|
|
|
|
|
|
Posted: Fri Aug 06, 2004 5:13 pm
Everyone with an original character please fill this sheet out and post it here.
Name: Self-explanatory Age: Self-explanatory Height: Self-explanatory Weight: Self-explanatory Affiliation: What organization is your character with? B-Garden? G-Army? Esthar? Status: What's your position in that group? Weapon: Self-explanatory. No Gunblades unless cleared by Nick or Chris. GF: Keep made-ups to a minimum. If you still use one, give detailed description of it and its attacks Limit Break: If you have/want one. Include detailed descrips of all original limits. Personality: Self-explanatory Bio: A little history of your character Other: Anything else important
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Aug 06, 2004 5:26 pm
-Name: Haiiro Kaminari -Age: 19 -Height: 6'0" -Weight: 250lbs. -Affiliation: Balamb Garden -Status: SeeD -Weapon: Primary- Unnamed custom rifle Secondary- Shinobigatana Secondary- .50 cal handgun -GF: Ifrit Bahamut (Eventually...) -Limit Break: Assault- Haiiro damages the mother like it owes him money. (Death- 3%) (Basic) Assassination- Haiiro strikes at the most vulnerable point with precision (Death- 4% Critical-30%) (Finish) Execution- Haiiro strikes with intent to destroy the target. (Death- 5% Critical- 40%) (Finish) -Personality: Out of combat, odd, eccentric, but all around decent fellow. In combat, cold, robotic, and only reacts emotionally to the plight of allies. Either way, he's very stealthy... -Bio: Haiiro generally refuses to give information about his past. It is apparent, however, that he has put much time into indepenant study of military tactics, fighting, and history. He is a gifted marksman, and when in close quarters, will use basic methods known to special forces. His close quarters fighting isn't as good as his rifleman qualities. -Other: Motto- "I am the Flawed and Once Broken. My flaws are the armor of my soul, and never shall I break again."
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Aug 06, 2004 6:55 pm
(hi. Nick told me to start here.)
Name: Draven Knightblade Age: 27-28 Height: 6'2" Weight: 182 lbs Affiliation: Formerly Galbadian Special Forces, currently leader of the as of yet unnamed group of bad guys. Status: Leader, formerly Leader of Galbadian Escort Guard, the premir unit. Weapon: Despair. An all-black Gunblade with a jagged edge, quite sinister looking..It looks as though it was crafted in hell itself, and when the trigger is pulled, the sound that ensues is so horrifying that it can chill men's souls, as it sounds like a portal between hell and earth being rent asunder. GF: We'll see. Limit Break: Bad Omen: The etchings on Draven's weapon glow like fire,, as do his eyes and hands.. He attacks with a demonic fervor and intensity, feeling no pain, dishing out massive damage. Lasts for about 5 minutes? Personality: Cold and collected, he's been a soldier all his life. Death, pain, torture..It's nothing to him. He wont think twice before killing anything or anyone. Bio: Orpahaned at an early age. His father was a Galbadian soldier during the sorceress war. He wanted to follow the only grasp on his relations he had, and so joined the military at age 16..He rose quickly, and at age 25, became the youngest soldier to ever lead a unit, when he was given command of the Escort Guard, the elite of the elite. Why he left the military is unknown, for now.. Other: Isn't all human ;]
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Aug 09, 2004 10:02 pm
Name: Shin Kusanagi Age: 23 Height: 5'10" Weight: 156lbs Affiliation: None Status: N/A Weapon: Hands and feet GF: None Limit Break: Dragon Fang: A series of rapid and destructive blows, each holding enough force to crush rock. Personality: Quiet and seemingly humorless, he's devoted completely to the martial arts and seeks only to better himself by fighting worthy opponents and studying those stronger then himself. Is a wandered. Bio: Since childhood, Shin has been a student of the martial arts. He devotes hismelf fully to reach his fighting potential, and posesses an extremely strong will. He's quiet and at times seems unreproachable, but he's really a kind-hearted person. Other: Uses several martial arts abilities that would be considered techniques, not spells, such as the Suzaku Strike (rising, flame-spewing uppercut) Soul Fist (Ball of destructive spirit force) and the Demon Heel (Flaming rising kick)
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Aug 09, 2004 10:45 pm
Last Updated: 8/4/05
 Name: Delan Sonnet Age: 16 Height: 5 ft., 10 in. Weight: 131 lbs. Affiliation: Balamb Garden Status: SeeD-in-Training Weapon: When seen in battle, there will always be one of two weapons she'll be using to fight with. The first are her Vasettes. Though they appear to be regular, lightweight gloves, they're really used for fighting. A hardened metal is built-in to each glove on the inside of her knuckles, and they're quite impossible to break or scratch. If she isn't using her fists, a sword will be in her possession without a doubt. The handle is thickly wrapped in black bondage, giving it a better grip than it would without it. The blade itself is a good four feet long, though just a few inches in width. Its color fades from a black to a bright, silver tone, having one side toothed yet very deadly when hit by it. Delan isn't fond of using this sword, and prefers to use hand-to-hand combat before needing aid from such a haunting rapier. GF: None Limit Break: Failer - Near death, Delan will take out her sword, aiming it at one of her enemies. She will put in every last bit of concentration into this one wicked attack that can do a foe good. First using only her mind, Del strangely gets her sword to freeze in time, being able to release it and it then floating in the air before her, unmoving. She then spreads her arms, fingers twitching slightly as they curl into fists. In a jolt she punches the sides of her blade, a loud ringing noise beginning to echo everywhere. The sound waves produced by doing this drops a foes' HP every other turn continually. When the enemy gets damaged 150 HP or more over time, Delan's attack power doubles, and she goes all-out & attacks them physically until they get down to the same amount of HP she is at (note: the enemy's HP won't go up if she cures herself & attacks -- it will still go down some, just not as much). After this is performed, Delan's knuckles (relentless of anything) are unable to fight as she likes them to. So, she has to continue battling with her sword, which does two times less than the damage that it would normally do since she can barely keep hold of the thing with her now fractured fists. Personality: On a regular basis, Delan acts maturely, not really into the fun things in life. She's probably just set on becoming a SeeD, as a result acting like an adult rather than a teenager. On the whole Delan carries a faraway expression or just a calm, almost bored look on her face. During battle, however, she is in a way brutal, not liking to hold conversations with whomever she's fighting against. Bio: She was probably raised in the Town of Balamb as were most of her fellow students attending Garden. It would be close to impossible for her not to have parents, but seeing as she doesn't share this bit of unknown information even when asked, any guess could be as accurate as the next... Other: Birth - 01/13 Blood - AB+ Hometown - Balamb Favorite Pastime - Planning battle tactics Likes - Tranquility, rules, and maturity Dislikes - Severe loudness, obnoxious people, and animals Appearance - Current
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
Name Icon By: Twisted Logic @ Rare Metals
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Aug 13, 2004 4:52 pm
Alger Sigwald
Vital Statistics:
Age: 37 Height: 6'3 Weight: 240 Affiliation: Galbadia Army Status: Colonel Weapon: Hands, Guns, or Spear GF: Alexander
Note: Alger has passed Alexander to Kisa, his partner. Whatever GF he has now, if any at all, is a mystery.
