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Posted: Fri Dec 24, 2010 5:07 pm
By popular demand, we will have a separate thread for canon profiles and reoccurring/boss monsters. Just as with other profile threads, post your profiles in the Audition Thread to be approved, and then I (or another mod) will post it up in here. Because the following characters are Canons and Monsters, some portions of the normal profile are unnecessary, such as personality (Canons' personalities are set-in-stone, and Monsters don't have any), Biography (Canons' backgrounds are well known, and [once again] Monsters don't have any), et cetera. Things to note:Yes, each monster and Canon will have their own stats. If you are unsure of the level of your Canon/Monster, then ask the Moderators. Monsters and Canons don't have the same stat limitations as Earthlings, since they're either 1) been created from scratch or 2) been in this universe of magic and the impossible their entire lives.
You should list a 'Prominent Element' if the character is known to specifically lean toward that element, or in the case of Monsters and certain Nobody Canons, if that happens to be their element. Most Canons will have none. Keep in mind that if you pick an element, you're saying the canon has those elemental weaknesses, too.
Most Monster-Canons (ala Prote the Geist or an Unversed) 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 Passives. For instance, Cloud should not have Auto-Float. Axel should not have Blizzard. Just... use some common sense. [size=16][color=blue][u]Canon/Monster Template[/u][/color][/size] [size=10][b][u]Name:[/u][/b] [b][u]Gender:[/u][/b] [b][u]Race:[/u][/b]
[b][u]Appearance:[/u][/b] {Do not fill in this blank, only those underneath it. If you have a picture, you may use it as well.} [list][*][b][u]Height:[/u][/b] [*][b][u]Weight:[/u][/b] [*][b][u]Body Type:[/b][/u] [*][b][u]Skin type:[/b][/u] [*][b][u]Eye Color:[/u][/b] [*][b][u]Hair Color:[/u][/b] [*][b][u]Hair Style:[/u][/b] [*][b][u]Accessories:[/u][/b] [*][b][u]Unusual Markings:[/u][/b] {Scars, Tattoos, etc} [*][b][u]Clothing/Description:[/u][/b] [/list]
[b][u]Good/Evil/Other:[/u][/b] [b][u]Prominent Element:[/u][/b] {Some Nobodies have their specific elements, and some monsters have access to multiple elements but have one, specific element that is most prominent.} [b][u]Weapon:[/u][/b] [b][u]Job Class:[/u][/b] [b][u]Stats:[/u][/b] [list][*][b]Physical Strength:[/b] [*][b]Physical Resistance:[/b] [*][b]Magic Strength:[/b] [*][b]Magic Resistance:[/b] [*][b]Attack Speed:[/b] [*][b]Evasive Reflexes:[/b] [*][b]Outright Speed:[/b] [*][b]Endurance:[/b] [*][b]Energy:[/b][/list]
[b][u]Attack Abilities:[/u][/b] {You can have less/more than three, if necessary}[list][*][b]Name[/b]- Details [*][b]Name[/b]- Details [*][b]Name[/b]- Details[/list] [u][b]Support Abilities:[/b][/u] {You can have less/more than three, if necessary}[list][*][b]Name[/b]- Details [*][b]Name[/b]- Details [*][b]Name[/b]- Details[/list] [u][b]Passive Abilities:[/b][/u] {YOU CAN HAVE TWO MAXIMUM, if they are RELEVANT to you}[list][*][b]Name[/b]- Details [*][b]Name[/b]- Details[/list] [b][u]Limit Breaks:[/u][/b]
[u][b]Strengths:[/b][/u] {These are related to battle} [u][b]Weaknesses:[/b][/u] {These are related to battle}
[u][b]Sample Post:[/b][/u] [/size]
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Posted: Fri Dec 24, 2010 7:34 pm
Soryuju Ryutetsin [UNDER CONSTRUCTION]Name: Celia / Lettie Gender: Female / Female Race: Unversed
Appearance: Height: 5'11" Weight: 140 lbs. Body Type: Slender Skin type: Fair Eye Color: Sapphire (Celia) / Crimson (Lettie) Hair Color: Dirty Blond Hair Style: Long, wavy, parted to the left / Long, straight, parted to the right. Accessories: Various gold bangles, bracelets and necklaces, along with a ornate golden belt that drapes down the front. Celia has sapphire earrings; Lettie has crimson earrings. Unusual Markings: N/A Clothing: Celia and Lettie wear sleeveless, skin-tight tops that are cut just below the breasts, showing the entirety of their midriffs; they're legs are covered by a long, loose skirt that goes from the waist to just above the ankles, but allows for superior mobility. Celia wears this in sapphire and Lettie wears this in crimson. [[Concept Here]]
Good/Evil/Other: Evil Prominent Element: Darkness Weapon: Fists Job Class: Assassin Stats: Attack Strength: 11 Guard Strength: 8 Magic Strength: 11 Magic Defense: 8 Attack Speed: 13 Evasive Reflexes: 13 Outright Speed: 12 Constitutional Endurance: 7 Energy: 7
Attack Abilities: Assassination- Abilities granted by their given Assassin knowledge.Rockseal- Celia/Lettie release a blast of energy toward the opponent; upon contact, the energy has a chance to cause Petrification. Can also be done in melee combat. Shadowbind- Celia/Lettie can Stop a nearby enemy by punching at their shadow, sealing it in place. Can be done from a short distance, or on actual contact. Enfeeble- Celia/Lettie launch a small blast of energy at the target; has a chance to cause either Deprotect or Deshell, depending on their intent. Suffocate- Using their heightened reflexes and attack speed, Celia/Lettie can grab the opponent's throat with practiced ease, placing an intense amount of pressure on the wind pipe; has a chance to cause Auto-KO physically. Allure- With a bit of magic, Celia/Lettie can Charm an opponent. Ultima- Magic that damages with absolute energy. Can be used in a number of ways, but all are insanely potent. Support Abilities: Scent Detection- Celia/Lettie can identify the scents of those nearby with great precision. Scent Masking- Expending a small amount of magic, Celia/Lettie can completely mask their scents, making them undetectable via sense of smell. Passive Abilities: Assassin's Creed- Celia and Lettie ignore all ailment difficulty penalties.
