Name: Kazei
Age: 19
Height: 5''11
Weight: 150lbs
Sex: Male
Personality: Confident, arrogant, and proud. Kazei's personality can vary from time to time, depending on who he's around. It is in his nature to puppeteer his personality in order to infiltrate the minds of others and manipulate them into his will.
Likes: Exploiting the Unknown, Combat, Stronger Opponents, biting off more than he can chew in a battle.
Dislikes: The ignorant, people who talk too munch.
Friends: None
Enemies: None
Party: The Void IV
Appearance:
User Image

Class: Taboo Swordsman- Kinki Kenkaku "The Taboo Swordsman", they are human mages with Kaijuu sealed within them, Kaijuu means 'monster' in Japanese. Anywho, Kinki Kenkaku possess to kinds of seishou (energy) so they are much stronger than regular mage and most Kaijuu. Their seishou is so abnormally high that they have to concentrate the majority of their seishou into one form... thus their swords.
(I plan to create these swordsman's own story)

Path of Life: Searching for his Light

Road: Dark

Weapon: Formless- The name of the keychain that symbolizes the Keyblade of the Twilight known as "Formless", the weapon without form. There is munch speculation about this keyblade in particular. Some say that it isn't a keyblade. In other words, the keyblade may just be one of its many forms, thus giving this weapon the name 'Formless'.

Weapon Abilities- Enigma Blade Style- A style in which Kazei's mana can manipulate and break down the composition of the blade, and reassemble it into an entirely new weapon. These weapons can be extended and bent in any way by Kazei's mana. Each weapon has its own style when wielding it, therefore, new abilities can originate from that particular style. From these endless blades, Kazei can do a number of things. From copying the weapon's composition to create another onto stretching it and giving it greater mass and more. It is an extension of Kazei. In a sense, a second limb, or a more heightened sense. It is a part of him. He has withstood munch pain and torment to create thousands of blades built upon thousands. Each one serving for a particular purpose or adaptation.

Tsurugi Form-

Dark Sword Style:

Darkside- Kazei rushes at the target, his blade burning with a black fire. As he strikes, the fire rips through the target with a fierceness that burns away 200%, Armor Shadow elemental damage. While powerful, Darkside has a price - the taboo swordsman suffers Magical damage.

Black Sky- Kazei unleashes a wave of negative energy that tears away 75%, Armor darkness elemental damage from every target. The blackness also carries a 30% chance to add the Blind status. Basically if darkness is being used against this attack, the darkness is slowly stripped away from the opponent and sucked into this void of negative energy.

Night Sword- Kazei points his sword at the target as an ethereal dark red blade rips through them from below. The attack inflicts Armor damage to the target's health, half of which is used to restore the his health.

Corruption- Kazei dashes at the target, his slashing sword followed by an arc of mottled blackness resembling rotted flesh. The target will suffer zombie like curse that will slowly spread and infect the rest of the body from the wound.

Duskblade- Kazei points his sword at the target as an ethereal purple blade rips through them from below. The attack inflicts 100%, Armor damage to the target's mana, half of which is used to restore his own mana.

Beastial Flare- Focusing the powers of feral beasts of the night into his weapon, Kazei summons forth an unholy blazing blade that extends past the end of his sword. With a swipe, he bathes the entire battlefield in a wave of dark, raging fire, inflicting Fire elemental damage to all enemies.

Nightmare- Kazei levels his sword at his victim, summoning a cloud of blackness to rise around it. The blackness saps away shielding dark elemental damage and carries a a slight chance to inflict of blind and the poison status as it clogs around the victim.

Twilight Slice- Kazei points his blade at the target, and an enormous orb of Grey energy flies towards her victim. The orb having the ability to power an one entire district of Traverse Town can prove utmost destructive in power, however it will never take away the last drop of life of the opponent.

