Post by Irini on Aug 18, 2013 0:22:38 GMT -5
Name ►: Irini
Age ►: Unknown (Appears early to mid 20's)
Gender ►: Female
Canon or OC ►: Canon
Sexual Orientation ►: Heterosexual
Race ►: Goddess
Group ►: Peace
Face Claim ►: Belle - Disney's Beauty and the Beast
Appearance ►: Formal Attire
Casual Attire
General Personality ►: Irini is a person that usually gives a comfortable first impression. She's usually calm, composed, and gentle in both words and voice. However, she's not one to keep herself from speaking her opinion. The goddess enjoys speaking with others and learning about them, even if it can get awkward at times. But she always tries not to force herself on people. If they wish to be alone, so long as it doesn't mean something tragic may come from leaving, she is more than willing to give them space.
The goddess is always eager to help others if she can. The moment she hears someone is in need of something, she's one of the first to offer assistance. Of course, it doesn't mean she'll be able to do everything herself, but if she knows someone who could, she's sure to get them. Although, if someone shoos her away from helping, she'll back away, though normally stays close by in case they change their mind.
Still, the embodiment of Peace isn't all smiles and rainbows. The woman does have a breaking point, though it takes a lot to break her. If by chance one pushes her that far (and props to their stubbornness if they do), they'll fully understand the meaning of the phrase 'Hell hath no fury...' That is, if they can still remember the event after all is said and done.
But behind all this, there is one thing that Irini doesn't like to admit to just anyone. Deep down, just like people describe peace, Irini is much more fragile than she shows. When things start to be too much for her, she'll take time and find a place to be alone where no one can hear her and let herself break down into an emotional mess before then mustering up the strength to put herself back together again. Because of this, she usually views herself as one of the weaker gods, if not the weakest of them all.
However, the most important aspect of Irini is knowing what needs to be done. Even she knows that in order to obtain peace, you can not please everybody. At times, sacrifices must be made. Even if it's at the expense of others. (Doesn't mean she has to like it, though.)
Likes ►: + Calm atmospheres
+ Conversation
+ Music (Not the heavy kind)
+ Reading
+ Kids (Has a soft spot)
Dislikes ►: - Dark/heavy atmospheres
- Senseless chaos
- Pessimism
- Pain (Phys & Mental)
- Feeling useless
Weaknesses ►:
Low Self-confidence
Although Irini puts confidence in others, she doesn't think too highly of herself. When a situation or battle goes south, if she feels like it was her fault, she'll place all of the blame on herself, demoralizing her to where she can't think straight. If this happens, her guard drops on all angles and is practically an open target.
Hesitation
There are times when Irini second-guesses herself. She knows certain tasks must be accomplished, but if she's the one to carry out the tasks, she has moments when she stops and tries to think of other means of accomplishing things if she didn't agree with the method. Especially if she's inches away from finishing the job. Can this help at times? Yes, it has moments when she finds new and even better ways of handling something. But if not, it could mean things are delayed, or even lets important opportunities slip by.
Physical Attacks
Irini isn't made for physical confrontation. So Physical attacks give 10% more damage to her.
Dark
Normal/Minor dark damage to a target a single ball of darkness hits the target. (+10% extra damage)
Darkra
Moderate/Medium dark damage to all targets a single ball of darkness hits each of the targets. (+15% extra damage)
Darkga
High/Heavy dark damage to all targets a torrent of darkness converges on the targets. (+25% extra 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. (+35% extra 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. (+35% extra 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. (+50% extra damage)
Tenebrae
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against dark.
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.
(Is unable to use)
Poison
Poisons a single target/enemy, the target loses a small amount of their health over 4 posts/turns.
(Is unable to use)
Wound
Lowers a single targets/enemies health four three turns/posts.
- Weakness - It also lowers the casters health.
(Is unable to use)
Oil
Covers a single target in oil so that they take more damage from fire spells.
(Is unable to use)
Break
Has a VERY low chance of petrifying a single target/enemy.
- Weakness - Can only be used when facing a group.
