Ultimate Paradise

Creative Work => Clash of Smash => Topic started by: Gaffit on 09 July, 2008, 02:32:11 pm

Title: The Profile Topic
Post by: Gaffit on 09 July, 2008, 02:32:11 pm

You are allowed to have a maximum of five characters at any given time.

To fight you must apply like this:
Secondary Weapon:
GmBs (leave blank if you lack one)
AP: (1 point for every fight, regardless of who wins)
JD: (20 points for every fight, regardless of who wins, you start out with 100 JD)

Stats: ( each is out of 5, 12 stat points total)
Mana/rage/power/jump/reflexes (depending on character origins and style ONLY PICK 1 of them!!!)

(Each player is allowed to have 5 characters; you may not fight one against the other to gain AP)

Description (Either fill out the fields below or post a scanned picture. the below fields can be altered as necessary)
Skin tone:
Eye color:
Hair color:
Hair style:

(Note about weapons: some weapons can be declared Indestructible or Cut anything, both are allowed, however when 1 meets the other in battle they cancel each other out Ex. C.A (cut all) Vs. IW (indestructible weapon), if a weapon breaks in combat it is automatically repaired after the fight free of charge) C.A weapons can only be Obtained through the Clash Mart at their market price of 3000JD. All weapons are automatically indestructible at the start of the game.

Bio: (optional but is preferred)

Clash Mart:
You may change your weapon by going over to the Clash Mart. For full terms & conditions, ask in-store.

Every user starts with 2 abilities to aid them in battle at the beginning. Once again, no God-Modding, also, no abilities that essentially allow you to do whatever you want. For example: “can cast never before seen spells”. Stuff like that isn’t allowed.

To gain more abilities, you must gain 10 AP. (increase as you gain GmBs)

To gain your first God-Mod Breaker, you must gain 40 AP. (each GmB afterwards is awarded after 4 new abilities are unlocked)

You CANNOT, repeat CANNOT, change your profile in the middle of a fight. Your profile during a fight is the last profile you posted (so you can’t activate a new ability or new GmB unless you’ve updated your profile to include it beforehand).

Certain abilities have limiters added on to stop them from being too powerful they include…
-Magical moves (please describe all its uses)
-Any attack that used TK(telekinesis) requires the clasher to not be in active motion while using it.
-Character moves- please explain what show/movie he/she is from so that it can be checked for verification if a problem arises.
-Helper summons- there is a limit to how many summoned creatures can be on the field at once. You can summon up to 20 total unless its your GmB to summon an army I guess..(Please show their stats for reference)
-Portals are only usable on the caster or friendly targets, not opponents, Also they have a 1=1 cooldown (meaning if they are used in 1 post, the user must go at least 1 post without using them again, or else the cooldown time increases 2=2, 3=3, ect.)
-Teleporting follows all the same rules as Portals, including its cooldown factor
-Ghosting/phasing (going through object without harming/interacting with the object(s)) follows all the rules of teleporting and portals
-Clashers are not allowed to have abilities that allow them to create indestructible/ cut anything items.
- the abilities that nullify the effects of abilities like light immunity or poison immunity aren’t allowed. (So basically you cannot have Lightning Immunity Immunity)
- No clasher is allowed to have an ability that grants "limitless" stats, for obvious reasons.

Additional notes: some poeple were confused about the actual value of the stats. I decided to offer a explaination for their values
ALL stats are Basic human values at 1/5

Strength 2/5- is able to lift 150 Lbs easilly 300 max.
             3/5- is able to lift 500 lbs easily 1000max.
             4/5- is able to lift 1500 Lbs easily 3000max 
             5/5- is able to lift 5000 Lbs easily 10000max
(strength follows a pattern of lvl to weight, repeat it to get strength values over 5)

Speed 2/5 wolf speed 
speed 3/5 cheetah speed 
Speed 4/5 speed of sound   
speed 5/5 speed of light

(speed Max's out at 5/5 even with more stars, you won't go faster)

Defense 2/5- human wearing leather armor
Defense 3/5- human wearing steel armor
Defense 4/5- can shrug off a war hammer smack
Defense 5/5- go ahead, jump in front of that semi, you'll be ok ^_^

(defense can go over 5, but specific example vary depending on circumstances)

Jump 2/5- kangaroo
Jump 3/5- pile-banker legs
Jump 4/5- flea like jumping skills
Jump 5/5- you can just fly

(jump is an aux skill, if you don't have jump, just add speed to strength and devide by 2 to get your jumping abilities, or spend an ability on super jump/flight)

Rage 2/5- you can increase your stats by 1 each for 3 turns in a match, you must wait 10 turns to increase again.
Rage 3/5- you can increase your stats by 2 each for 3 turns in a match, you must wait 9 turns to increase again.
Rage 4/5- you can increase your stats by 3 each for 3 turns in a match, you must wait 8 turns to increase again.
Rage 5/5- the pinnacle of furious fighting, you can Double all your stats for 2 turns during a fight, but you must wait 8 turns after it wears off to use it again.

(Rage is best used when applied to a warrior-type character, with physical attacks and fair speed)

Power 2/5- allows the user to absorb small electric attacks for 1 post with a 4 post cooldown, taking no damage, as well as instantly overcoming burn.
Power 3/5- allows the user to absorb medium electric attacks for 1 post with a 4 post cooldown, taking no damage, as well as instantly overcoming stun/freeze.
Power 4/5- allows the user to absorb large electric attacks for 1 post with a 4 post cooldown, taking no damage, as well as instantly overcoming poison.
Power 5/5- same as power 4, only this user also instantly overcomes any 1 status he/she is afflicted with at the end of the turn/post.

(power is "geared" towards a robotic or mechanical player,using its metal skin to protect from status and such, though non mechanoids can use this as well)

Mana X/5: mana is simply the amount/number of magic based attacks you can use per turn, as the number get higher, more attacks can be launched per turn and each gains slightly more power per level.

Doc: in the last CoS season, we had this chart which a clasher can use to track their abilities and GmBs when looking at their Ap count. A special note for all clashers, anyone who reaches 400AP will recieve a special prize for reaching such a rediculous level of experience. (Only I know the nature of this prize so asking any other creator will be fruitless)

The Chart:
AP count: Ability meter: GmB meter:
0               2                   0
10             3                   0
20             4                   0
30             5                   0
40             6                   1
60             7                   1
80             8                   1
100           9                   1
120           10                 2
150           11                 2
180           12                 2
210           13                 2
240           14                 3
280           15                 3
320           16                 3
360           17                 3
400*         18                 4  

Title: Re: The Profile Topic
Post by: Doctorworm on 11 July, 2008, 02:16:36 pm
Name: Oorta
Race: Beetlekin 
Primary Weapon:  Dual Chainsaws: Charous- A set of indestructible, High RPM Chain-Chucks which cannot cut Oorta, The chain which connects them is Indestructible and extendable to any length. The Blades & chain are imbued with the lightning element. 
Secondary Weapon: Chitin Carapace- armor which protects Oorta from poison & paralysis.
Ability 1: Vanguard of the Swarm- Oorta is the harbinger of the insect army, and through the release of pheromones he can send commands to the forces, those commands include (but not limited to).
-Evolve Command- causes Oorta (and other insects) to sprout wings from their armor and fly, or to travel through the ground like a burrowing ant-lions. (Fly/dig speed is 5/5)
-Summon Command L- call up to 3 large bug units at a time (starship trooper tank bug sized things)
-Summon Command M- call giant Beatles (think VW beetle-sized) or other insects.
-Summon Command S- call swarms of large bees (each swarm is treated as one unit, roughly human sized clouds of insects)
-Defend Command- causing nearby insects to act as living shields for “higher caste” units (eg. Oorta, or larger bugs units)
-Swarm Command- causing all units to attack a target as a single strike, like an army of ants.

Ability 2: Caustic Combatant- Oorta’s body excretes an acidic compound from every point on his body where armor seems meet or joints occur, so whenever he moves highly corrosive chemicals are flung in all directions. Metal will rust, skin will burn, and plants will dissolve. The compound can also be forcefully fired from Oorta’s body at high pressure if desired, creating a precise stream of acidic liquid able to destroy a meter thick wall of steel in mere seconds. Entities who are bug-like in nature or have specific abilities to fight corrosion or blight are not affected by the compound.

Ability 3: Beetle Bruiser- Oorta’s body rapidly change into his Taurus Scarab form, shedding his green shell like a husk, He emerges in a bulkier jet-black form. While Oorta is in his Taurus form his strength increases to 20/5 allowing him to lift object more than 1000 times his own weight. Oorta can also release an adhesive from his body that allow him to stick object together and create giant spheres of matter which he can use to steamroll opponents.

Strength: 3/5
Speed: 2/5
Defense: 3/5
Reflexes: 4/5
Height: 5’10”
Weight: 260lbs
Age: unknown
Skin tone: Green
Eye color: Red
Hair color: none
Hair style: none
Garments/clothes: shell

Picture: (http://i43.tinypic.com/a3z22p.jpg)
Theme: http://www.newgrounds.com/audio/listen/540909

Bio: A praetorian class insectoid being, Oorta serves “The Queen” as a mighty zealot in her skittering horde of horrors. He carries with him the knowledge that she, his mother, is the one being who holds the claim to devour the waking world, and so long as he calls to the nearby insects around him He we do all to see she gets her fill.

AP: 10
JD: 300


Name: Marcus
Race: Death Elemental
Weapon: Demon’s Wrists (IW) - a pair of IW elbow length gauntlets with retractable wave swords/wing blades and spiked knuckles. Adds +2 strength in battle.
Secondary Weapon: (key) Chains of fate (IW)
A set of Key chains who allow Marcus to instantly summon any of his minions desired depending on which is used, it also renders all of Marcus' summons immune to being controlled/instantly destroyed by other abilities, they include:
-Chucky's arm- the bones of a human arm with a scythe and chain shackled onto it, can be used as a scythe and summons  Chucky
-Billy’s treats- a candy shaped key chain with a pumpkin on it, summons  Billy
-The sentinel- a cross shaped key chain that summons  Monky
-Galaxy drop- keychain of a sun moon and star overlapped, summons the dark minions (honey, floog, REM)
-Primal fear- a goldfish shaped keychain that summons  Twist
-Dollheads- a pair of dollheads, one is a bear & the other resembles Marcus, they currently don't summon anything.

Third Weapon:  Lecil the Soul Train  - a train driven by Marcus for collecting souls, It includes:
-An infinite Rail System that creates its own tracks as it goes.
-Gummy Hyper-Gatlin Turrets on each side. (Infinite ammo)
-Gummy Hyper-Cannons on top. (Infinite ammo)
-made out of a nigh-unbreakable non-metallic compound (Neo-mantium)
-The train itself in ungodly heavy.
-entire train has Lightning, Fire and Ice Empowerment!
-is able to compact itself to the size of a small toy train.
-Has sentient intelligence and independent thought, has the voice of an 8 year old boy.

