Post by Zest Ingram on May 12, 2013 0:38:22 GMT -5
Name ►: Zest Ingram
Age ►: 27
Gender ►: Male
Canon or OC ►: Original Character
Sexual Orientation ►: Heterosexual
Race ►: Human
Group ►: Light
Face Claim ►: Kurogane - Tsubasa Resevoir Chronicles
Appearance ►:
General Personality ►: Zest has one thing on his mind when it comes to others, protection. He is a man who likes to protect others from harm. He always has a smile and he is calm and collected when others talk to him. He really has no sense of fear, at least not on a irrational level. He understands the weight of burden that he has placed on himself. He goes the extra mile to help others.
Zest likes to give out advice and keep his wording into a more professional manner. He likes to keep a sense of professionalism but at the same time he likes to make friends from each person he meets.
He always has some kind of smile on his face, he wants to make sure that that if he acts happy then other might be happy too. He will always keep his own pain inside and focus on the pain of others. Though he would get upset when there is injustice for others.
There is only one time that Zest will show bitter feelings and that is reflected in his smile. It is when its raining. Zest has some history when it comes to the rain. And even though he despises those memories. He still enjoys the sound of the rain.
Likes ►:
1. The rain
2. his gems
3. to protect others
4. Flowers
5. Seeing others smile
6. Professionalism
7. Cookies
Dislikes ►:
1. The rain
2. Dancing
3. those who bring up the past
4. Those who give up on life
5. needless fight
6. singing
7. Onions
Weaknesses ►:
Dark - Normal/Minor dark damage to a target a single ball of darkness hits the target. (When struck with this spell he takes 15% more damage)
Darkra - Moderate/Medium dark damage to all targets a single ball of darkness hits each of the targets.
(When struck by this spell he takes 20% more damage)
Darkga - High/Heavy dark damage to all targets a torrent of darkness converges on the targets. (When struck by this spell he takes 25% more damage)
Water - Normal/Minor water damage to a target a single jet of water hits the target. (When struck by this spell he takes 15% more damage)
Watera - Moderate/Medium water damage to all targets a single jet of water hits the targets. (When struck with this spell he takes 20% more damage)
Waterga - High/Heavy water damage to all targets a large wave of water hits the targets. (When struck with this spell he takes 25% more damage)
Quake - Normal/Minor Earth damage to a target a small blast of rocks and dirt hit the target. (When struck with this spell he takes 15% more damage)
Seism - Moderate/Medium Earth damage to all targets a small blast of rocks and dirt hit the targets. (When struck with this spell he takes 20% more damage)
Tremor - High/Heavy Earth damage to all targets a Rocks jut out of the ground beneath the targets causing damage. (When struck with this spell he takes 25% more damage)
Chains - while the chains that connect his weapons make it a great midrange weapon, there is a chance that he can get stuck within his own chains and causes him damage
Children - Zest can never bring himself to harm a child in any way. He would first throw his weapons away before laying a finger on a child.
The rain - If its raining Zest loses most interest in things, he doesn't pay much attention to what is going on around him and is more deep in thought. The only exception is someone besides himself needs his help.
Reckless - Zest doesn't mind to be the target of an enemy he would take the place of another if it kept them safe, more so if it was a woman or a child.
Long Range - While Zest has some spells he is useless when it comes to ranged battles, he prefers to be close combat rather than far away
Physcological manipulation - He is more subjected to be hurt mentally, he is more fragile in his mind that he lets on.
Abilities ►:
Connection - Using the chain that rest on the end of his sword he can combine them together and make a longer chain that can grow up to 25 feet, enough to make it to a possible midrange weapon. The only drawback is the using this takes energy and the longer he uses them the more energy he will lose.
Sonic Calamity - With his swords letting out a light aura he can combine them from the blunt side to create a longer blade. Zest then rushes forward and Strikes a single enemy. It can dodged by moving away.
Blast Calamity - Zest jumps high into the air and starts spinning a vortex of wind and light causes damage at enemies surrounding him. It can be dodged easily but if caught then it deals light to moderate damage. It causes less damage to those with the ability to fly and once Zest lands back on the ground he is vulnerable to attack.
Dragon Striker - Zest gathers energy in his blade and then thrust it forward. A stream of energy shaped like a dragon when fired. The beam only reaches 50 meters and does not change direction.
Heaven's fall - Zest summons spheres of light which then he fires at an enemy. The spheres look like shooting stars coming at the enemy. He can only summon 7 spheres and the attack can be interrupted by a magical attack.
Luster Purge: A golden glow appears around Zest before he releases a shockwaves of blinding light at an area. It has a short distance and has a 20% change of the dodging the next attack if strucked with this attack.
