Ardentia of the Crimson Guard
Feb 5, 2013 22:38:08 GMT -5
Post by Delta on Feb 5, 2013 22:38:08 GMT -5
Member Information
Player Username: Xandiel
Random Character Notes:
New weapon
New armor
Extended history
Character Basics
Character Name: Ardentia Sanguis (Ardent)
Character Age: 35
Character Race: Human
Character Gender: Male
About the Character
Character Personality:
When not in disguise, Ardent is a jerk. In every conceivable way, with no redeeming values. He kills people and blows up towns for fun, and really has no regard for human life. Friends? For the weak. Loyalty? Same thing as stupidity. Kindness? Stupid AND weak. Heroes are his favorite form of entertainment, to the point that he will sometimes go on a rampage just to find one.
Now, his usual disguise. Ardent looks like a kind, friendly middle-aged man when approached. He is quick with a smile and a reassuring laugh. All fake. A master of deception, he will only reveal his hand if necessary- until then, he grins and jokes until he finds the easiest way to slit your throat.
In battle, Ardent very rarely fights directly. His intelligence and deceptive powers will more often have you fighting your own shadow while he kills you when you least expect it.
Character Appearance:
At six foot five, Ardentia is obviously tall. He wears a white robe similar to the organization’s, minus the tassels. He has silver eyes that sparkle just a bit. He has snow-white hair, about an inch long and spiky, and no facial hair. He wears really soft white gloves, and strong white boots. He is constantly smiling while in disguise... or out of it. While showing his true colors, however, his smile is sadistic and says 'I'll love to watch you die' rather than 'It's nice to meet you'.
Character Hobbies/Activities: Taking over the world(s).
Battle Statistics
Character Position: Villain
Character Abilities:
Lumakinesis: By bending light and the atomic structure of matter to produce certain molecular chains and visual wave frequencies, Ardent creates illusions that can fool every sense but touch. Mostly used for looking epic and creating clones as a distraction. The illusions don't vanish unless he wills them to, even if they are hit. Complex ones stress his mind, and being struck while maintaining illusions will cause them to disappear, with a cooldown of two posts.
Reverse illusions: Making things that are there seem not there. Renders that thing undetectable by any means; sound, aura (or any sort of sixth sense), sight, smell, taste, etc. Lasts until they are touched or touch someone, two post cooldown. Lasts two posts max when used on himself.
Your deepest fears: Ardent can read minds to a very limited degree. In conjunction with illusions, this can be a powerful psychological weapon. Only reads fears and bad memories. Once per person; reading fears a second time is hardly necessary.
Speed of light: Ardent supercharges with light and can teleport anywhere in his current world once per post for three posts. Five post cooldown.
Blind: Ardent raises his hand, and a ball of white energy appears, releasing a flash of brilliant light. Anyone who has their eyes open when this beam hits will find it nearly impossible to see for three posts. Five post cooldown.
What gravity?: Walking on walls and ceilings is commonplace for ardent. Hovering and changing the direction of gravity are also possible. Gravity changes only affect him, not others. Passive.
Telekinesis: Ardent can control his weapons easily without touching them. They can easily block strong strikes and dance in elegant patterns, though striking ardent directly will cause the ability to come to a halt. He can also lift anything lighter than him and use it as a weapon for five posts before dropping it to rest for three. Weapons can only be controlled in the world he is in.
Inertial barrier: Ardent can call up a spherical inertial barrier that, while letting magic through just fine either way, cannot be broken physically. It lasts until a spell gets through, breaking his concentration, or until dismissed. Cannot be used in conjunction with energy wall. Cooldown of four posts.
Energy wall: A spherical wall that blocks all magic and energy, allowing only physical objects through. Cannot be used in conjunction with inertial barrier. Lasts until a physical attack gets through or the wall is dismissed. Cooldown 4 posts.
Binding light: Ardent will raise his hand and release chains of glowing light. These chains are homing and if one comes into contact, it snags is target and drags them back to be cocooned by the others. These chains are very hard to beak, and burn like they are made of fire. If not removed in three posts, every link violently explodes, dealing possibly fatal damage (survivable by players only). The chains can be blocked as well with some skill and stop homing after two posts. Chains may follow multiple targets, splitting off to follow separate foes, but this weakens the explosive force drastically for each person. Five post cooldown.
