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Posted: Tue May 08, 2012 1:13 pm
Kingdom Academy Character App Name: Connor Alexander Duvari Galiant: Akela Age: 52 Gender: Male Class: Teacher Appearance Connor is a well-groomed man, always having his hair brushed back and under control, and all of his clothes are pleasant and high-class, though not gaudy and overbearing. He is a regular height for a full-grown man, and has plenty of muscle - he's not huge and bulking, but in excellent shape. His favorite colors, and most frequent in his clothing, are blue, orange, and black. As for his feet, when in the classroom, he is always seen wearing a pair of shiny black dress-shoes; any other time, he wears a pair of comfy blue sandals. Height: 6'1" Weight: 182 Hair: Light-orange with many strands of grey, short and tidy Eyes: Cobalt blue Skin: Heavily tanned Build/Body Type: Athletically muscular Personality: Connor is a laid-back and easy-going teacher, but won't hesitate to enforce discipline where needed. He can be strict when it comes time for punishment (which is usually just a stern talking-to), but otherwise he treats his students as he would his adult friends. He is very kind and helpful, and will help any student who needs it, even allowing them to stay extra hours in class to help them study something they're having trouble with (and giving them extra free time to make up for it). His motto is, "If the kids aren't having fun learning, then the learning isn't worth it!" Likes: Wolves, long nights to himself, teaching, that special feeling he gets when he's really able to make a big difference in a student's education Dislikes: Having too many rules, people who are too strict, not having enough time to finish a project, green vegetables Fears: Nobodies - they freak him out beyond all comprehension. Weapon: Feign Blade - A mysterious sword which stores memories of various copied fighting styles. Abilities: Blue Magic - Allows him to acquire Enemy Skills upon being hit with a special attack. Regular attacks, support abilities, and magic cannot be learned. Mimic - Allows him to "learn" and copy the fighting style of the enemy. Basic style of fighting only; does not copy abilities or spells. Does not work when facing extremely strong and/or large Heartless/Nobodies/etc. High Jump (lv. 3) - Allows much higher jumping than usual.
Spells: Cyclone - Uses a Soldier Heartless's spin-kick attack, twirling around in the air as he descends. Root Needle - Uses a Creeper Plant Heartless's root attack. Shoves his sword into the ground, causing it to bend and become flexible, reaching through the ground to jab upwards at an enemy. Spewing Attack - Uses a Gargoyle Heartless's energy ball attack. Must be charged before use. Vulnerable while charging. Longer charge time will cause more damage. Safeguard Strike - Uses an Assassin Nobody's slashing combo. Sinks into the ground and flails wildly with his sword toward an enemy. If one of these strikes is blocked or parried, he will pop out of the ground and become suspended in midair for a moment, leaving him completely vulnerable. Stunblade - Uses a Pirate Heartless's sliding slash attack. Stuns a single enemy for a short period of time. Must be charged before use. Vulnerable while charging. Longer charge time will cause more damage. Jump - Uses a Dragoon Nobody's leaping attack. Jumps to incredibly high distances, then locks onto an enemy and descends quickly, stabbing downward with his sword. Can be coupled with Corkscrew Dive for greater damage, but lower accuracy. Corkscrew Dive - Uses a Wyvern Heartless's spinning dive attack. Swoops down from the air while spinning quickly. Accursed Flame - Uses an Invisible Heartless's dark flame attack. Throws his sword into the ground and becomes a ring of dark fire, which encirles the nearest enemy for a moment before exploding and causing damage. He then reappears next to his sword, in his regular form. Completely vulnerable and defenseless in the short time it takes to throw the blade and transform into flame, as well as when reverting to normal.
Strengths: Near-endless potential for new skills | Excellent defense | Fast reflexes Weaknesses: Low speed | Fights poorly in air | Repetitive, easily predicted attack styles Stats HP: 96 MP: 44
Attack: 20 Defense: 24 Magic Attack: 22 Magic Defense: 24 Speed/Agility: 15
Bio: Connor does not remember which world he originally hailed from. His earliest childhood memories are of playing in the streets of Twilight Town. He started practicing swordfighting at a young age, but was never near the best at it; he could never really come up with his own, defined style, either. After coming in third place at a fighting competition, he decided to travel around, joining tournaments and challenging people to fights, trying to develop his skill. He was given the mysterious Feign Blade after winning a competition against some local ruffians in Radiant Garden - one of his few victories, at that age. He had fun travelling, but never ventured out of the safe worlds until he was quite older and started killing monsters on a regular basis. He had many adventures - most of which he'd never talk about nowadays, for some reason, though he might be willing to tell a quick story or two if in a good mood. At the age of 59, he decided to finally slow down a bit, and requested a teaching job at the Kingdom Academy, telling the teachers there that he was "feeling too old to keep up the daily grind, and I might as well leave it to the kids. I just want to settle down a bit while I'm still alive!" He has been teaching Monster Studies at Kingdom Academy ever since, and is constantly having fun with it, just as much as he did his days of world-hopping and challenging all opponents. He gets along wonderfully with most, if not all, of the students, partially because he seems to be a big kid at heart himself - unless a stricter version of himself is called for, of course; then it's time to buckle down. He takes great joy in teaching, and seems to be perfectly content with his simple life.
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Posted: Mon Nov 04, 2013 11:36 pm
Kingdom Academy Character AppName: Shino Tenpi Galiant: N/A Age: 21 Gender: Male Class: Teacher / Keyblade Master AppearanceHeight: 5'11 Weight: 210 Hair: short & Black Eyes: Dark Blue Skin: slightly tanned Build/Body Type: average Personality: Shino now tends to stay emotionally distant from most people, but that's only because, he's afraid of to get close to, too many others people. he will make an exception for people who leave an memorable mark for him. Shino also tends to get loss in thought alot, but in the field he's always focused, though he is loss cannon, and tends to have trouble listening to anyone who he doesn't consider a friend. as a soldier, he's attitude prone, and tends to have problems listening to orders but he only does so when he believe there's a better way other then his orders or when he's not emotionally compromised. Likes: Raman, Saki, Dislikes: Loud people, Fears: Loss of a close friend/lover. Weapon: Swallow Abilities:Time Splitter- Utilizing a time spell, the user manipulates time to stop, everything around them to attack the target (only with their weapon, without any other magic), the process works in quick burst of time manipulation, the user seems to appear attack then vanish again, just to appear attack and vanish again. this process can be done a max of 4 times. (this skill takes a spell spot and a ability spot) and its reach is 10 feet for every stat point in speed/agility) Elemental Dodge- The user dives and rolls out of the way, with a Lightning barrier. Double jump Arial Recovery Wall Run- user can run against vertical surfaces Strike raid- the user throws his weapon at the target, once the weapon hits or misses the target the weapon comes back, to the users hand and the user can repeat this process 4 times.
Spells:Time Splitter Blind- The user causes one of his Targets to go blind for a short period Chameleons- The user becomes invisible for a short while. Drain- the user sucks some Health away from the target to replenishes his own. Fira: Shoots a medium sized burst of flame. Torrent- Shots a strong wave of water at the target.
Strengths: close combat expert | fast speed/ Reflexes Weaknesses: taking/obeying orders | Range fighting | Lack of trust. StatsHP: 92 MP: 40
Attack: 22 Defense:23 Magic Attack:20 Magic Defense:21 Speed/Agility:24
Bio: Shino was introduced to the magic teachings at a young age on his world. though he was train toward magic he seemed to excel more in physical powers. though his training went well, Shino gave in to his darkness at the age of 17. for years Shino became a prominent soldier for the dark kingdom mainly expertise involved espionage. finally upon a mission into the light kingdom, Shino was caught by an old friend, their a battle ensued between them, the outcome unfortunately was the death of his old friend. at that moment Shino realized his anger is getting the best of him, and decided he will try to change. . He then join the academy soon after, where he trained to control his darkness, though emotionally, he's more stable, he never let go of his darkness, instead he began to manipulate it, to his advantage. This behavior has lead him to be in-tune with his darkness, though he's dangerously on the edge, the academy decided to let him teach in very special occasions when he's not on the battlefield. Shino mainly teaches about the dangers of the darkness, while he's not away in orders on the battlefield. Though at any time he in service Shino is always on watch, due to his past. Keyblade Audition Form Code: Kingdom Academy Keyblade AppKeeper: Shino Tenpi Name: Midnights Nightmare Appearance: Additional enhancements: Allows Shino to enter, his Nightmare Drive: Nightmare Drive: Shino's embrace to his darkness. in this form Shino body becomes almost completely black, while his eye glow a bright and eerie red. in this form he cannot talk, and his speed stat increases by 5. in this drive shino can become immune to all dark magic, and can warp quickly around the battle field. Backstory: (if before Fifth Year)
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Posted: Sun Dec 22, 2013 4:32 am
Kingdom Academy Character App Name: Ayden Marshall Galiant:The Boogie Boys! Lock, Shock and Barrel Age: 15 Gender: Male Class: Student – Second Year AppearanceHeight: 5’9 Weight: 138lbs Hair: Somewhat long, wavy and messy. Naturally his unkempt hair is a light shade of brown but is currently dyed a vibrant purple colour. Eyes: Blue Skin: Light and somewhat pale Build/Body Type: Slim yet athletically muscled Personality: Active and impatient and comes across towards others as arrogant and overly confident in his crew. Ayden fits into the prank loving personalities of his Galiants like a jigsaw piece. He is greatly independent and loves relaxing, pranking, and above all else, a good fun brawl. Although loving to push the gang and their jokes his protectiveness of the Boogie Boys can turn particularly frightening and violent when they are placed in danger. Likes: Ayde Running, making others laugh, pranking, fighting and developing new and visually spectacular combat skills with his galiants. Dislikes: Non active lessons, sitting still, boring people and strict teachers. Fears: Getting Lock, Shock and Barrel hurt. Weapon: Steel knuckled gloves and toe-capped boots. Hand-to-hand combat and enchantments fighting style Abilities: Dodge Roll – Can roll out of the way of oncoming blows, distancing Ayden from opponents. High Jump – Allows Ayden to jump higher than normal Self-Haste – Doubles physical speed for up to five posts, allowing a rapid succession of punches, kicks and if necessary, dodges. Hand-to-hand Enchanter – Rather than casting spells from a range Ayden uses his magic abilities to enchant his combat gloves and boots to embody the attributes of his casted spells. Adding unique effects to his chosen fighting style. This ability also doubles as a spell.
