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PostSubject: Character Sheet   Sun Mar 25, 2012 12:13 pm

Once you are accepted, you are expected to maintain a character sheet. This is where you keep your bio for future reference along with a chart at the top with various relevant information. The format should look something like this:

DaCre Name/Points/Tamer Name/Points

Bio


Last edited by High on Sun Mar 25, 2012 10:28 pm; edited 1 time in total
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PostSubject: Re: Character Sheet   Sun Mar 25, 2012 10:28 pm

Kyotei/0/Alphonse Bright/0


-Human Bio-


Name: Alphonse Bright

Age: 17

Gender: Male

Appearance: Alphonse stands at five foot nine, but seems shorter due to his habitual slouch. He was a tennis player throughout high school, however, leading to some rather toned arms with a horrible tee-shirt tan to match. He also ran cross country for a time, accounting for equally toned legs. What with being involved in these sports, you'd think he'd eat healthily, but it's quite the opposite. His diet consists of ramen noodles, popcorn, pizza, pop-tarts, soda, and whatever else is cheap, tasty, and easily obtainable. Nevertheless he maintains a slim figure and decent complexion, proving once again that metabolisms are fickle creatures.

Bright has short blonde hair, slightly layered and marginally darker underneath, accenting a face with strong Germanic features and electric blue eyes. This otherwise attractive face is often marred by dark circles under the eyes, a testament to his irregular sleeping habits. His vision, weakened by reading in poor light, is accented by a pair of thin-rimmed glasses. Occasionally these are substituted for non-prescription orange sunglasses, though, partly for practicality and partly because he believes they make him look cool. The rest of his wardrobe varies from day to day, but usually consists of a pair of white sneakers, very worn out at the soles, either a pair of bluejeans or a pair of tan shorts, a green unzipped sweatshirt, and some sort of tee shirt underneath.

Personality: Alphonse is an interesting character, to say the least. He prides himself on his intellect and wittiness, and often tries to make light of various situations. Usually he's fairly good about spotting when this type of attitude would be inappropriate, however, such as when a person is upset, irritated, or volatile. On that same note, he has a bad habit of trying to solve other people's problems for them. If someone seems upset, being a sympathetic person, he will generally try to ferret out the cause and try to help divine an erstwhile unseen solution. This is met with varying amounts of success, and when it is unsuccessful, he can usually at least make the person smile for a moment. That, in the end, is one of his life goals: to make people smile.

Beyond that, this urge to make people smile has developed quite the ego in him. In years past he had intentionally built it up for comedic effect, but as time passed it became habitual, then instinctual, and then mellowed out somewhat into a ever-constant air of confidence. He balances this with a talent for introspection and a love of serenity, given the latter can enable the former. He has a passion for nature and the beauty in the natural world, since they are so full of that serenity.

If his faults could be summed up into one character flaw, it could possibly be best described as arrogance. He is very confident in his abilities and believes that, with enough effort, no feat is beyond him. He can become very frustrated with himself if he falls short of his expectations, or of others for demeaning him. That said, this perfectionism can also be an asset at times, as it comes coupled with determination, a positive quality.

Short History: Alphonse came from an upper-middle class family in a nice neighborhood, although he moved several times. As a child he was always rather independent and stubborn, which alienated other children, possibly leading up to his urge to make others smile and therefore fit into society. Growing up mostly as an outsider, he found new friends in literature, becoming very well-read for a person of his age. He dabbled in the other liberal arts as well, sketching and painting as well as singing. He tried to learn to play a musical instrument, but proved incredibly inept. The only instrument he ever came close to competence on was the piano, and that was only from sheer memorization as opposed to developed skill.

He graduated from high school with a fairly respectable GPA and was accepted to the college in Kairik as an English major. This would be his first year attending the school and, seeing the popularity of the game, has just recently purchased a JK Dot, or at least the equivalent newer model.

Other: rehtO



DaCre-

Name: Kyotei
Innate: Wind manipulation
Personality: If ever there was an individual to whom the term "wanderlust" applied to, this is it. Kyotei wants nothing but to travel on the breeze, seeing new places and meeting new people. This need for movement reaches into his other dealings where he has a marked lack of patience and need for action. Patience, for him, is an annoyance rather than a virtue.

Further than that, he is generally polite to those he doesn't know well, which usually includes everyone he meets. People he has extended contact with usually begin to grate on his nerves, mostly because they begin to bore him. Still, that politeness holds rein, although occasionally giving way to a scathing comment.

Rank D:

Appearance: In this form, Kyotei takes the appearance of a peregrine falcon, mostly normal save for slightly lighter blue coloring than is expected and perhaps a slightly larger size.

