Sertera
Sept 8, 2015 21:21:42 GMT -5
Post by sughtyu on Sept 8, 2015 21:21:42 GMT -5
Member Information
Player Username: Sughtyu
Current Character List: Character Select Screen
Random Character Notes: Gods, this brings back memories.
Character Basics
Character Name: Sertera ("Sera" for short)
Character Age: 17
Character Race: Human
Character Gender: Female
About the Character
Character Personality: A submissive soul, Sertera silently suffers orders and abuse of those she's subservient to. Normally, she isn't one to antagonize others, but she's quick to defend those she's loyal to. That isn't to say she doesn't have a backbone. She would rather ignore insults aimed at her than waste the energy to confront them. Her loyalty borders on the insane, meaning once one has gained her trust, there is almost no action they can take to break their loyalty with her. She has a decent sense of humor, a large pool of patience, and has a pretty good comprehension of the things around her, aside from being blinded by loyalty from time to time. In battle, she generally tends to adopt a defensive mindset to protect any allies she's with, trying her hardest to avoid leaving them vulnerable while attacking or defending. When alone, however, she has no such obligation and can therefore focus on a more offensive approach. She likes to get fights over quickly so as not to waste time. Sertera has one more quirk. In certain circumstances, generally when certain people she cares about are threatened further than she can stand, she has a shift, or snap, in personality. She goes from submissive and quiet to rowdy, with a fanatical devotion to the subject of threatening. When like this, she tends to drag fights on, reveling in making the cause of her behavior pay, if she can. This eventually passes when things have calmed down or upon waking up when she's knocked out.
Character Appearance: A thin wiry frame stands about 4' 10" tall (About 1.5 meters). The top of her head is crowned by short, purple hair. Piercing green eyes, a small button nose, and thin lips adorn an obviously young face. On her back, starting from the middle of both her shoulder blades are two lines of stitching going straight down to a little above her waist, from some unknown activities of those that found her. She often feels like something is missing where the scars now preside. Starting from the bottom, she wears a pair of simple lace up black boots, flat on the bottom. A pair of black tights covers the length of her legs, with a dark green skirt sitting on her waist, extending down midway to her knee on the left side, but swooping down slightly past her knee on the right. On her waist, she wears a simple leather belt, with a gold buckle. Her chest is wrapped in bandages, managing to hide both scars and covering from mid-chest down to just above her belt. And on her left hand sits a strange glove. It looks to be made of darkness itself, giving off a purple mist every now and again, covering about halfway to her elbow. The end of the glove has a purple segment with what looks like a closed eye instead of a button, and the front of the gloves has holes for her fingers to show through. Her weapon is normally sheathed on her back.
Battle Statistics
Character Position: Neutral
Character Abilities:
Loyal to the end: Once per thread, if Sertera would be killed by an attack, but is taking the attack to defend an ally or innocent, she clings onto life and remains barely conscious, however she is unable to participate in the fight any longer due to being severely weakened. Even with a high level healing ability, she will regain mobility and strength, but still be unable to engage in battle for at least five non-combat hours.
Rigged Wheel: Once per battle, when activating her Roulette Wheel ability, Sertera may skip the randomness of chance and choose the outcome herself, treating it as if it landed on that number. Can be used outside of battle to provide her access to her abilities as the need arises.
(The following abilities involve the chance of rolling a 10 sided die. I would normally like to go with the honor system of having opponents/allies trust that my rolls are indeed random and I am not picking and choosing the number myself, but if my opponent/ally wishes he can ask to make the roll himself through a private message or ooc part in his previous post. I will follow the honor system myself and believe they are being truthful in their rolls should they wish to do so.)
Roulette Wheel: A large golden roulette wheel appears in the air, semi-transparent and glowing gold as if from the heavens above. There are ten segments of the wheel, alternating ebony and ivory colors and each engraved with the numbers 0-9 in a random fashion. A skeleton hand points to the top number, with a skull that looks like it's smiling displayed right above the hand. The wheel begins spinning, causing the skull to cackle for a little bit, before it finally slows to a stop. The skull's eyes flare up and the number flashes bright before floating down to Sertera. The wheel disappears as the number is absorbed into her body, activating one of the below abilities that matches the number displayed. The wheel cannot be summoned again until the effects of any previous numbers have expired, except for the numbers 0 and8, which give this ability a 1 post cooldown. If the number the wheel landed on is either on cooldown or disabled for the rest of the battle, it moves forward to the next highest value automatically, until it lands on a usable ability. If the highest value is reached and can still not be activated, it defaults to 0.
0 - Fool's Flock: As the number 0 is absorbed into her body, a faint "baa" can be heard in the distance. For a couple seconds, all seems normal. Suddenly, in the blink of an eye, a group of 10 - 15 sheep suddenly appear randomly in the field of battle. The sheep generally do nothing but mill about and get in the way of either combatant, ignorant of the fighting going on around them. They can withstand a medium amount of damage before disappearing in a puff of wool. When the battle ends, any sheep still around will follow Sertera if she leaves for a maximum of 24 hours, or just mill about if she doesn't move from the site for the same amount of time. There is potentially no limit to the number of sheep that can eventually be summoned with this ability.
I - Magician's Trifecta: When the number 1 is landed on, three orbs appear around Sertera. One red, one blue, and one yellow. Each orb has a charge of elemental energy attatched to it, red being fire, blue being ice, and yellow being thunder. She can pull one of the orbs at a time into either of her hands, and then shoot a magical shot out of her palm based on the orb absorbed, red being fire and so on. The blast travels at a medium fast speed, but does minimal damage if it hits, as well as activating any elemental weaknesses the target may have. Generally, though, opponents will have enough time to set up a defense or dodge the blast unless it's fired from point blank range. The orbs will only last until the end of the next post. After the orbs expire, the number 1 on the roulette wheel dims for 4 osts, becoming unusable.