Focused wrath: Light concentrates inside the energy ball and focuses into a thin beam, only a half inch in diameter. This beam goes on for almost a mile, and burns straight through almost anything it touches. It lasts for one post, during which it can be moved like the longest lightsaber in the world. This beam can be blocked or dodged by most anything, but if it hits, it is piercing and does immense damage. Often used for drama; slices through concrete with ease. Four post cooldown.
Healing light: Cures Ardent to full health. Four post cooldown. Removes status effects. Max 3 per thread.
Ouranos and Gaia: Ardent summons ten white thunderbolts in a circle with a radius of up to one meter (depending on target size) around the target. Each makes a fissure that runs to the center, causing the ground to explode there with energy that fills the cage with burning light. The thunderbolts form a cage until the ground explodes, making it hard to escape without teleporting. Can be blocked with surrounding magic shields like reflect as well. Unblocked, the attack can make it difficult to see for two posts and deal heavy damage. Four post cool down. Alternatively, this ability can be used on a multitude of people at once, up to thirteen. This locks the ability off completely until the end of the thread.
Purge: This attack requires a charge time of two posts, during which Ardent is invincible. Almost all the light from the area gathers into the ball of energy that Ardent holds. This leaves the world around him shadowy and dark, while he appears to be glowing with the strength of a sun, maybe stronger. On the second post, he begins channeling this ability. Light swirls around him, incinerating everything within a few feet of him and completely obscuring any view of him.
On the third post, the light pulses dangerously for a few moments. Then it detonates. The energy reaches out incredible distances, wreaking havoc upon large segments of a world. Buildings crumble and dissolve into more light energy, the ground dissolving and leaving massive craters. If you are not a player character, then you have probably ceased to exist. Entire cities are brought down by this attack, which is meant to be the crux of a plot- the destruction of a city, or even almost an entire world. A barrier will soften impact, perhaps even cancel it out if the barrier is completely impenetrable, and the two posts of charge time should be enough time for most to get the heck out of there. This ability is only to be used after approval in a plot, and has a drawback: darkness will weaken it severely. Thus, those using darkness abilities will find that the force of the explosion will be drained into the darkness to 'fill' it with light. Using powerful enough darkness abilities around the origin of the ability will completely cancel the ability out, not harming ardent, but nullifying the destructive force.
Character Weapons:
Niteo: A ball of white energy just larger than a baseball. Telekinetically controlled and a conduit for magic. This orb burns violently upon contact with anyone but Ardent, with enough energy to burn through skin and bone as a blade would cut through it. He can also see from this ball, providing a second perspective.
Frange: A group of ten daggers formed by shattering the ball of light into razor-sharp shards. Though he cannot use offensive magic until they are reformed into the ball, each can move individually and do more damage than the ball of light. They retain the burning effect, though it does little more than increase cutting power, but lose the sight.
Sanctitude: A set of kunai that are brilliant white. They have been enchanted by the blacksmiths and magicians of the crimson guard with a special property- they always seem to be thrown a few feet to the side of their actual path. Thus, blades that seem to be headed for someone's face would actually miss by quite a bit, and what seems to be a wide miss could be headed straight for them. There are ten kunai in this set, hidden in various parts of Ardentia's robes and armor.
Character Accessories:
An intricately carved white cracked heart pendant that approximately doubles light magic power.
New armor, made by the crimson guard. Deep grey with flecks of red, it is very light to allow for quick movement, and slightly increases the effectiveness and strength of all his magic- illusions are made more difficult to see through, even for those with strong vision, and offensive magic is made 25% stronger. This armor provides light padding on the arms, chest, and shins.
Mode of Transportation: Corridors of light: Used only for inter-world transport.
Character Strengths: Magic, intelligence, determination
Character Weaknesses: A lack of physical strength, darkness
Character summons:
Blades of Purity: Ardent has a certain set of illusions that he uses commonly, to the point that they can feel solid as well. These are known as the Blades of Purity. They are an elite force of ten knights clad in shining white armor, each carrying a slightly different blade. There is nothing pure about them. There are ten of them, each specializing in their own blade style, and each of them holding a shard of Ardent's light ball in their blade. This shard is what gives their blade power, and is the only thing about them that is not an illusion. Often these warriors quickly gain a reputation for terrorizing towns. Ardent must be able to see them to guide their actions, and so often he hides somewhere nearby or pretends to confront them. This illusion does not dissipate if Ardent is struck. Sufficient damage to a warrior causes it to lose its solidity, but the visual illusion remains.
