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fractalJester
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PostPosted: Mon Jul 04, 2011 2:58 pm


Mizu_Kage_Hikari
Name: Zell Dincht
Gender: Male
Race: Human
HP: 40
MP: 15
ApP [Skill]: 3
ApP [Speed]: 2

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:
  • Strength: 12
  • Defense: 11
  • Magic: 3
  • Resistance: 3
  • Skill: 12
  • Reflexes: 8
  • Speed: 8
  • Constitution: 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:
  • Æthecite Charm - Immune to Stun and Pain.

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.


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


Strengths: Physical attack and defense | Agility | Speed | Solo combat
Weaknesses: Magical attack and defense | Group combat
PostPosted: Sun Jul 17, 2011 6:35 pm


LevDa
User Image - Blocked by "Display Image" Settings. Click to show.Name: Ashley
Birthdate: 4/3/1993
Gender: Female
HP: 28
MP: 27
ApP [Skill]: 3
ApP [Speed]: 2

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:

  • Strength: 12
  • Defense: 9
  • Magic: 14 (13+1)
  • Resistance: 8
  • Skill: 12
  • Reflexes: 11
  • Speed: 9
  • Constitution: 7
  • Energy: 9


Attack Abilities:
  • Dealer of Death- Ashley has access to a variety of detrimental abilities from her Assassin class.
    • Assassin's Strike- Ashley charges herself or her chakram with magical energy before attacking, adding her Magic Strength to her attack. Due to the strain placed on her by having such high magic, she can't use this ability repeatedly.
    • Aphonia- Ashley charges herself or her chakram with mana-disrupting magic before attempting to strike at the target with a melee strike or a thrown attack; has a chance to cause Fog.
    • Debilitate- Ashley charges herself or her chakram with weakening magic before assaulting her target with a melee strike or a thrown attack; has a chance to cause either Deprotect or Deshell, whichever Ashley chooses to inflict. If charged for a full post, has a chance to inflict both.
    • Wither- Ashley charges herself or her chakram with the magic of decay before assaulting her target with a melee strike or a thrown attack; has a chance to cause Sap.
    • Ague- Ashley charges herself or her chakram with reaction-distorting magic before attempting to strike at the target with a melee strike or a thrown attack; has a chance to cause Slow.
    • Oblivion- Ashley charges herself or her chakram with mind-clouding magic before attempting to strike at the target with a melee strike or a thrown attack; may cause Addle.
    • Jeopardize- Ashley charges herself with resistant-altering magic before assaulting her target with a melee strike; the transferred magic assaults the target's mana circuits, possibly causing Imperil.
    • Bloodbind- Ashley combines her water magic with her assassination techniques in a complex aura that envelopes her before she assaults her target; the transferred energies attempt to halt the flow of blood in the target, effectively Stopping them.
    • Nightmare- Ashley envelopes herself in mind-warping magic before attempting to strike at her target; on contact, the energies transfer into her opponent, possibly putting them to Sleep and/or Dooming them.
    • Seductress' Stare- Ashley channels heart-twisting magic through her eyes and attempts to make contact with her target, hitting them with a wave of mind-altering magic; may cause Charm.
    • Leviathan's Curse- Ashley envelopes herself in a dual-aura of Leviathan's water magic and Assassin's negative energy before assaulting her target; the combination of magics has a chance to curse the target with the Frog status for 3 turns.
    • Drown- Ashley envelopes herself in a combined aura of water magic and assassination energy before assaulting the opponent; on contact, the transferred mana attempts to convert itself into Water inside the target's lungs. If successful, the target is Auto-KO'd.
  • Herald of Leviathan- From her connection to the legendary sea-serpent, Ashley has access to a variety of Water-elemental magics.
    • Water/Watera/Waterga/Waterja- The most basic spell in Ashley's arsenal, and the root of most of her other spells; she summons a sphere of water around her opponent for a split-second before it compresses onto them and erupts upward. Size and strength depend on the level of the spell. Can be Pressurized.
    • Aqua Raid- Ashley envelops her chakrams in Water before throwing them at high-speed toward her target(s). Due to her Assassin class, she can curve the trajectories, making deflecting or dodging more difficult. [Physical Damage, Water Elemental].
    • Bubbles- Bubbles appear out of Ashley’s hands and can be thrown to the enemy to cause light damage. [Low/Medium Only]
    • Bubbleblast- Ashley fires her normal Bubble spells toward her opponent at a much higher speed and pressure. Can be Pressurized. [High Level Only]
    • Hydropump- Ashley puts both of her hands together before letting loose a highly-condensed geyser of water towards her target. Can be Pressurized.
    • Geyser Fountain- Ashley slams her hands on the ground, and a moment later, a geyser erupts under her target. If the target is light enough (or Ashley's magic strong enough), the target might be knocked into the air. Can be Pressurized; if Pressurized, average targets will definitely be knocked into the air.
    • Deluge- Ashley summons a large sphere of water above her target(s), which immediately breaks and shoots downward with intense pressure; if the target is light enough (or Ashley's magic strong enough), the target might be forced face-first into the ground. Can be Pressurized; if Pressurized, average targets will definitely be forced into the ground.
    • Pulsation- Ashley summons a quick burst of water 360-degrees around her, forcing back any adjacent targets; meant to keep enemies away rather than do damage.
    • Rip Tide- Using her arms to control the direction, Ashley summons a large wave of water from the ground which rolls toward her target(s), knocking back her enemies and bringing along those caught in the wake. This wave cannot be passed simply by 'diving through it'; the only way to get 'through' the wave is to avoid it all together. Can be Pressurized; Pressurized Rip Tides act as solid walls, guaranteeing no one slips through.
    • Whirlpool- Ashley summons water underneath her target, which erupts and begins to swirl around at a high pace, spinning the target around with it before sinking back into the ground; may cause Stun. Can be Pressurized; if Pressurized, target may be Confused instead of Stunned.
    • Water Prison- Ashley throws a highly-pressurized sphere of water at her target; on contact, the sphere expands rapidly, encasing the target in a large water prison. The prison's walls can only be broken by strength (physical or magical) higher than Ashley's MS. Can be Pressurized; if Pressurized, Ashley's MS will have increased +2.
    • Hands of Poseidon- Ashley summon large amounts of water to form two large, disembodied hands, which mirror the motions of her own hands. Drains mana at a steady, moderate rate (especially if Pressurized). Any movement Ashley makes with her hands is mimicked, leaving her potentially unprotected. Can be Pressurized.
    • Water Clones- Ashley is able to create a certain amount of water clones at one time; at any point in time before they are destroyed, the clones can transform into a quick flying scythe to slash opponents in a kamikaze attack. 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. The clones take up their respective MS in damage before being destroyed, and attack by transforming into flying kamikaze-scythes. [Unlocked at 11 MS; number will increase with level to match Ashley]
    • Melting Away- A thin layer of mist hugs Ashley’s body as a preparation for an attack. When the opponent attacks while the counter is on, Ashley immediately turns into a puddle of water. From here, water clones might appear out of the puddle and attack the opponent for additional mana, though this is not necessary.[Requires 11 MS]
    • Pressurize- At any point while remnants of Ashley's water spells remain in play, she may expend additional energy to increase the pressure of the water. Pressurized water is nearly solid, making geysers into pressure-washers capable of actually 'burning off' the skin as if the water were a sand-blaster and making walls or formations of water almost as if they were made of solid ice. Any normal abilities with the added Pressurized water have a +2 to MS at the price of increasing the mana drain of each spell; as such, it would be impossible to fight an entire battle with just Pressurized abilities. [Unlocked at 11 MS]
      • Pressure Spike- A move that requires Pressurized water, but at normal magic strength and mana cost; Ashley focuses intently on summoning large spikes of water to erupt from the ground, capable of actually piercing flesh and cloth, but not armor.
      • Pressure Storm- A move that requires Pressurized water, but at normal magic strength and mana cost; Ashley summons a large number of small water droplets in the air before Pressurizing them into small but piercing needles, which then fly toward the target(s) with deadly accuracy.
      • Pressure Clamp- A move that requires Pressurized water, but at normal magic strength and mana cost; Ashley sends water toward the opponent, and on contact, the water envelopes the part of the body it touched (if a limb, then only that limb) and immediately Pressurizes, compressing tightly. Depending on the body part, may cause one of the following: Cripple [only 1 leg, so at a +2 bonus]; Disable [only 1 arm, so at a +2 bonus]; Pain [Chest]; Addle [Head; if failed, then Auto-Stun].