Alexander's Abilities:
Alger has Customized his Alexander somewhat; using items and Amnesia Greens, he's made Alexnader 'his', giving it abilities as needed. The abilities of his Alexander are:
Elem-Defx2 Elem-Defx4 Abilityx4 Magic GF Draw Item Revive Med Data SumMag+30% SumMag+40% GFHP+20% GFHP+30% GFHP+40% Boost High Mag-RF Med LV Up Ribbon Recover Auto-Reflect Auto-Haste Initiative
Usually, Alger's active abilities are as follows:
Passive Abilities (via Abilityx4) Auto-Reflect Auto-Haste Initiative Ribbon
Alger's In-Battle Commands:
GF Magic or Revive Recover
Limit Breaks:
Spear:
Alger has no limit break associated with his spear.
Guns:
Mord (Murder) [basic] Standard limit break as far as limits go. During this limit, Alger draws his two favored pistols, Schwarz and Weiß. During this time, both guns become charged with a highly condensed form of non elemental energy, and Alger proceeds to run around his opponent at a rapid speed, firing off bullet after bullet, between breaks to shift his postion from time to time. Upon the final act of this attack, he leaps backward and aims both pistols squarely at his opponent from a distance, and releases from each an intense beam of light that explodes on impact.
While using his Guns, Alger cannot use his martial limit breaks. Mord is unavailable if he isn't using his guns. If he is, this is the only limit available to him. It's usually the one he uses when not fighting seriously. How much damage he does depends on the ammo he uses, but Alger's guns can only use normal, dark, and fast ammo. The last blast may seem like Pulse ammo in appearance but in fact it is just whatever ammo he has imbued with his own psychic energy.
Hands/Martial Arts:
All of Alger's real power lies in his signature fighting style. Imbued with a form of energy most warriors don't have common access to, he taps into a well of dark power that allows him to perform unusual feats. This limit style is called [Void], and represents the traits and locations of the underworld. This power is connected both to evil and good spirits that find power in his will and soul, as well as a result of his own psychic ability.
How he chooses which limit he uses is unknown. They seem to come randomly. The truth is it depends on how well he prepares. By calling the spirits of the underworld, he produces an effect. Which effect comes to him is somewhat random, but if he focuses enough of his personal energy he may be able to influence the effect. This limit break in a way is similar to Squall's. It's sort of random which one he gets, but usually it's one of the first three.
Limt Break type: [Void].
Fluß (River) [Basic/Elemental] The first of the sacred four powers of the Underworld. This is the power of the River Styx, which brings forgetfulness.
By focusing power into his body and calling up this power, Alger can strike his opponents and render them prone. This stunning punch is useful to hold the opponents. Alger then leaps back and makes a hand gesture, and forms a focus. Cupping his hands one over the other, a black sphere forms between them, and the ground shudders. After a few moments of shaking, the black river bursts up from the ground, from the underworld, and in a gushing blast of black rapids, covers his opponents. This does [Water] type damage, and causes sleep, confusion, and poison status. The person struck obviously takes the most damage. He usually attempts to strike the most dangerous opponent first. This blow can miss, but the rush of the river usually hits.
Note: This 'punch' technique preceeds all of his limits. It is the beginning of the limit break in question. He strikes each opponent before him with a psychic charged punch, attempting to stun them. Then he focuses his power and unleashes whatever second part of the limit will come, as it comes. That represents the random part. (again similar to Squall's Renzokuken; he smacks a few times, then gets a random effect. Unlike Renzokuken, Alger always gets a result, but it's usually the Fluß or Hölle, the more basic two.) When fighting many opponents, he typically rapidly teleports around and slaps each one silly. He can't target more than five opponents at once with his 'punch', but his limit effect usually can hit many at once.
Hölle (Hell) [Intermediate] The second of the sacred four powers of the Underworld. This is the power of the actual tarterian depths of Hades, where the dead are tormented and punished. Upon using this limit, Alger strikes the ground, causing a great black iron door to rise up from the ground itself.
Regardless of the surface, the gate is always summoned. The gate then opens up, showing a vision of the suffering and tormented spirits. All are sucked into the gateway, and multiple undead rip through their bodies. These undead spirits are actually just a form of energy attack, based on the negative energy gathered by those who are struck. which strike each enemy multiple times for non elemental damage. Those struck are also inflicted with [Pain], as they feel the despair and suffering of all those, monster or human, that they have killed.
Himmel (Heaven) [Intermediate/Status] The third of the sacred four powers of the Underworld. This is the attack from above the heavens on the damned and the cursed. Upon using this limit, the skies open up and holy fire rains down in a sacred cataclysm on the cursed ones of the underworld. The penance of Heaven is high indeed; those struck by the limit find they are not truly damaged at all, but suffer a horrible and ignoble fate. This limit causes an aura around the enemies of Alger. This aura is silver in color as opposed to the gold of the [Aura] spell. It inflicts [Curse], blocking access to limit techniques. It also causes the Zombie and Meltdown status, making them weak, cursed, and vulnerable. Those under the curse are also subject to a general malaise and despair, and unless the warrior's will is good, they will lose all will to fight.
Urteil (Judgement) [Finisher]The final of the sacred four powers of the Underworld.
This attack represents the ultimate power of darkness. The land itself rebels against the ones who oppose the absolute darkness, and express their fury openly. It starts with the earth shaking as Alger merely bows and melts into the land, calling up the forces of destruction. Fire falls from the sky causing [Fire] damage. After this, The ground opens up and shudders, dealing [Earth] damage. Tornadoes come down and deal large [Wind] damage, then immediately the skies rain down ice crystals dealing [Ice] Damage as a result of the storm. Rains fall after the ice, flooding the area for [Water] damage, then a lightning bolt of massive proportions strikes the water the enemies are in for large [Thunder] Damage. This causes another great tremor, and opens up vents in the ground, which spew forth black gasses that do [Poison] elemental damage. While the enemies are reeling, Alger floats down from the sky instead of returning from the earth, and points an open palm down at his enemies. A huge beam of white light erupts from his palm, engulfing everyone, dealing max [Holy] damage on them multiple (2-6 times.) as the beam tapers off. Then all is returned to normal.
