Welcome to Gaia! ::

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

Back to Guilds

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

Tags: Kingdom Hearts, Roleplay, Literate 

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

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Sun Jan 10, 2010 6:07 pm


Kaegoe
User ImageName: Dawn Cook
Birthdate: 9/5/1987
Gender: Female
HP: 28
MP: 24
ApP [Skill]: 2
ApP [Speed]: 2

Appearance:Dawn
  • Height: 5'7"
  • Weight: 200lbs
  • Body Type: curvy
  • Skin type: pale
  • Eye Color: Sapphire blue
  • Hair Color: Brown
  • Hair Style: Wore down, length about halfway down her back
  • Unusual Markings:
  • Clothing: Long white tank top, that goes just an inch past her butt, With lacie straps going off her shoulders And a side skirt also of lace. Over it is a dark green corset with a zipper down the front. Under the skirt made by the white shirt, she wears a pair of blue shorts that stop just above her knees, a black belt on the left leg and two on the right leg. She also wears a pair of white boots, that look of white linen with black belts holding them up. White gloves both, the right glove going to her wrist while the left goes to her elbow with a black belt on it as well. Along a necklace with an angel on it with sapphires and clear stones..


Theme Song(s):


Significant Trait: Carefree
Quotes:

  • "Even the darkest room has a small glimmer of light."
  • "What did you say?"
  • "Ugh my life sucks!"


Good/Evil/Other: Good
Element: Wind
Weapon: Duel Tessen
Job Class: Dancer/Aeromancer
Stats:
  • Strength: 5 [4]
  • Defense: 8 [5]
  • Magic: 10 [4]
  • Resistance: 7 [4]
  • Skill: 10 [8]
  • Reflexes: 5 [2]
  • Speed: 10 [8]
  • Constitution: 7 [5]
  • Energy: 10 [5]


  • Attack Abilities:
  • Wind Magic- A school of magic granted to Dawn by her summon, Garuda.
    • Aeromancy- Dawn manipulates the wind to her liking with her Tessen.
    • Twister- Uses her fans to summon a large tornado and sends it to towards the enemy.
    • Blades of Wind- With a massive movement of her fans, Dawn can summon large blades of wind that can cut the enemy.
    • Wind Raid- Dawn throws one or both of her Tessen at her enemy. As they move through the air, wind is manipulated to give it both a bladed and wind based attack.


      Dancing- A school of techniques based around performing various dances for various effects. Dawn must continue dancing for the effects to be active, unless otherwise specified. Being a master at Dance, Dawn can put multiple dance effects into one dance, however to do this she may sometimes stumble, then lose the effect that turn.

      • Blade Dance-Dawn dances with her Tessen that doubles their attack power, and then launches forward to strike the enemy with both fans.
      • Quick Step- Dawn performs an attack dance at an increased speed, capable of striking enemies multiple times before a counterattack can be delivered.
      • Witch Hunt- Dawn performs a dance capable of disturbing the opponent's energy, effectively attack their MP.
      • Mystical Wind Waltz- Dawn does a dance with various movements of her fans, that moves the wind around her opponent. The wind drains the enemy of a portion of their magic. The wind travels back to Dawn, and gives stolen energy to her.
      • Wind Jitterbug- Dawn does a dance similar to Mystical Wind Waltz but instead of draining magic, she drains their health.
      • Slow Dance- Dawn performs a dance that captivates the target and inflicts Slow.
      • Polka- Dawn performs a dance that lowers enemy moral, thus lowering their Attack Strength by 3.
      • Heathen Frolic- Dawn performs a dance that lowers enemy concentration, thus lowering their Magic Strength by 3.
      • Dance of Silent Wind- Dawn manipulates the wind as she dances, manipulating it around the enemies mouths, silencing their voices (Unable to cast spells.
      • Stone Cold- A dance that puts Gradual-Petrify on one target. Dawn continues dancing, as she does, the target must roll each turn to try and resist the different stages. (Ex: Roll for first state, slow, when/if it hits. Then they move to the next stage, the stone limbs and so forth.) The first 2 stages last for 3 turns (if they haven't already been hit with the next stage), before it fades away to the stage lower.
      • Time to Cause the Hurt- A dance that causes Pain onto an enemy/enemies.
      • Can't Stand the Dance- A dance that causes Sap on an enemy/enemy.
      • Forbidden Dances- Dawn does a dance movement against one opponent, depending on her movements she can inflict different statuses. If Dawn does any of the Game-Winning/Breaking effects, it will drain her of her mana much faster than the others. If she attempts to do more than one at once, she will drain it more and is more likely to stumble.
        • Vitty- Inflicts Vit-0 onto the target
        • Frog Dance- Inflicts Frog onto the target
        • Enraged Dance- Inflicts Berserk on the enemy
        • Graceful Dance- Inflicts Charm on the enemy
        • Old- Inflicts Old on the target.
        • Forgetful- Inflicts Addle on the target.


      • Tessen Tech- A school of abilities focusing on speed using only the Tessen.
        • Tessen Raid- Dawn launches one or both of her Tessen at the enemy. Similar to Wind Raid, but is less costly to perform.
        • Sonic Tessen- Dawn quickly rushes past the target in rapid succession, striking each time with her Tessen.
        • Tessen Edge- Dawn spins the Tessen in her hands, creating a pair of improvised buzz saws.
        • Tessen Arcanum- Dawn strikes 13 times in rapid succession with both fans.


    • Support Abilities:
      • Wind Magic- A school of magic granted to Dawn by her summon, Garuda.
        • Aero/Aerora/Aeroga- Wraps Dawn in a protective shell of wind. Enemies brought into contact with the wind are constantly damaged by it.
        • High Jump- Uses the wind to jump up high to either attack or retreat.
        • Whispering wind- An wind-element healing spell that heals a single individual for a moderate amount of health.
        • Aero Shield- A shield surrounds Dawn and her allies and absorbs one attack.
        • Swift as the Winds- Dawn can work the winds around her so that she moves much faster through the air, giving her a temporary Haste. (3 posts)
        • Air Dancer- When in a tough situation and unable to dance on the solid ground, Dawn creates her own dancing area by using the wind to cast float on herself, making her levitate approximately 2-3 feet off of the ground. (Lasts for 3 posts)
        • En-Wind - Dawn casts En-Wind on a single target, making their basic attacks have that element.
        • Wind Power- Dawn combines her wind magic with another Earthling's magic attack to increase the power of that attack.
        • Aerial Blast- Dawn claps her tessen together, creating a massive clap of wind that surrounds her. The wind blows the enemies within a five foot range of Dawn (and any allies within the area) away from her.

      • Dancing- A school of techniques based around performing various dances for various effects.Dawn must remain dancing for the effects to be active, unless otherwise specified.Being a master at Dance, Dawn can put multiple dance effects into one dance, however to do this she may sometimes stumble, then lose the effect that turn.
        • White Dance - Dawn begins a soft but uplifting dance that washes healing magic over the party, enchanting them with Regen.
        • Must Keep Moving- With quick foot movements, Dawn casts Haste on her allies
        • Endure to the End- Dawn uses a dance that cast Bubble on her allies.
        • Magic Mambo- Dawn does a dance that moves the wind about her and her allies. The wind that surrounds them, allows him/her to cast their next spell with half of the normal magic cost.
        • Shadow Dance- A short that Dawn can use either on herself or an ally which enhances them with Vanish. Which lasts for 3 posts, or the enhanced target takes damage or casts a spell. (Later skill levels will make it Vanishga)
        • War Dance- A dance that casts Bravery on all nearby allies.
        • Mystic Dance- A dance that casts Faith on all allies.
        • The Dancer's Cure- With a powerful dance, Dawn casts Esuna/ga on her allies.
        • One More Dance- Dawn dances in sorrow for a fallen ally, casting Raise on him/her.
        • The Last Dance- Dawn dances for one of her allies and enchanting that person with Aura. Can only be cast by Dawn once a day.

      • Tessen Tech- A school of abilities focusing on speed using only the Tessen.
        • Tessen Defense- Dawn opens up both Tessen and places them together, each fan making up half of a whole circle, in order to guard larger attacks.
        • Tessen Expand- Dawn's Tessen are capable of expanding in size, increasing her attack and defense radius at the cost of becoming more difficult to wield.


    • Passive Abilities:
      • Air Currents- Even if blinded or in a dark area, Dawn can tell when and where opponents are attacking from due to the movements of the air around her.
      • Dancer's Grace- Due to her Dancer class and quick footing, Dawn is unaffected by movement hindering effects. (Slow and Stop)


    • Limit Break(s):
      • [Level 1] Predator Claws- Dawn throws her fans at the enemy like frisbee. The fans come back and attack the enemy three times, first fan to the front, second to the back. The last attack comes from both fans above the enemy.
      • [Level 2] Tessen Ragnarok- Dawn strikes an enemy into the air before striking it four more times. After this, she pulls back and unleashes a large gust of wind to blow the enemy away.
      • [Level 3]Dance of the Dragon- Dawn calls forth 3-4 small twisters to take over the battlefield and attack her enemies
      • [Level 4] Gaspless!- Focusing large amounts of Wind magic into her fans, she slams them both into the ground; powerful bursts of razor wind explode from the ground in the targeted direction, cutting at her opponent(s) too many times to count.
      • [Level 5] A Dancer's Last Wish- Dawn performs a dance on a nearby ally. Granting him/her with an enhancement of Physical/Magic Strength (Depending on which is stronger on the one who is getting the buff) by 3 along with Aura enhancement that will last until the end of his/her next post.



    Drive Contributions:
    • Wind's Grace- The person infused with Dawn has access to Dawn basic Wind Elemental abilities, namely: Aeromancy, High Jump, and Aero.
    • Gale's Dance- The person who fuses with Dawn has access to Dawn's basic dances including: War Dance and Slow Dance
    • Attribute Boost- The person infused with Dawn has the following stats boosted : Attack Speed, Outright Speed, and Energy.


    Strengths: Fast attacks and movements, Endurance, Cleaver and can think outside of the box when needed.
    Weaknesses: Clumsy, not very physically fit.
    Elemental Affinities:
    • Fire - --------
    • Ice - --------
    • Thunder - --------
    • Water - HALVED 1/2
    • Wind - IMMUNE
    • Earth - DOUBLED 2X
    • Nature - --------
    • Poison - --------
    • Space - --------
    • Time - --------
    • Light - HALVED 1/2 [Level 4]
    • Darkness - --------


Personality: Carefree and kind. Worries about others more than she does herself and would do anything to help someone in need of some cheering up or a hug. Though she has many of her own personal sadness, she puts it aside for others.

Flaws:
  • Absentminded
  • Childish
  • Disability- Farsighted
  • Fixation
  • Gullible
  • Klutz
  • Overemotional
  • Predictable
  • Soft-hearted
  • Timid

Likes: Spending time with her friends, Sleeping and doing nothing, Angels and cats, and all other animals.
Dislikes: Jerks and assholes. People who hurt others willingly.
Fears: FISH, Being alone, Thunder, Walking through alleys

Family: Mother, Sister, 3 brothers, and 9 nieces and nephews.

Bio: Dawn's life has been anything, but easy. She spent most of her childhood moving from place to place, having very little money to her family's name, they even ended up homeless in a shelter. Then when she was at the age of 16, her father passed away due to illness. Along with a relationship she got out of a year previous, that ended badly for her both emotionally and mentally.

Though she has had much pain, Dawn has found happiness in the good things that has happened to her in her life. One of which is meeting her friends who she views as her family. Bobbi being one of which she has known since she was 14, her first true friend. Many years later, she also became friends with Michelle and James. James whom she meet through Bobbi. She loves her friends and would do anything she can to help them.

The days following the attack and destruction of Earth, Dawn spent several days, wandering and trying to survive in the bamboo thicket in Land of Dragons. She ended up being captured by the soldiers of General Lee Shang. Through that she ended up meeting Mulan, her childhood hero, and Mushu. But what surprised her the most was that she met others like herself, who were trapped in this unknown territory.

