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Posted: Tue Nov 02, 2010 3:12 pm
Keyblade Name: Constriction - قابض Keyblade Description/Picture: The main colors of the Keyblade are dark green and black, very fitting for Ölum’s element, poison. The handle of the Keyblade is ribbed with black scales that gradually lead up to the shaft of the weapon. The shaft is black and dark green with small metal tendrils climbing up the sides of it like a tree. The head of it is a mass of small tendrils intertwining with each other around the teeth of the key. Pro: Increased mana and magic strength Con: Attack strength and speed decreased Keyblade Ability: Acid
As a Keyblade applicant, you will need to answer the following:
Why was your character chosen to wield a keyblade? The basic premise for a keyblade is a strong heart, yes? Well well well then look no further than the strength of the heart of Ölum! His actions are constantly reflecting the basic tenets of his life. His obsession with death has evolved into a religion and Ölum is essentially a zealot (and prophet in his own mind) in the exploration of death.
His heart is strong as it holds up against all attacks from other beliefs and he fights for what he believes is right… as death has been a peculiar situation for him, he believes it is his duty to escort as many as he can to the life after as possible. He believes that he is the God and the prophetic identity of death.
Why does your character wield that particular keyblade?
Constriction is a cultural and physical summary of Ölum’s progression and struggle through life. Like the keyblade, he is tainted by the darkness and has no option but to accept his fate and make the best of his situation.
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Posted: Sun Nov 07, 2010 10:50 pm
All three Keyblades will be saved for consideration when the time comes.
Core's abilities approved.
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Posted: Thu Nov 11, 2010 7:59 am
*points the attention of the mods to page 19 for his profile update request* ninja
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Posted: Thu Nov 11, 2010 6:04 pm
Update for Tracing the steps and my passives, along with an additional support. Well of Energy is the support and a variation of the Osmose spell. Well of Energy - By placing his hand on any material that he can control, Kyle can absorb energy from the material and change it into magical energy.
Tracing The Steps - Kyle is able to tell, at any moment, the position of people on the earth around him. This does not indicate health, wounds, status, or anything besides the position of people. No matter how lightly they may touch the ground, if they have connected with it at all, he can find them. From his position, he can sense anyone around him in a fifty yard diameter. As he grows in power, he will be able to increase his scanning powers to make them more precise. Passive Abilities: Unstoppable Momentum - Just as a Graveler rolling down a mountain is impossible to stop, Kyle cannot be Slowed or Stopped either.
Blessing of the Earth – Kyle slowly absorbs health from the earth around him. Acting as a slow Regen, he is continually healed by pure earth and anything made with earth at all.
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Posted: Fri Nov 12, 2010 12:33 pm
I approve of Bard's new abilities/changes. Still need two more HA mods.
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Posted: Fri Nov 12, 2010 6:45 pm
Arm Lock - Joe grapples an enemy and pins their arms before attempting to lock them into place. Causes Disable as long as the hold stays.
Cross Leg Hold - Joe grapples and enemy and pins their legs before attempting to lock them in place. Causes Immobilize/Cripple(I don't remember what we're calling it) as long as the hold stays.
Austru [Razor Repulse] - Joe spins in place any number of times, and for a few moments after the first spin, nothing happens; a few moments later, without warning, gusts of razor wind explode outward from Joe, the amount of which is equal to the amount of spins Joe makes.
Yay ability applications
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AldrickZearse Vice Captain
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Posted: Fri Nov 12, 2010 9:49 pm
I approve of both. Still need two other HA mods, just like Anthony and Kyle.
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Posted: Sat Nov 13, 2010 12:57 pm
Bard, Joe, and Anthony all approved sorry for taking so long.