II - High Priestess's Blessing: Once in a battle, when the wheel lands on 2, and the number is absorbed by Sera, a ghostly woman in religious looking robes appears in the sky. She also has purple hair and green eyes, and holds an important looking staff, with beautiful golden wings on her back. She spreads her arms out and her lips move in a silent prayer, which imbues Sera and any allies within 20 feet (~ 6 meters) a boon of decent health regeneration, healing light wounds in 1 post to medium wounds in 3 posts, and a buff of 20% defense for 3 posts. After which, the woman disappears back into the skies by fading away. After the effects wear off, the number 2 dims for the rest of the battle, unable to be used again. The wheel also refuses to appear for 1 more post after the gifts wear off.
III - Empress's Vanity: When 3 is landed on, for better or worse, a spotlight suddenly appears and points directly at Sertera. In addition, enemies and allies alike within 50 feet (~ 15 meters) are compelled to direct their attention at her, attacks and abilities as well. This is a mental ability, so those with strong willed minds can attempt a resistance, but they have to continue resisting throughout the duration. The spotlight disappears after one post, and the number 3 is dimmed for 8 additional posts before being usable again.
IV - Emperor's Guard: Instead of the number 4 entering Sertera's body, the number floats down in front of her where it splits into two, then slowly sinks into the ground on either side of her. Two phantom soldiers rise up from the ground in full armor, and (time permitting) kneel toward her, pledging their loyalty to her. Both have full suits of medium weight armor and full tower shields, and can take up to two heavy attacks before being dispersed. They do their best to defend their "emperor", the girl who summoned them. Being in full suits of armor, physical attacks that do not find the weakspots (neck, armpits, elbows, leg... pits?) will do miniscule damage, unless they have some magical property or piercing effect. They are not bothered by fire at all, being phantom soldiers, though the armor can still be melted off if the heat is high enough and applied long enough. Cold attacks won't do so much damage, but can slow them down. They are rather susceptible to thunder attacks and take increased damage from such. The guards will lay their lives down for her for 2 posts. After which, they are dismissed, and the number 4 on the wheel fades for 8 posts.
V - Hierophant's Greed: The number 5 causes a weird distortion of gravity to begin. Everything within a 50 foot (~ 15 meters) radius that isn't bolted down begins to get drawn toward Sertera. Monsters, weapons, people, items, even projectile attacks will be pulled toward her with a medium strength field for two posts. Digging in to the ground can halt motion toward her, but it is difficult to increase the distance between Sertera without a decent amount of effort. Sera remains unhindered during this time with the exception of objects and attacks hitting her with the increased force of the gravity. Any projectile attacks that were initially fired away from her have their damage reduced by about half if they land a hit against her. Any projectile attacks fired toward her before the gravity shift have their damage upped by 25% because of the increase in force. After the field dispels, the number 5 is dimmed for 8 posts.
VI - Lover's Bond: As soon as the number 6 is absorbed, Sertera can choose one ally or enemy within 25 feet (~ 7.5 meters). Once she has chosen, a golden shining heart appears on both her and her chosen person, on the left side of each of their chests, for two posts. During the time the hearts are active, the two they are on will receive a bonus to defense and damage based on their proximity. When within 50 feet (~ 15 meters) the boost will be about 5% extra damage and 5% extra defense. However, as they get closer the bonuses gradually rise to a maximum of 25% more defense and 15% more damage when within 10 (~ 3 meters) feet of eachother. If an enemy wishes to dispel the effects, any ability/ item that removes debuffs will work. When the boost wanes, the number 6 dims for 8 posts.
VII - Chariot's Affinity: The number 7 grants Sertera a boost to her speed and agility. She can run twice as fast as normal, and can jump up to ten feet in the air, while suffering no damage from falling. This buff lasts for two posts. After ending, the number 7 dims for 8 posts.
VIII - Justice's Balance: The number 8 descends from the wheel and a golden scale appears from the number. Above each side of the scale, symbols will appear showing all the buffs and debuffs currently active on everyone in the battle, Sera and her allies' on one side, the enemies' on the other. Each symbol that doesn't already have a match on the other side is then duplicated, with the new symbol floating to the other side. The scales then balance once each symbol has a match on the other side, and it then disappears in a flash of light. Each team would then find themselves with any buffs the other team had that they did not, as well as any debuffs the other team had.Each individual team member will also find themselves gaining any buffs other team members have. The shared buffs and debuffs remain active for as long as they would have on their original targets. This only applies to added affects from abilities activated during the battle. Any buffs and or debuffs activated before the fight began or after this ability is activated are not shared. Any buffs or debuffs received from a form change a person may have active are lost on everyone when the form is changed or lost. If the person changes into a new form with different buffs, those buffs are not shared with everyone. If the person changes back into the form with buffs that were copied, the buffs are not copied again and are not shared with everyone.
IX - Hermit's Secluded Refuge: Upon activation, landing on number nine causes Sertera to disappear instantly. She is warped to a pocket dimension that looks like the inside of a small cottage. A single bed in the corner, table and two chairs in the middle, one door, a fireplace, and some cabinets are the only things of note inside. There are three windows on each wall, but the only thing that can be seen through them is a void of black. If the door is opened, a blinding light is shown through it. When it is walked through, a door appears wherever she wishes it to be, up to 10 feet (~ 3 meters) from where she was originally warped from. When in battle, she is forced out of the cottage at the beginning of the next post, and once this ability has been used the number 9 dims for the rest of the battle. When used outside of battle, the door can appear anywhere she has seen before, in addition to her choosing it to reappear someplace random, even in a random world she has never been to before. She can also choose to stay inside the cottage indefinitely when not pressured by a battle. Contrary to the ability's title, she can actually bring others into the dimension by touching them when it's active. This can only be done outside of battle, though. The cabinets have a magically replenishing supply of various canned foods, allowing one to live there indefinitely. And when required, a different door will appear near the cabinets leading to a neat and cozy little bathroom, complete with shower and doilies.