Personality: Calculating, charming, and sophisticated. He's always condescending to his enemies, unless he finds them worthy of his respect. More often than not, his confidence in his power is both his greatest flaw and asset; the only thing that's kept him from attaining greater power is the arrogant way he believes he will always win. Despite this, he is a careful strategist, an efficient soldier, and a fair, but stern commanding officer. He is evil, but not wantonly destructive. He has no high regard for life for its own sake, but he knows a living soldier or hostage is much better than a dead one. He is a practical man.
Bio: Alger is probably one of the most notable rags to riches stories known in Galbadia. At the age of 16, living in one of the lower class areas of Deling City, Alger was raised to understand that the world gave only to those who took what they wanted, but not by force.. by skill. After scoring high on several tests, he caught the eye of several Galbadian recruit teams looking for new blood in the army. Seeing this as his chance, Alger joined the army with no regrets.
His first few years, he went up in the enlisted ranks quickly, showing great skill in strategy and planning. When he was 21, he managed to ferret out an entire rebel faction in the army, and stage their interrogation and remove them with little bad press to the army's agenda. This gained him great prestige, and operations kept going smoothly, his status rising with the higher ups, until his promotion to Colonel at age 26, only 9 years after his enlistment. He was given command over infiltration branches and special ops and rangers, and by age 30, he was well into many plots and enjoyed his place.
Now, at 37, he is perhaps one of the most well known men in the army. Dispatched only for special assignments, he rarely goes onto any battlefield at all, preferring to lead from a distance. For those times when he does make a personal appearance, those he is fighting know that they've made the army more than a bit agitated. He is never seen without his two main associates; a woman in her late 20's who dilligently follows him, and an unusual white haired man with odd shining blue eyes. Strangely enough, for all his involvements, Alger was involved very little, if at all, with the Sorceress War. In fact, at that time he seemed to disappear. Nobody knows what happened to him, but when he returned, he displayed strange abilities.
Alger had always had power. Somewhere inside of his body and mind there had been something latent. He'd even visited Odine, of Esthar, to get readings on his energy waves. What Odine told him, only he and the good doctor know, but it was around that time the Sorceress War with Edea broke out, and Alger conveniently disappeared, along with his two main operatives. They returned after the defeat of Galbadia's army, with Alger now displaying the ability to fly, read into people's intent, and even teleportation. This seemed to frighten the army high command somewhat, but to their relief, Alger maintained his loyalty to Galbadia, and swore in once again.
Now Alger spends most of his days in his well to do townhouse, in one of the finer areas of Deling City. He does all of his planning from here, speaking to the army via communications setups all over his home. The inside of the house is a combination of both luxury and efficiency, being more like a fortress in parts and more like a real home in others. One of the first G-Army operatives to display Psychic powers, he cultivates others with any kind of gift, psy or otherwise, and takes the strong willed under his wing.
Alger maintains relations with Doctor Odine in Esthar. Odine helps Alger with Ubel, as both of them agree having the young man on the loose would be very bad. Alger allows Odine to conduct non harmful experiments on his person, though he won't let the old man touch Ubel as the young man seems to be very distrustive of doctors and labs. Alger doesn't mind being the subject of Odine's study, and in return, he accepts the genius's council on energy waves and other such things. Even if Galbadia and Esthar aren't on the best terms, Alger and Odine have a professional relationship. When Alger visits the man, he isn't a G-Army operative. He's just Alger, a psychic trying to understand more of his ability. This uneasy treaty may make many in Esthar nervous, but Alger has never made hostile actions while in Esthar, and has always come unarmed, and allowed himself to be placed in a dampener by Odine to show his good faith.
Other: Alger has psychic powers, a rare kind of person as it were, and he doesn't hestiate to use them. His specialities are Psychokinesis and Psychoportation, the ability to move both things and himself, as well as teleport and move great distances via energy shifting. He has a limited degree of foresight; at times he gets visions or dreams of things to come or what a person may do, but this isn't certain. Sometimes the visions are unclear, and he may see an occurance, but not the reason or person behind said occurance. Or he may do the opposite and see a person, but not their importance. He pays attention to his visions but doesn't really care much for why they come. With his psychic ability and connection to the power of the underworld, he knows his duty is to bring the weak into line, and rule by military might. He also has great personal charisma and more than once he's solved an issue without ever lifting a finger to fight.
Also, on a side note, Alger's spear is called the Longinus Lance, and is said to be attached to some religious legend. The truth is, the Longinus he has is a replica, whether the real one existed is unknown. The lance is made of black ash wood reinforced with metal, and a spearhead of what appears to be bone or ivory, but in truth it is also metal of unknown origin. The weapon causes great damage to undead and spirits, and when it pierces human flesh, the wound it makes does not bleed, blood will only well to the top of the wound to heal it, but never leak out of the wound. No one knows why this is, but Alger isn't telling the weapon's secret. He uses the Longinus when he doesn't want to kill his enemy.
Random: Image theme: Persona 2 - Kashihara Battle Themes: Varies with the fight Summon Theme (for hidden GF): .hack//SIGN - Aura (evil version)
|
 |
 |
|
|
Dangerous Conversationalist
|
|
|
|
|
|
|
Dangerous Conversationalist
|
Posted: Sun Aug 15, 2004 7:10 pm
Name: Ubel Tretan Age: unknown. Somewhere between 18 and 20. Height: 5'8 Weight: somewhere around 175-185 Affiliation: Galbadia Army (currently. Alger's minion) Status: Mercenary Weapon: Handheld Chem-Tasers. These weapons resemble the glowsticks you might see at a rave; they have charged ends and glow a pale, but bright blue. The charge is the result of a chemical compound inside that's discharged forcefully on impact in small amounts, causing a reaction. For some reason, the electric pulses don't affect Ubel at all. This may be due to an elemental junction.
GF: Anima. An unusual spirit that slept in transition between worlds, that can only find its home inside a human soul. Anima is not so much a true Guardian Force as an actual extension of the user's will made manifest into a similar being. Its name meaning something akin to 'soul', It represents the life-breath and spiritual state of the one that is bonded with it. While it has abilities like a normal GF, and can also be summoned as such, it has no set form. In a person with a kind heart, Anima may appear angelic; in a person with a cruel soul, it may appear demonic. The manifestation of the Anima in Ubel's summons is a twisted, tortured and chained beast, mad with pain and suffering, living only to gift its own pain to others.
