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[PLEASE LOCK]♕Heaven S Soul Sagas♚ An Original RP Co-Host: *~Dark~Magician~Girl~*


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I like the idea and concept, I'll join.

Personal Information
Username: [color="#0000FF"]sonicblade95[/color]
RP Name: Mashiro Kuna
Age: 18
Race: Human
Gender: Female
Sexuality: Straight
Personality : Headstrong, Mashiro has a tendency to butt heads with those who think of her as weak. Quick to anger, she usually ends up getting in scrapes that she tends to regret getting into. However, if one gets to know her, she can be seen as a very kindhearted person, but even that doesn't mean she's all forgiving. She's been known to hold grudges for years, and always finds a way to get back at people who trick her. A person you can rely on, she's willing to do tasks most people would say 'No' to, and she'll do it with a touch of style and grace. Just don't say you're better than her just because you have something she doesn't. Just don't, okay? You don't want to see what she'll do if you say that. It's that horrifying.
Biography : Mashiro was born in Europa in an unnamed village to a loving mother and father. One day, Both her parents were murdered by a rebel army, who were quickly defeated by the king. Alone, Mashiro, age 5, wandered out of the village and was lost in the nearby woods. It was in these woods she met her future teachers, a group of traveling monks. Taking her in as one of their own, they took her on a journey across the countries, spanning 10 years, eventually arriving in Frostmorn. Along their journey, the monks taught Mashiro powerful martial arts techniques, including how to use her own aura in battle to aid her. She learned many of her master's techniques, prepping her for the day all the monks were killed in a battle that she was unaware of. Mashiro, age 16, decided to train in the frozen wasteland as a way to prepare to avenge her fallen comrades. Hearing of the seven orbs, she plans to go out and assist those who are looking to restore the Golden sphere to it's rightful place.
Country of Origin: Europa
Town of Origin : ????????

Physical Characteristics:
[img]http://media.comicvine.com/uploads/1/19859/855404-mkh_super.png[/img]

Only other info to add is this is battle form. Normal form has no mask, brown eyes, and green hair. Height 5'0'' , Weight 97 lbs.

Weaponry
Weapon : Her aura. She can manifest her aura into her physical attacks, increasing their power exponentially. Her aura also grants her armor, allowing her to focus it to prevent too much damage from being taken. Otherwise straight up monk, all martial arts. Grants Abilities Aura Power, Flow of Combat and Aura Armor.
Secondary Weapon : Pair of kunai knifes, used only in extreme emergencies (I.E. to use to block a powerful sword swing, block a throwing weapon, etc).
Magic : Yes

Aura Sphere : Manifests aura into a sphere, thrown at enemy, Non-Elemental. 20 MP
Force Palm : Blast of aura from palm shoots at enemy, most effective in close range, chance to stun opponent, Non-Elemental. 10 MP
Mach Speed : Max Agility for next 3 attacks, Offense is doubled, but damage is incurred for missing, and counters deal additional damage. 50 MP
Aura Drain : Steals MP from opponent to restore own MP. 20 MP
Electric Aura : All magic attacks become Electric Elemental. 15 MP
Reverse Aura : All magic attacks become Non-Elemental. 30 MP
Fire Aura : All magic attacks become Fire Elemental. 15 MP (LV 3)
Sphere of Might : Hits opponent with ball of energy for up to 3 hits, Non-Elemental. 30 MP (LV 4)
Water Aura : All magic attacks become Water Elemental. 15 MP (LV 5)
Hammer of Might : Leaps in air, sends energy hammer into ground, releasing shockwave, hits HP and MP (MP damage is 1/4 HP damage) Non-Elemental. 30 MP (LV 6)
Dark Aura : All magic attacks become Dark Elemental. 15 MP (LV 7)
Electric Fists : Hits 1 opponent two to four times with Electric Elemental fists. 60 MP (LV 8)
Multi Clone : Summons clones of self, each has 50 HP, and no Defense. Clones must all be destroyed in order to attack Mashiro. 25 MP for each clone made (LV 9)
Crescent Locus : Hits opponent into air with powerful kick, deals 1 1/2 times Physical damage. 50 MP (LV 10)
Triple Kick : Throws 3 powerful kicks in one turn, deals 1 1/8 times damage for each hit. 70 MP (LV 12)
Fists of Fury : Throws 20 punches, each hit does 1/8 normal damage. 60 MP (LV 14)
Acrobat Locus : Throws 5 hit combo, each hit does 1 1/8 times damage. 90 MP (LV 16)
Burning Rave : Slams fist into ground, creating an earthquake. Hits all grounded enemies with Earth Elemental Damage. 100 MP (LV 18)
Aura Beam : Needs at least one clone alive to succeed, fires massive blast of energy at opponent, leaves user unable to dodge next attack, Non-Elemental. 100 MP (LV 20)
Meteodrive : Grabs enemy, jumps in air, suplexes enemy, deals 1 3/4 times damage. 120 MP (LV 22)
Aura Bomb : Throws ball of aura, explodes, can hit all enemies, Non-Elemental. 30 MP (LV 24)
No Mercy : Hits opponent with Non-Elemental damage, damage is calculated by following (Mashiro's Offense - Opponents Defense / 10 * 5 + 50). 100 MP (LV 26)
Aura Sword : Transforms aura in surrounding area into a sword for 5 turns, locks all magic for 5 turns, Increases Offense and Defense. 150 MP (LV 28)
Aura Storm : Generates powerful weather phenomena based on current aura element (Fire = Firestorm, Water = Tsunami, Electric = Thunderstorm, Dark = Hurricane, Non-Elemental = Earthquake), increases power of element weather is based off of, lasts until end of battle. 200 MP. (LV 30, must complete secret quest to obtain power to use)

