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fractalJester
Captain

Omnipresent Seeker

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PostPosted: Tue Feb 17, 2015 10:30 am


Kagetsukiko
Name: Ciel Kupo
Nickname: Cici
Species: Human
Home World: Destiny Islands [Consumed]
Age: 15
Gender: Female

Appearance: Art by Senano Yu User Image
  • Height: 5’10”
  • Weight: 160 lbs.
  • Body Type: Athletic
  • Skin type: Fair
  • Eye Color: Sky Blue
  • Hair Color: Blonde
  • Hair Style: Waist-length and straight. Light and wispy. It moves easily in the breeze.
  • Accessories: A dog tag chain necklace with various keys, a few charms, and a chocobo whistle in place of dog tags. It’s kept tucked between shirt and scarf for safe-keeping.
  • Unusual Markings: None, but the scent of chocobos is just about ingrained in Ciel’s very skin, even if all the Chocobo on Kupo Ranch have been fed nothing but fresh gysahl green since birth to maturation.
  • Clothing / Description: Like most residents of Destiny Islands, Ciel wears light clothing. A white tank top is worn under a light blue shirt that reaches down past the waist to the upper thigh area. The shirt itself can be opened and closed via a line of buttons down the right side of its front. It is sleeveless on the right side and just barely connected on the left side to a loose sleeve that hangs past a bare shoulder to cover the part of the arm just above the elbow all the way to the hand. Keeping the sleeve from falling any lower is a white armband decorated with a simple, white charm. The lower right arm is covered by a detached sleeve. A fingerless glove that stretches from wrist to middle finger covers the left hand. Over and above the shirt is a white, light scarf that loosely hangs to about the knee. Around the waist is a white sash of similar material to the scarf. For pants, Ciel wears asymmetrical jeans, which go down all the way to the feet on the left leg but separate into bands that stop at a few inches above the knee on the right leg. Footwear for Ciel consists of sturdy sandals that comfortably hold and support her feet with a plethora of leather straps that climb all the way up to her ankles.

Theme Song(s):


Significant Trait: Curious
Quotes:
  • “Ooh. Tell me more? Please? Please? Please?”
  • “Hi! What’s your name?!”
  • ”Oh. This? I heard that my parents did something like this once, so I wanted to try it for myself. I think I kind of enjoy it.”
  • ”… Don’t speak to me. Throwing a tantrum. …”
  • ”I really hope that I don’t forget something important.”
  • ”You wanna go?! Huh?! Huh?! I’ll show you who’s better at riding! COME AT ME YOU CONCEITED SHOW-OFF SO I CAN BREAK YOUR DELUSIONAL MISBELIEF!”


Good/Evil/Other: Neutral Good
Element: Light/Darkness
Weapon: Keyblade
Job Class: Keyblade Wielder

Commands:
  • Skeleton Key- Lock or unlock the target. e.g. Unlock a chest without requiring the key for it.
  • Memoria- Use memories to create a Keyblade keychain, which can be used to modify Ciel’s own keyblade. Aside from creating custom keyblades based on Ciel’s or others memories, Memoria can create keyblades based off of other keyblades and weapons, creating keyblades very much like the originals--to the point of sharing some of the same abilities--but uniquely fitted to Ciel's heart and memories of the original weapon.
  • Chain Change- Changes the keyblade keychain, thus changing the keyblade’s abilities. Keychains cannot be changed in the heat of combat. Although, a reprieve of a few seconds is enough time should the keyblade user be willing to risk it.
  • Pierce- Allows attacks and spells to pierce through protective enchantments for a limited time. Ignores all levels of Protect, Shell, Wall, Reflect, and Barrier.
  • Wall- Increases both defense and resistance.
  • Silence- The target's magic becomes blocked, making them unable to use magical Commands.
  • Nullify- Temporarily negates any damage of any one element.
  • Deprotect- Reduces the target's physical defense. Negated by Protect.
  • Deshell- Reduces the target's magic resistance. Negated by Shell.
  • Addle- Temporarily causes the target to completely forget any commands he/she has.

  • Corridor of Darkness- Opens a corridor of darkness that can be used to traverse between worlds. While classified largely as darkness magic, the casting of the spell doesn't require the use of the darkness element so much as it requires a willingness to expose oneself to it. As a result, it's one of the few, if not only, darkness spells that Ciel can use without frequent recoil. However, Ciel wasn't formally taught how to use this spell. As a result, she doesn't quite know what exactly she has to do to create a corridor. She is only capable of rendering corridors of darkness as a last resort escape, a panic reaction of sorts, and does so in an extremely inefficient manner that, when combined with the stress the corridor puts on her body as she passes through it, leaves her at varying levels of severe exhaustion that generally renders her unfit for battle until she takes an extended rest.

Supports: Supports that are struck out are unavailable to Ciel.
  • Dual Mastery: By benefit of her father’s darkness and her mother’s light, Ciel is attuned equally to darkness and light. She resists both elements by one step, is stronger ability-wise in both elements by one step, and can easily learn abilities of both natures. The advantages of having both elements present in her blood doesn't stop with just natural benefits. Given time, Ciel can become further resistant to invading dark or light influences, eventually peaking at a point where she can walk through corridors of darkness unaffected. Of course, that won't come until later.
  • The Light, the Darkness, and Explosions: Darkness and Light, being an elemental pair, react dangerously when combined. However, like most elemental opposites, they do not simply negate each other. They blow up and then negate each other. Something similar happens in Ciel, child of a mother attuned to light and a father attuned to darkness. Until Ciel finds a way around this drawback, attempting to channel either element causes the magic to erupt while it’s being created within Ciel’s own body. The eruption does not result in the negation or weakening of the element, though, allowing her to utilize darkness and light magic at the cost of harm to herself equal to half the strength of the magic. The only exceptions to this rule of boom are Dark Corridors. Ciel can create Dark Corridors without any self-harm.
  • Limitless- If you think it, you can do it. Magic’s greatest strength has nothing to do with raw power and everything to do with how deeply the tools are understood and what can be done with those tools. The abilities listed are nothing but the framework, and can be manipulated freely to create other effects. e.g. reversing the gravity spell to toss up enemies rather than crushing them or using magnega to siphon away lava.
  • Primally Inept: Both of Ciel’s biological parents had a weak connection to the primal elements: fire, ice, lightning, water, wind, and earth. Raphael had trouble learning them to increase the variety of his skillset. Rose never even tried. This weakness has only been amplified in their offspring, Ciel, and Ciel is physically incapable of learning any of the 6 primal elements. She can only use them if their usage is enchanted into some sort of weapon or other physical trinket.

  • Well-coordinated: Riding is most definitely a sport, regardless of what others might say, and Ciel excels at it. By extension, Ciel also has a respectable sense of balance. She’s no gymnast, but she can do handstands, cartwheels, tumbles, and walk along the tops of most fences with some arm-waving to help maintain her center. However, her balance really shines when it’s tested with motion. Accustomed to Chibi’s wild movements, Ciel can remain steady and poised even when violently shaken.
  • Chocobo Rancher: Growing up surrounded by chocobos, Ciel has a better understanding of the animals, both intelligent and non-intelligent varieties, than most other humans. She can’t translate their “kweh”s word for word, but she can usually tell from a chocobo’s tone, condition, body movements, and various other details the general gist of what it’s trying to say. Of course, how well Ciel can understand a chocobo varies from individual to individual. Understanding Chibi is easy for Ciel, and she can almost translate his squawks word for word. Understanding a chocobo she just met is not nearly as intuitive, but she can usually tell generals like how panicked the chocobo is, what’s paining it, and other basics.

  • Scan- Inspects the target's current HP.
  • Aerial Recovery- Quickly regains balance when knocked down both mid-air and on the ground.

Limit Breaks:
  • Name-
  • Faith - Summons pillars of light in a circle around the user that spin outwards to severely damage enemies and restore the health and mana of allies.
  • Power - Summons pillars of darkness in a circle around the user that spin outwards to severely damage enemies and restore the user's health and mana.

Key Chains:
  • Dark Blessing- Strengthens defensive darkness magic by one step.
  • Sacrificial Light- Draws minuscule amounts of light found within the wielder and magnifies it to imbue all attacks with minor amounts of light magic at no extra cost. (Lots of tiny booms for Ciel.)
    (Note to self: Keyblades will advance. Use the + and ++ notation like in 358/2 days. Expand to higher levels when needed. I intend for the first two keyblades to end up the strongest eventually.)


Strengths:
  • Athletic: Ciel isn’t physically amazing or anything, but her frequent participation in sports, specifically riding, has left her with a healthy and robust body.
  • Resistances: Resistant to both Light and Dark.
  • Adaptable: Once she learns how to use her keyblade, Ciel’s battle style will be largely determined by the form her keyblade takes. Stronger keyblades even go so far as to greatly change the distribution of her stats, with the ability to turn her into everything from an unbreakable tank to a havoc-wreaking wizard.
  • Inherited Magic: Ciel inherited the light and dark potential found in both of her parents. If there’s one thing to set her apart from the rest of the crowd, it’s her inborn talent in both fields. While athletically fit, she'll bap most of her physical capabilities earlier than most. On the other hand, she can increase her mastery over light and darkness to limits that few can hope to.
Weaknesses:
  • Inexperienced: Ciel grew up on Stiltzkin’s stories and warnings, but tales of adventure and caution are different from real experience. Despite knowing of the wonders of magic, seeing her first Firaga will still shock Ciel as much as the next person. Despite knowing the dangers of heartless, Ciel will still underestimate them like any other beginner; of course, this is only after staring at them numbly with a mixture of fear and shock. Ciel is just a simple ranch girl who grew up on amazing stories and a formal public education. She’s never left Destiny Islands.
  • Limited Magic: Ciel cannot use any form of primal magic. When she has the chance to try it, she will find that she also has difficulty pulling off nature and poison magic. Trying to cast a single cure will be a struggle for her.
  • Boom: Trying to use light or dark magic of any kind, barring creating Corridors of Darkness, will result in recoil damage to Ciel.
  • Inherited Magic: Ciel’s biggest strength is her inborn talent with light and darkness. However, her biggest strength causes harm to her the more she uses it, putting not only a physical limit to how strong she’d want her magic to be but also a psychological limit. Fear of self-harm is a hard barrier for anyone to get past.


Personality:
Confident, outgoing, friendly, but most of all curious. Get Ciel curious about something and then just watch her go nuts with finding an answer, usually by pestering someone constantly with questions or going to the source of the answer herself. She’s not the bookish type, so cracking open a book is usually her fifth choice on the list or so. She doesn’t have the puppy eyes trick down quite as well as Chibi does, but she’s about ten times as tenacious with her demands as anyone else. Whining is something she does, so is popping up at the most inopportune times in the most unexpected places.

