Post by Isis Rose, Goddess of War on Apr 26, 2013 16:54:46 GMT -5
Name ►: Isis Rose
Age ►: Around 2500, looks to be 18
Gender ►: Female
Canon or OC ►: Original Character
Sexual Orientation ►: Heterosexual
Race ►: Angel
Group ►: Godless
Face Claim ►: Purple Heart from Hyperdimension Neptunia
Appearance ►:
General Personality ►: Isis is a very neutral and down to earth type of person. She knows when to respect people's privacy, and she doesn't like to get too involved with people's issues unless it's to save them or if they come to her and confide in her.
She will always speak in a proper manner, even if she is angered or in the middle of battle, this is because of how much of her life has been on the battlefield. Some would consider her to be numb, but that isn't the case. She simply knows how to keep her emotions in check for the most part. The only time they will start to bubble out is when she learns of innocent people being hurt.
If people can get through the walls and her overall feeling of being detached they'll actually find that she is quite caring and has a good heart, she simply buries it to make sure she doesn't get hurt and make sure no one can use her emotions against her.
All in all, she will always try to do the right thing, or what she believes to be the right thing, even if it puts herself into danger.
Likes ►: --Quiet
--The nighttime sky.
--Helping innocents and children
--Listening to classical music.
--Having leisurely drinks. (Nothing hard, just wine and the like.)
--Grapes and blueberries.
--Sweet drinks.
Dislikes ►: --Loud and annoying people, she might not like them but she has patience.
--Worthless bloodshed.
--Hard liquor.
--Smoking.
--Sour foods.
--Seeing people getting mistreated.
Weaknesses ►: Her wings. It hurts her for them to get attacked and even if they get ripped out they will heal and regrow over time, but the process is extremely painful.
All elemental spells will deal their normal damage to her, she has no resistance to any of them whatsoever.
She's so used to being in battle and taking damage that she will push herself beyond her breaking points quite often if she needs to. This can be used against her if she's not careful about it.
All status magics have a chance to affect her.
When in battle she tends to use herself as a living shield for certain people if they're too injured to fight on their own strength.
She is strongest in close range. If people can keep her at long range they will have a better advantage over her.
Abilities ►: Due to her bloody history her body is used to taking abuse, because of this she takes 25% reduced damage from physical attacks.
Steelwing: She can use the feathers from her wings and make them hard as steel to turn them into projectile weapons.
Blade Dance: A combo of slashes from her sword. Each slash is done in a way to leave little opening for a counter attack. (3x hit combo if it hits, five post cooldown)
Bloodsin Reaper: She uses her own blood to coat her blade in an aura that increases its damage by 25% for 4 turns, and she can only do this once per fight. ...As she has to use her blood to do it.
Cure
Heals minor/normal wounds/damage but can only target one person.
Cura
Heals moderate/medium wounds/damage but can only target one person.
All
Casts All on a target. All actions effect all enemies/characters.
Protect
Lowers physical damage taken by a single target for three turns/posts. Cuts damage by a quarter.
- Weakness - Caster takes a quarter more damage from attacks if they haven't used protect on themselves for three turns/posts.
Bravery
Increases a single targets physical damage by a quarter for three turns/posts.
- Weakness - Lowers the casters physical damage by a quarter if they haven't used Bravery on themselves for three turns/posts.
Fire
Normal/Minor fire damage to a target sends fire balls at the target.
Fira
Moderate/Medium fire damage to all targets/enemies sends fire balls at the targets.
Firaga
High/Heavy fire damage to all targets/enemies, fire converges on the enemies.
Scorch
Very High fire damage to a single target/enemy, fire rises from beneath the enemy.
Inferno
Very High fire damage to ALL targets/enemies, fire rises from beneath the enemy.
Hell Fire
Very Very High fire damage to all targets/enemies, fire converges on the enemy, this has a 1 post charge up and can be interrupted.
Blaze Pyre
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against fire.
Aero
Normal/Minor wind damage to a target sends bladed gusts of wind at a target.
Aerora
Moderate/Medium wind damage to all targets/enemies torrents of wind converges on the targets.
Aeroga
High/Heavy wind damage to all targets/enemies huge tornado of wind around the targets converging on them.
Gale
Very High wind damage to a single target. Wind envelopes the target and is so violent that it tears up chunks of whatever the target is stood upon bashing them with the things torn from beneath.
Cyclone
Very High wind damage to all enemies/targets, wind envelopes the targets and is so violent that it tears up chunks of whatever the targets are stood upon bashing them with the things torn from beneath..