Soul Eater- For a split second the battlefield is shrouded in impenetrable darkness as Kazei unleashes the ultimate technique of his dark art in an attempt to destroy the very essence of their enemies. Soul Eater has a 30% chance to instantly reduce all targets to 0 thus knocking them out or killing them, regardless of their current health and the damage. This ability takes three post turns to charge up and will completely immobilize or knock out Kazei entirely depending on his current heath. If his health is lower than half, it will instantly kill him. If any survive the mystical assault, they suffer a massive amount of armor and shadow elemental damage from the residual evil energy.


Shuriken Form-

Assassin Blade Style: Wielding this style, Kazei is the most acrobatic. Shuriken form known as Shruiken The Steel Dragon, can be used in numerous ways. Each blade of the shuriken can sink in to the point of where it looks like one single knife with a handle that curves around the palm for a full grip. Each of the other blades will extend out of the metal around to form a complete star shuriken. The length of the four blades that extend isn't limited and the spikes can extend as long as a short katana.

Broad Takana Form-

Cerulean Sword Style

Fated Circle-The Swordmaster gathers energy as she brings her sword around in a wide sweep, forming a perfect circle at the exact moment her chi erupts. The result is a wave of energy surging out in all directions, detonating wherever it makes contact with an opponent. Fated Circle inflicts 75% armor damage to the opponent's defense.

Cross Slasher-The Swordmaster rushes at her foe, chi-charged weapon held high; once within striking distance, she delivers three brutal slashes capable of cleaving any body in twain.

Spiral Cut- The Swordmaster rapidly somersaults towards the target, striking out on the final flip to transfer her momentum into an armor-piercing blow.

Blade Beam- The Swordmaster begins building up chi, charging her body to the breaking point before slamming her blade into the ground to release the pent-up energy, creating a crescent-shaped wave of force. Blade Beam inflicts can inflict up to 50% damage to the opponent's physical and magical defenses.

Cleave- The ultimate Swordmaster's technique is the most elusive of them all: the perfect blow, an attack of such purity and focus that it can tear through any opponent without slowing, turning a single swing of the sword into an unstoppable arc of destruction.


Cross Cannon Form-

Snipe Style:

Burst Shot- The cross cannon will gather suck out the mana from Kazei's body and fire it off into its rawest form. Spells that require incantations and concentration can be fired off into instantly, however this can leave him drained and fatiqued with each shot for the simple fact that his mana is forcefully being drawn out.

Arrow Spit- The cross cannon's barrel will shrink into a size in which can be used to shoot out quivers of arrows. It will then shoot out arrows composed of the blades that are melded from the composition of the weapon. The arrows are composed of pure metal just like the blade's compositions and can be reused to overlap into the weapon's mass once again for future transformation and use.

BOMBS AWAY- The cannon will began firing off large cannon balls composed of raw mana that will wrap the opponent's body and go into a fiery explosion of elemental energies on the minute of impact. The cannon ball doesn't necessarily have to hit the mere explosion of elemental energies that will scorch the opponents body will most likely catch them anyways.


Nothing Form-

Emptiness Style:
This is perhaps the form with the very least structure and the most difficult to control, being that Kazei has to manipulate each and every one of these thousand blades. Kazei will order Formless to shatter, and at that the blade will scatter into fine bits of of metal shards. This long river of floating shards will swing and swirl around Kazei's body as small particles of Kazei's mana stick to them and bend their direction in his will. A great number of things can be pulled out from using the nothing form, being that it is the most simplest yet complex form of them all.


Drifting Form-

Boarding Style: Perhaps the second largest extension of the Keyblade. The Keyblade Form is is then imbued with wind mana which causes its composition to gain greater mass, thus broadening both the length and width of the keyblade drastically. Once this is done sucessfully, the transformation of the keyblade is now of a key shaped hover board, giving the Kazei a vehicular weapon that takes him across vast distances to cover great area.

Fenrir Form-

Transporter Style

Magic-

Combinations Skill- Due to his pure warrior like style, Kazei had developed a more personal form of magic known as the combination skill in which he combines the essence of the three tiers of magic in order to get something more devastating.