Spells: Hand-to-hand Enchanter – Rather than casting spells from a range Ayden uses his magic abilities to enchant his combat gloves and boots to embody the attributes of his casted spells. Adding unique effects to his chosen fighting style. This ability also doubles as an ability. Fire Enchant - Gives his gloves and boots the attributes of fire with Lock’s help. Blizzard Enchant - Enchants Ayden’s glovess and boots, encasing them in ice shells with the help of Barrel, increasing strength of his blows but slightly slowing him down Thunder Enchant - Doesn’t increase damage much but adds a slight tazer effect to kicks and punches with the help of Shock
Strengths: Speed | Dodging | Very Close Combat | Enchanting Weaknesses: Defence | No long range combat skills | Poor at following orders Stats HP: 48 MP: 24
Attack: 14 Defense: 12 Magic Attack: 12 Magic Defense: 9 Speed/Agility: 14
Bio: Ayden was born in what he felt was the most boring world that existed. Traverse Town was dull and unexciting, not knowing many children in his area made life unsuitably quiet for the will of Ayden’s personality. Rebellious throughout his entire youth, Ayden never enjoyed following rules or sitting still for very long, much to the dismay of his ‘quiet life’ loving parents. Ayden enjoyed running and yelling and laughing, leaving him feeling constricted at home where he was not encouraged or respected for his outgoing personality. At the age of 9 decided enough was enough of the restricted life and went off in search of fun on other world, maybe packing his bag and stowing on a random transport gummi wasn’t the brightest and most well thought out plan he’d ever had, but it was better than nothing for him. Ayd’s luck was with him that day though as the gummi dropped him and his small pack off in a world of adventure and excitement he grew to adore. Halloween Town! Not long after setting down the child ran into the trick-or-treating trio, Boogie’s Boys; Lock, Shock and Barrel. The inseparable team accepted young Ayden into their troublemaking troupe almost instantly and became fast friends with the boy. 4 years of trouble later Ayden and the gang heard news of the war against darkness and the academy training warriors of light to combat the dark. Ayden, Lock, Shock and Barrel decided that this was the adventure they were looking for and it was agreed that the 3 original boogie boys would become the joined galiant of Ayden from them on. Now in his second year the gang are up to no better good than they were in Halloween Town. Loving to play pranks and jokes when not training.
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Posted: Sun Dec 29, 2013 4:40 pm
Kingdom Academy Character App Name: Shion Gale Galiant: The Good Fairies (Merry Weather Preffered) Age: 18 Gender: female Class: Student - Fourth year Appearance At first glance shion is not what you’d expect from a “knight – in – training”. Small and petite, pale with dark circles under her eyes- shion looks, rather sickly in fact to behold. The only telltale sign of her extensive training is in the muscle tone in her arms and legs. Shion uses her small stature to her advantage, winding her way around her targets but it’s clear she could not endure very much damage if actually caught. She is rarely seen wearing anything other than befitting the dress code with some pieces of armor. Shion wears her hair back in small loose twin braids. Height: 5ft Weight: 110 Hair: semi long past shoulders In a soft white hue. Eyes: Brown Skin: Originally darker due to nationality but paler then normal. Build/Body Type: Thin but built due to extensive training. Personality: If you could summarize Shion in one word, that would be “protective”. A true embodiment of what you’d expect of a guardian type of person. Shion is very attentive to her peers and protective of those who are in need. It’ is uncertain where she developed this complex from, but Shion takes it upon herself to be personally responsible for the common man’s safety if it is within her power to take action. Some say she walks in the footsteps of her grandfather a renown knight from her home town-but she claims her family has no influence over her decision to study the art of combat, only her single minded desire to be the – “ The ward that stands in the way of the weak and the evil.” While Shion is a bit of a busybody she isn’t above having fun. If you don’t want to spar, she likes to go for walks outside, and enjoys it with a fervor that seems strange- like every time is the first time she’s seen the outside world. Coming from the country you’d imagine she’d be used to such exploration. Likes: Fish ( she keeps a small glass bowl with a beta), Fairy tale books, swords- as in she takes a particular interest in how certain ones are made and approaches each kind like examining the way a person thinks-“ Rapiers are no-nonsense but not without grace, don’t you think?” Dislikes: Needless violence. While Shion fights herself- she does so with the attitude she has no other choice left. Near sightedness, a lot of the troubles of the world Shion think could be solves if people can simply see beyond what’s in front of them, if someone is complaining about something very simple and miniscule against the grand scale of bigger things in the world, she simply will not care. So don’t complain to her that you have too much homework. Clutter. While Shion isn’t not THE CLEANEST person in the world, she does like to keep what she needs and nothing more in her living space except for those small eco bottle and her pet fish. And finally Pears: there’s no really good particular reason why she dislikes them- maybe the mushiness, the taste, but SHE HATES PEARS. Fears: Succumbing to something she will not say. Whatever it is, she claims it is why her hair went grey. That’s all she’ll tell you. Weapon: Twin Rapiers. Abilities: High Jump – Massive leaps reaching high altitudes, double a normal jump. Acute Accuracy – Once scan is established Shion will not lose sight of her target and most likely her specific hits WILL land correctly. In conjunction with Flurry of Blows this is deadly combo. Scan – After a moment’s time to survey the enemy Shion can acquire a fairly accurate assessment of weaknesses, strengths and weak points of a target. This assessment become more in-depth after a full rotation observation of the target and the first hand to hand combat. (This is limited to things readable on the surface from the perspective of a warriors skills of observation and sensory. This however will not reveal hidden skills, like if the character knows specific spells. ) Flurry of Blows – Building up a peak of stamina to spend, Shion will deliver an assault of blows in rapid succession to her target. Superior Dodging – rolling, jumping, crouching, ect- Shion is determined to not be hit and will use every motion, trick and her smaller statue to secure the best evade possible. Elemental Blade Shift. ( Once per encounter Shion can activate one elemental rune on her sword. This elemental cannot be changed until the battle is over and cannot be deactivated to become neutral again-The encounter MUST be over first before it can be reset.)
Spells: Arcane Platforms – Metaphysical platforms are summoned up out of thin air for Shion to use to maneuver at a full 3 dimensional range of motion around the battle field. She uses her jump to gain various levels of height and angles to drop in on the enemy. Multitude of Phantasmal Blades – Within the flurry of her cape she summons several duplicates of her rapiers. Grabbing these she can launch them at enemies where upon impact they will disappear, or instead control them in a whirlwind sword dance around her body for a more defensive/offensive attack if she is surrounded. Double Figure – While charging full speed or evading her figure can blur and seem to be in multiple places and positions at once making ti harder for the enemy to land a correct hit. Haste – Magic, increases speed by 3 for 5 posts. Cure – Heal minor injuries. Repulse- (Non-elemental/ or the selected element from the predetermined setting of the blade) Carving a rune into the ground, Shion flips backwards, digs her sword tips into the ground and slashing them outwards creating a force repulse to push back oncoming targets directly ahead of her.
Strengths: Agility, speed, attack and accuracy. Shion is all about zeroing in on her target, making the quickest slash finish and getting out just as quickly. A style more suited to an assassin- had she not taken the gaurdian’s approach, attacking directly instead of from behind – in order to draw the targets attention and fire. Weaknesses: Low stamina and endurance. As a tradeoff for her strengths she has one fatal flaw and that is her physical endurance and defense. It’s believed beneath the speed is a fragile body, and if caught Shion cannot endure much damage before rendered unconscious. Also the level of physical strain she does endure to keep her speed and dodge perfect is extremely taxing and so Shion become easily tried after the heat of battle passes. She will often retire to her room after longer training, or sit aside to rest after a battle. Stats HP: 36 MP: 30
Attack: 21 Defense: 9 Magic Attack: 15 Magic Defense: 14 Speed/Agility: 21
Bio: Shion arrives at the academy with a mission in mind. Originally from the Enchanted Dominion (Sleeping Beauty’s homeworld) Shion grew up in the city capitol as a child of one of the knights in the kingdoms service. While it was her grandfather who made a name for himself for his skills, his son who took on after him was not as successful, contracting an illness which rid him of his strength. With no son to claim his role, eyes turned away and took no notice of the grand daughter who began to show great promise in combat. It is rumored her interest flared into passion after the events concerning the kingdom's take over took place when she was a child. Shion doesn’t talk much about what happened but since that day she began to pursue the role of being a knight despite the social norm of her country. This drew in the attention of the The Good Fairies. Discovering the girl fending off the enemy behind the courtyard, it was Merry Weather who sympathized with Shion’s desires and together with her sisters they spirited her away with their magic, having seen potencial in her heart- and a hope for the future. With heavy hearts her parents looked on as their daughter disappeared into the night beyond the bounderies of their world, praying she could outrun not just the choas and darkness but something else entirely. From then on until she came of age Shion grew up in traverse town. The faries encouraged her to look to the Kingdom Academy for the sake of her country and for a way to become a protector of the realm. Since her arrival, Shion is known to be a very deligent and studious person- moving up the ranks quickly. Determined to become a knight to protect those who cannot do so themselves, while she still has the strength to do so- there is a sense of urgency and race against time with this girl and it is this which drew the three fairies to come together around her on her journey, offering their aid and support whenever she needs them. To which Shion is eternally grateful and swears she will not disappoint their hopes in her.