The group was soon visited by Leon, Cloud and a few others, who called upon the great mage Merlin. The man transported her and the group to Halloween Town, where several other survivors of her world were located, including Bobbi and James.

After being reunited with her friends, she travels with them and the other Earthlings. Though she is still unsure of what kind of quest they are on. She knows that she wants to restore things back to normal. And above all else, return the hearts of three of her beloved nieces and nephew back to where they belong.

Summon: Garuda
Summon Appearance: Click Here.
Summon Personality: Competitive to other summons. Can be rather rough around the edges and somewhat mean to others but Dawn. Whom she treats like a sister or a mother. Except when Dawn is acting like an airhead.
Summon Abilities:
Attack Abilities:
  • Wind Blade- Garuda summons a strong damaging wind on a target.
  • Tornado- A large tornado is summoned by Garuda to sweep away enemies.
  • Sonic Boom- Blasts the battle field with a shock of wind for massive damage.

Support Abilities:
  • Hastga- Gaurda casts haste on the battlefield
  • Whispering Wind- A stronger version of Dawn's Whispering Wind that heals the target for more health

Passive Abilities:
  • Garuda's Favor- When Garuda is summoned to the battlefield, she grants Dawn's allies with increased Evasive Reflexes by 1 point.

PostPosted: Sun Jan 10, 2010 6:08 pm



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: Fri Jan 15, 2010 8:32 pm


Gentleman Knives
Name: Joe
Birthdate: January 20th 1993
Gender: Male
HP: 32
MP: 27
ApP [Skill]: 2
ApP [Speed]: 1

Appearance:
  • Height: 6’3
  • Weight: 185 lbs
  • Body Type: Broad shouldered
  • Skin type: Pale
  • Eye Color: Dark Blue
  • Hair Color: Reddish blond
  • Hair Style: Short.
  • Accessories: Glasses for nearsightedness
  • Unusual Markings: Several surgery scars on his left hand, one long scar down his left leg.
  • Clothing:
    • Pre-Dress Sphere: Black pants with white stripe, going down, Blue and grey shoes, light blue shirt, pair of blue and grey gloves, white plastron, dirt covered white fencing jacket, white fencing helmet.

    • Post Dress Sphere: Joe wears a dark blue, short sleeved shirt underneath an asymmetrical white jacket and plastron along with a pair of dark blue gloves. On his lower half he wear slim black pants with suspenders, black socks, and dark grey shoes with a dark blue stripe. The slim jacket and pants have chunks of silver colored chainmail sewn onto them. He also has a fencing helmet that he can summon and dismiss to his head at will. (Note: See the guy on the right side of this image for an idea of what I'm going for.


Theme Song(s):


Significant Trait: Pensive
Quotes:
  • “Well, that sounds like a great idea, but can it work.”
  • “I need caffeine.”
  • "Yeah but what about this…”
  • “I wonder…”


Good/Evil/Other: Good
Element: Space
Weapon: Side-sword - Cosmic Fugue
Job Class: Grey Knight/ Space Mage
Stats:
  • Strength: 5
  • Defense: 6
  • Magic: 12 [11+1]
  • Resistance: 12 [11+1]
  • Skill: 9
  • Reflexes: 10
  • Speed: 4
  • Constitution: 7
  • Energy: 9


Attack Abilities:
  • Sword Techs - Abilities related to Joe’s usage of Cosmic Fugue. Typically, these abilities from his training in fencing back on Earth
    • Pommel Strike - Joe gets in close and bashes the opponent with a quick strike with the hilt of his sword. The attack is too quick to do any lasting damage, but it can daze the opponent.
    • Ballestra- Joe jumps forward and thrusts his blade out in an explosive lunge
    • Cut and Thrust - Joe unleashes a combo of 6 strikes that alternate between quick cuts with the edges of his sword and more damaging stabs aimed at vital points on his opponents body
    • Battuta- Joe aims an attack at his opponents weapon for the purpose of knocking it aside.
    • Critical Riposte - Joe parry’s a physical attack with his blade and strikes at his off kilter opponent, dealing 1.5x extra damage.
    • Sonic Fleche- Joe charges quickly at his opponent, putting the full momentum of his body into a single, powerful strike
    • Diamondback - Joe stabs at his opponent’s legs. Has a chance of causing the opponent to loose balance and can inflict the cripple status.
    • Sword Rain- Joe stabs at his opponent in rapid succession, dealing a series of light thrusts to the opponent.


  • Grey Mist Arts - Abilities related to Joe’s Grey Knight class
    • Rasp – Joe summons an anti-magic phantom that charges his target and deal’s a small chunk of MP damage on contact.
    • Raspara - A more powerful version of the Rasp spell that summons a large anti-magic phantom to deal a large amount of MP damage.
    • Raspaga - An more powerful, widespread version of the Rasp spell that summons a wave of anti magic phantoms to seeks out opponents and deal a moderate amount of MP damage.
    • Raspaja - The most powerful version of the Rasp spell, an improved Raspara. Summons a wave of large anti-magic phantoms that seek out opponents and deal an extreme amount of MP damage on contact
    • Spirit Rend - Joe charges his fist with anti-magic energy and punches his opponent, dealing a small amount of MP damage.
    • Spirit Reave - A more powerful version of Spirit Rend that deals more damage and knocks the enemy back.
    • Soul Sphere - Joe Unleashes a wave of anti-magical energy in a circle around him that deals mp damage to all enemies caught within it.
    • Soul Vortex- A more powerful version of Soul Sphere that has a wider range, deal’s more MP damage, and lasts longer.
    • Mana Void- Joe summons a vortex of energy around the opponent that does damage based on the amount of energy the target currently has compared to the overall total, with more damage being dealt the greater the distance is between the two.
    • Dispel - Joe reaches toward an opponent and rips away their topmost magic layers. Dispels the most recently-enacted buff-like effect(s). [Number depending on mana use]
    • Forsake - Joe ensnares his target with an innately anti-magical aura. Dispels the most recently enacted buff-like effect and prevents additional future buffs for three turns. [Constant Dispel]
    • Resolute Smite- Joe charges his blade with anti magical energy and strikes out at the opponent, dealing damage and breaking down the enemy’s magical resilience via Deshell.
    • Bar-Heal- Joe fires a ray from his hands that afflicts those struck with negative energy, halving all healing on them (Cure -> 1/2 Cure, Cura -> Cure, et cetera).
    • Siphon - Joe fires a ray that drains MP from the target and into himself
    • Veil of Silence - Joe summons a cloud of mist over a single opponent that has a chance of causing the Silence status.
    • Mist of the Silent - Joe summons up a blast of anti-magical energy in mist form in an area of effect around him, causing Silence on those caught within the blast radius.
    • Shield Crusher - Joe charges his weapon with anti-magical energy and strikes at the opponent, causing the Deprotect status on impact.
    • Tranquil Walk of Peace - Joe summons a ring of energy around him that spreads outward, Slowing opponents caught in the blast radius
    • Fog of Forgetfulness - Joe summons a swirling mist around him that deals the Addle status effect to all enemies caught within the area of effect.
    • Life Break - Channeling mystic energy through his body, Joe fires off a crescent wave of energy that deals more damage the lower his hit points are.


  • Space Magic - Atomos grants Joe access to an array of space magic. Most Gravity-based spells require a status roll.
    • Gravity - Enables Joe to alter space and create an ultra high-density space. This causes damage proportional to an enemy's HP due to the pull of gravity [1/4] as well as impeding movement. This and the other three forms require a roll.
    • Gravira- More powerful form of Gravity. Uses more mana than Gravity. Causes damage proportional to an enemy's HP. [1/2]
    • Graviga- More wide-spread form of Gravity. Uses more mana than Gravira. Summons a wave of Gravity balls, all of which cause damage proportionate to the enemy's HP. [1/4]
    • Gravija - More powerful form of Graviga. Require more mana than Graviga to summon a wave of larger Gravira balls, all of which do damage proportionate to the enemy's HP. [1/2]
    • Zero Gravity/Gravira/Graviga/Gravija- Joe emits a circular field of gravitational energy that causes objects and weaker opponents alike to lose their gravitational pull, rendering them helpless as they float through the air. Opponents under the effects of the spell are doubly susceptible to the Confusion status effect. The field and duration increase with each level up [2/3/4/5]. Sentient people caught within the field take immediate damage instead, according to level.
    • Singularity- Joe creates a point of high density space that naturally draws in enemies and damages them on contact
    • Singulariga- A more powerful version of singularity that has a wider area of effect, stronger draw, and does more damage
    • Throw - Uses gravity to hurl an opponent in a single direction at high velocity.
    • Psychokinesis -Joe has refined his control of gravity to the point where he is able to able to manipulate objects as though he was telekinetic.
    • Negative Bomb - Creates a small sphere of distorted space near the enemy, which then explodes, deals damage to all enemies in the blast radius
    • Negative Zone – Creates a small area of distorted space that damages all enemies within it over time until they escape it.
    • Negative Gate -Summons a swirling mass of distortion energy in an area that deals a moderate amount of damage to all enemies caught within it until they can escape it.
    • Gravity Well - Creates a high density point on the battlefield that tries to draw in and crush enemies, dealing a large amount of damage upon drawing enemies in.
    • Gravity Bind - Utilizing the targets own gravitational field, Joe binds an opponent to a specific location, prohibiting them from moving via Immobilize/Cripple. Other actions, such as spellcasting, can still be taken. Lasts 3 turns.
    • Comet - Summons a comet to strike at the opponent
    • Comet Burst - Joe summons a cluster of smaller comets out of his weapon in a shotgun like spread
    • Comet Frenzy - Joe swirls his weapon in front of him and summons a large wave of comets that fire out in all directions
    • Meteor - Joe fires off a single meteor at his opponent
    • Meteor Storm- Joe summons a shower of meteors on to the battlefield. The size, strength and number of the meteors depend on Joe’s mana.
    • Bleed- Joe temporarily distorts the point in space that his target resides in, dealing the Sap status effect
    • Tear - Joe rips open the fabric of space and sends enemies hurling into the void. Against sentient people, instead acts as a chance for Auto-KO by SCA--sudden cosmic arrest.
    • Transcendence - Joe’s most powerful spell, in which he summons a field of gravitational energy that immobilizes all enemies caught within it. This field then explodes outward into a chaotic storm of gravitational and cosmic forces that tosses and slams all enemies caught within it until it subsides. Requires a charge up.


  • Cosmic Force- Abilities that combine Joe’s sword techniques and his magical abilities.
    • Gravity Raid- Joe Hurls his gravity imbued blade at his opponent, dealing both physical and space element damage
    • G-Impact - Joe hops into the air and then uses gravity magic to increase the density of himself and his blade, bringing a double damage thrust down on to his target
    • G-Fissure- Joe thrusts his blade into the ground, sending out a shockwave of cosmic energy along the ground towards his opponent.
    • Spiral Arm- Joe swings his blade above his head rapidly and charges it with cosmic energy, which he then fires off in a ring around him, damaging surrounding enemies.
    • Crush Fist- Joe charges his fist with gravity magic and punches his opponent, dealing a quick, solid blow to the opponent.
    • Crush Dance - Joe charges his blade with gravity and goes into a vicious seven blow combo where each strike deals 1.5x normal damage, ending with Joe leaping into the air and throwing his blade at the ground, where the energy stored up in the mace explodes out in a dome of gravitational energy. Requires a charge up.



Support Abilities:
  • Sword Techs
    • Sforzo- Joe catches his opponent’s weapon in a parry and then twists it from their grip, disarming them.


