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Posted: Mon Mar 06, 2006 8:35 pm
Accepted Bios This is where the bios of the accepted characters shall be placed, for editing only by yours truly. If you are accepted, congratulations and welcome. Otherwise, enjoy the show. Be prepared for the coup of a lifetime, be prepared for sensational news. A shining new era is tiptoeing nearer...
And where do you feature...
Just listen to teacher...
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Posted: Mon Mar 06, 2006 8:36 pm
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Chaos Viceroy generated a random number between
1 and 100 ...
45!
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Posted: Mon Mar 06, 2006 8:56 pm
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Chaos Viceroy generated a random number between
1 and 100 ...
41!
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Posted: Mon Mar 06, 2006 9:03 pm
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Chaos Viceroy generated a random number between
1 and 100 ...
81!
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Posted: Mon Mar 06, 2006 9:07 pm
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Chaos Viceroy generated a random number between
1 and 100 ...
12!
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Posted: Mon Mar 06, 2006 9:09 pm
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Chaos Viceroy generated a random number between
1 and 100 ...
88!
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Posted: Mon Mar 06, 2006 9:18 pm
Ruuvan Username: Ruuvan Character name: Ruuvan Lassenger Age: 234, looks mid-thirties Gender: Male Personality: Ruuvan is one of those people that likes to get to know new people, but is cautious of their intentions at the same time. This is not to say he has trouble trusting people, seeing as he would put his life into a friend's hands, but he likes to know almost everything about a person before going to such lengths. Underneath this cautious side of him lies the heart of a true warrior; leader of a Light Army against the Dark Lord of Aria and commander of an Undead army going the other way, but that is not to say his allegiances are split. He will serve the Light side in any way he can and will never stray, but he is still merciless in his approach to combat, much the same way he approaches new people. Description: Standing at 5'10" and fairly well built, one can see Ruuvan was made to be in the military, even though none would suspect him to be an Undead elf under the human-looking exterior. Since finding out about his past, Elven ears have become more prominent, though still very small, and his Elven abilities have returned. He has short black hair, though those few strands of grey hiding amongst the healthy ones don't stick out as much, the light can make this feature more prominent and visible to show signs of age. Ruu only has one eye, his right one, which is contains deep hues of hazel with green flecks. His other eye, what with being destroyed some time ago, is replaced with a rather interested, yet bland in appearance, black eyepatch. The only other item of clothing he wears, if it can be considered as such, is a plain-looking gold chain around his neck - a gift from a Priest in Aria that keeps his undead form under wraps. His normal attire consists of dark coloured camouflage trousers, steel-toed black boots and a black t-shirt. Covering his chest is a hefty level three ballistic vest with a 1cm steel plate in the chest and back section, making it heavy but offering as much protection as any old armour could. 2cm thick shaped steel attached to a black elastic sleeve covering from the wrist to the elbow joint (one on each arm, both visible) with the same design underneath the trousers covering from top of the boots to just under the knee (one on each leg, not visible, but making that section of his leg bulge outwards); imagine football shin pad design with the steel instead of plastic. Character Class: Ranger Abilities:Elf: Since discovering his past by talking to Maximos, Ruuvan has become more and more like his true Elven form, but he still gets the best of both worlds. The speed, agility and dexterity of an Elf whilst maintaining the strength of a trained soldier - considering Elves are not known for their strength, this gives him an advantage in both fields. True Form: Ruuvan can remove the gold chain from around his neck in order to break the light bonds that hide his Undead form, meaning he can turn into the Undead General he once was. In this state, alongside the increased Elven speed, agility and dexterity, he is given greatly increased strength and no pain tolerance. Only damaging the brain or severing limbs will injure him in ways to get him to stop fighting. NightVisor Eyepatch: This nifty piece of technology is integrated into the eyepatch which covers his left eye, lost in a fight some time ago. Neural links, i.e. wires leading into his brain, as well as micro cameras on the outside of the item give him the ability to see as a normal eye would, but this has some extras added. The HUD within the patch displays various information about his target (speed, direction and even predicted attack) and has built in illumination functions to bring light into view if darkness takes a hold. This item, in summary, adds to his attack prediction skill, thus making it easier to move or counter, as well as giving him the information needed to turn the tides of battle in his favour. Light Magic: - Whilst in normal Elven form - Blinding Light: Has an effect much like a flashbang, but without the noise and the light is launched directionally - Light Barrier: Used to counter magic, works very effectively against opposite spectrum magic, but weakens quickly when put against elements, or as protection against strong physical attacks - Orb of Light: Resembles a grenade in appearance and explodes the same way, but with pure light energy. The intensified power of the orb means that it has much the same effect as a fireball, but will do more damage to people aligned with darkness - Minor Healing: Exactly what it says - it can heal minor cuts and scratches easily, but takes longer to work on the larger wounds and gets more draining as the size increases Dark Magic: - Whilst in Undead form - Enveloping Darkness: The effect is much the same as turning out the lights - the target's vision is clouded with complete darkness making it difficult/impossible to see - Shield of Darkness: Used to counter magic of the opposite alignment as well as physical attacks - it can stop more physical strength than the Light Barrier with less effort - Shadow Bomb: This attack makes a bomb of shadows which explodes onto the target with a force several times stronger than most focused Chi attacks - Fading Shadows: This allows Ruuvan to move from one area of dense shadow to any location he can see; in effect, teleporting from one location to the other. It must be started whilst the caster is in shadow, but he can reappear anywhere he can see. This is used for a chain of attacks, producing an area of shadow for a brief moment of time where he appears, meaning he can go back into the teleportation ring and come out of other sides of his target, giving him an advantage and a wide array of sides to attack from. Fighting Style: Ruuvan uses a two weapon style of fighting, giving him an edge in both offence and defence. His swords were made by one Dante Decker and can withstand the strongest of blows whilst delivering much the same. Their crafting style has made them this strong as well as remaining extremely light and swift when used, though Ruu has no idea how this was accomplished, he is grateful for them. Weapons: - Zatoken x2 (30" in length, 24" blade, Arsenal Steel Construction) - Balanced Throwing Knife x6 (8.8" in length, 4.4" blade, one piece Combat Steel Construction) ~ in pouches of three on each thigh - Survival Knife (14.7" in length, 9.2" blade, two piece Combat Steel Construction) ~ sheathed low down on the right leg, near the boot for access in dangerous situations Armour: - Mark III Bullet Proof Vest w/ 2cm thick steel plate covering the chest - 2cm thick shaped steel attached to a black elastic sleeve covering from the wrist to the elbow joint (one on each arm) with the same design underneath the trousers covering from top of the boots to just under the knee (one on each leg) - (imagine football shin pad design with the steel on one side (front of the shin and top of the arm) - Steel toecaps in black leather boots Other: - A Golden Necklace covering his true form as well as allowing him to call on the light magic he uses Alignment: Neutral Good IC Reasons for joining the game: There is only one reason Ruuvan has joined the tournament: To get fame and be known through Gaia. His deeds on Aria got him known there, but since being thrown into this world, he has wanted the respect he deserves. History: Some time ago, though he has no idea of the exact date or length of time that has passed, Ruuvan was on a different world to the one everyone is familiar with - Aria. Much like most stories he has read about evil people, a Dark Lord had covered the lands of Aria in his shadow and an army was sent to stop him. Commander of the Elven Legions, Ruuvan Lassenger, faced terrible danger as the united front of the Light fought against the darkness, but it was a fruitless effort; all who went fell under the darkness and were no more, allowing the Dark Lord to get a hold on everything once pure. It was once a group of brave adventurers, headed by Maximos, threatened the Dark Lord's reign that he revived the Light Army under the pretence that Maximos' party were the evil ones, thus getting Ruuvan and his comrades to believe they were brought back to fight for the Light. However, once the Undead Commander destroyed a city of innocent lives in the name of Light, Maximos opened his eyes to the truth and showed him the way to redemption: Killing the Dark Lord. On their journeys they came across a Priest, one of such. Months of fighting and journeying eventually brought them to that battle, but its end was something no one could see coming. In his last breath, the Dark Lord cast the party into the darkness, some kind of time and transport realm, that placed them on Gaia with no recollection of their past. As such, Ruuvan went through most of his Gaian life believing he was human, knowing nothing about Aria. As fate would have it, Maximos and Ruuvan were reunited during a chance encounter in a forest, a fight ensued and both left unknowing the truth. However, once they met again at an Arena and discovered who they were, everything changed in Ruuvan's world. He found out about his past deeds and abilities, especially the fact he was an Undead underneath the human form (all to do with the enchanted necklace he has around his neck) and has since been searching to find out about his past. Theme song: O Fortuna - Red Army Choir This is just a Draft, Kat, so look through and see if there is anything majorly wrong before giving it to the other peeps. Ruuvan Light Magic- Blinding Light: 1 post to charge and can be used in the same "round", must be used* Duration: 1 "round" - Light Barrier: 1 post, can be used anytime after (kept in reserve)** - Orb of Light: 2 posts - Minor Healing: Ranges from 1 to 3 posts depending on wounds - rarely used in combat unless needed Dark Magic- Enveloping Darkness: 1 post to charge and can be used in the same "round", must be used* Duration: 1 "round" - Shield of Darkness: 1 post to charge, can be used anytime after (kept in reserve)** - Shadow Bomb: 2 posts - Fading Shadows: Time is dependant on the number of 'warps' the caster wishes to make: 1 post = 3 jumps 2 posts = 6 jumps * - A directional spell but volatile once created, so the user must place the spell once it is charged. e.g. Ruu can call it just before the enemy attacks and then blind them before they strike, thus giving him an advantage for a short while ** - This means it can be used instantly anytime after the charging is complete. e.g. Ruuvan can summon it, keep it ready to use whilst fighting normally until he needs to use it IMPORTANT: Both the Light Orb and Shadow Orb can be held in the caster's hand for any length of time, but inhibits attacking since both hands are used to create the object. This doesn't stop them from moving around, meaning they can still attempt to dodge, but no attacking N.B. Whilst he has the ability to cast a variety of spells, not having trained for sole magic use means he gets drained by magic quicker than a true caster and can only use three techniques in a fight. Duration and casting time differs between Light and Dark (Dark having shorter times) as his true form is of the Dark persuasion, i.e. Undead.
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Chaos Viceroy generated a random number between
1 and 100 ...
73!
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Posted: Mon Mar 06, 2006 9:20 pm
[ Message temporarily off-line ]
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Chaos Viceroy generated a random number between
1 and 100 ...
98!
