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Seena's Alleged "End All" Character Profile |
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This one is even less complete than the other two, but probably will be updated and completed at a faster pace.
Name: Nanoko ????
Race: Unknown (Human, for all intents and purposes... for now...)
Age: 9
Height: 4'2"
Weight: 70 lbs
Hair: Light Black, cut just below her jawline and often tied up in a mini-pony tail.
Eyes: A vibrant ice-blue, almost silver.
Profile: The image of innocence, Nanoko is a child in nearly every regard. Despite her name and apparent heritage, she appears distinctly Caucasian, with silky white skin and soft, toned, undeveloped curves. She wears an ankle-length white dress with a simple black chord strung about the waist, acting as a pseudobelt. She also adorns a pair of worn black sandals that cover little more than the bottom of her feet. Her most noticeable features are the white strings that dangle from her neck and left wrist. The necklace is loose and upon the end is strung a prism-shaped crystal that seems to glow a heavenly yellow. The bracelet is tighter so that it stays on her wrist even with the weight of the multitude of glowing crystals that hang from it, each a different color.
Weapons: None
Equipment: A single yellow crystal that hangs from her neck and five crystals that hang from her wrist. The glowing, vibrant colors are as follows: Black, red, sapphire blue, bluish white, and greenish brown.
Abilities: While she appears to be just an ordinary girl, appearances aren’t everything. The one thing that sets her apart is her surreal connection to the supernatural world, but not in a normal sense, either.
Nanoko Reaper’s Harvest - Since birth, Nanoko has been a spiritual black hole, drawing in the souls of the newly departed around her. The weaker souls are converted into energy, but if a soul is strong enough it is formed into a crystal that glows with the soul’s power. Soul Tap - She is able to use the souls trapped within the crystals by tapping into their power and using it as her own. This allows her to become a spiritual replica of the person the lost soul once was. Since these abilities occur naturally and have never been consciously developed, the personalities of the souls have a high chance of surfacing while tapped. Tapping a soul is simple and quick, but only one soul can be tapped at any given time, and the process of removing the soul from her own is a long and tedious one; therefore, switching souls in the middle of combat is virtually impossible. Ether Feast - As a spiritual black hole, her body naturally draws in more than just souls. She is able to absorb portions of the spiritual energy that resonates off of people or attacks. With enough concentration she can even suck the energy from her opponent.
Yellow: The soul of her dearly departed mother who died after giving birth. There is no way to know what she really was, but her powers suggest she was something special. The power of her abilities are also highly circumstantial: the more evil there is within the heart of the enemy, the more damaging her spells become. Thusly, demons are fatally harmed by her attacks, while a pure soul would hardly receive a scratch from even her most powerful of spells.
Nanosumi Hime Holy Light - A ray of heavenly light shoots forth from her, blinding anything but the holiest of entities and burning anything with a trace of evil in it. Cost: 20 energy to start, 10 to maintain. Heaven’s Mercy - Using her holy energy, she is able to form a protective shield around herself, able to absorb the damage she takes equal to that of the energy she put into it. Cost: 1 energy for 1% shield. Heaven’s Grace - By the power of the divine she is able to heal any wounds or ailments. To gather the power for such a process she must charge for one turn each equivalent of 10% health healed. Cost: 1 energy for 1% health. Michael’s Flaming Sword - By the power of the divine she is able to summon a sword ablaze with holy fire. The hot, dense material is similar in composition to steel, and the fire burns with holy energy that scorches all but the holiest of entities. Cost: 50 energy to cast and 5 to maintain. Heart Holy Flame - With a swing of the sword, she is able to send flares of holy fire out at her enemies, burning most anything it touches. Cost: 20 energy. Heaven’s Fury - Using her holy energy, she is able to form a glowing bow and send arrows of concentrated holy light sailing at her foe, piercing most and scorching the impure. Cost: 5 energy to maintain bow, 10 energy per arrow. Angelic Flight - By the power of the divine she is able to summon a pair of angelic wings to give her the gift of flight. These wings are comprised of holy energy and can serve to block weak attacks or scorch the flesh of the wicked. Cost: 40 energy to cast, 10 to maintain. Rain of Fire and Sulfur - When her life is failing and her connection to heaven is strengthening (below 40% health) she may call upon the Angel of Death to deliver the wrath of the divine down upon her enemies in a powerful form. Meteors of deadly burning sulfur fall from the sky, incinerating all that they touch as they once did in days of old. Cost: 150 energy.
