Francesca Marie Mercier
Apr 18, 2023 15:16:18 GMT -5
Post by Mega on Apr 18, 2023 15:16:18 GMT -5
Member Information
Player Username: Mega
Current Character List: Clicka da siggy
Random Character Notes:
Character Basics
Character Name: Francesca Marie Mercier
Character Age: 28
Character Race: Metahuman
Character Gender: Female
About the Character
Character Personality: Chessa at a glance comes off as a very laid back, impish and friendly girl. She enjoys cat puns and would love nothing more than to be a cat girl herself, and she also has an interest in the various sciences... which she conceals because if people thought she knew things they'd expect her to do more work. This easy going disposition conceals the fact that even though she might not be completely aware of why, she's quite depressive and is just wearing a smile to cover up the fact. She acts like nothing impresses or surprises her, and that she's seen it all. Much of why she is lazy is due to the fact she doesn't feel like anything she or anyone else does matters in the grand scheme of things, good or bad. In truth she's tired mentally and emotionally and that's affecting her physically save for when she absolutely can't afford to not care. In addition to this jaded 'nothing matters' attitude, when her mood is especially bad she has plenty of barbs to throw at people.
A sure fire way to get her motivated and to take something seriously is to even imply that you'd hurt her brother. She cares deeply about him and if you make yourself out to be a threat to him, she will kill you without blinking.
Character Appearance: Le Reference
What isn't conveyed in the reference is that Chessa is short, about 4 in a half feet tall give or take. The above is her usual attire, with little variations excluding pants or shorts. But she loves hoodies and especially loves cat-eared hoodies. Her eyes will also change color depending on some of her abilities.
Battle Statistics
Character Position: True Neutral
Character Spells
--None--
Character Abilities
--The following are not 'magical' for purposes of determining strength/weaknesses etc--
1. Stamina
Range: Personal
Element: N/A
Size: N/A
Effect: Contrary to anime, people have limits to how much they can do before they can't physically do any more. Chessa's limit at least to start is just considerably lower than most people. Her baseline stamina pool is 50, she regains 5sp per turn and twice that if she doesn't spend anything. EACH form she 'changes' into will double both of those factors.
Duration: Passive
Cooldown/Cost: -
2. Spatial Stepping
Range: Self
Element: Spatial
Size: N/A
Effect: What Xigbar does with walking around upside down in the air, Chessa can also do at any angle.
Duration: Concentration
Cost: 5sp per turn
3. Quantum Memory
Range: Self
Element: N/A
Size: N/A
Effect: Chessa KNOWS that she can remember 'alternate' timelines, and branching paths. She KNOWS that she's experienced far more than any one person should have to and after rationalizing it, KNOWS it's why her last assortment of 'recent' memories consist of her basically being too depressed to want to do anything. She for some reason (due to arbitrary laws of KH time travel) can no longer remember too many specific details any more, but still has flashbacks from time to time. Mechanically, this prevents effects which would tamper with or cause her memory to be changed drastically- like if she were to somehow time travel again, she'd still remember the experience.
Duration: Passive
Cooldown/Cost: -
4. Telekinesis
Range: 30ft
Element: Psionic
Size: Special
Effect: Chessa mentally 'moves' something from a distance, indicated by it becoming in a purple/magenta colored aura, and Chessa gesturing with her hand. She then just moves or throws it as desired, requiring more energy for larger targets- or people.
Duration: Chessa's post
Cost: 5sp normal, 10sp for people or larger targets
5. Catinuity
Range: Self
Element: N/A
Size: N/A
Effect: Whenever Chessa 'enters' one of her other forms, her new form will have access to all of the previous forms abilities- not just the base form's. With one
Duration: Passive
Cooldown: -
Character Command Styles
None
Character Forms
CF 1. Awakened
Requirement: Taking sufficient damage or some means of boosting Energy
When you first meet her and start interacting with her, you get used to her rather lethargic and sluggishness. Still, it's kind of alarming to see her keep yer eyes open for longer than two seconds, and her sclera being black. Her irises will also now be glowing, often changing color when using certain abilities.
CFA 1. Spatial Shift
Range: 60ft
Element: Spatial
Size: Chessa sized
Effect: Chessa Jumper Teleports to another spot that she can see within range, with an audible sound effect.
