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Shade Soul13

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PostPosted: Thu Sep 02, 2010 8:01 pm


Hunter Ikari


~Appearance~
User Image

Full Name: Hunter Ikari

Alias/Famous Name: The Blood Seeker

Age: Appears to be just around 20
[Really around 200 years old]

Gender: Male

Seishou Affinity: Balance

Race: Heidran [See Bio]

Weapon(s) of Choice: Sin and Virtue, as well as a few other weapons,
among them include a longsword that's serrated down the entire edge,
a pair of knives, a large scythe, a pair of elven shortswords and a Crossblade staff.
All of his weapons can be stored on his back on a harness,
excluding the knives, which are mounted at the back of his belt(s).
This is all in addition to his training in unarmed combat, although he prefers to use a weapon instead.
He has armored shinguards hidden under his baggy pants to increase his combat potential in this regard.

Keepsake: Death's End, a small crystal shard embedded in the flesh of his left arm.

Keepsake Grade: Rank B

Keepsake Effect: When used as a focus and Seishou is channeled into this crystal shard, Death's End forms a pair of black feathered wings on Hunter's back.
These wings are incapable of flight, but can be used to block attacks, and the feathers can be plucked and thrown, sharp as knives, as an offensive weapon.
The wings are incredibly strong, and are very dense, stronger than steel but light as a feather...pun intended.
The wings do slow him down, but he can still use Dance while he has these wings activated.
When he wills these wings to go away, they wrap around him, and burst into black feathers that fall to the ground, no longer different from ordinary bird feathers.

~Personal Background~


Height: 6'1"

Weight: Around around 160 lbs.

Hair: As is seen in pic.

Eyes: As is seen in pic, slate gray, without bandage over eye.

Personality: Hunter is Lighthearted, Kind, Caring, Loyal, and Romantic.
Yet at other times He's Cautious, Cold, Distant, Distrusting, and Skeptical.
He can go either way, but if given trust and kindness, he'll return it just as much.
Much like the Fae, but less vengeful in comparison.

Physical Build: Lithe; Lightly Toned, but with sculpted, corded muscles.
Soft, yet masculine features. A very well defined collarbone.

Family: The Fae Folk, and even some forest Elementals, see him as one of their own.
Currently he has no other ties, but due to his lifestyle, it's always subject to change.

Affiliation: Drifter, Guardian for hire (or at request).

Bio/History: Hunter doesn't remember much about his past, just that he'd grown up a relatively normal life.
One day, in the forests around Godslayer Mountain, he came across a group of bandits who were logging the trees, and stomping through a meadow's stream without a care.
He warned them to leave, and apologized to the spirts that resided there, only to be attacked by the bandits, and left near-dead and bleeding profusely in the meadow grasses.
Local Fae-folk and elementals took pity on him, and a Fae or two mixed their blood into his own, healing him as they did so, changing his body.

When he awoke, he had become a Heidran. For the past 200 years, since that day, he has wandered the lands without a true purpose.
He is almost as carefree as the Fae that dragged him back from the brink of death.
Since that day, he has been changed, no longer human by any standards other than his appearance. Most Fae call him "Deathless" because of this.
Before he became a Heidran, his eyes and hair were brown. The reason they've changed is a mystery.

[[Other than this, I'm opting to leave his history a mystery, and develop it further in the RP.]]


~Magic~

Rather than having a normal Seal, whenever Hunter uses his magic, a skyblue aura begins to rise off of him in wispy steam during activation.
The more Seishou he uses in his magic, the more aura comes out, though it never manifests an image, but rather simply increases in volume.
Whenever he uses any of his Magic abilities, his eyes gain a more silvery blue glint rather than being grey.
It should be noted that if he willed it, his Magic could be focused on another person, so they would get the buffs, the barrier of Nullify, or anything he set in motion through these means using his Seishou.

Amplify- By channeling his Seishou into another person, he can resonate it back and forth, increasing the strength of their magic attacks.
On his own, this can be used to increase his physical strength or the sharpness of his blades.

Accelerate- By causing his Seishou to resonate through his body, he can increase his mobility and speed,
although he sacrifices a slight amount of strength in his attacks because of this.