Black: The soul of the demon who attacked the church in which she grew up and who first awakened her ability to tap the souls of her crystals. This evil entity was the first to feel the divine wrath trapped away in the glowing yellow crystal, but would thence be trapped to leave a legacy of his own. The strongest and most dangerous of her crystals, this soul has been known to take control of the body upon being tapped and go on its own rampages.
Rasu Kagekaze Blood of the Damned - The natural energy flowing through the crystal causes unnatural changes in her body. Her agility, strength, and stamina are increased exponentially and she gains a resistance to physical damage as well as certain elemental damage equivalent to that of hardened leather. She also gains a strong resistance to dark and demonic magics, but a heavy vulnerability to holy magic. Unfortunately, this transformation puts a great deal of strain on her young body, damaging her health by 5% each turn. Stoneflesh Aura - With her dark powers, she is able to fuse energy into her skin, making it hard as stone. Cost: 20 energy for limbs, 30 energy for body (per turn), 50 total. Dark Flames - With her dark powers, she is able to send forth a blaze of hellfire to scorch/flash-freeze a foe as if they had been put to a -100 degree flame. Cost: 30 energy. Hell’s Vengeance - The demonic soul trapped within the crystal is far too powerful for her to control while fully tapped, but the option still remains. Unleashing the full power of the soul amplifies the Demonic Blood by another exponential value and causes an aura of Dark Flames to engulf her. This form will last as long as her energy, but when it fails she is reduced to 1% health. Demonic Flight - While under Hell's Vengeance, the demon can manifest some of his former powers without destroying the girl's body; one of such includes the ability to defy gravity. With little concentration, she may hover and fly in a given direction quickly, and with greater concentration she can manifest of pair of bat-like, demonic wings that allow her to move just as easily in the air as on the ground. Abysmal Judgment - While under Hell's Vengeance, the demon can manifest some of his former powers without destroying the girl's body; one of such includes the ability to open a rift to hell itself. With the sacrifice of a powerful soul, combined with a high amount of energy, she may summon a gate by which a minion may pass through, or, using an extremely high amount of energy, an enemy may be cast down and trapped in the abyss.
Red: The first powerful soul to fall victim to the rampage of her black crystal, this powerful flame elementalist was part of the coalition force sent to stop the “demon girl.” He possessed strong physical combat capabilities, along with everything else you’d expect from a fire wizard including, of course, an immunity to extremely high levels of heat and a vulnerability to stifling elements like water.
Gai Rin Flaming Fists - The power to generate a searing hot film of fire around her fists when in motion, extending half an inch from her hands. If she opens her hands to decrease the surface area the fire can become as sharp as obsidian. Cost: 5 energy a turn to maintain, 10 energy per attack. Flame Thrower - The power to throw a stream of ignited liquid. If the stream hits within 5ft the liquid will stick, lighting the victim on fire, after 5ft it will be too thin to stick and after 7ft it is completely consumed. Cost: 30 energy to cast, 20 to maintain. Fire Ball - The power to project a ball of fire that flies in one direction and explodes on contact. Cost: 30 energy for a ball 1ft in diameter and 10 energy for each additional foot. Fire Pillar - The power to create a pillar of fire at the enemy's location using archaic runes drawn by her magic. This spell lasts for two turns and the pillar stretches hundreds of feet upward, but loses power as it ascends, causing a shrinking effect in its circumference. Cost: 60 energy for a 6ft diameter pillar and 10 energy for each additional foot. Searing Mist - The power to super-heat the air around the caster creating a thick, stinging fog that can boil a person alive in 5 turns. The fog has a visibility range of 5ft, takes 3 turns to cast, and lasts for 6 turns. Cost: (Diameter * Pi) energy to cast and half that to maintain for every turn over 6. Ethereal Summon - The ability to summon elemental creatures from the Ether realm. Each elemental has five levels, each taking one additional turn