Strengths: Speed | Power | Grace Weaknesses: Defense | EnduranceQuote: Name: Ultima Demons Gender: N/A Race: Unversed
Appearance: Height: 6'4" Weight: 240lbs. Body Type: Bulky Skin type: Blackish-Gray Eye Color: Violet Hair Color: N/A Hair Style: N/A Accessories: N/A Unusual Markings: Demon Description: A large, well-built demonic Unversed, with mostly black-gray skin. It has black, bat-like wings with a wingspan of 7 feet; a black, pointed tail; two large, dark-purple horns sprouting from the front its head and angled to point almost directly backward; its face and abdomen are a light tan, contrasting with the black-gray. Made seemingly out of pure muscle, it has large, indigo gauntlets up to the middle of its forearm; even its feet were monstrous, appearing more like pointed hooves than anything.
Good/Evil/Other: Evil Prominent Element: Darkness Weapon: Fists Job Class: Demon Stats: Attack Strength: 14 Guard Strength: 12 Magic Strength: 14 Magic Defense: 12 Attack Speed: 5 Evasive Reflexes: 4 Outright Speed: 4 Constitutional Endurance: 13 Energy: 12
Attack Abilities: Nanoflare- The Ultima Demon unleashes a large blast of non-elemental energy with a relatively large blast radius. Unholy Darkness- The Ultima Demon unleashes a devastating eruption of Darkness in a beam from the ground beneath a target. Ultima- Magic that damages with absolute energy. Can be used in a number of ways, but all are insanely potent. Twister- Unleashes a powerful, Wind-elemental tornado that covers about a 10-meter diameter. Almagest- Unleashes a large explosion of non-elemental energy whose power is decided by the difference between his Max HP and his Current HP. Support Abilities: Passive Abilities:
Strengths: Power | Defense | Magic Weaknesses: Speed | Evasion | Light
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Posted: Tue Dec 28, 2010 10:06 pm
Quote: Name: Sora Gender: Male
Appearance:
Height: 5'9" Weight: 150 lbs. Body Type: Lean Skin type: Fair Eye Color: Blue Hair Color: Brown Hair Style: SPIKEY Accessories: Chain necklace with a crown; Trinity Charm Unusual Markings: N/A Clothing/Description:
Good/Evil/Other: Good Prominent Element: Light Weapon: Kingdom Key Job Class: Keyblade Master [Based on picking Sword, forfeiting Shield] Stats: Attack Strength: 12 Guard Strength: 7 Magic Strength: 10 Magic Defense: 7 Attack Speed: 7 Evasive Reflexes: 8 Outright Speed: 8 Constitutional Endurance: 8 Energy: 8
Attack Abilities: Sonic BladeStrike RaidVortexBlitzExplosionArs ArcanumRagnarokBasic Magics- Sora has access to all sorts of basic magics, being a master of the Keyblade.Fire/Fira/FiragaThunder/Thundara/ThundagaBlizzard/Blizzara/BlizzagaStop/Stopra/StopgaMagnet/Magnera/MagnegaGravity/Gravira/Graviga Support Abilities: Aerial Recovery- If knocked into the air, or knocked around while mid-air, Sora can immediately right himself with a quick twist of his body, allowing him to rush back into the battle quickly.Basic Magics- Sora has access to all sorts of basic magics, being a master of the Keyblade.Cure/Cura/CuragaReflect/Reflectra/ReflegaAero/Aerora/Aeroga Passive Abilities: The Keyblade's Chosen- Sora gains 3 additional stat points by wielding the Keyblade. Second Chance- Sora is able to keep at least 1 HP when caught in the middle of an extended combo, or by a powerful attack. In this way, a second attack or combo must be used to finish the job before he heals.
Strengths: Strength, Magic, Weaknesses: Defense, Wit, Attack Speed
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Posted: Tue Dec 28, 2010 10:55 pm
Quote: Name: Zexion Gender: Male
Appearance:
Height: 5'3" Weight: 120 lbs Body Type: Thin Skin type: Fair Eye Color: Sapphire Hair Color: Steel-blue Hair Style: Medium, straight, swept over one eye Accessories: A single locket hidden under his cloak Unusual Markings: Clothing/Description:
Good/Evil/Other: 'Evil' Prominent Element: 'Illusion' / Non-elemental Weapon: Tome Job Class: Blue Mage / Illusionist Stats: Attack Strength: 3 Guard Strength: 6 Magic Strength: 14 Magic Defense: 14 Action Speed: 9 Evasive Reflexes: 8 Outright Speed: 4 Constitutional Endurance: 10 Energy: 13
Attack Abilities: Research- Pages of Zexion's lexicon fly around the arena and 'strike' at random, doing no actual damage but returning to Zexion immediately. These pages cannot be damaged, and though they can be deflected, any form of contact would count toward the 'research'. Maelstrom of Memory- Zexion envelopes himself in a large twister, with hundreds of pages flying around rapidly. Obtains data much faster than Research, but places Zexion at risk by locking him in place. Playing God- By opening his book directly at an opponent, Zexion can send out a beam of light. If the target looks directly into the light for even a moment, they are sucked into a copy of his Lexicon, which remains floating in place. The target is brought into a realm of Zexion's total control, where Illusion is Reality. The only method of escape is to find the copy of Zexion within and destroy it, or for an ally to destroy the lexicon copy.Counter-Argument- Zexion opens his book at an attacking opponent, absorbing the attack and reflecting it back instantly. Theoretical Illusions- Zexion's natural 'element' is Illusion, and as such, he can trick the mind in many ways, including (but not limited to) manipulated the 5 senses, as well as possibly inflicting mental ailments. Support Abilities: Gathered Results- Using the accumulated data from Research and Maelstrom of Memory, Zexion vanishes, placing a number of Lexicon copies around the battlefield with amalgams of combined data. Zexion-clones then appear with the gathered information; these clones are invincible, have the stats of the copied individual (or an amalgam of copied individuals), and can only be destroyed by destroying the books themselves. Nobody Control- As a high-class Nobody, Zexion has control of certain subordinate Nobody classes. These are: Dusks, Creepers, and Reflectors (his own personal Blue Mage Nobodies).Scent Detection- Zexion has the ability to detect scents, but for unknown reasons, his ability to do so far outclasses most Darkness-enhanced entities.Theoretical Illusions- Zexion's natural 'element' is Illusion, and as such, he can trick the mind in many ways, including (but not limited to) manipulated the 5 senses, as well as other supportive necessities, such as masking his presence. Passive Abilities:
Limit Breaks: Meteor Mirage- Zexion hovers in the air, made completely invincible for a short period, while large spheres of dark purple energy rain down on the battlefield, causing wide-spread magic damage.
