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AlexanderMayoko

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PostPosted: Mon Jan 26, 2009 8:36 pm


Gaian Name: AlexanderMayoko
Character Type: Main

~Character~

Name: Real name unknown, answers to alias Susanoo
Meaning: The God of Wind & Storms
Gender: Male
Age: Refuses to speak of his age, appears to be in his mid-20s
Birth: April 1st, year unknown
Species: Human
Race: Dragon Rider
Family: Unknown

Apperance: Susanoo likes to wear a long, loose, green robe, with varying hues of green, some lighter, some darker, with a belt around with mid-section. His robe has large shoulder pads to give it an armored look, as well as shock value to his psychial build. he wears long, diffrently hued green pants under his robe and a pair of leather slip-ons for shoes. he has deep-set Hazel eyes and very long dark green hair, which reachs down to the small of his back, is loose and free-flying. this adds shock vaule when he is casting his magic as his robes and hair are sent blowing in the backlash of wind. underneath is robe, he isn't too impressive, a lanky build, espicaly for someone who stands at 6'1''. with no real defininable muscles. He carries a pair of double edged daggers he created, which he calls "Knuckle Daggers". the daggers have finger holds built into the handle so they can be held side-ways, allowing the handles to be used as Brass Kunckles, should Susanoo not want to kill his foe. he wears a necklace with a large emerald in it at all times, which acts as a channeling enchancer for his magic. weighing only 150lbs soaking wet, people are amazed that Susanoo's own magic doesn't know him over.

History: No one really knows much about the man who calls himself Susanoo. The only thing agreed upon is that his real name isn't Susanoo. his age and birthplace are anyone's guess. He just showed up one day at a local tavern, nursing a gash in his right arm and ordering some booze. While mostly aloof and uncaring about the world around him, there are two things that spark Susanoo's aggressive side: Injustice, and Stupidity. His attitude can change in a heartbeat if confronted by either of those things. He becomes angry and irrational to reason, generaly sending the offender flying away with a wave of his hand. His mastery over the wind ranges from simple palor tricks and sleight-of-hand, to full out assault attacks. when angry, he tends to slip into using military jargon (I.e. "Well, this situation is FUBAR" which means, Fricked up beyond all repair "WilCo" Will Comply and when asked how everything is going: "SNAFU" Situation Normal, All Fricked Up) suggesting he has some military training, or worked as a mercany. he truly only finds solace with his dragon partner, Tenchi, and flying the open skys with him.

Side: Good, Unaffilated with any group or kingdom, may have possiable military ties.  
PostPosted: Mon Jan 26, 2009 8:57 pm


~Dragon~


Name: Tenchi
Name Meaning: Heaven and Earth
Age: 1 year old
Gender: Male

Discription: Tenchi is about the size of 3 or 4 horses, colored in varying shades of green scales, his wings strech out 15 feet out from his body, with three bones on each side, covered by a thin, dark green, webbing. The color green might seem like a personal choice for the Duo, but it actualy serves a tactiful purpose too. they can hide in tall grass and not be seen until someone is right next to them, by then it's too late. on each of his four paws are three large talons, measuring about 3 1/2 feet long and razor sharp. his most interesting feature are his wing muscles, which are extermly large and powerful, allowing him to create up to 100mph gusts of wind for a short time, which are perfect for fueling Susanoo's magic talents.

History: Susanoo refuses to discuss his Dragon partner with anyone, and keeps much about where he came from and how he came to join Susanoo a secret. However, they seem to share some sort of bond to understand what the other is saying, without speaking the same langauge. The duo work well together, and seem to feed of each other's energy. Good-humored and a practial jokester. Tenchi is the only one who can pull stunts on Susanoo and get away with it, but when needed, he is a serious as his master in combat, providing winds on still days and if need be, using his Talons to protect his companion.  

AlexanderMayoko

600 Points
  • Gaian 50
  • Member 100

AlexanderMayoko

600 Points
  • Gaian 50
  • Member 100
PostPosted: Mon Jan 26, 2009 8:59 pm


~Known Spells~


Gathering The Four Winds- Susanoo can gather any winds in his present area, natural or made by the wings of a Dragon, and have it concetrated into a circle around him. this spell is used as a catalyst for his other spells, or as a defensive shield, warding off projectiles and rushing attackers, however, the winds cannot be constrained to one area for long, and will disperse after roughly 20 seconds. Wind Elemental, Chant: "Shield or Weapon, I bend the Wind to my will."

Hidden Daggers- This can only be used after Susanoo chants Gathering The Four Winds, it also requires Susanoo have free use of his right arm. Using his arm, he can turn the wind into Etheral Daggers and send them flying in a direction he so chooses. the stronger the wind, the more powerful the Etheral Daggers become, however if the wind is made by Dragons flapping their wings, it spell loses some of it's bite. with a strong gust of wind, Susanno can create 25 Daggers, while with a light breeze, only 5. Winds of Dragons Wings create 10, but they are smaller and travel with less veloicty. Wind Elemental, Chant (said with his palm open) "The wind shall make you pay for your transgression" (points his index and middle finger at his foe/target) "Impale them!"

