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fractalJester
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PostPosted: Sun Jan 24, 2010 3:15 pm


This will be used for profiles of characters that were slain or withdrawn.
PostPosted: Sun Jan 24, 2010 3:15 pm


Mathias_Drako
User ImageName: Matthew MacInnis
Birthdate: April 17, 1990
Gender: Male

Appearance:
  • Height: 6'4''
  • Weight: 201 lbs.
  • Body Type: Proportioned
  • Skin type: Very pale
  • Eye Color: Pale blue
  • Hair Color: Dark brown
  • Hair Style: Unkempt/bowlcut
  • Clothing: Light blue hoodie, tan cargo pants, black fingerless gloves, blank white mask


Theme Song(s):
  • Three Minutes Clapping- J.D. Camaro
  • Battle Comrade - Satou Tenpei


Significant Trait: Loyal
Quotes:
  • "Hello, I am Happy Go Lucky Matty-chan, destroyer of worlds, friend to small woodland creatures, lord of the dance and master of electricity."
  • "Oh sweet Ardee!"
  • "Tu es une grande poisson et tu manges les petites enfants."


Good/Evil/Other: Good
Element: Lightning
Weapon: Twin claws
Job Class: Monk

Attack Strength: 7 [5]
Guard Strength: 6 [5]

Magic Strength: 4 [3]
Magic Defense: 4 [3]

Attack Speed: 8 [7]
Evasive Reflexes: 8 [7]
Outright Speed: 7 [6]

Constitutional Endurance: 6 [5]
Energy: 4

Attack Abilities:
  • Electro Claw- Matthew charges his claws with electricity, enhancing his physical attacks. The electricity can also linger within the victim, temporarily paralyzing them.
  • Fast Bolt Special- Matthew charges an object with electricity and hurls it at his target. Should the object connect, all the electricity will flow into the target and paralyze them. Cannot be used on strong insulators, such as rubber balls or rocks.
  • Blitz- As a monk, Matthew can perform a variety of attacks centered around his class. These include:
    ---Raging Fist - A flurry of punches
    ---Aura Cannon - A beam of energy fired from his hands
    ---Meteor Strike - Picks up the enemy, leaps up skyward and slams them into the ground on the way down
    ---Rising Phoenix - Projects replicas made of fire from his body to crash into nearby enemies
    ---Chakra - Restores some energy to nearby allies, and removes minor status effects
    ---Razor Gale - Concentrates a gust of air to be shaped like a blade, and hurls it at the enemy
    ---Soul Spiral - Fully restores energy and removes status effects of all allies on battlefield; renders Matt unconscious until enough time has passed
    ---Phantom Rush - Circles the enemy at a speed fast enough to leave after images, and strikes the enemy with incredible power

Support Abilities:
  • Zip Zap- An electrical charge builds up in Matt's body, and he is granted a large increase in his speed (essentially Haste). He can apply this to someone else that he is in physical contact with.
  • Anti-Elec - Matthew builds up a field of electricity around him that cancels out any incoming Lightning based attacks.
  • Static Image - Matt produces an entire group of clones of himself. None of the groups have any material to them, so this is purely a diversionary technique. The only clue as to which Matt is the real one is that each clone has a different mask.

Passive Abilities:
  • Revved and Ready to Go - The energy constantly flowing in Matthew's body makes him immune to paralysis/bind and cripple.
  • Mental Mask - Matthew's mask prevents any attempts to alter his mind to take hold (immunity to Confuse and Berserk).

Limits:
  • Lv. 1 - Rage Matt - Matthew enters a berserker state, his mind boiling down to survival instincts and reflexes. While enraged, Matt loses all access to his magic and passives, but in return gains a great increase in his strength and speed. He remains this way for a few minutes, at which point he returns to normal and slightly weakened.
  • Lv. 2 - Byakko Claw - Matt's claws extend far beyond their normal limit, and become charged with electricity. He can then perform a number of slashes that cover the area around him, cutting through and electrocuting his foes.
  • Lv. 3 - Supercharged - Quite the opposite of Rage Matt, Matthew receives enhanced magic strength and additional effects to all his skills. This too lasts a few minutes, but he is not weakened at the end. Changes to skills include:
  • --- Electro Claw - Upon contact, the odds of paralyzing the target are doubled.
  • --- Fast Bolt Special - When the object comes in contact with something, it releases a small burst of electricity.
  • --- Raging Fist - Each strike acts effectively as a basic Electro Claw, potentially paralyzing the victim.
  • --- Aura Cannon - The bolt of energy changes element from Holy to Lightning.
  • --- Meteor Strike - On the way back down, Matthew and his target crash down in a bolt of lightning.
  • --- Phantom Rush - After images are produced fast enough that they each seem to be an existing individual, and strike with lightning based attacks.
  • Lv. 4 - Thunderstruck - Matthew charges himself with volts of electricity and rushes his opponent at a frighteningly fast speed multiple times, then knocks his opponent into the air before finishing it off with a final bolt of lightning. {Thank you Jenny}
  • Lv. 5 - Overclocked - Having learned how to better use his magic, he can now manipulate it with less effort (Magic Strength +1).
  • Lv. 6 - Ramuh's Condemnation - Matthew draws upon Ramuh's own magic and amplifies it in his body, essentially becoming a high powered generator. He then releases the built up energy skyward in a pillar of electricity. Bolts then begin to repeatedly strike the ground, right were any hostiles are standing and leaving craters behind. The storm may either last until every enemy has been eliminated, or all of Matthew's energy has been exhausted.


Strengths: Can throw weight around to cause more damage; enters a far more focused state in an adrenaline rush; long reach.
Weaknesses: Little magical skill; can be sent in a rage if pushed too far; usually has little energy unless motivated.
Elemental Affinities:
  • Fire - No Change
  • Ice - DOUBLED 2X
  • Thunder - HALVED 1/2
  • Wind - No Change
  • Water - HALVED 1/2
  • Earth - DOUBLED 2x
  • Nature - HALVED 1/2
  • Poison - No Change
  • Space - No Change
  • Time - No Change
  • Lunar - No Change
  • Light - No Change
  • Darkness - No Change


Personality: Tries to keep upbeat; comedic; willing to help out others.
Likes: Comedy, friends, video games.
Dislikes: Conflicts, being judged.
Fears: Insects, deep water, complete dark, being alone.

Family: Mother (lost), Grandfather (lost)

Bio: Matthew lived a very sheltered life, rarely leaving the house due to a social phobia. Video games became his main hobby, spending most of his time in front of a TV with a controller in his hands. He enjoyed this life, and never understood why others thought it was such a bad way to live. He lived this way, all the way up until the Heartless attack. He's been having trouble adapting to his new life, but knows he must if he wants to survive.


Summon: Ramuh
Summon Appearance: Old sage: Long beard that reaches the floor, with two braided whiskers alongside the beard; white robes with blue stitching that resembles lightning bolts; bald; carries a simple staff with a blue orb on the top.
Summon Personality: Ramuh is incredibly knowledgeable, and tries to impart his knowledge onto Matt when he can. He tries to be caring and understanding when Matt starts to lose it, but will become stern if it gets to be too much.

fractalJester
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fractalJester
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PostPosted: Tue May 11, 2010 9:04 pm


Invertedk
User Image
Name:Ben
Birthdate:01/28/1993
Gender:M

Appearance:
  • Height: 5'9
  • Weight: 186 lbs
  • Body Type:Thin and lanky but with a little bit of a belly
  • Skin type: Caucasian but just a bit tanned.
  • Eye Color: Brown
  • Hair Color: Brown
  • Hair Style: Short, Messy
  • Unusual Markings: None
  • Clothing:
Check pictures

Theme Song(s):
  • The Price of freedom


Significant Trait: Optimistic
Quotes:




Good/Evil/Other:Good
Element: Neutral
Weapon: Longsword - Diamondback
Job Class: Knight
Stats:
  • Attack Strength:9
  • Attack Speed:5
  • Magic Strength:7
  • Magic Defense:5
  • Guard Strength:7
  • Evasive Reflexes:5
  • Outright Speed:6
  • Constitutional Endurance:6
  • Energy: 4


Attack Abilities:
  • Earth Render- Ben slams Diamondback into the ground creating a shockwave that tears apart the ground and sends large chunks of rock and ground at the enemy.
  • Blade Beam- An attack gained by mimicking Cloud from Final Fantasy VII. Ben slashes the air, sending out wide arcs of energy the slam against his enemy, sometimes cutting them in half.
  • Overpower- (Used in conjunction with Ether Shield) Ben bashes the enemy with the shield three times, confusing them, before slashing at them with his sword.

Support Abilities:
  • Honor Bound Armor- Ben covers himself in a full set of shining white, european knight armor that covers him from head to toe. The armor does not encumber him and protects him from physical and magical attacks to a point.
    -Dishonor: Although he is a pleasant guy, Ben does have the occasional all consuming anger. If this happens while he is covered by the armor, the armor loses it's white glow, turns a dull grey, weighs normally and doesn't protect him past the point that normal armor would.
  • Ether shield- Ben summons an ethereal kite shield on his left arm for added protection.

Passive Abilities:


Limit Break(s):

Strengths: Close Combat Fighter, Agile, High attack and endurance, Speedy, Heavy guard
Weaknesses: Terrible at magic, terrible at magic defense.

Personality:Ben is a happy guy most of the time. When around friends and around strangers however are two different situations. When around friends, Ben is loud and funny, keeping in the conversation happily. When around strangers however, Ben becomes very quiet, often putting his earbuds in and ignoring the outside world unless someone tries to talk to him.
Flaws:
  • Absentminded
  • Aimless
  • Habit - Bites Fingernails, Cracks Knuckles
  • Nosey
  • Obsessive
  • Pest
  • Rake
  • Sarcastic
  • Tactless

Likes: Punk Rock, good looking women, food, drawing, playing music, playing video games.
Dislikes: A certain amount of people.
Fears: Failure, covers it by being an underachiever.

Family: Gone

Bio: Not important.

Summon: King Arthur (Knights of the Round)
Summon Appearance: A large man covered in shinning platinum armor that seems to glow with a white aura. His helm has a golden crown and at his side is a finely crafted longsword with a golden guard and hilt. Behind him flows a long red cape.
Summon Personality: Arthur is a fierce, but just man. He fights for what is right and despises the wicked and evil. At the same time, Arthur is generous and kind to those who he cares for.
PostPosted: Sat May 22, 2010 11:41 pm


Eisenfaust88
Name: Evan
Birthdate: March 19, 1988
Gender: Male

Appearance:User Image
  • Height: 6'1"
  • Weight: 150
  • Body Type: Slender, with a bit of muscle
  • Skin type: Fair
  • Eye Color: Green
  • Hair Color: Brown
  • Hair Style: Shoulder-length, Usually tied back during a fight
  • Unusual Markings: None
  • Clothing: Black tank top, slightly baggy pants, leather belt, combat boots, small necklace w/ the kanji for dragon, black fingerless gloves, large black cloak, red sword scabbard (back mounted)]


Theme Song(s):


Significant Trait: Guardian

Quotes:
  • "Freedom in motion. Freedom is motion."
  • "You know, everyone knows that I'll never hit a lady. But then again... you're no lady."
  • ""


Good/Evil/Other: Good
Element: Non-Elemental
Weapon: b*****d Sword (Heaven's Will)
Job Class: Warrior
Stats:
  • Attack Strength: 8
  • Attack Speed: 7
  • Magic Strength: 2
  • Magic Defense: 1
  • Guard Strength: 6
  • Evasive Reflexes: 6
  • Outright Speed: 6
  • Constitutional Endurance: 6
  • Energy: 2


Attack Abilities:

  • Ki Shot- An energy ball that can be fired at high speed towards a target, detonating with explosive force.
  • Rapid Ki Shot- Firing multiple Ki Shots in rapid succession. Will drain power if used for a prolonged amount of time.
  • Buster Cannon- Concentrates energy into both of his hands then combines them to form a single beam of concentrated energy. The longer the beam is sustained, the greater the energy drain.

  • ???- ???(Super Form)
  • ???- ???(Super Form)
  • ???- ???(Super Form)


Support Abilities:

  • Ki Focus- Concentrates and restores energy. MUST BE STANDING STILL AND CANNOT LOSE FOCUS.
  • Ki Transfer- Can transfer some energy to another person to help restore some of their MP.
  • Ki Rush- Uses energy to boost him in a specific direction for a short time, such as jumping higher or dashing.

Passive Abilities:

  • Razor Edge- Edge of Heaven's Will is unusually sharp, even for a magical blade.
  • Warrior's Sense- Based on the level of relationship with a character, can see the depths of their energy level. Example: Can see friends or people he knows well exact MP level. Can not see acquaintances exact level, so has to estimate.


Limit Breaks:
Final Blast- Puts all of his remaining energy into one massive energy blast, dealing severe damage to one target, but depleting ki reserves leaving the body tired as well as making it harder to regain Ki.

Drive Form(s):

Super Form- ???

Strengths: Melee battle, speed, agility, defense, tactics
Weaknesses: Magic (offense, defense, and how much he can cast), women (takes great effort of will to hit a woman, and then only if she is blatantly trying to kill him, will also drop his guard for a second for any pretty girl who flirts a little)

Personality: Evan is the kind of person who will give his all for anything he feels strongly about. Perhaps a bit too stubborn at times, he is nonetheless resilient and can be depended on to keep his promises. His strong protective sense will often drive him to new heights, and his showmanship will have him going beyond his limits in style. His weakness for the ladies has gotten him into trouble a time or two, but he has a heart of gold and strong morals. He is slow to anger and quick to cool, but once he goes off, flee to the next city if you're the one who did it, otherwise be prepared to lose a limb or two.
Likes: Food, computers, games (especially Duel Monsters), good friends, a good sparring session once in a while.
Dislikes: Liars, Cowards, Being rudely interrupted when he's busy on an important project.
Fears: Being used.
Flaws:
  • Blunt
  • Fierce
  • Flirt
  • Overprotective
  • Overconfident
  • Phobia - germs (mild, will avoid sharing foods unless he knows whatever he is eating/drinking is clean)
  • Proud
  • Soft-hearted
  • Stubborn


Family: Mother, Father, hasn't spoken with them in months, presumed lost to the Heartless.

Bio: Evan hasn't had the easiest life, but he's tried to make do with what he has. At a young age, he was discovered to have an IQ of 144. Because of this, the teachers at his school treated him better than the other students in order to "nurture" his intelligence. Not the best move in the world, as the other kids didn't like his "Special Treatment" and decided to make his life as hard as possible. On the bright side, he did get a good education. On the not-so-bright side, he grew up without any friends. Things started turning around though once he hit college. He started making tons of friends, so all that waiting and hoping paid off. He started working during college and sometime during that, he met a girl. After talking with her for a while, he hit it off with her and the two started dating. It was awesome! He had friends and he had a girl! All his hard work and perseverance paid off big time...well...until nine months later. One day he got an email in his inbox that changed his world forever. And it wasn't one of those e-mails that had the virus in it; he had a Mac. It was the shortest, yet most heartbreaking e-mail in his life. With 3 short sentences, she broke his heart into pieces. Turned out that she had been using him all along so she could get what she wanted from him and leave him empty. That was the breaking point, as he slumped into a 3 month depression that would have made you wonder if he was an honest Nobody. It took a gal pal of his to finally open him up as she dragged him to an anime convention that was in town. It wasn't so bad. There were tons of fangirls there squeeing over his wicked-awesome coat that his gal pal made for him; especially one fangirl in particular. That girl ran up to him and asked him to sign her book. He thought "What the Heck..." and signed the fangirls book, tossing in a forum username in the process. She soon turned red and ran off squeeing to her friends. He shrugged and continued on to enjoy the rest of the convention. A few days later, he saw a message in his forum inbox. She refreshed his memory and said her name was Bobbi. She wanted to know if he could hang out. He said yes, and the two became fast friends. Little did he know that Bobbi was developing a crush on Evan. The dunce finally figured it out when she slipped on an IM conversation that she liked him. A few days later, he asked her out. She said yes, and they have been inseparable ever since. Two months into the relationship he handed her a silver heart-shaped ring and asked her if she would be his girl for the rest of his life. She said yes of course.

A few months later and Evan heard some bad news...well bad for him, good for Bobbi's family. They had to move to some city that was far away because of a work promotion. They had phones so it wasn't so bad, and of course the internet would serve as a link for them as well. Before they parted, Bobbi gave him a necklace with the kanji of dragon on it. Evan accepted the necklace and made an oath on it: that as soon as he was done with college, he would leave home and see her once again. Evan then presented her with a silver heart-shaped necklace shaped just like her ring and placed it around her neck. The two parted with a tender kiss and he watched as she drove off into the sunset...

Three months after that day, he finally graduated college. He had saved up and had bought, and of course customized, a black motorcycle for his trip to Seaport City. He put on the coat that originally drew them together, got on his bike, and rode away from home. He was tearing down the interstate when there was a massive explosion behind him. He skidded to a stop and saw that his home city was engulfed in Black Fire. It wasn't long before the shadows extended from there and started swallowing up everything. He sped off trying to outrun the Darkness, but even that was futile as he was soon swallowed up by it...

Summon: Eden
Summon Appearance: Eden
Summon Personality: Majestic, motherly, patient, understanding, truly cares deeply for life in general, but her summoner in particular.

fractalJester
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fractalJester
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PostPosted: Thu Dec 16, 2010 7:58 pm


Mizz_FUJIN
Name: Maggie
Birthdate: 23rd March
Gender: Female
Archetype Role: Hero


Appearance:User Image
  • Height: 5ft1
  • Weight: 117 lbs
  • Body Type: Thin / slight muscle definition from travelling.
  • Skin type: Sun beige
  • Eye Color: Brown
  • Hair Color: Black
  • Hair Style: Usually in a high ponytail with bangs at the front, aside parting that curves over her eyes.
  • Accessories: Maggie holds a blue rose on her person, it has a delicate blue glow that's comforting and cold to the touch. Half a heart necklace dangles over her neck, symbolism of her friendship with Kyla.
  • Clothing: Maggie’s clothing is festive. It’s a contrast of a dancer’s uniform, Gilgamesh’s influence & Amano style colours and fabrics, it’s unlike the usual zip formation because her dress here was modified somewhat by the villagers she visited.

Heart song:

Fight Song(s):
Significant Trait: Complicated
Quotes:

  • “Don't walk in front of me; I may not follow. Don't walk behind me; I may not lead. Just walk beside me and be my friend.”
  • “Out beyond ideas of wrongdoing and rightdoing, there is a field. I will meet you there.”
  • ”You’re Knight in shining armour is here. What? Were you expecting Prince Charming?”
  • “It’s Morphing time.”
  • “I travelled half across the world to keep this bond. I won’t give her up.”
  • “One of the hardest things in life is watching the person you love, love someone else.”
  • "There was a time where I thought of waiting for someone to save me..Now I realise I have too rely on myself."
  • “My heart is your piñata.”
  • “You may burn me, cripple me, maim me, but I will just come back stronger every time.”
  • "We're so busy watching out for what's just ahead of us that we don't take time to enjoy where we are."
  • “Being happy doesn't mean that everything is perfect. It means that you've decided to look beyond the imperfections.”
  • "Women have to be strong in order to survive!"
  • "Imo knock the taste out your mouth!"

Good/Evil/Other: Good
Element: Non-Elemental (chakra/Ki Control)
Weapon: Windscar gloves
Job Class: Monk

Attack Strength: 7
Attack Speed: 6

Magic Strength: 2
Magic Defense: 2

Guard Strength: 6
Evasive Reflexes: 4
Outright Speed: 5

Constitutional Endurance: 7
Energy: 6


Attack Abilities:
    These are small regular attacks, they can be used singularly or used whilst added too the main attack abilities for a combo effect. (e.g: Punch, Kick, Wildance, Hip Drop, Uppercut -Final move Blitz Typhoon Example ) It's very similar too Zell's limit break, threading threw attacks until eventually you can finish off with a devestating blow.
  • Cluster Kick - Roundhouse Kick
  • Solar Punch - Punch to the torso. A powerful flurry of blows. After the initial flurry, the "User Image" command will appear. Selecting it will make Maggie execute a follow-up toward a selected attack ability.
  • Breakdance - An overhead kick, hand-plant on the ground.
  • Heart Breaker - A cartwheel but the legs switch position midway through and you land on the opposite foot.
  • Wild Dance - Delivered from the back leg with the thigh and foot facing inward before they are fully extended. Control is sacrificed for power and speed as the leg does not stop, but follows through in a full rotation of the hips.
  • Crazy Dance - Defensive move where you fall back onto one leg. From here usually you spring forward to attack, a sweep.
  • Hip Drop - Uses her pelvis to knock an opponent off their feet.
  • Booya! - An uppercut. Can do three more continuous upper cuts



User ImageWild Rapture - Short Range Attack. The user launches the target into the air and strikes them at inhuman speed before hitting them with a power kick & consistant blows to the chest, sending the target crashing into the ground. This is usually a critical due to the speed and power behind the attack, As such Maggie can only use this attack when under the influence of Beserk Charge
User ImageHarvest Moon - A quick, consistant attack using a moderate amount of speed & strength

User ImageBurning Rave {MP needed}- conjures up all of her might untill all of her Ki energy is forced into one single punch, when she has gathered enough energy, Maggie will punch the ground for a devastating quake effect, so strong it can render any small obsticales infront of her into complete rubble.
User ImageBone Cruncher - Maggie holds onto her opponent tightly, keeping them in a body lock to perform certain Suplex moves and body slams.
User ImageSwanton Bomb { MP needed} - Name inspired by her favourite Hardy Boyz move, Maggie will use her chakra to form energy like grenades around her opponents, they can either stay stationary whilst Maggie throws her rival into them or home them into them instead.
User ImageGiga Slash {MP needed}: Short for "Gilgamesh Sword" With enough Ki control, Maggie can morph her chakra into a sabre, this can only be used once per battle since it depletes alot of energy.
User Image Heavenly Flight {MP needed} - A chorus of strong melee attacks that is formed from the depths of Maggie's courage.

Support Abilities:

  • Tender Tap- Using mana Maggie can restore a small amount of lost HP to one Ally.
  • Love Tap- Using mana, Maggie can heal a larger amount of HP to one ally.
  • Quick Recovery: Maggie can quickly recover from a heavy blow that knocks her too the floor.
  • Beserk Charge:At the cost of ALL of her MP, Maggie's Strength increases


Passive Abilities:

  • Last Stand: If Maggie has at least 2HP, she will survive a deadly attack with 1HP remaining.
  • Last Defence: Maggie's defense hardens if her HP drops 25%



Limit Break [Punch Drunk]:
Is a very iffy limit Break. During a course of merciless hits, Maggie at low HP will go into a flurried frienzy of slurred moves, as if she was drunk. If executed, these attacks can be powerful, however Maggie's vulnerablity rests in her disoriantated/blurred vision & 50/50 chances of hitting without falling over. Example

Drive Forms

  • Enkidu Form [Maggie+ Gilgamesh(Summon)]-
In this Form, Maggie specialises in fighting with a given sword Gilgamesh has entrusted to her. She can move faster, jump higher and, above all, strike harder, inflicting heavier damage on her opponents. The attacks used resemble those in Maggie's normal form, with their impact determined by Maggie's Strength Value. The primary draw back of this form is it's unpredictablity, it's purely based on chance weather Maggie gets a decent sword too slash with.
  • Excalipoor- Excalipoor inflicts 1point of damage, its the equivilant of being hit by a paper bag filled with pillows.
  • Excalibur- Weapons sends an erray of shockwaves to multiple opponents.
  • Masamune- A heavy strike that deals in strong damage.
  • Zantetsuken- Weak to medium heartless are obliterated instantly. This does not work on Bosses or Super Bosses.