Spells
Healing
Cure - Heals minor/normal wounds/damage but can only target one person.
Cura - Heals moderate/medium wounds/damage but can only target one person.
Curaga - Heals major/heavy wounds/damage and can target a group of people.
Revive - Revives a person/character from KO status.
Refresh - Revives a person/character from KO status with 50% HP.
Full-Revive - Revives a person/character from KO status with full HP.
Life - Can revive a person/character from the dead with 25% HP.
Recover - Can revive a person/character from the dead With 50% HP.
Full-Life - Can revive a person/character from the dead With full HP.
Full-Cure - Heals all status aliments *burn, freeze etc* for one ally.
Support
All - Casts All on a target. All actions effect all enemies/characters.
Strengthening
Haste - Allows a single target to use two skills/spells in a single turn. Lasts for two turns/posts.
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.
Shell - Decreases magic damage by a quarter for three turns/posts, for a single target.
Reflect - Bounces ALL spells back at the enemy three turns/posts, for a single target.
Elemental
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.
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.
Summons
Ifrit (Fire)
Deals damage equal to 35% max HP to all enemies, has a 50% chance of burning enemies for two turns, burn reduces hp by 10% over time. Roll for each monster, 1,3,5 are burn, any other numbers will not cause burn.
Burning will not work in PvP. Burning will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.
Odin (No-Element)
Can be purchased without previous spells.
Deals damage equal to 40% max HP to all enemies, has a small chance of instantly killing enemies. Roll for each monster if you roll a 6 the enemy dies.
Death will not work in PvP. Death will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.
Alexander (Light)
Deals damage equal to 35% max HP to all enemies, has a 50% chance of casting Reverse on enemies. Reverse causes all healing items to hurt the enemy. Roll for each monster, 1,3,5 are reverse, any other numbers will not cause reverse.
Reverse will not work in PvP. Reverse will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.
Special:
Spell and Ability Fusion Tier 1 - Allows the holder to mix any of their low level/normal level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character.
Spell and Ability Fusion Tier 2 - Allows the holder to mix any of their medium level/average level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. Must have tier 1 before you purchase tier 2.
Spell and Ability Fusion Tier 3 - Allows the holder to mix any of their high level/heavy level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. Must have tier 1 before you purchase tier 2.
Consumable Items:
x30 || X-POTION - Restores all HP to one ally
Items:
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.
Magic Booster - Adds 100 Damage to all attack spells during Battle Grid/Plot battles. Can be stacked up to 10 times.
Armor:
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%.
Gray Ring - Halves Dark Damage.
Green Ring - Halves Earth Damage.
Aqua Ring - Halves Water Damage.
Lag Shock - Adds 50% chance of casting slow spell to attacks.
System Shock - Adds 50% chance of casting stop spell to attacks.
Weapons ►:
Ayami and Ryuu - two katanas named after the two people he cared for the most. Ayami has the chain with a red diamond shaped gem while Ryuu the other that had a blue cross gem Before he gave it to someone else.
• Health Attachment - +10% max HP to the user.
• Strength Attachment - +10% damage to physical combo chains.
• Positive Status Effect Attachment - +2 duration on all positive status effects.
• Cooldown Attachment - -1 turn/post wait to all your cooldowns.
History ►: Zest was born into a family that specialized in protecting others as a business, a bodyuard. He was trained as a young child to fight, to make sure that he could live up to the family name in protecting those that hire his services. Zest didn't mind since it was what their family has done for generations. He felt like he should carry on with the family tradition
When he was ten he received his poof of mastery, one that said he has learned what he needed to know but that also meant that he had to continue on his own to practice. He got a light yellow amber gem in the shape a cross. At that time his brother Ryuu was born.
Ryuu was born weaker than a normal child. Always getting illnesses easily, not getting enough sleep. His father was ashamed of his brother. However Zest wanted to take care of his brother. He made sure to practice where his brother could see. He liked it when his brother smiled and laugh when he fell down on his face or when he tripped.
Though during the time Ryuu's health started to weaken, he was getting frail to the point that he could no longer get up from his bed. Zest stopped training to take care of him. Trying to make sure that he got better from his illness. When no one else cared about him he did. He made sure that he took care of his brother's whims.
When Zest reached the age of twenty. His brother was in his last days. There was nothing that anyone could do about it. To make sure that Ryuu had something to live for, something that would make him happy he took his brother in his arms and left the manor. He carried his brother to the edge of the city where it was nothing but forest. He sat at the ledge and pointed up at the stars.
