See farther down for the easy-to-copy template codes in the spoilers! Legend
Note: S/E means Self-Explanatory
Quote:
Name: S/E Aliases: What nicknames or aliases do you go by? Birthdate: For Earthlings; Month and Day only! Gender: Your preferred gender? Alignment: What’s your moral standing? Good, Neutral, Evil, Lawful, Chaotic, Selfish, etc.
Evasion: Your dodging capabilities; [10 + (REF Mod)] ___PAC: Physical Armor Class; how well your aura deflects physical damage [Evasion + (DEF Mod)] ___MAC: Magical Armor Class; how well your aura deflects magical damage [Evasion + (RES Mod)]
Fortitude: Your ability to resist physically-attempted statues. [DEF+10] Will: Your ability to resist magically-attempted statuses. [RES+10] Dodge: Your ability to resist dexterity-attempted statuses. [REF+10]
MPC: MP Charge time, in actions. [2.5 * ApR] Decreased with MP Haste. Erase if you chose MP Assault.
MPA: MP gained from Assault. [½ per attack] Increased with MP Haste. Erase if you chose MP Charge.
Appearance You fill out the slots below with various details, after the format marks!
Height: S/E Weight: S/E Body Type: Are you lean, muscular, stout, packed, fluffy? Skin type: Light-skinned? Tanned? Dark? White, black, asian, etc. Eye Color: S/E Hair Color: S/E Hair Style: S/E Accessories: Earrings, bracelets, glasses, etc. Unusual Markings: Scars, tattoos, notable birthmarks, etc Clothing: S/E
Theme Song(s): Fill in the following blanks with songs that fit your character, or songs that will play during key moments.
Song – Artist
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.
Job Class: A "job class" is a sort of template or archetype that your character might fit, such as Knight or Black Mage. Many of our character's skills will revolve around this. Weapon: What weapon or weapons do you fight with? All Earthlings get a unique, summonable weapon, but most others (such as Cloud) will have to carry their weapons around unless magically enhanced. Element: What magical element are you so attuned to that it practically runs in your veins? For Earthlings, this will be decided by your summon. For Canons or Originals, it can be decided by various factors—for instance, most villains are default Darkness element.
Stats: Stats help determine how a character is balanced, and how they might fair up against other characters.
Command Abilities: These are abilities or spells you activate on command. If you have a Command Ability bought with AP, include the {AP Cost} in the name!
Name – Details Name – Details Name – Details
Support Abilities {AP Used/AP Total}: These are abilities that are passively in place at all times and fundamentally affect the way your character functions. Included are some basic examples!
[Name] {Personal} – This is one of your two free supports. [Name] {Personal} – This is one of your two free supports. [Name] {Class} – This is your free class-based support. ??? Eater {Summon} – [Character] absorbs all hostile ???-element effects. [Based on your element] ??? Peril {Summon} – [Character] treats hostile ???-elemental effects as twice as powerful. [Based on your element] ??? Screen {Level 4} – [Character] reduces the effects of hostile ???-elemental magic by 50%. [Everyone gets a free Screen at level 4; can't be the above Peril] ??? Screen {Level 6} – [Character] reduces the effects of hostile ???-elemental magic by 50%. [Everyone gets a different free Screen at level 6; can't be the above Peril] ??? {Charm} – Details of the support you get from your Æthecite Charm.
Name {AP Cost} – Details [Ignore these until AP is revealed!] Name {AP Cost} – Details Name {AP Cost} – 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 stats, 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. Everyone gets 6 Limit Breaks.
Name – Details Name – Details Name – Details Name – Details Name – Details Name – Details
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.
Intimacies:This is optional! If you don’t want it, don’t use it! These are a new way to encapsulate all the different types of likes, dislikes, fears, and principles your characters have. They come in three levels: Minor, stuff kind of important to you; Major, stuff that’s really important to you, but not life-or-death; and Defining, stuff that makes up the core of your being—these things, if they could be, would be on your Station of Awakening. Below are some examples! _____Defining:
Family (Love) “We leave no man behind!”
_____Major:
Replicas (Anger) Snakes (Fear)
_____Minor:
“Never pass up a good deal.” Biscuits (Like) Purple (Dislike)
Family: Does your character have any family? For Earthlings, feel free to leave out names.
Bio: What is your character's general life story? For Canons, you can leave this sparse if you’re not too sure and don’t want to mess with canon or HA-canon.
{The following is only for characters with summons; delete if absent!} Summon: What is your Final Fantasy summon? All Earthlings get one, but no two can be the same! Summon Appearance: What does your summon look like? Summon Personality: How does your summon act?
About Command Abilities:
If you're not going to fill in something, just leave it blank, such as 'Unusual Markings', 'Abilities', etc.
Abilities are supposed to be things out of the ordinary—if the ability isn’t peculiar or requires intense training and practice, then don't fill these in. For example, 'Dodge Roll' is not an ability. It’s really cool that you can somersault, but you don’t really need to include that. Unless it's special in some way, it doesn't need to be listed.
You should list a 'Prominent Element' if the monster is known to specifically lean toward that element. Keep in mind that if you pick an element, you're saying the monster has those elemental weaknesses, too.
Most monsters have default elements that should be listed if nothing else is more prominent. Geists are Fire-elemental (they take their energy from heat, and are severely weakened by cold); Heartless and Unversed are typically Darkness-elemental (and, unless otherwise approved by the Mods, will be at least partially Darkness-elemental even with another Prominent Element).
Please don't come up with Abilities that simply don't fit, especially as Supports.
Because the following characters are monsters, some portions of the normal profile are unnecessary, such as personality (unless the monster has some level of sentience), Biography (unless the monster has a particularly unique and lengthy background), et cetera.
The Keyblade's Chosen {Class} – The Keyblade's innate magic allows the wielder to learn abilities from across all fields of study and practice, making them an exceptionally adept student with nigh-infinite potential. They can learn abilities from any class with proper training. Heart's Resistance {Story} - Sora's heart is strong, and through his experiences and training, he's gained a potent resistance to dark influence. He is immune to actions that would normally affect or manipulate the darkness in his heart, such as temptation or infestation. The only way to afflict him now is to first break his will.
Limit Breaks:
[Limit Form] Auto : Final - With two years of additional training and self-mastery under his belt, Sora has honed the ability to channel the ultimate power of the Keyblade and his own heart into pure power without the need to absorb other hearts temporarily. As a result, he can achieve Final Form, as well as call forth the keys Oathkeeper and Oblivion, for three turns, increasing all stats (sans HP/MP) by 3.
Stains of the Past {Personal} – Riku has a natural Dark Ward, reducing all Dark-elemental damage by 50% The Keyblade's Chosen {Class} – The Keyblade's innate magic allows the wielder to learn abilities from across all fields of study and practice, making them an exceptionally adept student with nigh-infinite potential. They can learn abilities from any class with proper training. Heart's Resistance – Riku's heart is strong, and through his experiences, he's gained a potent resistance to dark influence. He is immune to actions that would normally affect or manipulate the darkness in his heart, such as temptation or infestation. The only way to afflict him now is to first break his will.
Limit Breaks: Coming Soon
Strengths: Strength, Magic Weaknesses: Generally average
Height: 6'0 Weight: 170 lbs. Body Type: Lean Skin type: Fair Eye Color: Light Brown Hair Color: Light Brown/Dusty Blond Hair Style: Short, pushed back Accessories: N/A Unusual Markings: Has a wide scar on the side of his abdomen, where the Nameless slashed at his side. Clothing:
Theme Song(s):
Brave Shine – Sapphire and/or AmaLee MeGaLoVaNiA – Toby Fox (Drive Song) Rage Awakened – Basically Any Version (Plot-Rage)
Significant Trait: Tenacious Quotes:
Finger guns and a wink~! Well that's unfortunate. STOP EXISTING SO HARD! Kyle wins! ~incomprehensible screaming and/or screeching~ We~eeeeell... Have you tried punching it? I encourage violence. For science!
Job Class: Sorcerer Weapon: Magic Gauntlets Element: Time
MP Charge {Free} – Also known as KH2 Style. On running entirely out of MP, the character enters MP Charge. After 2.5 full rounds of ApR, your MP will be returned to full. Scan {Training} – In battle, Kyle can innately discern the general life force of those around him, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green. Fury-Fed Ardor {Personal} – Kyle’s Magic power increases the more he takes damage. At 75%, he grows 1.1x stronger; at 50%, 1.25x; at 30%, 1.33x; and at 10%, 1.5x. Essence-Stealing Instinct {Personal} – Kyle seeks to turn even the smallest of enemy errors into his own strength, and does so through his dominion of magic. When an enemy uses hostile magic, he has a chance to absorb the energy of the spell as Occult Points. At a total miss (<10), he has a 100% chance; at a near miss (between [10+REF MOD] and [PAC/MAC]), the chance is 67% (2/3); and on a successful attack, there is a 33% chance to take half the energy of the spell, minimum 1. Auto-hits and statuses also have a 67% chance (on fail) or 33% chance (on success). All-Encompassing Sorcerer's Sight {Class} – The Sorcerer seeks truth and understanding through the æther that permeates through all things, and as such remains open and attuned to the mist flows; they have a sixth-sense, which both treats the circuits of the world around them like a spider’s web and allows them to intuitively analyze and understand magic at a fundamental level (Auto-Clarity). Because of this constantly-open connection, the Sorcerer can always perceive magic, and can channel energy directly from the world around them into their spells. Enhancement charges have doubled potency, but are largely powered by world magic, allowing the Sorcerer to only pay half the total charge cost (still +1 MP per charge). Heart's Resistance {Story} – In defeating and accepting his own darkness, facing down dark possessors, and tapping into the light of his bonds, Kyle's heart has grown resilient, gaining a potent resistance to dark influence. He is immune to actions that would normally affect or manipulate the darkness in his heart, such as temptation or infestation. The only way to afflict him now is to first break his will. Silence Block {Charm} – Kyle is immune to Silence. Atheist Block {Charm} – Kyle is immune to Atheist. Time Eater {Element} – Kyle absorbs hostile Time-elemental magic. Space Peril {Element} – Kyle takes double damage from hostile Space-elemental magic. Storm Chaser {Level 4+6} – Kyle reduces the effects of hostile Wind- and Lightning-elemental magic by 50%.