-Auxiliary weapon:The Deathstar Pumpkin King: Leslie- a colossal space faring machine made from pumpkinite alloy (which is completely Bioluminescent) designed to conquer the universe with its weapons & giant smile. Its armaments include.
-A million bazillion Lasers (not an exaggeration)
-A Pumpkin-Tie-Fighter spawner: spaceships that look like jack-o-lanterns w/ Tie fighter wings.
-Advanced Energy Shields: Resilient shields that If taken out, come back in 3 turns, additionally everything with the shield’s radius is Portal & Alchemy Proofed
-the entire station is Electrically charged to shock any hostile that make contact  
-A Chakra Lightning Rod, which can absorb any kind of chakra & convert it into energy for the lasers.
-Petting Zoo: spawns Bio-engineered animal atrocities
-A Teleportation System for friendly targets
-Automatic Repair Systems: Superior to Nanobots (the station's sentience has been modified so that if any piece remains, it will start consciously reforming of its own will)
-Merging Capabilities: merges w/ Lecil
-A fully functional tractor beam
-the universe’s 3rd largest ball pit (yes, this was actually paid for)
-A Sentient Technopathic Uplink to Marcus w/ the voice of an 8 year old girl

Ability 1)
Darkness Control
- has the ability to manipulate darkness to use as an attack
-Black bolts- Marcus is able to rapidly throw negatively charged plasma energy.
-Dark meld- allow Marcus to dive in/through shadows to move quickly/avoid attacks, if the shadow is destroyed while he's inside ,he can simply exit through another nearby shadow
-Dark claw- is able to extend his body along shadows or create shadows to move across for sneaky, long ranged, physical attacks (think Shikamaru's shadow possession from Naruto)
-dark field- if Marcus is hit with a powerful enough of an attack, he can disperse his body as a cloud of dark particles, lessening the damage and allowing him to reform next turn, he cannot attack the turn he reforms however.
-Black gaze- creates a void of light in the opponent's eyes, causing them to lose their vision for 1-2 turns depending on their distance from Marcus when this attack is used. This ability also grants Marcus perfect vision in the dark.
-Tendrils of darkness- thousands of tentacle-like objects explode from all the nearby shadows and ensnare the target, immobilizing them completely after contact for 2 posts. (Stacks over time)
-Trick flight- Marcus uses his giant bat wings to fly around at light speeds, wings can be damaged but they heal after 1 post.
-Chucky- A death elemental minion that looks like a skeleton with 1 wing. He possesses all of Marcus' abilities with the exception of imagination, Marcus and Chucky are able to spontaneously change positions like a substitution jutsu, and Chucky’s entire left arm is IW since that arm is the weapon Chucky’s arm, which cannot be used by Marcus while chucky is active.
              -Chucky's stats mimic Marcus' except when Marcus' GmB is activated


-Minions of Darkness- allow Marcus to call upon several dark spirits to aid him in battle. They come in three types

Dark Moon:               Dark Star:                 Dark Sun:
Strength: 2/5           Strength: 5/5         Strength: 2/5
Speed: 5/5             Speed: 5/5             Speed: 5/5
Defense: 1/5            Defense: 1/5          Defense: 4/5
Rage: 4/5               Rage: 1/5               Rage: 1/5

Ability 2)
- Marcus enshrouds the entire arena with a giant, thick, purple and black cloud, the Miasma has several uses:
-Anyone inside the miasma for more than 2 turns begins losing 1 Strength point every 2 turns until they reach 1 strength, this effect can wear off after 2 turns outside the Miasma (must be consecutive)
-The Miasma Drowns out all light and Holy energy, causing all attack of that variety to fail while inside or to simply stop upon contact with the miasma.
-Because the miasma is mostly intangible, it cannot be altered by abilities like alchemy, and since it is an extension of Marcus’ body, it cannot be controlled by an opponent’s abilities.
-Because it is so thick, those inside the miasma are near blind unless they are able to see in the dark, this also allows Marcus to move anywhere within its range very quickly by way of dark meld.
-all Darkness based attacks deal double damage within the miasma's radius.
-Marcus is able to fire a short range concentrated burst of miasmal mist from his mouth to instantly poison the target with the miasma's "strength dooper"
-All other poison related abilities/items that enter the miasma and instantly diffused of their poisonous capabilities while inside.
-As a result of spending countless days at a time within the miasma, Marcus is immune to most poisons even while not inside the miasma.

Ability 3)
Nature Perversion

Allow Marcus to control and Mutate plant life in various ways:
-Birth and Death of the Green world: Marcus can cause any plant (alive or dead, so wood objects included) to grow, shrink, wither, or die in any environment (specific examples below)
-Briar Wall: Marcus can use this to allow his body to erupt with plant-like thorns that have adamantium class strength
-Briar storm: Marcus can shoot projectile forms of briar wall at light speeds.
-Synthesis: this ability drains the power of all opponents who use the light or holy element (-1 star in each stat unless the stat is one) each turn. If synthesis is used in battle, Marcus or Billy can use it to increase all of their stats by +1 for each of the opponent’s stats that went down) additionally, Billy can regenerate faster if this has been used.
-Venusian’s Prison: a specific "nature perversion" move that causes giant venus flytraps to spring from the ground and ensnare the opponent, holding them for 2 turns, unless they have 4 or more strength in which case they Can break free sooner.
-Hydro Choker: when used it infects all nearby water with a mutated version of "red tide", taking on a black and purple hue, it makes all the liquid poisonous to the touch, if contracted, the subject loses 2 defense unless they will have less than 1 as a result. Hydro choker continues reducing defense until the opponent's defense reaches 1. Only removable by extreme heat.
-Contact Spores: a giant cloud of floating yellow and black spores that poison anyone who comes in contact with them (teammates excluded obviously) if infected, they spores cause the player to lose 1 speed for each turn they are within the cloud, the spores can only be removed by strong winds or by pulling them off by hand.
-Billy: Billy is a summon/helper of sorts, he is made almost entirely of vegetation and plant-life, he has the ability to speak, but only those with some extent of plant control can understand him (unless certain conditions are met). Billy can use all of the "Nature Perversion" moves as well as a few other nature related tricks like regenerating wounds over time that isn't burn damage (because he is a plant after all, he regenerates broken limbs and such as a rate of 1 limb per opponent's post.)Billy can also transform into a kind of plant armor and pseudo-fuse with Marcus to improve Marcus' stats.

Billy's stats             Billy Armor (on Marcus)
Strength: 4/5                    Strength: 9/5
Speed4/5                         Speed: 4/5 (on ground) 5/5 (while flying)
Defense: 2/5                     Defense: 3/5
Power: 2/5                        Rage:  4/5


Ability 4
King of the Gummified World

With this ability, Marcus' entire body can become elastic or stretchy at will. It also makes Marcus able to control anything that is Gummy, Elastic, Stretchy, Rubbery, or made from similar materials as the waist of underpants. So literally all things of the prenamed list are fully under Marcus' control. As an added bouns of having a elastic body, Marcus( and Macabre) cannot be harmed by blunt attack damage like punches or being hit by trains.
I'll also take this time to remind everyone Gaffit sold Marcus a gummy worm generator (which is in the Misc. area seeing as it isn't a weapon)  that will function for 300 years, giving 300 years worth of gummy worms ^.^.

Ability 5
Marcus' Twisted Imagination

With M.T.I. Marcus can spontaneously spawn anything from his imagination into the real world, enabling it to help him in battle. Marcus can spawn anything from sentient candy to giant, evil, teddy bears.
The ability works similar to "painting abilities" only without the need for a brush or other medium.
-This ability is the alternate route to summoning Monky and Twist.

Monky: (a living scarecrow)
Strength: 1/5
Speed: 5/5
Defense: 5/5
Power: 3/5


Twist: (a half man, half shark)
Strength: 10/5
Speed: 5/5
Defense: 5/5
Rage: 3/5


Ability 6
Sciurus Combustion Force

After training a small army of squirrels tactical maneuvers that rival the marines, Marcus saw fit to equip each squirrel with a metal acorn firing, kinetic rail gun & a skull and ribcage stuffed with high-explosives. While the S.C.F has little power in 1 v1 hand to hand they make good use of their speed (5/5) to avoid opponents and snipe them from a distance, or latch onto opponents in kamakazi strikes. The S.C.F can be summoned by Marcus/Macabre in any situation.

Ability 7
Polarity switch

After his entended stay inside Judg’ sprison, Marcus learnt a dangerous skill that even he is conscious of the effects of, the polarity switch. Marcus has always been seen as evil due to his, well…evilness, however it turns out that Marcus is the Good side of his existance, the white half of a yin-yang if you would. Now, with the power of polarity switch, Marcus is able to suppress his own consciousness and let his worse half out. Macabre.
-Macabre loses the ability to control Marcus’ minions (except Chucky, Lecil< & Leslie) but as a result gains the ability to split his mind into 5 separate Macabre(s)
-Macabre is a much more serious fighter then Marcus, and therefore isn’t likely to hide behind trees, man-sharks or jokes when fighting, he prefers a head-on blitz, this is also seen in his weapons, which are dual scythes which have infinate chains on them (all IW) that extend from his bracers.
-Macabre is unaffected by bladed weapons or bullets, as his dark control reaches the point where he can instantly turn that section of his body into energy to nullify the attack.
-Macabre possesses x4 what ever Marcus’ stats were at the point of switching, but as a result must wait at least one turn before he can switch back to Marcus.

Ability 8
Power of Fear

Using this power  Marcus (or Macabre) can force their opponent(s) to experience their worst fears as real and present, though unlike other fear attack in the past, when an opponent experiences a monster biting them, the damage carries over onto their body. A truly musterious power indeed…
-as a side effect of this ability Marcus and Co. have lost the ability to be affected by fear techniques. This ability also acts as a firewall against Psychic attacks targeting Marcus' brain, anyone who tries to enter his mind recieves a "super-concentrated wave of fear" causing them to usually curl up in a fetal position for a little while (think Scarecrow's super-fear toxin).

Ability 9
Sugar King

Through unknownn means, Marcus has been crowned the King of Sugar, and with his invisible crown he is able to control all kinds of sugar, from powdered sugar, to the glucose in blood or plants. Marcus is able to transform any kind of sugar into any other sugary substance within reason, like turning the sugar in a plant into a lollipop. The power of the Sugar king also lets marcus control and spawn and kind of candy  he wants. Opponents beware of gummy bears…

Ability 10

GmB #1: Marcus World- through the use of a Complex dark ritual, Marcus Transports all players within a 20 miles sphere to “Marcus World” a dimension where Marcus spends most of his time that take on the appearance of a theme park. While in Marcus world, all of Marcus powers operate at x20 more powerful levels (this meaning his minions do as well of course) Marcus World also cancels out all portals leading out of the area (meaning you cannot teleport out of Marcus World or use a portal to, though you can still perform summons). Marcus world lasts 5 of Marcus’ turns and during that entire time, this music plays: http://www.youtube.com /watch?v=wFTPhNDGhx8&mode=related&search=

GmB#2:  Synchronization: Terror- A giant beam of pure Death energy (not darkness) pierce through the sky and hit any opponent within 1 meter of Marcus/Macabre. If No one is hit then the beam is absorbed by Marcus or Macabre.

GmB#3: Giggledrops Mk(us) III- Through direct exposure to concentrated Lolz Marcus and Co. has gained the ability to become giant robots and fuse using a voltron-like system. While Giggledrops, Marcus has all his stats at 200/5, is able to use all of his abilities at a massivly boosted level, and is roughly the size of a gundam, this form is sustainable for 5 turns or until the battle ends, whichever occurs first.

Team: (none)

Strength: 3/5 (5/5 with Demon knuckle)
Speed: 5/5
Defense: 2/5
Rage: 2/5


Height: usually 6’2” due to his posture (6'8" when he actually stands up straight)
Weight: unknown
Skin tone: completely white
Eye color: all yellow
Hair color: Bright orange
Hair style: long, no real style
Garments/clothes: Hell’s jester suit (red and grey) indestructible gauntlets (demon's knuckles)

Misc: -doesn't require air for breathing and can survive inside vacuums. Marcus is able to automatically "Fear" animals that attempt to attack, stopping their attacks cold.
-Own an infinite gummy worm generator.

Bio: A creature/being from the chaos realm that seeped through to our realm when the dark chapel collapsed, he is very loyal to Doc and is by all means insane and mentally unstable. It’s hard to tell if Marcus is ever actually aware of what he's doing, sometimes when fighting it’s almost as if he thinks it’s a game. Is addicted to gummy worms.


(Marcus' group theme: at 2 minutes into the song you can hear Marcus' voice (or something close to it anyway))

AP 131
JD irrelevant to Marcus


Name: Atari (AKA: “Gil”, “Green”, "Eagle", or “No. 3”)
Race: Human/Gene-Enhanced
-Primary Weapon: “Miser”- An IW Greatsword built to last 10,000 wars, It empowers its owner with the combined strength of all its previous users.
“She ain’t flashy, but she gets the job done”.   (+1 strength)
-Secondary Weapon: “Snaggletooth”- A Bass guitar with scars covering most of its head & neck. It has internal amps to create sonic blasts or reflect elemental based attacks.
“If you cannot be pretty, at least be strong”.  
Team: (none)

-Ability 1: “Sword Saint”- Through years of training with all manner of weapons big and pointy, Atari is a master of all forms of swordplay. The combination of training & “nuclear powered hair” has left Atari virtually immune to cutting based attack (meaning that most cutting attacks will simply bounce off his skin like a “kitchen Knife” off a G-Black Gravios). He still feels the pain if each blow regardless of whether or not a wound is made.

-Ability 2: “Human Weapon serum No. 3”- From a young age Atari, along with his test mates, was frequently infused with various chemical enhancements designed to turn them into super soldiers. In his case “serum No. 3”, a collection of mechanical implants, steroids & body chemistry altering compounds, is designed to allow Atari to temporarily unleash explosive strength & breakneck speed. (Allows Atari to perform feats like punching holes through a diamond, traveling at light speed for short durations, or unleash elemental bursts from him body) 

Strength: 3/5 (4/5)
Speed: 4/5
Defense: 2/5
Rage: 3/5

Description: A guy who has no time for your bull****.
Height:  5’11”
Weight: 200lbs
Age: unknown (assumed early 20s)
Skin tone: pale flesh
Eye color: brown
Hair color: Nuclear Green
Hair style:  ??? (Call it whatever you want)
Garments/clothes: Long sleeve shirt, jeans, running shoes, sword cradle

Bio:  arrived at CoS in the traditional drifter fashion. A collector of swords & a taker of names.



