To play a Canon Character or Pre-made Character, please submit a profile card to this thread. Some of these characters have Character sheets mostly filled out, to make applying for them somewhat simpler. These characters are for players who are new and want to try their hand at the game but are lost when making everything from scratch. But Canon and Pre-made characters are not a one way ticket to 'lazy character making'. You still have to choose some of the character's abilities, personality, etc. It is just a starter to give you something to work off of.
Players must more Original Characters than Pre-mades or Canon characters at any given time. Submit your application for Canon or a pre-made in this thread or IM a Lead Moderator.
Legend
NPC - Non Playable Character
NPC Unavailable - Under Moderator Control
NPC Available - Currently being used as an NPC, but available to be applied for as someone's character. Will return to NPC:A status if player leaves guild.
Taken - Self Explanatory
Available - Self explanatory
Unavailable - Self Explanatory
Available to Name - Sure you can have them, you can name them too!
Players must more Original Characters than Pre-mades or Canon characters at any given time. Submit your application for Canon or a pre-made in this thread or IM a Lead Moderator.
Legend
NPC - Non Playable Character
NPC Unavailable - Under Moderator Control
NPC Available - Currently being used as an NPC, but available to be applied for as someone's character. Will return to NPC:A status if player leaves guild.
Taken - Self Explanatory
Available - Self explanatory
Unavailable - Self Explanatory
Available to Name - Sure you can have them, you can name them too!
Alpha Release v1
Squal Leonhart - NPC Unavailable (Eljhas)
Seifer Almasy - NPC:Available
Zell Dincht - NPC:Available
Selphie Tilmitt - NPC:Available
[imgleft]http://i3.photobucket.com/albums/y75/Chiffon/Final Fantasy/FF8/31d0a49e-a3cf-467c-9391-6d1d98c0600f_zpscf575367.jpg[/imgleft] [b]Appearance:[/b] Selphie most often wears a yellow mini-dress. The dress is a miniskirt/overall hybrid with clasps over the wearer's shoulders, clip at the front, a frontal zipper that travels the full length of the dress and it has two large pockets over the buttocks. She wears a silver pendant that resembles a miniature replica of a poker machine reel, and upon her left wrist she wears a blue strap. She wears brown cowboy boots that reach about mid-calf to complete her everyday ensemble.
[b]Name:[/b] Selphie Tilmitt
[b]DOB:[/b] July 16
[b]Age:[/b] 17
[b]Blood Type:[/b] B
[b]Height:[/b] 5' 1
[b]Weight:[/b] 130lbs
[b]Ethnicity:[/b] IC (RL Equivalent ex. German, french, etc)
[b]POB:[/b]
[b]Archetype:[/b]
[b]Occupation:[/b] ((Ex. SeeD, SeeD Instructor, Student, Cadet, Butcher, Painter, Diplomat, Baker, Soldier, etc))
[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Fears:[/b]
[b]Sexual Orientation:[/b]
[b]Theme Song:[/b] (Optional)
[b]Personality:[/b]She is an active, outspoken and energetic girl who participates in many extracurricular activities. She is a childish, upbeat, hyperactive sort, always looking to have some fun. Though she appears cute and ditzy, she is by no means unintelligent and is, in fact, talented with computers and vehicles. She often says a lot of cutesy things and has become a fan of combining words to form new ones. Selphie is known for her twisted logic and dark sense of humor, sometimes displaying it in a way the others are not comfortable with.
Though bubbly, she is not rebellious and carries out orders in her characteristically friendly manner. She never backs down from a challenge, even if she does not always think it all the way through. Seemingly blissfully ignorant to the gravity of a situation often lifts her companions' spirits, distracting them from the seriousness of their problems.
[b]Bio:[/b]
It may be that her cheerfulness is born of desperation, out of a fear of acknowledging unhappiness, a trait caused by her lonely time as an orphan. She made quick friends with them due to her electrifying personality and presumably formed a crush on Irvine Kinneas, another orphan, who returned her affection. In time; the orphanage (run by Edea Kramer and her husband Cid) would shut down upon the couple's creation of SeeD and Garden. The orphans were separated as some were adopted. Selphie was the only one to move to Trabia and become a student at Trabia Garden, and while this particular Garden does not promote the use of Guardian Forces, Selphie's first junction with a GF occurred during an outdoor training session when she found one inside a monster. Selphie junctioned her GF for a period of time before losing it and during this time she forgot her childhood memories, the price one must pay for relying on the power of a Guardian Force.
Upon completion of her training at Trabia Garden at the age of 17, Selphie transferred to Balamb Garden in order to take part in the SeeD field exam and becomes involved with the Garden Festival, an event she didn't get to take part in back at Trabia Garden.
Trivia: Deceptively smart, Selphie is most talented in fixing machines, cars, motorcycles, and anything else with an engine. She is also a capable Pilot.
[b]Magazines Collected:[/b]
[b]Character Rank:[/b] G ((Do not change, See Ranking System))
[b]Gil[/b] 1000 (Starting Gil, see INCOME)
[b]Weapon License(s):[/b] Nunchaku License G
[b]Weapon(s):[/b] Giant Nunchaku = 14
[b]Inventory:[/b] Capacity: 20
[list]
[*] (Ex. Vigor Salve x5)
[*] (Add as many [*] as you need)
[*]
[*]
[*]
[/list]
[b]Stats:[/b] 10/25 (Disperse remaining points) ((See Stat System))
HP ((CON x 50))
MP ((ACU x 5))
Armor ((DEF+Mods x INEPT+CON+Mods))
PDmg ((Adept+Weapon Damage))
MDmg ((POW x ACU))
[i]*:POW:*[/i] 3
[i]*:DEF:*[/i] 4
[i]*:ALA:*[/i] 1
[i]*:DEX:*[/i] 1
[i]*:ACU:*[/i] 2
[i]*:CON:*[/i] 4
[strike][b]Companion[/b]
Type: ((List whether they are a Champion, Machina, or Guardian Force as well as their elemental alignment, or Model Number))
Name:
HP:
MP:
Weakness:
Immunities:
Abilities: ((See list of Companions abilities, they are set for each companion and cannot be changed.))
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*[/strike]
[b]Special Attacks:[/b]
*[i]:Slots:[/i]*
Costs all current mana
Use only three times per battle
Look at your previous Gil roll, then refer to the following requirements.
[Spoiler]
--:Multi Cure
Divide your Previous gil role by 2. If you get a decibel number, you are under 20% Max HP, and have 5 Cure stores in Draw magic. Consume the stores to Heal the entire party for 25% Max health. Or damage Undead for 50% more damage than cure.
--:Wall
Requires an Uneven number under half of your Income Rank, 2 shell stores, and 2 reflect stores. Consume stores to cast Shell and Reflect on all allies.
--:Rapture
Divide your Previous gil role by 2. If you get a whole number, have an open sky, and one of the enemies are a flying enemy. Sacrificing the flying enemy, a swarm of doves comes from the sky and carries off the rest of the enemies, winning the battle. Cannot be used on Bosses or Mini-bosses.
--:The Ole 'One-Two'
Requires an Even Number over half of your Income Rank, and any item that temporarily brings up your Adept or CON. Share in your power! Using the [i]item that temporarily brings up your Adept or CON[/i] Selphie empowers her friends, raising their PDmg by 12.
--:Let's get out of here!!
Requires an Uneven number over half of your Income Rank and a glue pellet. Using the glue pellet to stop the enemy, the parties movement speed by 50%. "Now's our chance to run away!"
--:You need this!
Requires a whole number divisible by 5, and an ally must be at 50% max HP. Selphie consumes 15% of her current HP to grant a shield that absorbs 30% incoming damage and regenerate 10% current HP at the time of use. Lasts for 3 turns.
--:Let's kick some!
Requires an Even number under half of your Income Rank, Selphie must be below 10% health, and everyone's strongest special attack must be on Cooldown. Selphie refreshes strongest special attack of everyone in the party. (Cannot be used on Limit Breaks)
--:Hot water
Requires an Uneven Number, have 3 stacks of water and 2 stacks of fire. Deals 4xMDmg to the enemy and damages them twice as much if they were weak against water or fire.
--:Yellow Submarine
Selphie must be wearing a Yellow Dress. Draws a random spell from the enemy and gives 3 stacks of it to any other Sentinel in the party but Selphie, Draw Magic goes on CD for 2 turns.[/spoiler]
[i]*:Draw Magic:*[/i]
Mimic spell, Store spell, Imbue element, Magic Damage
0 Mana
Though the user possesses no magical affinity, the use of the Para-Magic Junction system allows them to mimic or store magical properties.
Spells effectiveness are dictated by your stats.
Passive - Junctioneer Fatigue - (Player defined)
Mimic Spell - 3Post CD
Siphon a spell that was just cast off of an enemy or an ally and use it against a target if it is an attack spell. If it is a support spell, it can be drawn only from an ally and used on caster, or an ally.