  • Grey Mist Arts-
    • Shell/Shellera/Shellega/Shelleja- Joe envelopes his target in a protective aura that that increases Magic Defense by 4/6/8/10.
    • En-Siphon - Joe enchants his blade with mana-eating mist such that all physical attacks drain MP relative to the damage done by the attack.
    • Fog of War- Joe summons a mist that enchants nearby targets with the Bravery status effect, increasing their Physical Strength and Physical Resistance by 1.5x.
    • Mist of Mana- Joe summons a mist that enchants nearby targets with the Faith status effect, increasing their Increases Magic Strength and Magic Resistance by 1.5x.
    • Mist Winds- Joe summons a mist that enchants nearby targets with the Haste status effect, increasing their Outright Speed and Action Speed by 1.5x.
    • Astra/Astrega- Joe conjures up a mist that enchants nearby targets with the Veil status effect, temporarily halving the chances of status ailments succeeding against the target, and negating the first successful ailment (which also ends the enchantment prematurely). At its upgraded stage, the spell covers an area of effect and enchants multiple allies.


  • Space Magic-
    • Float- Joe can enchant himself and others to float above the ground at a predetermined height, granting him an immunity to ground based attacks and an increase in evasion.
    • Floataga An upgrade of Float that target’s multiple allies in an area of effect.
    • Reflect- Joe creates a momentary barrier of distorted space that reflects physical and magical attacks back at his opponents. The barrier only lasts a short moment, and absorbs any attacks equal or less than 1.5x his MS (individually) before sending them back at the target when the barrier erupts. If an attack greater than 1.5x his MS strikes, the barrier shatters, negating some of the damage to Joe but reflecting none of it.
    • Spider Walk - Joe enchants a target with cosmic magic that allows them to walk on walls and ceilings for a brief period of time.
    • Vanish- Joe can become invisible by distorting the space around him. The enchantment lasts for a maximum of three turns
    • Dimension Shift - The rules of space bend around Joe making it harder for attacks to hit him via the Blink status. Can be cast on his teammates.
    • En-Space- Joe charges his weapon or an allies with the space element.
    • Null-Space- Joe can extend his immunity to the space element to others, granting an immunity to a single space magic attack
    • Space Walker- Upon reaching level 3 and upon each subsequent level, Joe gains access to more advanced movement skills that utilize his gravity magic.
      • Level 3: High Jump - Joe can now jump twice as high and twice as far as a normal human.
      • Level 4: Moon Jump- Joe can now jump while in midair
      • Level 5: Glide - Joe can utilize his gravity magic to fly short distances
      • Level 6: Warp Glide- Joe's mastery of Gravity magic now allows him to fly for longer distances at faster speeds.

    • Warp- Joe utilizes space magic to teleport to any area within his range of sight. The longer away the distance in question is, the more magic this spell takes out of him.


Passive Abilities:

  • Mana Shield- Joe’s unusual level of magical resistance even protects itself, making him immune to attempts that lower his resistance or cut him off from his magic. [Immunity to DeShell and Silence/Fog]
  • Æthecite Charm - Immune to Addle and Slow/Frost.


Limit Breaks:
  • [Level 1] Graviton Blade- Joe overloads Cosmic Fugue with energy, transforming it into a much longer, more powerful blade. In addition to the added reach and space elemental damage, the cosmic energies flow through Joe, giving him a +2 boost to PS, AS, and OS. Lasts three turns.
  • [Level 2] Great Sloan Wall - Joe summons twelve spheres of cosmic energy around him in a circle. Each of these spheres acts as an individual reflect spell, but unlike the reflect spell, these spheres can be targeted at any direction on the battlefield and can be combined with each other to produce combinational effects (Such as multiple status effects, damage types or buffs).For example, two of the spheres could absorb a fire spell and a poison spell and combine them into a blast that deals both fire damage and causes poison. The maximum amount of combinational effects that can be stacked is three. The spheres fade after three turns.
  • [Level 3] Sentinel of the Starry Skies - Joe’s connection with Atomos grants him a permanent plus one increase to his Magic Resistance.
  • [Level 4] Wisdom of the Far Realm - Joe’s connection with Atomos has enhanced his magical abilities, permanently granting him a plus one bonus to his Magical Strength.
  • [Level 5] Eyes of the Beyond - Joe summons what appear to be dozens of tiny “stars” around the battlefield. These stars are in fact miniature portals to the void that begin to rapidly travel in every direction across the battlefield, damaging both the opponents HP and MP on contact. On each successful hit, the opponent must roll a save against one of the following random status effects: Blind, Silence, Confusion, Addle, Deprotect, Deshell, and Reversal
  • [Level 6] Big Bang - Joe launches a single, small point of energy above the battlefield. Upon his command the point explodes outward in a colossal sphere of cosmic energy and gravitational force, dealing extremely high damage to all enemies on the battlefield while buffing all allies caught within the blast radius with the float and barrier spells.


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


Drive Form(s):

Strengths: Physical and Magical Defense and Strength, Endurance, Area of Effect techniques and spells.
Weaknesses: No way to heal himself, Evasion and Outright Speed, can doubt himself at the worst time.

Personality: Joe is a fairly straight example of an INTJ or “strategist” personality. Logical, analytical, and forward minded, he tends to approach issues within his areas of expertise with an extreme level of self confidence and a fairly high intelligence. While he does view himself as a good leader-type, he prefers to stay in the background or in advisory roles until he feels there is no other choice (or the current leadership is, in his eyes, incompetent.). He also tend to be a fairly hard worker if put to a task, though he will be very reluctant if the task isn’t up to his interests.

Being a goal-oriented type of guy, Joe has a very pragmatic view of authority. Not the type of person to be taken up by slogans, titles, or other shows of power he considers meaningless, he will none the less follow someone if they agree with his views or are competent in his eyes. He isn’t particularly keen on being deliberately coursed or belittled, but as long as he is treated with respect, he’ll return it in kind, even if it is in his own special way.

Joe is also a very quiet person. He doesn’t talk much, if at all with people he’s unfamiliar with and even after “opening up” to someone he prefers to listen and let them do most of the talking. This is both due to his introverted nature (interacting with others just plain wears him down after a while) and due to the fact that he’s just shy in general. He’s also keen on being given personal space and gets extremely irritable when he feels that space isn’t being respected. These things give off an impression that Joe is cold, dull, and emotionless, when in reality he’s just bad at open displays of affection.

He’s incredibly curious and loves the ideas of travel, acquiring new knowledge, and exploration. This has contributed to making him a very well read “fact man”, who loves to share bits of his knowledge with others when given an opportunity, whether they like it or not. This also backfires on him when he winds up making a social faux pass or just lets his curiosity turn into outright nosiness.

He can work well under pressure, or at least put on a good face on the outside. On the inside he tends to go over the various ways something could go wrong so many times that it can cause him to over think a situation. He will especially become critical of himself if he fails at something

He has a very dry and sarcastic sense of humor, bordering on black at times. He loves to openly mock situations he considers illogical, absurd, or just plain stupid. He particularly likes to turn this wit on people who he views as overly egotistical or who have angered him in some way. He’ll turn it on his friends as well, though not to the point where he feels he has stepped a line and hurt their feelings. He also tends to lose his sense of humor in most case when things get truly serious.

Behind the quiet nature, sarcasm, and logical outlook, Joe truly does care about others and is really empathetic. He tries his best, in his own gruff, caustic way, to improve people’s lives when he can and is very protective and loyal to the people he does care about. He’ll tend to be the first to try and comfort someone, awkward or no, when they’re visibly distressed, and if a friend of his is in trouble or needs help, he’ll be one of the first to try and help.

Joe’s worst qualities tend to be caused by the disagreeable side of his personality. He always strives to be the best, and this can make him competitive even when there is no reason for him to be. He’s also just plain stubborn and argumentative about his views, to the point that he can grate on or offend people who are closest to him. Additionally, Joe also can lose his temper over a number of things, including people not listening to him, people acting “immature” in situations he’s treating seriously (He doesn’t suffer fools gladly), or people just plain pushing his buttons the wrong way. When Joe loses it, he can be very hard to bring back to a state of calm, and will frequently lose his ability to think things through. On top of all this, he does not appreciate being betrayed or manipulated, and will frequently lash out mercilessly at those he believes have wronged him.

His biggest fear is rejection, whether by his family, peers, or the world in general. Joe wants to be appreciated for who he is and make something of himself, and the idea of him failing to the point that others reject and abandon him can keep him up at night.

Overall, Joe is a complex person to get to know. He can be funny and solemn, stoic and wrathful, coldly pragmatic yet kind, the lists can go on for ages. The only way you can ever find out what he’s really like is to try and talk with him. You might find something interesting.

Flaws:
  • Addict (Caffeine)
  • Blunt
  • Impatient
  • Judgmental
  • Nervous
  • Overambitious
  • Perfectionist
  • Sarcastic
  • Skeptic
  • Smart a**
  • Solemn
  • Timid
  • Withdrawn


Likes: Reading, Writing, Caffeine, People who give him his space, meats (especially steak), video games, politics, astronomy, history, sociology, dogs, limes, and mint
Dislikes: Hypocrisy, cruelty, bullies, willful ignorance, fish, failure, being locked out of the loop, immaturity in serious situations
Fears: Being rejected, absolute loneliness, failure.

Family: Father, Mother (who he is very close to), Brother (who he is very protective of), Sister, and many other relatives (All lost)

Bio:

Summon: Atomos
Summon Appearance:
Summon Personality: Atomos is an arrogant, sarcastic, condescending, megalomaniacal, hyper-destructive, egocentric jerk. In fact, the only things that keep him remotely on the side of the angels are his sense of loyalty to Joe and the fact that he has a bizarre sense of noblesse oblige towards the rest of existence, who he views as peons worthy of his magnificent presence. He’s not exactly completely together in the head either, and his bizarre proclamations and leaps in logic could try the patience of a brick wall.
PostPosted: Sun Jan 17, 2010 7:44 pm


RhikoDemson
Name: Louis
Birthdate: 10/7/1990
Gender: Male
HP: 44 [60]
MP: 27 [21]
ApP [Skill]: 2 [3]
ApP [Speed]: 2 [3]

Appearance: User Image
  • Height: 6’
  • Weight: 145 lbs
  • Body Type: Swimmer
  • Skin type: Pale
  • Eye Color: Brown
  • Hair Color: Brown
  • Hair Style: Messy Forward Spikes
  • Unusual Markings: Glyphs Mark Burns that glow a dark purple when attempting any form of Avatar Synchronization.
  • Clothing:

    Armor(Concept Art by Me)
    Armor2(Lavi Art)

    Cloth(Fan Art)


Theme Song(s):


Significant Trait: Psychotic
Quotes:

  • “For the sake of all that lives and breathes… DIE!”
  • “My heart yearns for rest… but it is not yet my turn. You first must go ahead of me…”
  • “It’s only because I care that I bring you harm. The pain I cause you now will save you a lifetime of pain later.”