Name: Chem
Race: Varian
Sex: female
-Weapon: Vibra-sonic Knife- an IW knife with the ability to vibrate at various frequencies allowing it to cut through matter like butter. The VS knife is capable of discerning the make-up of an item by striking it, then Chem can choose for the knife to remember the appropriate frequency to easily cut that material (the blade can remember 5 specific frequencies at a time). Without remembering a frequency the knife simply alternates frequencies while making contact with a solid object.
-Secondary Weapon: Moisture Gun- a type of weapon built on Chem’s home world. It functions like a water jet cutter, but compacted into a handheld weapon. The Moisture gun requires no reservoir; instead it collects moisture from the atmosphere around it so it never runs out of ammunition in most situations. In addition, the moisture gun also takes on other properties of the nearby air (ex. Airborne toxins become imbued into the projectile) or if desired the gun can siphon liquids directly into itself.
-1. Olfactory Magnus- Varians have highly evolved senses of smell (reaching superhuman levels) allowing their brains to overlay their sense of smell into their other senses. Put simply Varians can “see” smells to the point where they can see the path a smell took (similar to how smell is shown in twilight princess). B/c their olfactory sense is so developed however, Varians are susceptible to scent attacks more so than most species.
-2. Ocular Biology Morph- Chem’s body contains a form of organic nanite colony that can alter the chemistry and composition of her eyes & ocular lobes, letting her eyes shift between different spectrums of vision (standard, infrared, ultraviolet, isolative, electro-aura) depending on what the situation requires.

GmBs: null
AP: 0
JD: 100

Strength: 3/5
Speed: 4/5
Defense: 1/5
Reflexes  4/5

Description: Adult Varian female (amphibious humanoid species)
Height: 8’3”
Weight: 345lbs
Age: 7 (Varian calendar) 26 (earth calendar)
Skin tone: blue-green
Eye color: orange
Garments/clothes: Tanned leather armor (unknown species)

Bio: An experienced hunter & warrior from Varro (2nd moon of the 4 planet of the Maal system) Chem hails from a group of tribal Varians. When Varro first made contact with alien life Chem was among the first to meet them, and was taken along with a number of her tribal siblings off world for unknown reasons. Mid-flight Chem and co. escaped their cells and overtook the ship. After being rescued by a salvage crew Chem and her surviving siblings are dropped off at a hub world, with no knowledge of how to return home. Chem’s siblings remain on the hub world, seeking information on how to return home, Chem instead looks onwards towards the now endless hunting grounds of the universe, seeking her next great battle.
…She finds CoS.

Name: Musclefish (the 2nd)
Race: Atlantic Goliath Goldfish
Weapon:  Sanja- Musclefish’s most trusted weapon, a still live swordfish made IW. Sanja’s bill is constantly razor sharp, and while underwater he can move freely and independently of Muscle.  Sanja also emits an AoE effect similar to Sea air, rusting nearby metal objects at an incredible rate (3 turns is enough to rust most metal objects to the point of breaking)
Secondary Weapon:  Gama- An  IW sea turtle who Muscle uses as a shield. Gama’s shell has the ability to absorb all incoming magical attacks, and after being hit by a certain amount of magical hits (3) Gama can transform into a boat sized turtle with the ability to fly. Gama can also move independently of Muscle when underwater.

-Guardian of the Sea- Musclefish fights as a champion of Neptune, and receives his blessing as a result Musclefish can call upon the powers of the sea. Musclefish can control and summon water at will or communicate with all manner of aquatic and amphibious creatures (and horses) as well as compel most of them to aide him in battle, or dredge up sea-mines and use them in battle, Or if he takes a moment to focus he can pull objects as big as submarines as well (may or may not be nuclear). The same power also allows Musclefish to smite any shark creatures in a single blow

-Might of the Sea- Musclefish can channel the fury of the sea into his physical body, allowing him to significantly alter his strength & defense in battle. The amount his stats can increase by is dependent on the amount of water nearby.
(puddle+1, Lake,+3, Sea+5, great Sea+10, ocean+20) lawd help the fool who picks ocean as an arena.

GmB(s): The Beast of the Edge of the Map.  
AP: 0
JD: 100

Strength: 5/5
Speed: 2/5
Defense: 2/5
Rage:  3/5

Description:  An enormous goldfish with humanoid characteristics.
Height: 9’4”
Weight: 400lbs
Age: unknown
Skin tone: orange
Eye color: white
Hair color: Yellow-orange
Hair style:  Roman centurion
Garments/clothes: none

Picture; (http://i39.tinypic.com/2dvkguh.jpg)

Bio: At the bottom of the sea there be monsters, banished from the world of light above. Across history the Gods of the sea have called to champions to stand vigil and keep the beasts within the abyss. One of the current champions of Neptune, Musclefish, guards the area of the Bahamas. After years of silence, one of the wretched monsters, and its underwater army of the night poured out from its trench and laid siege to all of the Atlantic. Though the champions fought hard they were unable to hold the line, and the coast was lost to their dark influence. It was then that Neptune chose Musclefish to venture forth and find a means to drive the monsters back into their deep dark prisons. Having fought his way across land and sea, Muscle made his was to Fax, and eventually to CoS…

Title: Re: The Profile Topic
Post by: Dusty Starr on 11 July, 2008, 02:30:59 pm
Name: Leanan Rosewood
Race: Daughter of a Wind Fairy and an [Earth Goddess]
-Racial Skill: Flight (wings)
Sex: Female
-Crystal Shard: A sword that belonged to her father, the wind fairy, and an item that means a lot to her.  It is CA, so it is technically breakable, but that is by design.  The sword can deconstruct and reconstruct into different shapes and sizes, which can also lead to some creative uses.  Theoretically, it can also create copies of itself, but they do not last long.  It's base form is a slim, slightly curved blade.  The sword itself is made from a stone not known to man, and is pearl colored, and shines with a pale green light.
-Gungnir: No, not Odin's spear, but similar.  Gungnir is the name of an ancient spear that was a treasured relic of a lost civilization... until Leanan stole it from the ruins.  The spear is connected to her mother's mysterious past though, so as far as she is concerned, she is entitled to it.  ...Anyways, it is a long, red spear, longer than Leanan is tall, with a tip that splits into four prongs, making the corners of a square or diamond shape.  The spear is indestructible, and is charged with the power of electricity.  Not only is it a melee weapon, but it can pretty much act as a very long energy gun, able to shoot arcs of lightning, as well as beams of pure energy.  Leanan's innate elemental abilities from her mother can also let it fire other types of elemental shots, such as fire and ice.  Despite this being an extremely powerful weapon, it is a bit unwieldy for such a short person, so she favors her sword.


Ability 1: Inherited Elemental Powers
-The name is sort of vague, and it might seem like she's trying to get away with more powers than she should, but let us explain it first.  Leanan's primary element is wind, because she takes very heavily after her father, but she does have minor control over the other elements, which she gets from her mother.  BUT, a big BUT here, she only has real control, and immunity, from this area, and that is wind, obviously.  She can TECHNICALLY use other elements, but not in any way that would be beneficial in battle, except for using it as "ammo" for gungnir.    Theoretically, she can combine wind plus another to create a new attack, but even those would be of limited use.  So, this ability is basically "Wind Control + Immunity", but we felt the need to explain it a bit more.

Ability 2: Teleportation Dash
-Leanan, as you will see in her stats, is NOT a defensive character.  She relies on her insane speed to cover her numerous weaknesses, as wel as her respectable magical ability.  This is a certain ability that makes use of both.  Leanan can perform an extremely fast dodge to escape from danger.  This dodge is pretty much impossible to stop, so getting in her way would be... bad.  She can also combine this handy move with her magic and weapons to turn her entire body into a weapon.  Under normal circumstances she could use this move near infinitely, but... she smokes.  So it has a one turn cool down.
-Leanan can also simply teleport herself without the need of relying on her speed, but this uses a lot of magic, so while it only has a 1 turn cool down, it leaves her unable to use magic during that turn.  She tries to avoid using it for this reason.

-Strength: **
-Defense: *
-Speed: *****
-Magic: ****

-Description: Leanan is a short and thinly built young woman, with a modest chest, and long, almost elf like ears.
-Height: 5' 1''
-Weight: 100 lbs.
-Age: [Working]
-Skin Tone: Caucasian, Pale
-Eye Color: Grass Green
-Hair color: Lime Green
-Hair style: Usually pulled back in a long pony tail that goes past her shoulder blades, with some bangs in the front.
-Garments and Clothing: She dresses pretty normally.  Tattered blue jeans, t shirts, and tennis shoes, or boots.  Her usual get up for the CoS is said tattered blue jeans, a nondescript green t-shirt, and black casual boots.


AP: 0
Gold: [Starting Amount] [Working, won't be long]

Title: Re: The Profile Topic
Post by: Gaffit on 11 July, 2008, 03:48:25 pm
Name: Dr. Beta
Race: Human

Weapon 1: Atomic Gloves: A pair of high tech gloves that allows Beta to use Fusion and Fission down to the atomic level.
Weapon 2: Gravity Belt: A belt worn around his waist that allows Beta to control the gravity of anything in contact with him.

Ability 1: Energy Manipulation: Beta can utilize energy and form it into solid objects.

Ability 2: Alpha Transformation: Beta can transform into Alpha. The transformation causes his muscles to rapidly expand, making Alpha’s full height 20 feet tall. His strength and speed also increases exponentially which makes his Energy Manipulation ability far more violent, and makes his skin tough enough to repel bullets, however, while in this form, Alpha is not intelligent enough to use any of Beta’s weapons.
             Alpha Ability: Equalizer: Alpha's body is a living equalizer; anything he hits with his massive strength is to him, the same as hitting normal human flesh. This holds for robots, incorporeal, other normally unhittable opponents. The same goes for anything that hits him, including bullets, energy projectiles and some weapons. The Equalizer does not extend to his energy abilities; his massive strength only extends to the end of his fist.

Ability 3: Sigma Transformation: Beta can transform into Sigma. The transformation causes Alpha to turn into a mesh of scientific technology and stitches, standing 8 feet tall. Sigma’s transformation results in a large boost in agility along with a smaller boost in strength and defense due to many pieces of Sigma’s body being covered in armor. Sigma’s Energy Manipulation has strong electrical properties, being able to stun his opponent through enough contact.
            Sigma Ability: Enhancement: Sigma has the ability to manipulate the scientific components that make up his body, being able to create up to two weapons on his body at a time. These weapons can be as simple as a machine gun that pops out of his elbow, or as complex as a laser that shoots from his eye.

Ability 4: Digamma Transformation: Beta can transform into Digamma. The Transformation causes Alpha to become a massive beast, towering at just over 300 feet and weighing in at 60,000 tons. Digamma is a monster of pure strength and destruction. Its arms and legs are the size of tall buildings, and its tail is as long as it’s body. Its tail is razor sharp and also detachable, growing back quickly. Its Energy Manipulation is projected from its mouth in a massive beam which scientists have only been able to describe as “destruction personified”.
           Digamma Ability: Minions: Digamma can summon smaller minions that spawn from his body. These minions look very similar to Digamma, but stand at only 10 feet. They are extremely agile, and can also project a much weaker, but still potent energy beam from their mouth. Digamma can spawn twenty of these minions at a time.

Height: 5’4
Weight: 120 lbs.
Age: 26
Accent: German
Skin Tone: White
Eye Color: Gray
Hair Color: Black
Hair Style: Short and messy
Garments/Clothes: Wears a labcoat and belt.

Strength: **
Speed: ****
Defense: ***
Mana: ***

Bio: Dr. Beta used to be a normal scientist. Working the usual hours in a laboratory, wasting his life away in the useless pursuit of something he didn’t entirely care about. Beta graduated top of his class Bio-University, a position that he shared with Gaffit, who at the age of 200 was the oldest human alive, but he still looked in his 20’s. Until he went missing that is. But Beta didn’t really care about that either. Until one day a strange package was delivered to his apartment. Within the package was a strange cube. As Beta touched the cube, a strange energy surge went through his body, unlocking his true potential and unlocking a wide array of abilities, some of which Beta didn’t quite understand at the moment. In a blast of inspiration, Beta ran into his lab, and in a week invented the Atomic Gloves and the Gravity Belt. Having made several breakthroughs in physics in a single week, a vision suddenly came before him, a vision that said that the person responsible for the package understood what Beta was going through, and that he wanted to help Beta to understand his purpose, and that when the time came, he would. Until then, Beta would just have to keep searching. The vision ended, but instead of a signature, there was a trophy received to by the highest ranking graduate of Bio-University, but the trophy was dated nearly 180 years ago. With his new inventions and abilities, Beta set off on his journey.