to summon, and each increasing the creature’s strength and damage power, as well as their maximum health. Stage 1: Hell Bat - Taking between 1 and 5 turns to summon, this smoldering red bat seems to have come straight out of Hell. Scorching to the touch, it also has razor sharp fangs and claws upon its feet and wings. At level 5 it is 3 feet tall and 7 feet from wing tip to wing tip. A level 5 bat also possesses the ability to burst into flames and act as a deadly bomb upon the next thing it touches. Cost: 50 energy to cast, 10 to maintain. Stage 2: Phoenix - Taking between 3 and 7 turns to summon, this golden bird is ablaze with supernatural fire. Burning to the touch, it also has a razor sharp beak and bone-snapping talons. At level 5 it is 6 feet tall and 14 feet from wing tip to wing tip. A level 5 phoenix also possesses the ability to resurrect itself for half the cost of its summon. Cost: 100 energy to cast, 20 to maintain. Stage 3: Fire Wurm - Taking between 6 and 10 turns to summon, this gigantic red lizard is the apex of fire elementals. Its scales are hard as steel and its teeth and claws are sharp enough to cleave stone. A level 3 Wurm is capable of spurting streams of flame from its mouth. At level 5 it is 12 feet tall and sprouts a wingspan of 28 feet. A level 5 Wurm is also summoned with a pair of monstrous wings, making it a full-fledged Dragon. Cost: 150 energy to cast, 30 to maintain. Fire Bombs - The special technique of fire elementalists, this is the power to create small black balls using reverse nuclear-physics on an immense amount of fire energy. These little balls are thrown by hand, with the explosion upon impact extending in a 3ft radius around the impact point with the power of 1 pound of TNT. Cost: 100 energy to begin the process and 25 energy for each additional ball in the same batch. Fire Storm - The power to create a hurricane-like storm of fire by releasing all energy. A thin dome of fire bursts out of the caster, dispelling once it reaches a 5ft radius, quickly followed by currents, rings, and streams of fire shooting out in every direction in a 50ft diameter and lasting for 3 turns. It also super-heats the air around the caster, causing searing hot water to fall in between the torrents. This spell reduces her health to 1%. Cost: All remaining energy but no less than 150.
Blue: Another of the commanders sent to end the destruction of the “demon child”, this powerful elementalist specialized in the control of water. While not a physical fighter in nearly any sense of the word, this aristocratic soul possessed tremendous magical power. Like the fire soul, she had the benefits and hindrances expected of a water elementalist, including the ability to breathe underwater and withstand extremely low temperatures, along with the vulnerability to electric and earth-based attacks.
Sarah Maezu Water Ball - The first of two methods to begin all other skills, this spell gathers the moisture from around the caster and forms it as a ball in or around the hands. It can be thrown or sprayed as-is, but is usually better chained with more advanced techniques. With a ready source of water, or in extremely humid conditions, this skill is instant, but it can take up to two turns in the driest of conditions. Cost: 10 energy. Spray of Needles - Unleashing the water ball as a spray, the caster can instantly freeze the droplets, making them a shower of needle-like icicles. Cost: 10 energy. Water Whip - Holding the water together with magic, the user can extend the water ball into a whip of nearly limitless length, dealing the blunt and piercing damaged expected of a normal whip. Cost: 10 energy to cast, 5 to maintain. Aquaforming - The ability to morph the shape of the water ball and freeze the newly formed structure. From spikes and swords to shields, the fluidity of water makes the possibilities nearly endless... limited only by the mass of the water ball. Cost: 20 energy. Frozen Burst - After a water ball is thrown or sprayed, the caster may freeze the water to the enemy, creating a cold hindrance of motion on wherever was frozen. Without a water ball, this spell also entails the caster’s ability to cause frostbite in a foe by freezing the moisture in his/her body. This requires the caster to hold on to the body part being frozen for two turns. Cost: 20 energy. Shatter Hex - This spell forces the water ball into the caster’s own body, creating a surface upon which to manipulate her chemical flow. With this technique the caster