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Soul Eater Rivals (Open & Accepting)

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It has been 30 years since the original Soul Eater story and now DWMA has a new rival, another school. 

Tags: Soul Eater, Anime, Roleplay, Romance, Action 

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{Experimental} Class Info: Phoenix Monks/Nuns

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Cotton Shorts Kid

High-functioning Gekko

PostPosted: Wed Dec 14, 2016 11:25 pm


Hello~ This is were you will find all you need
to make your own Phoenix Monk/Nun. c:
Please PM/quote me in OOC with questions;
this is experimental and may need feedback/beta
testing in order to be all it can be. Thank you.



A word on madness

Monks and nuns have a very strong anti-madness wavelength innately. They fend off the traditional types of madness very well and seem to be almost immune to both Chaos and Order. However, (in the interest of fairness) they suffer from a madness that is unique to them. It is called Ego. It is a source of some of their power (ex: Illo's "Iron Phoenix Mode"), but it is also a double-edged sword. Below is a breakdown of the range of effects of madness across different chakras from most to least affected.


Crown: A direct line to the Maras is established, sending the user into a false enlightenment. User may choose one advanced ability from any of the other chakras to use while in this state, but the user also forfeits control over force, aim, effect, etc. of ability as well as sanity. Prolonged usage can result in the appearance or partial appearance of the Maras themselves. Effects last outside battle. Currently, Crown is not an option, so only Illo is affected this way.


Third Eye:
The third eye is the gateway for inspiration and power almost as great as the crown. It is through the third eye that the multitude of things can be seen, and the blank inspiration attained through the crown is rendered into what we know to be conscious thought as well. Since it is so closely related in its workings to the crown, the third eye is the second most commonly affected chakra. Those afflicted with Ego from manifesting here will experience delusions and mental disorders such as Schizophrenia, ASPD, Bipolar Disorder, etc. However, when in a fit of Ego madness this chakra’s user’s illusory and teleportation/telekinesis abilities are taken to new heights.


Solar Plexus:
The stomach controls the hungers, desires, things that attach us to this mortal form. As such it is very prone to attract Ego. Players afflicted with this type of madness will find their characters more easily tempted by common vices such as food, sex, drugs, etc. In exchange for augmented strength the user of this chakra may also often feel a certain lust for power take shape in their character. Character may lose sense of smell if they overuse Ego.


Sacrum:
The sensual and business-like sacral chakra manifests Ego to match its characteristics much like the solar plexus, only with more emphasis on lust than the other vices/sins. There is a tendency to turn deceitful, cold, conniving, but this is worth it to the user in battle with Mara granting extra potent nightmares and hypnosis. However, the user may begin to weave a nightmare-scape he/she cannot escape. Character may lose sense of touch if they overuse Ego.

Throat:
Those afflicted with Ego under this chakra have extra potency attached to their words. Unfortunately many become mute if they give themselves to Ego. Tourette’s syndrome is also a possibility.

Heart:
The heart takes a very long time to corrupt, but when it goes sour it really goes bad. This is probably the most dramatic shift in character. Those with Ego infecting the Heart turn wicked, cruel, unloving. They lose all semblance of sympathy or compassion and may risk their resistance to other types of madness. This is the only chakra effected in this way.

Root:
Ego is least likely to affect the Root, but when it does, it may arguable be the worst affliction. Those lost to Ego in the Root lose their sense of self altogether, making it as though they have amnesia, unable to call together a coherent identity for themselves. Extended use of Ego for Root users means losing one’s mind completely--essentially lobotomized.



About Gung Fu

Please choose one style from the list below like so:

Gung Fu (everyone has this): Crane style. (You needn’t explain further.)

You may add on techniques like so:

Adv. Wushu: (Explain briefly but fully what other styles your character has mastered. Limit 3)

Those who have completed Gung Fu training move on to Qi Gong training. Please state in your abilities section what stage of training you are in.


How to arrange abilities

You should begin with four abilities.

