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Posted: Sat Nov 29, 2014 7:37 pm
  By Type, then Alphabetically
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Posted: Sat Nov 29, 2014 8:06 pm
 For an actual template to fill out, go to the bottom! Name: Kind of obvious. What's your name? Aliases: What nicknames or aliases do you go by? Species: What species is your character? Probably always human, but you never know. Homeworld: What world are you from? [Is it still around?] Age: How old are you? Gender: Your preferred gender?
Appearance: You fill out the slots below with various details.
Height: How tall are you? Weight: About how much do you weigh? Body Type: Are you lean, muscular, stout, packed, fluffy? Skin type: Light-skinned? Tanned? Dark? White, black, yellow, green, etc. Eye Color: Preferably actual colors. Hair Color: Brown, blonde, auburn, etc. Hair Style: Long and straight, short and curly, bald, etc. Accessories: Earrings, bracelets, glasses, etc. Unusual Markings: Scars, tattoos, notable birthmarks, etc Clothing / Description: Whatcha wearin? Or, if you're not human, whatcha look like?
Theme Song(s): Fill in the following blanks with songs that fit your character, or songs that will play during key moments.
Significant Trait: A single, one-to-two word trait that is essentially the most noticeable aspect of your personality. Compassionate, convicted, stoic, curious, etc. Quotes: Your character's catchphrases or mottoes, or just something they say often enough to be noticeable.
Good/Evil/Other: What's your alignment? You can go as far as including Chaotic, Lawful, or Neutral if you want. Element: What magical element are you so attuned to that it practically runs in your veins? You can leave this blank! Not everyone is innately one element, such as Cloud or Leon. Weapon: What weapon or weapons do you fight with? Job Class: A "job class" is a sort of template or archetype that your character might fit--if you had to describe their training as a 'job title', what would it be? Your character's skills (or some of them, anyway) should revolve around this.
Commands: These are abilities you activate, whether it's a physical technique or a magical spell. There is no limit to how many you can have; we just have three slots to give an example.
Name - Details. Name - Details. Name - Details. Supports: These are abilities that are active at all times. Your character doesn't choose when they're on or off; they're just there. This may be a constant regeneration, a back-up ability that's triggered when you get into critical health, an immunity to some magical status, or maybe even something like Combo Plus which allows you to attack one more time than usual. Basically, these are unique, passive boosts. There is no limit to how many you can have; we just have three slots to give an example.
Name- Details. Name - Details. Name- Details.
Limit Breaks: Limit Breaks are unique abilities that only occur in very dire moments--when the character's HP is at 10% or lower, as long as they remain standing. The strength of these abilities is still determined by the character's strength, but the overall scale can be generally ridiculous. However, using a Limit Break drains a character of all MP, and even if they got more MP, they could not use another Limit Break in the same battle.
Strengths: What are your battle-related strengths? Weaknesses: What are your battle-related weaknesses?
Personality: What's your general personality like? This can be a few paragraphs, if you prefer. Flaws: What are your character's flaws? For help, check this website. Likes: What things does your character like? From food, to genres of art, to general activities. Dislikes: What things does your character dislike? See above. Fears: What triggers an intense fear reaction in your character, be it fight or flight.
Family: Does your character have any family?
Bio: What is your character's general life story?  [size=16][color=blue][u]New Generation Template[/u][/color][/size] [size=10][b][u]Name:[/u][/b] [b][u]Aliases:[/u][/b] [b][u]Species:[/u][/b] [b][u]Homeworld:[/u][/b] ____ [Alive / Destroyed] [b][u]Age:[/u][/b] [b][u]Gender:[/u][/b]
[b][u]Appearance:[/u][/b] {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.} [list][*][b][u]Height:[/u][/b] [*][b][u]Weight:[/u][/b] [*][b][u]Body Type:[/b][/u] [*][b][u]Skin type:[/b][/u] [*][b][u]Eye Color:[/u][/b] [*][b][u]Hair Color:[/u][/b] [*][b][u]Hair Style:[/u][/b] [*][b][u]Accessories:[/u][/b] [*][b][u]Unusual Markings:[/u][/b] [*][b][u]Clothing / Description:[/u][/b] [/list] [b][u]Theme Song(s):[/u][/b] [list][*][u]Song[/u]- Artist[/list]
[b][u]Significant Trait:[/b][/u] [b][u]Quotes:[/u][/b] [list][*] [*] [*][/list]
[b][u]Good/Evil/Other:[/u][/b] [b][u]Element:[/u][/b] [b][u]Weapon:[/u][/b] [b][u]Job Class:[/u][/b]
[b][u]Commands:[/u][/b] [list][*][b]Name[/b]- Details [*][b]Name[/b]- Details [*][b]Name[/b]- Details[/list] [u][b]Supports:[/b][/u] [list][*][b]Name[/b]- Details [*][b]Name[/b]- Details [*][b]Name[/b]- Details[/list]
[u][b]Limit Breaks:[/b][/u] [list][*][b]Name[/b] - Details[/list]
[u][b]Strengths:[/b][/u] [u][b]Weaknesses:[/b][/u]
[u][b]Personality:[/b][/u] [u][b]Flaws:[/u][/b] [u][b]Likes:[/b][/u] [u][b]Dislikes:[/b][/u] [u][b]Fears:[/b][/u]
[u][b]Family:[/b][/u]
[u][b]Bio:[/b][/u]
[u][b]Sample Post:[/b][/u] [/size]
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Posted: Wed Dec 31, 2014 1:03 am
Name:  Aliases: The Masked Man, the Wanderer Species:  Homeworld:  Age:  Gender: Male?
Appearance:
Height: 6'0" Weight: 165 lbs. Body Type: Standard Skin type:  Eye Color:  Hair Color:  Hair Style:  Accessories:  Unusual Markings:  Clothing / Description: He is often garbed in some form of traveling cloak, the color changing from time to time. The only constant is a black cowl covering most of his neck and head, completed by a white, angular mask with no opening for eyes or mouth.
Significant Trait: Enigmatic Quotes: "Hmm?" "That is not the way." "You have chosen... wisely."
Good/Evil/Other:  Element:  Weapon:  Job Class: 
Commands:  Supports: 
Limit Breaks: 
Strengths:  Weaknesses: 
Personality: If 'mysterious' was not enough of a description, 'stoic' would also have to suffice. The masked man does little to show his emotion; he certainly has emotion, but few things seem relevant enough to trigger an emotional response from him.
He follows his own code of morality, seemingly unconcerned with the events of the world around him. Sometimes he may help; other times, he may hinder, all without a word or a spark of interest.
Flaws:  Likes:  Dislikes:  Fears: 
Family: 
Bio: Many people wear masks, but few, if any, have been quite as confounding as this man--the knowledge that it is a man only known by the tenor of his voice. Some worlds have rumors of men fitting his description, but there is simply no basis in fact that the man exists, save for the experiences of those he crosses. From whence he comes, none know, and whence he goes is equally unanswered.
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Posted: Sat Jan 03, 2015 1:55 am
fractalJester Name: Vereor Aliases: The Exiled Prince, Seeker, Harbinger Species: Human Homeworld: Tsuvryen [Alive] Age: 27 Gender: Male
Appearance:
Height: 6'0 Weight: 170 lbs. Body Type: Well-toned Skin type: Fair, slight tan Eye Color: Indigo Hair Color: Black Hair Style: Jaw-length, straight Accessories: Belt straps around both thighs with holsters for additional small weapons. Unusual Markings: N/A Clothing / Description: Sharp black steel-toe boots, the leg shaft under his dark navy pants which are held tight by a simple black leather belt with silver buckle. Simple, fitting black shirt underneath a dark crimson-maroon trench coat, buttoned up from the waist to the middle of the chest, the collar up.A black, ragged cowl covering him from head to toe, the hood covering his face in shadow, the cloak draping over his clothing and keeping most details from sight.
Significant Trait: Stoic Quotes: "Move." "Don't waste my time." "Do you know a man named... Xehanort?"
Good/Evil/Other: Evil Element: Darkness Weapons: Basilisk [Whip-Greatsword; 6" handle, 4'6" blade, 30' whip extension; Heartbound] Apophis [Keyblade] Job Class: Dark Knight
Commands: Fleshrender {Basilisk Only} - When in whip form, all successful strikes have a chance to cause Deep Bleeding, a status that causes opponents to lose health on par with an average Poison. It can be healed with any basic healing spell. Suffocate {Basilisk Only} - If Vereor can successfully wrap his blade around a target's throat, he has a chance to suffocate them, instantly knocking them out. [ Chance of Auto-KO ] Basilisk Breaker - Vereor enhances a single strike with a burst of mana and darkness, making the assault have 200% damage. Due to the immense strain, however, he cannot physically attack for a full turn afterward, leaving him only able to guard or use magic.
Reality Manipulation - "Science is working the rules; Magic is changing the game." Vereor has received training in the fundamentals of old school magic--that is, the archaic ways of the old magi as opposed to the controlled spells used in the every day, like 'Fire' or 'Cure'. Doing so carelessly is immensely dangerous--one can only change and control as much as he or she understands. At the core of these fundamentals is a single requirement: Psychokinesis.
Psychokinesis - Psychokinesis is the ability to manipulate the world using one's mind. Specifically, it requires the use of connecting the mage's circuits to the circuits of the world around him or her, allowing them to alter matter and energy even down to the atomic level. Mystic Conduit - Due to a rare mystic mutation, Vereor's magic circuits are highly receptive to incoming magical energy, allowing him to channel the magic of others with enhanced potency at no additional cost from the caster. However, due to the nature of magic, the ability to act as a conduit requires that Vereor be willing. Spell Snare - Due to Vereor having mastered his natural mutation as a Conduit, he can capture magic cast upon him for temporary use, withholding a single spell for up to three turns. If not used in that time, the spell is lost. Crystal - Vereor's personally developed spell-tree. Conjures up a projectile blast of gemstone for non-elemental damage.
Crystara - Second level spell, generally increases the area of effect.Crystaga - Third level spell, generally increases the concussive damage.Crystaza - Fourth level spell, maximizes effects. Crystal Mastery+ - Vereor's crystal magic acts as an extension of himself. As a result, he can mentally control his crystals in a limited form of psychokinesis, and he can use them as eyes and ears. Further, he can manipulate it in various ways, such as conjuring items made of crystal. The higher the level desired, the more energy manipulation costs. Caged Essence - Vereor can fill his crystals with various amounts and forms of essence which can be accessed at any time, by anyone, and in various methods. This can range from mana, to life force, and even individual spells--including those captured via Spell Snare. These crystals retain their charges until used. Through the Looking Glass - Vereor can transfer mass and energy through crystals, so long as the crystals are large enough on both ends of the transfer. This allows him to quickly jump between large chunks or to redirect spells. Shadow Step - Vereor can disappear and reappear nearby instantly in a cloak of shadow; usually used to begin or end combos. Basilisk Breaker - Vereor enhances a single strike with a burst of mana and darkness, making the assault have 200% Attack. Due to the immense strain, however, he cannot physically attack for a full turn afterward, leaving him only able to guard or use magic. En-Dark - Vereor can imbue his physical assaults with the element of darkness, dealing increased damage to those aligned with light. Dark Firaga - Vereor unleashes a blast of pure darkness at his target. Simple, yet explosive.
Dark Raid {K} - Vereor envelopes his Keyblade in darkness before throwing it at an opponent. If there are any enemies near the target, then on contact, the dark aura explodes, becoming Homing Dark Firagas, one for every nearby target. Dark Break {K} - Vereor cloaks himself in darkness before Shadow Stepping into the air and crashing down on a target location, causing dark energy to rush outward in a shockwave. He does this three times in quick succession. {Armor - 5 times} Black Zantetsuken {K} - Vereor channels the darkness for a moment in preparation before vanishing in a line of shadow. He then reappears behind his target, keyblade used, and a moment later they're struck for immense damage. {Armor - 3 times} 150% Attack, with a chance to be automatically knocked out. Chaos Blade {K} - Vereor cloaks himself in darkness before unleashing a swift string of blows, each releasing small bursts of dark flame. Void Explosion {K} - Vereor's combo finisher, a dark mirror of its normal counterpart; he slams his blade down and, on contact with the ground or his opponent, unleashes a swirling explosion of darkness. Sanguine Ruby {K} - Vereor charges his blade with dark energy before releasing it with a swing. If the target is not in melee range, dark energies erupt beneath a small area in the form of a crimson crystal spire. However the hit succeeds (melee or range), the life force lost is syphoned back into Vereor. Infernal Amythest {K} - This attack does mana damage. Vereor charges his blade with dark energy before releasing it with a swing. If the target is not in melee range, dark energies erupt beneath a small area in the form of a purple crystal spire. However the hit succeeds (melee or range), the mana lost is syphoned back into Vereor.
Armor of the Harbinger - While wielding Apophis, Vereor has the option to summon his personal armor. This armor allows him to travel through the Lanes Between unhindered, and it enhances his abilities manifold (noted by {Armor}). This armor is reserved for personal travel and intense battle. While travel takes no toll, battle in this armor can cause great exertion. Shadow Fallacy {Armor} - Vereor imbues himself with a dark aura in preparation for a coming attack. When the opponent hits him, he recoils as if in pain before locking in place. A split second later, his body bursts into cackling shadows while the real Vereor leaps from the shadows behind the attacker, renewing his own assault. Warp {Armor} - Enhanced by his armor, Vereor can teleport across the battlefield, as an enhanced Shadow Step. Black Sky {Armor} - Vereor calls shadows down upon the battlefield for a brief moment and vanishes. In the darkness, he unleashes an unnatural burst of speed, striking a sum total of ten (10) times (not including Raw Force+) before the veil of shadow lifts. Crushing Chasm {Armor} - Vereor charges his blade with dark energy before releasing it with a swing. As a melee attack, the release of energy creates a terrible burst of concussive darkness, sending the victim flying back. If the target is not in melee range, a vortex of chaos energy appears near his target, pulling anyone adjacent closer as it condenses nearby energy into a single point. After a moment, the chasm explodes with disastrous force, sending out a rippling wave of dark magic followed by a flurry of black crystal shards. Revenant {Armor} - Vereor sacrifices a small portion of his own life force to power a chaotic explosion, with him at the center, damaging all those around him. The magic strength of the attack is boosted by 50%. Unholy Darkness {Armor} - Vereor calls upon the forces of darkness, conjuring an eruption of pure void energy underneath a single target.