-Attack 1: Zephyr: A blast technique, to put it simply. At full power, both wings would be flapped and the blast would be applied from close range, causing moderate concussive damage and pushing the target backwards. Unless properly braced, it could also result in the user being pushed in the opposite direction. Since the attack originates from each wing, however, the attack could potentially be split up into two simultaneous blasts at half power. The blasts lose effectiveness with distance at a rate of about 25% for every meter beyond one, becoming negligible after that.
GE: 120

-Attack 2: Cutting Wind: A thin, wide, intense projectile "wave" of air that slices at the target with the sharpness of a knife. This attack is most effective at mid range, within three meters. After that it begins to widen out and become less focused and therefore less "sharp."
GE: 130

-Attack 3: Slipstream: A passive physical boost in speed.
GE: 90

-Innate Manifestation: Wind manipulation with an effective range of a foot from the user's body.
GE: 120


Rank C:

Appearance: Now taking the semblance of a winged young man, Kyotei stands at about five foot eight with light blue hair and feathers and cyan eyes. He has a slim frame, but his muscles are still toned enough to strike with powerful blows and move quickly.

-Attack 1: Gust: A blast technique with several different ways to be implemented. At full power, both hands would be extended and the blast would be applied from close range, causing large concussive damage and throwing the target backwards. Unless properly braced, it could also result in the user being thrown in the opposite direction. Since the attack originates from each hand, however, the attack could potentially be split up into two simultaneous blasts at half power. The blasts lose effectiveness with distance at a rate of about 25% for every meter beyond two, becoming negligible after that.
GE: 120

-Attack 2: Air Cutter: A thin, wide, incredibly intense projectile "wave" of air that strikes with the force and sharpness of a sword slash at full force. This attack is most effective at mid range, within three meters. After that it begins to widen out and become less focused and therefore less "sharp."
GE: 130

-Attack 3: The Wind Beneath My Wings: A passive physical boost in speed.
GE: 90

-Innate Manifestation: Wind manipulation with an effective range of a meter from the user's body.
GE: 120


Rank B:

Appearance: Now looking more the part for an Arabian Djinn, Kyotei has deep blue skin and glowing cyan eyes. His body above the waist is heavily muscled, the wrists covered with two jewel-encrusted gold braces. His body below the waist is more avian, giving way to feathered legs and clawed feet. The wings seem more powerful than at the previous rank, blue feathers now intermixed with grey ones.

-Attack 1: Typhoon: A blast technique with several different ways to be implemented. At full power, both hands would be extended and the blast would be applied from close range, causing massive concussive damage and shooting the target backwards. Unless properly braced, it could also result in the user being blasted in the opposite direction. Since the attack originates from each hand, however, the attack could potentially be split up into two simultaneous blasts at half power. The blasts lose effectiveness with distance at a rate of about 25% for every meter beyond two, becoming negligible after that.
GE: 120

-Attack 2: Ephemeral Slash: A thin, wide, incredibly intense projectile "wave" of air that can carve a slice through most materials and armor. This attack is most effective at mid range, within four meters. After that it begins to widen out and become less focused and therefore less "sharp."
GE: 130

-Attack 3: Tempest: A passive physical boost in speed.
GE: 90

-Innate Manifestation: Wind manipulation with an effective range of two meters from the user's body.
GE: 120

Rank A: ???
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PostSubject: Re: Character Sheet   Mon Mar 26, 2012 1:26 am

Parquis and Floppity/0/Petra Giovanna/0

Human-

Name: Petra Giovanna

Age: 26

Gender: Female

Appearance: Petra is 5'9, with very pale skin, dyed dark blue hair, and brown eyes. Thin as a rail, she has the level of well muscled fitness that only chasing ambulances and living next to workout center can provide, and possess considerable personal strength. Her hair is kept short and slightly spiky, and she has tattoos on the back of her hands and arms which appear to be all foreign writing in a spiral shape, and covers (if translated) everything from powerful, meaningful words and phrases to cheat sheets from her tests in college, and basic Law phrases she might otherwise forget. She also has a single phrase on her right big toe, gotten after her graduation "Ad Meliora, Te Absolvo"- meaning "Towards Better Things, I Forgive You", a phrase coined from a judges acquittal of a defendent after a trial.

Though her outfit varies drastically from day to day (her wardrobe possess everything from basketball jersies and Little Bo Peep outfits to formal men's suits and little black dresses), Petra does have a constant habit of bandaging her fingers (due to the number of papercuts she receives overenthusiastically going through papers) and writing on herself with a marker- at times with ways that actually fit in with her tattoos.

Personality: Easily confused and infinitely enthusiastic, Petra takes nothing with a grain of salt, and is quick to jump to conclusions or anger- but also just as quick to forgive and forget when the time arises. Openly friendly and forward thinking, Petra acts on impulse, but has a good mind for reason when she decides to use it. Nothing dissapoints her more than giving up, and her stubbornness and determination are next to legendary- though just as next to infamous. An infinitely loyal companion.

Short History: "I is be seeing Windsor many times in my career. More often than not, we were be leaving many bodies on the floor by the end of it..."

What Petra fails to add to this statement is that this career was in fact on the show Comedy Court, on which she and Windsor were both frequent participants, and the bodies on the floor were there rolling from laughter. Petra immigrated alone into the country during her senior year of highschool after failing her entrance exams in every one of her home countries major Law-School possessing colleges. At her new school domestic-side, she instead entered among the top of her class. This success did not last (memorizing an identical set of entrance exams was apparently not a good indicator of her actual legal ability), but she eventually managed to graduate from her class with a grade a full three points higher than that of a Monkey taking the class beside her (a test by the Psychology department). Where Petra failed her actual subjects however, she did rank at the Championship level in her college's Boxing program and won state-level competitions in Judo three years straight.

