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Ryan Posts: 261/1748 |
***NEW***
Name: Jennifer Age: 18 Siblings: Sanigen Race: Human Armour: Steel trimmings around all limb joints (wrists, elbows, ankles, knees, neck etc.) Weapons: 5 foot long steel samuri sword, twin 1 foot long samuri daggers and a 7 foot long adamant double sword Physical Description Face: Cute round face, always shows compasion and kindness unless she needs to protect herself or others Eyes: Quite close together, long eye lashes, blue colour Hair: Long, smooth and silky, blonde colour Ears: Quite large, seem to be a bit wonky but only because she got a gash in her right ear when running from home Body: Very trim, nice looking figure. Looks quite weak like Sanigen but still packs a much more powerful punch than him Character Background After the death of her parents at Sanigens birth, she has always tried to look after Sanigen when he was a baby. When Sanigen was two though, the Hikermi magic instructor took over and tought him the art of Hikermi magic. The instructor had never shown much kindness to [name] though because she could never perform it, so when she was six she had ran away from home, Living most of her life like Sanigen had done on the island. She managed to steal from the nearby market some weapons to kill her food with, and these included the samuri sword, daggers and the double sword. When she was 14 - when Sanigen was 10 - she heard about the mentor's death, so she quickly ran straight back to the old house only to find a note in crudly drawn hand writing: "Jenny, I have ran away from home. If you read this note, I don't know if you will see me again. All I know is that I'm going someplace else, far far away from here. I'm sneaking onto the boat that goes from the UK to the US. There is an island somewhere inbetween. I am living on the island until people stop talking about me and forget me" Jenny instantly ran to the place where the boat should be, to find it was just setting off. She started to sob and thought she would never see Sanigen again. But an idea struck her. She looked at the small set of rowing boats down the end of the port. She waited until the dead of night, and came out of the old house with food, supplies and clothes for Sanigen and herself. It took her three days until she saw an island. She crossed her fingers in the hope it would be the correct one. Jenny suddenly got a burst of energy from the excitement, and rowed at three times the speed to get there. When Janny landed, all it looked like was an inhabited island, until she saw the light puff of smoke emit from a high up cave. She instantly ran up there at speeds no human had ran before, and climbed up the rocky side rapidly. When she finally got up there, she saw the dying fire and the half starved creature lying next to it "Sanigen... why...?" She quickly rushed over there and helped Sanigen up, feeding him some of the food she still had left. Then for another three days they rowed back to England, hoping to start life again, better than before... Character Abilities 6th Sense - Can sense danger just before it happens Strength - Is a lot stronger than she looks Sword Fighter - She has full experience in attacking and defending using swords Fast - She has an extremely fast moving speed, which is useful with her 6th Sense Attacks Swords Play - Uses her samuri sword or her twin daggers to send a flurry of swipes towards he opponent Double Team - Using her incredible speed, Jennifer creates a temporary copy of herself. The copy follows the exact movement Jenny makes but cannot harm the opponent/s. Instead, this technique is for confusing the opponent into attack an illusion Gust - Jenny takes her double sword out and begins to spin it round at incredibly fast speeds, creating a huge gust of wind. Anything that weighs less than 200 kilograms that isn't embedded in the ground will be pushed back a good 30 or so feet. This attack can also be used to redirect magic attacks back to the opponent Adamant Boomerang - Jenny press a catch on her double sword causing it to click into a boomerange shape. She throws this with incredible force at the opponent, causing anything in the way that isn't tsronger than adamant to be sliced. If the boomerange is dodged and it continues it's course, it returns to Jenny. If the boomerang is interupted, it instantly returns