Strengths: Magical Attributes Weaknesses: Physical Attributes
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Posted: Tue Dec 28, 2010 11:13 pm
Quote: Name: Xaldin Gender: Male
Appearance:
Height: 6'2 Weight: 220 lbs Body Type: Muscular Skin type: Tan Eye Color: Purple Hair Color: Black Hair Style: Long, Dreadlocked Accessories: N/A Unusual Markings: N/A Clothing/Description:
Good/Evil/Other: Evil Prominent Element: Wind Weapon: 6x Lindworm Spears Job Class: Dragoon Stats: Attack Strength: 14 Guard Strength: 10 Magic Strength: 9 Magic Defense: 6 Attack Speed: 12 Evasive Reflexes: 11 Outright Speed: 11 Constitutional Endurance: 10 Energy: 8
Attack Abilities: Offensive Air- Xaldin is capable of using his natural Wind element in a variety of offensive attacks, such as razor wind blasts and tornadoes. Jump- A common-yet-deadly ability, Xaldin vanishes into the air, only to descend upon an opponent moments later without warning. Wrath of the Wind Dragon- Xaldin's spears grow exponentially and combine to form a large, serpentine 'dragon' form, capable of flying around and releasing intense bursts of razor winds from its 'mouth' capable of pushing back even the best defender. Support Abilities: Defensive Air- Xaldin is capable of using his natural Wind element in a variety of supportive abilities, such as a defensive barrier, a Float spell, and even a temporary Haste spell. Dragoon Defense- Xaldin's 6 spears appear in front of him, forming a circular shield which essentially protects him from any assaults coming from that direction. Passive Abilities:
Limit Breaks: Dragoon Storm- Xaldin's lances begin to spin around him rapidly, releasing powerful gusts of razor wind in all directions, damaging any targets still standing on the battlefield.
Strengths: Strength, Speed Weaknesses: Magic
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Posted: Wed Jan 05, 2011 8:07 pm
Ayumu Koharu Name:Terra Gender:Female
Appearance:Height:5'3" Weight:105lbs Body Type: Slender Skin type: Pale Eye Color: Purple Hair Color: Green Hair Style: Thick and long, tied back in a pony tail Accessories: Circlet on head, known as the Slave Crown Clothing/Description: Terra wears a short red dress with a yellow and purple sash around her waist. She has two long red sleeves and a long light purple cape. She also wears a pair of red boots.
Good/Evil/Other: Bad....? Prominent Element: None Weapon: Apocalypses (Sword) Job Class: Mage Knight Stats: Physical Strength:12 Physical Resistance:7 Magic Strength:13 Magic Resistance:9 Action Speed:7 Evasive Reflexes:12 Outright Speed:7 Endurance:8 Energy:10
Attack Abilities:Fire/Fira/Firaga- Fire Elemental attack Blizzard/Blizzara/Blizzaga- Ice Elemental attack Flare- Non-elemental attack Holy- Holy elemental attack Support Abilities:Cure/Cura/Curaga- A spell that can heal minor to major amount of health. Raise/Arise- Revives one fallen ally Dispel- Removes status enchantments from an enemy Passive Abilities: {YOU CAN HAVE TWO MAXIMUM, if they are RELEVANT to you}Name- Details Name- Details Limit Breaks: TranceTerra transforms into her Esper form. Giving her access to Auto-Faith, increasing her Magic Strength and Magic Defense, while giving her access to various other primal magics.
Tornado- Massive wind attack. Meltdown- Large fire engulfed meteor comes down on the enemies Ultima- Terra gathers a large amount of non elemental energy down onto the enemies.
Strengths: High Magic strength Weaknesses: Weak physical defense
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Posted: Wed Jan 05, 2011 8:08 pm
Sousei Tatsu Name: Nithhogr Gender: Male
Appearance:
Height: 6'1 Weight: 180.lbs Body Type: Lean Skin type: Tan Eye Color: Red Hair Color: Red Hair Style: Short, unkempt Accessories: Bracer on his right arm Unusual Markings: Has an Unversed Symbol on his tongue. Clothing/Description: In his human form, Nithhogr wears a black tank-top and two-layered black and red pants. He also wears a pair of black gloves, as well as a metallic bracer on his right arm. He wears a simple pair of sneakers that keep up with the black & red color scheme. In his Dragon form, Nithhorg is a large, quadrupedal, winged dragon. He appears armored, looking more like a robotic dragon than an organic one. He keeps his head high and proud, keeping in line with the attitude inherited from Cory. Upon his chest is the Unversed Symbol, and his armor covers his body in a red & black color scheme.
Good/Evil/Other: Evil Prominent Element: Fire/Darkness Weapon: Chainblade Job Class: Dragoon Stats: Physical Strength: 10 Physical Resistance: 10 Magic Strength: 10 Magic Resistance: 10 Action Speed: 10 Evasive Reflexes: 10 Outright Speed: 10 Endurance: 10 Energy: 10
Attack Abilities:Chain Arts- Abilities making use of Nithhogr's Chainblade, inspired mostly by Cory's own Rev Tech.Engine Shredder- Nithhogr revs the engine on his blade, turning on the chainsaw edge. Vastly increases cutting power and grants every strike the opportunity to disarm. Engine Force- Nithhogr revs his sword up and swings it, releasing a cutting "force" of energy at his opponent. Because the attack relies on his physical strength for the swing rather than magic, it is dependent on his Attack Strength. Engine Rush- Nithhogr relentlessly attacks the enemy with 13 revved strikes before stepping back and lunging forward with a revved thrust. Red Rose- Nithhogr is capable of transferring vibrations stored from Blue Queen through his body and out into the opponent through a physical strike. The attack is followed by a burst of crimson energy in the shape of rose petals. Dragon Arts- A number of abilities that stem from Nithhogr's natural skills as a dragon.Dragon's Fire- A skill set built around Nithhogr's affinity for fire.Fireball- Nithhogr shoots a blast of fire from his mouth. Has great range and power. Burning Madness- Fire explodes outward around Nithhogr's body, enveloping all around him in flames. Fire