(Is unable to use)
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.
(Is unable to use)
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.
(Is unable to use)
Stop
Stops an enemy from doing anything at all.
Lasts for two turns.
Cooldown of five turns.
(Is unable to use)
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.
(Is unable to use)
Imperil
Lowers a targets elemental resistances by 25%.
Lasts for two turns.
Cooldown of three turns.
(Is unable to use)
Silence
Stops a single target/enemy from casting spells for two turns/posts. This does not effect physical attacks. (However Irini is susceptible to this spell, which allows this to last up to 4 turns/posts)
- Weakness - Cannot be used in conjunction with Physical Weakness.
Abilities ►:
Portals
As the name suggests, Irini can open portals to travel between realms, worlds, and cover long distances. It's even safe for others to walk through as well. However, this cannot be used in battle as it takes a lot of concentration to open one.
Healing spells
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.
Elemental spells
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.
Aero
Normal/Minor wind damage to a target sends bladed gusts of wind at a target.
Water
Normal/Minor water damage to a target a single jet of water hits the target.
Support spells
Cease
Removes slow from a target.
Float
All targets in range are unaffected by Earth elemental attacks and can walk over traps without triggering them.
Yield
Removes stop from a target.
Awaken
Removes sleep from a single target.
All
Casts All on a target. All actions effect all enemies/characters.
Strengthening spells
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.
Weapons ►: Wand/Rod
History ►: People should know the story. The creator brought to existence Light and Darkness, following Life and Death, Space and Time, then Earth, Wind, Water, and Fire. These gods created the worlds all can see to this day, bringing creatures into existence as well as new deities; Ice and Beast. Each world seemed beautiful and unique, and the inhabitants seemed content at first... until events took place.
Natural disasters shook the calm of the words, causing disorder and panic. Differing opinions, jealousy, and hate towards each other led to people murdering others and causing war. In the midst of these storms, both literal and figurative, Chaos was born. However, after events settle, some of the creations came to realize the comfort in the stillness and calm they had before. With this realization, Peace was proven its existence, and Irini was created.
The goddess kept watch of all that she could. She visited areas here and there, wanting to make sure that the calm atmosphere stayed as it was. However, it didn't take much for it to be shattered. Fights could break out anywhere at any time. Forces of nature suddenly becoming violent and shattering lives in its wake. Beasts running out of food and invading places in search of it, though at times killing others for it. The more events like these played out, the less confidence she had in herself. The lessons were hard, either teaching herself or hearing the other gods and goddesses tell her that peace is actually more fragile than people realize. However, she did find those who longed for peace to stay. People who kept calm in the face of discord. These people interested her, and she surprisingly learned from them more than she could hope to teach others. As time passed, her interest in people and creatures like this became the center of her attention. People had the power to either maintain peace or have it fall to chaos.
But bigger games were afoot. Manikins took on the roles of 'gods', giving themselves names that Irini was surprised over. Chaos, the God of Discord, and Cosmos, the Goddess of Harmony. This bothered her, but as she saw the other gods discard this as a fleeting annoyance, she kept her opinions to herself. After all, her reasoning was mostly behind the fact that someone was impersonating her. It's not like that would be a valid point.
But it grew out of control as a dragon, Shinryu, shown himself to be gaining power from these cycles. By the time the danger was noticed, the dragon had the strength beyond what the gods themselves could handle. The other gods prepared to start training champions in order to battle the threat, but Irini hesitated. Could she really be able to help? She had a hard enough time keeping peace in the worlds she visited, much less getting involved in an all out war of a god-dragon. On top of that, what could she do to train champions?
However, she pushed those questions and doubts aside. She was a goddess, so she had an obligation-- no, a duty to protect others. How could she call herself a Goddess of Peace and Harmony if she didn't even try to fight back against impending disaster? Gathering her resolve, she finally stepped out, searching for champions of her own.
Relatives ►: N/A
Alias ►: Harmony
Roleplay experience ►: 2 1/2 years? Haven't kept track.