However, rabid curiosity aside, when Ciel isn’t rampaging around for an answer to something, she’s quite the agreeable fellow. Don’t let her breezy locks and relaxed figure fool you. She’s willing to get down and dirty with the rest of the boys, probably more willing than most considering she’s accustomed to cleaning up dung as part of her daily chores. Growing up helping around a chocobo ranch, Ciel knows the meaning of hard work, and she knows both how exhausting and necessary real hard work is. She’s not afraid of working herself tired to achieve what she needs and is all too familiar with the mental and physical burn accompanying such strain. Disciplined is a good way to put it.

Still, Ciel is only 15. She’s basically a kid, all of her attempts to prove otherwise aside. She still relies on parents. Elmina and Stiltzkin may not be married, but they are still “Mom” and “Dad” to her, and she calls them as such. On the surface, she may show confidence about living without any help, but in reality, Ciel wouldn’t know the first thing about living by herself. She can cook and clean and work on a ranch, sure, but she can’t manage finances, find a job, figure out how to earn money with her talents, or direct a ranch even if she was lucky enough to end up with at least her home. This stretches beyond physical needs to emotional ones as well. She has a special fondness for both the darkness and the light, stemming from what she knows about the parents she has no memories of. Somehow, probably just a self-delusion, Ciel feels that she’s closer to her parents when she’s surrounded by the elements that they were filled with. For that reason, when she feels like she needs comforting but is too embarrassed to talk to anyone, even her moogle guardians, about it, she’ll search for the light or the darkness to take comfort from them. She’s never met them, but she wishes they were still alive. It’s a natural and deep bond, the one that can only form between parents and their child.

Also in memory of her mother, Ciel loves collecting charms. She rarely ever wears any herself because of all the physical activity she partakes in, but back home, she had a whole collection of them going. She never knew how to make any, so they’re all small trinkets bought with whatever spare money Ciel had on her at the time. Still, they’re one of the few things Ciel has perfect memory on. Each one, Ciel can recite how she came to buy it and what exactly was occurring at the time, even if she fails to remember the exact store names and dates. It’s quite the feat for the girl, who has a tendency to forget even answers she’d spent hours asking for.

There is a bit of both father and mother, Raphael and Rose, in Ciel’s personality. She can be exceedingly gentle with animals and extremely cold to those who she dislikes. Her quiet anger easily gives way to a light smile and casual conversation, but is just as quick to come. Grudges are not remembered easily, and even when they are, forgiveness is easy to find from Ciel. If she’s told to back off, particularly by an authority figure, Ciel usually will. However, she can be ridiculously proud about certain things, like her riding skills, and don’t get started on her stubbornness when it’s triggered. Get her angry, and while she’s holding a silent tantrum, don’t expect a single word to get through. Even when not angry, there’re certain things she just won’t back down on: insulting her riding, leaving behind someone she cares for, and breaking her promises to name a few. She’s the kind of person that brings a smile to her face, just like her mother, but is exceedingly forward, just like her father.
Flaws:
  • Ciel is way too inquisitive, and her curiosity can get to the point that it can be outright dangerous or rude. She usually needs to be reminded twice about doing something dangerous for the sake of curiosity. When being warned about how rude her curiosity might be, she tends to just shrug it off as not a big deal.
  • Equally dangerous is her confidence in her riding skill. Ciel once had a dream of being a professional chocobo racer. However, as her growth spurt came and went, she found that she was too tall to be the optimal jockey. For the sake of the chocobos she would be holding back if she were to dauntlessly pursue her racing dreams, Ciel gave them up. However, she is not so quick as to admit defeat when it comes to chocobo riding in general. While she easily admits her inexperience in most things, it’s surprisingly difficult to get her to admit that she’s too young to possibly know all the tricks to riding a chocobo. She will support and admit to any claim about being an excellent chocobo rider, and doubting her skills will quickly spark a competitive habit of hers to prove that she really is all that. Admittedly, she’s close to it but not quite there. (Something to note, Ciel knows and fully stands behind the belief that a rider’s chocobo does all the real work. Just as a chocobo’s full potential is only brought out by a skilled rider, a rider is nothing without a physically and mentally able mount. Her conceit is centered around her skills as a rider in comparison to other riders. She doesn’t believe in the slightest that she’s the only one doing all the work when riding a chocobo.)
  • Ciel hates this flaw of hers, but it’s a thing she can’t just get rid of. She has a tendency to forget. Names are difficult to remember. Although, faces are several times easier. Ask her to recite a story, and she’ll know what happened but be unable to recall the exact words and will retell the story in a patchwork style, where she jumps from one part to the other as she remembers details. She’s not a consistent amnesiac. There are times when she’s remembered, which is good but also just makes things worse sometimes. No one will ever know, Ciel included, if she’ll remember or forget about attending some meeting or other.
Quirks:
  • Ciel reverts to an old habit of ending her sentences with “kupo” and referring to herself with “Mogu” whenever panicked, rushed, or talking with others with the same verbal quirks.
  • At times when she’s troubled or when she just wants to focus, Ciel will look for either the brightest or the darkest spot she can find. This can result in either finding her somewhere quite pretty, like the beach or a meadow on a sunny day, or somewhere quite surprising, like inside a cupboard in a dark room or just sitting on a chair in a pitch-black room.
  • Ciel has a keen eye for the shinies, probably a result of being so used to keeping an eye out for any interesting charms and the like. Flashing something just out of the corner of her eye is an effective way to grab her interest and distract her.
  • To help focus her thoughts, Ciel often thinks out loud. Even in the middle of an emergency, she can be seen muttering her thoughts to herself. She doesn’t trust herself to hold her thoughts all at once without giving them vocal reinforcement.
Likes: Chocobos, Darkness, Light, the feel of wind in her hair
Dislikes: Kupo nuts, forgetting things
Fears: Loss, dragons, skeletons, fairies, math tests, pain, death, forgetting

Family: Ciel lost both biological parents before she can remember: her father before she was born and her mother as she was born. Since then, two close family friends raised her as their own child, even if they were moogles and she was human. The following is what Ciel knows about the only family she's ever heard about.

Deceased Biological Mother - Rose:
    Rose came from a small village on the Tipa Peninsula. She was chosen as an apprentice keyblade wielder for her strong affinity for light magic. As an apprentice, she met Raphael, with whom she would have a lifelong friendship that would turn into a marriage. Despite having the strength of will to go through the Keyblade Inheritance Ceremony, she could not muster the focused conviction to wield a keyblade or tap into the full potential she had for light magic, so she was gently let go. Rose then returned to Tipa Peninsula, where she learned to make a living by creating charms out of memories of the past and promises for the future. She was often visited by Raphael, and served as his ever-present anchor from falling too deep into darkness. When the two wed, she left Tipa for Raphael's home world of Destiny Islands. Stiltzkin often wonders aloud how explosive Rose's light magic would have been if she was just a bit more forceful, but quickly admits that her lack of a strong presence wasn't necessarily a bad thing. It was probably because Rose didn't have a strong conviction that she never faltered where those stronger than her might have. She was easily eclipsed, but always there for when there was no one else to help, and that probably proved key to her skill in preserving memories. Contrary to her personality, Rose had a healthy build. From her curly, red hair to her soft build, everything about her seemed soft, fuzzy, and reliable. It was only her eyes, a piercing light blue--the one thing Ciel inherited from her mother appearance-wise--that seemed to bore straight into the soul of whoever she was looking at.
Deceased Biological Father - Raphael:
    Raphael was born on Destiny Islands but he was anything but what one would expect of an island child. He was cold, stubborn, arrogant, and selfish, which accurately reflected the talent he had for dark magic. However, shortly after being made a keyblade apprentice, he met a certain kind girl by the name of Rose, and she's kept him from falling too deep into his dark studies ever since. Rose could never completely change him, but she at least gave him enough compassion to continue fighting to protect the weak and preserve the light. Often teased over his feminine appearance, Raphael was known for doing everything that would distance himself from the adjective "girly." His fighting style was known for being punishingly aggressive, but those who knew him better knew that his prowess in the offensive side of darkness was nothing compared to his defensive dark magic. His barriers were some of the strongest and he demonstrated unseen flexibility with the way he executed his defenses, straying from the conventional walls all the way to long-term blessings of darkness that could protect the subject even when Raphael was worlds away. To support his dark defenses, he had a solid grasp on life magic, a talent that was sadly not passed to Ciel. However, Raphael considered focusing on defense as a feminine thing to do, and often refused to erect even a single barrier unless it was either absolutely necessary or if it was for the sake of Rose. Ciel's appearance takes after Raphael's down to the small dimples that form when she smiles. She has his athletic build, blonde hair, and even feminine face. All she lacks are his amber eyes.
Foster Mother - Elmina:
    Elmina is not actually Stiltzkin's wife, but one of his many friends. She happened to own a chocobo ranch, known as Kupo Ranch, on Destiny Islands and knew of Raphael in passing. Stiltzkin, being a moogle of travel, could not take care of the baby Ciel when Raphael and Rose, who he both considered friends, died. The next best thing he could do, barring leaving Ciel in an orphanage, was to give her to Elmina to raise. Elmina is like most moogles, complete with the constant use of the word "Kupo." Her only difference is probably her peaceful and stable life as owner and director of a chocobo ranch. Well, that and being known as "mother" to a human girl several times her height. Elmina is an Ivalice Moogle.
Foster Father - Stiltzkin:
    Stiltzkin is a well-traveled moogle. He knew Rose while travelling through Tipa and met Raphael several times while the keyblade wielder ran about doing missions before learning that the two of them knew each other. He happened to be in the area when the two had their wedding, more like the two of them made it a point to make sure he was in the area while planning out the wedding, and attended it. A constant and reliable friend to his huge network of friends, he made it a personal mission to make sure that Ciel was raised by a proper, upstanding citizen, and who better to rely on to do that than a fellow moogle? He made sure to visit Ciel whenever he had the chance, initially out of respect for his dead friends, then because Ciel would constantly nag Elmina about him, and finally because Ciel had matured into a person of interest herself. Stiltzkin's constant visits made him a father-figure to Ciel. Like most Moogles, Stltzkin lives a nomadic lifestyle. Unlike most, he does not speak with the "Kupo" verbal tic. Instead, he is very much capable of speaking what the general human population considers "normal." Stiltzkin is an Alexandria moogle.


Bio:
Birth
Raphael's mission was supposed to be like any other, and just like any other, he left his wife with a kiss to her forehead and a blessing of protection powered by the darkness. He and she expected his return before the child was due. It was not to be, however. He was categorized as MIA as Rose's belly grew, and as the due date neared, the MIA simply meant that Raphael's body had just not been found.

Rose was never forceful, she lacked not the strength of will but the ability to focus it. However, she was healthy and while not amazingly strong or fit, it would be wrong to think that her soft-spoken words came from a frail body. However, a complication occurred during childbirth, and it boiled down to her life or her child's. She was lucky to have Stiltzkin, a long-time family friend, nearby. With her mind set on the selfless decision, Rose asked of him one last favor and mentioned as a pathetic attempt at lightening the mood that it was a good thing Raphael had gone before her. If he had still been alive, she did not know what would have become of him. Admitting to such was just about the closest thing to boasting she'd ever done. Then, with time running short, it was time for Rose to undergo her final operation. Under various anesthetics, she passed away peacefully, just like the life she lived, but where she once was, there was now a gaping hole.