Supports: Black Endurance - If ever pushed to his limit, Vereor will survive any powerful strike or swift combo with 1 HP. Should he already be at 1 HP, however, this ability fails. Combines Second Chance and Once More. Wrath - When knocked below 25% health, Vereor's Attack and Magic Attack increase by 25%. Defender - When knocked below 25% health, Vereor's Defense and Magic Defense increase by 25%. Bracer+ - Vereor's attacks and spells cannot be interrupted. Physical Mastery++ - Vereor has mastered various air maneuvers, including High Jump+++ and Aerial Dodge+++. MP Rage+ - Taking damage replenishes Vereor's mana by a decent amount. Bonecrusher - A successful melee counterattack from Vereor strikes back with 150% damage. Raw Force {Basilisk Only} - When in blade form, Vereor's attacks create aftershocks that deal 50% of the full-attack damage to those nearby, with the shockwaves having enhanced knockback due to combining his personal strength with the weight of the blade.
Monkey Grip {K} - While wielding Apophis, his strength is increased enough that he is capable of wielding his greatsword with one hand more effortlessly.
Raw Force+ {Armor} - An upgraded version of the first. Can be done with Basilisk or Apophis. The aftershock of each attack is 100% of the attack's normal damage, and the knockback is further empowered. Boneshatter {Armor} - A successful melee counterattack from Vereor strikes back at 200% damage.
Strengths: Strength | Magic | Endurance Weaknesses: Speed | Agility
Personality: Vereor, if defined by one word, would be known by his stoicism. His is a cold, apathetic soul, a heart rent and molded by darkness and powerlust, a brilliant mind turned sinister. He is calculating, manipulative, and self-serving, always hunting for new strength and knowledge. He brushes aside anything that would stand before him as little more than an obstacle to be overcome... or obliterated.
Scarred at just the wrong age, what might have been a benevolent hero of the light was so quickly, and so easily, twisted into a harbinger of darkness. Afflicted with a sense of entitlement, he is quick to frustration--and anger--when he is denied what he feels should rightfully be his. Generally in control of his temper, and more than capable of using it to fuel and drive him, he is not a man anyone would desire to see snap.
He has heard the whispers of the shadows... whispers of a name, of one who will bring everlasting darkness. Self-centered though he may be, Vereor is wise enough to know where he stands, and is immensely proud to consider himself a harbinger of a dark dominion. As one might expect, however, he does whatever he can to further his own power and influence in the ever-increasing spread of darkness. Flaws: Abusive, Arrogant, Bigot, Critical, Cruel, Envious, Fierce, Intolerant (Disrespect), Murderer, Oppressor, Overambitious, Overconfident, Overzealous, Perfectionist, Proud, Rigorous, Selfish, Stubborn, User Likes: Success, Power, Competence, Darkness Dislikes: Failure, "Goody Two-Shoes", Light, Denial Fears: Weakness
Family: Adoptive parents (alive), Biological parents (deceased?)
Bio: Raised the first son of the King and Queen of the country of Valerat, he led a privileged (though not spoiled) life. He was well educated, well trained, and simply given the all around best that could be offered to one of his status--which was only further enhanced due to a rare mystic mutation making him into a Magic Conduit. What accolades he received, though, were earned--the royal family was modest and just, his parents being very devout followers of the Light, doing what they could to instill the same integrity into their children.
However, on his twelfth birthday, he was let in on the family secret--coming of adolescence, the good king and queen felt it only right their son understand the truth: that he was simply not their son. The orphan of a fallen knight and a sickly wife, he was taken in and cared for as best as they could--given the best chance that any child could ask for, because as a Conduit, he likely would have been taken advantage of outside. What this meant, however, was that by the legal standing of their kingdom, with its elected parliament and its appointed justices, he would not ascend the throne... or have any royal standing beyond a lesser title.
For all his light and innocence, the dagger of betrayal still struck deep, as he felt the veil of lies that was his life crash around him. At his young age, when hormones and hyperbole ran wild, he believed he would be utterly turned out, left with absolutely nothing--and that they, instead, were the ones taking advantage of his mutation by stifling his potential. So he rushed ahead--abandoning his home, he absconded into obscurity, powered only by the blind rage that came with pubescence.
And yet, Vereor was not without means of survival--trained to be the most potent he could be for his age, he made it well enough alone, scouring the lands for something of worth, anything that might give him purpose... or power, which he felt so wrongly stripped from him. In time, he found a masked man who wielded a weapon Vereor knew from legend--a Keyblade. He insisted to be taken along, demanded, and then pleaded to be made his apprentice.
The masked man, whose name Vereor never learned, agreed. Vereor was taught in the ways of battle, in the ways of the Keyblade, and despite his tutor's occasional words of wisdom, he fell ever deeper into shadow--and yet the master never seemed to care. Eventually, as a final lesson, Vereor was taught the method of forging his own Keyblade, and when he did, he attempted to strike his master down, taking the masked man's power for his own.
He attempted. He failed. The masked man made short work of his once-apprentice, and as final judgment, thrust Vereor through the shadows the prince so adored--ejecting him from the world of Tsuvryen entirely. Instead of fuming, Vereor made the best of his new situation, and began traveling, searching for yet new power, new knowledge, new dark secrets. He grew to call himself a Seeker, like the masters of old.
Misc: Original Keyblade Source
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Posted: Sat Jan 03, 2015 2:08 am
Psalm Grasshopper Name: Mickey Mouse Aliases: The King Species: Disney Mouse Age: ??? Gender: Male
Appearance:

Height: 2' 3'' Weight: 23 lbs Body Type: Mousey Skin type: Furry Eye Color: Black Hair Color: Black Hair Style: N/A Accessories: Black Cloak - Helps protect against the negative effects of traveling through corridors of darkness/areas where darkness would otherwise affect him. Also makes him look cool. Utility Belt - Holds his lightsaber, and has several slots for holding other items, such as potions. Bag o' Munny - A bag full of munny. He is the king, after all. Unusual Markings: N/A Clothing / Description: See picture
Theme Song(s):
Significant Trait: Quotes: To laugh at yourself is to love yourself. Live every moment as not to regret what you are about to do. Happiness is not about having or not having problems. Everyone has problems, but not everyone is unhappy. Laughter is timeless, imagination has no age, and dreams are forever. Don't worry. There will always be a door to the light.
Good/Evil/Other: Good Element: N/A Weapon: Lightsaber ( emotion_awesome ) Job Class: Jedi ( emotion_dowant )
Commands: Pearl- A magical attack that damages the opponent with a homing ball of light. A variation of Holy. The Force- Allows minor telekinesis-like moving of objects up to 25 lbs. Cure/Cura/Curaga- Restores a large amound of HP Healing Light- Target fully recovers HP and MP Supports: Light Step- Quiet as a church mouse. Mickey's good at sneaking around and avoiding attention. Insight- Once a day, Mickey cannot fail at a task (with GM or player approval, depending on the task) High Jump- Mickey can jump very high. Glide- Instead of falling, Mickey can choose to glide.
Limit Breaks: Stopza - Has the effect of Stop on all enemies within a 50 foot radius. Lasts 3 rounds or less/more depending on the level of the bad guys.
Strengths: Fast | Small/Harder to hit (like Yoda! emotion_awesome ) Weaknesses: Cold, especially magical coldness
Personality: Hopeful | Brave | Optimistic Mickey believes there is at least a small dose of kindness in everyone's heart, resulting in him being quite forgiving. He is also understanding and sympathetic. Flaws: Often gets himself into trouble | Mischievous | Forgetful Likes: Minnie | Friends | Cheese Dislikes: Bullies Fears: Failure
Family: Minnie Mouse, Pluto, Donald, Goofy
Bio: King of Disney Castle. He set out to learn more about the darkness, and left instructions for Donald and Goofy to find and follow the key bearer. No one knows where King Mickey is now.
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Posted: Sun Jan 04, 2015 8:43 pm
Faerdhinen Name: Inira Sciuridae Volanti Aliases: Innes (Used only when situations for fake names appear) Species: Flying Squirrel Homeworld: Redwall-Redwall Abbey [Destroyed] Age: 1 Years old Human (4 seasons squirrel age) (Mentally about older teenager to young adult) Gender: Female
Appearance:
Height: 8 inches tall Weight: 78 grams Body Type: Small Skin type: Fur Eye Color: Chestnut Brown Hair Color: Dark Brown overall with some patches of black around the back and tail area with white underbelly fur Hair Style: Trimmed and well kept Accessories: A hollow acorn threaded through with a piece of twine as a necklace Unusual Markings: Dark moss green coloured fur in rings around the arms and legs and a small one on the forehead. Clothing / Description: Inira is a very normal flying squirrel, at least from where she is from she was normal, minus the odd markings of her tribe of shaman squirrels. She has a scrap of linen dark green worn down fabric she uses as a cloak, held together with a piece of dried vine. The hood stitched on afterwards. She has a dried shaped beech tree satchel filled with snacking nuts. Theme Song(s):
Significant Trait: Fierce Quotes: "I am feeling a bit peckish"/"I'm hungry." "Oh dear." "Don't underestimate me." "Bollocks"(Used as a curse word)
Good/Evil/Other: Good Element: None Weapon: A tiny Dagger made from a wolf fang, her teeth and claws Job Class: Shaman She is more of a support type, she can not cast offensive magic. However, her special affinity to the magic and spirits grant her some very strategic uses of her natural powers. As a member of the Volanti clan, all female members are in tune with nature and the spirits around them. Once out of her world, this extended itself to mana, which was very like spirit energy. She can store mana in her body, like a battery of sorts. She can only hold so much, any more will strain her body and cause her to feel heavy and unable to move. Currently, the storage works in a percentage system.
In most fights, Inira will be either away from her allies so their spells will not be absorbed. She might to and dodge around enemies to redirect magic spells. Other times depending on how everyone is doing, she will be casting buffs.
Commands: Infuse- Inira can transfer mana to another person by touching them on the forehead. Only usable if she has stored mana and limited to a certain percentage of mana depending on level. Totem Summon- Inira calls upon the spirits for assistance. Each totem is different and are buffs to the party, and are physically seen above Inira.. They will disappear after 3 minutes. Two totems can not be cast at the same time. While this is being cast, Inira can not move from her position, but it has wide range. If she is on something that is moving, the totem effects will still work, as long as she herself is not moving. All totems effects are continuous when they are up, therefore reapplying after removal. -Bear-Increase strength -Owl-Increase Magic/Wisdom -Rabbit-Increase Speed -Badger- Increase healing over time Mana explosion- Releasing all the stored up mana in her body back into the air, Inira creates an explosion which size and power depends on how much mana she has stored up. It has a push-back and burn effect. Supports: Glide- Being a flying Squirrel, Inira knows enough about gliding to soar long distances. Magic Absorption- In a meter radius of her body, Inira redirects any magical spell into her body. If the spell is too strong, she will take some of the attack. This is always active, so she is slowly drawing mana from the air as well. She can absorb higher ranked spells if she has room for the mana. If not, she will be damaged by the remaining magic. However, she cannot draw sound based spells, only the physical properties of a spell. But if a spell is directly cast on her, she can absorb it. Mana Conversion- If Inira's mana pool isn't full, her Magic Absorption will first convert the absorbed magic into mana to refill her. This works until her mana pool is full, at which point the absorbed magic goes back into her body. Silence Immunity-Because she is using silent casting in the first place, and she will absorb the spell anyways, Inira can not be silenced. Squirrel-She's a flying squirrel, and does what a flying squirrel can. Communication-She speaks pretty much multiple languages of animals, and thanks to magic, can speak the basic human tongues. (Sometimes she will just be clicking if the magic is cancelled) She can speak to the dead animals (not sure about humans yet) or even lost spirits.
Limit Breaks: Mossflower - Named after her home woods, Inira's fur circles glow a brilliant emerald green, and she releases a pulse of energy that resembles a expanding forest. All allies in the area gain magic resistance in the form of a shield and all their mana replenished. Enemies get pushed back by the pulse. Martin the Warrior-Summoning the courage, strength and power of Martin, Inira empowers her allies with increased strength and defense for the rest of the battle. The spirit of the mouse takes form as an offensive totem, and attacks enemies that gets close for a duration of 5 minutes.