Password ►: abysswalker
Other Characters ►: N/A
How did you find us ►: Returning member
Age ►: Unknown (Appears early to mid 20's)
Gender ►: Female
Canon or OC ►: Canon
Sexual Orientation ►: Heterosexual
Race ►: Goddess
Group ►: Peace
Face Claim ►: Belle - Disney's Beauty and the Beast
Appearance ►: Formal Attire
Casual Attire
General Personality ►: Irini is a person that usually gives a comfortable first impression. She's usually calm, composed, and gentle in both words and voice. However, she's not one to keep herself from speaking her opinion. The goddess enjoys speaking with others and learning about them, even if it can get awkward at times. But she always tries not to force herself on people. If they wish to be alone, so long as it doesn't mean something tragic may come from leaving, she is more than willing to give them space.
The goddess is always eager to help others if she can. The moment she hears someone is in need of something, she's one of the first to offer assistance. Of course, it doesn't mean she'll be able to do everything herself, but if she knows someone who could, she's sure to get them. Although, if someone shoos her away from helping, she'll back away, though normally stays close by in case they change their mind.
Still, the embodiment of Peace isn't all smiles and rainbows. The woman does have a breaking point, though it takes a lot to break her. If by chance one pushes her that far (and props to their stubbornness if they do), they'll fully understand the meaning of the phrase 'Hell hath no fury...' That is, if they can still remember the event after all is said and done.
But behind all this, there is one thing that Irini doesn't like to admit to just anyone. Deep down, just like people describe peace, Irini is much more fragile than she shows. When things start to be too much for her, she'll take time and find a place to be alone where no one can hear her and let herself break down into an emotional mess before then mustering up the strength to put herself back together again. Because of this, she usually views herself as one of the weaker gods, if not the weakest of them all.
However, the most important aspect of Irini is knowing what needs to be done. Even she knows that in order to obtain peace, you can not please everybody. At times, sacrifices must be made. Even if it's at the expense of others. (Doesn't mean she has to like it, though.)
Likes ►: + Calm atmospheres
+ Conversation
+ Music (Not the heavy kind)
+ Reading
+ Kids (Has a soft spot)
Dislikes ►: - Dark/heavy atmospheres
- Senseless chaos
- Pessimism
- Pain (Phys & Mental)
- Feeling useless
Weaknesses ►:
Low Self-confidence
Although Irini puts confidence in others, she doesn't think too highly of herself. When a situation or battle goes south, if she feels like it was her fault, she'll place all of the blame on herself, demoralizing her to where she can't think straight. If this happens, her guard drops on all angles and is practically an open target.
Hesitation
There are times when Irini second-guesses herself. She knows certain tasks must be accomplished, but if she's the one to carry out the tasks, she has moments when she stops and tries to think of other means of accomplishing things if she didn't agree with the method. Especially if she's inches away from finishing the job. Can this help at times? Yes, it has moments when she finds new and even better ways of handling something. But if not, it could mean things are delayed, or even lets important opportunities slip by.
Physical Attacks
Irini isn't made for physical confrontation. So Physical attacks give 10% more damage to her.
Dark
Normal/Minor dark damage to a target a single ball of darkness hits the target. (+10% extra damage)
Darkra
Moderate/Medium dark damage to all targets a single ball of darkness hits each of the targets. (+15% extra damage)
Darkga
High/Heavy dark damage to all targets a torrent of darkness converges on the targets. (+25% extra 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. (+35% extra 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. (+35% extra 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. (+50% extra damage)
Tenebrae
25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against dark.
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.
(Is unable to use)
Poison
Poisons a single target/enemy, the target loses a small amount of their health over 4 posts/turns.
(Is unable to use)
Wound
Lowers a single targets/enemies health four three turns/posts.
- Weakness - It also lowers the casters health.
(Is unable to use)
Oil
Covers a single target in oil so that they take more damage from fire spells.
(Is unable to use)
Break
Has a VERY low chance of petrifying a single target/enemy.
- Weakness - Can only be used when facing a group.
(Is unable to use)
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.
(Is unable to use)
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.
