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Chris Ganale
Captain

Dangerous Survivor

PostPosted: Sun Sep 17, 2006 11:34 pm


Member Application Sheet


Name: The name of your character
Gender: Duh
Age: Duh
Class: Choose between Soldier, Scoundrel (Rogue/Thief), Fringer (Bard), Technician, Scout, Summoner, Chaneller (Druid), White Mage, Black Mage, Red Mage, Samurai, Ninja, Monk, Dark Knight, Paladin, Trainer (Force Adept), Master (Jedi Guardian), Saint (Jedi Consular)
Note
Multi-classing is allowed and encouraged. You can only start off as a Master with my permission, and nobody can start off as a Saint

Element: Everyone has an Element. Choose from the list below. Only Trainers and Masters can exert actual influence over their Element, only Masters can use actual Elemental abilities
Weapons: A general idea of weaponry your character has. Only fill this out if your character has personal weapons that are customized in some way. If you use things we can get in the armory, then don't fill this in.
Skills/Abilities: The special things that make your character unique. Masters, please provide me with a list of what you believe will be suitable Elemental powers for your character. I will then approve or veto each power.
Position Desired: Duh
Other Notes: Any extra stuff
Roleplay Sample: This is partially to determine if you're a n00b. While we have some tolerance for "one-liners" this is highly-discouraged and we'd much rather see paragraphs come out of our members.
Character History: What's the background of your character? Why is he or she where they are today? Please try to fit it in with the backstory of Seafoam.

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Gym Challenger Application Sheet


Name: The name of your character
Gender: Duh
Age: Duh
Class: This is only required if your character is a Trainer (Element Trainer, not Pokemon trainer) or a Master. As with the member application, Masters are only playable with my permission.
Element: As before, you have to have an Element, regardless of whether or not you're capable of influencing it.
Pokemon Team: You may have a total of six Pokemon of your choosing. All Legendary Pokemon must be cleared with me before you're allowed to use them. Please include your Pokemon's species, nickname (if any), gender (if applicable), and move set. You may have four offensive moves and two support moves per Pokemon.

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List of Elements and Strengths/Weaknesses
Fire -Weak vs. Water, Earth; Strong vs. Grass, Ice, Steel; Ineffective vs. Dragon
Water* - Weak vs. Lightning, Grass; Strong vs. Earth, Fire; Ineffective vs. Ice, Steel, Dragon
Grass - Weak vs. Fire, Wind, Ice, Poison; Strong vs. Earth; Ineffective vs. Steel, Dragon
Earth* - Weak vs. Water, Ice, Grass; Strong vs. Fire, Lightning, Poison, Steel; Ineffective vs. Wind
Lightning* - Weak vs. Earth; Strong vs. Water, Wind; Ineffective vs. Grass, Steel, Dragon
Wind* - Weak vs. Lightning, Ice; Strong vs. Grass, Fighting; Ineffective vs. Steel
Psychic* - Weak vs. Dark; Strong vs. Fighting, Poison; Ineffective vs. Steel
Fighting - Weak vs. Psychic, Wind; Strong vs. Ice, Steel, Non-Elemental; Ineffective vs. Ghost, Steel
Ghost* - Weak vs. None; Strong vs. Fighting, Non-Elemental; Ineffective vs. Steel
Poison - Weak vs. Earth, Psychic; Strong vs. Grass; Ineffective vs. Steel
Ice - Weak vs. Fire, Fighting, Steel; Strong vs. Earth, Grass, Wind; Ineffective vs. Water
Dragon* - Weak vs. Ice, Dragon; Strong vs. Dragon; Ineffective vs. Steel
Steel* - Weak vs. Fire, Fighting, Earth; Strong vs. Ice, Rock
Shadow*# - Weak vs. Light; Strong vs. Light
Light*# - Weak vs. Shadow; Strong vs. Shadow, Dark


Notes
* - Denotes that there is already a Master of this Element. There can be any number of Trainers for every Element, except as noted otherwise. Because we now have sufficient members, I am opening up all Elements to multiple Masters. However, the notices of Shadow and Light remain the same, as seen below.

# - The Elements of Shadow and Light are Forbidden Elements, and occur very rarely in nature. As such, there can only ever be one Master of these Elements, and no Trainers. These Elements can also not be chosen initially. I will choose who receives the gift of these Elements.


List of Legendary/Rare Pokemon
Note
Legendaries marked by a star cannot be claimed


Registeel*
Regirock
Regice
Entei
Raikou
Suicune
Celebi
Lucario
Jirachi
Moltres
Articuno
Zapdos
Mew*
Mewtwo*
Rayqueza*
Latios
Latias*
Deoxys
Ho-Oh
Lugia*
PostPosted: Tue Sep 19, 2006 1:07 pm


Military Personnel Roster


Department of the Army of the Seafoam Republic
Commanding Officer:


181st Armored Brigade (White Knights)
Commanding Officer:

Army Rangers
Commanding Officer: Colonel Margulis

101st Airborne Division
Commanding Officer:

Intelligence Division
Commanding Officer:


Department of the Air Forces of the Seafoam Republic
Commanding Officer: General Chris Ganale


Research and Development:
Commanding Officer: Captain Samus "Sam" Joan Lovefelter

Research Head, Advanced Weaponry: Captain Zix Kainhart
Researchers: Dr. James Brangwyn

Research Head, Magical Applications:
Researchers:

Research Head, Space Technology:
Researchers:

Giltella Air Base:
Commanding Officer: General William Donaldson [NPC]

Commanding Officer, Thirty-Third Fighter Wing: Colonel Kal Skirata [NPC]
Pilots:

Information Management Controller (Cross-Military): First Lieutenant Shelke Rui


Department of the Navy of the Seafoam Republic
Commanding Officer:


RSNV Enterprise Carrier Battle Group
Commanding Officer:
Crew:

Commanding Officer, Escort Destroyer RSNV Earth:
Crew:

Commanding Officer, Escort Destroyer RSNV Light:
Crew:

Commanding Officer, Escort Cruiser RSNV Custer:
Crew:

Commanding Officer, Escort Cruiser RSNV Winter:
Crew:

Commanding Officer, Anti-Air Frigate RSNV Hokaido:
Crew:

Commanding Officer, Anti-Air Frigate RSNV Honshu:
Crew:

Commanding Officer, Anti-Shipping Frigate RSNV Ito Hirobumi:
Crew:

Commanding Officer, Anti-Shipping Frigate RSNV Kuroda Kiyotaka:
Crew:

Commanding Officer, Escort Battleship RSNV Sword: Commander Jason Moore
Crew:

Commanding Officer, Escort Battleship RSNV Shield:
Crew:

Commanding Officer, Attack Submarine RSNV Neptune:
Crew:

Commanding Officer, Attack Submarine RSNV Mercury:
Crew:

RSNV Kitty Hawk Carrier Battle Group
Commanding Officer:

Commanding Officer, Escort Destroyer RSNV Fire:
Crew:

Commanding Officer, Escort Destroyer RSNV Shadow:
Crew:

Commanding Officer, Escort Cruiser RSNV Patton:
Crew:

Commanding Officer, Escort Cruiser RSNV Eisenhower:
Crew:

Commanding Officer, Anti-Air Frigate RSNV Kyushu:
Crew:

Commanding Officer, Anti-Air Frigate RSNV Shikoku:
Crew:

Commanding Officer, Anti-Shipping Frigate RSNV Yamagata Aritomo:
Crew:

Commanding Officer, Anti-Shipping Frigate RSNV Matsukata Masayoshi:
Crew:

Commanding Officer, Escort Battleship RSNV Spear:
Crew:

Commanding Officer, Escort Battleship RSNV Flameberge:
Crew:

Commanding Officer, Attack Submarine RSNV Mars:
Crew:

Commanding Officer, Attack Submarine RSNV Venus:
Crew:

RSNV Constellation Carrier Battle Group
Commanding Officer:

Commanding Officer, Escort Destroyer RSNV Ice:
Crew:

Commanding Officer, Escort Destroyer RSNV Wind:
Crew:

Commanding Officer, Escort Cruiser RSNV King:
Crew:

Commanding Officer, Escort Cruiser RSNV MacArthur:
Crew:

Commanding Officer, Anti-Air Frigate RSNV Correigedor:
Crew:

Commanding Officer, Anti-Air Frigate RSNV Layte:
Crew:

Commanding Officer, Anti-Shipping Frigate RSNV Okuma Shigenobu:
Crew:

Commanding Officer, Anti-Shipping Frigate RSNV Katsura Taro:
Crew:

Commanding Officer, Escort Battleship RSNV Mysteltainn:
Crew:

Commanding Officer, Escort Battleship RSNV Longinus:
Crew:

Commanding Officer, Attack Submarine RSNV Saturn:
Crew:

Commanding Officer, Attack Submarine RSNV Jupiter:
Crew:

Seafoam Navy SEALs
Commanding Officer:

Commanding Officer, Alpha Squad: Commander Michele Ganale
Alpha Squad Demolitions Expert:
Alpha Squad Marksman:
Alpha Squad Pathfinder:

Commanding Officer, Bravo Squad:
Bravo Squad Demolitions Expert:
Bravo Squad Marksman:
Bravo Squad Pathfinder:

Seafoam Coast Guard

Island 1 Patrol Boats Commanding Officer: Lieutenant Commander Mayura 'Risa' Kaitou


Department of the Marine Corps of the Seafoam Republic
Commanding Officer: General Quinn Masangcay Todoka
Aide: Sergeant Major Alexander James "Gunny" Breckenridge


Assault/Transport Corps
Command and Control Battleship RSNV Excelsior
Crew:

Commanding Officer, Support Destroyer RSNV Amagi:
Crew:

Commanding Officer, Support Destroyer RSNV Attha:
Crew:

Commanding Officer, Amphibious Assault Ship RSNV Bataan:
Crew:

Commanding Officer, Amphibious Assault Ship RSNV Manila:
Crew:

Marine Expeditionary Unit (Special Operations Capable)
Commanding Officer:

Commanding Officer, Foxtrot Squad:
Foxtrot Squad:

Military Police
Commanding Officer:

MPs:


Non-Military Personnel Roster


Kain Ra'Shiel - Undocumented Seafoam ally, crazy ******** Keitaro - Seafoam ambassador to ICFP, Wind Mistress
Faust - Civilian
Maresia - Civilian, summoner
Parvaneah "Van" Melchior - Civilian, Psychic Mistress
Sohee - Civilian
Kusinagi Medixia - Civilian medical practitioner
Alisa Izark - Civilian, Water Mistress

Chris Ganale
Captain

Dangerous Survivor


Maresia

PostPosted: Sat Sep 23, 2006 10:15 am


(Work in progress)

Name: Maresia
Gender: Female
Age: 22
Appearance: [x]
Class: Summoner
Element: Ice
Weapons: Her only weapon is a simple flute. This flute is her summoning instrument, as well as the device she plays her songs on to affect the world around her.
Skills/Abilities:

Flute Songs
Song of Inverted Time- Slows down the flow of time by half. Meaning that seconds can take minutes to pass, minutes hours, hours days, days weeks, etc.

Maresia's Lullaby- This song ignores a target's resistance to sleep status, and will render anything asleep

Song of Storms- Creates a fierce thunderstorm in the area surrounding her, darkening the skies and producing a confusing deluge of lightning strikes and rain.

Sun's Song- This does not actually alter the time of day. It simply plunges daylight into darkness, or vice versa.

Minuet of Forest- Grants Maresia immunity to attacks of the Grass Element, and adds that Elemental attribute to her attacks

Bolero of Fire- Grants Maresia immunity to attacks of the Fire Element, and adds that Elemental attribute to her attacks

Sonata of Water- Grants Maresia immunity to attacks of the Water Element, and adds that Elemental attribute to her attacks

Nocturne of Shadows- Grants Maresia immunity to attacks of the Shadow Element, and adds that Elemental attribute to her attacks

Requiem of Spirit- Grants Maresia immunity to attacks of the Ghost Element, and adds that Elemental attribute to her attacks

Prelude of Light- Grants Maresia immunity to attacks of the Light Element, and adds that Elemental attribute to her attacks

Song of Healing- This song accelerates the rate of natural healing, enhances the recovery power of healing spells

Song of Soaring- This song causes Maresia to sprout wings, with which she can fly for several hours before tiring.