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phoenixianCrystallist Crew
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Posted: Sun Dec 29, 2013 5:36 pm
Name: Zack Fair Galiant: Timon Age: 26 Gender: Male Class: Student - Fifth year Appearance Height: 6'3" Weight: 185lbs Hair: Black, spiky Eyes: Blue Skin: Lightly tanned Build/Body Type: Athletic and muscular Personality: Zack is unfailingly friendly and cheerful, always willing to lend a hand where it's needed, and sometimes where it's not. He's not afraid of hard work, and is always striving to improve himself. He wants more than anything to become a hero and save the world, no matter what it takes. He's often impulsive, jumping into situations without looking and usually making things worse until he understands what's wrong. He can also be a little thoughtless at times, though he's always quick to apologize if he accidentally offends someone. He makes friends quickly and easily, and is very protective of them, despite how they are more often than not capable of taking care of themselves. Likes: Physical activity, socializing, tales of epic heroism, ladies Dislikes: Having nothing to do, intellectual classes (like math) Fears: Failing to protect others Weapon: Buster Sword Abilities: Mind Wave - upon meeting a person and developing a friendship with them, can learn one specialized ability or spell. Can also be used to teach one ability or spell to the friend. (This ability also doubles as a spell) Chain Slash - physical attack, strings up to six slashes together against a single enemy Octaslash - physical attack, strings eight slashes together against a single enemy Rush Assault - rushes a single enemy, pummeling them with his fists (max seven hits), then darting around behind to deal up to seven more blows. Finished by a high leap into the air resulting in a downward slash with the Buster Sword Lucky Stars - Doubles physical attack for three posts Scamper - doubles speed and reflexes for three posts, allowing rapid movement over short distances as well as easy dodging
Spells: Mind Wave - upon meeting a person and developing a friendship with them, can learn one specialized ability or spell. Can also be used to teach one ability or spell to the friend. (This ability also doubles as a spell) Fire - a basic fire spell Fira - an advanced fire spell, slightly stronger than Fire Thunder - a basic thunder spell Thundara - an advanced thunder spell, slightly stronger than Thunder Meteor Shots - a flurry of fireballs rain down from the sky in a twenty-foot radius Healing Wave - Fully restores health and magic to self and all allies within a ten-foot radius
Strengths: Physical attack and defense, adaptability, fast learner Weaknesses: Magical defense, single-mindedness, over-protective Stats HP: 88 MP: 34
Attack: 23 Defense: 22 Magic Attack: 17 Magic Defense: 8 Speed/Agility: 20
Bio: Ten years ago, Zack was at the Olympus Coliseum training to become a hero. It was there that he met Terra, Ven, and Aqua. He idolized Terra right off the bat, thinking him to be a greater hero than even Hercules, and began training to match Terra's skills. He was also rather attracted to Aqua, and asked her out, though they never did go on that date. Five years after meeting the trio, he felt Philoctetes had taught brought him as far as the satyr was capable of, and decided to seek out new training. He remembered Aqua had mentioned Kingdom Academy when they had met, and began searching for it to enroll. On his way, Zack met Timon, a rather outspoken and opinionated meerkat trying to find a friend who had run off, Simba. Timon and Simba were from the Pride Lands, which had come under the rule of Simba's uncle Scar, who as ruler decided to defect from the Light Kingdom and join the Dark Dominion. Before he had run off, Simba had mentioned something about the Academy and his father, so Timon figured he had to be going there. Zack, being the helpful and friendly person he was, offered to help Timon look for his friend, and the two joined up as Keeper and Galiant. Once at the Academy, Timon was able to locate his friend, but once he assured himself that Simba was safe, even with his own Keeper, Timon agreed to stay with Zack and join the war against the darkness. Zack trained diligently, and Timon did his best to find ways to help his new friend, though more often than not his help consisted of the "hakuna matata" philosophy. Now, Zack is in his final year, just about ready to graduate. He is scheduled to take his Mark of Mastery later this year, and is looking forward to finally becoming the hero he's always dreamed of becoming. Name: Hero's Crest Appearance: {x}Additional enhancements: +4 attack, +2 defense, +1 magic attack, +1 magic defense, +1 speed/agility
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Posted: Mon Dec 30, 2013 7:15 pm
Kingdom Academy Character App Name: Cloe Galiant: Snow White Age: Unknown (looks between 11-13) Gender: Female? Class: 4th Year Princess of Heart Appearance “What is a child doing here???”  Cloe is not a child despite appearances, and she’s been roughly this stature and size for over 10 years since her discovery in the Dwarf Woodlands realm. Cloe is strangely ethereal in appearance, dainty and small- her hair moves unusually with a weightless bounce when he walks, at any moment it appears she could just float away like a lil dandelion puff. Height: 4’3 Weight: 50pnds - weightless Hair: Long, seemignly untempt and wild- but not in an unpleasent way- this mass of growing lengths is white til it reaches the tips and takes on a more greenish hue giving the resemblances of sprouting shoots then real hair. Eyes: Deep Green. Skin: Pale- tinted green sheen at times. Build/Body Type: Tiny, thin and willowy. Personality: Cloe at the time being seems very naïve and innocent but there is a hint of something older, bigger and more complex beneath the veil of the first impression she gives you. She’s knowledgable on an instinctive level of the ways of the living world and makes no effort to hide what she knows when something is important. If she senses something is wrong she won’t hesitate to tell someone. Overall she has a very nurturing persona reflective of her exposure to Snow white’s influence, and her attentive nature has only grown since then, developing into a desire to ‘become more’- in what way has yet to be seen and she seeks the answer at the Academy in the experiences she hopes to have with more people. Likes: To collect big bottles of water, sunbathing, running around barefoot ( she doesn’t like wearing shoes very much), spending time in the apothecary. Dislikes: Fire, pollution and decay-rot. Shoes- she prefers to run around without them and will often be in trouble for not wearing them indoors. Senseless destruction-Like seeing plants being trampled or harms without good reason. Short sightedness for convenience= Sloth. Fears: Decay. Utilities: Bag of seeds, Potions bottles. Abilities: Weightless body: As a form of permanent Glide Cloe’s body can take to the air and drift or glide using the wind currents. Environmental Superior Evade: Specific / limited to natural woodland or organic environments- Cloe’s body can fuse with the field and phase through threes, bury under moss and dirt to escape capture and evade attacks. (Evade/speed + 5) Leaf Bracer: Cloe while healing cannot be interrupted. Cure Boost: Increases cure spell by one stage. Sprout Wings: Cloe’s body sprouts leafy wing appendages, they give off a pollen/aura that casts various effects on the party/ or when wrapped around her body they provide her last line of defense behind her barriers. (Prerequisite to Aura Mist/ Curaza Group cast/ Or Magic defense Maxed ( vulnerable to fire) Sproutings Enhanced Cure: Cloe's Cure level can remove one status which increases with Level.
Spells: Regen Aura: While leaf appendages are out Cloes body gives off a healing radiance and mist that when inhaled for a period of time casts regen on surrounding party. Lasts 5 posts or when characters walk further away than 10 feet. Sprout Wings: Cloe’s body sprouts leafy wing appendages, they give off a pollen/aura that casts various effects on the party/ or when wrapped around her body they provide her last line of defense behind her barriers. (Prerequisite to Aura Mist/ Curaza Group cast/ Or Magic defense Maxed ( vulnerable to fire). Cure: Small healing for minor injuries + removal of 1 status ailment. Cura: Normal level healing for basic injuries.+removal of 2 status ailments. Curaga: Significant Healing for serious injuries, in combination with Sprout Wings it can be cast on whole party. + removal of 3 status ailments. Aloes Wall: Cloe’s main mode for defense and battle/support. Unlike the spells name this is a literal construct that gets in-between the attacker and defender to cancel out or take the brunt of the blow. This shield can take on various shapes and sizes to provide superior cover from singular to the full party. Strengths: Superior Magical Defense, Natural/Environmental evade in specific battlefields. Weaknesses: She’s vulnerable to Fire, and attack is nonexistent. Stats HP: 84 MP: 40
Attack: 7 Defense: 21 Magic Attack: 20 Magic Defense: 21 Speed/Agility: 11
Bio: Her little planet, no bigger than a moon was inhabited by only a few tribes of people. They had little to no defense against the oncoming darkness that quickly blocked out the sun and killed the world tree that sustained their home. Before the last breath of life was snuffed out, from within the roots a small light took to the air and drifted away- this last descendant of the Emerald Moon, this is the seed of their world and with her goes the hopes for a new beginning someday when the tides turn. Cloe landed in the Dwarf Woods 10 years ago before the darkness caught up with her. Taken under the caring wing of Snow white the child returned the princesses kindness and against the assailent enemy Cloes magical potential surfaced. Ultimately the seedling child was responsible for their escape. As time passed in Traverse Town her magical capabilities continued to grow in contrast to her form. Once she surpassed what anyone could teach her Cloe was sent to the Academy to continue her progression.
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Posted: Mon Dec 30, 2013 8:23 pm
Mali Kingdom Academy Character App Name: Zuben Mali Galiant: Kovu Age: 16 Gender: Male Class: First Year Appearance Height: 5'9" Weight: 158 lbs Hair: Dishelved, Medium Length, Brown Eyes: Hazel Skin: Tan Build/Body Type: Athletic/Built/Boxer Personality: Born with a severe level of pacifism, Zuben prefers to avoid confrontation at all costs. He silently objects to the constant war with the Kingdom of Darkness and to any form of violence, verbal or otherwise. His words are soft and often reach people as whispers. Anger is something Zuben despises even within himself, a contradiction he fights off by burying his negative emotions and swallowing his anger, only for it to rise out of him with unique results. Likes: Vinella Icecream, Sleeping, Running, Cooperation, Mello Music Dislikes: Competition, Rambunctious People, Violence Fears: Death, Claustrophobia Weapon: Fist weapons(Claws, Iron Knuckles, Gauntlets, etc.) Abilities: Attack Boost - Increases Physical Strength by 1 Combo Plus - Increases Damage and length of combos. As more turns pass in a combo, the strength and sustainability of those combos become higher. Turn 1: 3 hit combo, turn 2: 4 hits, so on and so forth.((Max increases with training)) Combo Master - Combos are can not be interrupted by missing or changing targets, turning Zuben into a blur of unending punches and kicks.