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Posted: Sat Nov 13, 2010 6:19 pm
So I talked over some new abilities and modifications with Sory yesterday, and these are the results. Basically, it's a revamp of my current profile: Attack Abilities:Blue Magic- A school of magic specializing in copying the abilities of others.Learn- By focusing and allowing an attack to strike her or her mirrors, Sayrike can copy a minion-level ability and keep it for permanent, personal use. Sayrike can also use 'Learn' on her allies, gaining a single low-tier move from their arsenal; she must be at least somewhat close to the target, however.Lyrebird- Copies one enemy attack and enables Sayrike to use it. When she uses the enemy's attack, her mirrors disappear and she is unable to use them for defense or offense, instead having the enemy's weapon. After the attack is used, the enemy weapon disappears and her mirrors return. Remembers the attack for that battle only or for twenty minutes, whatever ends first. Mirror Arts- A set of skills revolving around the use of Sayrike's mirrors.Mirror's Reflection- Sayrike charges one of her mirrors with mana so that it blocks and reflects an oncoming attack. Must be used at the best opportunity: too early, and the attack is merely blocked; too late, and... well, she gets hit. Mirror's Gleam- Sayrike charges one (or more) of her mirrors with magic energy, making it glow for a brief moment with blinding light in the direction of her target. May cause Blind. Mirror's Grasp- Sayrike absorbs a (targeted) magical attack coming her way with one of her mirrors; however, instead of using it as energy, she saves it to be released from that same mirror at a later time (immediately or otherwise). If that mirror is used to counter or absorb, the stored attack is lost (or replaced with the newly stored attack). Unlike 'Lyrebird', this only works for magic attacks, and Sayrike can only use the attack in the exact way it was originally performed (meaning if it was a Fireball, it can only possibly be a Fireball). Mirror's Edge- The main mirror breaks apart into pieces and launches toward a single enemy in a one-time attack. Takes time for the mirror to be put back together again. Mirror Raid- Sayrike launches 1-3 mirrors at her opponent. The mirrors shatter on contact, causing splash damage as well. Takes time for the mirrors to reform. Mirror Storm- Sayrike shatters all three mirrors and engulfs the opponent in a tornado of broken glass. Takes time for the mirrors to reform. Mirror Rampage- Sayrike shatters her mirrors and controls the shattered glass, directing it through the opponent like a stream of blades following her hand movements. Sayrike can perform combo attacks like this, but the longer the mirrors remain shattered, the more MP is used. Asura's Sentinel- Magics granted by Sayrike's bond with Asura.Asura's Blade- Sayrike forfeits two of her mirrors for Asura's Blade, using the other mirror as a shield (or forfeiting it as well). The blade's strength is decided by Sayrike's Magic Strength, and should it be hit with anything higher than that (including an attempt to guard), will break. Otherwise, the blade lasts for three posts.Asura's Strike- Sayrike places a mirror between herself and her target and punches the mirror's back; when her first connects, a magic copy of Asura's Blade flies out at the opponent. Support Abilities:
Multiplicity [level 1]- Choosing an ally or Sayrike herself, his/her image is copied and multiplied (to a max of 3 copies), although remaining simply illusions that disappear upon contact. The illusions are controlled by the person copied (and so the person must have the capacity to direct multiple things at once).Mirror Arts- A set of skills revolving around the use of Sayrike's mirrors.Mirror Steps- Sayrike can position her Mirrors in midair to act like stepping stones, increasing her jump range as well as allowing her to access out of reach places.Now You See Me...- Sayrike gathers her three mirrors close to her, forming a triangle about her person, and thus reflects her surroundings to make her "invisible". Infusing her mirrors with a little bit of magic, she then also renders her presence--body heat, aura, heartbound weapon, etc.--undetectable as well. When this ability is in use, she cannot attack, and she must move slowly. Blue Magic- A school of magic specializing in copying the abilities of others.Scan- As a part of her Blue Mage class, Sayrike can use a little magic energy to gain a glimpse at the strengths and weaknesses of a target by viewing them from the see-through side of her mirror (like a monitor). The greater the target's Magic Defense (in relation to her Magic Strength), the more Scans required to get a complete 'profile' of the target.Subsumption- The energy from an oncoming magical attack gets absorbed into Sayrike's shield, replenishing her (magical) energy.Learn- By focusing and allowing an attack to strike her or her mirrors, Sayrike can copy a minion-level ability and keep it for permanent, personal use. Sayrike can also use 'Learn' on her allies, gaining a single low-tier move from their arsenal; she must be at least somewhat close to the target, however.Mortal Arts- Abilities learned from other sentient, human-level beings.Geist Arts- Abilities learned from Geists using the Learn ability.Tabula Draw- A regenerate magic learned from a Tabula Rasa. Sayrike is capable of drawing energy from her surroundings to restore