Though her career as a lawyer out of school has been less than noteworthy, she eventually found her niche as a Prosecutor, her accent and tendency to misinterpret words often frightening and confusing suspects into confessing. She encountered Ephraim Windsor for the first time trying on a case of petty theft, and was, with Windsor, forcibly thrown from the courtroom when they began deciding that the electric chair was proper punitive procedure for a box of stolen Thin Mints. The display created such a spectacle on the news that the two of them were invited onto the Comedy Court for two seasons, and their absurd enthusiasm was a roaring success, but the two moved back to their respective practices for several year since, where Petra still remains.

During her Comedy Court career, Petra was introduced to DaCre solely as another diversion in which she could compete with Windsor, but took it up as a past-time and has competed (and done moderately well in) several various ranked competitions over the years. Several years ago, she was present in Kairik during the Tri-Cell disaster, in which she saw several Animal-Shaped Government Aircraft take on Potential Biological Threats, Likely Of Terrorist Nature. Content with this explanation, she also witnessed her old opponent Windsor moving at impossible speeds down a city street while she was, in true lawyer fashion, chasing an ambulance. And this convinced her it was time to start working out again.

Though she has a large family in her home country (the name of which never seems to get translated properly), Petra's only connection to them for years has been to send money from her practice back, and she lives alone, next to a Fitness Center downtown.

Other: Petra's DaCre is based off a stuffed pony she had as a small child. As a tomboy, the toy was constantly torn up, and wound up with just about as many changes as her DaCre goes through.


DaCre-

Name: Parquis/Floppity

Innate: Perfume: Parquis and Floppity are capable of exhaling a perfume that has energizing (Parquis) or depressing (Floppity) properties on those that come in contact with it. This perfume can be made to smell like anything, and whatever smell it is imbued with lasts long after the perfume's other effects have faded.

Personality: Parquis, is a proper lady. Impressed by social standing and good manners, she can be a snob, and tends to consider any fighting that involves getting dirty to be 'uncivilized'. In general, she likes to be in charge of Floppity and also anyone else that happens to be following her at the moment, and has problems with accepting advice, no matter how logical it is.

Floppity has very low self-esteem, and tends to hide back while Parquis handles social situations for her. Meek, she enjoys long walks backwards down the beach, cooking, cleaning, and feeling useful. She also tends to have much more positive (read: gullible, nieve) views of everyone around her than her sister does.

Parquis and Floppity are both considered "Shelter-Born", neither having ever fought a DaCre battle that actually put their life on the line. Despite their two heads, Parquis and Floppity count as a single DaCre, and still only get one Ability per "turn".


Rank D:

Appearance: A light red, two-headed sheepony (sheep/pony). Parquis head is on one end, and Floppity's on the other where the tail would be, though both ends can be counted as the "front", and there is no clear spot where Parquis ends and Floppity begins (or vice-versa). Both have pale purple hair and violet eyes. Parquis's head looks a cartoonish pony, with her hair long but pinned on one side in a proper fashion. Around her neck, and behind her head like part of a cape, is a furry white-and-black spotted shawl, which is covered in large pointed thorns. Stylish, and deadly. Floppity's head, on the other end, looks mostly similar, but has no adornment, and her hair is in an extra long bowlcut that goes over her eye on one side.

Despite their fur, their skin is actually very rubber-like and thick like a honey badger's, to the point that they can literally bounce around. While both Parquis and Floppity have front facing legs, their knees bend both ways, and their hooves are so they can walk forwards or backwards normally. They technically both have control of their body, and both heads must be knocked unconcious for them to actually be knocked out. However, when in disagreement they tend to have better control over their "half" of the body.

Attack 1: Thorn Spike: Parquis fires out a thorn from her shawl at high speed. The thorn is followed by a rope width string of sticky spider-like web that can also snare enemies. This thorn cannot be retracted back to Parquis, but it can be disconnected at any time and left like a trip-wire. A thorn that has been fired with this attack regrows on Parquis after a few moments. Only Parquis can use this attack.
GE: 110

Attack 2: Munch-Cannon: Parquis or Floppity eats something solid around them, like a trash can lid, or wad of sand. In their body the object is accelerated, and their other end spits it out like a cannonball at a later time. Up to three objects can be "eaten" for this purpose at a time, and stored inside their stomach. Only one object can be eaten per turn, however they are all fired simultaneously out of one head. A single eat-and-fire sequence is considered one Ability use. When used at mealtime, it gives a whole new meaning to the phrase "fast-food".
GE: 70 per object

Attack 3: Steel Wool: Parquis/Floppity launches a large three foot by three foot blob of thick, metallic wool at an enemy. The wool is sharp and sticky, and works like a chinese finger trap, becoming sturdier and more tangled the more it is pulled on. Scratches enemies for light damage as long as they remain in contact with it. Makes a great sweater.
GE: 120