Summon Power: Oblivion. The power of Anima calls forth absolute darkness. By opening the gateway to its soul, it draws its enemies down into a miasma of choking evil and despair. Underneath itself, it has a 'twin' counterpart, which is chained only at its wrists, and is not covered by a conealing wrap. This demonic king of anguish shatters its chains with surprising ease, and begins assaulting its opponents with rapid punches, laced with negative energy. Its hard skin and sharp nails crush, and cut, sending blood about for all those that are struck. Once it is done venting its rage, Anima summons up all of its agony into a single burst of non elemental energy, which flashes in multicolored light, consisting of violets and reds, and ends in the standard GF finale; massive explosions. The offenders are then deposited squarely on the ground, thrown from the sky, and inflicted with the bad status effects as listed: Curse/Silence/Darkness/Poison/Sleep/Confuse/Slow/Zombie/Meldown.
Alternatively, Anima, unlike many GF can stay active, But if it does so, it cannot use Oblivion. Instead, it uses an attack called 'Pain', which has a 25% death chance, deals moderate-high moderate non elemental damage, and can sometimes pierce protect/shell. Anima can also cast spells as a normal person could. He has access to a seperate set of spells which never run out of supply. They are as follows below. Anima is unaffected by bad status. While anima is active like this, Ubel can take no actions.
Fira Firaga Blizzara Blizzaga Thundara Thundaga Meteor Ultima Meltdown Pain (spell) Zombie Death Sleep Protect Shell Cura Curaga Life Full Life Curse [special]
(Note. Anima's abilities will grow as the story goes along and Ubel becomes a more frequent boss character, since that's essentially what he is anyway. For those wondering, the following spells can be drawn from Anima. this list only changes in the last fight, in which one can draw the following spells, as well as Life.
Meltdown Pain Death)
Anima's Abilities:
Ability x4 Elm-Defx4 ST-Defx4 Draw Magic GF Item Darkside Doom Forbid Mag-RF Boost SumMag+30% SumMag+40% GF HP+30% GF HP+40% Kamikaze LV Down LV Up Vit.+60% Expend 3-1 ST-Mag RF Counter Return Damage
Abilities usually equipped by Ubel (via Abilityx4)
Vit+60% Expend 3-1 Counter Return Damage
Ubel's Active Commands:
GF Doom or Magic (varies) Kamikaze or Magic (varies)
Limit Break:
Ubel's Limit is unusual in that it is broken up into two types. While he wears the Psycho Collar, he uses Blue Magic similar to that of Quistis Trepe. He uses several unusual techniques, some that were forgotten, and this tends to catch his enemies off guard. Most of his blue magic is status oriented, only a few are major damage oriented. His list of Blue Magic Lores is as follows:
Death Force Death Sentence Flame Thrower Lv 5 Death Roulette Shadow Flare Degenerator Pandora's Box Acid Ultra Waves Electrocute White Wind Bad breath Mighty Guard Quasar
Tears of the Animus [Finisher]
Ubel only has one limit technique, and it's really the only one he needs. Unlike most limit techniques, Ubel's is designed to work with his altered anatomy to create a specific form of transformation. Ubel's actual form change has yet to be seen, so the details of his form are currently unknown. It is said that when he transforms, he becomes a killing machine that knows no pain, and achieves an absolute unity of his body and soul. If this is true, then it would mean that he would become a physical force of will, and therefore a being that is capale of killing in great numbers and with phenomenal force. He can only use this limit when the Psycho Collar is turned off. Needless to say this rarely happens.
[Details: Ubel's limit break has never actually been seen. He's only used it once, unwittingly, which is what drove him insane in the first place. The actual limit is similar to Rinoa's Angel Wing, rendering him immune to certain statuses and greatly increasing several stats. Unlike Rinoa's limit, instead of magic climbing through the roof, he gains massive upgrades to his strength and agility, allowing him to attack multiple times per turn, and giving him all the force of a runaway train carrying a load of Galbadian missiles. he feels no pain, gains double his normal health, loses all capability to use any magic, and automatically gains Haste, Regen, Protect, and Shell. These effects cannot be dispelled for the duration. He becomes immune to Poison, Sleep, Berserk, Zombie, Slow, Silence, and Darkness.
He is still affected by Stop, but at half duration. In his form, he literally buzzes with pent up, volatile energy akin to ch'i, and can, at any point, unleash a massive burst of this energy hitting all enemies with a shockwave. After he has done this, the limit ends. It also ends if he dies, or after a certain time duration has passed. He is capable of emitting minor blasts of energy from his hands or eyes, as well as projecting force as a psychic wave. This is done in place of a physical attack and takes up a normal action. In this state, Ubel is open to all the energy of the world around him, and psychically active. As such, he hears the voices and thoughts of others (note: this isn't used as a tactical advantage; he can't actually predict someone's moves, it's more like hearing surface thoughts like the buzzing of flies.) This caused Ubel's insanity; it left him telepathic even after the limit ended. Should he ever learn to truly control his telepathy, he can harness the full power of this form. The full capabilities of his limit form are unknown but thought to be somewhat infinite. No one is certain but those that altered him..and well..the sad fact is, they're all dead.]
Personality: Uncontrollable, psychotic and crazy. When out of the psycho collar, Ubel talks in one-word sentences that would make Fuujin proud, preferring to scream things like 'Burn..!' 'Scream!' 'Die!' and other unintelligible things that he gibbers. In this state, he is wide and wild eyed, has a deathshead rictus grin, and is always shaking, his hands clenching and unclenching, while his body spasms from the pain his great psychic powers cause him.
While the Psycho Collar is on, Ubel presents a different image, the 'calmer' Ubel. He is still a bit of a nutcase, but he is largely quiet, tends to have a piercing, but somewhat distant gaze, and is always clenching and unclenching one hand or the other as sort of a nervous twitch. He is much less quick to react animalistically, tends to think and plan, but his usual first recourse in any battle, as with his more insane self, is kill first, talk later. Were Ubel to become in control of his psychic power, he may be more like this. This is the 'true' Ubel, before the incident in his early years that drove him mad and awakened his largely uncontrolled psychic powers.
Bio:
Ubel was born with a psychic gift, latent, and subjected to tests from the time he was 7 years old to the time he was 17. During this time, scientists altered his body to be able to hold great wells of energy, as well as altering his nervous system and cells to be able to shrug off pain and suffering of the body. These scientists were operating illegally of course; they were a group of rogues from Esthar and Galbadia playing god with what they couldn't possibley understand..or control. While they though they made him less sensitive to suffering, the opposite was true; he feels pain more acutely but instead of flinching from it, he turns it into raw power.The agony of his mind was even worse.