Spells: Lion's Roar - Kovu and Zuben join their voice in a tremendous shout. This spell knocks away enemies as well as buffs Zuben with bravery. Power of Pride - Drawing light from his surroundings, Zuben charges himself into an unstoppable state. Temporarily buffed, he becomes powered similar to Haste and Bravery as well as becoming invulnerable for a single turn/combo. Lion's Claw - Draws upon the power of light to create a set of golden gauntlets. Each fist gains a piercing effect and additional light damage. ((Subtracts half Magic Attack from the enemies Defenses, +Magic Attack vs Dark enemies))
Strengths: Phsical Strength and Flexibility Weaknesses: Low Affinity for Magic, Pulls Punches Stats HP: 52 MP: 10
Attack: 13 Defense: 13 Magic Attack: 5 Magic Defense: 6 Speed/Agility: 13
Bio: Zuben, as a whole, is a young man with a powerful build from a very rough, unforgiving back water world of skyscrapers, back alleys, and sewers where places in the bowels of the world were likely the cleanest locations available for children like him. In this world, no one survives alone, children moved like packs of animals, staking claim over territory, and vying for power by always striking at those above them. Despite this overly competitive environment, they were family, they watched each other's backs as much as they held a knife to it. In this world of kill or be killed, Zuben, a naturally passive individual, developed a severe case of disasociative personality disorder. While he, what would be identified as the original, is called Mali, his counterpart, a being that is everything he couldn't be to survive, is called Nubi. One day, following a rumor, the leaders of Zuben's pack enacted a rite that they heard rumors could put them at the top of their world. Indeed, it did, crawling across the skyscrapers as heartless swarming the world that never was to devour all they could find. Zuben fled, ending up upon the land known as Traverse Town. Its quaint buildings of wood and stone were strange in comparison to the glass, steel, and cement the young man had grown accustomed to throughout the years. From here, he wandered, round and round, wishing only to find his pack, his family again. All rumors, only led to flitting shadows. Along his wanderings, he met his Galiant, a talking lion by the name of Kovu. They bonded, sharing a desire for family and both lacking a home to return to. One day, he found his way to Kingdom Academy, and to his surprise, was invited to attend upon entering the front doors. Older than the regular students his year, he was still admitted as a first year. With no where else to go, he accepted and entered the school, ever hoping to discover what had happened to his family, and find a place where he could belong once again. Nubi Kingdom Academy Character App Name: Zuben Nubi Galiant: Kovu Age: 16 Gender: Male Class: First Year Appearance Rough, patched, and scratched up. Height: 5' 9" Weight: 158 lbs Hair: Dishelved, Medium Length, Brown Eyes: Hazel Skin: Tan Build/Body Type: Firmly Built/Athletic/Kick Boxer Personality: Confident, Unattached, Hot Headed, Flirtatious, Womanizer Likes: Sandwiches, Sweets, Activity, Fighting Dislikes: Slackers, Bitter Foods, Percievably pointless topics Fears: Being alone, Clostrophobia Weapon: Fist Weapons(Claws, Iron Knuckles, Gauntlets, etc) Abilities: Attack Boost - Increases Physical Strength by 1 Combo Plus - Increases Damage and legnth of combos. As more turns pass in a combo, the strength and sustainability of those combos become higher. Turn 1: 3 hit combo, turn 2: 4 hits, so on and so forth.((Max increases with training)) Combo Master - Combos are can not be interupted by missing or changing targets, turning Zuben into a blur of unending punches and kicks.
Spells: Lion's Roar - Kovu and Zuben join thier voice in a tremendous shout. This spell knocks away enimies as well as buffs Zuben with bravery. Power of Pride - Drawing light from his suroundings, Zuben charges himself into an unstoppable state. Temporarilly buffed, he becomes powered similar to Haste and Bravery as well as becoming invulnerable for a single turn/combo. Lion's Claw - Draws upon the power of light to create a set of golden gauntlets. Each fist gains a peircing effect and additional light damage. ((Substracts half Magic Attack from the enemies Defenses, +Magic Attack vs Dark enemies))
Strengths: Phsical Strength and Flexibility Weaknesses: Low Affinity for Magic Stats HP: 52 MP: 10
Attack: 13(+1)=14 Defense: 13 Magic Attack: 5 Magic Defense: 6 Speed/Agility: 13
Bio: (See Zuben Mali)
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Posted: Wed Jan 01, 2014 1:45 pm
Name: Eraqus Galiant: Yen Sid Age: 61 Gender: Male Class: Headmaster Appearance Height: 5'10 Weight: 165 lbs Hair: Black, tied in a topknot with a single clumped strand falling in front of the right side of his face. Eyes: Steel Gray Skin: Tan, Oriental Build/Body Type: Lean, yet sturdy; scarred, with two prominent marks on his face: one vertically over his right eye, and another across his left cheek. Personality: Eraqus is a man of conviction, dedicating his life--in all its entirety--to the cause of the Light. He has focused on the greater good since before memory, and does whatever he can to aid those in need. Sacrifice is nothing new to him, and he is willing to sacrifice whatever is necessary to guaranty the prosperity of life, of good, and of the Light of the universe, no matter how much it pains him. He has never loved romantically; his convictions simply leave no room for a simple life of romance. However, through his years as commander, and furthermore as Headmaster, he realized too well what he had missed as a result: the feeling of fatherhood. In battle, he looked after his subordinates as if they were his own children, and now at the Academy, he has come to see each of his pupils--even though he has yet to personally teach--as his family. As a result, though often strict, he still comes off as paternal, doing what he can to help each and every one of his students through reassurance and discipline. And yet, even he has scars, both skin deep and otherwise. Scarred by the Darkness that obliterated his childhood, he has trouble seeing it as anything more than a destructive, purely evil force. Consequently, he tends to be intolerant of dark thoughts and tendencies. If pushed, there is a very real danger that he will strike out, blinded by his dedication to the Light and, in cruel irony, feeding the darkness of his rage. Once calmed, he may be filled with regret over his actions, but it takes a great deal of effort to reach such a point. This intolerance tends to strain his relationship with Yen Sid, but even after all these years, his Galiant has never given up on him, and continues to help him temper his anger with the wisdom that comes with balance. Likes: Light, training, compassion, his students and faculty Dislikes: Darkness, pointless sloth, lack of integrity Fears: Losing students to the Darkness Weapon: Arclight [Katana] Abilities: Scan HP Boost+++ - Eraqus' body is hardened by decades of war. As a result, he has a massive boost to life force. Dark Screen+ - A veteran of the ongoing war, with decades of extensive training, Eraqus takes only half-damage from dark-related attacks, and is resistant to dark influence. Physical Mastery+++ - Eraqus has honed and trained his body for decades, giving him heightened movement skills. Includes High Jump+++, Quick Run+++, and Aerial Dodge+++. Flash Step - Eraqus can disappear and reappear nearby instantly in a flash of Light; usually used to begin or end combos. Can be enhanced via {Seal}. MP Hastega - Eraqus' mana regenerates rapidly once fully emptied, returning to full within two posts. Light Boost - Eraqus' Light-elemental attacks have increased potency from years of specialized training. En-Light - Eraqus can choose to imbue all his physical attacks with the Light element, making even normal strikes deal increased damage to foes of the dark. True Bond - Until Eraqus is fully knocked out, Yen Sid's health cannot reach 0. Status Block {K} - Eraqus' status cannot be directly hindered in any way. Bracer++ {K} - Eraqus' actions, be they attacks, spells, or items, cannot be interrupted. Counter++ {K} - Eraqus' blocks can accurately and fluidly counter strikes as well as projectiles, literally twisting them and throwing them back at the attacker. Blades of Sanctity - Eraqus summons a host of Light-formed blades shaped as his keyblade to surround him, blades pointed outward and defending him from assault. Anyone within the blades range is immediately struck by the nearest blade for Light damage. The blades phase harmlessly through allies.
Armor of the Master {K} - While wielding his Keyblade, Eraqus has the option to summon his personal armor. This armor allows him to travel through the Lanes Between unhindered, and it enhances his abilities manifold (noted by {Armor}). This armor is reserved for personal travel and intense battle. While travel takes no toll, battle in this armor can cause great exertion. In battle, he may choose between three separate battle styles: Critical Impact, Spellweaver, and Fever Pitch.Critical Impact - A battle style emphasizing brute force over all else; increases Attack by 4 in return for lowering Magic Attack and Speed by 2.Spellweaver - A battle style emphasizing mystic power over all else; increases Magic Attack by 4 in return for lowering Attack and Speed by 2.Fever Pitch - A battle style emphasizing lethal speed over all else; increases Speed by 4 in return for lowering Attack and Magic Attack by 2.Seal of the Master - Upon the successful use of Condemning Chains, Eraqus invokes a magic seal, clearly visible hovering over his back. This Seal unleashes Eraqus' true fighting style, returning his stats to normal before boosting his Attack, Magic Attack, and Speed by two and further enhancing some of his abilities for three turns, noted by {Seal}. Spells: Divine Sphere - Eraqus charges himself with Light magic before swinging his blade, unleashing a human-sized flying sphere of Light energy at his target; this can be done multiple times in quick succession. Blinding Blade - Eraqus rushes his opponent in a blur of motion for a single, powerful strike; this can be done multiple times in quick succession.Iaido Assault {Seal} - Eraqus disappears all together, and without warning, the target or targets are struck numerous times in the blink of an eye, with Eraqus reappearing nearby. The sum total of hits adds up to five (5). Fiery Halo - Eraqus swings his blade, firing off a rapidly-spinning circle of Light-fire. Blades of Judgment - After using Blades of Sanctity, Eraqus can launch the Light-formed blades outward, either indiscriminately or targeted. On contact with an enemy, they will pierce through like an actual blade before disappearing; on contact with anything else, they will simply explode with Light energy. The blades phase harmlessly through allies. Blades of Radiance - After using Blades of Sanctity, Eraqus can channel energy through the blades to unleash mighty beams of Light energy outward throughout the battlefield. These streams of magic feel like searing flames to the touch. After a few seconds, the blades and their respective beams begin to revolve around Eraqus for a short period, damaging all enemies they touch. This attack consumes the Blades of Sanctity. Divine Pillars - After charging up for a few moments, causing a distinct aura of light to surround him, Eraqus summons Light-formed blades, evenly separated around him. He then leaps into the air, and at the peak of his jump, the blades launch diagonally into the ground. On contact with the ground, the blades explode, and a massive pillars of Light-fire erupt from their landing points into the sky. These pillars immediately begin to move around the battlefield, each targeting the closest opponent for three posts before simply vanishing; they pass over allies harmlessly.