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Posted: Mon Mar 06, 2006 9:23 pm
Designated Hero Username: Designated Hero Character name: Athan Cole Age: 23 Gender: Male Personality: Motivated by little more than self preservation and money, Athan is probably the last person anyone would want to have watch their back in a heated battle, and the first that they would wish to have in front of them. Even so, outside of battle Athan is perhaps one of the most lively, boisterous figures in all of Gaia, always offering his insight whether or not it was requested of him in the first place. He's a good friend as long as he doesn't have to risk himself to preserve the friendship, although he has been known to go out of his way to uplift a downtrodden spirit. Description: Athan, despite the weapon he wields, his surprisingly lithe in his body structure. He stands at 5'10" and weighs upwards of 160 pounds, which makes it hard to believe that he is capable of carrying, let alone fighting with, the large weapon strapped to his back. His exuberant blue eyes stand out in stark contrast to the dull brown color of his hair, and they never seem to linger in one place for long. His attire isn't necessarily befitting that of a warrior, either. He often dons a short-sleeved shirt, black in color with a black vest thrown overtop. His legs are covered by a pair of denim jeans, while he laces up a pair of black boots to cover his feet. Athan's weapon is kept on his back, held loosely in place by a pair of leather straps that keep the weapon fastened just below the hilt, at the blade's center, and then just above the tip. The weapon is designed to be sheathed so that the blunt end is resting against the leather, so the straps aren't sawed in half while the weapon is being carried. The sword itself is a little over five feet in length from hilt to tip. It is composed of two main layers. The bottom layer is covered by a hollowed-out section of titanium. This hollowed out strip of metal contains one end that is filled with mercury. When the weapon is swung, the liquid metal will flow to the end of the blade, thus adding to the amount of total force that the blade exerts. This, of course, also requires extra effort on the part of the wielder, and makes the weapon considerably slower than its counterparts. Character Class: Swordsman Abilities: Athan, while unusually strong for his size, is also able to withstand an incredible amount of punishment while remaining proficient in battle. These two stem from Athan's lineage, which had descended from a race of god-like beings that devoted themselves to the art of war. This link has given Athan a borderline-symbiotic relationship with war. If he goes too long without a battle, he grows edgy and may even show signs of physical sickness. His experience in nonstop fighting have given him some unique abilities, as well. 1. Battle Judgement: In the heat of battle, Athan can instinctually judge whether or not a battle is capable of being won given the current circumstances. This does not apply to the moments leading up to a fight. 2. Quick-to-Learn: Athan's improvisational skill allows him to gain a feel for a weapon that has only just recently fallen into his grasp. He is, by no means, a master with the weapon, but he can wield it with decent skill. 3. Iron Will: Athan's determination has grown to near superhuman levels. By eliminating any mental reservations of fighting, Athan has come to be expected to give his best effort, no matter the debilitating effects that he has experienced. 4. Adrenaline Rush: Athan was born with abnormally large adrenal glands, which increase the amount of time that he can retain an adrenaline rush, or, depending on the intensity of the situation, the amount of adrenaline that is released into his system at one time. Years of diluted bloodlines have made this ability dangerous. If active for too long, Athan runs the risk of experiencing a heart attack. Alignment: Chaotic Neutral IC Reasons for joining the game: For once, it took more than money for Athan to get involved with the legend of the enigmatic petals. With the late passing of his grandfather, Athan was suddenly overcome with a burning desire to discover his roots. While the petals may not hold the answer to his questions, he's willing to risk his life for the chance. History: Athan grew up an orphan under the care of his grandparents. As their surrogate child, he did his best to make them proud through hard work and honoring them as faithfully as he would his own parents. His life remained rather uneventful up until adolesence, when he entered himself into the military. His brief stint in the army was enough to ignite the previously dormant spark of adventure within his soul, and he soon forgot all about his origins, often requesting transfer from unit to unit in search of battle. The constant barrage of new allies proved to weaken Athan's feelings of comradery with his fellow soldiers. Every battle became a quest to prove himself, and he often left many of his fellows to die as a result. Rumor has it that, when Athan's hometown was under siege, instead of heading into town to look for survivors, he rushed out to meet the army head on. This rumor is, of course, unfounded as it would likely have ended with his death. His individualistic mannerisms eventually resulted in his expulsion from the military, and Athan started a new career as a sword-for-hire. He established himself as a jack of all trades, although most of his work fell into the category of a mercenary, Athan would occasionally find himself in out-of-the-ordinary occupations, including one time that he was hired as a cartographer to chart a safe route through the northern continents, and even once as a diplomat for a group of persecuted natives. The wide variety of jobs taken on from age eighteen to present has since made Athan a very resourceful person. He was brought back to his home when knowledge of his grandfather's passing reached his ears. By the time he returned home, he was far too late for the funeral. It was at his grandfather's gravesite that Athan realized what he had been missing his entire life. His grandfather had always told him that he was of a very esteemed lineage, which explained his seemingly superhuman strength for his size. Even his grandfather, a man aged to his early sixties when Athan was a child, was perfectly capable of cultivating the land their family owned without Athan's help. He returned to his home where he paid his respects to his grandmother. In the process, she had taken the time to guide him towards the living room, where a sword was waiting for him above the fireplace. Taking his grandfather's heirloom in hand, Athan headed for the countryside. Armed with a new goal in life, Athan has set out to solve the mystery of his heritage the only way he knows how. Theme song: Iron Maiden - Flash of the Blade
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Chaos Viceroy generated a random number between
1 and 100 ...
65!
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Posted: Mon Mar 06, 2006 9:37 pm
Vahn Kyonuske Username: Vahn Kyonuske Character name: Vahn Fah the Sixth Age: Unknown. More than a 1000 years for sure... Gender: Male Personality: True to his name, this man has an explosive personality. He is tenacious and fierce, always on an emotional guard and ever alert. A loner by nature, he is slow to open up and even slower to trust. Despite his outer gruffness, he is highly loyal, ferociously defending those lucky enough to be befriended by him. He is a dangerous foe and a powerful ally. But with a sense that he isn't yet strong enough, Vahn often does what he does best: pick an option, charge headlong, and don't let anything stand in the way (contrary to what some may think, Vahn does think before he acts most of the time; he just thinks very quickly). Description: The term "brawler" comes to mind when you first see this man. His form is noteably slender. He has ear-length, pointy, raven hair. His slanted eyes are yellow, and his brows are usally always furrowed. He has thin eyebrows and a large mouth. His face is slightly long/ he has small ears. Lots of silver hoop earrings--were talkin like a dozen (give or take) on his left ear--ear cuffs are cool too. has a slash between his eyes, going right across his nose (hero's scar). Under his left eye is a ''v'' shape on it''s side with a dot between the two outgoing strokes, which means ''chaos''. His left arm has a tribal-style flame marking, that goes about most of his upper bicep. Character Class: Fighter (?) Abilities: Vahn has one of the most peculiar and unique, yet powerful, fighting styles amongst the many characters of Leviathan. It all revolves around his ability to mentally control the ambient heat within his immediate environment, even when he himself is not using the Black Flame. He can reduce objects temperatures (if they are in a normal range for existing on Earth's surface) to about 30 F, raise them to several hundred degrees, or extinguish open flames. His radius of influence is about 80 feet. The heat he takes from the environment is absorbed into his own body. If he takes in a critical amount while he is not using the Black Flame, the flames will sprout out of force. There are unknown limits to the amount of flame he can absorb into his own body harmlessly while he is himself using the Black Flame. Alignment: Chaotic Stressed IC Reasons for joining the game: Drawn to rumours that may lead him to his brother's whereabouts, as well as Eden's location. History Vahn was once a high-ranking general, but now he's considered a traitor by those of his own race. He betrayed the Empire of Alan Fah to follow Victor's dream of freedom, he saw Victor's rebellion against Alan Fah as an opportunity to be free and lead a new life. His dream, however, was soon painfully destroyed. Victor's big dream of freedom, far from being Vahn's idea of a peaceful new life, only meant new troubles for him. Vahn lost his high rank and position in Alan Fah, was labeled as a traitor, and was despised by those of his own race. Vahn wanted to protect the weak, but failing to do so, he lost himself in rage and savagely killed a hundred of his former allies. Vahn won the admiration and respect of Victor and the rest of the traitors, but for Vahn, the title of "killer of 100 men" only meant painful memories and remorse. Vahn and the Sinners (as they became dubbed) were able to escape from Nybelmar, but they were constantly hunted, and they were unable to be completely at peace. Then Vahn started to feel attracted towards Ashe, a kind and beautiful woman who he kidnapped from Zelandria at Victor's request. Victor, who only saw the amazing powers Ashe had as another tool to achieve his dream, soon decided to get rid of her, but Vahn refused, and his brotherhood with Victor was destroyed in an instant. Vahn and Victor fought, and they were both badly injured, but Vahn had lost his arm in the fight and was dying. Vahn was condemned to a very slow death, because of the severe bloodloss, but Ashe, desperately trying to save him, gave her entire life into shunting the two of them into a different location, but in the process, Ashe died in his arms. Vahn, broken after losing Ashe, soon passed out from the bloodloss. When he came to, he was confined to a bed, and being tended to by a young man who called himself Dain. He spent most of time within the city he had come to know as Strata, trying his best to fit in with the populace and cope with living a normal life. However, it was never meant to be. He soon found himself embroiled within a civil war. He travelled the lands for 50 years soon after, before coming to the Stadium and meeting Sunstrike, as well as a slew of other "characters". Despite the bond that ties the both of them, he deeply cares about his newfound friends. While he is basically a very peaceful person, he can be very aggressive towards anybody who tries to hurt his companions. Theme song: "Shell Guitar Version" - Witch Hunter Robin(from "Original Sound Score #2") Vahn Kyonuske's movelist # Strength Level: While Vahn was a normal man, he possessed the normal human strength of a man in his prime with his height and build who engaged in intensive regular exercise. Now, being of an advanced age, he possesses the maximum human strength of a man in his prime with his height and build who engages in a daily regimen of rigorous exercise (including aerobics, weight lifting, gymnastics, and simulated combat) to keep himself in peek condition. Vahn is one of the finest human combatants Gaia has ever known. His base strength was increased to the human maximum, making him capable of lifting (pressing) 800 lbs, has an enhanced resistance to disease since his body eliminates the excessive build-up of fatigue-producing poisons in his muscles, in turn granting him phenomenal endurance, as well as an extended life span. Despite Vahn's chronological age, he is still as healthy and physically fit as a man in his prime. # Known Powers: Vahn has one of the most peculiar and unique, yet powerful, fighting styles amongst the many characters of Leviathan. It all revolves around his ability to mentally control the ambient heat within his immediate environment, even when he himself is not using the Black Flame. He can reduce objects temperatures (if they are in a normal range for existing on Earth's surface) to about 30 F, raise them to several hundred degrees, or extinguish open flames. His radius of influence is about 80 feet. The heat he takes from the environment is absorbed into his own body. If he takes in a critical amount while he is not using the Black Flame, the flames will sprout out of force. There are unknown limits to the amount of flame he can absorb into his own body harmlessly while he is himself using the Black Flame. How does he create his Black Flame? When humans eat, they digest the food in their stomach. In Vahn's case. the digestion then continues, breaking down the food even further. After Vahn's body has used all it can from the digestion, the body then turns the leftover food and acid into a byproduct of hydrogen. Vahn can hold the hydrogen in various glands in his body which in turn mixes with his bloodstream. When Vahn needs to use his flame, the glands release the hydrogen into the bloodstream where it mixes with other various chemicals the body creates. Once this mixture finds oxygen, it burns extremely hot, and very quick. So in fact, he generates the black flame whenever his blood is directly exposed to oxygen, so therefore, his very blood is a weapon in of itself. He can, however, generate much higher levels and flames about himself. At an average rate of expenditure of energy, Vahn can stay aflame for about 16.8 