    Features:
  • Magic cannot be used
  • Running and jumping speed has increased by 50%
  • Time limit is short


Strengths: Strength / Speed & Stamina

Weaknesses: Low attention span / Low evasion / Low MP / Low Magic power / Can be easily mislead / Gullible / Cute Guys can be distracting / Long Range attacks

INFP: The Dreamer

Personality: Strong and determind, yet weak and uncertain, Maggie came on this journey to better understand herself and others she connected with. I hope I’m reflective on life. That’s what life has made me, I suppose. I think I understand how people feel a lot of the time. It comes naturally to me. Though I cant always applaud the way people express their “aggressive” feelings. Sometimes I find it quite uncomfortable to watch. There is a lot of pain in the world. I think I have a special understanding, particularly of pain. I am quite intuitive of that sort of thing. And I believe I do things with a sense of style- that’s what people say. It’s still hard to write it of course - but you did say ‘be honest’. Honestly is important otherwise what’s the point of anything? I hope I always offer people authenticity. And again, if it doesn’t sound strange, I celebrate a slight sense of separateness. Is that a gift? The fact is, we are not all the same, and I do often feel very different from those around me. Perhaps I am. Maggie often at times acts too much like a bloke, doing it for comic relief purposes or generally acting like a goof, to compensate, she puts herself into sitations where she applies her feminine charm, perhaps at times a little too much sex appeal is added as it attracts sex pests.

Likes:/ Singing / Dancing / Drawing / Having fun/ Talking to people / Being in good company / helping others / learning / communicating with people & listening to their stories / doing creative stuff / music / Getting stronger, training and progress / Not being under constant judgement/ The rain / Would like to fight Zell, Tifa, Sakura, Rock Howard, Chuck Norris.

Dislikes: Being misunderstood drains me. When someone doesn’t understand who I am, I struggle to cope easily. It can actually make me feel ill. And of course I’m a feelings person, with a capital F. I’m not sure other people experience quite the same draining intensity of emotions as I do. Someone said I only have an on switch for my emotions, but that really isn’t the case, and I can keep things under control. I think I’m very good with control. Personal remarks like the one just mentioned make me angry. They are unnecessary. And I don’t like criticism from people who have NO RIGHT to criticize, people who don’t even know me. And people who abandon me. That’s a long way from being right. / Being ignored / Socially awkward situations / Racist Idiologys.

Fears: Having no identity or personal significance/ Of being corrupted by evil/ defective/ Of being unwanted/ unworthy of being loved . Loosing her mind. De realization/ Catastrophic thinking/ Fear of rejection/ Has a phobia of loneliness/ Prone to Panic attacks (although not anymore)/ Has severe anxiety of large social gatherings/ Also fears Diablos poisoned her mind to the point where she might consider joining the villains /Can sometimes fear Intamacy / Fear of being too smothering/ Being clingy / Being resentful if neglected / Having fake humility / Being too people pleasing / a need to be needed.

Motivations (needs/wants):“If you always put limit on everything you do, physical or anything else. It will spread into your work and into your life. There are no limits. There are only plateaus, and you must not stay there, you must go beyond them.”Want’s acknowledgement of her skills, to be regarded as a loyal, care giving character. Wants to push herself to limit.

Achievements: Her own Journey has given her self knowledge of her own abilities, strengths & compassion. After her time spent with Monty was over she finally belived she had achieved a level of warrior that could now be acknoledged.

Flaws: Attracted to sad things/ Loner/ Disorganized/ Indecisive/ A very slow learner when she isn’t motivated/ avoidant/ can be overwhelmed by unpleasant feelings/ prone to quitting/ prone to feelings of loneliness/ ambivalent of the rules/ solitary/ daydreams about people to maintain a sense of closeness/ focus on fantasies/ acts without planning/ low self confidence/ emotionally moody/ can feel defective/ prone to lateness/ likes esoteric things/ wounded at the core/ feels shame/ frequently losing things/ prone to sadness/ prone to dreaming about a rescuer/ disorderly/ observer/ easily distracted/ does not like crowds/ can act without thinking/ private/ can feel uncomfortable around others/ familiar with the darkside/ hermit/ more likely to support marijuana legalization/ can sabotage self/ sometimes can't control fearful thoughts/ prone to crying/ prone to regret/ attracted to the counter culture/ can be submissive/ prone to feeling discouraged/ frequently second guesses self/ not punctual/ not always prepared/ can feel victimized/ prone to confusion/ prone to irresponsibility/ can be pessimistic/

Love Life: Single.
Family:
Father - Roger {Divorced}
Mother - Elizabeth {Divorced}
Sister - Elsie
Brother - Nathan

Non-Element (chakra):

“Empty your mind, be formless, shapeless - like water. Now you put water into a cup, it becomes the cup, you put water into a bottle, it becomes the bottle, you put it in a teapot, it becomes the teapot. Now water can flow or it can crash. Be water, my friend.”

Chakra in itself is formless like water, it only takes on the shape it's master wants it to take and even then, it taskes intense training.

Bio:
Before Adventure.
Maggie was always a cheerful girl, putting as much energy into anything she did, she'd mostly hang around with her brother which gave her a lust for video games, action, kung fu films & Batman. Childhood- she was hard-faced and wild, challenging anyoneto a fight or a daredevil challenge, although her antics would often get her in trouble or worse beaten (by her mum mostly)

Maggie's morals were always glued into her skull, being baptised Catholic but raised a Christian always gave her a sense of right and wrong.

As soon as she was stung by depression everything seemed to collapse around her, it was hard to make friends in this state and would wonder around school alone with no one to talk too. It was at this time her grades slipped because she stayed home, fearful of the bullies and teachers that would scorn her if she would return. Drawing became her new hobby, along with her imagination of new characters that she could put into a fantasy setting-she still remember them to this day; Torah Valliant, Leon Stellafly, Eleo Leone, Mina Tinsel & Theo Hollow. It was threw art an anime that got her threw the darkest of times.

Start of Adventure.

At the begining of her journey, Maggie had no abilities, no battle experience and no training, safe to say she was pretty useless. Because she had focused so much on her fear of fighting, it greatly affected her physical performance.

What allowed her too remain on target was her bargain with Diablos, for her servitude he would allow her his strength. Once the deal had been done Maggie became noticablly stronger but still not enough to defeat say the likes Cory, more like enough strength to get by, meanwhile Gilgamesh slumbered. Once Diablos was extinguished from her body, Maggie found herself at the bottom rung, reaching for the top, her aspirations didn't match reality, she was weak and needed training, guidance, no matter who she turned too, Auron, Riku and even Zexion (i think) no one was able to help her.

It was during this time, Maggie discovered help was in the form of a friendly Moogle named Monty. After befriending the sentiant creature, they traveled too a strange rural village where her training began. While in the village, she excelled in basic practice of Ki control and kung fu. Maggie's abilities have greatly increased since then, to the point where she was able to hold her own against powerful enemies such as The Ice Giant in Halloween Town.

Despite being a succesful and talented fighter, Maggie will never fight unless it is to save lives or prevent harm to others. This includes, of course, the protection of oneself from destruction.

User Image
Summon: Gilgamesh
Summon Personality: Gilgamesh works as moral support and emotional advisor to Maggie and also as a very strong, trusted ally. Gilgamesh is somewhat incompetant when it comes to carrying out tasks but due to his can-do attitude, things tend to work in his favour anyway. Maggie and Gilgamesh mesh well together which make them the perfect team.

Mizz_FUJIN
"You seem to delight in seeing other people suffer. And you treat life like a disposable commodity! You destroy homes. You take the lives of innocent, peace-loving people. You even take the lives of children. And all of this for your own amusement or personal gain! Well, now, it's your turn!" ~ Maggie to Raine.

Name: Raine
Birthdate: X Day - Born in Narnia
Gender: Female

Appearance: {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
  • Height: 5ft6 (wears heels)
  • Weight: 117lbs
  • Body Type: Slender, curvy
  • Skin type: Chalky grey / light brown / Tan
  • Eye Color: Brown / Her eye’s turn yellow when she’s excited..Yeah figure that one out.
  • Hair Color: Black
  • Hair Style: Matted and secured in a high ponytail, bangs sway at the side of her cheeks covering her ears. A side parting that used to cover her left eye is now secured.
  • Clothing:
Her midriff is covered in barbed wire, covering her bosom and chest. The barbwire is dug deep into her skin with signs of bleeding, scabbing and scarring apparent on her body. Her bottom half looks a lot like body armour that hugs her skin like a swimsuit, it’s reminiscent of Riku’s armour he wore in Kingdom Hearts.

Theme Song(s):
  • Just so you know - American Headcharge


Significant Trait: Lustful.
Quotes:

  • "If you had my thoughts, you'd be like this too."
  • "I have a soul. I have a choice!"
  • "You're nausiating words will be silanced by my hands around you're neck."
  • "Choose you're next words carefully, you're life is on the line."
  • "If you think this is going to be easy. Think again."
  • Dream as if you'll live forever, live as if you'll die today.”
  • “You are the embodiment of the information you choose to accept and act upon. To change your circumstances you need to change your thinking and subsequent actions.”


Good/Evil/Other: Chaotic Neutral
Element: Darkness / Gravity
Weapon: Platinum Edge gloves.
Job Class: Monk

Attack Strength: 12
Attack Speed: 11

Magic Strength: 7
Magic Defense: 7

Guard Strength: 11
Evasive Reflexes: 9
Outright Speed: 10

Constitutional Endurance: 12
Energy: 11



Attack Abilities:


  • Quickening
    (Level 1)- With a more advanced speed increase, Raine's attack become more violant & sharp.
    (Level 2)- Raine can manipulate the gravity near her, creating a thick gravitational pull. Incresing the weight of the characters.
  • (Gravity/Gravira/Graviga)- Forming dark orbs, Raine plummets gravity energy from the sky, crushing any random character she happens to choose.
  • Trouble Tap- With a few hits to an opponents pressure points, Raine can stop the flow of a characters MP. This has a 1/4 chance of succeding.
  • Sap- Raine can drain the health on a character who she places her hands on.
  • Hollow Eyes- When her eyes resonate a glowing yellow, she is able too stun anyone in place, this can be dodged and counterattacked but it is a swift, quick attack so stay on your toes. This has a 1/4 chance of working and can only work if the character looks into her eyes.
  • Blackest Night
-Inflicts ten random hits of Gravity magic damage to target party. This has a 1/3 chance of hitting opponents.

Support Abilities:
  • Magnetic Pull (Magnet/Magnera/Magnega) - Raine can force pull any character she desires near her, depending on the strength, the character who is being pulled toward her can resist, combined with 'Hollow eyes' this is a deadly attack indeed.
  • Darkside- Raine Can double her strength at the cost of a large amount of Health power.


Passive Abilities:

  • Walking on water: Raine has the adept ability at defying the laws of gravity, physics! Whats that? This would include running up walls, jumping from tree's pretty effortlessly, dangling in midair.
  • Superior Gravity Affinity- With Gravity as her element, any attacks containing the same element will only heal and recharge her.

Strengths: Superior Strength / agile / flexable / Gravity manipulater / Short temper
Weaknesses: Magic / Holy Spells / Strategic plans / Phyco analysis /

Personality: Defying any attempt to control her, Raine may become completely ruthless, dictatorial, "might makes right." The criminal of the story and an outlaw, renegade. Hard-hearted, immoral and potentially violent. Develop delusional ideas about her power, invincibility, and ability to prevail: megalomania, feeling omnipotent, invulnerable. Recklessly over-extending self. If Raine senses danger, she may brutally destroy everything that has not conformed to her will rather than surrender to anyone else. Vengeful, barbaric, murderous. Sociopathic tendencies.

Raine has no discipline and as such, goes freely about the world subjecting herself too leisurely things. Anything that would benefit her in the long run, she would gladly go out of her way too achieve it.

Flaws:
  • Abusive
  • Absentminded
  • Anxious
  • Aimless
  • Bold
  • Complex
  • Deranged
  • Envious
  • Fierce
  • Flirt-
  • Lustful
  • Overconfident
  • Rebellious
  • Meddlesome
  • Rebellious
  • Reckless
  • Remorseless
  • Seducer
  • Shallow


Likes: Sabotaging lives / Being in control of a situation / Flowers / Materialisitic things / men / The rain /
Dislikes: The other Replicas, she finds them imperfect compaired too herself. Being indesisive. Chatty people. Her Negative thoughts / The crying she hears in her head/ Diablos / Heartless / Being told what to do / Logic
Fears: Raine fear’s are the opposite to Maggie’s, Maggie fears loosing her mind, going crazy (up id down, Good is bad) where as Raine has already embraced that side, she feels that the Disney brats are the wrong doers and in that sense, wants to cleanse the world of their vice and sin.

Family:
Diablos - Father
Vexen - Creator

Bio:
Born in Narnia yet developed in a test tube, Raine was created for the purpose of replacing Diablos’ defect apprentice, Maggie.

User Image
Summon: Diablos
Summon Element: Gravity/Space
Summon Personality: Diablos is haughty, arrogant, and filled with hatred and bitterness as a result of being captivated in a magic lamp. During the Aladdin Saga, he did begin to exhibit changes; rather than killing Maggie he instead formed an alliance with her, later on however this was revealed too be part of his plan.
PostPosted: Sun Jul 24, 2011 8:16 am


Alan
Name: Alan
Birthdate: March 31, 1988
Gender: Male

Appearance:
  • Height: 5'10”
  • Weight: 180
  • Body Type: Somewhat muscley
  • Skin type: Light but not pale
  • Eye Color: Blue
  • Hair Color: Brown
  • Hair Style: Shoulder length, curly.
  • Unusual Markings: None.
  • Clothing: Alan was wearing simple white pants, a black buttoned up shirt, and a brown corduroy jacket when the event occurred.


Significant Trait: Inquisitive
Quotes:

  • Well, yeah. This is about aesthetics.
  • Hm? Tea? Oh! Hang on, I'll get the kettle.
  • I just want to be able to know I was able to help people. I don't want to die without making some kind of positive impact.
  • I don't like the word 'romance'. It has . . . unpleasant connotations.


Good/Evil/Other: Good
Element: Fire
Weapon: Tome (Jehuti)
Job Class: Black Mage
Stats:
  • Physical Strength: 2
  • Physical Resistance: 5 [4]
  • Magic Strength: 11 (10+1) [9]
  • Magic Resistance: 10 [8]
  • Action Speed: 4 [3]
  • Evasive Reflexes: 8 [6]
  • Outright Speed: 4
  • Endurance: 11 (10+1) [9]
  • Energy: 10 [9]


Attack Abilities:
  • Black Magic – Pan-elemental magic, the foundation of the art of the Black Mage.
    • Fire / Fira / Firaga / Firaja - The fire-elemental attack spell.
    • Blizard / Blizzara / Blizzaga - The ice-elemental attack spell.
    • Thunder / Thundara / Thundaga - The thunder-elemental attack spell.
    • Water / Watera / Waterga - The water-elemental attack spell.
    • Aero / Aerora / Aeroga - The wind-elemental attack spell.
    • Tremor / Quake / Earthshatter - The earth-elemental attack spell.

  • Fire Mastery – The specialty of Pyromancy, implies much more nuanced control of fire.
    • Fire Edge / Fira Edge / Firaga Edge / Firaja Edge – Hyperconcentrated fire which can take many forms, from a narrow beam to flaming discuses to a whip of fire. The fire is so concentrated that it doesn't burn, but rather cuts like a sharp blade. Does less damage than its equivalent non-edge spell, but ignores resistances, enables greater precision, and strikes more quickly.
    • Meltdown - The ambient temperature increases to intolerable levels, burning all within range of the oppressive heat. Almost impossible to avoid, but not targeted. Heat doesn't distinguish allies from enemies.
    • Alight – Alan simply glances at his foe, and speaks a simple word which lights them on fire. Works like a status effect. If the effect succeeds, his opponent is engulfed in flames.
    • Undying One - Alan conjures a figure made entirely of fire to fight on his behalf. This figure can take any form, but Alan prefers to conjure imitation Phoenixes in honor of his summon.

  • Phoenix Arcanum – Students of the way of the Phoenix have a few spells of their own.
    • Purify / Purifa / Purifaga – Alan uses the Support Ability, Purge, as an attack. Burns the opponent based on the impurities in their heart and soul, dealing damage proportionate to the sinfulness of the target; the "darker" their heart, the more damage it does, up to Alan's max MS. Always does maximum damage against Heartless, Nobodies, and Geists. Never meant to be, their very existence is a sin.


Support Abilities:
  • Magic Mastery – The insight of Jehuti grants Alan a keener awareness of the flow of magic than an ordinary Black Mage.
    • Clarity - By closing off his senses, Alan 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 and connections of magics and magic users. This includes, but is not limited to, 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. With this 6th sense, Counterspell becomes easier to use. 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, Alan cannot notice him/her/it. Evasive Reflexes take a -3 penalty against any attacks without a significant magical component.
    • Supreme Clarity – The highest level of Clarity. At the cost of significant MP expenditure, Alan can activate Clarity while still maintaining his normal senses.
    • Counterspell - Alan reaches out and, with a near-equivalent exertion of energy, unravels the fabric of a magic spell. Spells stronger than his MS get their strength reduced instead by that amount. If used in conjunction with Clarity, the energy cost is lessened due to his ability to perceive the weak threads of a spellweave.
    • Overchannel – Alan increases the amount of Magic flowing into his spells past what his body can handle. Raises Magic Power by 3, but spells cost HP as well as MP.
    • Spellthief – The ultimate expression of Clarity. When Alan observes a spell being cast using Clarity, he may memorize it, enabling him to then cast the same spell. Memorizing spells takes considerable focus – he can't be doing anything else, not even meaningfully defending. Alan may only use a memorized spell once before losing it, and may only have one spell memorized at a time.

  • Fire Mastery - The specialty of Pyromancy, implies much more nuanced control of fire.
    • Fire Shield -Alan conjures a plume of flame, similar to the fire conjured for Fira, that orbits around him, making him difficult to engage in melee.
    • Fire Wall – Alan conjures a wall of fire. Moving through it is not impossible, but deals heavy damage. Walls cannot be conjured on top of enemies.

  • Phoenix Arcanum – Students of the way of the Phoenix have a few spells of their own.
    • Regen – Alan, or a single ally Alan can touch, begins gradually healing damage. The effect lasts (Magic Strength / 2) posts.
    • Chant – Grants Regen to Alan and to allies who can hear Alan's voice. Alan must remain chanting for the effect to continue (In effect, Alan can work effectively as a healer as long as he does nothing else).
    • Purge – Alan uses Phoenix's fire to burn away impurities. Cures status ailments in him or one ally he can touch, but also deals a bit of damage. Not susceptible to Silence.


Passive Abilities:
  • From the Ashes - Phoenix stores a tiny bit of Alan's life foce within itself, to be returned when Alan is near death. The amount of life lost isn't enough to impact his combat abilities, but when he would ordinarily die, it's just enough to revitalize him. Alan is very weak after being revitalized, only clinging to life by the thinest of margins, and is in no condition to fight. It's also easily possible for one of his enemies to finish him off in this state, which means that it's usually advisable to play dead (which is usually quite believable, considering the circumstances). It does, however, enable him to survive when it should be impossible.
  • Power Overwhelming - Magic flows freely through Alan's heart. He's achieved a level of raw power beyond the ken of most mages. +1 to Magic Strength.
  • Ailment Alteration- Alan is twice as likely to fall to Charm, and half as likely to fall to Stun.
  • Affinity Alteration- Alan is one level weaker to Poison, but one level stronger against Darkness.


Limit Breaks:
  • [Level 1] Doublecast - Enables the use of dual-elemental spells, up to (Energy/2) times.
  • [Level 2] Phoenix Heart- Alan and nearby allies begin glowing as if coated in embers. They become red-hot to the enemies' (though not allies') touch, and their attacks deal fire damage. In addition, this spell reignites its targets' spirit, making them stronger and faster and giving them a healing factor. [Enfire, Bravery, Haste, Regen]
  • [Level 3] Pure Guts - Alan's relationship with pain is somewhat different than most peoples. +1 to Constitutional Endurance.
  • [Level 4] Rebirth Destiny – Automatically activates if From the Ashes is triggered when Alan hasn't used his Limit Break in a battle. Restores Alan to full HP, and grants Float, Regen, and Manaspring. Alan rises into the air, shrouded in a wing-like aura of magic energy as his wounds appear to simply fall off.
  • [Level 5] Quadracast – Enable the use of four element spells, up to (Energy/4) times.


Drive Form(s):
Strengths: Magical power, ability to use all six elements, staying power / endurance.
Weaknesses: Weak physical attack, low speed, refuses to fight dirty.
Elemental Affinities:
  • Fire - IMMUNE
  • Ice - DOUBLED 2X
  • Thunder - No Change
  • Wind - HALVED 1/2
  • Water - DOUBLED 2X
  • Earth - No Change
  • Nature - HALVED 1/2
  • Poison - DOUBLED 2x
  • Space - No Change
  • Time - No Change
  • Lunar - No Change
  • Light - No Change
  • Darkness - HALVED 1/2


Personality: Alan spends most of his time in the exclusive company of his own thoughts. Consequently, he can come across as unconcerned, withdrawn, or generally weird. Most of the time, he seems bemused and oddly sleepy. However, he also has an extroverted side that manifests once he gets to like you, which can take some time. The best way to draw him into the outside world is a serious intellectual conversation about something that interests him. He simply can't resist the urge to join in.

Alan sometimes has trouble fitting in with social groups, and is often bad at reading the mood of a crowd. In fact, crowds in general bother him and he tries to avoid them. Still, he has a good sense of when people are feeling down, and makes a point to try to help people out if he can.

Flaws:

  • Shy around strangers
  • Over-competitive
  • Distractable
  • Moody
  • Procrastinator
  • Bad at handling rejection or disapproval
  • Over-thinks everything
  • Jealous
  • Over-sensitive
  • Argumentative

Likes: Tea; good food and drink generally; his friends; learning; weird, counter intuitive ideas; long walks; a good story; terrible puns; helping people; the beauty in common things; slow-paced, relaxed days; cooking.
Dislikes: Losing; precise, finicky manual work; change (he has trouble keeping up with it); rudeness; stupidity; having to get up in the morning; being wrong; young children
Fears: Aging; poison; his own insignificance

Family: Mother, father, and maternal grandmother.

Bio: Before the current crisis, Alan was a college undergrad who aspired to enter law school and become a defense attorney so that he could help people in need. Alan's interests were wide ranging, and he had at least a conversational competency on many scholarly subjects. He had a small group of friends he was fairly close to, but was generally socially awkward around strangers, and spent much of his time alone.

Alan was a competent martial artist before the event, and still knows how to think like a fighter, but due to the nature of his 'weapon', he is no longer really a physical fighter. In fact, his strength and speed haven't increased at all compared to his pre-event state.