Stiltzkin had just been passing by. This wasn't like Rose and Raphael's wedding, which they had scheduled meticulously so that he would definitely be in the area during it. This was pure luck and chance, which meant that the crying bundle he held in his heads was quite lucky. He would have said very lucky, if it weren't for the fact that Destiny Island's orphanage wasn't actually that bad. However, Rose had asked him a favor, to look after her child. After something like that, he couldn't just leave the baby at some old orphanage. It seemed like it was time for him to make use of his connections.

Ciel had been the name given to the baby girl. There wasn't a very long list to choose the name from. Rose wanted the name to be something she and Raphael had come up with together, and they'd only thought of so many before Raphael had to leave. Rose didn't want to leave her child with one name or another. It had to be one, specific name. As she could not be guaranteed to think of one after knowing her child's gender, it had to be a gender-neutral name. Ciel, yes. Ciel sounded nice. It was on the list, and it sounded just like the bright blue sky shining through the window. What a wonderful day for Ciel to be born. She wished that she could have given more to her child than just life, and that was her last thought before drifting into a drug-induced sleep.

Elmina was one of Stlitzkin's connections, an old friend. He had known her even longer than Raphael and Rose, but that was no surprise since Elmina was also a moogle. She spoke like a moogle and acted like one, but unlike most moogles, she stayed in one spot, as owner and director of Kupo Ranch, a ranch on Destiny Islands that raised and sold various chocobos. Sure, Ciel was a different species than Elmina, but he trusted that would be no problem. Elmina was technically experienced in raising young of another species, after all, and he trusted her. Plus, she'd known Ciel's father, Raphael, a little bit. After all, Raphael had grown up on Destiny Island. He and Rose had also intended for Ciel to be raised on Destiny Island, so he figured that it all worked out nicely.

Growing Up
For the next fifteen years, Elmina raised Ciel. She did surprisingly well considering the race barrier, and she imparted her vast knowledge of chocobos to an eager Ciel. Before she left primary school, Ciel felt at home riding chocobos. She learned to ride and love with all her heart an old, blue Chocobo, a tame girl named Myrrh that was very gentle. Myrrh, with her creaky old bones, could never do the stuff that the other chocobos did, but even when Ciel could easily ride the more lively specimens on Kupo Ranch, she would always make time to keep Myrrh company. Even in the final months of Myrrh’s life, when the old girl could no longer support Ciel’s weight and then slowly became unable to even walk, Ciel would spend hours by the gentle creature’s side. Myrrh would die a peaceful death when Ciel was 11. In an attempt to cheer her up, Elmina put Ciel to work around the ranch. She was charged with simply and easy physical tasks, stuff that would take Ciel’s mind off the old chocobo. Ciel did enjoy her chores overall, even if it included some particularly nasty stuff like shoveling chocobo dung, but menial tasks could only take Ciel’s mind off of grief for so long. It wasn’t until she received an early birthday present, a tiny Gran Pulse chocobo chick to raise as her own, that’s Ciel’s recovery truly began. The small life, which Ciel rather flippantly named Chibi, may have just started as another responsibility to take Ciel’s mind off of Myrrh, but as Chibi grew, he came to be to Ciel a companion that was like Myrrh but wasn’t. There was a short time when Ciel grew frightened that maybe Chibi was replacing Myrrh, but she soon learned with the young chocobo that that wasn’t the case. By raising and befriending Chibi, Myrrh learned to live with the memory of Myrrh and how to value such memories without letting them consume her. She learned that the true value of memories wasn’t found by wallowing in them but was found in the simple keeping of that memory and so long as she did just that for Myrrh’s memory, she would always have a part of the chocobo in her heart. Ciel led a simple life, but it was fulfilling and valuable in its own little days. Each day may have been very similar—wake up, go to school if there was any, do chores around the ranch, and ride chocobos in whatever free time was left—but it still taught her many a valuable lesson even in its simplicity.

Ciel didn’t inherit just Chocobo knowledge from her adoptive parents. Raised by moogles on Destiny Islands, Ciel developed her adoptive mother’s verbal quirk of referring to herself as “Mogu” and ending her sentences with “kupo” among other things. It didn’t matter that her surrogate father, Stiltzkin, did not have these ticks. For the most part, Stiltzkin was out traveling the world while Elmina shouldered most of the burden of raising ciel. Ciel developed a fine moogle accent. Although, after being picked on in elementary school for them, she quickly learned to repress her verbal quirks most of the time.

In school, Ciel did about average, doing well in some classes and badly in others. She was generally well-liked, but never seriously popular. She was that one kid that could go around eating lunch with a different group everyday and she’d be welcome for the most part. She never made any close friends in school, though, always busying her after school hours with chocobos.

Then there were the stories. The many, many stories that Stiltzkin had stored up over his travels. Whenever he would visit Ciel when she was young, he would tell them to Ciel as a daily bedtime story. The stories led to questions, fostering Ciel’s budding curiosity, a curiosity that would eventually become a problem. However, in the safe times, the most problematic thing that arose from Ciel’s curiosity was even more questions. For the young Ciel, her obsession with questions came from a very simple formula. Ciel, for as long as she could remember, knew Elmina and Stiltzkin weren’t her real mother and father. She was happy even with that knowledge, but content was another thing. It was just so natural for Ciel to want to know more about her biological parents. The more she asked about them, the more answers she received. Questions equaled learning more about her parents. In that way, asking questions came to be ingrained in Ciel as a very good thing to do. The first stories Ciel would beg Stiltzkin for were of her parents. Then, it gradually extended to all manner of topics. Even after Ciel had outgrown the bedtime stories, she’d take every chance she could get to ask Stiltzkin about this or that she had read in a book. She was ever-hungry for knowledge about the outside world, but her curiosity lacked the scholarly discipline for Ciel to ever become a living encyclopedia. In fact, Stiltzkin often had to repeat facts over the course of several meetings because Ciel had unintentionally forgotten them in his absence.

Ciel’s biggest dream was to one day travel through all the worlds, or at least as many as she could. Not quite yet, of course. She still had so much she wanted to learn about chocobos and as wonderful as Stiltzkin’s travels may have sounded, the moogle had a way of stressing the dangers that soundly instilled into Ciel the very true notion that she couldn’t just step into any world without proper preparation at least. Stiltzkin did see in Ciel much of both of her parents, and he knew that alone would make it impossible to keep her always leashed to just one world. Raphael had been well-traveled and would always selfishly choose to go to a different world to accomplish each task if he could help it. Even gentle Rose was excited at the prospect of moving from Tipa to Destiny Islands. However, he at least managed to get a promise out of Ciel that the young child would not leave Destiny Island until she had at least finished her formal education. In return, though, Stiltzkin had to promise to teach her in preparation for that day and, once that day came, take Ciel with him so she could learn about the other worlds in person alongside him. Stiltzkin had hoped that the teaching part would have come a few years later, but Ciel’s constant questioning and pleading managed to prod the moogle into beginning when she entered junior high. He cunningly started with elemental magic, something he knew Ciel’s father had trouble with. He hoped that Ciel had inherited her father’s elemental handicaps. He was correct, and as dedicated as Ciel might have been to creating a tiny spark of fire, swirl of blizzard, or flash of thunder, she just could not succeed. For three years, he kept her busy. However, he did intend to start in earnest the lessons he promised during the summer of Ciel’s 14th year alive.

The Day of Destruction
The day began like any other lazy summer day. Ciel and Chibi spent most of it together, work in the mornings and fun in the afternoon. The skies were speckled with bright white clouds and Ciel caught sight of a few familiar faces on the beach when she and Chibi passed through. Yes, she wished Stiltzkin was around to teach her something new that would be helpful to her when traveling through the various worlds. However, her eagerness was kept in check by the knowledge that it would still be several years before she even had a chance. As per the deal with the two moogles, she was to finish school before any shenanigans. While disappointed with such a development, a little part of Ciel knew and understood why her surrogate parents were such spoil sports.

The only signs of catastrophe were some dark clouds Ciel and Chibi spotted towards the end of the day. Assuming it was just a storm, she warned her moogle mother about it and then helped everyone at the ranch prepare for the storm. It was a strange weather pattern for the season, certainly, but Ciel had handled storms before. She did not expect anything stranger than the usual tropical storm from it. Slightly uneasy with worry about how Chibi and the other chocobos were handling the rough weather, she nevertheless slept soundly with the knowledge that the barns all the chocobos were sheltered in would not doubt hold against the rough weather. After all, the sturdy wooden constructions had never failed once yet in Ciel's memory.

Elmina, however, felt something more. At first, she had taken Ciel's words, but as the storm steadily approached the islands, she could feel it herself, and she felt that it was not the normal storm. Unable to believe what she felt, she did not warn Ciel about it, but she also did not sleep. Rather, she was so wracked with worry that she could not sleep. The moogle, sensing the destruction that was to come, spent her waking hours packing nervously, hoping that all her work was for naught but being unable to write off her suspicions completely enough to stop packing.

The first chocobo cry proved enough to convince Elmina that her fears were real. What she felt from the storm, the incoming wave of darkness, would surely swallow the island. More chocobos cried out, causing even the slumbering Ciel to go into such a panic she was willing to run out into the storm with only her pajamas and bedroom slippers on. Elmina, however, stopped her daughter just in time and scolded the foolish child to dress fully and appropriately. Ciel, not having a moogle's intuition, was very confused at these orders. Sure, she had gone out without any protection, but it was considered normal to only toss on a thick jacket and some boots to be considered ready. To change completely into day dress to deal with a midnight emergency was strange. However, she listened without questions or complaints and returned to her room to change as quickly as she could.

When Ciel returned from dressing, Elmina was gone. The small moogle had gone out ahead of Ciel to tend to the panicked chocobos. She was going to save as many of them as she could. Ciel, left behind, figured that she ought to brave the storm herself. She struggled to open the door against the wind but did so with some difficulty, with the door slamming closed behind her the moment she released it. She trudged through the darkness, not fearing it as she trusted her ability to find Chibi's barn blind, but feeling it very strange nevertheless. Even the shouts she yelled out at the top of her lungs seemed to be swallowed by the dense darkness.

One more fateful step and Ciel no longer felt the ground beneath her feet. The wind she had been leaning into had also suddenly ceased. She felt herself fall with no hope of recovery, but there was no way she could have fallen. The ranch had been built on solid ground with no points to fall from. Then again, the fall itself was quite peculiar. It felt more like a dive than a fall, a dive to somewhere very specific.