MP. However, she must remain completely still and the process itself is slow. Nobody Arts- Abilities learned from Nobodies using the Learn ability.Dusk Reversal- An evasive ability learned from a Dusk. Allows Sayrike to quickly slide around the target, placing herself in its blind spot.Jump-Attack learned from a Dragoon. Sayrike disappears, reappearing above the target, and dives down onto them with a lance (instead of holding mirrors) Unversed Arts- Abilities learned from Unversed using the Learn ability.Bruiser Resistance- A defensive ability learned from a Bruiser. Increases Sayrike's defense and raises her resistance to knock back. However, she cannot move or attack while using this ability. Asura's Sentinel- Magics granted by Sayrike's bond with Asura.Cura- Sayrike has access to a weaker version of Asura's Curaga spell.Protect/Protera/Protega- Sayrike envelopes her target in a protective aura that raises their Guard Strength by 4 / 6 / 8.Shell/Shellra/Shellga- Sayrike envelopes her target in a protective aura that raises their Magic Defense by 4 / 6 / 8. Reflect/Reflega- Sayrike envelopes her target in a reflective aura that reflects all specifically-targeted magic back at the caster. If using Reflega, Sayrike's magic and her allies' magics can penetrate the Reflect, making it useful against enemies as well as allies. Passive Abilities: Limit Breaks:[Level 1] Through the Looking Glass- Sayrike points her main mirror at her target, and steps through it, her mirrors shattering behind her. For 2 / 3 / 4 / 5 posts, Sayrike becomes a clone of the target: she has their appearance, their weapon, and their abilities. She is brought to full HP and MP (for that target; until transformation ends), and has the stats of the target as if it were the same level as her. Sayrike does not get the target's summon, if he/she has one. (The duration is dependent on Magic Strength at the time. 2 posts for MS 1-6, 3 posts for MS 7-10, 4 posts for MS 11-13, and 5 posts for MS 14+.) [Level 2]Queen's Grace- The three faces of Asura appear, one in each mirror, and the entire party gets Curaga'd, Protega'd, and Shellga'd. [Level 3]Mirror Trap- Sayrike's walks into the surface of her mirror, where she disappears. The three mirrors surround the target. Utilizing all three mirrors, Sayrike jumps out and in with lightning-fast speed, attacking the target using Asura's swords. [Level 4] [Level 5] Note: The method for the use of Scan still need to be worked out--like, if I pick a random number and the number corresponds to a certain area of one's profile, or something like that. Also, Mirror Trap was not discussed with Sory. Abilities related to Asura are not to be used until I awaken the summon, obviously, and my Learn abilities cannot copy Limit Breaks.
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Posted: Sun Nov 14, 2010 10:46 am
Just rearranged some things, and reformatted them. Also unlocked Lyrium tips. AUDITIONING FOR NEW PASSIVE(Included in the list below). Feral Resistance - Jacob cannot be inflicted by status effects that require physical contact. Attack Abilities: Peregrine Dive Jacob runs up some vertical surface, backflips off of it and body-slams a foe, grabbing their neck for maximum take down. Wing Dance Jacob tightly grips a pair of daggers and closes in on his prey. He slides in, kicks up, slashes twice, then finishes with a kick to the stomach, sending them back. Talon Sweep Jacob sprints in and slides between a foe's legs. He kicks their legs out from under them before flipping up and throwing a salvo of daggers at the knocked down foe.
Juggler Being a juggler opens up a number of new avenues to stop his foes in their tracks. Bullet spray Jacob grabs a handful of daggers and throws them, shotgun style, to put up a wall of 5-15 daggers. Poison Tips- Causes Poison Knockout Tips Causes Sleep Lyrium Tips Causes Confuse Rabid Tips Causes Berserk Nerve-Rending Tips Causes Disable Hamstring Causes Immobilize Scarring Daggers Causes Pain Medusa Knives Causes Gradual Petrify and/or Bind
Green Magic Jacob has access to supportive Green Magic. Blind Jacob can cast a shadowy veil over the target's eyes, Blinding them. Poison Jacob can curse his target's body with Poison, slowly draining away their health. Silence Jacob can jinx his target with Silence, effectively cutting them off from all sources of magic. Sleep Jacob can envelope his target in a Sleep spell, lulling them into slumber in the middle of battle. Feral Form Arts While in a berserk state, Jacob has access to several offensive moves. Checkerboard Slash Jacob uses his claws to do slash across a foes body, resulting in many light cuts. Causes Pain. Requires feral form. Support Abilities: Feral Arts A school of primal skills gifted to Jacob by his summon, Moomba. Feral Form Jacob inflicts a special form of Berserk on himself. While in feral form, he can only use Feral Arts. While he can discern friend from foe, he will act and attack more like an animal than a person. Feral Mode grants increased physical stats (+1 to ASt, ASp, GS, OS, and ER). Slitted Sight While active, Jacob can more easily discern movement, including movement so fast the human eye can't catch it. It also grants him night vision and can peer through smoke, though it can only discern figures, not colors. While active, Jacob's pupils will become slitted. Requires feral form. Tracking Jacob can use his feral instincts to discern the path of his prey. Requires feral form.