Innate Manifestation: Parquis and Floppity are both capable of breathing out perfume, in a gas form, in an approximately three meter plume ahead of them. This perfume lingers indefinitely in the air until naturally or unnaturally dissipated. Their perfumes do not work on themself. Parquis's perfume is a stimulant, increasing adrenal output and physical speed/capabilities of DaCre or humans it hits. Floppity's is a depressant, that will steadily put DaCre or humans to sleep and hinder their coordination and speed. Prolonged exposure to Floppity's perfume causes blackouts, and prolonged exposure to both perfumes combined results in sensory overload and paralysis, rather than the two neutralizing each other. Exhaling perfume counts as using an Ability, but it can be exhaled further after that point (and only by the head that began doing it) while the other head performs normal Ability use. Both heads exhaling at once counts as a single Ability use.
GE: 80


Rank C:

Appearance: A light red with an armored green shell snurtle (snake/turtle). Now much larger (five feet tall and ten feet wide), their green shell is covered in larger versions of the thorns from Parquis's shawl, and their legs are capable of bending/working in every direction with equal skill. Parquis's head is now on a long (five foot at full extension, but completely retractable, and capable of completing flipping backwards) snake-like neck, has slit-eyes, and large fangs, and is about one foot wide, with the same hairstyle as before. Floppity's head only sticks out of their shell as far as a normal turtle's would, and shares the same bolwcut as its previous form. Their normal skin and legs are in the same furry-rubbery style as before, though they are no longer light enough to bounce.

Attack 1: Thorn Spear: Parquis fires out a larger thorn from her shell, which splits (on impact or in the air) into a circle of D-rank sized thorns connected by the same sharp-stick metal substance as Steel Wool. The larger Thorn is also connected by the Steel-Wool substance to Parquis and Floppity's shell, and as before can be detatched but not retracted, to leave a sort of sticky-razor tripwire around. Only Parquis can use this ability.
GE: 100

Attack 2: Acceleration/Deceleration Gel: Parquis spews out a pink goo that reduces friction and propels forward movement, creating a drastic speed boost covering several meters in front of her. Floppity spews a light blue goo that is instead incredibly sticky and somewhat acidic, goopily burning others that touch it and slowing them down (Parquis and Floppity are immune to the acidic burn of their own goo). Parquis and Floppity do not both have to spew, but if they do it counts as a single Ability usage.
GE: 80% if they are both using it (as in both are doing 80%, total of 160%), 120% otherwise.


Attack 3: Maiden's Kiss: -Parquis offers a single kiss, that drastically increases another DaCre's speed and ability power for a short time. Just try to ignore her extra long tongue.
-Floppity offers a single kiss... That drains the energy from whoever it touches for a short time, and decreases their ability power. Sorry Romeo, sometimes love hurts.
Only one DaCre/Human per head can be "boosted" by Parquis and Floppity at a time- this cannot be the same DaCre/Human. Parquis and Floppity do not both have to Kiss someone, but if they do it counts as a single ability usage.
GE: 90

Innate Manifestation: Parquis and Floppity are both capable of breathing out a perfume, now in a mostly gas, but partially liquid form that stays on those it touches. Parquis's offers an slightly elevated speed boost and adrenal increase, and a new boost to physical power. Floppity's now saps strength at a faster rate, and also slightly saps Charge from opponents Abilities at a steady rate when applicable. As before, prolonged exposure from Floppity causes blackouts, and prolonged exposure to both causes sensory overload and paralysis. The liquid form is more potent than the gas, and capable of effecting non-organic DaCre.


Rank B:

Appearance: A red and brown treeshell (tree/seashell). Parquis has now grown into a large, armored bark coated shell, covered in sharp thorns, and with her head (also armored bark, but with normal hair) near the top but sheilded slightly by a thorn cape-back. Floppity is similar to her turtle form, but more muscular and exposed, emerging from the bottle of the shell with even thicker furry-rubber skin and a renewed ability to bounce. They are now taller and less wide; twelve feet tall counting the top of Parquis's shell, and six feet wide.

Attack 1: Thorn Wave: Parquis can fire as many thorns as she desires simultaneously, with the larger ones splitting into nets or remaining solid as desired. They are connected to Parquis's shell by the same Steel Wool, but are now also coated in a light acid (this acid does not affect Parquis and Floppity). They cannot be retracted, but can be detatched for even more damaging, poison-razor tripwires.
GE: 90

Attack 2: Powder Storm: Parquis or Floppity fires a storm of highly acidic pieces of white powder into the air as large balls, which then shatter and rain down harshly on the surrounding area like hail. This powder can be imbued with either Parquis or Floppity's perfume regardless of which head fires the storm; Parquis's perfume mixed with the acid causes spasms, while Floppity's becomes extremely heavy on contact, physically dragging things it touches down. Parquis and Floppity are immune to their own acid and perfume.
GE: 90

