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Riorin

Stone-cold Hunter

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PostPosted: Sat Jul 02, 2011 3:58 pm


APPROVED~
PostPosted: Mon Jul 04, 2011 2:55 pm


Mizu_Kage_Hikari
Canon/Monster Template
Name: Demyx
Gender: Male
Race: Human/Nobody

Appearance:
  • Height: 5' 0"
  • Weight: 120lbs
  • Body Type: Slim
  • Skin type: Fair
  • Eye Color: Blue
  • Hair Color: Blonde
  • Hair Style: Spiked upwards
  • Accessories: Shark tooth pendant on black cord necklace
  • Unusual Markings: n/a
  • Clothing/Description: Loose blue Hawaiian-print shirt opened over white tank top, tan Bermuda shorts, blue and white tennis shoes with white ankle socks, tan leather gloves



Good/Evil/Other: Neutral
Prominent Element: Water
Weapon: Sitar
Job Class: Nobody/Bard
Stats:
  • Physical Strength: 3
  • Physical Resistance: 3
  • Magic Strength: 12
  • Magic Resistance: 12
  • Attack Speed: 3
  • Evasive Reflexes: 8
  • Outright Speed: 6
  • Endurance: 6
  • Energy: 10


Attack Abilities:
  • Geyser- Blast of water shoots up from beneath an enemy; can send the target flying if it's small/light enough
  • Splash- An orb of water is summoned and thrown at a single target. Depending on the size of the orb, it can have a splash radius of up to five feet
  • Water Spout- A weaker geyser is summoned to blast a single enemy, though the blast is horizontal rather like a water gun
  • Water Clones- Water forms multiple duplicates of Demyx, attacking any enemies while Demyx stays out of harm's way

Support Abilities:
  • Water Wall- A Geyser spreads out into a sheet of water, forming a shield in front of Demyx
  • Purge- Casts Esuna on a single target
  • Name- Details

Passive Abilities:
  • Name- Details
  • Name- Details

Limit Breaks:

Strengths: Observation | evasion | magical offense and defense
Weaknesses: Physical attack/defense | teamwork | taking initiative

Sample Post:


Canon/Monster Template
Name: Nanaki (Red XIII)
Gender: Male
Race: Wolf-lion

Appearance: User Image
  • Height: 4' at the shoulder
  • Weight: 120lbs
  • Body Type: Cross between a lion and a wolf
  • Skin type: Fur
  • Eye Color: Amber
  • Hair Color: Flame-red
  • Hair Style: Fur with a thin mane along his crest
  • Accessories: Tribal decorations such as feathers and beads, as well as golden bangles on his legs

  • Unusual Markings: XIII tattoo on left shoulder, various tribal markings
  • Clothing/Description: Something between a large cat and a wolf



Good/Evil/Other: Good
Prominent Element: Fire
Weapon: Teeth/claws
Job Class: Beast
Stats:
  • Physical Strength: 12
  • Physical Resistance: 9
  • Magic Strength: 4
  • Magic Resistance: 5
  • Attack Speed: 10
  • Evasive Reflexes: 10
  • Outright Speed: 10
  • Endurance: 7
  • Energy: 5


Attack Abilities:
  • Rend- Leaps on an enemy and tears at them with teeth and claws
  • Rag-doll- Grabs a single enemy in his maw, and shakes his head violently, either breaking bones for smaller enemies or tearing flesh for larger ones
  • Headbut- Slams into an enemy head-first, knocking the opponent off-balance (or flying for a few feet if the enemy is small or weak)
  • Bullrush- A fast-paced rush at an enemy, turning at the last moment to slam into it with his shoulder, knocking the opponent off-balance (or flying for a few feet if the enemy is small or weak)
  • Fire/Fira/Firaga- A standard Fire spell, hurling a ball of flame at a specified target

Support Abilities:
  • Howl- Nanaki lets out a high-pitched howl, with a 20% chance of causing Fear to enemies, and a 15% of Bravery to allies

Passive Abilities:
Limit Breaks:
  • Lunatic Moon - Nanaki will let out a piercing howl, casting Valor and Haste on himself. He will rush at either a single large/powerful opponent, or several smaller/weaker opponents, using his claws and teeth to deal as much damage as possible in a short amount of time. After scoring a few hits, he will leap away and cast either Fire, Fira, or Firaga (depending on how often the same spell was used previously in battle) at the same opponent/group of opponents he had previously attacked.
  • Cosmo Memory - Nanaki will howl at the moon (or the sky if daytime), bringing down a non-elemental laser type blast to hit all opponents in a five-foot radius from his current position.


Strengths: Physical offense and defense | tactics | teamwork | agility
Weaknesses: Magical offense and defense

Sample Post:


Canon/Monster Template
Name: Zell Dincht
Gender: Male
Race: Human

Appearance:User Image
  • Height: 5'5"
  • Weight: 158lbs
  • Body Type: Athletic, wiry
  • Skin type: Fair
  • Eye Color: Blue
  • Hair Color: Blonde
  • Hair Style: Spiked upwards
  • Accessories: n/a
  • Unusual Markings: Tattoo on left side of face
  • Clothing/Description: Black leather jacket with red and blue markings, black undershirt, blue denim capri-style pants, black and red sneakers



Good/Evil/Other: Good
Prominent Element: Earth
Weapon: Gloves/knuckles
Job Class: Monk
Stats:
  • Physical Strength: 12
  • Physical Resistance: 11
  • Magic Strength: 3
  • Magic Resistance: 3
  • Attack Speed: 12
  • Evasive Reflexes: 8
  • Outright Speed: 8
  • Endurance: 10
  • Energy: 5


Attack Abilities:
  • Rapid Punch- Deals several punches in rapid succession at varying areas, making the attack difficult to dodge or block effectively
  • Roundhouse - A roundhouse kick to the face, Chuck Norris style. Only effective against enemies of four feet height/length or more.
  • Flip-kick - Does a back-flip while kicking out with one foot
  • Double Punch - Will deliver two punches in succession, one aimed low on the target, the other high
  • The Ol’ One-Two - Delivers a punch and a kick in succession, both aimed middling between low and high on the target
  • The Ol’ One-Two-Three - Delivers two punches and a kick in succession, the first punch aimed low on the target, the other high, and the kick middling between the two

Support Abilities:
  • Defensive Counter- Will interpose himself between an ally and an attacking opponent, blocking the blow and retaliating with either a punch or kick

Passive Abilities:
Limit Breaks:
  • Burning Rave - Zell will deal a series of rapid blows in succession to a single opponent, including kicks and punches, temporarily stunning the opponent. He will then leap back and c**k his fist for a final punch, and slam his fist into the ground, causing Earth spikes to erupt and slam into the opponent.


Strengths: Physical attack and defense | Agility | Speed | Solo combat
Weaknesses: Magical attack and defense | Group combat

Sample Post:


(I'll get a pic for Demyx as soon as I fan-art it... >.>)


All approved (really, yell at one of us if stuff like this isn't done in a week, honestly), but I didn't bother to include 'Knock Some Sense Into Ya' since it's pretty much just... a typical punch. Unless the ability include the potential to actually detect if they have an ailment like that, I don't really think it's necessary to include it xD

fractalJester
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LevDa

PostPosted: Mon Jul 04, 2011 5:54 pm


User Image - Blocked by "Display Image" Settings. Click to show.Name: Ashley
Birthdate: 4/3/1993
Gender: Female

Appearance:
  • Height: 5’3 ¾”
  • Weight: 104.4
  • Body Type: Skinny and also Short length-wise
  • Skin type:Pale usually from no sun
  • Eye Color: Dark brown
  • Hair Color: Dark brown
  • Hair Style: Long Hair
  • Unusual Markings: Scar on shoulder from a shot (not a gun shot), Huge scar horizontally across her neck
  • Accessories-Black glasses
  • Clothing:


Theme Song(s):
  • Navi's Song (Hey Listen)- meekakitty
  • Masquerade- Lelia Broussard


Significant Trait: Silent
Quotes:

  • “How boring.”
  • “Can’t you just do as your told.”
  • “You make my stomach churn”


Good/Evil/Other: Evil
Element: Water / Darkness
Weapon: Chakrams
Job Class: Assassin
Stats:

  • Physical Strength: 12
  • Physical Resistance: 9
  • Magic Strength: 14 (13+1)
  • Magic Resistance: 8
  • Action Speed: 12
  • Evasive Reflexes: 11
  • Outright Speed: 9
  • Endurance: 7
  • Energy: 9


Attack Abilities:
  • Assassination- Ashley has access to a variety of detrimental abilities from her Assassin class.
    • Assassin's Strike- Ashley charges her chakrams with magical energy before attacking, adding her Magic Strength to her attack.
    • Aphonia- A status ailment that Ashley can use from afar. Can cause Silence.
    • Ague- A status ailment that Ashley can use from afar. Can cause Slow.
    • Oblivion- A status ailment that Ashley can use from afar. Can cause Addle.
    • Shadowbind- A status ailment that attaches to the chakrams, if hit by her chakrams it can cause Stop.
    • Nightmare- A status ailment that attaches to the chakrams, if hit by her chakrams it can cause Sleep/and or Doom.
    • Last Breath- A status ailment that attaches to the chakrams, if hit by her chakrams it can cause a 1-hit KO.
  • Bubbles-Bubbles appear out of Ashley’s hands and can be thrown to the enemy to cause damage.
  • Geyser Hands-Ashley puts both of her hands together and a geyser fires off a wave of water towards where she points her hands.
  • Ground Geyser- Ashley slams her hands on the ground. A geyser suddenly appears below an opponent and sends them airborne.
  • Water Chakrams- Water goes around Ashley’s chakrams thus making the chakrams stronger.
  • Water Prison- Water is thrown in a bubble like form at an opponent. As it gets to the opponent it expands around the target and causes a huge sphere to appear around the target. They cannot break out of the water prison with strength alone.
  • Water hands-Water forms into 2 giant hands that act almost like Ashley’s actual hands. Can crush opponents in the hands or throw people in them.
  • Water harden- If water gets thrown at an opponent and it hits, Ashley can harden the water making the opponent’s body parts that were hit by the water not able to move.
  • Water spike(s)- Ashley using the same hardening ability to create spikes of water that could be almost as damaging as regular spikes.
  • Water Clones – Ashley is able to create a certain amount of water clones at one time, however, the clones can transform into a quick flying scythe to slash opponents (The amount of clones she can create at one time has yet to be determined)
  • Puddle Counter A thin layer of mist water vapor hugs Ashley’s body as a preparation for an attack. When the opponent attacks when the counter is on, Ashley immediately turns into a puddle of water. From here, water clones appear out of the puddle and attack the opponent. However, it could just be meant as a dodge.

Support Abilities:
  • Rainwater Wash - Water begins to envelop Ashley's body, hugging at the skin to create a type of armor that raises evasion as weapons glide off her skin.
  • Amphitrite's Tears - Ashley is capable of summoning a healing waters that act as a minor Cure,however, she can only heal herself.
  • Water Wall- A huge wall of water appears in front of an ally or Ashley in order to stop an attack.
  • Water Barrier- A layer of hardened water envelopes her target(s) in order to reduce damage. Can be Protect or Shell.

Passive Abilities:
  • River flows- Ashley is immune to Addle because of her assassin class
  • Don’t Slow!- Ashley is immune to Slow and Stop because of her assassin class

Limit Breaks:

  • [Level 1] Big Wave- Ashley starts to form 3 waves that get bigger one behind another
  • [Level 2] Tsunami-Ashley starts to form a huge Tsunami attack that could wipe out others in the different collisions.
  • [Level 3] Clone Frenzy - The maximum amount of clones appear at once on the battlefield and attack the enemy.
  • [Level 4] Clone Chemistry - Ashley summons a giant water clone, that absorbs the rest of the smaller clones on the field.
  • [Level 5] On Stranger Tides - Ashley lightly floods the entire battlefield, covering it in a thin layer of water for 3 turns. She feels everything that touches the water, and while it exists, she can cause water attacks from any angle or, if she chooses, she can sink into and leap out of the water instantly.
  • [Level 6] Leviathan's Gift- Ashley's Magic Strength is permanently increased by 1, regardless of limitations.

Strengths: Speed, Midrange attacks, Intelligence
Weaknesses: Defense, Emotions, Oblivious

Personality: Dani is actually a very caring person even though she does not talk to people a lot. She tends to keep certain things to herself and can sometimes be very emotional.
Flaws:
  • Absentminded-Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
  • Anxious-Full of mental distress or uneasiness because of fear of danger or misfortune; greatly worried; solicitous.
  • Childish- Marked by or indicating a lack of maturity; puerile.
  • Dubious- Fraught with uncertainty or doubt. Undecided, doubtful, unsure.
  • Disturbed-Showing some or a few signs or symptoms of mental or emotional illness. Confused, disordered, neurotic, troubled.
  • Frail-Physically weak and easily broken or damaged. Having delicate health; not robust. Feeble, breakable, sickly, dainty, brittle, fallible, imperfect, weak.
  • Klutz-Clumsy. Blunderer.
  • Paranoid-Exhibiting or characterized by extreme and irrational fear or distrust of others
  • Fickle-Characterized by erratic changeableness or instability, especially with regard to affections or attachments; capricious.
  • Finicky- Excessively particular or fastidious; difficult to please; fussy. Too much concerned with detail. Meticulous, fastidious, choosy, critical, picky, prissy, persnickety.
  • Manipulative- very controlling over people or object in order to get what they desire
  • Pessimist- A tendency to stress the negative or unfavorable or to take the gloomiest possible view.
  • Remorseless- Without remorse; merciless; pitiless; relentless.
  • Solemn- Deeply earnest, serious, and sober.
  • Unpredictable- Difficult to foretell or foresee, their actions are so chaotic its impossible to know what they are going to do next.
  • User- A person who uses something or someone selfishly or unethically.

Likes: Chocolate, Plushies, Electronics,
Dislikes: Bugs, Blood, Mean people
Fears: being alone, heights, pain

Family:- N/A
Bio: N/A
Summon: Nightmare Leviathan
Summon Appearance: http://princesse33.free.fr/Dragons/phendrana_leviathan_wallpaper.jpg
Summon Personality: Condescending

PostPosted: Mon Jul 04, 2011 7:12 pm


REPLICA
Name: Dusk
Birthdate: ???
Gender: Female

Appearance: User Image
  • Height: 5'7"
  • Weight: 220lbs
  • Body Type: Curvy
  • Skin type: Pale
  • Eye Color: Blue
  • Hair Color: Brown
  • Hair Style: Down past her shoulders
  • Accessories: None
  • Unusual Markings: None
  • Clothing:Black tub top with with red belt at top and at her waist. Green short skirt going mid thigh. Long black boots and gloves. Green slashes attached to her top. Along with a red choker on her neck.


Theme Song(s):
  • Blue Eyes- Within Temptation


Significant Trait: Uncaring
Quotes:
  • "Don't act like you know me. You will never know me."
  • "You are just like everyone else, always judging."
  • "Are you done yet? Good, cause I don't give a #$^#"


Good/Evil/Other: Evil
Element: Dark Wind
Weapon: Duel Tessen
Job Class: Dancer/Aeromancer
Stats:
  • Physical Strength:8
  • Physical Resistance: 9
  • Magic Strength: 12 (11+1)
  • Magic Resistance: 9
  • Action Speed: 14 (13+1)
  • Evasive Reflexes: 6
  • Outright Speed: 13
  • Endurance: 10
  • Energy:11


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

  • Dancing- A school of techniques based around performing various dances for various effects. Unless otherwise mentioned, all effects of the Dance remain in effect until the Dance ends or changes.
    • Blade Dance-Dusk dances with her Tessen that doubles their attack power, and then launches forward to strike the enemy with both fans.
    • Quick Step- Dusk performs an attack dance at an increased speed, capable of striking enemies multiple times before a counterattack can be delivered.
    • Witch Hunt- Dusk performs a dance capable of disturbing the opponent's energy, effectively attack their MP.
    • Mystical Wind Waltz- Dusk does a dance with various movements of her fans, that moves the wind around her opponent. The wind drains the enemy of a portion of their magic. The wind travels back to Dusk, and gives stolen energy to her.
    • Wind Jitterbug- Dusk does a dance similar to Mystical Wind Waltz but instead of draining magic, she drains their health.
    • Slow Dance- Dusk performs a dance that captivates the target and inflicts Slow.
    • Polka- Dusk performs a dance that lowers enemy moral, thus lowering their Attack Strength by 2.
    • Heathen Frolic- Dusk performs a dance that lowers enemy concentration, thus lowering their Magic Strength by 2.
    • Dance of Silent Wind- Dusk manipulates the wind as she dances, manipulating it around the enemies mouths, silencing their voices (Unable to cast spells.)
    • Forbidden Dances- Dusk does a dance movement against one opponent, depending on her movements she can inflict different statuses.
      1. Painful Movements- Inflicts Pain onto the enemy
      2. Draining Soul- Inflicts Sap onto the enemy
      3. Enraged Dance- Inflicts Berserk on the enemy
      4. Graceful Dance- Inflicts Charm on the enemy