hours. In his younger days, he could only maintain his flame for much briefer periods, and sometimes exhausted it while in combat. He cannot maintain higher intensity flames for as long a time as he can maintain his ordinary flame. The temperature of these fiery projections is generally around 2,800 F (near the melting point of iron). Vahn's flame, while seen as ''otherworldly'' at best, is still supported by the presence of oxygen, and thus is extinguished in low air pressure or a vacuum. Vahn's flame can be extinguished by smothering materials, such as water, sand, fire-fighting foam, and heat-resistant blankets, unless his flame is at such an intensity that it immediately vaporizes such materials on contact. If hit with small amounts of water, up to about five gallons, Vahn can turn it to steam with relatively little effort. More water than that could extinguish his flame at its normal level, and he would have to wait until he could evaporate the residual moisture before re-ignition. His light output is mostly in the infrared and infrared region of the spectrum, and is invisible to the unaided eye. Less that 10% of his total power output is in the visible portion of the spectrum. Thus, when using his power, he is dimmer than one would expect of so powerful an energy source. Like any normal human being's, the nerve centers for regulating Vahn's body temperature are found in the part of the brain called the hypothalamus. However, Vahn can mentally override his hypothalamus to allow his body temperature to be raised by an unknown internal mechanism. This ability converts the latent thermal energies in and around his body into an unknown form of energy that is efficiently ''condensed''. A related mutation has rendered his body tissues unaffected by high degree temperatures. As it stands, Vahn has a high resistance to heat and flames, including his own, even when part of him is aflame and the rest of him is not. His flesh cannot be scalded or burned by any heat source whose level is below that of his maximum output. # Abilities: Vahn's aggressive, vicious, and direct free-for-all fighting style mirror fire's all-consuming nature. Like a predatory animal, Vahn will press the attack on his prey until it exposes a weakness, then charge in for the kill. In a fight, Vahn makes up for his lack of defensive moves by overwhelming his opponent with a barrage of blows in a variety of shapes. A quick kick or jab produces a short range burst of flame, whirlwind kicks generate blazing arcs, punches throw compact fireballs, and a series of spinning kicks results in rings of fire exploding outwards in all directions. When the occassion calls for it, Vahn is even able to shoot missiles of flame at long range. As a fighting style, his focuses on annihilating the opposition. He usually ends up swiping bits and pieces from everything thrown at him and making up the rest as he goes along. He is just as deadly with his hands as he is with his flames, quite possibly even deadlier. Speed and strength are the greatest allies of his level of combat. The culmination of all the physical abilities learned and the fundamental from both the techniques as well as the fighting style he employs. Those of this mastery are very powerful in close-range combat, and hand to hand combat is not recommended when facing a fighter of this level. Though seemingly brutish, Vahn is not unintelligent. Due to his increased lifespan, he has been able to travel around the world and amass an intimate knowledge of many foreign languages, customs and cultures. With his years abroad, he became expert in several martial arts, both armed and unarmed, especially notable. He can use most weapons, long or close-range. He is also an accomplished pilot, and is extremely well trained in espionage and covert operations. # Weakness: Vahn possesses an innate connection to the element of fire; the only real 'wow' trait that emerged when he became entwined with Efreet. He is capable of summoning it and controlling it thereafter, but that doesn't mean he makes common practice of frightening enemies with pillars of flame. Fire is a volatile element that can easily careen out of control, and Vahn's mastery of this skill is only matched by his respect for it. God-play has no place in his life, and so the situations in which he uses this talent are often nothing short of life-threatening. Furthermore, the consequences of using it extensively can endanger both Vahn and the people around him. Though immune to actually burning from any flame weaker than his own, Vahn's body undergoes exceptional strain in commanding it. Because his body heats up to temperatures that would be considered lethal in humans, severe dehydration is the most common complication. When you're hot you sweat, and Vahn is no exception. Due to the nature in which he summons his Black Flame, becoming anemic is also a very real threat to Vahn, so it is used sparingly if at all. Equipment WEAPONS Weapon Slot: Right Hand - Efreet's Fang Efreet's Fang From the outside it appeared to be little more than an ordinary Epee style Rapier. Though it was sheated in an oridinary black and dusty sheath the blade seemed about 3.5ft long, very thin and only about 2inchs wide. The hilt of the blade though was most magnificent. It was decorated with a luxurious cup shaped hand guard. And decorated in a similar manner to the greaves. It was made of a sort of dark metal with blood red trimming and the same myriads of tiny engravings along it. But it would also seem a bit big for this class of blade. It was thicker, and a bit longer, but Vahn be able to feel the light weight of the blade as he pulled it from the sheath and beheld its beauty. The swords blade itself was shaped like a thin flame reaching upwards to a point, with several points of fire reaching outward. It was thin, but just thick enough for the blade not to bend, and each spike was sharped so that the point and both side of the sword were razor sharp. The blade itself held a very strange design. The metal of the blade was a burnt black as if it had never been polished, or would never be polished. And yet one could still make out the dull firey color textures it once held. All and all the blade felt as light as a feather. Omen: When you grasp the hilt of this weapon, regardless of the ambient temperature, the blade is always scalding with over 1,000 degrees to the touch, and it seems to reflect the image of a great conflagration on it's surface, even when no fire is present. History Legacy Item Abilities All the following are legacy item abilities of Efreet's Fang. Ignition: The moment the fire began to burn on the blades surface, the question of why its hilt was so big and bulky was answered. The blade black itself seemed to glow a fierce red as if it had just been pulled from the forge and then suddenly, it too was engulfed in flame, but this flame form lasted only a few moments before the sword began its transformation. Vahn would almost instantly notice an increase in weight as the sword moved up from a simple one or two pounds to closer to 20 pounds. The flame that engulfed the blade forged itself. It thin and cut until it lost all semblance of flame itself. The once jagged rapier blade now only served as the core of a large, straight Flamberge. The sword grew now instead of 3.5ft long and 2inchs wide it was a full 4.5ft long and 5inches wide. The soot and ash had burned cleaned off the rapier blade leaving it as the shining and powerful core of this new Fang mode. With enough effort one could still wield the blade with on hand, only much slower. But, there was still room on the hilt for another hand if need be. The new flaming blade had the appearance of constantly, and yet sluggishly moving molten magma and yet it was still quite solid. Fire Bringer: The Fang can automatically convert any field into a fire type field, boosting all flame techniques up by nearly 50%. Fiery Slash: By slashing the blade in a broad arc in front of yourself and speaking a command word, you cause it to spray a fan of searing crimson flame with a range of 15ft. You can use this ability three times per day. Will of Two: When your psyche is assaulted, Ashe' formidable willpower bolsters your determination and strength of mind. Soul's Guidance: Even though the soul of the Priestess Ashe is not fully awakened, her subconscious can subtly guide your hand in battle. Explosion: The moment the user wants to attack, it takes the heated flame pressure thats built up through the Fang and then releases the super high density pressure. The attack itself becomes bigger and explodes, crushing an opponent with the increased strength and the weight of every last ounce of the swords attack, therefore greatly increasing the sword's normal attack range. Final Flame: The Fang of Efreet can be broken in a retributive strike. The breaking of the sword must be purposeful and declared by the wielder. All energy currently in the sword are instantly released in a 30-foot- radius globe. All within 10 feet of the broken sword take severe damage, those between 11 feet and 20 feet away take moderate damage, and those 21 feet to 30 feet distant take minimal damage. The character breaking the sword has a 50% chance of traveling to another plane of existence; if he or she does not, the explosive release of energy destroys him or her. After all charges are used up from the sword, it remains as shards. Weapon Slot: Left Hand ARMOR Armor Slot: Head Armor Slot: Body Armor Slot: Hands -Hand of Efreet(Right forearm) An ashy black object, matching the look of the fang, as well as the greaves. It looked like a tube of sorts covered from one end to the other with small runic etchings in a dark crimson color, sort of like blood engraved into the metal of the object. Near the center of the object toward its top half was an orb of sorts, it was a dark red. The orb, known as "Eye of Efreet" responds to any source of flame, magical or not and feeds off of it. Omen: When you wear the Hand of Efreet, the runes sketched upon it would glow a brilliant red, as would the orb itself. A series of sharp pains would rip into the arm, as if a thousand burning needles were oking into the forearm at the exact same moment. The hand would then pulse, like a second heart beating deep within the forearm. With each pulse of this firey heart, the flames within the orb swirled seemingly forming a fire storm within itself. History Legacy Item Abilities All the following are legacy item abilities of "Hand of Efreet". Slumber: The only method of putting the otherwise chatoic power of the Hand, to rest. The item undergoes a transformation into an item of lesser value, thus "resting" until it is needed. It takes the form of a bracelet, with a single red orb in it's center. Manipulation: By tapping into the elemental core of the flame, one can use it to forge any weapon their imagination can come up with. The only solid element of the flame is a thin wire, but it is quite powerful, as it is forged from the owner. You may not feel the loss on such small creations but as they grow larger and more complex they will begin to tax you. Flame Ruler: Fire Elementals can't attack the wearer, or even approach within 5 feet of him. If the wearer desires, he may forego this protection and instead attempt to charm the elemental. If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made. Flame Tounge: The wearer of the Hand is able to converse with creatures of the fire plane, as well as fire elementals. These creatures recognize that he weilds the Hand. They show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the wearer if he is strong. If he is weak, they hate and desire to slay him. Armor Slot: Legs - Denim Jeans A pair of reliable denim jeans, with small devils emblazoned upon the back pockets. Chained straps can also be seen connecting from the hips. Armor Slot: Feet - Efreet's Greaves Efreet's Greaves These boots were a pair of blackboots with blood red trimming and soles with a metal that was a dull black but its outline was a blood red, and running all through the metal and the boot itself were silver engravings forming a myriad of tiny runes in some unspeakable ancient language, the runes themselves forming the outline of fire rising up the metal plating. Omen: When you wear the greaves, regardless of the ambient temperature, they are always scalding with over 1,000 degrees to the touch, and it seems to reflect the image of a great conflagration on it's surface, even when no fire is present. History Legacy Item Abilities All the following are legacy item abilities of Efreet's Greaves. Ignition: The moment Vahn's flames touched them they reacted. The silver engravings would quickly fill with as if some sort of molten flame built below them causing the many tiny runes to glow fiercely. And then, without warning the boots literally were engulfed in flames. The flames kept close, to the actual greaves only forming a very thin superheated and vaguely transparent glow, an aura if you will. The aura served to literally thin the atmosphere around his feet. It made them feel lighter, faster, stronger. There would be no friction to his kicks, it would be as they soared through nothing at all. Or almost as if the Greaves themselves propelled them. Air Hike: A technique in which the user actually jumps off the air itself by use of heat, allowing them to stay in the air for much longer than usual. Otherwise known as a 'double jump'. Crescent Slash: A technique in which the user kicks out at very high speeds, greatly damaging their opponent, as well as slicing through walls. NECKWEAR Neckwear Slot: Neck - Gem of Friendship The dull red of it would spark as light hit it. It was a tiny carving in stone, refined with magic. At first glance it would be a tiny mask, ruby coloured. But look deeper and weaving around itself, was a dragon, trapped within the maze of the overall shape. WAIST ACCESORIES Waist Slot: Waist - Leather Belt A deepred, plain old leather belt. BACK ACCESORIES Back Slot: Back - Rock Mantle A mantled poncho that was made out of the hide of the Barthavos Rock Snake. Because of the extremely high durability of the skin, it gains resistance to blows, cuts, stabs, and slashes. RINGS Ring Slot: Right Hand Ring Slot: Left Hand *Intro Poses* - vs. NPC : Adjusts his gloves. - vs. Kraun : Light's a cigarette, taking a few drags and flicking it away before settling into a fighting stance. - vs. Tomorrow : Raises an eyebrow and goes into a fighting stance. - vs. Sunstrike : Scratches the back of his head and grins wickedly. - vs. Reiko : Raises his right hand, creating a black flame, before extuinguishing it. - vs. Maximos : Flame courses over his body as he adjusts his gloves then fire crackles as he settles into a fighting stance.