(Is unable to use)
Stop
Stops an enemy from doing anything at all.
Lasts for two turns.
Cooldown of five turns.
(Is unable to use)
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.
(Is unable to use)
Imperil
Lowers a targets elemental resistances by 25%.
Lasts for two turns.
Cooldown of three turns.
(Is unable to use)
Silence
Stops a single target/enemy from casting spells for two turns/posts. This does not effect physical attacks. (However Irini is susceptible to this spell, which allows this to last up to 4 turns/posts)
- Weakness - Cannot be used in conjunction with Physical Weakness.
Abilities ►:
Portals
As the name suggests, Irini can open portals to travel between realms, worlds, and cover long distances. It's even safe for others to walk through as well. However, this cannot be used in battle as it takes a lot of concentration to open one.
Healing spells
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.
Elemental spells
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.
Aero
Normal/Minor wind damage to a target sends bladed gusts of wind at a target.
Water
Normal/Minor water damage to a target a single jet of water hits the target.
Support spells
Cease
Removes slow from a target.
Float
All targets in range are unaffected by Earth elemental attacks and can walk over traps without triggering them.
Yield
Removes stop from a target.
Awaken
Removes sleep from a single target.
All
Casts All on a target. All actions effect all enemies/characters.
Strengthening spells
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.
Weapons ►: Wand/Rod
History ►: People should know the story. The creator brought to existence Light and Darkness, following Life and Death, Space and Time, then Earth, Wind, Water, and Fire. These gods created the worlds all can see to this day, bringing creatures into existence as well as new deities; Ice and Beast. Each world seemed beautiful and unique, and the inhabitants seemed content at first... until events took place.
Natural disasters shook the calm of the words, causing disorder and panic. Differing opinions, jealousy, and hate towards each other led to people murdering others and causing war. In the midst of these storms, both literal and figurative, Chaos was born. However, after events settle, some of the creations came to realize the comfort in the stillness and calm they had before. With this realization, Peace was proven its existence, and Irini was created.
The goddess kept watch of all that she could. She visited areas here and there, wanting to make sure that the calm atmosphere stayed as it was. However, it didn't take much for it to be shattered. Fights could break out anywhere at any time. Forces of nature suddenly becoming violent and shattering lives in its wake. Beasts running out of food and invading places in search of it, though at times killing others for it. The more events like these played out, the less confidence she had in herself. The lessons were hard, either teaching herself or hearing the other gods and goddesses tell her that peace is actually more fragile than people realize. However, she did find those who longed for peace to stay. People who kept calm in the face of discord. These people interested her, and she surprisingly learned from them more than she could hope to teach others. As time passed, her interest in people and creatures like this became the center of her attention. People had the power to either maintain peace or have it fall to chaos.
But bigger games were afoot. Manikins took on the roles of 'gods', giving themselves names that Irini was surprised over. Chaos, the God of Discord, and Cosmos, the Goddess of Harmony. This bothered her, but as she saw the other gods discard this as a fleeting annoyance, she kept her opinions to herself. After all, her reasoning was mostly behind the fact that someone was impersonating her. It's not like that would be a valid point.
But it grew out of control as a dragon, Shinryu, shown himself to be gaining power from these cycles. By the time the danger was noticed, the dragon had the strength beyond what the gods themselves could handle. The other gods prepared to start training champions in order to battle the threat, but Irini hesitated. Could she really be able to help? She had a hard enough time keeping peace in the worlds she visited, much less getting involved in an all out war of a god-dragon. On top of that, what could she do to train champions?
However, she pushed those questions and doubts aside. She was a goddess, so she had an obligation-- no, a duty to protect others. How could she call herself a Goddess of Peace and Harmony if she didn't even try to fight back against impending disaster? Gathering her resolve, she finally stepped out, searching for champions of her own.
Relatives ►: N/A
Alias ►: Harmony
Roleplay experience ►: 2 1/2 years? Haven't kept track.
Password ►: abysswalker
Other Characters ►: N/A
How did you find us ►: Returning member