AP: 21
JD: 430

Theme Song: http://www.newgrounds.com/audio/listen/80430

Image: (http://i191.photobucket.com/albums/z299/Gaffit/DrBeta2Avatar.png)

Name: Weapons-Android Reaper-class (W.A.R.)
Race: Android

Weapon 1: Plasma Rifle- A high-tech plasma rifle that can be upgraded by W.A.R.
Weapon 2: Grenade Dispenser- A grenade dispenser built into W.A.R. that allows him to manufacture various types of grenades.

1: Technopathy- W.A.R. has control over machinery, including himself. He can augment his body to create various weapons, such as converting his left arm into a beam sword,  adding Rocket Boots, Missile Launchers or augmenting his Rifle and it’s type of ammunition. He cannot repair damage sustained to himself however.

2: Power Discharge- W.A.R. runs off of a Positronic Brain which grants him enough power to last until the end of the Universe twice. W.A.R. can convert this power into the form of electricity, which he can mold to his own use.

Height: 6'
Weight: 10,000 lbs
Age: 5
Accent: None, speech is cold and calculated
Skin tone: White
Eye color: Blue
Hair color: Gold/Red
Hair Style: Sleeked back
Garments/Clothes: Wears normal clothing
Notes: W.A.R. looks human on the outside, but is Adamantium on the inside. W.A.R. possesses robotic reflexes and intelligence, along with robotic strength and defense.

Strength: ****
Speed: ***
Defense: ***
Power: **

W.A.R. was Gaffit's last creation before leaving for parts unknown. Before leaving, Gaffit hooked his newest creation to a charging station, which activated W.A.R. at full charge five years after Gaffit's departure. W.A.R. awakened to find pieces of LawnChair, ToolBox and HK-47 strewn across the room and the lab having been ruined by Gaffit himself with clear signs of radiation burns. W.A.R. believes himself to be the creation of the best pieces of each of Gaffit's three greatest inventions combined, LawnChair, ToolBox and HK-47. Gaffit left instructions for W.A.R. deep inside his mind which tell him that he was created for a purpose, and that W.A.R. will have to find this purpose for himself. The instructions also state that Gaffit locked out many of W.A.R.'s destructive abilities, so that W.A.R. will have to earn his power. Unsure of where to go, perhaps to search for his lost creator, W.A.R. opens the door from the lab, and sets out on his journey.

AP: 3
JD: 160

Theme Song: http://www.newgrounds.com/audio/listen/119778

Image: (http://i191.photobucket.com/albums/z299/Gaffit/WarAvatar.png)

Name: Lotus
Race: Plant
Gender: uses Asexual Reproduction. But appears Female.
1: Sword of Thorns: A barbed sword that can extend to any length and is made of a razor sharp natural compound. If broken, it will simply regrow within the turn.

2: Geisha’s Fan: A large ridiculously strong leaf that Lotus can summon at any time. It can be blown to create a large gust of wind, and when blown, can release a variety of toxins into the air that can affect enemies. If broken, it will simply regrow within the turn.

3: Angelic Musician's Flute
A cursed flute played by a Lost-And-Found attendant to fend off of souls of the living that has a wide variety of powers including:

-Ability to create a shadow of a target. The shadow is a soulless, black copy of the target that acquires 1 weapon and ability of the target. The Shadows Takes 3 hits in the heart to kill and they can walk through walls and hide in shadows while completely intangible except for the heart.
-Ability to suck the soul from a target and place it in another object for 3 turns. Body of target is rendered useless, but target can fight while inhabiting another object. Unusable against robots and you must be touching target for this to work.
-Can create sound waves sharp enough to cut through mountains, or flat enough to crush skyscrapers.
-If played in extremely close proximity to a target, target will go deaf for the rest of the match.
-Playing the Sonata of a Soul's Schism (Made up, in case you’re wondering) causes the user to be split into two separate clones of equal strength.
-Playing the Dirge of Depravity causes a soulless clone of the wielder of the flute to appear anywhere in the battle arena. Clone, unlike in the SoaSS, is not as strong as original.

-Playing a tune can send a sound wave that inflicts status effects based on the second’s place of the post in which the target was hit.
0-1: Harsh Poison
2-3: Sleep (2 turns)
4-5: Paralysis (3 turns)
6-7: Dizzy (Cannot hit Lotus for 4 turns.)
8: Nothing
9: Target is fully healed (Lowest chance of happening.*

 -Playing a low note causes all metals and woods to be transformed into cheap plastic. (Flute must be kept played for two turns.)
-Playing a note out of tune serves to disrupt ALL electronic devices for two turns.
-Tune of the Traitors: A song that turns all sentient partners AGAINST they're master.

Weapon 4:- Marcus PEZ dispenser: Contains 11 objects of incredible power!
-rocket shoe (raises speed and gives slight fire use from rocket.)
-temporary tattoos (Gives summons or minions special effects depending on what tattoo is given)
-flower pot mobile (A giant flower pot with wheels and an engine)
-Butter clone (Creates a clone out of butter, the butter cannot be "destroyed" but can be deformed and melted, the clone will eventually reform itself)
-Sackboy (A sack boy from Little big planet, the Sack boy is dressed as a skeletal Deer and has IW antlers)
-Pine cone grenades An unlimited supply of holy hand grenades, in the shape of pine cones)
-Chariot o' snakes (A chariot pulled by snakes made from Dark energy and light energy, the chariot is average size, but the snakes are about 1 foot long each)
-Crabs (Normal crabs....THAT ARE SUPER POWERFUL IN WATER!!! 2# stat increase while in water)
-Snow globe: (A snow globe that controls the weather,  the harder you shake it, the harder it snows!)
-Jingle Keys: (With a single shake of these jingle keys any clone, summon or minion of your opponents will become mesmerized by its shineyness)
-A Tissue box( A tissue box with an infinite amount of tissues, They must be pulled out one at a time, and they have SUPER absorption abilities, any liquid they touch will be for ever trapped in its tender touch)


Ability 1: Call of Nature: Lotus’s natural connection to the Earth gave her the ability to summon any type of plant imaginable, the limit being her imagination, this gives her a number of sub-abilities.
Merge: Any plant in existence or that she creates can be merged directly into her, giving her their characteristics.
Life Drain: Any time a minion or clone is summoned, Lotus can call forth vines which suck the life energy from it and transfer it to her. She can also suck energy from other plants.
Transform: Lotus can transform her entire body into a different plant or a combination of plants almost instantly.
Toxic: Lotus can create plants which release toxins that may be harmful to her opponent.
Helper Plant: Lotus can summon minions made of plants which are usually pitifully easy to kill, but may grow back.
Body Augmentation: Since Lotus herself is a plant, she has the ability to manipulate her own body in many ways.

Ability 2: Call of the Wild: Lotus can summon and control any animal in or out of existence, giving her a number of sub-abilities:
Merge: She can add the characteristics the animals she summons to herself, which may lead to stat boosts.
Feral Rage: Lotus can manipulate an animal upon creation, giving it strength or speed that it may not originally have.
Soul Trust: Once an animal of Lotus’ dies, she has complete control over it’s soul.
Freak: Lotus can call forth extremely tough minions which combine both Animal and plant characteristics.

Ability 3: Call of Storms: Lotus can summon and control things that are weather related to assist her in battle, she can also merge herself with their characteristics.

Ability 4: Call of Gaia: Lotus has the ability to change the battlefield as she sees fit, having full control over her surroundings except for her opponent. So she can turn a Grassy Plains into a Futuristic City instantly.

Ability 5: Call of Spirit: Lotus has gained dominance over souls and spirit, giving her a number of interesting abilities.
Battle Aura: Lotus can charge her attacks with her Aura, causing damage to her opponent's soul should they hit. This will cause them to slowly lose consciousness with each attack.
Soul Lock: This gives all of her creations souls linked to hers and prevents her summons from being auto-killed or manipulated.
Summon Dead: Lotus can now summon demons, angels, ghosts, and undead, as well as merge with them.
Astral Projection: Lotus can Astral Project her soul from her body, however, should she create copies, she can still only Astral Project one soul.
Spirit Control: This allows Lotus to control "mystical energy" or mana, however, she can only control raw mana, mana that has been formed into an attack is outside her realm of control.

Height: Depends on the growing season *Rimshot*
Weight: 90 lbs.
Skin Tone: Green
Eye Color: Green
Hair Color: Green
Hair Style: She can change it at any time.
Clothes/Garments: Her entire outfit is made out of plant-life and can change for convenience purposes.

Strength: **
Speed: *****
Defense: **
Mana: ***

Bio: Lotus was once the most beautiful flower of Ueno Park in Tokyo as she was a unique plant that had one more petal than the others. But she was just a flower, nothing more. One day a passing chemical truck had a horrible accident and sprayed the park with untested formulas. All the flowers in the field died after the crash, but Lotus lived. Lived in a field of death. And then one minute, something very strange happened. She had an idea. Now consciousness is alarming for most humans but we have a tendency to get over it rather quickly and quietly suck our pacifiers and poop in peace, but for a plant, consciousness is something completely different. Lotus rose from the ground and walked the field where her fellow plants had died. Seeking revenge for their deaths and her suffering, Lotus went to the chemical plant and killed every person there. Having since repented for her crimes, Lotus resolves to only fight when necessary. Lotus continues searching for peace, hoping to find some shred of meaning in the accident that is her existence.

AP: 30
JD: 700

Theme Song: http://www.newgrounds.com/audio/listen/35900

Image: (http://i191.photobucket.com/albums/z299/Gaffit/Lotus.png)

Name: Drake Kin (AKA Dragoon)
Race: Human
Class: Dragoon

Weapon: Ultima Spear: An ancient spear from the long lost order of the Dragoon Legion. The Ultima Spear was wielded by the current leader of the Dragoons, which means Drake by default. The Spear homes in on its target when thrown, its speed and force increasing with distance. Drake can instantly summon the Spear to his side when needed. A switch on the spear allows Drake to switch it's element between Gravity, Lightning and Air. The tip of the spear can be fired like a powerful bullet which is instantly replaced.

Weapon 2: Shock Absorbing Armor: An ancient Dragoon secret. The full body armor worn by the Dragoon is a massive shock absorber, which absorbs force thrown at it. Primarily used to absorb the force of any fall Dragoons suffer during their strikes, it can be used to decrease damage taken from hits, though it’s not as effective in this task. The suit has a built in life support system, allowing Drake to travel through areas that would be otherwise dangerous.

Ability 1: Gravity Control: Drake has inherited the magic of the Dragoon race, gaining the ability to manipulate his own gravity and the gravity of anything that touches him. This allows him to lower his gravity and make massive leaps into the air. He can also change the gravity of his spear even if it’s thrown. This ability allow his Jump strikes to be practically unstoppable.

Ability 2: Dragon Summoning: Drake’s Dragoon abilities allow him to summon the ancient Dragons of the old Legion. Normally, every Dragoon would receive one Dragon to ride into battle. But with the order long gone, the Dragons follow Drake’s orders alone. This army of Dragons includes Dragons of every mythical nature, though Drake can only summon up to 3 at a time.

AP: 5
JD: 200

Strength: ***
Speed: ***
Defense: **
Jump: ****

Height: 6’2
Weight: 145 lbs
Age: 18
Skin Tone: White
Eye Color: Red
Hair Color: Black
Hair Style: Short
Garments/Clothes: Normally wears simple jeans and a T-Shirt, but Drake can summon the ancient Dragoon Armor straight onto his body. It’s made from an unknown compound that is naturally colored black. The head piece has a Dragon Mask that can be closed to protect Drake’s face, the eyes of the mask colored blood red.

Bio: When Drake was 12 years old, he had his fortune read by an old Fortune Teller. Upon simply touching his palm, the Fortune Teller recoiled. She revealed that Drake’s family comes from a long line of Dragoons, powerful warriors who could summon and control the might of Dragons, but the Dragons were assumed to have died out millennia ago, and the Dragoon Legion’s power with them. It was likely that Drake’s parents didn’t even know of their ancient lineage. Drake didn’t believe the tale obviously, but the story stuck with him as he became fascinated by his ancestry. When Drake turned 17, his parents took him on a trip to Greece, but throughout his entire trip, Drake couldn’t get an annoying buzz out his ear. When they went to visit the Coliseum, the buzz in Drake’s ear became a roar of thousands of voices calling out to him. Leaving his tour group unnoticed, the voices led Drake to a seemingly dead-end hallway within the Coliseum. When he touched the far wall, it opened up to reveal a massive chamber filled with thousands if not millions of sealed Dragons deep beneath the Arena. In return for releasing the noble race, they granted him their power, as well as bestowing upon the Ultima Spear and the Dragoon King’s Armor. Drake’s spent the last year back home in America, adjusting to his newfound abilities by saving the day time and time again, not minding missing out on the fame and fortune and letting the newspaper’s “Dragoon” get all glory.