The Sage: Another illusion used commonly to the point of solidity is the sage. Unknown of name, he wears a hood obscuring his face. This sage has the full ball of light as his heart, and can thus operate an entire world away from Ardent. Ardent can use all his magic through the sage (except purge). This sage will often be portrayed as a main villain, or hidden leader of the blades of purity. Should he be unmasked (which only he can do, his cloak cannot be lifted by force) his face is revealed to be Ardent's. This illusion does not dissipate if Ardent is struck. Large amounts of damage to the illusion, however, will crumble it and reveal the ball of light as its core.
Character Story
Character Home World: The world of light- a tiny world about as far away from the door to darkness as you can get.
Character Relationships:
No real relationships at the moment.
Character History:
Born in a world of light, where everyone was always friendly and kind, Ardent was a different boy. He never loved frolicking or goofing off, or even smiling too much. His parents were concerned, and sent him to the doctor several times, but they could find nothing wrong. There was no illness in him, no darkness corrupting him. Eventually, his friends abandoned him, a little scared of his attitude. Only one girl was kind to him, one his age, who he barely knew. He was too naive to understand why she was nice to him; he was a bit to young to know much of anything about love, especially growing up almost shunned from society. Slowly, everyone became scared of him, until even his family was against him. Yet still this girl stayed by his side, despite her friends' complaints about her being around 'that loser'.
Silently, he left one night, with a feeling that his world had abandoned him, though no one had said it officially. He sneaked out of his home and tried to use a simple spell he had seen an elder practicing. All night he stayed up, trying to open a portal.
It was nearly morning when he accomplished it. A point of light burst into a passageway, a portal that could take him to another world. He was about to step through when he heard footsteps running to him. He turned, fearing a guard. It was her.
With tears in her eyes, she begged him not to leave. But Ardent was resolute. No one- well, no one else- cared about him here. He could not live in this sort of world. Anticipating this, she gave him a necklace. A white heart. She said to remember her, and made him promise to come back eventually. He did.
His portal brought him to Traverse Town. He discovered darkness for the first time there, and instantly disliked it. He found it strange, violent, and weak. He went off to find a place that would accept him, but found only hostile worlds. Some even hated him more than his home planet did. But he didn’t need their acceptance. He would be his own person. He grew stronger, and stronger, and eventually returned home.
What he saw surprised him. It was all gone. Consumed by darkness. Some might have cried, some gone into a rage, some resolved to fight the darkness. He didn't. However, he did change that day. It was probably at the moment that he found her body, limp and scarred, that you could see it. His last lifeline, last link to any sort of humanity he might have had, was cut. Energy swirled from him, not immense, not destructive, but full of emotion and loss. It concentrated around the necklace, cracking it down the middle.
Ardent rose from her body. The first and last tear he would ever shed landed on her cheek, and he left the world.
These worlds were cruel. They shunned that which they did not understand, hated that which was different. They were to be fixed. The so called 'heroes' that led them would be his sport. He would crush them, shatter their discrimination and cleanse the worlds. Through power, trickery or utter destruction, it didn't matter. He would show them how wrong they were.
After assisting the dominion of light, an organization dedicated to purging darkness and evil from the world, in a war, Ardentia decided to join with the resulting faction, the Crimson Guard, for resource and disguise purposes. Eventually, he would betray them to destroy the worlds. But for now, he was in his noble good guy disguise almost permanently.
Kingdom Hearts
Please Answer the following questions using the answer provided; apply the answer to the character you are creating.
1. Which form will you choose? The power of the mystic; through magic I hold wonder and ruin, the power to destroy worlds and rebuild them from dust.
2. What is most important to you? Being number one, the greatest man in the world. I am the strongest; I deserve to be king! Only a king can change the world he rules.
3. What do you want out of life? To be strong- for the strong shall destroy the weak, and the great shall rule the small with their power.
