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fractalJester
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PostPosted: Fri Oct 23, 2015 12:42 pm


Pie Thrower
Piercing Shot- Luther shoots the enemy and pierces through spell enchantments


Does this destroy enchantments, or simply pass through them unhindered?

Quote:
Random Shot- Luther pulls out a strange shell, shoots it at an enemy and said enemy is afflicted by one of 20 conditions


You'll need to say what 20, maybe in parentheses or something.

Quote:
Man the riggings!- Luther hollers a rallying cry granting the party Quickra


In what way is Quickra different from Quick? Is it simply a group version?

Quote:
All hands on deck!- Luther hollers a rallying cry granting the party Hastera.


Same as above--explain how your version of Hastera is different. If it's just a group version, you can just say it's Haste (and above, Quick), since the skill itself already clarifies that it casts it upon the group.

Quote:
What lies beneath- Luther’s time spent on the Zee has let him seen horrors beyond imagination pushing him to the brink of insanity. This has granted him immunity from Fear, Charm, Confusion, Berserk, Sleep and mind altering effects.


Say most mind altering effects. Immunity to all shoots down a lot of potential; you never know if someone might have something even the horrors couldn't have prepared you for~

Quote:
Renowned Captain- Luther’s time as one of the Neath’s most successful captains lets his legacy continue long after the destruction of his world. At any bar/tavern/inn, at any time, in any world, Luther can walk in and drink for free. While there he is also able to court any commoner he sees and will be greeted by a throng of admirers upon entering willing to drink with him and hear his Zee stories This only pertains to establishments that sell drinks.


While I'm all for flavor/roleplay-based abilities, this feels a bit excessive xD It has that odd implication of "No matter what world I'm on or what language they speak, the moment I walk into a building that sells alcohol, my body immediately triggers a guaranteed-success Charm on everyone". It's that 'guaranteed success' that pushes it into Rule V/God-moding territory.

I'm not sure how you wanna weaken it, but it does need weakening. Maybe just include some stipulations, like "This all assumes he has made no local enemies and does not make any enemies while in the establishment; if he has made local enemies, this has a growing chance of failure depending on the story, and if he makes any enemies while in the tavern, his charisma has significantly less effect."

Quote:
Zee Captain- Luther’s time leading the lowest of low has given him leadership capabilities. While in a party with Luther, all members are affected by Bravery and Faith.


This is also a bit too potent--but just a bit. Make it so that "all members are affected by Bravery or Faith, depending on their personal strengths" and you should be good. That way everyone gets the buff that best helps them, but doesn't give them both.
PostPosted: Sat Oct 24, 2015 10:02 am


fractalJester
Does this destroy enchantments, or simply pass through them unhindered?


Goes through unhindered.

Quote:
Random Shot- Luther pulls out a strange shell, shoots it at an enemy and said enemy is afflicted by one of 20 conditions


Here's a list, lemme know if it's ok:

1. Explodes in Luther's face Igniting him
2. Dud - no damage
3. Fire
4. Float
5. Charm
6. Aura
7. Valor
8. Blizzara
9. Disable
10. Cripple
11. Slow
12. Stun
13. Sap
14. Bleed
15. Pain
16. Silence
17. Thundaja
18. Mini
19. Addle
20. Imperil

Quote:
Man the riggings!- Luther hollers a rallying cry granting the party Quickra


Ya, just a group version. Same with quick.

Quote:
Say most mind altering effects. Immunity to all shoots down a lot of potential; you never know if someone might have something even the horrors couldn't have prepared you for~


Alright, sounds good. Maybe like seeing his family and s**t like that ya.

Quote:
I'm not sure how you wanna weaken it, but it does need weakening. Maybe just include some stipulations, like "This all assumes he has made no local enemies and does not make any enemies while in the establishment; if he has made local enemies, this has a growing chance of failure depending on the story, and if he makes any enemies while in the tavern, his charisma has significantly less effect."


Ok, let's word it this way:

"When in an establishment serving alcoholic beverages. Luther emits a Charm effect on the others in the bar. The 'charm' effect affects player controlled characters at their own discretion. They may choose the extent of its effects."

Then I liked the way you phrased your part, so may I keep it?

"This all assumes he has made no local enemies and does not make any enemies while in the establishment; if he has made local enemies, this has a growing chance of failure depending on the story, and if he makes any enemies while in the tavern, his charisma has significantly less effect."

Quote:

This is also a bit too potent--but just a bit. Make it so that "all members are affected by Bravery or Faith, depending on their personal strengths" and you should be good. That way everyone gets the buff that best helps them, but doesn't give them both.


I'll accept that, yes, good. Bravery or Faith is fine.

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fractalJester
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PostPosted: Sat Oct 24, 2015 9:33 pm


Pie Thrower
Quote:
Random Shot- Luther pulls out a strange shell, shoots it at an enemy and said enemy is afflicted by one of 20 conditions


Here's a list, lemme know if it's ok:

1. Explodes in Luther's face Igniting him
2. Dud - no damage
3. Fire
4. Float
5. Charm
6. Aura
7. Valor
8. Blizzara
9. Disable
10. Cripple
11. Slow
12. Stun
13. Sap
14. Bleed
15. Pain
16. Silence
17. Thundaja
18. Mini
19. Addle
20. Imperil


Oh, so it's not just a random condition, it's just a random effect in general. I'm assuming a roll of 1 doesn't even fire a bullet, just backfires and causes Ignite?
PostPosted: Sun Oct 25, 2015 10:09 am


fractalJester
Oh, so it's not just a random condition, it's just a random effect in general. I'm assuming a roll of 1 doesn't even fire a bullet, just backfires and causes Ignite?


Yes, like rolling a nat 1.

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fractalJester
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PostPosted: Sun Oct 25, 2015 4:41 pm


Alright, one last question about the Limit Break: is this a spectral city that disappears after the damage is done, or...?
PostPosted: Sun Oct 25, 2015 5:32 pm


Yep, as all of his abilities are remnants of the Gods of his past, so a spectral city yes.

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PostPosted: Wed Oct 28, 2015 4:54 pm


NG Application. Copy and pasted from his previous profile, with some changes. Added items. Took out Conclave stuff.

Name: Zekvyr Desparn
Nickname/Alias: The Obsidian Stalker
Age: 127
Gender: Male

Appearance: User Image
  • Height: 5'
  • Weight: Approximately 80 lbs.
  • Body Type: Lithe
  • Skin type: Dark
  • Eye Color: Purple
  • Hair Color: White
  • Hair Style: Short
  • Clothing: A sleeveless shirt, and long pants. The outfit is designed for stealth, and does not make noise as he moves. There are several chains on his outfit, one of which is on the shirt, the other acting as a sort of belt; they also make no noise when he moves. There are numerous hidden pockets, all of which can magically hold larger items without adding bulk. The color theme is green, gold, and white. Predominantly white. It's a magical outfit, however, and the white can fade to black with a simple thought. If fact, it can change to any color he wants.
  • Unusual Body Art/Parts: Black skin. Entirely black. Obsidian. Usual for his race, unusual for the rest of the world. He also has numerous scars across his body, most notably on his back, where there are at least twenty.
  • Race: Drow {dark elf}


Items:
  • Khaless ("Trust")- This is the famous sleep-poison of the drow, used on their crossbow bolts to immobilize an enemy so that he can be killed at leisure. The poison attacks the central nervous system, causing the victim to fall asleep for 20 rounds. This is not magical, but comes from a mushroom native to Zekvyr's home-world. As his world is destroyed, he cannot obtain more of this.
    - He has 5 doses.
    - Lasts 20 rounds (or whatever is convenient for story)
  • Belbol d'Elghinn ("Gift of Death")- This powerful poison, greatly prized by drow nobles for assassination, is also known as Elash Elghinn, "Silent Death", after the venomous water serpent of the same name. The venom takes effect immediately, causing damage to the victim's blood vessels and causing dramatic and extensive hemorrhaging. Within minutes, the victim will gush blood from his mouth, eyes, nose and ears. He will have time to develop bruises all over his body before he mercifully dies. Drow find death caused by this venom to be particularly entertaining. However, there are certain individuals who seem to be immune to Belbol d'Elghinn, and upon whom it has no effect at all. However, when it does work it causes a spectacular (if regrettably short) show. This is also unavailable to reproduce, as it came from his world.
    - He has 3 doses.
    - (victim determines if they're immune, of course; NPCs just die)
  • Jal wun Jivvin ("All in Fun")- Compared to some of the other poisons used by drow, this is no more than a gentle warning. It is not directly fatal, though the poisoned one might wish it were otherwise. It could become lethal if the poisoner is able to strike while his victim is weakened. The victim is plagued by intense nausea, vomiting, fever, chills and malaise.
    - He has unlimited doses.
    - Lasts for 3 rounds.
  • Legion Drow Blade- An expertly crafted sword. As with most elf weapons, this is superior quality. The blade is dark, matte, and absorbs light rather than reflecting it.
  • Crossbow- A drow crossbow can be held like a gun, in one hand, and easily shot. The bolts are usually poisoned. He keeps this hidden away in a hidden pocket.