Sonata of Awakening- This song can reverse the effects of any sleep status

Elegy of Emptiness- This song creates an identical, empty shell of Maresia that moves at random and cannot attack

Oath to Order- Maresia plays this song to summon her aeons.


Magical Abilities
Cure- Heals a minor amount of HP

Cura- Heals a better amount of HP

Esuna- Nullifies negative status effects on the target (Poison, Slow, etc)

Dispel- Nullifies positive status effects on the target (Haste, Protect, etc)

Protect- Casts a protective shield around the target that deflects physical attacks

Shell- Casts a protective shield around the target that absorbs magical/Elemental attacks

Reflect- Casts a protective shield around the target that deflects magical/Elemental attacks back to the offender

NulTide- The target(s) become immune to Water-based magical/Elemental attacks (one-time)

Double- Allows the casting of two spells at once


Aeons
Shiva

Valefor

Ixion

Leviathan

Bahamut


Branch of Service: N/A
Other Notes:
Character History: Coming soon...
PostPosted: Wed Sep 27, 2006 3:09 pm


Alisa Izark


User Image
Character Profile
Name: Alisa Izark
Age: 23
Gender: Female
Weight: 117lbs
Height: 5'3"
Class: Scout / Master
Element: Water





Alisa’s History

History


Alisa was once a child who lived on the neighboring Cinnabar Islands close to Seafoam...

Originally Alisa was the good child, the one who stay with her Mother and took care of the house while her Father and Brother went out to fish near the neighboring island of Seafoam, bringing back fish to sell and eat. Her brother, father and mother lived a happy life like this until one day Noah and Alisa's Father disappeared after going out to see, reports of a storm and a shipwreck having been brought back to them when a patrol boat near Seafoam came across the wreckage further out from its shores. Alisa and her Mother were devastated by this and prayed Seafoam's residence would find someone alive on the beaches, but no reports came for some time and eventually Alisa's mother passed away due to grief.

Alisa was shipped off Cinnabar Islands and taken into custody by her grandfather and grandmother near Indigo City where she was taken care of until the True Dark Wars began and all hell broke loose with the appearance of the Forbidden, dozen dieing as the Forbidden ripped everything apart without mercy. Alisa was one of the few survivors, having been lost in the rush as dozens evacuated so she was not cut down by the Forbidden horde, she was actually saved because of this as the dozens that fled led the Forbidden about like a dangled steak in front of a dog. Alisa survived by hiding out in the Indigo Cities old stadium, sticking to the rafters so keep away from straggling Forbidden. Once the Rockets began to blast away the Forbidden Indigo City was cleared of Forbidden, Alisa moving about the ruins and surviving on scraps of food she could find from the remains of where the Forbidden ran through. She survived like this, avoiding Forbidden that she saw by sticking to high places as she got food from the remains of certain stores stock and returned to her hiding spot.Near the end she was like a savage, running through some of the destroyed areas like a thief in the night just so she could get stale bread, survival insticts being all that kept her alive despite scrapes, scratches and sores that decorated her body from a uneasy survival.

When the war ended Alisa was still in the dark on what the hell was going on, only first realizing it was over when the survivors of the League came to rebuild a life from the carcass of their old one. Many who came back changed and Alisa noticed it early on, the powers some survivors had. Alisa stayed in the safety of Indigo City, keeping with those who survived while being taken care of by a few survivors who knew the fate of her family.

It was a hard life though and as time passed it only got harder ...

___

Like many after the wars Alisa grew up in poverty until she was forced into joining the League and its Masters during the League Wars where she learned how to weave the power of water into powerful attacks. Originally she was forced into duty as a medic when she was first found to have awakened, healing the wounded Masters of the League who told tales of the powerful Masters of the Resistance and as more wounded came in she began to hate both the Resistance and the War itself, taking it on herself to become a realMaster who fought in the fields.

Alisa commanded a few of Blaine's remaining forces on 'promotion' to the field, the forces she commanded having begun to trust her early on due to her nursing them to health after Blaine's death. Alisa was in charge of them for some time, fighting back against Resistance forces that tried to take up ground in the areas Ashura's forces passed with daring hit and runs that used the Resistance's own clever tactics against them, taking them by surprising when they had thought it safest. Alisa worked this way for quite some time, fighting the Resistance with back and forth strikes over and over up until the first gate was opened and hurt League forces who were out in the fields retreated. It was at this time that Alisa began to realize things were not exactly how she first saw them, the League was trying to control something far too powerful and even Alisa who was still young when the Dark Wars began knew it was not smart to tamper with Forbidden. She resigned from her position after that, going back to nursing the wounded as she struggled to find her way in this war.

The war continued and grew more intense everyday as more Resistance forces fell to the League's own Masters, the 'final blow' soon to come after as her allies from Blaine's old squad kept her in touch with what was going on outside the safety of the League's own home base of Indigo City. It was a brutal and flawless attack that the League delivered to the Resistance, crippling them indefinitely, but Alisa could not find it in her to congratulate anyone, having found the bloodshed on both ends of the war too great. Then reports of the Resistance moving towards Seafoam came and Alisa was shocked, the League's plan to crush all Resistance would cost them countless lives now as reports from the forces in that area stopped after they engaged Seafoam's forces, everyone knew what had happened without needing confirmation of deaths.

It was then that Alisa had made her mind up, the massive death tolls causing her to revolt and seek out the underground forces of Indigo City, joining the unskilled group as a Medic despite not being trusted at first. She helped without question, using every ounce of energy in her body to tend to those who needed support physically and mentally, avoiding field combat like the plague up until the war changed once more and the Resistance forces burst into Indigo City, Seafoam's own forces right behind them. When things went to hell the Indigo forces went into a uproar is when Alisa became more active, her entire group having joined the supreme commander at the time as Seafoam's Third Army Division. Alisa helped out as a field medic as the group moved through the city eliminating enemies where they could, tending to the wounded and providing support from the back with her somewhat limited but still deadly Water abilities.

The group and its actions both proved to pay off and backfire as Indigo City had its dome shattered, all hell breaking loose as Forbidden flooded the city and League forces scrambled to survive, agreeing to a alliance for mutual survival. As the plans were formulated Alisa commanded every Master with the ability to heal and a few of Seafoam's forces as a medic, preparing the scared and wounded for the fight to come as every man and woman alive was pushed into the battle for survival. Alisa once the plan was formulated sat back as a part of the long-range elemental assault, using powerful cannon-style shots of explosive waterballs to smash into the center of Forbidden groups and drown them so the Lightning elementals could blast them all, finishing them off. It was a action that became second nature within the first few seconds as Alisa worked to blast as many groups as possible, the endless numbers causing many to fall as they worked to buy Ashura time to end it all.

And then it happened and everyone knew it was over, the energy and feel of hope as the light broke through and slew the Forbidden that had began to overwhelm the forces. It was a time of great celebration for everyone as League, Resistance and Seafoam forces cheered despite differences, all because they had lived, because the world was safe again.
___

When the wars ended Alisa moved with Seafoam's forces back to the island but broke off from the military for her own purposes, one of which was her unskill with weapons which she has since remedied due to her powerful magnum and the unique rounds she has developed for use with it. She now returns to Seafoam as a more ready and able fighter with powerful offensive Water abilities and the will to keep peace even if it means the death of those who could upset the balance.


Alisa’s Weapons

Caster

Alisa’s special custom magnum created for use with the .454 Casull and Canister Shell rounds Alisa uses in combat. This sleek black metal magnum sports an elongated barrel which, while strange, was made specifically so that the canister shell doesn’t explode before it hits its mark. Because of the elongated barrel the guns slide had to be both reinforced and lightened a bit so that gun wouldn't jam when it was fired.

Though it looks strange and unusable the gun is still a powerful magnum that carries a clip with a maximum of seven rounds in it, forcing those who use this gun to pick their shots. Also, another thing to note is that the gun is incredibly heavy and normally one would not use a gun of this calibur in combat so use by others is highly unrecommended, Alisa only using this guns because she specifically had it built to house her precious Canister Shells.

Canister Shells
Special .454 bullets created by Alisa by mixing gunpowder with SP powder to create a powerful bullet capable of many diffrent applications and effects. The shells work by striking a target and then releasing the energy stored in some way, such as say a explosion if one was to use a Canister Shell-F or a large jolt if they used Canister Shell-L. Of course all elemental attributes apply to the bullet so resistance does effect the damage of the bullet effects, the bullet on the other hand will hurt no matter what element you are so be mindful that it is still a .454 round capable of wounding you even if the explosion of fire doesn't.

The letter used after the Canister Shell’s name indicates the elemental alignment of the powder mixed in, ‘F’ standing for fire while ‘I’ stands for ice. As for the SP powder, well it is simply a name given by Alisa for the powder form of Materia, Alisa having crushed a large amount of her Materia collection she had been forming into powder form so she could better fight. Because the Ibn powder retains the element of the Materia used in its creation Alisa can use two elements at the same time by enchanting the bullet with her element and then firing, creating a deadly fusion of elements.

Alisa has created multiple Canister Shells and holds the clips in her large jacket along with her regular .454 Casull round clips.

The known bullets are as followed

[Canister Shell-F]
Fire elemental bullets that explode once with the fire of a blazing inferno.

[Canister Shell-I]
Ice elemental bullets that explode with the chill of a freezing blizzard.

[Canister Shell-L]
Thunder elemental bullets that explode with the shock of a crackling thunderstorm.

[Canister Shell-De]
Non-elemental bullets that pierce and destroy barriers then explode with non-elemental force on hit..

Equipment

Steel Band
A single circular band of steel with a slot in it for placing materia.
Alisa wears one of these on her upper right arm and has slotted it with a Mastered Cure materia.

When the Materia is removed the band has its lock released and can be removed, until then it is impossible to remove the band and even harder to get at due to the jacket usually on Alisa.

Steel Band
A single circular band of steel with a slot in it for placing materia
Alisa wears one of these on her upper left arm and has slotted it with a Mastered Barrier materia.

When the Materia is removed the band has its lock released and can be removed, until then it is impossible to remove the band and even harder to get at due to the jacket usually on Alisa.


Alisa's Abilities

Alisa is a avid Materia collector skilled in use of Materia magic and a useful medic on the the battlefield with her Mastered Cure materia and defensive skills capable of supporting groups of allies in times of strife while also attacking from out of harms way.

Abilities

Elemental Abilities

Water Mastery
This is the basic Master skill that allows Alisa to manipulate forms of liquid, moisture in the air and even the water that makes up the human body.

Nul-Tide
A elemental spell learned from Alisa’s Mastery of Water that summons a single orb of ocean blue color that reacts to a hostile Water element attack and negates it before it does harm.

Water Breathing
Alisa’s Mastery over water has allowed her a form of underwater breathing, her body allowing her to intake water and absorb it regularly, using the oxygen from the water to breath.

Dissipate
Movement ability that allows Alisa to become her own element and move somewhere else at great speed for near infinite distances.

Mach Blade
Uses a spray of water shot at mach speed to slice things apart. Because of the speed and power needed to create an attack like this Alisa cannot make a huge spray and is limited to a tight singular jet of water, however the length is not limited and thus Alisa can created long blasts of water and arc them in a direction she wishes to create a truely deadly attack.

Aqua Tower
Summons the water into the form of a gushing geyser that sprays upward, launching anything caught under the area of effect upwards into the air from the force and speed of the blast.

Water Twister
Summons a swirling vortex of water that bounces the person caught around, smashing them with powerful waves. As the twister spins it at times can drain downwards into the earth, digging a deep hole and pulling anything caught in the spinning vortex of liquid with it.

Alisa can control if the vortex drains or does not.

Water Ball
Elemental orbs of pure water that explode in a blast of liquid and pure energy are what Alisa summons with the technique. Although it is a basic one it is still quite dangerous. The size of the water ball summoned varies but the size does not really matter, Alisa already being adept enough with it to compact the energy and water into a very small form so that when it bursts the energy released and water released overwhelms the target.

Wave Motion
A technique that summons a giant wave of water that acts both as a defensive wall and a attack that can smash a target and knock them down.

