Welcome to Gaia! ::

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

Back to Guilds

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

Tags: Kingdom Hearts, Roleplay, Literate 

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

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Sun May 15, 2011 11:20 am


LavenderSakura
Name: Alice
Nickname: N/A
Birthday: Unknown
Gender: Female
HP: 36
MP: 36
ApP [Skill]: 2
ApP [Speed]: 3

Appearance: User Image
  • Height: 5'3 1/2
  • Weight: 104 Lbs
  • Body Type: Petite
  • Skin type: Pale
  • Eye Color: Light Brown w/ Reddish Tint
  • Hair Color: Pitch Black
  • Hair Style: Long, tied up into two ponytails on the side of her head.
  • Unusual Markings: Faint birthmark on right cheek, CĂșchulainn's command seal on her lower left leg- above the ankle.

Theme Song(s):
  • Heaven Forbid- The Fray
  • Laughing With- Regina Spektor
  • Watch Over Me- Immediate Music (Heartsong)

Significant Trait: Calculating
Quotes:
  • "Ridiculous."
  • "Surely you jest!"
  • "You hardly seem capable of walking, moreover fighting me."
  • "Don't pretend you understand anything."

Good/Evil: Chaotic Evil
Weapon: Alys, a plush bunny with needles embedded into its stuffing. Can also unwind to become loose threads that Alice can manipulate.
Element: Poison / Space-Darkness
Job Class: Animator
Stats:
  • Strength: 8
  • Defense: 7
  • Magic: 14 [13 + 1]
  • Resistance: 10
  • Skill: 10
  • Reflexes: 10
  • Speed: 11
  • Constitution: 9 [8 + 1]
  • Energy: 12


Attack Abilities:
  • Spatial Arts- Due to her enigmatic connection to Jenny, Alice has access to what might be called 'Space Magic'- mostly space-altering magic, with a touch of Jenny's own Time Magic.
    • Psychokinesis- The most basic ability of the 'Space Mage', Alice can lift and move objects using nothing but her mind. The more finite the control she uses, the more energy is required.
    • Force- Alice unleashes an invisible wave of energy in an attempt to send her opponent flying in a specific direction- any direction.
    • Repulse- Alice unleashes a powerful, invisible wave of psychic energy, meant to push anyone nearby away from her.
    • Animate- Alice manipulates inanimate objects to do her will, giving them a pseudo-life of their own.
    • Dance Macabre- Alys twists and twirls around her master almost playfully, but in reality she swipes and slashes wherever Alice directs her.
    • Amalgamation- Alice can take pieces of her surroundings such as debris and combine them into something of her will. This allows for more flexibility of the created object.
      • Doll Control: Dragon- Alice combines objects into a dragon to fly towards her enemies.
      • Doll Control: Golem- Alice can create a giant golem that specializes in pure strength.
      • Doll Control: Panther- Alice combines to make a panther that specializes in speed.
      • Doll Control: Falcons- Alice creates a number of falcons to fly at her opponents at high speeds, smashing into the ground to fire up debris.
    • Demented Puppeteer- Alice binds an opponent into doing her bidding for three turns. Confusing him/her into attacking their allies.
    • Comet/Meteor- Alice has the ability to summon a barrage of small, fiery Comets, or larger Meteors.
    • Gravity/Graviga- Alice warps the area around her targets to alter the gravity, possibly depleting 25%/50% of their health.
    • Bleed- Alice attempts to open tiny rifts throughout the target's body, making the target bleed out without them knowing. [Sap]
  • Bellus Toxicum- Abilities granted to Alice from her bond with the venomous esper, CĂșchulainn.
    • Bio/Biora/Bioga/Bioja- Alice's basic elemental spell, which allows her to create a poisonous bubble of venom around her opponent which explodes for mild area-of-effect damage. Has a chance to cause Poison. Can be manifest in a number of other methods, as Alice desires.
    • Malaise- Alice attempts to drain a target of HP or MP; if she does this via physical contact, the rate of absorption is increased.
    • Scorpion's Tail- Alice is capable of injecting the battlefield with large amounts of poison that then simultaneously causing explosions above ground, with chance of Poison.
    • Acid Rain- Summons acidic rain upon the battlefield that causes damage upon contact. May cause Deprotect.
    • Toxic Mist- Alys releases dense poisonous fumes over the battlefield, weakening all opponents who inhale it as well as inhibiting vision. May cause Deshell.
    • Venom Strike- Using her sharp nails, Alice moves quickly towards her target, slashing multiple times, each slash increasing the chance of poison.
    • Venom Surge- Swiping with her nails (or wires), Alice releases a wave of toxic magic, which has a chance to Poison.
    • Poison Barb- Alice creates small needles made entirely of materialized poison to shoot towards her enemies. Carries a chance of inflicting poison.
    • Toxic Bursts- Alice hurls balls of explosive poison, inflicting damage while also releasing the toxins into the air which, if breathed, have a chance to cause Poison.
    • Devil's Kiss- Using her quick speed, Alice plants a deadly kiss on her target that slowly saps energy, and over the course of three turns, the opponent's Attack Strength decreases by 1 each turn, returning to normal afterward.
    • Pharaoh's Curse- Alice strikes an opponent, causing damage as well as casting a spell. If effective, the opponent slows over the course of three turns and by the third turn is completely immobilized as well as inflicted with poison which drains health, converting it to life for Alice. [Gradual Petrify]
    • Persephone's Plight- A translucent eerie green flower erupts in bloom under Alice's opponent, inflicting Doom in the form of a severe life drain. If not removed within three turns, the opponent is rendered knocked-out.

Support Abilities
  • Spatial Arts- Due to her enigmatic connection to Jenny, Alice has access to what might be called 'Space Magic'- mostly space-altering magic, with a touch of Jenny's own Time Magic.
    • Security Blanket- Alice animates the rocks and/or dirt to swirl around her in a protective barrier, warding off attacks.
    • Libra- Allows for her to detect beings in the vicinity along with scanning their abilities, strengths and weaknesses. Libra also uncovers any traps that may be targeting Alice.
    • Blink- By twisting the spatial energies around her target, Alice can enchant herself (or her target) with Blink, increasing their Evasion by 1.5x.
    • Vanish- Alice can temporarily render herself invisible by twisting the space around her into deflecting light. Lasts for 3 turns; prematurely ends if Alice attacks.
    • Warp- Alice can teleport around the battlefield; cannot be used for long distance travel, and can be detected by sound. When she teleports she vanishes in a puff of toxic smoke that can be detrimental if any opponent nearby inhales. (Think of Nightcrawler's smoke but poisonous)
    • Float- Alice can enchant herself or another target with the ability to Float at a height determined by Alice.
  • Bellus Toxicum- Abilities granted to Alice from her bond with the venomous esper, CĂșchulainn.
    • Potent Toxin- Alice takes a moment to enhance all of her Poison-elemental abilities, making them even more deadly for a short period of time; for 3 turns, any chance to Poison actually causes Toxic.
    • Rapid Virility- Alice takes a moment to enhance all of her Poison-elemental abilities, giving them the additional chance to cause Stun. Lasts 3 turns. [Vigilance].

Passive Abilities:
  • Poison Touch- The pores of Alice's skin automatically secrete poison which corrodes anything her skin comes in contact to. Also adds a chance of poison with every physical attack she makes.
  • Consuming the Fallen- Story-Granted; Alice has a permanent +1 to Endurance from absorbing Repli-Kyle MK2.

Limit Break:
  • Complete Animation- Anything within a certain radius becomes "animated" to attack her enemies.
  • MS Increase


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


Drive Abilities: Tragic Marionette-

Strengths: Agile | Cunning | Tactical | Stamina | Analytical | Attack Speed | Magic Strength | Energy | Speed
Weaknesses Attack Strength | Constitutional Endurance | Guard Strength

Personality: Alice, having grown from her smaller frame into a more developed teen has also revamped her way of thinking. Instead of the air of playful, bubblyness she had as a child, she is now more quiet and contemplative as if always in deep thought. She likes to analyze people and scenarios before acting out as opposed to her child form in which she acted upon whim and fancy. Alice is more deliberate about her decisions and won't be afraid to manipulate someone's emotions to her own end. She will always look down each possible avenue and play to her highest advantage.

Alice is a perfectionist and highly judgmental which makes her a pain to stick around. If something isn't done to her liking then she won't hesitate to point of the flaws. Because of this, Alice is incredibly hard to impress though she loves toying with one's inferiority.

Where as a child she was willing to give second chances, such as observing and befriending the Earthlings, she has no such patience with their lack of competence. She believes that there is no hope in humankind and that it's just better to start anew with a fresh slate. Her influx of dark memories has transformed her into some more bitter, yet because of the darkness also more conniving. Due to her recent growth, Alice has also become more guarded about her true feelings. She believes emotions are best kept private rather than allowing them to hinder her plans. She hardly portrays her real self, often summoning wry and calculating smiles instead.

-----

INTJ - The "Strategist" Jungian Personality Types
INTJs are introspective, analytical, determined persons with natural leadership ability. Being reserved, they prefer to stay in the background while leading. Strategic, knowledgable and adaptable, INTJs are talented in bringing ideas from conception to reality. They expect perfection from themselves as well as others and are comfortable with the leadership of another so long as they are competent. INTJs can also be described as decisive, open-minded, self-confident, attentive, theoretical and pragmatic.

Flaws:
  • Audacious- Recklessly bold in defiance of convention, propriety, law, or the like; insolent; braze, disobedient.
  • Blunt- Characterized by directness in manner or speech; without subtlety or evasion. Frank, callous, insensitive, brusque.
  • Bold- In a bad sense, too forward; taking undue liberties; over assuming or confident; lacking proper modesty or restraint; rude; impudent. Abrupt, brazen, cheeky, brassy, audacious.
  • Callous- They are hardened to emotions, rarely showing any form of it in expression. Unfeeling. Cold.
  • Cruel- Mean to anyone or anything, without care or regard to consequences and feelings.
  • Envious- Showing extreme cupidity; painfully desirous of another's advantages; covetous, jealous.
  • Fierce- Marked by extreme intensity of emotions or convictions; inclined to react violently; fervid; "fierce loyalty"; "in a tearing rage"; "vehement dislike"; "violent passions".
  • Finicky- Excessively particular or fastidious; difficult to please; fussy. Too much concerned with detail. Meticulous, fastidious, choosy, critical, picky, prissy, persnickety.
  • Hypocritical- One who is always contradicting their own beliefs, actions or sayings. A person who professes beliefs and opinions for others that he does not hold. Being a hypocrite.
  • Judgmental- Inclined to make and form judgments, especially moral or personal ones, based on ones own opinions or impressions towards others/practices/groups/religions based on appearance, reputation, occupation, etc.
  • Overambitious- Having a strong excessive desire for success or achievement.
  • Rebellious- Defying or resisting some established authority, government, or tradition; insubordinate; inclined to rebel.
  • Remorseless- Without remorse; merciless; pitiless; relentless.
  • Sarcastic- A subtle form of mockery in which an intended meaning is conveyed obliquely.
  • Selfish- Concerned chiefly or only with oneself.
  • Self-righteous- Piously sure of one's own righteousness; moralistic. Exhibiting pious self-assurance. Holier-than-thou, sanctimonious.
  • Spiteful- Showing malicious ill will and a desire to hurt; motivated by spite; vindictive person who will look for occasions for resentment. Vengeful.
  • Unpredictable- Difficult to foretell or foresee, their actions are so chaotic its impossible to know what they are going to do next.