Gung Fu (with choice)

Two abilities from your chakra (please choose only from the non-advanced abilities to start)
One custom ability. This does not have to fit the mold of the chakra and gives you the creator more room to be creative, so have fun (but please be careful not to make it too OP)!
PostPosted: Wed Dec 14, 2016 11:27 pm


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[color=black][size=10][align=center][b]----Basic Information---- [/b][/align]


[b]Mind behind the Character:[/b] (Username)
[b]Name:[/b] (RPC's Name)
[b]Gender:[/b]
[b]Age:[/b]
[b]Personality:[/b] (A detailed description of your character’s unique behavior, as well as various quarks and such.)


[b]History:[/b] (Give a brief history of your character from childhood up to where they are now. Should at least be 1 paragraph with complete sentences.)


[align=center][b]----General Information---- [/b][/align]


[b]Race:[/b] (Human only)
[b]Family (If none leave blank):[/b]
[b]Occupation:[/b] (Monks/Nuns tend to have the same type of profession: working as)
[b]Monastery:[/b] (Are you still there or do you do work somewhere else?)
[b]Gung Fu Form:[/b] (Please indicate which of the following Shaolin forms is the base of your hand-to-hand combative arts: Serpent, Dragon, Crane, Mantis, Tiger. Integrating other forms like Savate or Tae Kwan Do is allowed, but please start with only one of the five.)
[b]Chakra:[/b] (Please choose a chakra from the following: Third Eye, Throat, Heart, Solar Plexus, Sacral, Root. Please also refer to the abilities list and choose from the abilities given to the chakra you choose. If you choose abilities outside your chakra, they will not be granted to you.)
[b]Partner:[/b] (Optional for Phoenixes. If you take on a partner you will forfeit the ability to pull qi from your surroundings. This may limit you, so discernment is key. You may terminate a partnership if you find it too limiting, but that will be an issue for you to discuss with the other player.)


[align=center][b]----Abilities and Techniques Information---- [/b][/align]


[b]Insert Ability Name[/b]
- (Insert Ability Description)


[b]Insert Ability Name[/b]
- (Insert Ability Description)


[b]Insert Ability Name[/b]
- (Insert Ability Description)


[b]Insert Ability Name[/b]
- (Insert Ability Description)


[b]Insert Ability Name[/b]
- (Insert Ability Description)


[b]Insert Ability Name[/b]
- (Insert Ability Description)


[b]Insert Ability Name[/b]
- (Insert Ability Description)


[b]Insert Ability Name[/b]
- (Insert Ability Description)


[align=center][b]----Miscellaneous----[/b] [/align]


[b]Hobbies:[/b]
-
-
[b]Likes:[/b]
-
-
[b]Dislikes:[/b]
-
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[b]Dreams & Aspirations:[/b]
-
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[b]Other:[/b] [/size][/color]

Cotton Shorts Kid

High-functioning Gekko


Cotton Shorts Kid

High-functioning Gekko

PostPosted: Wed Dec 14, 2016 11:31 pm


Background info/lore:




The story of the Brotherhood is long. That in and of itself mayn’t make it so difficult to retell, but the clandescence of the order might. In the Grim times they were known simply as the Obliterators, and for good reason: the Phoenix legends mostly allude to a set of legendary monks and nuns who made Death’s job a whole lot easier. Keeping in mind these were the days before an entire school, or two, were under the Reaper’s sails, it would make sense that not even the Old Ones would be enough to stave off the tides of madness besetting themselves on the just at any time. Enter the Phoenix. With their unrivaled skill in hand-to-hand combat and their strong mystic powers, as well as an anti-madness wavelength, the Phoenix made quick work of most any enemy unfortunate enough to be targeted by the Shinigami.


But that was part of the problem; eventually the Phoenix, with their keen esoteric knowledge, had surmised the duality of madness was a truth inescapable by the actions of the Shinigami, and invariable it was inherent in his nature; and so they resolved to serve neither side. When confronted on the issue the then chief of the order Dipankara simply said, “We are serving now only the truth. You needn’t worry unless you dwell in madness.” Angered but satisfied, Death left and cut ties with the monastery on the grounds that enlightenment, freedom from pain, and the accusations of Death’s Order being a madness itself were foolish babblings of tired old men. What he didn’t realize was that the Phoenix had not given up on fighting in their pursuit for the ultimate truth. In their search they found only one path: the Iron Phoenix. Their new resolve was to created a warrior so perfect he needn’t violence nor peace for he would be above all concepts. This experiment, it can be called, as history will tell, would prove a very bloody series of trials.