Condemning Chains {Armor} - Eraqus fires off multiple streams of light-formed chains simultaneously at a single target, which come in at multiple angles. If even one chain hits, the target becomes locked in place, immobile and unable to act, until the chains are broken. The target may struggle against the chains, adding their Attack stat to their struggle total each turn; the total needed to break the chains is the total of Eraqus' Magic Attack at the time of casting. As a result of a successful binding, Seal of the Master is activated. Radiant Seal {Seal} - Eraqus can quickly summon a seal, identical to the one on his back, to interrupt an opponent mid-action, potentially tripping them up and opening them to his own assault. Critical Impact ~ Meteor Upheaval {Armor} - A high-energy move that requires a post to charge; Eraqus fires the Condemning Chains at his target; these chains have a longer range and a much faster rate of flight. If they connect, he begins to charge his assault. He leaps high into the air and hovers there, untouchable, before firing off numerous chains from his blade down into the ground, spread around. On contact, the chains begin to pull up a massive chunk of the battlefield and, once the mass is at a decent height, Eraqus launches it at his target(s), dropping back to the ground as it begins its terrifying descent. Counts as Physical damage. Allies are unaffected. Spellweaver ~ Iridescence {Armor} - A high-energy move that requires a post to charge; Eraqus leaps high into the air and hovers there, untouchable, before unleashing spiraling chains down into the ground, which vanish. Afterward, lines of colored Light trace along the ground in unique, random patterns. Each color is associated with a different status effect. Once every color had been done once, the attack ends and he returns. Allies are unaffected.Fever Pitch ~ Roaring Winds {Armor} - A high-energy move that requires a post to charge; Eraqus leaps high into the air and hovers there, untouchable, before unleashing two sets of spiraling chains down into the ground, which vanish. Where the chains struck the ground, two large twisters form and begin to trail around the battlefield, following the nearest opponents. Those caught in the twisters take constant damage. Allies are unaffected. Strengths: Attack, Magic Attack, Speed Weaknesses: Defense, Magic Defense Stats HP: 97 (92+5) MP: 50
Attack: 25 Defense: 23 Magic Attack: 25 Magic Defense: 22 Speed/Agility: 25 Bio: Eraqus is a man who was forced to grow up far too early. Raised in the Realm of Light, he was a child full of love and optimism, always seeing the good in people and the bright side in a clouded day. But before he had even reached adolescence, the Darkness stripped his family, his friends, and his entire life away. Forced to age beyond his years, he grew bitter, hardened by fighting, training, and striving to ensure justice not just for his own loss, but for all the loss the Darkness had ever caused. It was through his hard work that he caught the attention of the Keyblade Masters, and he too eagerly accepted their proposal to be whisked away and trained--it was not as if he had any home to miss. There, in his early teens, he continued to push himself, mastering what he was given and pushing onward. His dedication, slowly bordering on obsession, caused some concern in his instructors. Too often had they seen the outcome of his chosen path; they began to discuss terminating his training. However, a young mage apprentice, himself only a few years older, stepped forward and argued in favor of the boy. The instructors, he argued, had not attempted to speak to Eraqus on his own level; rather than empathizing with his motives, they had merely attempted to snip them in the bud. Nurturing his desire for justice with light and guidance, this apprentice argued, could prevent a seed of darkness from taking root. And so it was that the mage apprentice became Eraqus' ally, his tutor, his friend, and his Galiant--Yen Sid. Yen Sid was not the only one to stand by Eraqus' side. Another student, one that had joined around the same time as he, had become a close companion and friend through the years of training. Within the first year, the two became inseparable, brothers in blood and bond. Rising through the classes as peerless prodigies, these two warriors, alongside Yen Sid, were each given the Mark of Mastery exam, and all three passed, each becoming a Master in their own right. Together, they leapt through the field of battle, taking each victory and defeat in stride. In time, they became unrivaled, leading the forces of Light in perhaps the longest period of success they had seen. It was not meant to be. The two friends' views began to conflict. Eraqus stood firm, devoutly against any form of Darkness. His friend, on the contrary, began to research into the ideas of balance, and how to properly tame the primal force for the better of all. They came to words, and then to blows. And so it goes that Eraqus' longest friend, Xehanort, left him a broken man on the battlefield before defecting from the Light. Though his wounds would heal, his heart was broken, reminding him all too clearly of how the Darkness stripped him of his earlier life. His determination once more boiled over into obsession, and it was only by Yen Sid's power that he did not immediately charge back into the war. Instead, the partners stepped away from the chaos for a time of reprieve, to let old wounds heal and scar once again. It was around this time that the headmaster of Kingdom Academy passed away. Though many were potentially eligible for the position, Eraqus and Yen Sid felt the calling was inescapable. The risks were obvious. The Darkness would soon push, sensing too easily the change in guard. Those who took their place would potentially falter, having never faced such forces without their leading lights. Yet it was this exact reason that they felt obligated to leave the front for good. Who better to guaranty the growth and prosperity of the future soldiers than the best soldiers that had seen war and lived to tell of it? If given enough time, the two could ensure that the coming generations were stronger, smarter, and better than all those that had come before. And perhaps, Eraqus could prevent a repeat of what he went through, seeing yet more fall to the temptations of the dark. With heavy hearts, the two accepted their positions as Headmasters. The cost, as they would soon find, would be unfathomable losses; they hoped, beyond hope, that in years to come, it would all be worth it. Kingdom Academy Keyblade App Name: Master Keeper Appearance: The Master KeeperAdditional enhancements: Attack +3, Defense +3, Magic Attack +3, Magic Defense +3, Agility +3. Upgrades certain skills, and allows use of Armor of the Master.
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Posted: Wed Jan 01, 2014 1:48 pm
Name: Leront Olvresio Galiant: Merlin Age: 27 Gender: Male Class: Keyblade Master / Teacher [Advanced Magic Theory, generally 4th to 5th year] Appearance Concept Art [Credit to artist included] Height: 5'9" Weight: 145 lbs Hair: Shoulder length, straight, parted down the middle, vivid green Eyes: Indigo Skin: Fair Build/Body Type: Lean and Lithe Personality: Leront is a quiet, distant man. Speaking only when necessary, it may come off as though he has little interest in friendship or camaraderie. The truth of the matter, however, is that he simply never learned to make friends and, due to the way his mind works, he has trouble with most social constructs. Indeed, the sage has a savant-like flair to his intelligence, considered "enlightened" by some and "disconnected" by others. He has always seen things simply as they are, regardless of context or precedent. As a result, he's immensely open-minded, accepting and tolerant of all--except, perhaps, intolerance itself. And yet, for all his acceptance, his refusal to understand social constructs--for it is not an inability, but a denial--is what rubs most the wrong way. Rules without proper weight are pointless and he will refuse to abide by them. Ignoring the intersocial quirks, Leront is nothing short of brilliant, particularly in his understanding of magic theory. His mind endlessly devours what knowledge he comes across, and always hungers for more. His intellectual attitude does have a tendency to strike others as pretentious, but he's always quick to apologize. He's surprisingly modest; a key facet of his open-mindedness is knowing there is always someone more proficient. All together, he has the potential to be a great friend and ally... if one can get past his quirks. Likes: Magic, Books, Strategy, Nature, Quiet Dislikes: 'Barbarianism', Ignorance, Foolishness, Waste, Busy Noise Fears: Failing Weapon: Concurrence (Magic Staff) Abilities: Prodigy's Sight - Leront can gaze through the layers of reality into the weaves of magic itself. He can deduce spells as they're being cast, understand the wrappings of an enchantment, and even identify others simply by their mana pools and the traces of magic they leave behind. Furthermore, this sight can act as an upgraded Scan, giving him both HP, MP, and elemental information. MP Boost+++ - Leront has a massive boost to his mana pool. MP Hastega - Leront's mana regenerates rapidly once fully emptied, returning to full within two posts. Magic Bracer - Leront cannot be interrupted while casting magic. Silence Block - Leront is protected from any Silencing effects. Mystic Harness - Through years of honing his craft, Leront has strengthened his control of illusory concurrences, allowing him to cast each at varying degrees of potency. The more condensed a glyph becomes, the higher the level of its base spell (All -> Basic; Large Area -> -RA; Small Area -> -GA; Single Target -> -ZA). Barrier Block - Leront's standard block is actually a fully-encompassing barrier that defends against attacks from all sides, using his Magic Defense.
Magic Shot {K} - Leront's default attacks take the form of manaless energy bullets. He can physically attack, but prefers to keep his range. Mystic Haste+ {K} - Leront can cast magic on the move, even while charging. As well, his casting charge time is reduced, allowing him to cast his concurrences as fast as any normal spell. Piercing Magic {K} - Leront's spells ignore all manner of defensive enchantments (Protect, Shell, Wall, Reflect, et cetera). Reflect {K} - An upgrade to his Barrier Block. Leront summons a momentary dome to surround him, absorbing all manner of attacks for a few moments before exploding, releasing the built-up energy against all foes who attacked. Armor of the Archsage {K} - While wielding his Keyblade, Leront has the option to summon his personal armor. This armor allows him to travel through the Lanes Between unhindered, and it enhances his abilities manifold (noted by {Armor}). This armor is reserved for personal travel and intense battle. While travel takes no toll, battle in this armor can cause great exertion.
MP Hasteza {Armor} - In his enhanced state, Leront's MP regenerates completely within one post once emptied. Float+ {Armor} - In his enhanced state, Leront remains hovering over the ground, floating around without the use of his legs just as fast as if he were dashing. Endless Magic {Armor} - In his enhanced state, Leront can cast magic seamlessly. True Transcendence {Armor} - As Leront reaches his peak potential, his elemental mastery becomes unbounded. As a result, his magic is considered to be at its highest level (-ZA), and the concurrences become free of static form, flowing and bending to his will.
Spells: Archsage's Touch - Leront can enchant items with facets of his own skills, though the enchantments have limited charges and must be recharged when fully used.
Salvation - Leront calls forth a glyph of life, shattering it to unleash widespread healing energy. Inferno - Leront calls forth a glyph of flame, shattering it to unleash widespread fire damage. Torrent - Leront calls forth a glyph of fluid, shattering it to unleash widespread water damage. Flashfreeze - Leront calls forth a glyph of frost, shattering it to unleash widespread ice damage. Ark Blast - Leront calls forth a glyph of lightning, shattering it to unleash widespread electric damage. Windburst - Leront calls forth a glyph of air, shattering it to unleash widespread wind damage. Cataclysm - Leront calls forth a glyph of stone, shattering it to unleash widespread earth damage. Terrorthorn - Leront calls forth a glyph of nature's wrath, shattering it to unleash widespread nature damage. Pandemic - Leront calls forth a glyph of sickening venom, shattering it to unleash widespread poison damage. Extinction - Leront calls forth a glyph of temporal energy, shattering it to unleash widespread time damage. Starfury - Leront calls forth a glyph of cosmic power, shattering it to unleash widespread space damage. Luminescence - Leront calls forth a brilliant glyph, shattering it to unleash widespread light damage. Desolation - Leront calls forth an ominous glyph, shattering it to unleash widespread dark damage. Gigaflare {K} - Leront calls forth a glyph of pure magic, shattering it to unleash widespread pure damage.
Unravel {K} - Leront reaches out with his own magic and strikes at the underlying weave of another spell. If his MS is greater or equal to the spell's MS, the spell is totally unraveled; if his MS is lower than the spell's MS, then the spell loses MS equal to his own. Drain Shot {K} - Leront enhances a Magic Bullet to drain health from his target, taking small chunks of their HP with each successful hit. Syphon Shot {K} - Leront enhances a Magic Bullet to drain mana from his target, taking decent chunks of their MP with each successful hit. Bravery {K} - Leront can enchant an ally, temporarily amplifying their Attack and Defense by 50%. Cannot self-target. Faith {K} - Leront can enchant an ally, temporarily amplifying their Magic Attack and Magic Defense by 50%. Cannot self-target. Haste {K} - Leront can enchant an ally, temporarily amplifying their Speed/Agility by 50%. Cannot self-target.