Wheel Override, Limit Break| XX - Judgement, Devil Form: Once in a thread, when on the brink of death, Sertera can override her Roulette Wheel with a special set of numbers. Nine of the wheel's ten slots are replaced with the number 20 (What were originally 1-9). Once the roulette lands on one of these numbers, the wheel is replaced with a coin. On one side of the coin, a picture of an angel is carved into it. On the other, a sinister looking devil. The coin spins a couple times and slows to a stop on the devil side. Once the coin disappears, the glove on her hand begins to pulse with waves of dark energy. The closed eye on it opens, revealing a glowing yellow eye as her arm becomes covered in darkness spreading from the glove. Her hair turns black, and as the darkness covers her entire body, a bright red heart shaped symbol appears on her stomach, the symbol commonly associated to creatures called Heartless. When she opens her eyes after the transformation, they are bright yellow, like the eye on her glove. This form lasts for 4 posts, or until she is knocked unconscious. While corrupted, she gets a 50% boost in strength and speed, as well as feeling as if she is at full health at all times, regardless of what her actual health is. She can also sense hearts up to 10 feet (~ 3 meters) away. Once the form expires, she loses consciousness and must recuperate, being unable to battle for five non-combat hours regardless of any healing abilities or items.
Wheel Override, Limit Break| XIII - Death: While the above ability replaces nine of the ten slots with the number 20, one of the slots is designated the number 13 (slot 0). If this number is landed on, the skull on top of the roulette wheel hangs around after the wheel disappears about 20 feet (~ 6 meters) in the air, and it begins to grow. At first it looks as if it's growing on it's own, but eventually it can be seen that it is drawing life energy from Sertera herself, leaving her looking and feeling drained of life, and unable to defend or attack during it's charge. Once the skull has grown to about the size of a bus, it turns toward the ground slowly and opens it's mouth. It hangs in the air for a couple seconds, the entire battlefield growing eerily silent. Suddenly, it begins to let out a maniacal cackle and rushes toward the ground, crashing into where Sertera stands. It looses an explosion, reaching 100 feet (~ 30.5 meters) in all directions, dealing very heavy damage to any caught in the blast. There is a limiter on this ability, leaving it unable to actually kill anyone, including Sera. However, in a dire situation, this limit can be removed, causing the death of the user and those trapped inside, only if the controllers of any characters inside the blast range agree to it beforehand. Normally, though, after the smoke from the blast disperses, Sertera is found to be unconscious, unable to wake for a whole day after the explosion. Even upon waking, she is weak from having her life drained away and unable to engage in combat for one more day without any healing.
Character Weapons:
Tenshi no hade: A shimmering nodachi, it glows with a soft golden hum. The foot long (30 centimeter) handle looks to be made of pure gold, though it is uncertain as it has an unnatural durability to it. It is wrapped in red leather, to provide a comfortable grip, and ends at a golden cross guard. The blade itself extends out 4 feet from the handle (~ 1.2 meters), and looks to be made of pure white light, casting a glow on it's surroundings. The sheathe itself is pure black and nondescript. In fact, when sheathed, the glow from the weapon is non-existent, as if the sheath were absorbing the extra light. It is kept in position on her back with a simple yet thick braided black string. An incredibly strong force of magical power is required to actually break the blade or sheath.
Character Summons: None
Character Racial Ability: Arial Grace: From some unknown origin, this person feels more comfortable in the air. When airborne, they seem to be more graceful, flexible, and resilient. Gains a 10% defense buff in the air and can also manipulate their position slightly. Can alter speed and trajectory in the air a small amount, up to 5 mph (~8 kph) and 25 degrees in any direction respectively.
Character Strengths: Loyalty, patience.
Character Weaknesses: Loyal to a fault, sometimes driven practically insane.
Character History:
In a world with a forgotten name, there lay a castle. And near that castle, a thick forest refused to be terraformed. Whenever the king's men tried to clear it away, it managed to hold fast, ignoring their axes and dousing rain on their fires. So much was the persistence of this forest that the king sent his men scouting into it to see if there was some wizard giving the foliage command. And deep into this forest, they did not find a wizard, but a babe. The child seemed to glow as it slept quietly, and so the men brought it back to the castle, presenting it before their king. The king immediately knew what this child was, and ordered his most skilled apothecary to remove what he thought were two unsightly blemishes on the child. The apothecary did just that, though the babe now had two scars on it's back. The glow around the child faded, and to any eye the child looked human. And so, it was raised as such, raised by the very men who found it. They had instructions to raise the child as their own, and teach it how to defend the king when it grew of age. It was during the first day of care that it was discovered to be a girl, and also during this first day that a name was bestowed to the newest resident of the castle. The baby from the woods would from then on be known as Sertera.
With the child's removal from the forest, it was cleared away with greater ease, as though some force was protecting it until the babe's discovery. A village soon took the place of the forest, and it soon thrived, as did the child. Under the tutelage of soldiers, the kid was soon holding small sticks and practicing stances, trying to emulate her many brothers, as she felt they were to her. The king of the castle, Bishop Doplin by name, requested that the girl be given special visiting hours with him alone when she was old enough to speak. During these hours, he would teach her things. The first days were establishing himself as her lord, benefactor, and most importantly as her father. During subsequent visits, he would teach her sciences, politics, mathematics, as well as other scholarly subjects. He would occasionally return to the topic of fealty, making sure she understood loyalty and was still as such loyal to him. The girl continued to grow, ideas of loyalty hammered into her head, combat abilities hammered into her head, and the town grew much in the same way. The people were encouraged to be loyal, and the king's soldiers trained the peasants to form their own militia. Eventually, Sera was allowed to go with the king's men to train with the militia.