Hypervigilance {-3 AP} – Kyle has a permanent +1 to Reflexes. Charge Bracer {-3 AP} – Kyle is immune to Interruption while charging magic. Form Boost {-3 AP} – Kyle has an additional +1 Form Point. MP Fury {-7 AP} – Grants 20% of damage taken back as MP, minimum 2. Shortens MP Charge by 2 actions. MP Haste {-5 AP} – Decreases the time to complete a full MP Charge to 2 full rounds of APR.
Limit Breaks:
Stay With Me! - As Kyle approaches knock-out, and if the battle looks to be going for the worse, his fear of loss takes over and he unleashes a battlefield-wide pulse of temporal energy, slipping into the æther. For three rounds, the five teammates with the most damage are made immune to damage and negative statuses; if any allies are knocked out, they are revived to 1HP, to be included in the five person limitation. These five are also granted Hastega.
At the end of the three rounds, Kyle returns to the battlefield where he was last, and all damage that should have happened to the five in question is immediately applied to him instead, the sorcerer having diverted those temporal streams into himself.
Strengths: Magic, Reflexes, Speed, Energy Weaknesses: Strength, Defense, Constitution
Family and Friends (Protective Love) Eternal isolation (Greatest Fear) Large-scale Failure (Anxiety + Fear)
_____Major:
Small-scale Failures (Anxiety) Willing Ignorance (Disdain) "I gotta learn everything." Writing and Creativity (Enjoyment)
_____Minor:
Green, Purple (Like) Spiders (Mild Fear) Peanut Butter, Vinegar (Disgust) Magic (Thrilling) Games and Brain-Teasers (Enjoyment) Assholes, All-Brawn-No-Brain (Disdain)
Bio: After the loss of his home, Kyle found himself allied with Zexion for the first few days of his new life in the Kingdom Hearts universe. He lived in Agrabah, training with the Nobody, before meeting the crew. He has since traveled with them, vowing to find a way to restore the worlds and the life of his younger brother and family. With the revelations of the Seventh Day, his determination has honed to obsessive tenacity. Before, he had nothing to protect, only a spark of hope; now, with his loved ones secure, every enemy is a threat to his family... and he does not take such threats lightly.
Summon: Ultima, the Clockwork Seraph Summon Appearance: Ultima appears with tan-blue skin, straight white hair down to the middle of her back, and a pearl-white dress outlined with golden lace. She is in her adult form, easily 7 feet tall, with 6 large, bronze clockwork wings. [ Seen here. ] Summon Personality: Ultima was originally a devious schemer, fallen to the Darkness and banished by the deities she had betrayed. However, with some help, she has redeemed herself; though she is still fairly persnickety, she truly cares about Kyle and his quest.
Gaia's Gift {Personal} – As a natural conduit of energy, Noelle's mana is constantly Refreshed at a rate of 5% per round Gaia's Gift {Personal} – As a natural conduit of life force, Noelle's aura is constantly Regenerating at a rate of 5% per round Life Unyielding {Class} – The Witch is naturally attuned to living energies and magics, and benefits from nature’s resilient conquest; they have a natural +5 to all saves, and consume the damage they cause, taking back ¼ damage done to enemies as MP, minimum 1 MP per successful hit. Earth Eater {Summon} – Noelle absorbs all hostile Earth-element effects. Wind Peril {Summon} – Noelle treats hostile Wind-elemental effects as twice as powerful. Dark Screen {Level 4} – Due to her past dealings in darkness, Noelle reduces the effects of hostile Dark-elemental magic by 50%. ??? Screen {Level 6} – Noelle reduces the effects of hostile ???-elemental magic by 50%. Silence and Berserk Block {Charm} – Noelle is immune to Silence and Berserk. Scan {Training} Heart's Resistance {Story} – In overcoming the deceptions of the Dark Abomination and cleansing their hearts of its evil, Noelle’s heart has grown resilient with the light, gaining a potent resistance to dark influence. She is immune to actions that would normally affect or manipulate the darkness in her heart, such as temptation or infestation. The only way to afflict her now is to first break her will.
Limit Breaks:
[Level 1] Mother Nature – For three turns, Noelle's Nature magic gets a large boost; she needs no seeds to grow her plants, and no original plants to manipulate. Her plants grow at an accelerated rate, and on any surface she desires, regardless of nutritional value. All Nature-element attacks have a +2 Magic Strength bonus.[Level 2] Homegrown Golem – Noelle builds up a charge of Nature magic and releases it, turning either nutrient-rich soil or trees into a golem she can control for the rest of the battle or until it is destroyed.Level 4] ???
Strengths: Physical flexibility | Quick reflexes | relatively good physical strength | strong will and determination Weaknesses: Emotional breakdowns | nervous/panic prone | over-thinking
Personality: Noelle is generally easy-going and likes to have fun with her friends. She tries to keep things upbeat and tension-less but can get a little too excited sometimes. She is headstrong and tries to appear as strong as possible--worry-less and in control. However, she ican sometimes be very emotional and easily saddened, often having self esteem/self worth problems. When in a situation where she faces internal turmoil she often seems funny, cracking jokes and goofing off to hide how she really feels. Only about half the time can she pull herself out of it, give herself a pep-talk, and move on with a stronger resolve--other times she needs someone else to pull her out of it.
~*~*~*~*~*~
ENTJ; "The Chief" --ENTJs are strategic, organized and possess natural leadership qualities. They are master coordinators that can effectively give direction to groups. They are able to understand complicated organizational situations and quick to develop intelligent solutions. ENTJs are outspoken and will not hesitate to speak of their plans for improvement. They are decisive and value knowledge, efficiency and competence
Flaws:
Absentminded – Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful. Anxious – Full of mental distress or uneasiness because of fear of danger or misfortune; greatly worried; solicitous. Dubious – Fraught with uncertainty or doubt. Undecided, doubtful, unsure. Fickle – Characterized by erratic changeableness or instability, especially with regard to affections or attachments; capricious. Hypocritical – One who is always contradicting their own beliefs, actions or sayings. A person who professes beliefs and opinions for others that he does not hold. Being a hypocrite. Indecisive – Characterized by lack of decision and firmness, especially under pressure. Nervous – Easily agitated or distressed; high-strung or jumpy Overemotional – Excessively or abnormally emotional. Sensitive about themselves and others, more so than the average person. Perfectionist – A propensity for being displeased with anything that is not perfect or does not meet extremely high standards. Practical – Level-headed, efficient, and unspeculative. No-nonsense. (can double for a merit) Rigorous – Rigidly accurate; allowing no deviation from a standard; demanding strict attention to rules and procedures. Soft-hearted – Having softness or tenderness of heart that can lead them into trouble; susceptible of pity or other kindly affection. They cannot resist helping someone they see in trouble, suffering or in need, and often don't think of the repercussions or situation before doing so. Squeamish – Excessively fastidious and easily disgusted.
Likes: Reading | Writing | Drawing | Painting | Gardening | Music | Dancing | Colorguard | BUTTERFLIES | Sewing | Crocheting | Bubbles Dislikes: Spiders and other creepy crawlies | Angry people | Mudslingers Fears: Drowning | failing | acting like her mother
Family: Father, Lloyd | stepmother, Sue | older sister, Nicole | two younger sisters, Mandi (10) and Angel (15) (doesn't live with them) | two younger step sisters, Julia (17) and Angela (15) | Mother, Yolennda (Known as Summer, not in contact with her)
Bio: Noelle had a tricky home life ever since her parents divorced when she was a year old. It was always back and forth between her mother, who was an alcoholic home-maker (married to the father of her two younger sisters), and her father, who travelled for work and was gone for months at a time. When her mother divorced her stepfather, Walter because of his drug addiction problems she faced a new rift in her already broken family. During this time her father was dating a woman named Sue, who had two daughters--one close to her age and the other two years younger. Eventually her former stepfather disappeared because her mother wouldn't let him see Mandi and Angel. Noelle's father stopped traveling so much as his company was bought out and he went to work for a different one, but she still had to see her mother. In the following years she continued to bounce between parents. Her mother had boyfriend after boyfriend, each one having a different problem or addiction that would be tracked into the household. Noelle and her sisters endured the physical, mental, and emotional abuse from their psychotic mother, but lucky for herself and her older sister Nicole they had a safer, more stable father's home to go to. Mandi and Angel did not. During those years on her father's side, he finally married his girlfriend Sue, and Julia and Angela became her stepsisters. She was happy when with her father, but always troubled when with her mother. Over the next few years Noelle began seeing less and less of her mother. Being old enough to choose, she decided to stay with her father more; the city where her mother lived was dangerous and she was never comfortable there. The problems continued, however, even though she was living in a different household. A few years and too many vicious fights later Noelle gave up contact with her mother, losing her ties to Angel because of her instabilities and drug addictions, and fighting for custody of Mandi so she could be safe and happy.
Summon: Titan Summon Appearance:http://www.rpgamer.com/games/ff/fft/graphics/summons/titan.jpg Summon Personality: Gruff and grumpy most of the time, he'll give anyone a good kick in the rear to get them back in line. He does have a softer, slightly father-like side though, but it's less often seen.