to Jennies hands ***NEW*** Name: Sanigen Age: 14 Siblings: Jennifer Race: Human Armour: Uses magic to create it Weapon: 4 foot adamant sword, magic Physical Description Face: A long, thin face. Has a scar down his right hand cheek from training once. Mouth about 3/4 of an inch below his nose, nose is small and never flares Eyes: Dark Brown, spaced inbetween his nose and his ears Hair: Short, Jet Black, always flat, but spiked after power-up/transform Ears: Small, can detect ultra low and high pitched frequencies Body: Looks quite thin and wimpy but can pack a powerful punch. Always wears some form of jacket and jogging trousers for increased speed and comfort. Character Background Sanigen has been a Hikermi Magic practitioner for most of his life. Both his parents had died and only recently his Hikermi Magic instructor, one of his closest friends, had died in a battle for Earth. Luckily, this sacrifice made peace flow through all that was evil. Now all Sanigen has is himself. He is scared to show his face as he is the only Hikermi Magic practitioner alive, and is shunned by everyone who sees him as he s considered the most dangerous man alive. His home is in a cave a long way in the ocean by sneaking onto a ship using a cloaking ability. The ship crashed onto an island killing everyone onboard, except for Sanegin who protected himself with Hiamura Protect. He uses most of his time practicing Hikermi Magic and perfecting the Hikermi Symbols used to activate them. Apart from eating the remains of the dead people and limited food on the ship, and sleeping, this is all he does. Everyone in his old home thought he had gone for good... (See Jennifer's background for the rest of the story) Character Abilities 6th Sense - Can sense danger just before it happens Strength - Much stronger than he looks Extreme Jumper - Can jump at inhuman heights and distances, and able to jump into a different direction in mid-air, useful with 6th sense Attacks When Sanigen creates his Hikermi Symbols, it leaves a red mark across the area where he tried to cast. All his charging magics can be interupted but can be restarted later on by completing the symbol. The symbols can be destroyed by non-elemental magic. Kairu Pyro - Symbol & Action - Creates a large ring with a diagonal cross through it using fingers, then hits the center of the cross with both his palms Affect - A large blast of fire is fired from the center of the circle. The blast then moves away from him at 100 mph, keeping inline with his palm until he puts his hand down, then it explodes with a five foot diameter flame. Any living creature that touches the explosion can suffer severe burns through the rest of the battle. If these areas are hit by a melee or non-elemental ranged attack it will do twice the damage Kairu Ice - Symbol & Action - Creates a large ring with a + through it using his fingers, then hits the center of the cross with both his palms Affect - A large blast of ice is fired from the center of the circle. The blast then moves away from him at 100 mph, keeping inline with his palm until he puts his hand down, then it explodes with a five foot diameter ball of ice gas. Anything the gas touches freezes almost instantly Kairu Electric - Symbol & Action - Creates a large ring with a smaller one inside using his fingers, then hits the center of the cross with both his palms Affect - A large blast of electricity is fired from the center of the circle. The blast then moves away from him at 100 mph, keeping inline with his palm until he puts his hand down, then it explodes with a five foot diameter ball of electricity. Any living creature that touches the explosion can suffer short burst of electricity every few posts, harming them slightly Kairu Hydra - Symbol & Action - Creates a large ring with a single horizontal line through it using his fingers, then hits the center of the line with the palm of his hand Affect - A sudden burst of high pressure water flows through the air towards the enemy. Any form of fire (besides psychic fire) will be extinguished and the force can temporarily render his opponent dazed Kairu Pulse - Spoken & Action - Sanigen holds his hand in the direction he wants the pulse to go then mutters "jae-caome" under his breath Affect - A heavy pulse that has the force of a rhino ramming you surges through the air at the speed of sound. Pulses don't