is able to extract poisons and foreign substances in one turn, as well as regulate the chemical balance in her mind in two turns, dispelling and further blocking any hypnotic, illusionary, or psychic techniques being used against her. Cost: 30 energy to cast, 10 energy to maintain mental regulation. Flood - The second of two methods to begin all other skills, this spell rips the moisture from deep within the ground and brings it up as mini flood in a ten foot diameter around the caster. This spell can be bypassed if there is a ready source of water available, but can take up to 3 turns in the driest of areas. Cost: 10 energy for each inch deep, doubled for each additional 10 feet. Ebb and Flow - The ability to control the motions of the water, throwing waves, sprays, and engulfing whatever the caster’s will commands. Due to the nature of water, there are very few limits in the process of its control. Cost: 20 energy per turn. Ice Sculptures - The ability to freeze any portion of the water being controlled, whether it be a wall of ice or a frozen prison for an enemy. Due to the nature of water, there are very few limits in the process of its control. Cost: 30 energy. Ethereal Summon - The ability to summon elemental creatures from the Ether realm. Each elemental has five levels, each taking one additional turn to summon, and each increasing the creature’s strength and damage power, as well as their maximum health. Stage 1: King Crab - Taking between 1 and 5 turns to summon, this hard-shelled crustacean is sought after by bold fishermen worldwide. It has a shell as hard as rock, two bone-cleaving pincers, and sharp, talon-like legs. At level 5 it is 3 feet tall and 4 feet from leg-tip to leg-tip while standing. A level 5 crab also grows a steel-hard shell. Cost: 50 energy to cast, 10 to maintain. Stage 2: River Asp - Taking between 3 and 7 turns to summon, this smooth serpent is the deadly shadow of the deep. It has unrivaled strength in its coils and sharp fangs. At level 5 it is six feet long and three inches thick. A level five asp also possesses a poisonous bite that will cause fatigue, nausea, and result in death in 5 to 8 turns. Cost: 100 energy to cast, 20 to maintain. Stage 3: Water Drake - taking between 6 and 10 turns to summon, this gigantic blue lizard is the apex of water elementals. Its scales are hard as steel and its teeth and claws are sharp enough to cleave stone. A level 3 Drake is capable of spurting streams of water from its mouth. At level 5 it is 12 feet tall and sprouts a wingspan of 28 feet. A level 5 Drake is also summoned with a pair of monstrous wings, making it a full-fledged Dragon. Cost: 150 energy to cast, 30 to maintain. Special Summon: Aether Sharks - The special technique of water elementalists, this is the power to create aethereal sharks comprised of a bubble-like energy. These creatures may only traverse in waters deep enough to support their 9 by 3 by 4 feet of mass, but are stronger and faster than their deep-sea counterparts. They also possess the ability to reform damages they have taken with a little extra energy from the caster. It takes 2 turns to summon a single shark, and an additional turn for each additional shark. Cost: 100 energy to start, 25 energy for each additional shark, 5 energy to maintain each shark, 10 energy to heal minor wounds, 20 to heal dire wounds.
White: Another of the commanders sent to end the destruction of the “demon child”, this powerful elementalist specialized in the control of air. He was a strong soldier, proficient in many forms of weaponry, but his true power lied in his great reservoir of energy and power. Like the others, he had the benefits and hindrances of an air elementalist, including high agility and quick reflexes, along with the vulnerability to fire-based attacks.
Brown: The general of the coalition force sent to end the destruction of the “demon child”, this powerful elementalist specialized in the control of earth. He possessed the ability to switch between two forms (taking 2 turns to morph): a powerful old wizard who uses a vast assortment of plant magic, and a ripped, strong young man who uses ground magic. This is the second most powerful of her crystals and the only one capable of changing her physical appearance. (Aged lady, 80 year-old plant wizard. Young muscular woman, 25-year old ground warrior.)
Purple:
History: Coming soon...
Seena Brighteyes · Sat Jun 02, 2007 @ 08:19am · 0 Comments |
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