On one of these days, a stranger happened to roam into town. After training, the soldiers liked to wind down at a local tavern, and Sera was there with them blending into the background as normal. A robed figure swept into the tavern, causing the entire room to fall into silence. He had an aura around him that chilled the very air, but he was bent over as if in pain. He muttered something under his breath as he sat at a table near the door. One of the soldiers slowly stood up and moved slowly toward the man. "Uhh... sir? Are you-" "The darkness... it's coming." was all the man said. The soldier halted his progress, unsure of what to say. "The... darkn-" "Yes. The darkness. This whole world..." the man stood up slowly, "will be devoured. I don't suspect any of you will survive. Nor the peasants, nor your king." He began to step toward the group, and the soldier that had risen slowly backed up. The robed figure looked directly at Sertera. "Even this girl, will fall victim." At this remark, all the sitting soldiers stood, drawing their blades and pointing them at the figure. "It matters not if you cut me down. The darkness will come anyway. I am merely an observer. Now... if you'll excuse me." The man bowed slowly, and then slipped out of the tavern before any of the men could react. The soldiers decided that heading home was probably the best idea. As they left, most of them tried comforting Sera with words stating that the man must've been crazy, his words were meaningless, just the barking of an annoying dog. But something in his eyes had forced a pit of unease to seep into Sertera's stomach.
That same pit blossomed three days later. The sky was overcast, and the girl was still sleeping. She hadn't been feeling well since the encounter with the robed man, but she awoke with a start upon hearing screams. Dressing quickly, she rushed out of the room while grabbing a blade from the armory next door, her mind immediately set upon rushing to her lord's side to protect him. She reached the throne room without encountering anyone. Odd, since there were supposed to be guards posted in several locations. Inside the throne room stood three... creatures. They were small, child like shapes, head to toe black with yellow eyes. She dashed forward and sunk her blade into the center one, only to realize her weapon sailed through it harmlessly. It stabbed into the stone floor with a loud grating sound, so she used it as a pole to vault over the creatures, landing between them and the door to the king's chambers. Assessing the situation quickly, she realized the best course would be to flee with the king, and so she turned and rushed through the door, slamming it shut behind her. "My lord! We need to-" The king was nowhere to be seen. Instead, a black glove lay on the ground. "Flee? You're absolutely right, my dear. But first, put on that glove you see." The voice of her king seemed to resonate throughout the entire room. Not one to disobey, she slowly walked forward and picked the glove up, dangling it in front of her face a bit before reluctantly slipping it onto her left hand.
Instantly, a coldness swept up her arm, filling her blood stream and causing her to clutch it and fall to the ground. She felt her heart go cold, soon followed by the rest of her body. She was paralyzed from the pain, yet as soon as the coldness filled her body, it slowly started to recede back into the glove. She regained control and panicked, frantically tearing at the glove to get it off. It was to no avail, as the glove was impossible to remove. It was as if it were ingrained into her skin, now. "Relax, child. I was just testing the limits. You are now my vessel. I have shed my body and become something greater. And now, I preside in this glove. And I have chosen you, young one. I will direct you and guide you from within. You ARE still loyal to me, correct?" Slowly getting a grasp on the situation, all she could do was nod. "Good. Now, under my bed you'll find a chest. You're going to want to contents if you are to serve me." The girl reached under the bed and found the chest. Inside of it was a long sheathed blade and a set of twelve cards. Two of the cards glowed a golden color, and they all had odd pictures and numbers. Upon picking up the cards, they disappeared in a flash of light. The blade, however, stayed around, prompting the girl to strap it into position on her back, the handle extending past her right shoulder.
An instant understanding flooded into her brain, as if the cards told her directly how to use them. "Now... how to get out of here?" "Leave it to me." She then raised her hand, spawning a roulette wheel in the middle of the air. As it began to spun, she felt confident it would land on the number 9, exactly what she needed. When it eventually did, a door appeared right in front of her. She stood from the floor and walked into the entrance, forever leaving her home world. As the door closed, the world started to corrode into darkness before eventually winking out.
Writing Portion:
Sample Post: (Just a formality, I suppose.)
Blinking rapidly, Sertera found herself standing inside a small cottage. It was quaint, cozy, and exuded a homely warmth that made her relax. And relax she did, by flopping on the bed and releasing a sigh. "I guess I figured out where we're living." "Yes. Excellent. This will do, for now. Might be a step down from castle, but I sense that this place is mobile. Precisely what we'll need." "Need?" "I'll explain later. For now... I'm... suddenly very tired. Well, child. I'm going to rest. I leave you to your own devices until I awaken." "Wha-? But..." The glove on her hand suddenly became silent. "My own devices?" She stared at the ceiling for what felt like an eternity, wondering what to do. It then dawned on her that she was free to do whatever she wished. The person she was meant to protect was now a glove on her hand. This meant that it would be incredibly easy to protect him, as she only would have to keep herself safe. By extension, her lord would be kept safe as well. So, she opted to go out and explore. If she got into trouble, she could always fight or flee. So she leapt off of the bed and rushed to the door, eagerly throwing it open and jumping through, off to wherever the wind took her.