Arcane Expansion Style- Magic that is used once the basic of the first three tiers of magic are mastered. Only then can each one be expanded as extensions that are branched onto newer and more powerful forms of magic.


Fireball- A ball of fire appears between the hands of the caster which can then be thrown. Upon contact with an object, the ball explodes, spreading flames. Caution is necessary when using this spell in enclosed area or forests because this spell affects a wide area. This is the most popular offensive spell. Kazei uses variations of this spell such as making the ball of light appear in places other than between the hands, or making the ball of fire explode on the word "Break." Being able to cast this spell is one of the criteria for a full-fledged mage.

Stone Spiker- A powerful and effective spell in which numerous large stone spears rush out of the ground. This is done by gathering magical energy in a hand and slamming that hand against the ground, which causes the layers underneath the ground to shift.

Flare Bit- A spell which creates several dozen small balls of light which burst upon contact. Each ball deals about the same damage as a slightly strong punch, making this a useful spell when wanting to capture, rather than kill, a target.

Burst Flare- A ball of light appears in the targeted area, and in the next instant the ball bursts, raising a tongue of blue white flame. The flames can melt even a golem with ease. Against a human, not even the bones will remain. This is the strongest fire-shamanist magic a normal human can cast.

Flare Arrow- A great mixture between light elemental and fire elemental. Basically they it is the type in the light is fueled by the flames. A spell which makes several fire arrows appear around the caster, and fly directly towards a target. The number of arrows that can be created depends on the caster's skill. Through careful arrangement, it is possible to make the arrows appear in places other than in front of the caster.

Va Ru Flare- At first glance it looks like an enlarged Flare Arrow, but upon contact it causes a tremendous explosion and deals a tremendous amount of damage. It can be used against living beings, and also to open holes in ceilings. Care is needed when casting this spell in a wooden building because the building could catch on fire.

Flare Seal- Fireproof+Resist Fire variant. A pretty high-level anti-fire spell, which is so powerful that even while being in fire, no heat can be felt. However, using this spell in combat is difficult because of the long amount of time required for casting.

Rune Flare- Creates a flaming spear by drawing power directly from the fire spirit. This spell is slightly weaker than Burst Flare, but it is the strongest fire spirit magic which can only effect a single target. Since the spell is pure energy, rather than flame, there is no need to worry about objects catching on fire.

Blast Bomb- One of the strongest of fire magic that when cast, balls of light about the size of a fist appear. Up to this point, the spell is similar to Flare Bit, but each ball nearly has the same destructive power as Burst Flare.

Dynast Bras- Lightning falls around the target in a pentagram, and then the lightning rushes towards the target.

Dynast Breath- This spell instantly freezes the target with ice and, right after that, the frozen target is shattered along with the ice. By careful placement, though, it is possible to keep the target alive in ice.

Van Reiru- Strings of ice spread out from the spellcaster's hand placed against a wall, along the ceiling, floor, and walls. The target(s) who are touched by these strings soon turn into statues of ice. This is one of the few large-area spells that can be used in passages

Vice Freeze- The ice counterpart of Burst Flare; a ball of ice appears in the targeted area, which then bursts, covering the surrounding area in ice. This spell is the strongest ice magic.

Hell Blast- This spell creates a spear of darkness which steals the life force of living beings. This power of darkness ends the effect of all sources of power, making it possible to destroy undead whose life depend on the dark powers.

Ragna Blade- Creates a blade of composed of the power of the Lord of Nightmares which can cut through anything. However the spell takes a physical toll on the caster to the point of causing physical damage if maintained for too long. This blade itself is composed of pure magic and is more dangerous to use than that of any metal blade Kazei uses.

Scatter Brid- This spell calls forth several dozen spheres of energy which swarm towards the opponent in annoying waves but does negligible damage.