Duration: Instant
Cost: 10SP
CFA 2. Energy Blast
Range: 30ft
Element: Psionic
Size: -Special-
Effect: Chessa calls upon an esoteric energy derived from emotions, in this case it appears to be red in color, and is also reflected in Chessa's eyes turning red. She simply casts a reddish projectile or beam from her hand(s) which does moderate to heavy damage- depending on if she puts extra oomph behind it.
Duration: Instant
Cost: 5-10SP per shot
CFA 3. Vorpal Attack
Range: Self
Element: Spatial/Psionic
Size: Special
Effect: One of Chessa's more preferred 'abilities' which involves dipping back into that esoteric energy. This time the energy is purple colored, and in the instance of this ability seems geared toward bypassing any Defense mustered against it. Her favorite use of this ability is forming a pair of large claws. It should also be noted that being damaged by this energy seems reduce the effect of healing by 25%. The actual damage itself seems to be moderate.
Duration: Instant, or concentration
Cost: 20sp
CFA 4. Spatial Saws
Range: Special
Element: Spatial/Psionic
Size: Axel's Chakram's
Effect: Chessa's eyes turn dark blue, and she hurls a pair of blue glowing energy saws which will track and follow their target(s). They will do moderate damage and will continue to pursue until destroyed or dismissed.
Duration: Concentration
Cost: 15sp per turn
CFA 5. Spacetime Reset
Requirement: At least 5 turns
Range: N/A
Element: Temporal/Spatial
Size: N/A
Effect: A power normally unavailable to most people due to the specific and arbitrary rules associated with time travel- and it's really just the laziest plot point making it perfect for Chessa! So imagine a battle or a thread has gone on for... 7 turns. Chessa GOES BACK to turn 1. On a gameplay mechanic perspective, everyone involved will also be brought back to turn 1, having all statuses, cooldowns and the like reset. Due to her ability, Chessa is the only one consciously aware of the reset, but because of those weird and specific rules dictating time travel, everyone else will gain a sense of deja vu- which would get stronger in theory if Chessa used this multiple times.
Duration: Instant
Cost/Cooldown: 25SP, 5 turn cooldown (which is not reset after use)
CF 2. CHEsirE Cat
Limitation: Once per thread
Requirement: "Awakened" triggered, either her own life or the life of someone she's close to being in peril (like dying being a very actual possibility).
So you pushed her into a corner? Or did you nearly kill one of her loved ones? You better hope it's the former. If nothing else because the more she has in the tank, the worse off you are. Chessa's body gives off black vapors, her clothes turning black,her grin becomes inhumanly wide with sharpened teeth, and her eyes become more catlike. Chessa can only go into this form once per thread, regardless of Reset.
CFCC 1. False Life
Range: Self
Element: Dark
Size: N/A
Effect: If Chessa has taken enough damage to proc this form, she will gain half of her HP back- however it will gradually go down little by little while in this form. She can stave this loss of life off by landing melee attacks. If she goes into this form but has not taken enough damage to proc, she will instead gain a 'shield' of dark energy which will take damage before she does roughly equal to half of her life.
Duration: Passive
Cost/Cooldown: Once after entering this form.
CFCC 2. Devour The Light
Range: 15ft from self
Element: Spatial/Dark
Size: N/A
Effect: All light within the above stated range will fade and washout, fading into darkness. This naturally makes it... difficult to see much of anything and this is especially true of Chessa apart from her grin and eyes. That still makes it harder to hit her or see her attacks coming. For clarification, "light" from attacks are also at least weakened to minor damage level.
Duration: Concentration
Cost: 15SP per turn
CFCC 3. Dark Distortion
Range: -Special-
Element: Dark/Spatial
Size: -Special-
Effect: Chessa bends space and draws from her new wells of dark energy, further distorting space around herself to create duplicates or 'echoes' of herself. All of these echoes will be different colored but will perform an action, and be at least real enough to do minor damage. Chessa will follow up with an attack of her own if she so chooses, or attack before or in the middle of her echoes attacks to keep opponents off balance. These echos are visible even in the dark.