Theme Song: http://www.newgrounds.com/audio/listen/59561

Image: (http://i191.photobucket.com/albums/z299/Gaffit/DrakeKin.png)

Name: Rief
Race: Human
Class: Cyber Ninja
Type: Weapon Spec.

Weapon 1: Razer Laser Weapon Projectors (RLWP): Two small hilts sheathed on Rief’s back that are crafted precisely for Rief’s grip. When activated, the hilts create any weapon Rief desires out of Razer Lasers. Since Razer Lasers have no weight, these weapons can be immense, but mostly Rief uses his familiar Kris.

Weapon 2: 50 Caliber Beretta Pistols: Two bladed-pistols holstered on Rief’s chest. The pistols have been modified with his old Bow and Arrow’s upgrades. The bullets it fires seek out their targets so they never miss, and the gun is modified with Fire, Ice and Lighting element. The clips automatically reload themselves after they’ve been expended. The two pistols can be combined to form a Machine Gun, a Sniper Rifle, or a Shotgun.

Weapon 3: The Cloaking Emitter: A blue glowing device placed in the center of Rief’s chest. Despite its name, it doesn’t actually emit anything, instead when activated, it takes anything that could be sensed of Rief and rips it from space time while leaving Rief unharmed. This blocks Rief from being seen, heard, smelled, felt, or sensed, because those things are simply not their. Rief can expand the cloak around anything he wants.

Weapon 4: Alchemical Potion Generator: A belt worn by Rief that is lined with vials of potions which are instantly replaced when used. These potions work on People and Objects alike and take affect on contact. This weapon can only be countered by an ability that specifically blocks Magical Potions. These potions are stackable, and when used on Rief or his allies, they have the exact opposite effect.
Weaken-U: Quickly drains the opponent or object of their strength. Lasts 5 turns.
Slow-U-Down: Slows down the opponent or object’s speed. Lasts 3 turns.
Magic-B-Gone: Quickly drains the opponent or object of its magical traits. Lasts 5 turns.
Double Damage: All opponents or objects take double the damage from each of Rief’s attacks. Lasts 8 turns.
Pain-4-U: Causes Rief’s opponent excruciating pain. Lasts 6 turns.
Sight-B-Gone: Temporarily blinds Rief’s opponent. Lasts 3 turns.
Aim-No-More: Causes Rief’s opponent’s accuracy to fall devastatingly. Lasts 7 turns.
Down-N-Up: Confuses Rief’s opponent, giving them extreme vertigo. Lasts 4 turns.
Go-2-Bed: Puts Rief's opponent to sleep. Lasts 2 turns minimum.
U-C-Things: Causes Rief’s opponent to have vivid hallucinations. Lasts 3 turns.
I-Melt-U: A very potent acid.
I-Hurt-U: A potion that does direct damage to his opponent.

Weapon 5: Emergency Exit Overide System: A small badge that Rief wears next to his heart. It's equipped with a teleporter and a life support system. Though it's power is limited so it can only be used in emergencies. The badge allows Rief to escape from being bound, trapped, or stunned.

Weapon 6: All Terrain Shoes: Soft and flexible shoes worn by Rief that allows him to travel in all terrain, which allows him to safely walk over water, lava or acid unharmed. It also allows him to control himself while the air, allowing him to manipulate his body while airborn.

Weapon 7: Dice: One of the few weapons Rief still uses from his old fighting style, a magical piece of dice that when rolled, has a variety of affects. The dice's effect takes two turns to initiate, one turn to roll the dice, the next turn to use it's effect.
1: The dice creates a UW shield around Rief for 1 turn, preventing him from harm.
2: The dice fires hundreds of lightningbolts that travels at light speed towards his opponent from all directions.
3: The dice creates a mine directly underneath his opponent that fires poisoned needles in all directions
4: The dice creates a small acid fog that surrounds and follows Rief's opponent for 1 turn.
5: The dice creates a clone of Rief, that fights alongside Rief for 4 turns.
6: The dice depowers his opponent's weapons, making them useless for 1 turn.
The number the dice lands on depends on the seconds in Rief's post. If he posts in seconds 0-9, it lands on 1, 10-19 and it lands on 2, 20-29 and it lands on 3, 30-39 and it lands on 4, 40-49 and it lands on 5, and 50-59 and it lands on 6.

Weapon 8: Jet Yoyo: A jet-powered yoyo that uses a built-in jet engine to travel at extreme speeds and hit with a massive amount of force. The Yoyo has an infinite amount of string. Rief's still practicing with it.

Weapon 9: Concealed Tonfa: A pair of Tonfa strapped to Rief's forearms that extend to their normal size at the press of a button. Both Tonfa contain a hidden half-foot blade inside their shafts as well as a small engine in the shafts that allow the Tonfa to spin at blurring speeds. The Tonfa can be switched between Light and Dark element, granting either seering holy damage, or rotting shadow damage.

Weapon 10: Belt of Power: A belt that can manipulate the gravity around Rief as well as control the magnetic fields of metallic objects around him, allowing him to manipulate them.

Weapon 11: BFG 11K: Throwing all subtlety out the window, this is a gun powerful enough to obliterate reality, it is however rather long to recharge (1 post) and can fire only one round each time. It causes a singularity on what it hit, transmuting matter and energy into raw destructive power.

Weapon 12: Monju: Rief keeps a pouch of 4 large pearls at his hip called Monju. Each Monju can be imprinted with a one-syllable word, then that word is brought into reality. So if Rief imprints the word "Blast" onto a Monju, a massive fiery blast appears. Rief can also string multiple Monju together, creating words of multiple syllables, or two words combined together, such as "De" "Stroy" or "Large" "Blast", increasing the power of the Monju exponentially with each Monju used. Each Monju has a recharge time of 5 posts.

Height: 5’10
Weight: 160 pounds
Skin Tone: White
Eye Color: His left eye is brown while his bionic right eye is red.
Hair Color: Black
Garments/Clothes: Rief wears futuristic clothing that retains medieval ninja elements, including a bandana that covers his right eye. He also wears a long black glove on his left arm that hides his bionic arm. He wears a black trench coat over this.

Strength: ***
Speed: *****
Defense: **
Jump: **

Bio: Rief was a common thief, until one day he was assigned the task of “relieving” a nameless magician of his most powerful magical artifacts. Rief managed to infiltrate the magicians imposing fortress, but was caught by The Magician himself. The Magician cast a freezing spell on Rief and was all too ready to kill him, when The Magician decided that having a thief for a minion could potentially be of great use to him. The Magician released Rief, and told him that he would be trained by The Magician himself to become the greatest Thief in the world. The Magician taught Rief how to blend his own poisons and the art of becoming invisible along with other elaborate thief tricks. The Magician made Rief a magical tunic, which would always blend itself in with its surrounding environment, shoes which would never make a sound, a pair of unbreakable Kris which bring good fortune, and a pack of cards, filled with an unlimited number of playing cards which were magically made to rarely miss their target. Rief worked with The Magician for many years, gaining his respect and his trust. The Magician allowed Rief to keep anything he stole while on a mission. Rief aquired many powerful items on his own this way. eventually Rief saw the Magician as a good friend. One day The Magician revealed to Rief that he was actually quite old, and very near death. The Magician asked Rief to seek out a source of incredible power that would allow The Magician to make himself young again. Rief complied and set out to find a source of power that would heal his friend.

Continued Log: Rief saved his friend, but was not satisfied with what he had learned, determined to learn more about the art of thievery and fighting. When Gaffit asked him to escort Gaffit V back to his time period, Rief jumped at the chance. When Rief went to the future, he made sure Gaffit V got home safe before seeing what he could learn of fighting in the future. Rief entered a secret society of Ninja, learning all he could of their fighting style, which combined classical ninja fighting with futuristic technology, while Rief added his own experience into the mix. Satisfied with all he had learned, Rief went back in time, to re-enter the Clash.

Notes: During a raid on his Ninja Dojo, Rief lost his right eye and left arm during the conflict. These were replaced with bionic replicas. His right eye can see all spectrums of light and works as a telescope and a magnifier, importing the data it gains directly into Rief’s brain. His left bionic arm is made out of an extremely potent metal that combines Adamantium and Razer Lasers together, it also makes his left arm insanely fast.

AP: 31
JD: 720

Theme Song: http://www.newgrounds.com/audio/listen/50645

Image: (http://i191.photobucket.com/albums/z299/Gaffit/Rief.png)

Team Gamma Fort:

Name: Morphosis

Type: Mech

Size: Moon-Class

Material: A complex combination of Carbon Nanotubes and Polymimetic Alloy, which allows the Mech to be both absurdly strong, and able to change its shape into anything of similar size. Each molecule of the Mech is coated with a Razer Laser finish, which instantly vaporizes anything that shouldn’t be touching it.

Power Source: A complex combination of Gamma Radiation, Positronic Energy, and Razer Laser energy. When multiplied together, this essentially gives the Mech enough power to survive to the heat death of the universe 5 times. The energy is in constant flux and is very hard to control without proper understanding of its fluctuation patterns, which are naturally randomized.

Computer Type: Organic Super-Computer. The ship itself is sentient and capable of self-healing if under duress, but can take awhile. Both Lotus and W.A.R. are easily capable of merging their minds with the ship. Others… might get a nasty headache from trying.

Shields: None. Though does possess a Cloaking Device similar to Rief’s.

On Board Weapons:
Gamma Cannons
Razer Laser Point Defense Turrets
Tesla Coils
Deployable EMP Drones
Turrets that fire standard shells laced with Rief’s potions
A colossal RLWP Engine built in that can be used for various purposes

The Ability Merger Pod: A pod that allows members of Team Gamma to select an ability or weapon to be merged with the craft, allowing the craft access to that ability on a larger scale.
The Captain’s Chair: Whoever is sitting in the Captain’s Chair is fully merged with the fort. All of their weapons and abilities are available to it.
Atomic Pill: A small pill containing the mass and energy of a star. To be saved for a very rainy day.

Theme Song: http://www.newgrounds.com/audio/listen/334023

Title: Re: The Profile Topic
Post by: Fuuka Yamagishi on 11 July, 2008, 04:29:44 pm
Name: J.D. Blaze
Race: Human

Weapon: Katana.

Weapon 2: High-Power Sniper Rifle: A sniper rifle that's strong enough to obliterate everything except the hardest non-IW substances. The barrel can be removed so the rifle can be used as a pistol, but this makes it extremely loud and inaccurate.

Weapon 3: Two .50 caliber magnum pistols trained to never miss their desired target as they will seek it out. Also a box of ammunition that supplies any kind of bullet Darkblaze can imagine.

Weapon 4: Portable Lounge AI Staff (Final Name Pending): A staff capable of firing (green) lasers in various ways, and can create energy barriers. Contains an AI system based off of the Lounge AI, which was created by the Lounger Strike.

 Some typical variations on weapons and shields:
Regular Beam: Standard use. Straight line, also most powerful.
Bullet Form: Fires 1 to Several small energy balls which can be controlled, provided DB is stationary.
Orbital Crush: A huge (And oddly named) beam capable of massive damage. 5 turn cooldown, other attacks can still be used though.

Shields (Does not have to be wielding to use):
Standard Protect: A spherical shield. It's the weakest shield, but protects in all directions. Can be broken with some force.
Strong Protect: Semi-spherical shield. Stronger than standard, but doesn't cover everywhere. Takes a lot of effort to break.
Circular shield: A large circular shield. Strongest, but only protects from one direction. Takes a ton of force to break.

Harbinger: An abnormally large HellHound, almost as big as Blaze himself. The HellHound has the same access to the DarkBlaze Aura abilities as Blaze himself, and its hide is extremely thick, capable of stopping point-blank bullets with little trouble. It’s also extremely strong, capable of digging through and chewing on most forms of metal with no ill effect (it actually likes Adamantium Bones, gives it something to chew on for a couple minutes). Despite its size, the dog is extremely agile, capable of leaping mountains and outrunning jets. It’s also fiercely intelligent, capable of understanding human speech, though it’s still incapable of speaking itself. As a Hellhound, it is capable of crossing into the Hell Plane, a dimension accessible only to HellHounds, crossing into it through one surface, and coming out of it through another. It also has the normal dog traits, such as hyper-enhanced smell and hearing, allowing it to warn Blaze of danger in advance. In a pinch, it can merge with DarkBlaze himself, doubling the power of his DarkBlaze Aura abilities, thickening his skin, enhancing his strength, agility, and senses, and allowing him access to the Hell Plane. It’s been imprinted to DarkBlaze, meaning that its soul is attached to his own, meaning that it’s attached to DarkBlaze for the rest of its life, incapable of being controlled or manipulated by another, or auto-destroyed. Should Harbinger die, DarkBlaze should feel no ill effects, but due to the imprinting, should DarkBlaze die, so will Harbinger. Considering the Hellhounds strength, this would probably be the easiest way to get rid of it.