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 warrior
>The power of the defender<
The power of the mystic
2. What is most important to you?
Being number one
Friendship
>My prized possessions<
3. What do you want out of life?
To see rare sights
To broaden my horizons
>To be strong<
4. What are you afraid of?
>Getting old<
Being different
Being indecisive
Player Username: Sughtyu
Current Character List: Character Select Screen
Random Character Notes: Gods, this brings back memories.
Character Basics
Character Name: Sertera ("Sera" for short)
Character Age: 17
Character Race: Human
Character Gender: Female
About the Character
Character Personality: A submissive soul, Sertera silently suffers orders and abuse of those she's subservient to. Normally, she isn't one to antagonize others, but she's quick to defend those she's loyal to. That isn't to say she doesn't have a backbone. She would rather ignore insults aimed at her than waste the energy to confront them. Her loyalty borders on the insane, meaning once one has gained her trust, there is almost no action they can take to break their loyalty with her. She has a decent sense of humor, a large pool of patience, and has a pretty good comprehension of the things around her, aside from being blinded by loyalty from time to time. In battle, she generally tends to adopt a defensive mindset to protect any allies she's with, trying her hardest to avoid leaving them vulnerable while attacking or defending. When alone, however, she has no such obligation and can therefore focus on a more offensive approach. She likes to get fights over quickly so as not to waste time. Sertera has one more quirk. In certain circumstances, generally when certain people she cares about are threatened further than she can stand, she has a shift, or snap, in personality. She goes from submissive and quiet to rowdy, with a fanatical devotion to the subject of threatening. When like this, she tends to drag fights on, reveling in making the cause of her behavior pay, if she can. This eventually passes when things have calmed down or upon waking up when she's knocked out.
Character Appearance: A thin wiry frame stands about 4' 10" tall (About 1.5 meters). The top of her head is crowned by short, purple hair. Piercing green eyes, a small button nose, and thin lips adorn an obviously young face. On her back, starting from the middle of both her shoulder blades are two lines of stitching going straight down to a little above her waist, from some unknown activities of those that found her. She often feels like something is missing where the scars now preside. Starting from the bottom, she wears a pair of simple lace up black boots, flat on the bottom. A pair of black tights covers the length of her legs, with a dark green skirt sitting on her waist, extending down midway to her knee on the left side, but swooping down slightly past her knee on the right. On her waist, she wears a simple leather belt, with a gold buckle. Her chest is wrapped in bandages, managing to hide both scars and covering from mid-chest down to just above her belt. And on her left hand sits a strange glove. It looks to be made of darkness itself, giving off a purple mist every now and again, covering about halfway to her elbow. The end of the glove has a purple segment with what looks like a closed eye instead of a button, and the front of the gloves has holes for her fingers to show through. Her weapon is normally sheathed on her back.
Battle Statistics
Character Position: Neutral
Character Abilities:
Loyal to the end: Once per thread, if Sertera would be killed by an attack, but is taking the attack to defend an ally or innocent, she clings onto life and remains barely conscious, however she is unable to participate in the fight any longer due to being severely weakened. Even with a high level healing ability, she will regain mobility and strength, but still be unable to engage in battle for at least five non-combat hours.
Rigged Wheel: Once per battle, when activating her Roulette Wheel ability, Sertera may skip the randomness of chance and choose the outcome herself, treating it as if it landed on that number. Can be used outside of battle to provide her access to her abilities as the need arises.
(The following abilities involve the chance of rolling a 10 sided die. I would normally like to go with the honor system of having opponents/allies trust that my rolls are indeed random and I am not picking and choosing the number myself, but if my opponent/ally wishes he can ask to make the roll himself through a private message or ooc part in his previous post. I will follow the honor system myself and believe they are being truthful in their rolls should they wish to do so.)
Roulette Wheel: A large golden roulette wheel appears in the air, semi-transparent and glowing gold as if from the heavens above. There are ten segments of the wheel, alternating ebony and ivory colors and each engraved with the numbers 0-9 in a random fashion. A skeleton hand points to the top number, with a skull that looks like it's smiling displayed right above the hand. The wheel begins spinning, causing the skull to cackle for a little bit, before it finally slows to a stop. The skull's eyes flare up and the number flashes bright before floating down to Sertera. The wheel disappears as the number is absorbed into her body, activating one of the below abilities that matches the number displayed. The wheel cannot be summoned again until the effects of any previous numbers have expired, except for the numbers 0 and8, which give this ability a 1 post cooldown. If the number the wheel landed on is either on cooldown or disabled for the rest of the battle, it moves forward to the next highest value automatically, until it lands on a usable ability. If the highest value is reached and can still not be activated, it defaults to 0.
0 - Fool's Flock: As the number 0 is absorbed into her body, a faint "baa" can be heard in the distance. For a couple seconds, all seems normal. Suddenly, in the blink of an eye, a group of 10 - 15 sheep suddenly appear randomly in the field of battle. The sheep generally do nothing but mill about and get in the way of either combatant, ignorant of the fighting going on around them. They can withstand a medium amount of damage before disappearing in a puff of wool. When the battle ends, any sheep still around will follow Sertera if she leaves for a maximum of 24 hours, or just mill about if she doesn't move from the site for the same amount of time. There is potentially no limit to the number of sheep that can eventually be summoned with this ability.
I - Magician's Trifecta: When the number 1 is landed on, three orbs appear around Sertera. One red, one blue, and one yellow. Each orb has a charge of elemental energy attatched to it, red being fire, blue being ice, and yellow being thunder. She can pull one of the orbs at a time into either of her hands, and then shoot a magical shot out of her palm based on the orb absorbed, red being fire and so on. The blast travels at a medium fast speed, but does minimal damage if it hits, as well as activating any elemental weaknesses the target may have. Generally, though, opponents will have enough time to set up a defense or dodge the blast unless it's fired from point blank range. The orbs will only last until the end of the next post. After the orbs expire, the number 1 on the roulette wheel dims for 4 osts, becoming unusable.