*Start of Battle Quotes* - vs. NPC : "Leave it to me." - vs. NPC : "This is as far as you go!" - vs. NPC : "I'll return this 'favor' a hundredfold!" - vs. NPC : "I'm not going to lose!"
*Victory Poses* - vs. NPC : Places left thumb in his pocket and raises right fist in victory. - vs. Tomorrow : Turns around and spits on the floor, then looks to the side. - vs. Shouyin : A guitar made out of flame appears and Vahn jams on it. - vs. Reiko : Goes over to his opponent's fallen body and sits on him. - vs. Maximos : Turns away, looks down and clenches his right fist as currents of flame travel across his body.
*End of Battle Victory Quotes* - vs. NPC : "I give new meaning to 'hot!'" - vs. Silver : "So tell me. Did it burn?" - vs. Tomorrow : "I'm not original, I'm better." - vs. NPC : "Scram!" - vs. Shouyin : "When you feel the heat of my flame that means you already lost." - vs. Kraun : "Overwhelming aggression; you can't win unless you attack." - vs. Maximos : "We actually just met, but I don't remember?" - vs. Reiko : "The fact that I need you to stay alive to keep on living disgusts me." - vs. Sierra : "What is the connection between us..?"
*Vitals* Life Guage - {///////////} {//////////} Guard Guage - {/////////} Stock Guage - {///} Alignment - Chaotic Nuetral Strength - High Defense - Medium Speed - Medium Jump - 3m/10 ft Chest Size - Reach - 158 cm Hand Grip Strength - 85 kg Back Strength - 220 kg Eyesight - R1.5, L2.0
Action Costs* Roll - None Recovery Roll - None Guard Cancel (Roll) - 1 power stock Cancel a move into a Roll - 1 power stock Guard Cancel (CD) - 1 power stock Perform DM - 1 power stock Supercancel a move into a DM - 2 power stocks Activate MAX Mode - 1 power stock Cancel a move into either Mode - 2 power stocks Cancel move into move during Counter Mode - free Perform a DM during MAX Mode - free Perform an SDM - 2 power stocks (1 stock in MAX mode) Supercancel a move into an SDM (must be in MAX Mode) - 2 power stocks Perform an HSDM (must be in MAX Mode and have 1/4 or less life remaining) - 1 power stock
*Movelist* -Basic Moves Weak Punch Weak Kick Strong Punch Strong Kick Taunt E.E. (Forward & Back) Heavy Attack Block/Mid-air Block Dodge Dash (Running) Jump (Hop, High) Down Evade Throw Escape Diehard MAX Mode
-Throws Assault Drop Spot Pile
-Command Moves One Inch Flicker Jab
-Special Moves One Inch Heat Ground Snake Detonator Spark Ripping Reaction
-Desperation Moves Reverse Landmine Serpent Wave SDM No Style SDM Beast of Fire HSDM MAX Serpent Wave LDM No Respect
*Move Descriptions* ======================= Basic ======================= @ Weak Punch
standing- strikes out quickly with a left jab. Used for quick pokes and starting combos, nothing special other than for interrupting attacks.
crouching- A quick left jab by Vahn. Good for interrupting and pressure. This is what he uses 90% of the time for a jab.
jumping- Downward Elbow, which comes out quick and is a good short jump move.
close- Clinches the opponent for both offensive and defensive purposes, small amounts of stand-up grappling are used. The clinch is applied by holding the opponent either around the neck or around the body.
@ Weak Kick
standing- Vahn stomps down on the opponent's foot. Fast and cancellable. that's about it though.
crouching- a rotational movement of the entire body to hit the opponent's outer thigh or side of knee with the shin. When not properly defended against, this technique often leads to the end of the fight, as the opponent has great difficulty standing after a few powerful low-kicks.
jumping- jumps up on one leg and strikes with that leg's knee. Usable for short jumping.
diagonal & short jumping- sends a driving kick into his opponent's shoulder, pulling them down with his foot so they slam into the ground.
close- thrusting up and forward with the lead knee, with the back leg raised on the ball of your foot he then pushes forward and twists his hips, while leaning far back, with a fully extended knee which sends the opponent a distance away before hitting the ground. The hands would be up, protecting his head from any strikes, making it more difficult to land a blow.
@ Strong Punch
standing- Right hook hits the opponent hard with his gloved fist. Cancels into any of his special moves or DMs.
crouching- A 2-hit with a left uppercut, which comes out fast and is a great anti-air move too. This one also cancels into any of Vahn's specials or DMs.
jumping- 45 degree angle downward elbow, which comes out fast and is a great jump in attack.
close- A fierce headbutt, which comes out fast and can stun an opponent.
@ Strong Kick
standing- A roundhouse kick that is carried out with a straight leg and the entire body rotating from the hip, which is "locked" right before the leg makes contact to the opponent. At close ranges, strike with the shin; at longer ranges, the foot makes contact. Has a fairly good range and has some uses as anti-air. It can't be crouched because of the way Vahn hooks his leg back, though it still doesn't hit as an overhead. Pretty good range, comes out faster than normal roundhouses, overall a good move to have in Vahn's arsenal. Hits twice when up close.
crouching- Vahn's sweep. Comes out VERY fast for a sweep and seems to be very safe to use. You can punish some things with it pretty easily. Definitely one of his more abusable moves. jumping- Improved from before, Vahn now springs up off one leg and in mid-air switches to the other knee to strike. A quite spectacular sight when it connects. It has a long range and high priority, making it the jump-in attack of choice to use, another highly useful, abusable attack.
diagonal & short jumping- Forward Snapping Side Kick, which comes out fast and can be used as another short jump-in attack. Good Anti-air attack as well.
close- hits the inside upper thigh (above the knee) of the opponent when clinching. This technique is used to wear down the opponent or to counter the opponent's knee strike or kick.
@ Taunt Lights a cigarette as he say's "Didn't that burn you?".
@ Emergency Evasion Rolling is used as a means of going through an attack. When you roll, you are invincible throughout the beginning and middle, as you do some sort of movement (usually the character rolls). You do move forward when you roll which can also be used to get from one side of the character to the other, or the more common, rolling through fireballs.
You can still be hit by command throws (throws that are specific to each character).
@ Heavy Attack Vahn moves forward while doing a shoulder attack. The opponent cannot recovery roll from the attack, and it always knocks them down.
@ Dash (Running) Dash is used for a quick hop backwards or forwards. It has a lot more usefullness when its used as backwards, as dashing forward is not very effective, the dash itself is pretty fast, but during the entire time your left open. (never dash within more than half distance range toward your opponent, you will most likely get nailed).
Running is a very fast way to get across distances, you can easily cancel the run into a move, stop it at any time (unlike dashing) and even cancel the run into a roll (more useful than you think).
@ Dodge Dodging is very useful, much like rolling where you can "sidestep" an attack, it lasts a decent amount of time, enough to evade nearly any attack. Sidestepping, backstepping, and slipping are all part of the Dodge manuever.
@ Block When you block against an attack, you take no damage from normal moves and command attacks, but you do take reduced damage from specials and (S)DMs. Throws and certain other moves may be unblockable, though.
@ Down Evade Using the Down Evade makes your character leap back just as he or she hits the ground, and land on their feet, instead of crashing to the floor. This move can be used after knockdown attacks, or other standard knockdown moves like most character's crouching attack.
@ MAX Mode: Break the Limit If he takes enough damage (if your life is at 20% or less), Vahn's entire body will begin to build up steam, as well as turn to a darker color. This process was similar to Vulcanization.
Quote: Vahn had actually affected his body on a massively internal scale with a chemical process in which individual polymer molecules were linked to other polymer molecules by atomic bridges(this was most likely due to the fact that because of the unique fire glands which developed within his body, he could already alter chemical states within as well as outside). With this, he had made his individual molecules locked together to a greater extent. This made the flesh and muscle harder, much more durable as well as more resistant. The steam emmitted also transformed the surface of his body (covered in sweat and blood) from a sticky feel to a smooth soft surface.
In this mode, Vahn gains the ability to moves at very high speeds in order to avoid attacks, as well as to attack by using his explosive leg power. A few of his attacks also recieve upgrades, in the form of increased ranged; i.e. Tetsu-ken Bazuuka & One Inch Bullet.
You cannot activate MAX mode while in the air, although it is possible to cancel a normal attack, command attack, or Heavy attack into MAX mode, even if said attacks are uncancelable. Quick MAX activation costs 2 levels to use, though.