Chinook
Very Very High wind damage to all enemies/targets, wind tears through the battle field and flicks all enemies in to the air, they fall only to be knocked up a second time and then hit the ground with tremendous force. This has a 1 post charge up and can be interrupted.
Samiel
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against wind.
Holy
Normal/Minor light damage to a target a single bolt of light hits the target.
Faith
Moderate/Medium light damage to all targets a pillar of light hits each target.
Pearl
High/Heavy light damage to all targets pillars of light come up through the floor and then converge on the targets.
Sacrosanct
Very High light damage to a single enemy, balls of light converge on the target.
Elysian
Very High light damage to all targets/enemies, a rapid succession of white and gold waves blast out across the area consuming all enemies within.
Rapture
Very Very High light damage to all enemies/targets, a rapid succession of white and gold waves blast out across the area consuming all enemies within. This has a 1 post charge up and can be interrupted.
Empyral
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against light.
Weapons ►: Aura's Verdict: A blade that's black in color and almost as long as she is tall. The blade leaves a purple trail of light when swung.
Items ►:
x2 Chocobo Wing - Casts haste on the entire party for FIVE turns.
x2 Potion - Restores 100 HP
x2 Phoenix Down - Revives a player with 25% HP from KO/Death
x10 HP Booster - Adds 200 HP during Battle Grid/Plot battles. Can be stacked up to 10 times.
x10 Strength Booster - Adds 100 Damage to all physical melee combos during Battle Grid/Plot battles. Can be stacked up to 10 times.
x4 Physical Defense Booster - Lowers damage from monster melee attacks by 10% during Battle Grid/Plot battles. This can only be stacked four times.
x4 Magic Defense Booster - Lowers damage from monster spells by 10% during Battle Grid/Plot battles. This can only be stacked four times.
x10 Magic Booster - Adds 100 Damage to all attack spells during Battle Grid/Plot battles. Can be stacked up to 10 times.
x2 Extra Weapon Slot - Allows you to wield an extra weapon during Battle Grid/Plot battles. Can be stacked twice
Armor/Accessories ►:
Hero's Ring - Casts bravery when HP is is under 30%
Iron Bangle - Raises max HP by 20%
Power Wrist - Raises STR by 20%
Mythril Gloves - Raises Defense (lowers damage taken) by 20%
Jade Collar - Improves chance of avoiding attacks by 25%.
Red Ring - Halves Fire Damage.
White Ring - Halves Ice Damage.
Yellow Ring - Halves Lightning Damage.
Aqua Ring - Halves Water Damage.
Teal Ring - Halves Wind Damage.
Green Ring - Halves Earth Damage.
Gray Ring - Halves Dark Damage.
Neon Ring - Halves Light Damage.
Purple Ring - Halves Time Damage.
Cream Ring - Halves Space Damage.
System Shock - Adds 50% chance of casting stop spell to attacks.
History ►: Born to a world where her kind were hunted down for their blood and essences as they could be used in powerful magics and potions to do quite the many things in her world. Because of this, fighting and hiding were things that she went through very early on in her life. She was taught to fight as soon as she could lift a weapon and not fall over from it's weight alone.
This type of lifestyle did nothing to make her wish harm upon those that hunted her and her kind, as she knew they had reason for it. That was something that the others of her kind never understood, how she could be so accepting of being hunted. However, they were wrong about that. She wasn't accepting of it, she just realized there was a point to it all.
As the hunts continued, she would get more and more used to the feeling of blades, spears, and other things slicing through her flesh, to a point where it just stopped hurting as much anymore. However, in spite of all of this, she would always help the innocent, she couldn't stand to see people that weren't involved or children getting hurt. That was always something that got her into trouble because she would always go out of her way to make sure they would be alright before getting into the fights.
This was a process that consumed all of her life. While she wasn't running or hiding, she would be learning how to cast an array of magics that could help her in tight spots, however she was always more of a close fighter, that was proven when she was able to summon her own weapon to her side, something all of her race could do in her world. And her's happened to be a rather large black blade.
Even after the couple thousands of years she had lived, she would still value the lives of the innocent over herself, and would always, -always- put herself at risk to save them. She had wings ripped and cut from her a few times, but they grew back in a rather painful process. And to this day, even if she has been pulled to some unknown world, she will still look out for the innocent. ...And if another battle is the only way to free people from the cycles and set order to the world, then so be it. She was used to the battlefield.
Relatives ►: N/A
Alias ►: Honor, or whatever people wanna call me.