The Push- Gathering The Four Winds must be chanted, and Susanoo needs his left arm for this. A very basic spell, forces the gathered wind into a concetrated gust that can push targets off their feet, or force them back if they're wearing heavy armor. Those unfortunate enough to be caught with light or no armor on will be send flying backwards about 25 feet, while heavily armored will be pushed back 5 feet. while this spell causes no damage, being sent flying into a stationary object can be painful. has no effect on Dragons. Wind Elemental, Chant: "The wind will not allow you to advance. Go back to where you came from, Cur!" (opens his left palm to his intended victim)

Heaven Is Falling- Gathering The Four Winds must be active, and Susanoo needs both of his arms free for this skill. This causes the wind to blow strongly from ABOVE his target, causing what feels like a crushing effect on them. while it doesn't hurt his foe, this skill can make it impossible to move, attack, or for Dragons to take flight. This skill is also the most draining on Susanoo, and is usualy used as a last resort to escape a battle. after using this skill, Susanoo must rest for several mintues to regain his magical energy, lasts 20 seconds. Wind Elemental, Chant "Do you feel it? The rage the wind has towards you? If not, you soon shall...Crush!" (Slams both palms into the ground)  
PostPosted: Wed Sep 30, 2009 5:04 pm


Expanded History

Real name: Katushito Naga
Age: 527

Pre-Statis History:

A Mercenary commander who was hired by the King to serve as reinforcements. from the back of his Dragon, Okami, he fought with unmatched valor and zeal. Thanks to him and his Mercenary forces, the king won the day and the war. When offered a position by the King, Katushito did something unheard of, he turned it down. Pefering his freedom to a steady income. Well, Kings aren't used to hearing the word no, and Katushito was attacked at his Mercenary camp, as his men fell all around him, he fought one-on-one with the king, until from exhaustion he fell. Deciding to make an example of him, the King ordered his men to throw Katushito into a magical statis, which had him sealed for five-hundred years, until the magic weakened enough for him to break free, and reemerge into the world as Susanoo.  

AlexanderMayoko

600 Points
  • Gaian 50
  • Member 100

AlexanderMayoko

600 Points
  • Gaian 50
  • Member 100
PostPosted: Sun Nov 08, 2009 6:50 pm


Armaments & Latent Spells


Arms:

Na & Ga:
A pair of daggers that Kat carries on the inside of his robes in special sheaths. their blades are only 12 inches long but are double-edged and very sharp. they have holes drilled into their handles, allowing Kat to use them as Brass Knuckles. They can be converted via "Summoning Moljnir" into Katushito's Hammer

Moljnir:
Katushito's War Hammer, named after the one the god Thor used. can be brought to life via "Summoning Moljnir" and sacraficing Na & Ga. trading speed for power, Katushito swings this hammer with all of his might, and can use the spear-like spike at the top of the hammer to stab his enemies. can be converted via "Summoning Na & Ga" back to the daggers.

Nami & Nagi:
A pair of long swords that amplified Kat's powers. each sword was 3 feet long and single edged, with an emerald in their hilts. together, they can amplify Kat's powers by tenfold, however the power pushes Kat into a berserk like state, causing to him to attack without thinking. he sealed Nagi in a place that is now forgotten to him, and Nami was captured by the King, it's fate is unknown.

Armor:

Leather-Reinforced Robes:

Katushito simply put leather implants under his robes to absorb blows better.

Wing Armor:
A full plate of armor that Katushito wore while going to battle as a merc captain. It was strong enough to absorb sword and spears stabs and hammer blows without Katushito being hurt. This armor was captured by the king along with Nami, it's fate is unknown.

Latent Spells: A number of spells Katushito has forgotten over his statis. Sudden changes in emotions can bring this spells back to life

Summon Moljnor & Summon Na & Ga:
Using his wind orbs, Katushito can summon from the Etheral world his Hammer or his Daggers by sacrificing the other weapon. this allows Kat to be very versatile on the battlefield.

Defender:
Using the wind as a shield, Kat can protect himself from melee weapons by causing the blow to be deflected by the wind.

Ethereal Walk:
Allows Katushito to become an Ethereal version of himself, which allows him to pass through walls and dodge melee and ranged attacks. However this spell takes a great toll on Kat. A few seconds will give him a headache, a few minutes will fatigue him, any longer than 30 minutes will put him into a 24-hour coma. Can come out of the Ethereal Walk at will.

Vice Grip:
By changing the pressure around his foe, Kat can lock them into a very painful grip of wind pressure, and almost literally squeeze the life out of them. This is a Do-Or-Die spell, for if his foe lives through it, Kat will be vulnerable to any attack as he recovers from the backlash of the spell.  
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