II - High Priestess's Blessing: Once in a battle, when the wheel lands on 2, and the number is absorbed by Sera, a ghostly woman in religious looking robes appears in the sky. She also has purple hair and green eyes, and holds an important looking staff, with beautiful golden wings on her back. She spreads her arms out and her lips move in a silent prayer, which imbues Sera and any allies within 20 feet (~ 6 meters) a boon of decent health regeneration, healing light wounds in 1 post to medium wounds in 3 posts, and a buff of 20% defense for 3 posts. After which, the woman disappears back into the skies by fading away. After the effects wear off, the number 2 dims for the rest of the battle, unable to be used again. The wheel also refuses to appear for 1 more post after the gifts wear off.
III - Empress's Vanity: When 3 is landed on, for better or worse, a spotlight suddenly appears and points directly at Sertera. In addition, enemies and allies alike within 50 feet (~ 15 meters) are compelled to direct their attention at her, attacks and abilities as well. This is a mental ability, so those with strong willed minds can attempt a resistance, but they have to continue resisting throughout the duration. The spotlight disappears after one post, and the number 3 is dimmed for 8 additional posts before being usable again.
IV - Emperor's Guard: Instead of the number 4 entering Sertera's body, the number floats down in front of her where it splits into two, then slowly sinks into the ground on either side of her. Two phantom soldiers rise up from the ground in full armor, and (time permitting) kneel toward her, pledging their loyalty to her. Both have full suits of medium weight armor and full tower shields, and can take up to two heavy attacks before being dispersed. They do their best to defend their "emperor", the girl who summoned them. Being in full suits of armor, physical attacks that do not find the weakspots (neck, armpits, elbows, leg... pits?) will do miniscule damage, unless they have some magical property or piercing effect. They are not bothered by fire at all, being phantom soldiers, though the armor can still be melted off if the heat is high enough and applied long enough. Cold attacks won't do so much damage, but can slow them down. They are rather susceptible to thunder attacks and take increased damage from such. The guards will lay their lives down for her for 2 posts. After which, they are dismissed, and the number 4 on the wheel fades for 8 posts.
V - Hierophant's Greed: The number 5 causes a weird distortion of gravity to begin. Everything within a 50 foot (~ 15 meters) radius that isn't bolted down begins to get drawn toward Sertera. Monsters, weapons, people, items, even projectile attacks will be pulled toward her with a medium strength field for two posts. Digging in to the ground can halt motion toward her, but it is difficult to increase the distance between Sertera without a decent amount of effort. Sera remains unhindered during this time with the exception of objects and attacks hitting her with the increased force of the gravity. Any projectile attacks that were initially fired away from her have their damage reduced by about half if they land a hit against her. Any projectile attacks fired toward her before the gravity shift have their damage upped by 25% because of the increase in force. After the field dispels, the number 5 is dimmed for 8 posts.
VI - Lover's Bond: As soon as the number 6 is absorbed, Sertera can choose one ally or enemy within 25 feet (~ 7.5 meters). Once she has chosen, a golden shining heart appears on both her and her chosen person, on the left side of each of their chests, for two posts. During the time the hearts are active, the two they are on will receive a bonus to defense and damage based on their proximity. When within 50 feet (~ 15 meters) the boost will be about 5% extra damage and 5% extra defense. However, as they get closer the bonuses gradually rise to a maximum of 25% more defense and 15% more damage when within 10 (~ 3 meters) feet of eachother. If an enemy wishes to dispel the effects, any ability/ item that removes debuffs will work. When the boost wanes, the number 6 dims for 8 posts.
VII - Chariot's Affinity: The number 7 grants Sertera a boost to her speed and agility. She can run twice as fast as normal, and can jump up to ten feet in the air, while suffering no damage from falling. This buff lasts for two posts. After ending, the number 7 dims for 8 posts.
VIII - Justice's Balance: The number 8 descends from the wheel and a golden scale appears from the number. Above each side of the scale, symbols will appear showing all the buffs and debuffs currently active on everyone in the battle, Sera and her allies' on one side, the enemies' on the other. Each symbol that doesn't already have a match on the other side is then duplicated, with the new symbol floating to the other side. The scales then balance once each symbol has a match on the other side, and it then disappears in a flash of light. Each team would then find themselves with any buffs the other team had that they did not, as well as any debuffs the other team had.Each individual team member will also find themselves gaining any buffs other team members have. The shared buffs and debuffs remain active for as long as they would have on their original targets. This only applies to added affects from abilities activated during the battle. Any buffs and or debuffs activated before the fight began or after this ability is activated are not shared. Any buffs or debuffs received from a form change a person may have active are lost on everyone when the form is changed or lost. If the person changes into a new form with different buffs, those buffs are not shared with everyone. If the person changes back into the form with buffs that were copied, the buffs are not copied again and are not shared with everyone.
IX - Hermit's Secluded Refuge: Upon activation, landing on number nine causes Sertera to disappear instantly. She is warped to a pocket dimension that looks like the inside of a small cottage. A single bed in the corner, table and two chairs in the middle, one door, a fireplace, and some cabinets are the only things of note inside. There are three windows on each wall, but the only thing that can be seen through them is a void of black. If the door is opened, a blinding light is shown through it. When it is walked through, a door appears wherever she wishes it to be, up to 10 feet (~ 3 meters) from where she was originally warped from. When in battle, she is forced out of the cottage at the beginning of the next post, and once this ability has been used the number 9 dims for the rest of the battle. When used outside of battle, the door can appear anywhere she has seen before, in addition to her choosing it to reappear someplace random, even in a random world she has never been to before. She can also choose to stay inside the cottage indefinitely when not pressured by a battle. Contrary to the ability's title, she can actually bring others into the dimension by touching them when it's active. This can only be done outside of battle, though. The cabinets have a magically replenishing supply of various canned foods, allowing one to live there indefinitely. And when required, a different door will appear near the cabinets leading to a neat and cozy little bathroom, complete with shower and doilies.