Lash- Conjures a whip of fire to strike the target. Can wrap around the target and inhibit movement all inflicting Burn. Flamethrower- Nithhogr spews a torrent of fire from his mouth, engulfing all before him in fire. Has short-but-wide range. Ardor- Nithhogr's most powerful fire-based attack. Nithhogr engulfs the target in a sphere of fire, locking them in place. He continues to place layer upon layer of fire onto the sphere, continuing to do large amounts of Fire-based damage. Once Nithhogr has used enough fire, he claps his hands together and the sphere explodes, doing a massive amount of fire damage on top of the previous burns. Dragon's Body- A skill set built around Nithhogr's dragon body.Wing Shot- Using Wings of Terror, Nithhogr fires a blast of air from his wings at the target. Blows away the targets and inflicts Wind damage. Claw Shredder- Even when using only his hands, Nithhogr is capable of inflicting large amounts of damage due to his retractable claws. Jump- Nithhogr leaps high into the air with intention to land on his target for massive damage. Can interrupt himself using Wings of Terror. Darkness- Nithhogr has extensive skill with darkness, affording him a variety of darkness-based abilities.Dark Firaga- Fires an orb of flaming darkness from his hand, the style of the attack greatly resembling a Fire spell, only azure. Causes explosive dark damage upon impact. Dark Tumult- Nithhogr kicks the target, releasing darkness upon contact. The result is a piercing beam of darkness that blasts through the target. Dark Chaos- Nithhogr grabs the target and continuously runs darkness through their body, damaging them externally and internally. Dark Haze- Nithhogr rushes through the target with his Chainblade, inflicting darkness damage. Dark Madness- Channels darkness through and out of his body, causing darkness to explode outward from Nithhogr and lash at those around him indiscriminately. Support Abilities:Chain Arts- Abilities making use of Nithhogr's Chainblade, inspired mostly by Cory's own Rev Tech.Blue Queen- Nithhogr is capable of revving the weapon up and storing the vibrations for further use. The Chainblade glows blue when it has a stored rev inside of it. Chain Guard- When guarding with the Chainblade, Nithhogr can rev its engine to cause his attacker to become disarmed, essentially discouraging them from attacking. Dragon Arts- A number of abilities that stem from Nithhogr's natural skills as a dragon.Dragon's Fire- A skill set built around Nithhogr's affinity for fire.Flaming Resolve- Nithhogr wraps select parts of his body, if not his entire body. The fire increases his physical capabilities in a similar fashion to Cory's Indomitable Resolve, though he is incapable of pouring all his magical energy into it as Cory is. As a result, Flaming Resolve only gives Nithhogr a total of +3 to Attack Strength. Burning Will- Nithhogr casts Bravery on himself. Fire Eater- Nithhogr can devour flames to regain health. Cannot eat his own fire. Dragon's Body- A skill set built around Nithhogr's dragon body.Dragonheart- Nithhogr casts Regen and Reraise on himself. Can only be used once a day. Wings of Terror- Nithhogr grows a large pair of dragon wings, granting him flight. [-1 to all stats while active] Scythe Tail- Nithhogr grows a large tail with a scythe blade on its end, granting him a fifth limb to use in combat. [-1 to all stats while active] Darkness- Nithhogr has extensive skill with darkness, affording him a variety of darkness-based abilities.Dark Portal- Nithhogr is capable of opening a rift into the realm of darkness, from where he can exit at any location he's been to before. Taking people with him runs the risk of tempering the darkness in their hearts. Dark Empowerment- Enhances physical prowess with the power of darkness. Not quite as effective as the Flaming Resolve, but less taxing on Nithhogr. Can only keep active for 5 posts. Scent Detection- Due to his power of Darkness, Nithhogr is capable of picking up on others who use the element. He is capable of picking up on residual darkness as well, though more powerful enemies are capable of masking their darkness. Passive Abilities:Dragonhide- Nithhogr possesses the skin of a dragon, making it nigh unbreakable. Piercing and cutting damage are all converted to blunt damage, unless imbued with Light or Water. Persistent Eye- Due to Cory's lifelong hallucinations, Nithhogr has the subconscious ability to separate illusion from reality. This gives him an uncanny resistance to illusions and illusion-type abilities. Limit Breaks:[Level 1] Planet Destruction Cannon- Nithhogr flies high into the air and charges a massive amount of mana in his mouth. After a moment to charge, he shoots a massive blast of fire from his mouth, causing a large explosion of Fire damage. [Area of Effect] [Level EX] Star Destruction Cannon- Nithhogr flies high into the air and charges a massive amount of mana in his mouth. He then begin charging more mana into his hands, conjuring two large orbs of fire. After a moment to charge, he shoots all three massive blasts of fire at the ground, causing a stadium-sized explosion of Fire damage. [Area of Effect]
Strengths: Jack of All Trades | Flight | Extra Limb Weaknesses: Excels in no one area | Light & Water Magic
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Posted: Wed Jan 05, 2011 8:11 pm
Sousei Tatsu Name: Fafnir Gender: Male
Appearance:
Height: 6'1 Weight: 180.lbs Body Type: Lean Skin type: Pale Eye Color: Pale Blue Hair Color: Light Brown Hair Style: Short, unkempt Accessories: Bracer on his left arm. Unusual Markings: Unversed Symbol on his tongue Clothing/Description: Fafnir wears a simple black shirt and black shorts, similar to what Cory was wearing upon entering the Underworld. He also has a pair of wristbands, also worn by Cory during the early parts of his journey. He wears a metal bracer on his right arm, and wears a pair of black shorts and sandals.