Strengths: Very nimble: Being a squirrel, Inira is very good at dodging and getting to places where enemies can't hit her. Strong against magic: Already explained The element of surprise: Have you fought a squirrel? Not many people know what to do when a furious squirrel is shredding your skin off. Weaknesses: Not very physically strong: Inira is a caster type, and squirrels don't lift. Her tail is very sensitive, if you grab it and hold her upside down, she has limited reach. Size: She is going to be fighting lots of things bigger than her,
Personality: Inira is a very noble soul. She has a strong sense on what she thinks is right and will not change no matter if someone tells her otherwise. She will never back down from a fight, physical or verbal and enjoys challenging her wits against humans and animals alike Even afer being thrown into pretty much the future for her, Inira is very open minded about things. Although she doesn't know anything about everything, she accepts it when people just tell her what something does. Whether the information is correct, that's another story. Serving at the Redwall Abbey, she is taught to get along with every animal, this includes the humans she met later on which she counts as a special type of animal. She is always willing to help someone in need, though doing it correctly is another story in itself. She enjoys listening to people, learning more about them and about their problems. Inira tends to get her nose into all sorts of trouble due to her curious nature of the different worlds. She got herself caught in a drain while climbing the roofs of the houses that are unlike the castle. The times where she will not be around are the times where she is at the highest point of the location she is in, trying to get as close to the stars. Flaws: Easily distracted: There are just too many new things she needs to learn, too many shiny things, too many people she want to meet, just too many things Lack of knowledge: She can't tell a good human from a bad one (She can guess though), and she has very limited weapon knowledge and technology knowledge as well. Gets hungry easily: She needs to snack very 10 minutes or so. Likes: Otters: She was saved by an otter once. Sunflower seeds and honey: Yum Music: She likes natural music of the rain falling and other people singing. Feasts: Nothing like a Redwall feast to get her drooling. Dislikes: Foxes: Buggers ate one of her sisters. Loud noises: They hurt her ears Rats: These guys hold a special place in her hate box, most wars are usually against these guys. Fears: Drowning: She can swim but not well, and she almost did once but got saved by Otto the Otter.
Family: Her mother, father, three sisters and four brothers, all older. One sister dead, and two brothers dead.
Bio: Inira was born from the third litter of her parents, the youngest of her family. As a Volanti female, she was born with the markings of a Spirit Caller, or that was what all the other animals called it. Her mother taught her the ways of their family, how to talk to the spirits and how to ask them to help the sick or empower the weak. She was good at what she did, spending lots of her time climbing up the tallest oak in Mossflower and seeing what the spirits of the birds think, or going into gopher holes to feel more in tune with the forest. Soon after her first season of living, she moved to the Redwall Abbey from Mossflower Woods of her home. She was the appointed Spirit Caller there. She met many different animals living and working there, some bold and some kind, even a hare who led a revolution against an evil den of foxes. Her job was to keep peace with the many animals who died in the wars, speaking to their spirits and leading to nirvana. She was content with her life, fought in one war during her third season of frost by summoning the spirits to give power to the fighters.
All was well until the darkness flooded the world and dragging it all down into a spiral. It started from other end of Mossflower Woods, and crawl its way over and heartless overtook the castle. Everyone was swallowed up by it, Inira included. She floated in the darkness for awhile, until a glowing white mouse whom she saw many times, his figure on the piece that hung on the walls. She chased after the spirit of Martin through a brilliant white door, escaping and finding herself in a new world.
Sample Post: It was one strange thing after another. "So you are telling me that these..." Inira gestured up toward the human standing near her, "That these animals are everywhere? Why are they all different? Why are there so many of them? Even rabbits don't mate as much as these...what do you call them again? Humans? Are there ground humans and sea humans and flying humans? What are all these odd objects here?" Inira pointed at pretty much everything that wasn't a plant, it was surprising how she wasn't running out of breath.
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Posted: Sun Jan 04, 2015 8:47 pm
GuardianAngel_Luna Name: Snowstorm Aliases: Snow Species: Kitsune (Shapeshifter => Fox) Homeworld: Pokemon world (name unmentioned, trust me I looked) [Alive] Age: :16 Gender: Female
Appearance: {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
Height: 5' 6" Weight: 120 lbs Body Type: Skinny, athletic Skin type: Fair, soft (soft, white fur) Eye Color: Bright blue Hair Color: Black Hair Style: Medium length, side-swept bangs, feathered layers Accessories: A necklace with a crescent moon and a star inside the crescent Unusual Markings: A heart beneath her eye while in fox form. In human forms, she has nine, white tails and white fox ears. Clothing / Description: Low-cut red shirt (hangs on one shoulder), a black tank top, and a gold skirt that goes down almost to her knees with black spandex underneath (so no one can peek).
Theme Song(s):
Good Girl- Dasha and the Living Tombstone
Significant Trait: Confident Quotes: I'm not like anyone else... There's always another way
Good/Evil/Other: Good Element: Fire Weapon: dual-wielded katanas Job Class: Warrior/Tamer Snow is a slightly skilled skilled fighter. She trained with her swords for a few many years with her father's pokemon, Scyther, starting when she was five with just a toy wooden sword. After the experiments, she became more attuned with pokemon of all kinds and able to connect more with them. They feel as though she is one herself, even though she is only half. After showing up in the new world, she found that she was somewhat attuned with the animals, but it took more time than with pokemon.
Commands: Flamethrower (fox)- Deals fire damage Flame Charge- Deals fire damage and increases her speed. Flames engulf her sword while she charges at the opponent at an increased speed. Quick Attack(fox)-Charge at the enemy with increased speed and tackle them Trickster Slice- Snow charges at the opponent head-on at first. She dashes around the opponent, jumps over them (landing behind them) and slices them with her swords. Cura- Restores a good amount of HP Tame-When coming across a wild or angry animal, Snow hums a tune to calm and befriend them. Supports: Hp Stroll- Regain HP by walking MP Hastera- Greatly increases the speed that mp is restored after fully consumed Fire Boost- Increase damage done by fire based attacks
Limit Breaks: Firefox - Snow transforms into fox form. She breathes a ring of fire around the enemy. A rain of fireballs fall on the opponent.
Strengths: Fire, agility, plenty of room to move around Weaknesses: Water, close spaces
Personality: Confident and likeable. She loves to have fun. She has a fiery personality. Her energy is like a blazing fire. Flaws: Her temper Likes: Sun-bathing, swimming (in human form), running, nature Dislikes: Being cold, cloudy days Fears: Cramped spaces, scientists/doctors
Family: A mother, father, and 2 brothers. There whereabouts are unknown, but they reside in the pokemon world.
Bio: It all began one sunny day when Snow was 8 years old. Her second big brother had just turned ten and her father was taking him to receive his very own pokemon to begin his journey to become a pokemon master. Her mother had to run some errands so Snow was left to watch the house with her father's Scyther and her mother's Mr. Mime. Snow couldn't wait to get her pokemon and start her journey. She knew she wanted a Fennekin. She loved his cute little face and fire had always interested her. Snow was walking through the grass in the backyard that afternoon when she saw a fox-like figure scamper past her. She was sure it was a Fennekin. Maybe I could catch one now and that way, I would have a head start on all the others when I start my journey! she thought. A fox-like shadow stopped at the edge of the forest. She slowly walked closer to it. As she got closer though, it didn't look quite like a Fennekin. It was definitely a fox, but it was an orange-ish white all over and had nine tails. It was like any pokemon she had ever seen. She reached out to try and pet it when a man in a black suit with a red R on his chest grabbed her. After the Mewtwo experiments, Team rocket had decided to try more DNA experiments. They wanted to make humans who could use the powers of pokemon through gene-splicing. After 8 years of experimentation on her, she never lost hope. She always believed she would find a way to escape. The experiments worked on her. She was finally able to transform into the ninetail she had been combined with. She was able to use it's attacks. Team Rocket was constantly thwarted by Ash and his friends. They decided that if they couldn't conquer this world, they would try another. They managed to create a portal to other worlds in a room just across from her own. Snow pretended to faint so that they would have to take her to another room for medical attention. When they removed the chains from her hands and feet, she used every ounce of energy that she had left to escape their grip and flee to the next room. Through much struggle, she managed to throw herself into this portal. She had no idea where it would take her, but anywhere was better than the lab
Sample Post: Snow blinked as the sedative wore off. Ugh....where am I...?She looked around in a frenzy. Her wrists and ankles were bound to the table she was on. She couldn't see anything but the bright light above her and the blinking technology around her. A door opened. It was a scientist. He had the same red R on his white coat that the kidnapper had. He walked over to the table next to her and strapped in the fox pokemon that had been used to lure her. He walked over to her with a sinister smile and strapped her head down. She struggled with all her might to get out but it was no use. She began to panic. Her scream echoed throughout the lab as the experiments began.

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Posted: Sun Jan 04, 2015 8:48 pm
Mizu_Kage_Hikari Name: Princess Amanita Francesca Bubblegum Destiny Morgana de la Luna Aliases: Cupcake Species: Elf-god-angel-human-fairy-nymph hybrid Age: She stopped counting about two hundred years ago, but she looks about 18! Gender: Female
 Appearance:
Height: 5'7" Weight: 125lbs Body Type: Athletically slender, but with curves in all the right places~Skin type: Fair, smooth, sparkly Eye Color: Rainbow (they change color depending on her mood, like a mood ring only they're her eyes!) Hair Color: Purple with pink sparkles and rainbow iridescence with sky-blue bangs Hair Style: Waist-length, straight for the most part with with a delicate wave towards the tips, with curtain-style bangs that perfectly frame her face Accessories: Moonstone Earrings - grant immunity to any and all status effects; cannot be removed except by death of the wearer or by wearer's will Moonstone Necklace - perpetual Charm spell; radius of 15 feet, will cause anyone with a weak will to react favorably towards the bearer despite most circumstances; cannot be removed except by death of the wearer or by wearer's will Moonstone Ring - is there to look pretty and is very good at it Moonstone Tiara - protects the wearer from all controlling or influential spells; cannot be removed except by death of the wearer or by wearer's will Unusual Markings: None—she's perfect! Clothing / Description: Princess Amanita wears a pristine, stainless, white dress with a halter-style top, the top section above her breasts being made of a thin lace in a morning glory design. The skirt of the dress is cut to appear floor-length, however it never actually touches the floor, and even if it did it does not pick up dirt. Her slender arms are adorned with fingerless, elbow-length gloves in a delicate rose-lace pattern. Around her biceps is a white gold armband shaped as a coil of ivy. Her shoes are of white satin, just as stainless as her dress. Though delicate in appearance, her shoes are quite durable, making them perfect for anything an active Princess would need to put them through.
As Princess Amanita is not fully human—in fact, it could be argued that she is so far transcended above human that to call her such would be a grievous insult (but she's so perfect she wouldn't care)—her appearances vary slightly. First, her photochromic eyes. Like a mood ring, they can shift from one color to another depending on her emotions.
Her face is delicate and heart-shaped, with slender, gracefully pointed ears, legacy of her elfin and faerie heritage. Her build is fair and slender, but thanks to her human heritage, she is graced with abundant breasts and shapely hips, creating the perfect figure. Her skin is lilly-white, with lips as delicately pink as a perfect cherry blossom.
The color of her hair is natural—the base color, if you will, is a deep amethyst, almost black in color. As the light plays over her hair, one will notice a rainbow iridescence and a faint, pinkish sparkle. Only the color of her bangs is artificial, dyed the same blue as a perfect, cloudless, cerulean sky.
Princess Amanita can, if she so chooses, manifest angel wings of purest white. These wings have a span of fifteen feet, so she often keeps them tucked away in the aether. Alternately, she can manifest faerie wings, these a delicate lacing of transparent pearl-like iridescence, similar to dragonfly wings but infinitely more beautiful.
Theme Song(s):
Significant Trait: Perfect Quotes: "Oh, my~ Tee-hee~" "Oh, you poor dear!" "How lovely!"
Good/Evil/Other: Good, purely good, in fact the goodest there is Element: Light Weapon: Silver rapier with white tooled leather belt and scabbard, the hilt is silver wire with a knotted heart motif, the blade is made of mithril and etched with an elaborate knotted heart pattern as well. The grip of the hilt is wrapped in silver wire, and the pommel is capped with a flawless moonstone cabochon Matching silver dirk (use your imagination, I can't find a picture I can yoink from Google) White oak and mithril spindle disk Job Class: Goddess
Commands: Light- hurl an orb of pure Light magic at a single target Dia- slightly stronger than Light, will also cause a random status change (must roll 6-sided die 1- blind, 2 - berserk, 3 - haste, 4 - mini, 5 - no status, 6 - no status) Diara- stronger version of Dia (statuses: 1- blind, 2 - berserk, 3 - haste, 4 - mini, 5 - slow, 6 - no status) Diaga- strongest version of Dia (statuses: 1- blind, 2 - berserk, 3 - haste, 4 - mini, 5 - slow, 6 - regen) Esuna- cures all status ailments Reflect- a forward-facing wall of light; will deflect any magical attack Reflega- an upgraded form of Reflect; will deflect all attacks Barrier- a sphere of light surrounding a target in a protective shield; will deflect any magical attack Barriega- an upgraded form of Barrier; will deflect all attacks Renewal Barrier- an upgraded form of Barrier; will deflect any magical attack and restore HP Renewal Barriega- an upgraded form of Barriega; will deflect all attacks and restore HP Magic Hour- leap into the air and dive at enemies, causing pillars of light to erupt around you Spark Raid- throw the spindle disk at a target. If it connects, beams of light will shoot out from the disk to attack surrounding targets. Salvation- attack multiple targets with the rapier and dirk in a spinning attack, causing columns of light to erupt around you to deal extra damage. Also recovers some HP. The more attacks that hit, the more HP is recovered. Cure- Restore a small amount of HP Cura- Restore a medium amount of HP Curaga- Restore a large amount of HP Curaza- Fully restore HP Life- Revive a target from unconsciousness. Does not work if the target is dead. Lifega- Revive a single ally from death. Fully drains MP and drain's caster's HP to 1%. Can only be used within first hour of death. 2% chance of making a zombie. Lifeza- Revive a single ally from death to 100% HP and MP. Fully drains caster's MP and caster cannot restore MP for three days (RP-time). 0% chance of making target a zombie. 2% chance of making target immortal. Faith- Summon columns of light around you, dealing damage to opponents and restoring HP Shining Finger- One or both hands are encased in an armor of Light, heightening the physical strength of the hand. Can be used either to directly cause damage by contact, impact, or exerted pressure by the hand, or can astrally project an energy field that directly imitates the hand the spell is cast on. Supports: Eros' Favor- perpetual Charm spell; see "Accessories: Moonstone Earrings" Panacea- immunity to all status effects; see "Accessories: Moonstone Earrings" Athenian Discipline- immunity to mental coercion spells; see "Accessories: Moonstone Tiara" Home and Hearth- While at rest, Princess Amanita can steadily recover her health and mana without the use of either items or spells. Child of Light- is immune to light based attacks, but takes triple damage from dark-based attacks Silver Tongue- never fails a bluff check Princess Amanita has an uncannily persuasive demeanor outside of the Charm granted by her earrings. She can convince almost anyone of anything, except those with exceptional strength of will and mind. Limit Breaks: Strengths: Speed, agility, perfect balance, excellent tactician (she was trained by the gods, you know!), graceful, charming, distractingly beautiful (it's the sparkles), intelligent, insightful, quick-thinking Weaknesses: She's not very physically strong, either in offense or defense, but that's okay because she's so pretty guys will fall all over themselves to do anything for her! Some girls will, too, for that matter.