Wheel Override, Limit Break| XX - Judgement, Devil Form: Once in a thread, when on the brink of death, Sertera can override her Roulette Wheel with a special set of numbers. Nine of the wheel's ten slots are replaced with the number 20 (What were originally 1-9). Once the roulette lands on one of these numbers, the wheel is replaced with a coin. On one side of the coin, a picture of an angel is carved into it. On the other, a sinister looking devil. The coin spins a couple times and slows to a stop on the devil side. Once the coin disappears, the glove on her hand begins to pulse with waves of dark energy. The closed eye on it opens, revealing a glowing yellow eye as her arm becomes covered in darkness spreading from the glove. Her hair turns black, and as the darkness covers her entire body, a bright red heart shaped symbol appears on her stomach, the symbol commonly associated to creatures called Heartless. When she opens her eyes after the transformation, they are bright yellow, like the eye on her glove. This form lasts for 4 posts, or until she is knocked unconscious. While corrupted, she gets a 50% boost in strength and speed, as well as feeling as if she is at full health at all times, regardless of what her actual health is. She can also sense hearts up to 10 feet (~ 3 meters) away. Once the form expires, she loses consciousness and must recuperate, being unable to battle for five non-combat hours regardless of any healing abilities or items.
Wheel Override, Limit Break| XIII - Death: While the above ability replaces nine of the ten slots with the number 20, one of the slots is designated the number 13 (slot 0). If this number is landed on, the skull on top of the roulette wheel hangs around after the wheel disappears about 20 feet (~ 6 meters) in the air, and it begins to grow. At first it looks as if it's growing on it's own, but eventually it can be seen that it is drawing life energy from Sertera herself, leaving her looking and feeling drained of life, and unable to defend or attack during it's charge. Once the skull has grown to about the size of a bus, it turns toward the ground slowly and opens it's mouth. It hangs in the air for a couple seconds, the entire battlefield growing eerily silent. Suddenly, it begins to let out a maniacal cackle and rushes toward the ground, crashing into where Sertera stands. It looses an explosion, reaching 100 feet (~ 30.5 meters) in all directions, dealing very heavy damage to any caught in the blast. There is a limiter on this ability, leaving it unable to actually kill anyone, including Sera. However, in a dire situation, this limit can be removed, causing the death of the user and those trapped inside, only if the controllers of any characters inside the blast range agree to it beforehand. Normally, though, after the smoke from the blast disperses, Sertera is found to be unconscious, unable to wake for a whole day after the explosion. Even upon waking, she is weak from having her life drained away and unable to engage in combat for one more day without any healing.
Character Weapons:
Tenshi no hade: A shimmering nodachi, it glows with a soft golden hum. The foot long (30 centimeter) handle looks to be made of pure gold, though it is uncertain as it has an unnatural durability to it. It is wrapped in red leather, to provide a comfortable grip, and ends at a golden cross guard. The blade itself extends out 4 feet from the handle (~ 1.2 meters), and looks to be made of pure white light, casting a glow on it's surroundings. The sheathe itself is pure black and nondescript. In fact, when sheathed, the glow from the weapon is non-existent, as if the sheath were absorbing the extra light. It is kept in position on her back with a simple yet thick braided black string. An incredibly strong force of magical power is required to actually break the blade or sheath.
Character Summons: None
Character Racial Ability: Arial Grace: From some unknown origin, this person feels more comfortable in the air. When airborne, they seem to be more graceful, flexible, and resilient. Gains a 10% defense buff in the air and can also manipulate their position slightly. Can alter speed and trajectory in the air a small amount, up to 5 mph (~8 kph) and 25 degrees in any direction respectively.
Character Strengths: Loyalty, patience.
Character Weaknesses: Loyal to a fault, sometimes driven practically insane.
Character History:
In a world with a forgotten name, there lay a castle. And near that castle, a thick forest refused to be terraformed. Whenever the king's men tried to clear it away, it managed to hold fast, ignoring their axes and dousing rain on their fires. So much was the persistence of this forest that the king sent his men scouting into it to see if there was some wizard giving the foliage command. And deep into this forest, they did not find a wizard, but a babe. The child seemed to glow as it slept quietly, and so the men brought it back to the castle, presenting it before their king. The king immediately knew what this child was, and ordered his most skilled apothecary to remove what he thought were two unsightly blemishes on the child. The apothecary did just that, though the babe now had two scars on it's back. The glow around the child faded, and to any eye the child looked human. And so, it was raised as such, raised by the very men who found it. They had instructions to raise the child as their own, and teach it how to defend the king when it grew of age. It was during the first day of care that it was discovered to be a girl, and also during this first day that a name was bestowed to the newest resident of the castle. The baby from the woods would from then on be known as Sertera.
With the child's removal from the forest, it was cleared away with greater ease, as though some force was protecting it until the babe's discovery. A village soon took the place of the forest, and it soon thrived, as did the child. Under the tutelage of soldiers, the kid was soon holding small sticks and practicing stances, trying to emulate her many brothers, as she felt they were to her. The king of the castle, Bishop Doplin by name, requested that the girl be given special visiting hours with him alone when she was old enough to speak. During these hours, he would teach her things. The first days were establishing himself as her lord, benefactor, and most importantly as her father. During subsequent visits, he would teach her sciences, politics, mathematics, as well as other scholarly subjects. He would occasionally return to the topic of fealty, making sure she understood loyalty and was still as such loyal to him. The girl continued to grow, ideas of loyalty hammered into her head, combat abilities hammered into her head, and the town grew much in the same way. The people were encouraged to be loyal, and the king's soldiers trained the peasants to form their own militia. Eventually, Sera was allowed to go with the king's men to train with the militia.