Stats (Your weapon will boost your character's traits.
HP/MP = 750/250
Offense : 250/500 (-50 Kunai Knives)
Defence : 200/500
Agility : 300/500
Intelligence : 125/500
Will : 125/500 (+50 Kunai Knives)
Total : 1000/1000

Abilities:
[W] Aura Power : Offense goes up as damage is incurred. Passive. (No status ailments and HP > 50% = Offense, One status ailment or 50% > HP > 10% = Offense +100 Agility -100, Multiple status ailments of HP < 10% = Offense +200 Agility -200)
[W] Flow of Combat : # of attacks in normal attack option varies depending on Offense ( Offense <= 250 = 3 attacks, 350 >= Offense > 250 = 2 attacks, Offense > 350 = 1 attack)
[W] Weak Aura : Any of Mashiro's attack magic can be deflected, reflected, or out right destroyed with out costing opponent a dodge or counter. If this occurs, opponent gains MP equal to cost of move Mashiro used. (No Spamming this ability) (REMOVED AT LV 15)
[W] Strong Aura : Mashiro's attack magic cannot be reflected or deflected, but can be destroyed if opponent casts spell of equal or greater power. (ACTIVATES at LV 15, REMOVED after Aura Storm learned)
[W] Master Aura : Mashiro gains 25 MP on turns she defends, and gains +50 Defense during turns she defends. (ACTIVATES after first use of Aura Storm)
[A] Aura Armor : All Physical damage incurred reduced by half, any Elemental damage incurred doubled.
[R] Human Courage: Human only, allows one to call in enemies attacks to focus on the user.

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Hey Mortal, just added an ability that downsizes the effectiveness of her magic......at least until she becomes stronger. She's learned the moves, she just never had to use them in combat before, so she doesn't know her limits yet..... There are better Aura moves she will eventually learn, probably levels 20 or higher.
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Well I see your point....You usually don't start RPG's with the best stuff, and I agree, some spells are a bit OPed. I feel though her cons out-weigh her pros greatly, especially against a magic user, since the only way to gain any elemental properties is to waste a turn to use the aura changing spell, her spells cost way too much MP to be effective, and since they are weak compared to her physical attacks, she's best off just running up and punching someone than using a spell and getting owned. If you want, I'll let you pick up to three spells to remove, no questions asked. I don't really mind, if it makes things more fair, I'm for it.
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nah you're okay, I guess. Now that I think about it maybe some of the elemental transformations at a level 1 are a little iffy. But here's my go on the whole thing. There are some apps here, just here's my take on it:

An RPG, most non-magic blood lines usually know little to no magic unless it is involved in song form. Notice: I said usually. Now the magic users have low Attack and relatively low defense but make up for it in Willpower and Magic spells. And when there are a ton of other people with more powerful magic than a magic-user of the same level, then that defeats the threat in a magic user. Like if there is a Warrior with different attacks at a level 1, but then there are a bunch of other warriors that are the same level but somehow have attacks that the original warrior isn't programmed to get until level 10 or something. I'm trying to be fair but as a Warlock and compared to everyone else on here... I'm gonna have to level out the playing field to spells I wasn't gonna use until much later... I mean the point of having weak spells is that these are the spells for the beginning. But at this rate everyone will be able to pound my character out of existence since people are waaaaaaaaaay to OP'ed for a FRIGGIN LEVEL 1!!!!! It'd be different if we started off at different levels then I'd understand, but look at my spells compare to everyone else's. And you know where I got those spells from? Various LOW LEVELED SPELL CASTERS!!!!

Sonic your okay with the drawbacks but The drawbacks shouldn't even be necessary at the start of a journey, drawbacks should come in leveling up, gaining new armor and weaponry. Like a true RPG.

Also I had originally planned Neol having less attacks and less magic since we were just starting off, but when I saw other characters I added some more but they are still fairly weak attacks since he is, just like everyone else is, a Level 1. I mean when I look at a lot of these apps, I think that these are for level 10/20 characters! The abilities, the powerful magic, the strong weaponry, its all high leveled stuff for level 1 users and especially the Magic since Magic is a dark/light mysterious force that can only be tamed by the truly skilled and I didn't expect non-magic blood to be able to master spells at such low levels. I know starting weak sounds bad and people might think "Well If I'm too weak then I'm not gonna win any PvP battles!" well you would win if EVERYBODY started weak! My now Neol is OP'ed in my opinion for a Lv. 1, but that's only because other people, not everybody, have super OP'ed characters, so I'm still NO MATCH!!!! I mean look at my poison spell, TEMPORAROLY poisons opponent but IS NOT VERY ACCURATE and MISSES A LOT!

THAT Is a level 1 spell.
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In case it wasn't clear your weapon must plus to your traits (you must allocate them, but as I have said before, no more than 50 + or you must decrease a stat to balance it out)

Also, would anyone like a beginning level option (max 10)

Also here is my app:

[spoiler='Kyng of Ice']
[spoiler='Zenith Stormfury']
[b][u]Personal Information[/u][/b]
Username: Kyng of Ice
RP Name: Zenith Stormfury
Age: 19
Race: Dragovian
Gender: Male
Sexuality: Straight
Personality:
Zenith is a very kind and gentle soul, very friendly and calm. He isn't a very playful person and tries to be serious, however he does enjoy the company of fun people. Zenith follows Dragovian tradition to a tee and has a strong love for his race's ancient roots. His tradition requires him to be mercyful and gentle to those who ask for it, so he has adopted this into his personality, as well as patience and focus. His primary duty is to fulfill a task he was given by an angel of the Almighty.
Biography:
Zenith is a Dragovian, a half-human, half-Dragon race which have the ability to transform into dragons at great cost of energy. Dragovians also have a tradition, which is to be patient and focussed, keep focussed, and show mercy to those who ask for it. Zenith was raised to follow this tradition by his parents, although he also loves his race and origins deeply and follows tradition as a sign of respect.

When Zenith was but a mere infant, his father was visited by the Angel Mana, who told him the Almighty had plans for Zenith. She also told him one would be searching for the ancient Spheres and his son was to aid him, so Zenith's father was ordered to raise him strong and patient. As time progressed he was given his lance, which was much smaller than it is now, and he was trained by Dragovian Soldiers to perfect the arts of battle. At age 17 he first took his dragon form, but lost it almost instantly. After this event, the Elders trained his Magic usage to allow him to train his Dragonic usage and heritage, which most Dragovians would learn at age 20. Because of this Zenith has three years more experience than other beginning Dragovians. It was also at this time when the Almighty met him in a dream and informed him of his destiny.