Name: Joseph H. Birthdate: April 25 Gender: Male Alignment: Good
HP: 44 MP: 56 FP: 3 SP: 6 ApR: 2
Evasion: 11 _____PAC: 13 _____MAC: 13
Fortitude: 24 Will: 24 Reflex: 23
Appearance:
Height: 5'8" Weight: 196 lbs Body Type: Thick/broad and sturdy Skin type: Pale Eye Color: Grey Hair Color: Blond/Ginger(Ginger beard, blond hair, sometimes see red in the right light in the hair and body hair) Hair Style: Long and straight, in a ponytail. Accessories: Eyepatch over right eye. Unusual Markings: Tattoo of twist-braided leather band on right upper arm with blue and grey beads, and two feathers hanging from it, one white feather overlayed over one black feather. Small cut scar on right middle finger's knuckles. Acid burn scar on right eyelid and surrounding area(covered by eyepatch).
Clothing:
Theme Song(s):
Significant Trait: Stalwart Quotes:
"Look, just because I don't want to do it doesn't mean I won't do it." "...What are you doing?" "I'm too tired for this..."
Element: Water Weapon: Whip and Shield [Dex-based Melee] Job Class: White Mage
Holy Blessing {Free} – Any buffs that are cast by Joseph last longer than normal. (+1 to buff duration) Ribbon {Free} – Gains Auto-Veil. (+5 resistance to status effects. Overwritten by Veil) Life's Embrace {Class} – The White Mage calls forth and emboldens life-giving magic, being particularly adept at spreading positive energy; they can cast restorative spells as Areas of Effect for their full power, or on a single target with each Cure level boosted to increments of 30% (Cure = 30%, Cura = 60%, etc), at no additional cost. Aethecite Charm {Free} – Small crystal heart on a chain, gifted to the Earthling by Yen Sid. Grants immunity to the following status ailments for Joseph: Stun, Silence MP Charge {Free} – On running entirely out of MP, Joseph enters MP Charge. After 2.5 full rounds of ApR, his MP is refreshed to full. Heart's Resistance {Story} – In defeating and accepting his own darkness, facing down dark possessors, and tapping into the light of his bonds, Joseph's heart has grown resilient, gaining a potent resistance to dark influence. He is immune to actions that would normally affect or manipulate the darkness in his heart, such as temptation or infestation. The only way to afflict him now is to first break his will. Scan {Training} – In battle, Joseph can innately discern the general life force of those around them, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green. Arcana of Time and Space(Time Mage Class) {12 AP} – Unlocks the Time Mage class. Druidic Studies(Geomancer Class) {10 AP} – Unlocks the Geomancer Class Apothecary Teachings(Apothecary Skill Tree) {4 AP} – Unlocks the Apothecary Skill Tree. Charge Bracer {3 AP} – Makes one immune to Interruption while charging magic. MP Rage {3 AP} – Grants 10% of damage taken back as MP, minimum 1. Shortens MP Charge by 1 action.
Limit Breaks:
Waterspout – Joseph prays, and with his power creates a giant tornado of water in the middle of the battlefield, dragging in enemies along with debris, dealing heavy water damage. Aegis – Joseph prays, and with his power builds a complex barrier of light, inscribed with elaborate designs and runic characters, around a few allies. The barrier flashes for a few moments, then disappears. Grants the following buffs to allies: Haste, Protect, Shell, Reraise, Regen Cleansing Tide – Joseph opens his mouth, and he sings a haunting song. The sound reverberates across the battlefield as a wash of sea water flows across the field like a rising tide. It washes across the field, splashing up at all enemies and allies, clearing away all buffs and statuses from everyone. The water then gathers, glowing with light blue and white light as it pools around Joseph's allies, healing them and blessing them with Regen, before the water flows away, the tide 'receding' as Joseph's song ends. (Full-field Esunaja/Dispelja, then a Cura effect with a Regen buff). Dimensional Anchor – Joseph clasps his hands together, then pulls them slowly apart, revealing a glowing orb of iridescent light(shifting around with purple, silver, and white light).. As his hands get further apart, the orb gets larger and larger until it's gigantic. Then with a yell, Joseph smashes his hands together, and the giant orb explodes, releasing a giant pulse of iridescent energy that sweeps across the battlefield. Inflicts Disable, Immobilize, and Stop on all enemies on the field. Heavensent Destruction – Joseph falls to his knees and prays, before raising his hands to the heavens. A loud burning can be heard as a large meteor begins to descend. Glittering dust starts to emit from Joseph as he continues his praying. As the meteor descends onto the field, the dust begins to gather. The meteor strikes the gathered dust, and the meteor and dust explode into a powerful force of light, with chunks of meteor and giant balls of holy energy raining down on the battlefield. Affects the field, dealing holy and space damage to all enemies, and causing Blind and Sap Final Holy – Joseph falls to his knees and prays. Glittering dust emits from Joseph, but also from the sky itself. It descends like a glittering white snow, before suddenly gathering at high speeds beneath a single enemy. The air begins to thrum with power, then holy orbs of light blast up from the ground, tearing through the enemy's body and soul as they fly up in the sky. They then begin to arc away, making a dome-like pattern as they turn until they reach the ground, upon which they fly at the enemy all at once, striking the enemy and creating a massive-scale explosion to rend the enemy asunder. Deals extreme Light damage to one enemy.
Strengths: High MP, Wide range of abilities Weaknesses: Emotional, somewhat 'unspecialized'
Personality: Joseph is, mostly, someone who keeps to himself. Can be loud, volume-wise, but generally prefers to sit back and watch over interact. Doesn't stop him from sticking his nose into other people's business, sometimes, though. Especially if he actually cares about someone, then he becomes somewhat 'paternal/maternal'(depends who you ask).
Tends to prefer to not fight if he can help it, but also seems to be one of the ones more willing to 'throw down', verbally or physically, if it comes to it with enemies.
Flaws: Blunt, somewhat stubborn, judgmental.
Bio:
Summon: Merman Summon Appearance: Summon Personality: Impish in nature, Merman tends to act as Joseph's 'inner devil'. Or just inner child. There's no malice, but Merman does tend to push Joseph into more 'fun' situations, gaining amusement from it.
Posted: Tue Jul 11, 2017 7:45 pm
Name: James Aliases: Kuro Birthdate: March 1st Gender: Cis-Male Alignment: Neutral Good
HP: 40 MP: 40 FP: 3 SP: 5 APR: 3
Evasion: 12 ____PAC: 15 ____MAC: 14
Fortitude: 21 Will: 20 Dodge: 20
MPA: 1
Appearance
Height: 6’0” Weight: 175 lbs. Body Type: Lean Skin type: Fair Eye Color: Hazel Hair Color: Brown Hair Style: Medium length, usually un-styled though pushed back to prevent it from getting into his eyes too much, though usually one side of his bangs does so regardless. Accessories: N/A Unusual Markings: Burn Scar of Ultima Seal on Chest, Stab wound scars in both sides from Maria and Elleon, Slash Scar down left cheek. Clothing: here
MP Assault{Free} – Also known as MPA or KH1 Style. James regains 1 MP for every 2 successful or blocked basic attacks. [Scan{Training} – In battle, James can innately discern the general life force of those around him, including enemies. Their health is not quantified but rather understood in percentages, as if visualized by a bar of green. Dance with a Witcher{Personal}- (Still want to use this name for something just not sure what yet.) Undying{Personal}- If James is KO’ed in combat he will revive at the start of his next round. This ability can only be triggered once, afterwards it requires extensive rest to be able to activate again. If Raised before the start of the next round then the ability will not activate. James recovers up to 25% of his Health and Mana. [Reraise] Lunar Charges{Personal}- James’ non-elemental special ability, he can accumulate energy under moonlight to fill up a secondary mana pool. This second pool acts as a back up with a limited number of “charges”, allowing him to cast spells even when his mana is gone. Multicast {Class} – The Red Mage can loose multiple spells simultaneously, and loose one spell while simultaneously attacking. Fire Screen {Level 4} – James reduces the effects of hostile Fire-elemental magic by 50%. Lightning Screen {Level 6} – James reduces the effects of hostile Lightning-elemental magic by 50%. Stun Block{Charm}- Immune to Stun Silence Block{Charm} – Immune to Silence Heart’s Resistance{Story}- In overcoming the deceptions of the Dark Abomination and cleansing their hearts of its evil, James’ heart has grown resilient with the light, gaining a potent resistance to dark influence. He is immune to actions that would normally affect or manipulate the darkness in his heart, such as temptation or infestation. The only way to afflict him now is to first break his will. Warp Strike[{4}- James lays his blade down in his palm and throws it like a javelin at an opponent. Using his magic, he then teleports after the blade appearing where it either landed or struck the enemy. True Bracer{8} – James is immune to Interruption. MP Haste {5} – Increases the number of MP for MP Assault by 1 per basic attack
Limit Breaks:
The Flash that Cuts – James focuses all of his energy, releasing a circle of subtle pressure around him with a radius of 30 feet. Any enemies hit in the pressure wave are marked. James then uses his high speed and Dash combined to close the distance to a target in little more than a blur of motion before delivering a powerful attack. He can attack up to 12 targets or hit all the targets tagged an equal number of times until he has unleashed 12 strikes. The 12 strikes have SOS-Valor. – – – – –
Personality: At first glance, James is a quiet, reserved, and focused young man also known as an introverted extrovert. He is a man who strives to think on the side of logic, though at times it is his heart that dictates his actions. Once somebody has a place in his heart, he is a loyal and protective friend who is willing to do anything that he can do to help, be it by taking action, or just listening. His mind is creative and manifests itself in a wide variety of artistic endeavors. He is also the type of person to become emotionally attached to plans, or a certain set schedule or way of doing things. This passion can result in him potentially investing a great deal of time and or resources to achieve the outcome that he wants, whether it actually succeeds or not. He takes failure on his part very personally and is often far too hard on himself when it comes to those failures.