Para-Magic:Imbue - If the drawn spell is elemental it imbues a combo or finisher with the element, changing what the skill does for 5 turns. Regardless if the caster stores or mimics the spell. Can only be used on self.
Store Magic - 0 Post CD
If caster chooses not to mimic spell, it is stored. Draw Charges act as a separate mana pool. Using a spell consumes the charges equal to the spell's mana cost. If used on a PC, caster only stores 1 charge.
Draw Charge Capacity: (5xPOW)
Charges:
[list]
[*]((Add as needed))
[/list]
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
[b]Limit Break:[/b] --Limit Name--
((NOT AVAILABLE YET. DO NOT PUT ANYTHING HERE.))
Quistis Trepe - NPC:Available
Fujin - NPC:Available
Raijin - NPC:Available
Nida - NPC:Available
Xu - NPC:Available
Library Girl with Pigtail - NPC:Available to Name
Instructor Aki - NPC Unavailable
Dr. Kadowaki - NPC Unavailable
Cid Kramer - NPC Unavailable
Pre Made Original Characters
Aurora Engman - Available
Squal Leonhart - NPC Unavailable (Eljhas)
Seifer Almasy - NPC:Available
[imgright]http://i3.photobucket.com/albums/y75/Chiffon/Final Fantasy/FF8/3974-2002201671_zpsf69f17a0.jpg[/imgright]
[b]Appearance:[/b] Seifer has short blond hair, blue-green eyes, and a scar across his forehead and nose received from Squall as retaliation during a duel. Seifer wears a blue vest, with a cross-like design lined in white, a gray coat with an emblem resembling the symbol of the Cross of Saint James on the sleeves, black gloves and boots and a silver chain with a tag.
[b]Name:[/b] Seifer Almasy
[b]DOB:[/b] December 22
[b]Age:[/b] 18
[b]Blood Type:[/b] O
[b]Height:[/b] 6'2"
[b]Weight:[/b] 190lbs
[b]Ethnicity:[/b] Caucasian
[b]POB:[/b] ???
[b]Archetype:[/b] Sentinel
[b]Occupation:[/b] Balamb Cadet; SeeD Candidate
[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Fears:[/b]
[b]Sexual Orientation:[/b] Heterosexual
[b]Theme Song:[/b] (Optional)
[b]Personality:[/b] Seifer is a stubborn, arrogant, loud and outspoken rebel who is famous around Balamb Garden for being skillful in battle, but he is stubborn, arrogant, reckless, and unpredictable nature has kept him from completing the SeeD exam. Aside from Squall, Seifer is the only gunblade specialist in the Garden.
[b]Bio:[/b]
He was orphaned in the Sorceress War and sent to Edea's Orphanage. From a young age he bullied the other children in the orphanage, especially Zell. Seifer's origins before ending up in the care of Edea Kramer at her orphanage is unknown. Whether Seifer remembers his parents or not is also a mystery, though on the surface he seems to care little for the topic when it is brought into discussion. He lived with Zell, Squall, Irvine, Quistis, and Selfie at the orphanage between the ages of 4 and 9. At 10 he was transferred into the para-military school of Balamb garden with Zell, Quistis and Squall.
As Squall's rival Seifer's appearance is directly opposite in many ways. His hair color is light, as opposed to Squall's brown. His chin is square whereas Squall's is more oval. The color scheme of their clothing is opposite, as well as their coat lengths. Even though they both use a gunblade, their fighting styles are different, with Squall wielding his with two hands, whereas Seifer uses his with one. Seifer's friends, Raijin and Fujin, call themselves a "posse", whereas Squall is a loner. Even though they are rivals, always battling to prove their superiority, they have an unspoken mutual respect for each others prowess.
Despite his reckless and arrogant nature, Seifer is the head of Balamb Garden's Disciplinary Committee. The other committee members are Fujin and Raijin, both of whom are loyal to Seifer and consider themselves a "posse". Other members of Balamb Garden consider them a gang more interested in exercising their "disciplinary" powers than keeping students in line.
He often speaks of some 'Romantic Dream' that he dedicates his life for, and acts as his moral focal point. Though some think him a thug, he has a good heart and good intentions. A year ago he was in a relationship with a girl from Deiling, though he doesn't talk about her, and gets angry when questioned about her.
[i]Trivia:[/i] When Seifer was a child, a popular movie was released about a sorceress who stood to defend her country, and her knight who protected her. The film was Seifer's favorite, and inspired his dream to become a Sorceress Knight himself and protect the innocent. He even copied the battle pose of the actor who played the Knight in the film.
[b]Magazines Collected:[/b]
[b]Character Rank:[/b] G
[b]Gil[/b] 1000
[b]Weapon License(s):[/b] Gunblade License G
[b]Weapon(s):[/b] Hyperion Gunblade = 16
[b]Inventory:[/b] Capacity: 20
[list]
[*] (Ex. Vigor Salve x5)
[*] (Add as many [*] as you need)
[*]
[*]
[*]
[/list]
[b]Stats:[/b] 10/25 (Disperse remaining points)
HP
MP
Armor
PDmg
MDmg
[i]*:POW:*[/i] 3
[i]*:DEF:*[/i] 4
[i]*:ALA:*[/i] 1
[i]*:DEX:*[/i] 1
[i]*:ACU:*[/i] 2
[i]*:CON:*[/i] 4
[strike][b]Companion[/b]
Type: ((List whether they are a Champion, Machina, or Guardian Force as well as their elemental alignment, or Model Number))
Name:
HP:
MP:
Weakness:
Immunities:
Abilities: ((See list of Companions abilities, they are set for each companion and cannot be changed.))
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*[/strike]
[b]Special Attacks:[/b]
*[i]:Baretta M9:[/i]*
Combo Starter
0 post CD
CON HP cost
As he swings he fires the gun of the gunblade, doing 5+Con in additional physical damage.
*[i]:Fire Cross:[/i]*
Combo Finisher
Finisher becomes stronger the more health Seifer is missing.
Costs 5 mana
CD 3
Seifer casts a fire spell that deals MDmg to all enemies.
:--No Mercy
Must be over 40% max hp.
Seifer spins his gunblade around and starts focusing energy into it, and in an underhanded slash, he launches circular blades of energy at his foe. Hitting the first target with PDmgx2, and hitting enemies around the target for PDmg. A blast of energy erupts on the target, dealing an additional PDmgx2 and dealing Adeptx2 to foes around the target.
:--Demon Slice
Must be under 40% Max hp
Effect: Bleed, Daze
Seifer jumps into the air at the target, spinning as he enters the air. A torrent of air forms around him, and engulfs the enemy in the winds current, lifting the enemy into the air. Seifer slices the target 10 times, dealing Adept damage for each slice. Seifer repositions himself above the enemy, and slices down through them, delivering a blow that sends the foe head-first down to the ground, dealing PDmg + MDmg to the enemy. Dazing the target for 2 turns and causing the foe to Bleed 2 true damage for 4 turns.
:--Bloodfest
Must be under 15% Max hp
Effect: Burn
Seifer jumps high in the air and swings his gunblade twice, vertically and horizontally, forming a fiery cross on the ground beneath his adversaries' feet, dealing Adeptx4 and Burns the target for 6 ongoing damage for 3 turns. The cross explodes, dealing MDmgx2, a warp hole opens up in the ground and the enemies fall into it. They appear high in the air above Seifer, who throws his Gunblade up the the enemy. It spears through the target, and Seifer teleports to his blade, doing the same six more times. Each blow dealing Adept damage to the target. The last blow, which is delivered from above, forces the target to the ground with such force it is dealt Adeptx3. Seifer lands safely away from the target and gains 50% of the damage dealt back in health.
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
[b]Limit Break:[/b] --Limit Name--
((NOT AVAILABLE YET. DO NOT PUT ANYTHING HERE.))
[b]Appearance:[/b] Seifer has short blond hair, blue-green eyes, and a scar across his forehead and nose received from Squall as retaliation during a duel. Seifer wears a blue vest, with a cross-like design lined in white, a gray coat with an emblem resembling the symbol of the Cross of Saint James on the sleeves, black gloves and boots and a silver chain with a tag.
[b]Name:[/b] Seifer Almasy
[b]DOB:[/b] December 22
[b]Age:[/b] 18
[b]Blood Type:[/b] O
[b]Height:[/b] 6'2"
[b]Weight:[/b] 190lbs
[b]Ethnicity:[/b] Caucasian
[b]POB:[/b] ???
[b]Archetype:[/b] Sentinel
[b]Occupation:[/b] Balamb Cadet; SeeD Candidate
[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Fears:[/b]
[b]Sexual Orientation:[/b] Heterosexual
[b]Theme Song:[/b] (Optional)
[b]Personality:[/b] Seifer is a stubborn, arrogant, loud and outspoken rebel who is famous around Balamb Garden for being skillful in battle, but he is stubborn, arrogant, reckless, and unpredictable nature has kept him from completing the SeeD exam. Aside from Squall, Seifer is the only gunblade specialist in the Garden.