Duration: Chessa's post
Cost: 10SP per echo
CFCC 4. Black Cat
Requirement/Trigger: Chessa in mortal peril (low hp) or 3 turns while in this form
Range: Self
Element: Dark
Size: Special
Effect: Chessa's been in the dark too long, and it's starting to consume her! Regardless of the circumstances, Chessa for once enjoys a change in height, and gains more feline traits- like Dark Hide paws! All of her physical abilities increase drastically, including her Stamina gain. Her 'reach' on melee attacks are also more moot and more than likely she can reach you by just stretching her new dark appendages.
Duration: Passive after triggered
Cost: N/A
CFCC 5. Karma
Requirement: Black Cat Active
Range: Special
Element: ? ? ?
Size: N/A
Effect: Mobile opponent with ranged attacks and dangerous melee attacks? In berserk mode to do even more damage? Now how about a lingering damage over time effect- everytime one of her attacks even graze you? The damage itself starts small, but stacks with every consecutive hit, and the duration refreshes. It will normally last (2 turns) a short duration if she manages to get ya but you avoid her afterwards. The damage will always start out doing minor damage, but will quickly stack with consecutive attacks if yer not careful.
Duration: Passive after triggered
Cost: N/A
CF 3. FATHER'S GRACE
Limitation: Once per thread, for 3 turns.
Right before Chessa's heart becomes fully consumed by the darkness, another's will intervenes and instead takes the darkness in her stead. A Mysterious Man forms from the darkness, revealing that Chessa has some kind of supernatural assistance. You will no longer be fighting Chessa, but this enigma.
[hide]YOU WILL NEVER TAKE MY CHILDREN.[/hide]
CFFG 1. MIND OVER MATTER
Range: 30ft
Element: Psionic
Size: Up to a 10ft dome
Effect: This Mysterious Man also seems to harness the Esoteric Energy that Chessa uses, which takes the form of a green energy shield, and is created at or around a point within the stated range. Works like Reflect but without any special extra effect when hit or broken.
Duration: Concentration
Cost: 15SP per turn
CFFG 2. EXPLOSIVE ENERGY
Range: 60ft
Element: Psionic
Size: Marbles
Effect: Creates a series of floating motes of energy whose size conceals the power contained within. These are created within range in groups of up to 3, and usually around a given target. After a short time, they will flash and 'arm' before then exploding for moderate damage in total.
Duration: N/A
Cost: 10SP per 3 spheres
CFFG 3. DON'T MOVE
Range: 15ft
Element: Psionic
Size: a 15ft area
Effect: The ground within the stated range will glow with a cyan glow in the shape of a circle. After a moment the glow will function more like a kind of spotlight, doing moderate damage every second someone moves in it. But if you don't move in it, it does nothing else.
Duration: 1 turn
Cost: 15SP
CFFG 4. BULLET HELL
Range: 120ft
Element: Psionic
Size: Gun Arrow
Effect: Similar to Chessa's energy blasts, except faster and less damaging. Also yellow colored energy instead of red. Does minor damage.
Duration: N/A
Cost: 5SP per two shots
CFFG 5. DISINTERGRATING DARKNESS
Range: 25ft
Element: VOID
Size: Long tentacles
Effect: Gathers a darkness unlike the traditional Darkness, one from the Void itself. The Mysterious Man simply lashes out with a tentacle of VOID, able to absorb and block ranged attacks and do heavy damage if hitting a person.
Team Attacks
Name:
Number of people involved:
Spells/Abilities involved:
Attack description:
Special Spell for character one:
Special ability for character one:
Duration:
Cooldown:
Character Weapons
1. Actual Guns
Not endorsed by 4Kids or Disney. Chessa just seems to have access to a variety of different firearms, which don't have any unique or weird properties for the most part. But besides Clayton, who else has ever thought to use an ACTUAL GUN? Under normal circumstances that should mean that she's the most dangerous being in all the KHverse- except for the fact Clayton's double barrel didn't do nearly as much damage as you'd expect. So with that in mind- Chessa just pulls guns out of a pocket dimension and uses them to varying degress of effect. But with access to so many possible options, they're not magical or special.
3. The Jabberwocky MK2
A two-handed heavy weapon aimed from the hip like a minigun, its barrel designed to look like The Jabberwocky presumably
After a brief 'spooling' period to charge up, releases a 15ft wide cone of unknown energy which does moderate damage to most things caught in its path. But things primarily composed of some kind of energy (like Heartless) take heavy damage.