About a year or two ago, Ubel finally snapped out of the semi-permanent daze the science team had kept him in in their underground lab. His memory in shambles, and his body and mind altered beyond human capacity, it was enough to set off his latent abilities into an explosion of power. Voices swam through his mind, the dying pain of those who had hurt him invaded him, and it was enough to send the already troubled teenager into a total murderous psychosis, and he tore out of his underground prison and set upon the world.
He didn't get too far. A man had been attempting to find and neutralize the rogues under order of the Galbadian army. That man was Alger Sigwald, one of the only men in the G-Army that had psychic capabilities like Ubel had. Sensing the power in Alger, it actually gave Ubel pause for the first time in his life since his change and descent into madness. Pause was overridden by instinct, and the two men had a battle that shattered boulders and burned a field down to white sand. In the end, Alger managed to defeat Ubel, because of the young man's lack of control. He took him to the Odine Labs in Esthar, and with Odine's help, constructed a 'Psycho Collar', placing it on the young man's neck.
When Ubel awoke, he realized for the first time he had semi-coherent thought in well over a year. He didn't regret killing all those he had, but then again, he also took no real pleasure in it as he did when he was in a murderous state. He realized he owed Alger a debt, yet he also resents being controlled in any fashion. He concedes the fact that the man doesn't truly control him; He just guards him from going crazy again. Ubel isn't too thrilled about being in the G-Army even as a hired mercenary; he remembers the men who altered him were from both Galbadia and Esthar, but in his current controlled state, he surmises it's better than just being an animal.
Ubel is a troubled young man. He has constant nightmares, and rarely does he sleep well. Even with Alger's psychic help, he hasn't been able to piece his memories together well. While he's thankful to the man for helping him find a halfway lucid state, he doesn't like having to work for the G-Army. He resents Galbadia and Esthar, even though neither was truly responsible. Inside he knows that rogues are rogues, and it was their fault, not their countries of origin..but Ubel's lucidity doesn't stretch but so far, and that's meeting its limit. the Psycho Collar is very subtle, and resmbles a black choker with a silver cross; the black band is equipped with resonators that block psychic energy waves and create synaptic static, supressing the psi abilities that torture Ubel's mind.
Other: Ubel is a telepath, and a psychokinetic. While he has the Psycho Collar on, he can't use his Psychic abilities that well. The device is a psychic scrambler, but in a way Ubel is partially thankful for it; it keeps him form hearing the thousand upon thousands of voices in his head for the most part. It becomes just a dull hum that only keeps him out of focus rather than in constant agony. Ubel doesn't remember much of his young life; those memories exist deep in his mind, as imprints he refuses to let surface. If left to his own device, Ubel is nuttier than a snickers bar and kills anything in his way.
Random:
Image Theme - Castlevania Aria of Sorrow - Holy Cross Obsessed by the Moon
Summon theme: Castlevania Lament of Innocence - Prison of Eternal Torture
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun Aug 15, 2004 8:29 pm
(whee my last char. XD)
Name: Morrina Dubheasa Age: 18 Height: 5'6 Weight: 140 Affiliation: B-Garden (sort of) Status: Student/Detainee Weapon: Gun Sword (Not a Gunblade. >_<) GF: Magical Valkyrie GF Level: 51 GF attack name: Gotterdämmerung
This is the GF of Morrina. The Magical Valkyrie is a young lady clad in silvery-blue armor with golden hair. A sword rests at her side, and she carries a magical staff. When she is summoned, she falls down from the sky, opening a pair of bright white wings to fly above the ground. She then alights upon the earth and assesses her opponent. Magical Valkyrie shows more intelligence than most GF, in that her attack will vary dependent on her enemy. If her enemy is a fire monster, her attack will be a wave of water. If an earth monster, her attack will be air, and so forth. Each takes a different type of appearance. On an enemy resistant to all, her attack will be physical or non elemental.
Either way, once she's performed her magical attack, she leaps through the cloud of magical energy to perform what can only be described as a multiple sword strike something akin to Lionheart.While the damage itself isn't as incredible, the multiple strikes are good, and she ends this attack by dropping both weapons and placing her hands against her enemy, and releasing a contained burst of non elemental energy which creates a great explosion. She then bursts into feathers and vanishes away. Due to her great power and multiple attacks, Magical Valkyrie is only allowed to be summoned once per battle. She has roughly the same damage capability as Eden.
Morrina's usual equipped abilities:
Draw or Doom (varies) GF or Revive (varies) Magic
Equipped Support Abilities (Abilx3)
Alert Auto-Shell Mag+60% or Spr+40% or Move Find (varies)
Magical Valkyrie abilities:
Ability x3 St-Def-Jx4 Draw GF Magic Item Revive Mag Bonus SumMag+30% SumMag+40% GF HP+30% GF HP+40% Auto Shell Move-Find Boost Mag+60% Spr+40% L-Mag RF Time-Mag RF Supt Mag-RF Alert Doom
Limit Break: Sorcery or Massacre
Massacre: This is the standard limit technique. It in a way resembles Renzokuken. It starts with repeated sword attacks, and can end in one of the two results below. Sword slashes are numbered from 5-8 randomly.
Slaughter: Standard limit finisher. Upon using the Massacre technique, this is the typical result. (9 out of 10). In using Slaughter, a large rock rises up out of the ground, and Morrina clicks the eject trigger on the sword, and the blade flies and pierces the upper or lower torso of the target, and pins them to the stone. The gun part of the weapon left, she flicks off the first safety, and charges the weapon, and a ball of bright blue energy forms at the opening, then fires as an energy ball. The damage is good, but not world shattering. The blade then returns to the weapon, covering up the the gun end.
Ragnarök: Okay, so it's not the end of the world. At least not anyone but the enemy. This is the stronger finisher. Since both of Morrina's non sorcery limits are kind of half assed anyways, this one is stronger but can probably still be outshined by a good triple-casted Ultima or something. But it looks cool. As before, Massacre must finish before this technique is unleashed. When it is, the user of the technique slings the blade out of the sword as per Slaughter, but the weapon splits into multiple blades and all pierce the victim at one time, holding them totally prone as they stick into bone and the ground.
After taking the physical style damage from this part of the attack, Morrina steps forward and pushes the gun-hilt against the unfortunate fool's stomach, gives them a sort of 'sorry' look, then a half smile and using her voice-projector just says, 'Sayonara'..before flipping off both safeties and firing blast after blast into their body. She leaps back then and the sword reforms into one and returns to its source.