Ability 1: Metal Control: Can summon metal to use in different ways. (It's practically the same as before, but less limiting IMO), Provides natural immunity to electricity. The metal summoned cannot be controlled by anyone else. Can turn his body into metal (Like Greed from FMA, but metal instead of carbon), increasing his defense by 3, but dropping his speed to 1.
He can form robots with this skill, as well.

Ability 2: The Burning Soul of the Lounge: The Lounge abides by it's own rules, and tends to go way against the laws of nature.

 - Can summon a can of Sprite. And drink it.

 - Allows Darkblaze to not only fly, but walk/run/swim etc. in the air.

 - Allows DB to breath in space, lack of oxygen, etc.

 - Can create multiple Lounge holes. They basically behave like the portals from Portal, except they can be created anywhere, even in midair. They can be moved and changed in size at will. There can also be multiple exit points, and anything that passes through the entrance hole is duplicated at all exit holes. The instances are destroyed when the holes are closed.

Ability 3: The Dark Blaze
DB is surrounded by a dark "Aura" which is hotter than the sun. He can also create and control black flames which are also hotter than the sun, These flames can be used as solid weapons. The flames do not hurt DB or his allies. The flames can also be combined with his weapons for added affects.
Sword - Flame Wave
Sniper Rifle - Dark Mass Driver
Can transform into a being of flames, increasing his strength by 2 and his speed by 1, but drops his defense to 1.
The flames can also be compressed into small spheres of energy. These can be used to power machinery, as well as highly-destructive, incinerating bombs. They have come to be known as "Black Hole Suns"

Combined Ability Effect: Transformation
Can transform into a being made of flame and metal, his speed is boosted by 2, his defense is boosted by 4, and his strength is boosted by 3. Transformation lasts 3 turns, followed by a cooldown of 3 turns.

Ability 4: Crush
When not using any weapons, DB's physical attacks become devastating in strength and insane in speed.

Ability 5: Animation
Can give sentience to anything he touches (Unless it's created from his other abilities, then he can do it from a distance). After a few turns, the creations lose sentience and fall apart (If made from other abilities, they disintegrate), but they can be re-animated.

Ability 6: Heavily Armed Loli (Unfinished)
DB's assistant loli, she's attached to DB for some unknown reason. She uses a teleporter to warp to and from the battlefield. If she is in critical danger, her teleporter will automatically send her away from the battlefield. It takes 5 turns before she can be summoned again. She wears a jetpack. Occasionally she will ride on Harbinger, even though Harbinger isn't too fond of her. She is armed with a bunch of huge weaponry she can hammerspace between. Armaments incude:

Large cannon - Basically the cannon off a tank. Strong.
RPG - An RPG with simple tracking technology.
Laser - It takes a bit to charge up, but extremely powerful. Like a Spartan laser.
Among a few other huge weapons.

(Don't have pic)

Stats (Really only for reference):
Strength: * (Misleading, her weapons have devices that make them easier to move)
Speed: *****
Defense: *
Agility: ****


 Sex Change Ray Gun
An artifact from the lounge, it has a certain way of ending arguments... DB can only use this on himself. When in his female form, his abilities gain an opposite (but still use useful) effect. They are:

 Metal Control -> I'm unsure right now ._.
 As the SCRG is a lounge utility, JDB's lounge powers are unaffected.
 Dark Blaze -> White Ice
 Crush -> Unsure as well. Thinking of changing the original ability anyway.
 Animation -> Dispersion
 Heavily Armed Loli -> Magical Shota

In addition to modifying the abilities, Harbinger takes on a different form with the same White Ice ability as JDB due to the soul imprinting. He looks like this after transformation:


Alternate ability descriptions:

 White Ice:
Fairly self-explanitory. Like Dark Blaze, but Ice can be controlled instead. It can be combined with whatever I decide the opposite of metal to be >_>

Any summoned creature can be unsummoned with one touch. Also works for beings that are created by someone's ability.

 Magical Shota:
Summons a little magical boy that JDB met once while transformed. He has a slight crush on her despite knowing that she is a guy transformed.
As opposed to the Loli, he uses magic of the four elements (Earth, Wind, Fire, Water) to bring destruction upon the enemies. Same rules apply to him.

GMB - Lounge Ally Summon (Mini-fied due to being loooong)

DB summons his friends from the lounge. They are always allies, regardless of distance.

 - Jawo'

The acting leader. A rational guy who loves music and most of all, Sprite. One of the oldest loungers still around, Jawo' commands a ton of respect not only from the loungers, but among the general population as well. Jawo's actions are in Green.

Divine Sprite Blade (DSB for short):
A blade that has been infused with Sprite. It's blade is made entirely of Sprite held in place by magic. It can slice through all but the hardest of non-unbreakable materials. It's sharpness makes up for the lack of direct strength he possesses.

Holy Book of Lymon:
No one knows what exactly is written in this book save for the few that have wielded it. By reciting passages from the book, Jawo' can control Sprite itself to do whatever he likes.

Ability: Sprite Blood
Jawo's blood is comprised entirely of Sprite, giving him immunity to water-based damage and the ability to survive in harsh conditions. (I.e, in space, underwater, etc.)

Combat information:
Jawo' is a close to mid-range fighter. He is quick on his feet and very agile, making a formidable opponent at close range. And medium range he can use his Sprite abilities to attack, change the distance between him and his opponent, or even alter the battlefield with it.

Strength: *
Speed: *****
Defense: **
Magic: ****


 - Overlord Dizi

Dizi is a loud, showy fighter. His bold claims are backed up by his immense power. There is a rumor that he is able to destroy the world, but hasn't done so because there would be nothing to do afterward. Dizi's actions are in Red.

Weapon: Dizi Claw
A gauntlet that is capable of tearing flesh. He usually prefers to use his Overlord powers to fight, but it works well if needed.

Ability: Overlord Powers
Dizi, as an overlord, is capable of calling forth the powers of Lightning, Fire, and Darkness. The versatility of this is amazing. They also allow him to fly.

Combat Info:
Dizi generally fights mid to short range with extremely powerful magic, despite the fact that his magic is generally long ranged by nature. The attacks released by this magic are devastating.

Strength: *
Speed: **
Defense: ****
Magic: *****


 - Strike Alpha Unit 02

The real SA02 is still MIA. The Lounge AI he left behind has taken control of his mechs (And in fact, built one of it's own...) and fights in his place for now. While it does so, it assumes his personality and projects an image of him piloting the mech inside the cockpit. Strike is an extremely talented mecha pilot and has some of the strongest weaponry available. Strike's actions are in Blue.

Weapon: Mech Unit SAU02 Lounge Ai version
A large mech. Different from Strike's orignal in that it's humanoid shaped, rather than the bipedal walker style. It is loaded to the max with all kinds of weapons. (I'd give you specifics, but I'm not too good with that sort of thing. Suffice to say, if it's bullets, lasers, or missiles, it's got 'em. It has a lot of melee capabilities as well.) Strike's technology has allowed for improved mobility and physical strength. (+2 to each) It can fly, as well.

Ability: Support
Strike can call in a few support units to perform an attack. Most notably the A-1 Skyraider Toilet Bomb. A vicious bomb that can destroy much more than you'd think... Others include M4A4 Sherman Boy and M4A3 Sherman Girl. Both are armed with tank cannons and huge machine guns.

Combat Info:
Strike is vicious, all-range fighter. His various armaments let him fight at all ranges. He is fond of impalement kills, though...

Mech Stats:
Strength: ***(**)
Speed: ***(**)
Defense: *****
Magic: * (Placeholder)


 - Autumn Espirit

Also known as Shadow, the only female member of the team. She doesn't fight, even though her powers are formidable. (Mostly because I can't decide on a profile yet...) Her actions are in Orange.

She does not need to be defeated. She will disappear if everyone else is defeated.


 - Gamefreak Jake

He just hides under his tarp. He doesn't do anything. His actions are in Purple.

He does not need to be defeated. He will disappear if everyone else is defeated.

Strength: ***
Speed: **
Defense: ****
Mana: ***

Height: About 5'10"
Weight: around 150
Age: Unknown.
Description: http://i114.photobucket.com/albums/n259/Barnbrat16/Original%20Onigiri/Kiyo.jpg

Bio: As a young boy, his hometown and his family were destroyed before his eyes by an unknown force. He managed to escape the annihilating force and lived on the streets of a nearby major city, fighting in the streets and the creatures outside the city. Not content with just fighting random people, he began working as a mercenary, accepting almost any sort of job for money. One particular case involved an investigation into a mysterious group. After some searching, he located the group's headquarters and discovered their plan; to summon a demon for malicious purposes, and that they were close to completing their goal. He returned to attempt to gather help, but found none. He returned to their headquarters to discover them summoning the demon, He attempted to interrupt and stop the summoning by killing the leader, but the summoning did not stop, and only caused the demon to have no one to take orders from. The demon promptly killed all the nearby summoners, and attempted to kill DB as well. However, having been exposed to the magical energies awakened his metal control ability. The ensuing battle was long and hard fought, but DB managed to emerge victorious. Not willing to be defeated so easily, the demon grafted his soul to DB's, which at the moment seemingly did nothing, but increasingly corrupts his soul, along with awakening new powers... After a few years, he was approached by Jawo' of The Lounge, with an offer for him... A rival organization, known as "The Inn", had been attempting to bring them down. Jawo' requested his support in an attack on them, since some of The Lounge's best warriors were abroad on other missions. During the assault, the demon spirit attached to his own flared up, causing him to go berserk and destroyed the whole Inn. Jawo' recited a passage from the Holy Book of Lymon which calmed the demon soul and partially sealed its powers. After the whole incident, Jawo' offered to let him stay on permanently as a member of the team. DB accepted, and so became an official Lounger and began training to explore the mysterious abilities of the Loungers. Again, time passed, and as DB was carrying out a mission, he became entangled in a fight with someone who was involved with "CoS"... And now he fights, to uncover more about this "Clash of Smash", it's history, it's potential futures, and what secrets it may hold...

AP: 40
JD: 500


Empty slot for now, contemplating what to use~

AP: Lost 'em somehow. Will start over.
JD: See above


Name: Asuka
Race: Human

Weapon 1: "Starlight" Serial BB1-112, A giant mech, customized by Asuka. Weapons include a High-power Laser Sniper Rifle (With semi-auto mode, decreased accuracy), a Large energy-edge sword, Rocket generators and smaller lasers all around the mech, and a high-velocity chaingun in each arm.
("Starlight" Serial BB1-112 = SSBB LLR = SSBB Luxary Lounge/Resort >_>)

The robot can transform into a few different modes.

Balance Mode (This is the normal mode):
Description: Standard mode.

Attack Mode:
Description: The wings mostly disappear, and all the limbs become bladed. The limbs also become large for max attack power and speed, but consequently leave many places open.

Defense Mode:
Description: The wings get a lot larger and more feathery looking, The limb movement is severely reduced to cover all weak points, but as a result cannot attack well. Moves by flying.

Power House Mode:
Description: The mech's legs becomes short and stumpy, the wings turn into racks upon racks of missiles, and the laser rifle morphs with the chest and turns into a Laser Cannon capable of plowing through a mountain. The arms are still long enough to wield the sword close-range effectively.

Compact Battle Suit Form:
Strength: *****
Speed: *****
Defense: *****
Power: *
Description: A Compact, slightly larger than a human sized form, perfect for combat in enclosed spaces, although this forces all armaments to become hand-held weapons, Except rockets, which can be fired from any point on the body.

Weapon 2: A small beam sword (Can also be used as a small utility knife), When active, it is pretty much the same as a regular sword. The beam's temperature can also be increased just enough to melt metal, although it takes a while and can burn out temporarily if used too long.

Ability 1: Orbital Strike
Can call an orbital laser strike, Strong enough to destroy most materials. (Is not CA) Disrupts electrical devices in a half-mile radius (Except for Asuka's mech) for a couple of turns.

Ability 2: Soul of Fire
Can create and control fire, and make explosions. Cannot hurt self.

 Ability 3: ...