PostPosted: Tue Feb 17, 2015 10:33 am


AldrickZearse
Name: Malach(Ma-lack)
Aliases: Mal
Species: Jumi
Homeworld: Bejeweled City [Destroyed]
Age: 152
Gender: Male

Appearance:
  • Height: 5'11"
  • Weight: 168 lbs
  • Body Type: Athletic/Muscular
  • Skin type: Tan
  • Eye Color: Dark Green
  • Hair Color: Light Green
  • Hair Style: Wavy hair slicked back, longer on the top and sided, shoter in the back, reaching only halfway down the back of the neck. Thick, has a kind of 'mane' effect. http://i102.photobucket.com/albums/m89/ByneNo1/Malachshair_zpsccd190f0.jpg
  • Accessories: Beaten bronze brooch, designed like a wing and worn on the vest
  • Unusual Markings: The Jumi are a race of humanoids whose souls (or hearts, depending on who you're talking to) are represented in the large, flawless crystals protruding from their chests. Each Jumi Core is of a different stone type. Malach's core is malachite, and appears mostly light green with bands of dark green that look almost black.
  • Clothing / Description: Malach wears a dark green vest with gold edging over no shirt. He also has fingerless gloves of the same color, as well as a dark green sashbelt that helps hold up his light green harem/poofy pants, of which have dark green 'cuffs' at the bottom, which hold the bottom of the pants above the ankles. His shoes look like they were made from gold thread, and he has a pair of matching armbands on his upper arms that alternate in dark green and light green spikes(dark starting from the top and going down to a point, light starting from the bottom and going up into a point). He wears his brooch on the right breast part of his vest. http://i102.photobucket.com/albums/m89/ByneNo1/MalachClothes_zps5828c04b.jpg


Theme Song(s):


Significant Trait: Protective
Quotes:
  • "Zuri? Are you alright?"
  • "Don't touch her."
  • "Doing that might cost you your hand."


Good/Evil/Other: Good
Element: Fire
Weapon: Spear
Job Class: Jumi/Gem Knight

Commands:
  • Spear Techniques- Techniques and attacks Malach has learned through the use of his spear.
    • Lancer- Malach stabs his spear forward, stepping into the attack, dealing decent damage to an enemy but also knocking them backwards.
    • Mighty Javelin- Malach leaps into the air and throws his spear into the ground in front of him, causing a small explosion of energy to deal damage to an area.
    • Twister- Malach spins himself and his spear fast and strongly enough to propel nearby enemies into the air and away from him. Deals wind damage and has a chance to cause Sleep.
    • Dragon's Bite- Malach jumps up and does a forward flip, using the momentum to add force to his attack as he throws his spear forward, attacking enemies in a straight line in front of him.
    • Furious Coptor- Malach leaps into the air and spins his spear hard and fast enough to create strong wind currents which blow down to the ground, then propel outward. Large area of effect, deals wind damage, however doesn't deal a lot of damage.
    • Nebulous Saucer- Malach stabs an enemy with his spear, then flips over the enemy. The blunt of the spear follows him as if magnetized, spinning the enemy along the ground(or ripping through them). Deals Space elemental damage.
    • Lancenator- Malach bashes into an enemy with his shoulder, then stabs the enemy with his spear while it's covered in green flames, dealing fire damage.
    • Cyclone Racer- Malach dashes forward, spinning his spear above his head, creating a 'razor wind' effect to enemies that come in contact with him or the spear. Deals wind damage.
    • Rewind- Malach throws his spear forward, letting it spin like a vertical disc, then knocks an enemy inbetween him and his spear, which 'rewinds' and spins itself back into Malach's hand, going through the enemy to get there. Deals Time elemental damage.
    • Fool's Play- Malach knocks an enemy into the air, and as they come down, him and a sudden double of himself attack the enemy from both sides with a small combo of spear attacks before the double vanishes. Can cause confuse status.
    • Holy Light- Malach raises his spear as a bright light seems to gather within it, then leaps up and swings his spear, sending large arrows of light in an arc in front of him. Deals light damage.
    • Triple Supremecy- Malach stabs an enemy with his spear, then tosses them up into the air. He then spins his spear above his head, letting the enemy land on that for the final blow of the combo. If successful, the combo can temporarily increase his strength, dexterity, and defense by a small amount.
    • Deadly Branding- Malach spins his spear, and copies of it fly in different directions. He then provokes his enemy, drawing their attention to him to attack him. When they do, he moves out of the way, and when the enemy steps into where he was standing(or he knocks them into it), the trap activates, and the spear copies come flying back and hitting the enemy. Leaves the enemy Provoked(strong chance of continually targeting Malach)
    • Chrome Ray- Malach performs a backflip, using the momentum to fling his spear into the air. He then knocks an enemy into position, letting the spear rain down and imaple them. Lowers enemy defense if successful.
    • Raging Fury- Malach does a combo attack against one enemy with such speed, it looks like he's not moving and copies of him are doing all the attacking. Has a chance of causing confuse and/or berserk.
    • Lo and Behold- Malach knocks an enemy up into the air, then leaps up, landing on them and jumping off of them to bounce them back to the ground, and then comes down full force with his spear to impale the enemy. Heavy damage, chance of paralysis.

  • Martial Art Techniques- Techniques and attacks Malach has learned to use when barehanded and weaponless.
    • Bloody Knuckles- Malach releases a powerful punch at an enemy, and temporarily increases his strength if it hits.
    • Jawbreaker- Malach swings his fist up into an enemy's jaw, attempting to shatter their jaw and render them unable to talk or focus. Can cause Silence
    • Moonsault Stomp- Malach leaps high into the air, arcing and turning his body in an open flip, then lands on his enemy feet first before bouncing off of them. Has a chance of stunning the enemy.
    • Mental Barrier- Malach focuses his inner energies, and releases them in the form of a large, transparent green orb that expands from his person with enough force to damage and push back any enemies near him.
    • Lightning Kick- Malach leaps forward, delivering an extremely fast kick. Chance of Stunning an enemy.
    • Sparkly Feet- Malach focuses his inner energies into his feet, then leaps up and delivers a flying dropkick at an enemy's face, the energy spilling out like glitter as he flies through the air. Chance of causing Blind.

  • Gem Magic- Jumi magic that stems from the core embedded in Malach.
    • Malachite Fireball- Malach creates and fires a green-colored fireball at an enemy, dealing fire damage.
    • Malachite Flames- Malach creates green-colored flames beneath an enemy that spout up in a small flame geyser, dealing fire damage.
    • Malachite Fire Spin- Malach creates four green fireballs that quickly spin around him, for a moment, dealing fire damage to enemies that are close to him.
    • Malachite Dust- Malach creates and spreads malachite dust, dealing poison elemental damage and having a chance to inflict the Poison status.

  • Magical Instruments- Instruments made special not by their materials, but by the essence of spirits that are contained in them, allowing for beautiful music or magical spells(or both at once)
    • Duskflute- Pan flute containing the essence of a Shade, a darkness spirit. When used offensively, it sends out a blast of liquid shadows in a straight line from Malach in two directions opposite each other(front and back, left and right), dealing magical darkness damage to enemies it hits.

Supports:
  • Twin Bond- Azuria and Malach are a constant, encouraging boost to each other. Any time the two are in close physical proximity, Malach is granted the Bravery buff, temporarily increasing his attack power, and Azuria is granted Protect, temporarily increasing her defensive abilities. The effects immediately end once they are no longer physically close to each other.
  • Mental Defense- When any ally is physically close enough to Malach, they gain resistances to the following status ailments: Berserk, Charm, Confusion, and Fear. The resistance boost ends once they are no longer physically close to Malach.
  • Malachite's Protection- Malachite is typically used to counteract self-destructive romantic tendencies and help encourage true, pure love. Possibly because of this, Malach has an immunity to Charm.


Limit Breaks:
  • Blue Dragon - Malach charges up his inner energy, strong enough to cause the image of a dragon to appear around him, and thrusts his spear forward, releasing a large beam of blue energy forward to damage enemies, while using the residual 'charge' to temporarily boost all his stats.
  • Malachite Energy Blast- Malach focuses his inner energy and his gem magic onto his spear, creating a exceedingly large blade of energy to cover and extend from his spear. He then can either thrust or swing it for a single attack, dealing a massive amount of damage, and then the energy dissipates.


Strengths: Good reach with weapon, versatile(spear, some martial arts, some 'gem magic')
Weaknesses: Glaring weakpoint(Malachite Core), more worried about Azuria's safety than own

Personality: Malach has a bit of a 'presence' to him. Mainly because he tends to just stand there, towering over people talking to him(if he's tall enough), and barely talking at all. Mainly because he tends to not feel all that comfortable talking too much with people save his sister. Unless he's interacting with his sister, he tends to seem angry when people try to approach him, even though he's really not. It's mainly the fact that his neutral face is kind of pissy looking. Though, with his sister, he tends to laugh, smile, and seem like a normal human(oid).

The Jumi has a bit of a temper, though, even with his sister. Mainly because as much as he wants to protect her, she tends to try befriending the wrong kinds of monsters. He tends to get extremely pissed when anything goes after his sister in an aggressive way, going so far as to sometimes even start fights with people that didn't even want to touch her.

While he is always attemptitng to be alert to possible threats, he does sometimes seem calm and relaxed if no one seems to be around him in his perception. Some even might witness him pulling out his set of pan flutes, playing them to himself, his sister, and/or her pets.
Flaws: Socially awkward, closed off, slightly hot-tempered, overprotective of Azuria
Likes: Music, Pancakes(with maple syrup), Squalphin(squash)warm and sunny days
Dislikes: Random people touching him, chores he finds 'inane'(like making beds), Bumper(Azuria's pet Rabite), Diceberries(also rasperries)
Fears: Losing his Guardian/Sister, Magicians

Family: Azuria(Twin sister), Turise(Mother), Larry(Father)

Bio: Once there was a bustling city full of light and laughter. The city was beautiful, of fancifully carved stone and intricately integrated water features, with gemstones gleaming brightly from every surface. Its inhabitants were brave and caring folk, half warriors known as Knights, and half healers known as Guardians. These inhabitants were the Jumi, a race of humans whose souls had crystalized into large gemstones protruding from their chests. These gemstones are fragile compared to their earth-born cousins, and any damage to the stone, the core, would damage the Jumi. Removing the core resulted in death.

The city was run by a council of Jumi, both Knights and Guardians of highest regard. Above them ruled the Clarius, the most powerful Guardian of all the Jumi. The Clarius and her Lucida Council were fair and just, and the city prospered. Many people from distant lands came to the city, knowing it to be a haven of serenity and healing, and were welcomed with open arms.

The Jumi healers were renowned far and wide for their healing powers, specifically the healing powers of their tears. Jumi tears could heal nearly any wound, cure any illness. There were even rumors of Jumi tears powerful enough to reverse death. However, dark sorcerers heard of these Jumi and their miraculous healing powers, and sought to ensnare that magic for themselves. War broke out, driving the Jumi from their home, and the city lay abandoned for many years. Eventually the war came to a close, and the scattered Jumi began to migrate back to their home, only to close themselves in and the world out. The power of their tears began to fade. Then, soon, so did the flow of tears. Now, no Jumi is capable of crying, for their hearts were hardened and their healing magic was closed off for all time.