Good/Evil/Other: Evil
Element: Ice/Darkness
Weapon: Rapier, Naginata (Kokytos, Summon-Granted)
Job Class: Arcane Knight
Stats {Normal (6)/Boss (9)}:
  • Strength: 10 / 14
  • Defense: 11 / 15
  • Magic: 13 / 16
  • Resistance: 12 / 16
  • Skill: 8 / 12
  • Reflexes: 7 / 10
  • Speed: 9 / 12
  • Constitution: 11 / 15
  • Energy: 9 / 7


Attack Abilities:


  • Blizzard- A jet-stream of ice and snow shoots forward from Louis' palm freezing things in its path.
  • Chilling Guillotines- Paper thin sheets of ice form throughout the path of Louis' naginata. The blades formed fly forward almost invisibly to cut down an enemy.
  • Frozen Crystals- Crystals that can be summoned off any surface for a variety of functions. They are very dense and very strong, thus are quite hard to break.
  • The Devil's Strings- Louis releases several frozen wires from the tips of his fingers that shoot forward, meant to skewer an unaware victim. Made of ice, their flexibility is limited, not able to arc like normal wires, but able to still move to some degree. Their thin and clear composition makes them almost imposable to see coming. Once a wound is made, ice spreads out like an infection a short distance from the impact point.
  • Icicle Armory- Ice can take many shapes. Louis can mold the ice covering his body into many types of weapons. These weapons hold a fragile form, and break easily and usually after one or two impacts with anything metal. The weapons have little to no life apart from Louis, and will disintegrate a few yards away if thrown or disarmed.
  • Permafrost: Louis concentrates the powers of ice on himself, then released them all at once. Ice spreads out in a flash from Louis as the center covering every surface in a wide radius. Anyone touching a surface and not in the air within a matter of a second or two of activation will be covered in a frost spell. Defense calculation still occurs. After activation, Louis can disperse the spell immediately, leaving those effected with the Frost spell to deal with it for another 3 turns, or hold it indefinitely until his mana runs out maintaining the frost effect as long as he pleases as long as they continue to touch the surrounding surfaces every 3 turns.((Louis must remain on the ground as long as the spell is active.))((Can Dispel Fire/Burning))


Support Abilities:

  • Dark-Ice Soldiers- Dark-Ice soldiers are specialized heartless created by infusing a stolen heart into a darkness saturated crystal of ice as a physical medium, creating more durable heartless at Louis’ command.
  • Mirror Ice- Metallic Ice enchanted with mirror magic absorbs and returns an exact replica of what went in. If shattered, either by physical contact with something connected to a heart, or by Louis’ command, what went in immediately before shattering will return in equal number to the number of shards.
  • Ice Manipulation- Control & Wielding of Ice
  • Darkness Manipulation- Control & Wielding of Darkness(Can also double for manipulation of heartless)
  • Freeze- The heavier, more potent relative of frost. This status effect is only caused by certain attacks in Louis' arsenal. Freeze, renders a target completely immobile and can only be cured by thawing naturally or Louis leaving the battlefield.


Passive Abilities:

  • Ice Skin- A thin layer of ice coats every inch of Louis, protecting him from one minor blow each battle. The ice shatters after each hit and must be replaced while movements are minimal.
  • Frost- All of Louis' physical and magical ice attacks are imbued with a magical frost, impacts from any of his abilities initiates an added effect of frost. Frost, is the physical ice equivalent of the magical Slow. While the effects are physical, the ice is obviously magical so its effects are still determined by magic defense. Frost will eventually deteriorate over 3 turns unless a new hit is placed on the target.
  • Superior Ice Affinity- With Ice as his element, any attacks containing the same element only heal and recharge him.


Limit Breaks:
  • Caina - Red Ice crawls along the ground sprouting from Louis. The Ice then sprouts up with massive spikes that then produce a tree effect creating more spikes from there. The eventual effect results in a forest of razor sharp icicles.
  • Antenora - Louis summons a field of black ice. Louis then stabs the blade of his naginata into the ground and summons hundreds of crystals throughout the field. Then with a turn of his blade, he unlocks the reservoirs of Prison Hearts(See History) to unleash a small army of Dark-Ice Soldiers onto his enemies.
  • Ptolomea - Louis summons a giant ice rose that encases himself and enemies inside. The rose then blooms bit by bit until opening up entirely. The rose then wilts, shattering into thousands of particles that then “bloom” into frost-bitten explosions on contact.
  • Judecca - A mist fills the air around Louis as he opens his arms wide towards an opponent, baiting them in. The mist flash-freezes to 30 below zero turning the air itself to ice and anyone in it. Note: This can only be used with 1 person in the immediate vicinity. More than 1 causes the immediate air temperature too constantly warm to flash freeze. Also, unless certain factors are in play, the mist is limited to about 10 yards in every direction with Louis as the center point. It can be dodged simply by moving far enough away, making it ineffective against long range fighters, or if Louis’ concentration is broken. Warning signs include: Mist, growing frost on skin and clothes, fogy eyes, abnormally slow special movement, and insane otherworldly laughter(When activation is imminent)


Elemental Affinities:
  • Fire - DOUBLED 2X
  • Ice - ABSORB
  • Thunder - --------
  • Water - --------
  • Wind - --------
  • Earth - HALVED 1/2
  • Nature - --------
  • Poison - --------
  • Space - --------
  • Time - --------
  • Light - --------
  • Darkness - --------


Drive Form(s): Mateus Synchronization – The Glyph on Louis’ stomach glows a deep purple, signifying an influx of Mateus’ power and mental influence. In this state, Louis loses some mental and bodily functions to Mateus. Louis often loses his sense of right and wrong due to the Esper’s influence, and will often attack without remorse or restraint.

Strengths: Armor/Semi-Heavy Class Weapon/Magic Potency/Strategic Thinking/Versatility/Ice and Dark Resistance

Weaknesses: Physical Strength/Overall Endurance/Weakness to Light/Weakness to Fire


Personality: Louis has an extremely warped distaste for pain. He has a strong conviction for ending pain as a whole and pledges his life to ending it, all of life that is. At heart, Louis is kind, gentle, and warm, but his goals drive him to do the opposite and push away what he is to become what he hates, a monster. To those he fights against, he is ruthless, heartless, and blindly faithful the justice he deems necessary for the world. But he cares for them, giving others a twisted look at his disposition, also making him hard to read. While he preaches that he wishes not to bring harm, he’d gladly bring down the guillotine upon one’s neck.
To those he works with, he shows little warmth to, as they are almost all of darkness, but he on the other hand considers his intentions, that of light. He serves loyally, following however only those he believes will forward his intentions. Those that get in his way are treated as enemies despite existing alliances. He despises those of darkness who exist to cause needless pain.

Likes: Competence, Strategy, Kindness, Generosity, Mercy, Piano, and Violin
Dislikes: Idiots, Cruelty, Pain, Obnoxiousness, Hatred, and Belittlement
Fears: Losing Control & Failure
Flaws: Audacious/Blunt/Bold/Callous/Disturbed/Erratic/Fanaticism/
Hard/Hectic/Hypocritical/Idealist/Impious/Infamy/Judgmental
/Murderer/Nervous/Obsessive/Overzealous/Pessimist/Self-righteous/
Solemn/Spiteful/Stubborn/Temperamental/Unpredictable/User
/Withdrawn/Zealot


Family: Mother/Father/ No Siblings

Summon: Mateus
Summon Appearance: Mateus
Summon Personality: Darkness, Cruelty, & Corruption incarnate.



Bio: From the beginning-
On the day earth was attacked, Louis experienced watching, despite his best efforts, the death of his mother. Consumed by the darkness of his sorrow, once reaching the platforms of awakening, his platforms were shattered by an intruding darkness. Sensing Louis’ darkness, Mateus, Scion of Corruption took Louis under his wing and prevented him from losing his heart like the countless others that had gone before him. Mateus offered him power. In exchange, Louis was to become his Avatar(aka:summoner). Finding the offer a beneficial and advantageous deal, Louis accepted and was granted Mateus’ Trident. The trident, once in Louis’ hands, morphed to match him, creating a crystal bladed Naginata named Kokytos.

After returning to the darkness for an unknown amount of time, Louis returned to the realm of light, finding himself in a completely ice-covered room. After a few minutes, Louis was greeted by a familiar figure, the final fantasy villain, Seymour Guado. Louis however, was not his usual self. The shock of his loss was still fresh in his mind. Seymour took advantage of his weak-minded state, warping his sorrow into a zealous fanaticism bent on saving all living beings from pain. How would he do this? Simple, he’d just kill everything alive. Every living thing felt pain, and as Seymour brainwashed Louis so easily, he came to the conclusion that living was an unnecessary torture and had to be put to an end for all things.

Louis then placed himself under the command of Seymour, becoming his knight and studying under his watchful eye learning the arts of darkness and summoning. Through this, he learned how to dawn a powerful armor through a summoning ritual in collaboration with Mateus himself. Louis soon after became acquainted, if only for a short while with another of Seymour’s disciples, Michael, who later vanished without a trace, Louis never discovered what happened to him, but showed little care as to his ware bouts or fate.

Soon after, Seymour left for a good while, leaving Louis in command of his castle. It was during this time, that Louis came into contact with a small boy named Alan. Alan, expressed to him an immediate need to stop a monster named Cory. Louis agreed to help the boy and set out to hunt down this, monster. When they arrived at their destination, they did not find the monster, instead, a giant heartless attacked them. Though the battle itself proved irrelevant, through it, Louis had his first encounter with, Her.

She, was the nameless goddess bound to Mateus by some unknown means. Louis didn’t know much about her, or what key role she would play in his fate down the road.

Louis & Alan returned to Seymour’s castle just in time to receive new orders from Seymour. Louis was to team up with Vexen, and protect the former organization member as he performed his experiments for Seymour. He was informed by this point, that The Keybladers may try and stop Vexen’s experiments, aided by other earthlings. It was also at this point, Louis came upon the knowledge of the Geists, heartless-like creatures that instead steal memories rather than souls.

Louis traveled with Vexen to Halloween Town. After arriving, he was ordered by Vexen to leave and capture Belle at beast castle which had through some strange anomaly become combined with Halloween Town’s borders. Louis succeeded at capturing Belle, and returned her to Vexen. Louis then spent his free time on watch learning a new spell. Louis used this new spell, summoning dark-ice soldiers to patrol the borders of the town.

Louis’ soldiers managed to spot the main group of earthlings and alerted Louis by means of a telepathic connection. Louis then used the early warning to his advantage, and developed a strategy for taking on their superior numbers. However, his orders were to NOT harm the earthlings. Louis worked his plan around this, working in every way to put all the children through countless detours and delays.

In the process, Louis also succeeded in copying several of the Earthling’s darkest memories. The geists he used, were then used to further Vexen’s research and experiments.

Upon the Earthling’s arrival, Louis was overcome by Mateus, who took control of his body to exact revenge on his immortal rival, Ultima. Mateus, through a complicated series of spells took on all the earthlings at once by himself. Louis resisted the forceful control of his body until his heart was thrust into a deep darkness used by Mateus to hold heart’s captive. This place was called Prison Hearts. Eventually, after some time of battle, the earthlings themselves were drawn in by Mateus to a twilight world somewhere between the realm of light and Mateus’ Prison Hearts. Here, Louis once more came into contact with, her. With her aid, Louis managed to bring himself back from the darkest depths and return to the light. After some time, with all their combined strength, the earthlings and keybladers managed to release Louis from Mateus’ control and return to the normal world.

After this, Louis was knocked unconscious by a giant explosion originating from the lab he was protecting. Within, the replicas, dark-copies of all the earthlings were released from their test tubes. These were the result of Vexen’s experiments. Vexen was nowhere to be found, and the replicas went on a rampage.

When Louis regained consciousness, he retreated, regarding the mission as a failure.

Louis over the next period of time dealt with the fact Louis was suddenly vacated of his powers over ice, Naginata, and Armor. Louis sought out new means to defend himself, going to Seymour’s armory and retrieving 3 weapons, each suiting his needs. Louis collected a rapier, a pair of daggers, and a albed rifle.

After resupplying and a little rest, Louis was sent off on another mission, this time, ironically enough, to protect and infiltrate the group of earthlings from the rogue replicas he helped create.

This, is where his real story begins…


Ivalician
User ImageName: Louis Luciano
Birthdate: 10/07/90
Gender: Male
HP: 20
MP: 18
ApP [Skill]: 2
ApP [Speed]: 2


Appearance: {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
  • Height: 6’
  • Weight: 145 lbs
  • Body Type: Swimmer
  • Skin type: Pale
  • Eye Color: Brown
  • Hair Color: Brown
  • Hair Style: Medium Length Rat tail
  • Unusual Markings: Glyph Mark Burns Located on the Abdomen
  • Clothing:

Theme Song(s):


Significant Trait: Highly Intelligent
Quotes:

  • “Idiot…”
  • “The End does justify the means... Tyranny is but a point of view.”
  • ”Your life is forfeit; it has been since the moment you opened you mouth.”
  • “Memento Mori.”