Summon: Phoenix
Summon Appearance: A bird, about the size of a large bird of prey, with red plumage. Her most noticeable trait is the fact that she's obviously on fire. Despite the fire, however, Phoenix is not hot to the touch unless she wishes to be. Moreover, the fire will not spread from Phoenix unless Phoenix herself wishes it to.
Summon Personality: Phoenix goes through life cycles from birth to death to rebirth, which take about fifty years. Over the course of that life cycle, her personality changes in similar ways that a human's does over his or her lifespan. Right now, Phoenix is a hatching, only as old as when Alan first summoned her. She has the intelligence of an adult human, but is very child-like and playful.

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 Feb 05, 2012 11:17 pm


Misheru Kuro
Name: Michelle Bowles
Birthdate: 04-02-1987
Gender: F

Appearance:


Theme Song(s):
  • The Voice of Truth- Casting Crowns
    (A testimony to the love and knowledge of who I am, where I came from, and where I'm going, A song that always makes me feel better and helps cut through all the crap that can build up in life.)
  • I Will Not Bow- Breaking Benjamin
    (FYI the word that sounds like the 'F'-bomb is actually 'Fall' / A theme for when things seem darkest and my stubborn streak comes out. For when things try to hurt me and those I love, making me mad.)
  • Crash and Burn- Savage Garden
    (A tribute to the steadfast loyal friend and lover that I am at heart who will always be there when needed.)


Significant Trait: Stubbornly Determined
Quotes:

  • "Whoever said sticks and stones may break your bones but words can never hurt you, has never dropped a dictionary on their foot." (This specific phrasing is original and was born when my clutz tendencies dropped a hard bound A-L volume corner down >< )
  • "I reject your reality and substitute my own." (I stealz from whoever first came up with but I do say it a lot)
  • "Train of thought come back to the station you've forgot you're passenger." (Ditto)


Good/Evil/Other: Good
Element: Lightning
Weapon: Twin Hook Swords
Short video demonstrating the use of the Twin Hook Swords on the show deadliest warrior, warning is a little graphic in the sheer brutality of these wicked things.

Job Class: Monk
Stats:
  • Physical Strength: 3 [2]
  • Physical Resistance: 4 [2]
  • Magic Strength: 11 (10+1) [8]
  • Magic Resistance: 9 [6]
  • Action Speed: 9 [6]
  • Evasive Reflexes: 7 [6]
  • Outright Speed: 5 [3]
  • Endurance: 7 [5]
  • Energy: 9 [7]


Attack Abilities:
  • Thunder/Thundara/Thundaga/Thundaja- Basic lightning-elemental attack. Calls a bolt of lightning from the sky.
  • Electromancy- she can exhibit a limited control of electricity.
  • Stun- casts on target chance of stun.
  • Thunder Wave- Charging lightning into her hook swords she swings them in an outward strike motion, releasing a fan shaped wave of energy range 12 ft, potential to hit multiple enemies. Chance of stun.
  • Thunder Raid- she charges her swords with lightning and then trows either one or both at an opponent. Range 8 ft.
  • Circling Thunder Raid- she charges both her swords and then hooks them together, swinging around to release them at a target the spinning discus like shape has a lethal edge from the spiked ends and is also deals elemental damage. Range 18 ft.
  • Charged Strike- energizes her swords focusing the lightning around the hook end so that when she slashes at her opponent it delivers a lightning cut. Chance of stun.
  • Short Circuit-Michelle sends a strong current of electromagnetic energy from herself to her enemy targeting their central nervous system and their neural network in an effort to overload their natural functions and cause a temporary short circuit. Chance of Disable/Cripple/Addle/Confusion (Michelle rolls for which of the 4 is being chanced, and the enemy rolls to see if it inflicts). Requires direct skin-to-skin contact due to the delicate balances she is trying to interrupt, she can't just blast lightning at them form a distance she needs to be right there utilizing Electromancy.
  • Electric Wire- having planted one of her swords point fist into the ground she sends a bolt of lightning from the weapon in her hand to the one in the ground. Visualize a horizontal lightning bolt that zaps between her two swords and strikes whoever is in that direct line. Max range is 40 ft but the closer the distance between the two swords the stronger the current of the bolt.

Support Abilities:

  • Chakra- causes Regen on self for 3 posts.
  • Shock Spikes- Covers her with magical lightning spikes. Enemies that hit her take lightning damage. Enemies that hit her also have a chance of being Stunned.
  • Charge it up- heightens the electrical response of the nervous system causing haste due to speeding up of all reflexes both mental and physical. Lasts 3 turns. Can be used on self or ally.
  • Blow me a Kiss- Michelle creates a very small electrical field on her lips and then pretending to blow a kiss transfers the charge in a small static shock like sensation to an ally, effect- they regain minimal HP.

Passive Abilities:

  • Fried Nerves- prevents stun and interruption.
  • Will to Fight- Michelle hates hurting others and loathes battle, because she wishes she didn't have to fight she unconsciously is always holding back 'afraid' to go to far and regret her actions. When she is driven to actually desire someones downfall, to overcome her aversion to violence and to want to cause pain or death her physicality changes. When she finds the will to fight with all she has and the 'courage' to attack without fear for the consequences she gains the positive status 'Bravery'. Scenarios capable of drawing this out are currently limited to battles with the replica Kuro, and watching James/Dawn/Mizu be KO'd.

Limit Breaks:

  • [Level 1]- Mantra: Lifts the top-most status ailment on all nearby allies (sans self) and heals all allies (sans self); amount of healing is equal to her maximum HP at the time of the Limit divided among allies.
  • [Level 2]- Lightning Fissure: Charging her blades together in the air, she then brings them down in a slash to strike the ground in front of her. The lightning energy is released along the ground in branching bolts of power that arch and fissure and dance across a limited area of effect painfully damaging and shocking her opponents.
  • [Level 3]- Sought for power: Magic Strength Increase, +1 bringing it to 11
  • [Level 4]- undecided:
  • [Level 5]- Ball Lightning: Michelle holds her swords in the air with them turned towards each other so that the crescent blade guards face each other, lightning repeatedly strikes the hooks running down the blades where she focuses it in a magnetic field in between the crescent blades. The energy grows and feeds back and forth on itself until a large ball of lightning about 9 inches in diameter is suspended between the two swords. She then switches her grip and launches her weapons ball and all into the air above her opponent(s) where the lightning globe explodes sending the swords flying into oblivion while large powerful bolts lash out to strike in a massive area of effect.


Drive Form(s):

Strengths: Agility, dexterity, high MS, quick action speed, high energy
Weaknesses: Pacifist, low physical strength, heavier body type causing slower outright speed

Personality: Often silly and lighthearted coming off as overly bubbly and optimistic as well as down right loopy, other times very contemplative and serious, occasionally morose if stuck in emo depressive mood, whatever is going on in my head an heart I always FEEL strongly, both the good and the bad. I am caring and loving and very loyal, but I sometimes have trouble getting close enough to people for that to all apply. I hate battle, intentionally trying to harm let alone kill someone is very hard for me to do.

Flaws: I have very high standards morally and ethically and when either myself or those I interact with don't live up to and meet my expectations I can become judgmental and impatient. I am somewhat idealistic and keep looking for perfection where humanity is present. Timid on the inside, though I can hide the shyness well when meeting new people, temperamental, stubborn.
Likes: If it looks/moves/feels/acts-like or is in any way related to a neko I don't half-like it I LOOOOVE IT! (this includes a tendency to imitative cat talk, merow), all things relating to Asian culture/art/history, music, anime, books, church.

Dislikes: violence, cursing (you have a vocabulary USE IT), malice, injustice, deception, spiders (the scare the s*** out of me so yes I dislike them and fear them), dishonesty (lie to me and I will glare at you for it).
Fears: Spiders, That she will have to watch good people lose their way amongst injustice and evil while they wait for righteousness to triumph, all because they don't know where to look to for peace and love, and don't realize how to let their own light shine. Ending up alone or betrayed.

Family: Husband: James Bowles, Foster-sister: Dawn Cook (yes I claim her-just watch us interact and you'll see that blood or not we ARE sisters), Mother/Father (divorced when I was 5), Brother (20yrs my senior), Sister (16yrs my Senior), Siblings spouses and their kids, etc.

Bio: Life had reached a new high point for Michelle when the Darkside attack came. She was a happy newlywed, had a great job she enjoyed working as a Front Desk Agent in a hotel, and finally felt that her problems with depression would never touch her again through the haze of happiness and joy that life had found. So... when she was suddenly in a... a whole nother universe and her entire reality seemed to be gone it was brutal, yes she was quickly reunited with her husband who had also survived Earth's destruction, but the upheaval let her spinning inside and ungrounded.

The travels and battles and hardships of the group that she joined with slowly took their tole and when one of her comrades died in battle she snapped and basically ran away to hide from it all at Disney Castle.

Now she's had time to heal from her brush with darkness, and cope with the loss of her safe mundane existence before the start of this heartfelt adventure. With the help of Merlin to train her and with the news of evil on the rise she has decided she can't sit it out any longer. Michelle has found her footing again and with a balance rooted in this reality now she is coming to fight for her new future.

Summon: Ramuh
Summon Appearance: Ramuh
Summon Personality:
Fatherly, has a unique but good sense of humor, protective, wise, OLD, uh... energetic... or is that's just from the lightning.
PostPosted: Wed May 30, 2012 12:46 pm


Quote:
User ImageName: Cory Cummings
Birthdate: October 21st, 1988
Gender: Male

Appearance:
  • Height: 6'1
  • Weight: 180.lbs
  • Body Type: Lean, built
  • Skin type: White with a tinge of red
  • Eye Color: Gray
  • Hair Color: Brown
  • Hair Style: Short and messy
  • Unusual Markings: Cory has various scars on his person, the most prominent being his chin.
  • Clothing: See Pic


Theme Song(s):


Significant Trait: Cocky about his ability, and a bit of an a**.
Quotes:
  • "You're going about this the wrong way, kid."
  • "Like death could actually stop me."
  • "I'm here to kick a** and chew bubblegum. And I'm all out of Duke Nukem quotes."
  • "Sorry, couldn't hear you over the sound of how awesome I am."


Good/Evil/Other: Other
Element: Non-Elemental [Indomitable Will]
Weapon: Revblade
Job Class: Samurai/Parivir
Stats:
  • Physical Strength: 12 (11+1) [9]
  • Physical Resistance: 9 [6]
  • Magic Strength: 2
  • Magic Resistance: 2
  • Action Speed: 12 (11+1) [9]
  • Evasive Reflexes: 9 [6]
  • Outright Speed: 9 [6]
  • Endurance: 10 [7]
  • Energy: 9 [7]


Attack Abilities:
  • Bushido- A set of abilities Cory utilizes in physical combat, passed onto him by Yojimbo and corrupted by his own reckless fighting style.
    • Rev Tech- A school of abilities utilizing Cory's prowess in physical combat and the Revblade. The engine feeds off of Cory's mana (though only very slightly), so he cannot use the engine, and thus Rev Techniques, if he is completely out of energy.
      • Engine Crusher- The main ability of the Revblade lies in it's power to vibrate at intense, bone-breaking levels. The user is protected thanks to a combination of padding and magic. Swords caught beneath the revved weapon, if not broken, vibrate and cause the wielder to receive injury to his/her hand, ranging from a numb sensation to flat-out broken bones. May inflict Disable.
      • Engine Force- Cory revs his sword up and swings it, releasing a cutting "force" of energy at his opponent. Because the attack relies on his physical strength for the swing as well as the magic necessary to shape the attack, the strength of the attack is the average strength of Cory's Physical and Magic Strength.
      • Engine Rush- Cory relentlessly attacks the enemy with 13 revved strikes before stepping back and lunging forward with a revved thrust.
      • Rev Storm- Cory quickly strikes numerous times at once, inflicting damage all over a single target in an iai-style strike.
      • Engine Vortex- Cory launches a tornado of shockwaves at the target. Those caught within the vortex will suffer numerous lacerations. Because the attack relies on his physical strength for the swing as well as the magic necessary to shape the attack, the strength of the attack is the average strength of Cory's Physical and Magic Strength.
      • Blue Rose- Cory is capable of transferring vibrations stored from Red Queen through his body and out into the opponent through a physical strike. The attack is followed by a burst of azure energy in the shape of rose petals. The attack itself carries enough physical force to pierce even solid rock.
      • Zanmatou- Cory rushes through the target and strikes at their vitals. May cause instant KO.
    • Hakyokuken- A heavy-handed unarmed fighting style that shifts Cory's center of gravity for maximum force. Due to not using a weapon, however, Hakyokuken abilities receive a -2 penalty to his Attack Strength.
      • Divine Pillar- A straight palm thrust carrying enough force to shatter a boulder. When striking, Cory channels his center of gravity from one palm to the other so that his attack gains it's own momentum without him actually having to move.
      • Redemption Axe- Cory launches himself into the air and begins to spin at high speeds before crashing down on his target with an axe kick.
      • Rising Strike- Cory plants his foot on the target's foot to prevent escape before performing an upward palm strike to their jaw.
      • Crushing Blow- Cory strikes upwards into the target's abdomen in an attempt to knock the wind out of them. May inflict Stun.
      • Broadside Rush- Cory quickly rushes into the opponent and striking them with his back and shoulders. Allows Cory to attack in one direction while defending in another, and has the most force of any Haykyokuken ability.
      • Counter Elbow- Cory slides forward and down into the opponent, dodging under any incoming attacks and striking into his target with his elbow.
      • Toe Crusher- Cory shifts his center of gravity into the ball of his foot and stomps on the opponent's foot. May inflict Immobilize.
    • Burst Movement- Cory is capable of instantly repositioning himself to anywhere within 100 feet. The ability is incapable of passing through walls, as such scaling around the object uses up some of it's distance. The ability doesn't rely on strength for the move, but is physically demanding on his body. So while cost is low, Cory's body has a Burst Count of six Bursts without rest. This number may be raised in level ups.
      • Iai Burst- A combination of Iai Blow and Burst Movement. Unlike other Burst Movement techniques, Cory is still traceable during Iai Burst, taking on the form of a glint of light and is thus avoidable. The glint of passes through enemies before finally reforming as the tip of the Revblade, followed by Cory reappearing out of thin air. Cory then swings the blade, resulting in a 50/50 chance of instant death or zero damage for all minion-types struck. Any characters struck by the attack have a 50/50 chance of no damage or normal damage. Uses a single burst.
      • Burst Momentum- Cory is capable of exiting a burst while keeping a portion of the momentum, turning himself into a human bullet. Burst Momentum counts as a full Burst.
  • Indomitable Will- The combination of Cory's former abilities "Presence of Determination" and "Dead Fire". The fire is a mixture of black and blue, bringing with it a sense of dread and a deep chill. It is the representation of Cory's willpower, and his "element".
    • Azul- Cory releases a blast of blue and black fire from his palm. While holding only concussive properties, those within the blast range would feel an ominous aura radiating from the blast. A weak attack, normally used for distraction or against weak enemies.
      • Azulra- Cory fires off a shotgun blast of five Azuls, giving him a wider target area. Uses more mana than Azul.
      • Azulga- Cory fires a massive Azul at the enemy. Holds twice as much power as a normal Azul, but uses over twice as much mana.
      • Azulja- Cory fires off a shotgun blast of five Azulgas, increasing his target area. Uses much more mana than Azulga.
      • Azugun- Cory closes his palm into a fist and makes a punching motion in the air. With each "punch" Cory releases a massive focused blast of Indomitable Will. Uses the most mana of any Azul technique.
    • Will Strike- The Revblade becomes consumed in the fires of the Indomitable Will. The fire disperses with concussive force, adding slightly more power to his swing. Can only keep active for 5 posts, or use 5 times.
    • Cataclysmic Charge- By focusing the Indomitable Will over a period of time rather than just releasing it on impulse, Cory is capable of more powerful abilities given the collective title "Cataclysm". Cataclysm abilities receive an additional +2 to Magic Strength for every post they are charging.
      • Cataclysm Mk.II: Ruination- Cory's "Indomitable Will" seeps into the blade of the weapon rather than the enemy, re-igniting with the next swing and launching a wave of black and blue fire. The result is a massive concussive force laced with fire. Requires a charge up.
      • Cataclysm Mk.IV: Heavenly Pillar - Cory begins to charge up cataclysmic energies in his free hand. It is all released in a single punch, firing a highly focused stream of Indomitable Will during impact, carrying the target along with it until the beam loses power or until the target can break free. The result is a powerful, launching strike with Cory's bare hand. The stream fired from the attack will remain solid until shattered or dismissed. Requires a charge up.
      • Cataclysm Mk.VII: Buster Tribute- The Revblade projects a mass of Indomitable Will around itself, resembling a fiery greatsword. Upon striking the opponent, the energy is released in a massive cutting wave. Requires a a charge-up.
      • Cataclysm M.VIII: Revolver Tribute- Like Buster Tribute, Indomitable Will is projected around the Revblade. However, this time the energy is built in length, rather than girth. Once finished charging, the Revblade is swung downwards at the ground, sending the long line of energy tearing across the earth. Enemies not immediately caught in the line of the attack may be caught in the shrapnel. Requires a charge up.

Support Abilities:
  • Bushido- A set of abilities Cory utilizes in physical combat, passed onto him by Yojimbo and corrupted by his own reckless fighting style.
    • Rev Tech- A school of abilities utilizing Cory's prowess in physical combat and the Revblade. The engine feeds off of Cory's mana (though only very slightly), so he cannot use the engine, and thus Rev Techniques, if he is completely out of energy.
      • Red Queen- Cory is capable of revving the weapon up and storing the vibrations for further use. The Revblade glows red when it has a stored rev inside of it.
      • Rev Guard- When guarding with the Revblade, Cory can rev its engine to send vibrations back at the attacker, essentially discouraging them from attacking.
      • Engine Field- Cory swings down with the Revblade, emitting a circular shockwave capable of blocking attacks. Stronger attacks are only slowed down.
    • Hakyokuken- A heavy-handed unarmed fighting style that shifts Cory's center of gravity for maximum force. Due to not using a weapon, however, Hakyokuken abilities receive a -2 penalty to his Attack Strength.
      • Quicken- Cory utilizes ancient techniques taught by Yojimbo to increase his heart rate, allowing him to move faster and with more agility. Prolonged use will cause fatigue and painful stress on his heart, limiting its usage to 2 posts with a 6 post cool-down. Does not utilize mana. [+1 Outright Speed]
      • Wall Run- Cory is capable of shifting his center of gravity to his feet, allowing him to strike a wall hard enough while running that it makes a hole, giving him a foothold. Does not work on unbreakable structures.
      • Mid-Air Control- Cory is capable of shifting his center of gravity even while in mid jump, allowing him to change the course of his movement even in mid air.
    • Burst Movement- Cory is capable of instantly repositioning himself to anywhere within 100 feet. The ability is incapable of passing through walls, as such scaling around the object uses up some of it's distance. The ability doesn't rely on strength for the move, but is physically demanding on his body. So while cost is low, Cory's body has a Burst Count of six Bursts without rest. This number may raise in the future.
      • Reflex Burst- Cory's standard Burst, used primarily out of reflex during combat. Counts as a single burst.
      • Burst Flicker- Cory bursts in and out around an attack, making it seem as though the attack simply passed through him. Counts as a single burst.
      • Multi Burst- Cory is capable of using a burst and storing the movement energy inside of his body to stack on top of the next burst. The result when used is an illusionary attack that creates an afterimage for each stored Burst. The illusions only last for 3 seconds, but allows Cory the chance to set up a surprise attack or simply flee. The number of Bursts stored (and thus, the number of illusions) each count as 1 towards Cory's Burst Count.
      • Burst Extravaganza- By using an exceptional amount of mana and several bursts into his Burst Count, Cory is capable of using long-range Burst Movement. The ability requires five Bursts to use, making it only possible before entering combat at low levels. The distance limit goes from 100 feet to 20 miles, allowing Cory to escape from practically any situation. However, it still requires an open path to his location, making escape from imprisoning techniques impossible.
      • Skyward Burst- An alternative to Burst Extravaganza. Rather than instantly pouring five bursts into a single long-range movement, Cory is capable of channeling a single burst into a long-range burst as well. However, the concentration and channeling of energy into the ability not only requires Cory to remain immobile, but requires no less than five minutes of his time and thus makes Skyward Burst inaccessible during combat.
  • Indomitable Will- The combination of Cory's former abilities "Presence of Determination" and "Dead Fire". The fire is a mixture of black and blue, bringing with it a sense of dread and a deep chill. It is the representation of Cory's willpower, and his "element".
    • Resolve- Covers all or parts of Cory's body in the fire. Parts covered by the Will become stronger and faster, though it is a taxing technique. Normally only used in short bursts. He can only keep the full-body up for a single post, and can only keep partial Resolve for 4, the post count declining with each additional limb Resolved.
    • Oni Eye- Cory raises a hand up to his left eye and pulls away in a ripping motion, engulfing the eye in black and blue fire. While active, Cory can pick up on residual energies left behind by people. This allows him to become an efficient tracker, though there are limitations to the ability. First of all, Cory can only see the energy. He cannot feel it, meaning he must physically follow the path to find his target, rather than simply bursting to his final destination. In addition, the energy only remains for a few hours, and after that it becomes untraceable, even by his eye. More powerful enemies are capable of masking their energy, making it impossible for Cory to track them.
    • O-Yoroi- Cory becomes covered in the blue and black flames of his Indomitable Will, which then transforms into an ethereal suit of samurai armor. While incapable of actually blocking attacks, the armor absorbs impact and protects him from energy-based attacks to a certain extent (MD increased by MS). Can only keep active for 3 posts.
    • Cataclysmic Charge- By focusing the Indomitable Will over a period of time rather than just releasing it on impulse, Cory is capable of more powerful abilities given the collective title "Cataclysm". Cataclysm abilities receive an additional +2 to Magic Strength for every post they are charging.
      • Cataclysm Mk.V: Maximum Bet- Cory surrounds himself and any number of others in a barrier of mystic flame, preventing interruption as he prompts a "bet" with those included. If no compromise occurs, the barrier falls and everything resumes. If a successful bet is agreed upon, all combatants are teleported to a pocket dimension called the "Betting Table" (which will mimic the original scene unless made otherwise). All combatants are 100% refreshed in all capacities, and the only way to return to the real world is for a victor to be decided (or a ceasefire agreed upon). Victor(s) return to the world as they left it, though slightly healed, while the defeated return with a 1 HP--0 MP (or whatever they had when they forfeited) and no possible Limit Break for two turns. The magic power of Maximum Bet forces the defeated to honor their end of the bet according to the combined MS of all participants, since all participants agreed to the bet.
      • Cataclysm Mk.IX: Resolute Form- Cory's body becomes covered in neon blue lines reminiscent of the cracks that covered his body in his Unsent state. While using Resolute Form, Cory's Attack & Guard Strength and Attack & Outright Speed all increase by 1. The technique itself is less straining on Cory's body than a standard Resolve, but he cannot use Indomitable Resolve or Burst Movement while Resolute Form is active. Resolute Form last for 3 turns, during which Cory is inflicted with incurable Bleeding.