Limit Break outside of of voice technology:
Sorcery
The limit break of the Sorceress. Calls upon sorcerous magic and abilities to bewitch and destroy.
Sorcery Limit:
Voice of Reason: This is a standard limit and causes a form of calm energy to sweep over the battlefield, creating a serenity. Allied forces are given the benefit of a fully party Curaga spell, and also given Protect, and Shell. It also acts as Esuna, removing all negative status effects. All enemy parties are afflicted with stop, and this has a chance (15%) of affecting even stop immune enemies or those with status blocking items such as a ribbon. The song also causes Sleep and Silence, but this is ribbon avoidable as normal, or Status-J avoidable as well. This is the song that inspires peace, the loved power of the sorceress.
Song of Frenzy: A standard limit that creates a powerful effect. When the Song of Frenzy is sung, all parties that hear the sound (enemy and ally) are afflicted with haste, protect, shell, regen, and berserk. It also gives one high resistance to all magic (All elemental magic 0 dmg, all status magic negated, all non elemental damage 1/2). but, also, in contrast, The parties take 2x damage from physical attacks. This song actually has a chance (20%) to even berserk someone wearing a protective item like a ribbon. Note: The magic immunity/resistance is ONLY applied if the Berserk status works. If it doesn't, the 2x physical damage and magic immunity are both null. This is the song that inspires war, the feared power of the sorceress.
Song of Victory: A higher limit that creates a powerful effect. When the Song of Victory is sung, all allied parties that hear the song are given the positive statuses of Aura, Shell, Protect Haste, Regen, Float, and Reflect. The reflect created by this limit is selective; it only reflects hostile magic, and not curative magic or healing magic. Also, all allies have all stats increased by +30 or until 255, whichever comes first. Enemies hearing this song are demoralized, losing 20% from all stats and magic resist, and all of their immunities are turned off for three turns. They take more damage from all attacks used by the Sorceress' allies, while the allies take less damage from them. All allies that are affected by this also gain a form of 'life' status, that allows them a one-time auto raise from the dead if they die. If this occurs, they lose all other benefits.
The song also deals non elmental damage to all enemies, similar to the Siren GF's attack form. This is the song that inspires courage, the real power of the sorceress.
Discordant Absolution: [Finisher] This is the final of the four songs of the sorceress. When the song of the Discordant Absolution is sung, terrible things happen. All good statuses are dispelled from the enemy party. The allied party suffers as well only not as much. Those of the allied party that are subject to the song's vibration are inflicted with 'pain'. (Silence/Darkness/Poison). A ribbon avoids this effect. Minor damage is also done, and the body feels some muscle pains and cramps.
The enemy party suffers the most. Discordant Absolution inflicts ALL negative status effects on all enemies, and has a chance (15%) of affecting even those with a ribbon or other similar protective measure. All good statuses are dispelled, including, but not limited to, aura, float, shell, protect, and regen. This attack also inflicts Curse in its mix of statuses. The vibration slowly rattles apart the molecular bond of anything in its wake that is designated by the Sorceress as an enemy or an obstacle. Heavy non elemental damage is done repeated times (2-7) on all enemies, and every turn thereafter, the vibrations wrack their bodies with agonizing spasms, which do additional damage. (like a reverse regen.). Used at full power, Morrina's voice can literally liquefy a body and turn it into melted slag. This is the song that destroys all life, the reviled power of the sorceress.
Personality: Cold, hateful, standoffish, and solitary. Morrina hates people, men especially. She won't share her feelings, won't share her problems, and certainly won't share her ice cream. She'd as soon kill a man as look at him, and finds most other girls an annoyance. She isn't openly hostile to anyone, but she also won't be friendly even if approached. She doesn't talk much, considering her speaking issue, and more often than not, she's practicing with her gun sword in the training room. She's got a tendancy to tear things apart when she's venting her aggression.
Bio: Morrina was born to a fortune teller mother and a drunkard of a father. At the age of seven or eight, her power awakened, bringing suspicion and hate down on the girl, innocent though she was, by a sorceress hating world. Beaten and abused by her father, unprotected by her mother, she grew up a bitter girl. Her only joy, that of singing, was also forbidden to her, as her sorcery was projected via her voice. On her 12th birthday, she finally took a stand against her father, and picking up a knife, she killed him when he'd come home and started striking her in another drunk rage.
Thrown in a prison after that for killing him, she was found to be a sorceress and put into the Galbadian prison for political prisoners shortly after that. At the age of 13, she was in the roughest prison known at that time, and was forcibly altered, a procedure done on her by grafting technology in her neck to supress certain voice tones that created effects.The band, in the shape of a choker with a cross, had tiny probes that extended into her to supress her power. It was designed by Odine labs, specifically to stop her power from working. The sorceress scare then was rather big, not too long after Adel's defeat.
Unable to use the one power that defended her, Morrina was subjected to tortures and abuses by her captors that she won't speak of at all today. The memories hurt her too much despite the strong mask she places up. Inside, she's really just a frightened little 8 year old girl and scared to death of the Galbadian Army for how they treated her. The only people she's come to even halfway trust are Cid, who helped free her from captivity, and Edea, who has known the pain of being a Sorceress, and hated for it as well.
Now at 18 and training in Balamb Garden, she rarely uses the altered voice she has. She doesn't speak much, and when she does, it's usually to say something scathing to whoever is trying to speak to her. Without her sorcery to aid her, she's developed advanced techniques with her Gunsword, and though they can't compare to her real powers, still they suffice in a pinch. She's on 'detained' status, still on magical lockdown not only due to the fact the technology is so hard to remove from her body, but also because no one, even Cid knows how her bitterness would make her use her sorcery if freed..and also no one knows if she's got real control over it at all. Only time will tell what life will make of this child of god..
Other: Morrina is a Sorceress and has all the benefits and flaws due to it. Though she can't use her sorcery right now, she makes what she can of her life. On a side note, Morrina can play many insturments and has a keen interest in music.
|
 |
 |
|
|
Dangerous Conversationalist
|
|
|
|
|
|
|
|
Posted: Wed Aug 18, 2004 10:41 pm
Name: Aya Ravenwing Age: 20 Height: 6'1" Weight: 156lbs Affiliation: Galbadian Army Status: Special Operations Agent, Specializing in Assasination, sniping and stealth. Weapon: Twin specialty combat knives, precision sniper rifle, ninjitsu GF: NEIN! Limit Break:
Trick Shot: Aya flips into the air, inverts, and spins, shooting multiple targets in a vital spot with unfailing accuracy.