Likes: Watermelon (to the extent, that she'll eat the rind) | Plushes | Sweets | Ribbons | Pillows | Hot Tea | Chocolate Milk | Perfection | Obedience |
Dislikes: Bitter Foods | Cauliflower | Coffee | Celery | Incompetence | Self-Pity | Unforeseeable Events | Boredom
Fears: Disappearing | Ajora's Laugh

Family: N/A
Love Life (Optional):

Bio: Alice was created as a manifestation of all of Jenny's dark memories/negative emotions that Jenny pushed out of her head. And in Deep Dive, the pushed memories manifested as its own separate entity in Alice. The origin of her powers residing in the white bunny, Alys who held significance of Jenny's childhood. Alice started out as a girl, no more than eight years old and blended in easily with the group of Earthlings even though her chaotic nature often clashed with others.

However, during their stay in Halloween Town Alice observed the dark beings known as replicas and questioned how they were so similar to her. She had random surges of memories whereas the replicas looked complete. With all the dark memories constantly being pumped into her consciousness, Alice under went a growth spurt... now looking around sixteen years old. After realizing she could no longer stay with the Earthlings due to her close resemblance to Jenny, she went out to search for a different group and thus found herself joining Cory's Forgotten Flock. Amused by the idea of "rogues", Alice decided to linger around. Her interest soon began to fade however when all she did was stay aboard the Jolly Roger, it was also spurred by her evolved mentality after another influx of emotions causing her person to grow once more. Alice then tempted Timmy to further give himself into the darkness as she pointed out all his flaws and weaknesses with his current state.

Summon: Cuchulainn
  • Summon Element: Poison
  • Summon Appearance: Beautiful man! But then he gets fat and ugly. D:
  • Summon Circle: Clicky!
  • Summon Personality:Lazy and sly, Cuchulainn is more than happy to stick around Alice's mind, throw wry comments. He isn't as bent on vengeance against the High Seraph as the other Ivalician Espers are, but that's just what he says.
PostPosted: Sun May 15, 2011 11:24 am



fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Sun May 15, 2011 11:26 am


James
User ImageName: Kuro Oni
Birthdate: Unknown
Gender: Male
HP: 48
MP: 36
ApP [Skill]: 2
ApP [Speed]: 3

Appearance:
  • Height: 6'0"
  • Weight: 150 lbs.
  • Body Type: Lanky and thin
  • Skin type: Pale
  • Eye Color: Blood Red(replacement for James' glasses)
  • Hair Color: Brown
  • Hair Style: No style, falls as it will though it is typically parted down the middle.
  • Unusual Markings: None
  • Clothing: Kuro Oni


Theme Song(s):


Significant Trait: Sadistic
Quotes:
  • "Stay where you belong... at my feet you weakling!"
  • "Disappear you worm!"
  • "If you don't want to die then... then stay out of my way!


Good/Evil/Other: Evil
Element: Dark
Weapon: Hexagun
Job Class: Corsair
Stats:
  • Strength: 16 [15+1]
  • Defense: 11
  • Magic: 8
  • Resistance: 10
  • Skill: 12
  • Reflexes: 12
  • Speed: 11
  • Constitution: 12
  • Energy: 8


Attack Abilities:
  • Spectral Corsair- Abilities drawn from Kuro Oni's Corsair job-class.
    • Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]
      • Flamethrower- A short-range stream of magical flame bursts from the hexagun, incinerating the target. May cause Aflame.
      • Frostblast- The hexagun fires a wide-spread shotgun blast of freezing ice which, on contact with an opponent, may cause Stop.
      • Scattershock- The hexagun is charged with electricity before firing; however, instead of an ordinary bullet, the charge immediately splits apart in a horizontal line roughly six feet across. From these points, a constant wave lightning bounces forward at the opponent. On contact, may cause Stun.
      • Twister Slug- Kuro fires a single, highly-compressed air bullet at the target. Upon contact (with anything), the bullet explodes into powerful, twisting winds which spin the target around like a top. May cause Confusion.
      • Deluge Shell- Kuro launches a single, melon-sized sphere of water. Upon contact with the ground, the water erupts into a power geyser; if instead fired above the enemy, an equally-powerful deluge will rocket downward. May cause Fog.
      • Stone Glaive- Kuro fires directly into the ground in front of him; as a result, giant, angled stone spikes erupt from the ground in the direction he was facing. May cause Pain.
      • Brier Trap- Kuro fires a large net made of constricting brier vines. While originally having a large area, the moment the briers come into contact with something, they ensnare the target within less than a moment. May cause Bind.
      • Venom Shroud- Kuro fires a shell which, upon contact, explodes into a cloud of poisonous gases. May cause Poison, and may affect targets near the blast radius.
      • Temporal Flux- Kuro fires a seemingly-ordinary shell at the opponent. Upon contact, however, a giant energy-clock appears on the ground underneath the opponent, and temporal energies erupt, slashing at the target and all those above the glyph. May cause Old.
      • Gravitic Burst- Kuro fires a four-round burst of Gravity spheres, the bullets forming a square formation. Upon contact, they have the same effect as a Gravity Spell (though if more than one hit, the damage is calculated as if it's one after another). May cause Slow.
      • Purifying Helix- Kuro fires a trio of Holy bullets at the target simultaneously. These bullets spin around each other in a helix-fashion. May cause Imperil.
      • Dread Cannon- Kuro fires a beam of Dark energy from his Hexagun, much like a large laser. May cause Fear.

    • Dark Shot- Kuro Oni unleashes a blast of concentrated darkness. Due to his heightened connection to the darkness, Kuro can now unleash the Dark Shot from the hexagun or from his hands.
    • Zero Blast- Unleashes a large blast of dark energy. Though it takes a longer time to charge than Dark Shot, it creates a much larger explosion upon impact. Due to his heightened connection to the darkness, Kuro can now unleash the Zero Blast from the hexagun or from his hands.
    • Dark Blade - Kuro Oni charges dark energy into his arm and charges forward in either a normal run or a "Dash" arm extended outward aiming to hit the target with his arm. Does [Strength + 1/2 Magic] Damage.
    • Dark Wave- Gathering darkness around him, Kuro Oni compresses it, raising his hands up and bringing them down unleashes the darkness in a shock wave. Stunning anyone in a 20 foot range, possibly knocking them off of their feet.
    • Piercing Shot - Imbuing energy into his Hexagun, Kuro Oni's next shot gains the effect of Piercing (Ignores Protect/Shell).
    • Vaulting Shot - Kuro Oni unleashes a blast from all six of his gun's barrels creating a high recoil shot that projects him vertically or horizontally (20 feet at maximum can be adjusted for lower vaults); this move can be combined with Dash to give it a longer range and can be used in the air to keep him aloft.
    • Blunderbuss- All six barrels of the hexagun fire at the same time creating a shot gun effect for a single burst.
    • Pot Shot- He charges some energy into a shot increasing it's power slightly for one shot.
    • Grenado- Combining energy with an element into three of the barrels of the hexagun, it unleashes a sphere of the corresponding element. Though it travels slower then a normal bullet, upon impact it unleashes an explosion of the element.
    • Cripple- A successful hit to any of the feet/legs suspends any (any) movement in both of the legs and feet, so the target is basically paralyzed from the waist down.
    • Disable- A successful hit to any of the hands/arms/shoulders suspends any (any) movement in both of the arms and hands; this also prevents the victim from attacking in any way, shape or form so long as it requires any hand and/or arm movement.
    • Haze- A successful hit to the head inflicts Addle status, which forces opponents to forget all mastered abilities.
    • Flash Bang- Charging kinetic energy into his hand, he throws down a sphere of energy that creates a bright flash to temporarily blind enemies within range. Range: 20 feet; Duration: 2 enemy posts.
  • Lupus Noctis- Abilities gained by Kuro Oni's bond with Dark Fenrir.
    • Wolf Fang Fist- Charging his hand with energy either kinetic or dark, Kuro swipes with his hand like claws, creating claws of energy that fly at the opponents, the longer the range the weaker the attack becomes. Maximum of three strikes per use.
    • Ecliptic Howl- Tapping into Fenrir's powers, Kuro unleashes a howl that potentially stuns enemies within range.
    • Ferocious Arcanum- Tapping into Fenrir's aggression, Kuro unleashes a series of 13 fast, charged strikes at an adjacent opponent. [Requires Lunatic Pandora]
    • Savage Charge- With charged fists/claws, Kuro Dashes at his opponent, going to and from, from multiple directions, knocking the opponent around. [Requires Lunatic Pandora]
    • Vicious Quake- Kuro strikes the ground, causing a powerful tremor to vibrate throughout the ground around him, knocking down any nearby foes. [Requires Lunatic Pandora]
    • Ruthless Vice- Kuro attempts to grab his target or the target's limbs in a powerful vice-grip, hoping to cause some crushing damage. May cause Cripple [if gripping a leg/legs], Disable [if gripping an arm/arms], or Pain [if gripping the torso]. [Requires Lunatic Pandora]
  • Luna's Chosen- Kuro Oni's natural energy manifests as Lunar Magic. He can use Lunar Magic using his normal mana and can continue to cast spells using his Feral Twilight Charges after his original mana pool is depleted. Kuro can fully recharge his Feral Twilight Charges during the night. Currently Kuro Oni's limit is set to 16 Feral Twilight Charges (this is subject to change as level increases).
    • Lunar Blast- Charging Lunar Energy into his hand or hexagun, he unleashes it in a blast directed at one opponent. Costs 1 Feral Twilight Charge.
    • Lunar Barrage- Charging excess amounts of Lunar energy into his Hexagun, he unleashes a rapid-fire burst of Lunar Bullets. Costs 3 Charges.
    • Lunar Grenade- Kuro focuses a large amount of Lunar energy into a small sphere and throws it at the opponent; on contact, the grenade releases a large-radius, high-energy explosion. Costs 3 Charges.
    • Twilight Wave- Cutting through the air with his arm or leg, Kuro Oni unleashes a wave of Lunar energy capable of ripping through the earth as it travels. Costs 2 Charges.
    • Twilight Spiral- Kuro does a swift 360-degree twist, releasing Lunar energy in an attempt to slash at all targets nearby. Costs 1 Charge.

Support Abilities:
  • Wild Card- Tosses an ethereal die. Depending on the roll, different effects would happen for the party.