Secondary Transformations
None
Character Shotlocks
None
Character Summons
Jabberwocky MK1
The first design of the Jabberwocky weapon, made more to be an aerial drone... a Large Body sized drone. The drones are decently durable from the front and sides, but their technical innards are more exposed at the back. Summons a pair of drones with a 6 post cooldown
CSJ 1. Purge Beam
Range: 60ft
Element: ? ? ?
Size: Large Body sized beam
Effect: After a period of 'charging' a beam of energy is released in a straight line from a drone's maw- it works like the MK2 and does moderate damage normally, and heavy to Energy based beings.
Duration: Instant
Cooldown: Once per post
CSJ 2. Reposition
Range: 30ft
Element: Spatial
Size: N/A
Effect: A drone just 'teleports' with a flash of light, reappearing somewhere else within range. This can be done WHILE the drone is charging up to attack to make it harder to avoid.
Duration: Instant
Cooldown: 6 post cooldown
Character Racial Ability: None
Character Strengths: Smart, speaks many different languages, and is cool under pressure
Character Weaknesses: Too laid back/lazy, incredibly jaded, actually depressive, Dark Attacks (Normal/Awake form), Light Attacks (Cheshire Cat form)
Character History/b]
In a "Multiverse" where people can lose their entire reality/world only to find themselves on another completely different world, Chessa stands out as an anomaly. She comes from a world inhabited by Super powered beings, often called mutants. The closest comparison to her world is Sanfransokyo but on a world-scale. Not everyone from her world has powers though, and Chessa is one of the "lucky ones" with a "pain in the ass" powerset. She actually at the moment doesn't remember much about her previous life before finding herself at Traverse Town, but still has all of her technical memories. While lacking the context for this info, she has concluded she is some kind of super genius.
Something she does very strongly remember are a handful of people she was close to, and that she feels like that they're out there somewhere. So with one of the few times she decides to push herself, Chessa begins using her manipulation of space to randomly venture to other worlds in search of her brother, father, or her favorite "sassy toaster."
Writing Portion
Sample Post: I don't wanna!
Kingdom Hearts
Please Answer the following questions using the answer provided; apply the answer to the character you are creating. Custom options are allowed, but please try and stick with the defaults if possible.
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: Mega
Current Character List: Clicka da siggy
Random Character Notes:
Character Basics
Character Name: Francesca Marie Mercier
Character Age: 28
Character Race: Metahuman
Character Gender: Female
About the Character
Character Personality: Chessa at a glance comes off as a very laid back, impish and friendly girl. She enjoys cat puns and would love nothing more than to be a cat girl herself, and she also has an interest in the various sciences... which she conceals because if people thought she knew things they'd expect her to do more work. This easy going disposition conceals the fact that even though she might not be completely aware of why, she's quite depressive and is just wearing a smile to cover up the fact. She acts like nothing impresses or surprises her, and that she's seen it all. Much of why she is lazy is due to the fact she doesn't feel like anything she or anyone else does matters in the grand scheme of things, good or bad. In truth she's tired mentally and emotionally and that's affecting her physically save for when she absolutely can't afford to not care. In addition to this jaded 'nothing matters' attitude, when her mood is especially bad she has plenty of barbs to throw at people.
A sure fire way to get her motivated and to take something seriously is to even imply that you'd hurt her brother. She cares deeply about him and if you make yourself out to be a threat to him, she will kill you without blinking.
Character Appearance: Le Reference
What isn't conveyed in the reference is that Chessa is short, about 4 in a half feet tall give or take. The above is her usual attire, with little variations excluding pants or shorts. But she loves hoodies and especially loves cat-eared hoodies. Her eyes will also change color depending on some of her abilities.
Battle Statistics
Character Position: True Neutral
Character Spells
--None--
Character Abilities
--The following are not 'magical' for purposes of determining strength/weaknesses etc--
1. Stamina
Range: Personal
Element: N/A
Size: N/A
Effect: Contrary to anime, people have limits to how much they can do before they can't physically do any more. Chessa's limit at least to start is just considerably lower than most people. Her baseline stamina pool is 50, she regains 5sp per turn and twice that if she doesn't spend anything. EACH form she 'changes' into will double both of those factors.
Duration: Passive
Cooldown/Cost: -
2. Spatial Stepping
Range: Self
Element: Spatial
Size: N/A
Effect: What Xigbar does with walking around upside down in the air, Chessa can also do at any angle.