Support Abilities:
  • Rainwater Wash - Water begins to envelope Ashley's body, hugging her skin to create a type of armor that raises evasion by making weapons and energies glide off her skin more easily. [ER +2 for 3 turns]
  • Amphitrite's Tears - Ashley is capable of summoning a healing waters that act as a minor Cure.
  • Water Wall- A huge wall of water appears in front of an ally or Ashley in order to stop an attack. Can be Pressurized.
  • Water Armory- Ashley summons water to envelope her chakrams (or the weapon of an ally), giving the target En-Water (physical attacks are Water elemental) and increasing physical damage by +2 for 3 turns. Can be Pressurized when initially cast; physical damage increased by +4 for 3 turns.
  • Water Barrier- Ashley envelopes her target (be it herself or someone else) in a layer of enchanted water in order to reduce damage. Casts either Protect or Shell (cannot cast twice for both effects). Can be Pressurized; if Pressurized, casts Wall instead, granting both effects.
  • Aqua Veil- Ashley envelopes the target in a thin, translucent veil of water, granting the target Nul-Fire for one fire attack. Can be Pressurized on initial cast; Pressurized Aqua Veil grants Nul-Fire for two fire attacks.
  • Water Skis- Ashley coats her feet in a thin envelope of water, temporarily increasing her Outright Speed by +2 for 3 turns.
  • Geyser Launch- Ashley summons a geyser underneath herself or an ally to launch them into the air as high as someone with Double-High Jump (Roughly 15 feet). Can be Pressurized; if Pressurized, gives the height of Triple-High Jump (Just over 20 feet).
  • Pressure Plate- A move that requires Pressurized water, but at normal magic strength and mana cost; Ashley can summon small platforms of highly-pressurized water in mid-air strong enough for her to jump off of or stand on. However, keeping the platform in existence requires steady concentration and mana flow.
  • Heart of Darkness- Typical abilities granted by Ashley's affiliation with the Darkness.
    • Heartless Command- Having her Heart saturated in Darkness while retaining her will, Ashley can call upon a variety of Heartless to obey her will. Once a Heartless has been claimed, no one else may command it (except in certain extreme scenarios).
    • Unversed Dominion- Having a Heart of pure Darkness, without a speck of Light, Ashley can create and command Unversed, manifestations of negativity and dark emotions, as extensions of her will. She can even create two 'Super' Unversed-- coagulates of her strongest, most negative emotions that she has much more finite control over.
    • Corridors of Darkness- Ashley can manipulate the Darkness of a region into opening a Corridor, allowing her to traverse the flows of Darkness that connect all regions of the World Amalgam and beyond.

Passive Abilities:
  • Assassin's Acuity- Ashley's assassin class grants her mind protection from certain thought-disrupting attacks, giving her total immunity to Addle and Charm.
  • Assassin's Agility- Ashley's assassin class grants her unnatural grace, giving her total immunity to Slow- and Stop-type ailments.


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] Leviathan's Gift- Ashley's Magic Strength is permanently increased by 1, regardless of limitations.
  • [Level 4] Clone Frenzy - The maximum amount of clones appear at once on the battlefield and attack the enemy.
  • [Level 5] Clone Chemistry - Ashley summons a giant water clone, that absorbs the rest of the smaller clones on the field.
  • [Level 6] 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.

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


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

fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
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fractalJester
Captain

Omnipresent Seeker

6,325 Points
  • Ultimate Player 200
  • Waffles! 25
  • Hygienic 200
PostPosted: Sun Jul 17, 2011 6:37 pm


Kaegoe
Name: Dusk
Birthdate: ???
Gender: Female
HP: 40
MP: 33
ApP [Skill]: 4
ApP [Speed]: 3

Appearance: User Image
  • Height: 5'7"
  • Weight: 220lbs
  • Body Type: Curvy
  • Skin type: Pale
  • Eye Color: Blue
  • Hair Color: Brown She dyed it red
  • 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:
  • Strength:8
  • Defense: 9
  • Magic: 12 (11+1)
  • Resistance: 9
  • Skill: 14 (13+1)
  • Reflexes: 6
  • Speed: 13
  • Constitution: 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.
    • Shadow Dance- A short that Dawn can use either on herself or an ally which enhances them with Vanish. Which lasts for 3 posts, or the enhanced target takes damage or casts a spell. (Later skill levels will make it Vanishga)
    • 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.
  • Gifts of the Chosen- Dusk is immune to the following ailments: Disable, Cripple, Addle, Silence, Slow/Frost, Old, Frog, Gradual-Petrify, Stop/Paralyze/Freeze, and Charm


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.


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


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.
PostPosted: Sun Jul 17, 2011 6:41 pm



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 Jul 17, 2011 6:41 pm


VoLt189
Name: Lucian
Birthdate: N/A
Gender: Male
HP: 52
MP: 24
ApP [Skill]: 2
ApP [Speed]: 2

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:
  • Strength: 14 (13+1)
  • Defense: 12
  • Magic: 7
  • Resistance: 10
  • Skill: 8
  • Reflexes: 9
  • Speed: 8
  • Constitution: 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.