[b]Bio:[/b]
He was orphaned in the Sorceress War and sent to Edea's Orphanage. From a young age he bullied the other children in the orphanage, especially Zell. Seifer's origins before ending up in the care of Edea Kramer at her orphanage is unknown. Whether Seifer remembers his parents or not is also a mystery, though on the surface he seems to care little for the topic when it is brought into discussion. He lived with Zell, Squall, Irvine, Quistis, and Selfie at the orphanage between the ages of 4 and 9. At 10 he was transferred into the para-military school of Balamb garden with Zell, Quistis and Squall.
As Squall's rival Seifer's appearance is directly opposite in many ways. His hair color is light, as opposed to Squall's brown. His chin is square whereas Squall's is more oval. The color scheme of their clothing is opposite, as well as their coat lengths. Even though they both use a gunblade, their fighting styles are different, with Squall wielding his with two hands, whereas Seifer uses his with one. Seifer's friends, Raijin and Fujin, call themselves a "posse", whereas Squall is a loner. Even though they are rivals, always battling to prove their superiority, they have an unspoken mutual respect for each others prowess.
Despite his reckless and arrogant nature, Seifer is the head of Balamb Garden's Disciplinary Committee. The other committee members are Fujin and Raijin, both of whom are loyal to Seifer and consider themselves a "posse". Other members of Balamb Garden consider them a gang more interested in exercising their "disciplinary" powers than keeping students in line.
He often speaks of some 'Romantic Dream' that he dedicates his life for, and acts as his moral focal point. Though some think him a thug, he has a good heart and good intentions. A year ago he was in a relationship with a girl from Deiling, though he doesn't talk about her, and gets angry when questioned about her.
[i]Trivia:[/i] When Seifer was a child, a popular movie was released about a sorceress who stood to defend her country, and her knight who protected her. The film was Seifer's favorite, and inspired his dream to become a Sorceress Knight himself and protect the innocent. He even copied the battle pose of the actor who played the Knight in the film.
[b]Magazines Collected:[/b]
[b]Character Rank:[/b] G
[b]Gil[/b] 1000
[b]Weapon License(s):[/b] Gunblade License G
[b]Weapon(s):[/b] Hyperion Gunblade = 16
[b]Inventory:[/b] Capacity: 20
[list]
[*] (Ex. Vigor Salve x5)
[*] (Add as many [*] as you need)
[*]
[*]
[*]
[/list]
[b]Stats:[/b] 10/25 (Disperse remaining points)
HP
MP
Armor
PDmg
MDmg
[i]*:POW:*[/i] 3
[i]*:DEF:*[/i] 4
[i]*:ALA:*[/i] 1
[i]*:DEX:*[/i] 1
[i]*:ACU:*[/i] 2
[i]*:CON:*[/i] 4
[strike][b]Companion[/b]
Type: ((List whether they are a Champion, Machina, or Guardian Force as well as their elemental alignment, or Model Number))
Name:
HP:
MP:
Weakness:
Immunities:
Abilities: ((See list of Companions abilities, they are set for each companion and cannot be changed.))
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*[/strike]
[b]Special Attacks:[/b]
*[i]:Baretta M9:[/i]*
Combo Starter
0 post CD
CON HP cost
As he swings he fires the gun of the gunblade, doing 5+Con in additional physical damage.
*[i]:Fire Cross:[/i]*
Combo Finisher
Finisher becomes stronger the more health Seifer is missing.
Costs 5 mana
CD 3
Seifer casts a fire spell that deals MDmg to all enemies.
:--No Mercy
Must be over 40% max hp.
Seifer spins his gunblade around and starts focusing energy into it, and in an underhanded slash, he launches circular blades of energy at his foe. Hitting the first target with PDmgx2, and hitting enemies around the target for PDmg. A blast of energy erupts on the target, dealing an additional PDmgx2 and dealing Adeptx2 to foes around the target.
:--Demon Slice
Must be under 40% Max hp
Effect: Bleed, Daze
Seifer jumps into the air at the target, spinning as he enters the air. A torrent of air forms around him, and engulfs the enemy in the winds current, lifting the enemy into the air. Seifer slices the target 10 times, dealing Adept damage for each slice. Seifer repositions himself above the enemy, and slices down through them, delivering a blow that sends the foe head-first down to the ground, dealing PDmg + MDmg to the enemy. Dazing the target for 2 turns and causing the foe to Bleed 2 true damage for 4 turns.
:--Bloodfest
Must be under 15% Max hp
Effect: Burn
Seifer jumps high in the air and swings his gunblade twice, vertically and horizontally, forming a fiery cross on the ground beneath his adversaries' feet, dealing Adeptx4 and Burns the target for 6 ongoing damage for 3 turns. The cross explodes, dealing MDmgx2, a warp hole opens up in the ground and the enemies fall into it. They appear high in the air above Seifer, who throws his Gunblade up the the enemy. It spears through the target, and Seifer teleports to his blade, doing the same six more times. Each blow dealing Adept damage to the target. The last blow, which is delivered from above, forces the target to the ground with such force it is dealt Adeptx3. Seifer lands safely away from the target and gains 50% of the damage dealt back in health.
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
[b]Limit Break:[/b] --Limit Name--
((NOT AVAILABLE YET. DO NOT PUT ANYTHING HERE.))
Zell Dincht - NPC:Available
[url=http://djok3.deviantart.com/art/Zell-357141191?q=gallery:djok3/40062837&qo=5][imgleft]http://i3.photobucket.com/albums/y75/Chiffon/zell_by_djok3-d5wmrwn_zpsb977f4a7.jpg[/imgleft][/url][b]Appearance:[/b] He is short in build (a fact that aggravates him somewhat) and has uniquely styled spiky blond hair, bright blue eyes. And a maori tattoo on the side of his face. Zell wears a black vest with red designing along the zipper, black beater, baggy jean shorts, and black and red tennis shoes. When he wears his Balamb uniform, he wears it with the sleeves rolled up and the jacket halfway unzipped, revealing a white t-shirt underneath. ((Click on picture to view artists gallery))
[b]Name:[/b] Zell Dincht
[b]DOB:[/b] March 17
[b]Age:[/b] 17
[b]Blood Type:[/b] B
[b]Height:[/b] 5' 5"
[b]Weight:[/b] 155lbs
[b]Ethnicity:[/b]Caucasian
[b]POB:[/b] ??? Lives in Balamb
[b]Archetype:[/b]
[b]Occupation:[/b] Balamb Garden Cadet
[b]Likes:[/b] Sweet Bread, Hot Dogs
[b]Dislikes:[/b] Being picked on
[b]Fears:[/b] Letting others down
[b]Sexual Orientation:[/b] Bi-Curious
[b]Theme Song:[/b] [url=http://grooveshark.com/s/Move/4yOzXw?src=5]Move - Thousand Foot Krutch[/url] [url=http://grooveshark.com/s/Sic+Transit+Gloria+Glory+Fades/41tD1H?src=5]Sic Transit Gloria - Brand New[/url] [url=http://grooveshark.com/s/Your+Gonna+Go+Far+Kid/4wWsDg?src=5]Your gonna go far Kid - Offspring[/url]
[b]Personality:[/b] Honorable and spirited, Zell is a consummate martial artist and his skills are unsurpassed by anyone in Garden. Not being one to think things through, Zell will not back down from any challenge or confrontation and will always stand up for what he believes is right. In a military academy where most people use a certain weapon, Zell chooses to use only his hands and feet.
Zell is energetic, loud, overconfident in his abilities and possesses a tendency to overreact when teased. He attempts to make friends with everyone he meets.
[b]Bio:[/b]
Zell grew up in the same orphanage as the other 'Orphanage gang', and was often picked on by Seifer. Eventually he was adopted by the Dincht family from Balamb, (although he is unaware he is adopted because of the side effects of Junctioning) who are an important factor in Zell life.
He seems to have a close and loving relationship with his mother and is a prominent figure among Balamb Town, as pretty much everyone there knows him. Zell idolizes his adoptive grandfather, who was a legendary soldier. and aspires to become just like him. He even keeps his grandfather's old rifles in his neatly-ordered room. Aiming to follow in those footsteps, Zell joined Balamb Garden at the age of 13 to train as a SeeD.
He is usually in some kind of trouble with either the Disciplinary Committee or the Garden Faculty for breaking the rules due to his energetic nature: running through the halls, riding T-Boards on Balamb Garden premises, etc.
Zell suffers from a rare disease called Sorcellerie Stigma - Permanent Ailment. A rare allergy to magic. The use of spells on afflicted wracks their body in Pain. Over time spells and destruction spells do prolonged damage to their magic allergic body. (Causes 5xInept True Damage per turn for as long as the spell is in effect.)