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

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

  • Dancing- A school of techniques based around porforming various dances for various effects. Unless otherwise mentioned, all effects of the Dance remain in effect until the Dance ends or changes.
    • Must Keep Moving- With quick foot movements, Dusk casts Haste on her allies
    • Endure to the End- Dawn uses a dance that cast Bubble on her allies.
    • Magic Mambo- Dusk does a dance that moves the wind about her and her allies. The wind that surrounds them, allows him/her to cast their next spell with half of the normal magic cost. Dusk, however, must remain dancing for the buff to remain in effect.
    • War Dance- A dance that casts Bravery on all nearby allies.
    • Mystic Dance- A dance that casts Faith on all allies.
    • The Dancer's Cure- With a powerful dance, Dusk temporarily removes whatever statuses her allies have, and prevents them from getting any new ones (though the roll must still take place, explained next). Once the dance ends or changes, the statuses that were removed, as well as the statuses that were blocked, all hit simultaneously with full durations, with no opportunity to reroll.
    • One More Dance with Me- Dusk dances for a fallen ally, casting Raise on him/her. If revived by Dusk, the person revived will be restored to full health with a chance of Doom status.
    • The Last Dance- Dusk dances for one of her allies and enhances that person with Aura. Can be used by Dusk once a day.

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

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


Limit Break(s):
  • [Level 1] Predator Claws- Dusk throws her fans at the enemy like frisbee. The fans come back and attack the enemy three times, first fan to the front, second to the back. The last attack comes from both fans above the enemy.
  • [Level 2] Tessen Ragnarok- Dusk strikes an enemy into the air before striking it four more times. After this, she pulls back and unleashes a large gust of wind to blow the enemy away.
  • [Level 3]Dance of the Dragon- Dusk calls forth 3-4 small twisters to take over the battlefield and attack her enemies
  • [Level 4] Gaspless!- Focusing large amounts of Wind magic into her fans, she slams them both into the ground; powerful bursts of razor wind explode from the ground in the targeted direction, cutting at her opponent(s) too many times to count.
  • [Level 5]The Dancer's Allure - Dusk's Magic Strength is permanently boosted by 1.
  • [Level 6]Twister- Dusk's Action Speed is permanently boosted by 1.


Drive Form(s):

Strengths: Fast attacks and movements, endurance, clever
Weaknesses: Cocky, Stubborn

Personality: Dusk, being created from Dawn's memories, displays Dawn's hidden darker emotions. Her anger, sadness, wrath, pride, loneliness and regret. Dusk believes that the Earth was destroyed for a reason and that it should stay that way. Dusk only desires only two things: Her freedom and keeping Earth from being restored....
Flaws:
  • Absentminded- Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
  • Arrogant- Having or displaying a sense of overbearing self-worth or self-importance. Inclined to social exclusiveness and who rebuff the advances of people considered inferior. Snobbish.
  • Blunt- Characterized by directness in manner or speech; without subtlety or evasion. Frank, callous, insensitive, brusque.
  • Childish- Marked by or indicating a lack of maturity; puerile.
  • Envious- Showing extreme cupidity; painfully desirous of another's advantages; covetous, jealous.
  • Fixation- In psychoanalytic theory, a strong attachment to a person or thing, especially such an attachment formed in childhood or infancy and manifested in immature or neurotic behavior that persists throughout life. Fetish, quirk, obsession, infatuation.
  • Flirt-To make playfully romantic or sexual overtures; behavior intended to arouse sexual interest. Minx. Tease.
  • 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.
  • Impatient- Unable to wait patiently or tolerate delay; restless. Unable to endure irritation or opposition; intolerant.
  • Klutz- Clumsy. Blunderer.
  • Lustful- Driven by lust; preoccupied with or exhibiting lustful desires.
  • Overemotional- Excessively or abnormally emotional. Sensitive about themselves and others, more so than the average person.
  • Predictable- Easily seen through and assessable, where almost anyone can predict reactions and actions of said person by having met or known them even for a short time.
  • Rebellious- Defying or resisting some established authority, government, or tradition; insubordinate; inclined to rebel.
  • Sarcastic- A subtle form of mockery in which an intended meaning is conveyed obliquely.
  • Stubborn- Unreasonably, often perversely unyielding; bullheaded. Firmly resolved or determined; resolute.
  • Troublemaker- Someone who deliberately stirs up trouble, intentionally or unintentionally.
  • Untrustworthy- Not worthy of trust or belief. Backstabber.

Likes: Being free, Being in the darkness, Inflicting pain
Dislikes: People feeling sorry for her, being in pain
Fears: Loosing her freedom, Disappearing

Family: Who needs family?

Bio:

Summon: Dark Garuda
Summon Appearance: Large golden bird
Summon Personality: Cold and calculating. Could care less about its summoner. Even less for anyone else. Garuda wishes for its own freedom. It wishes nothing more but to free itself from within Dusk.

Sample Post:

Kaegoe

Hilarious Lunatic


AldrickZearse
Vice Captain

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PostPosted: Mon Jul 04, 2011 10:12 pm


Limits for Azrael



[Level 1] Howl of the Black Wind - aking his rage out on the battlefield, Azrael beats on the ground and walls while a tornado roars and rages around him, kicking around the debris and his enemies and dealing heavy wind and physical damage.
[Level 2] Beatdown of a Lifetime - A strong wind current forms, drawing a single enemy to Azrael as Azrael beats on his enemy, rage filled blows destroying them as they are constantly pulled to him, before he finally grabs them and slams them into the ground a few times before stomping on them with an arrogant smirk.
[Level 3]Pazuzu's Outrage - Azrael begins to rapidly compress massive amounts of air into a small sphere in front of him, caught between his palms. Moments later, he presses his hands close together, compressing the grapefruit-sized sphere into a singularity before throwing his arms to his side, allowing the vicious winds to explode outward. The moment the explosion occurs, a piercing sonic boom is heard as the winds speed outward, having a chance to Stun all opponents on the battlefield before they're torn apart by the storm of razor winds.
[Level 4] Berserker's Fury - Azrael's Physical Strength increases by one permanently
[Level 5] Berserker's Fury 2.0 - Azrael's Action Speed increases by one permanently
[Level 6] Final Dance of the Four Winds - Using every ounce of energy he has remaining, Azrael calls forth his 3 Sylphs-- each human sized, each with a bo-staff of their own-- and simultaneously, a wind storm breaks out. The quartet begin to race around in the powerful winds as nothing but blurs, striking out at enemies with the ferocity of the Four Winds.
PostPosted: Mon Jul 04, 2011 10:27 pm


Ashley is approved as is (by me). Not sure about the amount of clones yet, though it would likely increase or decrease depending on how much power she puts into each. The more powerful she makes each clone, the fewer she may have. If using 14 MS - 3 clones; 11 MS - 4 clones; 8 MS - 5 clones; 5 MS - 6 Clones. In Boss Form, each of the Clone Numbers would probably increase by 1 or 2.

Dusk approved as is (by me).

Azrael Limit approved by me.

Posting up some limits for Ajora for approval.

[Level 1] Harbinger of Conquest ~ Assimilation- Ajora's body melts into pure Darkness, which seeps into the battlefield underneath him. Suddenly, a living mat of dark matter in the form of dark gray mud rapidly spreads from the point of origin and covers the battlefield in its entirety, assimilating the land. Black, spiny tendrils can erupt from any point, whipping at the opponent or ensnaring them, and Unversed can spawn from anywhere covered by the mat to attack those within. Lasts for 3 turns before all traces get sucked back into the point of origin, where Ajora rises in the same condition he vanished.