Fifty years ago, the Bejeweled City was besieged again, this time by mindless, terrible creatures known as the Heartless. The Heartless, brought to the City by the concentrated greed of evil sorcerers, were terrifying to the Jumi. They understood jewel hunters, despicable beings that hunted the Jumi solely for their cores and the supposedly magical properties—or worse, simply as trophies and jewelry. But the Heartless cared not for baubles, and killed seemingly for the pleasure of it, leaving the cores behind. Few Jumi escaped, and the city was abandoned once again. In the chaos and terror of the Heartless attack and this final evacuation of the Jumi, many were lost, among them the Clarius.

For fifty years, azurite Guardian Azuria and her twin brother, malachite Knight Malach, have been traversing the worlds searching out other Jumi. They had managed to procure themselves one of the Jumi pilgrimage ships, thanks in large part to some well-paying mercenary work Malach had taken on. Azuria collected information and learned how to heal without the use of magic. Once the two had found their brethren and reunited their race with the Clarius, they planned to take back their homeland.

No matter the cost.

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
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fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Tue Feb 17, 2015 10:34 am


Mizu_Kage_Hikari
Name: Azuria
Aliases: Zuri (by her brother), Riri (most often by children)
Species: Jumi
Homeworld: Bejeweled City [Destroyed]
Age: 152
Gender: Female

Appearance:
  • Height: 5'1"
  • Weight: 98lbs
  • Body Type: Small and slender
  • Skin type: Tan, slightly roughened from travel
  • Eye Color: Green
  • Hair Color: Blue
  • Hair Style: Thick with a wave, almost a curl, trailing down to mid-back. Two braids on either side of her head, one starting at the temple and one behind her ear, meeting in back of her head and trailing down.
  • Accessories: Large messenger bag mostly used for storing herbs and medicines, though it does contain a basic first-aid kit as well
  • Unusual Markings: The Jumi are a race of humanoids whose souls (or hearts, depending on who you're talking to) are represented in the large, flawless crystals protruding from their chests. Each Jumi Core is of a different stone type. Azuria's core is azurite.
  • Clothing / Description:
    • Clothing: Azuria wears a deep blue, loosely wrapped shirt belted with a teal-colored sash, blue-black harem-pants, and a large, sheer, sea-green scarf draped loosely about her neck and shoulders. On the left side of her head she wears a beaten bronze wing-shaped medallion with fine chains hanging from it, a gift from her brother. Her shoes are sturdy leather with blue and green beaded embroidery.


Theme Song(s):


Significant Trait: Calm
Quotes:
  • "Just a moment, please."
  • "Oh?"
  • "Now, now, just take a deep breath… Okay, now let it out… There you go."


Good/Evil/Other: Good
Element: Wind
Weapon: None
Job Class: Guardian/Healer

Commands:
  • Pets- Azuria is an avid monster breeder, and will often be seen with one of her "babies" in tow. Depending on which pet is with her, she (and sometimes her brother) are defended by the tame monster.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Big Baby pet, Leo, is with her, it will defend her by attacking with a stream of bubbles, hitting things with its tail, or viciously head-butting. Leo has also been known to toss smaller creatures around using its snout, similar to a seal at a circus.
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      When Azuria's Cockatrice pet, Richard, is with her, he will defend her with everything he has—pecking, clawing, biting things with his snake tail, you name it, Richard does it. Aside from being incredibly violent, though, he is able to nullify any petrification attempts on his master—and Malach as well. When not acting like an unholy terror and ripping things to shreds, Richard is extremely cuddly, and especially likes getting scratches on his fluffy, yellow-feathered chest.
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      When Azuria's Dainslaif pet, Excalibur, is with her, she is protected from most physical attacks, as the pet will go into its "shield form" whenever it feels Zuri is threatened. Excalibur will also attack by moving its body as if someone were actively wielding it. Excalibur will allow himself to be used as an additional weapon by Malach on occasion.
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      When Azuria's Lullabud pet, Lillymon, is with her, she will defend her master with whip-like roots, clouds of poisonous spores, and biting. Who knew plants had teeth?
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      When Azuria's Poto pet, Cupid, is with her, it will defend her by licking anything and everything (usually Malach). He doesn't quite understand the concept of "master's in danger, gotta protect her," he just likes to lick things. Except dragons, he hates dragons, and will usually team up with Malach to take them down. Mostly, though, Cupid just sleeps.
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      When Azuria's Punkster pet, Ba'al, is with her, he will summon small-scale cyclones to attack. Ba'al has also been known to bite and claw, but his favorite means of attack is with his cyclones. Often Ba'al will ride the cyclone's winds as a kind of self-made carnival ride, and when combining the cyclone with his needle-sharp teeth and claws, he can be a devastating opponent. He doesn't seem to listen to anyone but Malach, but is still super protective of Azuria. If he thinks someone is so much as annoying Azuria (which he is a terrible judge of), he will find some way to drop worms on whatever is bothering her. Zuri is pretty sure he pulls the worms from an alternate dimension, actually…
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Rabite pet, Bumper, is with her, he will bite pretty much anyone and anything that gets too close, unless told not to by Azuria. Mal is the exception, he gets bit no matter what. Bumper will also temporarily stun small or weak creatures by shooting tiny golden stars at them from his eyes. Bumper has also been known to root around and dig up candies to restore any lost health.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Rattler Boa, Ted, is with her, it will defend her by biting at anything that gets too close, or wrapping itself around whatever is threatening its master and crushing it. If Malach so chooses, he can coat his weapons in the Rattler Boa's venom, adding Poison to his attacks.
    • User Image - Blocked by "Display Image" Settings. Click to show.
      When Azuria's Shadow Zero pet, Doppel, is with her, nothing is safe. Doppel is surprisingly proficient in martial arts, considering he's about knee-high to a grasshopper. He's surprisingly strong, able to flip creatures ten times his mass. He hits hard, and he hits fast. His favorite activity is sparring with Malach. Neither Mal nor Zuri need fear the darkness with Doppel around.
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      When Azuria's Silkspitter pet, Weevil, is with her, she's protected by iron-strong strings of silk woven by her little friend. Weevil can use these strings to attack or defend, but usually she just trips things. She's too tiny to do much effective attacking. Every now and then Azuria will find delicate, decorative webs in her shoes.
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      When Azuria's Skydragon pet, Viridian (or Viri when he's not getting in trouble), is with her, things will be dive-bombed indiscriminately. Or maybe he's just playing?
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      When Azuria's Specter pet, Peeves, is with her, she's protected by pretty much everything getting slapped. Actively attacking? Slap. Looking threatening? Slap. Doing anything except approaching in a calm, collected manner and showing proper deference to Peaves' master? Slap. Slaps may or may not be administered via pies at no extra charge. One bonus of Peeves? Pie. Usually fresh, but only for Zuri and Mal. Another bonus? Somehow Azuria and Malach are kept nice and toasty whenever he's around, which prevents either of them from being frozen.
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      When Azuria's Tomatoman pet, Roma, is with her, he will protect her by either breathing fire at anything threatening his master, or by latching onto the threat and sucking its blood. Roma is also known for head-butting, but this is mostly failed attempts at bloodsucking. He's quite eager to help Malach out in battle by setting his weapons alight. Azuria still isn't sure if this is the Tomatoman actually trying to be helpful and failing miserably, or simply fits of impishness.

  • Aero/Aerora/Aeroga- A shield of wind around a single target. Repels some attacks, but doesn't do any additional damage unless debris is picked up, and even then it's minimal.
  • En-Light/Lightra/Lightga/Lightza- Zuri can add a Light element to an ally's weapon(s). -ra increases the limit to three allies, -ga to ten, and -za affects all allies.
  • En-Water/Watera/Watega/Wateja- Zuri can add a Water element to an ally's weapon(s). -ra increases the limit to three allies, -ga to ten, and -za affects all allies.
  • En-Wind/Windra/Windga/Windza- Zuri can add a Wind element to an ally's weapon(s). -ra increases the limit to three allies, -ga to ten, and -za affects all allies.
  • Crouch- A defenseless crouch, but it allows Azuria to restore minuscule amounts of her HP if needed.
  • Cheer- Adds the Valor Buff to a single ally, and brings the ally a little bit closer to Limit Break. Limit Break effect is stackable.
  • Cure/Cura/Curaga- A restorative spell, the stronger the cast the more HP is restored.
  • Esuna/Esunaga- A spell to cure any curable status ailment. Esuna affects a single ally, while Esunaga affects all allies.
  • Jumi Tears- Azuria sheds a single tear, which can heal all wounds and cure all negative status ailments of one ally.

Supports:
  • Status Recovery- When any ally gets near enough, low-level status ailments (easy and medium) are instantly cured.
  • Twin Bond- Azuria and Malach are a constant, encouraging boost to each other. Any time the two are in close physical proximity, Malach is granted the Bravery buff, temporarily increasing his attack power, and Azuria is granted Protect, temporarily increasing her defensive abilities. The effects immediately end once they are no longer physically close to each other.
  • Azurite's Ward- Due to the nature of her core, Azuria is immune to the Poison and Toxic ailments.


Limit Breaks:
  • Healing Wind- Azuria summons a powerful wind to sweep the field, restoring all allies to full health and removing all status ailments. Will also cause minor damage to undead creatures and/or creatures weak to the Wind element.
  • Teardrop Crystal- Azuria sheds a single tear, which crystalizes and releases a massive wave of healing energy, healing all wounds and removing all negative status effects. This spell affects all Jumi, and non-Jumi allies, and has no limit of range. This spell can even fully revive all Jumi who have been killed—peaceful deaths or natural causes are not revived. If a non-Jumi ally has recently been killed and their soul is not trapped in the underworld, their life can be restored as well. This is Azuria's ultimate Limit Break. In order for this break to be activated, Azuria must sacrifice her own life. The only way to revive Azuria after this Limit Break has been activated is with the healing tears of the Clarius.


Strengths: Healing, morale boost, curing and resistance to status effects
Weaknesses: Any and all forms of combat

Personality: Azuria is calm and serene; nothing much phases her. She can keep her head in an emergency and is the perfect person to talk to when you're troubled. She isn't physically strong, but she makes up for it with a powerful personality. Though most would call her meek or timid due to her non-combative nature, she is tough as nails. She is a very motherly person, always willing to heal a hurt or lend a shoulder to those in need. She is intelligent and intuitive, often offering insights to situations that almost seems to come from the divine. She has a slightly odd sense of humor, mostly revolving around straight-faced sarcasm. She loves animals—Malach would say she loves them to a fault—as well as children. She has hopes of finding a nice man to settle down with after her people are reunited.
Flaws: Deadpan snarker, determinator, crazy cat monster lady, heavy sleeper, naive animal lover
Likes: Animals, gardening, traveling, meeting new people, Springananas (she's discovered a delightful thing called bananas that are equally delicious), heart-mint tea (peppermint tea is almost as good)
Dislikes: Magicians, butter, the crunch dry leaves make when you step on them, animal abuse
Fears: Losing her brother, being alone

Family: Mother: Turise (Turquoise Knight)
Father: Larry (Larimar Guardian)

Bio: Once there was a bustling city full of light and laughter. The city was beautiful, of fancifully carved stone and intricately integrated water features, with gemstones gleaming brightly from every surface. Its inhabitants were brave and caring folk, half warriors known as Knights, and half healers known as Guardians. These inhabitants were the Jumi, a race of humans whose souls had crystalized into large gemstones protruding from their chests. These gemstones are fragile compared to their earth-born cousins, and any damage to the stone, the core, would damage the Jumi. Removing the core resulted in death.