Nullify- By channeling his Seishou and using himself as a focus, he can create a barrier around himself, and possibly another person or two at most if they stayed close,
and deflect magic attacks and even some physical attacks for a short time.
It can be shattered with enough effort by an opponent, if it takes too much damage in a short amount of time.
The weakest of effects are simply nullified by this barrier.
The barrier appears as a dome of skyblue hexagons.

Static- By channeling raw Seishou into a different form, Hunter can create an electrical charge, or increase the friction grip between him and a surface or object.
This is used either to shock his foes, or even allow him to briefly run on walls.

Dance- Hunter can decrease the friction on his feet so that he can slide, and effectively skate across the ground.
He does this by channeling Seishou and creating a surface on the bottom of his feet that slides along the ground at will.

Destruction- By channeling raw Seishou into a small area, he can create hard pockets, the opposite of vacuums, that explosively expand with kinetic energy.
He can also use this to fire blades or bullets of energy from his strikes or his weapons, such as during a punch, kick, or slash.

Regeneration- Hunter can increase the speed of healing in another person, but this is taxing on his body, because it uses so much Seishou.
It can stabilize a person or staunch massive bleeding, but will only truly get rid of small wounds.
Major wounds might be irrepairable with this alone.

Balance- This ability is quite unique, and quite vengeful. By absorbing the natural energy in an attack and redirecting it, Hunter can bounce attacks on his body back at his foes.
He still takes the damage, but he deals proportionate damage back at the user of the attack.
It's quite risky, but if used right, can be effective. If he would use up too much Seishou in this mimic attack, he can't perform it.


~Special Abilities~

Increased Agile- Being a Heidran changed Hunter, and the first thing he noticed was how much faster had had become.
More agile and mobile, he realized that although his strength hadn't improved by much above what strong humans could do,
he had become better at avoiding blows to begin with.

Increased Endurance- As a result of becoming a Heidran, Hunter is both faster and stronger than normal humans of comparable size,
but, more importantly, he can last longer under the same stress in comparison to a human.
Also, he's more resistant to Toxins than a normal human, but overexposure can still weaken and eventually kill him.

Increased Senses- Because his body has been changed to suit the Fae blood in his veins, his senses have become more acute.
His hearing is clearer, sight sharper, and sense of smell improved.

Increased Reflexes- Owing to his increased perception and agility, Hunter has a faster reaction time than he used to as a human.
This is a big deal, because often times he can respond faster than his allies to the same threat, even if he perceived it after they have.

OldSoul- Due to the fact he has more or less transcended humanity in a sense, he will live far longer than a human would, since he no longer is one.

LongLived- Since he's lived so long, and partially due to the now more magical nature of his blood, Hunter can understand and speak nearly any language, with only a few exceptions.
As a side-effect of this, he's also learned minor telepathy, although he can't read minds other unless they direct thoughts at him.

Heightened Seishou- Owing both to his passive nature and his new Fae Blood, and possibly by a latent ability to accumulate Seishou in the air,
Hunter has a much longer endurance time than others while exerting himself with Magic.
However, because he has less to use it for than others, this doesn't really account for much, in comparison.

Charismatic Aura- Owing to his Fae Blood and his pleasant personality,Hunter often finds it easier to interact with others,
mostly in part because they feel more at ease with him than they would normally with another.
Although this won't make someone who resents him for something forget their grudge, it will make them act less harshly upon it.
This is less effective, but still sometimes noticeable, in certain kinds of people (RPC's).

Nature's Own- Many Animals feel empathy towards Hunter, Fae see him as their own, and Elementals trust him until he gives them reason to do otherwise.
Some beasts are slightly less inclined to attack him, although stronger ones simply ignore this instinct.
This ability is a direct result of his Fae Blood.

Regeneration- Although not instantaneous, Hunter's body will heal wounds at a rate much faster than normal.
This makes bleeding to death less of an issue, but he can still be killed outright.
If he takes enough damage, he might even need to use Regenerate on himself to increase this effect.
The smaller the wound, the faster it heals.

Seishou Absorption- Over time, if he's resting or simply not exerting himself, Hunter can absorb Seishou from his surroundings.
This only works on latent Seishou in the air, such as that emanated naturally from living beings.
It works best in areas where Seishou is more concentrated, such as forests, but he can't keep hold of the extra Seishou.
It is best used to increase his rate of regeneration while resting, and is otherwise not very effective.