    1- Partially heals all party members
    2- Refreshes parties MP
    3- Doubles Damage given for next 3 posts per person
    4- Halves Damage taken for next 3 posts per person
    5- Hastes the party for 2 posts
    6- Nothing Happens
  • Shadow Dodge-Kuro Oni creates 3 shadows that take one impact each instead of him getting hit. They are ineffective against magic. Limit once per battle.
  • Darkness Rage- Absorbing darkness around him. Kuro Oni gains an attack bonus. However, he essentially goes berserk in the process(ASt X 1.2)
  • Russian Roulette- Kuro spins the six barrels of his hexagun, points it at the target of his choice, and fires. If pointing at an ally (or himself), the odds are 1 = Auto KO, 2-5 = Addle, and 6 = Haste+Bravery+Faith+Regen. If pointing at an opponent, the odds are 1 = Auto KO, 2/3/4/5 = Haste/Protect/Shell/Regen, and 6 = Haste+Bravery+Faith+Regen. This ability ignores chance calculation and all resistances (except for Passive Immunities).
  • Dash- With a burst of Kinetic Energy, Kuro can propel himself in a single direction for 30 feet in a semi-blurred movement.
  • Moonsault- With a burst of Kinetic Energy, Kuro can propel himself upward 10 feet into the air, enough height to enable a flip or unleash an attack.
  • Snake's Eye- Focusing energy into his hexagun he increases the gun's range and accuracy.
  • Sense Darkness- Kuro can sense darkness, However it is not exact. Sometimes he can only sense the general direction of it, or when it is approaching.

Luna's Chosen- Kuro Oni's natural energy manifests as Lunar Magic. He can use Lunar Magic using his normal mana and can continue to cast spells using his Feral Twilight Charges after his original mana pool is depleted. Kuro can fully recharge his Feral Twilight Charges during the night. Currently Kuro Oni's limit is set to 16 Feral Twilight Charges (this is subject to change as level increases).

  • Feral Twilight Regeneration- Kuro envelopes himself in Lunar Energy, enchanting himself with Regen for 3 turns. Takes 2 Feral Twilight Charges.
  • Lunatic Pandora [Class Change]- At the cost of half his Feral Twilight Charges and a large portion of Mana, Kuro forfeits 6 Magic, gains 8 Strength and 4 Defense.

Passive Abilities:
  • Instinctive Senses- Improved hearing and sight, even in dark areas.
  • Luna's Gift- Kuro Oni gains +1 in Strength.
  • Chosen Berserker- Story-Granted; Kuro Oni is immune to the following ailments: Pain, Silence/Fog, Disable, Cripple, Slow/Frost, Addle, Stop/Paralyze/Freeze, Fear, Charm, and Auto-KO.
  • Feral Twilight Charges - Kuro Oni's non-elemental special ability; he can accumulate energy under moonlight to fill up a secondary mana pool. This second pool acts as a back up with a limited number of "charges", allowing him to cast spells even when his mana is gone. Various spells cost various amounts of charges.


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


Boss Form:

Strengths: Good reflexes, high endurance and high speed.
Weaknesses: Susceptible to magic, low stamina.

Personality: Kuro Oni is very arrogant, Rude, and Sadistic, He has a very short fuse which leads him to make reckless moves. He is one to show no mercy and goes all out in a battle, not caring who he hurts or if he breaks or destroys something in the process.
Likes: Hurting others, fighting, Playing mind games, scaring people.
Dislikes: Do-gooders, James and his friends, Losing, Being used. Other people ruining his fun.
Fears: Being defeated

Family: None

Bio: Created in Dr. Finkelstein's labs with all of the other replicas, Kuro Oni now seeks to bring pain to all of the Earthlings and cause chaos where ever he may roam.

Summon: Dark Fenrir
Summon Appearance: Dark Fenrir
Summon Personality: Dark Fenrir is much like his summoner, cruel, sadistic, and blood thirsty. He longs to rip his opponents apart with his sharp fangs and claws. He is obedient only to Kuro Oni.
PostPosted: Sun May 15, 2011 11:28 am


Je Suis a-Toi
Name: Hati
Birthdate: N/A
Gender: Female
HP: 48
MP: 33
ApP [Skill]: 2
ApP [Speed]: 2

Appearance:
  • Height: 5'
  • Weight: 112
  • Body Type: Small, athletic
  • Skin type: Fair
  • Eye Color: Blue-green
  • Hair Color: Light blonde
  • Hair Style: Cut short
  • Unusual Markings:
  • Clothing:


Theme Song(s):
  • Rev. 22:20 [Dry Martini Mix]- A Perfect Circle


Significant Trait: Confident
Quotes:




Good/Evil/Other: ???
Element: Nature
Weapon: ? ? ?
Job Class: Spell Dancer
Stats:
  • Strength: 10
  • Defense: 8
  • Magic: 14 [13 + 1]
  • Resistance: 10
  • Skill: 9
  • Reflexes: 10
  • Speed: 8
  • Constitution: 12 [11 + 1]
  • Energy: 11


Attack Abilities:

  • Spelldancing - Hati's heartborne tree has three unique offensive branches: Dancer's Finesse, Elemental Evocation, and Spiritual Hexes.
    • Dancer's Finesse - Abilities fueled by Hati's dexterity and skill.
      • Swift Strike - Hati attempts to maneuver herself around a target to strike at a critical point. If her Skill is 4+ greater than the target's Reflexes, she strikes true, doing double damage; increased to triple if the difference is 6+.
      • Wrist Lash - Hati attempts to disarm her opponent by striking at their weapon-wielding arm. If her Skill+Strength is greater than their Reflexes+Strength, then the victim is disarmed. Further, if the difference is 5+, the target is Disabled.
      • Achilles' Assault - Hati attempts to immobilize her opponent by striking at their heels. If her Skill+Strength is greater than their Reflexes+Defense, then the target is Crippled and unable to walk, run, or jump.
      • Insatiable Arcanum - Hati lets loose a burst of adrenaline and begins a rapid assault on her target composed of 13 strikes. If her Skill is 2+ greater than the target's Reflexes, then every strike hits, for a total of 2.5x total damage. Further, if the difference is 4+, the target's body is covered in gashes, causing Bleeding; if it 6+, the victim also suffers from body-wracking Pain.
    • Elemental Evocation - Hati has grown attuned to the spirits of the world, and as a result, can invoke their elemental aspirations; she has access to Fire, Ice, Lightning, Earth, Water, Wind, Nature, Poison, Light, and Darkness.. They can take various forms, such as a pillar, a flying blast, weapon-infusions, or even additional short-term weapons. Most elements can be combined with any of the various Spiritual Hexes, with some specific exceptions. She can affect, at most, small areas with each spell; however, with additional charge time, she can expand the blast range as much as she pleases.
    • Spiritual Hexes - Hati's attunement to the spirits allows her to call on more sinister ends. These can be done alone, as a weapon-hexed assault, or combined with any of her other magic, with some specific exceptions.
      • Seal - Hati hexes an opponent's mystic essence, causing their connection to magic to be utterly Silenced.
      • Shackle - Hati hexes an opponent's physical essence, causing their body to reject the very intent of physical assault with jabs of irresistible Pain.
      • Shroud - Hati hexes an opponent's sight, causing them to go Blind.
      • Envenom - Hati hexes an opponent's lifeforce, riddling them with Venom.
      • Alight - Hati hexes an opponent with cursed flames, Igniting them.
      • Drowse - Hati hexes an opponent's mind with weariness, forcing them into a deep Sleep.
      • Laze - Hati hexes an opponent's swiftness, hindering them with Slow.
      • Befuddle - Hati hexes an opponent's sanity, causing them to view all entities as foes in a Confused state.
      • Bind - Hati hexes an opponent's spatial connections, binding their legs and rendering them otherwise Immobilized.
      • Hesitance - Hati hexes an opponent's sense of determination, locking their ability to act in any way, offensive or supportive, utterly Disabling them.
      • Condemn - Hati hexes an opponent's very existence, causing a sense of inevitability to consume them until their final Doom strikes.

  • Mother Nature - Hati's element is Nature itself, and as such, she can summon and manipulate any plant life of her desire--natural or by her own design--with just a thought, no "proper nutrients" required. Alternatively, she can harness the very energies of nature and life.
    • Poison Thorn: A piece of brier wraps itself around Hati's hand, allowing her to perform various strikes with poisoned thorns at her fingertips. [Causes pain ailment]
      Strikes include:
      • Trigger Finger--index finger is curled in as if wrapped around a trigger and the thumb presses down the nail to stabilize it. Thorn(s) protrude from the second knuckle of the index finger.
      • Poison Thumb; Closed Hand--a fist is made and the thumb curls over the side of the index finger. Contact is made just with the tip of the thumb, strike intended for nerve-clusters near the surface of the skin such as in the neck. Thorn(s) protrude from the tip of the thumb.
      • Poison Thumb; Open Hand--all fingers flexed and curled slightly. Main fingers meant to reach around and hook behind the jaw, driving the tip of the thumb into the sinus or eye-socket. Thorn(s) located in the same place as closed handed Poison Thumb.
      • Immortal Man--index and middle finger are extended, ring finger, pinkie finger, and thumb remain close to the palm. Contact made with the tips of the index and middle finger. Thorn(s) protrude from the tips of the index and middle finger.
      • Cranes Beak--all fingers are extended and pulled together at the center of the palm, wrist is bent. Strike is intended to snap and contact is made with the gathered fingertips. Thorn(s) protrude from the gathered fingertips.
    • Tether - Hati wraps one end of an ivy vine around the end of her spear and the other end of it to her wrist. She can then use this tether to swing her spear around, strike, and pull it back.
    • Vine Whip- Hati grows a thick vine from the ground and, under her direct control, the vine begins to whip at nearby opponents. The vine can cause slashing damage or, if close enough, attempt to ensnare targets.
    • Sting Whip - Hati grows a long vine of stinging nettle, which causes severe pain and swelling when the tiny needles become embedded in the skin, and uses it as a whip.
    • Cockle bur - This is Hati's version of Noelle's "Sting Whip", she grows a vine of cockle burs and uses it as a whip. Cockle burs are little pods surrounded by sharp spines, and they can tear the flesh of an opponent or even stick in their skin by the thousands.
    • Poisoned Ties- Hati will wrap an enemy with open wounds in Bittersweet Nightshade modified to ooze its toxins through the star-shaped flower petals and leaves so the necessity of ingestion in order to feel the affects isn't necessary. By entering the blood stream through an open cut the toxin causes shaking, stomach cramps, vomiting, nausea, among other symptoms that are more severe if the dosage of toxin is higher. Death is not her intention in this attack, only pain and suffering, so she only uses smaller, fast-acting doses.
    • Razor Leaves- Hati grows a heavily-leafy vine, and with a powerful whipping-motion, the vine launches the barrage of leaves, paper-thin but razor-sharp, in her targeted direction.
    • Give and Take - Hati grows a Give and Take tree, thousands of needles surrounding the trunk. The needles raise and launch out at enemies, the natural toxins on the needles causing severe pain and preventing the clotting of blood. [Bleed Effect for 3 turns.]
    • Seed Strike - Hati combines seeds to make them larger and weightier, then forms a sharp point on it and throws it at an enemy. If the seed becomes embedded in their flesh then she can grow the plant inside the enemy to take them apart from the inside out. Does more damage overall than Witch's Hair, but does not restore Health or Mana.
    • Witch's Hair- Instead of combining her seeds before tossing them, Hati throws a handful of the tinier seeds at her opponent. These seeds are harder to spot, attach to clothing, and even (painlessly) embed themselves into the target's skin. For every turn after this, however, the seeds drain small bits of Health and Mana and return them to Hati via small green energy spheres that hover through the air. These seeds remain until they are destroyed. If the target's Magic Resistance is equal higher than Hati's Magic Strength, the seeds have no effect; if it is lower, then they or someone else must expend some of their Magic Strength in order to make up for the difference to destroy the seeds.
    • Witch's Drain - Hati uses Dodder, a parasite plant, to drain the magic from an opponent; however, dodder cannot be grown, it needs to be from a pre-existing source.
    • What the Fruit? - Hati throws well-seeded fruits, such as pomegranates, at enemies. As the fruit reaches a close proximity to the enemy, it explodes, expelling the seeds with enough force to cut into the flesh of enemies. Seed Strike is a secondary attack to this.
    • Bludgeon - Hati grows a large sunflower in which all its seeds are brought to points, then uses it to strike opponents. Seed Strike is a secondary attack to this, taking effect after the first successful strike and refreshed with every strike thereafter.
    • Little Shop of Horrors - Hati grows various large carnivorous plants, such as pitcher plants or venus fly traps, that move to ensnare opponents, oozing burning digestive juices on them. [Digestive Juices = Poison Elemental]