Passive Abilities:
  • Persistent Eye - Due to his lifelong hallucinations, Cory has the subconscious ability to separate illusion from reality. This gives him an uncanny resistance to illusions and illusion-type abilities.
  • Memory Resistance- Cory cannot be inflicted with the same status effect twice in a row.
  • Affinity Alteration- Cory takes double damage from Fire-elemental attacks, but takes half damage from Ice-elemental attacks.

Limit Breaks:
  • [Level 1] Cataclysm Mk.I: Cataclysm- The original Cataclysm technique. Cory begins to use a frenzy of Burst Movements, confusing his target until he leaps into the air and revs his sword to the point where one would think it's about to fall apart. He throws the blade into the ground nearby his target, causing cracks to to spider out around the area, while spewing the black and blue flames. He lands on the pommel of his sword and revs the sword just a bit more, causing a bright white light to engulf the area follow by a deep darkness consuming all light for a short period of time. During the darkness, the Indomitable Will seeps into the target's flesh and re-combusts, effectively setting them on fire from the inside out. [Area of Effect]
  • [Level 2] Cataclysm Mk.III: Blitzkrieg- Cory becomes engulfed in the Indomitable Will and abandons the Revblade in favor of fisticuffs. The Revblade is left in the ground, covered in darkness and Indomitable Will. He begins to burst back and forth around his target, striking each time with Resolve-enhanced blows and slowly lifting the target into the air. After lifting the target around ten feet into the air, Cory bursts underneath and launches them high into the sky with a kick. He bursts back to the Revblade and appears again directly above the target before bursting through them, releasing all the energy inside the Revblade and reappearing on the ground just in time to see the explosion of fire above. [Single Target]
  • [Level 3] Cataclysmic Attack Strength- Cory receives a permanent +1 to Attack Strength.
  • [Level 4] Cataclysmic Attack Speed- Cory receives a permanent +1 to Attack Speed.
  • [Level 5] Cataclysm Mk.VI: Cataclysm ☆ Star- Cory bursts several times into the air until he reaches the clouds. During the bursting, he is constantly gathering Indomitable Will into the Revblade. After reaching a considerable height, Cory begins his descent, still gathering Will into his weapon during the fall. Just as he is within a single burst from the ground, he throws the Revblade at his target. As he throws his weapon, all of the Will explodes out of the bottom of the handle, acting as a rocket and propelling the weapon like a missile at the target. The attack is capable of creating a small crater. Cory then Bursts safely to the ground, the rocket effect of the Revblade canceling out all of his momentum enough to make it back down without sustaining injury. The attack takes a full turn to use. [Single Target]
  • [Level 6] Cataclysm Mk.X: Necesseletum [Limit Form]- Cory focuses all of his Cataclysmic energy into his body, resulting in a loss of magical abilities such as Burst Movement and Indomitable Will. Instead, the energy augments his perception and body. He becomes capable of reading movement, as well as more powerful physical attacks than before. His speed and precision is increased as well, making him a juggernaut of physical combat. However, he is berserked while in this state, meaning he is more worried about giving damage than avoiding damage and is unconcerned with whether he is attacking friend or foe. The only noticeable trait of Mk.X is Cory's eyes glow a bright blue, and the Limit comes to an end after 3 posts.
    • Blur- While he has lost the ability to use Burst Movement, Cory's physical speed and strength is at such a point where he can force himself into sudden bursts of speed, blurring his image as he does so.
    • Shatter- The physical force behind every strike Cory deals is enough to break nearly any defense, even without Engine Crusher.
    • Cannon Fire- Cory stomps his foot into the ground and rips it back up, knocking a piece of earth up to eye level before punching it at a target with the force of a cannon.
    • Kill Screen- Ignoring all damage done to him, Cory grabs the target to halt their movement and quickly punches them over and over until he is out of energy or the target can escape.

Drive Forms- Unlike the other Earthlings, Cory was granted the power to enter Drive Forms with anyone who was willing. Each participant has an equal chance of gaining control in the end, while the other must live through Cory's hallucinations for the duration of the Drive. Cory has a maximum of 5 drive posts without rest. After the initial drive, each Drive after that costs him another post.
  • Drive Contributions:
    • Indomitable Will- The person infused with Cory has access to Cory's basic Elemental abilities, namely: Resolve, Azul, Oni Eye, and Will Strike.
    • Cataclysmic Deviation/Industrialization- The person infused with Cory will have the ability to charge their own element into a Cataclysmic state if they don't instead received a motorized weapon.
    • Attribute Boost- The person infused with Cory has the following stats boosted : Attack Strength, Attack Speed, and Constitutional Endurance.
  • Forms:
    • Cerulean Samurai [Cory + Yojimbo (Summon)]:
      • Weapon Enhancement: Twin Cylinders (Cory gains an additional Revblade)
      • Additional Attributes: Outright Speed +3, Attack Speed & attack Strength +2, Evasive Reflexes & Guard Strength +1
      • Additional Abilities:
        • God Cutter- Cory swings both Revblades at the same time, unleashing two Engine Forces at the same time so that they combine into one powerful force.
        • Engine Storm- Cory fires off Engine Forces one after another, using the dual Revblades and his already high attack speed to create a veritable "storm" of Engine Forces.
        • Burst Count Up- Cory's Burst count is increased by 5.
        • Cataclysm Mk.∞: Mugen Style- Cory focuses all of his Cataclysmic energy in both Revblades, similar to Cataclysm Mk.II. However, the energy remains into the swords, augmenting each swing rather than unleashing the energy as a concussive force. Because of it's similar nature, Mk.∞ may combo into Mk.II at any time, though Mk.∞ will come to an abrupt end for that Revblade.
        • Engine Rush Ver.2- Cory charges in and begins swinging both Revblades with all his speed, striking 12 times with each blade. As the finisher, Cory hops back and rushes through the opponent, piercing with both Revblades as he does so for a combined 26 hits.
        • Daigoro's Loyal Bite- When Cory is afflicted with a status ailment that can be ended by a strike, he will become internally "bitten" by Daigoro, allowing him to end the ailment. Does not work against ailments that cannot be ended by an attack, such as poison or stop.



Strengths:
  • An almost unfair combination of power and speed.
  • He is above average in all non-magic fields.
Weaknesses:
  • Fire magic
  • Possesses laughable skills in general magic defense


Personality: Cory has a devil may care attitude, and even goes out of his way to insult allies.
Flaws:
  • Abusive
  • Arrogant
  • Audacious
  • Bigmouth
  • Blunt
  • Bold
  • Callous
  • Cruel
  • Deranged
  • Disorder - Hallucinations
  • Disturbed
  • Egotistical
  • Fickle
  • Fierce
  • Hard
  • Indecisive
  • Indifferent
  • Infamy
  • Lazy
  • Overambitious
  • Overzealous
  • Paranoid
  • Rake
  • Rebellious
  • Reckless
  • Remorseless
  • Sarcastic
  • Scoundrel
  • Selfish
  • Smart a**
  • Spiteful
  • Stubborn
  • Tactless
  • Troublemaker
  • Untrustworthy
  • Unpredictable
  • User
  • Zealot
Likes: Pizza | Fried Chicken | The color blue | Making fun of people
Dislikes: Chinese food | Emo kids | Emotion in general
Hates: Cheese | People who spell his name with an "E" | The letter "Q"
Fears: Certain hallucinations | Losing himself in his hallucinations.

Family: Mentions having a normal family, doesn't go into much detail other than one older brother. Due to his willingness to let them remain lost, it can be assumed he wasn't very close with them.
Love Life (Optional): N/A

Bio: A hateful brawler when his hometown came under assault by the Heartless. Due to his mental condition, the arrival in the Kingdom Hearts Universe warped his mind, and he spent nearly 3 day wandering the Underworld before allying with Hades. Hades forcibly unlocked the boy's summon and weapon, and gave him power he never dreamed possible. After arriving to the very brink of accomplishing what Hades asked, Cory changed his mind and fell into insanity.

After returning from the recesses of his mind, Cory had lost half of his heart, granting him an unstable existence and locking his summon away. After using Hades' power to nearly defeat the entire group of Earthlings and canon characters, Cory was forced to flee, taking with him the white mage, Rae. Cory's true self began to emerge, and he informed Rae of his mental conditions, and how he just wants to stop the hallucinations. Rae offers him the chance to join the group before they rescue her, an offer he had nearly accepted. He crossed paths with villains and the Earthlings several more times before finally deciding he should be a protector, not a destroyer, and used his power to help save Al from Ursula.

However, this was short lived. After Cory found Zeba, growing fond of her and becoming something akin to an older brother to her, he was attacked by Saix, Hook, and Demyx.While Hook and Demyx distracted the other Earthlings, Cory was forced to fight Saix one-on-one. After saving the intervening Kyla from what would have been a devastating attack, Cory was thrown from the top of Beast's Castle. As he fell, he attacked one last time by skewering Saix with the Revblade and allowing Kyla to finish him off. He did not survive the fall...

... The next day, the twisted one awoke beneath the bridge at Beast's Castle, unsure how he was alive. And for that matter, complete again. He simply attributed it to his shaky alliance with Hades, and emerged to reunite with the Earthlings and help fend off the Replicas. After a "victory", Cory knew what he had to do: Keep the worlds the way they were. With this in mind, Cory corrupted Timmy, taking him on as his apprentice, and left to make a deal with Hook and Hades. Hook would have all the treasure they find in exchange for piloting his airborne pirate ship, and Hades would have Cory's undying loyalty under the conditions that Zeba's safety comes first.

Now, as the Forgotten Flock, Cory, Timmy, Alice, Hook, and Shmee scour the skies. Their goal? Stop the Earthlings from restoring Earth.

User Image - Blocked by "Display Image" Settings. Click to show.Summon: Yojimbo
  • Summon Element: N/A
  • Summon Appearance: A young man in a traditional Japanese robe. He wears straw sandals, a straw hat, and keeps only his wakazashi at his side - no katana. He is accompanied at all times by his dog, Daigoro, and his entrance is normally preceded by the falling of azure cherry blossoms.
  • Summon Circle: Seen here.
  • Summon Personality (Optional): Yojimbo is a calm, calculative entity in stark contrast to his host. He would prefer to simply dodge attacks until he knows his enemy inside and out. While on the surface it may seem like he is apathetic to what befalls his host, he worries a great deal that Cory is on the path to self-destruction. Again.


Sousei Tatsu
Name: Laan
Birthdate: ??/??/????
Gender: Male

Appearance:
  • Height: 6'1
  • Weight: 180.lbs
  • Body Type: Lean
  • Skin type: Tanned
  • Eye Color: Red
  • Hair Color: Red
  • Hair Style: Short & messy
  • Accessories: N/A
  • Unusual Markings: His left pupil is instead replaced by Zalera's summon glyph.
  • Clothing: Laan wears a pair of black shorts that reach down past his knees, each leg having a red X on the knee. He has a pair of red sandals w/ black straps. Laan wears a sleeveless black t-shirt underneath a red jacket with a black muffler; on the back of the jacket is a black kanji, kuu. He has a pair of red finger cut gloves, each sporting a black X on the back of the hand.


Theme Song(s):


Significant Trait: Murderously Calm
Quotes:
  • "Hold still."
  • "Exploding flesh. My favorite."
  • "Do you really want to live forever?"


Good/Evil/Other: Evil
Element: Death [Non-Elemental]
Weapon: Murder [Scythe; Summon-granted], Grieve Edge [Heartbound]
Job Class: Death Knight
Stats:
  • Physical Strength: 8
  • Physical Resistance: 5
  • Magic Strength: 10
  • Magic Resistance: 5
  • Action Speed: 13
  • Evasive Reflexes: 9
  • Outright Speed: 9
  • Endurance: 13
  • Energy: 13


Attack Abilities:
  • Death Magic- A school of magical abilities inherited from Zalera. Represented by a pale ghostly aura, Death is considered Laan's "element".
    • El Muerto- Laan fires a blast of pale, ghostly energy from his palm. Targets struck become more susceptible to Death Magic by lowering their resistance to its effects by 1.
      • El Muertara- An upgraded version of El Muerto. Laan fires a larger blast of pale, ghostly energy. Like with El Muerto, target's struck become more susceptible to Death Magic. Uses more energy than El Muerto.
      • El Muertaga- An upgraded version of El Muerto. Laan fires a large barrage of pale, ghostly energy blasts. Like with El Muerto, target's struck become more susceptible to Death Magic. Uses more energy than El Muerto.
    • Death- Laan fires a stream of pale, ghostly energy at the target, killing it. Knocks out those with strong hearts.
    • Old Age- Laan reaches out and grabs at the air, magically tugging at the target's soul to emulate old age. Lowers all stats of the target by 3.
    • Decay- Laan reaches out and grabs at the air, magically tugging at the target's soul to simulate a slow decay. Causes damages every turn, similar to Bleeding.
    • Doom- Laan shoots off a small pieces of ghostly energy at the target. The energy takes the shape of a number and floats above their head, counting down from 10. When the counter reaches 0, the target dies. Knocks out those with strong hearts.
    • Rot Zone- A pale, ghostly energy covers the battlefield, dropping all nearby enemies' Guard and Magic Defense by 3.
    • Zombify- Laan reaches out and grabs at the air, magically tugging at the target's soul to simulate unlife in the target. Causes healing abilities the harm the target.
    • Phobia- Laan attempts to make eye contact with the target. If he makes eye contact, it may inflict fear.
  • Fell Scythe- A school of abilities that make use of Laan's scythe and his ability to drain health.
    • Shadowblade- With a swing of his scythe, Laan can pull health from the target and gather it for himself.
    • Duskblade- With a swing of his scythe, Laan can pull energy from the target and gather it for himself.
    • Abyssal Crescent- Laan consumes his own health to unleash a devastating, crescent-shaped shockwave at his foe.
    • Unholy Crescent- Laan consumes a large amount of his own health to fire a massive crescent-shaped shockwave at his foe.
  • Darkness- Laan has extensive skill with darkness, affording him a variety of darkness-based abilities.
    • Dark Firaga- Fires an orb of flaming darkness from his hand, the style of the attack greatly resembling a Fire spell, only azure. Causes explosive dark damage upon impact.
    • Dark Thundaga- Conjures a bolt of dark lightning from the sky, the style of attack greatly resembling a Thunder spell, only indigo. Causes pinpoint darkness damage upon impact.
    • Dark Chaos- Laan grabs the target and continuously runs darkness through their body, damaging them externally and internally.
    • Dark Haze- Laan rushes through the target with his scythe, inflicting darkness damage.
    • Dark Crescent- Laan fires a weak, crescent-shaped blast of darkness from his scythe.

Support Abilities:
  • Death Magic- A school of magical abilities inherited from Zalera. Represented by a pale ghostly aura, Death is considered Laan's "element".
    • Body of the Damned- Laan's body becomes covered in red cracks. While using Body of the Damned, Laan's Attack Strength and Speed are increased by 5. Laan takes five times more damage while in this state, and status effects are twice as likely to succeed.
    • Internal Death- Laan can "kill" poisons inside of his body, removing the status effect from him.
  • Fell Scythe- A school of abilities that make use of Laan's scythe.
    • Vehemence- Laan sends ghostly energy inside the target's body, increasing their Attack Strength by 2 and lowering their Guard Strength by 2.
    • Dead of Night- Laan blots out all light sources with darkness, resulting in a field-wide Blind.
    • Unholy Rising- Laan courses a ghostly energy through a fallen target, reviving him/her.
  • Darkness- Laan has extensive skill with darkness, affording him a variety of darkness-based abilities.
    • Dark Portal- Laan is capable of opening a rift into the realm of darkness, from where he can exit at any location he's been to before. Taking people with him runs the risk of tempering the darkness in their hearts.
    • Dark Empowerment- Enhances physical prowess with the power of darkness. Not quite as effective as the Body of the Damned, but does not enfeeble his defense.
    • Scent Detection- Due to his power of Darkness, Laan is capable of picking up on others who use the element. He is capable of picking up on residual darkness as well, though more powerful enemies are capable of masking their darkness.

Passive Abilities:
  • Unlife- Due to Laan's status as Zalera's host and his control over the element of Death, Laan has a drain on Death "elemental" abilities. However, White Magic instead acts like Death Magic to Laan, effectively switching the roles of White and Death Magic for the deathknight. As well, Curing magic instead inflicts damage on Laan. [Revive ↔ Death | Regen ↔ Decay | Reraise ↔ Doom | Bravery ↔ Fear | Wall ↔ Old Age]
  • Persistent Eye- Due to Cory's lifelong hallucinations, Laan has the subconscious ability to separate illusion from reality. This gives him an uncanny resistance to illusions and illusion-type abilities.


Limit Breaks:
  • [Level 1] Unending Life- Laan's body becomes consumed in ghostly energy, allowing him to stay conscious no matter how low or empty his health is. Lasts for 3 turns. [Self Buff]
  • [Level EX] Rapture- Laan reaches up into the air and grabs at the sky before ripping his arms downward, causing a massive ocean of ghostly energy to fall on the battlefield and cast Death on all enemies. Enemies that are not instantly killed/KO'd instead may be inflicted with Fear.


Full Power Form(s):
  • Reaper Laan, Harbinger of Death
      Stats:
      • Attack Strength: 1
      • Attack Speed: 1
      • Magic Strength: 24
      • Magic Defense: 24
      • Guard Strength: 1
      • Evasive Reflexes: 21
      • Outright Speed: 1
      • Constitutional Endurance: 22
      • Energy: 22
    • Form-Specific Abilities
      • Weapon Alteration ~ Skull of Death- Laan's scythe is replaced by a skull that exhumes Death, amplifying his Death Magic.
      • Otherworldly Cloak- Laan downs a long black robe with frayed hems. Beneath to cloak it would appear as though his legs have vanished and he instead glides, affording him flight as well as immunity to tremor-like attacks. However, the speed of this flight is terribly slow, allowing him to only move at a snail's pace. In addition, the lack of legs makes it impossible for Laan to wield Grieve Edge.
      • Death's Touch- Through Death's touch, Laan's right hand loses its flesh and exists simply as a skeletal hand. Physical contact with Laan' right hand has a chance to cause Death.
      • River Styx- Laan summons a large current of ghostly energy, controlling it like a weapon and directing it how he desires. The current carries a powerful concussive force that blows targets away, and enemies struck by the current may become inflicted with Old.


Strengths: Fairly flexible combatant | Long-reaching weapon | Level-headed in battle.
Weaknesses: Reckless use of self-damaging abilities | Unwieldy weapon in close quarters | Carries an abnormally large weakness to Light | Intense fear of fire, surpassing Cory's distaste for it

Personality: Laan tends to remain calm and quiet, keeping his cool even if the odds are stacked against him. Though he is a level-headed individual, his murderous intent is very apparent in his demeanor. Thanks to his elemental power over death, he has become increasingly homicidal since his time as Cory's doppelganger, Alan.
Flaws: Blunt | Callous | Cruel | Deranged | Disturbed | Fixation | Hard | Humorless | Liar | Murderer | Pessimist | Perfectionist | Pyrophobia | Remorseless | Sarcastic | Scoundrel | Solemn | Theatrical | Untrustworthy | Unpredictable | Withdrawn
Likes: Solitude | Darkness | Alice?
Dislikes: Large crowds | Light | Being interrupted | Overly Excitable People
Fears: Fire

Family: Cory [Original Persona]

Bio: During Cory's first vanishing act in the Underworld, the young ronin became entangled in his own subconscious, incidentally causing his heart to split in two. For Cory, this allowed him to enslave Yojimbo to force power from him, as well as granting him an unstable existence. For the other half of his heart, it resulted in Alan, a sub-ego that represented the rogue's childhood prior to his hallucinations. Alan wielded Grieve Edge in battle and made remarkable use of Darkness, aiding the main group of Earthlings on several occasions. However, when an Unsent Cory made his way to Beast's Castle he was confronted by Alan, who swore to end his destructive half. After a short battle, Alan realized he was no match for Cory's Unsent power, the young man's undead body having been lifted of his mental limits. In a last ditch effort, Alan consumed Cory in darkness and reunited with the rogue, resulting in a loss of the young man's power as his heart became complete and he returned to life. However, he would continuously cough up a mysterious black phlegm in his restored life...

Little did Cory know of Alan's meeting with Zalera while passing into the afterlife and returning with Cory.

Summon: Zalera
Summon Appearance: [x]
Summon Personality: Zalera has a very engulfing personality, having taken Alan's innocent personality and transformed him into the sadistic Laan. Zalera wants only to end all life, especially that of Ultima's.

fractalJester
Captain

Omnipresent Seeker

6,325 Points
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fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Wed May 30, 2012 12:50 pm


Sousei Tatsu
Name: Nithhogr
Gender: Male

Appearance:
  • Height: 6'1
  • Weight: 180.lbs
  • Body Type: Lean
  • Skin type: Tan
  • Eye Color: Red
  • Hair Color: Red
  • Hair Style: Short, unkempt
  • Accessories: Bracer on his right arm
  • Unusual Markings: Has an Unversed Symbol on his tongue.
  • Clothing/Description: In his human form, Nithhogr wears a black tank-top and two-layered black and red pants. He also wears a pair of black gloves, as well as a metallic bracer on his right arm. He wears a simple pair of sneakers that keep up with the black & red color scheme. In his Dragon form, Nithhorg is a large, quadrupedal, winged dragon. He appears armored, looking more like a robotic dragon than an organic one. He keeps his head high and proud, keeping in line with the attitude inherited from Cory. Upon his chest is the Unversed Symbol, and his armor covers his body in a red & black color scheme.



Good/Evil/Other: Evil
Prominent Element: Fire/Darkness
Weapon: Chainblade
Job Class: Dragoon
Stats:
  • Physical Strength: 10
  • Physical Resistance: 10
  • Magic Strength: 10
  • Magic Resistance: 10
  • Action Speed: 10
  • Evasive Reflexes: 10
  • Outright Speed: 10
  • Endurance: 10
  • Energy: 10




Attack Abilities:
  • Chain Arts- Abilities making use of Nithhogr's Chainblade, inspired mostly by Cory's own Rev Tech.
    • Engine Shredder- Nithhogr revs the engine on his blade, turning on the chainsaw edge. Vastly increases cutting power and grants every strike the opportunity to disarm.
    • Engine Force- Nithhogr revs his sword up and swings it, releasing a cutting "force" of energy at his opponent. Because the attack relies on his physical strength for the swing rather than magic, it is dependent on his Attack Strength.
    • Engine Rush- Nithhogr relentlessly attacks the enemy with 13 revved strikes before stepping back and lunging forward with a revved thrust.
    • Red Rose- Nithhogr is capable of transferring vibrations stored from Blue Queen through his body and out into the opponent through a physical strike. The attack is followed by a burst of crimson energy in the shape of rose petals.
  • Dragon Arts- A number of abilities that stem from Nithhogr's natural skills as a dragon.
    • Dragon's Fire- A skill set built around Nithhogr's affinity for fire.
        Fireball- Nithhogr shoots a blast of fire from his mouth. Has great range and power.
      • Burning Madness- Fire explodes outward around Nithhogr's body, enveloping all around him in flames.
      • Fire Lash- Conjures a whip of fire to strike the target. Can wrap around the target and inhibit movement all inflicting Burn.
      • Flamethrower- Nithhogr spews a torrent of fire from his mouth, engulfing all before him in fire. Has short-but-wide range.
      • Ardor- Nithhogr's most powerful fire-based attack. Nithhogr engulfs the target in a sphere of fire, locking them in place. He continues to place layer upon layer of fire onto the sphere, continuing to do large amounts of Fire-based damage. Once Nithhogr has used enough fire, he claps his hands together and the sphere explodes, doing a massive amount of fire damage on top of the previous burns.
    • Dragon's Body- A skill set built around Nithhogr's dragon body.
      • Wing Shot- Using Wings of Terror, Nithhogr fires a blast of air from his wings at the target. Blows away the targets and inflicts Wind damage.
      • Claw Shredder- Even when using only his hands, Nithhogr is capable of inflicting large amounts of damage due to his retractable claws.
      • Jump- Nithhogr leaps high into the air with intention to land on his target for massive damage. Can interrupt himself using Wings of Terror.
  • Darkness- Nithhogr has extensive skill with darkness, affording him a variety of darkness-based abilities.
    • Dark Firaga- Fires an orb of flaming darkness from his hand, the style of the attack greatly resembling a Fire spell, only azure. Causes explosive dark damage upon impact.
    • Dark Tumult- Nithhogr kicks the target, releasing darkness upon contact. The result is a piercing beam of darkness that blasts through the target.
    • Dark Chaos- Nithhogr grabs the target and continuously runs darkness through their body, damaging them externally and internally.
    • Dark Haze- Nithhogr rushes through the target with his Chainblade, inflicting darkness damage.
    • Dark Madness- Channels darkness through and out of his body, causing darkness to explode outward from Nithhogr and lash at those around him indiscriminately.