[Level 2] Harbinger of War ~ Archon of Darkness [Limit Form]- Ajora's HP and MP are completely refreshed before his body disintegrates, becoming pure Darkness in humanoid form, with red lights where his eyes should be. While in this form, his HP and MP are combined into a single stat, meaning that any damage taken also drains him of energy, and any action of his that requires energy drains life force. As well, his PS is replaced by his MS and his PR is replaced by his MR; his weapon is forfeit, and in its place, permanent Dark Matter spheres.This lasts for 3 turns before Ajora reverts back to his original state, exactly how he was before the Limit was activated, but with 0 MP.

[Level 3] Harbinger of Famine ~ Lancet of Destiny- Ajora charges his spear with all his remaining energy before thrusting it into the ground. The battlefield is then covered in a massive glyph which shatters, erupting with non-elemental energy. All damage done forms spheres of energy which soar back to Ajora, granting him the HP lost from his opponents. MP is not healed in this way.

[Level 4] Harbinger of Death ~ Alpha and Omega- Ajora encases himself in a cocoon of energy; once the cocoon is completed, time seems to stop, all colors invert, and the battlefield begins to spin around rapidly. As this happens, a massive blast of energy (colored white) rockets downward from the sky, striking the cocoon. Time returns and colors revert as both the blast and cocoon erupt into a cataclysmic wave of energy that covers the battlefield.

[Level 5] Malleable Shadows- Ajora's Evasive Reflexes are permanently increased by 1.

[Level 6] Bloody Communion- Ajora's Magic Strength is permanently increased by 1.

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
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AldrickZearse
Vice Captain

3,400 Points
  • Full closet 200
  • Dressed Up 200
  • Gaian 50
PostPosted: Mon Jul 04, 2011 10:36 pm


Ashley approved by me as it is currently. Same with Dusk.

Ajora limits as well.
PostPosted: Sun Jul 10, 2011 2:06 pm


Name: Valmar
Birthdate: N/A
Gender: Male

Appearance:
  • Height: 6’0
  • Weight: 265 lbs
  • Body Type: Proportioned
  • Skin type: Very light tan
  • Eye Color: Hazel
  • Hair Color: Brown
  • Hair Style: Hangs down to just cover the eyes
  • Clothing: Valmar wears a pitch-black, button-up, long-sleeved shirt along with black pants and black shoes. He has a black, tattered and ripped coat that is frayed and falling apart at the bottom. A pair of glasses rests on his face, and on his head sits a black top hat with a red jewel set into the side.

Theme Song(s):
  • Song- Artist


Significant Trait: Cruel
Quotes:

  • “Can’t you die any faster?”
  • ”I’ll blast you into dust, fuse the dust into glass and then shatter you all over again!”


Good/Evil/Other: Chaotic Evil
Element: Earth/Darkness
Weapon: Dual Katars
Job Class: Assassin/Terramancer
Stats:
  • Physical Strength: 12
  • Physical Resistance: 11
  • Magic Strength: 9
  • Magic Resistance: 5
  • Action Speed: 14 (13+1)
  • Evasive Reflexes: 14 (13+1)
  • Outright Speed: 9
  • Endurance: 9
  • Energy: 9


Attack Abilities:
  • The Assassins tools: A list of all techniques involving physical strikes and the status effects of the assassin.
    • Statuesque - By laying a hand on his opponent and using a bit of earth magic, Valmar has a chance of causing a slow petrification, starting from wherever he touched his opponent.
    • Breaking Point- Valmar rushes forward at an incredible speed to strike the enemy in a weak spot. If successful, it will inflict the Sap status.
    • Furious Frenzy- Rushing in close to his enemy, Valmar quickly unleashes a powerful storm of thrusts at his opponents body.
    • Fading into Nothing- Valmar cloaks himself in Darkness before completely erasing his presence, disappearing from sight and sound.

  • The Serpents Gift: A list of all techniques accomplished using his control of the earth.
    • Earth Fang- Kneeling down, Valmar plants both his katars in the ground, then steps forward and up, swinging his katars up out of the earth. From the point where his katars were in the ground springs many razor-sharp spikes of earth. They are not straight up, but slightly diagonally.
    • Dual Earth Fangs- An upgraded version of Earth Fang, Dual Earth Fangs no longer requires both katars to be in the ground at the same point. Instead, they can be as far apart as his arms reach, and they will each produce a series of spikes when removed. The time difference when both are planted and removed must be less than ten seconds, otherwise the technique will not work.
    • Grave- By focusing magic into one or both of his katars and by plunging them straight down into the earth, Valmar can force razor-sharp spikes out of the ground, straight up, stretching to ten feet into the air. The range for this attack is one hundred feet.
    • Graveyard- An upgraded version of Grave. Instead of repeatedly striking the ground for spikes, Valmar plants both katars into the ground and continues to channel magic into them. This allows him to create spikes without having to move. However, he must be continuously channeling magic; otherwise the attack will not work.

  • Explosions Explosions- By placing his hand on the ground and imprinting magic into it, an Ouroboros will appear, slowly spinning in a circle and glowing with a soft brown light. The magic becomes trapped by the Ouroboros and continuously circles, building up power. Valmar can release this energy in an explosion, causing rocks and debris to be hurled upwards and outwards. This is all released by snapping his fingers. At the moment he learns the skill, he is capable of leaving only five glyphs at once. Every time his mastery over terramancy increase, the number rises by two. It should be noted that the attack is not meant to be a very powerful, damaging spell. It is to cause distraction and confusion. At his most powerful, Valmar can create eleven glyphs.
    • Closing the Gap- At the next level of Explosions Explosions, Valmar is able to create a glyph, and by channeling more energy into it, he can increase the power of the explosion. This can be used to propel Valmar at high speeds towards his opponent, or away from his opponent, as need be. This is activated by a heel tap on the appropriate circle.
    • OMFG NEEDLES- Another application of EE, Valmar is able to send very concentrated magic into the circle, which is quite a bit larger than the previous ones. When the energy is released it explodes upwards in innumerable needles, each deadly sharp. At any time, he can only have two of these circles in place, no matter how many glyphs he is able to sustain. This is also activated by snapping his fingers and can be used in tandem with EE to cause chaos.

  • Quake- Black magic, causes a powerful earthquake.
  • Earth Cannon- By slamming his hand onto the ground, Valmar can force a large pipe to appear from the earth. It then fires three boulders from it before stopping. These boulders, once they reach a high enough height, will shatter into razor sharp shards and rain down for a rather piercing effect. A tool for crowd control.

Support Abilities:
  • Terramancy- Due to Dark Midgardsormr's power, Valmar is able to manipulate the earth around him, to an extent. His powers will eventually grow.

    • Level One- Basic manipulation of the pure earth around him. Slow to move and very taxing.
    • Level Two- An extension of Level One, completing his mastery of the surrounding pure earth, it now moves faster and requires less energy.
    • Level Three- Valmar is now able to manipulate elements where pure earth is scarce. Ex: Tile, cement, etc.
    • Level Four- Valmar now has a mastery over manipulating both surrounding pure earth and elements where pure earth is harder to fine, ex: tile, cement, etc. While able to manipulate the scarcer materials, it does not move as fast as the purer earth around him.[
    • Level Five- Manipulation of trace elements of earth is possible. Requires hands to be touching the material. Ex: Steel, iron, etc.
    • Level Six- Pure earth moves as fast as he wishes it to and with minimal effort. Scarcer materials move at decent speed with some effort required. Trace elements still hard to manipulate but no longer requires direct contact to manipulate. While manipulation from a range is possible, it is at a speed equivalent to Level One and it requires great effort. Direct contact causes a slightly faster speed and less effort required, though still a great amount.