Significant Trait: Sadistic, Arrogant, Cruel, Destructive, Hedonistic, and Treacherous
Quotes:




Good/Evil: Evil
Homeworld: ???
Main Weapon: Sword, strapped to his back
Additional Equipment: His clothes are magical, able to change color at a whim. He has various knives hidden away in his many hidden pockets. He also has a piece of jewelry, a golden necklace. In its center is a startlingly beautiful red crystal.
Job Class: Assassin

Commands:
  • Kyorlin Plynn- A form of fighting that literally means "watch and take." Used to either capture opponents, or just humiliate them, this style focuses on disarming and keeping the opponent occupied.
    Basically, he uses a serious of clever turns and thrusts with his sword that eventually end up twisting his opponent's wrist -or even the entire arm- in a painful way, making them drop their weapon. The disarm doesn't always work, but it's almost guaranteed to keep an opponent occupied.
    Chance of disarm: 65% (lower or higher, depending on how talented his opponent is)
    Chance of keeping the opponent occupied: 90%
  • Jivvin Golhyrr- Another style of fighting that focuses on humiliating the opponent. It means 'amusing trick,' and focuses on deceptive fighting tactics, and waits for the opportunity to trip the opponent. Once the enemy is on the ground, it's an easy enough kill.
    This focuses on several different ways to knock a person down. He uses a person's own momentum against them, and positions himself to trip them up somehow, either pushing or pulling, or kicking them to the ground. A leg sweep? A kick to the knees? Taking advantage of momentum? Any of these; all aimed to make you look and feel as helpless as possible while going down.
    Chance of tripping an opponent: 75% (also depending on how talented his opponent is)
  • Orb Alur- The "superior spider." A fighting technique that takes a long time to master. Dodges and rolls eventually land him a strategic spot in the middle of his enemies. From there, he strikes them all with one devastating blow. Great sweeping maneuvers allow him to strike many enemies all at once, to great effect.
    Chance of opponent dodging this: Slim to none
    Chance of opponent blocking this: Slim
    Chance of this proving fatal: 50% (depending on talent of opponent(s))
  • Globe of Darkness- He can create a globe of darkness that even he can't see in. This globe can range in size from as big as the palm of his hand, to ten feet in diameter. It cannot move after he makes it. In other words, he can't 'throw' darkness at people. He can, however, put this globe over them even if they're twenty feet away. If they run out of the globe, it won't follow. It's stationary, and harmless.
  • Faerie Fire- Creates a harmless outline of purple fire around a person or item. It looks like the person is on fire, but the flames do not bite. It just marks a person's position.

Supports:
  • Darkvision- Zekvyr can see in the dark.
  • Dark Affinity- Born on a world where Darkness and chaos are common place, Zekvyr can dip himself as far as he wants into the Darkness without worrying about losing his heart. He can summon heartless, although this usually takes him a minute; larger heartless take longer. He can also summon dark portals, but this takes 10 minutes of preparation.


Strengths: Melee, a minimal resistance to magic, speed, agility, experience
Weaknesses: Light. It stings his eyes, and can blind him temporarily. Ranged attacks.

Personality: His personality can almost be summed up just by looking at his significant traits. On top of those, though, he is also cautious, calculating, cold hearted, and merciless. He is an elitists, and views all other races as beneath him. He is wicked, and takes great enjoyment in humiliating others in battle, and watching them suffer and squirm. There's a strong sadistic quality to him that's hard to miss. It is likely he has never experienced real happiness... or would even recognize such a thing if he saw it. He would probably consider friendship, love, hope, all as forms of weakness. He tends to be a quiet person, and would be considered attractive if he wasn't so freakin' evil.
Likes: Power, survival, his own superiority, humiliating people
Dislikes: Honor, truth, honesty, love, friendship
Fears: Dieing, torture, losing, light, anything stronger than him

Family: ???

Bio: Zekvyr Desparn is a deadly assassin. His mission, whatever it is, seems to focus around 'catch and retrieve', taking people alive, if somewhat damaged.

Zekvyr grew up in a world literally seeping with evil. Secluded from the other races of the world, the drow lived deep underground, worshiping a goddess of chaos. His world was hell from the start, though he never thought of it that way; to him, it was just normal. Killing was what the goddess demanded, killing in a clever way, even better. His skill landed him as an assassin. But in the city of the drow, everyone was an assassin... everyone was deadly.

And then, everyone was dead. His world was destroyed. The cause of the destruction is still a mystery. Hardly anyone survived. But he did. Surviving on the surface, his drow eyes not used to the light, shadows and forces of evil were naturally attracted to him. His predisposition towards evil stuck out like a soar thumb, and it didn't take him long to bend Heartless to his will. He's been quietly causing trouble on every world he visits, bringing his own brand of chaos in from a society that specialized in it.
PostPosted: Wed Oct 28, 2015 7:50 pm


Psalm Grasshopper
Legion Drow Blade- An expertly crafted sword. As with most elf weapons, this is superior quality. The blade is dark, matte, and absorbs light rather than reflecting it.

I'm assuming this is simply a black blade and that it absorbs literal light because of its color; however, are you implying that it also absorbs Light magic for some reason?

Quote:
Significant Trait: Sadistic, Arrogant, Cruel, Destructive, Hedonistic, and Treacherous

This is a nit-pick if there ever was one, I know, but I'd like this narrowed down to one, since it's his significant trait, singular. I've nothing against the traits themselves, I just wanna keep this a one-word "ideal descriptor" compared to the Personality/Flaws section.


Note: You'll notice I edited the abilities portion so that it fits the RP's template (Commands for all actions, Supports for all passives/support abilities ala KH).

Note 2: Don't know if you care, but you can have more than 2 passives/Supports for this RP! Just letting you know.

fractalJester
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PostPosted: Wed Oct 28, 2015 8:05 pm


Yeah, the blade is just black. It absorbs light, not light magic. ... unless you would allow it to absorb light magic. Then it's totally that. And normal light, too. Hell, have it all, it's both.

His significant trait can be malicious. :3 And then I'll put the others down by his personality section.
PostPosted: Thu Oct 29, 2015 5:14 pm


I think for now, let's leave it at just absorbs literal light; it can receive some sort of Light-magic consumption ability as it bathes in the blood of more people from the realms of Light xD Something to work toward!

When you've got the personality stuff updated, lemme know and I'll post it up :3

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fall-to-wonderworld

Heart Cardholder

PostPosted: Wed May 11, 2016 6:47 pm


Kingdom Academy Character App
Name: Ginny Dymond
Galiant: Basil of Baker Street, a mouse from London who's a well known detective and once even saved the mouse Queen of England and the country as a whole (from the Great Mouse Detective)
Age: 16
Gender: Female
Class: Second Year Student

Appearance
Height: 3 feet, 6 inches...average for a dwarf in her world
Weight: 44 pounds (all muscle)
(that is to say, she's about the height and weight of a five- or six-year-old human child)
Hair: Red, short, slightly curly
Eyes: Silver
Skin: Pale underneath a deep tan
Build/Body Type: Small and stocky, as one would expect from a dwarf, but she's very muscular and strong. She's not as thick as some other dwarves, maybe even skinny by their standards, but by a human's standards she's big boned. Her face is round and childlike, which, along with the height, makes her sometimes mistaken for being less of a dwarven woman and more of a weirdly proportioned human child.

Personality: Ginny is loud, friendly, and fun loving...the kind of person who does things she knows are stupid because she can laugh about them later. She tends to protect people, but sometimes they don't need her protection. She's very loyal and values hard work, and thus looks down on those she considers lazy or frivolous. Ginny loves the outdoors and is a farmer, and she is damn proud of it. She's a big eater, but also a bit picky about what she eats...she likes most things but if she finds something about the food she doesn't like, she'll throw a fit rather than eat it. She's rather childish, but she seems to have some hidden maturity and there's some logic to her actions even when they seem random. Sometimes there's a sense that she's acting stupid on purpose because she thinks people don't expect her to be intelligent anyway. This leads to many arguments with her Galiant, Basil, who relies on wit and knowledge and gets frustrated with Ginny regularly.
Likes: Sunshine, gemstones, chocolate, tiny objects stained glass (the first time she saw it she thought people had found a way to turn jewels into glass)
Dislikes: Food with weird textures, people who spend too much time on the details and miss the big picture, wearing shoes, getting wet
Fears: Deep water, both because she's a poor swimmer and because not being able to see the bottom means ANYTHING COULD BE DOWN THERE WHAT ABOUT SEA MONSTERS THESE ARE SERIOUS CONCERNS

Weapon: her fistsA short handled mallet of metal and wood. She has painted it gold and calls it her Mjollnir, after the weapon of the thunder god she worships
Abilities:
  • Dodge Roll-Ginny can somersault to dodge attacks. Active
  • Scan (this ability is mostly Basil's doing)-enemy stats are made known. Passive
  • Mechanical Observation-Ginny and Basil are able to examine mechanical devices to determine any problems they have or how they work. Obviously, the more complex the device is, the harder it is to glean information. The ability does NOT make them able to necessarily repair, build, or properly use the device. Active
  • Lie Detection-Ginny and Basil have a high chance to know by a person's body language if they are lying and call them out on it. the better they know the person, the better the ability works. Passive

Spells:
  • Cure-minor healing.
  • Earth-a chunk of earth flies out of the ground toward the opponent-it is powerful but very direct and thus easily dodged, and leaves a pit in the ground where the earth was drawn up.
  • Aero-a minor wind spell, courtesy of Basil's teaching.