Support Abilities:
  • Chain Arts- Abilities making use of Nithhogr's Chainblade, inspired mostly by Cory's own Rev Tech.
    • Blue Queen- Nithhogr is capable of revving the weapon up and storing the vibrations for further use. The Chainblade glows blue when it has a stored rev inside of it.
    • Chain Guard- When guarding with the Chainblade, Nithhogr can rev its engine to cause his attacker to become disarmed, essentially discouraging them from attacking.
  • Dragon Arts- A number of abilities that stem from Nithhogr's natural skills as a dragon.
    • Dragon's Fire- A skill set built around Nithhogr's affinity for fire.
      • Flaming Resolve- Nithhogr wraps select parts of his body, if not his entire body. The fire increases his physical capabilities in a similar fashion to Cory's Indomitable Resolve, though he is incapable of pouring all his magical energy into it as Cory is. As a result, Flaming Resolve only gives Nithhogr a total of +3 to Attack Strength.
      • Burning Will- Nithhogr casts Bravery on himself.
      • Fire Eater- Nithhogr can devour flames to regain health. Cannot eat his own fire.
    • Dragon's Body- A skill set built around Nithhogr's dragon body.
      • Dragonheart- Nithhogr casts Regen and Reraise on himself. Can only be used once a day.
      • Wings of Terror- Nithhogr grows a large pair of dragon wings, granting him flight. [-1 to all stats while active]
      • Scythe Tail- Nithhogr grows a large tail with a scythe blade on its end, granting him a fifth limb to use in combat. [-1 to all stats while active]
  • Darkness- Nithhogr has extensive skill with darkness, affording him a variety of darkness-based abilities.
    • Dark Portal- Nithhogr is capable of opening a rift into the realm of darkness, from where he can exit at any location he's been to before. Taking people with him runs the risk of tempering the darkness in their hearts.
    • Dark Empowerment- Enhances physical prowess with the power of darkness. Not quite as effective as the Flaming Resolve, but less taxing on Nithhogr. Can only keep active for 5 posts.
    • Scent Detection- Due to his power of Darkness, Nithhogr is capable of picking up on others who use the element. He is capable of picking up on residual darkness as well, though more powerful enemies are capable of masking their darkness.

Passive Abilities:
  • Dragonhide- Nithhogr possesses the skin of a dragon, making it nigh unbreakable. Piercing and cutting damage are all converted to blunt damage, unless imbued with Light or Water.
  • Persistent Eye- Due to Cory's lifelong hallucinations, Nithhogr has the subconscious ability to separate illusion from reality. This gives him an uncanny resistance to illusions and illusion-type abilities.

Limit Breaks:
  • [Level 1] Planet Destruction Cannon- Nithhogr flies high into the air and charges a massive amount of mana in his mouth. After a moment to charge, he shoots a massive blast of fire from his mouth, causing a large explosion of Fire damage. [Area of Effect]
  • [Level EX] Star Destruction Cannon- Nithhogr flies high into the air and charges a massive amount of mana in his mouth. He then begin charging more mana into his hands, conjuring two large orbs of fire. After a moment to charge, he shoots all three massive blasts of fire at the ground, causing a stadium-sized explosion of Fire damage. [Area of Effect]


Strengths: Jack of All Trades | Flight | Extra Limb
Weaknesses: Excels in no one area | Light & Water Magic


Sousei Tatsu
Name: Fafnir
Gender: Male

Appearance:
  • Height: 6'1
  • Weight: 180.lbs
  • Body Type: Lean
  • Skin type: Pale
  • Eye Color: Pale Blue
  • Hair Color: Light Brown
  • Hair Style: Short, unkempt
  • Accessories: Bracer on his left arm.
  • Unusual Markings: Unversed Symbol on his tongue
  • Clothing/Description: Fafnir wears a simple black shirt and black shorts, similar to what Cory was wearing upon entering the Underworld. He also has a pair of wristbands, also worn by Cory during the early parts of his journey. He wears a metal bracer on his right arm, and wears a pair of black shorts and sandals.



Good/Evil/Other: Evil
Prominent Element: Darkness
Weapon: Tarot Cards
Job Class: Illusionist
Stats:
  • Physical Strength: 8
  • Physical Resistance: 8
  • Magic Strength: 13
  • Magic Resistance: 13
  • Action Speed: 8
  • Evasive Reflexes: 9
  • Outright Speed: 9
  • Endurance: 9
  • Energy: 13


Attack Abilities:
  • Hallucination- A set of abilities filled with illusory techniques.
    • Tarot Visions- Fafnir draws cards from his deck to cast specialized illusions for combat use. The deck magically reshuffles itself every draw, making draws of the same card twice in a row probable, but unlikely. Targets forget the ten minutes prior to becoming trapped within an illusion, but regain those memories upon the illusion breaking. [Random Number 1-21]
      • The Angel [20]- Fafnir draws the Angel and traps the target in a vision in which they are confronted by their idol. The idol begins to criticize every aspect of the target as the powers of the illusion artificially lower their self-esteem. The only way for the target to break this illusion is through outside help or through conquering the hallucination by emotionally bettering them selves.
      • The World [21]- Fafnir draws the World and traps the target in a vision in which they continuously watch the Earth crumble away from the Heartless attack. The only way for the target to break this illusion is through outside help or emotionally accepting what happened to Earth and moving forward instead of back.
      • The Sun [19]- Fafnir draws the Sun and the target believes it is unbearably warm wherever they are, though they are still capable of combat and normal reality perception. The illusion can only be broken by mental acceptance of the heat.
      • The Moon [18]- Fafnir draws the Moon and traps the target in an illusion in which they are inflicted with lunacy. Can only be broken by outside help or by the target calming themselves. [Casts Berserk, ignores resistances. Does not override Passive Immunities.]
      • The Star [17]- Fafnir draws the Star, trapping the target in a vision in which they can only see stars. Can only be broken through outside help or after the target has been trapped for five minutes.
      • The Tower [16]- Fafnir draws the Tower, trapping the target in a vision in which they believe themselves to be very high up and thus giving them vertigo. The targets are still capable of perceiving the rest of reality as normal. Can only be broken by outside help or by the target realizing they aren't really high up.
      • The Devil [15]- Fafnir draws the Devil, trapping the target in a vision in which they think they are being subjected to the worst possible torture for each target. The only way to break this illusion is through outside help or for the target to realize it's not real.
      • The Temperance [14]- Fafnir draws the Temperance and traps the target in an illusion in which they believe themselves to magically fortified, increasing their Magical Defense by 5. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really magically fortified.
      • The Death [13]- Fafnir draws the Death and traps the target in a mental state through which death is emulated. Can only be broken by revival spells. [Casts Death, resistances ignored. Does not override Passive Immunities.]
      • The Hanged Man [12]- Fafnir draws the Hanged Man, trapping the target in an illusion where they see all of their allies' deaths over and over. Can only be broken by outside help or realizing that their friends are fine.
      • The Strength [11]- Fafnir draws the Strength and traps the target in a vision in which they believe them selves to be the most powerful being in existence, thus removing their mental inhibitors on their muscles and increasing their Attack Strength by 5. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really strong.
      • The Wheel of Fortune [10]- When Fafnir draws the Wheel of Fortune, the card randomly mimics any other card in the deck. [Roll again, re-roll if 10 is rolled]
      • The Hermit [9]- Fafnir draws the Hermit and traps the target in a vision in which they believe themselves to have always lived alone on a small island. Can only be broken through outside help or realizing that they were never alone.
      • The Justice -[8] Fafnir draws the Justice, one of the few offensive cards. The Justice explodes in a burst of light, doing massive light damage to all nearby targets, with the exception of Fafnir.
      • The Chariot -[7] Fafnir draws the Chariot, trapping the target in which they believe themselves to be very fast, increasing their Outright Speed by 5. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really fast.
      • The Lovers -[6] Fafnir draws the Lovers and traps the target in an illusion where they become infatuated with Fafnir. Can only be broken by outside help. [Casts Charm, resistances ignored. Does not override Passive Immunities.]
      • The Pope -[5] Fafnir draws the Pope, casting Curaga on all targets.
      • The Emperor -[4] Fafnir draws the Emperor, trapping the target in a vision in which they believe themselves an emperor. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really an emperor. [Casts Bravery]
      • The Empress -[3] Fafnir draws the Empress, trapping the target in a vision in which they believe themselves an empress. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really an empress. [Casts Faith]
      • The Popess -[2] Fafnir draws the Popess, casting Cure on all targets.
      • The Bagatto -[1] Fafnir draws the Bagatto and frowns. Bagatto is a dud card.
    • Illusion- Conjures wide-spread magic to attack all enemies. All Illusion spells suffer a -5 Magic Strength penalty.
      • Prominence- Scorches the landscape with a sudden wave of flames to inflict Fire damage to all enemies.
      • Tempest- Razes the landscape with a sudden wave of lightning bolts to inflict Lightning damage to all enemies.
      • Freezeblink- Freezes the landscape with a sudden wave of cold to inflict Ice damage to all enemies.
      • Star Cross- Scours the landscape with a sudden wave of starlight to inflict Light damage to all enemies.
      • Stardust- Pummels the landscape with a sudden wave of meteorites to inflict Non-Elemental damage to all enemies.
      • Deluge- Floods the landscape with a sudden tidal wave to inflict Water damage to all enemies.
      • Rockfall- Crushes the landscape under a sudden rockslide to inflict Earth damage to all enemies.
      • Wild Tornado- Shreds the landscape in a sudden group of tornadoes to inflict Wind damage to all enemies.
    • Practical Illusions- Given enough preparation time, Fafnir can weave together practical illusions to keep the targets at bay. Not as absolute as Zexion's, but can be woven faster.
  • Deck Tech- A school of attack abilities using Fafnir's Deck.
    • Shurikard- Fafnir fires a card with enough force to cut like a blade.
    • Shurikard Storm- Fafnir creates a whirling barrier of Shurikards around him, discouraging attack.
    • Cardmore- Fafnir combines his Deck into a paper-thing blade to make use of in practical combat.
    • Card Crescent- Fafnir spreads the cards before him in a semi-circle and shoots the crescent of cards at the target.
    • Battery Missile- Fafnir packs the deck in its box before aiming the box at a target. He then fires all 21 cards out at the target like a shotgun Shurikard.

Support Abilities:
  • Hallucination- A set of abilities filled with illusionary techniques.
    • Doppelgangers- Fafnir can create up to three illusions of himself to confuse enemies. Illusions disperse on physical contact.
    • Defensive Illusions- A form of Practical Illusions adapted for defensive combat. Ranges from tricking a target into thinking the paths is blocked to tricking the target into believe they've struck a fatal blow against Fafnir. Uses large amounts of Mana.
  • Deck Tech- A school of attack abilities using Fafnir's Deck.
    • Card Shield- Fans the cards out in a circle to block an attack.
    • Card Step- Can use his cards as footholds for allies to use to gain extra jumps.
    • Card Trick- Uses his cards to teleport from one to another. Uses a large amount of Mana.

Passive Abilities:
  • Levitation- Instead of walking, Fafnir floats everywhere. This allows him flight, as well as immunity to tremor-based attacks.
  • Persistent Eye- Due to Cory's lifelong hallucinations, Fafnir has the subconscious ability to separate illusion from reality. This gives him an uncanny resistance to illusions and illusion-type abilities.

Limit Breaks:
  • [Level 1] The Fool- Fafnir draws the Fool card, transforming the target into a card until the end of combat. Can be broken by destroying the card. [Single Target]
  • [Level EX] The "Extra Card Explaining the Rules"- Fafnir draws a card that isn't actually part of the deck and makes something up for it. This allows him to cast a highly intricate Practical Illusion instantly.


Strengths: Both proficient with using and defending against Illusions | Access to multiple elements | High Magic Strength and Defense | High Energy | Not particularly weak in any area
Weaknesses: Light & Fire Magic | Dies if his name is spoken backwards | Teleports to where his name is spoken 3 times in a row | Is inflicted with Berserk if called "Faffy"
PostPosted: Wed May 30, 2012 2:43 pm


Raziel Hotokashi
Name: Jacob Bird
Birthdate: August 23rd
Gender: Male

Appearance:
  • Height: 6'
  • Weight: 155lbs.
  • Body Type: Lithe
  • Skin type: Golden brown
  • Eye Color: Steel blue
  • Hair Color: Dirty blonde
  • Hair Style: Shaggy and curly
  • Unusual Markings: Jacob has a large scar on his right hand, as well as many scars on his right knee.
  • Clothing:
Jacob wears a black sleeveless shirt, and comfortable black, white, and blue shorts. Further down are white ankle socks, and some tightly laced running shoes. He also has a pair of replica WWII RAF goggles around his head.

Theme Song(s):




Significant Trait: Daydreamer
Quotes:

  • "Who needs a hug?"
  • "I just want to fly..."
  • "You're just jealous that I'm awesome.


Good/Evil/Other: Good
Element: Non-Elemental
Weapon: Throwing Daggers (Silver Wings)
Job Class: Juggler (Green Mage)
Stats:
  • Physical Strength: 8 [5]
  • Physical Resistance: 3 [2]
  • Magic Strength: 6 [3]
  • Magic Resistance: 2 [1]
  • Action Speed: 9 [7]
  • Evasive Reflexes: 10 [7]
  • Outright Speed: 11 (10+1) [7]
  • Endurance: 6 [5]
  • Energy: 9 [8]



Attack Abilities:
  • Dagger Arts- Abilities meant to be used with his daggers alone.
    • Peregrine Dive Jacob runs up some vertical surface, backflips off of it and body-slams a foe, grabbing their neck for maximum take down.
    • Wing Dance Jacob tightly grips a pair of daggers and closes in on his prey. He slides in, kicks up, slashes twice, then finishes with a kick to the stomach, sending them back.
    • Talon Sweep Jacob sprints in and slides between a foe's legs. He kicks their legs out from under them before flipping up and throwing a salvo of daggers at the knocked down foe.
    • Quetzal Takeoff - Jacob kicks an opponent up into the air, grab them just below the waist, leaps back, and using their combined weight, drives his opponent's head into the ground. Can cause stun and addle.
    • Secretary Takedown - In a blur of speed, Jacob sprints towards an opponent. With a dagger held in his left hand, he stab an enemy's chest for a better hand-hold, swings around them, landing on the back of their knees, forcing them to the ground. Can cause bleeding.
    • Roc Feint - Jacob lures his opponent to him by tripping and falling back onto the ground. He spins back, kicking the foe in the knee, pushes off the ground, and b-kicks up, kicking them in the chin.

  • Juggler- Being a juggler opens up a number of new avenues to stop his foes in their tracks.
    • Bullet spray Jacob grabs a handful of daggers and throws them, shotgun style, to put up a wall of 5-15 daggers.
    • Poison Tips- Causes Poison
    • Knockout Tips Causes Sleep
    • Lyrium Tips Causes Confuse
    • Rabid Tips Causes Berserk
    • Nerve-Rending Tips Causes Disable
    • Hamstring Causes Immobilize
    • Scarring Daggers Causes Pain
    • Medusa Knives Causes Gradual Petrify and/or Bind
  • Green Magic- Jacob has access to offensive Green Magic.
    • Blind- Jacob can cast a shadowy veil over the target's eyes, Blinding them.
    • Poison- Jacob can curse his target's body with Poison, slowly draining away their health.
    • Silence- Jacob can jinx his target with Silence, effectively cutting them off from all sources of magic.
    • Sleep- Jacob can envelope his target in a Sleep spell, lulling them into slumber in the middle of battle.
  • Feral Form Arts- Offensive abilities that can be used only while in Feral Form.

    • Checkerboard Slash [Feral Mode] - Jacob uses his claws to do slash across a foes body, resulting in many light cuts. Causes Pain.

Support Abilities:
  • Feral Arts- A school of primal skills gifted to Jacob by his summon, Moomba.
    • Feral Mode- Jacob inflicts a special form of Berserk on himself. While in Feral Mode, he can only use Feral Arts. While he can discern friend from foe, he will act and attack more like an animal than a person. Feral Mode grants increased physical stats (+1 to ASt, ASp, GS, OS, and ER).
      • Slitted Sight- While active, Jacob can more easily discern movement, including movement so fast the human eye can't catch it. It also grants him night vision and can peer through smoke, though it can only discern figures, not colors. While active, Jacob's pupils will become slitted. Requires Feral Mode.
      • Tracking- Jacob can use his feral instincts to discern the path of his prey. Requires Feral Mode.
      • Tracking Jacob can use his feral instincts to discern the path of his prey. Requires Feral Mode.
  • Air Deflection- If Jacob times it right, one well placed dagger can deflect oncoming physical ranged attacks.
  • Need a ledge?- Jacob can throw daggers into unclimbable surfaces to get a hand up, or give hand holds for friends.
  • Green Magic- Jacob has access to supportive Green Magic.
    • Protect- Jacob can envelop a target in a protective barrier that adds 4 to GS.
    • Shell- Jacob can envelop a target in a protective barrier that adds 4 to MD.
    • Bravery- Jacob can empower his target, increasing their Attack Strength and Guard Strength by 1.5x for 2.
    • Faith- Jacob can invigorate his target, increasing their Magic Strength and Magic Defense by 1.5x for 2 turns.

Passive Abilities:
  • Feral Resistance Due to his summon, Jacob is immune to stuns and poison.
  • Tumbling- If, at any point in time, Jacob loses his footing, he is instinctively able to regain his composure, regardless of the method.


Limit Breaks:
  • [LIMIT LV.1] MoombaMoomba- Feral Jacob summons Mooba to the battlefield and they perform several dash-strikes on an enemy. They both pounce on the foe, slashing several times, before turning and kicking dirt in their face. Can cause blind. Requires Feral Mode.
  • [LIMIT LV.2] Toxic Haze- At low hp, Jacob can raise an aura that drains his remaining mana but forms a noxious cloud that has a chance each turn of being near Jacob to blind, silence, and/or poison. Lasts 3 turns.
  • [Level 3] Sprinter- +1 to Outright Speed

Drive Form(s):
None Yet
Strengths:
-Fast
-Nimble
-Ranged attacks
-Tactical
Weaknesses:
-Bruises easily
-Magically inept
-Cowardly

Personality: Jacob is quite laid back and enjoys the finer things in life. He is a musician, an artist, and a hopeless romantic. He is a coward and, instead of fighting, prefers not combative or confrontational roles. He has a Prince Charming complex and thinks that everyone's problems are his own. He has become more distant to the world, though, because his emotions have gotten him into trouble in the past.
Flaws: Emotional▐ Dramatic▐ Childish▐ Forgetful▐ Perfectionist
Likes: The smell of leather▐ Running▐ Playing musical instruments▐ The morning
Dislikes: Bullies▐ Clowns▐ The afternoon
Fears: Death▐ Not living up to other's expectations▐ Being alone
Family: Mother, Lisa▐ Father, Eric▐ Brother, Joshua▐ Half-sister, Cianna▐ Step-sister, Makenzie▐ Step-father, Jeff▐ Step-mother, Carmandy
Bio:
Jacob lived the life of a nerd. He played video games and read extensively and played all sorts of tabletop games: war-games, rpgs, etc. As such he was ofter picked up, beaten up, and bullied by other kids. In middle school, he had everything in his locker stolen, then thrown out of the school bus's window. Finally tired of it, his brother taught him how to fight. They beat each other and wrestled every day for months. They went running and climbing through the woods behind his house. Finally in 8th grade, Jacob stood up to all the people who picked on him. He took a boy by the name of Charles, and threw him across the gym floor. John? Threw him over two rows of seats when he insulted Jacob's brother.

In high school, less people picked on him and those that did kept their distance. Jacob ignored them. He had put up with it so long that he didn't care much anymore. He had been interested in music in middle school, but in high school, he continued this passion and joined marching band. His senior year, he really enjoyed his newfound freedom and taught himself parkour. When he was 17, his Dad and Step-mother kicked him out of their house because they though he was ungrateful, a druggie, and a whore. Jacob could only listen to them yell at him with a smirk. He was none of those things. He took his belongings and moved out, now free from additional emotional baggage, and back to a normal nuclear family: A mom, a dad, and an older brother.

Summon: Moomba
Summon Appearance: Moomba Appearance
Summon Personality: Moomba is playful and determined. Number one on its list of priorities; however, is self preservation. Only when it know that it (and Jacob) are truly away from danger will it revert into it's normal, slightly devious behavior.

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: Wed May 30, 2012 7:00 pm


Tao Shukumei
Name: Timmy
Birthdate: June 6
Gender: Male

Appearance: {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
  • Height: 5'8
  • Weight: 185
  • Body Type: Sturdy
  • Skin type: Light Tan
  • Eye Color: Brown
  • Hair Color: Black
  • Hair Style: Spikey and Messy
  • Unusual Markings: N/A
  • Clothing:
Design courtesy of paint...