Attack 3: Maiden's Favor: -Parquis: And who wouldn't want to be the fair Parquis's Champion? Parquis offers a handkerchief that is absorbed by the DaCre or human it is used on. While active, that DaCre or human gains a massive boost to abilities and physical prowess. However, Parquis and Floppity's own ability powers and physical strength are all halved for as long as this Favor is bestowed.
GE: 140
-Floppity: In Soviet DaCre, princess saves you! Floppity offers a handkerchief that is absorbed by the DaCre or human it is used on. While active, that DaCre or human has slightly reduced abilities and physical prowess. However, when that DaCre or human is critically wounded, they are instead completely restored and rebuffed, and a percentage of that damage is transferred to Parquis and Floppity, with a high possibility of knocking them unconcious.
GE: 200, 10% reduction in target’s GE
Only one DaCre/Human per head can be "boosted" by Parquis and Floppity at a time- this cannot be the same DaCre/Human. Parquis and Floppity do not both have to grant Favor to someone, but if they do it counts as a single ability usage.

Innate Manifestation: Both perfumes can be breathed out over a larger area, and have increases to their earlier effects. A larger percentage of the perfume is liquid, and it now has full effect on Non-Organic DaCre.
GE: 70


Rank A: ???
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PostSubject: Roeh Toruga & Alice   Mon Mar 26, 2012 11:43 pm

Alice/0/Roeh Toruga/N/A


-Human Bio-

Name: Roeh Toruga

Age:
27

Gender:
Male

Appearance:
Roeh Toruga is not that far off from an average person. Standing just under six feet tall, he died his otherwise light-red hair a dull-offwhite, styling it short and spiked. His eyes are a dark brown, and his expression one that shows he spends an impressive amount of time with a smile on his face, one way or another.

He is not an especially muscular person, but years in the DaCre plane have given him decent physical prowess... for a human, anyway. Of a lean build, his attire varies, but usually stays around a solid-color T-shirt, jeans, and tennis shoes.

Almost as if he's trying to look non-suspect.

Personality: Very short: He's COMPLICATED. Generally speaking, he holds his sister first and his morals second. Using Ami is a very good way to manipulate him, as The Wise Men and several others figured out.

Short History: Very short: Between the events of the first DaCre and this thread, Roeh has been taking illegal hacking jobs, for PIT, the government, or even famous gambling rigs, to keep his skills sharp and to support himself. Divided in several hundred dummy accounts of apparently-real people all over the country, Roeh is easily the richest person in all of Kairik.

Other: For the purposes of this Roleplay, Roeh has several irrefutable skills to keep up with continuity:


-Omniscient Connectivity:
Roeh can act as the tamer to ANY DaCre, one at a time. For the purposes of this roleplay, he is considered Alice's tamer.

-Light Hack: If data passes through it and Roeh can touch it, he can comprehend all of the data in a system.

-Mineral Hack:
If Roeh can get into direct contact with a computer or input device of any kind, he can hack and do as he pleases to the system.

-Complete Data Control: Can be used in the DaCre Plane or all similar fields. As you've seen in the first roleplay, he can reform all non-DaCre data into any form he pleases, as long as he can physically imagine it.

This kid is POWERFUL, and could probably stand up to several special soldiers' attacks on his own volition.

DaCre-

Name: Alice
Innate: Cybernetics
Personality: An entirely synthetic DaCre developed by the government for PIT, Alice is an understandably serious archetype. When she has an objective, she will do nearly anything to achieve it or maintain it, even if it means sitting in a chair and thinking at a pace 60 times faster than a normal human for several days at a time while a bunch of kids are in another dimension. She is in good control of her emotions, not afraid to die, and has an amazingly poor sense of humor.

Rank D:

Appearance: Alice takes the form of a twelve-year old girl with blue hair and purple eyes. Well, 'eye': her left eye is completely covered by an eye-patch, which is lifted for her only attack:

-Attack 1: Fire One!: The 'Fire' series are increasingly powerful straight-line energy blasts; after expending all three, she cannot shoot again until she ranks up. In D, these are red lasers fired from the eye.
GE: 175

-Attack 2: Fire Two!
GE: 200

-Attack 3: Fire Three!
GE: 225

-Innate Manifestation: Is a cyborg.
GE: N/A


Rank C:

Appearance: A full-bodied 24 year-old woman in a police outfit! Her cybernetic-scanning eye now matches the purple of her other eye, and she carries two guns with her at all times. A standard magnum, and...

-Attack 1: Fire Four!: ... This gun!
GE: 175

-Attack 2: Fire Five!
GE: 200

-Attack 3: Fire Six!
GE: 225

-Innate Manifestation: She is a cyborg. ... Okay, what does this mean? Doesn't need to sleep, not perturbed by pain, can't be scared or stunned... you get the deal.
GE: N/A

Rank B:

Appearance: A'la 'Samus Aran', Alice totes body armor around her entire body, a strong metal, green in color that cannot be pierced by normal means. She remains the same size, and even the same appearance underneath. She does have a cannon for her right hand, though...

-Attack 1: Fire Seven!
GE: 175
-Attack 2: Fire Eight!
GE: 200
-Attack 3: Fire Nine!
GE: 225
-Innate Manifestation: She is a cyborg.