Hydro Cannon
Advanced technique that works similar to a Blastoise using Hydro Pump, allowing Alisa to create a torrent of water that blasts into a target and continually pushes them back from the force of the blast.

Once the attack hits it is nearly impossible to move out of the attack.



Poseidon's Fury
Limit Break

Limit attack that summons all the moisture and water in the area together into one giant sphere of water above Alisa with the combined force and water amount of a ocean. Alisa can hurl this sphere of water at a area to smash into it, drowning everything in the fury of the Ocean.

The level of destruction from firing the sphere being similar to the destruction you would see from a small tactical nuke, the sphere capable even cleanup as anything destroyed is caught in the second hit, a wave that spreads outward from the area of impact like a tidal wave meant to wipe away the ruins and send them out to sea so they may sink and be forgotten..

The sphere looks very similar to the orb of water used as a field in Blitzball games.
Cannot be used under normal circumstances and even when it can be used it requires a long charge process.

Enchant Aqua
Charges the element of water into a object or weapon, allowing it to retain the elemental attribute of water. Aliza when using this with her guns pushes the element into the bullet not the gun itself.

Rain
With this Alisa summons the water in the sky to the Earth, forcing it to rain due to her influence on nature. It’s truly a simple and yet deadly technique that supplies Alisa with a near limitless source of water.

Water Snatch
Advanced technique that uses Alisa’s mastery of water to rip liquid from a target human. By using this Alisa can forcefully remove water from a human body, causing weakness in the parts of the body water is ripped from and eventually dehydration.

Water Prison
A unique attack based off the Aqua Tower move that summons water into a gushing blast that shapes around things into a sphere of water made to hold the target until they run out of air.

Watery Grave
Using her Water Mastery Alisa is able to manipulate a large mass of water and make it more dense, causing things caught in it to have a harder time moving about or escaping from the water. With this Alisa can also 'crush' a person by forcing water around them then executing this, making it almost impossible to escape without running out of air.

Water Snatch
Using her mastery of water Alisa can rip liquid from a target creatures body. By using this Alisa forcefully removes water from the body, causing weakness in the parts of the body water is ripped from and eventually de-hydration.

Summon Deity
Allows Alisa to summon the deity of the great seas, the giant serpent Leviathan, without use of Materia, Junctioning or training as a summoner. So long as Leviathan is under Alisa’s commands no other can summon her to there side.


Materia Abilities

Mastered Cure Materia
  • Cure
  • Cure 2
  • Cure 3


Mastered Barrier Materia
  • Barrier
  • M.Barrier
  • Reflect
  • Wall



Final Notes
(1)
Alisa is Noah's sister and although Noah is alive she does not know a thing about him currently. Since she thinks he is dead she isn't searching for him and even if she should meet him would simply pass it off until undeniable proof has been presented.
( No, I do not plan to have a sibling reunion tearful story. I'm not so cliche.)

(2)
Alisa has a rather large amount of Materia stored up but almost all of it has been ground down into powdered form for use as ammunition. The only two Materia she ever keeps is the Barrier and Cure which are used to make up for her lack in elemental defensive and healing abilities.
( Most if not all the Materia she had stored and ground up was of the offensive elemental kind. )

(3)
The techniques listed under Alisa's abilities are simply put in place so that one can understand her arsenal, the use of her Water Mastery is never limited to the attacks listed and Alisa is constantly adjusting the forms her attacks take to make up for the usual lack of offense a Water Master has.
( Basically, don't go off the handle if I twist a attack of that is similar to but somewhat diffrent then a attack in the list, I could have been a hell of alot more vague in making up attacks for a Master who can manipulate elements in any way possible. )

(4)
( See this? Good because this is the way I use OOC with the bolded single ( and ) mark, get used to this. )

Fictional Love


Maelthra Reloaded

PostPosted: Thu Sep 28, 2006 12:35 am


Name: Jason Moore
Gender: Male
Age: 42
Class: Soldier
Element: Ice.
Weapons: A G36K Assualt Rifle in his quarters, and always carries a P14-45 pistol with him. He has a cerimonial Sword in his posession, but does not practice with it.
Skills/Abilities: A unique tactical mind for naval engagements, providing Victories when Defeat is expected.
Flechette: He can create several hundred razor sharp peices of ice, which are prepelled towards an enemy at high speed. These are sufficient to rip apart unprotected humans, while Kevlar body armour will stop them easily.
Temprature moification: He can lower the temprature of the surrounding area to nearly -13*C, inducing snow or ice to form around him. This is only efficient in calm weather and about 5 feet away from him.

Other Abilities
Weaponry Proficiency:
~Sword: Decent.
~Handgun: Marksman Rating
~Assault Rifle: Marksman Rating
~Sniper Rifle: Poor
~Submachine Gun: Exellent
Endurance: Excellent
Melee Abilities: Average

Branch of Service: Seafoam Navy
Rank: Commander
Other Notes:
Pokemon
Name: Dragonair
Personal Name: Hakur
Attacks:
Hyper Beam: 150 - 5pp - 89% accuracy
Dragon Rage: 96 - 10pp - 99%
Thunder Wave: N/A - 20pp - 99% (Paralize for two turns, 60% speed for two more)
Agility: N/A - 30pp - 99% (200% speed for three turns)
Stats:
Hit Points: 326
Attack: 293
Defence: 229
Speed: 239
SpecAtk: 262
SpecDef: 262


Character History: A Seafoam Naval officer during the Dark wars, he commanded a Anti-Submarine Destroyer which saw little action due to the lack on intrest in the islands. In his six years of peace, he saw a failed marrage, driving him back to the military.

During the League Wars, his ship was one of the first to see action on the Naval blockade, bringing to light his tactical way of thought and extrordinary luck, though he claims his victories are strickly because of the disipline of the crew.
PostPosted: Fri Sep 29, 2006 11:47 pm



Name: Ketsu Takinashi

Gender: Male

Age: 24

Class: Soldier

Element: Ice

Pokemon Team:

-Picture Coming Soon-
Name: Zangoose
Species: Zangoose
Support:
Sword Dance
Protect
Attack:
Brick Break
Icebeam
Shadow Ball
Return

-Picture Coming Soon-
Name: Gyarados
Species: Gyarados
Support:
Dragon Dance
Protect
Attack:
Taunt
Hidden Power Fly
Earthquake
Blizzard

-Picture Coming Soon-
Name:Starmie
Species: Starmie
Support:
Recover
Light Screen
Attack:
Thunderbolt
Ice Beam
Surf
Psychic

-Picture Coming Soon-
Name: Walrein
Species: Walrein
Support:
Curse
Double Team
Attack:
Toxic
Rock Slide
Ice Beam
Body Slam

-Picture Coming Soon-
Name: Slowbro
Species: Slowbro
Support:
Calm Mind
Curse
Attack:
Ice Beam
Flame Thrower
Counter
Thunder Wave

Weapons: A black scabbard is located on Ketsu's right hip. Inside of the scabbard is the blade of a katana. The hilt of the katana is black, much like the scabbard. The guard is a simple navy blue decorative pattern. The blade, which is rarely unsheathed, is a blue color, resembling ice.

Skills/Abilities: Ketsu is a weird guy. He barely ever does anything, other than eat, sleep, and hang out with his pokemon. This gives him a lazy b*****d appearance. What is most odd is he is extremely fit, and never seen working out. He seems to have an affianity for the cold, though never actually saying so. He is actually a skilled swordsman, and a decent marksman. But he is best at eating chicken.

Position Desired: Civilian.

Other Notes: Ketsu heart Chicken

History: Ketsu was once a soldier in Seafoam. Though he fought in both the Dark Wars and the League Wars he never actually was awarded with a rank, as Chris was a lazy a*****e. He then retired to become a full time trainer. He has had a Delibird, nicknamed Del, his whole life.

Lost Rebirth


Isle Of Asatia

PostPosted: Sat Sep 30, 2006 9:48 am


Quote:

User Image
Basic Statistics
Name: Mayura 'Risa' Kaitou
Nickname: Mari
Gender: Female
Age: 17
Height: 5'4"
Weight: 120 lbs.
Class: Scout/ Master
Occupation: Island 1 Patrol Boats Commanding Officer
Element: Light





Quote:

Weapons
Her knowledge of weapons is quite vast and she has done a lot of tampering and training with various different kinds, leaving her quite flexible in a fight. Therefore, the following weapons are listed on how frequently they are used by Mayura.

Pistol
Mayura always carries her custom, handheld pistol with her at all time. Either hidden under her clothes or in plain sight. It was designed to take a greater impact from the launch of the bullet and restrain quite a bit of pressure. This trusty weapon has never ceased to amaze her by keeping up with her. In recollection, it has only broken down once due to the fact she dropped it in a fight and it was crushed the explosion of a small bomb.

Shells
Made by herself, these .3 caliber bullets are infused with various elemental abilities. Yet, how they are made is kept a strict secret to those outside the lab at which she now receives monthly shipments of her invention from. Not to mention the technology is unavailable to anyone else by her own request. Once, she was asked how to make them by a trainee and she simply said the following: "You believe it is impossible, where as I think there is no limit except a person's imagination. I believed I could make them and I succeeded." So far, she has only infused elements that she has seen worthwhile. They are listed from those she uses most often to those she hardly uses.

Poison
These little trinkets are infused with the element of poison, a very venomous poison. Due to this quick chance of life and death, she carries the antidote for the poison with her when she is expecting to end up in a fight. After all, if she shot someone accidently she could easily inject them with the anti-venom and leave them behind to rest. At most, she carries three doses with her and even uses these bullets to force someone to talk to live. Instead of monthly, she gets these weekly.

Fire
Getting this idea from a show she watched once, she figured burning while being wounded would be an even greater pain than just one or the other, so she designed these. Nt only does it firmly lodge itself in a person's flesh, but as the element leaks out from the compartment, the victim's flesh, inside and out, is singed and burned. If shot in the right location, it can cripple a person to there nearing death as it leaves them in a helpless state to attack or defend for most regular people.

Dragon
Oddly, the element infused in these bullets is dragon, so therefore she has little control over the wild power. One the bullet is shot off it spins rapidly through the air, creating a small vortex with a centralized point at the tip from its speed. These bullets ram into the victim and often have enough pressure to do more damage than the normal bullet. Yet, on occasion, with enough momentum, it also releases sparks of what appears to by electricity when stopped.

Ghost
These bullets are quite nifty except for the fact they hardly make it into the intended victim and have a limited range. Yet, one lodge, even slightly, into the victim's flesh it releases a purple fog that causes nightmares in a conscious state, haunting the person with the images they desire to not see the most. These often render a person incapable to fight for a while but alive when the effect wears off. Yet it can be ineffective to some.

Light
These are personally made by herself during her free time when thy are needed. The government lab she typically gets to make the bullets for her does not know about the existence of these. Of course, it is simpler for her to make them as well since she is the only Master of Light and harnessing the element is easier than trying to harness small amount of others. These bullets move incredibly fast and she can bend their path slightly at will. Not to mention, the element is used while it heads for the victim, brightening the room with a vivid flash that often forced people to close their eyes, even herself.

Katana
She has a good chunk of experience with the sword and enjoys occasional sparring, but otherwise, she is often forced to use an item of similarity if her pistol is rendered useless. Her common replacements are metal pipes and wooden sticks, but the skills can make these items into a handy second resort.

Throwing Items
Often preferred are the few shuriken or kunai she occasionally brings with her. Yet, she can easily replace these things with pebbles or even coins if need be, the style only changing slightly to the use of a palm and thumb instead of the whole hand.

Daggers
The shorter version of a sword, she dislikes the shorter range greatly but sometimes manages if need be.

Bo
Instead of using the wooden stick as a sword, she is also able to use it for it's original purpose and commonly switches between the two forms if it is needed. Yet, she prefers the former.

Bow & Arrow
She has also nudged into archery a bit but due to lack of resources, this is rarely used unless she is stranded and has time to make the bow and some arrows. Otherwise, she not often seen with this weapon.

Other
There are a few other weapons she can use, but other than her pistol, she more often resorts to the use of her own abilities and training in different martial arts styles like kenpo, karate, and such. Because of this, she has a high chi level that she can take advantage of, weapons or not.