He began to sing like he used to back when he was younger. He could see the light leaving his brothers eyes and when he closed his eyes he as gone. It was the first time Zest started to cry.
At the funeral it started to rain. Zest broke his gem that was proof of his training in half, he tossed 1/2 of that gem into the grave. In return he had another one, a light blue one that his father had prepared for Ryuu when he completed his training.
After his brother's death he resumed his training, he train long and hard. He began to take assignments and began to make a name of himself as a bodyguard. He protected different people, politicians, higher class people, scientists, anything that was an assignment he took it. He didn't want to disappoint his family, nor his brother.
A few years have gone by, and he met the love of his life. It was on an assignment that he met her, Ironically it was the person he was assigned to protect. It was a taboo in his family, he could not fall in love with a client, and yet despise that he did it anyway. She showed him how to be more relax and not so stiff.
When his father found out he disowned his son. Zest had broken one of the most important rules, never be personal with the client. And yet he didn't care as long as he could be with the person he began to love then he was fine with him.
He continued with his assignments, he wanted to provide enough for the person he cared for. He was still able to work so it was alright not having his father's help anymore. He didn't let it stop them. He and his girlfriend were making plans for the future. How they were going to get married and have children.
A year had passed and it was raining. He was at an assignment when he received the call that his girlfriend had been a car crash. He got permission to go and see how his girlfriend was doing but by the time he got there she had already passed away.
Zest had lost another person he cared for. This time he took his other half of his own gem and placed it in her coffin. That way a part of him will always be with her. He took a piece of jewelry that she had loved and took the center gem.
He modified both gems and placed them in chains on the ends of his swords. It would have symbolized their memories would still be living within his mind. He continued on life, just smiling when he needed to and just continued to live on how he is.
One day Zest was transported to another world. It was there that he learned about the gods and the cycles. It was then that he met a child who looked similar to his brother's age if he was still alive. He gave him his brother's gem, silently praying that it protect him from harm.
Now Zest has signed up to fight under the Goddess of life, Ateis. He wants to protect those back at home. For him he wanted to keep the graves of the two people he cared about safe. Keeping his heart sealed and only letting a his true emotions through a crack when it rains.
Relatives ►: None
Alias ►: Kasumi
Roleplay experience ►: about 1 1/2 years
Password ►: Removed
Other Characters ►: Kasumi
Lina
Guts
Basch
Voltz
How did you find us ►: Through death
Age ►: 27
Gender ►: Male
Canon or OC ►: Original Character
Sexual Orientation ►: Heterosexual
Race ►: Human
Group ►: Light
Face Claim ►: Kurogane - Tsubasa Resevoir Chronicles
Appearance ►:
General Personality ►: Zest has one thing on his mind when it comes to others, protection. He is a man who likes to protect others from harm. He always has a smile and he is calm and collected when others talk to him. He really has no sense of fear, at least not on a irrational level. He understands the weight of burden that he has placed on himself. He goes the extra mile to help others.
Zest likes to give out advice and keep his wording into a more professional manner. He likes to keep a sense of professionalism but at the same time he likes to make friends from each person he meets.
He always has some kind of smile on his face, he wants to make sure that that if he acts happy then other might be happy too. He will always keep his own pain inside and focus on the pain of others. Though he would get upset when there is injustice for others.
There is only one time that Zest will show bitter feelings and that is reflected in his smile. It is when its raining. Zest has some history when it comes to the rain. And even though he despises those memories. He still enjoys the sound of the rain.
Likes ►:
1. The rain
2. his gems
3. to protect others
4. Flowers
5. Seeing others smile
6. Professionalism
7. Cookies
Dislikes ►:
1. The rain
2. Dancing
3. those who bring up the past
4. Those who give up on life
5. needless fight
6. singing
7. Onions
Weaknesses ►:
Dark - Normal/Minor dark damage to a target a single ball of darkness hits the target. (When struck with this spell he takes 15% more damage)
Darkra - Moderate/Medium dark damage to all targets a single ball of darkness hits each of the targets.
(When struck by this spell he takes 20% more damage)
Darkga - High/Heavy dark damage to all targets a torrent of darkness converges on the targets. (When struck by this spell he takes 25% more damage)
Water - Normal/Minor water damage to a target a single jet of water hits the target. (When struck by this spell he takes 15% more damage)
Watera - Moderate/Medium water damage to all targets a single jet of water hits the targets. (When struck with this spell he takes 20% more damage)
Waterga - High/Heavy water damage to all targets a large wave of water hits the targets. (When struck with this spell he takes 25% more damage)
Quake - Normal/Minor Earth damage to a target a small blast of rocks and dirt hit the target. (When struck with this spell he takes 15% more damage)
Seism - Moderate/Medium Earth damage to all targets a small blast of rocks and dirt hit the targets. (When struck with this spell he takes 20% more damage)
Tremor - High/Heavy Earth damage to all targets a Rocks jut out of the ground beneath the targets causing damage. (When struck with this spell he takes 25% more damage)
Chains - while the chains that connect his weapons make it a great midrange weapon, there is a chance that he can get stuck within his own chains and causes him damage
Children - Zest can never bring himself to harm a child in any way. He would first throw his weapons away before laying a finger on a child.