Latent Rage- Due to his Fae blood, Hunter has taken on more a natural aspect, and as a result, his usual calm can sometimes be broken.
In these instances, he becomes a berserker who will not rest until his hunger for violence has been sated.
During these...episodes...his aura and all emanations or powers linked to Seishou become crimson red.
The whites of his eyes turn black, and his irises turn blood red.

Null- Because of his attunement to Balance, Hunter has become tied to the plane of Null, also known as Void, and as a result, he can store his weapons in semi-existant pockets.
The end result is that he can store his weapons, and draw them out when he needs to.
This doesn't use any Seishou, but the time it requires to physically draw his weapons from this realm evens this out.

Adept- Naturally, Hunter was blessed with a high intelligence, and as such, he is naturally cunning. The most obvious of this is that he can combine his powers into different combinations to suit his needs.
Different combinations are listed here:

Windfall- By channeling Nullify around an object, and using a scaled down version of Destruction, he can cause a falling object, such as himself or anyone else in his Nullify, to slow and take little to no damage from a fall.
Deliberate throws, on the other hand, are not always as easy to stop. This can be used to stop an object in mid-air for a moment, but does not prevent gravity from claiming it.
Multiple attempts to airbrake in this manner might be needed.
It functions by causing kinetic energy to push against the barrier of Nullify, therefore pushing /against/ the direction it's going, which can slow or stop it.
Nullify prevents Destruction's modified form from causing unneccessary damage from this.

Drive- By combining Accelerate and Dance with the fundamental aspect of Destruction, he can set up localized fields that propel an object in a certain direction.
Objects of a even moderate speed can escape this effect, but coupled with effort on the subject's behalf, it can create a good boost right off the start.

Stage- By using Drive on a much larger level, he can create an arena ring that propels all objects towards the center. The ring is a good 20 feet in diameter, but he can't change the size to anything larger.
As with Drive, objects of good speed can escape the effects.

Crush- By using the fundamental effects of explosion and channeling them in a specific manner, and then surrounding that in Nullify, he can cause a globe of crushing force, relying on gravitational pull. It exudes great force, but he can't use it on a moving target, and living beings are even harder to use this on.

Siphon- A rather deceiving name, this power actually uses the ideas of Crush and Drive to move objects of size or weight easier, and can even sepperate two materials from each other. It's best used on water, or soft earth, but it can't be used in any form of attack. Hunter uses it mostly to bathe, or draw poison from wounds.

Search- Relying purely on Hunter's ability to amplify, this amplifies his brainpower to the point where he can locate objects with a kind of sixth sense. This works on anything he's imprinted at the time, but usually only the general direction.

Imprint- The reverse of Search, this power allows Hunter to imprint an object into his psyche, and allows him to Search for that object, where it is.
He can imprint up to three objects at a time, and can willingly replace them when needed. He only needs to stimulate at least two of his senses on some source, if not the actual object...I.E., a person's hair.
If he can stimulate three or four of his senses, he can find the exact location of that object, rather than a general direction.
For people, this means meeting them and being closed enough to stimulate that many senses around them...prefferably Sound, Sight, and Scent. Taste and Touch might seem creepy.
He can only imprint one object fully at a time, but can change between full imprint and partial by re-imprinting.
I.E. he could be following a person perfectly, but change to follow someone else perfectly, but still understand the general compass direction of the first subject.
It's easier to imprint willing subjects, and unwilling subjects often prove near impossible to fully track down, and can sometimes even completely evade his Search if they want.


~Extra~

Hunter sings and humms something called the Lament, often when he's alone or simply bored.
It's a sorrowful tune that brings a somber mood to just about anyone who hears it, though it is very beautiful.
It happens to be the last lullaby him mother sang to him, a story about an angel who fell from the grace of god,
and was forced to live an agonizing life of loneliness, though there is a hopeful note somewhere about it.

PostPosted: Sat Oct 02, 2010 5:21 pm


Hunter's Grid

The Grid details Hunter's options in combat, but it does not limit him...it merely suggests at possible strategies he might employ. He needs not limit himself to a single section of the grid, either, and it's quite common for him to mix different areas of the grid mid-fight.


The Four Paths and the Twelve Decisions

There are 4 Paths, and on each path there are three Decisions. Each path and decision is named individually.


Path of the Guardian- Decisions on the Path of the Guardian are tailored towards guarding Hunter's charge. They are called Styles. They are made for group fighting, for the most part.