Air Deflection If Jacob times it right, one well placed dagger can deflect oncoming physical ranged attacks. Need a ledge? Jacob can throw daggers into unclimbable surfaces to get a hand up, or give hand holds for friends. Green Magic Jacob has access to supportive Green Magic. Protect Jacob can envelop a target in a protective barrier that adds 4 to GS. Shell Jacob can envelop a target in a protective barrier that adds 4 to MD. Bravery Jacob can empower his target, increasing their Attack Strength and Guard Strength by 1.5x for 2. Faith Jacob can invigorate his target, increasing their Magic Strength and Magic Defense by 1.5x for 2 turns.
Passive Abilities: Feral Resistance Due to his summon, Jacob is immune to stuns and poison. Tumbling If, at any point in time, Jacob loses his footing, he is instinctively able to regain his composure, regardless of the method.
Limit Breaks: [LIMIT LV.1] MoombaMoomba Feral Jacob summons Mooba to the battlefield and they perform several dash-strikes on an enemy. They both pounce on the foe, slashing several times, before turning and kicking dirt in their face. Can cause blind. Requires Feral Mode. [LIMIT LV.3] Sprinter +1 to Outright Speed
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Posted: Sun Nov 14, 2010 10:25 pm
I approve of Bard, Joe and Anthony as well! :3
I also approve of QD's new additions to Sayrike :3
Still looking over Raz's ^^;;
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Posted: Sun Nov 14, 2010 10:27 pm
I approve of Sayrike's.
Jacob's 'Feral Resistance' needs to be limited to two ailment immunities.
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Posted: Mon Nov 15, 2010 7:18 am
Can the immunities be poison and stun?
I edited the sheet .__.;
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Posted: Mon Nov 15, 2010 1:07 pm
Starlit Struggle Name: Fortuna Nickname/Alias: Too many to remember Age: 18 Gender: Female
Appearance: 
Height: 5'8 Weight: Unknown Body Type: Slightly muscular Skin type: Light Eye Color: Blue Hair Color: Purple Hair Style: Long Clothing: Fortuna generally wears a black and red mask over her face, but can be pulled down as a scarf. She wears a red and black long sleeve shirt with wide sleeves. Over her chest is a small piece of armor along with a large silver orb on her left shoulder that activates her Keyblade Armor. Her pants are black short shorts, with white cloth wrapping around from her upper thigh down to her feet, which are covered by black shoes. Unusual Body Art/Parts: The fact that she can shapeshift? Oh, she's left handed, if that's 'unusual'. Race: Shapeshifter
Theme Song(s):
Significant Trait: Self-serving Quotes: "Now you see me, now you die." "I'll help you...after I help me." "I can get by without you, now stay out of my way."
Good/Evil: Once good, but heading on the dark path Homeworld: Aurora/Land of Departure Main Weapon: Hand of Fate (False Keyblade) Additional Equipment: Smoke bombs, needles Job Class: Ninja/Assassin
Attack Abilities: Ninpo- Ninja Magic Flame Seal- Blasts foe with fire Aqua Seal- Blasts foe with water Cryo Seal- Blasts foe with ice Thunder Seal- Blasts foe with lightning Aero Seal- Blasts foe with wind Terra Seal- Blasts foe with earth
Art of Destruction- Assassin Techniques Silent Strike- Inflicts Silence Nightmare- Can inflict Sleep Quick Draw- Fortuna draws her blade quickly and strikes the foe suddenly. Inflicts Slow. Five Finger Strike- Fortuna attempts to strike her opponent in the neck with her fingers, and if she connects, it has a high chance of causing Paralyze. Stun- Inflicts Addle Disarm- Disarms a foe and can cause Disable Shadowbind- Fortuna throws needles down to trap foes. Causes Stop. Three Moon Strike- Fortuna charges a foe quickly and cuts into them. If it connects, she attempts to strike again. If the second strike connects, she attempts the third. If all three connect, it does extreme damage.