create any sound until it hits something and cannot be seen in normal air Hiamura Protect - Symbol - Creates a small circle with a dot in the middle. It activates as soon as the symbol is complete. The symbol is small enough that it can be done without the opponent realising Affect - Can block any and all basic melee and ranged attacks, but makes him prone to magic attacks, which are increased in power by 1.5 times. Takes 1 post to give some charge and negates the affect of Hiamura Magic Hiamura Magic - Symbol - Creates a small square with a dot in the middle. It activates as soon as the symbol is complete. The symbol is small enough that it can be done without the opponent realising Affect - Can block any and all magic attacks, but makes him prone to basic melee and ranged attacks, which are increased in power by 1.5 times. Takes 1 post to give some charge and negates the affect of Hiamura Protect Hiamura Heal - Symbol - Creates a small triangle with a dot in the middle using his fingers. It activates as soon as the symbol is complete. The symbol is small enough that it can be done without the opponent realising Affect - Any wounds, burns, poisons or freezes over Sanigens body will be completely removed. This magic does NOT heal/revive his life in any way Kajaei Ultimaei - Symbol - Takes three posts to fully make the symbol. The symbol is a circle with a curvy line vertically down the middle, with the center of the line in the perfect center of the circle. Another curvy line has to then be made horizontally exactly the same as the first. Then each of the ends of the lines have to be connected to each other to complete it Affect - A sudden burst of light surrounds Sanigen which quickly dissapears. When Sanigen becomes visible again, his body is covered in a red glow. His hair spikes up and his muscles suddenely grow four times biger. He increases slightly by about a foot bigger too. His attack, defence, strength, speed and agility are increased by three times and his attacks now all become Kajaei Magic, which also unlocks secret abiliteis by being able to merge his attacks together, and cause the end explosions to be bigger Pyro Sword - Symbol - See Kairu Pyro, but Sanigen thrusts sword through the center to activate Affect - Sanigen's sword becomes ingulfed in flames, with most of the affects of fire but hotter than lava Ice Sword - Symbol - See Kairu Ice, but Sanigen thrusts sword through the center to activate Affect - An icy layer forms around Sanigen's sword. Anything that touches it will be instantly frozen. The ice also makes the sword a lot harder so if Sanigen hits hard enough on another weapon or some armour it will smash Electric Sword - Symbol - See Kairu Electric, but Sanigen thrusts sword through the center to activate Affect - Thunder bolts and electrical shocks and currents start to flow through his sword, electricuting any electrical conductor, except for Sanigen, that comes within 10 centimetres --- ***NEW*** Name: Omi Eyes: Black Hair: None Race: Human Armour: Young monks robe Specialities: Omi is small and agile. He can climb up and around walls and walk on his two fingers with ease. He can control and create water wherever he pleases. He uses the Shen Gong Wu to help him defeat his foes (explained below) Abilities: • Mantis Flip Coin - Allows the user to do jumps and flips that no human could do • Two Ton Tunic - Turns into two tons once its name is called out. The tunic deflects anything that hits it. • Eye of Dashi - Eye of the great monk that defeated Wuya. The eye is able to shoot out a very powerful energy • Fist of Tebigong - A metal fist that packs a punch. Also, it can shake things up quite a bit. • Third Arm Sash - A third arm that is worn around clothing, and extends out and is used as a third arm for extra power • Tangle Web Comb - Able to shoot out a web of hair that can trap an opponent and can grip onto you with all its might. • Jet Bootsu - Enables the user to defy gravity by walking on walls, ceilings, and even flying. • Monkey Staff - Enables the user to possess the agility, balance, and even the appearance of a monkey. • Changing Chopsticks - Shrinks the user to the size they please • Sword of the Storm - Enables the user to create numerous types of storms. • Shroud of Shadows - Once worn, the user turns invisible. • Helmet of Jong - Gives the user eyes in the back of