Strengths: Physical strength and endurance, small size means access to areas otherwise cut off, slow to tire and quick to defend others
Weaknesses: Magic and logic are less than brilliant, often mistaken for a child, rarely wears armor and is thus somewhat vulnerable

Stats
  • HP: 100
  • MP: 30

  • Attack: 25
  • Defense: 20
  • Magic Attack: 10
  • Magic Defense: 15
  • Speed/Agility: 10


Bio: Ginny is a runaway from the now invaded Dwarf Woodlands. Somehow, she was able to stow away with other refugees in one of various escaping groups, and she wound up in London. She spent some time there, passing as a homeless child and living by begging, stealing, and working whatever jobs you can get when everyone thinks you're six years old. She ran into Basil at some point, and he, intrigued by her and also annoyed with her simplistic way of thinking, bound himself to her as a Galiant both to aid her in surviving and to have a "human" to help him gain access to places he otherwise could not during investigations. Later on, she was able to locate and join the Academy, She is now entering her second year. Her goal is to free her homelands, and to perhaps find the Princess of Heart who shares a bond with the Galiant who's from the same world. Basil's just in it for the research. she spends a lot of time gardening and has been found growing random little farms all over campus. She got in a bit of trouble when they found her growing gigantic turnips once. No one knows how she even managed that.

((This is not the only RP on this guild I'm interested in, but it's the first one that caught my eye...would I be allowed to use Ginny for other RPs, or would I have to use other characters? Also, it doesnt look like anyone's posted in the KH academy threads in a while...? Or am I missing something? *worries over everything like the nervous little creature I am*)
PostPosted: Thu May 12, 2016 1:48 pm


fall-to-wonderworld


First: Welcome! You're looking for Mizu, who I will tag in the spoiler below.

Second: Quick formatting tip, the information should be after the bold/formatting, like so:

[b]Name:[/b] Ginny Dymond


That makes it significantly easier to read and clarify what's where.

Third: KA and a bunch of RPs have been on the slow side the past year, mostly due to other things consuming a lot of the active members' time. However, I assure you that you breathing new life into KA will only do good things--probably even revive it entirely.

Fourth: You can use a character in as many RPs as you want, but each RP has different rules, canon, and formatting, so you'd basically have to make a new profile for her every time anyway to make sure she fits in.

Mizu_Kage_Hikari

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PostPosted: Mon May 16, 2016 12:21 pm


fall-to-wonderworld

Oh my goodness how did I miss the notification what is your issue Gaia

Hi!!! So happy you're interested in KA; I'm going to be kicking myself in the behind to get it chugging along again, so you picked the right time to come in!

I'm very happy with your profile just the way it is. Like omg so happy I was grinning the whole time I read it. Go ahead and post it up in the profile thread, and feel free to pop in with any one of the student groups currently doing stuff! Erm... "currently" in relation to the last time-skip post, that is.

With luck and a lot of tea I'll get KA moving again by June, I promise! (Look at that, Bobbi, you gave yourself a deadline, you have to do something about it now)
PostPosted: Mon May 01, 2017 4:00 pm


Name: Bobbi
Aliases: Bob, Mizu
Birthdate: February 28
Gender: Cis-female
Alignment: Good

HP: 36
MP: 48
FP: 5
SP: 6
APR: 2

Evasion: 13
____PAC: 13
____MAC: 15

Fortitude: 16
Will: 20
Dodge: 21

MPA: 2

Appearance
  • Height: 5’1.5" (and she will fight for that last half an inch)
  • Weight: 136lbs
  • Body Type: Short, stocky with wide shoulders, ribcage, and hips.
  • Skin type: Caucasian, mostly clear except for the mysteriously multiplying freckles, easily tanned
  • Eye Color: Easy answer: Grey. Slightly more wordy answer: a ring of yellow around the pupil, a ring of dark blue around the edge of the iris, and the inner ring is a blueish-greyish-greenish color. Expansion and contraction of the pupils, coupled with lighting, can make her eyes seem to shift between silver, blue, and green.
  • Hair Color: Light brown/dirty blonde
  • Hair Style: Butt-length, no bangs, kept in a half-crown braided style. Mostly straight with a subtle wave at the ends.
  • Accessories: Silver necklace with heart pendant, gold ring on right middle finger set with four rubies
  • Unusual Markings: 1/4 inch scar on forehead, faint scar on left wrist, scar on left knee, ragged scar on right palm (gained in RP), miscellaneous other scars, pierced earlobes
  • Clothing: Coming soon to a profile near you!


Theme Song(s):


Significant Trait: Gryffindor Stubborn.
Quotes:
  • "Well that was smart."
  • "Oh, don’t you even!"
  • "b***h, let me learn you a thing."
  • "******** /> "What the actual ******** /> "Excuse you, no, ******** you. <********> you, and the horse you rode in on!"
  • "That sounds like a personal problem."
  • "I refuse to be outstubborned by ______!"
  • "Shut up, [body part], nobody loves you."
  • “Um, how about no?”
  • "Let’s not and say we did."
  • "We could burn it. Burning it sounds like a good idea.”
  • All of the swearing


Job Class: Crystallist
Weapon: Mongolian Recurve bow (named Taulmaril)
Element: Fire

Stats:
  • Strength: 6
  • Magic: 14
  • Dexterity: 14
  • Defense: 6
  • Resistance: 10
  • Reflexes: 11
  • Speed: 10
  • Constitution: 9
  • Energy: 12


Command Abilities:
Bow Commands
  • Frenzied Fire – {Level 1} Bobbi can fire a quick burst of arrows, one after another, with startling speed; due to the speed, it's not as accurate at longer ranges.
  • Multi-Shot – {Level 1} Bobbi can fire multiple arrows at once; the more arrows she fires simultaneously, the shorter the distance they can travel.
  • Crippling Shot- {Level 2} Bobbi aims an arrow specifically at the legs of her target; if it strikes, the arrow has a chance to Immobilize the opponent. Only affects the leg targeted, unless the base of the spine is hit, then both legs are affected.
  • Precision Shot- {Level 2} Bobbi aims an arrow specifically at the arms of her target; if it strikes, the arrow has a chance to Disable the opponent. Only affects the arm targeted, unless the arrow hits between the shoulder blades or hits the clavicle, then both arms are affected.
  • Splinter Shot – {Level 1} Bobbi fires a hollow arrow at her opponent; if the arrow strikes, it splinters, causing Pain. If it is blocked, the arrow shatters into razor-sharp shards, potentially damaging the target and surrounding opponents for minor damage.
  • Tri-Blade Shot – {Level 2} Bobbi uses an arrow with a special, three-bladed spiral tip; if it strikes, the arrow has a high chance of causing Bleed and Pain.
  • Expert Focus – {Level 2} Preparation ability; by taking a few moments to prepare herself, Bobbi's bow-related abilities have much greater accuracy for a period of time. [Self-Focus, Dex x1.5]
  • Read the Wind – {Level 2} Preparation ability; by taking a few moments to take in the wind currents of the area, Bobbi can tell how and where to shoot arrows, thus increasing her speed temporarily. [Self-Haste, Speed x1.5]