Rank A: ???
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PostSubject: Re: Character Sheet   Tue Mar 27, 2012 1:55 am

Takita/0/Matthew/0

Human-

Name: Matthew Bellspring

Age: 22

Gender: Male

Appearance: A shoddily dressed teenager, Matthew is more focused on his schoolwork than anything else. Aside from basic personal hygine the teenager is happy to just slap on a pair of sweatpants, a black tee, and some tennies so he can get on with his day. Matthew's tousled black hair often hides beneath a gray beanie. He's clearly of eastern descent, and it's moreso evident in his black tired eyes.

Personality: A bit odd, Matthew get very flustered when he has nothing to do. Whenever he lacks a particular task he'll stumble about, fidget, use his hands overly when speaking, and just go everywhere. However, he remained perfectly calm and composed under stress, and his mind sharpens. He's a good guy to know when shit hits the fan, and some people at least find him amusing at a party.

Short History: Not much to say really. He's led a pretty simple life. He works hard in school and he likes to relax every now and then so he's had typical exposure to most social and education norms. He really wants to become an architechtural engineer so he's focused on his studies.

Other: Matthew sucks at gaming. He only made a DaCre to get his friends to stop bugging him.

Name: Takita

Innate: Terra: Earth Control

Personality: Takita is very curious, and rather forward in her quests. She seems a bit out of touch with more social concepts so she can occasionally cause awkward situations. But on the whole she enjoys learning new things and just exploring with friends. Actually a very down to earth girl(hurdurdur).

Rank D:

Appearance: Takita appears as a typical Northern Tree Shrew, albeit much larger at roughly two and a half feet long. Her body is mostly lined with plates of mysteriously stable sand, held in place subconsciously by her innate.

Attack 1: Sands of Time(Passive)- Whenever Takita is in contact with her sand wounds and afflictions will slowly reduce until they reach a point as if they never happened. This process, though gradual continues until no sand is in contact. However, the ability slows practically to a halt when she uses additional attacks or attempts to use her innate for purposes outside of basic self sufficiency. GE:30%

Attack 2: Gaia's Locks – Takita calls upon a long whip of earth to attack with. The whips thickness and length varies, but must always originate from within her innate's range. This device has a grated texture, and is filled with jagged stones, granules, minerals, and so forth. The whip can be controlled outside of her range, and essentially has it's own range equal to her inmate’s range(which allows it to draw earth to make itself wider or thinner). Maximum range of 25 feet. GE:110%

Attack 3: Swamp – Takita softens the earth within a fifty foot radius around her. This soft ground slows enemies and tends to weaken blows that rely on footwork or stance. Although the range is great, the effectiveness drops every 12.5 feet so that targets outside feel at most a slight heaviness in legs, whereas running techniques or acceleration is crippled if not nulled when up close. Takita can maintain this field as she moves in order to sense location of objects and people, although the fields slowing effect is nullified when she does so and she is rather vulnerable. Swamp and all of its evolutions does not immediately form, rather the soil immediately near Takita is effected and then spreads outwards. GE:150%

Innate Manifestation: Earth and minerals within a foot of Takita can be controlled and manipulated. If need be she can use her swamp to go underground and use her innate to maintain a stable condition underground. Takita's sand will always return to her over time if it leaves this field. She can slowly move through stone, earth, etc. GE:130%

Rank C:

Appearance: Obtaining a more anthropomorphic form. This four and a half foot half mouse half woman dons a simple gi and headband. Although most are hidden by her black hair, and clothing, the sand plates are still held in place, held there by her innate.

Attack 1: Sand Tome – A half sphere of stone settles around Takita, protecting her from attacks. This mighty barrier unfortunately requires a two round cooldown but increases the thickness of Takita's plates when dispelled. She can also use the distraction of the dispelling to sink into the earth. GE- 190%

Attack 2: Sand Serpent – Takita utilizes some of her own sand(in addition with nearby earth)to create a serpent roughly four feet in length. The serpent has instincts of its own but responds to Takita's will. Using a range innate equal to Takita's D rank this serpent can double in size once. It has similar properties to Gaia's Lock so glancing blows or light grazes can still leave noticeable wounds. It's main goal upon making contact with an enemy is to break itself down and essentially press through or burn itself through the body, causing horrible pain and festering internal wounds as soil and dirt enters the body. Sand Serpent can burrow when inside Bog. GE-45/90%.

Attack 3: Bog – Similar to Swamp, Bog still covers a radius of fifty feet. The difference is that it is fully effective for half of its distance, whereupon it drops by fifty percent. With Bog, Takita can actively move around underground. Bog: 140%

Innate Manifestation: A metaphysical healing effect similar to Sands of Time take effect whenever Takita is underground, taking little action, and in contact with her sand. She can sense the placement of enemies who are within fifty feet of her. Her range does not increase, but she's still self sufficient underground. Can move through stone, earth, etc. GE:120%

Rank B:

Appearance: More woman than mouse as this point, Takita keeps her ears hidden beneath her sun shade. Her claws retract beneath her nails so enemies aren't as aware of their presence. She as always, ensures her long tail is lined in a grated pattern with sand, making it an effective impromptu weapon. The gi remains, hiding several bags of sand along with the sand skin which continues to cover her.