Hand of Fate Special Ability- Grants the wielder basic Time/Space Magic. Haste- Makes Fortuna move faster. Slow- Slows opponents Gravity- Smashes foe with gravity magic
Support Abilities: Ninpo- Ninja Abilities Shadow Clone- Fortuna creates clones that cannot attack but can take an attack for her. Smoke Bomb- Fortuna throws down smoke bombs in order to escape battle.
Art of Sabotage- Assassination Techniques Ventriloquism- Fortuna throws her voice, attempting to distract those who hear it. Shadowmeld- Fortuna casts Vanish on herself to sneak attack enemies.
Passive Abilities:Escape Artist- Fortuna is immune from being Stopped or Petryfied
Limit Breaks:Forbidden Art: Dance of the Crimson Sky- Fortuna gets into an offensive stance, muttering an incantation before sprinting off and cutting into opponents all around her multiple times.
Strengths: High offensive power | Extremely fast Weaknesses: Poor defense
Personality: Dignified | Holds herself in high regard Likes: Money | Tricking people Dislikes: Getting caught | Getting injured Fears: Losing who she is.
Family: None
Bio: Fortuna's original home planet is unknown to all except a select few, and at most she says its name: Aurora. She was taken to the Land of Departure at age 9 to be tutored about Keyblades and help protect the world from evil forces. She was put under the tutelage of Eraqus, who taught her how to use a Keyblade, how to understand its power, and how to keep control of her heart. She did so with an open mind, learning more about herself as well.
At age 10, her shapeshifting powers revealed themselves. She returned to Aurora for a few months, and came back with near perfect control of her powers. Eraqus ordered magical clothes made for her that would adapt to her shapeshifting abilities, as well as introducing Fortuna to Mina, a mouse. Fortuna was wary of Mina at first, but over time bonded quickly with the plucky mouse and became close.
Later on, Darten arrived at the Land of Departure. Fortuna knew little about him, as he was totally withdrawn into a bubble. Fortuna attempted to be friendly, but would get no response as the boy remained quiet. Eventually, she would find out that his 'family had died', so she immediately attempted to comfort him. A small friendship grew, and they eventually bonded over their ninja abilities. She even taught him one of the most secretive ninja abilities: The art of Vanishing. She grew to care for Darten, but whether it was a platonic or romantic feeling, she didn't know. Fortuna eventually learned of the man that had killed Darten's family, and made a vow to herself that she'd find the man and eliminate him. She continued to train with the two, eventually earning her Mark of Mastery at the age of sixteen. She left shortly after, heading to her homeworld to notify her parents of her success.
What she found, however, was a nightmare. Carnage, everywhere. Soldiers decimated, buildings left in ruin, and innocents lying through the streets, ready to pass on into the afterlife. She eventually reached her home, and found her mother dead and father caught in the vice grip of a lone masked man. A man, she recognized, as the one who had destroyed Darten's home. She flew into a fury, attempting to challenge the man. She lost, barely able to put a scratch on the man. He left her to live, but made sure her father died a painful and explosive death. It drove her into madness, but she was called away from that by a lone man.
This man offered her power; the power to defeat this enemy. Fortuna, without even giving it a second thought, accepted the man's offer. She tapped into the Darkness, learning to use it as a source of power. The man, known as Xetunos, would constantly give her cryptic advice, but she accepted the advice and continued the training. A year and a half passed, Fortuna now at the age of eighteen. An unknown force was calling her to another world. She makes her way there, unsure of what fate has in store for her.
Sample Post: Fortuna looked at the carnage before her: Her people dead, her home in ruins, the carnage all around. She wanted to cry, but the tears refused to fall.
Is this how Darten felt? I don't understand how someone could do this...Who could be powerful enough to take on everyone in this town and win? It's just...impossible.