[LIMIT BREAK] Ultima - Leront taps in to the fabric of magic throughout the area and unleashes devastating amounts of pure energy through the mystic circuits, causing the very battlefield itself to erupt in a storm of chaotic magic.
Strengths: Magic Attack, Magic Defense, Speed, Defense Weaknesses: Attack, Anti-Magic Effects and Situations Stats HP: 88 MP: 65 (60+5)
Attack: 7 Defense: 22 Magic Attack: 30 Magic Defense: 25 Speed/Agility: 26
Bio: Leront was born the son of an archsage on his home planet, Tsuvryen, and with such a position came all of the magical potential inherent in his bloodline--and responsibility. Barely out of his childhood years, he was pushed into magic lessons, trained to take over for his father in the Circle when the time came for him to step down. A traveling wizard by the name of Merlin took part in his schooling, pleased to have another pupil in the fold. After finishing his mystic schooling on his homeworld, he was forced to travel in order to complete the next step: attaining mastery of a Keyblade, like his father and the father before him. Archsage's must be strong of mind, soul, and heart. So, when he was of the appropriate age of 17, he left for Kingdom Academy, alongside his tutor Merlin--who took him on as the wizard's Keeper. Due to his origin, he flew through the magical classes without a second thought, taking advanced courses far sooner than most of his peers--though, as anyone would expect, he barely scraped by in the physical courses. Tragedy struck two years after his departure: Tsuvryen was conquered by the dark empire, pulled back behind the veil of shadow. Leront's nation, in particular, had suffered a devastating loss, including the death or absence of the royals--and his own father. Plagued by guilt, Leront learned to channel it--from guilt into anger and, with help, into determination. Before his fourth year at the Academy was even half complete, he took--and passed--the Mark of Mastery. Still, Tsuvryen was far from salvageable; the presence of Darkness was thick there, and it would take a turning of tides to bring hope for his home. As such, Leront has taken up teaching the higher levels of magic in his spare time; due to the limited class numbers of such complicated studies, he still had time to accept missions in the field, and may be gone for stretches of time. Kingdom Academy Keyblade App Name: Transcendent Appearance: Transcendent Additional enhancements: Defense +5, Magic Strength +5, Magic Defense +5; also gives access Armor of the Archsage and numerous unique enhancements. Note: Original sourcework for that art is here!
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Posted: Thu Jan 02, 2014 7:18 pm
Name: Cid Highwind Galiant: Gopher Age: 32 Gender: Male Class: Teacher(Engineering) Appearance Height: 5'8" Weight: 167 lbs. Hair: Platinum Blond, short, sticks up/out. Bit of stubble on his chin and jaw, usually a 5 o'clock shadow Eyes: Blue Skin: Fair Build/Body Type: Muscular Personality: Gruff on the outside, softie on the inside. Tends to speak bluntly and roughly, but acts more like a 'papa bear' than anything malicious. Tough love is pretty much his schtick when it comes to teaching. Likes: Flying, comfortable clothes, smoking, a good beer or shot, large dogs Dislikes: Small dogs(yappy rats to him), opulence, hoity-toity people Fears: Drowning Weapon: Spear Abilities: Dragon's Jump - Cid can leap multiple stories into the air; includes and surpasses High Jump +++. Aerial Dodge+++ - Cid can twist himself in midair, using an evasive maneuver to enact a second jump equal to High Jump+++. Aerial Recovery Fire Screen+ - Cid takes half damage from the fire element. Explosive Screen+ - Cid takes half damage from explosion-- or shockwave-type attacks. He is also inherently shielded from his own explosives by his bond with Gopher. Explosive Boost - An expert in concussive destruction, any of Cid's attacks or spells that result in explosives have increase strength (+2) and damage radius. HP Boost+ - Cid's HP is increased by a decent amount. Attack Boost+ - Cid's Attack is increased by 2. Attack Bracer - Cid cannot be interrupted while physically attacking or preparing a physical attack.Falling Skewer - If Cid manages to strike an opponent after reaching the peak of a Dragon Jump, the damage is double his Attack. Dynamite - Gopher tosses Cid a stick of dynamite, which he lights before tossing. Determined by Attack. Explosive Skewer - Cid attaches a stick of dynamite to the tip of his spear before landing after a Dragon's Jump. If he connected with a target, that target takes triple his Attack. All enemies caught in the explosion take a full dose of his Attack, as well.Dragon Dive - Cid enhances his Dragon's Leap and Falling Skewer with two things: a temporary speed-boost, and smaller bombs. He then jumps and falls six (6) times in rapid succession, with each landing having an individual bomb go off. If hit directly, one skewer-bomb does 150% Attack. If only struck by an explosive aftershock, does 50% Attack. Big Brawl - Cid momentarily goes berserk, enhancing his Attack and Speed by 50% and launching himself into the fray, striking a total of eight (8) times spread out over up to eight enemies. Highwind - Cid leaps into the air with eighteen (18) sticks of enhanced dynamite. At the peak of his jump, he begins to twist around and throw them haphazardly down at the enemy, sometimes one-by-one, sometimes in clusters. Each dynamite stick does his half his Attack. Afterward, Gopher is exhausted and cannot supply more dynamite for 3 turns. Spells: Dragon - Cid enhances a stick of dynamite with his own magic before throwing it into the air, where it explodes into a mystic fireworks-dragon. After spiraling rapidly above the battlefield, showering everyone with flaming sparks, it charges into the primary enemy and explodes. Primary explosion does full Attack, sparks do minor physical damage and cause a battlefield-wide Cure among allies. Fire - Cid knows the standard Fireball magic.
Fira - Cid's upgraded version of Fire increases the explosive potency of the fireball. Mine Shield - Cid summons a row of four (4) magical mines in front of him that remain until tripped, at which point they explode. Each individual mine has his full Magic Strength. Mine Square - Cid summons eight (8) magical mines in a square around him that remain until tripped (he can move outside of them if he chooses). Each individual mine has his full Magic Strength.
Cure - Cid knows the standard healing spell, healing a target or a small area of minor wounds. Strengths: Aerial combat, good area of effect range, explosions Weaknesses: Not as offensive magically, destructive to the point of possible ally damage Stats HP: 91 (88+3) MP: 36
Attack: 30 Defense: 22 Magic Attack: 18 Magic Defense: 16 Speed/Agility: 24
Bio: Cid comes from the world of Radiant Garden. Born there to loving parents, he grew up fairly normally, learning the ways of the mechanic from his father. As he grew older, he eventually started work of his own, building gummi ships and working with others to get their own ships in tip top shape. He couldn't seem to resist the call of the sky, and working on gummi ships helped him answer it. Of course, he also worked on other things. Computers, machinery, accessories. He became a sort of jack of all trades, which attracted a certain mining mammal to him. Gopher became Cid's galiant thanks to their mutual appreciation for their engineering works. It became a...strenuous relationship, though. After all, Cid had a bit of a hot head, as did Gopher, said heads butting on quite a few issues, their arguments(which sometimes got literally quite explosive) becoming somewhat legendary. But they still had a sort of kinsmenship with each other, managing to get through the thick and thin of anything that came their way. Which, of course, included the takeover of Radiant Garden. Managing to escape on one of his gummi ships(along with the young Squall/Leon, Yuffie, and Aerith), he fled to Traverse Town, setting up shop to take care of the little tykes while they grew up, all while Radiant Garden became Hollow Bastion. Eventually he was hired by Kingdom Academy to become a teacher, which he did. Grudgingly at first, but then he came to like the school's atmosphere. Eventually Hollow Bastion became Radiant Garden once again, resulting in Cid...not going back to the town. Instead, he remained a teacher, teaching the students of Kingdom Academy the art of engeneering, mechanics, and building. And also how to dodge dynamite when he and Gopher would start arguing once more.
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AldrickZearse Vice Captain
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AldrickZearse Vice Captain
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Posted: Sat Jan 04, 2014 5:42 pm
Name: Adonis Galiant: Aphrodite Age: 27 Gender: Male Class: Teacher(Guidence Councelor) Appearance http://3.bp.blogspot.com/_9_iMNcLAXpg/TQOnWWv_mfI/AAAAAAAABEY/tXW029kipCQ/s1600/cupid+03.jpg Height: 6'1" Weight: 191 lbs. Hair: Bleach Blond(dyed, normally dark brown), spiky and sticking up, about an inch and a half long on top, half an inch on sides and back. Eyes: Brown Skin: Tan Build/Body Type: Muscular Personality: Kind of a manslut, really. Tends to hit on anything that is legal(and isn't a student. He has some standards, after all). Persistant in his pursuits of anything, be it lovers, knowledge, or material objects. Can take no for an answer, though, but isn't always happy about it. Likes: Willing partners, coffee, sex sex sex, steak, occasional strolls/walks Dislikes: Anything that feels 'rapey', someone trying to manipulate him, anything honey flavored Fears: Bees(allergic) Weapon: Bow & Arrow Abilities: Scan Quick Run+++ - Adonis can swiftly dash across the battlefield, covering 20 feet instantly in a blur of motion. Archer's Eye - Adonis has years of training under his belt, and as a result has a supernaturally keen eye. In battle, this translates to uncanny accuracy, regardless of the environment and other potentially distracting hazards. Ranger's Reflexes - Adonis can nock an arrow to his bow just as fast as a person calling their weapon from hammerspace. Aphrodite's Clay - Adonis can temporarily create a doppelganger to fight alongside him. Cannot cast magic, but has all the same Archery-related skills. Double Shot - Adonis has a momentary burst of speed, firing off two arrows in the time it would normally take to fire one. Each arrow counts for 90% Attack.Triple Shot - Adonis increases his speed further, firing off three arrows in the time it takes to normally fire one. Each arrow counts for 75% Attack. Tetra-Shot - Adonis' speed maxes out as he fires four arrows in place of one. Each arrow accounts for 60% Attack.Storm Shot - Adonis fires a single, thick arrow into the sky. At the top of its arc, it splits into multiple arrows, which rain down on an area, damaging all clumped opponents and temporarily slowing them down. Limb Lock - Adonis specifically targets an opponent's limb, be it arm or leg. If successful, the arrow pierces the limb and lodges itself in, preventing it from being used. Cannot be healed until the arrow is removed--painfully.