Ferrous Bleed- This is a summoning spell, which can be used to call animals to the caster's location. The animals are not controlled by the caster, they just have an overwhelming urge to go towards the caster.

Doragu Sereibu- This spell is known to be the strongest black magic spell normally castable by a human without amplifying his or her bucket capacity; one shot can level a mountain or even a small city. It is also highly effective against astral beings. It is advisable for the caster to put some distance between himself and the target, as he can be easily caught in the explosion as well. When using the Dragon Slave at close range is unavoidable, the caster usually puts up a strong barrier beforehand, which still may or may not be enough.

Levitation- By manipulating wind, the caster gains the ability to levitate. After casting the spell, it is possible to rise or fall simply by willing it. This spell is very easy to control. It is possible to cast easy spells while casting this spell.

Elmekia Lance- A spell which creates and fires a lance of light, which damages a target's spirit. This spell deals no physical damage, and even a direct hit only causes the target to fall unconscious for a period of time. A useful spell against spirit beings.

Elmekia Flame- Stronger version of Elmekia Lance. Instead of a lance, a pillar about as wide as a man's chest is shot out. It deals no physical damage, but since it attacks from the Astral Plane, it can easily destroy the spirit of a man.

Exit Ball- Spell created to extinguish flames. Since it isn't a very powerful spell, it isn't possible to extinguish flames over a wide area.

Fehlzereid- A spiralling ray of light deals damage to a target. Since the spell doesn't travel in a straight path, it is harder to avoid than spells like Bram Blazer which travel in a straight line. Can deal enough damage to destroy a Darkside Heartless with a single hit.

Illusion- A spell which allows the spell-caster to send an image directly into a person's head. Since this illusion can only be seen by the spell-caster and target, there are many uses for this spell. While the illusion is being maintained, the spell-caster must concentrate and cannot cast other spells. This spell can be very powerful, but the problem is that while there seems to be a battle going on between the target and the spell-caster, the sight is rather laughable to onlookers as the image is only inside their heads.

Windy Shield- Surrounds the spell-caster with a barrier of wind which defends the caster from all attacks but requires concentration to maintain preventing any other spells from being cast.

Deim Wind- Spell which compresses air, creating temporary strong winds in front of the caster. If the target is a creature, all the spell does is prevent the target from moving forwards for a short while. But, as a defensive spell against things like missile weapons, the casting time is short, making this a very useful spell. Also, this spell can be used while fleeing from targets who it is important not to injure.

Dill Brand- With the caster at the center, this spell can blast anything upwards within a circular range of the ground, including dirt, rocks, or anyone inside. Since this spell's effects aren't lethal (though the resultant fall might be), it can be used to knock targets unconscious and capture them. In addition, the pillars of displaced dirt and rocks can be used to hide from or blind the target. There is a chance that nearby party members or hired help will also be blasted, but there's little chance they'll perish, so, in a way, there's no need to worry when casting this spell. Of course, there's no harm in exercising caution, either.

Dimilar Wind- Spell which creates a powerful wind by shooting a high-pressure ball of air. Wind strong enough to burrow into the ground delivers damage to the target. However, anyone who is within the area of effect of this spell will be blasted away, so caution is necessary.

Diem Claw- Rearranging Diem Wind to blow wind vertically, with the caster in the center, as opposed to horizontally. No use except for when you want to put on a show, in which case cloaks become particularly dramatic.

Detoxify- This spell removes poisons from the body of the target. When there are two or more poisons present, all are removed. A spell which is nearly as popular as Recovery among clerics.

Dark Mist- Spell which fills the area with a dense black fog. In the black fog, even magically created light is completely absorbed. Once created, the fog remains even after the spellcaster stops concentrating.

Digu Bolt- A lethal spell which shoots out a blast of lightning from the palm of the extended arm. This spell is a stronger version of Mono Volt, and a direct hit by this spell most likely means death. There is also a small chance that targets struck with this spell will catch on fire.
Arc Brass- With the spell caster as the center, makes lightning rain down on an area of several blocks.