Crystallist Talents
  • Crystal – {Level 1} Launches a single, sharp spike of transparent crystal at a single opponent.
  • Crystara – {Level 2} Launches three spikes of transparent crystal at up to three opponents.
  • Crystaga – {Level 3} Launches three spikes of transparent crystal at up to three opponents. On impact, the crystals sprout sharp spikes for extra damage.
  • Crystaja – {Level 4} Launches three spikes of transparent crystal at up to three opponents. On impact, the crystals split into three, and will strike up to nine additional, nearby targets.
  • Crystal Spire – {Level 1} Stalagmites of crystal erupt from the ground in an instant, impaling anything caught on the tip, or otherwise knocking opponents into the air.
  • Crystal Column – {Level 2} A modified Crystal Spire with a flat top that Bobbi summons beneath herself, launching herself into the air to allow a follow up with an aerial attack. Crystal spikes erupt from the base, skewering any nearby target.
  • Tiger's-Eye – {Level 2} Bobbi summons lenses of Tiger's-Eye, which grant enhanced sight to one ally, casting Focus.
  • Hawk's-Eye – {Level 3} Bobbi summons lenses of Blue Tiger's-Eye, which grant enhanced sight to one ally, casting Precision.
  • Dragon's-Eye – {Level 4} Bobbi summons a lens of Red Tiger's-Eye, which grants one ally Precision and en-Fire. Requires one charge.
  • Crystal Armor – {Level 2} Temporarily encases herself or one ally in a set of lightweight, flexible, crystalline armor [Protect]. The armor does not hamper Speed, Reflexes, or Dexterity in any way.
  • Crystal Grenade – {Level 3, unless noted otherwise} Encases a spell into a crystal shell which can be thrown at a single target, and will detonate on impact, or when hit by a physical attack. On detonation, flames spill forth and stick to anything they land on, dealing damage based on the element trapped within. Basic grenade is a non-elemental Crystal spell. Bobbi can either use the Grenade herself, or give it to an ally to throw instead. New Crystal Grenades are learned via first D-Link.
    • Amber Grenade – An Earth spell encased in a Crystal Grenade. Learned on first D-Link with Noelle. Yellow flames; deals Earth damage.
      • Description of spell goes here.
    • Black Star Diopside Grenade – A Gravity spell encased in a Crystal Grenade. Learned on first D-Link with Joe. Dark violet and blue flames; deals Space damage.
      • Description of spell goes here.
    • Chrysoberyl Grenade – A Dia spell encased in a Crystal Grenade. Learned on first D-Link with Dawn. White flames; deals Light damage.
      • NE; Blasts of raw purifying energy that deal bonus damage to negative entities, with the damage increasing based on how much malign will they hold; up to double damage versus creatures solely made of negativity, such as Heartless.
    • Diamond Grenade – A Blizzard spell encased in a Crystal Grenade. Learned on first D-Link with {Ice User}. Pale blueish white flames, deals Ice damage.
      • Description of spell goes here.
    • Emerald Grenade – A Cure spell encased in a Crystal Grenade. One of the default Crystal Grenades. Green flames; casts Cure.
    • Jet Grenade – A Dark spell encased in a Crystal Grenade. Learned on first D-Link with {Dark User} Black flames; deals Dark damage.
      • Description of spell goes here.
    • Lepidolite Grenade – A Decay spell encased in a Crystal Grenade. Learned on first D-Link with Feather. Bright violet flames; deals Decay damage.
      • Description of spell goes here.
    • Moonstone Grenade – An Aero spell encased in a Crystal Grenade. Learned on first D-Link with Wind User. Pale green flames; deals Wind damage.
      • Description of spell goes here.
    • Pearl Grenade – {Level 6} A Holy spell encased in a Crystal Grenade. Learned on first D-Link with Joseph.
      • […]releases a glittery, shining dust that floats in the air for a moment. Then the air thrums as the dust is suddenly drawn to a point near an enemy, before forming into large balls, almost like comets, of light energy that tear into and through an enemy. Pierce effect, increased power, Light-elemental damage.
      Requires two charges.
    • Peridot Grenade – A Nature spell encased in a Crystal Grenade. Learned on first D-Link with {Nature User}. Bright green flames; deals Nature damage.
      • Description of spell goes here.
    • Ruby Grenade – A Fire spell encased in a Crystal Grenade. One of the default Crystal Grenades. Red flames; casts Fire.
    • Sapphire Grenade – A highly pressurized Water spell encased in a Crystal Grenade that erupts into a water-elemental Flare on detonation. Learned on first D-Link with Danielle. Blue flames; deals Water damage.
      • Description of spell goes here.
    • Topaz Grenade – A Lightning spell encased in a Crystal Grenade. Learned on first D-Link with {Lightning User}. Yellow flames; deals Lightning damage.
      • Description of spell goes here.
    • Tourmaline Grenade – A Stop spell encased in a Crystal Grenade. Learned on first D-Link with Kyle. Pale blue and gold flames; deals Time damage.
      • Description of spell goes here.
  • Crystal Arsenal – {Level 3, unless noted otherwise} Summons a weapon made of crystal that has a strength equal to Bobbi’s Magic Attack at the time of casting. The weapon will shatter into sparks and shards of glass after taking damage equal to her Magic Attack at the time of casting. The blow that shatters the weapon will deal Fire damage; all other damage done is non-elemental.
    • b*****d Sword – A crystal version of the classic b*****d sword. Can be wielded in one or two hands.
    • Round Shield – A small, round shield of crystal. Perfect for bashing. Can be summoned in tandem with any one-handed Crystal Arsenal weapon. If summoned in tandem, both weapons have a strength equal to half of Bobbi's Magic Attack, and will take a total of one charge to create.
    • Twin Katars – {Level 4} Two identical Katars made of ornate crystal. As two weapons are formed, requires one charge and each individual Katar has a strength equal to half of Bobbi's Attack.
    • Two-Handed Hammer – {Level 3} A crystal hammer with a long handle and a wide head. The weapon is heavy enough that Bobbi has to use both hands to wield it.
    • War Scythe – A curved blade of crystal at the end of a long pole. The scythe blade is parallel with the handle. Can be wielded one- or two-handed, but is more effective with two hands.
    • Chain Whip – A long, flexible chain of crystal links, as thick as Bobbi's arm. Can be used with one hand or two.
    • Quarterstaff – A pole of crystal, long enough to be wielded two-handed.
    • Three-Sectioned Staff – A staff of crystal sectioned into three parts about as long as Bobbi's forearm, held together by a length of crystal chain.
    • Claymore – {Level 3} An enormous sword of crystal, large and heavy enough to only be wielded with two hands.
    • War Axe – An enormous, twin-bladed axe of crystal. Can be wielded one- or two-handed.
    • Ring Blade – A crystal chakram the approximate size of a hula-hoop. While the weapon is typically only in one hand at a time, it counts as a two-handed weapon because Bobbi needs to use both hands to wield it.
    • Twin Tessen – {Level 4} A crystal version of the Japanese war fan. As two weapons are formed, requires one charge and each individual fan has a strength equal to half of Bobbi's Magic Attack.
    • Twin Sickles – {Level 4} Two crystalline, wickedly sharp threshing sickles. As two weapons are formed, requires one charge and each individual sickle has a strength equal to half of Bobbi's Magic Attack.
  • Crystal Quiver – {Level ?} Bobbi summons an arrow with a special crystal tip. Depending on the type of crystal, the arrow will have different effects.
    • Agate – {Level 3} Can put the target to Sleep.
    • Amethyst – {Level 3} Can cause the target to become Charmed.
    • Aquamarine – {Level 2} Can cut the target's Dexterity stat in half. [Blind]
    • Black Tourmaline – {Level 2} Can cut the target's Reflexes by half. [Disorient]
    • Bloodstone – {Level 2} Can cause an opponent to Bleed, and half of the HP lost due to Bleed will be siphoned back to Bobbi.
    • Chrysocolla – {Level 2} Acts as a sedative, making the target unwilling to fight. [Pacify]
    • Fluorite – {Level 2} Can cut the target's Defense by half. [Expose]
    • Garnet – {Level 2} Can cut the target's Strength stat in half. [Wither]
    • Green Obsidian – {Level 2} Can inflict Plague, and half of the MP lost due to Plague will be siphoned back to Bobbi to Bobbi.
    • Hematite – {Level 2} Can cause the target to be overwhelmed by Fear.
    • Howlite – {Level 3} Disrupts the target's mana, causing them to feel the weight of the ages on their shoulders. [Old]
    • Kyanite – {Level 1} Can cause the target severe Pain.
    • Lapis Lazuli – {Level 3} Can induce terrible hallucinations that bring the target’s worst nightmares to life.
    • Obsidian – {Level 3} Can Pierce through most defenses and Dispel them.
    • Onyx – {Level 2} Can cause Amnesia.
    • Opal – {Level 1} Can render the target mute. Silence
    • Quartz – {Level 2} Can cut the target’s Magic by half. [Addled]
    • Silkstone – {Level 2} Can cut the target's Resistance by half. [Shear]

Phoenix Powers
  • Fire – {Level 1} A basic Fire-elemental blast that launches a single fireball at the enemy.
  • Fira – {Level 2} A more focused form of Fire with a higher power; launches a single fireball at an opponent.
  • Firaga – {Level 3} A stronger version of Fira; launches a single fireball at an opponent that detonates with a small blast radius on impact.
  • Firaja – {Level 5} A more powerful form of Firaga; launches a single, massive fireball at an opponent that detonates with a large blast radius on impact and Ignites everything caught in the blast. Requires one charge.
  • Heat Seeker – {Level 3} Launches up to three fireballs at one to three targets. If the target moves, the fireballs will track the target for a short distance before detonating.
  • Flare Blitz – {Level 2} Launches an enormous fireball into the air that splits off into a volley of smaller fireballs, blasting the field in a wide swath
  • Crawling Fire – {Level 2} Launches a Fire spell that rolls across the field, dealing damage to any target in its path
  • Crawling Fira – {Level 3} Launches a Fira spell that rolls across the field, dealing damage to any target in its path. The Fira spell will detonate after traveling a short distance
  • Crawling Firaga – {Level 5} Launches a Firaga spell that rolls across the field, dealing damage to any target in its path. The Firaga spell Ignites up to five targets. Requires one charge.
  • Crawling Firaja – {Level 7} Launches a Firaja spell that rolls across the field, dealing damage to any target in its path. The Firaja spell will Ignite any target it contacts, and will detonate after a long distance. Requires two charges
  • Mega Flare – {Level 5} Launches an enormous fireball that detonates on impact, scorching a wide area and dealing damage to all enemies caught in the blast radius. Requires one charge.
  • Grenade – {Level 1} Summons a small orb of fire that can be thrown at an enemy. It detonates before impact, potentially Stunning any opponent caught in the blast
  • Mine – {Level 1} Summons a disc of fire low to the ground that will erupt into a contained pillar of flame when it comes into contact with any target
  • Seeker Mine – {Level 2} A modified Mine spell, the fire disc will lock on to a single target and home in on that target before detonating.
  • Mine Shield – {Level 3} Summons five Mines in a line directly in front of Bobbi or one ally
  • Orchard of Mines – {Level 4} Bobbi summons several Mine spells at random points of the battle field all at once. The number of Mines summoned increases for each action it is charged, for a maximum of three charges. The base charge summons five mines. Two charges summons six. Three charges summons eight. Every charge after three increases the power of the summoned mines.
  • Flare Whip – {Level 3} Bobbi summons fire in a long, snaking line, and can manipulate it telekinetically to hit several times in a short combo
  • Launchpad – {Level 2} Bobbi summons a small point of fire directly beneath her feet or that of an ally, which detonates and launches her (or the ally) skyward. Any enemies caught in the detonation receive slight fire damage.
  • Rocket – {Level 2} Similar to Launchpad, Bobbi will crouch down and summon a small point of fire slightly behind her feet, which will detonate and launch her forward at incredible speeds. Any enemies caught in the detonation will receive slight fire damage.
  • Sticky Fire – {Level 3} Launches an orb of fire at a single opponent. On impact, the fire has a chance to "stick" to the target, potentially Igniting them.
  • Prism Flare – {Level 2} Bobbi creates an explosion of varying heats, creating flames and blasts with a prismatic effect, potentially causing Blind
  • Flare Pillar – {Level 1} Summons a pillar of flame to engulf one target
  • Fire Twister – {Level 2} Summons a rotating pillar of flame that moves slowly across the battlefield for a short time. [Fire+Aero] {Learned after 2nd D-Link with [Wind User].}
  • Firewall – {Level 1} Summons a wall of flame. Does not protect against attacks, but if any opponents pass through they will take fire damage.
  • En-Fire – {Level 1} Adds Fire element to one ally’s weapon(s).
  • Cure – {Level 1} Heals 20% of total HP. When self-healing, has a 1 full-round cool-down between possible self-heals.
  • Cura – {Level 2} Heals 40% of total HP, or 20% total HP for two allies. When self-healing, has a 1 full-round cool-down between possible self-heals.
  • Curaga – {Level 3} Heals 60% of total HP, or heals 20% of total HP for three allies. When self-healing, has a 2 full-round cool-down between possible self-heals.
  • Curaja – {Level 4} Heals 80% of total HP, or heals 20% of total HP for four allies. Requires one charge. When self-healing, has a 2 full-round cool-down between possible self-heals.
  • Baptism of Flame – {Level 4} Casts Reraise on one target. Requires one charge.
  • From the Ashes – {Level 4} Raises one ally from KO status. Requires one full round of base ApR to cast. 25% of HP is restored.
  • Cleansing Fire – {Level 1} Engulfs a single ally in flame, gently burning away the most recently acquired negative status effect [Esuna]