Sharpened Arrows - Adonis alters his arrows so that, for three turns, any arrow that hits causes the target to Bleed out constant, slow damage over three turns. Stacks (different wounds, different sources of bleeding). Broadhead Arrows - Adonis alters his arrows so that, for three turns, any arrow that hits has a chance to Stun the victim via a force that feels like a powerful punch. Hollow Arrows - Adonis alters his arrows so that, for three turns, any arrow that hits a target--rather than piercing--shatters into dozens of splinters and shards, causing mild damage to anyone in the area.
Spells: Charm - Adonis attempts to enchant an opponent into helping him in battle. Can enchant his arrows with the same. Confuse - Adonis attempts to hex an opponent into Confusion, during which they confuse everyone--including allies--for enemies, and thus attack anyone nearby. Can enchant his arrows with the same. Cure - Adonis knows the standard healing spell, healing a target or a small area of minor wounds.
Cura - Adonis knows the next level Cure, expanding the area and the amount healed (decent). Curaga - Adonis knows the third level Cure, further expanding the area and the amount healed (significant). Esuna - Adonis can lift status ailments from an ally. Reflect - Adonis quickly calls a faceted barrier around him that, for a couple seconds, absorbs all incoming damage. Afterward, the barrier shatters, sending all absorbed damage flying out in blasts of light.
Reflera - Adonis can cast a larger form of Reflect, big enough for himself and two adjacent people. Reflega - Adonis can cast a larger form of Reflect, big enough for himself and four nearby people. Aphrodite's Veil - Adonis can enchant himself or an ally with a mystic veil aura that halves the chance of status ailments for 3 turns and nullifies the first negative status to succeed, ending prematurely. Water - Adonis summons up a geyser of water beneath an enemy's feet, dealing water damage.Watera - Adonis's upgraded version of Water increases the size and pressure/damage of the geyser summoned. Strengths: Great Support, versatile, good range, rapid attacks Weaknesses: not great at melee, slightly lacking in pure offense Stats HP: 60 MP: 54
Attack: 19 Defense: 15 Magic Attack: 27 Magic Defense: 23 Speed/Agility: 26
Bio: Born in the world of Olympus, Adonis was about five when his parents passed away due to illness. Left alone in the world, the five year old wandered off, crying and crying, not knowing what to do or where to go or why his parents wouldn't wake up. A goddess managed to hear his cries, and out of curiosity, descended to investigate. She came upon the beautiful child, and her heart grew a love she had not felt in a long time. She chose to raise the young Adonis, to keep him safe as well as learn of the love that filled her. After all, as the goddess of love, Aphrodite needed to look into it. Of course, years went by, and she learned it was more of the maternal love than any other kind. So, once he was old enough to decide for himself, she became his galiant, and the two had a...awkward relationship. Considering she was the goddess of love, beauty, pleasure, and procreation; He was a growing male that apparently learned that he had a fairly high libido. And she was also his kind of sort of adoptive mother. It was awkward for some, but it worked for them. Eventually, Adonis was hired to Kingdom Academy as a sort of guidance councelor. After all, when one is raised by a goddess of love, who else to help teenagers sort out their problems with love and such? Well, okay, it wasn't his first choice of a job, but it didn't seem too bad. Plus it gave him a whole new pool of people to flirt with and hit on.
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Posted: Sun Jan 19, 2014 3:23 pm
Name: Xanatos Galiant: Shadow Demons / "Friends on the Other Side" Age: Gender: Male Class: Keyblade Master / Seeker / Headmaster of the Dark Academy Appearance Concept SourceHeight: 6'2" Weight: 180 lbs. Hair: Black, Straight, Shoulder-length at back, Eye-length at front, parted to the side when professional, unkempt when fighting Eyes: Bright Blue Skin: Fair, Slight Tan Build/Body Type: Lean, Slightly Built Personality: Xanatos is a man whose entire life is based on faith--specifically, faith to the darkness, to the shadows, and to Xehanort. A zealot to the core, what he does, he does almost exclusively for the cause he represents--everlasting darkness. And to that end, he knows no limitations, no laws, no reason. Anarchy is his friend; despair, his brother; chaos, his heart and soul. Guiding his devotion is a sinister cunning and a surprising intellect--surprising in that one so haphazard would not be expected to possess a mind capable of understanding and reason. The truth is that what ridiculous actions he takes, what seemingly-mindless plans he enacts, are usually irrelevant in the scheme of things. His sight goes beyond the moment, the day, the month, and from sheer experience he understands that a failed plan here and there mean very little. So long as the main ones succeed, everything else is just a distraction to help pass the time. And there is always so, so much time. When he's not scheming or acting, Xanatos is generally nonchalant, partaking in any number of virtues or vices. Things that aren't relevant to his beliefs--be they for or against them--are all fair game, and he'll do whatever intrigues him most at the moment. In that way, he's a lover of the simple things--a moonlit night, a fine dining establishment, a good book... tea. Being such a close friend with death would, perhaps, have that affect. For all his traits, however, perhaps the core of it all could be called passion. Passion rules him to the bone, and ever the man of extremes, he will either have passions the strength of a raging fire, or be utterly indifferent. As a result, doing anything-- anything--to hinder what he's passionate about will trigger nothing short of the full rage one so black as he can muster. No matter how important or insignificant the passion, his is a fury that has, on more than one occasion, left a shattered world in his wake. Likes: Darkness, the Shadow Demons, Life, tea, fine wine, good food, the occasional starlit beach stroll Dislikes: Light, Failure, Disappointment, interruption, insolence, beans Fears: Dying without seeing the dark utopia he believes Xehanort will bring; really tight spaces [claustrophobia] Weapon: Shadow Ripper (Scythe) Abilities: Spells: Strengths: Magic, Attack, Unpredictability Weaknesses: Defense, Light Stats HP: 76? MP: 60?
Attack: 25 Defense: 19 Magic Attack: 30 Magic Defense: 24 Speed/Agility: 22
Bio: Name: Reaper's Maw Appearance: Additional enhancements:
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Posted: Sun Jan 19, 2014 5:11 pm
Name: Vereor Galiant: Movarth (Sorcerer's Apprentice) Age: 27 Gender: Male Class: Keyblade Master [Dark Academy], Seeker Appearance Height: 6'0" Weight: 170 lbs. Hair: Black, jaw-length, straight Eyes: Deep Purple Skin: Fair, Slight Tan Build/Body Type: Well-toned Personality: Vereor, if defined by one word, would be known by his stoicism. His is a cold, apathetic soul, a heart rent and molded by darkness and powerlust, a brilliant mind turned sinister. He is calculating, manipulative, and self-serving, always hunting for new strength and knowledge. He brushes aside anything that would stand before him as little more than an obstacle to be overcome... or obliterated. Scarred at just the wrong age, what might have been a benevolent hero of the light was so quickly, and so easily, twisted into a harbinger of darkness. Afflicted with a sense of entitlement, he is quick to frustration--and anger--when he is denied what he feels should rightfully be his. Generally in control of his temper, and more than capable of using it to fuel and drive him, he is not a man anyone would desire to see snap. For all his flaws, though, he has found a sense of loyalty and duty--corrupted though it may be--to the Dark Dominion. He has heard the whispers of the shadows, and like many others, knows that Xehanort will undoubtedly lead them into everlasting darkness. Self-centered though he may be, Vereor is immensely proud to consider himself a harbinger of this dominion, and--as one might expect--does whatever he can to further his own power and influence in the ever-increasing empire of desolation. Likes: Success, Power, Competence, Darkness Dislikes: Failure, "Goody Two-Shoes", Light, Denial Fears: Weakness Weapon: Basilisk [Whip-Greatsword; 6" handle, 4'6" blade, 30' whip extension] Abilities: Mystic Conduit - Due to a rare mystic mutation, Vereor's magic circuits are highly receptive to incoming magical energy, allowing him to channel the magic of others with enhanced potency at no additional cost from the caster. However, due to the nature of magic, the ability to act as a conduit requires that Vereor be willing. HP Boost+ - Vereor has a decent boost to total life force. Black Endurance - If ever pushed to his limit, Vereor will survive any powerful strike or swift combo with 1 HP. Should he already be at 1 HP, however, this ability fails. Combines Second Chance and Once More. Wrath - When knocked below 25% health, Vereor's Attack and Magic Attack increase by 25%. Defender - When knocked below 25% health, Vereor's Defense and Magic Defense increase by 25%. Bracer+ - Vereor's attacks and spells cannot be interrupted. Physical Mastery++ - Vereor has mastered various air maneuvers, including High Jump+++ and Aerial Dodge+++. MP Rage+ - Taking damage replenishes Vereor's mana by a decent amount. Link Critical - If Vereor and Mozenrath both successfully hit a single target simultaneously, the effects of both attacks are enhanced. Shadow Step - Vereor can disappear and reappear nearby instantly in a cloak of shadow; usually used to begin or end combos. Bonecrusher - A successful melee counterattack from Vereor strikes back with 150% Attack. Raw Force {Basilisk Only} - When in blade form, Vereor's attacks create aftershocks that deal an additional 50% Attack and have enhanced knockback due to combining his personal strength with the weight of the blade. Basilisk Breaker - Vereor enhances a single strike with a burst of mana and darkness, making the assault have 200% Attack. Due to the immense strain, however, he cannot physically attack for a full turn afterward, leaving him only able to guard or use magic. Crystal Mastery+ - Vereor's crystal magic acts as an extension of himself. As a result, he can mentally control his crystals in a limited form of psychokinesis, and he can use them as eyes and ears. Further, he can manipulate it in various ways, such as conjuring items made of crystal. The higher the level desired, the more energy manipulation costs.
En-Dark {K} - Vereor can imbue his physical assaults with the element of darkness, dealing increased damage to those aligned with light. Monkey Grip {K} - With his enhanced strength, Vereor is capable of wielding his greatsword with one hand more effortlessly. Armor of the Harbinger {K} - While wielding Apophis, Vereor has the option to summon his personal armor. This armor allows him to travel through the Lanes Between unhindered, and it enhances his abilities manifold (noted by {Armor}). This armor is reserved for personal travel and intense battle. While travel takes no toll, battle in this armor can cause great exertion.