4. What are you afraid of? Being different from the others, the ones who banished me. Who are they to say my differences are signs of corruption? I'll show them their failures and weakness.
Player Username: Xandiel
Random Character Notes:
New weapon
New armor
Extended history
Character Basics
Character Name: Ardentia Sanguis (Ardent)
Character Age: 35
Character Race: Human
Character Gender: Male
About the Character
Character Personality:
When not in disguise, Ardent is a jerk. In every conceivable way, with no redeeming values. He kills people and blows up towns for fun, and really has no regard for human life. Friends? For the weak. Loyalty? Same thing as stupidity. Kindness? Stupid AND weak. Heroes are his favorite form of entertainment, to the point that he will sometimes go on a rampage just to find one.
Now, his usual disguise. Ardent looks like a kind, friendly middle-aged man when approached. He is quick with a smile and a reassuring laugh. All fake. A master of deception, he will only reveal his hand if necessary- until then, he grins and jokes until he finds the easiest way to slit your throat.
In battle, Ardent very rarely fights directly. His intelligence and deceptive powers will more often have you fighting your own shadow while he kills you when you least expect it.
Character Appearance:
At six foot five, Ardentia is obviously tall. He wears a white robe similar to the organization’s, minus the tassels. He has silver eyes that sparkle just a bit. He has snow-white hair, about an inch long and spiky, and no facial hair. He wears really soft white gloves, and strong white boots. He is constantly smiling while in disguise... or out of it. While showing his true colors, however, his smile is sadistic and says 'I'll love to watch you die' rather than 'It's nice to meet you'.
Character Hobbies/Activities: Taking over the world(s).
Battle Statistics
Character Position: Villain
Character Abilities:
Lumakinesis: By bending light and the atomic structure of matter to produce certain molecular chains and visual wave frequencies, Ardent creates illusions that can fool every sense but touch. Mostly used for looking epic and creating clones as a distraction. The illusions don't vanish unless he wills them to, even if they are hit. Complex ones stress his mind, and being struck while maintaining illusions will cause them to disappear, with a cooldown of two posts.
Reverse illusions: Making things that are there seem not there. Renders that thing undetectable by any means; sound, aura (or any sort of sixth sense), sight, smell, taste, etc. Lasts until they are touched or touch someone, two post cooldown. Lasts two posts max when used on himself.
Your deepest fears: Ardent can read minds to a very limited degree. In conjunction with illusions, this can be a powerful psychological weapon. Only reads fears and bad memories. Once per person; reading fears a second time is hardly necessary.
Speed of light: Ardent supercharges with light and can teleport anywhere in his current world once per post for three posts. Five post cooldown.
Blind: Ardent raises his hand, and a ball of white energy appears, releasing a flash of brilliant light. Anyone who has their eyes open when this beam hits will find it nearly impossible to see for three posts. Five post cooldown.
What gravity?: Walking on walls and ceilings is commonplace for ardent. Hovering and changing the direction of gravity are also possible. Gravity changes only affect him, not others. Passive.
Telekinesis: Ardent can control his weapons easily without touching them. They can easily block strong strikes and dance in elegant patterns, though striking ardent directly will cause the ability to come to a halt. He can also lift anything lighter than him and use it as a weapon for five posts before dropping it to rest for three. Weapons can only be controlled in the world he is in.
Inertial barrier: Ardent can call up a spherical inertial barrier that, while letting magic through just fine either way, cannot be broken physically. It lasts until a spell gets through, breaking his concentration, or until dismissed. Cannot be used in conjunction with energy wall. Cooldown of four posts.
Energy wall: A spherical wall that blocks all magic and energy, allowing only physical objects through. Cannot be used in conjunction with inertial barrier. Lasts until a physical attack gets through or the wall is dismissed. Cooldown 4 posts.
Binding light: Ardent will raise his hand and release chains of glowing light. These chains are homing and if one comes into contact, it snags is target and drags them back to be cocooned by the others. These chains are very hard to beak, and burn like they are made of fire. If not removed in three posts, every link violently explodes, dealing possibly fatal damage (survivable by players only). The chains can be blocked as well with some skill and stop homing after two posts. Chains may follow multiple targets, splitting off to follow separate foes, but this weakens the explosive force drastically for each person. Five post cooldown.