Good/Evil/Other: Evil Prominent Element: Darkness Weapon: Tarot Cards Job Class: Illusionist Stats: Physical Strength: 8 Physical Resistance: 8 Magic Strength: 13 Magic Resistance: 13 Action Speed: 8 Evasive Reflexes: 9 Outright Speed: 9 Endurance: 9 Energy: 13
Attack Abilities:Hallucination- A set of abilities filled with illusory techniques.Tarot Visions- Fafnir draws cards from his deck to cast specialized illusions for combat use. The deck magically reshuffles itself every draw, making draws of the same card twice in a row probable, but unlikely. Targets forget the ten minutes prior to becoming trapped within an illusion, but regain those memories upon the illusion breaking. [Random Number 1-21]The Angel [20]- Fafnir draws the Angel and traps the target in a vision in which they are confronted by their idol. The idol begins to criticize every aspect of the target as the powers of the illusion artificially lower their self-esteem. The only way for the target to break this illusion is through outside help or through conquering the hallucination by emotionally bettering them selves. The World [21]- Fafnir draws the World and traps the target in a vision in which they continuously watch the Earth crumble away from the Heartless attack. The only way for the target to break this illusion is through outside help or emotionally accepting what happened to Earth and moving forward instead of back. The Sun [19]- Fafnir draws the Sun and the target believes it is unbearably warm wherever they are, though they are still capable of combat and normal reality perception. The illusion can only be broken by mental acceptance of the heat. The Moon [18]- Fafnir draws the Moon and traps the target in an illusion in which they are inflicted with lunacy. Can only be broken by outside help or by the target calming themselves. [Casts Berserk, ignores resistances. Does not override Passive Immunities.] The Star [17]- Fafnir draws the Star, trapping the target in a vision in which they can only see stars. Can only be broken through outside help or after the target has been trapped for five minutes. The Tower [16]- Fafnir draws the Tower, trapping the target in a vision in which they believe themselves to be very high up and thus giving them vertigo. The targets are still capable of perceiving the rest of reality as normal. Can only be broken by outside help or by the target realizing they aren't really high up. The Devil [15]- Fafnir draws the Devil, trapping the target in a vision in which they think they are being subjected to the worst possible torture for each target. The only way to break this illusion is through outside help or for the target to realize it's not real. The Temperance [14]- Fafnir draws the Temperance and traps the target in an illusion in which they believe themselves to magically fortified, increasing their Magical Defense by 5. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really magically fortified. The Death [13]- Fafnir draws the Death and traps the target in a mental state through which death is emulated. Can only be broken by revival spells. [Casts Death, resistances ignored. Does not override Passive Immunities.] The Hanged Man [12]- Fafnir draws the Hanged Man, trapping the target in an illusion where they see all of their allies' deaths over and over. Can only be broken by outside help or realizing that their friends are fine. The Strength [11]- Fafnir draws the Strength and traps the target in a vision in which they believe them selves to be the most powerful being in existence, thus removing their mental inhibitors on their muscles and increasing their Attack Strength by 5. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really strong. The Wheel of Fortune [10]- When Fafnir draws the Wheel of Fortune, the card randomly mimics any other card in the deck. [Roll again, re-roll if 10 is rolled] The Hermit [9]- Fafnir draws the Hermit and traps the target in a vision in which they believe themselves to have always lived alone on a small island. Can only be broken through outside help or realizing that they were never alone. The Justice -[8] Fafnir draws the Justice, one of the few offensive cards. The Justice explodes in a burst of light, doing massive light damage to all nearby targets, with the exception of Fafnir. The Chariot -[7] Fafnir draws the Chariot, trapping the target in which they believe themselves to be very fast, increasing their Outright Speed by 5. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really fast. The Lovers -[6] Fafnir draws the Lovers and traps the target in an illusion where they become infatuated with Fafnir. Can only be broken by outside help. [Casts Charm, resistances ignored. Does not override Passive Immunities.] The Pope -[5] Fafnir draws the Pope, casting Curaga on all targets. The Emperor -[4] Fafnir draws the Emperor, trapping the target in a vision in which they believe themselves an emperor. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really an emperor. [Casts Bravery] The Empress -[3] Fafnir draws the Empress, trapping the target in a vision in which they believe themselves an empress. The target is still capable of normally perceiving reality, with the except of their own body's limit. The only way to break this illusion is the target realizing they aren't really an empress. [Casts Faith] The Popess -[2] Fafnir draws the Popess, casting Cure on all targets. The Bagatto -[1] Fafnir draws the Bagatto and frowns. Bagatto is a dud card. Illusion- Conjures wide-spread magic to attack all enemies. All Illusion spells suffer a -5 Magic Strength penalty.Prominence- Scorches the landscape with a sudden wave of flames to inflict Fire damage to all enemies. Tempest- Razes the landscape with a sudden wave of lightning bolts to inflict Lightning damage to all enemies. Freezeblink- Freezes the landscape with a sudden wave of cold to inflict Ice damage to all enemies. Star Cross- Scours the landscape with a sudden wave of starlight to inflict Light damage to all enemies. Stardust- Pummels the landscape with a sudden wave of meteorites to inflict Non-Elemental damage to all enemies. Deluge- Floods the landscape with a sudden tidal wave to inflict Water damage to all enemies. Rockfall- Crushes the landscape under a sudden rockslide to inflict Earth damage to all enemies. Wild Tornado- Shreds the landscape in a sudden group of tornadoes to inflict Wind damage to all enemies. Practical Illusions- Given enough preparation time, Fafnir can weave together practical illusions to keep the targets at bay. Not as absolute as Zexion's, but can be woven faster. Deck Tech- A school of attack abilities using Fafnir's Deck.Shurikard- Fafnir fires a card with enough force to cut like a blade. Shurikard Storm- Fafnir creates a whirling barrier of Shurikards around him, discouraging attack. Cardmore- Fafnir combines his Deck into a paper-thing blade to make use of in practical combat. Card Crescent- Fafnir spreads the cards before him in a semi-circle and shoots the crescent of cards at the target. Battery Missile- Fafnir packs the deck in its box before aiming the box at a target. He then fires all 21 cards out at the target like a shotgun Shurikard. Support Abilities:Hallucination- A set of abilities filled with illusionary techniques.Doppelgangers- Fafnir can create up to three illusions of himself to confuse enemies. Illusions disperse on physical contact. Defensive Illusions- A form of Practical Illusions adapted for defensive combat. Ranges from tricking a target into thinking the paths is blocked to tricking the target into believe they've struck a fatal blow against Fafnir. Uses large amounts of Mana. Deck Tech- A school of attack abilities using Fafnir's Deck.Card Shield- Fans the cards out in a circle to block an attack. Card Step- Can use his cards as footholds for allies to use to gain extra jumps. Card Trick- Uses his cards to teleport from one to another. Uses a large amount of Mana. Passive Abilities:Levitation- Instead of walking, Fafnir floats everywhere. This allows him flight, as well as immunity to tremor-based attacks. Persistent Eye- Due to Cory's lifelong hallucinations, Fafnir has the subconscious ability to separate illusion from reality. This gives him an uncanny resistance to illusions and illusion-type abilities. Limit Breaks:[Level 1] The Fool- Fafnir draws the Fool card, transforming the target into a card until the end of combat. Can be broken by destroying the card. [Single Target] [Level EX] The "Extra Card Explaining the Rules"- Fafnir draws a card that isn't actually part of the deck and makes something up for it. This allows him to cast a highly intricate Practical Illusion instantly.
Strengths: Both proficient with using and defending against Illusions | Access to multiple elements | High Magic Strength and Defense | High Energy | Not particularly weak in any area Weaknesses: Light & Fire Magic | Dies if his name is spoken backwards | Teleports to where his name is spoken 3 times in a row | Is inflicted with Berserk if called "Faffy"
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Posted: Wed Jan 05, 2011 8:13 pm
Jeimuzu Kuro Name: Leon Gender: Male
Appearance: LeonHeight: 5'9" Weight: 180 lbs. Body Type: tall and skinny, yet built Skin type: White Eye Color: Blue Hair Color: Brown Hair Style: Long, shoulder length Accessories: Griever necklace around his neck Unusual Markings: long scar running from his forehead down the bridge of his nose. Clothing/Description: Leon wears black gloves, black, zipper-lined shoes, white undershirt and wears a short black jacket with a fur collar that has red griever symbols on each shoulder. He wears three born belts on his left forearm and has three buckles on his right thigh. Leon's pants also sport a vertical zipper going down the side of each leg and wears two black and two brown around his hips that are quite loose. He also wears a belt that fits properly around his waist.