During those first few centuries the Phoenix kept to themselves, knowing their esoteric knowledge must be perfected in theory before it be implemented as practice on the field. Death was starting to lose ground. The Old Ones were powerful, and through the course of necessity had formed an alliance with the Shinigami to ensure chaos was at the very least named if it couldn’t be abolished. Order set in, and the witches knew only fear and hate for ages. The Phoenix Brotherhood was silent.


The history as we know it thus far played out in due time, and the institutionalised Death found himself trapped in his own walls. It could be posited that the weapon/tech teams of the school were inspired or somewhat reminiscent of those early days when the monks and nuns of the monastery hunted down with unbridled fury the enemies of Death, and it indeed may be true to an extent, but this is an argument for another day. As it was, though, the Phoenix Brotherhood remained neutral; and perhaps more importantly were unable to be touched by the outside due to their skill. There in the halls of their monastery, in a place where they believed the original Iron Phoenix attained enlightenment to see the folly of madness on either side (Death or Kishin), the monks and nuns trained tirelessly in the disciplines they’d set aside as sacred because they strengthened one’s soul; and of course it was only the strongest of souls who could weather the storm on the way to enlightenment. It also isn’t clear who came up with the adage of sound soul in a sound mind and sound body came from, but archeological evidence tends to point to the Brotherhood more often than Shinigami.


Thirty years ago the battle of the moon was fought, and it was only one Phoenix named Ananda who stepped in to help the school. Ananda was a renunciant who had taken his vow to renounce so far as to renounce the concepts of his faith as conscious precepts; so as to live a life of pure faith, he wandered about serving the righteous and found that he would not be tainted by Order if he practiced Varnasharmadharma (duty for duty’s sake). It led him to enroll at the school under an alias, which he also renounced, and soon after found himself battling alongside the students with impressive power. He was one of the talented Phoenixes able to project himself into Bardo without help from the monastery’s collective chant, and so was better trained to handle the madness-driven creatures present on the moon. To this day rumors circulate around campus about a mysterious force that cleared out scores of enemies to gain momentum for the school’s advance.


Now there is Illo, a talented Phoenix in his own right, but unfortunately naive in the ways the Elders would like him to be proficient in. Along with his brothers Illo trained here for the traditional fifteen years before being cast out on his mission: to serve Death. This would be the path to his enlightenment; the real question being what happened those thirty years ago, and why was it Illo was sent to serve the school?




But that’s all history. Today the monastery is a gem worthy of finding, with its training facilities, wise mentors abound, and an atmosphere perfect for meditating. Pilgrims search out this little slice of Nibbana to better themselves in the ways of battle as well as for personal growth, and though they are carefully scrutinized upon entry the Brotherhood normally welcomes them in. So, what are you waiting for? Get stronger, be better!
PostPosted: Wed Dec 14, 2016 11:39 pm


Gung Fu:

Each Phoenix knows it. Please use this
guide to help you pick a form, then label
one of your ability slots "Gung Fu" followed
by which form you decide on.

Here is a list of the basic Shaolin forms. Please
choose one to start. Other forms may be learned
later, but earnest effort will be required.
Each form grants the player impressive capabilities
in hand-to-hand combat; at start the monks/nuns
are the most capable melee fighters of any class.
However, they lack in special abilities until much
later in their training. This means each form
comes with a range of punches and kicks.
Each of these forms is effective against most
outsiders, but there are checks and balances
within. All have throws, but Crane's throws are
the best.

Each move within a form does not necessarily
count as a moveslot. Sometimes a "signature
move" just highlights a tendency in combat.
You can choose to take all the signature moves
in a form or, if you would rather save space,
can exclude some.





Cobra/Serpent: This is a Yin form, meaning passive/defensive. It is characterised by low kicks, counterstrikes, and blocks designed to trap limbs/disrupt the opponent’s momentum. Counters Dragon; weak to Tiger.