  • Slingshot - Hati pulls up two earthen poles and strings a vine between them, then uses this as a slingshot
    • Spear Sling - Hati places her spear in the slingshot, then pushes herself back as far as the vines will stretch before releasing for a long distance attack/attack with added force.
    • Kali - Hati uses earth to form several different versions of her spear then uses vines around her being to control them, like she has eight extra arms.
    • Self Sling - Hati places herself in the slingshot and anchors herself to the ground with the earth before using it to push herself back as far as she can go and releasing for a launch into an aerial attack


Support Abilities:
  • Spelldancing - Hati's heartborne tree has three unique supportive branches: Mystic Steps, Elemental Evocation, and Spiritual Blessings.
    • Mystic Steps - The foundation block of her role as a Spelldancer, these abilities combine the finesse of a dancer and the spiritualism of an enchantress. Fighting in these stances is a constant, if slow, drain on mana.
      • Valorous Salsa - A battledance embodying the raw power of the physical world; while she fights in this stance, her motions are forceful and intimidating, and she is imbued with Bravery.
      • Wise Waltz - A battledance embodying the mysticism and spirituality that flows through all things; while she fights in this stance, her motions are fluid and practically ritualistic, and she is imbued with Faith.
      • Fleet Tango - A battledance embodying speed and finesse; while she fights in this stance, her motions are unpredictable and swift, and she is imbued with Haste.

    • Elemental Evocation - Hati can call forth the spirits of nature in supportive ways, as well, combining her beneficial spells with elements to boost their power. If the target of an enchantment has the same element as one she imbues the spell with, the enchantment has a 1-in-3 chance to become one level greater, without additional cost.
      • Infusion - Hati temporarily calls forth the spirit of an element to bless a target's assault, granting En-Element for the element of her choice.
      • Aversion - Hati temporarily calls forth the spirit of an element to bless a target's fortitude, granting Nul-Element for the element of her choice.

    • Spiritual Blessings - Hati's attunement to the spirits allows her to call on more benevolent ends. These can be done alone or combined with any of her other magic, with some specific exceptions.
      • Fleet - Hati calls forth the blessing of swiftness, imbuing a target with Haste. Can only be done alone, or when combined with Wind or Fire elements.
      • Shield - Hati calls forth the blessing of physical defense, imbuing the target with Protect.
      • Barrier - Hati calls forth the blessing of mystic defense, imbuing the target with Shell.
      • Furor - Hati calls forth the blessing of willpower, imbuing the target with Vigilance.
      • Vitality - Hati calls forth the blessing of nature's own life-force, imbuing the target with Bubble.

  • Mother Nature - Hati's element is Nature itself, and as such, she can summon and manipulate any plant life of her desire--natural or by her own design--with just a thought, no "proper nutrients" required. Alternatively, she can harness the very energies of nature and life itself.
    • Apothecary - Hati uses the knowledge of various natural remedies to aid her friends.
      • American Ginseng – When given Hati’s American Ginseng elixir, the recipient will have boosted endurance and energy. [45% MP Recovery ; Outright Speed increased +2 for 3 turns].
      • American Scullcap – when given Hati’s American Scullcap elixir, the recipient’s pain tolerance will increase or, in the event of an injury, the recipient’s pain will be lessened. [Protera (+6 Physical Resistance) for 3 turns]
      • The Golden Pitcher - A hybrid plant, goldenrod and pitcher plant, that has healing properties in the nectar. [Hi-Potion]
    • Scan- Hati can use the earth or surrounding plant-life to scope out a hidden enemy.


Passive Abilities:
  • Gaia's Gift- When Hati is in physical contact with Earth or near plant life she regains energy. [MP Regen on Earth]
  • Gaia's Gift 2- When Hati is in contact with earth she receives Regen.


Limit Breaks:
  • [Level 1] Mother Nature- For three turns, Hati's Nature magic gets a large boost; she needs no seeds to grow her plants, and no original plants to manipulate. Her plants grow at an accelerated rate, and on any surface she desires, regardless of nutritional value. All Nature-element attacks have a +2 Magic Strength bonus.
  • [Level 2] Homegrown Golem- Hati builds up a charge of Nature magic and releases it, turning either nutrient-rich soil or trees into a golem she can control for the rest of the battle or until it is destroyed.
  • [Level 3] Magic Strength Increase- Hati's Magic Strength is permanently increased by 1, regardless of limitations.


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


Drive Form(s):

Strengths: magic prowess and strength | creativity in attacking | easily mimics actions she sees
Weaknesses: Loses focus while taunting/monologuing

Personality: Hati cares about very little aside from gaining some sort of enjoyment from the people she torments and getting what she wants. This is good reason for why she is so ruthless--she has nothing to lose. Death is of no consequence to her, she only wants that she die enjoying herself. Her motives are often very puzzling because what she wants makes no sense either, not to the rational mind. Hati hardly fears anything that might frighten anyone else and will take risks based merely off of chance; to her, that's all that life is. A flip of a coin.
Likes: loud, painful noises | being tested | for an opponent to put up a good fight (before she ends them, that is) | The element of surprise
Dislikes: Cocky opponents | Opponents that talk about themselves too much | Not getting what she wants
Fears: Appearing merciful

Family: N/A

Bio: N/A

Summon: "Pan" (Dryad)
Summon Appearance: Concept
Summon Personality: ???

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Sun May 15, 2011 11:29 am


AldrickZearse
Name: Azrael
Birthdate: (Created recently)
Gender: Male
HP: 36
MP: 36
ApP [Skill]: 3
ApP [Speed]: 3

Appearance:
  • Height: 5'8"
  • Weight: 147lbs
  • Body Type: Lean, swimmer's build(moderately hairy)
  • Skin type: Pale
  • Eye Color: Grey
  • Hair Color: Blonde
  • Hair Style: Longish, brushing just past shoulders
  • Unusual Markings: Scar on back of head(partially hidden by hair), scar on middle knuckle on middle finger of right hand.
  • Clothing:Red silk bandana and sash belt, Soft leather pants, shoes lined with rabbit fur, tiger fur vest.


Theme Song(s):


Significant Trait: Lusty/Slutty
Quotes:
  • Oooo~ You look like a LOT of fun.
  • Come on, I just wanna touch it, not like I'm gonna bite it off...maybe.
  • ...You bore me. Go die.


Good/Evil/Other: Neutral
Element: Fire
Weapon: Claws
Job Class: Animist
Stats:
  • Strength: 14 [12 + 1 + 1]
  • Defense: 9
  • Magic: 14
  • Resistance: 10
  • Skill: 9]
  • Reflexes: 10
  • Speed: 9
  • Constitution: 12
  • Energy: 15[14+1]


Attack Abilities:
  • Bestial Arts - Skills falling into styles of fighting reminiscent of animals.
    • Drop Bear Strike - Azrael goes above the enemy(either by jumping or climbing) and strikes downward as he falls on the enemy, aiming for the head. Chance of causing Addle.
    • Cat Scratch Fever - Azrael performs a combo of quick slashes with his claws, dealing high physical damage thanks to the sheer number of swipes
    • Bellowing Tiger Roar -Using the projecting roar of a tiger, Azrael bellows for a chance to cause Stun amongst his enemies that hear it.
    • Bear Claw Swipe - Azrael swipes his claws at an enemy with extreme force, hoping to tear flesh and cause Bleeding.
    • Dancing Cobra Strike - Azrael quickly strikes at an enemy, aimed at vitals to cause Pain.
    • Grappling Gorilla Toss - Azrael grapples with an enemy before using brute strength to fling it away (to create some distance) or into a wall or the ground (for extra damage).
    • Slithering Python Crush - Azrael grapples an enemy, focusing on their arms, and attempts to inflict Disable by crushing the arms (causing the status effect), or by holding onto them (creating the effect of the status as long as he holds onto them).
    • Writhing Boa Crush - Azrael grapples an enemy, focusing on their legs, and attempts to inflict Cripple by crushing the legs (Causing the status effect) or by holding onto them (creating the effect of the status as long as he holds onto them).


  • Bestial Summoning - Skills that involve the summoning of beasts(be they real, phantasmal, or heartless)
    • Summon - Azrael summons a monster, animal, or creature to come to his aid. The 'call' is purely magical, but sometimes Azrael can whistle loudly for a better 'visual effect'. If what he calls for is not near, his magic instead creates a phantasm of the creature in it's place. (Phantasm has the exact same stats as normal creature, but costs more MP/Energy due to it being 'created' from Az's magic and not already existing in the area).
    • Minion Formation - Thanks to his abilities, Azrael can create Heartless, Nobodies, and Unversed with barely any effort or time.


  • Bestial Spirit Taming - Skills that involve the summoning of animal spirits for damaging and sabotaging purposes.
    • Behemoth Spirit - Azrael summons the spirit of a behemoth, using it to deal magical non-elemental damage to a target and a samll area around the target.
    • Phoenix Spirit - Azrael summons the spirit of a phoenix, using it to deal magical fire damage to a target and a small area around the target.
    • Wendigo Spirit - Azrael summons the spirit of a Wendigo, using it to deal magical ice damage to a target and a small area around the target.
    • Thunderbird Spirit - Azrael summons the spirit of a thunderbird, using it to deal magical thunder damage to a target and a small area around the target.
    • Harpy Spirit - Azrael summons the spirit of a harpy, using it to deal magical wind damage to a target and a small area around the target.
    • Kracken Spirit - Azrael summons the spirit of a kracken, using it to deal magical water damage to a target and a small area around the target.
    • Wyrm Spirit - Azrael summons the spirit of a wyrm, using it to deal magical earth damage to a target and a small area around the target.
    • Kirin Spirit - Azrael summons the spirit of a kirin, using it to deal magical nature damage to a target and a small area around the target.
    • Wasp Spirit - Azrael summons the spirit of a wasp, using it to deal magical poison damage to a target and a small area around the target.
    • Unicorn Spirit - Azrael summons the spirit of a unicorn, using it to deal magical light damage to a target and a small area around the target.
    • Tonberry Spirit - Azrael summons the spirit of a tonberry, using it to deal magical dark damage to a target and a small area around the target.
    • Bat Spirit - Azrael summons the spirit of a bat, using it to deal magical non-elemental damage to a target and absorb some of the damage as health.