Emotionally he strives to remain calm and composed though sometimes lets frustrations and stress get the better of him. This can result in unexpected and potentially loud outbursts that are often unintentionally hurtful to those who are the unfortunate recipient of the outburst. These emotional outbursts are often quieted by a bit of distance and calming down, and James is very quick to try to rectify any harm that was caused by his words.
Flaws: Likes: Swords, drawing, writing, sparring, singing, crafting, most meats. Dislikes: Bullies, backstabbers, liars, feeling useless, losing emotional control, wasting time, most vegetables Fears: Hurting his friends, Losing control of his emotions, drowning, slightly hemophobic(too much blood makes him feel nauseous.
Family:
Mother- Sharon Father- Richard Brother- Alex (All safe within the Guardian of Light) Wife- Michelle(Resides within Disney Castle)
Bio: James and his wife Michelle had been married in Omaha, Nebraska in 2010 and had moved around a fair bit in a span of about 4 years from 2012-2016. After trying to live in the small city that his parents had moved to, they moved back to Omaha where they had been married hoping for a new start renting a house with a few roommates. That was they way they had lived until one fateful day. An unusual storm settled over the city and amidst the chaos Shadow Heartless appeared and attacked both of them. While James and Michelle fought to defend themselves they found that the weapons they chose, though real, were ineffective against the Heartless. Before they were defeated, James came to alone, in a dive into the heart. He proceeded through the Dive and found not a Keyblade at the end the journey, but a Hexagun. A favorite weapon of his from the game Final Fantasy XI.
When he returned from the Dive he was surprised to find the Hexagun remained, and Michelle joined him with a pair of Chinese Hook Swords, and together they fought back the Heartless. They quickly fled the house only to eventually come face to face with a Darkside Heartless. They fought it as best they could and ultimately, never found out if they had defeated it. Their world broke apart and they were sucked into the massive conjured black sphere in the sky.
When James came to he was alone outside the forest near Disney Castle. Hexagun in hand he rushed into the forest, the castle his destination. While in the forest he ran into Riku and with his help found his way to safety. After a good night’s rest, the next morning during breakfast he was thankfully reunited with Michelle and the two of them, along with Riku, were sent to meet up with a bunch of other people from their world. This is how his Heartfelt Adventure began. Since then, Michelle had lost the will to fight and remained at the Castle while James fought on to save not only their world, but all worlds from the ever imminent threat of the Darkness.
Summon: Fenrir Summon Appearance:here Summon Personality: Fenrir is fiercely loyal to James and his allies and acts as guide and and aid to James during trying times. Overall, he acts rather apathetically, though can also come across as cold and threatening. Despite that though, there are times when he shows a rather sarcastic sense of humor.
Name: Bobbi Aliases: Bob, Mizu Birthdate: February 28 Gender: Cis-female Alignment: Good
HP: 36 MP: 48 FP: 5 SP: 6 APR: 2
Evasion: 13 ____PAC: 13 ____MAC: 15
Fortitude: 16 Will: 20 Dodge: 21
MPA: 2
Appearance
Height: 5’1.5" (and she will fight for that last half an inch) Weight: 136lbs Body Type: Short, stocky with wide shoulders, ribcage, and hips. Skin type: Caucasian, mostly clear except for the mysteriously multiplying freckles, easily tanned Eye Color: Easy answer: Grey. Slightly more wordy answer: a ring of yellow around the pupil, a ring of dark blue around the edge of the iris, and the inner ring is a blueish-greyish-greenish color. Expansion and contraction of the pupils, coupled with lighting, can make her eyes seem to shift between silver, blue, and green. Hair Color: Light brown/dirty blonde Hair Style: Butt-length, no bangs, kept in a half-crown braided style. Mostly straight with a subtle wave at the ends. Accessories: Silver necklace with heart pendant, gold ring on right middle finger set with four rubies Unusual Markings: 1/4 inch scar on forehead, faint scar on left wrist, scar on left knee, ragged scar on right palm (gained in RP), miscellaneous other scars, pierced earlobes Clothing: Coming soon to a profile near you!
"Well that was smart." "Oh, don’t you even!" "b***h, let me learn you a thing." "******** /> "What the actual ******** /> "Excuse you, no, ******** you. <********> you, and the horse you rode in on!" "That sounds like a personal problem." "I refuse to be outstubborned by ______!" "Shut up, [body part], nobody loves you." “Um, how about no?” "Let’s not and say we did." "We could burn it. Burning it sounds like a good idea.” All of the swearing
MP Assault {Free} – Bobbi gains 1 MP for every 2 successful or blocked basic attacks Gathering of Mana’s Spirit {Personal} – Can absorb mana from the surrounding air. [Restores 2 MP per round, regardless if Mana has been fully drained. Does not restore if mana depletion was caused by Limit Break. Mana cannot be filled past maximum due to this ability] Live to Rise {Personal} – Bobbi can automatically revive from KO. Can only be triggered once, and will require significant amounts of rest before activating again. Will only recover up to 25% of health and mana. [Self-Reraise] Vibrational Resonance {Class} – As a Crystallist, Bobbi can re-roll any failed status once. If the status requires multiple rolls, however, she must re-roll each of them, including the successes. Fire Eater {Element} – Bobbi absorbs all Fire-elemental damage. Ice Peril {Element} – Bobbi takes double damage from all Ice-elemental attacks. Thunder Screen {Level 4} – Bobbi takes half damage from all Thunder-elemental attacks. Earth Screen {Level 6} – Bobbi takes half damage from all Earth-elemental attacks. Scan {Training} – In battle, Bobbi can innately discern the general life force of those around her, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green. Heart's Resistance {Story} – In overcoming the deceptions of Dark Abomination and cleansing their hearts of its evil, Bobbi’s heart has grown resilient with the light, gaining a potent resistance to dark influence. She is immune to actions that would normally affect or manipulate the darkness in her heart, such as temptation or infestation. The only way to afflict her now is to first break her will. Ignite Block {Charm} – Immune to Ignite. Silence Block {Charm} – Immune to Silence. Water Peril {+10AP} – Bobbi takes double damage from all Water-elemental attacks. MP Hastega {-15 AP} – Increases number of MP for MP Assault to 2 per basic attack. True Bracer {-8 AP} – Bobbi is immune to interruption. Unlimited Chance {-20 AP} – Bobbi always retains 1 HP after an attack that would otherwise finish her off, unless she is already down to 1 HP. Nullified if a Limit Break is used.
Limit Breaks:
Diamond Dust – Enormous stalagmites of crystal erupt from the ground, engulfing the field in diamond and Stopping anything caught in the crystal. After a brief pause, the crystal will shatter and the shards slice terribly at anything that cannot dodge. Fire Strike – Bobbi summons a ring of fire around the battlefield, completely enclosing it in flame. She leaps into the flames, disappearing for a short time, and will emerge long enough to launch three arrows, only to disappear into the flames again. She repeats this action for up to three volleys. After the final volley, Bobbi launches herself skyward with a concentrated detonation beneath her feet as the wall of flame shrinks in on itself, coalescing into an enormous orb of fire at the center of the field. Bobbi will shoot this orb with one of her arrows, causing it to detonate with tremendous concussive force, potentially Stunning all enemies caught by the blast. Hellfire – A pillar of flame will engulf Bobbi temporarily. When the pillar dissipates via lines of fire snaking across the field, Bobbi is nowhere to be seen. Three additional fire pillars will erupt at random across the field, from which Bobbi will fire three separate arrows, either at an individual enemy or targeting several. After Bobbi fires her arrows from the third and final pillar, the pillar expands, scorching anything caught in its path, potentially Igniting whatever was caught. When the fires die, Bobbi will be kneeling in the center of where the final pillar originated. Any status effects Bobbi had before the Limit Break are cured. [Self-Esunaza] Hellspire – From beneath her feet, Bobbi summons an enormous pillar of clear diamond with a heart of flame. The diamond refracts light from its inner flames around the field, causing beams of rainbow to dance about, potentially causing Blind. From atop this pillar, Bobbi launches herself skyward, where she will twist in mid-air to loose a single fire arrow down into it. When the arrow impacts the diamond, it shatters into razor-sharp shards of crystal, and the flames contained within spill forth, scorching everything in a wide swathe. Searing Ray – Bobbi summons an enormous lens of diamond, five feet in circumference, that magnifies sunlight or firelight into a white-hot laser beam. Mirrors of iolite and quartz appear around the field, reflecting and magnifying the beam, causing it to crisscross the entire battlefield. Anything caught in the beam takes massive Fire damage, and may earn any combination of the following status effects: Ignite, Blind, Pain. Flames of Rebirth – Waves of flame radiate outward from Bobbi as Phoenix is summoned in her human form. These flames damage all enemies caught in the radius, and will burn away any shields or protections, Dispelling them. Once Phoenix is fully manifest, she casts completely restores the HP and MP of up to three allies. If any allies have been KO'd, up to three are Raised.
Strengths: Magical attack, long-distance fighting, leadership in a pinch Weaknesses: Teamwork, tact, physical fighting or defense, stubborn
Personality: At first glance, Bobbi seems to be quiet and reserved. She’s highly introverted, and prefers to spend her free time alone and lost in a story. When around others she is unfamiliar with, Bobbi will stick to the sidelines and observe the behaviors of others in order to keep her interactions to a minimum. To call her a wallflower is entirely accurate. Bobbi will open up as she becomes more familiar with a group and their specific dynamic, often adjusting her behavior to the group in order to fit in seamlessly. It’s only with her closest friends that Bobbi will fully open up, and when she does she is rude, crass, sarcastic, and shameless.