Raw Force+ {Armor} - An upgraded version of the first. Can be done with Basilisk or Apophis. The aftershock of each attack is 100% Attack, and the knockback is further empowered. Shadow Fallacy {Armor} - Vereor imbues himself with a dark aura in preparation for a coming attack. When the opponent hits him, he recoils as if in pain before locking in place. A split second later, his body bursts into cackling shadows while the real Vereor leaps from the shadows behind the attacker, renewing his own assault. Boneshatter {Armor} - A successful melee counterattack from Vereor strikes back at 200% Attack. Warp {Armor} - Enhanced by his armor, Vereor can teleport across the battlefield, as an enhanced Shadow Step. Spells: Fleshrender {Basilisk Only} - When in whip form, all successful strikes have a chance to cause Deep Bleeding, an ability that causes opponents to lose health on par with an average Poison. It can be healed with any basic healing spell. Suffocate {Basilisk Only} - If Vereor can successfully wrap his blade around a target's throat, he has a chance to suffocate them, instantly knocking them out. [ Chance of Auto-KO ]
Spell Snare - Due to Vereor having mastered his natural mutation as a Conduit, he can capture magic cast upon him for temporary use, withholding a single spell for up to three turns. If not used in that time, the spell is lost. Crystal - Vereor's personally developed spell-tree. Conjures up a projectile blast of gemstone for non-elemental damage.
Crystara - Second level spell, generally increases the area of effect.Crystaga - Third level spell, generally increases the concussive damage.Crystaza - Fourth level spell, maximizes effects. Caged Essence - Vereor can fill his crystals with various amounts and forms of essence which can be accessed at any time, by anyone, and in various methods. This can range from mana, to life force, and even individual spells--including those captured via Spell Snare. These crystals retain their charges until used. Through the Looking Glass - Vereor can transfer mass and energy through crystals, so long as the crystals are large enough on both ends of the transfer. This allows him to quickly jump between large chunks or to redirect spells. Crystal Mastery+ - Vereor's crystal magic acts as an extension of himself. As a result, he can mentally control his crystals in a limited form of psychokinesis, and he can use them as eyes and ears. Further, he can manipulate it in various ways, such as conjuring items made of crystal. The higher the level desired, the more energy manipulation costs. Psychokinesis - Through his training in connecting his magic circuits to the circuits of the world around him, Vereor has mastered the basic ability to manipulate matter with his mind, though as he is young the ability is finite. Plasma Bolt - A low-cost handheld ball of plasma, generated using his Psychokinesis, that Vereor can throw with ease. Tends to ricochet. Does electric damage.
Corridors of Darkness - Vereor can summon shadow corridors, connecting two points by their innate darkness and instantly traveling. Superior Heartless Control - As a high-ranking graduate of the Dark Academy, Vereor can summon any sort of Heartless, from small Shadows up to a Behemoth. Dark Firaga - Vereor unleashes a blast of pure darkness at his target. Simple, yet explosive.
Dark Raid {K} - Vereor envelopes his Keyblade in darkness before throwing it at an opponent. If there are any enemies near the target, then on contact, the dark aura explodes, becoming Homing Dark Firagas, one for every nearby target. Dark Break {K} - Vereor cloaks himself in darkness before Shadow Stepping into the air and crashing down on a target location, causing dark energy to rush outward in a shockwave. He does this three times in quick succession. {Armor - 5 times} Black Zantetsuken {K} - Vereor channels the darkness for a moment in preparation before vanishing in a line of shadow. He then reappears behind his target, keyblade used, and a moment later they're struck for immense damage. {Armor - 3 times} 150% Attack, with a chance to be automatically knocked out. Chaos Blade {K} - Vereor cloaks himself in darkness before unleashing a swift string of blows, each releasing small bursts of dark flame. Void Explosion {K} - Vereor's combo finisher, a dark mirror of its normal counterpart; he slams his blade down and, on contact with the ground or his opponent, unleashes a swirling explosion of darkness. Sanguine Ruby {K} - Vereor charges his blade with dark energy before releasing it with a swing. If the target is not in melee range, dark energies erupt beneath a small area in the form of a crimson crystal spire. However the hit succeeds (melee or range), the life force lost is syphoned back into Vereor. Infernal Amythest {K} - This attack does mana damage. Vereor charges his blade with dark energy before releasing it with a swing. If the target is not in melee range, dark energies erupt beneath a small area in the form of a purple crystal spire. However the hit succeeds (melee or range), the mana lost is syphoned back into Vereor.
Black Sky {Armor} - Vereor calls shadows down upon the battlefield for a brief moment and vanishes. In the darkness, he unleashes an unnatural burst of speed, striking a sum total of ten (10) times (not including Raw Force+) before the veil of shadow lifts. Crushing Chasm {Armor} - Vereor charges his blade with dark energy before releasing it with a swing. As a melee attack, the release of energy creates a terrible burst of concussive darkness, sending the victim flying back. If the target is not in melee range, a vortex of chaos energy appears near his target, pulling anyone adjacent closer as it condenses nearby energy into a single point. After a moment, the chasm explodes with disastrous force, sending out a rippling wave of dark magic followed by a flurry of black crystal shards. Revenant {Armor} - Vereor sacrifices a small portion of his own life force to power a chaotic explosion, with him at the center, damaging all those around him. The magic strength of the attack is boosted by 50%. Unholy Darkness {Armor} - Vereor calls upon the forces of darkness, conjuring an eruption of pure void energy underneath a single target. Strengths: Attack, Magic Attack, Endurance Weaknesses: Speed/Agility Stats HP: 87 (84+3) MP: 56
Attack: 28 Defense: 21 Magic Attack: 28 Magic Defense: 21 Speed/Agility: 12
Bio: Vereor comes from the conquered world of Tsuvryen, and is directly responsible for its fall, for which he feels only pride. Raised the first son of the King and Queen of the country of Valerat, he led a privileged (though not spoiled) life. He was well educated, well trained, and simply given the all around best that could be offered to one of his status--which was only further enhanced due to a rare mystic mutation making him into a Magic Conduit. What accolades he received, though, were earned--the royal family was modest and just, his parents being very devout followers of the Light, doing what they could to instill the same integrity into their children. However, on his twelfth birthday, he was let in on the family secret--coming of adolescence, the good king and queen felt it only right their son understand the truth: that he was simply not their son. The orphan of a fallen knight and a sickly wife, he was taken in and cared for as best as they could--given the best chance that any child could ask for, because as a Conduit, he likely would have been taken advantage of outside. What this meant, however, was that by the legal standing of their kingdom, with its elected parliament and its appointed justices, he would not ascend the throne... or have any royal standing beyond a lesser title. For all his light and innocence, the dagger of betrayal still struck deep, as he felt the veil of lies that was his life crash around him. At his young age, when hormones and hyperbole ran wild, he believed he would be utterly turned out, left with absolutely nothing--and that they, instead, were the ones taking advantage of his mutation by stifling his potential. So he rushed ahead--abandoning his home, he absconded into obscurity, powered only by the blind rage that came with pubescence. And yet, Vereor was not without means of survival--trained to be the most potent he could be for his age, he made it well enough alone, scouring the lands for something of worth, anything that might give him purpose... or power, which he felt so wrongly stripped from him. In time, he was found by a seasoned rogue who wielded a weapon far too familiar--a Keyblade. He insisted to be taken along, demanded, and then pleaded to be made his apprentice. The master, when met with such a lust for power, smiled. So it goes that Vereor was trained in the dark arts by the Dark Seeker Xanatos, Headmaster of the Dark Academy. In their training, they traveled to many lands--and along the way he was introduced to a warlock named Movarth, once-apprentice to the famous Merlin, who would help in his personal training while Xanatos saw after the school. The two found themselves so alike (Vereor, of course, seeming to Movarth a younger version of himself) that, out of pure respect for their mutual powerlust, they formed the bond of Galiant and Keeper. Finally, at the young age of 14, after two years of his personal tutelage, Vereor was brought to the school's doorstep. There he thrived, the climate so comfortable, so welcoming to his needs. Over the years, he cared less and less about the small, insignificant kingdom in which he was raised. The rest of the cosmos was his for the scouring, and the darkness promised him infinitely more than the measly title he would have been bestowed. In his fifth year, he was once more brought under the wing of Xanatos, who had taken a personal interest in the young man. Having both originated from the same world, Vereor felt a sense of kinship with the older male, a respect for his power and sight, and Xanatos saw in him great future potential. The year passed, and finished with the tutelage, he took the Mark of Mastery--and succeeded. With his exam successfully behind him, Vereor eagerly sought his first assignment. To his surprise, it was given by the headmaster himself--bring their homeworld under the dominion of darkness. He savored every inch conquered and every heart stripped away. Now, eight years later, he has become a Seeker himself, ever on the look for additional power or valuable information--anything that would aid the Dark Dominion and their lord Xehanort. Name: Apophis Appearance: ApophisAdditional enhancements: Attack +5, Defense +1, Magic Attack +5, Magic Defense +1, Speed +3; allows access to Armor of the Harbinger, as well as unique Chaos Knight skills noted by {K}. Misc: Original Work
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Posted: Sun Jan 19, 2014 5:24 pm
Name: Nymira Galiant: The Horned King Age: Gender: Female Class: Teacher(Deputy Headmistress of the Dark Academy) Appearance http://www.zastavki.com/pictures/1280x800/2008/Fantasy_The_bloody_princess_in_a_red_dress_009650_.jpgHeight: 5'9" Weight: 160lbs Hair: Long, fiery red hair, usually up in a pony tail. Sometimes with some shorter hair in the front hanging out to cover an eye and part of her face Eyes: Greenish-gray Skin: Not technically pale, but not tan. Build/Body Type: Hourglass figure Personality: When one thinks of Nymira, one thinks of an aristocrat. She is arrogant, holds an air of superiority, and speaks in a proper manner. However, her attitude and tastes are the only thing that are aristocratic, for she will sleep with any man that appeases her after seducing him, sometimes draining the life energy out of him at the same time to feed her powers or make another minion. If you aren't worth her time, though, she will have nothing to do with you. And watch out if you are a woman. Then she will view you as competition for other men and will hate you as long as you exist. Likes: Death, Decay, Destruction, expensive/high-quality clothes and jewelry, Men, the feeling of silk, the color red Dislikes: Other women, pink, fake jewelry Fears: Losing all of her powers Weapon: Whip (small barb at the end). Abilities: Spells: Strengths: Magical powerhouse, nice support for allies, minion summoning Weaknesses: Loses many abilities without minions, status heavy, some abilities are just situational, physical abilities are lacking compared to magic, light-elemental attacks Stats HP: 52? MP: 60? 65 (60+5)
Attack: 16 Defense: 13 Magic Attack: 30 Magic Defense: 27 Speed/Agility: 24
Bio:
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AldrickZearse Vice Captain
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