Combination Abilities
  • Firestorm – {Level 2}Bobbi cloaks an arrow in Fire magic before launching it skyward. At the apex of the arrow's flight, or upon impact with an airborne enemy, it detonates into a rain of fireballs that pelt the field.
  • Bursting Arrow – {Level 2} Bobbi cloaks an arrow in Fire magic. Upon impact, the arrow will detonate and potentially Ignite the target.
  • Roman Candle – {Level 3} Bobbi cloaks an arrow in Fire magic. Before impact, the arrow will erupt into a stream of colorful fireballs of various heats, impacting a single opponent multiple times.
  • Starshot – {Level 3} Bobbi cloaks an arrow in Fire magic. Upon impact, the arrow will detonate in a horizontal ring and strike several near-by targets.
  • Torch – {Level 2} Bobbi cloaks an arrow in Fire magic, shrouding it in flame. On impact, the arrow will continue to burn brightly, Igniting a target, or simply acting as a light source or beacon.
  • Fetch – {Level 4} Bobbi summons a special arrow with an eye-catching knot of magic embedded in the center of the shaft. This magic acts as a Lure, attracting the attention of anything nearby for one full round. Most often Bobbi will shoot the arrow into the distance, but if she shoots an ally, she transfers the Lure to that ally. Requires one charge.
  • Mirror Wall – {Level 1} Raises a wall of clear crystal in varying shape in order to protect herself and/or allies from attack.
  • Mirror Wallra – {Level 4} An upgraded form of Mirror Wall. Instead of a wall of transparent crystal, Bobbi casts Wall on the target. Requires one charge. {Learned after 2nd D-Link with Kyla}
  • Mirror, Mirror – {Level 9} Bobbi summons a large lens of iolite crystal, which extends in a wall of Light. Attacks directed into the crystal focus by an ally are enhanced in power (1.5x increase to either Attack, Magic, or Dexterity). Attacks from an opponent directed into the wall are Reflected back. Due to the wall of Light, opponents cannot see anything behind it (opponents are not blinded, their vision is obscured), but allies can see through fine. Requires three charges. {Learned after 2nd D-Link with Joseph}

Support Abilities {43 Used/45 Total}:
  • MP Assault {Free} – Bobbi gains 1 MP for every 2 successful or blocked basic attacks
  • Gathering of Mana’s Spirit {Personal} – Can absorb mana from the surrounding air. [Restores 2 MP per round, regardless if Mana has been fully drained. Does not restore if mana depletion was caused by Limit Break. Mana cannot be filled past maximum due to this ability]
  • Live to Rise {Personal} – Bobbi can automatically revive from KO. Can only be triggered once, and will require significant amounts of rest before activating again. Will only recover up to 25% of health and mana. [Self-Reraise]
  • Vibrational Resonance {Class} – As a Crystallist, Bobbi can re-roll any failed status once. If the status requires multiple rolls, however, she must re-roll each of them, including the successes.
  • Fire Eater {Element} – Bobbi absorbs all Fire-elemental damage.
  • Ice Peril {Element} – Bobbi takes double damage from all Ice-elemental attacks.
  • Thunder Screen {Level 4} – Bobbi takes half damage from all Thunder-elemental attacks.
  • Earth Screen {Level 6} – Bobbi takes half damage from all Earth-elemental attacks.
  • Scan {Training} – In battle, Bobbi can innately discern the general life force of those around her, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green.
  • Heart's Resistance {Story} – In overcoming the deceptions of Dark Abomination and cleansing their hearts of its evil, Bobbi’s heart has grown resilient with the light, gaining a potent resistance to dark influence. She is immune to actions that would normally affect or manipulate the darkness in her heart, such as temptation or infestation. The only way to afflict her now is to first break her will.
  • Ignite Block {Charm} – Immune to Ignite.
  • Silence Block {Charm} – Immune to Silence.
  • Water Peril {+10AP} – Bobbi takes double damage from all Water-elemental attacks.
  • MP Hastega {-15 AP} – Increases number of MP for MP Assault to 2 per basic attack.
  • True Bracer {-8 AP} – Bobbi is immune to interruption.
  • Unlimited Chance {-20 AP} – Bobbi always retains 1 HP after an attack that would otherwise finish her off, unless she is already down to 1 HP. Nullified if a Limit Break is used.



Limit Breaks:
  • Diamond Dust – Enormous stalagmites of crystal erupt from the ground, engulfing the field in diamond and Stopping anything caught in the crystal. After a brief pause, the crystal will shatter and the shards slice terribly at anything that cannot dodge.
  • Fire Strike – Bobbi summons a ring of fire around the battlefield, completely enclosing it in flame. She leaps into the flames, disappearing for a short time, and will emerge long enough to launch three arrows, only to disappear into the flames again. She repeats this action for up to three volleys. After the final volley, Bobbi launches herself skyward with a concentrated detonation beneath her feet as the wall of flame shrinks in on itself, coalescing into an enormous orb of fire at the center of the field. Bobbi will shoot this orb with one of her arrows, causing it to detonate with tremendous concussive force, potentially Stunning all enemies caught by the blast.
  • Hellfire – A pillar of flame will engulf Bobbi temporarily. When the pillar dissipates via lines of fire snaking across the field, Bobbi is nowhere to be seen. Three additional fire pillars will erupt at random across the field, from which Bobbi will fire three separate arrows, either at an individual enemy or targeting several. After Bobbi fires her arrows from the third and final pillar, the pillar expands, scorching anything caught in its path, potentially Igniting whatever was caught. When the fires die, Bobbi will be kneeling in the center of where the final pillar originated. Any status effects Bobbi had before the Limit Break are cured. [Self-Esunaza]
  • Hellspire – From beneath her feet, Bobbi summons an enormous pillar of clear diamond with a heart of flame. The diamond refracts light from its inner flames around the field, causing beams of rainbow to dance about, potentially causing Blind. From atop this pillar, Bobbi launches herself skyward, where she will twist in mid-air to loose a single fire arrow down into it. When the arrow impacts the diamond, it shatters into razor-sharp shards of crystal, and the flames contained within spill forth, scorching everything in a wide swathe.
  • Searing Ray – Bobbi summons an enormous lens of diamond, five feet in circumference, that magnifies sunlight or firelight into a white-hot laser beam. Mirrors of iolite and quartz appear around the field, reflecting and magnifying the beam, causing it to crisscross the entire battlefield. Anything caught in the beam takes massive Fire damage, and may earn any combination of the following status effects: Ignite, Blind, Pain.
  • Flames of Rebirth – Waves of flame radiate outward from Bobbi as Phoenix is summoned in her human form. These flames damage all enemies caught in the radius, and will burn away any shields or protections, Dispelling them. Once Phoenix is fully manifest, she casts completely restores the HP and MP of up to three allies. If any allies have been KO'd, up to three are Raised.


Strengths: Magical attack, long-distance fighting, leadership in a pinch
Weaknesses: Teamwork, tact, physical fighting or defense, stubborn

Personality: At first glance, Bobbi seems to be quiet and reserved. She’s highly introverted, and prefers to spend her free time alone and lost in a story. When around others she is unfamiliar with, Bobbi will stick to the sidelines and observe the behaviors of others in order to keep her interactions to a minimum. To call her a wallflower is entirely accurate. Bobbi will open up as she becomes more familiar with a group and their specific dynamic, often adjusting her behavior to the group in order to fit in seamlessly. It’s only with her closest friends that Bobbi will fully open up, and when she does she is rude, crass, sarcastic, and shameless.

Some have described her as "bubbly" and "chill," though Bobbi herself does not identify with either of these adjectives. While Bobbi can be positive, often choosing to look on the "bright side," she also fully acknowledges that not everything will turn out for the better. She tries to live by "plan for the worst, but hope for the best," however as she is a bit of an airhead with a tendency to live in the moment, she will on occasion be blind-sided by negative consequences to her actions.