Attack 1: Arm of Geb – A massive forty foot arm of stone rises from the ground. It can be manipulated and temporarily 'jump' if it wishes to reach higher. GE:130%

Attack 2: Gorgon Sisters – Three Sand Serpents are formed. GE:15/30% each

Attack 3: Quick Sand – A large seventy five foot radius makes this move very debilitating to earth bound enemies. Once people get twenty five feet into the field they'll feel the full effect of speed decrease. When they fifty five feet in they will start to slowly sink downwards. Standing in the same spot for more than one round will cause one to be stuck and actively sinking requiring full focus if they wish to get free. GE:130%

Innate Manifestation: Earth Control within five feet. She can pretty much well swim underground at this point and constantly has a sonar sense with a range of thirty feet. This expands to one hundred feet when using Quick Sand. GE:110%

Rank A: ???


Last edited by duco-ducis on Sun Apr 01, 2012 5:24 am; edited 2 times in total
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PostSubject: Re: Character Sheet   Tue Mar 27, 2012 1:53 pm

Siege/0

Name: Siege

Innate: Valor Raiment – All of Siege's moves, physical power, and defense are boosted by 15% GE.

Personality: Very distant and withdrawn. Siege does well enough to respond when someone speaks to him, but he does little to encourage conversation. He respects the actions of others over their words. He's no fool and isn't drunk from any foolish warrior's sense of bloodlust. He feels great desire to create warriors capable of surviving in this age, rather than seeing them foolishly run to their deaths.

Rank D:

Appearance: Simply put, a giant man. Siege is a huge eight foot tall behemoth. His body is layered with rippling muscle and his features are strong and sharp. His wide face holds a calm and reserved expression almost all the time. With his innate he's constantly seen wearing a set of steel colored banded plate armor. The armor holds multiple layers and folds and over laps so as not to hinder his movement.

Attack 1: Aura (passive ability) – When Aura is active it absorbs energy attacks, the armor working as a moving Faraday’s Cage. For every ability Aura absorbs, Valor Raiment boosts his abilities by another 5%. This ability functions for three rounds once activated, before requiring two turns of cooldown. GE-120+(Valor Raiment)%

Attack 2: Slam – Coils of righteous energy well up in Siege's gauntlets. If Siege hits an enemy it does tremendous damage. This dispels after Siege strikes an opponent and requires a turn cooldown. So Siege can use it twice before it needs to cool(one hit per fist). Each fist has GE- 110+(Valor Raiment)% While Aura is activated, Siege may empower each Slam to have GE-110+3x(Valor Raiment)%, but this immediately puts Aura on a 4 turn cooldown before it may be activated again, and puts Slam on a 2 turn cooldown. Siege must immediately strike with this combo the post it is activated or it is wasted.

Attack 3: Magnet – Other DaCre will be pulled towards Seige. This will not hinder a DaCre's footing, nor will it lift one off the ground. Rather it's almost as if the DaCre's data has an unconscious pull or desire to move closer. Magnet can be held for five full rounds before it needs a round cooldown. GE:100+(Valor Raiment)%

Innate Manifestation: GE:N/A


Rank C:

Appearance: Same a blue glowing trim lines his armor.

Attack 1: Behemoth Sword – The Valor Raiment has produced a mighty claymore. It is roughly six and a half feet in length, two feet wide, and nigh on eight inches thick. The Valor Raiment and Behemoth Sword work off of each other as they are of the same material, meaning the damage it deals does a good bit of extra damage. 250+(Valor Raiment)%

Attack 2: Kinesis – A type of kinesis plays upon the Raiment, allowing it to be controlled so Siege can attack with greater speed and even levitate. Kinesis can be used to charge Mighty Aura. GE-80+(Valor Raiment)%

Attack 3: Mighty Aura – Similar to it's previous version. GE-130+(Valor Raiment)%

Innate Manifestation: GE:N/A

Rank B:

Appearance: His armor becomes more layered and decorative. It lacks crevices or weak points and holds a constant blue energy that flows about an ornate trim encompassing the armor. Magnificent green and blue armored wings are folded behind his back, but can be stretched out at any time for defense. They can allow him to hover, but not fly. The man himself grows to a height of thirteen feet, an imposing obstacle now.