[i]Trivia:[/i] Contrary to what most believe, Zell is actually a model cadet and has a deep interest in history and factual events. When arriving at a key location, Zell will offer a quick explanation of the place's history. He has an obsession for sweet bread and hotdogs. Surprisingly enough Zell is also gifted in silversmithing and jewelry making.
[b]Magazines Collected:[/b]
[b]Character Rank:[/b] G ((Do not change, See Ranking System))
[b]Gil[/b] 1000 (Starting Gil, see INCOME)
[b]Weapon License(s):[/b] Glove License G
[b]Weapon(s):[/b] Metal Knuckle WDmg = 11
[b]Inventory:[/b] Capacity: 20
[list]
[*] (Ex. Vigor Salve x5)
[*] (Add as many [*] as you need)
[*]
[*]
[*]
[/list]
[b]Stats:[/b] 10/25 (Disperse remaining points) ((See Stat System))
HP ((CON x 50))
MP ((ACU x 5))
Armor ((DEF+Mods x INEPT+CON+Mods))
PDmg ((Adept+Weapon Damage))
MDmg ((POW x ACU))
[i]*:POW:*[/i] 3
[i]*:DEF:*[/i] 4
[i]*:ALA:*[/i] 1
[i]*:DEX:*[/i] 1
[i]*:ACU:*[/i] 2
[i]*:CON:*[/i] 4
[strike][b]Companion[/b]
Type: ((List whether they are a Champion, Machina, or Guardian Force as well as their elemental alignment, or Model Number))
Name:
HP:
MP:
Weakness:
Immunities:
Abilities: ((See list of Companions abilities, they are set for each companion and cannot be changed.))
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*[/strike]
[b]Special Attacks:[/b]
[i]*:Draw Magic:*[/i]
Mimic spell, Store spell, Imbue element, Magic Damage
0 Mana
Though the user possesses no magical affinity, the use of the Para-Magic Junction system allows them to mimic or store magical properties.
Spells effectiveness are dictated by your stats.
Passive - Junctioneer Fatigue - (Player defined)
Mimic Spell - 3Post CD
Siphon a spell that was just cast off of an enemy or an ally and use it against a target if it is an attack spell. If it is a support spell, it can be drawn only from an ally and used on caster, or an ally.
Para-Magic:Imbue - If the drawn spell is elemental it imbues a combo or finisher with the element, changing what the skill does for 5 turns. Regardless if the caster stores or mimics the spell. Can only be used on self.
Store Magic - 0 Post CD
If caster chooses not to mimic spell, it is stored. Draw Charges act as a separate mana pool. Using a spell consumes the charges equal to the spell's mana cost. If used on a PC, caster only stores 1 charge.
Draw Charge Capacity: (5xPOW)
Charges:
[list]
[*]((Add as needed))
[/list]
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
*[i]:Fighting Chance:[/i]*
Combo Finisher
3 post CD
Costs 15% hp
Zell finishes his combo, dealing damage, plus an additional effect.
(Standard)
-Different Beat-
Zell speeds onto the target, before making a myriad series of flipkicks into the sky dealing PDmgx2, and finishes off the opponent with a crushing flying energy kick. Inflicts heavy physical damage (PDmgx4) on one opponent. Additional effect: Stuns target for 1 turn.
(Water Element)
-Dolphin blow-
Zell imbues his attack with water magic, uppercutting his enemy with a torrent of water following it. Inflicts MDmgx5 magic damage on one opponent. Additional effect: Double damage to water weak enemies.
Causes Effect: Knockback on target.
(Fire Element)
-Burning Rave-
Zell imbues his attack with fire magic and unleashes his energy in a mighty flaming aura, before punching the ground with his fist, creating an energy wave that erupts and explodes the battlefield to deal 4xPDmg+MDmg on all opponents. Additional effect: Double damage to fire weak enemies. Burns target, dealing 9 damage for 2 turns.
(Light/Holy)
-Final Heaven-
Becoming surrounded in light that raises his ALA by 20, Zell charges to his opponent in a blink of an eye. Attacking 5 times before a copy of himself appears, his attacks are swift and leave ghostly copies in the wake of each blow, dealing DEX damage for each blow. The ethereal copies deal the same damage as Zell, who also passes through the enemy as though he were ethereal. When five copies are spawned around the target, they explode with a blast of light that deals MDmgx3 additional damage.
Additional Effect: Double damage to Light weak enemies. Silences target for 4 turns.
(Darkness)
-Inner Demon-
"There is a dark side to everybody."
By making the deal with Diabolos, user becomes engulfed in darkness. All stats are boosted by 6 for 6 turns, user becomes Berserk-ed. User blinds all enemies in a radius of 60 feet for 3 turns. At the end of their 6th turn, the darkness surrounding the user lashes out, dealing 6xAdept damage.
Additional Effect: Double damage to Dark weak enemies. Attacks have a chance of causing a status effect: Divide last Gil Roll by 2. Even numbers causes Zombie. Odd numbers causes Blind. Decibels and Fractions causes Berserk.
[b]Limit Break:[/b] --Limit Name--
((NOT AVAILABLE YET. DO NOT PUT ANYTHING HERE.))
[b]Name:[/b] Zell Dincht
[b]DOB:[/b] March 17
[b]Age:[/b] 17
[b]Blood Type:[/b] B
[b]Height:[/b] 5' 5"
[b]Weight:[/b] 155lbs
[b]Ethnicity:[/b]Caucasian
[b]POB:[/b] ??? Lives in Balamb
[b]Archetype:[/b]
[b]Occupation:[/b] Balamb Garden Cadet
[b]Likes:[/b] Sweet Bread, Hot Dogs
[b]Dislikes:[/b] Being picked on
[b]Fears:[/b] Letting others down
[b]Sexual Orientation:[/b] Bi-Curious
[b]Theme Song:[/b] [url=http://grooveshark.com/s/Move/4yOzXw?src=5]Move - Thousand Foot Krutch[/url] [url=http://grooveshark.com/s/Sic+Transit+Gloria+Glory+Fades/41tD1H?src=5]Sic Transit Gloria - Brand New[/url] [url=http://grooveshark.com/s/Your+Gonna+Go+Far+Kid/4wWsDg?src=5]Your gonna go far Kid - Offspring[/url]
[b]Personality:[/b] Honorable and spirited, Zell is a consummate martial artist and his skills are unsurpassed by anyone in Garden. Not being one to think things through, Zell will not back down from any challenge or confrontation and will always stand up for what he believes is right. In a military academy where most people use a certain weapon, Zell chooses to use only his hands and feet.
Zell is energetic, loud, overconfident in his abilities and possesses a tendency to overreact when teased. He attempts to make friends with everyone he meets.
[b]Bio:[/b]
Zell grew up in the same orphanage as the other 'Orphanage gang', and was often picked on by Seifer. Eventually he was adopted by the Dincht family from Balamb, (although he is unaware he is adopted because of the side effects of Junctioning) who are an important factor in Zell life.
He seems to have a close and loving relationship with his mother and is a prominent figure among Balamb Town, as pretty much everyone there knows him. Zell idolizes his adoptive grandfather, who was a legendary soldier. and aspires to become just like him. He even keeps his grandfather's old rifles in his neatly-ordered room. Aiming to follow in those footsteps, Zell joined Balamb Garden at the age of 13 to train as a SeeD.
He is usually in some kind of trouble with either the Disciplinary Committee or the Garden Faculty for breaking the rules due to his energetic nature: running through the halls, riding T-Boards on Balamb Garden premises, etc.
Zell suffers from a rare disease called Sorcellerie Stigma - Permanent Ailment. A rare allergy to magic. The use of spells on afflicted wracks their body in Pain. Over time spells and destruction spells do prolonged damage to their magic allergic body. (Causes 5xInept True Damage per turn for as long as the spell is in effect.)
[i]Trivia:[/i] Contrary to what most believe, Zell is actually a model cadet and has a deep interest in history and factual events. When arriving at a key location, Zell will offer a quick explanation of the place's history. He has an obsession for sweet bread and hotdogs. Surprisingly enough Zell is also gifted in silversmithing and jewelry making.
[b]Magazines Collected:[/b]
[b]Character Rank:[/b] G ((Do not change, See Ranking System))
[b]Gil[/b] 1000 (Starting Gil, see INCOME)
[b]Weapon License(s):[/b] Glove License G
[b]Weapon(s):[/b] Metal Knuckle WDmg = 11
[b]Inventory:[/b] Capacity: 20
[list]
[*] (Ex. Vigor Salve x5)
[*] (Add as many [*] as you need)
[*]
[*]
[*]
[/list]
[b]Stats:[/b] 10/25 (Disperse remaining points) ((See Stat System))
HP ((CON x 50))
MP ((ACU x 5))
Armor ((DEF+Mods x INEPT+CON+Mods))
PDmg ((Adept+Weapon Damage))
MDmg ((POW x ACU))
[i]*:POW:*[/i] 3
[i]*:DEF:*[/i] 4
[i]*:ALA:*[/i] 1
[i]*:DEX:*[/i] 1
[i]*:ACU:*[/i] 2
[i]*:CON:*[/i] 4
[strike][b]Companion[/b]
Type: ((List whether they are a Champion, Machina, or Guardian Force as well as their elemental alignment, or Model Number))
Name:
HP:
MP:
Weakness:
Immunities:
Abilities: ((See list of Companions abilities, they are set for each companion and cannot be changed.))