One huge advantage that the Quick MAX Activate offers it that there is no startup (charge time), and because your current attack is canceled, you can immediately attack your opponent.
While in MAX mode, your attack power decreases. Only DMs do a normal amount of damage. Furthermore, you cannot earn Stocks while in MAX mode. However, there are benefits to using this mode as well.
For one thing, you can perform a DM without losing any Stocks. You can also perform an SDM, which will only cost one stock to use. If your Life Gauge is very low (to be exact, below 1/3rd of the total gauge length), you can use HSDMs as well, which have the same requirements as SDMs. In all of these cases, performing the (HS)DM will immediately end MAX mode.
@ Diehard When reduced to zero health, Vahn alter ego takes over, resulting in 'Devil' Vahn.
When in this form, Vahn can move without further injuring himself, but if he performs any other type of action (or any other action deemed as strenuous, including attacking or defending) he takes 1 point of damage after completing the act. If he reaches -10, he immediately dies.
======================= Throws ======================= @ Outside style: Assault Drop If an opponent comes out with a kick, roundhouse, etc-- Vahn catches it across the upper part of his side, where it is less dangerous than in the middle or low section of the ribs. Then using the same-side leg, he sweeps the outside leg out from under his opponent. Normally, if the technique is carried through, one will fall down on his backside. Pretty humiliating. Counts as a reversal.
@ Outside style: Smackdown Vahn grabs the opponent, pauses, then mercilessly slams them into the floor with such force that the opponent's carcass is bounced like a basketball. The opponent CAN recover from this move after he's bounced, but there's plenty of time for him to quickly followup with another move before that happens. Also, like the VF, you can perform this move from a dash. The drawback is that you have to be extremely close to your opponent to grab them, since it has little to no range. And let's not mention what could happen if you miss...
======================= Command ======================= @ One Inch Sticks his arm forward and knocks the opponent back. Hits as an overhead, cancellable, and has counter wire properties. As an overhead, it's a welcome addition to his arsenal.
@ Flicker Jab
Quote: With "no stance" Vahn's arms had been lowered since the beginning, allowing for punches and combinations to be thrown at a much more rapid rate. Which is what would happen now. A succession of high speed jabs would be executed with a snapping, whip-like motion (the first one being a semi-backhanded jab that would hit with a slightly more conventional punch as it whips back on the return). They would be thrown from below eye level, potentially from the opponent's blind spot thanks to Vahn's arm reach. Because of the "no stance" adopted, Vahn was able to switch between shots to the head and body more efficiently at the sacrifice of his "defense". A wide variety of punches would now be relentlessly and continually coming in from completely different angles at Sieg's "open body". His feet never moved, yet were fairly close together, to allow for more effective slipping should the need arise.
======================= Special ======================= @ Outside Style: One Inch Heat
Quote: His lead hand closed the short distance between both men with a very slight forward motion of the upper knuckles. Without waiting for the upper knuckles to strike firmly, the lower knuckles sprang forward to about 1 and 1/2 inches behind the point in which his hand first touched. At the same time that he thrusted his fist forward he twisted his hip and shoulder inwards to gain added power and reach Seig's abdomen. Lots of martial arts are based on the circle. The so called 'technique' for releasing internal power. The circle is 'power' that doesn't move. In other words, while you are storing up that 'power' coming from that circular movement, it is continuing to accelerate more and more. Passing through the shoulder, eventually all that heat is tempered like a needle through the arm. Then directing the inherent heat from the circular motion to a straight line... taking on the qualities of that fist... to send all the heated force galloping at your target all at once!
It can negate mid/high level projectiles, and covers about 5.2 meters distance.
@ Kyonuske Style #89: Snake Bite An attack when performed when the opponent is charging towards you. As they charge towards you, you dodge their first attack and place one hand against your hand and drive a mid flaming elbow strike into their stomach. This move has autoguard. Nice move to zone with, not to mention that the flame can negate mid/high level projectiles.
@ Kyonuske Style #90: Snake Biting Following Snake Bite, as they have the wind knocked out of them, the user flings their arm up smashing the back of their flaming fist into the opponents face. This move has autoguard.
@ Kyonuske Style #91: Snake Bitten Following Biting, it finishes with a flaming jab to the stomach. This move has autoguard.
@ Kyonuske Style #111: Rising Overbite The user rushes in low towards the opponent, spinning at the last second. Pushing off the ground with their leg and pushing up with their hands, the user forcefully shoves their foot upwards into the opponent, sending them flying into the air.
@ Kyonuske Style #13: Ground Snake For the weaker version Vahn does a hand motion at chest level sending a short wave of black flames snaking forward towards the enemy. If this hits, the opponent will be knocked into the air slightly. The strong version is a follow up of the first where Vahn does a second hand motion after the first sending out a bigger projectile which count as two. The Ground Snake can only be blocked low, and ignites upon contact.
@ Detonator Spark A ball of flames is focused in the palm of the hand. When released the ball travels a very small distance before exploding into a thousand small spheres of flame, spreading out as they travel. In a modern context it is most similar to the blast from a shotgun loaded with 00 buckshot, and can easily overwhelm a target through by spreading out the contact area of between the spheres and the target. Maximum effective range is no greater then 30 meters before the spheres become too diluted to do much damage.
@ Ground Rave A triple attack in which he rushes forward and slashes the side of his opponent's head with his hand. The second, follow-up attack has him slashing the other side of his opponent's head with his other hand. The third and final attack in the sequence has him make a short jump in the air as he locks his hands together and smashes his target into the ground with a flaming double axe handle. He exhales sharply for each hit. The last hit counts as an overhead.
@ Kyonuske Style #113: Wild Spin Weak version, Vahn does a dashing spin, before striking with a hopping flaming side kick. Strong version, Vahn stands in place, while doing a flaming roundhouse.
The weak version is fast and can hop over ground projectiles. The strong version is fast and can negate mid/high projectiles. The strong version also has INVINCIBILITY start up. Can also be used as anti-air attacks.
@ Kyonuske Style #114: Viper Bringer Chained after Temptation only milliseconds after Vahn dashes backwards only to come dashing forward with a flaming boot to the face. If it connects, the opponent is knocked backwards and eats the floor. Decently safe if not instant blocked. Leads to combos due to the 'bounce' an opponent will suffer. Cancelling (done right as he leaves the wall) will make him drop down with a little momentum. Good runaway trick.
@ Kyonuske Style #115: Volcanic Fang A flaming flying uppercut. This move has crazy invincibility. Thus it's a great anti air, good for getting out of traps, it messes with your opponent's wake up... too good. Vahn's best combo finisher. The followup will ground your opponent, and they can't tech it. Thus you set up "wake up", so try to finish all VF's with the followup.
@ Kyonuske Style #116: Burn Following the VF, Vahn can flip slightly higher and quickly send the enemy back to earth with a vicious spinning back kick.
======================= Desperation ======================= @ Sakasa na Jirai(ka) (Inverted Land Mine) Vahn throws out a Ground Snake while saying, "I'll show you the resolve of my flames!". As the fireball travels forward, it will stop and become a concussive pillar of black flame, erupting much like a landmine would, when stepped on. If the opponent is hit by Reverse Landmine, they'll be ignited for 4 seconds. Not only does this DM work on the ground, but in mid-air too. The opponent ends up spiraling away from the explosion. The weak version travels half distance while the strong version covers full distance. Both versions also have a slight delay on start up.
@ Kyonuske Shiki #127: Jatai Ensho (Kyonuske Style #127: Serpantine Heat Wave) Vahn charges up his black flame in a snake-like pattern that winds up his right arm. He then lashes out with the flames at the opponent, attacking the opponent through that form and leaving a scar in the shape of a serpent. Has better startup now and more range. Use this move as an anti-air as it comes out fast. During the weak version, Vahn is immune to low attacks. During the strong version, he is immune to high attacks (including normal and (S)DM projectiles, even full size ones).
Quote: "Goodbye." Hits: 1-2
======================= Super Desperation ======================= @ Shiki-nai: Tetsu-Ken (No Style: Iron Fist) This move is a very powerful technique, due to the large amount of stamina it uses. The user first gathers a large amount of flame into his right arm; collecting enough heat that a blinding light flashes out, obscuring an opponent's vision completely.
This SDM is a middle-range blow that is hard to predict as it is unorthodox, curving upwards at a diagonal angle somewhere between a straight and an upper.
The user increases its damaging capabilities by throwing the full weight of the body into the punch in a a MASSIVE black flamed One Inch Heat. It is thrown by bending the knees further and tilting the body to the side, so far that the user virtually vanishes from the opponent's line of sight, before propelling upwards in the the same manner as that of an uppercut, blasting their opponent upwards.
However, this isn't an attack that can be used alone. It is a pretty obvious technique, which is where its only downside appears; it can be dodged easily, unless the enemy is careless or open for an attack. That means that first, the user has to either dodge the incoming attack and then perform it, or catch the enemy by surprise (hence the reason for the blinding flash).
This move can be delayed by holding back and increasing the flame charges. There are a total of 3 flame charges until Vahn releases the SDM. This SDM is UNBLOCKABLE when fully charged. The weak version is a ground base attack, as the strong version is a anti-air attack. The distance is half. The weak version is fast as the strong version. This SDM is also his counter wire attack if fully charged. So if connected, the opponent will fly towards the nearest wall, then bounce back towards Vahn. This can lead ton any juggle you want to perform.
Hits: 1-2
@ Gouka no Reijuu (Sacred Beast of Hellfire) Giving off a yell, Vahn will rush forward as his entire form gives off a black flash, meeting and striking the opponent with a swift, yet somewhat strong, elbow strike. As the opponent staggers back from the initial strike, which has guard crush, Vahn will follow almost instantly with several consecutive roundhouse kicks alternating between his left and right feet, keeping his opponent almost upright based solely on speed, but not to the extent that any power is sacrificed, as each leg strike is accompanied by Vahn's own flames, signified by the noticeable rifts that trail after every leg strike. After 8 successful strikes, with the fearsome siege of kicks drawing to a close, Vahn will raise one leg slightly above ground before he torques his entire frame into an upward vaulting kick, sending the opponent into the air, instantly before the final three strikes are unleashed -- before the opponent has time to recover -- in the forms of an upward jumping roundhouse, a downward slicing roundhouse (which will send Vahn's opponent crumpling to the ground) into a Reverse Landmine.
Whilst capable of inflicting a considerable amount of damage onto the opponent, Beast of Fire, like most of his techniques, will exemplify the use of Vahn's speed, serving a great advantage in battle as the rate of Vahn's travel and speed can catch most opponents off guard.