Quote:

Abilities

Elemental


Possessing the element of light, she often comes up with creative ways to use her ability.

Illumination
With a soft gahered ball of light energy, she can illuminate dark places with a small light, and cool orb that she can easily hold without harm.

Light Barrier
A barrier of evenly layered light energy that can vary intensity from reflecting things to burning them.

Transport Orb
It is lightly concentrated and hollow, size varying on who or what it to be carried or transported elsewhere.

Light Layering
Again with light concentration, she can layer her body with light energy for protection or even continue layering to make an outfit of light energy that serves as armor.

Light Arrows
A projectile attack shooting off various orbs of light that have no dictated or very controlled path. These projectiles travel at faster speeds than the bob and she can summon up to or as many as eighteen arrows with some difficulty.

Physical Enhancement
A fusion of light layering to protect a limb of her body or her whole body, she can use her body as an anchor for light molecules and become a living weapon, holding this state to thirty seconds at longest.

Light Bomb (Version 1)
A fresh star or just concentrated light energy, they rain down on the enemy, their main advantage being speed and unbelievable heat. She easily manipulates these orbs of light or miniature stars, depending on how much light energy and outside material she puts into it, being able to get them to hover, change paths, and she, with a proper barrier places on her hand, can hold them temporarily.

Light Bomb (Version 2)
This is a star beginning to lose its heat, but as it dies, it beginning to create a small black hole, sucking in small things and before dispelling its existence, something as large as possibly a person's arm or leg.

Star Birth
Concentrated pure light energy into one place and gathering it with the proper debris substances, she is capable of creating a miniature star, heat and all.

Star Control
She can cause the star to age more quickly and vary in size due to the control she has over the light they give off.

Apparition Summoning
Being able to distort the appearance of light, she can create a small apparition, slowly working her way up as she practices the ability. These little apparitions are untouchable, possessing no true solid form, but can be quite distracting and she has the ability to manipulate their movements.

Light Distortion
Getting the idea from Latias, she can change her appearance by rearranging light molecules.

Laser (Version 1)
This laser is low in intensity and only meant to shoot brief illumination through long hallways or caverns.

Laser (Version 2)
With higher concentration, this is similar to a hyper beam, shooting easily in a straight beam through just about any substance and singing what it touches.

Sun Cannnon
Final Technique
Having to be charged up for quite a while, it is an incredibly concentrated ball of light energy, it's magnitude attracting even more energy to form a aura around itself as it is thrown off. It looks quite like a hyper beam.


Other


Sword Summoning
She has the ability to summon spiritual and enchanted weapons, but she uses them only in desperation as she has a limited time of usage with all but one. They are a final resort that deplete all her remaining energy over a short period of time. Yet, that is only in the command form. In initial form, it is like a regular weapon and doesn't push her body much more than an actual weapon.

Wisteria Peacock
"Bloom"
Originally a simple katana, she can use the command to make it transform into a fan of four scythe-like blades. The blades, on contact, observe the victim's element temporarily. In the command form of the weapon she can hold its form for a total of ten minutes at full power.

Rainbow Mist
"Shimmer"
Originally a dao, it transforms into a light katana on command. This katana, with a single slave, radiates a wave of light that spreads and briefly blind the opponent. In this form she can keep it physical for five minutes when she is in top condition.
"Glint"
On a second command it transforms into a shuriken that when thrown turns into an orb of light that on contact with an enemy grows and surrounds the victim. It then implodes, killing the target. In this form she can only manage to keep it in existence for thirty seconds at full power.

Serpent Tail
"Howl"
Initially, it appears as a bo, or a long wooden stick. Yet, in command form it turns into a long snake skeleton, a new piece about every two inches. This flexible skeleton can elongate by her will and she can easily control it to travel anywhere she likes due to the great amount of flexibility from the two inch range between joints. Yet, despite the easy mobility, the bone is heavy and she has some difficulty lifting it. In command form, she can keep it summoned for up to three minutes at full power.

Mirror Flower
"Shatter"
In initial form it is a pendulum that places people in hypnosis upon a few swings. This form uses up extra energy so she can only keep it out for half an hour at full power due to the use of spiritual energy to enhance the hypnosis. In command form she can keep it up for one minute at most to cast one powerful illusion with the mirror it changes into.

Spiritual Spells
There are small incantations using spiritual energy, also called replenishing life force, to cause certain effects. They take up a decent chunk of energy and aren't lethal, but effective.
Red= Offensive
Blue= Other
Sai
"Obstruction"
It paralyzes the target's muscles.

Geki
"Disintegrate, Black Dog of Rondanini. Look upon yourself and burn. Tear away your own throat!"
Temporarily engulfs the target in red light making them unable to move.


Byakurai
"White Lightning"
It fires a straight bolt of lightning from the extended forefinger of the caster.

Soukatsu
"O Lord, Mask of flesh and bone, all creation, flutter of wings, ye who bears the name of Man, Truth and temperance, Upon this sinless wall of dreams unleash but slightly the wrath of your claws!"
It casts a blue ball of spiritual energy at the target that explodes on contact.

Raikouhou
"Sprinkled on the bones of the beast! Sharp tower, red crystal, steel ring. Move and become the wind, stop and become the calm. The sound of warring spears fills the empty castle."
It summons a huge energy wave that travels forward to cut into the target.


Flash Steps
The use of spiritual energy at a steady rate to greatly increase speed. It can be controlled by the rate of steadily released spirit energy.




Quote:

Notes Regarding Biography
Ages 0-5
Ages 6-10
Ages 11-15
Ages 16-17
Present

Biography
She grew up as a sweet young girl on the Seafoam base, not really giving a care as to concerns around her. She turned everything into a game and lived a peaceful childhood in an orphanage due to her parents. Her mother had died due to an illness a month after her birth and her father committed suicide only a week later from depression. She didn't remember this and as she grew closer to a more understanding age, she still managed to keep the carefree kindness she had always had. Her hobbies as a child were things regarding colorful light and prisms as well as staring out at the water. She'd always found it calming when on the rare occasion, something truly did bother her. In detail, she had a calm and simple childhood, but her carefree and detached personality often led to difficulties with people of every age.

As she grew older, about three, she would spend hours by the docks and watch boats and ask people coming and going if they liked the sea. Many told her to get lost and when she was still there at nightfall some women even asked if she cared whether or not her parents were worried. Upon finding out she was an orphan, most quickly left, but she didn't care. There were some ays when an officer would even have to go looking for her and bring her back to the orphanage against her will. These occasions got her grounded and she was forced to pay with other kids, often picking fights because she was pissed off. At the age of four she began studying at the local Pokemon Academy, sneaking into lessons and learning as much as she could. The teacher felt sorry for her so when she found out she was there she was aloud to sit in the classes instead of hiding.

It was around the time she started going to the academy that she discovered her powers with light, tripping once and watching as the sky went dark briefly and lightened again when she stood. This unnerved many people, but she found it interesting and tried to repeat the scenario, tripping on purpose. She tried various other things as well, learning that she could create a spark of light when snapping her fingers. She did this to intimidate other kids when grounded so she was sent to her oom. There, she studied books that the teacher loaned her and she hid under her bed.


She was more rebellious than ever during this stage, having mastered some more of her powers and sneaking out a lot more often. Instead of hours at the docks, she would drag a blanket down there and camp out for days, hiding her blanket and book during the day when she went to the academy. She brought the book along only when she'd finished it. It was around the age of six that she was thankful for the teacher's support and efforts to help her learn to read a few years back. At the age of seven she was already up to the level of most ten-year-olds in the academy.

When caught out for days on end by the police, she was returned to the orphange where she was becoming more of a target to present for adoption. During these display times she bad-mouthed the visitors and showed off minor displays of her powers, scaring the adults that quickly passed her over as a freak who could create small orbs of light by clapping her hands or snapping her fingers. She also learned to maifest these orbs at the ends of other objects and throw them at people to create minor damage.

One unlucky day, she was dragged back to the orphanage during a storm and sat in her room sulking. One of the women at the orphanage walked in on her while she was reading and her book was taken away and she was scolded, forbidden from leaving the orphanage again. Infuriated, she lost control of her abilities and set the orphanage on fire. Everyone got out alive, but the whole orphanage burnt down. Taking the blame over her delinquent aquaintance, she was sent to live on the streets and she began to camp out by the school. When the teacher learned of this, Mayura went and lived with her by her request. The teacher took care of Mayura until she was nine and then introduced her to a young professor who ran a lab on the base. Mayura began to live with and study under the professor.


By the age of eleven Mayura and Professor Reiji were good friends and despite their eight year age difference, Mayura had a deep crush on him. One day he asked her to come to the lab alone and despite her original ideas, he allowed her to choose her first pokemon, believing she should start a journey to learn more. She picked out Mudkip and for the next ten days the two made preparations. The professor planned to go study under someone else and bought a second boat ticket for her so she could come with and then leave on her journey. She trained Mudkip again Reiji's Quilava some over the next few days to get accustomed to battling and then they left.

She began her journey when they arrived in Hoenn. From there, Reiji traveled to Johto. She continued her journey, metting new people that she actually didn't mind so much and catching new pokemon. When she reached an ocean side town she stayed there a few extra weeks and watched the water for a while. This attracted the curiosity of a few locals. By the age of thirteen she finished her journey through Hoenn and decided to head to Johto to meet Reiji again. She spent a few months with him and learned that over her two year journey that he had gotten a girlfriend. After a terrible feud between the two, she slapped Reiji and left on a journey through Johto and then Kanto. These journeys were finished by half a year after her fifteen birthday. She then decided to enter the Pokemon League Tornament. She lost, but she met up with Reiji again, finding that he was single. Being over him by now, she wished him luck and headed off to find a job by the water.

Over this period her powers developed a lot and she mastered many of them, daring to create new techniques as well. During the former part of these years she often could not limit the range of her blossoming abilities so she was forced to practice in wide non-flammable area. Her major breakthrough was in her tussle with Reiji's girlfriend. She learned how to concentrate her powers on a limited area to drastically increase the effect and wound up injuring Reiji's girlfriend greatly by using her as a test subject fro the maiden voyage of this idea. At the time nearing her sixteenth birthday, she went to a series of islands to find a job that would keep her out on the water.


These years were spent mainly on her patrol boat that she learned to operate with ease. It was out at ocean that she felt at home and didn't have to worry at all about burning something with her abilities as all her practice was directed at the water. Yet, when she first accepted her job, she stayed on land for a few weeks. Reiji sent her a birthday present by Swellow that somehow made it to her. It was pokegear and a good luck charm for adventure and love. She decided to keep these with her and they worked sooner than she thought when she saw a flying pokemon plummet to the water. She immediately dropped her pokegear and leapt in, surfacing with the Legendary Latias. She swam back to shore with it and discovered how rare it was the next morning.

The pokemon, Latias, decided to travel with Mayura as a thanks and the two set off onto patrol together. These two years focused on Mayura's rare land excursions, honing her light skills as well as those with weaponry that she used to practice with Reiji in their free time, and patrolling island one while working her way to commander of the patrol boats. She succeeded so when, near her seventeenth birthday, she was forced to display her power to blow up a large rock from an avalanche that had occurred near the coast and crushed the commander's patrol boat with her in it. Due to this show in front of others, she was nominated as commander.


After her promotion she took a week off to visit Reiji and thank him for his gifts. She also left some of her pokemon at his growing research lab to take care of. Upon return to the island she immediately headed out on a new and larger boat and she continued to patrol the cost, visiting the island on occasion to take a break from the water, resupply, and check in on Reiji. Otherwise, she keeps in contact with headquarters by pokegear or Swellow.


Quote:

Pokemon
Description
Level
Type
Ability
Skills

Pokemon Team
Swampert
Her starter pokemon had been Mudkip and she hasn't allowed it to leave her side since, watching as it has evolved to its final stage.
54
Water/Ground
Torrent
When hit points are below 1/3, water's power increases to 1.5 times.