Vision- A spell which allows an illusion of the spell caster to be projected over far distances and makes it possible to converse normally.

Shadow Snap- Spell which holds a target by manipulating the Astral Plane through the knife pierced in the target's shadow. A target affected by this spell can do nothing except cast spells. However, in a place where there are no shadows or when for some reason the target's shadow temporarily disappears, the effects of the spell ends.

Goz Vrow- A spell which summons a "shadow" which first deals damage to a target's spirit and then to the target's body. The shadow which appears on the ground heads for the target in a straight line and, upon contact, deals damage to the target's spirit from the Astral Plane. Since the shadow is "alive," it cannot be dispelled by Lighting or other forms of light.

Shadow Web- The caster's shadow stretches out like tentacles, which, by piercing the shadow of the target, brings about the same effect as Shadow Snap. It is possible to hold multiple targets by creating several tentacles at once. Can be negated the same way as Shadow Snap.

Frozen Rain- Rain of Ice Daggers variant (creates a ball of ice in the air which continues to shoot out icicles into the area. Self powered and uncontrollable.

Frozen Arrow- he spell makes several ice arrows appear near the caster and then fly towards the target; the ice counterpart of Flare Arrow. The arrows can also be used to restrict an opponent's movement by freezing the target's feet to the ground. Though this spell is similar to Flare Arrow, it does not cause things to catch on fire, so in areas where there are many combustible such as towns, this spell comes in handy.

Ray Freeze- This spell neutralizes opponents by preventing them from motion of any kind. Being unable to move, targets are also rendered unable to speak, and thus, unable to cast spells.

Rune Breaker- By creating a ward in the shape of a pentagram, all magic within the pentagram is weakened. This spell does not depend on the skill of the caster, but instead depends on the size of the pentagram. The larger the ward, the weaker offensive spells and unnatural enchantments become.

Flow Break- A spell which negates the effects of all spells within the area. Cannot be used during combat. Except for white magic, all spells take their strength from the energy created by altering the natural flow of energy; this spell negates other spells by returning the flow of energy to normal.

Abilities:

Heartless Summoning- Depending on the area he's in, Kazei can summon forth a variety of heartless. In the realm of darkness, he can utilize this ability more effectively and use the

Dark Aura- Kazei will mentally push the dark aura from his body until it can be seen swirling around him in semi-physical state. He will then draw all of the dark aura into his hand and fire it off at his opponent in shots.

Dark Cutter- Kazei forms a blue orb that levitates above his palm as it spins and gains power. As it spins around, the constant darkness that emits from it will spread around it and spin as well until it forms a dark disk of aura that will cut through the opponent.

Shadow Blink- Although its used for such small distances, its nearly impossible to attack the user physically because the technique is mainly used for both moving in and dodging at the same time. Once used, it appears as if the user is standing in one positioned. However, with keen eyes it can be seen that if the shadow blink has been performed, it can be seen that footprints lie in various positions next to their feet where they have moved or changed positions. Also when performing long distanced movement, the user's form appears black as a shadow along with shadow like images that they leave behind as they move closer to their opponent while their image appears to blink in random directions. As the user moves towards the opponent, they shadowy blinking images of themselves behind that constantly blinks which confuses the opponent of not knowing where is their true position.

Shadow Skin- The amplifier of power. Kazei summons forth the darkness from his heart and wears it around parts of his body in a mucus like skin. Shadow Seal; In this state, both Kazei's physical and mental attributes along with his magic are amplified by the Shadow Seal. Example a user using the Fire magic will now temporarily have the power to use its second tier known as Fira. However, as all techniques involving the darkness, this Shadow Skin has its drawbacks. During the use of it, the body is constantly being eaten away by the darkness until there nothing left of it. Also in this form, the user's body becomes one with the mucus, thus allowing them to also solidify areas of his body to the point of where its even impenetrable to pure steel. Just as the user is able to harden the mucus of shadow skin, tthey are also able to loosen the skin in a way that allows them to meld with the mucus and liquefy their body, thus allowing projectiles or weapons to pass through it.