More

Signature moves (including but not limited to):

Arm lock: this technique focuses on clamping hands around limbs to stop attacks and disrupt the opponent’s momentum

Low Kicks: Quick and powerful, these kicks are meant to wear down a fighter’s foundation, not knock them out in one flashy blow. Successful hits must reduce opponent’s speed/agility.

Pinpoint Strike: Strike with laser precision and blinding speed at an opponent’s eyes, throat, and other vulnerable areas like the groin. It is difficult to avoid these attacks.



Tiger: Yang; agressive. Uses powerful, fast swipes and somewhat stiff strikes to bully the opponent. Includes Leopard and Monkey. Counters Cobra; weak to Mantis.

More

Signature moves (including but not limited to):

Tiger Claw/Leopard’s Paw/Punch This is a powerful technique utilizing the hardened fingertips of the Phoenix to pierce flesh. It is most often aimed at the opponent’s throat. If it is blocked, the attack easily folds into a flat-palmed strike: the Leopard’s Paw. If that is not a viable option either, the attack can simply be folded into a punch. If it lands, however, this attack could be fatal. HIGH rate of failure.

Tiger Strike: A powerful swat delivered from a stiff stance. Normal humans can generate upwards of 2,500 lbs of force with this attack, further highlighting its potential when applied to soul resonnance.
Barrage: Tiger style is notoriously aggressive. For one turn the user can increase his/her attack rapidity and strength significantly. Two turns to cool down.


Crane: Yin form. Has variations, such as white or black (research is up to you). Uses long kicks and sweeping arms strikes to keep the enemy at bay. Can counter with flowing movements of the arms. Able to generate huge power, but requires excellent timing in order to hit with said force. Counters Tiger; weak to Dragon.

More

Signature moves (including but not limited to):

Impeccable Balance: Crane fighters are more difficult to knock off balance than fighters who have not received the training.
Expert Evasion: Those who specialize in Crane style can also dodge projectiles more easily, even from precarious positions.

Wing Strike: Typically used as a counterstrike, it is a powerful elbow strike wherein a huge amount of force comes crashing down on top of the opponent. Because it uses a rocking motion, it takes some timing to pull off. However, it can be a crushing blow; the average human can generate a force of around 1,500 lbs with it. With soul resonance…

Crescent Kicks: These are short-range kicks meant to put distance between two fighters--or simply K.O. them if they’re in the “sweet-spot.” Crane fighters excel at these kicks, able to perform them rapidly as an opponent presses the attack or from spinning jumps--all very smoothly.



Dragon: Yin & Yang; balanced. Sharp and wild attacks. Uses speed and stance change to its advantage. Can be thought of as Yang form or Cobra, in a way. Counters Cobra; weak to .Crane

More

Signature moves (including but not limited to):

Dragon Fist: Sets of movements revolving around strong punches. They get their power from the fighter’s wide stance. This form is good for blocking while pressing the attack, but is somewhat susceptible to kicks.
Dragon Seeks Path: Once per fight (barring serious injury) a Dragon style fighter may intercept an attack from their opponent and hit them with a strong kick to the midsection. This can only be used to intercept a physical attack; not a total get-out-of-jail-free card.

Whipping Tail: A notoriously strong move based on spinning backwards and kicking. It can be done while chasing or retreating.


Mantis: Yin.. This is the most difficult to master (please address this in your bio). Uses a broad range of kicks and quick arm locks to function effectively as defensive or offensive. Counters Tiger; weak to Cobra

More

Signature moves (including but not limited to):

Deadly Precision: Mantis fighters are known for their ability to lock-on to an opponent. They may detect weakspots easier than fighters who have not been exposed to this form.

Lithe Target: Mantis fighters remain elusive in battle. This allows them a certain amount of evasion, but also ensures their reflexes are sharp always. They wait patiently and strike with explosiveness.

Cotton Shorts Kid

High-functioning Gekko


Cotton Shorts Kid

High-functioning Gekko

PostPosted: Wed Dec 14, 2016 11:42 pm


Chakras:

Each monk/nun will have their mystical powers
dominated by one of six chakras (excluding the
crown, as it is reserved for the Iron Phoenix).
Please choose only one. Your possible abilities
will be listed next to the chakras for your convenience.