Interpersonally, Bobbi is very caring and supportive. She prides herself on being an excellent listener, and will do her best to supply useful and relevant advice when necessary. Bobbi makes an excellent neutral party in most disputes, as she is perfectly capable of seeing both sides to any argument, even an argument that she is in. However, she is exceedingly passionate and often her emotions will get the better of her.

Perhaps her biggest flaw is that she is stubborn, which she is absolutely proud to admit. While she is perfectly capable of being persuaded or changing her mind, it is a long and often tiring struggle for any outside influence to do so.

Despite her stubbornness, Bobbi is a remarkably forgiving person. Some might even say she is too forgiving, but Bobbi believes in second chances. She will continually give a person the benefit of the doubt if she can understand why a wrong has been done, regardless as to whether or not she agrees with the justification. She is also surprisingly trusting, which is most likely the cause of her penchant for second chances. While she can be guarded with proprietary information (why would you need to know where she lives if you’ve just met her? what are you, a stalker?), she has very few personal secrets, if any.

That being said, she is anything but naïve. For all that she is forgiving and trusting, Bobbi is surprisingly defensive with strangers, and often time suspicious of anything that seems too good to be true. Usually, she's right. She is also perfectly well aware of other unsavory acts that a stranger might decide to perform. Part of this is because she has experienced a few, though she has never understood why anyone would proposition her, least of all that one guy who tried to get her to join his prostitution ring. Her defensiveness can come across as harsh, but she's discovered that being harsh, rude, or intimidating is the most effective way to get sleaze-balls to back off. Of course, this tactic only works if a person is obviously willing to get physically aggressive if necessary, which Bobbi is. Though she feels she is in no way, shape, or form intimidating, she is also extremely aggressive when she feels a situation calls for such.

Bobbi's MBTI type is INFP, though occasionally she can wander into INTP territory.

Flaws:
  • Absentminded
  • Bitchy
  • Blunt
  • Childish
  • Disability - nearsighted. Can't even see to her elbow without her glasses
  • Fierce
  • Hypocritical
  • Impatient
  • Introverted
  • Laid-back
  • Overemotional
  • Overprotective
  • Phobia - snakes
  • Phobia - falling
  • Phobia - entrapment
  • Quick-tempered
  • Quick to forgive
  • Sarcastic
  • Smart a**
  • Soft-hearted
  • Stubborn
  • Too trusting

Likes: Food, especially steak and bacon; dogs; horses; birds of prey; all shades of purple, green, blue, and red; swimming; stargazing; jewels, gemstones, and precious metals; fantasy and science fiction; reading; writing; drawing; playing video games; making people laugh; sleeping
Dislikes: Beans; most rap; most country music; most opera; anything that slithers; feathers and/or fur on clothing or accessories; being cold; certain shades of the color orange; talking to people outside of her usual social circles; the way the saxophone sounds
Fears: Snakes (phobic); falling (phobic); being trapped (phobic); going blind

Intimacies:
_____Defining:


_____Major:


_____Minor:



Family:
  • Mother - Linda
  • Father - Arno (Nickname: Buck)
  • Brother - Stephen (Nicknames: Steve, Moo)

Bio: Bobbi was born and raised in the city of Omaha, Nebraska in the United States of America. She was a fairly lonesome kid growing up; she didn't have many friends, or at least none that were close, until about high school. At school she was average, and graduated high school somewhere in the middle of her class. She had a penchant for art growing up, and enjoyed reading any bit of fantasy she could get her hands on. When first saw the commercials for Kingdom Hearts, she was instantly smitten, and to say that her life began to revolve around the games was not a stretch. A combination of Final Fantasy and Disney? Dreams really do come true!

After graduating high school, Bobbi went straight into the workforce, intending to save up her paychecks for a year or two and paying for schooling on those savings. Unfortunately, this never worked out. She jumped from job to job, and along the way went to a few local anime conventions. It was at one of these conventions where she met the man who would be her first boyfriend, and first heartbreak. She had moved out of her parents' house, and after dating Evan for a little over a year, he broke up with her. He had been cheating, and knew he had a problem that he needed to fix, but he also knew that he would do nothing but continue to hurt Bobbi and betray her trust if they stayed together, so he initiated the breakup. Broken hearted, Bobbi proceeded to cut herself off from everyone she loved for six months while she tried to recover. Eventually she succeeded, and insinuated herself back into her previous friend circles, both online and off, reconciled with her now-ex, and ultimately came out the other side of heartbreak a better, stronger person. Or so she hoped, anyway. Evan was now one of her best friends, tied with her friend Dawn, whom she had known since middle school.

Now Bobbi lived in a house she rented, and it seemed as if her roommates changed by the year. On one of her days off—which seemed exceedingly rare nowadays, despite having the same days off every week—an unusual storm kicked up. Being a storm chaser at heart, Bobbi headed outside to observe, huddling in the dubious safety of the foot or so of roof overhanging her front door. She could tell right away that this storm was unlike anything she had ever seen before, though it wasn't until she saw the Shadow Heartless suddenly crawling out of the pavement a few feet away that she realized exactly how wrong the storm was.

She kicked the few Shadows that got too close, and headed back into the house, proceeding immediately to her bedroom where she kept her various weapon replicas—including a replica of the Kingdom Key Keyblade. It wasn't a perfect replica, of course. In fact, it was a cheap knock-off with a hand guard that rotated, but it was heavy, metal, had a handle, and was more stable than her Master Sword replica was, and less likely to break than the wooden scimitar.

Before she could start fully defending herself from the Heartless, she found herself in a Deep Dive. To say that she was excited that her life had suddenly turned into her favorite video game was both the understatement of the century, and at the same time not even remotely accurate. Of course, she had dreamed for years that something like this would happen. What escapist with an unhealthy obsession with a video game wouldn't dream of this exact scenario? On the other hand, she knew what seeing the Heartless meant. Her world, her home, was under attack and was mere moments from being destroyed, along with everyone she held dear.

Nonetheless, she progressed through the Dive, and was granted a magical weapon that gave her the power to fight back against the Heartless. It was no Keyblade, but rather a traditional longbow made of unadorned silver.

When she came out of the Dive, Bobbi was standing still in her bedroom, though now she clutched the silver bow in her right hand. She stared at it for a moment, transferred the bow to her left, and figured out how to fire the arrows she didn't have purely on instinct. A Heartless had made it up to her room, and she shot at it on pure reflex—which was how she learned that her ammunition was magic.

She fought her way through the Heartless to the outside, as fighting in her house was a bad idea. For one thing, she risked damaging her stuff. For another, as nice as the house was, it wasn't really built to allow firing of a full-sized longbow. Maybe a short bow, but only if she was careful. No, much better to go outside where she had room to move and shoot.

When she noticed the Darkside Heartless looming up in the distance, Bobbi didn't hesitate to head towards it. Part of this reaction was instinct, but the rest followed some logic. If she had a weapon that could defeat the Heartless, and there was an enormous Heartless wreaking havoc on her city, she was going to do something to stop it, by all that was holy.

Bobbi never knew if she had defeated the Darkside. All she knew was that after shooting it a lot and having the ever-loving crap beat out of her, eventually her world broke apart. One moment her feet were on solid, if severely broken ground. The next, she was being sucked into a black sphere in the sky. On instinct she curled into a ball—

And the next thing she knew, she was lying on her back in an unfamiliar room, with equally unfamiliar voices ringing outside of the door as a group of people passed in the hallway.

And thus her Heartfelt Adventure began.

Summon: Phoenix
Summon Appearance: [Human Form]
[Bird Form]
Summon Personality: Phoenix is warm and caring, and very motherly towards her summoner. She has a sense of humor, but it's often lost in keeping Bobbi from doing something irrevocably stupid. While Phoenix doesn't talk much—or at least nowhere near as much as her summoner—she does periodically offer Bobbi advice and encouragement.

phoenixianCrystallist
Crew

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Naughty Goat

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PostPosted: Tue May 23, 2017 6:52 am


Earthling Template WIP
Name: Steven
Birthdate: October 7th (Libra(Sun), Gemini(Moon) Year of the Horse)
Gender: Cis-Male

HP: 40
MP: 44 
FP: 5
SP: 8
APR: 3

Evasion: 12
____PAC: 14
____MAC: 14

Fortitude: 20
Will: 20
Dodge: 20

MPA: 1/Atk

Appearance:  
  • Height: 6'0”(180cm)
  • Weight: 150lbs
  • Body Type: Slim
  • Skin Type: Pale
  • Eye Color: Brown
  • Hair Color: Brown
  • Hair Style: Short, Styled
  • Accessories: Black Rectangular Glasses, White Gold & Onyx Ring, Teal & Cyan Rope Bracelet, Three Multi-colored arm bands
  • Unusual Markings: 
  • Clothing: 
 
Theme Song(s): 
  • Doll Judgement, Alice in Wonderland, Doll Maker, Grimoire of Alice- Touhou
  • Resurrected Replayer, Mirage Coordinator- Umineko No Naku Koro Ni
  • Reanimate(Black Liliana)- M.Graveyard (Umineko Remix)
  • Apocalypsis Noctis, Omnis Lacrima- Yoko Shimomura
  • Kings, Kizuna, So Sweet Memories- angela
  • Heroes Never Die(Summon Theme)- Final Fantasy XIV Heavensward
  • This Life is Mine, Mirror Mirror, It's My Turn ~ RWBY Orchestral Arrangements - Jeremiah George
 

Significant Trait:  Analytical
Quotes:
  •  “I am the biggest a*****e!!!”
  •  “Memento Vivere”
  • ”That was a thing.”
  • ”No tact you say? Let me fix that.”
 