The city was run by a council of Jumi, both Knights and Guardians of highest regard. Above them ruled the Clarius, the most powerful Guardian of all the Jumi. The Clarius and her Lucida Council were fair and just, and the city prospered. Many people from distant lands came to the city, knowing it to be a haven of serenity and healing, and were welcomed with open arms.

The Jumi healers were renowned far and wide for their healing powers, specifically the healing powers of their tears. Jumi tears could heal nearly any wound, cure any illness. There were even rumors of Jumi tears powerful enough to reverse death. However, dark sorcerers heard of these Jumi and their miraculous healing powers, and sought to ensnare that magic for themselves. War broke out, driving the Jumi from their home, and the city lay abandoned for many years. Eventually the war came to a close, and the scattered Jumi began to migrate back to their home, only to close themselves in and the world out. The power of their tears began to fade. Then, soon, so did the flow of tears. Now, no Jumi is capable of crying, for their hearts were hardened and their healing magic was closed off for all time.

Fifty years ago, the Bejeweled City was besieged again, this time by mindless, terrible creatures known as the Heartless. The Heartless, brought to the City by the concentrated greed of evil sorcerers, were terrifying to the Jumi. They understood jewel hunters, despicable beings that hunted the Jumi solely for their cores and the supposedly magical properties—or worse, simply as trophies and jewelry. But the Heartless cared not for baubles, and killed seemingly for the pleasure of it, leaving the cores behind. Few Jumi escaped, and the city was abandoned once again. In the chaos and terror of the Heartless attack and this final evacuation of the Jumi, many were lost, among them the Clarius.

For fifty years, azurite Guardian Azuria and her twin brother, malachite Knight Malach, have been traversing the worlds searching out other Jumi. They had managed to procure themselves one of the Jumi pilgrimage ships, thanks in large part to some well-paying mercenary work Malach had taken on. Azuria collected information and learned how to heal without the use of magic. Once the two had found their brethren and reunited their race with the Clarius, they planned to take back their homeland.

No matter the cost.
PostPosted: Sun Mar 08, 2015 8:37 pm


Banshee Coffinnightmare
Name: Thalassa
Aliases: Thal, Lass, both of which she's not fond of
Species: Human
Homeworld: Aseavan [Alive]
Age: 26
Gender: Female

Appearance:


  • Height: 5'4"
  • Weight: 162 lbs.
  • Body Type: Medium build, short
  • Skin type: Smooth, lightly tanned
  • Eye Color: Blue
  • Hair Color: Light brown
  • Hair Style: Either let down competely or braided to one side with many strands hanging loose.
  • Accessories: Moon Charms - bracelet with moon and star symbols.
    Fire Ring - Reduces Fire damage by 20% and slightly increases defense.
  • Unusual Markings: Crescent moon tattoo on her right shoulder
  • Clothing / Description: Thalassa wears a blue silk fold-over shirt tied with a sash and patched-up black cotton pants, along with a large cloth wrapped and tied around her head. She also wears brown leather sandals and matching bracers on each arm, as well as a black scarf with purple moon and star symbols.

Theme Song(s):


Significant Trait: Determination
Quotes:
  • "Treasure? Now I'm interested."
  • "I'm helping them because it's what my heart tells me. Simple as that."
  • "I'd rather not overthink it. It's better to just run with the wind."


Good/Evil/Other: Good
Element: Ice
Weapon: Abyssal Jewel - A keyblade which brings out the innate abilities of its wielder in a pinch.
Job Class: Keyblade Wielder/Treasure Hunter

Commands:

    Skills
  • Mermaid Kick - Swim through water faster than usual.
  • Dash- Take off at a sprint twice her normal speed for a very short time. Requires a long moment to catch her breath afterward.
  • Mix- Mix two different items to create a different item. - Lv. 1 - 20% chance of success.
  • Icebrand- Charges Ice-elemental magic into her weapon for a more powerful strike. Cannot be used in combos.
  • Lucky 7- Inflicts either 7, 77, 777, or 7777 damage on a single enemy. {Random number generator: 1 through 5 = 7, 6 through ten = 77, 11 through 15 = 777, 16 through 20 = 7777}


Magic
  • Blizzara- Medium ice damage.
  • Water - Minimal water damage.
  • Aero - Casts a protective wind barrier around the target.
  • White Wind - Heals party members' HP. Amount is based off of the caster's own HP.


Supports:

  • Find Passages- Her sharp eye allows her to spot hidden or enchanted rooms and other invisible objects without the use of an item or magic.
  • Alert- Makes it easier to detect an attack from behind.

    Hidden Abilities - These are hidden Supports that are only active when Thalassa's HP is below ten percent.
  • Magic-Berserk- Unable to control herself and the only actions she can take are casting offensive magic, anywhere and at anyone. This status will continue until the battle is over or she is knocked out or otherwise dispatched.
  • Half MP- Uses half the usual required MP to cast spells.


Limit Breaks:

  • Coldsnap - Charges Ice magic into her weapon and spins around, creating a spiral of arctic wind that sends huge ice crystals outward from the spiral in all directions. Costs all remaining MP.


Strengths: Magical strength | High stamina | High speed
Weaknesses: Magic (especially Fire) | Reckless | Highly susceptible to status ailments

Personality: Having had to put up with doing as everyone else told her all her life, Thalassa rarely lets others give her orders now that she is free to move around the world as she will. She isn't the type to bow her head or kneel to anyone often - she is a confident person who rarely resorts to shouting or raising her voice, even when she's angry or frustrated. That being said, she is a very friendly person, at least to those who respect her individuality. But nine times out of ten, rather than spending time with friends, she'll be out hunting for treasure from one corner of Aseavan to the next.
Flaws: Overconfident, Stubborn, Idealistic, Heavy daydreamer, Tender-hearted, Untrusting, Obsessed with success, Obsessed with treasure, Supersticious, Hyperactive
Likes: Treasure, adventure, water/swimming, music, coffee, animals, hanging out with the merpeople
Dislikes: Being on dry land for too long, sitting still in one place, being bored, being told what to do, seeing animals in cages or being mistreated
Fears: Failure, settling down/being stuck in one place, losing her treasure collection, trusting people or putting her whole heart into something

Family: Mother, father, grandparents, and three brothers, all alive, though she hasn't seen them in some time.

Bio:
The young woman's life has mostly been filled with people telling her what to do and pointing her in whatever direction they choose. She was born on the island of Gale, where cold lasted longer in the year than in most other places, and she was surrounded by boys in her family - strong boys who had a habit of picking on their sister. Instead of curling up in a corner, she became tough and cold as the land of her birth, and became accustomed to giving out a fierce stare wherever she went. As everything was shared in the family and she had little to no privacy, she took to collecting small things such as rocks and old coins and placing them in a tiny bag she held on her person, keeping them to herself as a sort of treasure collection. She had no problem helping her father and mother with their work - chopping wood, fishing, constantly clearing snow from the front of the house - but there came a day when a stranger came to the island, clad in purple robes none of them had ever seen before. As he walked through their small town, he looked down at the tiny girl that she was - only six years old - and smiled softly at those mean eyes.
"You'll do."
After speaking with her parents for the longest time, it was decided that young Thalassa would go to live with the old wizard - for that was what he was - and learn from him to become his heir. The old man lived on a closeby island that she had never known to exist, and though it was close to her wintry birthplace, it hardly ever snowed in this new home of hers. They were the only human inhabitants of this island, and they lived in a grey stone tower that seemed bound to collapse at any moment. Regardless, it lasted all the years in which she lived there, learning not magic, but more work. Every day was spent cleaning the tower or tending to the old man's garden, and once a day, he would tell her to follow him to a fenced-in area behind the tower. This was where he taught her to defend herself - not with magic, but with her hands and feet.
This went on for many years, and the longer it lasted, the more frustrated she became. When she was twelve years old, the wizard called her to his room to tell her that he was dying, and gave her the task of traveling to a land called the Frozen North to find a hermit that would complete her training. He gave her a map to guide her way, and told her that his island now belonged to her, if she chose to keep it... then he drew his last breath. A huge gust of wind picked her off of her feet and threw her out of the tower, and the doors sealed shut, seemingly never to open again. With the map in hand, she picked a few vegetables from the garden for the road, and hopped in a boat and rowed away.
After braving the harsh cold of the forests in the Frozen North, she arrived at the foot of a tall mountain, which she spent several days attempting to climb, somehow succeeding in the end. Near the summit, she entered a well-lit cave to find a middle-aged woman who introduced herself as a former friend of the wizard. After having the child as a guest for several days, she came to her decision.
"You'll do."
Instead of "beating around the bush", as Thalassa claimed the old man had, the hermit went straight to teaching her magic spells. Within three years, the woman announced that she had taught the girl everything she needed, and that she must now teach herself. She gave her a scarf to help her in the cold outside, and a strange bracelet with moon and star symbols for whatever reason Thalassa could only guess, and bluntly told her to leave.
From that moment on, she traveled the world as she willed, doing whatever her heart desired - which was usually hunting legendary treasure in the vast forgotten corners of the world. As she wandered the world, her hard exterior began to soften a bit, making friend-making a lot easier than it had been. Though she visited her family, she could no longer bear to stay in Gale for more than a moment. When she finally decided to have a place to call home when taking a break from her travels, she returned to the wizard's island and gazed upon the sealed tower, touching the stone walls as if it might have some magical effect. Though she was locked out, she was still intent on living on the island.
"Home sweet home."
By the time she turned eighteen, she had built a tiny wooden cottage near the tower, where she spent her days when not out adventuring. It was at this time that a man wearing a strange mask visited her, and offered training to her in an art with which she was unfamiliar. It was shortly after this that her heart was bound to a weapon somewhat like the one claimed by this new tutor of hers: a Keyblade.
"You'll do."
For eight long years, he has been coming and going, giving her lessons in the use of the blade and disappearing again. Though she could never find him in all of her travels through Aseavan, he could find her. And he always did, all the way to her twenty-sixth birthday, when her training was drawing to a close...