Nebbia d Argento
3


Crown: This is the “master” chakra, through which all intuition, inspiration, etc. flows. Only the Iron Phoenix may have this as their dominant chakra. It is capable of pulling (no more than 8 ) abilities from the other chakras. Most susceptible to Ego madness.

Third Eye: The mental chakra: imagination, intuition, knowledge. It is the most vulnerable to Ego beside Crown. It takes a lot of effort to cultivate, but is the gateway to such things as illusions and teleportation/telekinesis.
Teleportation: Self-explanatory. Cannot use consecutive turns (back-to-back). Slight delay to charge.
Adv. Teleportation: Can transport groups. No delay; instantaneous. Cannot use consecutive turns.
Illusions: Pretty self-explanatory. Illusions may last no longer than ten turns at the most elaborate. Beginners may only maintain a max three turns. Significant damage will end illusion.
Telekinesis: Self-explanatory. Beginners can move weight equivalent to their own. Can levitate and float around to locomote. Intermediate can move twice as much as they weigh and fly at moderate speeds. Advance may lift/move large boulders and zip around the air quickly. Telekinesis is a feat of strength; you will exhaust your energy at some point.
Spatial Conversion: Adv. only. Can augment/shrink/edit space around the user. No more than two posts. Five turn cool.
Temporal Conversion: Adv. only. Can change time (slow, fast, pause) within a twenty foot radius for one turn. Once per fight only.
Telepathy: Self-explanatory. Beginner: one person at a time. Adv.: group calls.
Soul Perception: Can see/sense souls.
Super Soul Perception: (see Soul Booklet)

Throat: This is where the monks believe the voice comes from. It influences health as well as charisma and confidence. Use it to turn your character’s speech into reality.
Stabilize: Perform a chant that will stabilize the soul of one other player for two turns. Cooldown is three turns.
Adv. Stabilize: Stabilize a group with the same term limits.
Boost: Chant to bolster your partner’s strength in one chosen stat. Lasts two turns; cooldown three.
Adv. Boost: Boost a group. Same term limit as regular.
Sacred Word: Adv. only. Uses sacred logos to affect reality. I.E., pronounces a sacred syllable/chant and a storm of arrows appears in mid-flight. Cannot use to win the match. Large/elaborate conjurings require lots of energy, even for advanced users. 5 small uses, 3 medium, 1 large per fight.


Heart: Obviously, this is the center of love and compassion. Those with heart as their dominant chakra are gentle, sensitive souls, preferring not to fight but instead would rather talk things out. There’s is a calming aura; anyone who meets them feels refreshed--if only a little. These people pick up other’s emotions well, their gift for empathy often having them wearing the feelings and baggage of those around them. They brighten a room, but keep the energy around them positive--or else.
Empathy: This ability allows the user more easily detect deception--but be reasonable.
(Adv.)Temporal Empathy: Outside of combat the user can ask for a hint about a mission from the mission’s proctor. Can ask about the future. Once per ten turns.
Scrying: Can read the energy attached to a personal object left behind. Usually results in visions. Ask your mission proctor if needed.
Adv. Scrying: Can see visions from an area where there once was heavy traffic. May also track from this or, more easily, from a personal object (i.e. a wallet or weapon).
(Adv.) Heart-to-Heart: User can sync-up with the soul of one opponent for 2 turns. Only once per battle. This is similar to Stien’s ability.
Reiki: Users can perform healing on other’s souls, taking away mild to moderate damage.
Adv. Reiki: Can heal grave wounds. Once per fight.

Solar Plexus: Also called the stomach, this is the center of power. It also controls appetites. Those who have mastery over it can fast for unthinkable stretches of time, and also can generate truly jawdropping force.