Height: 5'10"
Weight: Around 150
Age: 28

Pilot Stats:
Strength: **
Speed: ***
Defense: ***
Mana: ****

Height: Around 25'
Weight: A few tons.

Bio: Asuka is a pilot for a defensive force that protects Earth and other colonies, and is a fairly high ranking soldier, and one of the more promising pilots. She is an expert in the martial arts part of her training, and is good with a gun too. Asuka rose quickly through the ranks of the soldiers, and is highly respected among them.

AP: 17
JD: 440


Name: Dimitri the Conscript
Race: Human

Weapon 1: Super AK-47
An AK-47 that ignores any defense/power/anything that might stop it that isn't body armor, and can home in on enemies. Also has a near CA bayonet on the end that can be removed and used as a melee weapon.

Weapon 2: Warm Fur Coat
A nice warm coat... Provides immunity from ice/cold damage, and reduces all other damage. Also has infinite Molotov Cocktails in there.

Weapon 3: Hammer and Sickle
The Hammer and Sickle pair are both ice enhanced. They also have both Fire and Ice protection and offer thermal control, allowing for the wielder to bring icy Soviet death to his foes.

Ability 1: War Bear Summon
Can summon Soviet War Bears, up 20 of them at a time. The bears have armor that reduces Water, Fire, Air, and Earth damage. Bears can swim and carry rocket launchers and jetpacks, but they cannot fly with the jetpacks, only make long jumps. Bears are also immune to Ice/Cold damage. The bears just disappear when they die or are dismissed.

Bear Stats:
Strength: *****
Speed: ****
Defense: ***

Ability 2: V4 support
The Conscript can call in V4 strikes anywhere on the battlefield (The V4 launchers are always off-battlefield) The missiles take 1 turn to reach the battlefield, but he can call up to 6 of them at once, and they can slightly adjust their path before the land. Also take 4 turns to recharge, counting from the launch (So, 3 after the missile lands) The missiles path cannot be altered by any outside force.

Ability 3: Magnetic Satellite/Orbital Dump
Dimitri has been granted access to Russia's Magnetic Satellite/Orbital Dump system to use at his free will. The Magnetic Satellite takes 4 turns to charge up, and then the Orbital Dump can be fired on the 5th turn, or he can wait if he chooses
to do so. The Magnetic Satellite will not recharge until Orbital Dump has been fired. The Magnetic Satellite can pick up almost anything save for Combatants and their hand-held weapons. (Partners can be affected by this, but they won't die from the whole "Being in space without oxygen" thing.) Orbital Dump drops anything that the Magnetic Satellite picked up, along with various space junk, including old satellites, meteors, as well as weapons placed there on purpose, such as flares, which are designed to burn people, and some explosive warheads, much stronger than the missiles fired by his other ability. Though only one ever appears at one time during a useage.

Strength: **
Speed: ***
Defense: *****
Rage: **

Height: Around 6'0"
Weight: Heavy
Age: 38


Bio: The Soviet army conscripts men for service in the army. Many of them are surprisingly willing to fight and die for their motherland.
He is skilled in a Russian martial art that is taught to the conscripts who have proven themselves capable and loyal.

AP: 11
JD: 260
Empty Slot for now. Contemplating what to use here.

AP: 14
JD: 380

Title: Re: The Profile Topic
Post by: zeldafan42 on 11 July, 2008, 04:43:33 pm
Name: Bob the Omnipotent
Race: Semi-Immortal Meta-Fictional Being
Gender: Male

Weapon 1: + 5 Magical Rapier. A simple, magically enhanced rapier that Bob is quite skilled with. Is surprisingly durable.
Weapon 2: Anti-anti-magic dagger. A simple looking dagger, it has the ability to stop anti-magic fields by being placed into the ground and creating an "anti-anti-magic field", allowing Bob to summon no matter what as long as he remains in the field. Also, can be used to stab people. Because its a dagger.

Ability 1: Pop Culture Summoning: Allows Bob to summon characters from pretty much anything. The stronger the character, the more energy it takes to create and maintain, so he can either summon many weak summons, or a couple strong one. Also, stronger summons can be more difficult to control, and anything that could canonically kill the summon in their world can kill them in this world.
Ability 2: 3.5 D&D Wizard/Sorcerer Spell-casting: Bob can cast every single spell from D&D's 3.5 edition's list of Wizard/Sorcerer spells (One list, it's just that two classes have access to it.) Bob doesn't actually have to follow the rules of D&D when casting these spells. He casts all his spells spontaneously (that is, without choosing them ahead of time) and as an infinite number of spells per day, although the number of spells he can cast per post is limited by his mana reserves. He largely abstracts the effect of the spell from how the spell is described in accordance to D&D's rules, but he doesn't have to follow them to a T, and is known to occasionally give himself a little leeway with the effects. Still, he tries his best to remain true to the intent of the spell. Here's a list of the spells Bob can cast, with quick, simple summaries of their effects, in case you want proof I'm not making something up. http://www.crystalkeep.com/d20/rules/DnD3.5Index-Spells-SorcererWizard.pdf

Height: 6'0"
Weight: 176 lbs.
Age: Claims to be 42, real age unknown.
(http://public2.tektek.org/img/av/0812/d11/0904/579259.png) (http://tektek.org/avatar/21992757)

Strength: *
Speed: *
Defense: **
Mana: *****

Bio: A mysterious wizard who can break the "Fourth Wall", Bob specializes in summoning magic. Because of this ability to break the "Fourth Wall" he is well aware of the existence of other worlds with powerful characters, and so he summons magical duplicates of these characters to aid him in battle. These duplicates are exact copies of the character they are based on, down to their memories and personality.

Bob's past is mysterious, and he prefers to keep it that way. When pressed too hard about it, he merely says "my RPer never really intended for me to have a back story. She created me just because she thought a fourth wall, pop-culture summoner was an awesome idea."  This leads to much confusion on the behalf of the questioner.

His reasons for joining the Clash of Smash? "For teh lulz. Also, my RPer felt like it."

AP: 5
JD: 180


Name: Brunna Stoneblood
Race: Dwarf
Gender: Female

~Weapon Spec character~

Weapon 1: Battle Axe of Striking Force - A powerful magical battle axe with two blades, one on each side of the head. It's capable of creating blasts of invisible, pure solid force. These blasts are similar to the traditional wizard spell "Magic Missile" and are fired from the area between the two blades. Further more, the wielder can surround the blades with an invisible layer of force, greatly increasing the impact power of the axe, but making it so the blade deals bludgeoning damage instead of slicing damage.

Weapon 2: Frostforge - A powerful magical throwing hammer. It is capable of freezing anything the head of the hammer comes into contact with, extending a thick layer of ice over anything it strikes. If stuck against a flat surface, the ice just spreads out thin to cover over the area. If it strikes something else, the ice will instead try to envelope the struck object. However, the more ice the wielder wants to make, the longer the hammer has to be in contact with the target, so it is difficult to freeze a large object in the midst of battle.
As a secondary ability, the hammer can create weapons and simple constructs out of ice. The magic of the hammer doesn't actually require any water to make these items out of ice, instead drawing mana from an outside source and freezing the mana itself.
Finally, as a magical throwing weapon, it will return to its wielder's hand after being thrown. The hammer doesn't actually fly back to its owner. Rather, after being thrown, the owner just has to will it, and the hammer appears in their hand again.

Ability 1: Epic-Level Dwarf Fighter - Brunna is an epic level dwarf fighter. In other words, she has reached the peak of her physical abilities as both a dwarf, and a fighter. Because of her Dwarven blood, she is incredibly resistant to poisons, very durable compared to a normal human, very hard to knock over or push around if she doesn't want to be, and very good and spotting and identifying unusual stone work, and an expert at appraising all kinds of metal and stone objects value.
Further more, she has spent years mastering the art of armed combat. Because of that, she is proficient with all sorts of melee weapons, and a couple of ranged weapons. She can pull off a number of amazing martial exploits, some that borderline on superhuman. She can let a flurry of five or more blows off in a matter of seconds, make incredible leaps longer and higher than her own height, cleave through whole groups of enemies with a single swing, and other similar feats of physical prowess. This includes the ability to wield two weapons at the same time effortlessly.
Finally, she has a very high level of battle field awareness. This allows her to quickly respond to even the most sudden techniques, although it isn't perfect.

Ability 2: Ex-quipping Magic - In all her years of travel, Brunna's greatest triumph was running into a wizard who taught her the secrets of the "Ex-quip" magic style. With this magic, she is capable of magically swapping out her current weapon with any other weapon she owns in an instant. Besides having a huge amount of mundane, non-magical weapons she can access, she can use it to cycle through all the magical weapons she owns.

Strength: ***
Speed: *
Defense: *****
Healing Surges: *** (These represent her ability to shrug off harm, and aren't really a measure of any actual healing ability. She has three healing surges per fight and can spend one to ignore a large amount of damage she just took. It doesn't mean she didn't take the attack. It just represents her ability to ignore pain and injury through years of endurance training and pure adrenaline. )

Height: 4' 1"
Weight: 214 lbs
Age: 96 ( Quite young for a dwarf, actually. )
(http://public4.tektek.org/img/av/0904/d14/0001/45c7192.png) (http://tektek.org/avatar/26066845)

Bio: A relatively young Dwarven woman, Brunna has spent many years of her life fighting. And she has fought a lot of things. Goblins, orcs, giants, dragons, slimes, beholders, drow, zombies, treants, devils, demons...you name it, she's probably fought it.

She's come to the Clash of Smash simply to test her might against some fellow warriors.

AP: 0
JD: 100

Name: GARkip
Race: Mudkip
Gender: Male

Weapon: GAR Sunglasses - These sunglasses are absolutely unbreakable. They return to GARkip when thrown, and are razor sharp. However, due to his hot-bloodedness, GARkip can't be harmed by his own sunglasses.

Secondary Weapon: Mudren - A giant robot Mudkip sporting its own pair of giant GAR sunglasses. Based on Spiral Technology, the Mudren is a powerful mecha. It can fire powerful, highly pressurized blasts of water from its mouth or lasers formed from pure manliness. It can swim and dig because Mudkips are Water types, and gain the Ground type upon evolution. I can also fly just because flying is epic. Also, it can Gattai with certain other mecha to form more powerful mecha. And finally, it can fire its giant GAR sunglasses. They either function like a boomerang and slice through the enemy before returning to its face, or they become two pairs of giant GAR sunglasses and will capture the enemy and hold them in place for a powerful finishing move.
However, GARkip is not only manly, but also very fair. He rarely ever uses his Mudren against opponents who lack a way to fight back, because it's more manly to engage in a fair fight than it is to overwhelm a human sized opponent with a giant robot.
Mudren's appearance:
Thanks to DB for the shop.

1. GARness: He has an unlimited supply of MANLY SPIRIT and HOT-BLOODEDNESS. This allows him to kick reason to the curb and do impossible things. Of course, he can't just do any impossible feat. The impossible feat has to be either manly or epic in order for him to do it. One good example of an impossible feat is the fact that he can increase his strength and other stats the more injured he is, provided he got injured by a powerful attack. Also, he can project shockwaves of pure manliness, or create an aura of manliness that makes other men feel like whimpering little girls in comparison, and causes woman to instantly become very attracted to him.

2. Mudkip-ness: He's a Mudkip. He can use any move a Mudkip can learn, his GARness allowing him to have more than 4 moves. Also, he has legions of fans who liek him and would follow his every command. They can be summoned at any time to do his bidding.

Strength: ****
Speed: **
Defense: ***
Spirit: *** ( This is how often in one turn/post he can do the impossible. Because if you do the impossible too many times in a row, it stops being manly and epic, and starts getting annoying. )

Height: 1' 4"
Weight: 16.8 lbs.
Level: 99

Bio: One day, a Mudkip found a pair of GAR sunglasses. The moment he put them on, he felt a surge of MANLINESS and HOT-BLOODEDNESS. It transformed him from a simple Mudkip into the mighty GARkip! Using his new found hot-blooded spirit, he gained the ability to walk on his hind legs, use his front legs as hands, and the ability to speak the human language. He then decided to travel the world to prove how manly and hot-blooded he was. In order to further prove his manlyness, he joined the Clash of Smash. Because it would be fun.

Theme: Rap is a Man's Soul! We Surpass the Impossible, and Kick Reason to the Curb! Open Your Ears Wide and Listen to the Great Gurren Brigade Theme (from Tengen Toppa Gurren Lagann)
http://www.youtube.com /watch?v=YK7cvxWpE9E

AP: 0
JD: 100

Title: Re: The Profile Topic
Post by: Ƨɒlƚy on 11 July, 2008, 06:22:25 pm
Name: Catastrophix
Race: Only he knows.