Some have described her as "bubbly" and "chill," though Bobbi herself does not identify with either of these adjectives. While Bobbi can be positive, often choosing to look on the "bright side," she also fully acknowledges that not everything will turn out for the better. She tries to live by "plan for the worst, but hope for the best," however as she is a bit of an airhead with a tendency to live in the moment, she will on occasion be blind-sided by negative consequences to her actions.
Interpersonally, Bobbi is very caring and supportive. She prides herself on being an excellent listener, and will do her best to supply useful and relevant advice when necessary. Bobbi makes an excellent neutral party in most disputes, as she is perfectly capable of seeing both sides to any argument, even an argument that she is in. However, she is exceedingly passionate and often her emotions will get the better of her.
Perhaps her biggest flaw is that she is stubborn, which she is absolutely proud to admit. While she is perfectly capable of being persuaded or changing her mind, it is a long and often tiring struggle for any outside influence to do so.
Despite her stubbornness, Bobbi is a remarkably forgiving person. Some might even say she is too forgiving, but Bobbi believes in second chances. She will continually give a person the benefit of the doubt if she can understand why a wrong has been done, regardless as to whether or not she agrees with the justification. She is also surprisingly trusting, which is most likely the cause of her penchant for second chances. While she can be guarded with proprietary information (why would you need to know where she lives if you’ve just met her? what are you, a stalker?), she has very few personal secrets, if any.
That being said, she is anything but naïve. For all that she is forgiving and trusting, Bobbi is surprisingly defensive with strangers, and often time suspicious of anything that seems too good to be true. Usually, she's right. She is also perfectly well aware of other unsavory acts that a stranger might decide to perform. Part of this is because she has experienced a few, though she has never understood why anyone would proposition her, least of all that one guy who tried to get her to join his prostitution ring. Her defensiveness can come across as harsh, but she's discovered that being harsh, rude, or intimidating is the most effective way to get sleaze-balls to back off. Of course, this tactic only works if a person is obviously willing to get physically aggressive if necessary, which Bobbi is. Though she feels she is in no way, shape, or form intimidating, she is also extremely aggressive when she feels a situation calls for such.
Bobbi's MBTI type is INFP, though occasionally she can wander into INTP territory.
Flaws:
Absentminded Bitchy Blunt Childish Disability - nearsighted. Can't even see to her elbow without her glasses Fierce Hypocritical Impatient Introverted Laid-back Overemotional Overprotective Phobia - snakes Phobia - falling Phobia - entrapment Quick-tempered Quick to forgive Sarcastic Smart a** Soft-hearted Stubborn Too trusting
Likes: Food, especially steak and bacon; dogs; horses; birds of prey; all shades of purple, green, blue, and red; swimming; stargazing; jewels, gemstones, and precious metals; fantasy and science fiction; reading; writing; drawing; playing video games; making people laugh; sleeping Dislikes: Beans; most rap; most country music; most opera; anything that slithers; feathers and/or fur on clothing or accessories; being cold; certain shades of the color orange; talking to people outside of her usual social circles; the way the saxophone sounds Fears: Snakes (phobic); falling (phobic); being trapped (phobic); going blind
Intimacies: _____Defining:
_____Major:
_____Minor:
Family:
Mother - Linda Father - Arno (Nickname: Buck) Brother - Stephen (Nicknames: Steve, Moo)
Bio: Bobbi was born and raised in the city of Omaha, Nebraska in the United States of America. She was a fairly lonesome kid growing up; she didn't have many friends, or at least none that were close, until about high school. At school she was average, and graduated high school somewhere in the middle of her class. She had a penchant for art growing up, and enjoyed reading any bit of fantasy she could get her hands on. When first saw the commercials for Kingdom Hearts, she was instantly smitten, and to say that her life began to revolve around the games was not a stretch. A combination of Final Fantasy and Disney? Dreams really do come true!
After graduating high school, Bobbi went straight into the workforce, intending to save up her paychecks for a year or two and paying for schooling on those savings. Unfortunately, this never worked out. She jumped from job to job, and along the way went to a few local anime conventions. It was at one of these conventions where she met the man who would be her first boyfriend, and first heartbreak. She had moved out of her parents' house, and after dating Evan for a little over a year, he broke up with her. He had been cheating, and knew he had a problem that he needed to fix, but he also knew that he would do nothing but continue to hurt Bobbi and betray her trust if they stayed together, so he initiated the breakup. Broken hearted, Bobbi proceeded to cut herself off from everyone she loved for six months while she tried to recover. Eventually she succeeded, and insinuated herself back into her previous friend circles, both online and off, reconciled with her now-ex, and ultimately came out the other side of heartbreak a better, stronger person. Or so she hoped, anyway. Evan was now one of her best friends, tied with her friend Dawn, whom she had known since middle school.
Now Bobbi lived in a house she rented, and it seemed as if her roommates changed by the year. On one of her days off—which seemed exceedingly rare nowadays, despite having the same days off every week—an unusual storm kicked up. Being a storm chaser at heart, Bobbi headed outside to observe, huddling in the dubious safety of the foot or so of roof overhanging her front door. She could tell right away that this storm was unlike anything she had ever seen before, though it wasn't until she saw the Shadow Heartless suddenly crawling out of the pavement a few feet away that she realized exactly how wrong the storm was.
She kicked the few Shadows that got too close, and headed back into the house, proceeding immediately to her bedroom where she kept her various weapon replicas—including a replica of the Kingdom Key Keyblade. It wasn't a perfect replica, of course. In fact, it was a cheap knock-off with a hand guard that rotated, but it was heavy, metal, had a handle, and was more stable than her Master Sword replica was, and less likely to break than the wooden scimitar.
Before she could start fully defending herself from the Heartless, she found herself in a Deep Dive. To say that she was excited that her life had suddenly turned into her favorite video game was both the understatement of the century, and at the same time not even remotely accurate. Of course, she had dreamed for years that something like this would happen. What escapist with an unhealthy obsession with a video game wouldn't dream of this exact scenario? On the other hand, she knew what seeing the Heartless meant. Her world, her home, was under attack and was mere moments from being destroyed, along with everyone she held dear.
Nonetheless, she progressed through the Dive, and was granted a magical weapon that gave her the power to fight back against the Heartless. It was no Keyblade, but rather a traditional longbow made of unadorned silver.
When she came out of the Dive, Bobbi was standing still in her bedroom, though now she clutched the silver bow in her right hand. She stared at it for a moment, transferred the bow to her left, and figured out how to fire the arrows she didn't have purely on instinct. A Heartless had made it up to her room, and she shot at it on pure reflex—which was how she learned that her ammunition was magic.
She fought her way through the Heartless to the outside, as fighting in her house was a bad idea. For one thing, she risked damaging her stuff. For another, as nice as the house was, it wasn't really built to allow firing of a full-sized longbow. Maybe a short bow, but only if she was careful. No, much better to go outside where she had room to move and shoot.
When she noticed the Darkside Heartless looming up in the distance, Bobbi didn't hesitate to head towards it. Part of this reaction was instinct, but the rest followed some logic. If she had a weapon that could defeat the Heartless, and there was an enormous Heartless wreaking havoc on her city, she was going to do something to stop it, by all that was holy.
Bobbi never knew if she had defeated the Darkside. All she knew was that after shooting it a lot and having the ever-loving crap beat out of her, eventually her world broke apart. One moment her feet were on solid, if severely broken ground. The next, she was being sucked into a black sphere in the sky. On instinct she curled into a ball—
And the next thing she knew, she was lying on her back in an unfamiliar room, with equally unfamiliar voices ringing outside of the door as a group of people passed in the hallway.
And thus her Heartfelt Adventure began.
Summon: Phoenix Summon Appearance:[Human Form] [Bird Form] Summon Personality: Phoenix is warm and caring, and very motherly towards her summoner. She has a sense of humor, but it's often lost in keeping Bobbi from doing something irrevocably stupid. While Phoenix doesn't talk much—or at least nowhere near as much as her summoner—she does periodically offer Bobbi advice and encouragement.
Posted: Thu Jul 13, 2017 6:17 pm
Name: Nicholas Aliases: Nick, (Former) Host of Chaos, That a*****e Birthdate: 4/28 Gender: Male Alignment: Neutral
"Spiiiderlord. Lord of all Spiders." *salute with the middle finger* "Apparently, 'spite' is not an 'appropriate answer' to "What motivates you?" "BANG BANG. BANG BANG BANG." (In a Mickey Mouse voice) "Oh boy!" "You. Are in. MY BUBBLE!" *loud, maniacal laughter* ...What? Don't judge me.