  • Decimation- By moving magic into his palm, Valmar can create a human sized hole in any piece of earth large enough by pushing his palm against it. If the stone is not large enough, then it will shatter into dust. It can be pared with Statuesque for devastating results on non-living things. It will eventually become more powerful and he will be able to destroy larger objects.
  • Double-dipping- By pushing his katars into the ground, one after the other, he can coat them in pure earth, increasing size, strength, and durability, but lowering speed.
  • Predator's Glare- By covering his eyes with magic, Valmar's eyes take on the temporary form of Dark Midgardsormr's eyes, bright, glowing yellow with black slits. Upon looking into his eyes, even for an instant, Valmar has a chance to paralyze his opponent, due to fear of a superior predator. This paralysis lasts for as long as eye contact remains unbroken. Blinking, on the caster's side, does count as a method for breaking eye contact, but it has the chance to re-inflict as soon as the eyes are open again.
  • Personal Barrier- When Valmar stomps his heel against the ground, a ring of stone, or whatever material he is manipulating, will surround him, protecting him for just one attack.
  • Mindless Guardians- Valmar creates three mindless golems of humanoid shape, made of whatever material is around. To use this skill, he must have mastery of the surrounding element. These golems are not capable of discerning friend from foe, so if a comrade gets too close, the golem will attack them as well. Valmar is the only one they will not attack, but if something containing the magical essence of another is placed willingly on the golem, then they will see that person as friend. However, as they require a constant stream of magic, Valmar is unable to use any other skills while this is in use. If at any time the strain of controlling them becomes too great, Valmar can immediately cease control, preventing further loss of energy. They will remain in humanoid shape until struck.
  • Silent Treading- Tapping into his assassin class and mixing it with his terramancy abilities, Valmar is able to walk or run on any material silently and without leaving marks, as long as it came from the earth. This includes any materials that are not yet under his mastery, such as tile or iron.
  • Tracing The Steps- Valmar is able to discern the position of people on the earth around him. This does not indicate health, wounds, status, or anything besides the position of people. No matter how lightly they may touch the ground, if they have connected with it at all, he can find them after activating the technique. From his position, he can sense anyone around him in a fifty yard diameter. As he grows in power, he will be able to increase his scanning powers to make them more precise. At his most powerful, Valmar is able to match footsteps to identities, without having to be watching.
  • Well of Energy- By placing his hand on any material that he can control, Valmar can absorb energy from the material and change it into magical energy.

Passive Abilities:
  • Blessings of the earth- Valmar slowly absorbs health from the earth around him. Acting as a slow Regen, he is continually healed by pure earth and anything made with earth at all.
  • Unstoppable Momentum- Just as a boulder rolling down a mountain is impossible to stop, Valmar cannot be Slowed or Stopped either.

Limit Breaks:
  • [Level 1] Abyssal Maw- Dismissing his weapons, Valmar puts his hands together, back-to-back, then rips them outwards, causing an immense chasm to form, swallowing both friends and foes.
  • [Level 2] Big Boom NOW- Valmar imprints an Ouroboros around the entire battlefield and by putting all of his power into it, Valmar can cause an explosion on par with the force of a volcano erupting. As it is an explosion of earth, it is capable of hitting even aerial enemies. While incredibly strong, this ability draws out every bit of power in him and always causes him to pass out.
  • [Level 3] No-Hit Wonder- Valmar’s Evasive Reflexes are permanently increased by one, regardless of limit.
  • [Level 4] The Striking Snake- Valmar’s Action Speed is permanently raised by one, regardless of limit.
  • [Level 5] Auto-Cannon- Valmar creates two stone spheres that float next to him at all times, moving as he does. These spheres are roughly five feet in diameter and whenever he recognizes an enemy, the spheres will automatically send out a shower of spikes, acting as support while Valmar deals with others. While they could also be used as shields, they can get in the way of his vision.
  • [Level 6] Ragnarok- Valmar imprints an Ouroboros around the entire battlefield before it sinks into the ground. Within seconds of sinking, clods of dirt and stone will rise up from the ground and float in the air. There are too many to count and they effectively cover the battlefield. Valmar is capable of controlling them, spreading them out for a very effective all around blast, or he can pull them into one enormous ball for an incredibly powerful effect. Regardless of what he chooses to do, with a thought the tiny clods will explode with incredible force, sending out many magical explosions.


Drive Form(s):

Strengths: Speed, evasive talents, strength
Weaknesses: Weak to magic, bored easily, moved by emotions
Personality: If Kyle was good at keeping his emotions and feelings in check, Valmar is balancing on a pin. At the slightest drop of the hat he could fly into a rage, but he could just as easily become bored and move on. He is very reactionary, but by himself he tends to slow down and relax, avoiding others when he wants some free time.
Flaws:
  • Absentminded- Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
  • Abusive- Characterized by improper infliction of physical or psychological maltreatment towards another.
  • Arrogant- Having or displaying a sense of overbearing self-worth or self-importance. Inclined to social exclusiveness and who rebuff the advances of people considered inferior. Snobbish.
  • 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.
  • Cruel- Mean to anyone or anything, without care or regard to consequences and feelings.
  • Disloyal- Lacking loyalty. Unfaithful, perfidious, traitorous, treasonable
  • Egotistical- Characteristic of those having an inflated idea of their own importance. Boastful, pompous.
  • Envious- Showing extreme cupidity; painfully desirous of another's advantages; covetous, jealous.
  • Fickle- Characterized by erratic changeableness or instability, especially with regard to affections or attachments; capricious.
  • Fierce- Marked by extreme intensity of emotions or convictions; inclined to react violently; fervid; "fierce loyalty"; "in a tearing rage"; "vehement dislike"; "violent passions".
  • Flirt- To make playfully romantic or sexual overtures; behavior intended to arouse sexual interest. Minx. Tease.
  • 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.

  • Idealist- One whose conduct is influenced by ideals that often conflict with practical considerations. One who is unrealistic and impractical, guided more by ideals than by practical considerations.
  • Impious- Lacking piety and reverence for a god/gods and their followers.
  • Indifferent- The trait of lacking enthusiasm for or interest in things generally, remaining calm and seeming not to care; a casual lack of concern. Having or showing little or no interest in anything; languid; spiritless.
  • Liar- Compulsively and purposefully tells false truths more often than not. A person who has lied or who lies repeatedly.
  • Remorseless- Without remorse; merciless; pitiless; relentless.
  • Overambitious- Having a strong excessive desire for success or achievement.
  • Sarcastic- A subtle form of mockery in which an intended meaning is conveyed obliquely.
  • Scoundrel- A wicked or evil person; someone who does evil deliberately.
  • Smart a**- Thinks they know it all, and in some ways they may, but they can be greatly annoying and difficult to deal with at times, especially in arguments.
  • Spiteful- Showing malicious ill will and a desire to hurt; motivated by spite; vindictive person who will look for occasions for resentment. Vengeful.
  • Troublemaker- Someone who deliberately stirs up trouble, intentionally or unintentionally.
  • Untrustworthy- Not worthy of trust or belief. Backstabber.


Likes: Darkness, cruelty, destruction, hatred
Dislikes: Light, Kyle, friendship
Fears: Being destroyed, failing to do away with Light

Family: The other Replicas

Bio:

Summon: Dark Midgardsormr
Summon Appearance: Dark Midgardsormr is only different in color to the original counterpart, becoming all black, save for glowing red eyes.
Summon Personality: Dark Midgardsormr is a remarkably lazy summon, more than content to let Valmar do everything. He rarely comments on situations, and he spends his time doing nothing. If Valmar is forced to summon him to the battlefield, all it takes is a single attack to hit him, whether it hurts or not, before he goes into a rage, destroying everything around him, not particularly caring if he hits Valmar in the process.

Bard of Lore


VoLt189

PostPosted: Mon Jul 11, 2011 1:40 pm


Replica Template
Name: Lucian
Birthdate: N/A
Gender: Male

Appearance:
  • Height: 5’9”
  • Weight: 180
  • Body Type: Stocky
  • Skin type: White
  • Eye Color: Brown (turn gold-yellow when in boss form)
  • Hair Color: Black/Brown (turns white when in boss form)
  • Hair Style: Buzzed with a beard
  • Unusual Markings: None, though his ears become pointed, black rings appear around his eyes, and small horns grow out of his forehead when in boss form.

  • Clothing: Lucian wears a white suit and a black buttoned shirt with the top three buttons left unbuttoned and a pair of black dress shoes. His jacket is a white tailcoat, sleeves rolled halfway up his arms. Beneath his jacket, he wears a white buttoned up vest.


Theme Song(s):


Significant Trait: Instinctual
Quotes:
  • “Hey, baby… How about you and I have a little fun?”
  • “Even the Devil wears white…”
  • “Ooo…I love the way you scream!”