Good/Evil/Other: Chaotic Good
Element: Neutral
Weapon: Spell Shackle
Job Class: Summoner/Warrior
Stats:
  • Strength: 10
  • Magic: 11
  • Dexterity: 10
  • Defense: 10
  • Resistance: 10
  • Reflexes: 10
  • Speed: 11
  • Constitution: 10
  • Energy: 11 {+1}
 

Command Abilities:

Summoner Abilities

  • callSpell(Ruin); – A non-elemental, homing spell that fires a small projectile that creates a localized explosion upon impact with a target.
  • callSpell(Ruin II); – A non-elemental explosion on a target area.
  • callSpell(Ruin III); – A non-elemental homing spell taking the form of a dozen multi-colored threads that shotgun out from Steven before converging on the target, sewing through them at several angles.
  • callFunction(Scry); – Scans the target's heart for a summon, if present, inspiring the birth of a new knight. Works without fail on willing participants and evoked summons, but has a fail chance on unwilling participants.
  • createForeignKey(Technical Support);- “A summoner is gifted and cursed with a dependency on cooperation.” Steven can perform a true summoning/evocation in tandem with another Earthling resulting in summoning their esper/aeon/scion augmented to be more powerful with their combined stats.
  • callFunction(Somnium Astral); – Steven attunes to a layline and and promptly falls unconscious in place. His consciousness enters the layline, able to travel along it, able to explore and scout the magical realm unhindered by physical opposition.
  • callFunction(Animus Astral); – Steven enters a trance-like state and transfers his soul across laylines. His spirit manifests as pure energy at the location, spouting off mana like bolts of lightning. This form can remotely encase an ally and support them as well as feed them mana. Damage to this form deals damage to Steven's mana pool rather than his HP. Destroying his astral form casts him back to his body.
  • setStatus(Overclock); – All spells are swiftcast at the cost of double MP.
  • setStatus(MulticoreProcessing); – All spells gain doublecast for a turn.
  • setStatus(Multithreading); – All spells split for a turn.
  • createArray(field[primed]);- Alters the variables of a battlefield to make summons and constructs easier to form for allies and more powerful upon their completion.
  • createNewObject(Summon[knight]); – Creates an autonomous knight with various abilities.
  • createNewObject(Summon[weapon]); – Creates a weapon based on one of Steven's knights.
  • callFunction(Tactical Displacement); – Like Sora's strike raid but in reverse, Steven can choose to teleport to a discarded weapon, or switch places with a knight.
  • setStatus(Rouse); - Increases the knight's defensive stats by 2, increases their healing received, while also making the Knight immune to stun, sleep, immobilize, slow, and poison. Requires 2 Actions.
  • setStatus(Spur); - Increases the knight's offensive stats by 2.
  • callSpell(Enkindle); – Awakens the knight's primal state, attuning them to the nearest lay line effectively providing the knight with valor, devotion, or precision and possibly providing an elemental affinity for a single attack.
  • callFuction(Chivalric Coding) – “Oddly enough, chivalry has absolutely nothing to do with how one treats women and everything to do with how one upholds righteousness and defends the weak.” --- Steven spends an entire turn using his spell terminal to re-write the code of his summons, inflicting them with Spur, Rouse, and Enkindle. Requires 2 actions of charge, and a single to cast.
  • callFunction(Aether Flow); – Using his spell terminal, Steven spends a turn altering variables of his own code to match that of a local lay line. Grants 33.333% aetherial attunement. At 99.999% attunement, several additional abilities become available to Steven.
  • setStatus(Aether Trance); – At 99.999% attunement, Steven may chose to enter a primal trance, covering his body in a prismatic energy not unlike that of Trance modes in FF-IX. Steven's stats all increase by 5 and he gains half casting cost for all spells.
  • callSpell(Aether Flare); – Only usable while in Aether Trance, Steven draws upon the power of the lay line to deal catastrophic damage to a single target to minor damage across an entire battlefield. Reduces aetherial attunement by 33.333% thus can only be used up to 3 times.
  • setStatus(Thordan's Reign); – Aetherial Trance becomes Aetherial Temperment, a knight is summoned in Steven's place, his body dissipating into aether, kept safe within the confines of his summon. Upon the death of his summon, Steven emerges from the aether in the same state he left. ((Possibly a true summon with boosts))
  • setStatus(Aetherial Aura); – Expends all Aetherial Attunement to cast aura on himself, allowing for a free limit break.
  • callSpell(Heroes Never Die); – Transfers aetherial attunement to Steven's knight(s), sustaining them through the lay line rather than his own mana granting them healing equal to the percentage of aetherial attunement previous attained as well as regen for (AA/33.3)turns.
  • callSpell(Aetherial Summoning); – Expends aetherial attunement at 33.333 per knight, but allows for the summoning of multiple knights at once, maxing out at 3 even if a knight is already summoned.
  • callSpell(Primal Resurgence); – Infuses a knight/homunculus with primal energy drawn from the land's flow of aether. The raw power gives them strength but also drives them mad. The summon or construct's stats double, but it is inflicted with confusion and doom, ensuring its dissipation after just 3 turns. Costs 33.33% aetherial attunement.
  • createNewObject(Sky Fortress Avalon); – At the cost of all aetherial attunement, an entire turn, the ability to summon more knights, or gain further aetherial attunement while active, Steven tethers to the lay line and performs a grand summoning, calling forth the castle of Arthurian legend taking the form of a colossal anti-army airship equipped with hundreds of magitech ballistae that bombard the battlefield as well as callProtocol(ultimateEnd,scorchedEarth).
  • callProtocol(ultimateEnd,scorchedEarth); – Orders Avalon to self-destruct, ramming itself into the ground after a turn of decent. The result is an apocalyptic explosion of raw magic that saturates the entire battlefield with a toxic, mist-borne miasma that is ignited by further magic casting potentially causing localized explosions, disrupting the local layline(can not use aetherial attunement) for the foreseeable future, causing the growth of unstable magicite, and finally draining Steven of all mana and stunting mana regen for a duration.





Warrior Abilities:

  • Rend- Rend abilities primarily attack stats rather than only directly dealing physical damage. The rend status can stack lowering the stat to a minimum of 1. 
  • rend(Stat);- Lowers the specified stat by 2 for 3 turns. 
  • rend(Helm);- Lowers Dexterity & Reflexes
  • rend(Armor);- Lowers Defense & Resistance
  • rend(Power);- Lowers Strength & Magic
  • rend(Agility);- Lowers Speed & Reflexes
  • rend(Shield);- Dispels Shell and Protect
  • rend(Weapon);- Shatters physical weapons & dismissing magical ones for 3 turns
  • setStatus(Berserk);- Steven reduces his magic and energy stat to 50% while increasing his physical strength by 50%.
  • callFunction(Assault);- Steven casts berserk, haste, shell, and protect on himself at the cost of all his mana.
  • callFunction(Sentinel);- Becomes immobile, but immune to physical damage for 1 turn.
  • setStatus(Defiance);- Increases defense and resistance by 2 each while reducing Strength and Magic by 2. Toggled with Deliverance.
  • setStatus(Deliverance);- Increases Strength and Magic by 2, reduces defense and resistance by 2.
  • callFunction(Unchained);- Removes the reductions of Deliverance and Defiance for 1 turn.
  • callFunction(Vengeance);- Increases Defense and Resistance by 2 and counters any physical attack with a small non-elemental explosion(as seen in KH2's reflect)for a single turn.
  • callSkill(Mercy Stroke);- A powerful swing that can instantly destroy most low to mid-range minion. A successful KO on any creature using mercy stroke absorbs its residual energy or life force and uses it to heal Steven.
  • callSkill(Storm's Path);- Deals high physical damage and heals Steven by absorbing the life-force of his opponent.
  • callAbility(Thrill of Battle);- Increases constitution by 2 and heals proportionally to the previous base stat. Lasts for 3 turns.
  • callAbility(Bloodbath);- Heals for a small portion of physical damage dealt for 3 turns. ((Summons can benefit from this effect, healing themselves for the amount of damage they deal))
  • callAbility(Holmgang);- Projects a non-elemental chain and pulls the target to Steven, casting bind for 2 turn on both Steven and his opponent. For the duration of the bind, the two are linked, making neither able to be KO'd unless both are simultaneously defeated. Both are still susceptible to damage.