Good/Evil/Other: Good Prominent Element: Non-Elemental Weapon: Revolver Gunblade Job Class: Gunblader Stats: Physical Strength: 10 Physical Resistance: 8 Magic Strength: 6 Magic Resistance: 5 Action Speed: 10 Evasive Reflexes: 9 Outright Speed: 8 Endurance: 8 Energy: 8
Attack Abilities:
Magics- Leon has access to Fira, Blizzra, and Thundara Fated Circle- Blasts of Fire surround Leon as he does a spinning attack, the fire then closes in on the enemy and explodes. Rough Divide- Leon charges forward,, cutting into the ground with his gunblade, as he brings it up, he then jumps high into the air, a blast of energy following him, blasting the enemy. Support Abilities: {You can have less/more than three, if necessary}Name- Details Name- Details Name- Details Passive Abilities:
Lion's Courage- Due to Leon's resolve, he is unaffected by the Fear and Stun statuses.
Limit Breaks:
Blasting Zone- Energy fills Leon's gunblade causing it to glow golden and become larger in size. He then brings that energy down in a vertical slash, causing the energy to unleash in a large laser blast. Lionheart- Leon fills his gunblade with energy before rushing toward an opponent and slicing upward, knocking them into the air and following up with a fury of 16 slashes before unleashing a final explosive slash and letting the enemy fall to the ground. Strengths: Fast and strong melee attack Weaknesses: Weak with magic and magic defense.
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Posted: Wed Jan 05, 2011 8:15 pm
Jeimuzu Kuro Name: Auron Gender: Male
Appearance: AuronHeight: 6'0" Weight: 190 lbs. Body Type: Tall and built Skin type: white Eye Color: Brown Hair Color: Dark black with grey streaks. Hair Style: long, tied back with a gold ribbon Accessories: "Nog" bottle at his hip Unusual Markings: Scar over his right eye Clothing/Description: Auron wears a deep red haori with blue lining, kept closed with a thick, black and blue strap with two brown belts wrapped around it. There is a brown shoulder pad on his left shoulder that is intricately decorated with tan, green, and blue patterns, as well as a beaded ornament that dangles from it. He wears black pants and shoes, the latter of which have brown straps and triangular metal plating adorning them. Auron also wears a black shirt with a grey collar with intersecting brown straps that is high enough to cover his mouth.
Good/Evil/Other: Good Prominent Element: Non-elemental Weapon: Katana Job Class: Samurai Stats: Physical Strength: 14 Physical Resistance: 11 Magic Strength: 3 Magic Resistance: 7 Action Speed: 8 Evasive Reflexes: 8 Outright Speed: 8 Endurance: 9 Energy: 4
Attack Abilities:
Power Break- If Auron manages to hit it will inflict -4 to an Opponent's Physical Strength. -2 if the strike is Blocked. Magic Break- If Auron manages to hit it will inflict -4 to an Opponent's Magic Strength. -2 if the strike is blocked. Armor Break- If Auron manages to hit it will inflict -4 to an Opponent's Physical Resistance. -2 if the strike is blocked. Mental Break- If Auron manages to hit it will inflict -4 to an Opponent's Magical Resistance. -2 if the strike is blocked. Support Abilities: Entrust- Sacrificing the great majority of his mana, Auron is able grant the Aura status to an ally. Passive Abilities:
Dead Nerves- Due to Auron's previous training as a warrior monk, he has immunity to stun and interruption.
Limit Breaks:
Dragon Fang- Auron jumps high and thrusts his katana into the ground, causing an area of effect eruption of fire capable of hitting multiple targets. Tornado- Combining simple magic with his raw strength, Auron swiftly spins around, cutting the air with his massive katana with such a force that a medium-sized twister rips into existence, enveloping targets in razor winds for a few moments. In its final moments, Auron spits some 'nog' from his bottle, which combines with the tornado's simple, destructive magic to create an explosion of fire consuming those within.
Strengths: Strong physical attack Weaknesses: Has little magic.
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Posted: Sun Jan 09, 2011 3:29 pm
Jeimuzu Kuro Name: Genesis Rhapsodos Gender: Male
Appearance: Genesis
Height:6'0" Weight: 175 lbs. Body Type: Thin yet built Skin type: pale Eye Color: sky blue Hair Color: Auburn Hair Style: Shoulder length parted to the right Accessories: Earring on his right ear Unusual Markings: Black feathered wing on his left shoulder Clothing/Description:Genesis wears a long red coat with black straps in net patterns on his left shoulder and hip. His right shoulder has a cauldron on it and he wears black pants and boots that go up to his knees. His pants have a bib on them that connects to straps that go over his shoulders with a logo on the bib. He wears red gloves that match the color of his coat.
Good/Evil/Other: Evil Prominent Element: Non-elemental Weapon: Rapier Job Class: Dark Knight Stats: Physical Strength: 13 Physical Resistance: 10 Magic Strength: 12 Magic Resistance: 9 Attack Speed: 12 Evasive Reflexes: 11 Outright Speed: 11 Endurance: 11 Energy:10
Attack Abilities:
Dancing Sword- Genesis unleashes a combination of two horizontal slashes, followed by three stabs and finishing up with a leap followed by a downward thrust. Magic Sword- Four swords of energy form around a target or targets and slowly converge on them two at a time, coming to meet at their points. Homing- Genesis swipes his hand or hands in a claw like motion, unleashing five blasts of homing fire per swipe. The more blasts he unleashes in succession though, the less effective they become. Support Abilities:
Detect Darkness- Due to Genesis' control of the darkness, he is able to able to sense other dark beings, though. Dark Portal- Due to his control of the darkness, he is able to access the Corridors of Darkness. Darkness Blade- Genesis emboss his sword with darkness, causing it to glow red. Adds +2 to Physical Strength. Passive Abilities:
Flight- Due to Genesis' one win, is able to fly. Name- Details Limit Breaks:
Apocalypse- Genesis flies into the air and charges his sword with energy, unleashing a massive area of effect blast.
Strengths: Strong in terms of physical and magical attack Weaknesses: His temper tends to lead to rash decisions, and he has a lower magical defense.