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


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: Sun Jul 17, 2011 6:43 pm


Mathias_Drako
Name: Wrathy
Birthdate: N/A
Gender: Male
HP: 36
MP: 39
ApP [Skill]: 2
ApP [Speed]: 1

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:
  • Strength: 13 [6]
  • Defense: 10 [5]
  • Magic: 13 + 1 [7]
  • Resistance: 11 [6]
  • Skill: 8 [4]
  • Reflexes: 7 [3]
  • Speed: 6 [2]
  • Constitution: 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. [High; MS 11] (Magitek Armor)
    • Aerial Arcanum- Wrathy begins to unleash a series of fast blows on his opponent before slamming his weapon onto the ground; a powerful updraft pushes opponents surrounding him into the air, where Wrathy immediately continues his assault. [Base Stats] (Joe)
    • Lancet Strike- Wrathy attempts to strike at the opponent, his arm/leg/weapon giving off a translucent green aura. If he hits, he siphons away a portion of the target's HP and MP on contact. If blocked, only a small portion of MP is stolen, just enough to pay for the cost of the attack. If grappling, the Lancet lasts as long as contact lasts (or as long as Wrathy wants). [Base Stats; (MS+PS)/2; Chance of Studying last-used ability. ] (Kyle V.)
    • Earthquake- Wrathy slams the ground to create an explosive wave. (Anthony)
    • Assassin's Strike- Wrathy charges himself or his scimitar with magical energy before attacking, adding his Magic Strength to his attack. Due to the strain placed on him by having such high magic, he can't use this ability repeatedly. (Dani)
    • Silence- Wrathy can jinx his target with Silence, effectively cutting them off from all sources of magic. [MS 6] (Jacob)
    • Comet- Summons a comet to strike a foe. [MS 8] (Jenny)
    • Live Wire- Wrathy grabs the enemy and sends electricity directly into them. Unavoidable if caught. [MS 7] (John)
    • Flare- Wrathy conjures a small ball of white fire in front of him. Shortly afterward, it explodes, damaging all nearby enemies with non-elemental magic damage.[MS 6] (Jon)
    • Flight of Blades [Offense]- A number of ethereal blades appear and soar at the enemy, attacking furiously for a short amount of time. [MS 7] (Kyla)
    • Predator's Glare- Wrathy covers his eyes with the copied magic, making them look like Midgardsormr's eyes: bright, glowing yellow with black slits. Upon locking sights, even for an instant, Wrathy has a chance to Paralyze his target. This paralysis lasts for as long as eye contact remains unbroken. Blinking, on the caster's side, counts as a method for breaking eye contact, but it has the chance to re-inflict as soon as the eyes are open again. [MS 6] (Kyle M)
    • Boulder Sling- Wrathy pulls up two earthen poles and strings a vine between them before loading a large boulder or mass of earth into the slingshot to release it on enemies or take down obstructions. [MS 9](Noelle)
    • Ragnarok- A fast-paced aerial combo attack that can start in mid-air or from a jumping uppercut. Wrathy unleashes a barrage of weak-but-fast attacks, stunning his target, before knocking them back and charging Light magic into his scimitar; after a moment, he releases the charged magic, unleashing a circular hail of Light-elemental blasts [MS 5 each] that home in on nearby opponents. [MS 7 Required](Sora)
    • Osmose- For an insignificant amount of MP, Wrathy can siphon a large portion of mana from his target, even from a distance. Can be used even when Wrathy is at full MP just to drain the enemy's mana. [Drains up to 4 Energy per use.] (Seymour)
    • Sonic Blade- Wrathy soars forward at a break-neck speed to slash at his target, hovering above the ground as he does so; he can hover-dash like this a maximum of 3 times per activation if he so chooses. [Determined by PS] (Cloud)
    • Climhazzard- Wrathy swings his scimitar and releases powerful waves of non-elemental crimson energy to strike all enemies in the area for damage. (MS 11) (Beatrix)
    • Storm Impulse- Wrathy dashes at an enemy and unleashes a flurry of rapid attacks, each attack with an additional +1 strength. (up to 3 times) (Zidane)
    • Mental Break- If Wrathy manages to strike his opponent with his scimitar, he will inflict -4 to the victim's Magical Resistance. -2 if the strike is blocked. [Lasts ?](Auron)
    • Rough Divide- Wrathy charges forward at break-neck speed, cutting into the ground with his scimitar while releasing combustive energy; as he brings it up to strike the opponent, he simultaneously jumps high into the air, releasing a blast of energy upon the enemy in the uppercut. [MS 8] (Leon)
    • Fire Pillar- Wrathy summons a column of flame from underneath an enemy; has a chance to cause Ignited. [MS 11] (Axel)
    • Geyser- Wrathy summons a blast of water from underneath an enemy; can send the target flying if it's small/light enough. [MS 11] (Demyx)


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.
  • Blue Magic- Due to copying the Lancet Strike ability, Wrathy can copy support abilities as well as attack abilities.
    • Cura- Wrathy is capable of using pure healing magic, both on specific targets and small areas. [MS 7-10](Amy)
    • Ice Spirit- Imbues 1 ally's weapon with Ice element. [Enfrost] (Bobbi)
    • Aerora- Wrathy wraps himself or a single ally in a protective shell of wind. Enemies brought into contact with the wind are constantly damaged by it. [MS 8](Dawn)
    • Charged Strike- Wrathy charges his weapon with high voltage, granting all physical strikes the Thunder element and a chance to Stun. [Enthunder ; Vigilance] [MS 10] (Michelle)
    • Reflect [Enchantment]- Wrathy envelopes his target in a reflective aura that reflects all specifically-targeted magic back at the caster.(Sayrike)
    • Dark Shield- Riku projects a barrier of Darkness capable of blocking any oncoming attack; this barrier only lasts for the single attack, and can't be recast for three turns. (Riku)
    • Shadow Stalker- Wrathy can teleport around the battlefield for moderate distances instantly for an insignificant amount of mana. Leaves a large puff of smoke that obscures his and releases a small 'poof' noise upon reappearance. (Yuffie)
    • Earthen Aura- Wrathy is covered in a yellow aura, increasing his strength and speed for a limited time. While in this form, every physical strike summons a short-distance linear Stone Glaive. [PS +2, OS +3, lasts 3 posts][MS 13] (Lexaeus)
    • Vanish- Makes one ally target disappear. The one effected will not be able to be hit by physical attacks, but will be able to attack unseen. The effect will wear off in 3 posts, or unless the target casts a spell or is hit by one. [MS 12] (Quina)
    • Phase Shift- Wrathy becomes entirely intangible at the cost of a constant mana drain. He is unable to re-materialize inside of a solid object; if he runs out of mana while any part of him is inside a solid object, he will remain intangible until his entire body is free, at which point he will pass out due to over-exertion. (Prote)

  • 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.


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


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

fractalJester
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fractalJester
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Omnipresent Seeker

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PostPosted: Tue Jul 26, 2011 10:30 pm


Pie Thrower
Name: Saint
Birthdate: N/A
Gender: Male
HP: 48
MP: 27
ApP [Skill]: 1
ApP [Speed]: 1

Appearance:
  • Height: 6’0”
  • Weight: 165
  • Body Type: Good runner body; Upper body strength is excellent (due to the wielding of the maul – Strength
  • Skin type: White (Darker during the summer due to Slovak (Roma) inheritance)
  • Eye Color: Green
  • Hair Color: Brown – can be lighter due to French inheritance
  • Hair Style: Cut short – scissor cut
  • Accessories: None
  • Unusual Markings:
  • Clothing:

Theme Song(s):


Significant Trait: An intellectual, a rapist, a murderer.
Quotes:
  • "I look at myself, and I think, f*** I need a f***ing wench right now."
  • "Give me 8 good reasons not to go through with this, and I might consider. In the meantime, I'll be occupied in the corner. Bother me and I'll break you f***ing kneecaps."
  • "I am become death, destroyer of worlds. Oppenheimer had nothing on this s**t..."


