other objects. Before exploding, the grenades shock the surrounding enemies. The destructive mass of the grenade is determined by how long Anthony charges it before throwing it. For each post Anthony charges the grenade, its MS is increased by 2.
        • Lightning Entity – Anthony can fire a lightning clone of himself out of his body and at enemies. The clone explodes and deals critical damage to the target and enemies around it upon contact.

      Support Abilities:
      • Knightly Arts- A subset of abilities attributed to Anthony's Knight class and his mastery of the physical body.
        • Chain Spears – Anthony could extend his chain spears wrapped around his gauntlets to either help him travel distances quicker by pulling or swinging himself over or using it to pull object or enemies closer to him.
        • Leap – Anthony is able to leap forward a great distance in and out of battle.
        • War Cry – With a mighty shout, Anthony is able to raise the resilience of his surrounding teammates and himself, increasing their Guard Strength and Magic Defense by two for 3 turns.
        • Chivalrous Taunt - Anthony emits a provoking aura that affects all nearby enemies, possibly forcing their attentions to be focused on him. Determined by Attack Strength.
        • Cover – Anthony has the ability to immediate appear in front of an ally and protect and take damage for the fellow teammate as they prepare for their next attack or take time to recover.
        • Defense – Anthony can temporary increase his Guard Strength by 25% for 3 turns.
        • Vehemence – Anthony can temporary lower his Physical and Magical Resistance by 50% in order to raise his Action and Outright Speed by 50%.
      • Son of Odin- Due to Odin's Lightning Element, Anthony has access to an assortment of Thunder-related abilities.
        • En-Thunder - A basic ability that allows Anthony to add the Thunder element to his physical attacks for a short period. Can also be single-cast on targets.
        • Lightning Coat – Anthony is capable of coating his body or his weapon with lightning to deliver more powerful attacks (grants En-Thunder, making physical attacks Thunder elemental, but still physical, and adds half his MS to his PS while it lasts).
        • Electric Drain – Allows Anthony to draw energy from various objects in order to recharge his Energy as well as healing his injuries. As long as he continually drains power from a single source, any lightning-related attack performed has an addition plus 2 MS. Any interference that separates Anthony from the power source would remove the buff.
        • Pulse Heal – When close to an injured ally, Anthony can use a low pulse of electricity to accelerate the rate in which the ally can heal. If ally is KO’d, Anthony can use this ability much like a defibrillator and bring them back to consciousness; however, doing so would drain him of a lot of mana.
        • Radar Pulse – Emits an invisible electrical pulse that allows Anthony to map out the location or determine the location of individuals. This is an activated ability.
        • Kinetic Pulse – Can lift heavy metallic objects with an electromagnetic field and throw them as projectiles at enemies.
        • Static Thrusters – Anthony puts his open palms out in a certain direction and releases small, constant bursts of highly-ionized plasma in order to push himself in the opposite direction. These thrusters increase his OS by 1 as long as they are in use; they cannot be used for flight, but can slow down descent; both palms must be facing the same direction, as just one palm is not enough to move his weight.
        • Induction Grind – Casts haste that lasts as long as Anthony remains on metal or electrical surfaces.
        • Polarity Wall – Anthony can create a shield of electrical energy to protect himself from most forms of harm. The shield only protects him from attacks in the direction he’s looking, leaving his sides and back vulnerable, and from anything lower than his own MS. After absorbing enough damage, the shield disperses.
        • Arc Restraint – Anthony can send electrical energy into the ground or wall around the target, forming into electric shackles around their hands or feet. If the enemy tries to break out, they'll not only take full electrical damage but have a chance for Disable (if arms) or Cripple (if legs).
        • Lightning Cage – By planting charged balls of electricity around a small area, Anthony can cause those charges to erupt and meet in the air, creating a dome of electricity encasing those near it. The attack does no damage, but touching the walls would result in electrical damage. Determined by amount of energy remaining, but stays up for 3 posts at a time.

      Passive Abilities:
      • Strength – Anthony has a permanent +1 bonus to his Physical Strength at all times
      • Defibrillator – When knocked down to 0 HP, Anthony’s lightning element automatically shocks his heart and reverts his HP back to half. This can only happen once per day.
      • Æthecite Charm - Immune to Stun and Mini.