She looked at the main hall, where her parent's corpses lie still. Well, her mother's corpse did, anyways. Her father had been practically evaporated into nothingness after the man attacked. It was a mess, a memory that would never leave her mind. It was horrible. Her people could recover, not all had been killed, but the memories of what had happen ed to them this day would never be forgotten. As badly as she wanted to stay, she had to leave. She had to get away from this. She immediately summoned her Keyblade Glider, and flew away from the place she had called home.Keyblade Name: Midnight Requiem Keyblade Description/Picture: {Drawing Coming Soon!} Pro: Increased Speed Con: Decreased Attack Keyblade Ability: Full access to Time/Space magic spells. Hastega, Slowga, Graviga, Comet, Old, Float, Stop, Warp.
As a Keyblade applicant, you will need to answer the following:
Why was your character chosen to wield a keyblade? Because her heart was strong and she would not falter, no matter the odds against her.
Why does your character wield that particular keyblade? It was the false Keyblade given to her by her former teacher, but she has formed a bond with it since and is one of the few things that she kept from the Land of Departure.
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Posted: Sun Nov 21, 2010 11:00 am
Aaaaand here's my audition for Cory's pseudo-Replica. Mods should already know most of the bio, so I left how Laan is created out of it to keep from giving it away before it happens. Sousei Tatsu Replica TemplateName: Laan Birthdate: ??/??/???? Gender: Male
Appearance:
Height: 6'1 Weight: 180.lbs Body Type: Lean Skin type: Tanned Eye Color: Red Hair Color: Red Hair Style: Short & messy Accessories: N/A Unusual Markings: His left pupil is instead replaced by Zalera's summon glyph. Clothing: Laan wears a pair of black shorts that reach down past his knees, each leg having a red X on the knee. He has a pair of red sandals w/ black straps. Laan wears a sleeveless black t-shirt underneath a red jacket with a black muffler; on the back of the jacket is a black kanji, kuu. He has a pair of red finger cut gloves, each sporting a black X on the back of the hand.
Theme Song(s):
Significant Trait: Murderously Calm Quotes: "Hold still." "Exploding flesh. My favorite." "Do you really want to live forever?"
Good/Evil/Other: Evil Element: Death [Non-Elemental] Weapon: Murder [Scythe; Summon-granted], Grieve Edge [Heartbound] Job Class: Death Knight Stats: Attack Strength: 8 Attack Speed: 13 Magic Strength: 10 Magic Defense: 5 Guard Strength: 5 Evasive Reflexes: 9 Outright Speed: 9 Constitutional Endurance: 13 Energy: 13
Attack Abilities:Death Magic- A school of magical abilities inherited from Zalera. Represented by a pale ghostly aura, Death is considered Laan's "element".El Muerto- Laan fires a blast of pale, ghostly energy from his palm. Targets struck become more susceptible to Death Magic by lowering their resistance to its effects by 1.El Muertara- An upgraded version of El Muerto. Laan fires a larger blast of pale, ghostly energy. Like with El Muerto, target's struck become more susceptible to Death Magic. Uses more energy than El Muerto. El Muertaga- An upgraded version of El Muerto. Laan fires a large barrage of pale, ghostly energy blasts. Like with El Muerto, target's struck become more susceptible to Death Magic. Uses more energy than El Muerto. Death- Laan fires a stream of pale, ghostly energy at the target, killing it. Knocks out those with strong hearts. Old Age- Laan reaches out and grabs at the air, magically tugging at the target's soul to emulate old age. Lowers all stats of the target by 3. Decay- Laan reaches out and grabs at the air, magically tugging at the target's soul to simulate a slow decay. Causes damages every turn, similar to Bleeding. Doom- Laan shoots off a small pieces of ghostly energy at the target. The energy takes the shape of a number and floats above their head, counting down from 10. When the counter reaches 0, the target dies. Knocks out those with strong hearts. Rot Zone- A pale, ghostly energy covers the battlefield, dropping all nearby enemies' Guard and Magic Defense by 3. Zombify- Laan reaches out and grabs at the air, magically tugging at the target's soul to simulate unlife in the target. Causes healing abilities the harm the target. Phobia- Laan attempts to make eye contact with the target. If he makes eye contact, it may inflict fear. Fell Scythe- A school of abilities that make use of Laan's scythe and his ability to drain health.Shadowblade- With a swing of his scythe, Laan can pull health from the target and gather it for himself. Duskblade- With a swing of his scythe, Laan can pull energy from the target and gather it for himself. Abyssal Crescent- Laan consumes his own health to unleash a