Good/Evil/Other: Good… so good its EVIL.
Element: Darkness
Weapon: Rapier/Rifle/Duel Daggers
Job Class: Ivalician
Stats: Level 3
  • Strength: 3 [2]
  • Defense: 4 [3]
  • Magic: 9 [6]
  • Resistance: 9 [6]
  • Dexterity: 10 [8]
  • Reflexes: 8 [5]
  • Speed: 9 [6]
  • Constitution: 5 [4]
  • Energy: 6 [5]


Attack Abilities:

  • Dark Strike- Coating his blades in darkness, he increases the damage and strength of his blows.
  • Dark Extension- Darkness combined with his rapier, allows him to extend the reach of the blade, and control the dark tendril as if it were a whip.
  • Dark Torrent- Coating and releasing darkness off the ends of his blades, weak, long range spells can be thrown at the enemy.
  • Dark Rift: Louis can use his rapier coated in darkness to literally slice a temporary hole between the realm of light and realm of darkness. This can be used as a form of quick escape by jumping through or a means to summon projectiles from the other side. Transportation in this manner is short range since the dark corridor is constructed in such a swift, sloppy manner. Accuracy of his jumps from entry to exit become increasingly inaccurate the farther the distance he travels in the realm of darkness before returning to the realm of light. ((Mathematically: Distance Traveled and Accuracy are inversely proportional.))
  • Demi: Louis summons darkness to his palm and fires it off in a concentrated ball. The ball travels either several yards, or until it hits something, then detonates, sucking in everything within a few feet into it as it expands, compresses, then explodes. This attack is great for diverting attacks and nullifying ranged magic attacks. Does damage proportional to the condition of the opponent. Works less of those tainted by darkness.
  • Vanguard's Determination (AKA- Shadow's Silhouette{Minor}): Louis manipulates the shadows of objects or himself to leave a lagging trail of darkness that takes form into the same shape as their originals.(Like after images)
  • Corruption's Wish: Calling on lesser powers of Fahna, one of Mateus' Dark Ice Generals, Louis gains the power to take control of something if he can put his palm against it. This includes lesser beings, such as heartless and animals, or objects that can otherwise move on their own, such as machina and vehicles. The control remains as long as he can keep his other hand submerged inside a dark corridor. The larger, more complex the object being controlled, the more mana is constantly needed to fuel the control.


Support Abilities:

  • Dark Regeneration- Darkness coats wounds to help speed long-term healing.(Not Applicable in Battle)
  • Dark Corridors- By concentrating darkness on a single point, rifts can be created between the realm of darkness and light. The pathways created act as a form of teleportation.
  • Black Hoof Style: Louis returns to his roots of Horseback Riding, Swimming, and Karate and applies them to his use of darkness. Building off of the concept of "Transfer of Energy", Louis uses darkness in his body to both increase his physical strength tremendously, but also adds into his attacks a little extra. ((+4 Attack Power/-4 Attack Speed/+Toxic Effect))
    • Seed of Evil: When Louis uses Black Hoof Style and lands a hit, this move is automatically applied. With a trace of his own darkness planted in a target, he is able to track them by his own "dark signature" in a close range down to the tiniest movement. As turns pass without contact, the seed fades, slowly deteriorating until vanishing entirely after the 3rd turn.
  • Vanguard's Disillusionment: Starting from the edges of his right eye, black ripples run across into the center, lingering for just a moment before bouncing back. Each ripple darkens the white of the eye further before the last ripple pulls the black pupil all the way out until the eye is then nothing but a black sphere in the socket. In turn, a portal opens at his command, giving him the ability to SEE from the perspective of that portal in trade for the sight in that eye.
  • Corruption's Cataract: ((Activated By Heart of Corruption)) Louis becomes completely numb to pain for a period of time after activating Heart of Corruption. This makes him numb, but not immune to damage, in fact, it makes him far more susceptible to it. The numbness in his entire body makes it impossible for his own body to acknowledge he is being injured and thus does not take precautionary measures to stop bleeding or build up some form of defense against internal injury as well as external. In this state, Louis will attack without reserve and go to any lengths to destroy his enemy.((Numbness + Limited Berserk))
  • Dark Manipulation- The power to control low to mid level Heartless.
  • Ice Manipulation- The power of ice, adds a chilling touch to any action…


Passive Abilities:

  • Darkness Absorption- Louis receives less damage from dark elemental attacks. Nothing is gained. Only damage resisted, however too much results in visible black bleeding under the skin.


Limit Breaks:

  • [Level 1] Web of Shadows- Louis throws both his daggers in two portals, then he himself enters a portal of his own. The 3 of them then cause chaos for an opponent passing in and out of portals randomly around them, striking from any direction at any time.
  • [Level 2] Corruption's Vendetta (AKA- Shadow's Silhouette{Major}): Louis manipulates the shadows of objects or himself to leave a lagging trail of darkness that take form into the same shape as their originals.
  • [Level 3] The Vanguard's Sacrifice- Louis calls upon his affinity to darkness, tapping into the darkness of his allies. Louis draws on the darkness in those around him, sapping a large amount of darkness from their hearts and placing it into himself. This action leaves his allies stronger without darkness to weigh down their hearts and hold back their true strength. ((AOE OMNI-BUFF & Minor Heal: Bravery/Faith/Concentration/Etc.))

    Louis as an after effect is left incapacitated for 3 turns. If the battle does not end within 3 turns, Rose of Purification is activated.

    • Rose of Purification: Covered in darkness, and decorated in countless black bruises, Louis sinks into a dark puddle. Slowly in his place, a black rose bud larger than a person itself grows out of the same puddle. It blooms slowly, then once fully open to the world reveals Louis standing in its core. His raises his arms to each side at the elbows, allowing his hands to droop strangely lower, a sinking feeling enveloping everything and everyone around him. Louis swings his hands down and in one fluid motion brings them back up to the sky, an eruption of dark tendrils flowing out of him and into the sky high above the battlefield where they converge and bloom again dropping jagged, thorned roots onto the enemy below, crashing like lighting and holding their form until the entire sequence is complete where they slowly grow a shade of grey, then white and then finally shed away in layers upon layers of white pedals that vanish soon after. Louis then falls completely unconscious for the remainder of the battle and some time afterwards.

  • [Level 4] Corruption's Release: Starting from the edges of both his eyes, black ripples run across into the center, lingering for just a moment before bouncing back, each ripple darkening the white of the eye further before the last ripple pulls the black pupil all the way out until the eye is then nothing but black spheres in the sockets.

    In turn, a large number of portals open up around Louis giving him a simultaneous viewpoint from every single portal in exchange for the eyesight in both his eyes. (Side effects after use include temporary vision loss, headaches, and dark infestation of the eyes.)
  • [Level 6] Heart of Corruption: Louis creates an orb of darkness in front of his chest that acts as a container into which Louis summons his own heart. In this state, Louis must keep his hands in the same position, as well as try to keep as still as possible. The darkness he releases provides some defenses to keep attacks away, but there is only a certain number of attacks he can repel at once. Louis then proceeds to corrupt his own heart with darkness at a rate of 30% every turn for 3 turns until otherwise interrupted starting on the turn he activates this ability. ((Activates Corruption's Cataract Regardless of Interruption))
    • Shadow's Illusionary Tale : Frost Bitten Memory ~ 30% Distortion : ((Heart of Corruption- 1 Turn Charge)) Louis corrupts himself to a point where causing pain is no longer a mental obstacle. Louis then casts a spell by skewering his hand with his Rapier. A single drop of blood runs down his rapier and drops to the floor. At the moment of impact, the contract is set and his opponent is then thrust into an illusion created from the depths of their own heart. At this level, obvious fears are presented in an unrealistic setting easily recognizable as an illusion thought the pain felt throughout the illusion will be very much real. The illusion lasts 3 turns, each turn counting down to 0 while cycling through the 3 pathways of pain. Mental, Physical, & Emotional.
    • Midnight's Illusionary Story : Frozen Dream ~ 60% Distortion : ((Heart of Corruption- 2 Turn Charge)) Louis corrupts himself to a point where causing pain is no longer a mental obstacle. Louis then casts a spell by thrusting his rapier through his stomach. A single drop of blood runs down his rapier and drops to the floor. At the moment of impact, the contract is set and his opponent is then thrust into an illusion created from the depths of their own heart. At this level, slightly deeper fears are presented in an slightly realistic setting not as easily recognizable as an illusion dealing overall more pain than 30% distortion. The pain felt throughout the illusion will be very real and hard to distinguish as imaginary. The illusion lasts 3 turns, each turn counting down to 0 while cycling through the 3 pathways of pain. Mental, Physical, & Emotional only this time they will likely overlap within the steps.
    • Nightmare's Illusionary Epic : Glacial Damnation ~ 90% Distortion : ((Heart of Corruption- 3 Turn Charge)) Louis corrupts himself to a point where causing pain is no longer a mental obstacle. Louis then casts a spell by thrusting his rapier through his chest. Louis falls to the floor. At the moment of impact, the contract is set, Mateus' glyph splashes across the floor written in blood, and his opponent is thrust into an illusion created from the depths of their own heart. At this level, their deepest fears are presented in an extremely realistic setting not recognizable as an illusion by those caught within. This level of distortion deals the greatest amount of pain on all levels. The pain felt throughout the illusion will be real to physical extent and imposable to distinguish as imaginary. The illusion lasts 3 turns. In those 3 turns, they are completely incapable of performing any skills, they are silenced, slowed, and find themselves unable to think clearly or recall that they were ever in a battle before the illusion began.


Strengths: Attack Speed/Strategic Thinking/Versatility/Ice and Dark Resistance
Weaknesses: Physical Strength/Physical Endurance/Weakness to Light/Weakness to Fire

Personality: Louis is cold, calculating, and intelligent. He has little patience for slower individuals, and will give up on things quickly if they seem imposable to explain. Despite this, he has a caring side, willing to help anyone in trouble or pain. Louis appears to be a gentleman to all women, showing manners and respect where others fall short. He has a thing for sophistication, and hold himself to a high standard, lowering it would be absurd. However, there seems to me more to him than meets the eye, his heart sings a different tune, one of darkness, of resentment, of betrayal, and of pain. However, despite his composed behavior, when driven to anger, his decisions are clouded and he makes many mistakes without remorse.
Likes: Competence, Strategy, Piano, and Violin.
Dislikes: Idiots, cruelty, pain, and belittlement.
Fears: Kindness From Others

Family: Mother & Father in Ivalice.

Bio: A stranger that goes by the name of Louis claiming to be from Ivalice and traveling the worlds in search of answers. He has supposedly had previous encounters with an earth girl Maggie. How the two met is not well known, but Maggie seems to trust him. His willingness to help fight against the earthling’s enemies shows promise, but he has yet to completely earn his place among them. His efforts seem pure enough... perhaps with more work he can earn their trust.

Summon: None?
Summon Appearance: None?
Summon Personality: None?

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 Mar 31, 2010 6:02 pm


ArcanaFate
Name: Nicholas [X]
Nickname: Nick
Birthday: 4/28
Gender: Male
HP: 40 [52]
MP: 30 [30]
ApP [Skill]: 3 [4]
ApP [Speed]: 2 [4]

Height: 6'2
Weight: About 210
Body Type: Not fat, but not skinny either. Somewhere in the middle.
Skin type: Light, but tans quickly.
Eye Color: Sapphire Blue
Hair Color: Dark blonde
Unusual Body Parts/Markings:
  • Has a scar on his right pinky.
  • Had surgery on his right leg, so surgery scars by the ankle.
  • Scar on hand from cutting himself by mistake.

Accesories: Nick wears rounded rectangular glasses for his nearsightedness. He also has a necklace with a dragon around his neck, wings spread out and the tail curled. It has a red gem in the right eye socket, and the eye socket on the left is empty. He refers to the dragon as 'Sebastian'. On his right hand, Nick wears a bead bracelet to remind him to be at peace, and to avoid violence unless absolutely necessary.