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*[/strike]
[b]Special Attacks:[/b]
[i]*:Draw Magic:*[/i]
Mimic spell, Store spell, Imbue element, Magic Damage
0 Mana
Though the user possesses no magical affinity, the use of the Para-Magic Junction system allows them to mimic or store magical properties.
Spells effectiveness are dictated by your stats.
Passive - Junctioneer Fatigue - (Player defined)
Mimic Spell - 3Post CD
Siphon a spell that was just cast off of an enemy or an ally and use it against a target if it is an attack spell. If it is a support spell, it can be drawn only from an ally and used on caster, or an ally.
Para-Magic:Imbue - If the drawn spell is elemental it imbues a combo or finisher with the element, changing what the skill does for 5 turns. Regardless if the caster stores or mimics the spell. Can only be used on self.
Store Magic - 0 Post CD
If caster chooses not to mimic spell, it is stored. Draw Charges act as a separate mana pool. Using a spell consumes the charges equal to the spell's mana cost. If used on a PC, caster only stores 1 charge.
Draw Charge Capacity: (5xPOW)
Charges:
[list]
[*]((Add as needed))
[/list]
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
*[i]:Fighting Chance:[/i]*
Combo Finisher
3 post CD
Costs 15% hp
Zell finishes his combo, dealing damage, plus an additional effect.
(Standard)
-Different Beat-
Zell speeds onto the target, before making a myriad series of flipkicks into the sky dealing PDmgx2, and finishes off the opponent with a crushing flying energy kick. Inflicts heavy physical damage (PDmgx4) on one opponent. Additional effect: Stuns target for 1 turn.
(Water Element)
-Dolphin blow-
Zell imbues his attack with water magic, uppercutting his enemy with a torrent of water following it. Inflicts MDmgx5 magic damage on one opponent. Additional effect: Double damage to water weak enemies.
Causes Effect: Knockback on target.
(Fire Element)
-Burning Rave-
Zell imbues his attack with fire magic and unleashes his energy in a mighty flaming aura, before punching the ground with his fist, creating an energy wave that erupts and explodes the battlefield to deal 4xPDmg+MDmg on all opponents. Additional effect: Double damage to fire weak enemies. Burns target, dealing 9 damage for 2 turns.
(Light/Holy)
-Final Heaven-
Becoming surrounded in light that raises his ALA by 20, Zell charges to his opponent in a blink of an eye. Attacking 5 times before a copy of himself appears, his attacks are swift and leave ghostly copies in the wake of each blow, dealing DEX damage for each blow. The ethereal copies deal the same damage as Zell, who also passes through the enemy as though he were ethereal. When five copies are spawned around the target, they explode with a blast of light that deals MDmgx3 additional damage.
Additional Effect: Double damage to Light weak enemies. Silences target for 4 turns.
(Darkness)
-Inner Demon-
"There is a dark side to everybody."
By making the deal with Diabolos, user becomes engulfed in darkness. All stats are boosted by 6 for 6 turns, user becomes Berserk-ed. User blinds all enemies in a radius of 60 feet for 3 turns. At the end of their 6th turn, the darkness surrounding the user lashes out, dealing 6xAdept damage.
Additional Effect: Double damage to Dark weak enemies. Attacks have a chance of causing a status effect: Divide last Gil Roll by 2. Even numbers causes Zombie. Odd numbers causes Blind. Decibels and Fractions causes Berserk.
[b]Limit Break:[/b] --Limit Name--
((NOT AVAILABLE YET. DO NOT PUT ANYTHING HERE.))
Selphie Tilmitt - NPC:Available
[imgleft]http://i3.photobucket.com/albums/y75/Chiffon/Final Fantasy/FF8/31d0a49e-a3cf-467c-9391-6d1d98c0600f_zpscf575367.jpg[/imgleft] [b]Appearance:[/b] Selphie most often wears a yellow mini-dress. The dress is a miniskirt/overall hybrid with clasps over the wearer's shoulders, clip at the front, a frontal zipper that travels the full length of the dress and it has two large pockets over the buttocks. She wears a silver pendant that resembles a miniature replica of a poker machine reel, and upon her left wrist she wears a blue strap. She wears brown cowboy boots that reach about mid-calf to complete her everyday ensemble.
[b]Name:[/b] Selphie Tilmitt
[b]DOB:[/b] July 16
[b]Age:[/b] 17
[b]Blood Type:[/b] B
[b]Height:[/b] 5' 1
[b]Weight:[/b] 130lbs
[b]Ethnicity:[/b] IC (RL Equivalent ex. German, french, etc)
[b]POB:[/b]
[b]Archetype:[/b]
[b]Occupation:[/b] ((Ex. SeeD, SeeD Instructor, Student, Cadet, Butcher, Painter, Diplomat, Baker, Soldier, etc))
[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Fears:[/b]
[b]Sexual Orientation:[/b]
[b]Theme Song:[/b] (Optional)
[b]Personality:[/b]She is an active, outspoken and energetic girl who participates in many extracurricular activities. She is a childish, upbeat, hyperactive sort, always looking to have some fun. Though she appears cute and ditzy, she is by no means unintelligent and is, in fact, talented with computers and vehicles. She often says a lot of cutesy things and has become a fan of combining words to form new ones. Selphie is known for her twisted logic and dark sense of humor, sometimes displaying it in a way the others are not comfortable with.
Though bubbly, she is not rebellious and carries out orders in her characteristically friendly manner. She never backs down from a challenge, even if she does not always think it all the way through. Seemingly blissfully ignorant to the gravity of a situation often lifts her companions' spirits, distracting them from the seriousness of their problems.
[b]Bio:[/b]
It may be that her cheerfulness is born of desperation, out of a fear of acknowledging unhappiness, a trait caused by her lonely time as an orphan. She made quick friends with them due to her electrifying personality and presumably formed a crush on Irvine Kinneas, another orphan, who returned her affection. In time; the orphanage (run by Edea Kramer and her husband Cid) would shut down upon the couple's creation of SeeD and Garden. The orphans were separated as some were adopted. Selphie was the only one to move to Trabia and become a student at Trabia Garden, and while this particular Garden does not promote the use of Guardian Forces, Selphie's first junction with a GF occurred during an outdoor training session when she found one inside a monster. Selphie junctioned her GF for a period of time before losing it and during this time she forgot her childhood memories, the price one must pay for relying on the power of a Guardian Force.
Upon completion of her training at Trabia Garden at the age of 17, Selphie transferred to Balamb Garden in order to take part in the SeeD field exam and becomes involved with the Garden Festival, an event she didn't get to take part in back at Trabia Garden.
Trivia: Deceptively smart, Selphie is most talented in fixing machines, cars, motorcycles, and anything else with an engine. She is also a capable Pilot.
[b]Magazines Collected:[/b]
[b]Character Rank:[/b] G ((Do not change, See Ranking System))
[b]Gil[/b] 1000 (Starting Gil, see INCOME)
[b]Weapon License(s):[/b] Nunchaku License G
[b]Weapon(s):[/b] Giant Nunchaku = 14
[b]Inventory:[/b] Capacity: 20
[list]
[*] (Ex. Vigor Salve x5)
[*] (Add as many [*] as you need)
[*]
[*]
[*]
[/list]
[b]Stats:[/b] 10/25 (Disperse remaining points) ((See Stat System))
HP ((CON x 50))
MP ((ACU x 5))
Armor ((DEF+Mods x INEPT+CON+Mods))
PDmg ((Adept+Weapon Damage))
MDmg ((POW x ACU))
[i]*:POW:*[/i] 3
[i]*:DEF:*[/i] 4
[i]*:ALA:*[/i] 1
[i]*:DEX:*[/i] 1
[i]*:ACU:*[/i] 2
[i]*:CON:*[/i] 4
[strike][b]Companion[/b]
Type: ((List whether they are a Champion, Machina, or Guardian Force as well as their elemental alignment, or Model Number))
Name:
HP:
MP:
Weakness:
Immunities:
Abilities: ((See list of Companions abilities, they are set for each companion and cannot be changed.))
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*[/strike]
[b]Special Attacks:[/b]
*[i]:Slots:[/i]*
Costs all current mana
Use only three times per battle
Look at your previous Gil roll, then refer to the following requirements.