Duration: Concentration
Cost: 5sp per turn
3. Quantum Memory
Range: Self
Element: N/A
Size: N/A
Effect: Chessa KNOWS that she can remember 'alternate' timelines, and branching paths. She KNOWS that she's experienced far more than any one person should have to and after rationalizing it, KNOWS it's why her last assortment of 'recent' memories consist of her basically being too depressed to want to do anything. She for some reason (due to arbitrary laws of KH time travel) can no longer remember too many specific details any more, but still has flashbacks from time to time. Mechanically, this prevents effects which would tamper with or cause her memory to be changed drastically- like if she were to somehow time travel again, she'd still remember the experience.
Duration: Passive
Cooldown/Cost: -
4. Telekinesis
Range: 30ft
Element: Psionic
Size: Special
Effect: Chessa mentally 'moves' something from a distance, indicated by it becoming in a purple/magenta colored aura, and Chessa gesturing with her hand. She then just moves or throws it as desired, requiring more energy for larger targets- or people.
Duration: Chessa's post
Cost: 5sp normal, 10sp for people or larger targets
5. Catinuity
Range: Self
Element: N/A
Size: N/A
Effect: Whenever Chessa 'enters' one of her other forms, her new form will have access to all of the previous forms abilities- not just the base form's. With one
Duration: Passive
Cooldown: -
Character Command Styles
None
Character Forms
CF 1. Awakened
Requirement: Taking sufficient damage or some means of boosting Energy
When you first meet her and start interacting with her, you get used to her rather lethargic and sluggishness. Still, it's kind of alarming to see her keep yer eyes open for longer than two seconds, and her sclera being black. Her irises will also now be glowing, often changing color when using certain abilities.
CFA 1. Spatial Shift
Range: 60ft
Element: Spatial
Size: Chessa sized
Effect: Chessa Jumper Teleports to another spot that she can see within range, with an audible sound effect.
Duration: Instant
Cost: 10SP
CFA 2. Energy Blast
Range: 30ft
Element: Psionic
Size: -Special-
Effect: Chessa calls upon an esoteric energy derived from emotions, in this case it appears to be red in color, and is also reflected in Chessa's eyes turning red. She simply casts a reddish projectile or beam from her hand(s) which does moderate to heavy damage- depending on if she puts extra oomph behind it.
Duration: Instant
Cost: 5-10SP per shot
CFA 3. Vorpal Attack
Range: Self
Element: Spatial/Psionic
Size: Special
Effect: One of Chessa's more preferred 'abilities' which involves dipping back into that esoteric energy. This time the energy is purple colored, and in the instance of this ability seems geared toward bypassing any Defense mustered against it. Her favorite use of this ability is forming a pair of large claws. It should also be noted that being damaged by this energy seems reduce the effect of healing by 25%. The actual damage itself seems to be moderate.
Duration: Instant, or concentration
Cost: 20sp
CFA 4. Spatial Saws
Range: Special
Element: Spatial/Psionic
Size: Axel's Chakram's
Effect: Chessa's eyes turn dark blue, and she hurls a pair of blue glowing energy saws which will track and follow their target(s). They will do moderate damage and will continue to pursue until destroyed or dismissed.
Duration: Concentration
Cost: 15sp per turn
CFA 5. Spacetime Reset
Requirement: At least 5 turns
Range: N/A
Element: Temporal/Spatial
Size: N/A
Effect: A power normally unavailable to most people due to the specific and arbitrary rules associated with time travel- and it's really just the laziest plot point making it perfect for Chessa! So imagine a battle or a thread has gone on for... 7 turns. Chessa GOES BACK to turn 1. On a gameplay mechanic perspective, everyone involved will also be brought back to turn 1, having all statuses, cooldowns and the like reset. Due to her ability, Chessa is the only one consciously aware of the reset, but because of those weird and specific rules dictating time travel, everyone else will gain a sense of deja vu- which would get stronger in theory if Chessa used this multiple times.
Duration: Instant
Cost/Cooldown: 25SP, 5 turn cooldown (which is not reset after use)
CF 2. CHEsirE Cat
Limitation: Once per thread
Requirement: "Awakened" triggered, either her own life or the life of someone she's close to being in peril (like dying being a very actual possibility).