Beg for Mercy: Aya uses his twin daggers, ripping the living hell out of his target
Resshou No Bushinju Jutsu: Aya forgoes weapons for a huge, multiple hit punch combo almsot at the speed of sound
Personality: Cold, aloof, and absolutely loyal to his unit, which he sees as his family. Never speaks. Bio: Aya was abanded at an early age by the death of his entire family during a family vacation..Only Aya survived, traumatized and alone. He doesn't let himself close to people, and apparantly hasn't said more than a dozen words since then..He was raised by the Galbadian army, and unbeknownst to him, their weapons testing was responsible for his parents death..His cold focus and lack of feeling led him to bcome an extremely useful tool of war, and as such, he's highly trained to kill people in various ways. He seems to look up to a certain Special Forces Colonel as a father figure, having lacked one growing up. He wouldnt hesitate to put his own body between a blade or bullet, and the colonel.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Sep 10, 2004 9:17 am
Name: Richthofen Age: 20 Height: 6'0'' Weight: 250 lbs Affiliation: Balamb Garden Status: SeeD Weapons: 1) Modified Lance- This particular lance has a very long head. 6'5'' overall, 18" blade. 2) Variable Blade- Made to be somewhat collapsable when not in use. Stowed in the length of a dagger, reaches the length of a longsword. 3) .308 Carbine- A calvary weapon in an unusually high caliber. Uses precision and HE (High Explosive) ammo. A small scope can be mounted for medium range combat or observation.
Limit Break: (I'll finish these later) 1) Close Quarter Battle- No quarter is given as the soldier brings the fight to the enemy! 2) Molenello- Rapid, strong slashes in short order, none shall survive... unscathed, at least... 3) Eternal Charge- A powerful spear charge, give strength by the souls of lancers, spearmen, and cavalrymen past... History brings defeat upon thy endeavors!
Personality: Quiet. He refuses to answer any questons about himself. Bio: An adept user of polearms, he's often seen using it mounted either on a horse or a modified hoverbike. His armor and medium riot shield has a tradtional look and feel, but is made of modern material and is high quality. Consider him to be an anachronistic heavy cavalryman, but still as good mounted as he is on foot. Other: (All info to be supplied...)
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Dec 10, 2004 8:22 pm
I edited this so it's a little more stable: Name: Edora Kramer Age: 17 Height: 5'7" Weight: 150lbs Affiliation: SeeD, or the Centra Orphans Status: SeeD student Weapon: two hand pistols GF: Shiva, Diamond Wave - Diamond Wave is simmilar to what you see in the game, only more explosive at the end Limit Break: Bolt Break - a large thunder storm couple with her shooting any enemies in range. Personality: quiet and reserved, but when she wants her opinion known, she'll come out and say it. Bio: only child of Edea and Cid Kramer. Raised with the assumption that when Edea died, Edora would get her power. Went to Garden as a child, along with many orphans. When Edea was taken by Ultimecia, Edora was hidden from her mother. Now that she knows she won't be a Sorceress, and that her mother is free of Ultimecia, Edora has begun the journey to Garden. It is unsure if she will take the SeeD exams she was ready for when she left. Other: she grew up at the Orphanage and looks like a carbon copy of her mother (from ending and past before game). In hiding the past two years she has lived in Balamb, Esthar, and Centra. Her most recent home was near the orphanage in Centra. other note - I can't spell to save my life. Well, I didn't know this, but I guess Edora's not an only child. I didn't know Seifer was her big brother. razz oh well, more plot twists for me to find.Edit for fun: I made a Gaia avi for her, so here it is -
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jan 10, 2005 9:52 am
(To be finished later...)
Name: Kagemusha Age: 20 Height: 6'0'' Weight: 250 lbs Affiliation: None Status: Military Security Contractor ("Mercenary") Weapons: 1) Daisho- A sword set consisting of a katana and wakizashi. The wakizashi is longer than usual. 2) Tanto- A larger variant, he uses this most when "soliciting" information, or "pacifcation". 3) Twin Yari- A yari with blades on both ends.
Limit Break: Shadow Arts -Tengu- Wind Elemental damage, the wings of a tengu brings the winds to bear upon the unsuspecting... -Kokuryu- Holy damage, the breath of a black dragon issues the divine punishment of Heaven. -Kagemusha- The mind of the foe is confused. The Kagemusha ("manipulator", also used as a term for a warlord's body double in combat) 'multiplies' and attacks. Enemies are stunned and may fail to react.
Abilities: Mid-level Fire/Ice/Thunder spells Flare Bakuhatsu ("lvl 2" Flare) Jigoku ("lvl 3" Flare)
Personality: Quiet, sometime gives in to sadistic tendencies. Seems to mirror Haiiro... Other: Seems to actually know Haiiro, perhaps old rivalry or shared childhood...
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Jan 27, 2005 6:32 pm
[ Message temporarily off-line ]
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Jan 29, 2005 12:23 am
Name: Hiro Yuki/Hiroshi Ueigi Age: 26 Height: 6'1" Weight: 175 lbs. Affiliation: B-Garden Status: SeeD Weapon(s): XM8 Assault Rifle - This is his first weapon. None of his limit breaks are attached to, or affected by this weapon. Its more a symbol of status, then it is anything else. He uses it on basic missions, but not in actual combat.
Makoto - 'Glory'. A katana whose blade, unlike normal, was placed in in a reverse direction, with the blade facing inward, rather then outwards. The reason for this, is a reluctance to actually kill, unless necessary. In most battles, Hiro keeps the blade inwards. If the battle grows serious enough Hiro needs to kill, he turns the blade outwards.
Guardian Force: Sanguis Spiritus / Sanguis Angela (Blood Spirit/Blood Angel)
Angela's Overdrive
River of Blood
Angela's Abilities
Vit-J Spd-J Hit-J Draw GF Magic Item Doom Boost GFHP +20% GFHP+30% SumMag+20% SumMag+30% Abilityx4 Status Def-Jx4 Auto Haste L Mag-RF St Mag-RF Darkside Initiative Spd+40% Eva+30%
Angela's Battle Commands
Attack Obitus Black Magic
Hiro's Passive Abilities (via Abilityx3) Initiative Auto Haste Evade+30% Spd+40%
Hiro's In-Battle Commands:
GF Magic Item
Limit Breaks:
Coming soon, freaks.