["I am the true Guitar Hero!"] {Personal} – All of Nicholas' spells have the cost of spells one level lower, minimum level one. ["Yeah you push buttons really well." -Kyle] [Name] {Personal} – Practiced Rituals {Class} – The Bard’s show must always go on, and nothing may stop their momentum; abilities cannot be interrupted, and their All-Cast abilities have costs reduced to their spell level. ??? Eater {Summon} – [Character] absorbs all hostile ???-element effects. ??? Peril {Summon} – [Character] treats hostile ???-elemental effects as twice as powerful. Wind Screen {Level 4} – [Character] reduces the effects of hostile Wind-elemental magic by 50%. Dark Screen {Level 6} – [Character] reduces the effects of hostile Dark-elemental magic by 50%. Silence-Block/Confusion-Block {Charm} – Immune to Silence and Confusion
{AP Cost} – {AP Cost} – {AP Cost} –
Limit Breaks:
– – – – – –
Strengths: Weaknesses:
Personality: Flaws:
Absentminded- Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful. Addict- One who is addicted, as to narcotics or a compulsive activity. (Gambling) Aimless- Devoid of direction or purpose. Anxious- Full of mental distress or uneasiness because of fear of danger or misfortune; greatly worried; solicitous. Dubious- Fraught with uncertainty or doubt. Undecided, doubtful, unsure. Fools Love- A person who is always falling in love or believes they are in love, for the wrong person or even multiple people (usually one after another), and typically love at first sight. Star-crossed, ill-fated-love. Hoity-toity- Given to flights of fancy; capricious; frivolous. Prone to giddy behavior, flighty. Impatient- Unable to wait patiently or tolerate delay; restless. Unable to endure irritation or opposition; intolerant. Indecisive- Characterized by lack of decision and firmness, especially under pressure. Indifferent- The trait of lacking enthusiasm for or interest in things generally, remaining calm and seeming not to care; a casual lack of concern. Having or showing little or no interest in anything; languid; spiritless. Impish- Naughtily or annoyingly playful. Lazy- Resistant to work or exertion; disposed to idleness. Liar- Compulsively and purposefully tells false truths more often than not. A person who has lied or who lies repeatedly. Nervous- Easily agitated or distressed; high-strung or jumpy. Nonviolent- Abstaining from the use of violence. Overemotional- Excessively or abnormally emotional. Sensitive about themselves and others, more so than the average person. Overprotective- To protect too much; coddle. Paranoid- Exhibiting or characterized by extreme and irrational fear or distrust of others. Phobia- They have a severe form of fear when it comes to this one thing. (Goats) Sarcastic- A subtle form of mockery in which an intended meaning is conveyed obliquely. Skeptic- One who instinctively or habitually doubts, questions, or disagrees with assertions or generally accepted conclusions. Stubborn- Unreasonably, often perversely unyielding; bullheaded. Firmly resolved or determined; resolute. Superstitious- An irrational belief arising from ignorance or fear from an irrational belief that an object, action, or circumstance not logically related to a course of events influences its outcome.
WIP Name: Steven Birthdate: October 7th (Libra(Sun), Gemini(Moon) Year of the Horse) Gender: Cis-Male Alignment: Chaotic Good
HP: 40 MP: 44 FP: 5 SP: 8 APR: 3
Evasion: 12 ____PAC: 14 ____MAC: 14
Fortitude: 20 Will: 20 Dodge: 20
MPA: 1/Atk
Appearance:
Height: 6'0”(180cm) Weight: 150lbs Body Type: Slim Skin Type: Pale Eye Color: Brown Hair Color: Brown Hair Style: Short, Styled Accessories: Black Rectangular Glasses, White Gold & Onyx Ring, Teal & Cyan Rope Bracelet, Three Multi-colored arm bands Unusual Markings: Clothing:
Theme Song(s):
Doll Judgement, Alice in Wonderland, Doll Maker, Grimoire of Alice- Touhou Resurrected Replayer, Mirage Coordinator- Umineko No Naku Koro Ni Reanimate(Black Liliana)- M.Graveyard (Umineko Remix) Apocalypsis Noctis, Omnis Lacrima- Yoko Shimomura Kings, Kizuna, So Sweet Memories- angela Heroes Never Die(Summon Theme)- Final Fantasy XIV Heavensward This Life is Mine, Mirror Mirror, It's My Turn ~ RWBY Orchestral Arrangements - Jeremiah George
Significant Trait: Analytical Quotes:
“I am the biggest a*****e!!!” “Memento Vivere” ”That was a thing.” ”No tact you say? Let me fix that.”
Ephemeral Mastery {Class} – The Summoner’s Conjurations have their mana cost lowered to 1.5x the Magic Tier as opposed to 3x. Tactician's Glory{Personal}- “To face an enemy at their best is a foolish commander's strategy for a swift death.” Steven's rend skills have a higher chance of success and last 1 turn longer. Symbiotic Instrumentality{Personal}- “A summoner and his summon share an inseparable co-dependency. Driving takes this from co-dependence to symbiosis.” Summon drives are more powerful. [Energy] Boost {3} – Boosts Energy by 1. Form Boost {3} x2 – Grants 1 additional Form Point. Summon Boost {3} x2 – Grants 1 additional Summon Point. Charge Bracer {3} – Makes one immune to Interruption while charging magic. MP Haste {5} – Increases the number of MP for MP Assault to 1 per basic attack OR decreases the time to complete a full MP Charge to 2 full rounds of APR. MP Fury {7} – Grants 20% of damage taken back as MP, minimum 2.
Limit Breaks:
Grand Summon – A more powerful summoning on a cataclysmic scale. Cleave the Horizon – A paper thin cleave after a charge up that expands outward endlessly in a 180 degree arc that upon impacting an enemy or surface knocks them back and draws a red line where it struck. The line explodes at the end of the turn with tremendous ferocity. Drawn and Quartered – Cuts all stats by 1/4 of their base, rounded up. Aeternus Circinatio(Endless Round) – Summons every knight in succession for a series of as many actions as there are knights. Nativit{A}te de Des{I}derium(Birth of Desire) – Creates a small pocket dimension containing the embodiment of genesis, a living breathing expanse of Steven's design. Those trapped within are forced to fight their way through Steven's knights acting completely autonomous to their creator.
Personality: Kind and loyal to a fault, though often unintentionally comes across condescending in tone. Intelligent and sharp witted at best, venomous and sadistic as a deadly arachnid at worst, preferring to dominate and utterly tear down the target of his fury before crushing them utterly- they have to know they lost and lost completely in every.single.way. Flaws: Quick to Anger, Opinionated, “Overkill and Conquest” Likes: Technology, Sweet Things, Writing, Reading, Music, Dislikes: Close-mindedness, Bigotry, Cruelty, Powerlessness, Oppression Fears: Being Powerless, Being Helpless,
Family: Mother – Lost Father – Lost Cousins - Unknown
Bio: Steven is the reincarnated(for lack of a better word) embodiment of Louis Luciano, The Devil's Vanguard. In his past life, he was snatched from his birthright as a Warrior of Light and corrupted by the Ivalician scion, Mateus the Corrupt. In this life, he is complete with all the positive and negative traits that go with it.
Sometime later during the same night Louis was successfully defeated and his seed of darkness vanquished, his body and heart dissipating into light, Steven fell from the sky above Disney Castle. He was whisked away to private quarters until morning when he was introduced to the Guardian of Light.
Steven, after some time adjusting to his new life, training with the other earthlings, and catching up to where their 7 days of hell had worked them like-it-or-not to battle hardened blades of light, made friends with several of those around him and recovered the more cheerful demeanor he maintained around those he trusted- even if there were still those among the earthlings and subsequent warriors of light that did not trust him.
Steven can often be found fiddling with his spell shackle, a computer-like holographic terminal attached to his wrist while listening to music at a high volume on a pair of headphones and reading various magical texts.
With a smirk, narrowed eyes, and an adjustment to his dark glasses, Steven steps forward into his future and all unavoidable battles, “Teh shades? Zeh do nothing. Let's dance boys~”
Summon: Knights of the Round Summon Appearance:White Knight Summon Personality: Varies based on the Knight in question:
Augustus & Attila – Silent observers clad in heavy armor exuding a presence of authority and command in every step. Antagonistic towards one another at their core, the two work as an incredibly powerful duo under Steven's command. They each wield a single long sword.
Romulus & Reamus – A talkative set of twins with a sharp bite to their wit. Each possess aspects of wolves from their eyes to fanged smiles to their fuzzy ears that perk up from their disheveled hair. They are an unrelenting onslaught of cooperative combos and entangling traps wielding claws and chains.
Odysseus – A seafaring man of myth with a hardened body to match. Wields a bo-staff crafted from the mast of his legendary vessel.
Theodosius of Bithynia – A philosopher and inventor clad in flowing robes often ready and willing to impart an amount of wisdom or trivia. Wields a short and long spear.
Porcia – A noble from head to toe, entitled, stubborn, and hot headed with vocabulary that spits as much fire as her legend. Gifted with magic while fighting with a dagger, she is viscous and merciless in battle.
Myrina – An Amazonian queen who's beauty is rivaled only by her strength. She wields a trident, a trophy of her legendary conquest.
Michael – The Roman Catholic Angel of War. Wearing a mix of armor and cloth robes, this angel strides into battle with wings of blades, literally.
Nero – The cheerful emperor carrying a reaper's scythe, manically smiling as he serenades his enemies with gorgeous melodies befitting the most glorious of funerals.
Typhon – Father of monsters and dragons. This dark premonition strides onto the battlefield with only his bare fists, claws, tail, and fangs dripping with anticipation.
Constantine – Noble and self-sacrificing. This king does all he can to protect his allies clad only with a shield and his armor.
Chiron – A mounted knight at first glance given another reveals instead an armored centaur. Armed with a caster's staff and a deck of cards, the mythological philosopher and spiritual guide casts supportive magic on allies to guide them to victory.
Caligula – Arrogant, self-centered, and mad. This monster in human form towers over all others in dark armor with a massive ax with an edge black as the void that pulls and hungers.
Cassandra – A seer dressed in colorful garments who holds a flat dish filled with water in one hand and a naginata in the other while 3 crystal balls revolve around her. Perhaps she can see the future, perhaps not, but she will not tell you for it's unlikely you'll believe her anyway.
Orpheus – A great conductor accompanied by 9 singers. Their music empowers those who hear them.
Daedalus – A quirky inventor that probably didn't have as much socialization as is healthy.
Scylla - A quiet, mysterious woman with serpentine features accompanied by 6 wolves.