    • Snake Spirit - Summoning the spirit of a snake, Azrael uses it to inflict Poison on an enemy target and a small area around the target.
    • Mole Spirit - Summoning the spirit of a mole, Azrael uses it to inflict Blind on an enemy target and a small area around the target. (You're not gonna want to see what I'm about to do to you)
    • Owl Spirit - Summoning the spirit of an owl, Azrael uses it to inflict Silence on an enemy target and a small area around the target. (Always and forever watching, silently flying RIGHT BEHIND YOU AAAAHHHH!!!)
    • Octopus Spirit - Summoning the spirit of an octopus, Azrael uses it to inflict Deprotect on an enemy target and a small area around the target. (Oh god not the tentacles)
    • Otter Spirit - Summoning the spirit of an otter, Azrael uses it to inflict Deshell on an enemy target and a small area around the target. (by smashing their magical barriers like a clam on it's tummy :3)
    • Sloth Spirit - Summoning the spirit of a sloth, Azrael uses it to inflict Slow on an enemy target and a small area around the target. (Don't worry...I'll get to you eventually)
    • Scorpion Spirit - Summoning the spirit of a scorpion, Azrael uses it to inflict Venom on an enemy target. (Get over here!)
    • Bomb Spirit - Summoning the spirit of a bomb, Azrael uses it to inflict Ignite on an enemy target and a small area around the target. (Boom goes the dynamite!)
    • Boar Spirit - Summoning the spirit of a boar, Azrael uses it to inflict Berserk on an enemy target and a small area around the target. (Grunt like a boar~)
    • Stonefish Spirit - Summoning the spirit of a stonefish, Azrael uses it to inflict Mini on an enemy target.
    • Pig Spirit - Summoning the spirit of a pig, Azrael uses it to inflict Pig on an enemy target. (Squeal like a piggy~)
    • Cat Spirit - Summoning the spirit of a cat, Azrael uses it to inflict Sleep on an enemy target and a small area around the target.
    • Platypus Spirit - Summoning the spirit of a platypus, Azrael uses it to inflict Confusion on an enemy target and a small area around the target. (????wha?What is it???????)
    • Mindflayer Spirit - Summoning the spirit of a mindflayer, Azrael uses it to inflict Paralyze on an enemy target. (What did I say about tentacles?!)
    • Shark Spirit - Summoning the spirit of a shark, Azrael uses it to inflict Fear on an enemy target and a small area around the target.
    • Lamia Spirit - Summoning the spirit of a lamia, Azrael uses it to inflict Charm on an enemy target and a small area around the target. (Sock it to me, baby~)
    • Ahriman Spirit - Summoning the spirit of a ahriman, Azrael uses it to inflict Doom on an enemy target. (I see you~)
    • Toad Spirit - Summoning the spirit of a toad, Azrael uses it to inflict Frog on an enemy target. (Someone's looking a little horny...toad)
    • Cockatrice Spirit - Summoning the spirit of a cockatrice, Azrael uses it to inflict Petrify on an enemy target. (I'm gonna make you rock hard~)


  • Flaming Devil - Skills granted to Azrael from his summon, Rubicante.
    • Fire/Fira/Firaga/Firaza
    • Scorch - Azrael creates a tornado of flames to envelop enemies, dealing massive fire damage.
    • Flame Strike - Azrael attacks an enemy with his weapons (or limbs) encased in fire, dealing physical based fire damage
    • Fire Barrier - Azrael envelopes himself in an aura of fire, causing minor fire damage to enemies near him.


Support Abilities:
  • Bestial Spirit Taming - Skills that involve the summoning of animal spirits for damaging and sabotaging purposes.
    • Eagle Spirit - Summoning the spirit of an eagle, Azrael uses it to grant Valor on a target. (FREEDOM)
    • Dove Spirit - Summoning the spirit of a dove, Azrael uses it to grant Devotion on a target.
    • Bear Spirit - Summoning the spirit of a bear, Azrael uses it to grant Bravery on a target and a small area around the target. (For once, not a big, hairy man)
    • Praying Mantis Spirit - Summoning the spirit of a praying mantis, Azrael uses it to grant Faith on a target and a small area around the target.
    • Chocobo Spirit - Summoning the spirit of a chocobo, Azrael uses it to grant Haste on a target and a small area around the target.
    • Hummingbird Spirit - Summoning the spirit of a hummingbird, Azrael uses it to grant Blink on a target.
    • Pangolin Spirit - Summoning the spirit of a pangolin, Azrael uses it to grant Protect on a target and a small area around the target.
    • Clam Spirit - Summoning the spirit of a clam, Azrael uses it to grant Shell on a target and a small area around the target. (Why the hell is a clam doing this?)
    • Turtle Spirit - Summoning the spirit of a turtle, Azrael uses it to grant Reflect on a target.
    • Woodpecker Spirit - Summing the spirit of a woodpecker, Azrael uses it to grant Pierce on a target.
    • Chameleon Spirit - Summoning the spirit of a chameleon, Azrael uses it to grant Vanish on a target.
    • Flying Squirrel Spirit - Summoning the spirit of a Flying Squirrel, Azrael uses it to grant Float on a target and a small area around the target.
    • Starfish Spirit - Summoning the spirit of a starfish, Azrael uses it to grant Regen on a target. (No, this is Patrick!)
    • Jellyfish Spirit - Summoning the spirit of a jellyfish, Azrael uses it to grant Veil to a target and a small area around the target.
    • Honey Badger Spirit - Summoning the spirit of a honey badger, Azrael uses it to grant Vigilance to a target.
    • Crab Spirit - Summoning the spirit of a crab, Azrael uses it to grant Bubble on a target.


  • Flaming Devil - Skills granted to Azrael from his summon, Rubicante.
    • EnFire - Azrael enchants himself (or another), giving all their basic attacks fire element.
    • Rubicante's Cloak - Azrael summons up a crimson cloak and envelops himself in it. Protects himself from all elements (Immune to all elements, save non-elemental), but is unable to act while in it. Acting (moving, attacking, casting, etc.) dissipates the cloak and removes the defenses.



Limits:
  • [Level 1] Stampede - Azrael sends out a wave of magic (along a whistle if able to) that seems to pierce the air over the battlefield, and is then greeted with what sounds like thunder in the distance. A massive swarm of animals, monsters, and heartless stampede across the battlefield, dealing massive damage to anything hit by the swarm.
  • [Level 2] Hibernation - Azrael retreats to a safe distance, then calls for a swarm of animals and monsters. Once they appear, Azrael retreats into his cloak for two turns, letting the minions protect him from enemies, then emerges with his HP fully restored. Any minions that survive protecting him stick around to continue protecting him and fighting for him as he returns to battle.
  • [Level 3] Bestial Might -Thanks to his link with animals and monsters, Azrael can tap into a 'bestial' side of himself (Strength +1).
  • [Level 4] Erupting Mole Strike - Azrael super-heats his claws, the blades glowing a deep red, then leaps up before diving, spinning like a drill bit as he burrows into the ground. Using his strength and the heated claws to travel through the ground, suddenly erupting from the ground to strike the enemy before going back under, coming up and going back into the ground to repeatedly strike the enemy a number of times, dealing massive physical damage to an enemy (can split the strikes between multiple enemies, while splitting the potential damage).
  • [Level 5] Bestial Vigor -Thanks to his link with animals and monsters, Azrael can tap into a 'Bestial' side of himself (Energy +1).
  • [Level 6] _____ Spirit - Azrael calls out for the strongest spirit he can summon. He calls upon the spirit of ________, The Spirit of the Wild Itself, something so incomprehensible, no one is ever really sure what it is. The spirit washes over the battlefield, dealing massive magical damage to Az's opponents with an incomprehensible attack, while also having a chance to cause Confusion, Paralysis, and/or Fear.




Passives:

-
-

Elemental Affinities:
  • Fire - ABSORB
  • Ice - DOUBLED 2x
  • Thunder - HALVED 1/2
  • Water - HALVED 1/2 [Level 6]
  • Wind - -------
  • Earth - --------
  • Nature - --------
  • Poison - --------
  • Space - --------
  • Time - --------
  • Light - --------
  • Darkness - HALVED 1/2 [Level 4]


Drive Form(s):

Strengths: Fiercely strong | Amazingly fast | Relentless in attacks
Weaknesses: Tends to get bored easily, unable to focus on targets for long | Not the best magically

Personality: A slut that enjoys anything fun, basically. If it isn't amusing in the slightest, Azrael usually wants nothing to do with it, unless he feels like 'venting' and wants to break it...or them, if it's a person. Territorial to the point of assaulting a person for touching something of his. Tends to 'hit on' anything 'cute/hot', but usually prefers guys. Tends to dislike children, but no where near as much as adults that don't interest him.
Likes: Lusty 'encounters' | Fun | Breaking things | Doing what he wants, when he wants
Dislikes: Following orders to a 'T' | large groups of people | People who try to stop his fun
Fears: Eternal Boredom | End of his 'life'

Family: None

Bio:

Summon: Rubicante
Summon Appearance: Pic
Summon Personality: Gentlemanly, in essence. Not exactly a 'nice' gentleman, but seems to have his own honor code of sorts.
PostPosted: Sun May 15, 2011 11:31 am


Enji_Chou
Name: Kai
Birthdate: ???
Gender: Female
HP: 40
MP: 39
ApP [Skill]: 2
ApP [Speed]: 2

User Image

Appearance:
  • Height: 5’6
  • Weight: ???
  • Body Type: Lean, with Curves
  • Skin type: Tan Almond
  • Eye Color: Dulled Dark Brown
  • Hair Color: Dark Brown
  • Hair Style: Naturally Curly, but Prefers to Straighten it like her original- but it looks more messy and wild.
  • Unusual Markings:
    • Has a matching scar on her right leg below the knee that looks like a butterfly when traced with a pen. Her body covered in assortment of scars, gashes and slash wounds that seem to appear from the inside and bleed afresh every so often. Some small words are cut into her skin in some places- these she binds with gauze but they always seemed to bleed through.

  • Clothing: A more tarnished version of her originals clothing with a dark macabre twist. Detailing is darker and ominous in design. It looks shredded in places and yet is accented with see through lace and held together with sheer gauze. Her bandaging seems to be part of the outfit as well, in spite of its obvious legit use. The fabric looks faded in color in contrast to her originals and is stained in some places with her blood.


Theme Song(s):

Whole Album

Significant Trait: Internally Fixated
Quotes:
  • “You should disappear.”
  • “I shall remind you why you’re existence is meaningless..”
  • ” Be gone-“ * attacks*
  • ”...”
  • ” I’ll ERASE YOU!!!!”
  • “HOW DARE YOU- NEVER CALL ME BY THAT NAME!! NEVER!!!”


