Post by Kaleb on Jul 30, 2013 14:24:22 GMT -5
»»KALEB«« Age: Unknown Gender: Male Canon or OC?: OC Sexual Orientation: Omnisexual Race: God Group: Time Face Claim: Akaito - Vocaloid »»APPEARANCE«« »»PERSONALITY«« Kaleb is perhaps what one would call strange for a God, for starters his name is rather normal for a God. He's also rather quiet picking and choosing what he wants to say before opening his mouth. He doesn't like to upset the people around him and will walk on glass for them if need be, of course this doesn't mean that he doesn't do his job. He takes his job rather seriously and he worries far more than he should, he seems to find himself inadequate being one of the newer additions to the Gods. He already has to deal with the aftermath that Horus left behind and it takes it's toll. He seems to enjoy music, it relaxes him. He's one that seems to ponder the oddities of the universe, one who'll question his own actions, others actions and also the motives of people around him. Kaleb is loyal to his causes and beliefs, and is a firm believer that people should be treated with equity and fairness. Although he seems to follow his own rules and guidelines for behavior faithfully. He will not take part in something which violates his personal laws. He's also extremely loyal and faithful to his friends and possibly anyone he cares for more than that. Kaleb likes and needs to spend time alone, because this is when he can sort things out in his mind most clearly. He absorbs large quantities of impersonal facts from the external world, and sorts through those facts, making judgments, when he's alone. LIKES • Dinning out. • Drinking. • Children. • Violins. • Pianos. • Music in general. • Projectile weapons. • Time based magic. • The sound of the sea. • The smell of different foods. DISLIKES • Lies. • Half-Truths. • Dancing unless it's a tango or waltz. • Feeling inadequate. • Regret. • Making mistakes. • Being ignored. • People screwing up his timeline. • Arrogance. • Paradoxes. • Pain he can't feel it. • Lack of hunger. • His apparently lack of emotions. »»WARFARE«« Weaknesses: • Blind Decreases a targets accuracy by a quarter for three turns/posts. - Weakness - The user cannot use this again for a full four posts/turns. (Must have the rpers permission) Lasts for an extra turn. • Poison Poisons a single target/enemy, the target loses a small amount of their health over 4 posts/turns. +50% chance of being successful. • Wound Lowers a single targets/enemies health four three turns/posts. - Weakness - It also lowers the casters health. +50% chance of being successful. • Oil Covers a single target in oil so that they take more damage (double damage) from fire spells. +50% chance of being successful. • Silence Stops a single target/enemy from casting spells for two turns/posts. This does not effect physical attacks. - Weakness - Cannot be used in conjunction with Physical Weakness. • Physical Weakness Stops a single target/enemy from physically attacking for two turns/posts. This does not effect magical attacks. - Weakness - Cannot be used in conjunction with Silence. • Slow Removes auto-haste and/or haste, if haste is not enabled it slows the target down allowing them to only move 1 square in the battle grid or use only 2 combination slots. In threads this will slow the target down. Lasts for three turns during bg, two turns during pvp. Cooldown of five turns. (With Rpers consent.) +50% chance of being successful. • Stop Stops an enemy from doing anything at all. Lasts for two turns. Cooldown of five turns. (With rpers consent) +50% chance of being successful. • Fury The afflicted character's physical attacks are more likely to miss. -1 to each dice roll number. Lasts for three turns. Cooldown of five turns. -2 to each dice roll instead of -1. • Imperil Lowers a targets elemental resistances by 25%. Lasts for two turns. Cooldown of three turns. (With rpers consent.) +50% chance of being successful. • Quake Normal/Minor Earth damage to a target a small blast of rocks and dirt hit the target. +5% more damage. • Seism Moderate/Medium Earth damage to all targets a small blast of rocks and dirt hit the targets. +10% more damage. • Tremor High/Heavy Earth damage to all targets a Rocks jut out of the ground beneath the targets causing damage. +15% more damage. • Terrene Very High earth damage to a single target. Drops rocks and clay on the enemy. +20% more damage. • Kaolin Very High earth damage to all enemies/targets. Drops rocks and clay on the enemies. +25% more damage. • Avalanche/Landslide Very Very High earth damage to all enemies/targets, causes an avalanche or landslide depending on the terrain which hits all enemies from behind. This has a 1 post charge up and can be interrupted. +25% more damage. • Gravitas Normal/Minor Space damage to a target, bounces the target off the ground a couple of times. +5% more damage. • Jūryoku Moderate/Medium Space damage to all targets, bounces all targets off the ground a couple of times then off each other. +10% more damage. • Graviga High/Heavy Space damage to all targets, blasts the enemies with a series of compressed gravity balls. +15% more damage. • Cosmoslam Very High space damage to a single enemy, a giant whip of energy smacks the enemy around. +20% more damage. • Galactic Bomb Very High space damage to all targets/enemies, starts as a small compressed ball of space and then rapidly expands outwards blasting all enemies it touches. +25% more damage. • Shooting Star Very Very High space damage to all enemies/targets, a rapid succession of small meteors fall across the area smashing against all enemies. This has a 1 post charge up and can be interrupted. +25% more damage. • Planetoid Slam 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against space. +25% more