Personality: Princess Amanita Francesca Bubblegum Destiny Morgana de la Luna (I remembered it!) is sweet, charming, caring, loves everyone, and is loved by everyone (with vanishingly few exceptions). She is always willing to lend a hand to those in need. She's charitable and will give selflessly anything she thinks someone may need, which is usually her sunny disposition and positive attitude. She considers herself perfect, and isn't far wrong, but she doesn't shove it in people's faces. Instead, she'll simply demonstrate her perfection and invite others to follow her example. She is always polite and kind and gentle, too. I mean, really, you don't get much more perfect than her. Flaws: She doesn't have any, are you nuts? She's perfect! Likes: Puppies, kittens, birds, flowers, sunshine, rainbows, butterflies, horses, dolphins, chocolate, candy, ice cream, any kind of yummy pie you can name, chasing cloud shadows, swimming, sewing, pretty colors, horseback riding, caring for the elderly, caring for children, children in general, hamsters, popsicles, anything with sprinkles (particularly donuts), jewels, precious metals, swords, watching people, dancing, watching people dancing, singing (she's really good at it), listening to and playing almost any instrument (except saxophone, that thing's just annoying. And the kazoo. Stupidest thing ever made. Who the hell likes the kazoo?), and probably many other things that haven't been encountered yet. Dislikes: Mean people, seeing people hurt, imperfection Fears: She doesn't have one, she's perfect! What's she got to fear?
Family: Mother - Callisto Father - Zeus Siblings - Arcas, and pretty much all of the gods since Zeus can't keep it in his pants
Bio: Princess Amanita was born on Olympus to Callisto after Zeus fell madly in love with her and impregnated her (again) in whichever form he decided to take that time. Really, her father is such a man-slut Princess Amanita stopped caring a long time ago. As Arcas was born several years before Zeus brought Callisto to Mount Olympus, Princess Amanita had no idea she had a brother, until she overheard some of the gods gossiping one day. Amanita was raised as the princess she is, and was told from birth that she was a special child. Obviously, since she is Zeus' daughter! Princess Amanita had all of her siblings, the Greek Gods, to raise her and love her and teach her and guide her. Really, with all the crazies in her family, you'd think she'd have turned out differently. But no, Princess Amanita was so wise, even as a child, that she knew instinctively the difference between right and wrong, though she usually just rolled her eyes at her siblings' antics. Around age eight, Princess Amanita started showing some aptitude for magic, fighting, and scholarly pursuits, so she was given the best tutors in all three areas that Zeus could find, which usually included her older siblings. Meanwhile, Hera, Athena, Diana, and Aphrodite decided to train her as a lady, and she took to those lessons as easily as she took to the others. At age twelve, Princess Amanita had mastered everything her teachers and siblings had to show her, and very quickly grew bored, trapped on the tiny world of Olympus. Not even the occasional foray into the Underworld to visit her uncle Hades helped alleviate the boredom.
Since she's the daughter of a half-elf and a freaking God (really, she can't stress that enough), Princess Amanita has a nearly infinite lifespan. She's been alive for mumble-hundred years, and is just barely reaching the end of adolescence physically. With so many centuries of experience behind her, Princess Amanita has become very wise and knowledgeable about the ways of her world. Nine years ago, when the star-shower shattered the barrier, she and some of her more scholarly siblings took to studying the strange material that had fallen from the sky. Soon enough, they (mostly she) discovered that the weird gummy substance had the ability to protect one as they traveled between worlds. With the aid of her sibs, Princess Amanita was able to assemble a single-person vessel, and has since been out exploring the worlds. Being the bright star that she is, Princess Amanita quickly came to absorb information of outside worlds like a sponge, soaking up everything she could. Her wisdom only grew, and as she learned, she came to hear of the spreading darkness. She has since vowed to restore the worlds to their proper balance, cradled in the warm embrace of the Light.
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Posted: Sun Jan 04, 2015 9:02 pm
AldrickZearse Name: Kaldar Brandson Aliases: Kal, Brand Species: Lycanthrope(Human/Bearboar) Homeworld: Roak [Alive] Age: 29 Gender: Male
Appearance:
Height: 6'4"(6'9" in beast form) Weight: 281lbs.(374 lbs. in beast form) Body Type: Extremely muscular/solid Skin type: Tan Eye Color: Brown Hair Color: Brown Hair Style: Two inch tall Mowhawk, about an inch and a half 'across'. Accessories: Dark brown leather quiver, dark brown leather sheaths for daggers/swords(hang from belt) Unusual Markings: Tattoos- Kaldar is covered in runic tattoos, each one is a different spell that he can cast. They're dark red in color(retaining that color in the fur of his beast form), looking as if letters/words in a different language, and glow when the spell they represent is being cast.Fire Bolt- Down the front of left hip Ice Needle- Down inside of left arm Earth Glaive- Runs down right shin Thunder Bolt- Spirals up index finger of left hand Wind Blade- Clockwise circle in left Palm Wounds- Spirals down middle finger of right hand Crush- Counter-clockwise circle in right Palm Laser Beams- Up right thigh Blood Scylla- Down the Right Pectoral and onto the ribs Lightning Blast- Down left thigh Eruption- Arcing across belly over belly button Deep Freeze- Down along his spine Energy Arrow- Runs up the outside of the right forearm. Healing- Across right shoulder blade Antidote- Along bottom of ribs, front left side Silence- Around front of neck Scars- Kaldar has two notable scars on his body. On is a raised line on his left shoulder, a stabbing wound scar(from upsetting the lover of a particularly pretty person he hit on), and a misshapen scar on the left side of his left thigh, caused from a venoumous spider bite. Clothing / Description: A pair of light blue baggy pants with a green, sash-like waist band that appears to strech(when in beast form, pants seem to fit properly, the sash-like waist band expanding to stay fitted on the larger form). Red loincloth underwear beneath.
Theme Song(s):
Significant Trait: Happy-Go-Lucky Quotes: "Go ahead. I don't mind if you wanna touch my abs." "...Whaaaat's going on? Did I miss something?" "Ooo, fight? Where? Can I join? Sounds like fun!"
Good/Evil/Other: Good...well Neutral Good if being technical Element: None Weapon: Greatbow, Arrows, Tusk 'daggers'(shortswords made of large tusks, weilded like daggers thanks to his size), Giant Battleaxe(Named 'Un Gigante', technically larger than the reference pic but that is the style of the axe) Job Class: Magical Bruiser
Commands: Bruiser Arts- Kaldar's unique style of martial arts. Mainly just brute force tactics.Bruiser Tackle- Using his massive form, Kaldar tackles through enemies. Deals damage and has strong knockback. Bruiser Charge- Using his massive form, Kaldar rushes forward. Goes in a straight line, and unable to make sharp turns, but is able to trample smaller enemies and knock away some larger ones while also blasting through some physical barriers using pure strength to break through. Can be stopped by too heavy an enemy or too strong of a barrier/wall. Bruiser Whallop- Kaldar swings his bow or battleaxe from the side, hitting an enemy in an attempt to launch it like a projectile at another enemy. Bruiser Suplex- Kaldar grabs an enemy and, if able, picks them up and suplexes them into the ground, dealing damage. Bruiser Taunt- Kaldar shouts and flexes, drawing attention to himself to provoke the enemy into attacking him over his allies. Bruiser Guard- Kaldar raises his guard and flexes his muscles, raising his defense against physical attacks, but can't perform other actions while doing so. Bruiser Throw- Kaldar picks up objects(debris, nature, even enemies themselves) and uses them as a projectile by throwing them at an enemy. Bruiser Shot- Kaldar picks up an object that is 'vaguely arrow-shaped'(swords, spears, etc.) and fires it from his bow, increasing it's damage but decreasing it's accuracy.
Runology- Kaldar's magical abilities, the power stemming from the runic tattoos that cover his body.Fire Bolt- Kaldar creates a fireball the size of his fist and shoots it directly at the enemy, dealing fire damage. Ice Needle- Kaldar creates and fires a series of small, sharp, pointy ice shards that fly at an enemy like a shotgun blast. Small ice damage, fires in a 'cone'. Closer to Kaldar the target is, the more ice shards are likely to hit. Earth Glaive- Kaldar creates a spear of Earth from the ground that shoots at the enemy from underground. Deals Earth damage, can pin an enemy to the spot(Cripple effect) Thunder Bolt- Kaldar creates a single thunderbolt over an enemy and 'drops' it on them, dealing Thunder damage. Wind Blade- Kaldar creates a single, almost 'solid' blade of wind shaped like a tomahawk and flings it, spinning, at an enemy. Deals Wind damage. Wounds- Kaldar creates a shadow on the ground near an enemy, which solidifies and thrusts itself in the shape of a blade at the enemy. Deals Darkness damage. Crush- Kaldar creates a large weight in the air above the enemy, dropping it on them to deal Non-elemental magic damage.Crush Crush!- Kaldar creates a large, weighted hammer and swings it, dealing non-elemental damage. Laser Beams- Kaldar's magic creates a bunch of lasers above him and his enemies that shoot down and explode on contact with the battlefield. Large Area-of-Effect, deals Light damage. Blood Scylla- Kaldar summons up energy that surrounds an enemy and deals non-elemental damage to them, which then appears to disappate before surrounding Kaldar and giving him the 'stolen' life force. Drain effect. Lightning Blast- Kaldar fires forking lightning from his hand, hitting up to four enemies with Thunder damage. Eruption- Kaldar creates a large blast of fire and heat beneath an enemy, dealing Fire damage to the target and surrounding enemies. Deep Freeze- Kaldar freezes the ground around an enemy, which then creates large chunks of ice that shoot up and stab at the enemy and any surrounding enemies, dealing Ice damage. Energy Arrow- Kaldar creates some floating masses of energy that fly at an enemy, dealing Non-Elemental DamageEnergy Arrow...Arrow!- Kaldar focuses the masses of energy into one large, arrow-shaped mass, and uses his Bow to fire it at an enemy. More focused, dealing more damage than a normal casting of the spell, but less likely to hit the enemy. Healing- Kaldar creates a small, glowing green orb that flies around him or an ally, healing their wounds. (Single-target cure spell) Antidote- Kaldar creates a small, glowing blue orb that flies around him or an ally, curing them of poison. Silence- Kaldar summons a magic circle beneath an enemy that has a chance of preventing them from casting magic.
Supports: Barrier Buster- Because of his sheer strength, Kaldar has a chance to break most barriers he attacks(if they can be broken/damaged by pure strength alone) Mass of Muscles- Due to his sheer size and bulk, Kaldar is somewhat resistant to knockback, and doesn't flinch against weaker attacks.
Limit Breaks: Energy Arrow Charge - Kaldar casts his Energy Arrow spell, focusing on himself, and gathers the energy to cover himself with it. He then charges at the enemy, blasting over/through them, dealing massive damage to the enemy(/ies)
Strengths: Amazing strength, Strong/fast charge attacks, natural claws and tusks in were-form, variety of magic Weaknesses: Not very dexterous, charging lacks strong turning capabilities, fairly lacking in magic strength/relies too much on physical strength
Personality: Kaldar is best described as a 'happy idiot'. He's not really stupid, but thanks to his shallowness, and the fact that he doesn't really take time to think things out, he tends to be fairly oblivious to a lot of things. As a result, he tends to do things on random whims, so he always ends up doing things to make himself happy and not dwelling too long on anything that isn't right in front of him. Flaws: Shallow, Vain, Impulsive Likes: Attention, Fine cuisine(doesn't mean he eats it 'properly' but he likes nice food), truffles, honey Dislikes: Burnt food(mostly the smell, can stomach the taste sometimes), touching living fish, constricting clothes, shoes(on himself) Fears: Venoumous insects and snakes.
Family: Mother, Father, Older sister.(All alive and well)
Bio: Born on the world of Roak, Kaldar was such a tiny little thing growing up. Always happy...always wandering off and thusly always needing someone to keep an eye on him at all times otherwise he was likely to wander too far into a dangerous area. Not that that stopped the little tyke.
As he got older(and thusly bigger), he kept his wandering tendencies. Even his smile. It just got a bit of arrogance to go with it, considering he also got stronger. Eventually he got to the point where he just left home(with the invitation to always visit when he got the chance), going on a journey of his world.
Of course, upon finding an 'Celestial Vessel' that shouldn't have been on his planet, he couldn't help but explore and investigate it. Of course, the poor b*****d that left it there was off looking for something on the world, so Kaldar had to let himself in.
It was a ship for world travel, something he had heard upon whispers of towns and kingdoms. Rumor had it that people from other worlds had come to Roak, and Kaldar couldn't help but get excited at the idea that it could have been a ship to help him explore other worlds!(Well, and to flirt with other people. And possibly bed them. And couldn't forget about fighting, either.)
With a bit of effort(and a lot of 'what in the world does this do? What about this? What am I even doing?"), Kaldar managed to get the craft working for him(thanks to the help of a bunch of computers, and that it was a small ship that could be 'manned' by only one person). And with that, he was off on his whirlwind adventure, with a ship's computer to keep him company. Well, that, and whatever chaos he stirred up on worlds he visited.