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Posted: Sun Jan 09, 2011 3:30 pm
Je suis a toi Name: Artemis Gender: Female Race: Unversed
Appearance:
Height: 5’ 6” Weight: 125 Body Type: Thin and very flexible Skin type: Brown Eye Color: Brown Hair Color: Black Hair Style: kept long and braided down the back with red and purple ribbons Accessories: N/A Unusual Markings: a black diamond painted over her right eye Clothing/Description: A crimson red jumpsuit decorated with black and purple checkerboard patterns
Good/Evil/Other: Evil Prominent Element: Darkness Weapon: Bow and glass arrows Job Class: Distance archer Stats: Physical Strength: 10 Physical Resistance: 8 Magic Strength: 11 Magic Resistance: 9 Action Speed: 11 Evasive Reflexes:12 Outright Speed: 11 Endurance: 9 Energy: 9
Attack Abilities: Viscosity- Artemis has control over viscous materials, such as fire, water, air and glass. She may only control an element if no one else is currently controlling it.Pyromancy- Artemis can manipulate existing fire.Pyromagia- Artemis can create fire using her own mana. Hydromancy- Artemis can manipulate existing water.Aeromancy- Artemis can manipulate the air around her.Hyalomancy- Artemis can manipulate existing glass, both solid and liquid. Support Abilities: The Circus Act - Artemis uses tricks worthy of a circus show to maneuver around the battlefield and her opponents.Contortionist - By bending and contorting her body, Artemis can fit through small spaces or move herself around an opponent. Acrobat – Artemis has strong balance in the air, allowing her to swing or jump from high ledges or footholds. Ink - Artemis can use darkness to blot out light (giving the effect of twilight or night) in a bubble with a radius of 100 feet. Passive Abilities: Predator of the Night - Artemis’ bird-like qualities allow for incredible night-vision and keen hearing.
Limit Breaks:
Strengths: Extreme flexibility | Distance attacks during the night/in darkness | Keen hearing and night vision | Evasiveness Weaknesses: Distance attacks during the day/in light | Low pain tolerance
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Posted: Sun Feb 13, 2011 2:05 pm
AldrickZearse Name: Bal-Hur Gender: Male
Appearance:
Height: 6'3" Weight: 193lbs Body Type: Atheletic Skin type: Tan Eye Color: Red Hair Color: Black Hair Style: Longish, kind of all over the place/tousled by the wind practically all the time. Accessories: Four earrings. Two on left lobe, two on upper right ear. Unusual Markings: Fangs Clothing/Description: (See pic for clothing) Pants are crimson, and his mantle is poison green. Gloves are black, bandages on arms are white, and straps for mantle across chest and back are black.
http://i102.photobucket.com/albums/m89/ByneNo1/Gargoyle.jpg <-- Monster form
Good/Evil/Other: Evil Prominent Element: Wind Weapon: Fists and Feet[Tail and fangs as well in gargoyle form] Job Class: Unversed Fighter[Unversed Gargoyle] Stats: Attack Strength: 12 [14] Guard Strength: 6 [10] Magic Strength: 6 [8] Magic Defense: 6 [8] Attack Speed: 14 [10] Evasive Reflexes: 12 [8] Outright Speed: 14 [10] Constitutional Endurance: 9 [13] Energy: 11 [9]
Attack Abilities: {You can have less/more than three, if necessary}Secret Blow- Bal-Hur sends a blast of air with a punch or kick, extending his range of his fists and feet. Toss 'Em Away- Bal-Hur can grab and enemy and throw them a fair amount of distance, causing damage on landing(more so if the opponent in thrown into something like a wall or directly into the ground.) Cordonazo (Wind Blade)- Bal-Hur focuses wind and air into a concentrated line, then fires the concentration of air at an enemy. Usually in the form of an arc, the wind acts like a blade, slicing into the enemy. Invisible to the (normal) naked eye, but experienced fighters and those good with their eyes will see the shimmering of the air being shifted by the blade. Austru [Razor Repulse]- Bal-Hur spins in place any number of times, and for a few moments after the first spin, nothing happens; a few moments later, without warning, gusts of razor wind explode outward from Bal-Hur, the amount of which is equal to the amount of spins Bal-Hur makes. Gusty Dash – Bal-Hur dashes across the battlefield at high speed, body encased in a mini tornado. Deals damage if he touches an enemy while doing it, and it repels projectile attacks as well as makes it hard for physical attacks to hit. While considered an attack ability, focuses mainly on guard/evasion. Fang Crush- Bal-Hur bites down on an opponent, strong enough to crush bone. Can cause Disable if used on arms, or Cripple if biting a leg. Support Abilities: Passive Abilities: {YOU CAN HAVE TWO MAXIMUM, if they are RELEVANT to you}Projectile's Bane- Bal-Hur's natural aptitude for wind and air makes air tend to circulate him in battle, naturally making it harder for projectiles (and some magics) to hit him. TBD later- Limit Breaks:
Strengths: Fast, strong, brutal. [Exceedingly strong and defensive, flight] Weaknesses: Not very strong defensivesly or magically [Slower than normal form]
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Posted: Sun Feb 13, 2011 2:09 pm
AldrickZearse Name: Noku Gender: Male
Appearance:
Height: 6'1" Weight: 235lbs Body Type: Muscular Skin type: Furry(Gold fur with brown stripes and white undersides.) with bare spots slightly reddish brown(think native american, except slightly paler) Eye Color: Greyish-green Hair Color: Golden Blonde Hair Style: Pretty much a slicked back mullet, reaches his shoulders at the very back. Accessories: Six earrings. Two on right lobe, three on upper left ear, one on left lobe. Unusual Markings: Fangs, stripes, tribal tattoos on chest and arms, Tail, scar on left side of face(under the eye, going across the cheek and slightly on nose) Clothing/Description: (See pic)
http://i102.photobucket.com/albums/m89/ByneNo1/weretiger_mode_pas_content_by_rinpoo_chuang.jpg ^ Monster form
Good/Evil/Other: Evil Prominent Element: Wind Weapon: Fists, Claws, Feet, Fangs Bludgeon Job Class: Unversed Brawler[Unversed Weretiger] Stats: Attack Strength: 13 [14] Guard Strength: 14 [6] Magic Strength: 6 [6] Magic Defense: 6 [6] Attack Speed: 9 [14] Evasive Reflexes: 8 [8] Outright Speed: 10 [14] Constitutional Endurance: 12 [14] Energy: 11 [8]