[Spoiler]
--:Multi Cure
Divide your Previous gil role by 2. If you get a decibel number, you are under 20% Max HP, and have 5 Cure stores in Draw magic. Consume the stores to Heal the entire party for 25% Max health. Or damage Undead for 50% more damage than cure.
--:Wall
Requires an Uneven number under half of your Income Rank, 2 shell stores, and 2 reflect stores. Consume stores to cast Shell and Reflect on all allies.
--:Rapture
Divide your Previous gil role by 2. If you get a whole number, have an open sky, and one of the enemies are a flying enemy. Sacrificing the flying enemy, a swarm of doves comes from the sky and carries off the rest of the enemies, winning the battle. Cannot be used on Bosses or Mini-bosses.
--:The Ole 'One-Two'
Requires an Even Number over half of your Income Rank, and any item that temporarily brings up your Adept or CON. Share in your power! Using the [i]item that temporarily brings up your Adept or CON[/i] Selphie empowers her friends, raising their PDmg by 12.
--:Let's get out of here!!
Requires an Uneven number over half of your Income Rank and a glue pellet. Using the glue pellet to stop the enemy, the parties movement speed by 50%. "Now's our chance to run away!"
--:You need this!
Requires a whole number divisible by 5, and an ally must be at 50% max HP. Selphie consumes 15% of her current HP to grant a shield that absorbs 30% incoming damage and regenerate 10% current HP at the time of use. Lasts for 3 turns.
--:Let's kick some!
Requires an Even number under half of your Income Rank, Selphie must be below 10% health, and everyone's strongest special attack must be on Cooldown. Selphie refreshes strongest special attack of everyone in the party. (Cannot be used on Limit Breaks)
--:Hot water
Requires an Uneven Number, have 3 stacks of water and 2 stacks of fire. Deals 4xMDmg to the enemy and damages them twice as much if they were weak against water or fire.
--:Yellow Submarine
Selphie must be wearing a Yellow Dress. Draws a random spell from the enemy and gives 3 stacks of it to any other Sentinel in the party but Selphie, Draw Magic goes on CD for 2 turns.[/spoiler]
[i]*:Draw Magic:*[/i]
Mimic spell, Store spell, Imbue element, Magic Damage
0 Mana
Though the user possesses no magical affinity, the use of the Para-Magic Junction system allows them to mimic or store magical properties.
Spells effectiveness are dictated by your stats.
Passive - Junctioneer Fatigue - (Player defined)
Mimic Spell - 3Post CD
Siphon a spell that was just cast off of an enemy or an ally and use it against a target if it is an attack spell. If it is a support spell, it can be drawn only from an ally and used on caster, or an ally.
Para-Magic:Imbue - If the drawn spell is elemental it imbues a combo or finisher with the element, changing what the skill does for 5 turns. Regardless if the caster stores or mimics the spell. Can only be used on self.
Store Magic - 0 Post CD
If caster chooses not to mimic spell, it is stored. Draw Charges act as a separate mana pool. Using a spell consumes the charges equal to the spell's mana cost. If used on a PC, caster only stores 1 charge.
Draw Charge Capacity: (5xPOW)
Charges:
[list]
[*]((Add as needed))
[/list]
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
[b]Limit Break:[/b] --Limit Name--
((NOT AVAILABLE YET. DO NOT PUT ANYTHING HERE.))
Quistis Trepe - NPC:Available
[imgright]http://i3.photobucket.com/albums/y75/Chiffon/Final Fantasy/FF8/comm___quistis_trepe_by_arc_oblivion-d37jov3png_zpsacaf3f80.jpg[/imgright]
[b]Appearance:[/b] Quistis wears a salmon zipped vest that extends to just above her hips, which also features a low fold-over collar rimmed with gold. Over her arms she has dark brown arm warmers with brown gloves. Quistis also dons a long salmon skirt with a silver waistband and black pants, a brown belt and black shoes. She wears her blonde hair tied up at the back, held with a silver comb accessory, and has two long fringes of hair framing either side of her face. As an instructor in Balamb Garden she wears her SeeD uniform and a pair of silver rimmed glasses.
[b]Name:[/b] Quistis Trepe
[b]DOB:[/b] October 4
[b]Age:[/b] 18
[b]Blood Type:[/b] A
[b]Height:[/b] 5'6"
[b]Weight:[/b] 140lbs
[b]Ethnicity:[/b] Caucasian
[b]POB:[/b] ???
[b]Archetype:[/b] Sentinel
[b]Occupation:[/b] Balamb SeeD; Instructor
[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Fears:[/b]
[b]Sexual Orientation:[/b]
[b]Theme Song:[/b] "Tell Me"
[b]Personality:[/b] Quistis is of a friendly disposition and always tries to maintain her calm. Due to her quiet assertiveness, stoic nature and restraint, few people take the trouble to view her as the young woman she still is and so, forced to mull over her thoughts and worries alone, and kept at a distance from her pupils by her rank, Quistis tends to brood a lot. She would love to develop a more personal relationship with the people around her, particularly with Squall. Yet, she is hesitant to make a bold move and maintains her usual role instead. As a result, she becomes moody and even depressed from time to time. Despite her cool and composed exterior, Quistis is actually quite emotional, though she does not show this side to her peers often. She thinks of herself as being a "big sister" for the group, and she takes it upon herself to look after everyone, which explains why she feels she should not let the others know how she really feels.
[b]Bio:[/b]
Quistis was an orphan at the end of the Sorceress War, growing up in Edea's Orphanage with Zell, Selphie, Irvine, Seifer, Squall and Ellone, all of whom were cared for by their "matron", Edea Kramer. She was nicknamed "Quisty" by her friends and was considered the "bossy" one of the bunch. When Ellone left, she attempted to take her place in being Squall's "big sister", always being there to break him and Seifer up when they fought. Eventually Quistis was adopted, but things did not work out too well with her new family, so she came to Balamb Garden at the age of 10. (She would not remember any of this later, due to the effects of Junctioning.)
Quistis is known to be a mentally and physically gifted young woman. As a child prodigy around Balamb Garden, becoming a SeeD at 15, and got her instructor license at 17. Taking that under consideration, it is hardly surprising that she regards the Garden as her home. She is fiercely protective of the Garden and all that SeeD stands for. She is the youngest instructor in the Garden and she even has her own fan club. However, because she is so young, she is less strict than the other instructors, which causes problems with some of her students not taking her as seriously as they should.
When she had entered the Garden she first noticed Seifer and Squall, as the two were always fighting. Even when she became an instructor she could not stop thinking about Squall, confusing her childhood feelings as a "big sister" for love. She hid her feelings even more so when she became his instructor. These two students she keeps specific attention on, the former due to her hidden feelings, the latter due to his misconduct.
[i]Trivia:[/i] Though she doesn't flaunt it, Quistis is the best Triple Triad player in Balamb Garden. She is a few months older than Seifer. Her best friend is Xu, a fellow SeeD
[b]Magazines Collected:[/b]
[b]Character Rank:[/b] F
[b]Gil[/b] 1000 (Starting Gil, see INCOME)
[b]Weapon License(s):[/b] Whip License G
[b]Weapon(s):[/b] Leather Whip WDmg = 12
[b]Inventory:[/b] Capacity: 20
[list]
[*] (Ex. Vigor Salve x5)
[*] (Add as many [*] as you need)
[*]
[*]
[*]
[/list]
[b]Stats:[/b] 10/25 (Disperse remaining points)
HP ((Conx50))
MP ((ACUx5))
Armor ((DEF+ModsxInept+Con+Mods))
PDmg ((Weapon Damage+Adept))
MDmg ((POWxACU))
[i]*:POW:*[/i] 3
[i]*:DEF:*[/i] 4
[i]*:ALA:*[/i] 1
[i]*:DEX:*[/i] 1
[i]*:ACU:*[/i] 2
[i]*:CON:*[/i] 4
[strike][b]Companion[/b]
Type: ((List whether they are a Champion, Machina, or Guardian Force as well as their elemental alignment, or Model Number))
Name:
HP:
MP:
Weakness:
Immunities:
Abilities: ((See list of Companions abilities, they are set for each companion and cannot be changed.))
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*[/strike]
[b]Special Attacks:[/b]
*[i]:Whip Crack:[/i]*
Combo Starter
0 Cost
0 CD
Quistis cracks her whip at the enemy, the biting sting of the whip deals PDmgx2 damage.
[i]*:Draw Magic:*[/i]
Mimic spell, Store spell, Imbue element, Magic Damage
0 Mana
Though the user possesses no magical affinity, the use of the Para-Magic Junction system allows them to mimic or store magical properties.
Spells effectiveness are dictated by your stats.
Passive - Junctioneer Fatigue - (Player defined)
Mimic Spell - 3Post CD
Siphon a spell that was just cast off of an enemy or an ally and use it against a target if it is an attack spell. If it is a support spell, it can be drawn only from an ally and used on caster, or an ally.