Attack 1: Angel's Edge – Same as before. GE:250+(Valor Raiment)%

Attack 2: Griffin's Spirit – Siege is sheathed in a bright white aura. His speed and reflex's become intense, allowing to him to close great gaps in the blink of an eye. With his wings out he can also fly and maneuver at this great speed. Can charge Divine Aura. GE:80+(Valor Raiment)%

Attack 3: Divine Aura – Similar to it's previous versions, Divine Aura is filled with the vigilance of the angels, allowing it to last five rounds, with a turn for cooldown. GE:90+(Valor Raiment)%

Innate Manifestation: Similar to before. The blue energy will slowly charge Divine Aura one rank per two rounds. GE:N/A
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PostSubject: Re: Character Sheet   Wed Apr 04, 2012 9:51 pm

DaCre-

Name: Mica Alabarn

Innate: Flower Power: Mica is capable of forming a kind of digital lily to aid her. Aside from the fact she can form these in bulk, Mica is able to manipulate the lilies. This ranges from adjusting the flowers' hardness, their size, what stage of growth they're in, and even cause them to explode for various effects. Lily also has the ability to 'focus' lilies, or use them as a medium for her actual abilities. GE:100%

Personality: Mica is a bit of a loose cannon most of the time. Her main methods of communication generally involves very physical body language. If something doesn't go her way, she's often inclined to punch or kick her problems. Problem is, this hasn't failed her so far, so she hasn't exactly found a reason to 'stop'. Being quite aggressive for her size, Mica often prefers to be the one in charge, or the center of attention. After all this years as a loner, she hasn't really done much work on her team building skills.

But the girl isn't entirely heartless. At its roots, she simply hates those who give up. The sight of seeing a person claim there's nothing they can do, or they're unable to do it often upsets her. Given her past, this might be understandable. Of course, her reaction is often partly reflex, partly for spite, but every now an then, a person needs a good kick in the head to set them straight. Mica's real pet peeve isn't seeing people grieve at their problems; it's seeing them give up.

Short History: Mica wasn't always a rogue DaCre, wandering the wastes of the virtual world. Like many, she had a tamer. Unfortunately, his ego long ago got the better of him, convincing himself he either required no assistance from a mechanical device, or that he shouldn't even be seen with her.

Mica did...not take this well of course, but there wasn't exactly a way to make that clear to him. So she decided to find a different agenda. Find a way to meet the creep, and pummel him, a most simple routine. Aside from that first step. It isn't always easy to meet a guy who doesn't even exist in your realm, now is it. Oh well...perhaps something will come up?

Other: Sushi Lover, Cat Hater.

Rank D:

Appearance: Mica is terribly small, rising to only a bit over four feet. Her silver hair is cut so the sides grown longer closer to her face. At its longest(near the cheeks)her hair reaches past her collar bone. Her large eyes are a bright jade, and generally hold a smoldering flame. Her small and dainty figure is almost always covered by a silver blue kimono, and sash. Underneath this, however, is a dark gi. Mica carries a sheath for a Miao Dao, but she doesn't actually have the sword for it.

-Attack 1: White Lily Blossom Shield – Forming a large white barrier that completely encases the DaCre, Mica is protected from anything entering, that disrupts her data signature(causes damage, or influences her status). Even though the barrier provides excellent defense, Mica is unable to interact in battle, and if she attempts to do anything, the barrier is dispelled(even though this doesn't dispel the barrier, one cannot even hear Mica from the other side. GE:150%

-Attack 2: White Lily Blossom Cannon: This is commonly a follow up attack used after Blossom Shield. Summoning a large lily, Mica fires a concentrated beam of energy at a target. She can maintain the beam for a duration. If Mica uses this directly after dispelling Blossom Shield, the cannon can deal attentional damage depending on the amount of damage the shield negated. GE:45%+Half Damage Negated by Shield

-Attack 3: White Lily Fracture – Mica shatters a lily(s), and sends them hurtling at her foes. The fractures are sharp and able to pierce deep into targets. She does maintain some brief manipulation of the pieces, but since this attack is mostly used at a distance, or to focus on one enemy, she can become vulnerable when using this attack. Just as Blossom Cannon's connection to Blossom Shield, Lily Fracture can be linked for additional damage. For maximum damage, she can link from her shield, to cannon, to fracture. GE:80%+Half of Cannon

-Innate Manifestation: Mica can control up to five lilies. The lilies themselves can be controlled generally to their peak, including density, hardness, shape, and growth stage. They can also be detonated for mild damage.

Rank C

Appearance- Mica's appearance is unchanged.

-Attack 1: White Lily Blossom Shield (2) – Nothing new here really.

-Attack 2: White Lily Blossom Cannon (2) – Same deal as before pretty much. It packs more of a punch when linked with White Lily Shield.

-Attack 3: White Lily Fracture (2) – The lily will produce more pieces. The fractures also move a bit faster than before. GE-5

-Innate Manifestation: Mostly the same. Mica can form seven lilies. She can self destruct the pieces of Lily Fracture, for significantly more damage.


Rank B:

Appearance: Mica's appearance still remains the same.

-Attack 1: White Lily Blossom Shield (3) Nope, you're not gonna find anything new this rank either. The shield is intensely concentrated, and bothering to attempt break it might as well be considered a waste of time. Same deal as before, yay, super shield! Can't do crap...fudge.

-Attack 2: White Lily Blossom Cannon (3) Yeah, yeah, same old same old. The cannon is stronger, once again.

-Attack 3: White Lily Fracture (3) Yep still here too. More pieces, stronger, faster. Pretty basic sequence

-Innate Manifestation: Mica can control fourteen lilies. Fractured lilies deal massive damage when they self destruct.
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