Good/Evil/Other: Chaotic Evil
Element: Non-Elemental (Pictomancy)
Weapon: Magic Quill
Job Class: Pictomancer
  • Strength: 6
  • Defense: 9
  • Magic: 13
  • Resistance: 13
  • Skill: 8
  • Reflexes: 10
  • Speed: 8
  • Constitution: 10
  • Energy:13


Attack Abilities:
  • Elemental Inspiration - Though Kyla lacks an element of her own, she can draw from her well of creative magics to imbue her spells with whichever element she desires. However, because she must draw from her own imagination rather than a true elemental source, her elemental spells will always be weaker than her normal spells unless otherwise aided by outside forces. If imbued with an element-granting enchantment, she can access greater levels of strength with that particular element, with each additional level stacking upon her low magic. [ Weak Omni-Elemental (6 MS) ; En-Element Or Related Spells Increase Elemental MS Cumulatively (Low + Low = Medium; Low + Medium = High; Low + High = EX) ]
  • Pictomancy- Like her original anything she draws can become a reality. Depending on the amount of effort or energy spent on the image, it lasts longer or is simply temporary. But she can manipulate reality as long as she has a pencil! Her powers have limits physically but not nearly as obvious as her original. The amount of mana she can pump and burn seems endless.
    • Ebony Strike- An ethereal shadowy bird, made of pure energy, appears and divebombs on the target, exploding on contact. Has a Level 1 and 2.
    • Flight of Blades- A number of ethereal blades appear and soar at the enemy, attacking furiously for a short amount of time.

    • Meta-Slash- A bold stroke of the pen- encircling an element of choice slashes at the enemy with the force equal to a large buster sword. Short ranged/ multiple hits as long as she keeps stroking the quill across the paper.

Support Abilities:
  • Pictomancy- Kai’s special abilities allow her to manifest anything she draws using her magic pen.
    • Flight of Blades- A number of ethereal blades appear around the target, revolving around them in a protective manner and slicing up any opponent that comes near.
    • Warding Lotus- A shielding barrier resembling an erry blue tinted lotus, effects 1 single target- Shell/Protect.
    • Luminous Lotus- A shielding barrier resembling a shadowy tinted lotus, effects 1 single target- Reflect.
    • Lotus Shield- A chamber resembling a lotus flower- completely encasing the target, nearly impenetrable as long as her mana flow supports it.
    • Practical Pictomancy- Kai can form various shapes and platforms with her abilities, even going so far as to allow them to float.

Passive Abilities:
  • Silent Artist- Because Kai's medium for spell casting is her art, not her voice, Silence doesn't affect her.
  • Gifts of the Chosen- Story-Granted; Having become a 'Black Chosen', Ajora is now immune to the following status ailments: Blind, Deshell, DeProtect, Addle, Sleep, Stop/Paralyze/Freeze, Doom, Fear, Auto-KO, Petrify.

Limit Breaks:
  • Ebony Strike, Level 3!- In a burst of anger, Kai’s pen rushes across her paper, summoning forth an awe-inspiring ethereal bird, much larger than the other two levels of Birn Strike. It soars at the opponent within the blink of an eye for massive explosive damage.

  • NightmareScape- Blanketing a certain radius of space with her consciousness Kai can create her own bubble reality that overlaps the original. Trapped inside this occupation of her own ‘Nightmare” Kai can transform and do whatever she pleases to the landscape using her drawings as a medium. She can trap anyone in a pocket of simply 10 feet around but make it look like an endless desert in any direction, one where they could run forever and still not escape unless they break through the barrier erected by her minds hold.
    This is probably her most dangerous limit break for it’s just as dangerous ot her as it is to those inside if she loses herself in it, or loses the will to leave. Because i exists in itself pocket of reality, it’s completely closed off from the outside. Like a manifestation of her detachment, no one can get in once it’s closed off. You can only come ‘out’. (logic: Like a secluded island in a vast lake- the boat is on the island while you’re stuck on the shore, only those already on the island can go anywhere)
    Because Kai must be in a trance-like state to support this reality, the way to break the barrier is to wake the pictomancer inside and break her trance. Because of this danger- Kai doesn’t summon use this Limit for just anything... unless she’s triggered.


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


Drive Form(s): N/A

Strengths: Magic Strength, Magic Defense, Energy ; Kai unfortunately inheritated the very strong empathy from her original and can easily understand the feelings of other people when they're up close( used a survival skill in hostile environments). She's just as stubborn and a good outdoorsman. She has a meticulous Intellect, decisive and strong willed, she has her own agenda, but is capable to interweave it with everyone else’s to avoid hindering arguments.
Weaknesses: Physical Strength and Defence (When not aided by magic) ; Her sense of hearing is sometimes troublesome. Harsh pitches and specific sounds don’t hurt her (like her original) they just irritate her. She doesn’t need glasses, she keeps them to make a point.. she hates the world and would rather make as many barrier between it and herself as possible.
Personality: Kai also has a split personality depending on the people around her. But more extreme, a dark and intelligent strategist using her pictomancy efficiently... or... a raging berserker. Like Kyla, she carries her sketch book and pencils everywhere she goes. When in normal public, Kai is very obviously detached. Seeing the world through the haze of her glasses as if it was insignificant and couldn’t be bothers unless it has something to do with what she wants. The mental wall that’s been the object of a lot of Kyla’s social problems is ten times more developed and permanent. She tends to ignore that people exist, probably cause she rather no one existed. Kai gets tired when around too many people for an extremely long period of time. (check weaknesses) In contrast to Kyla's character, Kai is the ultimate negative outcome of her persona is no positive influence intervened. Especially where Tyue is concerned, unlike her original who’s mental fragmenting helped her cope, Kai is lacking this feature and is thus emotionally unstable beneath her iron clad mental walls.
  • Extreme Detachment
    • False Reality Replacement: Kylas mental conditioning to the extreme, it can manifest now as an actual attack known as Nightmarescape where she cna draw herself and others into a true physical pocket reality.
  • Triggered Anger/Rage Whatever you do, don't call her a very specific word.
  • Paranoid
  • Pride
  • Oversensitive& Selective De-sensitization:At one moment she can be emotional and unbalanced, and the next she can severe her feelings behind her mental walls and do terrible things with little remorse, shutting her emotions down completely.
  • IndifferentShe has no personal preference in people, an enemy, an ally, all can be the same in her eyes if they get in her way or threaten her objective. In the end, she wants to’ Erase Everything.’
  • Megalomaniac/Judgemental One way or another Kai wishes to achieve her goal of total annihilation for everything and everyone around her in this ‘meaningless’ world, as she has deemed it. Kai’s wish is to create her own reality in a peaceful oblivion, separated from the world she will destroy, feeling she has the right to do, thinking she’s earned the right- and seal herself in a blissful sleep limbo with... one... other person...




Favorite food/drink: Hot taught with 7 shots of whiskey; extra sweet. Eat?
Likes: Only the things she makes herself.. she disgusted with this world and everything in it.
Dislikes: Everything.
Fears: Achluophobia- Fear of darkness & never finding her utopia.
Misc.: Kai can sing as well-if by some ill fate you find yourself in her Nightmarescape... you may hear a haunting lullaby most creepy handing in the air.


Family: She’s not really human. But perhaps her fellow replicas could be considered technical siblings. Not that she really cares.
Bio: Kai was born from the darkness inside Kyla, her original. The extreme result if everything had indeed gone wrong with her human life, separated and crafted in a more powerful version of the comely pictomancer. Kai hates the world, she hates it and wishes everything to go away and disappear, and she intends to accomplish this one day. For now she is allied with Ajora and his team- but only until she can take the one person she feels is somewhat worthy to spare from her ultimate judgement. She also needs the power required to accomplish her goal, and is Ajora cannot lead her to it, Kai will simply take it from her original counterpart. Kai gives no inclination of her goal, and pretends to be interested in causing chaos, but what she truly desires... is silence.


Summon: Classic * Dark Carbuncle. Unlike other replica’s Kai and Kyla’s summons are distinctly different.
Kyla, who’s fragmented personality- Tyue- (who assumed the abilities of carbuncle) exists as a summon. Kai doesn’t have such a mental conditioning companion. Because Tyue represents everything good in Kyla’s personality, hence, there is no darkened counterpart in Kai’s mind.
Instead Kai has a more classic summon, with no emotional bond or attachment between them.
Summon Appearance: She’s like the original Carbuncle, but pitch black and ghostly, somewhat transparent.
Summon Personality: A very distinct difference between Tyue and Dark carbuncle is the lack of a true personality. This carbuncle is void of any true thoughts of it’s own, empty and silent on the inside. Which suits Kai just fine. For if Dark carbuncle did have a voice or mind of it’s own... she wouldn’t have need for anyone else and her plans would have been very different. Besides, if this summon did have a mind- and it was dark- it probably wouldn’t bother using it’s protective powers on it’s master. That would mean it cared, which would be impossible.

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Sun May 15, 2011 11:32 am


Mizu_Kage_Hikari
Name: Janex
Birthdate: Creation does not qualify as birth
Gender: Female
HP: 36
MP: 33
ApP [Skill]: 3
ApP [Speed]: 2

Appearance: {pic coming soon}
  • Height: 5'1œ"
  • Weight: None of your business (165lbs at last check)
  • Body Type: ...dumpy.
  • Skin type: Fair
  • Eye Color: Blue
  • Hair Color: Brunette
  • Hair Style: Waist length, tied back to keep it out of the way
  • Unusual Markings: Scar on the forehead, left wrist, and knee. Probably a few others
  • Clothing: Tight black cargo pants, slightly transparent spaghetti-strap tank top over a red bra, silver chain-link belt with additional chain looped through belt loops on the right hip, black and red tennis shoes, silver heart necklace with similar ring on left ring finger,


Theme Song(s):


Significant Trait: Unstable
Quotes:
  • "Whatever."
  • "Just go die already!"
  • "You have ten seconds to walk away before I kill you where you stand."
  • “Will you just leave me alone?!”


Good/Evil/Other: Evil
Element: Dark Ice
Weapon: Bow and Arrow
Job Class: Archer/Ranger
Stats:
  • Strength: 7
  • Defense: 9
  • Magic : 13
  • Resistance: 11
  • Skill: 12 [11 + 1]
  • Reflexes: 10
  • Speed: 10
  • Constitution: 9 [8 + 1]
  • Energy: 11


Attack Abilities:
  • Bow Mastery- Abilities developed solely for use with the bow.
    • Frenzied Fire- Janex can fire a quick burst of arrows, one after another, with startling speed; due to the speed, it's not as accurate at longer ranges.
    • Multi-Shot- Janex can fire multiple arrows at once; the more arrows she fires simultaneously, the shorter the distance they can travel.
    • Broad-Headed Arrow- Janex uses an arrow with a larger-than-usual arrowhead; if is strikes, the arrow has a chance to Stun the target.
    • Crippling Shot- Janex aims an arrow specifically at the legs of her target; if it strikes, the arrow has a chance to Cripple the opponent.
    • Precision Shot- Janex aims an arrow specifically at the arms of her target; if it strikes, the arrow has a chance to Disable the opponent.
    • Splinter Shot- Janex fires a hollow arrow at her opponent; if the arrow is blocked, it erupts into splinters, damaging any enemies near the original target.