Good/Evil/Other: Evil
Element: Dark Thunder
Weapon: War Hammer
Job Class: Heavy Warrior
Stats:
  • Strength: 13
  • Defense: 13
  • Magic: 13
  • Resistance: 12
  • Skill: 5
  • Reflexes: 5
  • Speed: 6
  • Constitution: 13
  • Energy: 10


Attack Abilities:
  • Maul Tech- A set of abilities focusing on Saint’s strength and maul.
    • Sonic Maul- Saint rushes through the opponent once, striking with his maul as he does so. Unlike other "Sonic Blade"-type abilities, Saint can only perform one rush, but for more damage. [uses MP]
    • Fatal Impact- Saint leaps into the air and drops on the opponent with a devastating hammer blow.
    • Golf Swing- Saint performs an underhanded swing, launching the opponent high into the air even if they guard the actual attack.
    • Maul Raid- Saint throws the maul at an opponent for ranged damage before resummoning it back to his hand.
    • Combo Plus- Saint attacks with the maul and unsummons it. He quickly brings his arm back and summons the maul again, removing the recoil of his swings. Requires too much mental concentration for successive use.
  • Arts of War- The basic skills of a warrior, used on the field of battle to give Saint the advantage.
    • Rend Power- Saint strikes the opponent with his fist, somehow attacking their resolve and thus lowering their Attack and Guard Strength by 2.
    • Rend Speed- Saint strikes the opponent with his fist, somehow attacking their mobility and thus lowering their Attack and Outright Speed by 2.
    • Rend Perception- Saint strikes the opponent with his fist, somehow attacking their nervous system and thus lowering their Evasive Reflexes by 2.
    • Rend Magic- Saint strikes the opponent with his fist, somehow attacking their concentration and thus lowering their Magic Strength and Defense by 2.
    • Rend MP- Saint strikes the opponent with his fist, somehow attacking their energy directly, essentially damaging their MP.
    • Body Slam- Saint tackles his opponent for large damage, though he suffers a small recoil himself.
    • Greased Lightning- A sudden, powerful strike with the fist. Uncharacteristically fast of Saint, taking enemies off guard enough to prevent the ability to counter.
  • Corrupt Lightning Magic- Saint's summon grants him access to a variety of lightning-elemental spells.

    • Thunder/Thundara/Thundaga/Thundaja - A standard lightning elemental attack; Saint forms a sphere of neon green lightning near the opponent and makes it explode, doing splatter damage to all around (less damage than standard thunderbolt to individual; used for crowd control)
    • Dark Thunder/Dark Thundara/Dark Thundaga/Dark Thundaja- A green hued bolt of dark energy with a black outline is called from the sky to strike down Saint’s opponent with electric and dark energy.
    • Corrupt Electromancy- Saint can exhibit an extended control of electricity and darkness resulting in a corrupted mix of the two in the form of a sick green energy.
    • Stun- Saint sends a single strike of energy in the form of a line toward the enemy in an attempt to stun the enemy.
    • Live Wire- Saint grabs a hold of the enemy and sends electricity directly into them. Unavoidable if caught.
    • Wired Planes- Saint summons two large rectangular planes of dark lightning on two sides of the target that home in on the target in a clapping motion.
    • Magnet Magic- A subdivision of Saint's Corrupted Thunder magic, he can manipulate electric currents in order to produce magnetic force.
      • Magnet/Magnera/Magnega/ Magneja- Saint can cast the basic Magnet-type spell, summoning a translucent green spinning glyph that pulls in all nearby opponents. Pulls in different types of targets at different levels
      • Stunning Tendril- After charging the warhammer, Saint lets a green tendril crawl out the end of it to create a whip of sorts. Saint can use this whip either to strike his opponents for moderate damage or to hinder there movement of the limbs.
      • Magnet Burst- Saint casts a self Magnet spell in which enemies around him are pulled toward him. Placing his hands to his temples, and focusing upon the anger welled up inside of him, Saint charges up dark electric energy inside of him, and releases it in a small powerful burst when enemies are nearby.
      • Magnet Charge- Saint puts a magnetic home technique on his next magic attack to allow it to home in on his opponent.
  • Thor's Downfall- A school of abilities based around charging with dark electric energy.
    • Dark Rush- For a few seconds, Saint glows black and green, then, in an instant, he rushes forward fast, leaving a trail of thin electric dust behind him, and attempts to body slam the target. (Effectively, a bodyslam/live wire in one)
    • Thunder Crush- Saint slams his maul onto the ground and from the sky a wide cylindrical pillar of lightning comes down around him but does not hurt him, just his enemies.
    • Thundah B**** Bash- From the handle of Saint’s War Hammer, energy begins to pour out to form a large green dark-electric shape reminiscent of Saint’s War Hammer. The hammer can then be used for attacking as per normal use (3 posts maximum; uses a lot of mana)
    • Thunder Cannon- Saint points his War Hammer at target, charges the end of it, and releases a large destructive energy beam of darkness and electricity at the opponent (1 turn to charge, 1 to release).


Support Abilities:
  • Maul Tech- A set of abilities focusing on Saint's strength and maul.
    • Disarm- Saint strikes specifically at the target's weapon. The sheer force of Saint's swing is easily capable of disarming even a readied opponent.
  • Arts of War- The basic skills of a warrior, used on the field of battle to give Saint the advantage.
    • First Aid- By focusing his electrical energy, Saint is capable of purging status effects (Very Difficult and lower) from his body, as well as recovering a small amount of health.
    • Thick Skin- His defense becomes as epic as epic can be without making it too cheap. [Wall Effect ; GS/MD +2]
    • Monkey Grip- Saint can switch from two-handed fighting to one-handed fighting on the fly. One-handed fighting is slightly weaker, but frees a hand for Rending strikes.
  • Lightning Magic- Saint's summon grants him access to a variety of lightning-elemental spells.
    • Recharge- Saint is capable of sending charges of electricity to his cells, increasing their division rate and thus healing himself. Leaves him exhausted, but healthy. Can only perform this on lightning-elemental allies.
    • Hypercharge- Saint courses electricity through his muscles, forcing them beyond their limit to temporarily increase his strength. [ASt +2]
    • Shock Spikes- Generates electricity across his skin which shocks anyone or anything that comes in contact with him, either through direct contact or contact through a conductible medium. Repeated shocks can cause numbness and decrease speed.
    • Magnet Magic- A subdivision of Saint's Thunder magic, he can manipulate electric currents in order to produce magnetic force.
      • Float- Saint uses the abilities of magnetism to lift off the ground temporarily.
      • Magnetic Cling- Saint is capable of electrically attaching himself to walls and ceilings. He is stationary to them, however, since he is magnetically connected and removing the connection to move would allow gravity to kick in.
      • Hammer Cling- Saint can perform Static Cling on his maul, making it so that he cannot be disarmed. He may also use this to attach the hammer to a flat surface, offering a stable foothold.


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


Strengths: Physical Strength/Defense, Magic Strength/Defense, Endurance
Weaknesses: Attack Speed, Running Speed, Evasion/Agility

Personality: A little blood, here or there, and a couple pinches of rape can sum up Saint’s personality at the very basic level. He embodies everything anything John hates, hated, or will hate about himself, and acts within these areas charismatically, and menacingly.

Every sin he had committed can be put into Saint’s vocabulary, and he acts impiously in the acts of the 10 commandments and the circles of hell as in Dante’s Inferno to fully sum up John’s dead religious life.

The way he carries himself is in an intellectual manner fluttering out words and often making little sense to make proof of the fact that everything is dead in his mind, and nothing will ever change that. This kind of babble will come from the inspiration of seeing Charles Manson. Deranged essentially.