their head, keeping the ones infront as well. • Ring of the Nine Dragons - Once worn, the user can be multiplied up to 9 times. However, there's a disadvantage. Their maturity, potential, and brains are separated as well. • Falcon's Eye - An eye that can see through solid objects. • Sapphire Dragon - The most dangerous Shen-Gong-Wu that is used as an absolute last resort. Covered by soot, its power is detained. But when there's no soot on it, a large sapphire dragon emerges, which turns anyone it can find into sapphire. The Dragon also makes them its servants. • Serpent's Tail - Enables the user to move through solid objects. • Orb of Tornami - Its small mouth holds back a mighty flood. Used together with Omi's water element can create devistating effects. • Star Hanabi - It can emit powerful fire and ice energies. • Lotus Twister - Enables the user to turn limbs into stretchable rubber. • Longi Kite - Enables the user to soar in the sky. • Sun Chi Lantern - Allows the user to unite his/her chi energy with anyone or anything. • Heart of Jong - Brings any inanimate object to life. • Reversing Mirror - A mirror that reverses the effects of an attack and sends it back to the caster • Crystal Glasses - Allows the wearer to see into the future. • Glove of Jisaku - Whoever holds it attracts other objects. • Silver Manta Ray - It forms into a jet-like vehicle when activated, which transports the user to wherever they wish to go. • Tunnel Armadillo - Once activated, it turns into a large vehicle that has the ability to dig underground. • Ju-Ju-Flytrap - Releases insects that devour the user's opponent. • Silk Spinner - Shoots silk to trap enemies or create webs. • Ruby of Ramses - Whoever possesses it has the power to move objects at will. • Thorn of Thunderbolt - It shoots out a huge and powerful lightning bolt. • Wushu Helmet - Similar to the Two Ton Tunic, the helmet deflects anything that hits it. • Crouching Cougar - Ground vehicle for basic travel with great power, speed and handling. • Lasso Boa-Boa - When activated, it transforms into a bone-crushing constrictor. • Monsoon Sandals - Whoever possesses them will have legs that can stretch for miles. • Lunar Locket - Whoever possesses it can control the phases of the moon. • Sphere of Yun - It creates an invisible prison around one's enemy. • Gills of Hamachi - A collar that turns the owner fish-like, which gives them the ability to breathe underwater. • Black Beetle - It coats its owner in a heat resistant black body armor, like a bettle's shell. • Zing Zom-Bone - It has the power to render anyone into a zombie-like state. • Fountain of Hui - When activated, it provides unlimited knowledge. By itself, it can provide only random information. • Eagle Scope - When combined with the Fountain of Hui, the two can be used to unlock theanything that gets in their path • Woozy Shooter - It emits a purple haze that confuses people and makes them act goofy. --- ***NEW*** Name - Meta Race - Polymorph Weapons - Can change Armour - Can change Abilities Metamorph - Allows Meta to change his form in anyway he likes, so long as he doesn't change his size, or tries to change into anything that requires mechanics. This also allows him to change his attack attributes and powers Fuse - Meta fuses into any object he likes to increase his size and to give him new abilities during battle (If he fuses into a rock, however small, he can create a hard shell to defend against melee and ranged attacks etc.). Meta cannot fuse into an opponent or an opponents items, and cannot fuse into the arena floor Energy Drain - This move is very hard to pull off, and the opponent is able to dodge it very easily. Meta grows four long thin arms from his back, and attempts to stick it into the enemy. If succesful for two posts, Meta begins to feed off the energy of his opponent, and is instant death if it lasts for more than 5 posts in a row Emotion Drain - If Meta is touching the opponents head, even just head bound armour, Meta can drain an emotion like fear, vanity, guilt, confidence, anger etc. to try and weaken him/her --- Name: Darksage Age: 26 Eyes: Golden Hair: Long and white Race: Human Weight: 170 pounds Height: 5'9" Right Hand: Elemental Sword Left Hand: Elemental Magic Glove Armour: Cloak Attacks Bubble Shield: Surrounds Darksage with a neutral elemental bubble, but can be changed to any element DS