Theme Song(s):


Significant Trait: Sarcastic/Manipulative
Quotes:
  • "You want me to make you a sandwich? Poof, you're a freaking sandwich."
  • "What? All I hear is you being wrong."
  • "I'm a lover, not a fighter! I'm also a notorious liar."


Good/Evil: Evil? Good? They're just words...
Class: Dark Knight
Weapon: Snake-Blade [4ft, Including Hilt]
Element: Wind/Darkness
Stats: (Normal {Boss})
  • Strength: 14 [12 + 2 (Garland's Sword)] {16}
  • Defense: 10 {13}
  • Magic: 10 {10}
  • Resistance: 10 {10}
  • Skill: 12 {16}
  • Reflexes: 10 {15}
  • Speed: 7 [6 + 1] {14}
  • Constitution: 10 {13}
  • Energy: 10 {10}


Attack Abilities:
  • Chaos Blade Lanista Blade techniques
    • Bloodstrike - Nick's blades glow red, and he loses some health. He then slams down on an opponent in a barrage to do damage.
    • Lifebane - Nick's blades glow green, and every attack that hits, whether it is blocked or not, drains life from the opponent. If blocked, it draws less life that it would from an actual hit, but still drains life. Nick can also drain life without his weapons, but he must be touching his opponent. This drains life at a quicker rate as well.
    • Manabane - Nick's blades glow blue, and every attack that hits, whether it is blocked or not, drains mana from the opponent. If blocked, it draws less mana that it would from an actual hit, but still drains mana. Nick can also drain mana without his weapons, but he must be touching his opponent. This drains mana at a quicker rate as well.
    • Crippling Strikes - Nick's blades glow purple, and he attempts to strike the foe's arms and legs. [Attempts to cause Cripple/Disable]
    • Oblivion - Nick draws life from everything around him, whether they be allies or enemies, then channels the attack into a single destructive strike for massive damage. Blades glow with a black aura.
  • Aeromancy Offensive wind techniques
    • Gentle Fist - Shoots a blast of wind towards the opponent, possibly knocking them back. Can be used in a combo.
    • Aero Stomp - Stomps the ground, releasing a large push of air all around Nick. Pushes back friend or foe.
    • Spin Me Right Round - Nick manipulates the wind to spin an opponent in order to disorient them temporarily.
    • Blade of the Four Winds - Nick channels the wind into an arc shape, then fires it off at his opponent to cut them.
    • Aerial Combo - Nick launches an opponent into the air and proceeds to attack them brutally in midair.
    • Bull Rush - Nick charges, tackling one foe and dragging them along for a ride before throwing the opponent with a blast of wind.
    • Screaming Eagle - Nick channels a large amount of wind energy into his right hand, then releases it in a gigantic burst. If it connects, it launches foes away from the aeromancer violently. During the strike, the release of wind makes the distinct screech from an eagle.
    • Hawk Dive - Nick channels wind into his feet, then sprints full force towards his opponent and launches himself into the air, only to come hurtling down towards his opponent.
    • Roar of the King - Nick inhales sharply, infusing the held breath with his wind magic before exhaling in a sharp roar towards his opponents. If his foes are within the cone area of the roar, enemies can be Stunned.
    • Spiral Swords - Nick surrounds both of his hands with wind in a spiral shape, creating two long yet thin blades of wind that cause wind damage. However, since they are made of pure wind magic, they cannot be blocked by weapons, and normal melee weapons cannot be blocked from hitting Nick while the ability is in effect.
    • Chaos Blade - Nick summons one of Chaos' sword, and is able to wield it as a normal hand and a half sword or magically via his mind. This ability requires a steady stream of mana.
    • Constriction - Nick manipulates the wind to encircle around his opponents windpipe, attempting to choke the life out of them. It has a Doom-like effect, but interruptible, as Nick needs to constantly focus in order to knock out the foe. (Three posts of constant focus, after the third post, person is knocked out; No penalty Auto-KO roll)

  • Eyes of Chaos Nick's unique ability, able to channel pure chaos through his eyes, able to cause many different kinds of status effects.
    • Blind Shadows fall over the person's eyes, blinding them.
    • Confuse The person sees demons and monsters all around them.
    • Berserk The person flies into a rage, attacking in a blind fury.
    • Paralyze The person becomes paralyzed with fear.
    • Charm The person becomes charmed into helping Nicholas.

Support Abilities:
  • Aeromancy - Nick's aero defenses
    • Light on your Feet- Nick uses his wind to increase his speed or the speed of his ally/allies.
    • Jet Stream - Nick launches himself with a large blast of air. This can be used to jump high or propel off of a wall or even a ceiling to dash at someone. It can be used multiple times, but costs a lot of energy to continuously use.
    • Blade Guardian - Nick summons four swords composed of wind magic as a last resort defense shield from an attack. Each sword can take one attack, then 'shatters' before vanishing. The ability is a last resort, and takes a decent chunk of energy to keep using during battle.
    • Aero Shield - Nick uses the wind to create a shield protecting him from ranged attacks.
    • Spinning Shield - Nick rotates around repeatedly, using the wind to increase his speed drastically as he spins in circles multiple times. then stops, creating a large dome of wind that circles around him repeatedly (Wall buff). If he uses this ability repeatedly, however, he fails the spell and is given the Daze status ailment.
    • Speed of the Sparrow - Nick channels wind magic throughout his arms, increasing his Attack Speed by 4 for three turns.

  • Darkness - Nick's power over the Darkness
    • Dark Portal - Nick can travel to different places using Corridors of Darkness.
    • Darkness Clone - Nick creates a clone out of pure Darkness, who is identical in physical appearance (clothes, however, can be changed). He has none of Nick's physical abilities, but can cast basic aeromancy magic.
    • Heartless - Nick can summon various shapes and sizes of Heartless.
      • Level 1 - Shadow Heartless, the Musical Casters, Basic Heartless
      • Level 2 - Mid-rank Heartless, can create basic 'Chaos Heartless', custom Heartless which have a green third eye that glows green somewhere on their bodies
      • Level 3 - High rank Heartless, Mid-rank Chaos Heartless
      • Level 4 - Midboss Heartless, High rank to Midboss Chaos Heartless, Humanoid Heartless
      • Level 5 - Boss Heartless, Boss Chaos Heartless

Passive Abilities:
  • Second Wind- When Nick is knocked down to zero hp, he will fall unconscious for a moment, then wake up at half health. He can only do this once per day, and it is very taxing if he has to continue fighting down to the bare wire.
  • Chaotic Mind- Nick is immune to being Feared or Confused.
  • Ailment Alteration- Nick is half as likely to be Charmed but is twice as likely is to be Old.
  • Chosen Anarchist- Story-Granted; Nick is immune to the following ailments: Pain, Silence, Disable, Cripple, Slow, Sleep, Addle, Stop, Doom, and Auto-KO.
  • Consuming the Fallen- Story-Granted; Nicholas has a permanent +1 in Outright Speed from absorbing RepliJacob.

Limit Breaks:
  • Tornado- Nick invokes the power of Chaos, summoning Chaos' four blades and having each one crash into the earth in a different shape before summoning a giant and powerful tornado to sweep away anyone caught in its path.
  • Blade Spin- Nick spins rapidly, firing off smaller gusts of wind all around. These winds can knock back foes and can prevent most physical attacks from reaching him.


Elemental Affinities:
  • Fire - --------
  • Ice - --------
  • Thunder - --------
  • Water - HALVED 1/2
  • Wind - ABSORB
  • Earth - DOUBLED 2X
  • Nature - --------
  • Poison - --------
  • Space - --------
  • Time - --------
  • Light - --------
  • Darkness - --------


Boss Form(s): Chaos Form: Chaos takes possession of Nick's body, amplifying his wind powers. Nick's eyes will entirely glow green and ethereal green horns will form on his head. His voice becomes distorted as well, speaking as if two people are speaking at the same time: Nick's normal voice, and a low, dark voice. Chaos also grants his host a few new powerful abilities.
  • Weapon Enhancement: Nick's blade gauntlets are dispelled and unsummonable, and Chaos' four swords are summoned and used as weapons instead.
  • Additional Abilities:
    • Aeros Fury- Chaos goes on a psycho attack spree, slashing insanely and switching off between his four swords.
    • Maelstrom Armor- Chaos coats himself in a thin layer of razor wind, making physical attacks less effective and causes some harm to the attacker.
    • Finale Ultimo- Chaos summons his blades, forming them into the shape of a x around the opponents. Chaos channels his magic through the four points of the swords and forms a giant tornado centered between the sword 'barrier'. it can be used only once before Chaos goes dormant and relinquishes control to Nick.


Strengths: Clever | Intelligent | Passionate
Weaknesses Unfocused | Overemotional | No self esteem | Stubborn

Personality: Nick is very calm and very quiet, as he doesn't socialize often. He is generally off by himself, daydreaming of outlandish or creative ideas for stories. He is very polite to others in general, but doesn't usually initiate the conversation unless he has a reason to. Nick doesn't like to tell people when he's got a problem. He'll take the pain of others, whether it be a lone person with a personal issue or a group of people fighting, to keep the peace. He also prefers jokes of a darker taste, and doesn't like to be questioned about his personal life.

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

Flaws:
  • Absentminded- Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
  • Addict- One who is addicted, as to narcotics or a compulsive activity. (Gambling)
  • Aimless- Devoid of direction or purpose.
  • Anxious- Full of mental distress or uneasiness because of fear of danger or misfortune; greatly worried; solicitous.
  • Dubious- Fraught with uncertainty or doubt. Undecided, doubtful, unsure.
  • Fools Love- A person who is always falling in love or believes they are in love, for the wrong person or even multiple people (usually one after another), and typically love at first sight. Star-crossed, ill-fated-love.
  • Hoity-toity- Given to flights of fancy; capricious; frivolous. Prone to giddy behavior, flighty.
  • Impatient- Unable to wait patiently or tolerate delay; restless. Unable to endure irritation or opposition; intolerant.
  • Indecisive- Characterized by lack of decision and firmness, especially under pressure.
  • 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.
  • Impish- Naughtily or annoyingly playful.
  • Lazy- Resistant to work or exertion; disposed to idleness.
  • Liar- Compulsively and purposefully tells false truths more often than not. A person who has lied or who lies repeatedly.
  • Nervous- Easily agitated or distressed; high-strung or jumpy.
  • Nonviolent- Abstaining from the use of violence.
  • Overemotional- Excessively or abnormally emotional. Sensitive about themselves and others, more so than the average person.
  • Overprotective- To protect too much; coddle.
  • Paranoid- Exhibiting or characterized by extreme and irrational fear or distrust of others.
  • Phobia- They have a severe form of fear when it comes to this one thing. (Goats)
  • Sarcastic- A subtle form of mockery in which an intended meaning is conveyed obliquely.
  • Skeptic- One who instinctively or habitually doubts, questions, or disagrees with assertions or generally accepted conclusions.
  • Stubborn- Unreasonably, often perversely unyielding; bullheaded. Firmly resolved or determined; resolute.
  • Superstitious- An irrational belief arising from ignorance or fear from an irrational belief that an object, action, or circumstance not logically related to a course of events influences its outcome.


Likes: Sashimi | Anime/manga | Reading | Swimming
Dislikes: His dad | Rudeness | Being used | The cold
Fears: Drowning and GOATS. Especially those demon goats.

Family: Mother, Older sister, Father, Younger Brother, Younger Sister
Love Life: Single

Bio: Nicholas was born to his two parents, out of wedlock. His dad left his mom when he was three, and they moved north from their home in Orange County up to Santa Cruz County, where he lived the majority of his life. His older sister, to he's only half related, remained in Orange County. Nick visited her often, and hated the cold of Santa Cruz.