Posted: Thu Jul 13, 2017 6:51 pm
Name: Danielle Aliases: Dani Birthdate: April 3rd, 1993 Gender: Female Alignment: Neutral Good
HP: 28 MP: 52 FP: 3 SP: 6 APR: 3
Evasion: 13 ____PAC: 14 ____MAC: 14
Fortitude: 17 Will: 18 Dodge: 22
MPC: 7.5 (2.5 posts for Dani)
Appearance
Height: 5' 4.25" Weight: 115lb Body Type: Lean Skin type: White Eye Color: Brown Hair Color: Brown Hair Style: Long and Straight Accessories: N/A Unusual Markings: white scar dot on forehead, scar across neck that is an inch or two long, and black dot an inch below left wrist. Clothing:
Theme Song(s):
Stronger Than You – Estelle Neon – Jeff Williams, Casey Lee Williams Last Crest – Trinity Seven OST
Significant Trait: Innocent Quotes:
"I thought for a second you said ___." "SHUT UP!" "I am twelve."
Job Class: Assassin/ Black Mage Weapon: Sniper with Emergency Daggers Element: Water
Assassin's Acuity- Dani's assassin class grants her mind protection from certain thought-disrupting attacks, giving her total immunity to Amnesia and Charm. Assassin's Agility- Dani's assassin class grants her unnatural grace, giving her total immunity to Slow- and Stop-type ailments. Fatal Expertise {Class} – The Assassin is a master of sabotage, innately talented at creating and exploiting weakness in all things; their status attempts have subtractive penalties halved (rounded up). Water Eater {Leviathan} – Dani absorbs all hostile Water-element effects. Lightning Peril {Leviathan} – Dani treats hostile Lightning-elemental effects as twice as powerful. Fire Screen {Level 4} – Dani reduces the effects of hostile Fire-elemental magic by 50%. Decay Screen {Level 6} – [Character] reduces the effects of hostile Decay-elemental magic by 50%. Æthecite Charm – Immune to Silence and Sleep.
Bloodscent - Whenever Dani manages to hit an opponent, she is able to follow their trail invisible or not. (AP: 2)
Limit Breaks:
[Level 1] On Stranger Tides - Dani lightly floods the entire battlefield, covering it in a thin layer of water for 3 turns. She feels everything that touches the water, and while it exists, she can cause water attacks from any angle or, if she chooses, she can sink into and leap out of the water instantly. [Level 2] Tsunami-Dani starts to form a huge Tsunami attack that could wipe out others in the different collisions. [Level 3] Clone Frenzy - The maximum amount of clones appear at once on the battlefield and attack the enemy. [Level 4] Clone Chemistry - Dani summons a giant water clone, that absorbs the rest of the smaller clones on the field.
Strengths: Debuffing enemies and long range Weaknesses: Squishy
Personality: Dani is actually a very caring person even though she does not talk to people a lot. She tends to keep certain things to herself and can sometimes be very emotional. Flaws:
Absentminded-Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful. Anxious-Full of mental distress or uneasiness because of fear of danger or misfortune; greatly worried; solicitous. Childish- Marked by or indicating a lack of maturity; puerile. Dubious- Fraught with uncertainty or doubt. Undecided, doubtful, unsure. Disturbed-Showing some or a few signs or symptoms of mental or emotional illness. Confused, disordered, neurotic, troubled. Frail-Physically weak and easily broken or damaged. Having delicate health; not robust. Feeble, breakable, sickly, dainty, brittle, fallible, imperfect, weak. Klutz-Clumsy. Blunderer. Paranoid-Exhibiting or characterized by extreme and irrational fear or distrust of others
Likes: Chocolate, Plushies, Electronics Dislikes: Bugs, Blood, Mean people Fears: being alone, heights, pain
Name: Amy Aliases: Birthday: Aug, 1987 Gender: Female Alignment: Good
HP: 20 MP: 24 FP: 3 SP: 5 APR: 3
Evasion: 14 ____PAC: 12 ____MAC: 16
Fortitude: 13 Will: 20 Dodge: 24
MPC:
MPA:
Appearance:
Height: 5'2'' Weight: 80lbs Body Type: Slight Skin type: Fair Eye Color: Brown Hair Color: Brown Unusual Body Parts/Markings: Her hair is just past shoulder length. She has a scar where her appendix was removed, and another scar in the middle of her forehead which is barely noticeable.
Unicorn's Protection {Personal} – A unicorn's horn can purify any poison, thus, Amy is immune to Poison and Sap. [Name] {Personal} – Life's Embrace {Class} – The White Mage calls forth and emboldens life-giving magic, being particularly adept at spreading positive energy; they can cast restorative spells as Areas of Effect for their full power, or on a single target with each Cure level boosted to increments of 30% (Cure = 30%, Cura = 60%, etc), at no additional cost. ??? Screen {Level 4} – [Character] reduces the effects of hostile ???-elemental magic by 50%. ??? Screen {Level 6} – [Character] reduces the effects of hostile ???-elemental magic by 50%. ??? {Charm} – Details of the support you get from your Æthecite Charm. Scan
Limits:
[Level 1] Fresh Start – An explosion of White Magic that heals any nearby allies for 50% of their maximum HP and wipes status ailments away. [Level 2] Crystal Rain – The entire battle field is assaulted by thousands of raindrop sized razor sharp crystals falling from above. Does not harm allies. [Level 3] Unicorn's Gift – Amy's Magic Strength is permanently increased by one, even being able to go over the normal limit. [Level 4] Unicorn's Grace – Amy's Evasion is permanently increased by one, even being able to go over the normal limit. [Level 5] Trigger Happy Level Ω – Amy's two guns combine into one, transforming into a large machine gun. Fires a continuous stream of bullets. Has a chance of causing Stun, Blind, and Bleed. [Level 6] Pearl – Large pillars of light are summoned to strike enemies. They fall directly down on the opponents. Has a 50% chance of causing Death to Darkness-based enemies (Unversed, Heartless, Bosses if not Immune to Auto-KO).
Strengths: Ranged Attacks | Defense | Agility Weaknesses: Physical Strength (lack thereof) | Hand to hand combat
Personality: Amy has a high opinion of herself because she's awesome. Responsibility is her favorite thing, as it gives her enormous freedom that she did not experience as a child, especially living in a strict Christian home. She makes her own decisions and doesn't blindly follow a crowd, is smart, and confident, if a bit arrogant, vain, and egocentric.
She doesn't like to be anywhere, or do anything, where she doesn't know at least the basics of what she's doing or what she's supposed to do. She likes to be prepared, rather than improvise; however, should the need arise, she's very good at improvising, it being a key part of her job on earth.
Amy is small, and petite, and is a bit defensive because of it. Otherwise, she's quite the comedian. She likes to make stupid little puns, when the opportunity presents itself, and smile and laugh and have fun. Her sense of humor might take some getting used to, as she tends to call her team mates her "minions" or "henchmen."
She's extremely in love with her husband, who makes her life complete in every way, and is the most amazing and lovely human being on the now destroyed Earth.
Flaws: Anxious Judgmental Megalomaniac Overconfident Overemotional Paranoid Proud Sarcastic Skeptic Stubborn Likes: School books | Friends | Shiny things | Index cards | Pens | Any office supplies ninja | Honesty | Truth, even if it's harsh | Cute things, like fuzzy bunnies (that poop and mass reproduce ;D Credit to Rio) | Real, hard earned, friendship Dislikes: Falseness | Being the center of attention | Hypocrites | Selfishness | Dishonesty | Failure Fears: Betrayal | Becoming that which she hates
Family: A large family. Love Life: Married
Bio: Amy is a middle child of six children, a title she shares with her twin sister. She grew up and lived in Nebraska, getting married at age 25, and living a happy adult life UNTIL THE EARTH BLEW UP, WHUT.
She now works to restore the Earth, strongly convinced that it can be restored, just like worlds were able to be brought back in the games.
Summon: Unicorn
Summon Element: Non-Elemental (Crystal Manifestation) Summon Appearance: A fearsome white unicorn with a bright yellow main, a golden horn, and golden eyes. Summon Personality (Optional): Quiet and mysterious. Conveys advice by feelings and hints, instead of actual words.
Posted: Thu Jul 13, 2017 7:10 pm
Name: Luke Aliases: Banshee, Bansh, many others that aren't relevant Birthdate: March 18, 1986 Gender:WAFFLE Alignment: Good
HP: 36 MP: 48 FP: 4 SP: 8 APR: 2
Evasion: 12 ____PAC: 14 ____MAC: 15
Fortitude: 19 Will: 22 Dodge: 20
MPC: 5
Appearance (Picture coming soon)
Height: 6' 2" Weight: ~200 lbs Body Type:Potato Skin type: Pale, slightly tanned forearms Eye Color: Brown Hair Color: Brown Hair Style: Long, let down freely. In battle/training, held up by a ponytail and bandana Accessories: Silver-rimmed glasses - more a necessity than an accessory. Unusual Markings: Many scars in several places, mostly unnoticeable unless you're staring right at them. Clothing: Luke wears baggy forest-green pants with black spiral accents and a large front pocket on the left side with black elephant designs. He wears a vest of the same colors, over a soft yellow shirt with printed brown giraffe designs. He also wears a black, white, purple, green, and dark orange bandana over his head, Cinderella-style, with green moth designs printed on it. He has bracers of the same orange color tied around both wrists, with a symbol of a lizard etched into each.