chooses. Takes one post to charge up) Elemental Shield: DS casts a holdable shield made out of an element. DS can change the element at any point during battle as long as this is not being prevented by an opponents attack) Elemental Orb: DS can fire an orb of any element of his choosing. He decides the size of the ball but as the size increases the speed in which the orb is shot decreases Elemetnal Summon: DS can summon a creature to fight for him made of any element he desires. CAN ONLY BE USED WHERE SUMMONS ARE SPECIFICALLY ALLOWED Elemental Influence: Allows DS to manipulate any element around him and the environment or one that his opponent uses against him Elemental Storm: Takes 3 posts to charge. a large cloud covers the arena that covers 15 square miles, directly above the combatants, centering over DS. It has the following affects and lasts as long as DS wishes, although he cannot attack or defend himself while the storm is underway. WIND: Causes a hurricane to center over DS, and this reflects any attack the opponent uses against him. Instead of sucking in objects like most tornados, this one blows outwards with hurricane force winds FIRE: The ground begins to crack and fire spews out at the opponent, hopefully giving him SEVERE burns LIGHT: A blinding flash of light occurs, hopefully blinding the opponent. The blast of light is so strong that any part of the opponents skin that is exposed will be severely burnt till the end of the fight DARKNESS: The world goes black, preventing the opponent from seeing at all. Nothing in the world can give any light, even fire or bursts of light WATER: It begins to rain heavily, causing a global flood. The water rises 50 feet per post, and the storm rises with it. DS is protected by a tornado ELECTRICITY: Lightning shoots down from the sky aiming for the opponent. DS controls the direction and target of the lightning ICE: The temperature begins to drop to blood freezing temperatures, hopefully freezing the opponent in the next post EARTH: The ground opens up, creating a pit 1000 feet deep and 1000 feet in diameter. Suddenly as the pit opens up, gravity pushes hard down on the opponent, trying to pull them into the spikes below. The gravity cannot be negated or controlled in anyway, and if you try to resist it would probably crush your skull Elemental Rush: Fires out 1.5 million ping-pong sized balls of any elements DS chooses. One of them is 3 on the damage scale. If they miss, they explode. The explosion is made of all the elements included in the attack, and is 5 feet in diameter Elemental Control: Allows DS to change his body temperature and the temperature to anything he is touching. He can also empower his sword with any element he wishes Strengths: 1) Resistant to all elemental magic attacks 2) Born with the heart of a dark mage, the only person born with an evil heart Weaknesses: 1) Weak against any melee attacks, or non elemenetal attacks/magic attacks --- Name: Bowser Age: God knows Eyes: Brown, but becomes black flame after transformation Hair: Short and red, but becomes long and dark gray after transformation Race: Reptile Weight: 537 pounds Height: 6'11" Right Hand: Lava Sword Left Hand: Koopa Troopa Elite Edition Shield Armour: Shell Attacks (All self explanatory) Shell Spin Claw Swipe Butt Bash Flame Breath Transform Strengths: 1) Shell can block many flame or earth moves without damage 2) Transform turns Bowser into a much larger, heavier, more powerful creature known as Giga Bowser Weaknesses: 1) Shell can be cracked and broken causing Bowser's mushy interior body to be fully exposed --- Name: Grey Fox Gender: Male Age: 32, killed in Zanzibar then resurrected 3 months later Eyes: Sees through red heat sensor in the exoskeleton Hair: Unseeable Race: Cyborg Human Weight: 213 pounds Height: 6'5" Right Hand: HF Blade Left Hand: Nothing Armour: Exoskeleton Armour, keeps him alive through resurrection and gives him extra strength Attacks Stealth (Becomes invisible but leaves a blurred vision where he is) Hard Punch (Self Explanatory) Quick Teleport (Uses stealth then moves quickly to another point around the enemy, then uses hard punch) Sword Play (Grey Fox takes his sword out and starts swinging it wildly at one spot with almost perfect accuracy, swiping almost 150 times a second. Can be used to block gun shots) Defend (Useful for blocking fast moving objects