Flaws: Alcoholic, Bigot, Erratic, Gluttonous, Hedonistic, Impious, Lewd, Lustful, Oppressor, Remorseless, Sadistic, Tactless, Whore
Likes: Darkness, Copulation, Power, Dominance, Pleasure
Dislikes: Light, Arrogance, Others who are useless, Childlike behavior, Happiness
Fears: Being alone

Family: None, other than other replicas

Bio:

Summon: Dark Ixion
Summon Appearance:
Summon Personality: Calm, Threatening



Edit: Dark Thunder/Magnet ect. Dark Rush, Magnet Charge, Stunning Tendril, Thunder B**** Blast, and Thunder Cannon all new abilities
PostPosted: Tue Jul 26, 2011 10:33 pm


AldrickZearse
User ImageName:Lexaeus
Gender:Male
Race:Nobody
HP: 44
MP: 21
ApP [Skill]: 2
ApP [Speed]: 1

Appearance:
  • Height:6'5"
  • Weight:245lbs
  • Body Type: Muscular
  • Skin type:Lightly tanned
  • Eye Color:Blue
  • Hair Color:Auburn
  • Hair Style:'Gelled' back into messy spikes
  • Accessories:None
  • Unusual Markings: None
  • Clothing/Description: See picture.



Good/Evil/Other: Lawful Neutral
Prominent Element: Earth
Weapon: Skysplitter(Axe Sword)
Job Class: Earthen Bruiser
Stats:
  • Strength: 13
  • Defense: 11
  • Magic: 13
  • Resistance: 8
  • Skill: 10
  • Reflexes: 4
  • Speed: 4
  • Constitution: 11
  • Energy: 7


Attack Abilities:
  • Terramancy- Lexaeus can control earth at will in offensive and obtrusive ways.
    • Linear Shockwave- Lexaeus slashes the ground with the blade side of his weapon, and a shockwave travels forth in a line along the ground at an enemy. Not wide, but travels far.
    • Blast Shockwave- Lexaeus pounds the ground with the hammer side of his weapon, and a shockwave emits from him, blasting out around him three hundred and sixty degrees. Doesn't travel more than five feet.
    • Earth Glaive- Lexaeus strikes the ground, forcing large spikes of stone to shoot out of the ground at an angle. Can be used in offensive lines or in defensive surrounds.
    • Stone Pellet- Lexaeus forces a boulder into the air, where it hovers around at his will. This stone will, on command, fire small stone shards at targets like a machine gun until it runs out of stone.
    • Rocks Fall...- Lexaeus strikes the ground, causing a large number of boulders to soar into the air. On command, they plummet toward targets at staggering speed.
    • Rock Clasp- Lexaeus summons the earth directly around his target to latch onto their legs around their ankles, forming chains cemented in the ground. While this guarantees that the target will be trapped in place (only if he was standing still), it can be broken by an 8-strength effort (be it magic or physical). This, however, will take a moment to do, which is the main point of the skill- to distract. If the target is moving, s/he may have a chance to dodge; only works on those in contact with the ground.
    • True Quake- Lexaeus may send a powerful tremor throughout the battlefield, temporarily Stunning any opponents in contact with the ground. [In this instance, its Lexaeus' Magic Strength versus the target's Physical Resistance.]
    • Fault Fracture- Lexaeus strikes the ground, forcing a large, linear fracture in the earth wide enough for someone to trip into (possibly spraining/breaking their ankle) and deep enough for someone to get trapped in. Can also be used helpfully by putting distance between allies and foes.

Support Abilities:
  • Terramancy- Lexaeus can control earth at will in defensive and supportive ways.
    • Earthen Armor- Lexaeus covers himself in an armor made entirely of rock and stone. [PR +6, OS/ER -1]
    • Earthen Strength- Lexaeus coats the Skysplitter in thick stone, increasing its size and damage. [PS +3 ; En-Stone ; Lasts 3 posts]
    • Earthen Aura- Lexaeus is covered in a yellow aura, increasing his strength and speed for a limited time. While in this form, every physical strike summons a short-distance linear Stone Glaive. [PS +2, OS +3, lasts 3 posts]

Passive Abilities:
  • Earthen Power- As long as Lexaeus is in contact with the ground, he gets a +1 to Physical Strength and Outright Speed.
  • Æthecite Charm - Immune to Disable and Confusion.
  • Unflinching- Lexaeus is immune to Stun and Disable

Limit Breaks:
  • Ayers Rock - Lexaeus charges himself up, glowing with a red aura and covering his weapon with stone, before swinging his Skysplitter one hundred and eighty degrees with massive power, dealing devastating damage. The swing is then followed up by a strong shockwave that travels along the ground and, while not dealing as much damage as getting hit by his augmented weapon, still deals heavy damage.
  • Gaea's Gift- Lexaeus becomes coated in a black and yellow aura, which increases his strength, defense, and speed phenomenally, making him an unrivaled foe for 3 turns. While in this form, every physical strike summons a short-distance linear Stone Glaive. [PS +5, PR/MR +5, OS +6, AS +4; Lexaeus does not flinch or recoil from any attack.]


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


Strengths: Powerful physically and magically, Good defenses.
Weaknesses: Low running speed and low chance of evasion, Not a lot of MP.

fractalJester
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fractalJester
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PostPosted: Thu Jul 28, 2011 6:57 pm


LavenderSakura
User Image - Blocked by "Display Image" Settings. Click to show.Name: Larxene
Gender: Female
Race: Nobody
HP: 24
MP: 30
ApP [Skill]: 4
ApP [Speed]: 4

Appearance:
  • Height: 5'2"
  • Weight: 104 lbs
  • Body Type: Petite
  • Skin type: Pale
  • Eye Color: Blue-Green
  • Hair Color: Blond
  • Hair Style: Short with two antennae
  • Accessories: N/A
  • Unusual Markings: N/A
  • Clothing/Description:


Good/Evil/Other: Evil
Prominent Element: Electricity
Weapon: Kunai "Eclair"
Job Class: Ninja
Stats:
  • Strength: 9
  • Dexterity: 4
  • Magic: 9
  • Resistance: 3
  • Skill: 14 (13+1)
  • Reflexes: 14
  • Speed: 14
  • Constitution: 6
  • Energy: 10 (9+1)


Attack Abilities:
  • Lightning's Will- Larxene can not only create but can also manipulate high voltages of electricity to her will, incoperating them in a variety of attacks to harm her opponents.
    • Thunder/Thundara/Thundaga- Calls forth a bolt of lightning from the sky.
    • Teleport Rush- Larxene looks as if she teleports (due to the fact she moves so fast) up to her opponent before striking them in the chest with a jolt of lightning from her fist.
    • Breaking the Toys- By striking anywhere on the opponents arms or shoulders, or even simply connecting weapons at the right time, Larxene can send a jolt through them, completely numbing her opponent's arms and disabling them for a short time, thus inflicting Disable.
    • Crippling Blow- Larxene slashes her enemies legs with her kunai imbued with electricity, inflicting damage as well as a possibility of inflicting Cripple.
    • Electric Jolt - Larxene infuses her knives with electricity and throws them with deadly precision towards her victims, earning them a strong jolt with each hit.
    • Summon the Storm - Larxene casts her throwing knives around her opponent and is able to use them as a rod to summon forth lightning allowing chain reactions between her knives. Even able to ensnare her enemy in the chain of lightning meaning allowing more than just one strike of lightning to hit them.
    • Thundercloud - Larxene throws a number of her knives so that they surround her opponent before summoning a strong lightning bolt. Trapping her enemy in the middle, the bolt travels from her multiple knives to deliver a strong attack.
    • Undercurrent - By forcefully sending lightning through the ground, Larxene can petrify or numb her opponents, immobilizing them for a short time. Inflicts Paralyze.
    • Magnet/Magnera/Magnega- Larxene summons an orb of charged electricity that draws in nearby enemies