Significant Trait:IndecisiveContradictoryKindSupportiveTwo-facedHonestDishonestWhimsicalSunshine & RainbowsAll-Consuming Black HoleCapriciousKinda ridiculous at this point, ain't it? Walking Jukebox Quotes:
"I believe in you!" *sings whatever song enters his brain from hearing one word or phrase in a conversation or even just thinking one word or phrase* When you mess with me... you're playing with fire! I'm GLITTER SUNNY! KIDDING. I'm just kidding. Please don't hurt me. Now I'm all fired up! KIDDING AGAIN. Someday I'll have my own quotes. Someday.
Job Class: Animist Weapon:Pineknot - Wooden staff made for melee attacks, with several tiny bells hanging off by ribbons or chains. Element: Fire
Beast Heart {Class} – The Animist invokes the spirits of the wild to their cause, but to do so they must share an empathic bond with the wilderness itself, their minds both inscrutable yet exceptionally understanding; they gain a +5 bonus against any hostile mind-altering hex, while likewise gaining a +3 bonus to mind-altering hexes of their own. MP Charge {Free} – On running entirely out of MP, Luke enters MP Charge. After 2.5 full rounds of ApR, his MP will be returned to full. Fire Eater {Summon} – Luke absorbs all hostile Fire-element effects. Water Screen {Level 4} – [Character] reduces the effects of hostile Water-elemental magic by 50%. Wind Screen {Level 6} – [Character] reduces the effects of hostile Wind-elemental magic by 50%. Ice Peril {Summon} – Luke treats hostile Ice-elemental effects as twice as powerful. Earth Peril {+10} – Luke treats hostile Earth-elemental effects as twice as powerful. Can only have one equipped, and may never be your primary element. [Grants additional AP!] Slow Block {Charm} – Luke is immune to Slow status. [Must be Very Easy – Difficult] Berserk Block {Charm} – Luke is immune to Berserk status. [Must be Very Easy – Difficult] Scan {Training} – In battle, the user can innately discern the general life force of those around them, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green. Fire Block {Personal} – If Luke is able to block an attack with relative ease (attack roll = <10), he can reactively channel a spark of fire magic along the trail of his opponent's attack, having a chance to Ignite them in retribution (MAG+d20 vs Will). Fire Finish {Personal} – If Luke uses three or more basic attacks in a row, he can will his fire magic into his final strike, causing a small surge of heat to rush through his opponent on a successful attack that has a chance to Ignite them (MAG+d20 vs Will). Can be enhanced by the Combo Finisher Support, though only if uninterrupted. Small Bracer {3} – Makes one resistant to Interruption, requiring a coin-flip for each attempted interrupting attack. Heads means the charger resists, tails means they're interrupted. MP Haste {5} – Decreases the time to complete a full MP Charge to 2 full rounds of APR. MP Rage {3} – Grants 10% of damage taken back as MP, minimum 1. Shortens MP Charge by 1 action. Combo Plus {4} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks. Can stack up to 3 times. Combo Finisher {2} – If you successfully use at least three basic attacks without being interrupted, the final attack can become a Finisher, adding +3 damage and various other enhancements. Multiple enhancements may be equipped, but only one may be used per finisher. Finishing Leap {2} – Enhances Combo Finisher with the power to knock the target into the air. Magic Combo Boost {5} – Increases the damage of every consecutive casting of the same spell after the second by +1, cumulatively. Third gets +1, fourth gets +2, etc. Magic Combo Finisher {2} – If every action in a round is used to consecutively cast the same spell (minimum 3), the final cast becomes a Magic Finisher, dealing +3 damage. Form Boost {3} – Grants 1 additional Form Point. Can stack up to 4 times. Summon Boost {3} – Grants 1 additional Summon Point. Can stack up to 3 times. Summon Boost {3} – Grants 1 additional Summon Point. Can stack up to 3 times. Second Chance {10} – Ensures you always retain 1 HP after an attack that would otherwise finish you off, unless you are already down to 1 HP. Can only occur once per battle, and is nullified if a Limit Break is used.
Limit Breaks:
Foundations – Calls on the power of the Elephant. Casts Wall on up to 5 nearby allies and prevents their charges from being broken for the next round. River Chorus – Calls on the power of Frogs to cause a downpour that casts Curaga on up to 5 nearby allies. Raise It Up – Calls on the power of the Rabbit to double the Speed and main attack stat of up to 5 nearby allies. – – –
Strengths: Weaknesses:
Personality: Flaws: Likes: Dislikes: Fears:
Intimacies: _____Defining:
_____Major:
_____Minor:
Family: Bio:
Summon: Salamander Summon Appearance: Big fire dragon that looks like a lizard. Don't tell him I said that though. Summon Personality: Pretentious d**k exterior with a soft innocent chewy candy center.
Height: 5 feet, 3.5 inches Weight:ninja Body Type: not slender, but not stocky Skin type: olive Eye Color: dark brown Hair Color: dark brown Hair Style: just below shoulder-length, straight. parted to the side Accessories: small gold hoop earrings, two on each side Unusual Markings: faded teardrop scar on the inside of her left arm Clothing:
Theme Song(s):
Sugar Song and Bitter Step- Unison Square Garden Overtime- Cash Cash Glitter and Gold- Barns Courtney Have You Got It in You?- Imogen Heap Don't Hold Back- The Potbelleez
Significant Trait: Acceptance Quotes:
[insert pun] [insert sarcasm] "Oh my god."
Job Class: Blue Mage Element: Non-elemental Weapon: 3 mirrors (heartbound weapon), naginata (non-magical, though infused with some enchantments)
MP Assault {free}- Sayrike gains 1 MP every 2 successful or blocked basic attacks. Scan {training}- Sayrike can innately discern the general life force of those around her, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a green bar. Mirror Mastery {personal}- Sayrike can psychokinetically wield her mirrors. Old, New, Borrowed and Blue {Class} – The Blue Mage is driven by the desire to learn through experience, and this concept pushes them toward greater knowledge and success; in addition to the individual Blue Mage’s method of permanently learning abilities, the Blue Mage temporarily ‘Learns’ the most recent ability used against them; they must then use their next action to either use up the copied ability, or permanently Learn the ability (replacing whatever other ability they have captured from the target); any other choice of action forfeits the temporary copy until they are struck with it again. ??? Screen {Level 4} – [Character] reduces the effects of hostile ???-elemental magic by 50%. [Everyone gets a free Screen at level 4] ??? Screen {Level 6} – [Character] reduces the effects of hostile ???-elemental magic by 50%. [Everyone gets a different free Screen at level 6] ??? {Charm} – Details of the support you get from your Æthecite Charm (check page 6)
True Bracer {8}- Sayrike is immune to Interruption. MP Rage {3}- Grants 10% of damage taken as MP, minimum 1. Shortens MP Charge by 1 action.
[Job Class] Knight {10}- (I should talk this over with the mods--want to make some naginata-based abilities)
Limit Breaks:
[1.] Asura's Grace-The three faces of Asura appear, one in each mirror, and casts [need to determine] [2.] Double Trouble-Sayrike faces her main mirror toward her target and steps through it, her mirrors disappearing behind her. For up to 5 posts, Sayrike becomes a clone of the target, taking on their appearance, weapon, and abilities. She is brought to the full HP and MP of the target and shares its stats until the Limit ends. She does not have access to the target’s summon, if they have one. [3.] The Dark Side of the Mirror-(want to discuss)
Strengths: magic, general defense Weaknesses: speed, dexterity
Personality: Generally a pleasant person. Tries to adapt to her surroundings to better fit in and cause the least amount of trouble. Not above a little snark, definitely not above throwing in a bad pun.
Sayrike isn't always laid back exactly, but she's ready to accept whatever life brings her way. She views events with a glass-half-full perspective, but still stays a realist. Although she's not happy-go-lucky, Sayrike has a passion for everything in life, both the good and the bad. She's very accepting and tries to look at events without judgement and view situations from the perspective of others. Sayrike believes in doing something to the best of her abilities, even if that means being a perfectionist at times.
She is friendly and can easily surround herself with companions, but even with those she calls close friends, she always keeps facets of herself hidden away--her personal desires, her fears and concerns, her opinions--in order to present the best possible/likeable front to others and keep smooth relations.
Flaws: Finicky, indecisive, indifferent, skeptic, occasionally anxious (when concerning close personal relationships), procrastinator Likes: Reading, music arcade games, traveling, photography, jigsaw puzzles, nature Dislikes: Tomatoes, thinking about her future, offending others, unfairness Fears: offending good friends and causing them to not like her Defining:
“Everyone has their own beliefs and principles. Who am I to judge that?” (philosophy) Personal freedom of choice (philosophy)
Family: mother, father, younger sister
Bio:Sayrike lived a normal, comfortable, suburban life. Because she never lived around anyone and always concentrated on schoolwork first and foremost, her closest friend was her sister, and the two of them shuffled back and forth daily between parents. Her mother and father kept matters civil between one another, so the two sisters grew up with both loving parents in their lives. At one point, Sayrike's mother had to file bankruptcy during a particularly hard time, but stumbling blocks like these were always conquered. Sayrike is a fairly independent person, never having the same close friend for more than two years. Later on, even she and her sister began to grow apart. Sayrike misses that close bond, but she still presses on. This history of hers forged Sayrike into a serious and independent young woman. There's never been anything particularly terrible in her life, but maybe that's because she usually sees only the good in everything--even after being ripped away from the life she knew.
Summon: Asura Summon Appearance: A 6-armed androgynous entity (though with a lean towards femininity) with 3 faces—one showing benevolence, another showing anger, and the third showing joy. http://finalfantasy.wikia.com/wiki/File:Amano_Asura.jpg However, the extra arms and faces can disappear at will when one aspect is taking dominance. Summon Personality: Stoic, quiet, but has a heavy and commanding presence. They pass judgement without remorse, but remain fair and true. Not easily moved to anger, but once done so, enters into a cold fury.