Good/Evil/Other: Chaotic Evil
Element: Dark Lightning
Weapon: Nightmare (Gauntlets) – Unlike his counterpart’s, Lucian’s gauntlets aren’t bulky and massive. They’re slim and fitted to his arms and reach all the way up to his shoulders (with shoulder pads to go with it). The gauntlets are metallic, like Anthony’s, but black in color instead of a metallic grey, and the fingertips are clawed instead of rounded. Instead of concealed, the chains are wrapped around Lucian’s forearms and are powered by Darkness (giving him more freedom with his chains) instead of a mechanism within the gauntlets.
Job Class: Fallen Knight
Stats:
  • Physical Strength: 14 (13+1)
  • Physical Resistance: 12
  • Magic Strength: 7
  • Magic Resistance: 10
  • Action Speed: 8
  • Evasive Reflexes: 9
  • Outright Speed: 8
  • Constitutional Endurance: 13
  • Energy: 8


Attack Abilities:
  • Knightly Arts- A subset of abilities attributed to Lucian's Knight class and his mastery of the Gauntlets.
    • Earthquake – Lucian slams both gauntlets into the ground to create an explosive wave.
    • Get Over Here! – Lucian launches one of his chain spears at his opponent, then pulls an enemy towards him, slamming him with the other gauntlet.
    • Vicious Maul – Lucian extends both chain spears and performs a 360-degree spinning move. The tips of the spears cut and slice through his enemies.
    • Crushing Strike – The gauntlets extend on chains out to each side, then slam together in front of Lucian.
    • Crushing Strike (aerial) – While in mid-air, Lucian extends one of his chain spears which grips to the ground, allowing him to pull himself down and punch the ground with his other gauntlet, causing a shockwave.
    • Tornado – Lucian extends both arms to his side and begins to spin rapidly until his figure becomes distorted and looks much like a small twister, then moves about the area, injuring all things that come in his path.
    • Soul Strike - Lucian charges his blade with his own life force, giving it a strange aura which effectively increases the strength of his next strike.
    • Air Render - Charging mana into his fist, Lucian channels the energy into a punch, which sends a chakra-like burst of air at the opponent. Determined by [(ASt+MS)/2].
    • Chivalrous Taunt - Lucian emits a provoking aura that affects all nearby enemies, possibly forcing their attentions to be focused on him. Determined by Attack Strength.
  • Son of Odin- Due to Odin's Lightning Element, Lucian has access to an assortment of Thunder-related abilities.
    • Thunder/Thundara/Thundaga/Thundaja - Lucian is capable of causing lightning to either rain from above as an area of effect attack or shoot it out of his hand at a single target.
    • Chain Lightning – Lucian slams his gauntlets into the ground and releases a chain of lightning directed towards his opponent.
    • Shockwave – An electrical shockwave meant to get things out of the way or push enemies aside causing electrical damage. Can also reflect projectiles.
    • Thunder Drop – While falling, Lucian charges his body with electricity, then hits the ground at full force, sending a shockwave of energy in all directions to all enemies.
    • Ionic Vortex – Summons a tornado of electricity that leaves a trail of destruction.
    • Gigawat Blades - Lucian forms blades of pure energy held in each of his hands. They cause massive amounts of damage when used as a melee attack. Only one-use weapons and must be re-triggered after each use.
    • Shock Grenade – Small explosive balls of electricity that can stick to enemies or other objects. Before exploding, the grenades shock the surrounding enemies. The destructive mass of the grenade is determined by how long Lucian charges it before throwing it. For each post Lucian charges the grenade, its MS is increased by 2.
    • Lightning Entity – Lucian can fire a lightning clone of himself out of his body and at enemies. The clone explodes and deals critical damage to the target and enemies around it upon contact.
  • Darkness
    • Dark Firaga - A ball of dark flames. Has the potential to blind enemies upon impact.

Support Abilities:
  • Knightly Arts- A subset of abilities attributed to Lucian's Knight class and his mastery of the physical body.
    • Chain Spears – Lucian could extend his chain spears wrapped around his gauntlets to either help him travel distances quicker by pulling or swinging himself over or using it to pull object or enemies closer to him.
    • Leap – Lucian is able to leap forward a great distance in and out of battle.
    • War Cry – With a mighty shout, Lucian is able to raise the resilience of his surrounding teammates and himself, increasing their Guard Strength and Magic Defense by two for 3 turns.
    • Cover – Lucian has the ability to immediate appear in front of an ally and protect and take damage for the fellow teammate as they prepare for their next attack or take time to recover.
    • Defense – Lucian can temporary increase his Guard Strength by 25% for 3 turns.
    • Vehemence – Lucian can temporary lower his Physical and Magical Resistance by 50% in order to raise his Action and Outright Speed by 50%.
  • Son of Odin- Due to Odin's Lightning Element, Lucian has access to an assortment of Thunder-related abilities.
    • Lightning Coat – Lucian is capable of coating his body or his weapon with lightning to deliver more powerful attacks (grants En-Thunder, making physical attacks Thunder elemental, but still physical, and adds half his MS to his PS while it lasts).
    • Bio Leech – Allows Lucian to draw energy from his victims’ bio-electrical field in order to recharge his Energy as well as healing his injuries. Depending on how long Lucian performs Bio Leech, this ability could either render them immobile or disoriented, or may result in death or KO since the nervous system runs off of neuroelectrical pulses. For first turn, Stun; for second (consecutive) turn, Slow (two post duration); for third (consecutive) turn, Paralysis (two post duration); for fourth (consecutive) turn, KO.
    • Radar Pulse – Emits an invisible electrical pulse that allows Lucian to map out the location or determine the location of individuals. This is an activated ability.
    • Kinetic Pulse – Can lift heavy metallic objects with an electromagnetic field and throw them as projectiles at enemies.
    • Static Thrusters – Lucian puts his open palms out in a certain direction and releases small, constant bursts of highly-ionized plasma in order to push himself in the opposite direction. These thrusters increase his OS by 1 as long as they are in use; they cannot be used for flight, but can slow down descent; both palms must be facing the same direction, as just one palm is not enough to move his weight.
    • Induction Grind – Casts haste that lasts as long as Lucian remains on metal or electrical surfaces.
    • Polarity Wall – Lucian can create a shield of electrical energy to protect himself from most forms of harm. The shield only protects him from attacks in the direction he’s looking, leaving his sides and back vulnerable, and from anything lower than his own MS. After absorbing enough damage, the shield disperses.
    • Arc Restraint – Lucian can send electrical energy into the ground or wall around the target, forming into electric shackles around their hands and feet. If the enemy tries to break out, they'll not only take full electrical damage but have a chance for Disable (if arms) or Cripple (if legs).
    • Lightning Cage – By planting charged balls of electricity around a small area, Lucian can cause those charges to erupt and meet in the air, creating a dome of electricity encasing those near it. The attack does no damage, but touching the walls would result in electrical damage. Determined by amount of energy remaining, but stays up for 3 posts at a time.
  • Darkness
    • Corridor of Darkness - Portals of darkness meant for--you know what they are. Lucian has them...
    • Dark Haze – After cloaking himself in darkness, Lucian, in a single quick burst of speed, charges at faraway enemies.
    • Dark Edge - Lucian's attacks are charged with Darkness.
    • Dark Surge - Lucian summons a ring of Dark Firas around him, damaging anyone who gets close.

Passive Abilities:
  • Strength – Lucian has a permanent +1 bonus to his Physical Strength at all times
  • Defibrillator – When knocked down to 0 HP, Lucian’s lightning element automatically shocks his heart and reverts his HP back to half. This can only happen once per day.