One night, Zenith climbed Mount Europa and saw a bright light and a pitch black darkness charge towards him. He was told to come here and as the orbs collided they formed a sword at his feet. This was the Dragovian Destiny Sword, a weapon that was formed of the missing sparks of the original two sparks of Light and Darkness, which they other half formed the Almighty...
[spoiler='Dragovian Destiny Sword']
[img]http://www.iaza.com/work/110704C/iaza15504637539900.jpg[/img]
[/spoiler]
He was told only he could wield it, and suddenly the blade merged into his lance.

Now Zenith searches for the child who searches for the Spheres, desperate to complete his destiny so he may live his life in peace.
Country of Origin: Europa
Town of Origin: Dragovian Village; a small village which homes the mighty Dragovian Race. It uses very primitive methods, focussing on farming and small trade. It also specialises in Dragon Scales and Dragonic Weaponry, but the source is unknown though believe to have a Dragon Breeding centre.
[u][b]Physical Characteristics[/b][/u]
[spoiler='Human Form']
[img]http://www.iaza.com/work/110704C/iaza15504620117400.jpg[/img]

This is his human form, except his ears which are small Dragon frills.
[/spoiler]
[spoiler='Dragon Form (requires Dragon Force)']
[img]http://www.iaza.com/work/110704C/iaza15504677993700.jpg[/img]
[/spoiler]
[u][b]Weaponry[/b][/u]
Weapon: Dragon Lance, a weapon passed down his race for generations. It is equal to his height in length, and grows to his heigth as he grows himself. It is crafted out of pure dragon scales. It wields special powers including the abiliy of turning into the Dragovian Destiny Sword (see bio for image) which turns all of his sword attacks into Light and Darkness, with high critical hit ratio.
Secondary Weapon: Fisticuff, fighting weaponless.

Magic:
[*]Dragon Heart: Cuts HP in half as a cost to double the damage for the next attack.
[*]Dragon Soul (unlocked at Level 10): Burns all MP as a cost to double the likelihood of blocking/counter attacking for the next incoming attack.
[*]Dragon Force (unlocked at Level 15): Changes to Dragon Form for 5 turns (requires the usage of Dragon Heart and Dragon Soul)
[u][b]Stats[/b][/u]
HP/MP = 800/200
Offense: 250/500 ([b]Dragon Lance:[/b] +25) ([b]Dragon Form: [/b]+100)
Defence: 200/500 ([b]Dragon Armour:[/b] +25 against Fire Attacks) ([b]Dragon Form: [/b]+100)
Agility: 250/500 ([b]Dragon Lance:[/b] +25) ([b]Dragon Form:[/b] +100)
Intelligence: 150/500 ([b]Dragon Armour:[/b] +50) ([b]Dragon Form:[/b] -150)
Will: 150/500 ([b]Dragon Form:[/b] -150)
Total: 1000/1000

Abilities:
[color="#008000"][R][/color]Dragon's Rage: If counter attacked, boosts user's Offence + 20
[color="#FF0000"][W][/color]Wind Palm: -requires Fisticuff- The user throws a palm strike, creating a vacuumed thrust of wind towards the enemy. If hits the enemy directly, will do +50 damage. Otherwse, does +10 damage. Costs 5 MP
[color="#0000FF"][A][/color]Dragon Scale Rejuvenation: Armour damage and breakages recovers outside battle.
[b][S][/b]Proudful Dragon (requires Green Sphere): A passive ability that maintains Zenith's Dragon Form lasts 10 turns.
[/spoiler]
[/spoiler]
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King, there's a problem going on with the Yellow Orb of Knowledge. Apparently other people have reserved it. Ya need to sort out who's going to have it. Someone said they reserved what ever orb was left, I asked for directy, and others have asked for it. Please figure who's getting it
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[b]Information[/b]
Username: [color="#800080"]Aisu Valkov[/color]
RP Name: Laila “Rini” Mandou
Age: 21
Race: Human (with quarter Elf)
Gender: Female
Sexuality: Straight

Personality: Laila is mostly a calm, yet energetic person. She’s normally singing a song to herself as she travels from place to place. When she isn’t performing, she’s usually playing with the children or performing little bits of magic for them as she passes by them on the sidewalk. She also gets clumsy at times of embarrassment, blushing, etc. The moments she gets mad, angry, furious, etc, its apparent by the blood vein appearing on her forehead along her nose the bridge of it being bright red. Sadness can be seen in the form of her bangs covering her eyes and her eyes getting slightly dull in color. When in battle, she becomes fierce and unforgiving of those that hurt innocents or k.o’s a teammate.