The rain - If its raining Zest loses most interest in things, he doesn't pay much attention to what is going on around him and is more deep in thought. The only exception is someone besides himself needs his help.
Reckless - Zest doesn't mind to be the target of an enemy he would take the place of another if it kept them safe, more so if it was a woman or a child.
Long Range - While Zest has some spells he is useless when it comes to ranged battles, he prefers to be close combat rather than far away
Physcological manipulation - He is more subjected to be hurt mentally, he is more fragile in his mind that he lets on.
Abilities ►:
Connection - Using the chain that rest on the end of his sword he can combine them together and make a longer chain that can grow up to 25 feet, enough to make it to a possible midrange weapon. The only drawback is the using this takes energy and the longer he uses them the more energy he will lose.
Sonic Calamity - With his swords letting out a light aura he can combine them from the blunt side to create a longer blade. Zest then rushes forward and Strikes a single enemy. It can dodged by moving away.
Blast Calamity - Zest jumps high into the air and starts spinning a vortex of wind and light causes damage at enemies surrounding him. It can be dodged easily but if caught then it deals light to moderate damage. It causes less damage to those with the ability to fly and once Zest lands back on the ground he is vulnerable to attack.
Dragon Striker - Zest gathers energy in his blade and then thrust it forward. A stream of energy shaped like a dragon when fired. The beam only reaches 50 meters and does not change direction.
Heaven's fall - Zest summons spheres of light which then he fires at an enemy. The spheres look like shooting stars coming at the enemy. He can only summon 7 spheres and the attack can be interrupted by a magical attack.
Luster Purge: A golden glow appears around Zest before he releases a shockwaves of blinding light at an area. It has a short distance and has a 20% change of the dodging the next attack if strucked with this attack.
Spells
Healing
Cure - Heals minor/normal wounds/damage but can only target one person.
Cura - Heals moderate/medium wounds/damage but can only target one person.
Curaga - Heals major/heavy wounds/damage and can target a group of people.
Revive - Revives a person/character from KO status.
Refresh - Revives a person/character from KO status with 50% HP.
Full-Revive - Revives a person/character from KO status with full HP.
Life - Can revive a person/character from the dead with 25% HP.
Recover - Can revive a person/character from the dead With 50% HP.
Full-Life - Can revive a person/character from the dead With full HP.
Full-Cure - Heals all status aliments *burn, freeze etc* for one ally.
Support
All - Casts All on a target. All actions effect all enemies/characters.
Strengthening
Haste - Allows a single target to use two skills/spells in a single turn. Lasts for two turns/posts.
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.
Shell - Decreases magic damage by a quarter for three turns/posts, for a single target.
Reflect - Bounces ALL spells back at the enemy three turns/posts, for a single target.
Elemental
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.
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.
Summons
Ifrit (Fire)
Deals damage equal to 35% max HP to all enemies, has a 50% chance of burning enemies for two turns, burn reduces hp by 10% over time. Roll for each monster, 1,3,5 are burn, any other numbers will not cause burn.
Burning will not work in PvP. Burning will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.
Odin (No-Element)
Can be purchased without previous spells.
Deals damage equal to 40% max HP to all enemies, has a small chance of instantly killing enemies. Roll for each monster if you roll a 6 the enemy dies.
Death will not work in PvP. Death will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.
Alexander (Light)
Deals damage equal to 35% max HP to all enemies, has a 50% chance of casting Reverse on enemies. Reverse causes all healing items to hurt the enemy. Roll for each monster, 1,3,5 are reverse, any other numbers will not cause reverse.
Reverse will not work in PvP. Reverse will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies.
Special:
Spell and Ability Fusion Tier 1 - Allows the holder to mix any of their low level/normal level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character.
Spell and Ability Fusion Tier 2 - Allows the holder to mix any of their medium level/average level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. Must have tier 1 before you purchase tier 2.
Spell and Ability Fusion Tier 3 - Allows the holder to mix any of their high level/heavy level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. Must have tier 1 before you purchase tier 2.