Theme Song(s):
  • A song of storm and fire- Yuki Kajiura
  • Break the Sword of Justice- Yuki Kajiura (Heartsong)


Significant Trait: Lonely
Quotes:
  • “It’s rather shocking isn’t it?”
  • “Leave me alone… I’ve always done well by myself.”
  • “No bueno, dude…”


Good/Evil/Other: Other
Element: Lightning / Darkness
Weapon: Dual Shields
Job Class: Defender
Stats:
  • Physical Strength: 8 [4]
  • Physical Resistance: 14 [13+1] [9]
  • Magic Strength: 8 [4]
  • Magic Defense: 14 [13+1] [9]
  • Action Speed: 8
  • Evasive Reflexes: 7 [4]
  • Outright Speed: 8 [4]
  • Endurance: 13 [8]
  • Energy: 12 [6]


Attack Abilities:
  • Lightning Magic- Timmy's summon grants him access to a variety of Lightning spells.
    • Shock Blade- Timmy focuses a mass of lightning into the shape of a massive blade that can come from the ground, above, or horizontally.
    • Thunder Shields- Timmy is capable of imbuing his shields with lightning for a variety of attacks.
      • Plasma Charge- Timmy puts an inducted shield in front of him and full on rams into the foe causing knock back and may stun.
      • V.M. Twister- Timmy charges both of his shields up with electrical currents and throws them in a spiral causing the shields to create a twister that drags in enemies and damages them.
    • Thunder/Thundara/Thundaga- Basic Thunder Magic, strikes from the sky as a bolt of lightning. Varies in strength depending on how much mana Timmy uses to cast it.
    • Magneken- Creates magnets at the end of his fists to draw the enemy closer and then releases a small explosion of electricity that has a chance to stun his opponents (May be used in a row 3 times but must then wait before use again).
    • Storm Coffin- Wraps his foe with lightning, creating a coffin like structure, to immobilize his for temporarily (Only works on one human sized or smaller foe).
    • Rising Dragon- A style that focuses lighting into Timmy's fist or fists.
      • Alpha- Timmy fires out a beam in the shape of a dragon out of his fist. He has limited control of its direction (Medium range -Long range).
      • Beta- Timmy fires off a flurry of dragon head shaped bullet punches (Short range – Medium range)

  • Darkness- Timmy has basic control over darkness, granting him access to a variety of skills and abilities.
    • Dark Strike- Timmy's shields become consumed in Darkness. The darkness adds slightly destructive force to each swing. Can only keep active for 7 posts, or use 7 times.
    • Dark Break- Timmy repeatedly jumps above enemies, dropping on top of them with shield strikes and a blast of darkness.
    • Dark Firaga- Fires an orb of flaming darkness from his hand, the style of the attack greatly resembling a Fire spell, only azure. Causes explosive dark damage upon impact.
    • Dark Raid- A Darkness-empowered Strike Raid. Timmy empowers one or both of his shields with darkness before throwing it/them at his opponent.
    • Dark Shade- Timmy falls into the ground, leaving only a shadow of himself of the surface as he makes his way towards his target. Explodes to the surface beneath the target in a burst of dark energy.
    • Dark Counter- Timmy becomes enveloped in Darkness, and upon being successfully struck, recoils before freezing in place; by this point, he has left behind an afterimage of his recoiled form, all the while appearing directly behind the opponent who struck at him, slashing at the target's back.
    • Dark Lance- Timmy conjures a spear made of darkness and throws it at his target. He can manipulate the speed and path of the spear in-flight.

  • Inazuma- A unique thunder ability that combines the dark and lightning element as one.
    • I.Armor- Focuses darkness and lightning into solid claw-like figures that can be used to attack and block.
    • I.Burst- Timmy gathers energy and then releases a shockwave.
    • I. Call- Calls forth 6 orbs that surround Timmy that take attacks or explode on contact. Can send them forward as projectiles.
    • I.Counter- Timmy creates a copy of himself before he gets hit that may burn/stun the attacker (Only works on physical attacks).


  • Warding- A school of abilities based around self-preservation and shields.
    • Whirl Burst- Spins around at high speeds, knocking back all surrounding enemies and allies.
    • Shield Boomerang- Throws Shield in an arc cutting enemies in its path.
    • Reflect Raid- Throws one or both of his Shields. Rather than immediately return, they ricochet around the area, thus striking multiple opponents multiple times.


Support Abilities:
  • Lightning Magic- Timmy's summon grants him access to a variety of Lightning spells.
    • Defib- Allows Timmy to stimulate his heart with an electric shock so that his physical performance is increased greatly. After a while it begins to take a heavy burden on him and may give blurred vision, fatigue, and hyper ventilation.
    • Indu- Allows Timmy to place an electrical current on himself and objects, shocking anything that may come into contact the inducted object. Induction wears off after a while, returning the object to normal.
    • Magnet/Magnera/Magnega- Creates an orb that slowly drags in opponents (fights MR with humans).

  • Darkness- Timmy has basic control over darkness, granting him access to a variety of skills and abilities.
    • Dark Portal- Timmy is capable of opening a rift into the realm of darkness, from where he can exit at any location he's been to before. Taking people with him runs the risk of tempering the darkness in their hearts.
    • Dark Empowerment- Enhances physical prowess with the power of darkness.
    • Scent Detection- Due to his power of Darkness, Timmy is capable of picking up on others who use the element. He is capable of picking up on residual darkness as well, though more powerful enemies are capable of masking their darkness.

  • Inazuma- A unique thunder ability that combines the dark and lightning element as one.
    • I.Dash- Allows Timmy to quickly dash short distances due to imbuing his feet with electrical properties and leave behind small amounts of dark flames.
    • I.Erase-Dispels all negative ailments on himself. Adds Inazuma’s properties onto Timmy’s physical attacks for 6 posts. (Boss Form only)

  • Warding- A school of abilities based around self-preservation and shields.
    • Reflect/Reflera/Reflega- Casts an immediate reflective barrier-dome that blocks hits on all sides for a moment before unleashing them back as non-elemental blasts
    • Dragon Force- Self-casts protect, shell, and faith on himself.
    • Last Berserk- Timmy goes berserk increasing his physical strength and makes him continuously attack.
    • Cover- Timmy can magnetize a shield and throw it to an ally, allowing it to orbit and defend his partner. He can also throw both shields to Cover an ally.


Passive Abilities:
  • Aura- Grants Timmy a second chance in battle if he’s knocked out and gives him regen. Limited to once a day.
  • Tiamat's Heart – Timmy receives a permanent +1 to Magic Defense.


Limit Breaks:
  • (Lv.1) All Set!- Auto-casts all of Timmy’s buffs for 6 posts
  • (Lv.2) Rain of the Storm Dragons - Summons Tiamat to his aid and concentrates all energy into his fists, he then releases a flurry of electrical dragons into the air that come crashing back down. Any dragons that hit the ground explode and spread out into lightning bolts that bounce off the ground for lesser damage.
  • (Lv.3) End of the Storm – Releases an electrical charge through the ground that immobilizes any enemy on the ground followed up by an opposite electrical charged storm that won’t miss those affected by the first charge.
  • (Lv.4) Tiamat's Scale - Timmy receives a permanent +1 to Guard Strength.


Drive Contributions:
  • Thunder Dragon's Heritage- The person infused with Timmy has access to Timmy's basic Elemental abilities, namely: Shock Blade, Indu, Thunder/Thundara/Thundaga.
  • Inazuma's Infection- The user gains access to Timmy's black lightning, Inazuma, if they do not instead receive a weapon alteration.
  • Attribute Boost- The person infused with Timmy has the following stats boosted additionally : Magic Defense, Guard Strength, Constitutional Endurance.


Strengths: Defense | Endurance
Weaknesses: Speed | Magic

Personality: Rather apathetic at times, he tries to force a cheery disposition as a facade to keep people from getting too close. Deep inside he is rather pessimistic and doesn’t even try to bother to look at the brighter side of things. Rash at times and gives into emotions when overtaken.

    Flaws:
  • Disloyal
  • Dubious
  • Envious
  • Hard
  • Impatient
  • Indifferent
  • Judgmental
  • Meddlesome
  • Meek
  • Self-righteousness
  • Untrustworthy

Likes: Rain | Snow | Sheep | Sleep | Personal Space
Dislikes: Grape Flavor | Turkey (animal) | The Dark
Fears: Ghosts

Family: Father | Mother | Older Brother

Bio: Originally from Seaport City, Timmy never got along with people. At times he didn’t even get along with his family, but after one fateful incident his whole world was turned upside down with the attack of the Heartless. Entering this new and confusing world, Timmy joined a large group of other Earthlings, although he didn’t really even get too close to any of them. He felt like he was being closed in and would have to support everyone, but he found a way out of that by joining a rogue squad headed by Cory. Timmy’s current mission now with the Rogue squad is to prevent the returning to their old boring lives.

Summon: Tiamat
Summon Appearance: Tiamat courtesy of Lavi
Summon Personality: A bubbly and happy-go-lucky figure.
PostPosted: Sun Jun 09, 2013 9:07 pm


Bard
User ImageName: Kyle McKenna
Birthdate: April 6 1991
Gender: Male

Appearance:
  • Height: 6’0
  • Weight: 265 lbs
  • Body Type: Proportioned
  • Skin type: Very light tan
  • Eye Color: Hazel
  • Hair Color: Brown
  • Hair Style: Hangs down to just cover the eyes
  • Clothing: Kyle wears a dark-gray, button-up, long-sleeved shirt along with black pants and black shoes. He has a white and gray coat that covers most of his body, capable of being zipped shut, but kept open most of the time. A pair of glasses rests on his face, and on his head sits a black top hat with a red jewel set into the side. Strangely, no matter what he does, the hat always stays on his head.


Theme Song(s):
  • Song- Artist


Significant Trait: Quiet
Quotes:
  • “Well mates, it seems we’re in for a bit of a tum-tigger.”
  • “Drat.”
  • ”So confusing…”


Good/Evil/Other: Good
Element: Earth
Weapon: Dual Katars
Job Class: Assassin
Stats:
  • Physical Strength: 9 [5]
  • Physical Resistance: 8
  • Magic Strength: 6 [2]
  • Magic Resistance: 2
  • Action Speed: 10 [8]
  • Evasive Reflexes: 11 (10+1) [7]
  • Outright Speed: 6 [4]
  • Endurance: 6
  • Energy: 6 [3]


Attack Abilities:
  • The Assassins Tools - A list of all techniques involving physical strikes and the status effects of the assassin.
    • Furious Frenzy- Rushing in close to his enemy, Kyle quickly unleashes a powerful storm of thrusts at his opponents body.
    • Nerve Rend- Kyle infuses himself with sensory-distorting energies before striking his target; on contact, the victim's nerves are overloaded with Pain for 3 turns.
    • Sight Scourge- Kyle infuses himself with vision-impairing energies before striking as his target; on contact, the energies rush to overload the victim's visual cortex, possibly causing Blind for 3 turns.
    • Breaking Point- Kyle rushes forward at an incredible speed to strike the enemy in a weak spot. If successful, it will inflict the Sap status.
    • Carve Away- Kyle infuses himself with sundering energies before striking out at his target; on contact, the energies have a chance to rend the victim's defenses, inflicting either Deprotect or Deshell, whichever Kyle chooses. If charged for an entire post, a single strike has a chance to inflict both.
    • Nocturnal Venom - Kyle coats his katars with a poison that, upon contact with flesh, has a chance to force the target's body into a state of deep Sleep.
    • Toxic Rampage - Kyle coats his katars with a poison that, upon contact with flesh, has a chance to spike the target's adrenaline and cloud their mind, forcefully inducing a Berserk state.
    • Hazardous Blight - Kyle coats his katars with a mystical poison that, upon contact with flesh, has a chance to ravage the target's elemental defenses and corrupt their resistance to other ailments, inflicting them with Imperil.
    • Statuesque - By laying a hand on his opponent and using a bit of earth magic, Kyle has a chance of causing Gradual-Petrify, starting from wherever he touched his opponent. On a beast-minion, the petrification can happen almost instantly, depending on his level. At level two, most weak Heartless will succumb to it easily.
    • Predator's Glare- By covering his eyes with magic, Kyle's eyes take on the temporary form of Midgardsormr's eyes, bright, glowing yellow with black slits. Any opponent that makes eye-contact will have a chance to be Paralyzed. This paralysis lasts for as long as eye contact remains unbroken, though the target blinking does not stop the status. Kyle must blink or someone must get in the way; however, the moment eye-contact is reestablished, the target might be inflicted again.
    • Midgardsormr's Hiss- Channeling his summon's ethereal magics into his vocal chords, Kyle releases a terrifying hiss that has a chance to Stun, as well as cause Fear, the target of Kyle's choice.
    • Enfeeble- Kyle envelopes himself in life-corrupting magic before assaulting his target; the negative energies have a chance to temporarily drain the youth away from the target, possible causing Old.
    • Desecrate- Kyle channels the life-rending energies of the assassin into his katars before attempting to strike at his target; on contact, the transferred energies have a chance to shred the victim's defenses entirely, inflicting Vit-0 for 3 turns.
    • Fossilize- Kyle combines the energies of assassination and the magic of Midgardsormr into a complex aura before striking at his target; on contact, the energies flood the target's body and attempt to convert it entirely into stone, Petrifying it.



  • The Serpent's Gift: A list of all techniques accomplished using his control of the earth.
    • Tremor - The most basic earth-elemental spell; Kyle manipulates the ground under his foes, causing a small area to tremble; does no damage on its own, but has a chance to disrupt enemy actions by forcing those in the small radius to keep their footing. Does not affect allies, and has a lesser effect on those with Earth resistances.[MS 1-6]
      • Quake - Also known as Tremora. A stronger version of Tremor; affects a medium-sized radius and is much more likely to disturb actions. [MS 7-10]
      • Earthshaker - Also known as Tremorga. A high-tier version of Tremor; affects a much larger area and almost guarantees interruption of the enemy. [MS 11-13]
      • Ragnarok - Also known as Tremorza. At a great cost to his mana, Kyle can make the world itself rend, causing the entire battlefield to violently shake with energy; without natural resistances, no enemy will be able to keep their balance, interrupting all actions and forcing them to the ground. [MS 14+]
    • Earth Fang - Kneeling down, Kyle plants both of his katars into the ground, then steps forward and up, swinging his katars out of the earth. From the point where his katars were in the ground springs many razor-sharp spikes of earth. They are not straight up, but slightly diagonal.
    • Stone Shackles - Kyle launches chunks of earth, charged with his mana, toward his target. In addition to raw earth damage done on impact, the material immediately cracks and shifts to either the target's wrists or ankles (chosen by Kyle), potentially Disabling or Crippling them by locking their limbs in stone-hard shackles.
    • Weight of the World - Kyle charges the surrounding earth with magic before unleashing it, causing any soil to condense and any stone to shatter, forming fine gravel that surrounds and attempts to attach to Kyle's target; if successful, the weight of the earth Slows the opponent until the magic charge dissipates, allowing the gravel to fall harmlessly to the ground.
    • Earth Cannon- By slamming his hand onto the ground, Kyle can force a large pipe to appear from the earth. It then fires three boulders from it before stopping. These boulders, once they reach a high enough height, will shatter into razor sharp shards and rain down for a rather piercing effect. A tool for crowd control.
    • Decimation- By placing his palm upon earth, stone, or other earth-based materials and unleashing a strong pulse of magic, Kyle can forcefully form a hole with a human-sized diameter. If the surface area of the material is not large enough, then it will shatter into dust. It will eventually become more powerful and he will be able to destroy larger objects. Does not work on Petrified conscious entities.
    • Stone Pawn- Kyle creates a humanoid golem from whatever earth-based material is around that he can fully manipulate. The golem acts as a very basic pawn-like warrior, its strength and defense dependent on the materials used. The number of golems Kyle can create and control at one time is equal to his current level. However, each golem created this way requires a constant stream of magic; if he creates the full number of Pawns, Kyle will be unable to use any other mana-based skills. If at any time the strain of controlling them becomes too great, Kyle can immediately cease control, preventing further loss of energy.
      • Effigy of the Serpent- Kyle can, instead, make one enhanced, serpentine construct from the surrounding materials (assuming he has mastery of them), through which Midgardsormr can manifest as a Living Effigy. This is different than an actual summoning, as Midgardsormr does not possess any magic. The base strength and endurance of the construct is determined by the materials used, and it is then strengthened by Midgardsormr's possession.

Support Abilities:
  • Terramancy- Due to Midgardsormr's power, Kyle is able to manipulate the earth around him, to an extent. His powers will eventually grow.

    • Level One- Basic manipulation of the pure earth around him. Slow to move and very taxing.
    • Level Two- An extension of Level One, completing his mastery of the surrounding pure earth, it now moves faster and requires less energy.
    • Level Three- Kyle is now able to manipulate elements where pure earth is scarce. Ex: Tile, cement, etc.
    • Level Four- Kyle now has a mastery over manipulating both surrounding pure earth and elements where pure earth is harder to fine, ex: tile, cement, etc. While able to manipulate the scarcer materials, it does not move as fast as the purer earth around him.
    • Level Five- Manipulation of trace elements of earth is possible. Requires hands to be touching the material. Ex: Steel, iron, etc.
    • Level Six- Pure earth moves as fast as he wishes it to and with minimal effort. Scarcer materials move at decent speed with some effort required. Trace elements still hard to manipulate but no longer requires direct contact to manipulate. While manipulation from a range is possible, it is at a speed equivalent to Level One and it requires great effort. Direct contact causes a slightly faster speed and less effort required, though still a great amount.

  • Double-Dipping- By pushing his katars into the ground, one after the other, he can coat them in pure stone, increasing size, strength, and durability, but lowering speed. [ En-Stone ; +2 PS ; -2 AS ]
  • Personal Barrier- By stomping his heel against the ground, a ring of stone, or whatever material he is manipulating, will surround him, protecting him alone for just one attack.
  • Subterranean Slithering - By enhancing himself with Midgardsormr's magic, Kyle can dive into the ground as if it were water, moving about unseen. The longer he stays underground, however, the more mana is used to sustain himself.
  • Silent Treading - Tapping into his assassin class and mixing it with his Terramancy abilities, Kyle is able to walk or run on any material silently and without leaving marks, as long as it came from the earth. This includes any materials that are not yet under his mastery, such as tile or iron.
  • Tracing The Steps - By connecting himself with the earthen materials under his feet via magic, Kyle is able to tell the position of anyone in contact with the ground in his vicinity, no matter how insignificant the touch. At the moment, his extra sense can only extend 20 meters in any direction, and can only tell their precise location. [ At later levels, Kyle will be able to: Differentiate Individuals ; Detect Health and Status of Allies ; and finally, Detect Health and Status of Opponents ]
  • Well of Energy- By placing his hand on any material that he can control, Kyle can slowly convert some of its potential energy into mana. However, doing so makes the particular section of earthen-material harder to control for a short period, the time extending depending on how much potential energy is taken.

Passive Abilities:
  • Blessings of the earth- Kyle slowly absorbs health from the earth around him. Acting as a slow Regen, he is continually healed by pure earth and anything made with earth at all.
  • Unstoppable Momentum- Just as a Graveler rolling down a mountain is impossible to stop, Kyle cannot be Slowed or Stopped either.

Limit Breaks:
  • [Level 1] Abyssal Maw- Dismissing his weapons, Kyle puts his hands together, back-to-back, then rips them outwards, causing an immense chasm to form, swallowing both friends and foes.
  • [Level 2] Ouroboran Outrage - Kyle unleashes the remains of his energy upon the earth, imprinting an Ouroboros around the entire battlefield. Seconds later, the symbol erupts with an explosion on par with the force of a volcano. The explosion sends hundreds of stones into the air, meaning it can hit even aerial enemies.
  • [Level 3] No-Hit Wonder- Kyle’s Evasive Reflexes are permanently increased by one, regardless of limit.


Drive Form(s):

Strengths: Attack Strength, Attack Speed, Guard Strength, Evasive Reflexes, and Constitutional Endurance
Weaknesses: Magic Strength, Magic Defense, Outright Speed, Energy
Elemental Affinities:
  • Fire - HALVED 1/2
  • Ice - DOUBLED 2X
  • Thunder - HALVED 1/2
  • Wind - HALVED 1/2
  • Water - DOUBLED 2X
  • Earth - IMMUNE
  • Nature - DOUBLED 2X
  • Poison - No Change
  • Space - No Change
  • Time - No Change
  • Lunar - No Change
  • Light - No Change
  • Darkness - No Change


Personality: Kyle is generally seen as the calmer member of the group. He doesn’t often get riled up for anything, no matter how he may seem on the outside. He just doesn’t want to upset anyone, so he goes with the choices and emotions that will make them happy. He has a deep need to please people, especially those he considers friends. And if you’re closer than a simple friend, he’d go to the ends of the Earth to please them. He has a fear of being rejected by other people, of being left behind by other friends. He also dislikes when people insult him. It isn’t a very severe dislike, as he had grown desensitized to it as he was constantly insulted when he was younger. He just doesn’t like it when he acts like himself and gets labeled as an idiot or some such thing. ((Will think about this more later. Too early, not going to spend this time deciding how I feel.))

INTP ~ The "Engineer" (Jungian Personality Types)

INTPs are logical, individualistic, reserved, and very curious individuals. They focus on ideas, theories and the explanation of how things work. They are especially adept at discussions and debate. They have the ability to focus intently on a subject. They appreciate and respect intelligence in others.

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.
  • Blunt- Characterized by directness in manner or speech; without subtlety or evasion. Frank, callous, insensitive, brusque.
  • Envious- Showing extreme cupidity; painfully desirous of another's advantages; covetous, jealous.
  • Idealist- One whose conduct is influenced by ideals that often conflict with practical considerations. One who is unrealistic and impractical, guided more by ideals than by practical considerations.
  • Ignorant- Lacking knowledge or information as to a particular subject or fact. Showing or arising from a lack of education or knowledge.
  • Impious- Lacking piety and reverence for a god/gods and their followers.
  • Indifferent- The trait of lacking enthusiasm for or interest in things generally, remaining calm and seeming not to care; a casual lack of concern. Having or showing little or no interest in anything; languid; spiritless.
  • Nonviolent- Abstaining from the use of violence.
  • Overambitious- Having a strong excessive desire for success or achievement.
  • Overemotional- Excessively or abnormally emotional. Sensitive about themselves and others, more so than the average person.
  • Phobia--Anuptaphobia- Fear of staying single.
  • Sarcastic- A subtle form of mockery in which an intended meaning is conveyed obliquely.
  • Smart a**- Thinks they know it all, and in some ways they may, but they can be greatly annoying and difficult to deal with at times, especially in arguments.


Likes: Cats, reading, the internet, video games, sleeping, and hanging with his friends.
Dislikes: Hurting his friends through his words, dogs(small dislike), not sleeping, nightmares, onions and peppers.
Fears: Death by anything other than old age, losing his friends and family.

Family: Mother- Lost, Father- Couldn’t care less about.

Bio: Kyle was in the midst of his Freshman year at college when everything went to hell. After his experience and fighting the Darkside, he awoke in the Land of Dragons, lost and confused. However, he managed to fight a temple of shaolin monks who took him in and trained him when they saw him with his katars.
He stayed with them for five days before leaving to try and find others from Earth. After he was captured by guards in the Bamboo Thicket, Kyle was overjoyed at meeting five other people from Earth. After they had been captured, they were questioned by General Shang, before they were released. Afterwards, several people (Leon, Axel, and Yuffie being among them) showed up and decided to help the Earthlings. After summoning Merlin, the mage teleported them all to a strange mix of Halloween Town and the Beast’s Castle, where the other Earthlings were situated at the moment.
After greetings (in the form of a demented clown named Kyle) dress-spheres were handed out by the other Kyle, who was the leader of the group. Afterwards, they went to the Beast’s Castle to restore the Beast to his human form. Shortly after arriving, they were attacked by Replica’s of several members of the group. After a short battle (read: playing around) the Replica’s left after the Enchantress was kidnapped, but not before destroying the bridge. As the only earth manipulators present, Noelle and Kyle, with the aid of Seymour, managed to reconnect the island with the mainland. Returning from the battle, they had a short time to rest before Leon appeared again with Merlin, this time in need of a Keyblade-wielder. After some deliberation, Riku agreed to go with them, bringing half of the group back to the Land of Dragons.