  • Dark Blizzard/Blizzara/Blizzaga- Basic ice-elemental blast that fires an ice crystal of varying sizes at the enemy; can also be cast using other methods.
    • Dark Blizzard Blast- Instead of firing a single icicle at the opponent, Janex launches a shotgun-like blast of ice in one direction.
    • Twisty-Turny- Janex summons an ice sphere, which rolls on the ground rapidly toward the opponent, following him/her slightly for a short period.
    • Dark Blizzard Combo- Janex summons an ice sphere similar to the one used in Twisty-Turny, but instead uses it to knock nearby enemies around psychokinetically for a short combo.
    • Black Ice Spike- A ball of ice formed with the casters will, it can vary in density from a harmless yet fun snowball to a deadly sphere of nothing but solid, dense ice (needle-like spikes optional).
    • Crystal Spire- Stalagmites of ice shoot from the ground in an instant, impaling anything unfortunate to be caught on the tip, otherwise just knocks things around.
    • Ice Barrage- Janex summons a flurry of Crystal Spires under her opponent(s), attempting to knock them into the air for multiple strikes.
    • Scatter-Spray Blizzaga- Janex summons an overly-large icicle larger than herself to fire at her opponent; it moves slow and only goes a few feet before erupting into a dozen smaller, faster bullets that target the enemy's current location (even if they've moved since the original icicle).
    • Deep Freeze- Janex manifests a Blizzaga spell into erupting from the ground surrounding her, doing damage to all nearby opponents and possibly freezing them in place.
    • Glacier- Janex uses Deep Freeze, but instead of freezing them in place, the ice explodes, sending all nearby opponents into the air.

  • Dark Shiva's Charge- Abilities combining her Blizzard magic and her Archery skills.
      Dark Blizzard Edge- Janex cloaks an arrow in ice magic, giving it a glacial aura; on impact, the arrow erupts into a flurry of icicles.
    • Hailstorm- Janex cloaks an arrow in ice magic, giving it a glacial aura, before launching it skyward; at some point, the arrow erupts into a flurry of icicles, which rain down upon her opponent(s).
    • Bursting Arrow- Janex cloaks an arrow in ice magic, giving it a glacial aura; before striking the target, the arrow explodes into a shotgun-like blast of icicles. Similar to Blizzard Blast, but can be used for longer distances.
    • Freezing Arrow- Janex cloaks an arrow in ice magic, giving it a glacial aura; upon contact, the arrow ensnares the target (or whatever is struck) in an layer of Frost, possibly causing Slow.
    • Rebound- Janex cloaks an arrow in ice magic, giving it a glacial aura; if the arrow strikes a non-living object, the object freezes over and the arrows ricochets at the appropriate angle; used to avoid blocks.
    • Hypothermic Shot- Janex cloaks an arrow in ice magic, giving it a glacial aura; on impact, the arrow's sub-zero temperatures 'damages' the target's mana by forcing the body's mana into keeping the target's body temperature at stable levels.
    • Whiteout- Janex cloaks an arrow in ice magic, giving it a glacial aura; upon impact with the target, an icy haze erupts, targeting the opponent's eyes and possibly causing Blind.
    • Maelstrom Bolt- Janex cloaks an arrow in ice magic, giving it a glacial aura; upon impact with anything, the arrow erupts into a large area of effect twister of Blizzard magic which prevents magic-casting from any within.
    • Piercing Icicle- Janex completely freezes over an arrow, giving it an insanely sharp point; the arrow will pierce through most guards, and if it pierces through the body, it has a chance to cause Pain.


Support Abilities:

  • Expert Focus- Preparation ability; by taking a few moments to prepare herself, Janex's bow-related abilities have much greater accuracy for a period of time.
  • Read the Wind- Preparation ability; by taking a few moments to take in the wind currents of the area, Janex can tell how and where to shoot arrows, thus increasing all arrows' speeds temporarily.
  • Barbed Arrows- Preparation ability; by taking a few moments to summon specifically-crafted arrows into her magic quiver, Janex can ensure that all arrow attacks for a short period of time have a chance to cause Bleeding. [Physical Ailment]
  • Frost Armor- Janex temporarily encases herself in a set of lightweight, frozen armor [Protect]. Ends prematurely if hit by any Elemental Weakness.
  • Mirror Wall- Janex erects a temporary ice barrier of varying shape in order to protect herself from damage. May create a dome-shaped wall, but the strength of the wall is somewhat diminished as a result.


Passive Abilities:
  • Ice Arrow- Imbues arrows with Dark Ice Element, not consciously controlled but only lasts as long as caster has Mana
  • Gathering of Mana's Spirit- Will steadily recharge in Mana while idle; the lower the surrounding temperature, the faster the recharge.
  • Gifts of the Chosen- Janex is immune to the following ailments: Poison/Dia/Bleeding, Pain, Disable, Slow/Frost, Toxic/Sap, Ignited, Stop/Paralyze/Freeze, Gradual-Petrify, Charm, and Fear.

Limit Breaks:
  • Heaven's Fall- Aims the bow into the air and fires three to five arrows at once. Once the arrows meet their apex, the shatter into multiple shards of very, very sharp ice spikes and rain down in a radius of 5-10 feet
  • Diamond Dust- Summons out Dark Shiva, who holds a greater version of the bow. Dark Shiva fires her arrow, while Janex fires one of her own. The arrows meet at the apex of their trajectory and shatter into thousands of Dark Ice Arrows which rain down upon the enemy and encase them in solid ice. Janex fires one more Dark Ice Arrow at any encased in ice, shattering the ice and dealing massive damage.
  • Endurance Upgrade
  • Action Speed Upgrade


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


Drive Form(s): n/a

Strengths: Long-range combat | Speed | Agility | Magical defense | Cold tolerance | Quick thinking
Weaknesses: Melee | Cooperation | High temperatures | Being faced with her fears

Flaws
  • Aimless
  • Blunt
  • Childish
  • Deranged
  • Disability-nearsighted
  • Disturbed
  • Dubious
  • Envious
  • Erratic
  • Fierce
  • Fixated (on Evan)
  • Fool’s Love
  • Hypocritical
  • Impatient
  • Impious
  • Indecisive
  • Intolerant
  • Immature
  • Judgmental
  • Obsessive
  • Overemotional
  • Pessimist
  • Phobia - falling
  • Phobia - snakes
  • Rebellious
  • Sarcastic
  • Skeptic
  • Selfish
  • Self-Martyr
  • Smart-a**
  • Spiteful
  • Stubborn
  • Tactless
  • Temperamental
  • Unpredictable


Personality: ...see flaws
Likes: Being left alone
Dislikes: Being reminded of anything that once brought her (i.e, Bobbi) joy, being used, controlled, or manipulated
Fears: Snakes, falling, dying

Family: None, unless you count the other replicas

Bio: Janex was created by the combined efforts of Vexen and Dr. Finkelstein. She is a copy of everything dark about Bobbi.

Summon: Dark Shiva
Summon Appearance: Click
Summon Personality: A Darker version of Shiva, she is possessive of her summoner and has a highly sarcastic sense of humor. Also a bit sadistic...
PostPosted: Sun May 15, 2011 11:33 am



fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Sun May 15, 2011 11:34 am


Je suis a toi
Name: Maria
Gender: Female
HP: 32
MP: 27
ApP [Skill]: 2
ApP [Speed]: 2

Appearance:
  • Height: 6' 2"
  • Weight: 145 lbs
  • Body Type: thin
  • Skin type: Fair
  • Eye Color: brown
  • Hair Color: dark brown
  • Hair Style: long, worn down
  • Unusual Markings:
  • Clothing:
A blue floor-length dress

Theme Song(s):
  • Skin and Bones- Foo Fighters


Significant Trait: careless
Quotes:
  • "I seem to have misplaced my ability to care."
  • "If I were you--and believe me, I know what being you feels like--then I would stop being quite so pathetic."


Good/Evil/Other: Evil
Weapon: Twin sai equipped with a petrifying spray
Job Class: Imitator, Fae
Stats:
  • Strength: 10
  • Defense: 10
  • Magic: 13
  • Resistance: 13
  • Skill: 9
  • Reflexes: 10
  • Speed: 9
  • Constitution: 8
  • Energy:9


Attack Abilities:
  • The Great Pretender- When Maria takes on the form of a magic user, their magic fuses with her own, allowing her to use simple forms of that person's magic even after she is no longer in their form

Support Abilities:
  • Copy Cat- With the hair of another human being, Maria can take on their appearance (strictly limited to humans)
  • Fae Magic- Magic spells and various potions that do not cause harm.

Passive Abilities:

Limit Breaks:

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


Drive Form(s):

Strengths: Imitation of abilities | adaptation | evasive maneuvers
Weaknesses: Anger | Pride | instability

Personality: Maria doesn't seem to have a personality of her own. She has spent her life mimicing and perfecting the mannerisms of others, and so has not developed well--it's also made her unstable. Her lack of identity makes her pull tidbits of other people's lives to complete her own, even to the point where her past is not her own, but a formulation of others' life fragments. Her temper can be short but that depends entirely upon who she feels like. She is unpredictable and flighty, prone to halt any operation and move it to a different place where she is more satisfied.
Flaws:

  • Aimless
  • Audacious
  • Blunt
  • Bold
  • Childish
  • Disloyal
  • Egotistical
  • Erratic
  • Fraudulent
  • Impatient
  • Liar
  • Meddlesome
  • Obsessive
  • Overambitious
  • Overconfident
  • Remorseless
  • Selfish
  • Spiteful
  • Tactless
  • Tempermental

    Likes: Finding new people to copy | Testing her self and her abilities
    Dislikes: Arrogance | Doing the dirty work | Being mocked
    Fears: Losing her mouse, Dot

    Family: Unknown

    Bio: ???
PostPosted: Sun May 15, 2011 12:03 pm


Quote:
User ImageName: Sora
Age: 17
Gender: Male
HP: 32
MP: 24
ApP [Skill]: 2
ApP [Speed]: 2

Appearance:
  • Height: 5'6"
  • Weight: 150 lbs.
  • Body Type: Lean
  • Skin type: Fair
  • Eye Color: Blue
  • Hair Color: Brown
  • Hair Style: SPIKEY
  • Accessories: Chain necklace with a crown; Trinity Charm
  • Unusual Markings: N/A
  • Clothing/Description:



Good/Evil/Other: Good
Prominent Element: Light
Weapon: Kingdom Key
Job Class: Keyblade Master [Based on picking Sword, forfeiting Shield]
Stats:
  • Strength: 12
  • Defense: 7
  • Magic: 10
  • Resistance: 7
  • Skill: 7
  • Reflexes: 8
  • Speed: 8
  • Constitution: 8
  • Energy: 8


Attack Abilities:
  • See here and here for a more complete list.
  • Sonic Blade
  • Strike Raid
  • Vortex
  • Blitz
  • Explosion
  • Ars Arcanum
  • Ragnarok
  • Basic Magics- Sora has access to all sorts of basic magics, being a master of the Keyblade.
    • Fire/Fira/Firaga
    • Thunder/Thundara/Thundaga
    • Blizzard/Blizzara/Blizzaga
    • Stop/Stopra/Stopga
    • Magnet/Magnera/Magnega
    • Gravity/Gravira/Graviga

Support Abilities:
  • Aerial Recovery- If knocked into the air, or knocked around while mid-air, Sora can immediately right himself with a quick twist of his body, allowing him to rush back into the battle quickly.
  • Basic Magics- Sora has access to all sorts of basic magics, being a master of the Keyblade.
    • Cure/Cura/Curaga
    • Reflect/Reflectra/Reflega
    • Aero/Aerora/Aeroga

Passive Abilities:
  • The Keyblade's Chosen- Sora gains 3 additional stat points by wielding the Keyblade.
  • Second Chance- Sora is able to keep at least 1 HP when caught in the middle of an extended combo, or by a powerful attack. In this way, a second attack or combo must be used to finish the job before he heals.
  • Heart's Resistance - Sora's heart is strong, and through his experiences and training, he's gained a potent resistance to dark influence. He is immune to actions that would normally affect or manipulate the darkness in his heart, such as temptation or infestation. The only way to afflict him now is to first break his will.