Quote: "I'm showing you... The Beast of Fire!!!!" Hits: 13
======================= Hidden Super Desperation ======================= @ Gohatto Taiketsushisei #666: Saidai Jatai Ensho (Forbidden Confrontational Attitude #666: Maximum Serpantine Heat Wave) Vahn's body is surrounded by flames, charging up before lashing his flames out at the opponent, in the shape of a monstrous serpent. When up close, this hits an opponent up to 3 times. The flame he releases also hits 3 times. During the HSDM Serpent Wave, Vahn's body is on fire, and anyone touching it takes damage. In addition, he is totally invincible against other attacks in the first few frames. (1 frame is the same as 1/60th of a second)
Quote: "....SERPENT...WAVE!!!" Hits: 3-6
======================= Leader Desperation ======================= @ Gaiteki na Shiki: Ikeinai (Outside Style: No Respect) Vahn does his taunt, after which he will flick his cigarette at the opponent; when it hits it bursts into blinding flame like an underpowered reverse landmine as Vahn thumbs down his opponent.
He then charges forward and beats the crap out of the opponent, doing an insane amount of damage. Hell, it even does more damage than any of his other moves (It's the most powerful non-throw LDM). The cigarette flies straight, and if it hits, the move WILL connect no matter where the opponent is. Powerful, versatile, resistant to damage scaling, it's overall one of the best moves Vahn has.
Quote: "Didn't that burn you?" followed by "So get out of my way!" Hits: ???Devil Vahn Movelist Quote: Enables Vahne to transform into his ego personified, changing his appearance, increasing his strength and defense, gaining minor healing, and enabling him to use special Devil-only attacks. So far Vahn has increased power and speed (both in movement and attacks) flight, as well as acess to devestating fire-based attacks. The Devil state lasts as long as Vahn's body can handle it. Chi no Batsu (Punishment of Blood] D.V. will briefly hold the opponent by the upper body and will then quite literally walk on them and during this motion, he'll kick them thrice. As he finishes, he'll leap back about 3/4 distance and land there. This is a regular throw but the fact that Vahn leaps away and will land safely out of reach of the opponent is an excellent bonus. Once you manage to pull the Punishment of Blood, you'll be able to re-think your strategy during that small time where there is a distinct distance between you and the opponent. One thing you may do is to pull the Sun Frying Blaze as soon as you can move again. Ten no Tsumi (Sin of Heaven) D.V. will hold the opponent and will do a small cartwheel to throw them on the other side. The Sin of Heaven thus makes you switch sides with the opponent and is very useful in getting out of corners. When the opponent is thrown, Vahn remains in place such that you'll be quite close to him as he's getting up and you'll be able to take advantage of the situation. But you'll still need to be fairly quick though and to trap the opponent again, thus preventing them from escaping. Muyou no Ono (Futile Axe) D.V. will quickly turn around once as he clasps his hands together and proceeds to hit an opponent hard in the stomach with a double One Inch Heat. The move is a bit slow to come out but has quite good recovery which is really surprising since he turns round when he performs it. The Futile Axe is a cancellable and you can put a special move just after it for a neat combo. The Dark Great Serpent Mow Down, when not delayed and when pulled quickly enough, will combo onto it. When using it alone, you should however be careful because the move can be seen coming and if your opponent guesses right, chances that you'll be countered are very high. It is still useful in those situations due to its splendind range. The best way of using this (besides using it in damaging combos) is to walk back and to pull it suddenly as the opponent comes towards you. He'll very likely eat it and you can then cancel it into a special move. Jukei no Oni (Demon's Severance) D.V. will support himself on his hands and will kick the opponent twice. The first kick hits low while the second is an overhead. If you cancel into the Demon's Severance, the second hit no longer acts as an overhead but you then have the possibility of adding a special move afterwards. The Demon's Severance is fairly quick to come out and has a nice recovery even when used alone. It doesn't have that much of a range though which means you'll need to be quite close to the opponent if you want to use it. Setsudan no Koto (Judging Harp) This is a slide attack and needs to be blocked low. D.V. will crouch and will slide for about 3/5 distance. It's rather slow to come out but he is quick to move forward and recovers quickly from the move. The Judging Harp is comboable after any normal attack and you can use it in combos. Don't abuse it though because it can be seen coming a while away. It's useful against air opponents as they are landing and can be used for poking as long as you refrain from testing it against a cornered opponent. Moreover, the Judging Harp will allow you to slide under, and thus avoid, those mid-level projectiles. Taiyou o Iru Honoo (Sun Frying Blaze) The Sun Frying Blaze is his projectile. Both can do up to 3 hits. The weak version is quicker to come out and it travels about 3/4 distance. It also travels slower and the blasts fade away less quickly than its stronger counterpart. Strong version comes out rather slowly but moves on quickly and goes the whole screen. However, if there indeed is distance between you and the opponent, only 1 hit of the move will connect but that's still enough and does substantial damage. If you pull this against a cornered opponent such that it hits, you can then jump forward with the heavy attack and it will connect as a combo. Sadly, both versions are not comboable because in each case, D.V. takes some time to come out and the opening frame has a lag. Worst of all, this frame makes the Sun Frying Blaze ineffective from up-close. If you're quite close to the opponent, the blast will just miss them and appear behind them. This occurs because as D.V. forms the first blast, he does it at a certain distance from his body. So, if you're quite close to the opponent, the first blast will appear after the opponent and whenever this happens, you can just bet you're in very big trouble. D.V. will still hold the flame and your opponent will be able to pull out anything to punish you. Kagami o Hofuru Honoo (Mirror Slaying Blaze) Vahn will lunge forward with his hand engulfed in blackened flames and the oponent will burn on being hit before being knocked down. The weak version is quicker to come out but has less range -- about 1/2 distance. D.V. also moves slower as he lunges at the opponent. Good recovery. The strong version takes a bit more time to come out but has a much better range -- about 3/4 distance. D.V. is quicker performing the move and he'll also rise a tad higher. He takes some time to recover though. The Mirror Slaying Blaze is quite a good anti-air too but timing is crucial when using it against aggressive air-borne opponents. Still, it will save your a** more than once and it's very effective against grapplers. Both versions are comboable after a normal move or his cancellable command moves. The Mirror Slaying Blaze is an excellent move as it allows you to travel forward and to get close to the enemy and hopefully do some tick damage at the same time. Tsuki o Tsumu Honoo (Moon Clipping Blaze) His basic anti-air, in which he performs stronger versions of his Crescent Slashes. The weak version does only 1 hit but on the other hand, it's safer as it has a much better recovery time. It is also quicker to come out. The strong version is slow to come out but does 4 hits and is quite damaging at that too! D.V. will move forward as he performs the strong Moon Clipping Blaze. He'll actually pull two weak ones and finish with a one that reach higher and hits twice, linking them all together. He's slow at doing it though. The Moon Clipping Blaze is your typical-anti air move although the uses of the strong version are more on the cheap side if you can time it well. You can combo onto these for greater damage. Shishi o Kamu Honoo (Limb Biting Blaze) The Limb Biting Blaze is an unblockable move where D.V. will punch and kick an opponent slowly for a 6-hit combo. This is, without doubt, D.V.' best move. The animation is simply awesome as you'll really see him break open the opponent's guard by slapping their hands before proceeding to hit them with all his might. Daichi o Harau Gouka (Fire of Sin that Sweeps Over The Earth) Vahn will form a sphere of flames around his body and begin to actively draw in all the available heat from the enviroment around him; in turn creating a near 'ice age' within his AoE. Following this, he will charge towards the opponent while still encased within the flaming sphere and if they're hit, they will be sent flying while they're consumed with the black flames. The DM does only 1 hit and D.V. will just move forward before he gets separated from the shield. During the SDM, he will actually move across the screen thrice -- he'll go towards the opponent once, come back again in the same way and charge forward a third time before he jumps up from the shield. However, although it seems a 3-hit SDM, its maximum number of hits is, in fact, 2 as the opponent will be knocked down after being hit twice. Indeed, the first hit will juggle the opponent and the next one will knock them if the move fully connects on either the first or the second hit. If it's successful on the third hit, the opponent will be sent flying away. Ankoku Orochi Nagi (Dark Great Serpent Mow Down) Just as the name implies, the Dark Great Serpent Mow Down is similar to Vahn's Serpent Wave -- the only changes are the damage and D.V. looks way cooler as he delays the move with only one finger. Bad side is that his body does not burn but hey, does that matter?! The DM does only 1 hit while the SDM does the whooping usual 3 hits and BIG damage. Sadly, only the weak DM is comboable. The strong DM takes some time to come out even when you don't delay it and it is impossible to include it in combos.
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Chaos Viceroy generated a random number between
1 and 100 ...
31!
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Posted: Sat Mar 11, 2006 10:35 am
Wahoozerman Username: Wahoozerman Character name: Alan "Jacknife" Campbell Age: 18 Gender: Male Personality: Out of combat he is usually light and cheerful. He has a sarcastic sense of humor and is constantly making little playful verbal jabs at his friends. He is polite to people he does not know if they seem like a respectable sort. During combat is a completely different matter. He turns serious and analytical, sometimes shouting out orders even if he is not the one who should be doing the ordering. Those who work with him are used to this and take the orders as suggestions, but when he makes one, it's almost always a good one. He cannot stand people who are arrogant or disrespectful. He usually gives people a second chance, but a small second chance. If they mess up the second chance he does not give them a third. He is kind enough not to be a merceless killer, but he is not kind to the point of foolishness. If he deems something a threat, he will take all measures to stop it. Description: He stands about 5'8" with simi long brown hair that hangs down and brushes his collar in the back and sweeps down over his right eye in the front. His eyes are green and quick to notice most things. He is slender, he dosent have the huge bulking amount of muscle that most battle ready warriors do, but instead he has just enough to allow him to do things like pull himself up onto a ledge or balance upside down on one hand for a moment. He carries with him a small silenced 9mm. pistol with a 15 bullet clip in a holster at his side. He also carries a belt knife and a larger knife tucked into the top of his soft soled shoes. His shoes are designed to make little to no noise on most surfaces, this means that they are thin and do not provide much protection from objects on the ground that might harm his feet. He also wears a light kevlar vest which has six pockets sewed into it. The outside of the pockets are not made of kevlar, only a thin layer next to his body. The pockets contain tools for picking and disarming locks and traps, a small fiber optic camera with a viewscreen attatched to the other end of the cord, a pair of high powered binoculars, ten feet of nylon rope, half an inch thick. The rope can be retracted into a small case that fits into his pocket. The last two pockets hold boxes of ammo for his pistol. Each box contains 45 bullets. His pants pockets contain a map of the area, a red sharpie, three folded up pieces of paper, and a laser painter. Hooked onto the back of his belt he has three small magnesium charges that emit a vilontly bright white light four seconds after activated. Afterwards they are useless. A headset with multiple frequencies rests on his left ear. Character Class: Scout Abilities: His training in scouting allows him to move and observe without detection. It is extremely dificult and nearly impossible to track him. It also allows him to preform acrobatic feats that allow him to reach places others could not, and to spot or hear things that most people could not. He also has some psychic powers that allow him to manipulate objects from long range. He can send and recieve telepathic messages, but a message must be consiously directed to him for him to be able to hear it. Alignment: Chaotic/Neutral IC Reasons for joining the game: Money, he is a mercenary. History: He comes from a small town. He used to go out hunting with his father. His father taught him to be silent and stealthy in order to not scare the game away. After his father died he was still too young to take care of himself. He was taken by a group that was preforming research in psychic abilities. The organization was military, so he was trained in combat with knives and hand guns, as well as standard issue military rifles. After extensive testing all tests proved negative on any psychic abilities, the organization deemed him worthless and just kept him as a prisoner so word of the experementation would not leak out. The government decided that the research was fruitless and sent orders to destroy the facility and any research. The organization split into two parts, the Ordu, which was the original group, and the Knights of Fortune. The Knights took in Jacknife, as well as a few others. The Knights now operate as a mercenary group, though they still do jobs for the government when called upon. Theme song: Pink Panther Theme
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Chaos Viceroy generated a random number between
1 and 100 ...