damage. • Gravity Deals a quarter of the enemies remaining life, Space type damage. +25% more damage. • Dark Normal/Minor dark damage to a target a single ball of darkness hits the target. +5% more damage. • Darkra Moderate/Medium dark damage to all targets a single ball of darkness hits each of the targets. +10% more damage. • Darkga High/Heavy dark damage to all targets a torrent of darkness converges on the targets. +15% more damage. • Stygian Very High dark damage to a single target. Many orbs of darkness converge on the target encasing them before blasting them back and forth. +20% more damage. • Aphotic Very High dark damage to all enemies/targets. Many orbs of darkness converge on the targets encasing them before blasting them back and forth. +25% more damage. • Obfuscous Very Very High dark damage to all enemies/targets, the entire field turns dark, enemies cannot see infront of them and then many shadow shaped monsters come out of nowhere beating the enemy around. This has a 1 post charge up and can be interrupted. +25% more damage. Abilities: • Cure Heals minor/normal wounds/damage but can only target one person. • Cura Heals moderate/medium wounds/damage but can only target one person. • Regen Heals minor/normal wounds/damage for a single target over a period of time. (Usually about three turns/posts in battle) • Life Can revive a person/character from the dead with 25% HP. • Revive Revives a person/character from KO status with 25% HP. • Haste Allows a single target to use two skills/spells and/or move one extra square in the BG 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. • Slow-All Removes auto-haste and/or haste, if haste is not enabled it slows the targets down allowing them to only move 1 square in the battle grid or use only 2 combination slots. In threads this will slow the target down. Lasts for three turns during bg, two turns during pvp. Cooldown of five turns. (Cannot be used unless against more than one enemy) • Stop-All Stops all enemies from doing anything at all. Lasts for two turns. Cooldown of five turns. (Cannot be used unless against more than one enemy) • Demi Normal/Minor Time damage to a target, traps them in a bubble of time and saps away a small amount of life. (Must have the rpers permission) • Demira Moderate/Medium Time damage to all targets, traps them in a bubble of time and saps away a medium amount of life. (Must have the rpers permission) • Demiga High/Heavy Time damage to all targets, traps them in a bubble of time and saps away a large amount of life. (Must have the rpers permission) • Erablast Very High time damage to a single enemy, warps the enemy through different eras of time before blasting them back to the current time. • Epoch Very High time damage to all targets/enemies, warps all enemies through different eras of time before blasting them back to the current time. • Infinity Slam Very Very High time damage to all enemies/targets, the user runs out of time rips slowing things down around them so that they look like they're moving much faster than they are, they then grab one enemy and use them as a bowling ball slamming them in to the other enemies on the battlefield as they zip from time rip to time rip. This has a 1 post charge up and can be interrupted. • End of Time 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against time. • Water Normal/Minor water damage to a target a single jet of water hits the target. • Aero Normal/Minor wind damage to a target sends bladed gusts of wind at a target. • Fire Normal/Minor fire damage to a target sends fire balls at the target. • Magic damage up x2 Magic damage for all her spells, lasts for two turns, however her physical defense suffers and all physical attacks deal 50% more damage. • Extra Time Once per thread when killed, this will automatically activate bringing Kaleb back to life with full health. • Temporal Duplication User can bring future versions of themselves into the present time. Limited to two duplicates, both from the future, lasts for two turns. Once hit they vanish back to their time line. • Double Whammy Summons a second version of himself with the same HP as Kaleb. The double cannot use spells and will only physically attack targets. Can be used once per thread, cannot be healed, lasts till its HP runs out. • Portals A way to travel from one place to another, cannot be used in battle. • Telepathy Barrier Immune to telepaths and telepathic attacks. • Emotional Barrier His emotions cannot be read. Weapons: • AxeGun A rifle with an axe head attached. »»ITEMS«« • • • • • • • • • • • • • • • »»HISTORY«« Kaleb was recently made by Opimi, to replace the old Time God Horus who didn't do his job and vanished without any word or warning. Kaleb only being made recently has very little that he's actually done. He has a purpose, this is what he was told by Opimi after he was created. His simple purpose is to make sure that worlds are slowed apart from Omphalos and also to help defeat Shinryu. He didn't really know much about Shinryu, in turn he went and did a little research for himself to learn more. He's also spent a couple of days observing the populous, deciding whether or not they should actually be saved or whether he shouldn't help at all. He knows the story of old, about how Opimi made the other Gods, he also knows that despite his incomplete nature he has a purpose and he was rushed. He hopes that over time he will become complete whether by his own means or by going and seeking Opimi out. He hopes that when this is all over, he isn't simply destroyed by Opimi to be replaced by something better than he is. Relatives: N/A »»OOC«« Alias: Oblivion Roleplay experience: Forgotten Password : Removed Other Characters : check the who's who How did you find us : This is my site |