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Posted: Sun Jan 04, 2015 9:03 pm
AldrickZearse Name: Doresk Sarigar Aliases: Dor (pronounced like 'Door') Species: Half-Orc(Half-Human) Homeworld: Lumin Hills [Alive] Age: 32 Gender: Male
Appearance: {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
Height: 6'3" Weight: 256 lbs Body Type: Stout/Musclegut Skin type: Green Eye Color: Black Hair Color: Black Hair Style: Bald(Has a short goatee) Accessories: Large pack holding most of his cooking and eating supplies(tools, ingredients) Unusual Markings: Large lower canines(orc tusks) Clothing / Description: White chef hat and coat with a red undershirt beneath the coat. Dark brown linen pants and some comfortable yet sturdy black leather boots that go up to mid-calf. Red half-apron covering him from waist to knees, tied around pants to also act as a belt. Blue and White striped boxer shorts as underwear.
Theme Song(s):
Significant Trait: Teacherly Quotes: "Now, the trick here is to remember to stir it occasionally over the next hour of cooking." "Look, you can't cook. At all. It's horrible. I could teach you how to do better, though. Or give a few tips, at least." "Cooking is a bit magical, if you think about it."
Good/Evil/Other: Good Element: None Weapon: Magic Kitchen Utensils(Spatula, Forks, Knives, Frying Pan, Pot Lid, etc.) Job Class: Battle Chef
Commands: Hot Plate- A small, magical plate that can be used to heat and cook, and can also create small fires. Can be set and pointed to fire out large blasts of fire to damage enemies(Deals magical fire damage) Blast Chiller- Small, hinged box that appears to be massively bigger on the inside than it's size would appear. Used mainly for keeping ingredients cool/cold, it can be set and then opened to deliver a painful blast of ice magic in the direction it's pointed.(Deals magical ice damage) Magic Kettle- What appears to be an electric kettle, it never seems to run out of water. Used for cooking, it can also be overturned to release a lot of water, or it can be set to boil the water, which can then poured or splashed at an enemy(deals magic water damage) Pressure Cooker- A pressure cooker used in cooking. Enchanted with Time magic, it can be used as a club to deal physical, time-elemental damage. Spatula- Enchanted spatula that can use used as a weapon. Somewhat low damage, but has a chance of stunning an opponent if whacked with it. Frying Pan- Cast-iron frying pan, infused with magic for more durability. Can be used as a bludgeoning weapon, or an impromptu shield(basically raises defense while being weilded). Pot Lid- A simple pot lid crafted with magic. Can be used as a shield, and if so, also raises the user's resistance to fire and water damage. Deadly Nightshade Salad- A crisp, enticing looking salad of Nightshade. When fed to an enemy, it deals Poison elemental damage. Seven Layer Bean Dip- Special bean dip that has a few special 'ingredients'. Causes internal wind damage when consumed by an enemy. Green Tea- Healthy tea with plenty of electrolytes, spiked with a little bit of extra 'something'. Deals Thunder damage to enemies. Mudslide- A coffee and cream alcoholic drink. Spiked with some 'extra goodness'. Deals Earth damage to an enemy. Roasted Sunflower Seeds- Sunflower seeds that have been salted with a special salt, and then roasted. Deals Light damage to enemies. Squid Ink Pasta- Pasta dyed black by squid ink, then cooked until Al Dente. Deals Darkness damage to an enemy. "Special" Brownies- Delicious chocolate brownies with a 'special' ingredient mixed in. Causes internal Space elemental damage and has a chance of inflicting the 'Old' status Cream of Poisonous Mushroom Soup- Creamy soup of poisonous mushrooms that inflicts the Poison status on enemies. Turkey Dinner- A large roast turkey dinner that fills up an enemy. Inflicts the 'Sleep' and 'Slow' statuses. Olive Oil- Doresk douses an enemy in a bottle of olive oil, inflicting the 'Oil' status. Blowfish Sashimi- Poisonous blowfish, cut into delicate strips of delicious sashimi with careful, calculated cuts. Inflicts Toxic status on enemies. Super-Spicy Curry- Aromatic curry and rice dish that's been heavily spiced and seasoned. Inflicts 'Ignited' status. Truffles- Truffle mushrooms, extravagent and earthy. Inflicts 'Pig' status on enemies Orcish Grog- Powerful alcohol brewed by Doresk with a recipe from his father's people. Inflicts Confusion status. Roasted Horse-Chestnuts- Horse-Chestnuts roasted over an open fire. Inflicts Paralyze status. Chocolate-covered Strawberries- Sweet dessert said to be a wonderful aphrodisiac. Inflicts Charm status. Braised Frog Legs- Delicious frog legs that have been patiently braised. Inflicts Frog status. Fried Cockatrice- Wings and/or legs of a cockatrice that have been breaded and fried with secret herbs and spices and with a wonderful crispy skin. Inflicts Petrify status. Whiskey- Rich corn whiskey with a wonderful amber color. Inflicts Berserk status. Tequila- Powerful Tequila of blue agave. Inflicts Deprotect status. Vodka- High-proof vodka that has 'a wonderful burn'. Inflicts Deshell status. Garlic Bread- Delicious garlic bread with layer of toasted cheese on top. Heals HP when used(Potion effect). Baked Potato w/ Chives- Baked potato covered with some butter, sour cream, and chives. Heals HP when used(Hi-potion effect). Filet Mignon- High quality filet mignon steak, broiled and seasoned, while cooked to a beautiful medium rare. Heals HP when used(X-potion effect). Pizza- Delicious hand-tossed pizza, cut into many slices. Heals HP to party when used(Mega-Potion effect). Fresh Squeezed Orange Juice- A glass of delicious, refreshing orange juice. A little pulpy. Heals MP when used(Ether effect). Berry Tart- Flaky pastry made with fresh berries and a mint whipped cream. Heals MP when used(Hi-Ether effect) Cookie Cake- A large cookie with frosting, cut into many slices. Heals MP to party when used(Mega Ether effect) Gold-leaf Sundae- Extravagent ice-cream sundae with flakes of gold-leaf. Expensive and extremely delicious. Heals all HP and MP when used(Elixer effect) Chicken Noodle Soup- Hearty soup made with large chunks of chicken and fresh pasta noodles. Cures negative status effects when used(Remedy effect) Sorbet- A frozen fruit sorbet, light and fresh to cleanse the palate between meals. Removes positive effects from enemies(Dispel effect). Divinity- Sweet, fluffy confections that smell of vanilla and contain chopped almonds. Can revive an ally.(Life/Phoenix Down effect). Crème Brûlée- A rich, vanilla-flavored custard with a layer of hard caramel on top of it. Can fully revive an ally(Arise/Phoenix+ effect) Cranberry Juice- A refresing glass of cranberry juice that helps purify the body. Cures Poison/Toxic status. Glazed Carrots- Carrots that have been braised, and then glazed with a brown sugar syrup. Cures Blind status. Chicken Echo Screen Wrap- Stir-fried chicken, drizzled with a special sauce and wrapped in Echo Screen leaves. Cures Silence status. Potato Puree- Puree of earthy, white potatoes served in a martini glass. Cures Petrify status. Virgin Strawberry Daiquiri- Drink made from strawberries, a little citrus soda, sugar, and some ice. Cures Frog status. Roast Leg of Lamb- Roasted leg of lamb seasoned heavily with garlic and rosemary. Cures Zombie status. Fried Green Cherry Tomatoes- Green cherry tomatoes that have been peeled, breaded in a seasoned breading, and fried. Cures Pig status. Ginger Tea- Ginger tea that packs a zesty punch. Cures Pain status. Pineapple Upside-Down Cake- Moist cake with rings of caramelized pineapple on it. Cures Reverse status. Beef Sliders- Ground beef made into small patties, cooked, then put into a fresh bun with some of Doresk's homemade spicy mayo on it. Gives the Valor buff. Macaroons- Delicate little cookie sandwiches. Comes in a variety of flavors and colors. Give the Devotion buff. Hand-rolled Gnocchi- Gnocchi, hand rolled off of a fork, and cooked with a tomato-based sauce. Grants the Bravery buff. Red Wine- A wine made from delicious red grapes and then fermented. Rich taste. Grants the Faith buff. Hot Coffee- A cup of delicious, slow-roasted coffee. Grants the Haste buff. Fruit Smoothie- Delicious blend of multiple fruits and a splash of milk. Perfect for working out. Grants the Regen buff. Fruit Salad- A light, refreshing salad of fresh fruits. Grants the Refresh buff. Blueberry Milkshake- A wonderfully mixed drink of fresh blueberries and vanilla ice cream, as well as some milk. Full of delicious antioxidants. Grants the Veil buff. Angel Food Cake- A light, spongy cake that is almost 'heavenly'. Grants the Reraise status. Doresk's 'Pump It Up' Energy Drink- Made from Doresk's super secret recipe of his own creation. Gets the blood flowing and the muscles pumped up. (Warning: Extremely volatile, can only be made in single servings). Grants the Aura buff.
Supports: Cooking Master- Since Doresk relies on magic items and his cooking, Silence doesn't affect Doresk's abilities. Tested Tongue- Thanks to his experience with ingredients and cooking, Doresk can identify what ingredients are used in food and potions, and can even taste if something is poisonous. Poison Taster- Thanks to his experience with tasting poisonous ingredients, Doresk has a small resistance to Poison.
Limit Breaks: Feast of the Gods - Doresk pulls out all the stops, cooking up and unloading a mass of food and drink to refresh and revitalize the party. Never seems to make enough for himself, though.... Restores the party's HP and MP to full(besides himself). (Megalixer effect) Mystery Stew- Doresk empties out his leftovers and ingredients that...might not be so fresh...into a pot and cooks it up for the enemy, serving it to them in a...particularly violent manner. Deals massive poison damage, and can cause Poison, Paralysis, Confusion, Slow, Sleep, Pain, and Doom.
Strengths: Versatility, good healing and buff options. Weaknesses: No magic of his 'own', relies on a 'stock' of items
Personality: Doresk is a simple man. He's driven by his cooking. It's not necessarily his entire world, but it does take up a majority of the space there. He generally keeps to himself, but isn't antisocial. He just has learned from his time in the kitchen that not everyone wants to always hear what he has to say. Not that it stops him all the time.
He tends to be very eager to teach people proper cooking techniques, or even just techniques that aren't 'proper' but work for them. Though he does sometimes come across as a bit...'superior' sounding when doing so, which has been known to rub people the wrong way from time to time.
Generally he's fairly laidback, though. He can sometimes get worked up if something is really annoying him, or for a fight, but generally he's pretty chill. Flaws: Blunt, 'superior' sounding Likes: Cooking for others, teaching cooking skills, Tea with Honey Dislikes: Bad Chefs that think they're good(not amateur chefs, bad chefs), bland food, sand in uncomfortable places Fears: Ghosts
Family: Gornaff(Father), Marna(Mother, Died during childbirth)
Bio: When Doresk was born, Gornaff experienced both one of his happiest days, and one of his saddest. Doresk's mother died during childbirth, leaving Gornaff with only his son as his family.
Doresk was raised by his father, once a warrior who turned to Innkeeping to properly raise his son while not risking his own life. So, Doresk was raised in an Inn(named The Round Branch), helping out with cleaning and cooking and taking care of guests. Though the guest part soon faded from his lists of duties as his father quickly noticed his boy had a bit of a habit of essentially clubbing people over the head with his words.
So, eventually, Doresk was moved to the kitchen and kept there. Of course, his cooking skills eventually built up and started shining, giving The Round Branch some eventual fame over the years.
Of course, as Doresk got better, he also grew a bit more restless. It didn't take his father long to see the signs of wanderlust, and taught his boy some of his fighting tricks. And then, after some training(both for Doresk and for a new kitchen chef), Gornaff sent Doresk on his way.
Doresk traveled, learning new recipes, and eventually hitching rides around the worlds, learning, teaching what he did know, and even getting into the occasional scuffle and coming out smelling like roses...well, more like fresh baked bread.
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Posted: Thu Jan 08, 2015 5:37 pm
Enji_Chou Name: Suria Aliases: “Mutters” or “Ms. Mutters” Species: Summoner Homeworld: Co’Salish [Destroyed] Age: 17 Gender: Female
Appearance: 
Height: 5’3 Weight: 120pnds Body Type: Lean Skin type: Tan, in the warm bronze spectrum. Eye Color: mitochondria: Bright green, Light/Pale Green. Hair Color: Dark Green Hair Style: Long and slightly curly, wild and tussled is her typical look. Accessories: She wears bangles on both her ankles and wrists. She has a stone pendant around her neck- a pendulum, and a red ribbon chocker fastened to her neck. Unusual Markings: Unusual Markings: A brand tattoo is on her forehead, but it’s very light, also like a faded scar. This illuminates when she using that particular summon. Clothing / Description: : Her garment is reminiscent of boho and tribal. Bearing the patterns of the traditional white mage in her sashes and trimming, Suria is clothed in sheer layered fabric. The lose and flowing strips of cloth form her tunic dress allow her better freedom of movement and comfort in the humid temperatures of her home. Underneath she has a wrap pair of shorts of skort wrap. She wears a pair of arm bracers.
Theme Song(s):
Significant Trait: Awkward.
Quotes: “I just want to help.” “Can you hear/feel that?”