Para-Magic:Imbue - If the drawn spell is elemental it imbues a combo or finisher with the element, changing what the skill does for 5 turns. Regardless if the caster stores or mimics the spell. Can only be used on self.
Store Magic - 0 Post CD
If caster chooses not to mimic spell, it is stored. Draw Charges act as a separate mana pool. Using a spell consumes the charges equal to the spell's mana cost. If used on a PC, caster only stores 1 charge.
Draw Charge Capacity: (5xPOW)
Charges:
[list]
[*]((Add as needed))
[/list]
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
[b]Limit Break:[/b] --Limit Name--
((NOT AVAILABLE YET. DO NOT PUT ANYTHING HERE.))
[b]Appearance:[/b] Quistis wears a salmon zipped vest that extends to just above her hips, which also features a low fold-over collar rimmed with gold. Over her arms she has dark brown arm warmers with brown gloves. Quistis also dons a long salmon skirt with a silver waistband and black pants, a brown belt and black shoes. She wears her blonde hair tied up at the back, held with a silver comb accessory, and has two long fringes of hair framing either side of her face. As an instructor in Balamb Garden she wears her SeeD uniform and a pair of silver rimmed glasses.
[b]Name:[/b] Quistis Trepe
[b]DOB:[/b] October 4
[b]Age:[/b] 18
[b]Blood Type:[/b] A
[b]Height:[/b] 5'6"
[b]Weight:[/b] 140lbs
[b]Ethnicity:[/b] Caucasian
[b]POB:[/b] ???
[b]Archetype:[/b] Sentinel
[b]Occupation:[/b] Balamb SeeD; Instructor
[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Fears:[/b]
[b]Sexual Orientation:[/b]
[b]Theme Song:[/b] "Tell Me"
[b]Personality:[/b] Quistis is of a friendly disposition and always tries to maintain her calm. Due to her quiet assertiveness, stoic nature and restraint, few people take the trouble to view her as the young woman she still is and so, forced to mull over her thoughts and worries alone, and kept at a distance from her pupils by her rank, Quistis tends to brood a lot. She would love to develop a more personal relationship with the people around her, particularly with Squall. Yet, she is hesitant to make a bold move and maintains her usual role instead. As a result, she becomes moody and even depressed from time to time. Despite her cool and composed exterior, Quistis is actually quite emotional, though she does not show this side to her peers often. She thinks of herself as being a "big sister" for the group, and she takes it upon herself to look after everyone, which explains why she feels she should not let the others know how she really feels.
[b]Bio:[/b]
Quistis was an orphan at the end of the Sorceress War, growing up in Edea's Orphanage with Zell, Selphie, Irvine, Seifer, Squall and Ellone, all of whom were cared for by their "matron", Edea Kramer. She was nicknamed "Quisty" by her friends and was considered the "bossy" one of the bunch. When Ellone left, she attempted to take her place in being Squall's "big sister", always being there to break him and Seifer up when they fought. Eventually Quistis was adopted, but things did not work out too well with her new family, so she came to Balamb Garden at the age of 10. (She would not remember any of this later, due to the effects of Junctioning.)
Quistis is known to be a mentally and physically gifted young woman. As a child prodigy around Balamb Garden, becoming a SeeD at 15, and got her instructor license at 17. Taking that under consideration, it is hardly surprising that she regards the Garden as her home. She is fiercely protective of the Garden and all that SeeD stands for. She is the youngest instructor in the Garden and she even has her own fan club. However, because she is so young, she is less strict than the other instructors, which causes problems with some of her students not taking her as seriously as they should.
When she had entered the Garden she first noticed Seifer and Squall, as the two were always fighting. Even when she became an instructor she could not stop thinking about Squall, confusing her childhood feelings as a "big sister" for love. She hid her feelings even more so when she became his instructor. These two students she keeps specific attention on, the former due to her hidden feelings, the latter due to his misconduct.
[i]Trivia:[/i] Though she doesn't flaunt it, Quistis is the best Triple Triad player in Balamb Garden. She is a few months older than Seifer. Her best friend is Xu, a fellow SeeD
[b]Magazines Collected:[/b]
[b]Character Rank:[/b] F
[b]Gil[/b] 1000 (Starting Gil, see INCOME)
[b]Weapon License(s):[/b] Whip License G
[b]Weapon(s):[/b] Leather Whip WDmg = 12
[b]Inventory:[/b] Capacity: 20
[list]
[*] (Ex. Vigor Salve x5)
[*] (Add as many [*] as you need)
[*]
[*]
[*]
[/list]
[b]Stats:[/b] 10/25 (Disperse remaining points)
HP ((Conx50))
MP ((ACUx5))
Armor ((DEF+ModsxInept+Con+Mods))
PDmg ((Weapon Damage+Adept))
MDmg ((POWxACU))
[i]*:POW:*[/i] 3
[i]*:DEF:*[/i] 4
[i]*:ALA:*[/i] 1
[i]*:DEX:*[/i] 1
[i]*:ACU:*[/i] 2
[i]*:CON:*[/i] 4
[strike][b]Companion[/b]
Type: ((List whether they are a Champion, Machina, or Guardian Force as well as their elemental alignment, or Model Number))
Name:
HP:
MP:
Weakness:
Immunities:
Abilities: ((See list of Companions abilities, they are set for each companion and cannot be changed.))
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*[/strike]
[b]Special Attacks:[/b]
*[i]:Whip Crack:[/i]*
Combo Starter
0 Cost
0 CD
Quistis cracks her whip at the enemy, the biting sting of the whip deals PDmgx2 damage.
[i]*:Draw Magic:*[/i]
Mimic spell, Store spell, Imbue element, Magic Damage
0 Mana
Though the user possesses no magical affinity, the use of the Para-Magic Junction system allows them to mimic or store magical properties.
Spells effectiveness are dictated by your stats.
Passive - Junctioneer Fatigue - (Player defined)
Mimic Spell - 3Post CD
Siphon a spell that was just cast off of an enemy or an ally and use it against a target if it is an attack spell. If it is a support spell, it can be drawn only from an ally and used on caster, or an ally.
Para-Magic:Imbue - If the drawn spell is elemental it imbues a combo or finisher with the element, changing what the skill does for 5 turns. Regardless if the caster stores or mimics the spell. Can only be used on self.
Store Magic - 0 Post CD
If caster chooses not to mimic spell, it is stored. Draw Charges act as a separate mana pool. Using a spell consumes the charges equal to the spell's mana cost. If used on a PC, caster only stores 1 charge.
Draw Charge Capacity: (5xPOW)
Charges:
[list]
[*]((Add as needed))
[/list]
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
[b]Limit Break:[/b] --Limit Name--
((NOT AVAILABLE YET. DO NOT PUT ANYTHING HERE.))
Fujin - NPC:Available
Raijin - NPC:Available
Nida - NPC:Available
Xu - NPC:Available
Library Girl with Pigtail - NPC:Available to Name
Instructor Aki - NPC Unavailable
Dr. Kadowaki - NPC Unavailable
Cid Kramer - NPC Unavailable
Pre Made Original Characters
Aurora Engman - Available
[imgright]http://i3.photobucket.com/albums/y75/Chiffon/Final Fantasy/FF8/96nekofull547977_zpsd999877a.jpg[/imgright]
[b]Appearance:[/b]
[b]Name:[/b] Aurora Engman
[b]DOB:[/b] July 2
[b]Age:[/b] 17
[b]Blood Type:[/b] A
[b]Height:[/b] 5'6"
[b]Weight:[/b] 160lbs
[b]Ethnicity:[/b] Caucasian (Dutch)
[b]POB:[/b] Timber
[b]Archetype:[/b] Sentinel
[b]Occupation:[/b] Balamb Cadet; SeeD Candidate
[b]Likes:[/b] Phone, electronics
[b]Dislikes:[/b] Pompousness, undeserving pride, the abuse of the lower classes
[b]Fears:[/b]
Astrapophobia- Fear of thunder and lightning.
Aviatophobia- Fear of flying.
Haphephobia - Fear of being touched.
Siderodromophobia- Fear of trains, railroads or train travel.
[b]Sexual Orientation:[/b]
[b]Theme Song:[/b] [url=http://grooveshark.com/#!/s/Le+Disko/6nbFt?src=5]Le Disko - Shiny Toy Guns[/url] [url=http://grooveshark.com/#!/s/Nerve/3z2Vs?src=5]Nerve - Soilwork[/url]
[b]Personality:[/b] Aurora is a spunky person with a penchant for roughing up the system. She is a rebellious teen who always asks questions of her instructors, always challenging them to a game of wits. In her own right she is a very bright individual and it is possible that her rebellion against 'the system' is her outlet for her boredom.