Infinite Strafe- This Style is made for Hunter to dance around the battlefield, striking enemies and softening them up and detering them from touching his charge before they get too close. It mostly consists of attacks made while moving to another enemy, endlessly strafing everyone around him, always on the move, dodging blows and giving small hits here and there.

Deathless Guardian- A Style made for pure defense. If anything gets close enough to threaten his charge, Hunter uses this Style. Hunter dances around his charge, blocking blows, and dealing minimal hits here and there in favor of defense.

Lurking Shadow- A subtle Style, made to assist his charge. He seems to fade into the background, striking without warning when needed. This style is best used before combat even starts, making potential enemies overlook him in public, causing them to make a mistake he can take advantage of. In combat, he covers his charge's back, striking around them when needed.


Path of The Warrior- Decision on the Path of The Warrior are called Stances, and are made for taking down enemies in a variety of ways.

Fencer's Grace- Through the use of a blade and either a free hand or a light weapon in the off hand for parrying, Hunter dodges and deflects most of his enemies attacks, counter-attacking when the opportunity presents itself. Although it doesn't deal much damage, it's a good strategy against enemies who favor light weapons.

Stance of Sin- Hunter takes an interesting stance, but seems to leave himself open. He concentrates on dodging moves by keeping his body ready to move at a split-second, and while dodging, he inflicts damage on his opponents, or gets around into their blindspot and deals devastating attacks. Often relies on alot of feints and bluffs, hence the name. Can be used with any weapon combo, excluding his scythe.

Final Stance- Hunter takes a stance with a single sword gripped in both hands, pointed towards the enemy, almost like a samurai. When his opponent attacks, he takes the blow but moves with it, minimizing damage and preventing death, and sometimes evades an otherwise-fatal strike intended for his vitals by micrometers. Because his opponent is now on his terms, he deals a killing blow with ease after this, or at least a wound that will not easily heal.

Path of The Dancer- This Path relies on finesse, skill, and interesting tactics. Each Decision on the Path of The Dancer is called a Dance. They are an attempt to meld combat and dancing into an artform otherwise unseen, and are quite successful in pursuit of that goal.

Ebbing Tide- Reliant on Hunter's scythe or crossblade staff (while closed or combined), this Dance is performed by using fluid motion and keeping the weapon in constant movement patterns, usually around the body. Most of his movement in this Dance consists of backsteps and spins, but he can meld the two to advance, although he always appears to be receeding from a target. Attacks done with this weapon are wide ranged and powerful, but slightly slow, although he's very hard to hit. It's best used against groups of enemies, but can be effective against less skillful opponents or opponents who rely on speed, instead of strength.

Blitz Rush- During this dance Hunter keeps himself in constant motion, running at an opponent continuously from various angles, jumping into the air and attacking from above, and the like. The point is to overwhelm the enemy, or to perform hit-and-run types of attacks. Against slower opponents, this is a devastating strategy.

Endless Rain- The point of this dance is to keep enemies a good distance away, or trick them into coming close. This is usually accomplished by throwing weapons or using ranged attacks. On the alternative side, Hunter can rush in towards (or lure in) opponents and begin to execute very fast attacks, which, although not very strong, add up over time. Slower opponents find either of these types of attacks deadly, and even fast opponents find themselves on the defensive.


Path of The Druid- The Path of The Druid, the last path, is one of unique Decisions called Arts. These simply don't fall into any other category, or are too radical for most others too apply.

Stoic Earth- The least used of Hunter's tactics, this Art is built on the idea of using Balance and Nullify to slow an opponent down until Hunter can deal massive damage, and then proceed to finish them off. First, he calms his mind and body, and takes a defensive stance. Nullify is used here and there when needed, and when an enemy prepares a particularly brutal attacks, he'll use Balance to ensure they take just as must damage. After that, he usually changes to another strategy, such as Endless Rain or Ebbing Tide, to chip them down to nothing and ensure their defeat. Since it's so risky, he almost never uses it.

Infinite Purge- Hunter hasn't elaborated on this Art's applications in combat, but it's known to be a great method of healing someone outside combat with amazing efficiency, though it leaves him rather tired afterwards.

The End- This Art is called the Forbidden Art, and Hunter has never shown it ouside combat...the only thing that's known about it is that no one has ever witnessed it and survived.

Shade Soul13

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