Sample Post:

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PostPosted: Sat Apr 11, 2015 6:49 pm


Kaegoe
User ImageName: Kay'la Yukinekove
Aliases: Kay, Warrior of Light
Species: Miqo'te
Homeworld: Eorzea [Alive that she knows of]
Age: 25
Gender: Female

Appearance:
  • Height: 4'11"
  • Weight: 120lbs
  • Body Type: Athletic
  • Skin type: Fair
  • Eye Color: Right blue, left pale yellow
  • Hair Color: Black with brown highlights
  • Hair Style: Wore in high pigtails and bangs and hair going down the side of her face.
  • Accessories: A sapphire ring on her left hand.
  • Unusual Markings: Light brown a large brown line on both her cheeks and two going down her forehead. A line scar across her nose and her right cheek. And black cat like ears and a cat like tail with brown on the tip.
  • Clothing / Description: The picture has it all.

Theme Song(s):


Significant Trait: Sarcastic
Quotes:
  • "Meow"
  • "Hydaelyn save us."
  • "Know what if you can do it any better, go sing your own songs and don't go crying to me."


Good/Evil/Other: Good
Element: None
Weapon: Bow (Artemis bow)
Job Class: Bard

Commands:
  • Circle of Fire- A flame charged arrow is shot at the ground and a circle of fire of about 5 feet in distance around it which will last for 3 posts.
  • Poison shot- An arrow charged with poison is shot at the target.
  • Charged Arrow- An arrow with her energy, longer it is charged more damage it does.
  • Rain of Death- Kay'la shoots arrows into the sky that charge energy before they fall in a shower onto the target enemy and those around it.

  • Songs-Songs sung by Kay'la to aid the battle, due to also shooting and concentration on the battle she can only sing one song at a time.
    • Song of Healing- Kay'la's sings a peaceful song that heals her nearby allies, lasting as long as she sings. (regen)((Can only sing one song at once)
    • Song of Power- Kay'la's voice rises up to aid an ally, increasing their next spell/attack's power by 10%
    • Voice of Heart- A song that heals allies of esunible ailments.
    • Screech- A song that damages an enemy. (poison)
    • Hasty Voice- A song that hastes nearby allies.
    • Sad Song- A slow song that slows an enemy down. (slow)

Supports:
  • Concentration- With great focus, Kay'la can continue singing while flinging arrows at her target.
  • Quick Nook- If not using a skill (such as poison shot) Kay'la will still shoot multiple arrows (2-3) at her target.


Limit Breaks:
  • Song of Life - Kay'la sings a song with all her power reviving allies nearby and restoring full health and magic to them. (Healing and magic restoration doesn't apply to Kay'la)


Strengths: Able to shoot and damage from a distance. Mobile.
Weaknesses: Unable to defend from close ranged attacks.

Personality: Sarcastic and brash to a fault and is not afraid to speak her mind and tell someone the truth. Though she seems hateful and mean, she is loyal. Kay'la will stand by her allies side to the end. Hard out of the mind of survival. She will protect and serve, but will never get too close to anyone.
Flaws: Hard, Indifferent, Withdrawn
Likes: Singing. Walking in forest areas.
Dislikes: Wine and large gatherings
Fears: Her past

Family: A older brother on her home world

Bio: A wandering warrior of her world. Once called a hero, she now runs as a fugitive from a crime she denies any involvement in. After barely escaping, leaving her friends behind. On the journey to both hide from those who would imprision her while searching for a way to clear her name. Kay'la has since been swept away into darkness. Now lost into unknown a different world. Now stranded, she is set on finding her way to her home and clear her name
PostPosted: Mon Jun 29, 2015 10:26 pm


ShadeKyubi
User Image
Name: Remias Lacode
Aliases: Rem, Remi, Re-Re [Family Only]
Species: Red Fox
Homeworld: Ragyah [Dead]
Age: 19
Gender: Male

Appearance:
Art & Character [C] ShadeKyubi
DO NOT Edit, Redistribute or Use without permission from Owner
  • Height: 4'6
  • Weight: Light
  • Body Type: As pictured
  • Skin type: As pictured
  • Eye Color: As pictured
  • Hair Color: As pictured
  • Hair Style: As pictured
  • Accessories: As pictured plus a Silver Pocket-watch
  • Unusual Markings: As pictured
  • Clothing / Description: A long silvery-white hooded robe with a silver materiel upon the edges, silvery grey trousers and boots, Remias' clothing is enchanted with Bane of the Fated Ones

Theme Song(s):


Significant Trait: Fierce/Calm
Quotes:
  • "You say you are here because of Fate; but it's not why I am here"
  • "Light...Dark...ALL OF YOU ARE TO BLAME!"
  • "It's your fault...You're the reason I can't see them!"
  • "Guh! ah AHHHHHHHHHHHHHHHHH!"


Good/Evil/Other: Chaotic Neutral
Element: Time
Weapon: Bladed Ring [Soulbound, Bane of the Fated Ones]
Job Class: Time Mage

Commands:
  • Stopga- Creates a large sphere which inflicts Stop upon enemies within it's confines at the instant of it's completion
  • Dispelga- Creates a magical burst which Dispels magical effects within a large radius of the targeted point
  • Testament- Creates a magical ripple that disrupts the target's memories; inflicting Time damage and Confusion, someone "killed" by this attack will lapse into a coma instead as the damage is mental rather than physical
  • Bizzara- Fires a piercing icicle at the target
  • Ice Dance- Creates four large shards of ice around the caster and a fifth above their head; the caster then floats towards the target and performs a combination attack with the fifth shard as the over four shards spin around them before ending with an overhead blow with all five shards
  • Decay- Interferes with the targeted object's timeline; causing it to age one hundred years in an instant; doesn't work on enchanted, awakened or soulbound objects
  • Acceleration Glyph- Creates a glyph that triples the velocity of any physical thing that passes through it; note the following two things; 1: if a held object is moved into the glyph without the holder following it will likely fly out of their hand, 2: if only part of someone's body is moved through the glyph it will likely result in damage to that body part
  • Stop Barrier- Creates a barrier of magic for a moment to deflect attacks;, anyone who hits it with a melee attack will be inflicted with Stop
  • Slow Pulse- Generates a pulse of magic that inflicts Slow to enemies in a small area around the caster
  • Clock Breaker- Accelerates the rate at which the target's body consumes energy [inflicts Doom]


Supports:
  • Bane of the Fated Ones- Remias is capable of enchanting a piece of equipment to have the ability to react to a keyblade's presense causing it deal more damage to someone using a keyblade or to reduce the damage a keyblade deals
  • Lucky for Some- Decreases the LUK of enemies temporarily upon inflicting damage to them; the victim's LUK gradually returns to normal but decreases even further if they are hit again, exact effects are as follows
    1] the victim's ailment resistance decreases
    2] the victim's critical hit rate goes down
  • Eternal March- Remias is immune to the following aliments; Stop, Slow, Doom, Frog
  • Unstable Body- Remias is vulnerable to the following aliments; Sap, Toxic, Poison, Cripple, Disable, Sleep, Pain
  • MP Hastega- Remias recovers MP rapidly once his MP is fully depleted


Limit Breaks:
  • Summon: Fumages - Summons a powerful spirit that launches a powerful Magic attack on all enemies at the start of the next three turns [[pronounced Fu.Ma-Ges like guess]]
  • Terminal Strike - Performs a punch or kick while accelerating it's movement far beyond it's normal performance ability, though it deals incredible damage it tears apart the used limb's muscles preventing it's further use without extensive healing


Strengths: Very high AGI/MAG/RES, Attacks and moves rapidly, Multi-hit basic attack combos, High critical hit damage, Has studied keyblades at length and thus has knowledge of their nature
Weaknesses: Very low HP, Low STR/VIT, Suffers random attacks of extreme pain,The knowledge he has of keyblades may make him a target, his lack of control over Light/Dark prevents him from fully using his knowledge of keyblades

Personality: Serious, Fierce, Determined, Bitter, Obsessed, Calm, Analytical, he often mentions his sister, His mind is starting to become Unstable as it is proving that his obsession isn't enough for him to live on alone [Hints of this can often be seen in Remias' bursts of rage]
Flaws: See above
Likes: His Family, Nature, Studying, Dancing, Swimming, His Tail-Rings
Dislikes: Keybladers/Keyblades, Fire, Very Noisy Places
Fears: Disease, That someone will enter Kingdom Hearts, His attacks of pain

Family:
Mother: Jalia: Deceased
Father: Toruras: Deceased
Younger Sister: Kalia: Deceased

Bio:
In the beginning the World was whole and full of light; but people came to desire that light for themselves; the darkness emerged from their hearts and consumed the World, the World was restored by the Light in the hearts of children but it fragmented into pieces and these pieces became worlds of their own,
ages passed and a certain fox was born; despite legends of "keys that destroyed the world" he grew up happily and upon discovering an affinity for magic he went to study at the Horin Academy, one day when the youth was visiting his family when those who still wished to make the Light their own executed a plan to summon the door once more; the area was devastated by the resulting clash of light and dark leaving only the shredded body of the young fox and the weapons of the greedy ones, seeing the explosion even from far across the world the mages of Horin academy hastened to the area and upon reaching it they found the body of Remias buried underneath the remains of his father; they wasted no time in bringing the body of their apprentice and the weapons back to the academy, Once Remias awakened the mages told him the story of the war before revealing that his family was dead; The young fox spent days in shock barely reacting to anything around himself; after a few days Remias took one of the weapons to one of the labs without a word to anyone and began to study it; while he did this the mages noticed the devastation caused by the battle had began to spread; gradually consuming their world, Noting that only enough land could be protected to sustain a few people a plan was conceived; to build a gate and send most of the population to the future while a select few stayed behind to heal the planet, shortly after the gate was built Remias took one of the academy's "White Ray" ships and went through the gate where he found a terible sight; something had gone wrong and nothing of his world remained; even the gate itself was gone, Remias spent some time weeping for his fallen world before turning towards the weapon he had brought into the future with hatred filling his heart; he would finish learning how to destroy the weapons and their wielders and he would prevent anything else from being destroyed by the Keyblades and their wielders

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PostPosted: Mon Oct 12, 2015 4:22 pm


Soxyl
New Generation Template
Name: Wabaline Purlane
Aliases: Wabaline
Species: Tauren (bull-like humanoid)
Homeworld: Azeroth [Alive]
Age: 35
Gender: Male

Appearance: {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
User Image - Blocked by "Display Image" Settings. Click to show.
  • Height: 6'6"
  • Weight: 320 lbs
  • Body Type: Muscular
  • Skin type: Gray
  • Eye Color: Blue
  • Hair Color: Black
  • Goatee: Made into two braids
  • Accessories: Nose Ring
  • Unusual Markings: A White Tattoo on his right arm.
  • Clothing / Description: Bull-like humanoid who wears heavy armor

Theme Song(s):


Significant Trait: Determined
Quotes:

  • Allow good things into your heart.
  • Darkness will not win.