Biography: Many years ago, a gypsy man traveled to Luna Corporealis, where he met a beautiful Half Elf woman. The two fell in love and eloped as she adopted the gypsy life. As the woman became pregnant, they traveled back to the man’s home country, Aridos, since it was tradition for the first child to be born in the husband’s home country. As the woman began going into labor, the yearly monsoon started to cover the country. Because of this timing, Laila has a strong connection with the elements of water and wind. Continuing on with story, the wife gave birth to her daughter as the storm peaked. Unfortunately, she died not long after holding her daughter for the first time and naming her, due to unknown complications. Despite being heartbroken, the man continued on, raising Laila in a gypsy life. He’s taught Laila many forms of skills as she grew, everything from dance to tarot cards. A few years ago, her father passed away from old age. Now she travels around the world, performing in streets and at fairs, earning use enough money to allow her to travel to her next location.
Country of Origin: Aridos
Town of Origin: Sandsea

[b]Physical Characteristics[/b]
[IMG]http://i1179.photobucket.com/albums/x384/gothic-hugz/Anime/242w.jpg[/IMG]
Height: 5’7”, weight: 180. Due to her light frame and small muscles, she’s fast and agile.

[b]Weaponry[/b]
Weapon: Swift Beauty is a 6’ tall weapon she inherited from her mother when she turned 13, the age the gypsy culture considers old enough to wield weapons, hunt, etc. Swift Beauty was hand made by her late mother, using wood from the rare Aqua Pine (a tree that’s blue all the way threw and is located only near natural springs deep within the Luna Corporealis continent), there are magical symbols etched into to help keep magic from getting out of control from the weilder. The tip is forged from an ore that’s been known to be a good conductor for magic and to keep a sharp edge for years to come. Lastly, the ribbon acts as a temporary scroll, allowing spells to be transcribed on it for use before it disappears.

Armor: Laila wears a pair of gypsy performance cloths called the Black Widow, named after the spider that eats its mate after mating. The cloths are made out of steel like silk that’s flexible and light enough to be worn as cloths, but strong enough to protect almost as well as metal armor.

Magic:
Beginning: Quos, Gal
Level 12: Ferno, Gai, Heal
Level 25: Whirlpool, Tidal Wave
Level 40: Aquinos, and Force Field.

Abilities:
Beginning:
[color="#FF0000"][W][/color] [b]Magic's Flight[/b]: (Out of combat)This allows Laila to sit on her spear and fly through the air as if she was riding a fable witch's broom. (In combat) This allows Laila to hover above the ground, giving +50 to defense and intelligence for 5 of her turns. Costs 20 MP.
[color="#008000"][R][/color] [b]Avenger[/b]: When a teammate has low health or k.o'd, add +50 to damage. Lasts for one attack.
Level 10:
[R] Elven Pride: (Out of battle) As Laila levels up, her ears become more pointed like true elf ears, she starts to inherit the elven language and slowly starts to understand friendly creatures (hair remains black). (In battle) Laila turns into a full-fledged elf (elf ears and silver hair included) for turns equal to her level/10. Her offense is then converted into will during this time.
Level 15:
[color="#008000"][R][/color] [b]Widow Maker[/b]: Adds +50 to damage when attacking an opponent of the opposite sex.
[color="#008000"][R][/color] [b]Desperate Tactics[/b]: When health drops below 15%, add +50 to offense.
Level 30:
[color="#FF0000"][W][/color] [b]Healing Nature[/b]: Draws Mana from the near by nature, regenerating 20 points of mana for every turn of her's while active (numbers of turns are determined by a 6 sided dice roll).

[b]Stats[/b]
HP and MP: 750/250
Offense: 200/500
Defense: 150/500 (Black Widow: +50)
Agility: 300/500
Intelligence: 250/500
Will: 100/500 (Swift Beauty: +50)
Total: 1000/1000

--------------------------------------------------------------------------------------------------------

Alright, there's my app. Lol. So since I won't be getting an orb, its safe to say I'll be teaming up with someone that will be getting one? Or do ya want non-orb wielders to do something else?
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