Attack Abilities: {You can have less/more than three, if necessary}Disrupting Blow- Noku attempts to strike at his opponent's head with a powerful attack. If it connects, has a chance to cause Addle. Outta The Park!- Noku swings his Bludgeon like a baseball bat, knocking his opponent far away. Powerful with large knockback effect. Arm Lock- Noku grapples an enemy and pins their arms before attempting to lock them into place. Causes Disable as long as the hold stays. Cross Leg Hold- Noku grapples an enemy and pins their legs before attempting to lock them in place. Causes Immobilize/Cripple(I don't remember what we're calling it) as long as the hold stays. Instant Homerun – Noku picks up random debris(Large rocks, metal pieces, whathaveyou), tosses it into the air, then knocks it at an enemy with his bludgeon. Fang Crush- Noku bites down on an opponent, strong enough to crush bone. Can cause Disable if used on arms, or Cripple if biting a leg. Taku Wind (Wind Bullet)- Noku creates a concentrated ball of wind and fires it from his fingertip. Upon contact with a solid object (be it person or ground) or Noku sets it off, it expands violently, causing wind damage and sending lighter enemies flying. Invisible to the naked eye, but with high enough MD, they'd see the glimmer of enchanted air. Foehn (Wind Cannon)- A more potent version of the Taku Wind attack; Noku creates a highly condensed ball of wind a little larger than a softball and fires it from the palm of his hands. Upon command or contact, the sphere explodes with the force of a hurricane gust, filled with deadly razor winds. Due to the highly condensed wind in this attack, the sphere is visible. Gregale (Wind Stream)- Throwing the palm(s) of his hand(s) at his opponent(s), Noku and forcefully manipulate the air in the region to blast from his body toward the target in a constant gust-like stream. Roar of the Tiger- Noku roars loudly, and all enemies in earshot of the roar have a chance of being stunned. Support Abilities: Passive Abilities: {YOU CAN HAVE TWO MAXIMUM, if they are RELEVANT to you}Projectile's Bane- Noku's natural aptitude for wind and air makes air tend to circulate him in battle, naturally making it harder for projectiles (and some magics) to hit him. TBD later- Limit Breaks:
Strengths: Strong and Defensive. [Almost Berserker like Strength, fast and furious attacks] Weaknesses: Not very strong magically, not as fast as Az or Bal-Hur [Practically no defense or magic]
Je ne réclame aucun crédit pour cette peinture. Le crédit va chez l'artiste Kaiserflames.
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Posted: Tue Apr 05, 2011 11:04 pm
Enji_Chou Name: The Nameless Gender: Seems Female-ish Race: Unknown
Appearance:
Height: 5’7ft Weight: Unknown Body Type: Lean and Lithe Skin type: Pitch Black Eye Color: Crimson Hair Color: Black Hair Style: Messy and Wild Accessories: Razor claws glove one hand, and belts bind it’s limbs. Unusual Markings: A steel reflective mask covers half it’s face. Clothing/Description: The Namesless’s most detailed part of its body would everything from the waist up. Everything below is a shape shifting mass of shadows that at times takes on a basic silhouette of legs, sometimes more than one pair, or a draping slip of darkness, it depends on the range of motion the Nameless needs at one moment to another. Above that is a humanoid torso, bound in various leather like straps that seem to serve the purpose of keeping the bodies’ shape together. A polished blackened steel plaiting protects the front. The Nameless has two arms; one which ends with a bladed hand, its fingers capped in sharpened razor tips, the other is attached to a b*****d sword with a hooked ragged edge, instead of a hand. Both arms share the similar clothing style of binding restraints. Following up from the neck; the Nameless has a head and face, but it’s all pitch black in coloring so it’s impossible to see any details of a facial features except for a singular crimson eye on the side of the face that isn’t covered by a steel half-mask. The body from head to toe holds a phantasmal state in which its form seems to waver, leaking darkness like a mist from its exposed hide and in-between the cracks of the binding straps.
Good/Evil/Other: Evil Prominent Element: Darkness Weapon: Blades, it’s own body. Job Class: Assassin/Stalker Stats: Physical Strength: 15 Physical Resistance: 15 Magic Strength: 3 Magic Resistance: 1 Attack Speed: 11 Evasive Reflexes: 10 Outright Speed: 15 Endurance: 16 Energy:4
Attack Abilities: {You can have less/more than three, if necessary} Assailant From Below-The Nameless reaches into the shadow it casts upon the ground, and coming up through the corresponding shadow of its target, it releases a rapid slash attack from below through their own shadow. Phantasmal Assault - A few straps on its body release and the Nameless’s visage seems to multiply into three, and a single target is attacked from all sides as they converge into a single Slash attack from 3 sides. Once the attack is done the 3 phantoms reunite and the straps snap back into place. Piercing Taint - The Sword arm is imbued with a poisonous darkness that when transferred by a slice to skin it leaves a darkness that can spread like a rash. It taps strength gradually over a period of time, leading ultimately to a loss of all strength. Support Abilities: {You can have less/more than three, if necessary}Obsidian Regeneration & Absorption- If the Nameless is dealt a mortal blow it can recede into the darkness to heal and reconstruct any damage. This takes time so it would mean it's initial attack is over and it will return later. During Battle, it can however draw temporary healing from tapping into the darkness within it's own target. What looks like a simple stab, is it actually siphoning darkness from it's victim for itself. This form of healing is much faster but it can only last as long as it keeps contact with it's victim, so the healing is always minor in comparison. Shriek Of Abyss - The Nameless lets out a massive scream that pierces the ears, and causes status effects. For every successive post that the Nameless screams (screams in first post, screams in second post, and so on), the Magic Strength of the scream increases by 3; after the 3rd scream, however, it starts over. Normally, the screams may cause Confusion or Silence for two turns; however, if the Nameless should reach its 3rd scream, it may cause Fear (two turns) or Petrification (end of battle). Binding Pressure - More bindings appear on the Nameless’s body, the sounds of them tightening almost seems like it’s bones would break. It’s Defense is raised, and a Spring Pressure is building up in its Bladed arm for its next attack. Once it uses this pressure it’s Defense and Attack strength return to normal. Passive Abilities: {YOU CAN HAVE TWO MAXIMUM, if they are RELEVANT to you}Traveler of the Darkness- The Nameless uses shadows to traverse. It can slip into any shadow and use it to pop up somewhere else. Full Range of Motion - The Nameless’s form is never truly solid on the inside, and is a constant state of flux, so it’s capable of bending it’s body in unnatural ways to serve its purposes. There are no bones in danger of breaking. Limit Breaks: (((UNKNOWN for now)))
Strengths: The Nameless’s strengths lie in stealthy, speedy, solid attacks. It makes up for lack of Defense against Magic in its endurance. Weaknesses: The Nameless is a twisted creature of Darkness, it flees from the Light. It is also weak against Magic based attacks.
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