devastating, crescent-shaped shockwave at his foe. Unholy Crescent- Laan consumes a large amount of his own health to fire a massive crescent-shaped shockwave at his foe. Darkness- Laan has extensive skill with darkness, affording him a variety of darkness-based abilities.Dark Firaga- Fires an orb of flaming darkness from his hand, the style of the attack greatly resembling a Fire spell, only azure. Causes explosive dark damage upon impact. Dark Thundaga- Conjures a bolt of dark lightning from the sky, the style of attack greatly resembling a Thunder spell, only indigo. Causes pinpoint darkness damage upon impact. Dark Chaos- Laan grabs the target and continuously runs darkness through their body, damaging them externally and internally. Dark Haze- Laan rushes through the target with his scythe, inflicting darkness damage. Dark Crescent- Laan fires a weak, crescent-shaped blast of darkness from his scythe. Support Abilities:Death Magic- A school of magical abilities inherited from Zalera. Represented by a pale ghostly aura, Death is considered Laan's "element".Body of the Damned- Laan's body becomes covered in red cracks. While using Body of the Damned, Laan's Attack Strength and Speed are increased by 5. Laan takes five times more damage while in this state, and status effects are twice as likely to succeed. Internal Death- Laan can "kill" poisons inside of his body, removing the status effect from him. Fell Scythe- A school of abilities that make use of Laan's scythe.Vehemence- Laan sends ghostly energy inside the target's body, increasing their Attack Strength by 2 and lowering their Guard Strength by 2. Dead of Night- Laan blots out all light sources with darkness, resulting in a field-wide Blind. Unholy Rising- Laan courses a ghostly energy through a fallen target, reviving him/her. Darkness- Laan has extensive skill with darkness, affording him a variety of darkness-based abilities.Dark Portal- Laan is capable of opening a rift into the realm of darkness, from where he can exit at any location he's been to before. Taking people with him runs the risk of tempering the darkness in their hearts. Dark Empowerment- Enhances physical prowess with the power of darkness. Not quite as effective as the Body of the Damned, but does not enfeeble his defense. Scent Detection- Due to his power of Darkness, Laan is capable of picking up on others who use the element. He is capable of picking up on residual darkness as well, though more powerful enemies are capable of masking their darkness. Passive Abilities:Unlife- Due to Laan's status as Zalera's host and his control over the element of Death, Laan has a drain on Death "elemental" abilities. However, White Magic instead acts like Death Magic to Laan, effectively switching the roles of White and Death Magic for the deathknight. As well, Curing magic instead inflicts damage on Laan. [Revive ↔ Death | Regen ↔ Decay | Reraise ↔ Doom | Bravery ↔ Fear | Wall ↔ Old Age] Persistent Eye- Due to Cory's lifelong hallucinations, Laan has the subconscious ability to separate illusion from reality. This gives him an uncanny resistance to illusions and illusion-type abilities.
Limit Breaks:[Level 1] Unending Life- Laan's body becomes consumed in ghostly energy, allowing him to stay conscious no matter how low or empty his health is. Lasts for 3 turns. [Self Buff] [Level EX] Rapture- Laan reaches up into the air and grabs at the sky before ripping his arms downward, causing a massive ocean of ghostly energy to fall on the battlefield and cast Death on all enemies. Enemies that are not instantly killed/KO'd instead may be inflicted with Fear.
Full Power Form(s):Reaper Laan, Harbinger of DeathStats:Attack Strength: 1 Attack Speed: 1 Magic Strength: 24 Magic Defense: 24 Guard Strength: 1 Evasive Reflexes: 21 Outright Speed: 1 Constitutional Endurance: 22 Energy: 22 Form-Specific AbilitiesWeapon Alteration ~ Skull of Death- Laan's scythe is replaced by a skull that exhumes Death, amplifying his Death Magic. Otherworldly Cloak- Laan downs a long black robe with frayed hems. Beneath to cloak it would appear as though his legs have vanished and he instead glides, affording him flight as well as immunity to tremor-like attacks. However, the speed of this flight is terribly slow, allowing him to only move at a snail's pace. In addition, the lack of legs makes it impossible for Laan to wield Grieve Edge. Death's Touch- Through Death's touch, Laan's right hand loses its flesh and exists simply as a skeletal hand. Physical contact with Laan' right hand has a chance to cause Death. River Styx- Laan summons a large current of ghostly energy, controlling it like a weapon and directing it how he desires. The current carries a powerful concussive force that blows targets away, and enemies struck by the current may become inflicted with Old.