Roleplay experience ►: ALL the experience (!0+ years)
Password ►: Removed
Other Characters ►: Aurora, Goddess of Ice
How did you find us ►: admin.avi
Age ►: Around 2500, looks to be 18
Gender ►: Female
Canon or OC ►: Original Character
Sexual Orientation ►: Heterosexual
Race ►: Angel
Group ►: Godless
Face Claim ►: Purple Heart from Hyperdimension Neptunia
Appearance ►:
General Personality ►: Isis is a very neutral and down to earth type of person. She knows when to respect people's privacy, and she doesn't like to get too involved with people's issues unless it's to save them or if they come to her and confide in her.
She will always speak in a proper manner, even if she is angered or in the middle of battle, this is because of how much of her life has been on the battlefield. Some would consider her to be numb, but that isn't the case. She simply knows how to keep her emotions in check for the most part. The only time they will start to bubble out is when she learns of innocent people being hurt.
If people can get through the walls and her overall feeling of being detached they'll actually find that she is quite caring and has a good heart, she simply buries it to make sure she doesn't get hurt and make sure no one can use her emotions against her.
All in all, she will always try to do the right thing, or what she believes to be the right thing, even if it puts herself into danger.
Likes ►: --Quiet
--The nighttime sky.
--Helping innocents and children
--Listening to classical music.
--Having leisurely drinks. (Nothing hard, just wine and the like.)
--Grapes and blueberries.
--Sweet drinks.
Dislikes ►: --Loud and annoying people, she might not like them but she has patience.
--Worthless bloodshed.
--Hard liquor.
--Smoking.
--Sour foods.
--Seeing people getting mistreated.
Weaknesses ►: Her wings. It hurts her for them to get attacked and even if they get ripped out they will heal and regrow over time, but the process is extremely painful.
All elemental spells will deal their normal damage to her, she has no resistance to any of them whatsoever.
She's so used to being in battle and taking damage that she will push herself beyond her breaking points quite often if she needs to. This can be used against her if she's not careful about it.
All status magics have a chance to affect her.
When in battle she tends to use herself as a living shield for certain people if they're too injured to fight on their own strength.
She is strongest in close range. If people can keep her at long range they will have a better advantage over her.
Abilities ►: Due to her bloody history her body is used to taking abuse, because of this she takes 25% reduced damage from physical attacks.
Steelwing: She can use the feathers from her wings and make them hard as steel to turn them into projectile weapons.
Blade Dance: A combo of slashes from her sword. Each slash is done in a way to leave little opening for a counter attack. (3x hit combo if it hits, five post cooldown)
Bloodsin Reaper: She uses her own blood to coat her blade in an aura that increases its damage by 25% for 4 turns, and she can only do this once per fight. ...As she has to use her blood to do it.
Cure
Heals minor/normal wounds/damage but can only target one person.
Cura
Heals moderate/medium wounds/damage but can only target one person.
All
Casts All on a target. All actions effect all enemies/characters.
Protect
Lowers physical damage taken by a single target for three turns/posts. Cuts damage by a quarter.
- Weakness - Caster takes a quarter more damage from attacks if they haven't used protect on themselves for three turns/posts.
Bravery
Increases a single targets physical damage by a quarter for three turns/posts.
- Weakness - Lowers the casters physical damage by a quarter if they haven't used Bravery on themselves for three turns/posts.
Fire
Normal/Minor fire damage to a target sends fire balls at the target.
Fira
Moderate/Medium fire damage to all targets/enemies sends fire balls at the targets.
Firaga
High/Heavy fire damage to all targets/enemies, fire converges on the enemies.
Scorch
Very High fire damage to a single target/enemy, fire rises from beneath the enemy.
Inferno
Very High fire damage to ALL targets/enemies, fire rises from beneath the enemy.
Hell Fire
Very Very High fire damage to all targets/enemies, fire converges on the enemy, this has a 1 post charge up and can be interrupted.
Blaze Pyre
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against fire.
Aero
Normal/Minor wind damage to a target sends bladed gusts of wind at a target.
Aerora
Moderate/Medium wind damage to all targets/enemies torrents of wind converges on the targets.
Aeroga
High/Heavy wind damage to all targets/enemies huge tornado of wind around the targets converging on them.
Gale
Very High wind damage to a single target. Wind envelopes the target and is so violent that it tears up chunks of whatever the target is stood upon bashing them with the things torn from beneath.
Cyclone
Very High wind damage to all enemies/targets, wind envelopes the targets and is so violent that it tears up chunks of whatever the targets are stood upon bashing them with the things torn from beneath..