      Limit Breaks:
      • [Level 1] The Finale – Anthony severely pummels the opponent, then leaps above them and drops down with his hands clenched together and over his head for a final strike that slams the opponent into the ground and sends high volts of electricity throughout their body.
      • [Level 2] Aerial Barrage – Anthony charges at his opponent and smacks them up into the air with gauntlets clenched together, then jumps up and performs several aerial attacks. Finally, Anthony wraps his arms and legs around the opponent and piledrives them into the ground below.
      • [Level 3] Blitzkrieg – After coating his body and weapon with lightning, Anthony dashes at his opponent and delivers several combinations of punches and kicks, each strike causing an explosion of electricity damage. Finally, he leaps into the air and fires both spearheaded-chains, impaling his enemy’s chest. Then, as a final attack, he shoots a critical amount of lighting through the chains and at his enemy, sending an intense amount of electricity coursing through the opponent’s body.
      • [Level 4] Chain Coffin – Anthony's spearheaded-chains extend out and pierce through his opponents and wrap around them repeatedly until the enemy's upper torso is wrapped. Anthony then sends a critical amount of electricity through his chains, electrocuting his victim.
      • [Level 5] Relentless Pummel – Anthony charges his weapon with minor electricity before dashing at his opponent and releasing a barrage of attacks, each strike causing an explosion of electricity damage. He then leaps back, this time charging his weapon with medium electricity, then dashes at the opponent and launches the enemy into the air with an upper cut and releases a barrage of mid-air attacks, each strike causing an explosion of electricity damage. Finally, while still in mid-air, Anthony charges his weapon for the finale time, but this time with intense levels of electricity, and performs one finale strike, clenching his hands together and slamming them into the opponent’s stomach and sends him falling to the ground, causing a large amount of electricity to course through the enemy’s body, inflicting critical damage.
      • [Level 6] Zantetsuken – Anthony summons Dark Odin’s sword, Zantetsuken, and dashes past enemies (multiple monsters, but only 1 human-level), slashing them once with his sword. There is a 50% chance that the attack causes instant death or KO, bisecting regular enemies that slide apart before vanishing; the other 50% would have the attack deal a massive amount of damage.


      Drive Form(s):
      God of the Norse [Anthony + Odin (Summon)]:
      • Weapon Enhancement: Odin's Chain (Attaches Zantetsuken to Anthony via chain, allowing for sudden changes in attack reach)
      • Additional Attributes: Outright Speed +3, Attack Speed & attack Strength +2, Magic Strength & Magic Defense +1
      • Additional Abilities:
        • Thundaja- A more powerful Thunder Magic.
        • Lightning of Sleipnir- Anthony summons a horse of lightning to ride upon. He is capable of crashing it into the enemy for massive lightning damage.
        • Plasma Cannon- Anthony conjures a ball of pure white lightning in his palm and fires it at the enemy. Due to the intense level of heat, it causes both lightning and fire damage.
        • Tornado Shock- Anthony swings Zantetsuken above his head by the chain, charging it with lightning. The result is a tornado of lightning that damages all nearby enemies.
        • Chain Surprise- Anthony lets go of Zantetsuken in mid swing, suddenly increasing the length of his attack.
        • Chain Rising- Anthony knocks the enemy into the air before throwing Zantetsuken at the target, piercing or wrapping the chain around it before pulling back and slamming him/her/it into the ground.


      Strengths: Attack Strength | Defense | Constitutional and Physical Endurance | Close Combat
      Weaknesses: Magic Strength | Easily Angered | Lower Back | Long-Ranged Combat
      Elemental Affinities:
      • Fire - HALVED 1/2
      • Ice - --------
      • Thunder - IMMUNE
      • Water - DOUBLED 2X
      • Wind - --------
      • Earth - --------
      • Nature - --------
      • Poison - --------
      • Space - --------
      • Time - --------
      • Light - --------
      • Darkness - --------


      Personality: At first glance, Anthony may come off as rather intimidating due to his appearance (buzzed hair, beard, and a stocky build), but in actuality, he’s no more harmful than a child. In fact, he takes pride in his child-like behavior and innocence. Like a child, Anthony is shy amongst strangers, but given the chance he could quickly befriend them as well. Due to his devote Christian lifestyle, he is kind and humble, and for the most part, comes off rather peaceful—but that’s more so because he’s lazy and is unwilling to do many tasks. Though lazy, he does have a strong will and once he puts his mind to doing something, he follows through until the end. He finds joy in the simple things in life such as friends and family, hanging out and playing video games or board games, making jokes and acting silly, and catching a flick at the theaters. He has never been one to care much about material goods to keep him happy. He does, however, have difficulty showing certain emotions such as worry or grief and always comes off rather calm. Overall, Anthony is a loving and fun person.

      However, Anthony does have a rare darker side to him. Varying from case-to-case, Anthony can be easily angered. Once angered, his judgment becomes cloudy and reasoning with him becomes difficult as he becomes more and more stubborn. While angry, Anthony becomes unforgiving as his pride gets the best of him. He becomes bitter and jealous, and is filled with hatred. Not to mention his overactive imagination can fuel his anger, as he is prone to create false scenarios and make himself believe them. And since it is so against his nature to typically feel any of these emotions, he feels split inside as he deals with inner-turmoil that sometimes leaves him in a state of depression and pushes him to succumb to immature desires rather than logic and reason.