After they arrived in the Land of Dragons, they immediately set out for the palace. Upon arriving, they found that Jafar had been controlling the Emperor and was the cause of the strange laws. To defend himself, Jafar first set the guards on the group. After that failed, he took one of the guards hearts and used it to summon the ferocious Kurt Zisa. After an incredibly difficult battle, ended by a combination limit by Kyla and Amy, Jafar was banished to the Underworld by Seymour Guado.
The difficulties had yet to cease however, as a mysterious man in armor came about. The man gave them a choice between siding with him or continuing to fight with the ‘traitor’ which turned out to be the summon Ultima, which had attached itself to the other Kyle. Choosing to side with the Earthlings, there was a short fight which ended with the man escaping and being pursued by Seymour.
After being politely told to get out of the city, the group left, but not before a quick stop at a local tea shop. Sadly, they did not make it to the ship without event. The darkness in Cloud’s heart had drawn Sephiroth to the world. After several near death experiences in the battle, they finally managed to push him through a portal, made by Kyla, which led to the Red Rose. After some parting words, Sephiroth vanished.
As night fell, they climbed into the Red Rose to depart to the next world. Hawaii. While some went to bed immediately, Kyle, John, and Alan stayed up and talked for a bit before retiring. Upon arriving in the world of Hawaii, they were immediately forced to do a crash landing as they were shot down by unknown forces. With a ship surrounded by Heartless, what are the Earthlings to do in this strange combination of worlds?

Summon: Midgardsormr
Summon Appearance: Midgardsormr
Summon Circle:Pretty Circle
Summon Personality: Midgardsormr is, contrary to his appearance, kind and helpful. He aided Kyle in the battle against the Replica’s by teaching him how to perform Earth Fang. He also saved his life numerous times. Now he is attempting to teach Kyle how to manipulate the earth around him. Midgardsormr is willing to listen to Kyle’s complaints, then utterly destroy those complaints and make him work. He also gives his opinion whenever he wants, not caring if it was unwanted.




Bard of Lore
Name: Valmar
Birthdate: N/A
Gender: Male

Appearance:
  • Height: 6’0
  • Weight: 265 lbs
  • Body Type: Proportioned
  • Skin type: Very light tan
  • Eye Color: Hazel
  • Hair Color: Brown
  • Hair Style: Hangs down to just cover the eyes
  • Clothing: Valmar wears a pitch-black, button-up, long-sleeved shirt along with black pants and black shoes. He has a black, tattered and ripped coat that is frayed and falling apart at the bottom. A pair of glasses rests on his face, and on his head sits a black top hat with a red jewel set into the side.

Theme Song(s):
  • Song- Artist


Significant Trait: Cruel
Quotes:

  • “Can’t you die any faster?”
  • ”I’ll blast you into dust, fuse the dust into glass and then shatter you all over again!”


Good/Evil/Other: Chaotic Evil
Element: Earth/Darkness
Weapon: Dual Katars
Job Class: Assassin/Terramancer
Stats:
  • Physical Strength: 12
  • Physical Resistance: 11
  • Magic Strength: 9
  • Magic Resistance: 5
  • Action Speed: 14 (13+1)
  • Evasive Reflexes: 14 (13+1)
  • Outright Speed: 9
  • Endurance: 9
  • Energy: 9


Attack Abilities:
  • The Assassins Tools - A list of all techniques involving physical strikes and the status effects of the assassin.
    • Furious Frenzy- Rushing in close to his enemy, Valmar quickly unleashes a powerful storm of thrusts at his opponents body.
    • Nerve Rend- Valmar infuses himself with sensory-distorting energies before striking his target; on contact, the victim's nerves are overloaded with Pain for 3 turns.
    • Sight Scourge- Valmar infuses himself with vision-impairing energies before striking as his target; on contact, the energies rush to overload the victim's visual cortex, possibly causing Blind for 3 turns.
    • Breaking Point- Valmar rushes forward at an incredible speed to strike the enemy in a weak spot. If successful, it will inflict the Sap status.
    • Carve Away- Valmar infuses himself with sundering energies before striking out at his target; on contact, the energies have a chance to rend the victim's defenses, inflicting either Deprotect or Deshell, whichever Valmar chooses. If charged for an entire post, a single strike has a chance to inflict both.
    • Nocturnal Venom - Valmar coats his katars with a poison that, upon contact with flesh, has a chance to force the target's body into a state of deep Sleep.
    • Toxic Rampage - Valmar coats his katars with a poison that, upon contact with flesh, has a chance to spike the target's adrenaline and cloud their mind, forcefully inducing a Berserk state.
    • Hazardous Blight - Valmar coats his katars with a mystical poison that, upon contact with flesh, has a chance to ravage the target's elemental defenses and corrupt their resistance to other ailments, inflicting them with Imperil.
    • Statuesque - By laying a hand on his opponent and using a bit of earth magic, Valmar has a chance of causing Gradual-Petrify, starting from wherever he touched his opponent. On a beast-minion, the petrification can happen almost instantly, depending on his level. At level two, most weak Heartless will succumb to it easily.
    • Predator's Glare- By covering his eyes with magic, Valmar's eyes take on the temporary form of Midgardsormr's eyes, bright, glowing yellow with black slits. Any opponent that makes eye-contact will have a chance to be Paralyzed. This paralysis lasts for as long as eye contact remains unbroken, though the target blinking does not stop the status. Valmar must blink or someone must get in the way; however, the moment eye-contact is reestablished, the target might be inflicted again.
    • Midgardsormr's Hiss- Channeling his summon's ethereal magics into his vocal chords, Valmar releases a terrifying hiss that has a chance to Stun, as well as cause Fear, the target of Valmar's choice.
    • Enfeeble- Valmar envelopes himself in life-corrupting magic before assaulting his target; the negative energies have a chance to temporarily drain the youth away from the target, possible causing Old.
    • Desecrate- Valmar channels the life-rending energies of the assassin into his katars before attempting to strike at his target; on contact, the transferred energies have a chance to shred the victim's defenses entirely, inflicting Vit-0 for 3 turns.
    • Fossilize- Valmar combines the energies of assassination and the magic of Midgardsormr into a complex aura before striking at his target; on contact, the energies flood the target's body and attempt to convert it entirely into stone, Petrifying it.



  • The Serpent's Gift: A list of all techniques accomplished using his control of the earth.
    • Tremor - The most basic earth-elemental spell; Valmar manipulates the ground under his foes, causing a small area to tremble; does no damage on its own, but has a chance to disrupt enemy actions by forcing those in the small radius to keep their footing. Does not affect allies, and has a lesser effect on those with Earth resistances.[MS 1-6]
      • Quake - A stronger version of Tremor; affects a medium-sized radius and is much more likely to disturb actions. [MS 7-10]
      • Earthshaker - A high-tier version of Tremor; affects a much larger area and almost guarantees interruption of the enemy. [MS 11-13]
      • Ragnarok - At a great cost to his mana, Valmar can make the world itself rend, causing the entire battlefield to violently shake with energy; without natural resistances, no enemy will be able to keep their balance, interrupting all actions and forcing them to the ground. [MS 14+]
    • Earth Fang - Kneeling down, Valmar plants both of his katars into the ground, then steps forward and up, swinging his katars out of the earth. From the point where his katars were in the ground springs many razor-sharp spikes of earth. They are not straight up, but slightly diagonal.
    • Stone Shackles - Valmar launches chunks of earth, charged with his mana, toward his target. In addition to raw earth damage done on impact, the material immediately cracks and shifts to either the target's wrists or ankles (chosen by Valmar), potentially Disabling or Crippling them by locking their limbs in stone-hard shackles.
    • Weight of the World - Valmar charges the surrounding earth with magic before unleashing it, causing any soil to condense and any stone to shatter, forming fine gravel that surrounds and attempts to attach to Valmar's target; if successful, the weight of the earth Slows the opponent until the magic charge dissipates, allowing the gravel to fall harmlessly to the ground.
    • Earth Cannon- By slamming his hand onto the ground, Valmar can force a large pipe to appear from the earth. It then fires three boulders from it before stopping. These boulders, once they reach a high enough height, will shatter into razor sharp shards and rain down for a rather piercing effect. A tool for crowd control.
    • Decimation- By placing his palm upon earth, stone, or other earth-based materials and unleashing a strong pulse of magic, Valmar can forcefully form a hole with a human-sized diameter. If the surface area of the material is not large enough, then it will shatter into dust. It will eventually become more powerful and he will be able to destroy larger objects. Does not work on Petrified conscious entities.
    • Stone Pawn- Valmar creates a humanoid golem from whatever earth-based material is around that he can fully manipulate. The golem acts as a very basic pawn-like warrior, its strength and defense dependent on the materials used. The number of golems Valmar can create and control at one time is equal to his current level. However, each golem created this way requires a constant stream of magic; if he creates the full number of Pawns, Valmar will be unable to use any other mana-based skills. If at any time the strain of controlling them becomes too great, Valmar can immediately cease control, preventing further loss of energy.
      • Effigy of the Serpent- Valmar can, instead, make one enhanced, serpentine construct from the surrounding materials (assuming he has mastery of them), through which Midgardsormr can manifest as a Living Effigy. This is different than an actual summoning, as Midgardsormr does not possess any magic. The base strength and endurance of the construct is determined by the materials used, and it is then strengthened by Midgardsormr's possession.

Support Abilities:
  • Terramancy- Due to Midgardsormr's power, Valmar is able to manipulate the earth around him, to an extent. His powers will eventually grow.

    • Level One- Basic manipulation of the pure earth around him. Slow to move and very taxing.
    • Level Two- An extension of Level One, completing his mastery of the surrounding pure earth, it now moves faster and requires less energy.
    • Level Three- Valmar is now able to manipulate elements where pure earth is scarce. Ex: Tile, cement, etc.
    • Level Four- Valmar now has a mastery over manipulating both surrounding pure earth and elements where pure earth is harder to fine, ex: tile, cement, etc. While able to manipulate the scarcer materials, it does not move as fast as the purer earth around him.
    • Level Five- Manipulation of trace elements of earth is possible. Requires hands to be touching the material. Ex: Steel, iron, etc.
    • Level Six- Pure earth moves as fast as he wishes it to and with minimal effort. Scarcer materials move at decent speed with some effort required. Trace elements still hard to manipulate but no longer requires direct contact to manipulate. While manipulation from a range is possible, it is at a speed equivalent to Level One and it requires great effort. Direct contact causes a slightly faster speed and less effort required, though still a great amount.

  • Double-Dipping- By pushing his katars into the ground, one after the other, he can coat them in pure stone, increasing size, strength, and durability, but lowering speed. [ En-Stone ; +2 PS ; -2 AS ]
  • Personal Barrier- By stomping his heel against the ground, a ring of stone, or whatever material he is manipulating, will surround him, protecting him alone for just one attack.
  • Subterranean Slithering - By enhancing himself with Midgardsormr's magic, Valmar can dive into the ground as if it were water, moving about unseen. The longer he stays underground, however, the more mana is used to sustain himself.
  • Silent Treading - Tapping into his assassin class and mixing it with his Terramancy abilities, Valmar is able to walk or run on any material silently and without leaving marks, as long as it came from the earth. This includes any materials that are not yet under his mastery, such as tile or iron.
  • Tracing The Steps - By connecting himself with the earthen materials under his feet via magic, Valmar is able to tell the position of anyone in contact with the ground in his vicinity, no matter how insignificant the touch. At the moment, his extra sense can extend 50 meters in any direction, giving people's precise location. He can also: Differentiate Individuals ; Detect Health and Status of Allies ; and finally, Detect Health and Status of Opponents.
  • Well of Energy- By placing his hand on any material that he can control, Valmar can slowly convert some of its potential energy into mana. However, doing so makes the particular section of earthen-material harder to control for a short period, the time extending depending on how much potential energy is taken.

Passive Abilities:
  • Blessings of the earth- Valmar slowly absorbs health from the earth around him. Acting as a slow Regen, he is continually healed by pure earth and anything made with earth at all.
  • Unstoppable Momentum- Just as a boulder rolling down a mountain is impossible to stop, Valmar cannot be Slowed or Stopped either.

Limit Breaks:
  • [Level 1] Abyssal Maw- Dismissing his weapons, Valmar puts his hands together, back-to-back, then rips them outwards, causing an immense chasm to form, swallowing both friends and foes.
  • [Level 2] Big Boom NOW- Valmar imprints an Ouroboros around the entire battlefield and by putting all of his power into it, Valmar can cause an explosion on par with the force of a volcano erupting. As it is an explosion of earth, it is capable of hitting even aerial enemies. While incredibly strong, this ability draws out every bit of power in him and always causes him to pass out.
  • [Level 3] No-Hit Wonder- Valmar’s Evasive Reflexes are permanently increased by one, regardless of limit.
  • [Level 4] The Striking Snake- Valmar’s Action Speed is permanently raised by one, regardless of limit.
  • [Level 5] Auto-Cannon- Valmar creates two stone spheres that float next to him at all times, moving as he does. These spheres are roughly five feet in diameter and whenever he recognizes an enemy, the spheres will automatically send out a shower of spikes, acting as support while Valmar deals with others. While they could also be used as shields, they can get in the way of his vision.
  • [Level 6] Ragnarok- Valmar imprints an Ouroboros around the entire battlefield before it sinks into the ground. Within seconds of sinking, clods of dirt and stone will rise up from the ground and float in the air. There are too many to count and they effectively cover the battlefield. Valmar is capable of controlling them, spreading them out for a very effective all around blast, or he can pull them into one enormous ball for an incredibly powerful effect. Regardless of what he chooses to do, with a thought the tiny clods will explode with incredible force, sending out many magical explosions.


Drive Form(s):

Strengths: Speed, evasive talents, strength
Weaknesses: Weak to magic, bored easily, moved by emotions
Personality: If Kyle was good at keeping his emotions and feelings in check, Valmar is balancing on a pin. At the slightest drop of the hat he could fly into a rage, but he could just as easily become bored and move on. He is very reactionary, but by himself he tends to slow down and relax, avoiding others when he wants some free time.
Flaws:
  • Absentminded- Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
  • Abusive- Characterized by improper infliction of physical or psychological maltreatment towards another.
  • Arrogant- Having or displaying a sense of overbearing self-worth or self-importance. Inclined to social exclusiveness and who rebuff the advances of people considered inferior. Snobbish.
  • Blunt- Characterized by directness in manner or speech; without subtlety or evasion. Frank, callous, insensitive, brusque.
  • Bold- In a bad sense, too forward; taking undue liberties; over assuming or confident; lacking proper modesty or restraint; rude; impudent. Abrupt, brazen, cheeky, brassy, audacious.
  • Cruel- Mean to anyone or anything, without care or regard to consequences and feelings.
  • Disloyal- Lacking loyalty. Unfaithful, perfidious, traitorous, treasonable
  • Egotistical- Characteristic of those having an inflated idea of their own importance. Boastful, pompous.
  • Envious- Showing extreme cupidity; painfully desirous of another's advantages; covetous, jealous.
  • Fickle- Characterized by erratic changeableness or instability, especially with regard to affections or attachments; capricious.
  • Fierce- Marked by extreme intensity of emotions or convictions; inclined to react violently; fervid; "fierce loyalty"; "in a tearing rage"; "vehement dislike"; "violent passions".
  • Flirt- To make playfully romantic or sexual overtures; behavior intended to arouse sexual interest. Minx. Tease.
  • 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.

  • Idealist- One whose conduct is influenced by ideals that often conflict with practical considerations. One who is unrealistic and impractical, guided more by ideals than by practical considerations.
  • Impious- Lacking piety and reverence for a god/gods and their followers.
  • Indifferent- The trait of lacking enthusiasm for or interest in things generally, remaining calm and seeming not to care; a casual lack of concern. Having or showing little or no interest in anything; languid; spiritless.
  • Liar- Compulsively and purposefully tells false truths more often than not. A person who has lied or who lies repeatedly.
  • Remorseless- Without remorse; merciless; pitiless; relentless.
  • Overambitious- Having a strong excessive desire for success or achievement.
  • Sarcastic- A subtle form of mockery in which an intended meaning is conveyed obliquely.
  • Scoundrel- A wicked or evil person; someone who does evil deliberately.
  • Smart a**- Thinks they know it all, and in some ways they may, but they can be greatly annoying and difficult to deal with at times, especially in arguments.
  • Spiteful- Showing malicious ill will and a desire to hurt; motivated by spite; vindictive person who will look for occasions for resentment. Vengeful.
  • Troublemaker- Someone who deliberately stirs up trouble, intentionally or unintentionally.
  • Untrustworthy- Not worthy of trust or belief. Backstabber.


Likes: Darkness, cruelty, destruction, hatred
Dislikes: Light, Kyle, friendship
Fears: Being destroyed, failing to do away with Light

Family: The other Replicas

Bio:

Summon: Dark Midgardsormr
Summon Appearance: Dark Midgardsormr is only different in color to the original counterpart, becoming all black, save for glowing red eyes.
Summon Personality: Dark Midgardsormr is a remarkably lazy summon, more than content to let Valmar do everything. He rarely comments on situations, and he spends his time doing nothing. If Valmar is forced to summon him to the battlefield, all it takes is a single attack to hit him, whether it hurts or not, before he goes into a rage, destroying everything around him, not particularly caring if he hits Valmar in the process.

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 Jun 09, 2013 9:09 pm


Kichi Kuronagi
Name: Kichi (Jon is his real nickname, but he goes by Kichi equally often.) User Image
Birthdate: 11/13/89
Gender: Male

Appearance:
  • Height: 5'9"
  • Weight: 130 lbs
  • Body Type: Lean
  • Skin type: Average caucasian.
  • Eye Color: Hazel
  • Hair Color: VERY dark Brown
  • Hair Style: Short, flipped up in front.
  • Clothing:
see picture. Mostly an olive green, with some brown.

Theme Song(s):
  • Home- Lost Witness featuring Tiff Lacey


Significant Trait: Values Friends
Quotes:
  • "Hey. I'm there for my friends, so if you ever want to talk, jus lemme know."
  • "Let's jus make sure we all make it through this!"
  • "I need a distraction...I can't keep thinking about this."


Good/Evil/Other: GOOD. Definitely good
Element: neutral (Gliding)
Weapon: Tonfa
Job Class: Monk
Stats:
  • Physical Strength: 8 [5]
  • Physical Resistance: 6
  • Magic Strength: 6 [3]
  • Magic Resistance: 2
  • Action Speed: 11 (10+1) [8]
  • Evasive Reflexes: 8 [6]
  • Outright Speed: 10 [7]
  • Endurance: 7 [4]
  • Energy: 6 [4]


Attack Abilities:
  • Bahamut's Flare- A non-elemental school of magic inherited from Bahamut. Represented by an intense white flame, it is considered Kichi's "element".
    • Flare - Kichi conjures a small ball of white fire in front of him. Shortly after it explodes, damaging all enemies with non-elemental magic damage.
    • Binary-Flare - Kichi puts two white balls of fire on either side of himself, both of which explode shortly after their creation.
    • Narrow-Flare - Kichi charges an orb of white flare eneergies in his hands, then thrusts both forward, and the flare fires off in a beam to attack enemies in a line in front of him.
    • Ruin - Basically a seeking mini flare, that can be pumped out semi-rapid fire. A each one is a small shining orb, that explodes in a miniature burst of light afterward.
    • Ruinra - Similar to Ruin, only faster. Heat-seeking capabilities are lowered due to the higher speed. Can be used in the same rapid succession at Ruin, but uses more mana.
    • Ruinga - Similar to Ruin, only instead of a small burst of light, the energy explodes outward in a 10 foot diameter explosion of light, hurting any in the area of effect. Cannot be used as rapidly as Ruin or Ruinra.
    • Flare Thrust - Kichi focuses Flare energies into his tonfa. Using a Flare as propulsion, he rockets his Tonfa forward, in a punching motion, smashing into his target with great force, at least compared to a normal punch.
    • Flare Shockwave - Kichi focuses Flare energies into his Tonfa before smashing them into the ground. Whatever direction the tonfa are pointing, a shockwave of energy flows through the ground, tearing it apart as it travels.
  • Dragon Tech - A school of abilities used by those who know the ways of dragons.
    • Bahamut's Rage - Focusing Bahamut's energy into his vocal cords, Kichi can release a loud dragon's roar that temporarily stuns enemies within range.
    • Dragon Dive - A combo of Dragon Leap and Flare Thrust
    • Dragon Slam - A more advanced Dragon Dive, comboing Flare hockwave and Flare Thrust into the dive attack, to cause enough damage that the ground around where he hits cracks and breaks apart in a shockwave that travels outward.
    • Flare Breath - Kichi unleashes a close ranged blast of white non-elemental fire from his mouth.
  • Glide Tech- A school of abilities based around Kichi's ability to glide.
    • Jet Strike- Kichi glides by the enemy at high speeds, striking with his Tonfa while doing so.
    • Jet Takedown- Kichi tackles his opponent at high speeds, crashing into the ground or wall and using them as a shield.
  • Tonfa Arts- Techniques that utilize Kichi's speed and strength with his Tonfa.
    • Ragnarok Arcanum- Kichi strikes his opponent 13 times, each strike lifting the enemy into the air. Kichi leaps after them and performs four more strikes to propel the enemy further into the air before firing a barrage of white beams at him/her.
    • Sonic Tonfa- Kichi rushes through his opponent multiple times, striking each time with his Tonfa.
    • Ars Raid- Kichi strikes the opponent 12 times with his Tonfa before delivering a 13th strike that launches them away. While still in mid-flight, Kichi throws both Tonfa at his opponent for additional follow-up damage.


Support Abilities:
  • Bahamut's Flare- A non-elemental school of magic inherited from Bahamut. Represented by an intense white flame, it is considered Kichi's "element".
    • Flare Guard- Focusing Flare energies on defenses, Kichi can envelope himself (or whoever he targets) with a protective aura of white fire that takes the brunt of physical attacks and weakens magical effects.
    • Flare Chakra Burst- Calling upon Bahamut, he gets a rush of flare energies through his veins, which blows the remnants of any status effect out of his body, and recovering a small amount of HP, thus giving him a second wind.
  • Dragon Tech- A school of abilities used by those who know the ways of dragons.
    • Dragon Leap- By focusing draconic energies into his legs, Kichi can leap dozens of feet into the air, giving him a height advantage, as well as a good Gliding potential.
    • Dragon Scales- Kichi can harden a single portion of his body at a time to the same density as dragon scales, allowing him to guard even bladed weapons with his bare skin.
    • Dragonheart- Due to his abnormally strong, dragon-like heart, Kichi has an automatic Second Chance in battle, preventing him from being KO'd one time.
  • Glide Tech- A school of abilities based around Kichi's ability to glide.
    • Basic Glide- Kichi's standard form of Glide. Not very fast, but not terribly slow. Cannot remain afloat indefinitely.
    • Jet Glide- Upgraded form of Glide. Kichi fires Flare energy from his Tonfa to vastly increase speed. Is much more costly to use than Basic Glide. Cannot remain afloat indefinitely.
    • Float- Allows Kichi to simply float in the air. His speed is the same as he would be on the ground, though he can remain in the air indefinitely and thus allow him a strategic advantage against Earth magic.
  • Tonfa Arts- Techniques that utilize Kichi's speed and strength with his Tonfa.
    • Spin Guard- Kichi spins the Tonfa in his hands at high speeds, creating a makeshift "shield" to guard projectiles. Ineffective against melee strikes.