[b]Bio:[/b]
Aurora Engman was born in Timber and lived there for all of her life, knowing full well the feeling of living under the thumb of oppression due to the Galbadia occupation. Her mother was always out of work due to her constant drinking and use of illegal recreational drugs, which were provided by a particular Galbadia guard that often patrolled the sector in which they lived, in exchange for inappropriate favors. But the Soldiers appetites didn't stop there, and due to him trying to force an inappropriate altercation, Aurora stabbed the man in the eye. The ten year old ran away from the occupation of Timber through the only way she knew about; The Timber Underground Railway.
It was an incredibly frightening experience, and Aurora was lucky she survived the travel through the underground railway system. Hugging the wall the entire time as she made the arduous trip to the other end.
To Balamb Town.
She arrived in Balamb Town ragged and starved, but broken from her life in Timber, the little girl thought she would continue to be neglected by passerby's and so she ignored the populace until she got to the docks. Where a certain Garden headmaster was overseeing the acquisition of supplies for the opening of Balamb Garden. The old man came to her and offered her a new life... as a SeeD Cadet. She'll never forget that man's kindness, and has been loyal to SeeD and Balamb Garden ever since.
[b]Magazines Collected:[/b]
[b]Character Rank:[/b] G ((Do not change, See Ranking System))
[b]Gil[/b] 1000 (Starting Gil, see INCOME)
[b]Weapon License(s):[/b] Gloves
[b]Weapon(s):[/b] Spiked Gauntlets= 8 +1 Dmg
[b]Inventory:[/b] Capacity: 20
[list]
[*] (Ex. Vigor Salve x5)
[*] (Add as many [*] as you need)
[*]
[*]
[*]
[/list]
[b]Stats:[/b] 10/25 (Disperse remaining points)
Sentinel Trait: Health is CONx60 instead of x50.
HP (CONx60)
MP (ACUx5)
Armor (DEF+modsxCON+mods)
MRes (ACU+modsxCON+mods)
PDmg (Weapon DmgxSTR)
MDmg (ACUxSTR)
[i]*:STR:*[/i] 4
[i]*:DEF:*[/i] 4
[i]*:ALA:*[/i] 1
[i]*:DEX:*[/i] 1
[i]*:ACU:*[/i] 2
[i]*:CON:*[/i] 3
[strike][b]Companion[/b]
Type: ((List whether they are a Champion, Machina, or Guardian Force as well as their elemental alignment, or Model Number))
Name:
HP:
MP:
Weakness:
Immunities:
Abilities: ((See list of Companions abilities, they are set for each companion and cannot be changed.))
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*[/strike]
[b]Special Attacks:[/b]
*[i]:Adrenalin:[/i]*
4 post CD
15% HP cost
"The fight must go on."
Some warriors carry on, some cannot end the battle before their last breath. With this determination the warrior stands again, and fights on.
Immune to Status effects such as Slows, Stuns, Stops, and one hit Knock Out for 3 turns.
*[i]:If Nothing Else:[/i]*
2 post CD
4 mana
Combo Standard
Effect: Knockback, Stun
User jumps into the air, spinning as the rise, and as the fall. When they reach range of the target, they kick the target in the head with such force the target is knocked back 5xDEX distance and stunned for 2 turns and the target takes 3xPDmg in damage. More damage is dealt the higher the user gets into the air. 10 feet: 3xPDmg; 20 feet: 5xPDmg; 25 feet: 6xPdmg; 30 feet or higher: 10xPDmg. If the user is able to reach 30 or higher the user gets the 'Hamstring' Fatigue. And for the next 2 rounds they are effected by Cripple and Daze and Bleed for 4 True Damage for 5 turns. (Height is determined by DEXx3.)
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
[b]Limit Break:[/b] --Limit Name--
((NOT AVAILABLE YET. DO NOT PUT ANYTHING HERE.))
[b]Appearance:[/b]
[b]Name:[/b] Aurora Engman
[b]DOB:[/b] July 2
[b]Age:[/b] 17
[b]Blood Type:[/b] A
[b]Height:[/b] 5'6"
[b]Weight:[/b] 160lbs
[b]Ethnicity:[/b] Caucasian (Dutch)
[b]POB:[/b] Timber
[b]Archetype:[/b] Sentinel
[b]Occupation:[/b] Balamb Cadet; SeeD Candidate
[b]Likes:[/b] Phone, electronics
[b]Dislikes:[/b] Pompousness, undeserving pride, the abuse of the lower classes
[b]Fears:[/b]
Astrapophobia- Fear of thunder and lightning.
Aviatophobia- Fear of flying.
Haphephobia - Fear of being touched.
Siderodromophobia- Fear of trains, railroads or train travel.
[b]Sexual Orientation:[/b]
[b]Theme Song:[/b] [url=http://grooveshark.com/#!/s/Le+Disko/6nbFt?src=5]Le Disko - Shiny Toy Guns[/url] [url=http://grooveshark.com/#!/s/Nerve/3z2Vs?src=5]Nerve - Soilwork[/url]
[b]Personality:[/b] Aurora is a spunky person with a penchant for roughing up the system. She is a rebellious teen who always asks questions of her instructors, always challenging them to a game of wits. In her own right she is a very bright individual and it is possible that her rebellion against 'the system' is her outlet for her boredom.
[b]Bio:[/b]
Aurora Engman was born in Timber and lived there for all of her life, knowing full well the feeling of living under the thumb of oppression due to the Galbadia occupation. Her mother was always out of work due to her constant drinking and use of illegal recreational drugs, which were provided by a particular Galbadia guard that often patrolled the sector in which they lived, in exchange for inappropriate favors. But the Soldiers appetites didn't stop there, and due to him trying to force an inappropriate altercation, Aurora stabbed the man in the eye. The ten year old ran away from the occupation of Timber through the only way she knew about; The Timber Underground Railway.
It was an incredibly frightening experience, and Aurora was lucky she survived the travel through the underground railway system. Hugging the wall the entire time as she made the arduous trip to the other end.
To Balamb Town.
She arrived in Balamb Town ragged and starved, but broken from her life in Timber, the little girl thought she would continue to be neglected by passerby's and so she ignored the populace until she got to the docks. Where a certain Garden headmaster was overseeing the acquisition of supplies for the opening of Balamb Garden. The old man came to her and offered her a new life... as a SeeD Cadet. She'll never forget that man's kindness, and has been loyal to SeeD and Balamb Garden ever since.
[b]Magazines Collected:[/b]
[b]Character Rank:[/b] G ((Do not change, See Ranking System))
[b]Gil[/b] 1000 (Starting Gil, see INCOME)
[b]Weapon License(s):[/b] Gloves
[b]Weapon(s):[/b] Spiked Gauntlets= 8 +1 Dmg
[b]Inventory:[/b] Capacity: 20
[list]
[*] (Ex. Vigor Salve x5)
[*] (Add as many [*] as you need)
[*]
[*]
[*]
[/list]
[b]Stats:[/b] 10/25 (Disperse remaining points)
Sentinel Trait: Health is CONx60 instead of x50.
HP (CONx60)
MP (ACUx5)
Armor (DEF+modsxCON+mods)
MRes (ACU+modsxCON+mods)
PDmg (Weapon DmgxSTR)
MDmg (ACUxSTR)
[i]*:STR:*[/i] 4
[i]*:DEF:*[/i] 4
[i]*:ALA:*[/i] 1
[i]*:DEX:*[/i] 1
[i]*:ACU:*[/i] 2
[i]*:CON:*[/i] 3
[strike][b]Companion[/b]
Type: ((List whether they are a Champion, Machina, or Guardian Force as well as their elemental alignment, or Model Number))
Name:
HP:
MP:
Weakness:
Immunities:
Abilities: ((See list of Companions abilities, they are set for each companion and cannot be changed.))
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*[/strike]
[b]Special Attacks:[/b]
*[i]:Adrenalin:[/i]*
4 post CD
15% HP cost
"The fight must go on."
Some warriors carry on, some cannot end the battle before their last breath. With this determination the warrior stands again, and fights on.
Immune to Status effects such as Slows, Stuns, Stops, and one hit Knock Out for 3 turns.
*[i]:If Nothing Else:[/i]*
2 post CD
4 mana
Combo Standard
Effect: Knockback, Stun
User jumps into the air, spinning as the rise, and as the fall. When they reach range of the target, they kick the target in the head with such force the target is knocked back 5xDEX distance and stunned for 2 turns and the target takes 3xPDmg in damage. More damage is dealt the higher the user gets into the air. 10 feet: 3xPDmg; 20 feet: 5xPDmg; 25 feet: 6xPdmg; 30 feet or higher: 10xPDmg. If the user is able to reach 30 or higher the user gets the 'Hamstring' Fatigue. And for the next 2 rounds they are effected by Cripple and Daze and Bleed for 4 True Damage for 5 turns. (Height is determined by DEXx3.)
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
[b]Limit Break:[/b] --Limit Name--
((NOT AVAILABLE YET. DO NOT PUT ANYTHING HERE.))