Good/Evil/Other: Good, neutral Element: (non script) Weapon: A stone pendulum focuses her energy, she uses this to cast her spells and find things of interest or need. Secondary Weapon is her voice- or more specifically, her second pair of vocal cords. Job Class: White mage/”Songstress “ While she ultimately calls herself a shaman intoner by cultural trade, Suria’s skills involve typical spells of protection healing, warding and dispelling befitting some archetype of white mage. Most of these are controlled by her pendulum which will move around on its volition to create the rune symbol for whatever spell she is about to cast. This usually pertains to singular uses and targets. Outside of these spells, her pendulum itself is a weapon working similar to a sharpened string with the stone itself as the piercing end. It can used to tangle, swing by in a cutting arc or rope multiple targets to chain a combo of attacks at once across the field. The only variation from this weapon of choice, if her secondary weapon, her second set of vocal cords. When she loosens the choker around her neck, Suria’s second set of cords naturally harmonies to her original pair, making it sound like she has another voice overlapping her own in harmony. When Suria wishes to cast wide range status effects, she sings or belts out a single note. The more complex the spell, the more complex the song or vocals she must use. It is one of her more powerful spells, but this comes at a great physical strain for her magic resonates through her entire body. Prolonged usage of her cords results in her being unable to speak for the rest of the day. Excessive usage can weaken her for more than two days.
Commands: Glint Walker - The pendulum extends its wire and hovers creating a tight line from one place to another. The user then walks across like a tight rope walker no matter the weight of the walker, the line can hold. Seeker - A more basic skill for her pendulum, using simple dousing Suria can find simple objects and search for people she’s had the chance to get readings from previously. The pendulum can focus on the energies of things around it, and like a hound it can track the trail of where someone has been, or a missing object still resonating with the energy of its owner or parent essence. Example: Having either met a close friend, or family, she can find a missing person if they are within the same world, the closer the stronger the signal of course, and the greater the distance the more charge into the pendulum there needs to be. If a person was in the same city then a medium amount of mana is needed, if say someone was outside and somewhere far in a neighboring land, she would have to focus for hours and channel more than half of her entire store of mana. Things are relative to distance and regularity of special usage. If someone was looking for something they’ve only held once- the search would be much harder. Surface Feels [Command Side] ( See Passive side for pasisve info) Suria can volintarily dig deeper, dousing with her pendulum on the specific person to divine what’s below the surface of their hearts. She must navigate through the emotions and sift through them to make sense of what she feels. Hearts are complex, “loud” places she describes, without her focai to guide and protect her, she can forget whose emotions are whose- which is why she has yet to use her pendulum for this purpose.
-----Sigils--- these symbols drawn in the air by the pendulum cast the following various spells Sign of Gale - Strikes of wind slice at a single target while creating a supportive barrier around allys. (Aero) Blazed Emblem - The pendulum spins and small twisters of flame engulf the area; these can be directed at a target.(Fira) Rune of Ground - The Pendulum signals then strikes the ground sharply, a line of quaking earth follows the direction of the point.. (Quake) Focai of Light - Spinning in place over a target, the pendulum both casts a medium level heal, and purification against poisons. (Cura/Esuna)
Physical attacks by the pendulum itself Piercing barrage - A flurry of striking stabbing motions from the pendulum, this is limited though to it’s natural length. No extension. The pendulums’ natural length is 5 feet. (30% chance of casting Bleeding) Coil - (2 uses) 1. Extending itself, the pendulum can entangle anything from one to multiple targets up to 10. If a secondary caster used their own magic, they could strike the cord and like an electrical charge the singular spell can hit the multiple targets. 2. This skill is also good for grappling and restraining but it only works for up to 2 targets. (Disable/Cripple) Whirl whip - Spinning the pendulum like a lasso the user can strike surrounding targets within 5 feet of them.
[ Intoner skills]Friendlies within earshot are effected unless otherwise specified.
Sound of Rest-A sweet Lullaby draws the weaker to succumb to sleep (Sleep) Lilt - A single harmonic note pattern held for any number of seconds. Friendlies within hearing range will be healed. (Cure) Note Toner - : A single note held for a few seconds. Those within earshot will experiance a moderate increase in their strength and Defense. (Bravery) Chant for Speed - A repeating mantra spoken quickly. The chant speeds up the time in the body both physically and meta physically, effecting over all speed and reflexes. If chant is broken, the haste ceases. (Haste & Blink) Pixie charm - A lighter tone of melody, simplistic but soothing summons small/minor spirits from nearby sources for various uses; Guidance, aid, communication, revealing- it depends on the area and what spirits live at the location and what is needed by the intoner. (Scan) Chant of Betrayl - :This inspiring song seeps into the hearts and minds of the listeners and listening too long may instill a change of heart- though temporary. (40% chance to cast Charm) Song of Storms - : A more complex song, it summons Thunderbird, a partnered spirit(eidolin) which creates a lightning storm that envelops the field. This attack is radial for the entire battle field within earshot. (Thundaga/Thunderstorm)
Supports:
Partial Silence Immunity - Suria cannot be silenced when using spells cast with her pendulum. Light Screen- Half damage from opposing Light attacks Oath of Song- Immune to Song based attacks Intoners Ear- Extremely good hearing is required from an intoner to be able to hear differences in tremors in the air on both the physical frequency, and spiritual. She can hear the voices of nearby spirits –if they want to be heard. Surface Feels [Passive side]- Within close enough proximity Suria can read the “surface emotions” and “partial thoughts” of people. It will come across to her as whatever is the loudest and dominantly felt in the individual overall. She’ll mutter sometimes about what she feels from someone without thinking. Her pendulum is actually a ward to help her guard herself from this so she does not get confused or overwhelmed.
Limit Breaks: Splitting Chord -An incredibly dense and garbled song, consisting of several mixed vocal levels and harmonics comes from her throat with violent volume. The near ear splitting harsh notes induce a terrible headache, and make it hard for enemies to concentrate. Continued exposure worsens the effect. (Confusion/Slow and eventually Pain) Chorus of Light - A final attempt to save the party; this melodious chorus is heartbreaking sweet, the heavens seem to open up and bathe the field in the music and a warm light. Invigorating all party members, they are revived if KO, given half health and mana, and blessed with En Light.
Strengths: Versatility: Suria is useful when switching between her intoner abilities and her pendulum uses. High Range: Her range for intoner abilities is wide spread and far reaching, her pendulum unless specified also has a decent amount of reach. Weaknesses: Opportunity attack- Cover me!: When she is using her intoner abilities, she cannot use her pendulum. The resonation of her voice can disrupt the weapons own movement. Unless Suria is using a song which can simultaneously protect herself, she is vulnerable to attacks when using most intoner abilities.
Personality: Suria is very light hearted and always tries to keep an open mind; It’s required to be receptive to spirits. If she is too closed minded or hearted, they cannot reach her summon or find others. She’s quiet when first meeting someone because the intoner is listening to them, but once she gets to know enough Suria begins to mutter under her breath, which earns her the nick name “mutters”. Curious and resourceful Suria tries to make best of any situation, thinking cooperation is better than isolation, and will perhaps go a bit over and beyond to make someone more comfortable, often stumbling and apologizing for something hidden that someone may not want revealed- by accident. She can act quite childish sometimes, pouty, and quick to laughter, sometimes at the worst situations. More than anything, she wants to be useful to others so she lives up to her role as an intoner shaman. Suria may be naïve, but she can be serious, and takes her role as Wakanya’s intoner very seriously. In light of losing her world, Suria has thrown herself at the one hope her summon suggested- finding a way to restore their world, and so she works very hard for whoever needs her help. Flaws: No Filter/Chatterbox: Having been used to being isolated from other people, her social skills in conversation are a bit rusty. Being open about ones feelings are normal where she grew up, people are different, and like to keep their feelings and emotions silent. Suria doesn’t quite understand this and will often voice what is wrong with someone with the intent of helping. Which was her job. “You don’t feel pretty? But that’s just not true, go!- go speak to that man, you’re more than worthy to. He won’t hurt you. Yes, yesterday, he’s seen your eyes in the crowd, green, glittering, he knows your face. He’ll be happy to see you closer.” Scatterbrained: She has a habit of being distracted by new and interesting things. She wants to do, know and understand everything all at once, and will try to please too many and take on too many jobs at once time, forgetting some in the process. Hearts voices for Faces: Her eyes are not very strong, which is why she pays more attention to how people feel. This can be an issue though if the personality changes, she may not recognize someone if their feelings, or hearts changed too much. Voice is the only other way she can remember someone. Physical Learner: Despite her powers and job, Suria has a difficult time reading notes. She has a much better time learning skills and songs or things by physically doing, feeling, or hearing them. Sheltered/ignorant: Suria has yet to learn the real depths of darkness people can possess inside them, it also simply does not compute with her either that certain natural creatures can be innately evil. Likes: Suria likes to climb trees and walk barefoot. She loves animals, even if not every kind is friendly. Therefore she sports more than a few cuts and scrapes from cats that didn’t want to be picked up. She likes old things, ruins and exploring and artifacts with secrets. Suria will often use her pendulum to listen to any echoes of the past they could hold inside.
Dislikes: What things does your character dislike? Shoes. She’s flatfooted and so common shoes are very uncomfortable for her. If given the chance she walks with very thin sandals or foot bindings. Things out of pitch, objects, or songs… or just very, very bad singers. Too much exposure would give her a headache. People trying to comb her hair. It always hurts unless someone uses their fingers. Being left out of things she ‘can’ understand or wishes to try. Suria is at least aware she’s ignorant to some extent, and can tell when someone is looking down their nose at her. If someone wants her to learn, they’d better explain what she did wrong to her or she gets frustrated. Fears: Dying alone. So being isolated in the middle of battle can unnerve her, or being left behind.
Family: Suria has a mother and father, 6 Older brothers, and had one younger sister who sadly passed away. Bio: Suria came from a large family, many siblings and was content. But when she became an intoner she had to leave them to live alone in the preliminary stages of her training. Suria’s village lies at the base of the oldest mountain in their world. This bastion was home ancient beasts, once hailed as guardian spirits and titans of old. As time moved forward, the people began to change, it became apparent a bridge had to be created between their existence and those of the ancients. And so the Shaman intoner was created, someone who communed with the giant ancient beasts, sung to them stories, and brought their feelings back to the humans so no matter what choices they made from then on, there would always be balance. It was the Intoners job to think 7 generations ahead, and once they became a fully fledges intoner they would sit at the council of chefs and a mediator. Suria was actually the second chosen, when her sister suddenly vanished without a trace. Evidence suggests she was eaten by wild animals. When she perished, the Mark, and the Voice switched to Suria. The mark is a grid of runes that would brand themselves in full color after she sealed pacts with each of the remaining ancient beasts. There were 5 in all. Baul, the white Bear, Shokon the Black wolf, Senli the Red Butterfly, Hallur the Golden Stag, and Wakanya the Thunderbird. It was Wakanya’s mark which sealed first, and Suria had ot leave her village to dwell on the mountain because once the seal appeared, her spirit and heat was “exposed” closer to the surface so she could hear the spirits voices. Being around too many other people distorted her emotions and until she could learn to use her pendulum to protect herself she was easily overwhelmed and became ill. Suria was reluctant to leave her family, but in honor of her departed sister she did not protest and left her tribe to live in the mountains where she was to become Wakanya’s next intoner first. The large bird was very temperamental, massive, just a single wing beat could create a gale storm. He dwelled on the very top of the mountain and was responsible for the powerful rain storm patterns in their area. Suria respected him, for he was very old, and for some reason- very restless. Suria had lived on the mountain for 4 years and had just mastered being his intoner and was about to reach out to the next, Shokon, when the wolf appeared suddenly and warned them of the destruction about to befall their home. The 5 guardians did what they could to protect the people, and while Wakanya took his intoner to safety, the other four remained behind to save who they could. Neither Suria or Wakanya know who become of them , or how successful they were in protecting the village. When their world was lost, and Wakanya’s mountain (nest) destroyed, the thunderbird lost the hub where it could take permanent physical form. He now resides as a true spirit, waiting beyond the veil, with the pendulum around Suria’s neck as its gate key into the physical realm when it’s charged with enough power to be summoned. Suria took the loss of her home very hard, but eventually summoned the strength to do something about it. This was the trait that ultimately made Wakanya chose her in the first place.
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Posted: Thu Jan 08, 2015 5:46 pm
Mizu_Kage_Hikari Name: Cheung Wing Aliases: Species: Human Homeworld: Alpha Site [Alive] Age: 29 Gender: Female
Appearance:
Height: 5'3" Weight: 111lbs Body Type: Small and well-muscled from martial arts practice Skin type: Pale Eye Color: Gray Hair Color: Black Hair Style: Loose, hangs to shoulders, straight Accessories: Crystal Bracer- a leather bracer with slots to fit bullet-shaped cubic zirconia crystals; Wing can absorb a spell into one of these bullets using her Crystal Drain Command Unusual Markings: Clothing / Description: Black tank top, tan cargo pants, brown work boots, adds brown leather jacket with several pockets when on-site
Theme Song(s):
Significant Trait: Inquisitive Quotes: "Huh, interesting." "Well, can't hurt to try, right?" "Now what do we have here…?"