e.g. bullets) Strengths: 1) Excellent fist and sword fighter 2) HF Blade is sharp enough to cut metals and rocks such as titanium, steel or emerald with a few blows 3) Exoskeleton armour gives him extra speed, agility and strength 4) Ability to block ranged weapons with sword Weaknesses: 1) Very vulnerable to melee attacks when face mask is blown off 2) Can have electrical spasms through his armour randomly --- Name: Link Gender: Male Age: 17 Eyes: Blue Hair: Brown Race: Hyrulian Weight: 165 pounds Height: 6' 1" Right Hand: Master Sword Left Hand: Hyrulian Shield Armour: Green Kokiri Tunic Attacks Thrust (Thrusts sword at opponent) Slash (Slashes opponent with sword) Defend (Raises shield to defend front coming attacks) Din's Fire (Creates a fire ball around Link about 5 feet in diameter harming everything in the radius three times. Then the fire spreads out to about 30 feet then disappears) Farorae's Wind (Link gets surrounded by a green orb and can move at high speeds to another point in the arena. He can only move in one direction) Nayru's Love (Link gets surronded with a blue octahedron, blocking all magic and reducing the damage from weapon attacks. Weapons with an element equipped do normal damage) Bomb (Each bomb has a detonation time of 10 seconds, unless blown up by another attack. Only three can be used per post and only 30 can be used in the whole match as this is the maximum amount he can hold) Bow and Arrow (This has four different elements explained below) NORMAL (Acts like a basic arrow, affected by gravity and can pierce armour and shields) FIRE (Acts like a basic arrow but does double damage. If the opponent is wearing any flammable clothing/weapons these will set on fire. If not extinguised, the clothing/weapon will burn away) ICE (These are twice affected by gravity and freeze an opponent on the spot for 1 post. Does not affect fire creatures) LIGHT (These explode with a blinding flash on impact. LIGHT arrows are not affected by gravity and cause twice the damage of a normal arrow. If Link is in close range of an enemy he will be hurt as well) Triforce Power (This empowers Link with a true power of the Triforce. This increases his stamina, defence, speed, agility and strength. The power can not be negated in any way but does run out after 15 posts) Ocarina (This can do a number of things depending on the tune that is played on it, which are explained below) MINUTE OF THE FOREST (Causes growth of plants in any area Link wishes) BOLERO OF FIRE (Causes lava hot rocks to fall from the sky and lava to spew from the ground) SERENADE OF WATER (Allows Link to spray water at high velocities from his hand) REQUIEM OF SPIRIT (Causes weak spirits to help protect Link by blocking four attacks of any kind, except for whole arena attacks) NOCTURNE OF SHADOW (This summons dark link to the field, this time fully under Link's control. Dark link can do everything Link can do except for Ocarina Tunes, the three god moves (Din's fire, Farorae's Wind and Nayru's love), the three ELEMENTAL arrows and Triforce Power) PRELUDE OF LIGHT (This causes a blinding flash across the field and, unless the opponent has shielded their eyes EXTREMELY well, temporarally blinds them for one post) SONG OF STORMS (Cause it to rain in the arena for five posts. Does extreme damage to fire elementals) SUN'S SONG (Causes a heat wave that evaporates water and dries the field completely. All water and ice attacks are negated) ZELDA'S LULLABY (Makes the opponent drowsy and slow for two posts) EPONA'S SONG (Epona, Link's horse, comes to help. This can be used to help Dark Link) Mirror Shield (This replaces the hyrulian shield with a mirror shield that blocks and reverses all magic attacks back at the opponent. The reversal also changes the element of the magic (fire-ice, light-darkness, ice-earth, non elemental-all elemental etc.)) Strengths: 1) Can change his tunic to help against heat and icy temperatures 2) Can make his mirror shield absorb different types of elements and fire them back all at once with double power 3) His sword can deflect weak non-elemental magic Weaknesses: 1) Has a slow attacking speed when the mirror shield is equipped 2) Can easily be harmed from behind 3) His Goron (fire protection) and Zora (ice protection) tunics can be destroyed by using the opposite element (ice on the Grorn tunic, fire on the Zora tunic) |