Limit Breaks:
  • [Limit Form] Auto : Final - With two years of additional training and self-mastery under his belt, Sora has honed the ability to channel the ultimate power of the Keyblade and his own heart into pure power without the need to absorb other hearts temporarily. As a result, he can achieve Final Form, as well as call forth the keys Oathkeeper and Oblivion, for three turns, increasing all stats (sans HP/MP) by 3.


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


Strengths: Strength, Magic,
Weaknesses: Defense, Wit, Attack Speed

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Sun May 15, 2011 12:04 pm


Quote:
User Image - Blocked by "Display Image" Settings. Click to show.Name: Riku
Age: 18
Gender: Male
HP: 36
MP: 15
ApP [Skill]: 2
ApP [Speed]: 1

Appearance:
  • Height: 5'10"
  • Weight: 160 lbs.
  • Body Type: Lean
  • Skin type: Fair
  • Eye Color: Blue
  • Hair Color: Silver
  • Hair Style: Straight, Long
  • Accessories:
  • Unusual Markings: N/A
  • Clothing/Description:



Good/Evil/Other: Good
Prominent Element: None
Weapon: Way to the Dawn
Job Class: Keyblade Master
Stats:
  • Strength: 13
  • Defense: 9
  • Magic: 11
  • Resistance: 9
  • Skill: 7
  • Reflexes: 6
  • Speed: 6
  • Constitution: 9
  • Energy: 5


Attack Abilities:
  • See here and here for a more complete list.

Support Abilities:
  • Aerial Recovery- If knocked into the air, or knocked around while mid-air, Riku can immediately right himself with a quick twist of his body, allowing him to rush back into the battle quickly.

Passive Abilities:
  • The Keyblade's Chosen- Riku gains 3 additional stat points by wielding the Keyblade.
  • Heart's Resistance - Riku's heart is strong, and through his experiences, he's gained a potent resistance to dark influence. He is immune to actions that would normally affect or manipulate the darkness in his heart, such as temptation or infestation. The only way to afflict him now is to first break his will.


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


Strengths: Strength, Magic
Weaknesses: Attack Speed
PostPosted: Sun May 15, 2011 12:06 pm


Ayumu Koharu
User ImageName:Terra
Gender:Female
HP: 32
MP: 30
ApP [Skill]: 2
ApP [Speed]: 2

Appearance:
  • Height:5'3"
  • Weight:105lbs
  • Body Type: Slender
  • Skin type: Pale
  • Eye Color: Purple
  • Hair Color: Green
  • Hair Style: Thick and long, tied back in a pony tail
  • Accessories: Circlet on head, known as the Slave Crown
  • Clothing/Description: Terra wears a short red dress with a yellow and purple sash around her waist. She has two long red sleeves and a long light purple cape. She also wears a pair of red boots.



Good/Evil/Other: Bad....?
Prominent Element: None
Weapon: Apocalypses (Sword)
Job Class: Mage Knight
Stats:
  • Strength: 12
  • Defense: 7
  • Magic: 13
  • Resistance: 9
  • Skill: 7
  • Reflexes: 12
  • Speed: 7
  • Constitution: 8
  • Energy: 10


Attack Abilities:
  • Fire/Fira/Firaga- Fire Elemental attack
  • Blizzard/Blizzara/Blizzaga- Ice Elemental attack
  • Flare- Non-elemental attack
  • Holy- Holy elemental attack

Support Abilities:
  • Cure/Cura/Curaga- A spell that can heal minor to major amount of health.
  • Raise/Arise- Revives one fallen ally
  • Dispel- Removes status enchantments from an enemy

Passive Abilities: {YOU CAN HAVE TWO MAXIMUM, if they are RELEVANT to you}
  • Name- Details
  • Name- Details

Limit Breaks: TranceTerra transforms into her Esper form. Giving her access to Auto-Faith, increasing her Magic Strength and Magic Defense, while giving her access to various other primal magics.

  • Tornado- Massive wind attack.
  • Meltdown- Large fire engulfed meteor comes down on the enemies
  • Ultima- Terra gathers a large amount of non elemental energy down onto the enemies.


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


Strengths: High Magic strength
Weaknesses: Weak physical defense

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Sun May 15, 2011 12:08 pm


Jeimuzu Kuro
Name: Leon
Gender: Male
HP: 32
MP: 24
ApP [Skill]: 2
ApP [Speed]: 2

Appearance: Leon
  • Height: 5'9"
  • Weight: 180 lbs.
  • Body Type: tall and skinny, yet built
  • Skin type: White
  • Eye Color: Blue
  • Hair Color: Brown
  • Hair Style: Long, shoulder length
  • Accessories: Griever necklace around his neck
  • Unusual Markings: long scar running from his forehead down the bridge of his nose.
  • Clothing/Description: Leon wears black gloves, black, zipper-lined shoes, white undershirt and wears a short black jacket with a fur collar that has red griever symbols on each shoulder. He wears three born belts on his left forearm and has three buckles on his right thigh. Leon's pants also sport a vertical zipper going down the side of each leg and wears two black and two brown around his hips that are quite loose. He also wears a belt that fits properly around his waist.



Good/Evil/Other: Good
Prominent Element: Non-Elemental
Weapon: Revolver Gunblade
Job Class: Gunblader
Stats:
  • Strength: 10
  • Defense: 8
  • Magic: 6
  • Resistance: 5
  • Skill: 10
  • Reflexes: 9
  • Speed: 8
  • Constitution: 8
  • Energy: 8


Attack Abilities:
  • Magics- Leon has access to Fira, Blizzra, and Thundara
  • Fated Circle- Blasts of Fire surround Leon as he does a spinning attack, the fire then closes in on the enemy and explodes.
  • Rough Divide- Leon charges forward,, cutting into the ground with his gunblade, as he brings it up, he then jumps high into the air, a blast of energy following him, blasting the enemy.

Support Abilities: {You can have less/more than three, if necessary}
  • Name- Details
  • Name- Details
  • Name- Details

Passive Abilities:
  • Lion's Courage- Due to Leon's resolve, he is unaffected by the Fear and Stun statuses.


Limit Breaks:
  • Blasting Zone- Energy fills Leon's gunblade causing it to glow golden and become larger in size. He then brings that energy down in a vertical slash, causing the energy to unleash in a large laser blast.
  • Lionheart- Leon fills his gunblade with energy before rushing toward an opponent and slicing upward, knocking them into the air and following up with a fury of 16 slashes before unleashing a final explosive slash and letting the enemy fall to the ground.


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


Strengths: Fast and strong melee attack
Weaknesses: Weak with magic and magic defense.
PostPosted: Sun May 15, 2011 12:09 pm


And Cloud goes -here- for my OCD (HE AND LEON ARE PARTNERS SO THEY SHOULD BE CLOSE)

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Sun May 15, 2011 12:10 pm


Jeimuzu Kuro
Name: Auron
Gender: Male
HP: 36
MP: 12
ApP [Skill]: 2
ApP [Speed]: 2

Appearance: Auron
  • Height: 6'0"
  • Weight: 190 lbs.
  • Body Type: Tall and built
  • Skin type: white
  • Eye Color: Brown
  • Hair Color: Dark black with grey streaks.
  • Hair Style: long, tied back with a gold ribbon
  • Accessories: "Nog" bottle at his hip
  • Unusual Markings: Scar over his right eye
  • Clothing/Description: Auron wears a deep red haori with blue lining, kept closed with a thick, black and blue strap with two brown belts wrapped around it. There is a brown shoulder pad on his left shoulder that is intricately decorated with tan, green, and blue patterns, as well as a beaded ornament that dangles from it. He wears black pants and shoes, the latter of which have brown straps and triangular metal plating adorning them. Auron also wears a black shirt with a grey collar with intersecting brown straps that is high enough to cover his mouth.



Good/Evil/Other: Good
Prominent Element: Non-elemental
Weapon: Katana
Job Class: Samurai
Stats:
  • Strength: 14
  • Defense: 11
  • Magic: 3
  • Resistance: 7
  • Skill: 8
  • Reflexes: 8
  • Speed: 8
  • Constitution: 9
  • Energy: 4


Attack Abilities:
  • Power Break- If Auron manages to hit it will inflict -4 to an Opponent's Physical Strength. -2 if the strike is Blocked.
  • Magic Break- If Auron manages to hit it will inflict -4 to an Opponent's Magic Strength. -2 if the strike is blocked.
  • Armor Break- If Auron manages to hit it will inflict -4 to an Opponent's Physical Resistance. -2 if the strike is blocked.
  • Mental Break- If Auron manages to hit it will inflict -4 to an Opponent's Magical Resistance. -2 if the strike is blocked.
  • Full Break - Auron imbues a single strikes with the combined might of four attribute-breaking moves. If the hit connects, the victim takes a -4 penalty to their Physical Strength, Physical Resistance, Magic Strength, and Magic Resistance. If the hit is blocked (not evaded), they take a -2 penalty instead. Lasts 3 turns.

Support Abilities:

  • Entrust- Sacrificing the great majority of his mana, Auron is able grant the Aura status to an ally.

Passive Abilities:
  • Dead Nerves- Due to Auron's previous training as a warrior monk, he has immunity to stun and interruption.


Limit Breaks:
  • Dragon Fang- Auron jumps high and thrusts his katana into the ground, causing an area of effect eruption of fire capable of hitting multiple targets.
  • Tornado- Combining simple magic with his raw strength, Auron swiftly spins around, cutting the air with his massive katana with such a force that a medium-sized twister rips into existence, enveloping targets in razor winds for a few moments. In its final moments, Auron spits some 'nog' from his bottle, which combines with the tornado's simple, destructive magic to create an explosion of fire consuming those within.


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


Strengths: Strong physical attack
Weaknesses: Has little magic.
Reply
KHBTD : Kingdom Hearts Roleplaying and OoC

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