      Flaws:
      • Anger – A strong feeling of displeasure and belligerence aroused by a wrong; clouded judgment due to wrath; resulting in unforgiveness and pride, hatred, bitterness, jealousy, stubbornness, and a split nature due inner-turmoil.
      • Stubborn – Unreasonably, often perversely unyielding and bullheaded when angered.
      • Soft-hearted – Having softness or tenderness of heart that can lead them into trouble; susceptible of pity or other kindly affection. They cannot resist helping someone they see in trouble, suffering or in need, and often don't think of the repercussions or situation before doing so.
      • Lazy – Resistant to work or exertion; disposed to idleness
      • Overprotective – Tending to over worry and care to a point of coming off protective and restricting; inhibiting development
      • Guilt-Ridden – Having an overwhelming sense of guilt usually brought upon by disappointing or failing others
      • Child-like Innocence – The attitude of heart where one is untainted by pride, self importance and open to the good with a pure heart; pure, innocent and trusting.
      • Meek – Humble in spirit or manner; quiet, gentle, patient, and easily imposed on
      • People Pleaser – Letting high expectations, resentment, and saying “yes” when meaning “no” run one’s life; submissive; showing servitude to others; set on being portrayed as perfect and nice to others
      • Overactive Imagination – Being capable of creating a false existence or a series of scenarios and to perceive them as truth; imaginative and creative

      Likes: God | Christian Theology | The Bible | Video Games | Writing | Morals | Food and Snacks | Family and Friends | Hanging Out | Movies | Filming and Editing | Joking and Being Silly
      Dislikes: Feeling Hatred | Feeling Bitterness | Feeling Angry | Feeling Jealousy | Disappointing Others | Liars | Hypocrites | Manipulators | Jerks | Unnecessary Work | Immorality
      Fears: Acrophobia | Monophobia | Thanatophobia

      Family: Father, mother, and two brothers

      Bio: Anthony was born and raised in California, the middle child in a middle class family. To be honest, he had a rather regular life with no real issues or problems. He was a privileged individual, as his parents never knew how to say no to him. For the most part, he always got what he asked for, but he never took advantage of the kindness his parents showed him. He always tried to remain at his best behavior for them.

      About the time Anthony was fourteen or so, he came face-to-face with his first actual problem. His older brother had gotten himself mixed up in drug and alcohol abuse, leading to his expulsion from school. Shortly after, his younger brother followed in his footsteps. This placed a lot of pressure on Anthony to remain in school and stay away from the type of lifestyle his brothers took up just so his parents would be happy. As a result, Anthony became rather depressed and withdrew from his family. His withdrawal made it difficult for him to express himself and certain emotions. In other words, it just seemed like he didn’t care about anything anymore. However, all this changed when he became 16 and found Christ, which pulled him out of his depression.

      When Anthony was 21-years-old, he came across his second actual problem: the destruction of the planet. Strange shadow-life creatures with beady yellow eyes and antennas emerged from the ground and began attacking everything and everyone. Anthony attempted to fend off as many as he possibly could as his family tried to escape, but he was overpowered and dragged into a pool of darkness where he immediate lost consciousness… When he awoke, he found himself on a strange and unfamiliar world.

      Summon: Odin
      Summon Personality: Odin’s very chivalrous; abiding by a medieval code of chivalry as a champion of right and good against injustice and evil, generous to other, truthful and faithful, making war with those who oppose his way of life without recoil, and a defender of the weak and poor all for the glorification of his deity.
      Summon's Abilities:
      • Attack:
        • Flourish of Steel - Inflicts multiple physical damage on opponents within a small radius.
        • Skyward Swing- Inflicts physical damage on opponents within a small radius and launch them in the air.
        • Seismic Strike - Inflicts physical damage on opponents within a large radius.
        • Crushing Blow - Inflicts physical damage on one opponent.
        • Stormblade - Attack single target with Lightning's sword.
        • Lightning Strike - Attack target with the blade, then with thunder.
        • Razor Gale - Attack repeatedly with the blades then with non-elemental magic.
        • Thundara - Inflicts lightning magic damage on opponents within a small radius.
        • Thundaga - Inflicts lightning magic damage on opponents within a large radius.
        • Thunderfall - Deal lightning damage to all enemies and launch them into the air.
      • Support:
        • Valhalla's Call - Provokes enemies

      fractalJester
      Captain

      Omnipresent Seeker

      6,325 Points
      • Ultimate Player 200
      • Waffles! 25
      • Hygienic 200
      Reply
      KHBTD : Kingdom Hearts Roleplaying and OoC

      Goto Page: 1 2 3 ... 4 5 6 [>] [»|]
       
      Manage Your Items
      Other Stuff
      Get GCash
      Offers
      Get Items
      More Items
      Where Everyone Hangs Out
      Other Community Areas
      Virtual Spaces
      Fun Stuff
      Gaia's Games
      Mini-Games
      Play with GCash
      Play with Platinum