Chinook
Very Very High wind damage to all enemies/targets, wind tears through the battle field and flicks all enemies in to the air, they fall only to be knocked up a second time and then hit the ground with tremendous force. This has a 1 post charge up and can be interrupted.
Samiel
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against wind.
Holy
Normal/Minor light damage to a target a single bolt of light hits the target.
Faith
Moderate/Medium light damage to all targets a pillar of light hits each target.
Pearl
High/Heavy light damage to all targets pillars of light come up through the floor and then converge on the targets.
Sacrosanct
Very High light damage to a single enemy, balls of light converge on the target.
Elysian
Very High light damage to all targets/enemies, a rapid succession of white and gold waves blast out across the area consuming all enemies within.
Rapture
Very Very High light damage to all enemies/targets, a rapid succession of white and gold waves blast out across the area consuming all enemies within. This has a 1 post charge up and can be interrupted.
Empyral
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against light.
Weapons ►: Aura's Verdict: A blade that's black in color and almost as long as she is tall. The blade leaves a purple trail of light when swung.
Items ►:
x2 Chocobo Wing - Casts haste on the entire party for FIVE turns.
x2 Potion - Restores 100 HP
x2 Phoenix Down - Revives a player with 25% HP from KO/Death
x10 HP Booster - Adds 200 HP during Battle Grid/Plot battles. Can be stacked up to 10 times.
x10 Strength Booster - Adds 100 Damage to all physical melee combos during Battle Grid/Plot battles. Can be stacked up to 10 times.
x4 Physical Defense Booster - Lowers damage from monster melee attacks by 10% during Battle Grid/Plot battles. This can only be stacked four times.
x4 Magic Defense Booster - Lowers damage from monster spells by 10% during Battle Grid/Plot battles. This can only be stacked four times.
x10 Magic Booster - Adds 100 Damage to all attack spells during Battle Grid/Plot battles. Can be stacked up to 10 times.
x2 Extra Weapon Slot - Allows you to wield an extra weapon during Battle Grid/Plot battles. Can be stacked twice
Armor/Accessories ►:
Hero's Ring - Casts bravery when HP is is under 30%
Iron Bangle - Raises max HP by 20%
Power Wrist - Raises STR by 20%
Mythril Gloves - Raises Defense (lowers damage taken) by 20%
Jade Collar - Improves chance of avoiding attacks by 25%.
Red Ring - Halves Fire Damage.
White Ring - Halves Ice Damage.
Yellow Ring - Halves Lightning Damage.
Aqua Ring - Halves Water Damage.
Teal Ring - Halves Wind Damage.
Green Ring - Halves Earth Damage.
Gray Ring - Halves Dark Damage.
Neon Ring - Halves Light Damage.
Purple Ring - Halves Time Damage.
Cream Ring - Halves Space Damage.
System Shock - Adds 50% chance of casting stop spell to attacks.
History ►: Born to a world where her kind were hunted down for their blood and essences as they could be used in powerful magics and potions to do quite the many things in her world. Because of this, fighting and hiding were things that she went through very early on in her life. She was taught to fight as soon as she could lift a weapon and not fall over from it's weight alone.
This type of lifestyle did nothing to make her wish harm upon those that hunted her and her kind, as she knew they had reason for it. That was something that the others of her kind never understood, how she could be so accepting of being hunted. However, they were wrong about that. She wasn't accepting of it, she just realized there was a point to it all.
As the hunts continued, she would get more and more used to the feeling of blades, spears, and other things slicing through her flesh, to a point where it just stopped hurting as much anymore. However, in spite of all of this, she would always help the innocent, she couldn't stand to see people that weren't involved or children getting hurt. That was always something that got her into trouble because she would always go out of her way to make sure they would be alright before getting into the fights.
This was a process that consumed all of her life. While she wasn't running or hiding, she would be learning how to cast an array of magics that could help her in tight spots, however she was always more of a close fighter, that was proven when she was able to summon her own weapon to her side, something all of her race could do in her world. And her's happened to be a rather large black blade.
Even after the couple thousands of years she had lived, she would still value the lives of the innocent over herself, and would always, -always- put herself at risk to save them. She had wings ripped and cut from her a few times, but they grew back in a rather painful process. And to this day, even if she has been pulled to some unknown world, she will still look out for the innocent. ...And if another battle is the only way to free people from the cycles and set order to the world, then so be it. She was used to the battlefield.
Relatives ►: N/A
Alias ►: Honor, or whatever people wanna call me.
Roleplay experience ►: ALL the experience (!0+ years)
Password ►: Removed
Other Characters ►: Aurora, Goddess of Ice
How did you find us ►: admin.avi