Hakuta Punch: A punching technique carried to the extreme, making the hand rock-solid and delivers a punch strong enough to crack the ground around a 20' radius. It can also be delivered directly, but requires careful timing (is inaccurate). Cooldown is ten turns.
Rocket Kick: Using Qi Gung, the fighter launches themselves at the opponent with blinding speed. This attack carries great force, but can leave the user open if it misses. Two turn cooldown. 50-50 accuracy.
Phantom Strike: An invisible needle of an attack tears through the air after a punch or kick. It can travel several meters to hit its target. Can be sensed by Soul Perception. Requires the user to stand still and have dead aim; very low success rate. Cooldown is three turns.
(Adv.) Phantom Strike: Same as normal, but with an added explosion of telekinetic/psychic energy at the end of the attack's path. It is like a train running into dynamite. It carries more force than normal. Cooldown is four turns.
On Fire!: User can increase their body heat to damaging levels. Opponent will run the risk of hurting themselves if they use melee attacks. User's speed falls dramatically. Lasts two turns. Use once per fight.


Sacral: The pleasure center. Yep, definitely talking about sex. Also helps with acceptance and socializing. Those who have this as their dominant chakra often become masterful persuaders, able to charm their way to great success or even quell aggressive in the heat of battle.
Adapt: User can adapt quickly to their surroundings. Ex: Can see more clearly in a sandstorm.
Bliss: Requires a connection. User dulls the mind of the target for two turns with a blanket-feeling of total bliss. The opponent will feel as though their greatest wishes have been fulfilled--though no visions will occur. Just the feeling. Each strike will feel euphoric to the opponent, but in reality damage will still be taken. Cooldown is ten turns.
Persuasion: User charges their qi and attempts to strike at the opponent's soul. If successful, the user superimposes a vague feeling of familiarity on the opponent. This establishes a connection. Ten turn cooldown.
(Adv.)Shadowlash: If a connection is made the user can attack the opponent remotely, meaning they may throw punches and kicks that are seemingly aimed at nothing (from, say, twenty feet away) and telekinetic strikes emulating said punches and kicks will assail the opponent. slightly damaging their soul. Two turn cooldown.
(Adv.)Discord: If a connection is made, the user can disrupt the rhythm of the opponent’s soul with a strike similar to Soul Purge.
(Adv.)Personal Hell: Essentially the opposite of “Bliss.” User brings the target’s worst fears and personal demons to life in a powerful illusion for two turns. Opponent will take damage from apparitions if hit. Cooldown is six turns.

Root: This is the “grounding” chakra. It informs which direction we take in life, giving us stability and strength along the way. Those with this as their dominant chakra are level-headed and seen as the bedrock of their circles.
Firmly planted: Users are able to plant their feet firmly, becoming rooted through whatever it is they’re standing on. For two turns the user cannot be knocked down/pushed over. They can also run along walls and such. Five turn cooldown.
(Adv.) Iron Armor: Advanced form of "Firmly Planted." User must stand still, but may increase defense dramatically in addition to becoming unmovable. Also, sensitive areas like the eyes are unable to be pierced. Becomes very weak to magic in this state. Lasts one turn. Cooldown is ten turns.
Hairpin: Because of their sensitivity and rooting, the users of Root can detect the minute vibrations in the ground, aiding their reaction time greatly.
(Adv.)Inversion: For one turn, gravity is negated in an area. 20’ radius for beginners, 35 for intermediate, and 50 for advanced. Cooldown is five turns. User maintains balance; they can jump freely from surface to surface as though there were gravity.
Strength Boost: All moves that don’t involve jumping (jump-kicks) receive a 1.5x boost for three turns. Cooldown is three turns.
(Adv.)Ancestor Power: User calls upon the soul of an ancestor and resonates with it to gain a significant boost. Lasts two turns. Use once per battle.
PostPosted: Tue Jan 10, 2017 8:54 pm


Here's a sample profile

User Image


----Basic Information----


Mind behind the Character: Cotton Shorts Kid
Name: Oro
Gender: Male
Age: 15
Personality:

Brash, cocky, prideful. Oro is very aware of just how talented he is. Whenever he is training he wears a cocky grin, knowing that his purpose is to replace Illo. As such, he views himself as his greater, as the greatest. This has lead to bursts of megalowmania. If anyone attempts to criticise him Oro will quickly become enraged and challenge them, then give them the silent treatment for an unspecified amount of time.