Consumable Items:
x30 || X-POTION - Restores all HP to one ally
Items:
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.
Magic Booster - Adds 100 Damage to all attack spells during Battle Grid/Plot battles. Can be stacked up to 10 times.
Armor:
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%.
Gray Ring - Halves Dark Damage.
Green Ring - Halves Earth Damage.
Aqua Ring - Halves Water Damage.
Lag Shock - Adds 50% chance of casting slow spell to attacks.
System Shock - Adds 50% chance of casting stop spell to attacks.
Weapons ►:
Ayami and Ryuu - two katanas named after the two people he cared for the most. Ayami has the chain with a red diamond shaped gem while Ryuu the other that had a blue cross gem Before he gave it to someone else.
• Health Attachment - +10% max HP to the user.
• Strength Attachment - +10% damage to physical combo chains.
• Positive Status Effect Attachment - +2 duration on all positive status effects.
• Cooldown Attachment - -1 turn/post wait to all your cooldowns.
History ►: Zest was born into a family that specialized in protecting others as a business, a bodyuard. He was trained as a young child to fight, to make sure that he could live up to the family name in protecting those that hire his services. Zest didn't mind since it was what their family has done for generations. He felt like he should carry on with the family tradition
When he was ten he received his poof of mastery, one that said he has learned what he needed to know but that also meant that he had to continue on his own to practice. He got a light yellow amber gem in the shape a cross. At that time his brother Ryuu was born.
Ryuu was born weaker than a normal child. Always getting illnesses easily, not getting enough sleep. His father was ashamed of his brother. However Zest wanted to take care of his brother. He made sure to practice where his brother could see. He liked it when his brother smiled and laugh when he fell down on his face or when he tripped.
Though during the time Ryuu's health started to weaken, he was getting frail to the point that he could no longer get up from his bed. Zest stopped training to take care of him. Trying to make sure that he got better from his illness. When no one else cared about him he did. He made sure that he took care of his brother's whims.
When Zest reached the age of twenty. His brother was in his last days. There was nothing that anyone could do about it. To make sure that Ryuu had something to live for, something that would make him happy he took his brother in his arms and left the manor. He carried his brother to the edge of the city where it was nothing but forest. He sat at the ledge and pointed up at the stars.
He began to sing like he used to back when he was younger. He could see the light leaving his brothers eyes and when he closed his eyes he as gone. It was the first time Zest started to cry.
At the funeral it started to rain. Zest broke his gem that was proof of his training in half, he tossed 1/2 of that gem into the grave. In return he had another one, a light blue one that his father had prepared for Ryuu when he completed his training.
After his brother's death he resumed his training, he train long and hard. He began to take assignments and began to make a name of himself as a bodyguard. He protected different people, politicians, higher class people, scientists, anything that was an assignment he took it. He didn't want to disappoint his family, nor his brother.
A few years have gone by, and he met the love of his life. It was on an assignment that he met her, Ironically it was the person he was assigned to protect. It was a taboo in his family, he could not fall in love with a client, and yet despise that he did it anyway. She showed him how to be more relax and not so stiff.
When his father found out he disowned his son. Zest had broken one of the most important rules, never be personal with the client. And yet he didn't care as long as he could be with the person he began to love then he was fine with him.
He continued with his assignments, he wanted to provide enough for the person he cared for. He was still able to work so it was alright not having his father's help anymore. He didn't let it stop them. He and his girlfriend were making plans for the future. How they were going to get married and have children.
A year had passed and it was raining. He was at an assignment when he received the call that his girlfriend had been a car crash. He got permission to go and see how his girlfriend was doing but by the time he got there she had already passed away.
Zest had lost another person he cared for. This time he took his other half of his own gem and placed it in her coffin. That way a part of him will always be with her. He took a piece of jewelry that she had loved and took the center gem.
He modified both gems and placed them in chains on the ends of his swords. It would have symbolized their memories would still be living within his mind. He continued on life, just smiling when he needed to and just continued to live on how he is.
One day Zest was transported to another world. It was there that he learned about the gods and the cycles. It was then that he met a child who looked similar to his brother's age if he was still alive. He gave him his brother's gem, silently praying that it protect him from harm.
Now Zest has signed up to fight under the Goddess of life, Ateis. He wants to protect those back at home. For him he wanted to keep the graves of the two people he cared about safe. Keeping his heart sealed and only letting a his true emotions through a crack when it rains.
Relatives ►: None
Alias ►: Kasumi
Roleplay experience ►: about 1 1/2 years
Password ►: Removed
Other Characters ►: Kasumi
Lina
Guts
Basch
Voltz
How did you find us ►: Through death