Limit Breaks:
  • [Level 1] The Finale – Lucian severely pummels the opponent, then leaps above them and drops down with his hands clenched together and over his head for a final strike that slams the opponent into the ground and sends high volts of electricity throughout their body.
  • [Level 2] Aerial Barrage – Lucian charges at his opponent and smacks them up into the air with gauntlets clenched together, then jumps up and performs several aerial attacks. Finally, Lucian wraps his arms and legs around the opponent and piledrives them into the ground below.
  • [Level 3] Blitzkrieg – After coating his body and weapon with lightning, Lucian dashes at his opponent and delivers several combinations of punches and kicks, each strike causing an explosion of electricity damage. Finally, he leaps into the air and fires both spearheaded-chains, impaling his enemy’s chest. Then, as a final attack, he shoots a critical amount of lighting through the chains and at his enemy, sending an intense amount of electricity coursing through the opponent’s body.
  • [Level 4] Chain Coffin – Lucian's spearheaded-chains extend out and pierce through his opponents and wrap around them repeatedly until the enemy's upper torso is wrapped. Lucian then sends a critical amount of electricity through his chains, electrocuting his victim.
  • [Level 5] Relentless Pummel – Lucian charges his weapon with minor electricity before dashing at his opponent and releasing a barrage of attacks, each strike causing an explosion of electricity damage. He then leaps back, this time charging his weapon with medium electricity, then dashes at the opponent and launches the enemy into the air with an upper cut and releases a barrage of mid-air attacks, each strike causing an explosion of electricity damage. Finally, while still in mid-air, Lucian charges his weapon for the finale time, but this time with intense levels of electricity, and performs one finale strike, clenching his hands together and slamming them into the opponent’s stomach and sends him falling to the ground, causing a large amount of electricity to course through the enemy’s body, inflicting critical damage.
  • [Level 6] Zantetsuken – Lucian summons Dark Odin’s sword, Zantetsuken, and dashes past enemies, slashing them once with his sword. If effective, the attack causes instant death or KO, bisecting regular enemies that slide apart before vanishing. If uneffective, the attack deals a massive amount of damage. Has a 50-50 chance of doing either or.


Strengths: Attack Strength | Defense | Constitutional and Physical Endurance | Close Combat
Weaknesses: Outright Speed and Agility | Magic Strength | Easily Angered | Long-Ranged Combat

Personality: When it comes to his personality, Lucian is nearly the exact opposite of his counterpart Anthony. At first glance, Lucian appears to be a very calm person, but inside of him is a murderous maniac waiting for the opportune time to reveal himself. He’s the source of the coined term, “murders come with smiles.” His aura just screams “creepy,” as his mannerism is similar to that of a circus ringleader from hell. He is reckless, care-free, and submits to his more primordial instincts—greed, pride, lust, anger, jealousy, aggression, and hatred—rather than restraining himself as his counterpart would do. He’s outgoing and outspoken, blunt and hurtful with his words. He is cruel and cold, arrogant, murderous, perverted and immoral, manipulative and a liar, capricious and unpredictable, zealous and power-hungry, and a sadist. He enjoys playing “games” with people. He is easily angered and quick to speak, and slow to listen. Just like Anthony, once angered, his judgment becomes cloudy and reasoning with him becomes difficult as he becomes more and more stubborn. While angry, Lucian becomes unforgiving and unmerciful as his pride gets the best of him. He becomes bitter and jealous, and is filled with hatred. What makes matters worse is he actually enjoys feeling these emotions and quickly allows himself to be engulfed by them, because it allows him to be more focused and stronger. In a nutshell, Lucian is the product of what would’ve happened if Anthony never got out of his state of depression.

Flaws:
  • Anger – A strong feeling of displeasure and belligerence aroused by a wrong; clouded judgment due to wrath; resulting in unforgiveness and pride, mercilessness, hatred, bitterness, jealousy, and stubbornness.
  • Untrustworthy – Not able to be relied on as honest or truthful; liar and manipulator
  • Remorseless – Without regret or guilt; uncaring; cruel
  • Egocentric – Having or regarding the self or the individual as the center of all things; disregarding the needs of others and satisfying own needs first
  • Hedonistic – A life devoted to the pursuit of pleasure and self-gratification without the consideration of others
  • Capricious – Given to sudden and unaccountable changes of mood or behavior, making one unpredictable.
  • Primordial – Innate desire or instinct to act upon one’s basic and fundamental needs and emotions

Likes: Video Games | Writing | Food and Snacks | Recklessness | Care-free | Hatred | Bitterness | Anger | Jealousy | Lying | Manipulating | Immorality
Dislikes: Morals | Family and Friends | Rules
Fears: Acrophobia | Monophobia | Thanatophobia | Defeat

Family: The other Replicas

Bio: Lucian is the product of all of Anthony's negative memories with none of the good. However, Anthony doesn’t have many negative memories, except for the time in his life when he was in a state of depression for a couple of years. During these two years, Anthony's perspective of good and morality was rather skewed. He felt good was reward with bad and vice versa as his brothers were being rewarded for doing drugs and dropping out of school while Anthony obeyed his parents, stayed away from drugs, and kept going to school, but received little to nothing compared to what his brothers received. The more he witnessed this injustice, the more his mind began to produce malice thoughts—even murderous ones. Anger and jealousy blinded him from seeing the truth, which was the love his parents had for his brothers.

These are the memories, feelings, and thought Lucian holds onto. “Morality” doesn’t exist in his mind. The thought of those who seek justice and good upsets the man, hence his vendetta against the Earthlings. He believes his very purpose is to eradicate all that is considered good and moral so that the world may remain in its present darkness so it may be prosperous and fruitful (since, in his mind, bad is always rewarded with good).

Summon: Dark Odin
Summon Appearance: Dark Odin
Summon Personality: Unlike Odin, Dark Odin doesn’t abide by some medieval code of chivalry. He’s speaks coldly and has no respect for the weak or poor. He is cruel and shuns all that is good.
PostPosted: Tue Jul 12, 2011 8:20 pm


Name: Wrathy
Birthdate: N/A
Gender: Male

Appearance:
  • Height: 6'4''
  • Weight: 200 lbs
  • Body Type: Proportioned
  • Skin type: Pale white
  • Eye Color: Blue
  • Hair Color: Dark brown
  • Hair Style: Unkempt
  • Accessories: N/A
  • Unusual Markings: Three scars on stomach
  • Clothing: Black hoodie, black sweat pants, white mask with only two slits for eyes, brown sneakers


Theme Song(s):
  • Jecht's Theme- Nobuo Uematsu


Significant Trait: Resentful
Quotes:
  • "."


Good/Evil/Other: Neutral Evil
Element: Null /Darkness
Weapon: Scimitar
Job Class: Blue mage
Stats:
  • Physical Strength: 13 [6]
  • Physical Resistance: 10 [5]
  • Magic Strength: 13 + 1 [7]
  • Magic Resistance: 11 [6]
  • Action Speed: 8 [4]
  • Evasive Reflexes: 7 [3]
  • Outright Speed: 6 [2]
  • Endurance: 9 [5]
  • Energy: 13 [7]


Attack Abilities:
  • Consume - Wrathy produces a tentacle of darkness from any part of his body. He then coils it around his intended victim, and the tentacle starts draining the victim of their health. Wrathy can also learn Blue Magic this way from the victim, and the rate at which he learns increases the weaker the victim is.
  • Blue Magic
    • Goblin Punch - As opposed to using his weapon, Wrathy throws a punch at his enemy. The punch may either do very little damage at all, or do an incredible amount of damage to the enemy. [Low Level; MS 1] (Started with)
    • 1000 Needles - Wrathy unleashes a hail of sharp needles. While this skill does minor damage, it is nearly impossible to dodge. [Low Level; MS 3] (Started with)
    • Flamethrower - Wrathy breathes a gout of flame from his mouth, dealing Fire damage. [Medium; MS 7] (Fat Bandit)
    • Aqua Breath - Wrathy releases a torrent of water from his mouth, dealing Water damage. [Medium; MS 7] (Turquoise March)
    • Electrocute - Wrathy calls down a bolt of lightning down on the enemy, dealing Lightning damage. [Low Level; MS 6] (Yellow Opera)
    • Magic Hammer - Wrathy's weapon is replaced with a giant mallet that stays active for one swing. It cannot harm the target physically, but it will leave them feeling drained of their mana. [Low Level; MS 5] (Hammer Frame)
    • Confuser - A loud screeching sound emanates from Wrathy, and all enemies in earshot have a chance of being confused. [Major; MS 11] (Magitek Armor)


Support Abilities:
  • Study - If Wrathy is hit by an attack, he can choose to try and copy the ability in the same moment. Can only copy one ability per monster type or person. This ability is reactionary and takes no mana, though expelling mana increases the odds of copying the ability. Does not work on Limit Breaks.
  • Mix - Glutturn grants Wrathy the ability to mix items together, including ten ingredients that regenerate after battles or after a certain amount of time after use. These Items Include:
    • Antidote (x2) [3 posts to recharge]
    • Maiden's Kiss (x2) [3 posts to recharge]
    • Eye Drop (x2) [3 posts to recharge]
    • Holy Water (x2) [3 posts to recharge]
    • Bomb Fragment (x2) [3 posts to recharge]
    • Arctic Wind (x2) [3 posts to recharge]
    • Zeus' Wrath (x2) [3 posts to recharge]
    • Turtle Shell (x2) [4 posts to recharge]
    • Dragon Fang (x2) [4 posts to recharge]
    • Dark Matter (x2) [5 posts to recharge]

    Wrathy expends mana when he mixes items.
  • Dark Infusion - Wrathy can include a Dark Matter in any of his Mixes to enhance the combination's potency or alter its element.