27!
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Posted: Sat Mar 11, 2006 10:39 am
Monseiru X Username: Monseiru X
Character name: Lazenca
Age: Looks to be in early/mid 20's, actually between 107-110
Gender: Male
Personality: Normally, he's a run-of-the-mill nice guy, doesn't bother anyone, sticks to himself, easy to get along with. Due to recent events, he's more often found this way or in some state of depression. The same events have made him able to enter a bloodlust, but the condition for reaching this state has yet to be met. His current state of mind should easily be read through his hair color, but his natural hair color presents a problem- when normal, his hair is a black that shines blue in light. When down, his hair is white. When enraged, his hair is completely black- it's hard to tell if his hair is black-blue or simply black without getting near him, and if he happens to have black hair when someone gets near him, then he will attack with intent to kill.
Description: Transitional (Homid): Built, but not beefcake at 6' even, 285 lbs.- that number may change depending on how much and what he's eaten lately. Brown skin. Crystal blue eyes. Wild mid-length hair with black-blue color (shine blue in light). Claws on hands and feet. Tail, fur color the same as hair. Naturally sharp canines. Pointed ears. Likely to be seen wearing nothing but black pants, metallic bracers on forearms, and a glove on his left hand-- shirt where needed. "Living" tattoo on left arm is actually a Medium that may grow during stress or when conditions are met to gain another "band," which grants him another power to master.
Feral (Animal): Wolf, at least twice the size of any Gaian breed in all ways. Despite his size, he's incredibly fast. Colors are the same.
Negative (Were): Stands at 10', and has body built for power. Claws and canines are 1.5 inches longer than proportionate. Wears bracers, but no clothes- fur is good enough.
Character Class: hand/hand
Alignment: Ice/Water
Abilities:
Race: High/Trueblood Esterians and those who've unlocked Negative through some means [Laz is of the second group] are able to shift between three physical states: Feral, Transitional, and Negative. It takes but a second to get from one state to the next if pressed, though speed comes at the cost of energy. However, there is no explosion or special Hollywood effect- it happens as easily as people breathe.
Being an Esterian Wolf Tame, his states switch him between being a wolf and a man.
Fighting Style: Uses Tenma ne Garo (Loveless Wolf) style mixed with Tenma ne Gato (Loveless Feline), streetfighting, and dogfighting.
| Level: Auto | -- Negative Gain -- Allows the user to absorb the energy from any one element for a limited time. Infinite auto-ability for elementals, but those with enough skill can temporarily change their elemental alignment. Revert happens in a matter of minutes, or when the threshold exceeds the limit.
-- Elementalist [Ice] -- Negative Gain always activated, so once can heal from Gaia's force, magical or natural.
-- Healing Factor (Medium Band: Heart)-- Given time and provided that the user has recently eaten, wounds, broken bones, and the such can be mended at a quicker pace than normal. The larger the wound, the more likely it is to scar, and the user cannot agitate the wound- in the case of broken bones, a splint and such must still be applied. Also, this can very easily burn through the user's energy, and they'll feel starved if they don't keep eating.
-- Divine Lock (Medium Band: Lock) -- Due to his complex condition that others would be quick to read as a "weak mind", Lazenca cannot be forced into a mental state of beserk, confusion, charm, etc- of any kind. Mental attempts to direct his feelings and the way he sees reality will always fail.
| Level: State | -- Alpha Shift (Medium Band: Force) -- The mental illness is more disadvantageous than anything, but Alpha Shift: Black forces a bloodlust that works much in the way of a bezerker's rage- pain won't be felt at all. On the other side of this, Alpha Shift: White will make Lazenca apathetic, even depressed- very dangerous, for he's not likely to defend himself if he falls into this condition during battle.
| Level: Special | -- Doppleganger -- The first ability learned by Tenma ne Garo style users, the fighter is able to make a semi-sentient shadow clone. If the fighter is an elemental, the Doppelganger takes on his/her elemental properties. If it's defeated, the "Doppler" will become a maelstrom of whatever element the Tech's user is. It's based on the prime principal of TnGaro: teamwork. The higher the skill of the user, the more times Doppelganger can be used, and the deadlier the combatant becomes. Like this, another set of Negative abilities can be unlocked. TnGaro dicipline.
-- Fangs of the Arctic Wolf -- Using the hands, a cross symbol is made in air which immediately spins and narrows as it hurtles towards the opponent, becoming a sort of drill. TnGaro dicipline.
-- Negative Gain [Remote]-- Siphons an elemental property from one target, preventing environmental healing and status boosts. The user will suffer if he siphons a property opposite his element- it is unwise for a fire user to attempt to use a Remote NG on a water user.
| Level: Command Throw | --Cross Counter Combination, AKA C3.-- The fighter gets into a crouching stance with his front arm and hand before him. If a limb touches the trap arm, that limb is immediately grasped and the person is subjected to a quick fling/toss. Since the C3 requires concentration and timing to prepare for the physical attack, he's completely open to projectiles and magic. It's for this telegraphing that C3 is not used by rookies. Auto-counter, TnGato dicipline.
--Stationary/Locomotive Frankensteiner-- The opponent is grabbed around the neck with the user's legs or feet, depending on situation. Momentum is used to flip both bodies, with the opponent likely to be thrown straight into an obstacle. In some cases, he'll hold the opponent until the last moment, where they're slammed headfirst into the ground- much easier without so much momentum. TnGato dicipline.
| Level: ESpecial |
-- Maelstrom -- Extension of Fangs of the Arctic Wolf, where the user wildly slashes at the air for a few seconds, creating a virtual wall of white slashes that will hurt as much as actually being sliced into. Once the "wall" is set, the user can collapse it, directing it to attack a target much in the same way of FotAW. The visual lines begin to dissipate within a matter of seconds after being drawn. TnGaro dicipline.
-- Fangs of the Arctic Wolf [charge]-- Held longer, the actual attack's impact drill becomes more pronounced. At its maximum charge, it will bore through three inches of steel effortlessly. TnGaro dicipline.
| Level: EXSpecial |
-- Backlash Grenade -- After charging energy into Lazenca's fist [usually the right], he thrusts the hand forward. Heralded by the sound of gears winding down, a chorus of shrill screams is released with the charged energy before the open palm. Lazenca doesn't have to physically touch someone to have the attack hit- if a target is in front of him and is in range of the blast radius [5ft x 5ft x 6ft, l/w/h], then it will be flash-frozen in a block of ice. A longer charge creates a larger blast radius and thicker ice. The Tech user has the option of keeping the ice as-is, or instantly shattering it all through a explosion caused by a release of energy.
-- Glare -- This tech is aptly named because the user concentrates at a certain spot- be it a person, object, or open air. Atmospheric liquid in that area freezes into a crystalline formation that immediately erupts, releasing all energy freely into the air. The impact from taking a Glare is said to feel like taking a double-barreled shotgun to the chest, and packs as much stopping power. The move is deceptively deadly because of the speed and because it's never telegraphed. Also, an advanced user can Glare at something s/he can't actually see, like a target behind a wall, or into the wall itself.
IC Reasons for joining the game:What else is there to do? Someone needs help... he'll help. Hopefully, he'll be able to find the strength to calm his troubled mind along the way.
History: Life was normal enough for Lazenca, assistant to DJ Vertigo in Daraku Tenchi's hottest spot, the club called [R]Evolution (Revolution Evolution). A student, he grew up idolizing Esterian emperor Alpha on One for his fighting techniques and the air that he held himself.
Everything changed when he and a group of friends, one of them being his love interest Twitch, went to a fair and were met by a mystical trio posing as fortune tellers, calling themselves "The Trisection". They were told by the trio that their blood was pure enough to unlock inner strength and abilities- they called it the "Negative"- that could either help or hurt them, as well as the people around them. All of their lives would change, and not all changes would be good.
This proved all too true when a mercenary called "Mirage" passed through. The police instantly recognized him, and went to subdue the dangerous feline-type. Hotshot rookies fired first, and the bullet hit Twitch. Angered by her murder, Lazenca's mind snapped, and his Negative was revealed to be the Alpha Shift syndrome, one that drives its hosts' moods to the limit of their capacity. Lazenca's anger triggered Alpha Shift: Black, the "rage" side of AS. The subsequent murder of many citizens and Alpha on One's mercy landed him in a mental institute rather than on death row, where he spent most of the time in Alpha Shift: White... suicidal depression.
Years passed, and he he lost track of time. One night, the city blacked out from a mage's sloppy work, and Lazenca used that small window of oppurtunity to fight his way out. Having already reached the outer borders of the land when the leaders learned about Laz's excape, he was simply exiled with a "kill on sight" attatched to his name.
Tired, battered, and confused, Lazenca almost died until he met Wolfgang, who nursed him back to health. The two have been together ever since, both searching for a new home and a lady-type to share it with. They've travelled together through the world for a number of years that neither of them are willing to sit and count, but many people who met the duo still remember them to this day. From the shady lands to the beautiful, and even Wolfgang's ancestral birthplace... they've traveled as far and wide as possible, just enjoying freedom. They have settled in the land of Gaia, and Lazenca is now the Vice President of the Blazestar Empire, headed by Lania Blazestar... who happened to be his mate/fiancee.
Again, he was faced with the loss of a loved one- Lania's own mental instability and demons took ahold, and through a series of events, both she, their daughter, and their son are all believed dead. This unlocked Alpha Shift once more, and now Lazenca has turned his back on love and sanity. He wanders the world helping when people needing to be helped, killing when people needing to be killed, and placing little to no value on his own life.