Support Abilities
  • Lightning's Will- Larxene can not only create but can also manipulate high voltages of electricity to her will, incoperating them in a variety of attacks to harm her opponents.
    • Static Image- Larxene is capable of making full body clones that last for a few individual attacks, or one devastating all-together attack.
    • Sadist's Speed - Larxene charges her entire being with electricity for a duration, making blurring speed commonplace. Being so in tune with energy, she can travel literally at the speed of light.
    • Electrical Charge- Larxene sends a strong charge throughout her body, increasing the debilitating effect of her magic, thus doubling the chances of inflicting a status effect for 3 turns.
    • Supercharge- Larxene revitalizes herself, not only numbing her wounds but also adding the chance to stun her opponents with physical attacks for 3 turns.

Passive Abilities
  • Lightning's Appraisal- Due to her strong affinity with Lightning, Larxene adds an additional +1 to her energy and attack speed.
  • Sadist, Not Masochist- Larxene has a constant charge of electricity around her body, much like an electromagnetic field. Any contact with her being would send mild numbing shocks into her opponent, and metals would seem to turn away from her.


Limit Break: Voltic Rush - Larxene charges herself with volts of electricity and rushes her opponent at a frighteningly fast speed multiple times, knocking her victim into the air and slashing at them with her kunai before finishing it off with a final bolt of lightning.

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


Strengths: Extremely Quick | High Attack Speed | High Evasion | Cunning | Agile | Manipulative
Weaknesses Low Physical and Magical Resistance | Gets ahead of herself | Mediocre Endurance
PostPosted: Sun Sep 25, 2011 12:08 pm


Jeimuzu Kuro
Name: Luxord
Gender: Male
Race: Nobody
HP: 36
MP: 30
ApP [Skill]: 2
ApP [Speed]: 2

Appearance:
User Image
  • Height: 5'8"
  • Weight: 180 lbs.
  • Body Type: Tall and thin, slightly built
  • Skin type: Fair
  • Eye Color: Blue
  • Hair Color: Blonde
  • Hair Style: Short, slicked back. Has a mustache and goatee
  • Accessories: silver pocket watch, Organization insignia earring, four earrings, two on each ear on the upper part.
  • Unusual Markings: None
  • Clothing/Description: White button shirt, black vest coat with tails, black slacks and black boots.



Good/Evil/Other: Evil
Prominent Element: Time
Weapon: Card Deck(Fair Game)
Job Class: Gambler
Stats:
  • Strength: 3
  • Defense: 6
  • Magic: 14(13+1)
  • Resistance: 8
  • Skill: 10
  • Reflexes: 13(12+1)
  • Speed: 10
  • Constitution: 9
  • Energy: 10


Attack Abilities:
  • Card Flurry- Luxord releases a flurry of razor-sharp cards at his target(s).
  • Card Decoy- Luxord summons one large card to appear in front of him, taking an attack for him, regardless of the attack's strength; depends on his Reflexes whether or not he casts it in time instead of his Action Speed. If Ace in the Hole is in effect, the attacker must generate a number as usual.
  • Card Barrier- Luxord surrounds himself with a protective barrier of cards. To reach him, a card must be destroyed; attacks from above will be blocked by a magic barrier, regardless of strength. After losing half his health, Luxord may cause the cards to revolve around him rapidly, meaning multiple cards may have to be destroyed. If Ace in the Hole is in effect, the attacker must generate a number as usual.
  • 52 Card Pick-Up- Luxord scatters his entire [enlarged] deck around the battlefield and vanishes into the cards. Destroying or flipping a card has a 1/13 chance of finding him. Other cards may be affected by Ace in the Hole; if all 12 charges are complete for Ace in the Hole, Luxord will take the 13th charge, leaving no cards blank. Luxord can see everything going on above the cards and may leap from card to card (or in and out of the same card) to attack his distracted foes.
  • Cast the Die- Luxord launches a small-but-fast blast of energy toward a target; if it hits, it does no damage, but immediately transfigures them into a Die for 3 posts.
  • Pick Your Card- Luxord launches a small-but-fast blast of energy toward a target; if it hits, it does no damage, but immediately transfigures them into a Card for 3 posts.
  • Temporal Charge- Luxord can manifest his element of Time via pure Temporal energies that he can manipulate in a number of ways.
    • Slow- A purple clock appears underneath Luxord's target, and the hands begin to slow down, possibly casting Slow.
    • Slowga- A much larger purple clock appears on the ground, roughly 20 feet in diameter, casting Slow on all those caught in within its bounds.
    • Stop- A white clock appears underneath Luxord's target, and the hands on the clock come to a complete stop, possibly Stopping the target in place for 2 of Luxord's posts [If one on one, Luxord gets 2 attacks in.]
    • Tick, Tock- Luxord summons a red clock underneath his target, which moves at normal speed before disappearing. Three turns later, the target is enveloped in a red aura, which explodes in Temporal energies for unavoidable Time damage.
    • Squandered Time- Luxord summons a gray clock under his target which begins to move at a blinding speed, possibly hexing them with the Old ailment for 3 turns. [Can only be charged once for Ace in the Hole]
    • Deadline- Luxord summons a small black clock above his target's head, which begins to tick away immediately; if successful, the target is struck with Doom and will be automatically knocked out at the end of their 3rd post. [Can only be charged once for Ace in the Hole]
    • Temporal Trap- This ability may only be used in conjunction with Ace in the Hole. Luxord charges some of his cards with Temporal energy so that, the moment one of them is destroyed, they detonate in a small explosion of Temporal energy, immediately damaging the attacker.
  • Ace in the Hole- Luxord charges his deck with up to 12 various magical traps which include any of his Temporal Charge abilities, Cast the Die, and Pick Your Card. Every charge affects 4 cards at random; since there are 52 cards, that leaves 13 possible effects [4 cards (1 charge) must always remain neutral or contain Luxord]. Every time a card is destroyed or flipped, the attacker must generate a number between 1 and 13. If the number generated corresponds with the number of a set trap, the effect immediately goes off and has a guaranteed success (excluding Deadline). Luxord can only charge 4 cards (1 set) per post; after losing half his health, he may charge 8 cards (2 sets) per post, and at 25%, he may charge 12 (3 sets) per post. [For ease of use, a description of the odds will be kept at the end of every Luxord post.]
  • Jackpot- Luxord summons a large card in front of him, facing the opponent. An image on the card begins to rapidly fluctuate between a large, black X and a large, red O. Whenever he feels ready, Luxord touches the back of the card. If the card is on the X, it explodes, causing minor damage to Luxord (and anyone adjacent) and causing him to be Stunned; if the card is on the O, a barrage of 13 Temporal Blasts [MS 4] will fly out, homing in on targets for damage. The odds are 1/4 for X and 3/4 for O.