Focused wrath: Light concentrates inside the energy ball and focuses into a thin beam, only a half inch in diameter. This beam goes on for almost a mile, and burns straight through almost anything it touches. It lasts for one post, during which it can be moved like the longest lightsaber in the world. This beam can be blocked or dodged by most anything, but if it hits, it is piercing and does immense damage. Often used for drama; slices through concrete with ease. Four post cooldown.
Healing light: Cures Ardent to full health. Four post cooldown. Removes status effects. Max 3 per thread.
Ouranos and Gaia: Ardent summons ten white thunderbolts in a circle with a radius of up to one meter (depending on target size) around the target. Each makes a fissure that runs to the center, causing the ground to explode there with energy that fills the cage with burning light. The thunderbolts form a cage until the ground explodes, making it hard to escape without teleporting. Can be blocked with surrounding magic shields like reflect as well. Unblocked, the attack can make it difficult to see for two posts and deal heavy damage. Four post cool down. Alternatively, this ability can be used on a multitude of people at once, up to thirteen. This locks the ability off completely until the end of the thread.
Purge: This attack requires a charge time of two posts, during which Ardent is invincible. Almost all the light from the area gathers into the ball of energy that Ardent holds. This leaves the world around him shadowy and dark, while he appears to be glowing with the strength of a sun, maybe stronger. On the second post, he begins channeling this ability. Light swirls around him, incinerating everything within a few feet of him and completely obscuring any view of him.
On the third post, the light pulses dangerously for a few moments. Then it detonates. The energy reaches out incredible distances, wreaking havoc upon large segments of a world. Buildings crumble and dissolve into more light energy, the ground dissolving and leaving massive craters. If you are not a player character, then you have probably ceased to exist. Entire cities are brought down by this attack, which is meant to be the crux of a plot- the destruction of a city, or even almost an entire world. A barrier will soften impact, perhaps even cancel it out if the barrier is completely impenetrable, and the two posts of charge time should be enough time for most to get the heck out of there. This ability is only to be used after approval in a plot, and has a drawback: darkness will weaken it severely. Thus, those using darkness abilities will find that the force of the explosion will be drained into the darkness to 'fill' it with light. Using powerful enough darkness abilities around the origin of the ability will completely cancel the ability out, not harming ardent, but nullifying the destructive force.
Character Weapons:
Niteo: A ball of white energy just larger than a baseball. Telekinetically controlled and a conduit for magic. This orb burns violently upon contact with anyone but Ardent, with enough energy to burn through skin and bone as a blade would cut through it. He can also see from this ball, providing a second perspective.
Frange: A group of ten daggers formed by shattering the ball of light into razor-sharp shards. Though he cannot use offensive magic until they are reformed into the ball, each can move individually and do more damage than the ball of light. They retain the burning effect, though it does little more than increase cutting power, but lose the sight.
Sanctitude: A set of kunai that are brilliant white. They have been enchanted by the blacksmiths and magicians of the crimson guard with a special property- they always seem to be thrown a few feet to the side of their actual path. Thus, blades that seem to be headed for someone's face would actually miss by quite a bit, and what seems to be a wide miss could be headed straight for them. There are ten kunai in this set, hidden in various parts of Ardentia's robes and armor.
Character Accessories:
An intricately carved white cracked heart pendant that approximately doubles light magic power.
New armor, made by the crimson guard. Deep grey with flecks of red, it is very light to allow for quick movement, and slightly increases the effectiveness and strength of all his magic- illusions are made more difficult to see through, even for those with strong vision, and offensive magic is made 25% stronger. This armor provides light padding on the arms, chest, and shins.
Mode of Transportation: Corridors of light: Used only for inter-world transport.
Character Strengths: Magic, intelligence, determination
Character Weaknesses: A lack of physical strength, darkness
Character summons:
Blades of Purity: Ardent has a certain set of illusions that he uses commonly, to the point that they can feel solid as well. These are known as the Blades of Purity. They are an elite force of ten knights clad in shining white armor, each carrying a slightly different blade. There is nothing pure about them. There are ten of them, each specializing in their own blade style, and each of them holding a shard of Ardent's light ball in their blade. This shard is what gives their blade power, and is the only thing about them that is not an illusion. Often these warriors quickly gain a reputation for terrorizing towns. Ardent must be able to see them to guide their actions, and so often he hides somewhere nearby or pretends to confront them. This illusion does not dissipate if Ardent is struck. Sufficient damage to a warrior causes it to lose its solidity, but the visual illusion remains.