So you pushed her into a corner? Or did you nearly kill one of her loved ones? You better hope it's the former. If nothing else because the more she has in the tank, the worse off you are. Chessa's body gives off black vapors, her clothes turning black,her grin becomes inhumanly wide with sharpened teeth, and her eyes become more catlike. Chessa can only go into this form once per thread, regardless of Reset.
CFCC 1. False Life
Range: Self
Element: Dark
Size: N/A
Effect: If Chessa has taken enough damage to proc this form, she will gain half of her HP back- however it will gradually go down little by little while in this form. She can stave this loss of life off by landing melee attacks. If she goes into this form but has not taken enough damage to proc, she will instead gain a 'shield' of dark energy which will take damage before she does roughly equal to half of her life.
Duration: Passive
Cost/Cooldown: Once after entering this form.
CFCC 2. Devour The Light
Range: 15ft from self
Element: Spatial/Dark
Size: N/A
Effect: All light within the above stated range will fade and washout, fading into darkness. This naturally makes it... difficult to see much of anything and this is especially true of Chessa apart from her grin and eyes. That still makes it harder to hit her or see her attacks coming. For clarification, "light" from attacks are also at least weakened to minor damage level.
Duration: Concentration
Cost: 15SP per turn
CFCC 3. Dark Distortion
Range: -Special-
Element: Dark/Spatial
Size: -Special-
Effect: Chessa bends space and draws from her new wells of dark energy, further distorting space around herself to create duplicates or 'echoes' of herself. All of these echoes will be different colored but will perform an action, and be at least real enough to do minor damage. Chessa will follow up with an attack of her own if she so chooses, or attack before or in the middle of her echoes attacks to keep opponents off balance. These echos are visible even in the dark.
Duration: Chessa's post
Cost: 10SP per echo
CFCC 4. Black Cat
Requirement/Trigger: Chessa in mortal peril (low hp) or 3 turns while in this form
Range: Self
Element: Dark
Size: Special
Effect: Chessa's been in the dark too long, and it's starting to consume her! Regardless of the circumstances, Chessa for once enjoys a change in height, and gains more feline traits- like Dark Hide paws! All of her physical abilities increase drastically, including her Stamina gain. Her 'reach' on melee attacks are also more moot and more than likely she can reach you by just stretching her new dark appendages.
Duration: Passive after triggered
Cost: N/A
CFCC 5. Karma
Requirement: Black Cat Active
Range: Special
Element: ? ? ?
Size: N/A
Effect: Mobile opponent with ranged attacks and dangerous melee attacks? In berserk mode to do even more damage? Now how about a lingering damage over time effect- everytime one of her attacks even graze you? The damage itself starts small, but stacks with every consecutive hit, and the duration refreshes. It will normally last (2 turns) a short duration if she manages to get ya but you avoid her afterwards. The damage will always start out doing minor damage, but will quickly stack with consecutive attacks if yer not careful.
Duration: Passive after triggered
Cost: N/A
CF 3. FATHER'S GRACE
Limitation: Once per thread, for 3 turns.
Right before Chessa's heart becomes fully consumed by the darkness, another's will intervenes and instead takes the darkness in her stead. A Mysterious Man forms from the darkness, revealing that Chessa has some kind of supernatural assistance. You will no longer be fighting Chessa, but this enigma.
[hide]YOU WILL NEVER TAKE MY CHILDREN.[/hide]
CFFG 1. MIND OVER MATTER
Range: 30ft
Element: Psionic
Size: Up to a 10ft dome
Effect: This Mysterious Man also seems to harness the Esoteric Energy that Chessa uses, which takes the form of a green energy shield, and is created at or around a point within the stated range. Works like Reflect but without any special extra effect when hit or broken.
Duration: Concentration
Cost: 15SP per turn
CFFG 2. EXPLOSIVE ENERGY
Range: 60ft
Element: Psionic
Size: Marbles
Effect: Creates a series of floating motes of energy whose size conceals the power contained within. These are created within range in groups of up to 3, and usually around a given target. After a short time, they will flash and 'arm' before then exploding for moderate damage in total.
Duration: N/A
Cost: 10SP per 3 spheres
CFFG 3. DON'T MOVE
Range: 15ft
Element: Psionic
Size: a 15ft area
Effect: The ground within the stated range will glow with a cyan glow in the shape of a circle. After a moment the glow will function more like a kind of spotlight, doing moderate damage every second someone moves in it. But if you don't move in it, it does nothing else.