Earthquake 10
Hydro Pump 5
Rain Dance 5
Take Down 20


Gardevoir
With Past Evolutions
She captured Ralts during the beginning of her journey and deemed it her contest pokemon, pampering the little thing to no ends along with her starter pokemon. As she caught more she distributed the attention more evenly as to prevent jealousy, but she only gave the best of pokeblocks to her Ralts. It quickly evolved from her constant training with it before contests as well. Now that she has quit placing her Gardevoir in competitions, it travels with her and helps her clean and cook.
42
Psychic
Synchronize
When the pokemon becomes poison, paralyze, or burn, so does the opponent.

Confusion 25
Psybeam 20
Psychic 10
Teleport 20


Espeon
Espeon is the evolution of the Eevee she received from her first egg, the mother being Flareon. Her Espeon is always cheerful and loves to swim so she brings it along and lets it swim at anchorage points and then calls it back when they get moving again.
35
Psychic
Synchronize
When the pokemon becomes poison, paralyze, or burn, so does the opponent.

Confusion 25
Bite 25
Psychic 10
Morning Sun 5


Skitty
Other Image
She met Skitty when busting a group of pokemon smugglers not too long ago. When she brought the smugglers and smuggled pokemon to the mainland os Island 1, the Skitty quickly hurried to her side when released for inspection. Due to her being its savior, it decided to come along with her so she captured it and lets the little cat wander the boat, playing around.
12
Normal
Cute Charm
The opponent has a 30% chance of being induced with attract when using a direct attack against this pokemon.

Tackle 35
Quick Attack 30
Protect 10
Leer 30


Salamence
She caught a Bagon around the time she was traveling to Island 1 to apply as a coastline patroller. As her rank rose through the patrol boat system, she used her Bagon a lot in battles, watching it grow as she did. Eventually it evolved into Salamence and since then she has kept it with her for its power and ability to fly.
45
Dragon/Flying
Intimidate
Upon entering battle, the opponent's attack lowers one stage.

Fly 15
Hyper Beam 5
Dragonbreath 20
Aerial Ace 20


Egg
During her last visit to land to restock she checked by the breeders'. They gave her an egg that another trainer had left behind and it has yet to hatch. She carries it around in her backpack or places it in a bowl of warm water when she drives the boat.
N/A
N/A
N/A
N/A

In The Personal Computer
Mareep
Mareep was one of her latter catches and she had it with her until just before her latest depart from the mainland of Island 1 as she decided to bring her newly found egg along.
10
Electric
Static
The opponent has a 30% chance of being induced with paralyze when using a direct attack against this pokemon.

Thundershock 30
Tackle 35
Spark 20
-


Vulpix
She caught Vulpix by accident when she dropped a pokeball without notice. The little trickster played around with it when she walked away a bit and got itself captured. When passing back by that area, she picked up the ball and discovered it was occupied when she tried to catch a Ponyta with it.
14
Fire
Flash Fire
Fire-type moves deal 1.5 times damage. Immune to damage from fire-type attacks.

Ember 25
Glare 30
Scratch 35
-


Flareon
Due to Flareon's attribute, she left it behind so that it wouldn't have to be around the water, but Flareon was evolved from the first of her two Eevee's and is the mother of the second.
36
Fire
Flash Fire
Fire-type moves deal 1.5 times damage. Immune to damage from fire-type attacks.

Quick Attack 30
Fire Blast 5
Glare 30
Flamethrower 15


Poochyena
She caught this pokemon one day to teach a kid how to go about catching a new pokemon and after training with it for a few days, she deposited it.
12
Dark
Run Away
Except for trainer battles, can always run from battle.

Tackle 35
Bite 25
Growl 40
-


Nidoking
A male Nidoran was one of the first pokemon she'd ever captured and she held it in her team for a long time afterwards. It eventually evolved into Nidorino and she deposited it for a while. While it was deposited she found a moonstone and asked around about their purpose for a bit. She then withdrew Nidorino again and gave it to him as an apology for sending him way for a bit. Due to his weight as a Nidoking and sensitivity to water, she left him deposited with Sandshrew.
52
Poison/Ground
Poison Point
The opponent has a 30% chance of being induced with poison when using a direct attack against this pokemon.

Fissure 5
Earthquake 10
Take Down 20
Toxic 10


Sandshrew
She caught it when wandering a desert in her younger teen years and has cherished its cuteness ever since, but because of its skittishness around water and inability to swim, she deposited it so it could stay safe back on land.
16
Ground
Sand Veil
During a sandstorm, evasion rises.

Scratch 35
Sand-Attack 15
Mud-Slap 10
-


Traveling With
Latias
Other Image
She met Latias a few years ago and ever since the two have traveled together as she saved the young pokemon from drowning on a stormy night. It is often perched atop the boat and keeps look out when she takes naps and such. The two of them also share similar food interest so they often catch crabs or lobster by the coast and eat together.
45
Dragon/Psychic
Levitate
Damage dealing ground-type moves have no effect.

Aeroblast 5
Take Down 20
Fly 15
Psychic 10

PostPosted: Sun Oct 01, 2006 4:58 pm


Name: Keahi Moresse
Gender: Female
Age: 20
Hair Color: Blonde/Orange
Eye Color: Blue
Height: 5' 5:
Picture Ref:[x]
Weight: None of your beeswax!
Class: Master / Channeller

Element:
Fire

Elemental Abilities

Fire Mastery: Standard Skill. The ability to conjure fire from nothing and also manipulate already existing fire.

Fire Resiliance: Standard Skill. Immune to fire attacks

Fire Body: Offensive/Defensise Skill. Ability to coat entire body with a 'second skin' that is entire fire based. The heat of the flame is often confused with what might be a 'light' attack because it emmiates a bright blue color. The only indication is in fast movement, the skill can not always keep close to the user and flames of red and orange most commonly appear.

Boiling Rain: Offensive skill. In cloudy regions - manmade or naturally, able to cause the desnity of the air compact and then release rain that is hot enough to burn the assliant upon skin contact.

Firefly: Standard Skill. Orb of self-contained fire used to light dark passage ways. If thrown this skill will not cause an explosion, however from non-fire masters, the spell is most commonly confused with fireball.

Fireball: Offensive Skill. An orb of self contained fire that, upon impact will explode with a 10' diameter. Scorching and burning all in that area.

Fireworks: Offensive Skill. Able to shoot sparks of fire out of palms for short range battle. Sparks will fly approximate 4 feet and mildly scorch opponent.

Fire Tower: Offensive Skill. Creates a 6' diameter collumn of fire.

Fires Touch: Defenssive/Offensive Skill. Able to burn small wounds to stop bleeding and force wounds closed. Causes permanent scaring. can range in severity to become 3rd degree burns onto assaliant, only where they are touched. Must be against bare skin. (Handy if you want a freakish tatoo as well!)

Fire Gaurdian: Defenssive Skill. Creates a 4' tall create made of pure fire to help protect the master, or others that have been assigned to protect. Will last for 5 minutes. Can be used up to 3 times in a single 5 minute period.

Fire Spray: Offensive Skill. Arc of spire shoots out in shard looking bits rather than 'balls'.


Weapons:
She has bells on her wrists normally. These bells carry a strong, thin wire with which she manipulates in dance.

Pokemon

Name: Vulpix
Personal Name: Viola
Element: Fire
Lvl: 41
Skills:
Ember
Quick Attack
Imprison
Flame Thrower
Safeguard
Fire Spin



Other Notes: Kaehi is a very quite girl, though much like a fire sign, she can be over-emotional and in times change her mood at the drop of a hat. Generally, however, she's understood this and tries to curb what she's thinking most of the time. In turn, it creates a 'mysterious' persona about her because even though she may be saying one thing, she might only be saying it for 'saying' sake. This has caused many to not always trust her words.
She rarely speaks of her parents and prefers not to mention her history. It isn't necissarly bad, just not ideal.


Character History:
Mother: Lean'ie Kaohu
'Father': Margulio Moresse
Siblings: None.


Margulio, her supposed father was a master of Lightning that lost his life to the second attack of the Forbidden. Lean'ie, Kaehi's mother, was not really a fighter of the wars, however was reasearcher of the Astral Plane. She covered up most of this research, fronting as a pokemon clinic doctor. Because of this, Kaehi learned general methods of caring for a large variety of pokemon. As for Kaeki's real father, it is unknown and in turn she has not want to discover who he was. Her mindset is that if her mother wanted to so badly keep it from her, there are obvious reasons for it.
When the rebellion took place, Kaehi disapproved of her parents actions and she split to join the rebellion. By this time, Kaehi had a very sound grasp of her powers, which compensated for the fact she was not able to smuggle most of her pokemon away with her. Only one remained with her and she rarely has her fight because her Vulpix is that precious to her. However, she rarely keeps her in a Pokeball.
When it came to fight against Indigo, Kaehi originally disapproved, but was pulled into the inevitable fight. When it got bad enough, she fled, with others, to seafoam for protection. From that point on, Kaehi stays away from fighting as much as possible, even though she will practice her skills in private. Many people in Seafoam generally do not know she is a fire mastery and she prefers that level of privacy for the time being.

Quinlynn


Chris Ganale
Captain

Dangerous Survivor

PostPosted: Fri Mar 02, 2007 1:32 am


User Image


Name: Chris Ganale
Gender: Male
Age: 31
Class: Master/Soldier
Level: 40/20
Element: Earth
Skills/Abilities: Demolitions expert and ace pilot


Earth Elemental Abilities
Diamond Skin- The Earth Master's outermost layer of skin hardens to diamond-like hardness, making him extremely resistant to physical and magical attack. About the only thing that can do him harm when he's in this state is an Elemental attack that he is weak against, i.e., Grass or Water.

Infuse- This technique imbues the power of the Earth into a weapon, increasing not only its natural damage but also giving it Earth as a bonus Elemental property. When this technique is applied to a ranged weapon, such as a firearm, the enchantment goes to the projectiles, not to the weapon itself.

Rock Wall- Rapidly generates a solid wall of rock with varying durability, depending upon the Earth Master's wishes. The wall can be any size or thickness.

Tornado Whirl- Generates a blinding swirl of dust and dirt in a target area. Does not do any actual physical harm, unless the winds are moving fast enough to propel solid objects at high speed.

Earth Spire- Similar to the Rock Wall technique, except this technique creates a single spear-like projection that can propel itself out of any earthen material.

Energy Ball- Generates a number of Earth Elemental orbs of pure energy, usually a maximum of three at a time. Each orb has the force of six pounds of Semtex behind it. The orbs normally orbit around the Earth Master, and each orb can intercept a single physical or magical attack. However, the orbs can be mentally directed, on command, to attack a target by propelling themselves into the target.

Mobile Earth- This technique greatly increases the speed and magic/Elemental defense of the Earth Master, and is used to nullify the harmful effects of Gravity Well. This ability can only be used when Gravity Well is in effect.

Earth Shield- Generates protective shields of Earth energy around a selected target. These shields are invisible until they are intercepting an attack. They deflect both physical and Elemental/magical assaults. Attacks that are classed as Earth Element will only strengthen the shield, whereas attacks that Earth is weak against will doubly damage the shield. This technique is used as a nullification technique against Gravity Well for allies.

Earth Strength- Greatly increases the physical strength and pain tolerance of the Earth Master to the point that damage that would put normal people into shock would just barely irritate him.

Manipulate- Allows the Earth Master to manipulate the physical Earth as he sees fit, as not covered by any other Earth-changing techniques.

Transphase- This technique changes the Earth Master into pure Earth Elemental energy, where he then enters the Earth and can travel a limitless distance. Usually, to cover for the fact that he becomes energy, the Earth Master opens a hole in the ground, enters it, and then becomes energy.

Control- As the Master of the Earth, Chris Ganale has the ability to exert strong control over other beings of the Earth Element. He can negate Earth-type magical or Elemental powers, and compel creatures of the Earth Element.

Fissure- This technique generates holes in the Earth, ranging from little pits to miles-long scars in the Earth..

Gravity Well- The deadliest technique of both the Earth and Shadow Elements, this technique was specially created by and is the double-tech move of the Ganale siblings, thus they are the only ones who can use it. This technique radically alters the Earth's gravitational field within a contained area, potentially increasing the gravitic conditions up to several thousand times Earth normal. Any unprotected target within the area of effect will begin to crush in on itself, and will find itself largely unable to move.