On one of these days, a stranger happened to roam into town. After training, the soldiers liked to wind down at a local tavern, and Sera was there with them blending into the background as normal. A robed figure swept into the tavern, causing the entire room to fall into silence. He had an aura around him that chilled the very air, but he was bent over as if in pain. He muttered something under his breath as he sat at a table near the door. One of the soldiers slowly stood up and moved slowly toward the man. "Uhh... sir? Are you-" "The darkness... it's coming." was all the man said. The soldier halted his progress, unsure of what to say. "The... darkn-" "Yes. The darkness. This whole world..." the man stood up slowly, "will be devoured. I don't suspect any of you will survive. Nor the peasants, nor your king." He began to step toward the group, and the soldier that had risen slowly backed up. The robed figure looked directly at Sertera. "Even this girl, will fall victim." At this remark, all the sitting soldiers stood, drawing their blades and pointing them at the figure. "It matters not if you cut me down. The darkness will come anyway. I am merely an observer. Now... if you'll excuse me." The man bowed slowly, and then slipped out of the tavern before any of the men could react. The soldiers decided that heading home was probably the best idea. As they left, most of them tried comforting Sera with words stating that the man must've been crazy, his words were meaningless, just the barking of an annoying dog. But something in his eyes had forced a pit of unease to seep into Sertera's stomach.
That same pit blossomed three days later. The sky was overcast, and the girl was still sleeping. She hadn't been feeling well since the encounter with the robed man, but she awoke with a start upon hearing screams. Dressing quickly, she rushed out of the room while grabbing a blade from the armory next door, her mind immediately set upon rushing to her lord's side to protect him. She reached the throne room without encountering anyone. Odd, since there were supposed to be guards posted in several locations. Inside the throne room stood three... creatures. They were small, child like shapes, head to toe black with yellow eyes. She dashed forward and sunk her blade into the center one, only to realize her weapon sailed through it harmlessly. It stabbed into the stone floor with a loud grating sound, so she used it as a pole to vault over the creatures, landing between them and the door to the king's chambers. Assessing the situation quickly, she realized the best course would be to flee with the king, and so she turned and rushed through the door, slamming it shut behind her. "My lord! We need to-" The king was nowhere to be seen. Instead, a black glove lay on the ground. "Flee? You're absolutely right, my dear. But first, put on that glove you see." The voice of her king seemed to resonate throughout the entire room. Not one to disobey, she slowly walked forward and picked the glove up, dangling it in front of her face a bit before reluctantly slipping it onto her left hand.
Instantly, a coldness swept up her arm, filling her blood stream and causing her to clutch it and fall to the ground. She felt her heart go cold, soon followed by the rest of her body. She was paralyzed from the pain, yet as soon as the coldness filled her body, it slowly started to recede back into the glove. She regained control and panicked, frantically tearing at the glove to get it off. It was to no avail, as the glove was impossible to remove. It was as if it were ingrained into her skin, now. "Relax, child. I was just testing the limits. You are now my vessel. I have shed my body and become something greater. And now, I preside in this glove. And I have chosen you, young one. I will direct you and guide you from within. You ARE still loyal to me, correct?" Slowly getting a grasp on the situation, all she could do was nod. "Good. Now, under my bed you'll find a chest. You're going to want to contents if you are to serve me." The girl reached under the bed and found the chest. Inside of it was a long sheathed blade and a set of twelve cards. Two of the cards glowed a golden color, and they all had odd pictures and numbers. Upon picking up the cards, they disappeared in a flash of light. The blade, however, stayed around, prompting the girl to strap it into position on her back, the handle extending past her right shoulder.
An instant understanding flooded into her brain, as if the cards told her directly how to use them. "Now... how to get out of here?" "Leave it to me." She then raised her hand, spawning a roulette wheel in the middle of the air. As it began to spun, she felt confident it would land on the number 9, exactly what she needed. When it eventually did, a door appeared right in front of her. She stood from the floor and walked into the entrance, forever leaving her home world. As the door closed, the world started to corrode into darkness before eventually winking out.
Writing Portion:
Sample Post: (Just a formality, I suppose.)
Blinking rapidly, Sertera found herself standing inside a small cottage. It was quaint, cozy, and exuded a homely warmth that made her relax. And relax she did, by flopping on the bed and releasing a sigh. "I guess I figured out where we're living." "Yes. Excellent. This will do, for now. Might be a step down from castle, but I sense that this place is mobile. Precisely what we'll need." "Need?" "I'll explain later. For now... I'm... suddenly very tired. Well, child. I'm going to rest. I leave you to your own devices until I awaken." "Wha-? But..." The glove on her hand suddenly became silent. "My own devices?" She stared at the ceiling for what felt like an eternity, wondering what to do. It then dawned on her that she was free to do whatever she wished. The person she was meant to protect was now a glove on her hand. This meant that it would be incredibly easy to protect him, as she only would have to keep herself safe. By extension, her lord would be kept safe as well. So, she opted to go out and explore. If she got into trouble, she could always fight or flee. So she leapt off of the bed and rushed to the door, eagerly throwing it open and jumping through, off to wherever the wind took her.
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 defender<
2. What is most important to you?
Friendship
>My prized possessions<
3. What do you want out of life?
To broaden my horizons
>To be strong<
4. What are you afraid of?
>Getting old<
Being indecisive