Passive Abilities:
  • Potion Mastery- Due to his summon Glutturn, potions that Wrathy uses will have an increased effect on him.
    • Potion - Greater healing effect.
    • Hi-Potion - Greater healing effect.
    • Mega-Potion - Bravery status.
    • Ether - Greater healing effect.
    • Mega-Ether - Faith status.
    • Elixir - Bubble status.
    • Megalixir - Bravery and Faith status.

  • Boiling Over - Wrathy has an increased mastery with magic due to the nature of his summon (Magic Strength +1).

Limit Breaks:
  • Level 1: Lifebreak - Wrathy's weapon glows until it next connects with its target, whereupon it will deal damage to the target equal to how much Wrathy has received.
  • Level 2: Raybomb - Wrathy sweeps a laser at the ground beneath the enemy, causing a series of explosions that deal heavy non-elemental damage to all enemies.
  • Level 3: Bad Breath - Wrathy exhales a noxious cloud from his mouth, which has a chance to inflict Sap, Silence, Blind, Fear, and Paralyze (calculate for each).
  • Level 4: Mighty Guard - Wrathy grants Wallja and Veil upon himself.
  • Level 5: Quasar - Wrathy causes a hole in space to form over his enemies, and lasers rain down on them.
  • Level 6: Death Claw - Wrathy's weapon dissipates and talons appear on his hands. While in this state, Wrathy's attacks have a low chance to send his target into critical status and paralyze them.
  • Level 7: Grand Delta - Wrathy opens a vortex that causes a great deal of non-elemental damage to all enemies.

Boss Form(s):
  • The Ravenous Devourer
    • Stats
      • Physical Strength: 20
        Physical Resistance: 15
        Magical Strength: 1
        Magical Resistance: 10
        Attack Speed: 15
        Evasive Reflexes: 15
        Outright Speed: 15
        Endurance: 15
        Energy: 11

    • Abilities
      • Gorge - Wrathy presses his hand against the victim's body, and the lamprey-like mouth on his palm begins draining them of their health.
      • Whiplash - Wrathy cracks the tentacles on his back like a whip.
      • Mass Consume - All four tentacles on Wrathy's back coil around nearby enemies and begin draining them of their life. The weaker they are, the better his chances of learning Blue Magic.
      • Wall Crawler - Wrathy is able to use his talons and tentacles to scale any surface.
      • Famished - Wrathy's hunger pains him to the point where he loses control, and inflicts Berserk on himself.

    • Additional Passive(s)
      • Carrion Claw - Wrathy's talons are coated with a toxin that can inflict Poison on any victim cut by them.

  • The Chemical Singularity
    • Stats
      • Physical Strength: 10
        Physical Resistance: 10
        Magical Strength: 20
        Magical Resistance: 15
        Attack Speed: 12
        Evasive Reflexes: 12
        Outright Speed: 12
        Endurance: 11
        Energy: 15

    • Abilities
      • Shatter - Wrathy uses Dark Matter in an attempt to envelop the target in a red energy field, causing Deprotect.
      • Wreck - Wrathy uses Dark Matter in an attempt to envelop the target in a blue energy field, causing Deshell.
      • Fragment - Wrathy uses Dark Matter in an attempt to envelop the target in an orange energy field, causing Imperil.
      • Destroy - Wrathy turns a Dark Matter into a ticking time bomb and plunges it into the victim's body, causing Doom unless their body rejects it.
      • Impair - Wrathy uses a Dark Matter in an attempt to envelop the target in a purple energy field, causing Fear.
      • Disable - Wrathy uses a Dark Matter in an attempt to envelop the target in a white energy field, causing Stop.
      • Blight - Wrathy lobs a Dark Matter at a target, which will then spread through the victim's body and inflict Pain unless resisted.

    • Additional Passives
      • Dark Matter Generator - Wrathy's heightened skill with magic allows him unlimited access to Dark Matter.


Strengths: Magic Strength, Physical Strength, Energy
Weaknesses: Action Speed, Outright Speed, Evasive Reflexes

Personality: Wrathy rarely ever deigns speech to be needed, and will simply remain silent when approached. He does so because while Matt had experiences where he found that other people weren't so bad, Wrathy only remembers the times when others would constantly taunt and assault him. As such, he sees all others only as scum that are a necessary evil.

Wrathy also constantly seeks for more power to add to his own, so that he can take down those that would slight him. He constantly dwells on his painful memories, and is always reminded as to why he wants more power. Ultimately his goal is to kill Matt, whom he believes is the primary source of all his own pain.
Flaws: Abusive, Anxious, Callous, Cruel, Deranged, Disturbed, Envious, Fixation, Hard, Humorless, Obsessive, Pessimist, Rake, Remorseless, Sadistic, Selfish, Withdrawn
Likes: Obtaining new abilities, defeating others, eating
Dislikes: Being taunted, losing
Fears: Others overpowering him

Family: Replicas

Bio: Wrathy has yet to be born.


Summon: Glutturn
Summon Appearance: Glutturn is a small red imp with a blue top knot that lives inside a cerulean pot covered with images of eyes.
Summon Personality: While Glutturn shares Magic Pot's need to obtain potions, he does so for a different reason. While Magic Pot simply collects them and hoards them, Glutturn drinks every potion he can get his hands on to experience a euphoric high. While he may be calm in this state, when he crashes he becomes easily enraged and demands to be given more potions.
Summon Attack: Glutturn appears next to Wrathy and immediately begins nattering at him for any kind of potion. After offering a potion, Glutturn snatches it out of Wrathy's hands, downs the potion and ducks into his pot. The pot then shrinks in size so that Wrathy can easily carry it. While Wrathy holds the pot, any magic cast at him will be absorbed into it. The number of spells that can be absorbed depends on the quality of potion that was offered. After absorbing all the spells it can, the pot will fire a burst of magic with all the properties of the absorbed spells.
  • Potion: 1 spell
  • Hi Potion, Ether: 2 spells
  • Mega Potion: 3 spells
  • Mega Ether: 4 spells
  • Elixir: 5 spells
  • Megalixir: 6 spells

Mathias_Drako


fractalJester
Captain

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PostPosted: Wed Jul 13, 2011 8:10 pm


Unless the others see something I don't, Valmar, Lucian, and Wrathy are (tentatively) approved.

I do want to note, though, for Valmar- Limit Breaks don't actually grow any more powerful with their 'Level' designation, since everything is decided by stats. The only difference, really, is the amount of flash or the actual Limit's effects, such as affecting a greater area or having more finite control, et cetera. I can see there's a difference between 2 and 6, but due to you saying 6 'puts 2 to shame', I wanted to be sure we were clear.

Also, Trace is an activated ability, just to clarify, so he has to activate it before he can actually see it- it's not a passive. I'm pretty sure we're already agreed on this, but I'm just making sure due to the wording.
PostPosted: Wed Jul 13, 2011 8:27 pm


Wrathy, Lucian, and Valmar have my approval as they currently are.

AldrickZearse
Vice Captain

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Jeimuzu Kuro
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PostPosted: Wed Jul 13, 2011 10:09 pm


Dusk, Ashley, Valmar, Lucian and Wrathy all approved by me as they stand (tentatively as Kyle said)

Ajora and Azrael's limits are also approved by me.
PostPosted: Thu Jul 14, 2011 4:49 am


Edited the wording for both concerns.

Bard of Lore


Enji_Chou

Seasonal Mage

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PostPosted: Fri Jul 15, 2011 8:00 pm


"Ink Exchange" (( New Power Audition: Kyla's Healing ability))

Ink Exchange - Kyla can heal the wounds of others by transferring their wounds over to herself or any other willing candidate. This can be a partial or complete transference. To do this, she draws the wounded target, and remaps the wounds over a pretraced image of the target of transference.
Reply
KHBTD : Kingdom Hearts Roleplaying and OoC

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