Summon Deity- The Earth Master has the capacity to summon the Earth Guardian Deity, Titan, without the requisite materia, GF, or knowledge as a summoner. As long as the summoned deity is active, no one else can summon Titan, even if they are using the materia, GF, or are a summoner.

Two-Fold Fate-


Branch of Service: Seafoam Air Force
Rank: General
Other Notes: Chris' family is an amalgam of Elemental Mastery. Truly, one could say that the "Force" is strong with his family. He himself is the Master of the Earth Element. His mother is the Mistress of Fire, his sister of Shadow, and his aunt of Grass. His niece, Duplica (still undetermined exactly how they are related) is the sole Mistress of the Change Element. His nephew, Duplica's brother, is Ashura, the Master of Shadow. As such, Chris has added resistances to all of those Elements.


Equipment
Main Weapon
Mercurial Greatsword
[Great Sword] All Races
DMG: 364 Delay: 315 Attack+7 Accuracy+3
Additional Affect: Mercury Poisoning
Lv. 20 SLD


Sub Weapon
N/A


Ranged Weapon
Desert Eagle
[Marksmanship] All Races
DMG: 118 Delay: 105 Ranged Accuracy+2
Lv. 20 SLD/SDR/SCT


Ammo
.357 Round
[Marksmanship] All Races
DMG: 22 Delay: 98
Lv. 10 SLD/SDR/SCT


Headgear
None


Necklace
Poseidon's Amulet
[Neck] All Races
[Water] Resist+1/2, [Ice] Resist+1/3
Lv. 7 All Jobs


Earring 1
None


Earring 2
None


Body
SAF Forest Camo Jacket
[Body] Seafoam Air Force Only
Defense: 2, CHA+2
Lv. 5 All Jobs


Hands
Fingerless Black Gloves
[Hands] All Races
DEX+1
Lv. 5 All Jobs


Ring 1
None


Ring 2
None


Back
Earth Master's Cloak
[Back] All Races
Defense: 8, Earth Elemental Abilities+8, MND+3, INT+3
Lv. 1 MST


Waist
None


Legs
SAF Forest Camo Pants
[Legs] Seafoam Air Force Only
Defense: 3, CHA+2
Lv. 5 All Jobs


Feet
Steel-Toed Boots
[Feet] All Races
Defense: 2, CHA+2, Attack+2
Lv. 15 SLD/SDR/FGR/TRN/MST/SNT
PostPosted: Sat Mar 17, 2007 6:59 pm


Name: Munashii Konpaku
Gender: Unknown; presumed to be male
Age: Unknown.
Class: Master/Channeller
Level: 35/25
Element: Ghost
Weapons: Does an evil glare count? XD


Quote:
Transformation: Normally, Munashii has a standard form under the
cloak. What it is, nobody has seen. Munashii has a transformation ability
that allows him to increase his strength, speed, endurance, and so forth.
By changing into a ghostly form, he can transcend the limits of the body
but still maintain corporeal enough to deal damage, yet also be able to
avoid any standard physical damage. The following powers only work
when Munashii is transformed: Overshadow, Soulshatter Blast, Invisibility,
Spirit Plasma, and Spirit Disassociation. Munashii has a third form, but
what it entails and what abilities it grants are unknown. in Ghost-Hybrid
form, Munashii's elemental resistances are 15% as well as the immunities
listed below. In normal form, he is only immune to Fighting and 'Normal'
attacks as per Ghost Element. Simply put, when it comes to pure physical
damage, Munashii only bleeds if he wants to. Period.


Immaterial Sword - simply put, a lightsaber like weapon that has a blade
of Ghost element. Can cut into anything past armor excepting Dark Element
and Ghost Element armor. All other armors regardless of their defense quotient
or magical bonus will be cut through as if they weren't there. Because as far as
the sword is concerned..they're not. the blade's damage does no actual damage
to the body but it saps energy. Soul, Chakra, Spirit, Magic..whatever is used for
energy to power one's abilities, will be sucked out like a melted milkshake
through a fat jumbo straw. Admittedly, it sounds like the weapon is incredibly
even overpoweringly strong..until you realize that unless you're composed of
pure energy, all it can ever do is knock you flat on your a** until your pool
refills. Yep, yay for weapons that can penetrate any armor only to have the
infallible ability to make you feel like you drank too much vodka with your
sleeping pills. ;p If an armor has an equivalent of the element (such as shadow
armor or ghost thouch armor) it will be unable to pierce the armor.

Skills/Abilities:

Substitute: Munashii is able to duplicate himself. These are not illusions, but
actual clones. While they only have a fraction of his health, they have the same
level of actual attack power he does. it is unknown how many substitutes he can
actually make, but he has never been seen using this power at all. Most people
who do know he can do it know it by heresay and not actual experience. Should
Munashii use this ability, it is plausible that he can create anywhere from two to
eight copies of himself, given the scope of his total abilities. The Substitutes are
permanent until they are physically destroyed or dispelled by Munashii. Unlike
Kage Bunshin No Jutsu, these copies have vitality and can take at least several
hits before they dissipate.


Overshadow: Also called possession. Using this ability, Munashii can enter the
body of someone alive and 'overshadow' them or control their movements. When
Munashii does this, usually there are subtle differences in the person's pattern of
behaviour, a slightly more 'dead' stare or lightlessness in the eyes, and a certain
listless manner the longer the possession lasts. Regardless of any other circumstances,
Munashii can only possess someone for up to 24 hours at a time. He then has to rest
for at least 2 hours before doing so again. Since Munashii requires little rest, He tends
to possess in and out as long as he needs, giving his subject a lull during their own
sleep schedule. This is mostly used for information gathering and covert operations;
When in possesion of a body, Munashii can delve into their memories and thoughts.
Note that spirit barriers like the one Munashii uses, or similar abilities and seals
against possession prevent this ability. This ability has one limit; Munashii cannot
force the overshadowed person to kill themselves.


Energy Blast: An energy blast composed of condensed Ghost energy and ambient energy
in the area around him. This is a standard 'beam' attack and is considered both an energy
attack and Ghost element attack. Munashii usually fires this out of his fingers, hands, or
eyes. The color of this attack is usually pale green with tiny sparkles of silver or white
energy inside of the ray. Total range on the attack is unknown, but it has been seen to
travel for well over a hundred yards. Munashii can fire two beams simultaneously if
necessary (one from either hand, one from each eye, and so on). This is a standard
attack form for Munashii and does not seem to consume much, if any actual power
from himself. This beam can vary in intensity depending on how much 'push'
Munashii puts into it upon the time of discharge. The attack form is considered
instantaneous in most cases.


Soulshatter Blast: Similar to the Energy Blast but on a massive scale. This can be
reckoned to a Hyper Beam of Ghost power and pure energy. This has to be charged,
much like Hyper Beam, only instead of using it and then having to recover, it has
to be pre-charged, then fired. Soulshatter is a bolt of destructive power that unlike
the standard Energy Blast, is capable of massive levels of destruction and has a
range of well over one thousand yards. The beam starts at about a foot long, and
extends into about ten feet in width or more by the time it flares out. The endcap of
the blast resembles nothing less than a Dragonball Z Kamehameha, and it deals
that level of destruction. This blast is capable of blowing a hole through a solid
mountain, if not more. Its full power has yet to be realized. The charge time takes
only mild concentration, so Munashii can charge this ability inside of his barrier
if he so chooses.


Shadow Punch: This ability is very similar to the Pokemon ability of the same name.
This technique is dark and ghost elemented in nature, NOT Shadow despite the name.
Everything casts a shadow, and it is inherent in the spirit. By condensing this shadow
while moving his arms, Munashii throws a 'punch' that will always hit the enemy,
regardless of his defenses. The punch itself is only a moderate technique, and while
it doesn't do massive damage on its own. Munashii typically throws repeated punches
in rapid succession, making it, in his hands, a very vicious and painful attack form.
Manipulating shadow this way takes no strain on Munashii, and he may use this
attack even when his personal energy stores are depleted. The force of the attack
is equal to a punch made at peak-physical human level, which while it won't blow
up any bases, it's no laughing matter.


Shadow Spheres: This attack form is similar to the attack Shadow Ball, except it
can harm living things ('normal' element) as well. The Spheres are black in color,
and covered with what looks like black and violet flame. The flame is in actuality
excess spiritual/ghost element energy, and has no other effect except to look very
foreboding. These spheres are an intermediate to high level technique. While the
spheres can be thrown indefinitely, they possess more of a 'thrust' than the Shadow
Punch, and don't often need to be used more than a few times. These obviously are
projectiles. They can also be used as a defensive move, making a circling nebula
of spheres around Munashii's body, similar to the orbit of planets around a
star. Spheres contacted will have their eruptive, damaging effect. On a side
note, the spheres can be used to 'impact' and do physical damage, or explode
or erupt, even implode to do varying types of Ghost/Dark/Energy damage. This
is determined by Munashii's will.


Intangibility: Munashii has the ability to go intangible at will. When in such a
state, he cannot be harmed physically at all, except by ghost weapons, or similar
things, and certain forms of energy attacks that can touch the supernatural world
or 'ghost' plane. This is also often referred to as the Ethereal or Border Ethereal
plane. Unlike the Astral Plane, the Ethereal is much closer to the living world,
and is where Ghosts normally live. Powerful ghosts are able to become solid
enough to interact with the living world, and revert to their Ethereal forms to
move through walls and other such things. By using Intangibility, Munashii can
become semi-ethereal. He still remains visible but is not touchable and can walk
through walls, and even force fields depending on what the force field is made of.
Specific fields meant to keep out ghosts might stop him, as can electromagnetic
force fields, but not 'force bubbles', walls of force, or just plain 'energy barriers'
used as standard phsyical defenses. Munashii can cross any barrier made of the
elements of Earth, Metal, Water, Wood, and Wind by using Intangibility as well.
By touch, Munashii can make others intangible. He can phase parts of himself
into the bodies of others and make himself semi-solid to deal damage as well.
Most often, he uses this to phase his hand into the chest of an enemy and grip
their hearts, causing cardiac arrest.


Spirithowl: By giving forth a scream, Munashii can cause a sonic disruption
that can damage solid physical objects, and cause extreme pain to living and
spirit beings. Note that undead such as skeletons and zombies are considered
'solid physical objects'. Anything with any semblance of a soul or spirit or aura
experiences immense rattling sonic-based pain when struck in this attack's radius.
Being unable to hear means nothing; in addition to causing the equivalent to a
thousand-year excedrin headache, it also affects the cohesion of molecules in a
physical form. In living things or things with spirits, this effect causes bone-rattling
agony and skin searing pain; in anything else it pretty much blasts it apart over
a set time period of a few rounds. Munashii can keep up this ghostly wail for as
long as he pleases, but if he does it for too long it tends to be draining. It seems
that three full rounds is the limit before it starts to tax him. Damage takes on
cumulative bonuses each round he uses this, meaning it will be very painful,
then excruciating, then actually damaging to living things over 3 rounds, and
damaging, very damaging, disintegration to nonliving things.


Ghost Barrier: This is a barrier, a field of sorts, that keeps out the following things
and elements without fail; Spirits/Ghosts, Electricity, Fire, Ice/Cold, Non-Elemental
Energy Forms (such as magic missile, hyper beam, etc), Disintegrate, Light, Dark,
Shadow. It does not protect against Earth, Metal, Wood, Water, Air, or just physical
attacks; however, if a magical or chi or spirit etc weapon is used, then the effect on
the weapon, if it is one of the forms listed as blocked, will be negated and only the
weapon itself can pierce the barrier (a shuriken with a lightning jutsu attached to
it in other words, would hit, though not necessarily damage, obviously, Munashii,
but the lightning would fizzle as it hit thebarrier). Munashii cannot attack while the
barrier is up, but it can be lifted and dropped quickly, or kept up constantly. During
a fight, it can be used as a defense against an attack as an attack action, and dropped
as a free action. The shield does not drain Munashii's power well unless it is kept up for
a great amount of time. The barrier can be circular, wall shaped, or conform to his body
like a second skin, making teleporting into it sometimes impossible. What shape he makes
it is determined by what he has guaged of his opponent.