Strengths: Fairly flexible combatant | Long-reaching weapon | Level-headed in battle. Weaknesses: Reckless use of self-damaging abilities | Unwieldy weapon in close quarters | Carries an abnormally large weakness to Light | Intense fear of fire, surpassing Cory's distaste for it
Personality: Laan tends to remain calm and quiet, keeping his cool even if the odds are stacked against him. Though he is a level-headed individual, his murderous intent is very apparent in his demeanor. Thanks to his elemental power over death, he has become increasingly homicidal since his time as Cory's doppelganger, Alan. Flaws: Blunt | Callous | Cruel | Deranged | Disturbed | Fixation | Hard | Humorless | Liar | Murderer | Pessimist | Perfectionist | Pyrophobia | Remorseless | Sarcastic | Scoundrel | Solemn | Theatrical | Untrustworthy | Unpredictable | Withdrawn Likes: Solitude | Darkness | Alice? Dislikes: Large crowds | Light | Being interrupted | Overly Excitable People Fears: Fire
Family: Cory [Original Persona]
Bio: During Cory's first vanishing act in the Underworld, the young ronin became entangled in his own subconscious, incidentally causing his heart to split in two. For Cory, this allowed him to enslave Yojimbo to force power from him, as well as granting him an unstable existence. For the other half of his heart, it resulted in Alan, a sub-ego that represented the rogue's childhood prior to his hallucinations. Alan wielded Grieve Edge in battle and made remarkable use of Darkness, aiding the main group of Earthlings on several occasions. However, when an Unsent Cory made his way to Beast's Castle he was confronted by Alan, who swore to end his destructive half. After a short battle, Alan realized he was no match for Cory's Unsent power, the young man's undead body having been lifted of his mental limits. In a last ditch effort, Alan consumed Cory in darkness and reunited with the rogue, resulting in a loss of the young man's power as his heart became complete and he returned to life. However, he would continuously cough up a mysterious black phlegm in his restored life...
Little did Cory know of Alan's meeting with Zalera while passing into the afterlife and returning with Cory.
Summon: Zalera Summon Appearance: [x] Summon Personality: Zalera has a very engulfing personality, having taken Alan's innocent personality and transformed him into the sadistic Laan. Zalera wants only to end all life, especially that of Ultima's.
Sample Post:[??? .:. ??? .:. Beach]
The waves crashed upon the shoreline of the unknown beach, no presence of life within sight save for a few seagulls. It was a peaceful scene, one that people don't often see nowadays without the intervention of a person treading on it. The gulls above cawed ceaselessly as they scoured the waters, hoping to find a fish foolish enough to swim near the surface.
Without warning, a thin current of ghostly white energy shot up from the surface of the water, wrapping itself around a gull as the bird's caw was forever silenced. More streams of the energy branched off from the seagull and struck each and every other bird in the vicinity. The energy receded back into the water just as the birds all landed on the surface, each one's life having been stripped of its body. Slowly the form of a head appeared at the surface, making its way for the beach. Inch by inch, the figure of a young man around 20 years of age emerged from the sea, his body clad in black and red clothing.
"Zalera... We escaped."~The boy tapped his foot on the sand before summoning his old weapon, the Grieve Edge. While it held no special abilities, his signature weapon served him well as a doppelganger. However, he felt more power than just that. The young man threw his arm out to his side, the ghostly energy firing out of his palm and taking the shape of a scythe before solidifying into an actual weapon. "Not one... but two weapons..."~"Stop calling me that." The boy dismissed the scythe and Grieve Edge before turning back to the ocean, kneeling down and looking at his reflection. His eye... His left eye now bore the glyph of Zalera, completely void of a pupil or the old Heartless symbol that was there in his previous form.~"My name is Laan now. Please refer to me as such from now on."~
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