Duration: 1 turn
Cost: 15SP
CFFG 4. BULLET HELL
Range: 120ft
Element: Psionic
Size: Gun Arrow
Effect: Similar to Chessa's energy blasts, except faster and less damaging. Also yellow colored energy instead of red. Does minor damage.
Duration: N/A
Cost: 5SP per two shots
CFFG 5. DISINTERGRATING DARKNESS
Range: 25ft
Element: VOID
Size: Long tentacles
Effect: Gathers a darkness unlike the traditional Darkness, one from the Void itself. The Mysterious Man simply lashes out with a tentacle of VOID, able to absorb and block ranged attacks and do heavy damage if hitting a person.
Name:
Number of people involved:
Spells/Abilities involved:
Attack description:
Special Spell for character one:
Special ability for character one:
Duration:
Cooldown:
Character Weapons
1. Actual Guns
Not endorsed by 4Kids or Disney. Chessa just seems to have access to a variety of different firearms, which don't have any unique or weird properties for the most part. But besides Clayton, who else has ever thought to use an ACTUAL GUN? Under normal circumstances that should mean that she's the most dangerous being in all the KHverse- except for the fact Clayton's double barrel didn't do nearly as much damage as you'd expect. So with that in mind- Chessa just pulls guns out of a pocket dimension and uses them to varying degress of effect. But with access to so many possible options, they're not magical or special.
3. The Jabberwocky MK2
A two-handed heavy weapon aimed from the hip like a minigun, its barrel designed to look like The Jabberwocky presumably
After a brief 'spooling' period to charge up, releases a 15ft wide cone of unknown energy which does moderate damage to most things caught in its path. But things primarily composed of some kind of energy (like Heartless) take heavy damage.
Secondary Transformations
None
Character Shotlocks
None
Character Summons
Jabberwocky MK1
The first design of the Jabberwocky weapon, made more to be an aerial drone... a Large Body sized drone. The drones are decently durable from the front and sides, but their technical innards are more exposed at the back. Summons a pair of drones with a 6 post cooldown
CSJ 1. Purge Beam
Range: 60ft
Element: ? ? ?
Size: Large Body sized beam
Effect: After a period of 'charging' a beam of energy is released in a straight line from a drone's maw- it works like the MK2 and does moderate damage normally, and heavy to Energy based beings.
Duration: Instant
Cooldown: Once per post
CSJ 2. Reposition
Range: 30ft
Element: Spatial
Size: N/A
Effect: A drone just 'teleports' with a flash of light, reappearing somewhere else within range. This can be done WHILE the drone is charging up to attack to make it harder to avoid.
Duration: Instant
Cooldown: 6 post cooldown
Character Racial Ability: None
Character Strengths: Smart, speaks many different languages, and is cool under pressure
Character Weaknesses: Too laid back/lazy, incredibly jaded, actually depressive, Dark Attacks (Normal/Awake form), Light Attacks (Cheshire Cat form)
Character History/b]
In a "Multiverse" where people can lose their entire reality/world only to find themselves on another completely different world, Chessa stands out as an anomaly. She comes from a world inhabited by Super powered beings, often called mutants. The closest comparison to her world is Sanfransokyo but on a world-scale. Not everyone from her world has powers though, and Chessa is one of the "lucky ones" with a "pain in the ass" powerset. She actually at the moment doesn't remember much about her previous life before finding herself at Traverse Town, but still has all of her technical memories. While lacking the context for this info, she has concluded she is some kind of super genius.
Something she does very strongly remember are a handful of people she was close to, and that she feels like that they're out there somewhere. So with one of the few times she decides to push herself, Chessa begins using her manipulation of space to randomly venture to other worlds in search of her brother, father, or her favorite "sassy toaster."
Writing Portion
Sample Post: I don't wanna!
Kingdom Hearts
Please Answer the following questions using the answer provided; apply the answer to the character you are creating. Custom options are allowed, but please try and stick with the defaults if possible.
1. Which form will you choose?
The power of the warrior
The power of the mystic
2. What is most important to you?
Friendship
3. What do you want out of life?
To broaden my horizons
4. What are you afraid of?
Getting old
Being indecisive