Support Abilities:
  • Temporal Charge- Luxord can manifest his element of Time via pure Temporal energies that he can manipulate in a number of ways.
    • Haste- Luxord enchants himself or one ally with Haste for 3 turns.
    • Regen- Luxord enchants himself or one ally with a time-reversing Regen which lasts for 3 posts.


Passive Abilities:
  • Master of Time- Luxord is immune to Time-related ailments, but not their counterparts in other elements. [This does not count as a Passive, merely an explanation.]
  • Lady Luck's Favor- Luxord's evasive reflexes and magic strength is enhanced.(Evasive Reflexes+1 and Magic Strength +1)


Limit Breaks:
  • Maximum Jackpot- Luxord summons two large cards in front of him, facing the opponent. An image on the cards beginsto rapidly fluctuate between large, black X's and large, red O's. Whenever he feels ready, Luxord touches the back of both cards simultaneously. If either card is on an X, it explodes, causing minor damage to Luxord (and anyone adjacent) and causing him to be Stunned; if either card is on an O, a barrage of 13 Temporal Blasts [MS 4] will fly out, homing in on targets for damage. If, however, both are X's, the will both explode, and if Luxord is in critical health, this will knock him out; if both are O's, the resulting Temporal Blasts will double in strength [MS 8], with the 13th blast being triple strength [MS 12]. The odds of XX are 1/16; the odds of OX are 6/16; the odds of OO are 9/16. [1 = XX, 2-7 = OX, 8-16 = OO].


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


Strengths: Strong magic, and high evasion
Weaknesses: Low physical strength and defense

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PostPosted: Sun Sep 25, 2011 12:09 pm


LavenderSakura
User Image - Blocked by "Display Image" Settings. Click to show.Name: Zidane Tribal
Gender: Male
Race: Genome
HP: 28
MP: 21
ApP [Skill]: 3
ApP [Speed]: 3

Appearance:
  • Height: 4’9”
  • Weight: 97lbs
  • Body Type: Small but muscular
  • Skin type: Pale
  • Eye Color: Turquoise
  • Hair Color: Blond
  • Hair Style: Tied up in a low ponytail
  • Accessories: N/A
  • Unusual Markings: Prehensile tail growing from his bum.
  • Clothing/Description:


Good/Evil/Other: Good
Prominent Element: N/A
Weapon: Daggers
Job Class: Thief
Stats:
  • Strength: 7
  • Defense: 6
  • Magic: 7
  • Resistance: 5
  • Skill: 11
  • Reflexes: 12 (11+1)
  • Speed: 11
  • Constitution: 7
  • Energy: 7


Attack Abilities:
  • Steal - Zidane subtly attempts to steal something from his target. Success is determined by Skill against target's Reflexes. If Skill is greater, something is stolen; if it is equal or less, it fails. If items are magically hidden, success is then determined by the average of Skill and Magic versus Reflexes and Resistance. This only costs mana in the second instance.
    • Mug - Zidane physically assaults the target in the process of stealing.
    • Master Thief - An enhanced Steal. Zidane Steals adding Magic to his Skill, or--if the item is magically restrained--to the average of Skill and Magic. Success is still determined against Reflexes (or the average of Reflexes and Resistance), with success occurring when the total is greater. Magic added in this way costs double.
  • Rumble Rush- Zidane spins forward and up while slashing, then knocks his opponent away into the air.
  • Swift Attack - Zidane executes a swift, short ranged melee attack that cannot be dodged.
  • Tempest- Zidane jumps up and throws his daggers downwards towards his opponent before dives down to strike his enemy multiple times.
  • Vortex- The Genome dashes towards an enemy and spins upwards, slashing multiple times before finally knocking his opponent away.
  • Storm Impulse - Zidane dashes at an enemy and unleashes a flurry of rapid attacks, each attack with an additional +1 strength. (up to 3 times)
  • Tidal Flame- Creates a ring of fireballs that revolve around Zidane as not only a guard but as fireballs he’s able to shoot off at will/
  • Stellar Circle- Summons a tornado of energy around Zidane drawing in all nearby opponents, colliding with the energy has a chance of temporarily decreasing opponent’s Physical Resistance by 1 for 3 turns.
  • Shift Break- Summons a storm of lightning bolts around opponent(s) with the chance of stun, then conjures a burst of water under them.
  • Grand Lethal- Zidane envelops himself in energy before rushing towards his opponent in a spinning pattern with precise execution.
  • Meo Twister- Zidane throws his daggers towards his enemies, striking them with beams of energy.

Support Abilities:
  • Reflect- Zidane can throw up a reflect rune to deflect one attack back towards his opponent.
  • Sacrifice- By sacrificing a portion of his health and mana, Zidane can heal nearby allies.
  • Thief’s Speed- Zidane can caste haste on himself and nearby allies that lasts for 3 turns.
  • Protect Girls- Zidane can intercept a physical attack aimed towards a nearby ally that is a female.

Passive Abilities:
  • Quick Reflexes- Enables Zidane to automatically post a counter to any attack aimed towards himself. (Auto-Quick)
  • Acrobatic Art- +1 to Evasive Reflex
  • Æthecite Charm - Immune to Addle and Stun.

Limit Breaks: Trance Mode- Zidane goes into an overdrive mode, gaining a new appearance and radiating energy off his body. He dashes past his opponent at multiple angles to attack with his daggers finishing off his limit break by linking his two daggers together and circling his opponent so quickly that it traps them in a tornado of movement and blades, attacking multiple times.

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


Strengths: Quick movement, fast attack speed, Evasive reflexes
Weaknesses: Low physical and magical resistances
PostPosted: Thu Jan 19, 2012 9:52 pm


-

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PostPosted: Sun Jan 22, 2012 10:20 pm


LavenderSakura
User ImageName: Isolde
Gender: Female
Race: Unversed
HP: 32
MP: 27
ApP [Skill]: 3
ApP [Speed]: 3

Appearance:
  • Height: 4’8”
  • Weight: Varies
  • Body Type: Tiny
  • Skin type: Pale
  • Eye Color: Azure
  • Hair Color: Icy blue
  • Hair Style: Long and unkempt
  • Accessories: N/A
  • Unusual Markings: N/A
  • Clothing/Description: She wears what looks like a plain oversized shirt/dress but she is capable of changing her body composition.