Personality: Quiet, somewhat solitary, but not unfriendly, Hiro has few that he actually does call friend. He is an excelent conversationalist, and enjoys keeping company with a select few people. He spends most of his time bent over his laptop, working on his next, and newest book. When not engaged in that, he can be found in meditation, or simply wandering through wherever he happens to be at the time. Unshakeable, and possessing a calm that seems almost impossible, very few things get him riled. However, Hiro does have a darker side, a hidden ball of hate that never seems to go away, hidden underneath those haunted eyes.
Biography: A man's past is what defines him, they said. It is the foundation of life. It determines the quality of their life. It is what teaches them, molds them, what helps them grow. And while that's true enough, there comes a time in a man's life where he cannot hide from his past, no matter how ugly, or how horrible it might be. He can either stand, and face it, or he can run.
Hiro Yuki, as far as the rest of the world knows, is your average slightly older man. He trained as a SeeD, writes romance novels on the side, and charms the ladies. He is a quite, withdrawn person who, while companionable, doesn't seek out company, but instead lets it come to him. He is a man whose eyes are haunted by something deep in the back of his mind. Hiroshi Yuki, was not born, as Hiroshi Yuki, but instead, as Hiroshi Ueigi. But it isn't his birth, that is a secret. Instead, it is his life.
Hiroshi Ueigi was born in the city of Deling, to two average parents. His mother, a singer at a local club, and his father, a man who made his money slaving away for others, Hiroshi was raised as best as he could be, by them. Neither of them however, prepared to be parents, were capable of handling the young man, and for the most part, he ran wild. Well, as wild as he would. As Hiroshi grew, so did his influence on neighborhood children, until he had, with an intelligence that frightened his parents sometimes, constructed his own little army. Turning the larger part of the back yard of their home into a base of operations, Hiroshi, with a stern voice, and an intellectual advantage, led the rest of the children. This, in its own way, scared his parents, and steadily, he withdrew from them further.
At the age of 14, in school, rich in his own way, and working on his very first novel under an alias, Hiroshi found his second great skill. The ability to draw a persons attention with his carefully constructed fairy tales. Drifting from genre to genre, Hiroshi finally settled on what made peoples blood boil the hottest. Romance novels. Finding himself, despite his outwardly strict demeanor, to be a hopeless romantic at heart, Hiroshi applied this to his writing. At the age of 16, at the request of some school friends, Hiroshi finally dropped out, and turned to what would become the better part of his life. The Galbadian Army.
Hiroshi worked diligently to fulfil what he believed to be his destiny, rising in ranks through the Army, from station, to station, until finally, at the age of twenty, he recieved the promotion that he had been seeking. He had become a Colonel in the Galbadian Army. He had power, he had status, and he had a following of females. He, with a heavy hand, ignored them all, much to their dismay. Hiroshi had all he wanted in life. His novels, his status, his rank, but there was something missing. His novels had a hollow quality to them. Curious as to why his writing ceased to please him, Hiroshi began searching.
They say that a life shared, is the sweetest kind. One could definately say that was true for Hiroshi. She was 16 years old, the first time they met. Younger then him, for certain, she had a zest for life that could not be denied, and it was well known that the older man was quite hopelessly in love with her. She worked as hard as he had, both to make him proud, as she said so often, and to join him in the higher ranks. Life was indeed sweet for him, for the next year. They chatted, flirted, dated, and danced coming so close, yet remaining so far, until she advanced to his own rank. But happiness, unfortunately, is not always meant to last.
The battle was fierce that day, or perhaps it only seemed fierce. She was still lower rank then him, and as so, serving field duty. Hiroshi was there that day only as a commanding officer. The sound of gunfire was so loud it was deafening, and she never heard the firing, of the shot that pierced her heart. Hiroshi had seen it coming. Had seen her go down. He'd rushed to her side. Too deep for a Cure spell, but it was the only one he carried. Too slow for a Life spell, her spirit was already gone. If happiness is not meant to last, hatred, surely must be.
Hiroshi drew his sword, and in a fit of anger, struck down anyone near him. It wasn't until he was bathed in blood that he finally calmed, and lowered his sword. He was reprimanded for misconduct on the field, and stood in full uniform, the day they lowered her body into the ground. Gone was the smiling face of Colonel Ueigi, and replacing it was a mask of bitter cold. He stopped writing. He stopped sleeping. Nightmares haunted him, just a few steps too late, just a few breaths away from saving her.
The man began to slip in his duty, and it wasn't until a year later, at the beginning of the Sorceress War, that he truly began to shine again. He never did face the SeeD, when the army was under the control of the Sorceress. Instead, because of his tempermental nature, but tactical genius, he was sent to one of the holding facilities. Serving his duties there, Hiroshi remained under ground, as most of the higher ranking officers did.
At the end of the war, at the age of twenty five, Hiroshi found, after that time in hiding, witnessing a cruelty he himself was not capable of surpassing, he packed his gun, his uniform, and left the service of the army. But that isn't really where his story ends. In a way, it was a new beginning. Leaving behind the painful memories his service had given him, and taking with him a single picture, a gun, and access codes, Hiroshi began to travel. He could not remain in Deling, and his parents were given a report that he had died during service.
Colonel Ueigi no longer existed, to the Army. At least, not in the lesser known circles. Those who had knew the man, knew what he carried with him. And in its own way, that itself was far scarier then any Sorceress. With that place, and those memories behind him, he changed his name. Hiro Yuki. Similar, yet not. His once pale hair was dyed a deeper blonde, he donned a pair of glasses, and a change in attitude. He was running, and yet, he was not.
He, quite by accident, wandered into Garden that day. If he could not serve faithfully on one side, perhaps serving the other side would be better. A meeting was arranged with the Headmaster, and after a good deal of explination, some carefully given promises, and the Headmaster recognizing the lost expression in the eyes of the man, he relented. Tests were passed with ease, and Hiro Yuki excelled to SeeD, in Balamb, as easily as he had excelled to Colonel in the army. He took up his writing again, after publishing his many books, in an attempt to find his normal life. But once more, something is missing. Perhaps its the same thing that gives him such pained eyes, or causes him to wake in a cold sweat at night. Only Hiro himself knows the answer to that.
The only man to date, with knowledge of Hiro's past, and where he truly comes from, is Cid Kramer.
Other Information: Hiro Yuki stands at an even six feet, one inch tall. He's rarely ever seen without glasses perched on the edge of her nose. His blonde hair is slightly wavey, and gray eyes peer out quietly from between stray strands. His clothing is typical, jeans, t-shirts, sometimes slacks, and button downs. Shoes, or boots of some kind. He keeps his sword on him, when out of the Garden. When inside, he carries a loaded pistol hooked to his belt, in back. He also carries his laptop with him continually, as well as a black backpack that stays hooked over his shoulder.
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|