Absolute Shadow- Similar to that of Kazei's shadow blink and is used in the same sense, but with a more different twist. This must be moved in joint with the Shadow Skin Form. Each time Kazei takes a step, the image left behind is composed of shadow with the same mass and volume of Kazei's body. Although these beings can move freely about, they are only composed of the outlined shadow skin that Kazei leaves behind, therefore they will break away and fade intwenty seconds time. These beings are mostly used as diversions and can use up to some of Kazei's intermediate magic. However, their mass and composition is put into each spell, thus they fade away faster with each one.



History/Bio: As we already know, Kazei was and is always the type of person where once he set his mind on something, there was nothing or no one to change it. At age 16, his heart was lost to the darkness for this same reason. With his strong since of will, he was able to keep his form for simple fact being that he wasn't ready to call this the final chapter in his life. Rising within the ranks of nobodies, at age 17 Kazei along with his best friend Hoax gained many allies and formed a new organization of high ranking nobodies. With this organization they set out on a path to achieve their hearts, therefore setting Kingdom Hearts as their main objective. However, there were many obstacles in their way such as Sora and his followers. Many times these two powers crossed paths and many of Sora's followers along with organization members fell. At last, Kazei and his friend Hoax reached Kingdom Hearts only to meet Sora and Riku there for a final showdown. The Battle of Kingdom Hearts. The battle rage on for what seemed like an eternity, but end the end only two boys were left standing. Kazei and Hoax achieved victory that faithful moment and won the battle of Kingdom Hearts. Although the fall of all of their followers was a devastating price to pay, as nobodies Kazei and Hoax didn't have a heart to feel for those fallen members. However, with their long time friendship as somebodies made them feel as if they did. Now that they had Kingdom Hearts within their grasp it was time to retrieve their hearts. However, Kazei received only half of his heart while Hoax received his whole. A being with half a heart will cease to exist on one side of the realm as the other will be doomed to wander the darkness for eternity. Kazei's parting words to his friend was, "Take care of our world". With that Kazei vanished into memory into memory and Hoax was sent back to he and Kazei's restored homeworld of Arius Islands.

1 year later
Kazei roamed the Realm of Darkness where he searched for the other half of his heart. The dark half that is still attached to him however, is the very thing that allowed him to exist within the realm of darkness. It was the light part of his heart that he was missing and which caused him to cease to exist in the realm of light. Kazei encountered some allies as well as enemies there, even those aligned with the Dark Keybearer himself. The boy who would bring destruction upon the worlds. A voice then lied upon his ears. Kazei was then told that the answer to finding his heart lies within searching for himself. Meanwhile within the realm of light, Hoax and his friends continued their journey looking for Kazei. Many times they did come across what looked like their old friend, however each Kazei that they met were only glimmers of light that his heart left behind. Each glimmer was a remnant that served as a vessel of memories of Kazei that was left behind. Each glimmer had their own struggle with fighting the horrible reality that they didn't exist. One glimmer even beared a bond with Hoax and friends so strong that he sacrificed himself to save them from the dying world they were on. There was also one time where even one glimmer felt a connection that drove him to help Hoax and gang against a corrupted keybearer, therefore losing its life also. Soon Hoax would notice that each time he thought he ran into his friend, it was nothing more than glimmer left behind by Kazei's heart.

Another year
After spending 2 years within The Realm of Darkness, Kazei has come up of age within the dark realm. Rather or not he is still the same cool and cocky kid from before remains unknown as well as if he is even still alive. However, what is known is that he has no memory of his friends or any events that has taken place with them due to the fact that his memories are scattered within the realm of light. A being with only a dark half of his heart and with no memories of light or compassion can only have one true path within the realm of darkness. That path alone speaks for itself. Only can Kazei's heart return whole once the seven glimmers of light are returned to him.