Good/Evil/Other: Good Element: Earth Weapon: Pistol Job Class: Archaeologist
Commands: Earth Glaive- Summons blades of earth below a single target, potentially knocking it into the air. Avalanche- Summon dozens of rocks, ranging from pebbles to boulders in size, to tumble across the field Quicksand- Liquifies a circle of earth below a target, causing it to sink. Once the spell is negated, the ground re-solidifies, either trapping or crushing the target depending on how far they've sunk. Stone Golem- A Golem forms of rocks available in the area, the size of the Golem depending on how much magic is put into the spell (and also how many rocks are available). The Golem is powerful physically, but completely vulnerable to magic. In battle, it will attack mindlessly any non-humanoid that moves. Outside of battle, Wing can direct the Golem to perform minor tasks. Gnome- Summons a Gnome, an Earth elemental creature. Gnomes are powerful magically, but weak to physical attacks. The Gnomes that Wing summons are intelligent, and will assist in battle with various Earth spells. Outside of battle, they assist with excavations as best they can, usually by treasure hunting. Medusa's Glare- For a short time, Wing can Petrify any living organic creature she locks eyes with. Does not affect anything that doesn't have eyes, is otherwise blind, or that does not make eye contact with her. The Midas Touch- For a short period of time, living organic creature that Wing touches will become Petrified by slowly turning to solid gold instead of stone. Mud Bath- A stream of boiling hot mud shoots from Wing's outstretched palm. Eruption- Summons a geyser of magma from deep underground, potentially knocking enemies in the air. Deals Fire and Earth damage. Stone Rain- Rocks of various sizes pelt the field in a wide radius. Earthquake- Causes the earth in a wide radius to tremble violently, knocking ground-based opponents off their feet and toppling any non-living thing not rooted to the ground. Gigaton Hammer- Forms a diamond-hard hammer which can be used only for attack. Hammer disappears after three impacts, either offensive (hammer makes contact with an opponent) or defensive (an opponent makes contact with the hammer). She'll Be Coming 'Round the Mountain When She Comes- While running forward, Wing summons a small mountain directly before her. She darts around to one side of the pillar and fires her pistol three times at her target. Crystal Drain- Wing can absorb a magic spell into a crystal. The crystal will change color and type depending on the type of spell captured. Crystal Bullet- By chambering a crystal charged by a captured spell, Wing can cast that spell by firing the crystal from her pistol.Alexandrite- Charged with a Nature spell; if target is an opponent, deals Nature damage. If target is an ally, cures a random amount of health, has a 50% chance of curing any Curse currently afflicting the target (random number picker, numbers 1-100, evens succeed), and has a 77% chance of adding the Aura buff. (Random number picker, numbers 1-100. Anything 77 or lower succeeds.) Amber- Charged with a Thunder spell; deals Lightning damage Amethyst- Charged with an Aero spell; deals Wind damage Aquamarine- Charged with a Water spell; deals Water damage Beryl- Charged with a Poison spell; deals Poison damage and has a 50% chance of causing any Curse that is not either Game-Winning or Game-Breaking. (Success chance: Random number picker, numbers 1-100, odds succeed. Curse: Random number picker, numbers 1-22, numbers in order of Curses listed on the front page of the RP) Bloodstone- Charged with an Antidote spell; cures Poison/Bleeding Cubic Zirconia- Uncharged crystal; if fired into a spell, is capable of absorbing the spell's element and/or effect. The absorbed spell will activate on detonation Diamond- Charged with a Blizzard spell; deals Ice damage Emerald- Charged with a Cure spell; restores a small portion of health Garnet- Charged with a Summon spell; will summon an elemental creature from a random element. (Random number picker, 1-15, numbers in order of the elements listed on the front page of the RP. 15 is non-elemental) Hematite- Charged with a Gravity spell; deals Space damage Lapis Lazuli- Charged with a Negate spell; adds Nul- to target. (Random number picker, 1-15, numbers in order of the elements listed on the front page of the RP. 15 fails.) Malachite- Charged with a Protect spell Moonstone- Charged with a Barrier spell Onyx- Charged with a Death spell; deals Dark damage and has a 5% chance of causing Doom (random number picker 1-100, 20, 40, 60, 80, or 100 succeeds, 77 adds Veil instead) Opal- charged with a Stop spell; temporarily Stops target and deals Time damage Pearl- Charged with a Holy spell; three pillars of light erupt around the Crystal Bullet's detonation point, dealing Light damage Peridot- Charged with a Buff spell; adds a random buff to the target. (Random number picker 1-20, numbers in order of Buffs listed on the front page of the RP. Does not include Reflega, Vanishga, en-, Nul-, or Aura) Quartz- Charged with a Life spell; revives target from K.O. and restores a small portion of health Ruby- Charged with a Fire spell; deals Fire damage Sapphire- Charged with an Elemental spell; adds En- to the target. (Random number picker, 1-15, numbers in order of the elements listed on the front page of the RP. 15 fails.) Topaz- Charged with an Earth spell; deals Earth damage Supports: Earth Sense- Can detect and read the slightest movement or vibration in the earth she stands on, giving her an uncanny ability to predict when someone or something is approaching. Also allows her to find hidden passages or locate objects underground. Rock Armor- Damage from Earth, Metal/Steel, and Thunder is negated. Damage from Fire is halved. Damage from Water, Poison, and Wind/Air is doubled. Like a Rock- Wing is immune to the Petrify Curse Hard-Headed- Wing is resistant to the following Buffs and Curses: Valor, Devotion, Bravery, Faith, Vigilance, Mini, Pig, Addle, Berserk, and Confusion. Stone Cold- Wing is nearly impervious to all but the most extreme of temperatures, barely feeling either cold or heat. Dowsing- Wing can use her affinity with Earth and crystals to locate fresh, drinkable water without the use of a dowsing rod or any other instrument or spell.
Limit Breaks: Pillars of Creation- Wing summons stone pillars in a circle around her, potentially knocking enemies into the air. Once the stone pillars reach a height of twelve feet, they begin to crumble and enormous chunks of stone rain down on the field in a wide radius. Deals Light and Earth damage. Meteor - Wing calls down a rain of stones from the heavens, blasting the entire field with flaming rocks. After a short round of smaller stones, a meteor falls from the sky to land in the center of the field, causing a tremendous tremor and sending out a powerful shockwave. Deals Earth, Fire, and Dark damage. Super Volcano- Causes pillars of magma to shoot up at random points in the field, flooding the entire area with molten rock. As the magma pillars begin to dissipate, the ground begins to tremble violently, knocking ground-based opponents off of their feet. The tremors are followed by a violent explosion, sending magma and rocks hundreds of feet into the air, which then rains back down onto the entire battlefield. Deals Fire and Earth damage.
Strengths: Physical defense, magical offense, ability to follow orders and work with others, determination Weaknesses: Physical offense, magical defense, empathy (she has difficulty understanding how people think and operate, making it very difficult for her to anticipate what her comrades would require of her), hyper-focused
Personality: Wing is an intensely curious individual. She loves learning about anything and everything she possibly can, though history is her favorite subject. She is incredibly calm, able to keep a level head in even the most dire of emergencies. She is incredibly willful, though her martial arts training has added discipline to her life that she once lacked when she was a child. Wing is neither kind nor cruel towards others, but rather decides to take a logical approach to interpersonal interactions. She much prefers to people-watch, learning what she can about the people around her passively. She is perfectly willing to interact with others, but she very rarely initiates interaction—not because she's shy, but mostly because she's too busy watching to realize the option to interact exists. She is also rather quiet, spending more time with her nose in a history book (or, more likely, to the ground looking for ancient treasure) than anything else. Flaws: Stubborn, lacks empathy, will follow orders from a superior unquestioningly more often than not, nearly unemotional (she has emotions, she just sucks at showing them), not very good judge of character (not horrible, but isn't good at detecting the subtler indicators of Bad Person), quiet Likes: History, practicing martial arts, spicy foods Dislikes: Sweets, birds, rain Fears: Heights
Family:Mother: Cheung Lin, Father: Cheung Zan
Bio: Wing grew up in a military household, her father being a bioengineer working for the military, and her mother being a sergeant in the air force. She had training in firearms and self-defense from an early age, but when she wasn't training or in school she had her nose in a history book, or was off exploring the comparatively peaceful land around her parents home. She had no siblings, and the other kids her age thought she was a little weird, so she didn't have many friends either, but she was fine with that.
Her world was torn by war, two countries fighting to determine who controlled certain precious resources. For the most part Wing didn't pay attention to the war. It had been going on her entire life and looked to continue for long after her grandchildren were dead, so what did it matter? At fifteen she began training so she could join the army, but her true goal was to earn monetary favors from the highest paying entity she could find—her country's government. Her dream was to be an archaeologist, and when she graduated high school she spent one tour with a detachment of her local military branch. She earned enough scholarships through school and her military work that she didn't have to pay a cent for her higher education. She graduated top of her class five years later.
Nine years ago, on the first dig she got to lead on her own, she was staying up late reviewing reports from a few of the excavation sites. When she saw the first shooting star she thought nothing of it. She'd seen "star showers" before, though they usually tended to be more missiles and combat aircraft than meteors. It was when one of the "stars" struck practically at her feet that she realized something monumental was going on.
Picking herself up off the ground and brushing at the coffee she'd spilled on her shirt, Wing studied the Gummi block from a distance at first, then up close when she determined it wasn't hot enough to harm her. The thing was weird—no craters, cool enough to touch, kind of rubbery, and… garish. She didn't know of anything natural that was that eye-blinding shade of orange.
She handed command of her dig team over to her partner, who had really been more of an overseer to make sure she did her job properly. He was happy to take command, and after more paperwork than should be legal, Wing went off on her own to find where else the meteors had struck so she could study them. She was fascinated by the Gummis, and when she discovered it was possible to assemble them, she was ecstatic.
Her father thought the pieces were curious as well, and had his team of scientists study everything she brought to him. Sometimes they would spend days cloistered in his lab, learning everything the could about the pieces Wing was able to find.
Wing and her father were alone in the lab one night when they discovered the strange material could form into a ship. They stared at each other in stunned silence for a moment, then rushed to fetch Wing's mother.
Lin was only slightly displeased to be roused out of bed shortly after two in the morning, but after three cups of coffee and a concise report from Wing and Zan, she brightened up considerably. After discussing the possibilities these "Gummi ships" presented, however, she quickly grew grim and stared her husband and daughter in the eye.
"We can't let anyone else know about this," she said solemnly, sending a chill down Wing's spine. She continued to explain that if anyone other than Zan's team of scientists learned what the Gummi material could do, they would use it to turn the tides of war in favor of the highest bidder. Even among the bioengineers under her father's command, Wing new there were a few who were placed as spies for both countries, trying to out-do the other in warfare. She and Zan hadn't told anyone of their most recent discovery besides Lin, and both intended to keep it secret.
Wing kept the crucial Gummi piece—what appeared to be a crude engine block, yet was capable of interstellar travel—and hid it as best she could, while Zan destroyed or altered his notes. Wing continued her search for the Gummi pieces and still brought them to her father for research, but Zan had his team working on paid projects for the military whenever she brought a new piece in now.
It took her most of a decade, but eventually Wing had enough Gummi pieces to assemble a full ship, fit for one passenger. She had built it in secret, telling no one but her parents. When she informed them the ship was complete, Zan and Lin insisted she take the ship and leave, to seek out new worlds. Neither of them could go, as they had responsibilities to their colleagues and others. Besides, as Wing had done most of her traveling and searching by herself, she had less surveillance on her than either of her parents did. They were adamant that she leave their war-torn planet and find somewhere peaceful to live, where she could immerse herself in archaeology without fear of government interference. Wing agreed, but only on condition that she be able to return for them once she was able to build a larger ship.
On the day of her departure, her father gifted her with a prototype pistol he had been developing. Instead of firing bullets, it shot crystals. The "bullets" he gave her were cubic zirconia, however if the crystals came into contact with certain elements, they would absorb the element and change their crystalline matrix and chemical compound to become an entirely different form of gem. He hadn't had much chance to experiment with the different crystals and elements, largely because the weapon was a hobby project. Her mother's gift went in tandem with the pistol: it was a leather bracer and holster, both with casings for her crystals, plus a magazine of pre-charged crystals, containing five each of diamond, topaz, ruby, amethyst, aquamarine, and amber.
Despite growing up with few, if any, friends and not being particularly "compatible" with most people, Wing was incredibly close to her parents. She gave them a tearful farewell, hugging and kissing both before launching her Gummi ship for the first time. She kept a framed family photo of them on the dash of the Gummi ship, just like Lin had when she had been an air force pilot.
Launch had been about a week ago. It had taken her a lot longer than expected to get used to the controls, but now she had them down, and was ready to land on her first new world.
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Posted: Mon Jan 12, 2015 3:40 pm
Jeimuzu Kuro Name: Salvos Ironheart Aliases: The Smithy, Dwarven Dragon Species: Dwarf Homeworld: Svartalfheim[Destroyed] Age: 150 Gender: Male
Appearance: {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.}
Height: 4'8" Weight: 220 lbs. Body Type: Short but built Skin type: Tanned Eye Color: Brown Hair Color: Black Hair Style: Shoulder length hair pulled into a short ponytail behind his head and a short black beard Accessories: Unusual Markings: A multitude of burn and slash scars from many battles cover his body, predominantly on his arms and chest. Clothing / Description: Salvos wears a pair of brown trousers, boots with ornate metal caps, Abdominal armor, and bracers. He also wears a short leather apron that is held underneath his abdominal armor and has cross-straps over his shoulders. The apron has pockets for storing small items such as potions, ethers, etc.
Theme Song(s):
Sons of Durin- Howard Shore Maker’s Galop - Yoko Shimomura Dwarven Mines - Brandon Fiechter
Significant Trait: Focused Quotes: "Baruk Khazad! Khazad Ai Menu!" "Battle be just like Blacksmithin', ye have to know when to strike!” "Call me short all ye like. I do not care!"