Passive Abilities:
  • Lifefont- Recovers health as he moves, a quarter of his health in 100 feet, once every 3 minutes tops.
  • Attack Speed Proficiency - Up attack speed by 1 pt, can surpass max level.


Limit Breaks:
  • [Level 1] Kilo Flare- Kichi conjures a large ball of white fire before striking it with his Tonfa, resulting in a mass-scale explosion, damaging all enemies and leaving all allies unharmed. [Area of Effect]
  • [Level 2] Destrudo- A mass-Ruin spell, Jon summons multiple Ruin attacks and unleashes them all at once. [Area of Effect and/or Single Target]
  • [Level 3]???
  • [Level 4] Outright Speed Proficiency - Up outright speed by 1 pt, can surpass max level.


Strengths: Intelligence | Martial Arts Abilities | Speed | Defense
Weaknesses: Oblivious | Bad at making connections | Overly caring at times | Stamina | SOCIAL SKILLS | MOOD CONTROL. Hyper-focused(becomes very focused on one thing and one thing only.)



Personality: Kichi is intelligent, but lacking in the ability to put 2 and 2 together. He cares deeply about his friends, but if you're not his friend, you don't care to be, and ESPECIALLY if you're an idiot, he has trouble controlling his temper. A bit of a hopeless romantic.
Likes: Intelligent people, Challenges
Dislikes: stupid people, mundane or impossible tasks.
Fears: Being alone.

Family: Immediate - Parents, sister, dog. Extended - all out of state, including Grandfather, who he looks up to a lot.

Bio: Kichi had a good life. He was a happy kid, until about 13, where he went through a lot of crap relationships, and became very depressed. At around 15, he got back to his usual cheery self, but had developed Bipolar disorder. Having been dealing with it since that time, he's mostly used to it. Then this happened...

User ImageSummon: Bahamut
Summon Appearance: Fury version, from CRISIS CORE FFVII
Summon Personality: Needs proof of worthiness before lending power, but once proof is given, he is very loyal. Despite what you'd think about him having a authoritative personality, he has come to care quite a bit about Kichi's Mental state and emotional supports, almost like a very worried father.
PostPosted: Sun Jul 28, 2013 10:17 am


Rio
Name: Zeba
Nickname: Zee
Birthdate: 18 October 1994
Gender: Female

Appearance:
  • Height: About 5'0" (finally biggrin DD)
  • Weight: Roughly 100 lbs (tends to waver around that mark)
  • Body Type: Lean, with a slight swimmer's build
  • Skin type: Light brown
  • Eye Color: Darkest possible brown you'll ever see in your life; in fact, you might as well call it black ._.
  • Hair Color: Black
  • Hair Style: Clickeh [Layered w/front bangs pinned back; reaches 4-5 inches below her shoulders]
  • Unusual Markings: A two inch scar running horizontally underneath the far corner of her left eye, on the curve of her cheek bone
  • Clothing: Coming soon, thanks to my glorious waifu ;3


Theme Song(s):
  • "The Great DJ" ~ The Ting Tings
  • "On My Way" ~ Phil Collins [Travel Song]
  • "Just The Way I Am" ~ Skye Sweetnam


Significant Trait: Energetic
Quotes:
  • "Say whut?"
  • "HAH! PUNISHMENT!"
  • "SUGAAAAAAAAAAAAAAAAAAAAAAAAAAAR!!"
  • "I, like, TOOOOOOOOOOOOOOOOOTALLY knew that... Like, yeah... Hee hee... Hee hee... Heee...."


Good/Evil/Other: GOODIE TWO-SHOES
Element: Non-elemental
Weapon: Kusarigama [chain length can be extended anywhere between 2 to 30 feet]
Job Class: Ninja-Assassin >3
Stats:
  • Attack Strength: 2
  • Attack Speed: 6

  • Magic Strength: 6
  • Magic Defense: 3

  • Guard Strength: 1
  • Evasive Reflexes: 7
  • Outright Speed: 6

  • Constitutional Endurance: 6
  • Energy: 8


Attack Abilities:
  • Sonic Slash ~ Swipes from the sickle send waves of glowing, white-but-multi-coloured, non-elemental energy towards the enemy causing damage and delay. Amount of damage and length of delay depends on the size of the attack.
  • Sonic Charge ~ She manifests a glowing ball of glowing, white-but-multi-coloured, non-elemental energy that can be thrown at the enemy to cause damage and delay. Amount of damage and length of delay depends on the size of the attack.
  • Sonic Rain ~ She throws the weight of the kusarigama straight up into the air, and once it reaches its peak, it sends beams of white-but-multi-coloured, non-elemental energy in all directions, then each beam explodes into showers of glowing white energy particles that rain down, causing non-elemental damage and delay.
  • Sonic Burn ~ She fires a huge beam of glowing, white-but-multi-coloured, non-elemental energy out towards the enemy, dealing damage and delay. This beam can be shot out from any medium that she is in contact with. The path of the beam can be controlled by simply moving the aforementioned mediums. The beam can be long and continuous like a laser, or short bursts like bullets.
  • Sonic Rave ~ She stomps her foot, and sends a circular wave of non-elemental, white-but-multi-coloured, non-elemental energy that ripples out from her, causing damage and delay.
  • Sonic Surge ~ She can create seismic bursts.
  • Sonic Tap ~ Due to her Passive Ability, 'Critical Eye,' Zeba can see a person's weak points when plausible. By touching and emitting energy into these points, she can cause both damage and delay.
Support Abilities:
  • Binding Rain ~ She manifests small, needle-like articles of white energy that can be thrown at or thrust into the enemy. When they make contact, they embed themselves deep into the skin and slow down their movements. After so many needles are administered, they become paralyzed. The number required to cause paralysis depends on the enemy's body mass (larger the person, more or larger needles needed). The affect wears off with time (more/larger needles, more time), or can be stopped by Zeba beforehand.
  • Obex ~ Spinning the kusarigama creates a large, circular, glowing golden glyph (the size and shape of the blurred, moving weapon) that blocks attacks. Can be used to block point blank, or thrown to parry an oncoming attack.
  • Helix ~ She draws a circle around herself/someone else, from which tendrils of white and gold, yet multi-coloured, non-elemental energy rise and twist around her/that someone else, forming a helix that provides a tough, protective shield. Though 'Helix' is very strong, it is also very energy consuming, so it is unwise to keep the shield up for too long.
Passive Abilities:
  • Critical Eye ~ Her 'Ninja' class allows her to spot enemies weak points, thus allowing her attacks to do more damage than what she'd normally be capable of.

Limit Breaks:
  • Sonic Blitz ~ She manifests a shocking amount of white-but-multi-coloured energy around her, and then releases it all as many, many narrow lasers of the same colour that shoot out in all (all) directions and cause damage and delay.

Drive Form(s):

Strengths: Attack Speed | Magic Strength | Reflexes | Outright Speed | Constitutional Endurance (HP) | Energy (MP) | Her ability to sense enemies weak points
Weaknesses: Attack Strength | Magic Defense | Guard Strength | Indecisiveness

Personality: Zeba is like several people at the same time.

On one side, she's extremely curious, immature, and friendly. Though this teen is capable of acting like an adult when the situation calls for it, she's otherwise bubbly, random, or suffocating in a fit of laughter.

On the other side, she's got an strong conscience and a great hate for the unjust. Because of events in her childhood, she becomes infuriated upon seeing unfairness, and hates seeing anyone (with a few exceptions) in pain. Though she may be lazy when it comes to doing work at home, Zeba can fight to the bone for what she sees as right; a trait brought on through bad experiences.
She understands that, whilst people may not be equal, the treatment you give everyone should be. Her desire for fairness and fair treatment extends so far it makes her rather terrible around kids; she can't compliment them for their comparatively minor achievements, give them things they desire just because they're sad (the reason for which is usually their own fault), praise them in attempts to boost their already inflated egos, or give up her own pleasures to satisfy their own. She isn't very tolerant of their stuck-up-ness, and HATES it when children reach that egocentric stage and believe they deserve more than others, should get someone else's food or toy, or that the whole freaking world revolves around them BECAUSE IT DOESN'T DAMMIT YOU'RE NO MORE IMPORTANT THAN ANYBODY ELSE *throws rock*. She just adores babies, though. When they aren't crying or pooping or barfing. Ick.

In the middle, she's an extremely sensitive girl. Though she may not show it, Zeba is actually very easily hurt, though the means by which aren't as most would expect. For her, sticks and stones hurt her less than words - but not just any words. Though she doesn't break down and cry when some random stranger off the street yells at her, harsh words from someone important can make her tears flow within seconds. It's all part of her fear of being rejected. This fear has also induced a sort of paranoia in her; she's constantly afraid that what she says will lessen other peoples' opinions of her, which will then lead to being 'rejected', so to speak. As much as she may try to stop it, this often ends many of her friendships; she'll slowly loosen up, then, because of how she can sometimes come across more serious than she actually is, or because of poor judgement on her part, she'll accidentally cross the line and say something that will anger her friend(s). Sadly, she'll break down because they'll yell at her, and then she'll judge her words so carefully that the relationship becomes awkward and the once strong bond breaks. It's a bittersweet reality.

And then on the far side, she's dreary, obscure and sombre. Zeba can keep this side of her masterfully hidden from people, only choosing to reveal just how damaged she is to people she feels can understand and support it. There have been too many occasions where she told her friends about how she can really be, and ends up being pushed away out of awkwardness or ignorance.
This dark part of her is always present, and Zeba can 'feel' its presence if she tries to. It tends to come out when something sad or triggering has happened, and leaves her feeling miserable, pathetic, black and hopeless for anywhere between a couple of minutes to a few days. She's highly critical and blunt; feeling like there is no point to anything, and would prefer just to lie down somewhere remote and just forget the world. Zeba hates how everything she is, says, or does feels so broken and wrong, and how she can't help but just curl up and cry because of it.

This darker side of herself has resulted in an interesting abhorrence; Zeba detests reality.
Though the magnitude of the hatred varies on her mood, she has a severe case of escapism. This teenager loves anything that brings her away from reality, if even for a moment. Books, music, movies, her imagination... Anything that lets her drown out the world. Branching off from her distaste is her dislike of responsibility, and her reluctance to grow up. She hates the prospect of having to grow up because of how she sees the world and the adults around her. They're always busy with bills, children, and work. And the world just plain sucks. It's filled with crap and ignorance and people exploiting and hurting and doing God knows what else to their fellow human beings. These things are a part of reality, and it's this reality that she so strives to drown out. She'd rather remain a child who could get through the day doing little work and justing shut away all the other crap. As such, she becomes dispirited at the thought of growing up; an aspect of life that society has framed as the onslaught of facing reality.

~ ~ ~ ~ ~ ~ ~

INTP ~ The "Engineer" (Jungian Personality Types)

INTPs are logical, individualistic, reserved, and very curious individuals. They focus on ideas, theories and the explanation of how things work. They are especially adept at discussions and debate. They have the ability to focus intently on a subject. They appreciate and respect intelligence in others.

Flaws:
    • Bold: Prominent
    • Italics: Prominent after triggering occurrences or when certain factors are met
    • Bold + italics: Prominent, but more so after triggering events or the satisfying of certain conditions

  • Absentminded
  • Anxious
  • Bold ~ If she's tired, frustrated, annoyed or angry
  • Dependent
  • Disability ~ Myopia [Taken care of by the contacts supplied by her Dressphere]
  • Disorder [Binge Eating Disorder (pretty damn sure), quite possibly an Emotional Detachment Disorder, plus several others she feels are present and carry symptoms identical to several mentioned, but has yet to be clinically diagnosed with] (I'm telling my mother to book a psychoanalysis but she's sloooooooooooooow Dx) ~ Becomes more aparent when she's gloomy
  • Disturbed?(May or may not keep when the results of the above come back AFTER MY MUM BOOKS THE APPOINTMENT *throws telephone* )
  • Dubious ~ Mainly because she likes to take all matters into account, including the opinions of others, and sees things from everyone's points of views
  • Fierce ~ If she's angry or frustrated, naturally
  • Finicky
  • Gluttonous (I guess with the Binge Eating Disorder?) ~ When she's bored or gloomy
  • Gullible
  • Impatient ~ She conceals this well, only losing control when she's blue, angry or frustrated
  • Indecisive
  • Lazy ~ When she's at home. If she's somewhere else, or with people who aren't her mother, father, or step-family, she's actually very helpful o.o""
  • Overemotional ~ She hides this extremely well, but has to let things out when alone or with someone she really trusts, though she can sometimes lose her composure if the cause is too hefty or if she's already in a frail mental state
  • Perfectionist
  • Rigorous
  • Soft-hearted ~ If the person/situation strikes one of her heartstrings
  • Stubborn
  • Temperamental ~ If she's fed-up, frustrated or angry
  • Withdrawn ~ If she's feeling sombre or unsure of herself


Likes: Anything sweet (and I mean ANYTHING) | Reading | Watching movies | Listening to music | Sweet things (Oops, did I already mention that? Ow<) | Imagining false realities or different outcomes of everything | Talking to friends | A good, deep discussion | Cute things | Food
Dislikes: Housework | Homework | Not very fun work | Food that isn't yummy | Unflavoured milk | Bananas | Lettuce (it's tasteless ._.) | Mayonnaise (makes her gag for some reason) | Anything creepy, crawly or slimy | Scary things | Liars | Mean people | Bossy people | Attention whores | Boastful people | Down-right annoying people | Reality | Growing up
Hates: Injustice | Seeing people, either in real life or on screen, in pain
Fears: Pain - though primarily psychological, it can also apply to physical pain depending on her mental state

Family:
  • Mother [deceased]
  • Father [deceased]
    • Step-mother [deceased]
    • Step-sister [deceased]
    • Step-brother [deceased]
    • Step-brother [deceased]


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

User ImageSummon:
Valefor
  • Summon Element: Non-elemental
  • Summon Appearance: Giant, feathered dragon-bird with a chain coming down from one of the hooks on its wings
  • Summon Personality: Playful yet mature, Valefor sees Zeba as her long lost twin sister, and as such, is unusually caring and protective of her summoner


Rio
Name: Qareen
Birthdate: ???
Gender: Female

Appearance:
  • Height: About 5'0"
  • Weight: Roughly 100 lbs
  • Body Type: Lean, with a slight swimmer's build
  • Skin type: Light brown
  • Eye Color: Black
  • Hair Color: Black
  • Hair Style: Work in progress
  • Unusual Markings: A two inch scar running horizontally underneath the far corner of her left eye, on the curve of her cheek bone
  • Clothing:
Work in progress

Theme Song(s):
  • "Sermon" - Drowning Pool
  • "The Pretender" - Foo Fighters
  • "Bittersweet Symphony" - The Verve
  • "Return to Innocence" ~ Enigma [Heartsong]


Significant Trait: Morose
Quotes:




Good/Evil/Other: Evil
Element: Non-Elemental
Weapon: Kusarigama [chain length can be extended anywhere between 2 to 30 feet]
Job Class: Ninja-Assassin
Stats:
  • Attack Strength: 7
  • Attack Speed: 11

  • Magic Strength: 11
  • Magic Defense: 8

  • Guard Strength: 6
  • Evasive Reflexes: 12
  • Outright Speed: 11

  • Constitutional Endurance: 11
  • Energy: 13


Attack Abilities:
  • Sonic Slash Swipes from the sickle send waves of glowing, black-but-multi-coloured, non-elemental energy towards the enemy causing damage and delay. Amount of damage and length of delay depends on the size of the attack.
  • Sonic Charge - She manifests a glowing ball of glowing, black-but-multi-coloured, non-elemental energy that can be thrown at the enemy to cause damage and delay. Amount of damage and length of delay depends on the size of the attack.
  • Sonic Rain - She throws the weight of the kusarigama straight up into the air, and once it reaches its peak, it sends beams of black-but-multi-coloured, non-elemental energy in all directions, then each beam explodes into showers of glowing black energy particles that rain down, causing non-elemental damage and delay.
  • Sonic Burn - She fires a huge beam of glowing, black-but-multi-coloured, non-elemental energy out towards the enemy, dealing damage and delay. The laser can be shot out from any medium that she is in contact with. The path of the ray can be controlled by simply moving the aforementioned mediums. The beam can be long and continuous like a laser, or short bursts like bullets.
  • Sonic Rave - She stomps her foot, and sends a circular wave of non-elemental, black-but-multi-coloured, non-elemental energy that ripples out from her, causing damage and delay.
  • Sonic Surge - She can create seismic bursts.
  • Sonic Tap - Due to her Passive Ability, 'Critical Eye,' Qareen can see a person's weak points when plausible. By touching and emitting energy into these points, she can cause both damage and delay.
Support Abilities:
  • Binding Rain - She manifests small, needle-like articles of black energy that can be thrown at or thrust into the enemy. When they make contact, they embed themselves deep into the skin and slow down their movements. After so many needles are administered, they become paralyzed. The number required to cause paralysis depends on the enemy's body mass (larger the person, more or larger needles needed). The affect wears off with time (more/larger needles, more time), or can be stopped by Qareen beforehand.
  • Obex - Spinning the kusarigama creates a large, circular, glowing silver glyph (the size and shape of the blurred, moving weapon) that blocks attacks. Can be used to block point blank, or thrown to parry an oncoming attack.
  • Helix - She draws a circle around herself/someone else, from which tendrils of black and silver, yet multi-coloured, non-elemental energy rise and twist around her/that someone else, forming a helix that provides a tough, protective shield. Though 'Helix' is very strong, it is also very energy consuming, so it is unwise to keep the shield up for too long.
Passive Abilities:
  • Critical Eye - Her 'Ninja' class allows her to spot enemies weak points, thus allowing her attacks to do more damage than what she'd normally be capable of.

Limit Breaks:
  • Sonic Blitz - She manifests a shocking amount of black-but-multi-coloured energy around her, and then releases it all as many, many narrow lasers of the same colour that shoot out in all (all) directions and cause damage and delay.


Drive Form(s):

Strengths: Attack Speed | Magic Strength | Reflexes | Outright Speed | Constitutional Endurance (HP) | Energy (MP) | Her ability to sense enemies weak points
Weaknesses: Attack Strength | Magic Defense | Guard Strength

Personality: Qareen is the embodiment of every foul deed, vile thought, and sinister emotion Zeba has ever had. As such, she is a wrathful, apathetic misanthrope with a very cynical view of the world.
Due to her 'upbringing', Qareen finds it well-nigh impossible to sort out an argument in a rational manner. Instead, she solves practically all of her problems with violence and death threats - though not so much the death threats. If triggered, Qareen becomes exceedingly truculent, and usually for a very minor, minor reason. As apathetic as she usually is, it can take naught more than a cordial chuckle, a short breath, or your mere existence to set her off on a murderous rampage. However, even if your life depended on it, under no plausible circumstance should you ever, ever touch her. It's a death wish.
She is volatile.
Apart from this, Qareen remains emotionally and physically (as much as is possible) detached from the world. Preferring her own room and thoughts to the most entertaining company and appealing public area, it may be better that way considering how dark, sanguinary and violent her thoughts can be.
Qareen has an incredible fear of psychological pain (hence said detachment); the prospect of affection terrifies her. She remains perpetually distant to spare herself the hurt that both positive and negative human interactions can bring, but that doesn't mean she doesn't crave it. In fact, her existence itself is a contradiction; she's indifferent, yet capable of becoming demoniacally irate; she hates being alone, yet feels sick when being touched by another and hates any and all company; she'll rip your head off at the drop of a hat, yet retches at the sight of someone in any sort of pain without any knowled their own background; she's deadly afraid of being loved, yet she's yearning for affection and acceptance so much that it hurts; she knows that she's messed up, yet she doesn't know how to explain the depth of what is wrong.

Qareen, just like her original, hates reality. She hates the world and all the pathetic vermin that scamper through it. As such, she has a severe case of escapism. Going hand in hand with her detachment, this replica loves anything that brings her away from reality, if even for a moment. Books, music, movies, her imagination... Anything that lets her drown out the sorrows of the world and forget her pain is like a drug to her. Branching off from her distaste for life is her fear of responsibility, and her reluctance to grow up. She hates the prospect of having to do any sort of work, and would rather remain couped up in her room with some way to forget anything, if even for a second, than take on the stresses of everyday life. As such, she becomes more depressed than usual at the thought of growing up; an aspect of life that society has framed as the onslaught of responsibility.

However, this little freak isn't without some good. Because of certain events in her childhood, she hates, hates, loathes unfairness (which is also partially hypocritical, considering how she can be when she's infuriated), and absolutely abhors the universal law that "evil triumphs when good men do nothing". Funnily enough, her current allegiances make this another contradiction. Isn't it hilarious that she hates hypocrites as well?
Oddly enough, despite the fact that physical pain and the threat thereof don't mean a rat's a** to her, the mere sight of anyone (except a select few) in any sort of pain is enough to make her retch. It's not that she feels FOR them (quite frankly, she doesn't give a ********), but it's the pain ITSELF that makes her so uncomfortable.

Flaws:
    • Bold: Prominent
    • Italics: Prominent after triggering occurrences or when certain factors are met

  • Absentminded
  • Abusive - When she snaps and goes into one of her rampages
  • Aimless - Devoid of direction or purpose.
  • Callous - If she's not angry
  • Complex - Fear of psychological/emotional pain
  • Cruel - When she loses it and goes into a rage
  • Disability - Myopia, [Taken care of by the contacts supplied by her Dressphere]
  • Disorder - Anorexia Nervosa, Emotional detachment, Depression
  • Envious
  • Hard
  • Hypocritical
  • Impatient
  • Impious
  • Lazy
  • Murderer
  • Obsessive - She obsesses with her means of distraction (what book she is reading, etc.), creating alternate plots or endings to the point it's all she can think about
  • Overemotional
  • Sarcastic
  • Spiteful
  • Tactless
  • Temperamental


Likes: Doing nothing | Escaping from reality
DislikesHates: Any sort of work | The prospect of growing up | Anything creepy, crawly or slimy | Liars | Mean people | Bossy people | Attention whores | Boastful people | Down-right annoying people | The usual people anyone who's sane doesn't like | Unfairness | Seeing others in any sort of pain | When people talk about weight around her
Fears: Psychological pain
Desires: To stay the way she is forever | For nothing to ever change (except for the unjust; those things BETTER change)

Family:
  • Mother [deceased]
  • Father [deceased]
    • Step-mother [deceased]
    • Step-sister [deceased]
    • Step-brother [deceased]
    • Step-brother [deceased]


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

User ImageSummon:
Dark Valefor
  • Summon Element: Non-elemental
  • Summon Personality (Optional): Dark Valefor is the polar-opposite of Valefor; spiteful, vindictive, cruel, malicious, and without an ounce of solicitude for her summoner, Qareen.

fractalJester
Captain

Omnipresent Seeker

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