However, underneath all that haughtiness is a boy who is eager to learn, most often chipper, and ready to dig in and work hard--if he agrees with the teaching. When he’s in a good mood his is very loud, but bright and cheerful. Within him lies a strong sense of honor as well. He will not admit it, but he will always fight for the honor of his own, seeing at as a duty of one with his status.

History:

Adopted from a local orphanage, the child known as Oro--he had been given that name by the monks--was taken in shortly after Illo had undergone his final trial to become Iron Phoenix. He was considered too old to take the training, that he was too old to learn at the proper rate, but it was insisted by the headmaster Enlai that he be taken in and shown the ways of their ancestors--trained as an Iron Phoenix himself.

At the age of ten it came to pass that Oro, witless but cheery orphan boy, was taken in and named the “True” Iron Phoenix; accompanying was a decree and special treatise from Enlai that Illo had been falsely chosen and that the ordeal had highlighted a serious deficiency in the monastery’s vigilance. All were charged with keeping true to the teachings; this meant for most that it was imperative that they check in with the headmaster to clear any divination so as to avoid such a mistake.

Training was much easier for Oro. He was older, talented too; it wasn’t long before he started to impress the elders with his skills in Gung Fu. Couldn’t sit still for anything, but it wasn’t in his nature, or function according to Enlai, to master Zen. Instead, Oro, named for his garish golden aura, was trained hard. He resisted painful rigor, though, and it was here that his training took an interesting turn. Enlai and Sanji worked together to mitigate the punishment issued by the monks training him.

This is how it went. There was something of a kerfuffle when Oro struggled with developing abilities from other chakras. The rest of the monks began to get restless. They had taken on a burden--for what!--and now there was clear and damning evidence to support the feeling they all had: this boy was not the Iron Phoenix. It wasn’t long before plans were made to search for the true Iron Phoenix. Obviously debates were held on whether or not it was Illo or somebody else entirely. One night Oro overheard one of these debates. Confused, hurt, he vowed to fight on his own strength, that it was the only thing that would bring him to enlightenment.

The death of headmaster Enlai was the spark which lit the powder keg. Oro, swearing revenge, was allowed to hunt for Enlai’s killer by the monks, all of whom were eager to see him leave. The rest of the monks organised a search for Illo, who had been laying low at Shibusen, and for capable souls to undergo the training, hoping to one day find the Phoenix they had been promised by the prophesy. As luck would have it, Oro eventually ran into Illo on his search for the killer. This is where our story begins.

----General Information----


Race: Human
Family:
Occupation: None/vigilante
Monastery: Not currently attending
Gung Fu Form: Dragon style
Chakra: Solar Plexus
Partner: None

----Abilities and Techniques Information----


Gung Fu
-Dragon Form. No extra forms of martials arts have been added at this time.

Rocket Kick
-Using Qi Gung, the fighter launches themselves at the opponent with blinding speed. This attack carries great force, but can leave the user open if it misses. Two turn cooldown. 50-50 accuracy.

On Fire!
- User can increase their body heat to damaging levels. Opponent will run the risk of hurting themselves if they use melee attacks. User's speed falls dramatically. Lasts two turns. Use once per fight.

Little Dragon
- Concentrating his Qi, Oro uses his signature move to wrap burning dragons around wherever his hits land. The intensity of the burning is dependant on his concentration. If he is heavily damaged the attack is cut short. Normally lasts three turns (after strikes have landed). Target takes continual damage. Gains minor increase to attack power. Cooldown is ten turns.

TBA
- TBA

TBA
- TBA

TBA
- TBA

TBA
- TBA

----Miscellaneous----


Hobbies:
- Likes to play cards.
- Thinks he’s a pro-wrestler--will pose and flex in a fight.
Likes:
- Dramatic entrances
- Loud music
Dislikes:
- Libraries
- Authority
Dreams & Aspirations:
- Become the next Iron Phoenix
- Publish a best-selling manual on martial arts
Other:


If you make eye contact with him, he will challenge you to a sparring match.


In case you're interested~

Conduit Nox
Yokai Yakuza
Fiendish Az
xChisaki

Cotton Shorts Kid

High-functioning Gekko

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