When it came to his father, he was mostly estranged due to the constant fights and lies. He hates his father, and doesn't say much about him when asked. Nick also dislikes his two younger siblings, but doesn't hate them like he hates his father. He was driving home after a game of poker, when the Heartless came...And his life was changed...forever! *dun dun dun*

Summon: Chaos
  • Summon Element: Wind
  • Summon Appearance: Chaos 1 Chaos 2
  • Summon Personality: Chaos is very calm mannered when not summoned, but can become wild and agitated. He comes off quite sarcastic, and doesn't treat Nick like a master, which adds to Nick's frustrations. Their agreement is...mutual. Chaos supplies the power, Nick supplies the body.
PostPosted: Wed Mar 31, 2010 6:04 pm


Quiet Daydreamer
User ImageName: Sayrike Chan (sigh-REE-kay)
Birthdate: May 12
Gender: female
HP: 28
MP: 24
ApP [Skill]: 2
ApP [Speed]: 1

Appearance:
  • Height: 5 feet, 3 1/2 inches
  • Weight: 135
  • Body Type: Not slender, but not heavy either
  • Skin type: olive
  • Eye Color: dark brown
  • Hair Color: dark brown
  • Hair Style: usually worn down. It's very straight but really smooth. Sometimes it's worn back in a ponytail.
  • Unusual Markings: A faded teardrop-shaped scar on the inside of the left forearm by the elbow
  • Clothing:
(picture forthcoming)

Theme Song(s): None

Significant Trait: Non-judgemental
Quotes:
  • The only constant is change, and the only truth is that there is none.


Good/Evil/Other: ultimately neutral, since there is no such thing as good or evil. But, might be swayed to one side or another in the future.
Element: non-elemental
Weapon: Three square 2-way mirrors. Main, central one is 35 inches tall and 24 inches wide, and the two flanking mirrors are 22 inches tall and 14 inches wide. They float around Sayrike. (Note: This is what I mean by a 2-way mirror.)
Job Class: Blue Mage
Stats:
  • Strength: 3
  • Defense: 5
  • Magic: 10
  • Resistance: 10
  • Skill: 7
  • Reflexes: 8
  • Speed: 5
  • Constitution: 7
  • Energy: 8


Attack Abilities:
  • Blue Magic- A school of magic specializing in copying the abilities of others.
    • Learn- By focusing and allowing an attack to strike her or her mirrors, Sayrike can copy a minion-level ability and keep it for permanent, personal use. Sayrike can also use 'Learn' on her allies, gaining a single move from their arsenal.
      • Confuser-A loud screeching sound emanates from Sayrike, and all enemies in earshot have a chance of being confused. [High; MS 11] (Magitek Armor)
    • Lyrebird- Copies one enemy attack and enables Sayrike to use it. When she uses the enemy's attack, her mirrors disappear and she is unable to use them for defense or offense, instead having the enemy's weapon. After the attack is used, the enemy weapon disappears and her mirrors return. Remembers the attack for that battle only or for twenty minutes, whatever ends first.
  • Mirror Arts- A set of skills revolving around the use of Sayrike's mirrors.
    • Mirror's Reflection- Sayrike charges one of her mirrors with mana so that it blocks and reflects an oncoming attack. Must be used at the best opportunity: too early, and the attack is merely blocked; too late, and... well, she gets hit.
    • Mirror's Gleam- Sayrike charges one (or more) of her mirrors with magic energy, making it glow for a brief moment with blinding light in the direction of her target. May cause Blind.
    • Mirror's Grasp- Sayrike absorbs a (targeted) magical attack coming her way with one of her mirrors; however, instead of using it as energy, she saves it to be released from that same mirror at a later time (immediately or otherwise). If that mirror is used to counter or absorb, the stored attack is lost (or replaced with the newly stored attack). Unlike 'Lyrebird', this only works for magic attacks, and Sayrike can only use the attack in the exact way it was originally performed (meaning if it was a Fireball, it can only possibly be a Fireball).
    • Mirror's Edge- The main mirror breaks apart into pieces and launches toward a single enemy in a one-time attack. Takes time for the mirror to be put back together again.
    • Mirror Raid- Sayrike launches 1-3 mirrors at her opponent. The mirrors shatter on contact, causing splash damage as well. Takes time for the mirrors to reform.
    • Mirror Storm- Sayrike shatters all three mirrors and engulfs the opponent in a tornado of broken glass. Takes time for the mirrors to reform.
    • Mirror Rampage- Sayrike shatters her mirrors and controls the shattered glass, directing it through the opponent like a stream of blades following her hand movements. Sayrike can perform combo attacks like this, but the longer the mirrors remain shattered, the more MP is used.
  • Asura's Sentinel- Magics granted by Sayrike's bond with Asura.
    • Asura's Blade- Sayrike forfeits two of her mirrors for Asura's Blade, using the other mirror as a shield (or forfeiting it as well). The blade's strength is decided by Sayrike's Magic Strength, and should it be hit with anything higher than that (including an attempt to guard), will break. Otherwise, the blade lasts for three posts.
    • Asura's Strike- Sayrike places a mirror between herself and her target and punches the mirror's back; when her first connects, a magic copy of Asura's Blade flies out at the opponent.

Support Abilities:
  • Multiplicity [level 1]- Choosing an ally or Sayrike herself, his/her image is copied and multiplied (to a max of 3 copies), although remaining simply illusions that disappear upon contact. The illusions are controlled by the person copied (and so the person must have the capacity to direct multiple things at once).
  • Mirror Arts- A set of skills revolving around the use of Sayrike's mirrors.
    • Mirror Steps- Sayrike can position her Mirrors in midair to act like stepping stones, increasing her jump range as well as allowing her to access out of reach places.
    • Now You See Me...- Sayrike gathers her three mirrors close to her, forming a triangle about her person, and thus reflects her surroundings to make her "invisible". Infusing her mirrors with a little bit of magic, she then also renders her presence--body heat, aura, heartbound weapon, etc.--undetectable as well. When this ability is in use, she cannot attack, and she must move slowly.
  • Blue Magic- A school of magic specializing in copying the abilities of others.
    • Scan- As a part of her Blue Mage class, Sayrike can use a little magic energy to gain a glimpse at the strengths and weaknesses of a target by viewing them from the see-through side of her mirror (like a monitor). The greater the target's Magic Defense (in relation to her Magic Strength), the more Scans required to get a complete 'profile' of the target.
    • Subsumption- The energy from an oncoming magical attack gets absorbed into Sayrike's shield, replenishing her (magical) energy.
    • Learn- By focusing and allowing an attack to strike her or her mirrors, Sayrike can copy a minion-level ability and keep it for permanent, personal use. Sayrike can also use 'Learn' on her allies, gaining a single low-tier move from their arsenal; she must be at least somewhat close to the target, however.
      • Mortal Arts- Abilities learned from other sentient, human-level beings.
      • Geist Arts- Abilities learned from Geists using the Learn ability.
        • Tabula Draw- A regenerate magic learned from a Tabula Rasa. Sayrike is capable of drawing energy from her surroundings to restore MP. However, she must remain completely still and the process itself is slow.
      • Nobody Arts- Abilities learned from Nobodies using the Learn ability.
        • Dusk Reversal- An evasive ability learned from a Dusk. Allows Sayrike to quickly slide around the target, placing herself in its blind spot.Jump-Attack learned from a Dragoon. Sayrike disappears, reappearing above the target, and dives down onto them with a lance (instead of holding mirrors)
      • Unversed Arts- Abilities learned from Unversed using the Learn ability.
        • Bruiser Resistance- A defensive ability learned from a Bruiser. Increases Sayrike's defense and raises her resistance to knock back. However, she cannot move or attack while using this ability.
  • Asura's Sentinel- Magics granted by Sayrike's bond with Asura.
    • Cura- Sayrike has access to a weaker version of Asura's Curaga spell.
    • Protect/Protera/Protega- Sayrike envelopes her target in a protective aura that raises their Guard Strength by 4 / 6 / 8.
    • Shell/Shellra/Shellga- Sayrike envelopes her target in a protective aura that raises their Magic Defense by 4 / 6 / 8.
    • Reflect/Reflega- Sayrike envelopes her target in a reflective aura that reflects all specifically-targeted magic back at the caster. If using Reflega, Sayrike's magic and her allies' magics can penetrate the Reflect, making it useful against enemies as well as allies.

Passive Abilities:
  • Mirror Mastery - Sayrike has an innate control over her Mirror weapons, allowing her to manipulate and wield them psychokinetically instead of having to manually and physically carry them around.

Limit Breaks:
  • [Level 1] Through the Looking Glass- Sayrike points her main mirror at her target, and steps through it, her mirrors shattering behind her. For 2 / 3 / 4 / 5 posts, Sayrike becomes a clone of the target: she has their appearance, their weapon, and their abilities. She is brought to full HP and MP (for that target; until transformation ends), and has the stats of the target as if it were the same level as her. Sayrike does not get the target's summon, if he/she has one. (The duration is dependent on Magic Strength at the time. 2 posts for MS 1-6, 3 posts for MS 7-10, 4 posts for MS 11-13, and 5 posts for MS 14+.)
  • [Level 2]Queen's Grace- The three faces of Asura appear, one in each mirror, and the entire party gets Curaga'd, Protega'd, and Shellga'd.
  • [Level 3]Mirror Trap- Sayrike's walks into the surface of her mirror, where she disappears. The three mirrors surround the target. Utilizing all three mirrors, Sayrike jumps out and in with lightning-fast speed, attacking the target using Asura's swords.
  • [Level 4]
  • [Level 5]


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


Drive Support:


    Strengths: An observer--notices patterns and details | Good accuracy | Keeps calm, not easy to get riled up | Follows through to get the job done | Perceptive of others
    Weaknesses: Indecisive | Low Attack Strength | Not a very hands-on, physical fighter usually (unless angered) | A bit passive

    Personality: Sayrike isn't laid back exactly, but she's one to accept whatever life brings her way. She views events with a glass-half-full perspective, but still stays a realist. Although she's not happy-go-lucky, Sayrike has a passion for everything in life, both the good and the bad. She's very accepting and able to look at events without judgement and view situations from the perspective of others. Sayrike always tries her hardest, even if that means being a perfectionist at times, and she will always go above and beyond for someone, even if she's only known them for a short while. She's always thinking and will never take things at face value, but it's not out of mistrust; it's driven by the constant need to see all perspectives, options, and possibilities. She secretly wishes she had the charisma and confidence to lead others, and she does fairly well at it when called upon and people are willing to support her, but the bit of self-doubt always niggles at the back of her mind. Sayrike is very empathetic and likes to help others all the time, even if it means a bit of self-sacrifice.

    First and foremost, Sayrike is a girl of learning. It may be book-learning, but she will take what she can get if it means finding out more about the world. She has a passion for learning, especially when it comes to other cultures and the idiosyncrasies of human life. This is why Sayrike often takes a role of observation--so she can concentrate on getting more information about the moment. It's also why she tends to pick up pattens and likes to examine the larger picture, though in the moment of observation she can get lost in the details.

    Because of her independence, Sayrike tries not to rely on others for much. She despises showing weakness. She also does NOT want to be like the typical girl who can't open a jar or screams when there is a bug nearby. Ultimately, she's practical and sensible, even if that makes her a little callous to others' attachment to frivolities and material things in life. As a result, Sayrike comes off as a bit of a tomboy (finding her large chest area a bit ironic) and gives off a "tough-as-nails" vibe. When she gets close to people, her witty humor starts to show through, though most people will notice her blatant corny humor first.

    To sum her up, Sayrike is mature and realistic, but she retains a childlike wonder and curiosity, believing there is magic in the world.