Good/Evil/Other: Good Element: Fire Weapon: War hammer and Heavy Blacksmithing Hammer with an axe blade on the back Job Class: Smith
Commands: Fire Raid- Salvos charges one of his hammers(or both) with Fire Magic and hurls them at the opponent, upon impact or after traveling maximum distance the hammer then returns to him. (Chance of Ignite) Tempering Oil- Salvos always carries a container of oil used for tempering his steel and never seems to run out. He takes the container and pours it on his enemy (inflicts the Oil Status) Flaming Tornado- Salvos holds out both of his hammers to his side and begins to spin rapidly. Fire envelopes the spinning dwarf as he then proceeds to smash anything that gets in his path, potentially setting it ablaze (Chance of Ignite) Fire Mastery- Salvos can manipulate fire in any number of ways from blasting it from his hands to shooting it from his mouth. He can also manipulate local fire sources to his bidding.(Fire/Fira/Firaga based upon mana used) Volcanic Vault- Salvos charges a large amount of fire energy into his warhammer which he then slams into the ground, unleashing the energy and propelling him upwards up to 20 feet. Enblaze Salvos can charge Fire magic into his weapons allowing them to deal fire damage upon strike(duration 3 posts Chance of Ignite upon impact) Supports: Fire Screen- Salvos has an innate resistance to fire damage(1/2 damage) Fire Boost- Salvos’ Fire based attacks do additional damage Final Stand- When in critical health Salvos’ physical strength increases Seared Skin- Due to Salvos’ constant exposure to heat he has built up a partial resistance to the Ignite status
Limit Breaks: Heart of the Forge- Salvos charges all of his energy into his warhammer before smashing it down into the ground. The energy is then released in massive eruptions of flame from the ground causing massive Area of Effect damage to those hit. Overheat- Salvos charges his entire body with fire energy and then unleashes it in a massive explosion around him, dealing fire damage to all enemies within a 10 foot radius of him, afterwards the smith passes out from exhaustion(Self-KO. Dome Area of Effect attack.
Strengths: Great Physical Strength, Endurance and Stamina Weaknesses: Slow at running(short strides), Ice Magic
Personality: Salvos is a loud, boisterous and energetic dwarf. He is highly focused when it comes to his craft and ruthless during battle. He treats scars from battle like badges of honor. He doesn't always think things through strategically tending to act more from his heart than his mind. When he's in a bad mood he can be stubborn to a fault. He can be a bit arrogant, but once he gets to know someone he can be a pretty good friend and a pretty loyal ally who cares deeply for those he comes to care for. Flaws: Stubborn when it comes to healing magic. Occasionally loses control of himself when angry. Likes: Blacksmithing, Fighting, A pint or two, Mountains, Mining Dislikes: Rain, Cold, Snow, Senseless Death, Breaking Weapons Fears: Dying cold and alone, Losing all that he cares for, Drowning
Family: Mother, Father, and Brothers Torvin and Gorvin all believed lost with the worlds in Darkness.
Bio: Salvos was born and raised in the Dwarven Fortress of Khazadur, deep within the Iron Mountains. There he was trained in the art of the blacksmith just as his father was. His brothers Torvin and Gorvin taught him the ways of combat and he would occasionally join them in their beast hunting, which the two of them had chosen to do as their trade. However, while Salvos loved the thrill of the hunt and of battle he was more drawn to the heat of the forge and the ring of the anvil. He became renowned throughout his fortress and the other dwarves settlements as one of the finest smiths in the land. While dwarves knew how to use magic, they seldom did which made Salvos somewhat unique as he tended to use fire magic to aid his craft.
All was well for Salvos and his family until the day that the Heartless came. The dwarves fought to defend their fortress as best they could, but they could not stop the Heartless horde from reaching their objective and Svartalfheim was lost, his mother and father lost in the battle. Since his brothers were out hunting during the attack, Salvos never knew the fate of his brothers, though he hoped they survived.
To this day, Salvos does not understand entirely what happened to his world. He came to in the world known as Traverse Town, a bustling busy world with many travelers passing through and refugees like himself. The blacksmith stricken with grief for his lost world and kin focused on his craft. He built a forge in the First District where he spends his days forging, re-forging, and repairing weapons, his thoughts ever on his destroyed home and the hope to some day restore or save it.
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Posted: Fri Jan 23, 2015 12:45 am
ShadeKyubi Name: Kauze [pronounced like gaze] Aliases: Sol, K Species: Fennec Fox Homeworld: Novus [Devoured by Darkness] Age: 23 Gender: Male
Appearance:
 Art [C] ShadeKyubi DO NOT Edit, Redistribute or Use without permission from Owner
Height: "About 3ft" Weight: Unknown Body Type: As pictured Skin type: As pictured Eye Color: As pictured Hair Color: As pictured Hair Style: As pictured Accessories: None Unusual Markings: As pictured [that eye mark is part of his fur; it isn't a tattoo] Clothing / Description: He wears silk pantaloons; a bright gold kimono and a white headband with a topaz set into the front-center of it; the topaz turns a bronze color in sunlight but becomes bright again in the shade Theme Song(s):
Significant Trait: Playful Quotes: "Hey what's that over there?" "I have to survive this trial...I have to find my people!" "I'm not stupid ya know...it's just that thinking about that stuff...makes my heart hurt"
Good/Evil/Other: True Neutral [slight chaotic tendencies] Element: Mystic [50% resistance to magic; 50% vulnerability to physical] Weapon: Giant Signal Fan Job Class: Lord
Commands: Supports: Energy Redirection- Any Buff Kauze receives is negated and instead restores some of his MP Hyperactive- Kauze is highly resistant to Sleep and Old Multi-Cast- Increases the number of hits from a single casting of an attack spell
Limit Breaks: Solar Crush - Creates two doppelgangers out and sunlight and flies above the battlefield in a triangle pattern before creating a giant sphere of energy and throwing it onto the victims below; the sphere hits enemies repeatedly before exploding, inflicts serve Lightning damage Solar Orb - creates a shining orb of yellow energy above the battlefield that causes all allies to Regenerate HP as long as the orb shines
Strengths: Resilient to extreme temperatures, Very good hearing, Quiet pawsteps, High MAG, High RES, High MP Weaknesses: Somewhat ignorant of danger in general, Easy to knock around, Not very strong, only as tough as the average Fennec, Very good hearing
Personality: Energetic, Cheerful, Playful, Loyal Flaws: Easily distra-"Ohh shiny!"...yeeeeeeeeeah I'm not sure he's coming back... Likes: Dancing, Fire [dancing around it to be exact], Machines, Storms Dislikes: Seas, Crabs, People Yelling [Fennec ears have Fennec hearing] Fears: Drowning, Rough Water
Family: Although he has a mother and father he doesn't know them as he was raised by the community
Bio: Among the Foxes of Novus there are those born with more power than the others; these foxes are raised by their community and when they are old enough are sent to watch over one of the devices that allows the people of Novus to survive on their own world, Kauze is one such fox; charged with the duty of maintaining the sol device that prevents the rays of Novus's sun for turning the world into a scorched wasteland; the blance of power is kept by the device users themselves for every year one of their adults spends one year as the servant of one of the less powerful foxes; one night Kauze was dancing on the dunes with excitement at the prospect of his turn performing this service when it happened; a wave of black smoke engulfed the land in mere moments; the Fennec was engulfed and thrown about before seeing stones coming up to meet him; he slammed into the street and knew no more
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Posted: Sun Feb 01, 2015 4:54 pm
Kagetsukiko Name: Chibi Aliases: Species: Gran Pulse Chocobo Homeworld: Destiny Islands [Consumed] Age: 4 Gender: Male
Appearance:
Height: 10’ 5” Weight: 434 lbs. Body Type: Built for speed Plumage Color: Yellow Accessories: A necklace with the brand logo for Kupo Ranch carved into it. It used to belong to Myrrh, Ciel’s old Chocobo. Unusual Markings: Like most chocobos, Chibi emanates that distinctly chocobo smell. Being fed with only fresh gysahl greens, like the other Chocobos raised on the Kupo Ranch, has diminished the stench by up to three quarters, but it still lingers. Clothing / Description: Standard harness. Well-worn but also well-kept.
Theme Song(s):
Significant Trait: Rambunctious Quotes: “Kweh!” *Bites offender’s head* *Choco-puppy eyes* *Stomps with a talon until he gets his way*
Good/Evil/Other: True Neutral Element: n/a Weapon: n/a Job Class: Chocobo
Commands: Chocobo Dash- The chocobo puts on a massive burst of speed, nearly guaranteeing an escape from battle, or at least knocking away whoever is in the chocobo’s way. With the speed from the dash, the chocobo can momentarily run along water or up walls. Chocobo Kick- The chocobo imbues its talons with energy and lands a kick, whether it’s by leaping into the air and landing on the opponent or through any other means. Deals non-elemental, low-powered magic damage. Choco Meteor- The chocobo imbues its talons with energy and lands a kick, whether it’s by leaping into the air and landing on the opponent or through any other means. Deals non-elemental, high-powered, aoe magic damage. Beak- The chocobo attacks with its beak. Deals physical damage of varying degrees of power. Confuse- The chocobo screeches, inflicting the confusion status effect on the targets. Confusion baffles the target’s mind. The target cannot think straight whatsoever and attacks at random, be it friend, foe, or himself/herself. Can only be cured by being physically struck. Those hit by Confuse have multiple chocobos flying around their head. Name- Details Supports: Fleet of Foot- Chocobos are known for their swift footspeed and can easily run at speeds over 20 mph. Swim- Careful breeding and training has given this chocobo the ability to swim. Fly- Careful breeding and training has given this chocobo the ability to fly when it is not carrying a rider. While carrying a rider, the chocobo is instead capable of gliding short distances and powerful leaps that can scale high cliffs and cross large gaps.
Limit Breaks: Super Chocobo Dash - The chocobo dashes so fast, it makes “Sonic look like a piece of s**t”. -Nick, the one we all hate
Strengths:
Speed: Fast and strong with stamina and versatility to match, Chibi is a well-balanced Chocobo. He’s been bred for speed and loyalty, but don’t let that fool you into doubting his power or intelligence.
Weaknesses:
Difficulty: Chibi is a hard chocobo to ride, not being the most docile of mounts. His attacks, which can often become amazingly acrobatic feats, show little concern for his rider and his speed has been known to strip unexperienced riders clean off his back. Barring his riding difficulty, Chibi also leaves behind a distinct scent trail that anyone with a sensitive nose can easily pick up on.
Personality:
Chibi likes to get his way and isn’t afraid to complain when he doesn’t like a particular outcome. However, when he does like how something has turned out, he’s been known to exuberantly display his joy, often in a hopping dance that Ciel has dubbed the “happy dance.” Chibi has learned that his first resort when something doesn’t go his way is his “choco-puppy eyes,” where he lowers his head to below the target’s and looks up at them with the biggest, roundest eyes he can muster. When that doesn’t work, he resorts to increasingly more forceful methods. Those who have consistently annoyed Chibi will often get a rough bite to their head as a greeting from him. There are also those Chibi just instinctively doesn’t like, and they’ll also get a bite to their head as a form of greeting. It doesn’t mean that they’re bad people. It just means Chibi will skip right to the bite. People who also make Chibi think of greens (the food) also receive the same treatment but more because they remind him of food than because of any particular dislike. On the up-side for these people, Chibi is quick to make friends with them even while biting them.
Flaws:
Unruly and hard-headed, Chibi has a rebellious streak that’s been known to come out whenever the hell he feels like it. Being an animal doesn’t help, as he often has trouble understanding the concept of authority beyond accepting that he should usually be following whatever Ciel and whoever holds his reigns tell him to do. Usually, this troublesome nature stops with a simple tantrum, but it’s been known to flourish into a blatant disregard for any and all orders.
Likes: Sylkis Greens, Carrots, Fruits, Ciel, Blonde Hair Dislikes: Pahsana Greens, Apples, Glasses, White Hair, Rainbows Fears: Heartless, Nobodies, Oretoise, the magical element of darkness, and monsters in general. Chibi will actively avoid these hazards, but his training and breeding has given him some tolerance for these dangers in battle. He won’t scamper off from the first sight of them, but don’t expect him to stay long once he starts becoming badly injured.
Family: Ciel - Rider/Caretaker; Elmina - Caretaker/Ranch Owner; Dervish - Father; Seashell - Mother
Bio:
Gran Pulse chocobos are a relatively recent addition to the Kupo Ranch, the first mating pairs having been bought around the time Ciel was adopted, and Chibi is probably the first that’s been bred properly, which is to say that he’s a third generation Kupo Ranch chocobo. While his line has been domesticated for generations already, Chibi and the other Gran Pulse chocobos still has that wild gleam in his eyes that’s absent in the other varieties of chocobos running around Kupo Ranch. Elmina, Ciel, and even Stiltzkin to a lesser extent are all working on getting their Gran Pulse breed tame enough to be sold to the normal rider. For now, though, chocobos like Chibi have been proving themselves well so long as they are in the hands of experienced and dedicated riders.
Chibi, in particular, is very dedicated to his rider, Ciel, who has trained and raised him since he was just a chick. What started as an early birthday for Ciel meant to make her feel better after losing her first chocobo mount to old age, turned into a lifelong friend. With Chibi’s help, Ciel learned to move on from the death of a loved one even if she never truly forgot Myrrh. Chibi still wears Myrrh’s old necklace as something that Ciel can look at to reaffirm her memory.
When Destiny Islands was consumed by the darkness, Chibi was saved by Elmina, along with as many other chocobos she could get out through a dark corridor the female moogle created with her own skill. Tragically, Elmina waited for the last possible moment for Ciel to burst into the barn. However, the teen never came. Elmina and Chibi were forced to evacuate themselves through the corridor and close it behind themselves. Chibi, like the rest of his kind, found the passage uncomfortable and chilling but as it was much more preferable than the darkness he left behind, he dealt with it tolerably well. It was only after they had exited out the other side of the portal, into the refugee town commonly known as Traverse Town, that the chocobo felt real grief. There was no Ciel here or anywhere he could tell, and she wouldn't come no matter how loudly he "Kweh!"d. Elmina did her best to comfort him and cheer him, but she wasn't in a very good state herself. She couldn't help but blame herself for Ciel's loss. If only she wasn't so foolish as to expect more time before the islands were to disappear. If only she hadn't told Ciel to dress properly in preparation for an escape. Chibi panicked and Elmina was in no state to properly control him. He ran off, startling many and nearly trampling a few who happened to have the misfortune of being in his way. Miraculously, he caused no property damage.
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