Good/Evil/Other: Good
Element: None
Weapon: Axe and Shield
Job Class: Paladin

Commands:
  • Rampart- Temporary boosts Wabaline's defense by 10% for two turns.
  • Quick Swipe- A swipe that does 40% of normal damage but has higher chances of hitting the opponent.
  • Shield Throw- Wabaline lobs it towards the opponent dealing 120% of normal damage.
  • Cure- A spell that restores health to either himself or a party member.
  • Savage Blade - Wabaline hits the enemy with the sword once, jumping in the air then comes down and slices the enemy with a second swing.
  • Sentinel - Temporary boosts Wabaline's defense by 30%, however his speed decreases.
  • Fight or Flight - Increases attack power by 10% for 2 posts

Supports:
  • Physical Defense Boost- 5% defense boost against physical attacks
  • Reprisal- 15% chance of blocking an attack with his shield
  • Temper Will- When he falls below 20% health, defense and resistance increases


Limit Breaks:
  • Wall Defense - When Wabaline is low on health, He punches his fist on the ground, bringing down a huge white wall in which increases his allies defenses by 200%.


Strengths: Defense
Weaknesses: Agility

Personality: Wabaline was raised as a wise tauren who knows that his path he is taking is making him become a more profound individual. Not in love with his past for killing people out of pure darkness, he wants to start redeeming his path and start protecting others from death.
Flaws: Overprotective, Overambitious, Reckless
Likes: Success in mission,
Dislikes: Death Warriors(as it reminds him of his past), Steak
Fears: Failure to help others

Family: Biological parents(Deceased) and a younger brother

Bio: Wabaline is a paladin seeking redemption for his past sins against his own kind. He was a death knight
that plagued the lands of Mulgore for the Lich King. As time went on, when facing his own people, he was told to kill
his parents in front of everyone. Not having the will to do so, he turned his blade against his commanders and pushed
the Scourge back. After the victory, he seeked out the paladins of Mulgore. The Sunwalkers walked up and welcomed
Wabaline with open arms to their order. He then set out on a quest to redeem himself. When the Horde was turned over to
Garrosh Hellscream in the absence of Thrall, the horde would turn for the worse. When hearing the death of Cairne
Bloodhoof was by a poisoned blade of Garrosh, he grew upset. He decided that he would join the revolt with Vol'jin and
many other adventurers to conquer the stronghold of Garrosh. Wabaline succeeds in storming into the garrison and taking
it from Garrosh's hand. Garrosh is arrested and taken away by the people in a foreign land. Vol'jin congratulates Wabaline
in succeeding in helping him take the throne from Garrosh and Vol'jin becomes the new warchief. Wabaline feels like his work
is done and moves forward to what could like next in his adventure. Wabaline is told by a orc mage that there is a secret portal
created underneath Orgrimmar. He is told of such portal and decides that maybe he can help others in another part of Azeroth
but doesn't know that he entered a portal to a completely different world.
PostPosted: Sun Oct 25, 2015 7:47 pm


Pie Thrower
Name: Luther H. Maxwell
Aliases: Captain Luther H. Maxwell; Luther
Species: Human
Homeworld: Fallen London [Destroyed]
Age: 27
Gender: Male

Appearance:
  • Height: 5’9”
  • Weight: 174
  • Body Type: Muscular and fit
  • Skin type: Caucasian; Fair
  • Eye Color: Brown
  • Hair Color: Brown
  • Hair Style: Shaved short on the sides, longer on the top kept slick with hair jelly
  • Accessories: Pocket watch kept in his right coat pocket
  • Unusual Markings: Three burns across his chest in three different symbols representing the gods of Storm, Salt, and Stone.
  • Clothing / Description: Wears a long trench coat with a dress shirt, belt and long pants underneath; Carries himself in a gentlemanly fashion.

Theme Song(s):
  • Wolfstack Lights- Sunless Sea OST


Significant Trait: Distant, hardened veteran
Quotes:

  • “My world would have come to an end one way or another… the fact that it wasn’t by the hands of a God surprises me, however…”
  • ”In my travels I have seen far stranger things…”
  • ”The sea is cruel, but fair. I managed to get through her. I’ll manage to get through this.


Good/Evil/Other: Good
Element: The Sea
Weapon: Flintlock Pistol/Cutlass
Job Class: Captain

Swashbuckling:
  • Parrying Blow- Luther uses his sword to stop an attack, the force is then accompanied by a sonic boom that knocks his opponent backward.
  • Fearless Charge- Luther charges toward an enemy with a war cry casting haste on himself. When in range of the enemy Luther bull rushes them knocking them down and backward with his speed and mass.
  • Sea’s Flurry- Luther quickens his step and unleashes a flurry of attacks with his cutlass at the enemy.
  • Pocket Sand- While close to the enemy, Luther strikes with his cutlass as a distraction, then throws “sand” in their eyes, afflicting them with blind.


Power of the Gods Luther is imbued with the powers of the gods Storm, Salt, and Stone
  • Storm’s Revenge- Luther whips up the air around him calling on Storm, creating a powerful thunderstorm that changes the weather to heavy winds, rain, and Thundaga strikes on random enemies throughout the area.
  • Salt’s Curse- Luther calls on Salt, and places a curse on single enemy. The enemy is afflicted with Toxic.
  • Salt’s Song- Luther recites a chant, granting himself and any other party member the ability to pass through solid objects (e.g. walls, furniture, etc.). Members are immune from physical attacks but still are affected by magic.
  • Stone’s Eye- Luther calls on the power of Stone and casts Gradual-petrify on a single target.
  • Spirit of the Dead God- Luther calls on the power of Storm to revive a fallen ally.


Gun Tech Luther uses different ammos in his flintlock pistol for different effects

  • Debilitating Shot- Luther shoots the enemy and afflicts it with poison
  • Piercing Shot- Luther shoots the enemy and pierces through spell enchantments unhindered
  • Stabilizing Shot- Luther shoots an ally and affects them with Regen
  • Trigger Happy- Luther enchants his gun to allow him to go wild on the enemy with bullets.
  • Random Shot- Luther pulls out a strange shell, shoots it at an enemy, and the bullet triggers one of 20 random effects:
    • 1. Explodes in Luther's face Igniting him
    • 2. Dud - no damage
    • 3. Fire
    • 4. Float
    • 5. Charm
    • 6. Aura
    • 7. Valor
    • 8. Blizzara
    • 9. Disable
    • 10. Cripple
    • 11. Slow
    • 12. Stun
    • 13. Sap
    • 14. Bleed
    • 15. Pain
    • 16. Silence
    • 17. Thundaja
    • 18. Mini
    • 19. Addle
    • 20. Imperil


Rallying cries:
  • Man the riggings!- Luther hollers a rallying cry granting the party Quick.
  • All hands on deck!- Luther hollers a rallying cry granting the party Haste.
  • Swab the Poopdeck!- Luther hollers a rallying cry granting the party Wall.
  • Batten down the hatches!- Luther hollers a rallying cry granting the party Vigilance
  • Muffle the oars!- Luther hollers a rallying cry granting the party vanish


Supports:
  • Man of the Neath- Luther’s time spent living in the Neath has given him normal vision in darkness
  • What lies beneath- Luther’s time spent on the Zee has let him seen horrors beyond imagination pushing him to the brink of insanity. This has granted him immunity from Fear, Charm, Confusion, Berserk, Sleep and mind altering effects.
  • Renowned Captain- Luther’s time as one of the Neath’s most successful captains lets his legacy continue long after the destruction of his world. At any bar/tavern/inn, at any time, in any world, Luther can walk in and drink for free. While there he is also able to court any commoner he sees and will be greeted by a throng of admirers upon entering willing to drink with him and hear his Zee stories. When in an establishment serving alcoholic beverages, Luther emits a Charm effect on the others in the bar. The 'charm' effect affects player controlled characters at their own discretion. They may choose the extent of its effects. This all assumes he has made no local enemies and does not make any enemies while in the establishment; if he has made local enemies, this has a growing chance of failure depending on the story, and if he makes any enemies while in the tavern, his charisma has significantly less effect. This only pertains to establishments that sell drinks.
  • Zee Captain- Luther’s time leading the lowest of low has given him leadership capabilities. While in a party with Luther, all members are affected by Bravery or Faith, whichever best suits them.



Limit Breaks:
  • Here comes the 6th City! – Luther calls on the power of the Bazaar to summon a small city to fall on top of his enemies (Massive AoE Damage)


Strengths: Good at fighting, and buffing others around him
Weaknesses: Low mobility, Weak to Thunder

Personality: Luther is like many veterans of a war. He is friendly, fair, and enjoys the pleasures of life like any other person. The difference is that he could never possibly describe to others the horrors he’s seen and experienced. He distances himself from the memories of pain in order to keep his sanity, making him seem detached and distant when it comes to the details of certain things.

His time as a captain has made him a good leader, which has given him the ability for fierce leadership in the heat of battle, as well as interpersonal skills for conflict resolution. When it comes to personal conversation, he’s amiable, and open about his culture, but does not like to speak of the grittier parts of life he lived.

His encounters with death, terror and isolation have made his view on death as an inevitable and calm end to life. His experiences have given him little to fear.

Flaws: Distance, Binge Drinker
Likes: Mushroom Wine, The Zee
Dislikes: Pompous Aristocracy, Zombies
Fears: Never dying

Family: His wife and son; their fate is unknown

Bio: Life in the Neath began strange for Luther. Before living there he had been a Venetian all his life, curious of the fate of London and the four cities before it. Growing up as a merchant’s son, he had accompanied his father on shipments of the Neath’s dark drop coffee. Neath dwellers would bring up 30-40 tons of the stuff and make a quick profit. After that they would have to stay underground else risk dying from exposure to the sun’s rays. He’d see captains from below accompany his father on the ship and share amazing and terrifying stories of sailing on the waters of the Unterzee, the ocean of the Neath. His love of the sea combined with the yearning to experience it himself led him to find a career in Fallen London when he came of age.

Coming to Fallen London brought many, perils, but his knowledge of sailing combined with his hard work and eagerness proved him a fine specimen for a ship’s crew. His knowledge of weaponry and engine mechanics made him a fine addition to a crew and he was picked up for 200 gold, a fine price when the usual crew wage was 1 gold for a commission. He rose the ranks in his ship and saved enough money to one day buy his own.

Over time, Luther was able to buy a Dreadnought, the finest ship in the Unterzee, and amassed a great wealth buying shipments of Darkdrop Coffee and taking them back to Venice, where they sold for a pretty penny. It also gave him time to spend with his old family, as he was able to stay on the surface long because of his years of exposure to the sun’s light. His crew he kept busy with enough Mushroom Wine and quarters to give them entertainment while he stayed with his family.

His travels brought him across the Zee and the horrors and miracles he saw were countless. He battled with pirates, served as a merchant to the Khanate to the east, and sailed to countless lands in search of more wealth. What lied there was a mixture of welcome and terror. The more he understood the Neath, the more he became confused, and was happy to settle down with his family back in Fallen London.

He sailed the Zee for 3 years and amassed a fortune before finally retiring. He bought his family a large mansion on the zeeside and promised to return after one final shipment to give them a prosperity that his wife had never experienced. Unfortunately, on this last trip, it was then that the heartless attacked.

fractalJester
Captain

Omnipresent Seeker

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KHBTD : Kingdom Hearts Roleplaying and OoC

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