    Flaws: She's a people-pleaser. She wants to always be on the good side of people, and so she will adapt herself to be the best possible companion for that particular person, reflecting back the qualities and wants of the other individual. As a consequence, one is never really sure who she really is--including herself. Sayrike will also work too hard or be too meticulous to get a job done quickly. She gets irritated when other people hinder her from doing the best job she can do. Sayrike prefers to be passive and let someone else direct events. However, if no one steps up to the plate, Sayrike will. But the inclination to be a spectator leaves her leadership skills wanting if she's directing a group that isn't composed of followers. And, like anyone, she doubts her abilities occasionally. Because she sees all sides of a situation, remains non-judgemental, and wants to keep an equilibrium, Sayrike has a hard time making a decision by herself or committing to a single idea/opinion.

    Likes: Reading, enjoying the small things, spontaneity, trivia, learning, food, storytelling, traveling, looking at the stars, sleeping and dreaming, chatting with people about their life experiences, her stuffed animal Big Bear
    Dislikes: Very girly things, arrogant and inflexible people, an extensive list of foods, hot weather
    Fears: failure, not being good enough, turning into a girly girl, and deep, murky water.

    Family: A mother and father, who are divorced, and one sister, younger by 2 years.

    Bio: Sayrike lived a normal, comfortable, suburban life. Because she never lived around anyone and always concentrated on schoolwork first and foremost, her closest friend was her sister, and the two of them shuffled back and forth daily between parents. Her mother and father kept matters civil between one another, so the two sisters grew up with both loving parents in their lives. At one point, Sayrike's mother had to file bankruptcy during a particularly hard time, but stumbling blocks like these were always conquered. Sayrike is a fairly independent person, never having the same close friend for more than two years. Later on, even she and her sister began to grow apart. Sayrike misses that close bond, but she still presses on. This history of hers forged Sayrike into a serious and independent young woman. There's never been anything particularly terrible in her life, or maybe that's because she usually sees only the good in everything--even being ripped away from the life she knew.

    Summon: Asura
    Summon Appearance: Close up Body image
    Summon Personality: Stoic and quiet, but has a very heavy and commanding presence. She passes judgement without remorse, but remains fair and true. She is also very protective.

    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: Tue Jul 13, 2010 10:53 am


    -
    PostPosted: Tue Jul 13, 2010 10:54 am


    -

    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: Tue Jul 13, 2010 10:56 am


    -
    PostPosted: Tue Jul 20, 2010 5:38 pm


    -

    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: Fri Aug 27, 2010 8:30 pm


    Rio Rin
    Name: Ail
    Birthdate: Appears to be in her early twenties
    Gender: Female
    HP: 36
    MP: 12
    ApP [Skill]: 2 [1 w/rifle]
    ApP [Speed]: 2

    Appearance:
    • Height: 5'6"
    • Weight: 120 lbs
    • Body Type: Slender
    • Skin type: Fair; the bridge of her nose and her higher cheek bones are dusted with light chestnut freckles
    • Eye Color:
    Periwinkle
  • Hair Color: Russet
  • Hair Style: A French braid; bangs pulled back save a few loose strands, with the braid itself reaching her mid-back
  • Clothing: An unzipped black blazer w/ a white blouse (un-buttoned at the top) tucked into a high-waisted black pencil skirt - customized w/ invisible side-zips that go all the way up her thighs - plus a chunky black belt, red-leather strapped silver watch, large silver hoops and THESE

    Theme Song(s):
    • Fighter - Christina Aguilera
    • Stop The Rock - Apollo 440
    • Run Rabbit Junk - HIDE (Hideyuki Takahashi)
    • Right Here, Right Now - Fatboy Slim


    Quotes:
    • *dances, really into it, singing phail-y* "I don't wanna rock, DJ, but yo--" *someone walks in* "-- keep walking," *taps rifle* "you saw nothing."

    Good/Evil/Other: Other
    Weapon: A personalised high-performance sniper rifle [AtkSt = 13; AtkSp = 3] NB: any status ailments administered by the rifle go by its AtkSt, not her's
    Accessories/Secondary Weapons: Two trench knives, a silencer [-2 AtkSt], smoke lensed aviators, a silver flip-phone, a small red mp3 player, several elixirs, HP pots and MP pots, plus many, many, bullets and cartridges hidden in and around her Turk ensemble
    Occupation: Turk [Sniper]
    Stats:
    • Strength: 7 [w/rifle; 13]
    • Defense: 3
    • Magic: 1
    • Resistance: 9
    • Skill: 10 [w/rifle; 3]
    • Reflexes: 10
    • Speed: 10
    • Constitution: 9
    • Energy: 4


    Attack Abilities:
    • Sniper's Solatium - whilst not exactly an attack ability, I'm putting it here because this is what people will look at when she engages in combat, and I want this to be known, so that there are no complaints later on; her rifle is not magical. Subsequently, no Hammerspace, and no magical bullets, so D: she needs to carry ammo and re-load her cartridges. However, because her bullets are not magical, they are actual bullets. Like, from our world. If she successfully shoots you, it will be by a real life metal bullet travelling at several times the speed of sound, hand-in-hand with all the bodily harm that goes with it.
      However, due to RP purposes and rules, I, a law-abiding RPer, cannot have her kill anyone without their RPer's permission, so successful head shots, which would realistically be a FATALITY! *cue sounds effects* are now just instant K.O.s ^///u///^. The bullet simply disintegrates upon impact.
    • Hot Shot:
      • Disabling Shot - when she successfully hits someone in the arm/shoulder/hand, in addition to doing damage, she can also physically deal a status ailment and strip them of the use of both their arms/shoulders/hands for three posts.
      • Crippling Shot - when she successfully hits someone in the foot/knee/leg/thigh/hip, in addition to doing damage, she can also physical deal a status ailment and strip them of the use of both of their feet/knees/legs/thighs/hips for three posts.
      • Addling Shot - when she successfully hits someone in the thorax or abdomen, in addition to damage, she can also physically deal a status ailment and cause them to completely forget any special abilities they may have for three posts.
    • Specialised Shots:
      • Piercing Shot - she can fire bullets that hit and damage a target, but then pierce through them to hit and damage multiple targets behind them; the number of targets she can go through depends on the mana (MP) she puts behind the bullet.
    • Ammunition:
      • Toxic Rounds - bullets coated in poison that, in addition to damage, can physically deal a status ailment [Toxic] that lasts for three posts if the bullet comes in contact with blood.
      • Stunning Rounds - bullets that emit an electric shock-wave that, in addition to damage, can physically deal a status ailment [Stun] upon contact.
      • Explosive Rounds - bullets that, instead of piercing and searing, explode instantaneously upon contact, in a manner similar to that of a grenade.
      • High-Explosive Incendiary Rounds - bullets that can penetrate armour, and then fragment and flare up, causing a fire inside the target.

    Support Abilities:
    • Float - raises the target off the ground by a few feet for a maximum of three posts.
    • Vanish - target is temporarily rendered invisible for up to three posts.

    Passive Abilities:
    • Name - Details
    • Name - Details

    Limit Breaks:

    Strengths: A very strong will | Diligent | Excellent high-precision shooter| 20/20 vision | First-class spatial-temporal reasoning (spatial awareness) | Excellent traceuse | Physically fit and very fast | Nimble | High tolerance for pain | Extended hearing | Adroit | Excellent long-term memory for things she has experienced
    Weaknesses: Low physical defense | Her desire to prove herself may result in her making reckless decisions | Easily distracted by sounds, which she can pick up quite easily, though she has learnt to ignore them | Absolutely phails with magic; the most she can do are a couple'a status effects | Poor recollection of sequences, facts and information she has not experienced

    Personality: Independent, spunky, composed and straightforward, Ail is the girl who says what needs to be said, when it needs to be said, or just says nothing at all. Mind you, she is the one who decides what needs voicing.
    But don't misread her silence - her thoughts are so wacky they're borderline ridiculous. She is, however, very diligent, probably due to her ingrained desire for approval, though she has yet to realise that the only acceptance she needs is her own.
    With that said, Ail has always understood that everyone has crap in their lives, and thus, Ail tends to hold everyone on the same level of regard, and when coupled with her silent moments, makes her seem rather apathetic; and perhaps she is, though it's more like a lack of sympathy, if anything. Though I guess it doesn't help that her neutral face just makes her look bored/pissed.
    So whilst she doesn't tend to be overly concerned, once you have her best interests, you can't lose them even if you try. But don't fool yourself - Ail respects everyone, no matter how good or bad, and expects the same in return. If not... Well, let's not go there.
    Flaws: Blunt | Bold | Dyslexic | Envious | Fierce | Overambitious | Reckless
    Likes: Sharpshooting | Exerting herself physically | Sunshine | ♫ MUSIC ♪~ | Hoarding munnehz $$ ;3
    Dislikes: ANYTHING to do with literature | Saying long sentences | People mocking her inability to hold a tune | The touchy-feely types | The overemotional, always-weeping-on-your-shoulder species | Disrespect | Coffee ("people pay for this crap?") | Unnecessary spending | Silly excuses | When people think she's stupid | Her learning disability being made known to others | Being treated differently because of it | Being disparaged
    Fears: Her dyslexia interfering negatively with her life or holding her back in any way

    Family: Father | Mother | Younger brother [twin ->] | [<-twin] Younger sister

    Bio: Ail was born the oldest child of a very wealthy yet traditional couple, to a beautiful estate in a land where the sun never slept. Discovered to be dyslexic at an early age, she suffered hard at the hands of her strict parents, who refused to acknowledge her learning disability as an excuse for her poor academic progress and behaviour, and all but abandoned her for her younger siblings. She did, however, shine at gymnastics, and started to better acquaint herself with competitive shooting, another sport she had an uncanny predisposition for.
    But alas, the lack of support and guidance from her parents alongside all of their alienation just drove her off the edge and, at not quite fourteen, Ail ran away from home. However, being a kid, and a frustrated one at that, she didn't actually think her escape through. So with no real plans - save the last-minute decision to bring her father's best rifle (a decision that would prove to shape the rest of her life) - and enough pride to not want to crawl back to her parents with her tail between her legs, she hitchhiked her way from world to world, finally arriving in Traverse Town.

    There, she meet a group of performers who had fled their dieing world and, from them, picked up many new skills; the art of parkour, to name one, but also many useful self-defense moves that they knew well enough to incorporate into their performances; both of which came to her surprisingly easily, especially the former, thanks to her years of gymnastic experience.
    As an amateur traceuse, she performed small stunts in order to earn her bread and butter, and also took up odd jobs with 'pest' - namely heartless - control, using her father's rifle when she could afford rounds, or cheap, tacky trench knives when she couldn't. There were... Mishaps, of course, but with her firm will and strong desire to remain unhindered by shortcomings and insecurities, she triumphed over her mental and physical barriers, and grew to become a talented fighter and traceuse.

    Ail's skills gradually increased (as well as the weight of her back pocket), but after some time, she grew tired of her new lifestyle, and longed for greener pastures. After a few good, happy years together, Ail and the troupe said their goodbyes, with yours truly once again traversing from location to location, staying for short bursts of time, handling the odd job, kicking the odd heartless. Finally wanting to set up some roots, Ail landed in a newly reclaimed Hollow Bastion, which was being restored to its former glory by its faithful occupants. Picking up where she left off, now with more feats in her repertoire and greater marksmanship than she had first started out with, she made a pretty good living for herself as both a performer, heartless hunter, and kitchenhand, the latter of which she picked up on a streak of good luck.

    This new regime lasted for several of the ensuing years, ending just a few months ago. Tseng had caught whiff of Ail's precision shooting talents, and after some deliberation, Ail took him up on his offer of a position amongst the Turks. Since then, she has been working as an employee of Shin-Ra, doing the jobs that a rookie would. Though her dyslexia plagued her with the odd task, she persevered through it, insisting earnestly that her learning disability be kept hidden from her co-workers unless absolutely, life-threateningly necessary.
    Aaaand that's the story so far, mes amis~. As for the rest? Well, it'll unfold as the roleplay progresses.
  • PostPosted: Sun Sep 19, 2010 6:05 pm


    -

    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: Thu Jan 27, 2011 12:53 pm


    -
    Reply
    KHBTD : Kingdom Hearts Roleplaying and OoC

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