Good/Evil/Other: Evil
Prominent Element: Ice
Weapon: Claws
Job Class: Assassin
Stats:
  • Strength: 12
  • Defense: 6
  • Magic: 10
  • Resistance: 6
  • Skill: 13
  • Reflexes: 14
  • Speed: 12
  • Constitution: 8
  • Energy: 9


Attack Abilities:
  • Ice Wraith- Due to her nature, Isolde is capable of manipulating ice to add a bite to her assassin abilities.
    • Icy Grasp- Isolde melds into the ground and travels towards her opponent in the veil of shadows. She then reaches out and grabs hold of her enemy’s ankles, freezing them to the ground. (Impairs movement for one turn automatically, impairs movement for 3 turns should roll be effective.)
    • Frozen Wasteland- Isolde freezes over the battlefield for 3 turns, making it hard for her opponents to traverse the frigid landscape and making it easier for her own movement. (+2 to outright speed, -2 to opponent’s outright speed)
    • Artic Lances- Isolde summons ice lances from the ground to surprise her enemies with a chance of freezing any opponent that gets hit. (2x chance of causing Freeze if casted on Frozen Wasteland.)
    • Chilling Kisses- Melting into the ground, Isolde travels towards her opponent and materializes behind them, grapping hold of their neck, she causes a slow frost to spread over their body. Last 3 turns, -1 to Action Speed for every turn it is in effect.)
    • Crystal Claws- Disappearing into the ground, Isolde appears near her enemy and executes a series of claw attacks in quick succession, each attack adding a chance of inflicting Freeze. (2x chance if used during Frozen Wasteland)
    • Hailstorm- Summoning a violent hailstorm impairs the vision of her enemies, with a chance for the icy shards to also inflict minor(but repeated) damage should they dwell too long in the storm.
    • Glacial Entrapment- With her hair, Isolde is capable of either trapping opponents, pulling them closer or strangling them with a chance of inflicting Frost.

Support Abilities:
  • Snow Spirit- Isolde is capable of changing her body constitution at will. She can disperse into icy frost or simply melt into the ground making her virtually un-targetable.
  • Snow Sprites- Isolde is able to create up to two sprites to hover around her, either to deal damage or to act as barriers.

Passive Abilities:
  • Frigid Soul- Being near ice (enemy or her own Frozen Wasteland) regenerates her mana and health.


Strengths: Evasive Reflexes | Movement & Action Speed | Keen Sight
Weaknesses: Low Physical Defense | Low Magical Resistance | Cannot attack when she melts into the ground
PostPosted: Sun Jan 22, 2012 10:23 pm


Kaegoe
Name: Yoko
Gender: Male
Race: Unverse
HP: 36
MP: 24
ApP [Skill]: 2
ApP [Speed]: 2

Appearance:
  • Height: 6'
  • Weight: 165lbs
  • Body Type: Slender with muscle.
  • Skin type: Coal Grey
  • Eye Color: Greenish yellow
  • Hair Color: Black
  • Hair Style: Long, to the waist
  • Accessories: None
  • Unusual Markings: Unversed Symbol on his back
  • Clothing/Description: He has a pair of fox ears and tail with his legs at an angle, like the hind legs of a fox. His eyes glow while his face and nose are distorted like that of the face of a fox. His chest is flat and white cloth, with the texture of fur surrounds his waist.



Good/Evil/Other: Evil
Prominent Element: Wind
Weapon: Twin Knives
Job Class: Unversed Demon Fox
Stats:
  • Strength: 13
  • Defense: 9
  • Magic: 8
  • Resistance: 9
  • Skill: 10
  • Reflexes: 14
  • Speed: 10
  • Constitution: 9
  • Energy: 8


Attack Abilities:
  • Dagger's Point- With an enhanced blade. That when dealt damage, also causes one random ailment:
    • 1: Poison
    • 2: Silence
    • 3: Pain
    • 4: Disable
    • 5: Cripple
    • 6: Addle
  • Break Vortex- A vortex of wind forms beneath one person. Causing massive wind damage
  • Twister- Yoko summons a large tornado on the enemy.
  • Wind Daggers- Yoko summons the a wind with blades that pierce the enemy.
  • Troublesome Thief- Causes Reversal on one enemy.

Support Abilities:
  • Into the Shadows- Yoko casts Vanishga on himself, making him untraceable through sight or sound.
  • Sacrifice- Yoko destroys his own health to restore the health and energy of his master (Dusk).

Passive Abilities:
  • Unrelenting Fox- When low on health, Yoko is enhanced with Auto-Blink for 3 turns. Effect is negated if Yoko is healed.


Strengths: High reflexes and physical strength and physical resistance
Weaknesses: Low energy and magic strength

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PostPosted: Sun Apr 08, 2012 9:24 pm


Jeimuzu Kuro
Name: Alex
Gender: Male
Race: Unversed
HP: 48
MP: 21
ApP [Skill]: 3
ApP [Speed]: 3

Appearance: {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
  • Height: 5'10"
  • Weight: 200 lbs.
  • Body Type: Muscular but not tone
  • Skin type: Pale White
  • Eye Color: Brown
  • Hair Color: Brown hair dyed black
  • Hair Style: shoulder length, un-styled, long scraggly beard
  • Accessories: tongue piercing, gauged ear piercings
  • Unusual Markings: Black Tribal tattoo on left bicep, red hatchetman tattoo on back.
  • Clothing/Description: Black muscle shirt, tattered black jeans and a tattered black short sleeve button up shirt with a red tribal design on the arms. Black work boots an black fingerless gloves



Good/Evil/Other: Evil
Prominent Element:
Weapon: Clawed guantlets
Job Class: Monk
Stats:
  • Strength: 13
  • Defense: 12
  • Magic: 5
  • Resistance: 6
  • Skill: 13
  • Reflexes: 11
  • Speed: 11
  • Constitution: 12
  • Energy:7


Attack Abilities:
  • Wolf Fang Fist- Charging his hand with energy, either kinetic or dark, Alex swipes his hands 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- Alex unleashes a howl that potentially stuns enemies within range.
  • Savage Charge- With charged fists/claws, Alex dashes at his opponent, going to and from, from multiple directions, knocking the opponent around.
  • Vicious Quake- Alex strikes the ground, causing a powerful tremor to vibrate throughout the ground around him, knocking down any nearby foes.
  • Ruthless Vice- Alex 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 leg/legs], Disable [if gripping an arm/arms], or Pain [if gripping torso].

Support Abilities:
  • Darkness Rage- Absorbing darkness around him. Alex gains an attack bonus. However, he essentially goes berserk in the process(ASt X 1.2)
  • Dash- With a burst of kinetic energy, Alex can propel himself himself in a single direction for 20 feet in a semi-blurred motion.

Passive Abilities:


Limit Breaks:

Strengths: High physical attack strength, speed and endurance
Weaknesses: Low magic strength and resistance


Alternate Form
Name: Lycanthrope
Gender: N/A
Race: Unversed
HP: 48
MP: 12
ApP [Skill]: 4
ApP [Speed]: 3

Appearance
  • Height: 7' upright 4' if on all fours
  • Weight: 200 lbs.
  • Body Type: Muscular
  • Skin Type: Furry
  • Eye Color: Blood red
  • Hair Color: Black with dark grey patch on chest
  • Hair Style: N/A
  • Accessories: N/A
  • Unusual Markings: Tail, fangs
  • Clothing/ Description: Lycanthrope


Good/Evil/Other: Evil
Prominent Element: Darkness
Weapon: Claws, Fangs
Job Class: Unversed Werewolf
Stats:
  • Strength: 16
  • Defense: 12
  • Magic: 3
  • Resistance: 3
  • Skill: 15
  • Reflexes: 13
  • Speed: 12
  • Constitution: 12
  • Energy: 4


Attack Abilities:
  • Same as listed above.
  • Vicious Bite: Same as the Vicious Vice only using his fangs to cause the crushing damage instead of his claws. Same status ailments apply.


Support Abilities:
Passive Abilities:

Limit Breaks:

Strengths: Improved attack strength and speed
Weaknesses: Even lower magical strength and defense
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