Munashii has a specialized form of barrier he uses for his flight. When going fast enough,
the stress on Munashii's body would be intense, so he inverts the ghost barrier so it
keeps him safe from the stresses of the high speed he can fly at. This barrier protects
him only from the rigors of flight, and other physical threats, but not energy threats,
as it is a reversed form of the barrier. Oddly, with all of his immunities, Munashii seems
to take stress from high speeds in flight. Perhaps this is not due to the G forces at all,
but some other form of stress that Munashii suffers from having to propel himself at
such speeds, like expenditure of energy or dissipation of physical cohesion.


Emotion/Suggestion: One of the powers Munashii has is to manipulate the emotional
state of others. This comes in the form of a beam of energy similar to an energy blast,
only it does no actual physical harm. If it manages to strike his opponent, they feel an
emotion based on what the beam intends. Emotions that Munashii can make others feel
are love, hate, courage, sadness, fear, anger, betrayal, for the most part anything on the
emotional spectrum. The Suggestion aspect is that when they are affected by Emotion,
Munashii can give a suggestion as to what the effect is keyed into. For example: If
Fear is used, Munashii can make it a fear of spiders. The technique works with near
a hundred percent effectiveness. There is no save or resistance to the effect, but a strong
willed person will recover from it faster than a weak willed one (based on general
intelligence/wisdom stat if such things are used. Otherwise use good judgement.
Not everybody can just 'shake it off'. Everything has fears and flaws).

The same goes for positive emotions Munashii gives someone. Eventually even if the
person does not attempt to shake off the effects (such as with positive emotions), they
will endin a random amount of time, typically two to twelve days (2d6 days rolled at
the effect). Munashii likes to use this to make someone do something they normally
wouldn't do. Helen of Troy anyone? This power doesn't work on anything without
a human mind or consciousness. (some androids DO have human minds if they have
AI, as they can pick up human fears and thoughts as part of their natural development.
Anyone attempting to say their character is just a machine and can't be affected, and
I see their character who's a machine having emotions, I will personally kick them
inna nerts and sick Mr. Stormie on them with a GTFO sign.)

Psionicists, Psi-users, and people who have achieved a state of total emotional control
(rare people), can resist this attack as if it were a psionic attack at high level, though
not epic level. This is the only exception to the rule. Of course, dodging the energy beam
kind of makes it not work too, you know. Sometimes, at the cost of his own personal
energy, Munashii can make the attack a multi-burst that covers a wide radius with beams,
but this version of the attack only lasts 1-3 days (1d3 rolled at hit), and is lesser in effect.
A full on blast makes someone so afraid of something (if fear is used) it becomes debiitating,
and they'd run screaming, hyperventilate, break down, or curl in a little ball of catatonia.
The lesser effect creates distraction, the jitters, and girly screams (even from manly men).


Invisibility: This is the ability to disappear from sight, or in laymen's terms, become
completely invisible. When invisible, however, unlike normal invisibility that most
use, Munashii becomes totally invisible to radar, sonar, and ultraviolet sensing,
however infrared vision, night vision goggles, and EMF sensors can detect his
presence as an outline or form. Munashii can confer invisiblity, like he can his
intangibility, on others by touch. He can make up to three additional people
invisible at one time. No more than three. When invisible, he makes no sound
when he moves, similar to any ghost.


Flight/Levitation: Munashii has the ability to fly, although how this is possible
is anyone's best guess. He can also use this power to walk along vertical surfaces,
levitate (as the spell), or just out and out fly. At maximum speed, Munashii can fly
at roughly Mach 3 at sea level (2224 mph). Munashii can increase his speed at
will. While it is rumoured that Munashii's speed can exceed Mach 5, it has never
been proven. A speed of that magnitude might put stress on Munashii's barrier,
or rather, the focus he needs to maintain said barrier. When flying on the border
Ethereal plane however, which is directly in between the Ethereal and Material
plane, Munashii CAN fly at speeds of Mach 4 SI Standard (2640 mph) without
having to have the barrier on. In the Border Ethereal, Munashii is in a semi-
intangible form where physical stresses mean next to nothing. Munashii can
reach speeds of up to 250 mph without any stress at all on himself due to his
unusual physique. Munashii is considered superhuman even when not in
ghost form due to his physiology.

It is speculated that the reason Munashii can fly at such speeds without protection
in the Ethreal Realm and not the physical realm is that moving at such great speeds
is done by speeding up his unique molecular structure, similar to how The Flash
moves, yet it only applies to flight. Munashii cannot run at these speeds. The Ghost
energy needed to maintain his form during such movement is not present on the
material world, and thus he has to form a barrier of Ethereal Energy around himself
(An inverted Ghost Barrier is roughly the same as his natural Ethereal power to negate
physical damage normally). It is possible that in doing this, he creates a 'Battery' or
channel to the Ethereal Realm, which keeps his physical form in one solid piece. It
is speculated if this was not done, Munashii would speed himself up so much, his form
would lose itself, and he would explode into ethereal spirit molecules. In this state, he
would not be dead, but piecing himself back together would take some time, which he
often does not have to spare.

On a side note, Munashii an also use the Levitation aspect of this ability to levitate
and move objects in a form of spirit-telekinesis. This is limited, and typically involved
moving small objects, slamming or opening doors, flipping switches and so on. You
know, poltergeist stuff. Still, it can also be used to slap someone's hands, disarm
handheld weapons if the person is surprised, and so forth.


Spirit Plasma: This interesting power takes the ambient electromagnetic
energy in spirits and condenses it into an electric shock. This attack is
fairly straightforward; When the ghost touches something; object, person
et cetera, a field of supercharged plasma, or a plasmoid in a sense, is then
violently released and creates a field around the object touched or person
held. This combination of supernatural heat, electrcity, and plasma gas
causes a powerful field of energy. Munashii can dictate how much energy
is released. The plasmoid field lasts until Munashii releases it, or the
object or victim is no longer in contact with Munashii's hands. The actual
field can cause one of the following effects which can increase at the mere
will of Munashii:

Stun - Stuns the enemy into temporary paralysis, thus effectively and totally
rendering them unable to move for 3 rounds. No fatal damage is accrued in
this attack.


Damage - heat and electric-plas-damage. Considered lethal damage/actual
damage. Level of damage is also considered moderate. It can kill weaker
or moderate opponents, but against a very powerful enemy, it will merely
damage.

Full Damage - This is considered aggravated/actual damage. This is
excessive heat and plasma-electricity. Contact with this field will at
once cause third-degree burns and irrepairable damage within the
first two rounds of contact. Nasty stuff, and meant to kill.

Disassociation - Similar to stun, except it causes fluctuations in the nervous
system and brainwaves. This takes the form of the victim totally losing all sense
of direction and having a very confused sense of sight and touch. It is very
possible for someone to think they're aiming at one thing, when in reality
they are aiming at something totally different. This is for the most part,
treated the same as 'confusion' status as it is often referred to in various
RPG's. This lasts for 3 rounds.

Disintegrate - This is the most powerful and violent of the disruptions.
By violently overheating the air and unleashing a vast plasma from the
touch, the object or victim takes excessive damage on the first round
equivalent to 3 rounds of holding in the Full Damage field, then suffers
a total disintegration into so much dust.Using this level of the Spirit
Plasma causes a strain on Munashii, so rarely does he really use it.

All of this must be done by touch or hold. The power does not actually damage
Munashii or any part of him, even though the field can surround his hand and
the victim respectively. Munashii *can* throw the electricity as a projectile,
but he can only use the Stun and normal Damage version if he does so. Range
is about 60 yards if used as a projectile. The field can strike two targets within
six feet of each other.


Teleportation: Just like it says. The ability to bend dimensional space to move
rapidly from one location to another. This is standard teleportation and does
not move between planar dimensions, only spatial ones. The distance this
ability can cover is technically unlimited, and can be used to move short
distances as a dodge, or long distances as a mode of travel. It uses only
a slight bit of energy to move several miles, more for greater forms of travel.
Not much more explaination is needed for this; the power for the most part
explains itself. Munashii expends no energy using Teleport over distances
of less than 3 miles. By combining Teleportation with Flight, Munashi may
make "quick-jumps" of a sort, shortening the time it takes to get somewhere
while flying.



Ectoplasmic Webs: From his hands, Munashii can fire what can only be
referred to as 'webs' of ectoplasmic, or 'ghost' matter. These webs function
as nets of a sort, or holding devices. The webs themselves are sticky in
consistency, and are green in color with a slight glow. The webs have
the strength of steel wire, and are able to hold up to about two tons
of weight prone. The webs are capable of being fired as a projectile,
and they can pin a subject to an object such as a wall, or wrap around
a subject several times and bind them as a sticky net. The webs can be
cut or burned, at the risk of damaging the subject in question that is
trapped. The durability of the wires is great; cutting them requires a
very sturdy blade and some time. The webs do not burn at all, but they
dissolve when struck by psychic attacks for more than one round.


Immobilization: By focusing his energies upon a target, then gazing at
them, or raising a hand, palm up at the target, the target becomes
immediately immobilized. This is a form of paralysis, not stunning and
acts in a similar fashion to a Hold Person/Hold Monster type of effect.
As it is not actually magic, but a type of binding that works on spirit
and body, magic resistance doesn't affect it at all. This ability only
works on living things with corporeal forms, though it also works
on other Ghosts, being a Ghost-oriented power.


Sleep Ray: An attack that causes a somniomatic effect. When struck
by the Sleep Ray, the victim immediately falls into a cataleptic state,
ie, straight to sleep. There is no other effect this ray has, and it will
work on anything that can and does have a sleep, hibernation, or
still cycle in their life. It will also work on Ghosts, being a ghost
oriented power.


Spirit Portal: This is a unique ability to Munashii. it allows him to
open a portal to the Spirit World, the realm in between the Astral
and Material world, also called the Ethereal Plane. This is the home
plane of all ghosts, and where they typically live when they are not
manifested in the living plane. Connections with this plane are also
what allows ghosts to become intangible and other such things.
By opening this portal, others can enter the Ethereal Plane as
well as ghosts.


Spirit Disassociation: You might recognize this attack if you're familiar
with Bleach. By focusing spirit energies through the hand, Munashii is
able to strike a physical opponent and dislodge their soul, spirit, etc
from their corporeal flesh. This attack forces the essence five feet from
its body. Unless the person has experience in moving about in spirit
or ethereal form, it takes them a full combat round of doing nothing
but learning how to move their soul-form and another two rounds
to get it back into the body by process of elimination and methodology.
This time limit is absolute for the power; no, you can't do it in just
one round. You're not that good. Those able to manipulate their
spirit via other arts who've had out of body experiences or similar
feats can enter their body in the round they're thrown out, but it
consumes all their actions that round. This power can be resisted
by dodging, but if the person is hit, they will be ejected. Only
a spirit-based barrier or anti-spirit or planar armor or similar
things will dispel this attack from working if the hit is made.


Spirit Immunities (Passive): Because of his unique physiology, Munashii is totally immune to
the ravages of space or the ocean. Munashii does not need to breathe to survive, and
is totally resistant to all pressures. Strangely, the forces caused by Munashii's extremely
fast flight seem to damage his body; Why this is, no one is certain. Perhaps the extreme
speed at which Munashii can fly has to do with some other kind of mode of locomotion
that puts great stress on his unusual physiology. He's not talking, so don't ask. Munashii
is totally immune to any form of standard physical damage. Punches, kicks, and non-blessed
or specially enchanted weaponry are totally ineffective and do no damage. Munashii takes
half damage from cold and poison. Munashii is more heavily affected by ghost based or dark
attacks (Dark, not Shadow). Physical attacks cannot affect Munashii even when he is solid;
they simply fail to do any kind of damage, and physically transferred attacks are ineffective.
Munashii does not need to eat to survive either. While he can eat, and it will provide some
energy, it is unnecessary as his body does not break things down the way a normal one does.
Still, Munashii enjoys eating. Food is good, after all. Munashii is immune to the ravages of
time manipulation. Ghosts are not subject to actual time or percieved time; Any attempt to
speed up, age, stop, or otherwise use time magic, abilities, effects etc to alter the state, being,
actions, or effects of Munashii are ineffective to a fault. Temporal arts of ANY KIND will NOT
affect Munashii at all. Period. End of story*. Munashii may or may not age. Some speculate
that he ages as he chooses, or at will. Others speculate he ages slowly. Some say he does not,
or cannot age at all. Nobody knows for sure.