Theme song: Uberwulf X- [R]Evolution (Lazenca)
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Chaos Viceroy generated a random number between
1 and 100 ...
97!
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Posted: Sat Mar 11, 2006 10:41 am
Psychofish Username: Psychofish Character name: Nascen R. Volio Age: Nineteen Gender: Male Personality: Nascen's serious side appears less often than his other side. The, well, not serious one. He can jump from one idea or subject to another without rhyme or reason, and is usually energetic as a small child, light heated to match, and enthusiastic about everything. He does do well thinking organizationally, but not often, just when he feels he needs to. Nascen is sometimes a little selfish, he can be arrogant at times, and he's very impulsive, but ultimately his concerns put others before himself. Especially women. He's not crude though, but a little immature most often. He'll enjoy some peace and quiet as often as be the first to break it. There are a few dark spots in his past and mind which he avoids for his sake more than anyone elses, and is willing to allow other people the same consideration. Family being a painful issue for him, he is especially keen not to mention his father. He's a devoted Christian, and follows the letter of the law mostly, if not necessarily completely or in spirit, but doesn't expect other people to be the same. Description: Nascen is just barely 5'10", slim, and fit but not muscular, perhaps fairly athletic, certainly enough to keep up with his career choice. His hair is a shimmering snowy white, a little long and usually really messy. His skin is fair as well, and his aqua green-blue eye gleams at any given time with energy and either intelligence or mischief. Just his left eye. A long thin scar cuts down through his right eyebrow, ruining the right eye and sealing it shut, and down to his jawline. A few, much less distinct scars are also on his body, but none in plain sight usually, as in when he's fully dressed. Despite the stretching scar, his face makes him look a tad younger than he really is, especially with his energetic self. Nascen usually wears a black turtle neck of thinner cloth, and a ahort and solid, faded brown winter coat, sturdy but showing wear a little. With a few extra shirst of course, he also carries an extra pair of gray slacks to match the pair he mostly wears, tucked into his short brown boots. Finally, he possesses a faded brown old beret, aged but in great repair, which he treasures greatly, and usually wears, except when he's playing with it or tucking it away to protect it. Character Class: Counter-mage/Mercenary Abilities: Magic Energy Disruption and Manipulation:Sixth Sense Nascen can discern the location, strength, and sometimes recognize caster of magic. Recongnizing caster meaning if one person casts a spell around him once, and then again, the second time he can recognize it to be the same caster as of the first spell, but cannot know learn who the caster is as far as name and appearance simply by these means. This sixth sense manifests itself in a way not describable by any one sense, as he can "feel" the flows in a way equatable to hearing perhaps, more distinctly the nearer they are, and can within a close enough space discern aspects of a spell by something comparable to "seeing" the magical energy. However, sensing it in either of these fashions is not based on his ability to hear or see, and loss of either sense leaves him able to "hear" and "see" magic energy as well as with the prior sneses. Counter Magic Nascen is capable of disrupting magical energy used in spells, whether they are active like someone tossing a fireball, or passive like an enchantment. By targetting spell within a certain proximity of himself, he can with relatively little effort disrupt the spell and cause it to fall apart to nothing. He cannot counter spells beyond the range that would generally be a line of sight, but his ability to counter is not reliant on having a line of sight to the spell, and so physical barriers do not lessen his ability to disrupt spells or enchanments should these barriers come between him and the magic. Spell Stealing Nascen is capable of asserting his own control over a spell already in existance, though he cannot make his own "spells", really. This way, he must fight a caster for the spell, and generally unless one or the other is magically, mentally, or physically exhausted it depends on who is closer to the spell. Nascen does require a line of sight to do this, as he must recognize the exact nature of the spell's physical component as well as recognize its energy in order to "steal" it. He cannot change the nature of the spell, and generally fails to take it from a caster unless within several meters of the spells physical embodiment/effect, in which case he generally succeeds. If he takes control of a spell, he does not lose control over it once it passes beyond the distance he can effectively "steal" from. If the spell is a single time cast he can control it with only a very small expenditure of energy, for stealing it, but if the spell requires to be maintained with a constant source of power, like a particularly large, violent, unstable, or growing in some manner spell, then he must use his own energy to maintain it. Once Nascen controls a spell, he can "snuff it out" without any expenditure of energy or effort. Magical Energy Absorption Nascen can draw magical energy not already within a spell or belonging to a person, such as that left by a recently countered or dismissed spell, or simply "there", to himself. To do so, he must be within a few meters of where the energy is or where the spell was counterd/disipated. He cannot absorb energy from people, or from spells that are currently active and uncountered directly. The exception is if he makes physical contact with a caster or spell, in which case he can absorb energy from either, though most often there would be no contact with a spell and he would simply counter it and then move there to absorb the energy. He can only do so conciously, and can determine when and when not to absorb from a source, as well as which source to absorb from if there is more than one. Magical Energy Expulsion Nascen is also capable of expelling energy just like he can absorb it. This also can only be done conciously, and he can expel the energy around him randomly, or route it to a specific caster within a meter or two of him, or an active spell within several meters of him. Effectively he can empower active spells this way without "stealing" control of them. Pulse Impact Shot The pulse impact shot (or pis for short) is not so much a spell, or an expulsion of energy, as a mixture of expulsion of energy and a failed spell. It is the only thing Nascen is capable of doing magically not based on tampering with existing magic. Focusing energy in his hand, it attempts to create physical form as magic "spell" but fails, due to perhaps his lack of concentration needed to cast spells or perhaps due to a simple innate inability to cast actual magic, and collapses outward. It creates a pulse through the air or through any physical mass it meets, in the form of a blunt impact when through the air and simply vibrations in solid mass. In liquid, it is significantly more violent than in either air or through physical mass. The more energy he puts forth, the greater this shock wave. He faces a recoil pushing him back as well, but at a much lesser strength than that of the wave leaving away from him. This force does not harm anything on its own, the impact cushioning itself completely in the air as well as around objects it meets, but they can easily be harmed if they are thrown or pushed into another object, or if they are held stationary by some force or object, in which case they might brake or be harmed (like windows, which would shatter). This wave also creates sound, a fairly loud, low pitch booming sound which the human ear can pick up, as well as high pitch sounds not discernable by the human ear. Fighting Capabilities Nascen is trained in using subautomatic weapons, handguns, and basic rifles, but he's no expert. He can care for his weapons, reload, aim, fire, and keep in repair as well as any common soldier, but not a bit more. A decent shot, his aim is nothing incredible. He also is self-taught in use of his two katars, no expert fighter but as the weapons are not remarkable hard to use he is fine with them, as well as his knife, and his staff. He's had plenty of actual chance to use the short staff for real combat though, even if most of that was brawls or such in the streets. Alignment: Chaotic Good, with a smidgen of whip cream and a whole mess-load of chocolate sauce on it, please. And don't forget the rainbow sprinkles. NEVER forget the rainbow sprinkles... IC Reasons for joining the game:A mercenery, Nascen fights for money, but he also likes to meddle in things. History Nascen Volio was born to a young woman married to a nobleman, in England, a military officer. He lived with them for a few years in his youth, but when his father left to take part in a war, his mother left with him to France in hopes of avoiding the conflict. The two lived on what money they'd bought for a while, and then on the streets when it ran out. It lasted a few months before she succumbed to illness, and a still very young Nascen found himself weeping over the body until he was carted off to an orphanage. He ran away constantly, prefering to live on his own on the streets, theiving and making his way otherwise alike how he used to, and eventually they gave up on chasing him. One morning, he found himself taking shelter from the cold in a cathedral. Shuddering, in the back rows, the men there offered Nascen help, but pushed nothing upon him. A week later, he had taken up permanant residence with the men of the chuch. This did last for quite a while, and Nascen came to pick up more and more of their mannerisms and values, as well as improving his French and picking up a small amount of Latin, but would as often as not run into the streets to play or run about, though his career as a petty thief had ended. One thing Nascen did find; when ever odd things happened, he could somehow tell, see these apparantly invisible things that made them happen. So as he aged, a year or two into adolescence, he found it becoming more and more distinct. Inevitably, he tried playing with these things he could sense. Nascen couldn't make any of his own; the results of his attempts were always disasterous, or without any effect at all, but he found he could just as easily ruin, or borrow, other people's "magic". He came to use his ability as much for mischeif and our of curiosity as a sort of self styled vigilantism against magic users. This led him to trouble, but he went years before anything really went wrong. One man who took Nascen's meddling amiss, tracked him back to the cathedral. With several of his new family members dead, and himself with several scars, including the one over his eye upon the incidents ending, Nascen decided it was time to return home. The reunion with his father when he finally tracked him down was none too happy. The two's values were as different as could be, and Nascen eventually simply ended up running away again. The continent entitled Gaia was the hub and most concentrated collection of all things odd and or magical, so far as the observer could tell. Nascen took this as a good place to find work, and eventually came to find a mercenery- one with some extent of morals, no less, and much to his pleasure- and joined the Knights of Fortune as the "anti-mage". Needless to say, interesting events ensued. The Knights of Fortune were offered a very well paying job, they're first major one in a while, when the tragedies taking place in Carter City began. The group took an air drop into the outskirts of the city, led by their contact to the parent organization, Fischig, came into contact with, and eliminated one of the targets, Macro 3. The renagade machine destroyed, they recovered the core and returned to a temporary base, which was heavily besieged almost immediatly. During the attack, he was contacted by the benevolant psychic contact of Owle Isihos, the shape shifter and telepath. Holding up there a long time until they fled through a sewer system from a mix of their own and enemy explosives, fleeing to an inn, and from there into the Barton Mountains again, where Fischig and the rest split up, their temporary leader taking the core to the mercenaries employers while the rest split off. Nascen himself wandered the forest for a while, before splitting off to the Temple of Falis for a short stay, before heading off again. From there, he ran into a bar looking for his team mates, and instead ran into Owle Isihos again. Accompanied by the shadelord Omikron, she left to Ariel, tailed by Nascen. There, they found the destruction left by another shadelord, Nu, and after forcing its retreat, regrouped, met up with his old team mates from the Knights of Fortune, Alan Jacknife and Psyche Lilka Kali, as well as Rage, and Vahn Kyonuske. From there, the entire lot of them returned to the Firebrand Tavern bar to plan how to take care of the other shadelords, and rest. Theme song: Haydn's Trumpet Concerto in E Flat Major. Third Movement: Allegro
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Chaos Viceroy generated a random number between
1 and 100 ...
86!
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Posted: Sat Mar 11, 2006 10:45 am
[ Message temporarily off-line ]
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Chaos Viceroy generated a random number between
1 and 100 ...
18!
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Posted: Sat Mar 11, 2006 10:46 am
[ Message temporarily off-line ]
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