The Sage: Another illusion used commonly to the point of solidity is the sage. Unknown of name, he wears a hood obscuring his face. This sage has the full ball of light as his heart, and can thus operate an entire world away from Ardent. Ardent can use all his magic through the sage (except purge). This sage will often be portrayed as a main villain, or hidden leader of the blades of purity. Should he be unmasked (which only he can do, his cloak cannot be lifted by force) his face is revealed to be Ardent's. This illusion does not dissipate if Ardent is struck. Large amounts of damage to the illusion, however, will crumble it and reveal the ball of light as its core.
Character Story
Character Home World: The world of light- a tiny world about as far away from the door to darkness as you can get.
Character Relationships:
No real relationships at the moment.
Character History:
Born in a world of light, where everyone was always friendly and kind, Ardent was a different boy. He never loved frolicking or goofing off, or even smiling too much. His parents were concerned, and sent him to the doctor several times, but they could find nothing wrong. There was no illness in him, no darkness corrupting him. Eventually, his friends abandoned him, a little scared of his attitude. Only one girl was kind to him, one his age, who he barely knew. He was too naive to understand why she was nice to him; he was a bit to young to know much of anything about love, especially growing up almost shunned from society. Slowly, everyone became scared of him, until even his family was against him. Yet still this girl stayed by his side, despite her friends' complaints about her being around 'that loser'.
Silently, he left one night, with a feeling that his world had abandoned him, though no one had said it officially. He sneaked out of his home and tried to use a simple spell he had seen an elder practicing. All night he stayed up, trying to open a portal.
It was nearly morning when he accomplished it. A point of light burst into a passageway, a portal that could take him to another world. He was about to step through when he heard footsteps running to him. He turned, fearing a guard. It was her.
With tears in her eyes, she begged him not to leave. But Ardent was resolute. No one- well, no one else- cared about him here. He could not live in this sort of world. Anticipating this, she gave him a necklace. A white heart. She said to remember her, and made him promise to come back eventually. He did.
His portal brought him to Traverse Town. He discovered darkness for the first time there, and instantly disliked it. He found it strange, violent, and weak. He went off to find a place that would accept him, but found only hostile worlds. Some even hated him more than his home planet did. But he didn’t need their acceptance. He would be his own person. He grew stronger, and stronger, and eventually returned home.
What he saw surprised him. It was all gone. Consumed by darkness. Some might have cried, some gone into a rage, some resolved to fight the darkness. He didn't. However, he did change that day. It was probably at the moment that he found her body, limp and scarred, that you could see it. His last lifeline, last link to any sort of humanity he might have had, was cut. Energy swirled from him, not immense, not destructive, but full of emotion and loss. It concentrated around the necklace, cracking it down the middle.
Ardent rose from her body. The first and last tear he would ever shed landed on her cheek, and he left the world.
These worlds were cruel. They shunned that which they did not understand, hated that which was different. They were to be fixed. The so called 'heroes' that led them would be his sport. He would crush them, shatter their discrimination and cleanse the worlds. Through power, trickery or utter destruction, it didn't matter. He would show them how wrong they were.
After assisting the dominion of light, an organization dedicated to purging darkness and evil from the world, in a war, Ardentia decided to join with the resulting faction, the Crimson Guard, for resource and disguise purposes. Eventually, he would betray them to destroy the worlds. But for now, he was in his noble good guy disguise almost permanently.
Kingdom Hearts
Please Answer the following questions using the answer provided; apply the answer to the character you are creating.
1. Which form will you choose? The power of the mystic; through magic I hold wonder and ruin, the power to destroy worlds and rebuild them from dust.
2. What is most important to you? Being number one, the greatest man in the world. I am the strongest; I deserve to be king! Only a king can change the world he rules.
3. What do you want out of life? To be strong- for the strong shall destroy the weak, and the great shall rule the small with their power.
4. What are you afraid of? Being different from the others, the ones who banished me. Who are they to say my differences are signs of corruption? I'll show them their failures and weakness.