*(There are two reasons for this. One; Ghosts are by their very nature, static in time. They do not
change because of it, yet they can interact with the living world regardless. Thus, it stands to
reason that any kind of manipulative force would also be thus. Munashii has all the immunities
of a ghost, yet is still alive, thus, a paradox. Two; Not a single person with perhaps a few exceptions
that I have ever observed, are capable of using ANY kind of temporal manipulation abilities without
playing god with all of percieved and actual time. If you manage to prove to me you can manipulate
temporal flows without godmodding like a little sue-whore, and you have a very convincing argument
I MIGHT let a minor power influence Munashii in a minor way to your benefit. But you better have
that good argument, and a vast display of skill in temporal manipulation. Otherwise, I will laugh
at you for your attempt, and your action against me using those abilities will be null. Nyan~ =^-^=
For those using tabletop systems, Time Stop and similar spells from D&D simply will not stop Munashii
for any amount or effect.)



Other Notes: Who ya gonna call? Note: Munashii is also able to harness the force of Magic; what spells he has are currently unknown, but he will most likely show off his magical ability if pressed.

Pokemon Team: To be announced, but he already has his 6.

Character History: Largely Unknown. Will be revealed as the story goes along in Seafoam. Some things may be added later as this is a bit unfinished.

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Dischord
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PostPosted: Sat Mar 17, 2007 7:09 pm


Basic Information


Name: Yumiko Keitaro
Gender: Female
Age: 29
Class: Samurai/Saint
Element: Wind
Weapon: Kazeodoriko [Wind Dancer]

Pending description.

Skills/Abilities


Elemental Spells

• Obscuring Mist
• Feather Fall
• Unseen Servant
• Wind Wall
• Dust Devil
• Blur
• Levitate
• Whispering Wind
• Gust of Wind
• Water Breathing/Air Breathing
• Gaseous Form
• Air Walk
• Wind Wall
• Control Winds
• Call Lightning
• Control Weather
• Whirlwind
• Etherealness
• Air Elemental Swarm

Non-Elemental Spells

• Haste
• Two Minds
• Blindness/Deafness
• Cat's Grace
• Dispel Evil
• Disguise Self
• Disintegrate
• Eyebite
• Expeditious Retreat
• Lesser Globe of Invulnerability
• Hold Animal
• Hold Monster
• Hold Person
• Hold Portal

Other Notes


If you said Yumiko was a quiet woman, you would be lying. With moods that change as easily as the wind, Yumiko is more unpredictable than a sudden storm in spring. Friendly, warm, and flirtatious, she embodies everything wind seems to be. Creative, easily flowing, and somewhat gentle, one would never guess the abilities she possesses. Totally at ease in the skies, and upon the land, Yumiko keeps herself in a state of serenity that most people only dream of. Only those close to her are allowed to see this however.

Yumiko stands roughly 5'7" tall at the top of her head. Her usual outfit consists of an olive green hakama, a red top covered with an octagonal patterned kimono trimmed in shades of gold, and a dark red obi wrapped around her waist. Those who don't get close enough to see her face could mistake her for a very feminine male, because of her clothing style and mannerisms, though that is her intention. Her hair is a deep shade of black, and goes well beyond her waist. She wears a white bandana with a golden patch across it upon her forehead, and keeps her hair tied loosely about her mid back. Her eyes are a very soft shade of blue, betraying her feminine nature, even if nothing else does. She also wears metal gauntlets around her wrists, to mid-forearm, and wooden sandals upon her feet in the traditional style of her home city. She also seems to be in possession of a small jade necklace in the shape of an upside down tear. Some believe this is the only possession left to her by her father.

Over the past two years her appearance has changed significantly, her hair, with her Sainthood, taking on the soft glow of her element, her eyes changing hues as well. Her clothing style has changed, though she still keeps the traditional garb of her country, her preferred colors are now black, red, and gold, her once pale and tame colors changed drastically by her growth as a power.

Character History


Yumiko was born and raised in the province of Kogyryo, in the city of Kugnae. Sheltered behind the high walls, Yumiko, Or Ko', as she's known to her friends, spent the majority of her time training blades, with her father. It was only later, when a wandering traveler passed through her lands, that she first learned of Pokemon. She was 12 years old at the time. She then devoted herself to learning everything she could, and with Tsumi slung over her shoulder, she departed Kogyryo for the rest of the world, hoping to experience, grow, and become a true Trainer, as that traveler had been.

However, it seemed as if fate wasn't going to be exceptionally kind of the girl. At the age of 13, she was recruited to Team Rocket. With her trio team of Pokemon, now tamed, and on their way through evolution, she began her decline into darkness. However, the upbringing of her father shined through, and she defected away from the bumbling team. She was 15 by then. As she turned 16, the Dark Wars began, and her power erupted, the small hole in her hand nearly consuming her. Confused, and unsure, but aware of the danger being posed by the opposition, Yumiko set out to join in the fights. She became the first Wind Master, and lived through the Wars, though some believe it changed her.

But this is not what sets Yumiko as special. No, something else marks her as different. The Pokemon in her possession, so rare, and untamed. Yumiko's mount into battle is the legendary creature, Lugia. During the Dark Wars, while mid-flight over the ocean, Yumiko was set upon by a number of Forbidden. Beaten, but not dead, she descended into the ocean from a great height. It was, strangely, upon the back of this legendary that she landed, only to rise back upwards, half dead, and be carried to safety. When Yumiko revived, she and Lugia came to an understanding, and throughout the Dark Wars fought as companions. To this day, the great beast serves as her mount, and friend. Lugia is commonly called with an ocarina that Yumiko keeps tucked inside her kimono. The only pokemon in her possession that she has no pokeball for, unless it chooses to go into it.

User ImageLugia
User Image
Name: Lugia
Level: Unknown
Gender: Male
Element: Flying/Psychic
Attacks/Skills:
Pressure - Opponent uses 2 PP for every move used against Lugia.
• Recover
• Aeroblast
• Psychic
• Ice Beam
Notes: Lugia is not counted as a normal pokemon, and rarely enters the Pokeball, unless Yumiko will be traveling a great distance from their home in the Seafoam Islands. This Pokeball is not kept in her belt, but instead inside her kimono.

User Image Quilava
User Image
Name: Hinoarashi
Level: 28
Gender: Male
Element: Fire
Attacks/Skills:
Blaze: Quilava's Fire attacks multiply by 1.5 when its HP is very low.
• Ember
• Smokescreen
• Quick Attack
• Cut

User Image Swellow
User Image
Name: Oosubame
Level: 24
Gender: Male
Element: Normal/Flying
Attacks/Skills:
Guts - If under a Status Effect, Swellow's Attack is Raised Each Turn until it wears off.
• Peck
• Quick Attack
• Wing Attack
• ???


User Image Kirlia
User Image
Name: Kiruria
Level: 27
Gender: Female
Element: Psychic
Attacks/Skills:
Synchronize - When Kiruria is Poisoned, Burned, Frozen or Paralyzed, the opponent becomes the same.
• Confusion
• Growl
• Calm Mind
• Psychic
PostPosted: Sun Apr 08, 2007 4:21 pm


Name: Quinn Masangcay Todoka
Gender: Male
Age:
Class: Soldier/Scout
Element: Fire, Trainer, but earning Master rank.
Skills/Abilities:

Character History:

Beginnings

Quinn was born in Lavender Town to a loving family. It was uneventful life, as he was slated to marry soon before the age of 22. He was a good student and son, and helped run his family’s restaurant in the weekends. He received his first pokemon in the age of 16, later than most people.

Dark Wars

It all quickly changed when the Dark Wars started. Devastated at the sight of his family and fiancée killed by the marauding Rockets, he quickly joined the League forces. He was just a normal grunt, but well noted for his growing mastery of pistols and rifles. He was a born leader, able to see both the Tactical and Strategic, and was promoted for his intelligence. While smart, he was also skilled. His preferred weapon was the M21 Sniper Rifle, which he used to great efficiency in any range. He always had with him a USP40, in which he always had nearby when asleep, and a master of quick draw.

But, for all his skill in unleashing lead, he wasn’t ready for it. The Forbidden. He barely escaped their initial release, able to hold them back as he poured round after round into them from the heavy .50 cal machine gun installed on his Humvee, leaving behind scores of wounded Forbidden and his own men and comrades.

He was but one of the lucky ones, in the ensuing Armageddon, scores of people was killed when the Forbidden had their run. He managed to hold them off and reach safe haven. As the war drew on, and more drastic measures were used, he was shocked that the first time the Rockets detonated a low-yield thermonuclear warhead at Saffron City. Shocked, he grew more reckless, volunteering for suicide missions constantly. It was as if his murderous rage for the death of his loved ones consumed him. Only the steady hand of his mentor, SSgt Breckenridge, kept him from going fully crazy.

In the closing of the Dark Wars, he was one the commanders of the leading elements of the center flank towards the Rocker Headquarters and his until the first to clash with both Rocket and Forbidden. The death toll was astounding, as only through the help of his platoon were they able to survive. His armor was battered, his Rifle dry, he continued to fight by using pistols and the ever present amount of unused and partially empty weapons, which led him to somewhat master the New York reload on the battlefield. But he wasn’t infallible. A forbidden had injured him, his left eye almost gone, only when advanced elements of League helicopters was he able to pull out. From a command of 40, he only had 9, including himself, to return to.

With the end of the war, he returned to a destroyed Lavender City, and worked to rebuild his life. He stayed with the military for the time of peace.

Peace

With peace across the land, and Lavender City being turned into a hodgepodge of technology and medieval life, he often scoffed at the injustices of the League. He was often brutalized by his commanding officers, career men who had stayed in relative safety as he, a battlefield Major, fought forbidden and Rocket alike. He failed to wonder why Lavender, although somewhat restored, paled in comparison to the shining city of Indigo. Disgusted, Major Todoka was one of the many who took entire commands with them to the resistance, and his well known raid at the League Armory of Fort Calais was comparable to the Brecourt Manor Assault decades earlier.
Employing the Resistance’ tactic of hit and run, he and his highly effective commando unit staged ambushes and raids, adding more weapons and kill counts to his new unit, known as the Gepenst Jager, or Ghost Hunters. The League though, grew smart. Holding the upper scale of technology, they were able to crush the Gepenst Jager and other Resistance/Rebel forces in the war. Quinn, promoted to Captain at this time, lost most of his 40 man command in the poorly timed and rushed raid to withdraw enemy forces for another group. As he led the main forces away from the base, another raid was staged, and was successful, but this time, Gepenst Jager was all but crushed, as only 7 men out of an initial 40 limped back to an extraction point. It was at this time, he was promoted to Lt. Colonel for his actions.

Through the second raid, the Resistance was able to find out about the League’s plans, but was too late. Hell broke loose, and the young Lt. Colonel and his remaining squad members fled the forward command base moments before it was overrun. Consolidating their forces, the Rebels were not ready for the strike, and fleeing into a gunboat, made their way to the Seafoam Blockade.

The rest they say is history. He was one of the surviving top brass of the Resistance, the generals and masters gone. He was one of those who landed with Seafoam forces to attack the League. Armed with new weapons, he made his way to Indigo. It was with his time in Seafoam that he found his elemental abilities of fire. He employed his limited skills in Indigo, and like the end of the Dark Wars, celebrated the end.

Seafoam

He lived in Seafoam for awhile, as the formal stuff happened. A veteran of the wars, like everyone else, he gained his Seafoam citizenship. By this time, he had earned the rank of Colonel, back in one of the major battles against the League with Seafoam. Seeing the civilian scene was not working out, he signed up for the Seafoam Marine corps when General Ganale came to power. His past record with him, he was made Commandant of the Marine Corps. His rank rose later.

He was old beyond his age, and with his experience, continued the renaissance of the Marine Corps started by his Seafoam predecessor before him.

Weapons:

Quinn uses a variety of weapons, and has his own personal armory in which he chooses his weapons. They are mainly older, pre-Dark War weaponry, known for heavy calibers and heavy hitting weapons.



((Under construction))

Jusuchin Panjirinanu

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