Emperor's Reign: (Summon Drive)

  • Avalon's Might- Extremely powerful frontal cleave from a melee weapon that strikes outward in a wave several yards out from his weapon.
  • Avalon's Mercy- A vertical strike that spawns a series of 13 blades that fan out in a 90 degree angle before him and slice in a line until impacting something, much like a melee shotgun.
  • Avalonian Lightning- A non-elemental lightning strike from directly above onto a target.
  • Avalonian Quake- A non-elemental magic eruption that strikes an extremely wide AOE around Steven passing through the ground in the form of extending magical circuits akin to fault lines of magma.
  • Avalonian Heel- A single, extremely powerful melee strike, boosting Steven's attack as though under the effects of bravery for a single blow.
  • Avalonian Cross- A boosted avalonian Heel 360 degree strike requiring a short charge.
  • Avalonian Bladedance- A multi-hit avalonian Heel. Similar to Sora's Ragnarok or Ars Arcanum, becomes invulnerable for the action but expends all actions that turn.
  • Avalonian Holy- A non-elemental, dome-shaped flare spell centered on Steven.
  • Avalonian Chain- Tethers two targets together, causing damage to both as long as they remain close to each other.
  • Spiral Pierce- A target is tethered to Steven or one of his knights, draining based on proximity.
  • Avalon's Collapse- Creates a pocket of anti-matter that passively expands outward slowly until engulfing several yards and ultimately collapsing, dealing severe damage to those trapped within.
  • Avalon's Faith- Roots himself in place before a powerful forward blast sends enemies flying, dealing next to no actual damage.
  • Light of avalon- Persistent knockback dealing minor non-elemental damage.
  • Avalon's Round- Creates a barrier from 13 shards of light crystal(Aethecite), barring exit to any within. Deals EXTREME damage to entities pledged to The Darkness and/or destruction inhabitants who come into contact with the barrier.
  • Conviction- Summons 4 towers at the cardinal directions that after a turn will be struck with non-elemental lightning, dealing damage over an AEO on a scale both determined by the number of towers remaining.
  • Eye of Avalon- Summons a massive eye somewhere on the battle field that certain abilities can be cast from.
  • Avalon's Gaze- A flash from avalon's eye or an eye summoned from Steven's chest at the moment of casting inflicts a random rend spell as well as fear to enemies who are looking in its direction.
  • Pure of Soul- Similar to avalonian Bladedance, deals a faith boosted non-elemetnal magic AOE across a wide, 360 range. Deals less damage the more targets there are.
  • Avalonian Conviction- Eight towers are spawned, struck by non-elemental lightning dealing damage on an even higher scale over a wider range proportional to the number of towers remaining at the end of the turn.
  • Throne of an Empire- Steven becomes rooted on an ivory "throne" summoned at his back. While seated upon the throne, his Strength drops to zero. In exchange, Steven, or more aptly- the throne is protected with stoneskin and wall. His magic increases by 10 and his “Champion” is true summoned to fight. When Steven's "Champion" deals melee or ranged damage, Steven regenerates mana in the same way he would if attacking personally. The effects end if Steven spends his entire turn to dispel the throne or enough damage is dealt to destroy the throne. ((Can only be used during Emperor's Reign his special summon drive mode.))





Final Round:

  • Full Circle- Spends an action to summon a set of 2 inactive blades in a varyingly wide circle around Steven up to a total of 12. The presence of Crocea Mors or Gladius Martis increases the number of summoned blades per action to 4 for the first, and 6 if both are summoned.
  • Finishing the Round- After all 12 blades are summoned, the great sword Crocea Mors a holy blade blessed by FAITH or Gladius Martis an unholy blade cursed with BRAVERY, can be summoned. Summoning either sacred or unholy blade sacrifices all previously summoned blades.
  • Final Round- When Crocea Mors and/or Gladius Martis is summoned along with any number of blades, final round can be evoked. Final round allows for a simultaneous series of rending strikes equal to the number of blades on the field maxing out at 12 followed by sacrificing one or both of the blades in a single, extremely powerful blast. The blast is either Magical with Crocea Mors or Physical with Gladius Martis... or in the extreme case BOTH. Costs all mana.


AP:

  • Darkside{4} - At the cost of 10% of HP the next spell cast is 3x more powerful.


 
Support Abilities:

  • Ephemeral Mastery {Class} – The Summoner’s Conjurations have their mana cost lowered to 1.5x the Magic Tier as opposed to 3x.
  • Tactician's Glory{Personal}- “To face an enemy at their best is a foolish commander's strategy for a swift death.” Steven's rend skills have a higher chance of success and last 1 turn longer.
  • Symbiotic Instrumentality{Personal}- “A summoner and his summon share an inseparable co-dependency. Driving takes this from co-dependence to symbiosis.” Summon drives are more powerful.
  • [Energy] Boost {3} – Boosts Energy by 1.
  • Form Boost {3} x2 – Grants 1 additional Form Point.
  • Summon Boost {3} x2 – Grants 1 additional Summon Point.
  • Charge Bracer {3} – Makes one immune to Interruption while charging magic.
  • MP Haste {5} – Increases the number of MP for MP Assault to 1 per basic attack OR decreases the time to complete a full MP Charge to 2 full rounds of APR.
  • MP Fury {7} – Grants 20% of damage taken back as MP, minimum 2.



Limit Breaks:

  • Grand Summon – A more powerful summoning on a cataclysmic scale.
  • Cleave the Horizon – A paper thin cleave after a charge up that expands outward endlessly in a 180 degree arc that upon impacting an enemy or surface knocks them back and draws a red line where it struck. The line explodes at the end of the turn with tremendous ferocity.
  • Drawn and Quartered – Cuts all stats by 1/4 of their base, rounded up.
  • Aeternus Circinatio(Endless Round) – Summons every knight in succession for a series of as many actions as there are knights.
  • Nativit{A}te de Des{I}derium(Birth of Desire) – Creates a small pocket dimension containing the embodiment of genesis, a living breathing expanse of Steven's design. Those trapped within are forced to fight their way through Steven's knights acting completely autonomous to their creator.



Strengths: Adaptability, Strategic, Durable, Limitless Teamwork Potential
Weaknesses: Mediocre Stats, Highly Summon-Dependent

Personality: Kind and loyal to a fault, though often unintentionally comes across condescending in tone. Intelligent and sharp witted at best, venomous and sadistic as a deadly arachnid at worst, preferring to dominate and utterly tear down the target of his fury before crushing them utterly- they have to know they lost and lost completely in every.single.way.
Flaws: Quick to Anger, Opinionated, “Overkill and Conquest”
Likes:  Technology, Sweet Things, Writing, Reading, Music,
Dislikes:  Close-mindedness, Bigotry, Cruelty, Powerlessness, Oppression
Fears: Being Powerless, Being Helpless,

Family: 
Mother – Lost
Father – Lost
Cousins - Unknown


Bio: Steven is the reincarnated(for lack of a better word) embodiment of Louis Luciano, The Devil's Vanguard. In his past life, he was snatched from his birthright as a Warrior of Light and corrupted by the Ivalician scion, Mateus the Corrupt. In this life, he is complete with all the positive and negative traits that go with it.

Sometime later during the same night Louis was successfully defeated and his seed of darkness vanquished, his body and heart dissipating into light, Steven fell from the sky above Disney Castle. He was whisked away to private quarters until morning when he was introduced to the Guardian of Light.

Steven, after some time adjusting to his new life, training with the other earthlings, and catching up to where their 7 days of hell had worked them like-it-or-not to battle hardened blades of light, made friends with several of those around him and recovered the more cheerful demeanor he maintained around those he trusted- even if there were still those among the earthlings and subsequent warriors of light that did not trust him.

Steven can often be found fiddling with his spell shackle, a computer-like holographic terminal attached to his wrist while listening to music at a high volume on a pair of headphones and reading various magical texts.

With a smirk, narrowed eyes, and an adjustment to his dark glasses, Steven steps forward into his future and all unavoidable battles, “Teh shades? Zeh do nothing. Let's dance boys~”

Summon: Knights of the Round
Summon Appearance: White Knight
Summon Personality: Varies based on the Knight in question:

Augustus & Attila – Silent observers clad in heavy armor exuding a presence of authority and command in every step. Antagonistic towards one another at their core, the two work as an incredibly powerful duo under Steven's command. They each wield a single long sword.

Romulus & Reamus – A talkative set of twins with a sharp bite to their wit. Each possess aspects of wolves from their eyes to fanged smiles to their fuzzy ears that perk up from their disheveled hair. They are an unrelenting onslaught of cooperative combos and entangling traps wielding claws and chains.

Odysseus – A seafaring man of myth with a hardened body to match. Wields a bo-staff crafted from the mast of his legendary vessel.

Theodosius of Bithynia – A philosopher and inventor clad in flowing robes often ready and willing to impart an amount of wisdom or trivia. Wields a short and long spear.

Porcia – A noble from head to toe, entitled, stubborn, and hot headed with vocabulary that spits as much fire as her legend. Gifted with magic while fighting with a dagger, she is viscous and merciless in battle.

Myrina – An Amazonian queen who's beauty is rivaled only by her strength. She wields a trident, a trophy of her legendary conquest.

Michael – The Roman Catholic Angel of War. Wearing a mix of armor and cloth robes, this angel strides into battle with wings of blades, literally.

Nero – The cheerful emperor carrying a reaper's scythe, manically smiling as he serenades his enemies with gorgeous melodies befitting the most glorious of funerals.

Typhon – Father of monsters and dragons. This dark premonition strides onto the battlefield with only his bare fists, claws, tail, and fangs dripping with anticipation.

Constantine – Noble and self-sacrificing. This king does all he can to protect his allies clad only with a shield and his armor.

Chiron – A mounted knight at first glance given another reveals instead an armored centaur. Armed with a caster's staff and a deck of cards, the mythological philosopher and spiritual guide casts supportive magic on allies to guide them to victory.

Caligula – Arrogant, self-centered, and mad. This monster in human form towers over all others in dark armor with a massive ax with an edge black as the void that pulls and hungers.

Cassandra – A seer dressed in colorful garments who holds a flat dish filled with water in one hand and a naginata in the other while 3 crystal balls revolve around her. Perhaps she can see the future, perhaps not, but she will not tell you for it's unlikely you'll believe her anyway.

Orpheus – A great conductor accompanied by 9 singers. Their music empowers those who hear them.

Daedalus – A quirky inventor that probably didn't have as much socialization as is healthy.

Scylla - A quiet, mysterious woman with serpentine features accompanied by 6 wolves.
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KHBTD : Kingdom Hearts Roleplaying and OoC

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