Created. Type varies, no special abilities beyond being very sharp and very sturdy.

Absolute Control: Catastrophix has complete voluntary control over kinetic energy. However, the "AT field" of other characters prevents their kinetic energy from being manipulated. This restriction only applies to beings with functioning minds, and is not in effect for summons.

The Universe: Catastrophix has the ability to stop moving on the 4th-dimensional path often known to other beings as "time". During this period, he can do two things:
  • Change the dimensional coordinates of anything
  • Apply one rule to the universe.
Note: Catastrophix may not directly affect his opponent during this.

Melchsee's Door: Catastrophix may create a small, self-motivating black hole that seeks out created or controlled supernatural effects (such as elements, auras, and summons) and teleports to them immediately in order to consume them. Every one thing that it consumes not only makes it grow larger, but also adds one (distributable) stat point to Catastrophix. If there is more than one target, it will split into several pieces and all of them will teleport into their respective targets. After splitting, they will converge at a point determined by Catastrophix. After consuming five things, it will begin to leave a trail connected to itself between its destinations. After consuming ten things, a piece of it will split off and automatically protect Catastrophix from all imminent attacks by putting itself in the way, though it will not teleport. Things created by Catastrophix will be consumed as well, but will not count towards its consumption total.


Strength: *
Speed: *****
Defense: *
Senses: ***** (Is able to see down to the subatomic level, hear the trajectory change of electrons, feel the movement of anything within a 1 mile radius.)

Height: Anything he wishes it to be, but normally 6'2"
Weight: Can't be measured.
Age: Meaningless.
Skin tone: Tan.
Eyes: Blue (just blue, his eyes are entirely blue)
Hair color: Very pale blond.
Hair style: Short and slicked back.
Garments/clothes: Blue jeans and a black leather trenchcoat.

Bio: A being to whom past, present, and future are meaningless terms, his 5-dimensional existence often leaves him bored with the sheer monotony of the lives of others. So, he often seeks battles with those whose powers may provide him with some novel amusement. Of course, since he is what he is, he voluntarily limits himself in order to make things that much more fun. The knowledge gained through his eternity of existence and special abilities let him modify his body from whatever it is at the moment, forever erasing the chance of knowing what he originally was. He does, however, have a few favorite forms.

Theme song: http://www.youtube.com /watch?v=SToomAszw0A&fmt=18

Name: Versaren (Ver-sar-en)
Race: Created Being.

Indestructible, very sharp claws on fingertips, toes. Larger single claws on forearms, shins. Smaller single talons on heels.

Force gun: Can produce concussions, with range, shape, energy, and duration depending upon how it is tuned.

Linkshell: A pair of rings that function as portals. One serves as an entrance, and the other as an exit. These rings are telepathically linked to Versaren, and as such he has complete control over their shape, size, and position, as they are self-motivating and move extremely fast. They can be locked closed at either end, preventing something from exiting or entering the circuit. The circuit has a maximum load of 6 attacks before it overloads, expelling all absorbed attacks or masses from both ends and frying it, preventing it from being used for two turns.


Self Control: Versaren has complete and total control over every piece of his body, allowing him to change his body according to his needs. Versaren's usage of it allows for including, but not limited to:
  • Immunity to all stat-decreasing effects
  • Immunity to all poisons, acids, magical potions, and diseases
  • The creation of poisons, acids, and diseases tailor-made to opponents, bypassing immunities.
  • Flight
  • The usage of transformable and detachable body parts as weapons
  • Versaren enters a state of extreme metabolic acceleration, doubling speed and tripling strength for three turns
  • Mitosis, with the end products being identical to the original in every way, except for having 3 less stat points each, these stat points being distributed anew for every product. Each product of this process is another Versaren, and is fully independent and capable of everything that the original is. There is no limit to the number of products.
  • Limited regeneration, up to the level of restoring lost limbs
  • Change at will of stats, with a corresponding change in body

Phage: Versaren can eat anything and everything without suffering any ill effects or bodily distortion. In addition, whenever he eats anything, his stats increase. When he eats matter, his strength and defense increase by one point. When he eats energy, he gets one stat point to distribute at will.

Primal Pulse: Every time Versaren's stats change without increasing, all weapons cease to function for three turns, and any effects generated by weapons cease to exist immediately. The weapons themselves do not cease to exist, however, and physical weapons such as blades or clubs can be used. (Not guns, though) Every time Versaren's stats increase, all abilities except Phage are disabled for two turns, and any effects generated by abilities cease to exist immediately.

Strength: ****
Speed: ***
Defense: ***
Rage: **

AP: 16
JD: 360

Height: Varies, but usually 5'9"
Weight: Varies, but is off the scales anyway.
Age: Immeasurable
Skin Tone: Totally black
Eyes: Black, with bright gold irises.
Hair Color: Pure white.
Hair Style: Very long, uncombed and goes straight back.
Garments/clothes: Green and blue silk scarves wrapped turban-style around the torso and upper legs.

Bio: Created so very long ago that he can barely remember it, Versaren first awoke in the same form that he uses now, with the full knowledge of how to utilize his special abilities and some other information besides. Part of this inborn information was an incredibly keen sense of smell, and the knowledge of the chemical structure of all forms of material known to his creator. He knew that his purpose in life was to find his creator and defeat him, for only then could he be free to choose what to do with himself. Equipping himself with the few things that his creator left behind especially for him, he began his endless hunt. The eternity of time has led him to the Clash of Smash, where he hopes to find his creator, or, as he refers to him, "That Man".

Theme song: http://www.youtube.com /watch?v=jZwxIAHiwoQ&feature=related&fmt=18
Name: Zetta Freeman
Race: Bad-ass freakin' voice actor

Changes depending upon form.

  • Overlord Zetta: Yo****suna, a broadsword/space battleship. Adds strength +1 when in sword form. In battleship form, it is armed with a large amount of laser cannons, IW missiles, and an impenetrable force field that surrounds it for two turns, but needs to recharge for three. In addition, it carries an infinite amount of Prinny Baals, though only 5 may be out of the ship at once.
  • Sho Minamimoto: Pins: Each pin allows for a different psychic ability to be manifested, but equipping each pin requires at least as many mana stat points as the pin requirement. Up to a maximum of six pins may be equipped at any one time. The equipping or usage of pins does not consume stat points.
  • Nameless Swordsman: Is able to use all of the bladed weapons of the other forces.
  • Alucard: The Casull and the Jackal, two enormous IW handguns which fire holy attribute bullets.
  • Hagi: An infinite number of impossibly sharp (as near to CA as can be, without canceling indestructibility) daggers secreted around Zetta's person.
  • Karasu: Indestructible black whips that appear from Zetta's tattoos. Their length can be changed at will, and has no limit.


A red motorcycle, with built in rocket launchers, laser cannons, and anti-gravity system.


Freeman Force: Zetta has the power to use the abilities based upon the attributes of any character that Crispin Freeman voices, up to 3 at once. His appearance changes depending upon which forces he is using at the current time.

  • Overlord Zetta: The first of Zetta's default forces. The raw power of this force means that as long as this force is active, Zetta will gain two stat points per turn, one mana and one to distribute as he pleases. Mana +2
  • Sho Minamimoto: The second of Zetta's default forces. This force allows Zetta to summon an army of Taboo noise. Each Taboo noise costs one mana point until it is destroyed, at which point it may be absorbed back into Zetta, giving him one distributable stat point for each two Taboo noise he absorbs. This force also allows Zetta to phase through anything once per two turns.
  • Nameless Swordsman: The third of Zetta's default forces, an amalgamation of all of the swordsmen played by Crispin Freeman. This force gifts Zetta with mastery of all forms of bladed weapon combat. Strength +2.
  • Albedo: While this force is active, Zetta's hair turns white. Zetta is immune to all poisons, acids, and diseases, and cannot have his stats decreased. If Zetta is already suffering from any of these when he switches to this force, they are immediately removed.
  • Alucard: When this force is activated, Zetta dons a red fedora with a wide brim. This force allows Zetta to generate an infinite amount of limbs. This force also gifts Zetta with darkness control. Strength +1
  • Hagi: When this force is activated, a pair of black leathery wings burst from Zetta's back and his left hand becomes clawed. The wings allow Zetta to fly at speeds in accordance with his speed stat. The clawed hand is impossibly sharp, and indestructible as well. Speed +1, Strength +1.
  • Heat: While this force is active, a red tattoo in the shape of flames appears on Zetta's right arm, blending with the black tatoos in a spiral shape. This force allows Zetta to control heat at will. Defense +1
  • Itachi Uchiha: When this force is activated, Zetta gains the Mangekyo Sharingan and holds his right eye closed most of the time. Abilities of the Mangekyo Sharingan include Amaterasu, Tsukuyomi, and Susano'o, as well as the usual Sharingan abilities.
  • Kagetsu: This force allows Zetta to project a spherical field with a radius of 10 miles. Inside this field, no elemental, magical, summoning, transforming, or control abilities will function unless the user has as many or more mana stat points than Zetta.
  • Karasu: When this force is activated, Zetta's black tattoos elongate and form thin lines all around his entire body. This force allows Zetta to teleport at will, as well as letting him travel in the 4th and 5th dimensions at will.
  • Regal Bryant: While this force is active, a pair of broken shackles appear on Zetta's wrists. This force gifts Zetta with the ability to negate the motion of anything, so long as he touches his feet to it. Strength +2
  • Sakaki: When this force is activated, golden areas appear inside Zetta's black tattoos and three black horns form upon his head. Zetta's touch will infect any electronic devices/entities/tools with AIDA, a malevolent computer virus that causes temporary paralysis, decreased functionality (speed and attack stats -3), and errors resulting in erratic behavior (in sentient machines, this would resemble insanity).
  • Straight Cougar: When this force is activated, Zetta dons Straight Cougar's shades, the most bad-ass pair of shades in the entire cosmos. It also changes his theme to theme 2. This force allows Zetta to move at speeds faster than that of light, as well as giving his kicks incredible power. Speed +3
  • Zelgadis Greywords: While this force is active, Zetta's skin turns gray and stony. He gains access to all of the spells from the Slayers universe, most notably the Dragon Slave, Ra Tilt, Ragna Blade, and Giga Slave. Strength +1, Defense +1, Speed -1.

Netherworldly Overlord: Once every four(personal) turns, Zetta may freeze everything happening on the current field of battle and translate it all onto a Netherworld. Each Netherworld lasts for 5 turns (total).

  • The Netherworld of Gehenna, the spawning point of all insanity. Normally sane characters have a 25% percent chance (determined by two coin flips of a neutral party, heads and tails called beforehand) per turn of going insane from all of the psychic stress emanating from it. If Zetta calls both coin flips correctly, the affected character goes totally insane, hallucinating and manifesting hidden phobias. If one is called correctly (the calls must be in order), then the character suffers from an incredibly increased amount of stress, this decreasing strength and mana stats by one. If none are called correctly, then nothing happens to the character. Of course, this place has no effect upon characters that were already insane.
  • The Netherworld of Mvbinuz, essence of the infinite. This netherworld is totally without any form of light, but this is merely a minor detail. The true attibute of this Netherworld is that it is truely infinite, and, in the way that infinity has of doing such things, renders distance meaningless. As such, when in Mvbinuz, the position of characters is determined by nothing, essentially allowing for infinite teleportation.
  • The Netherworld of Rasa, the blank world. Whatever rules Zetta sets here are absolute. These rules cannot infringe upon the rules of the CoS, such as making a character hit themselves. All rules are set at the beginning of Zetta's first turn and serve as the physics of this Netherworld.
  • The Netherworld of Sietz, the world without limits. This Netherworld essentially acts as a limited GMB for the time it is active, releasing all limits upon a character's powers so long as those limits do not constitute an auto-hit. (The one rule of this Netherworld)
  • The Netherworld of R'lyeh, home of the Dead Outers. While in R'lyeh, Zetta may summon the Outer Gods Cthulu and Nyarlathotep, along with Shoggoths and Deep Ones. Only one of the Outer Gods may be summoned at a time, while up to ten Shoggoths and Deep Ones each may be on the field. The characteristics of Outer Gods are as follows:
    • Cthulu: The Outer God that slumbers deeply in R'lyeh, it is immortal and undying. Capable of driving absolutely insane any being whom stares into its eyes, this gigantic abomination crushes anything caught in its endless amount of tentacles.
      Strength: ******
      Speed: ***
      Defense: *
    • Nyarlathotep: The communicator and avatar of greater powers than even he, the Black Man is sardonic, sadistic master of magic. His cruelty and taste for revenge are unparalleled, as his immortality has let him refine them infinitely. His powers let him rearrange space and objects in any way he likes, letting him create areas where M.C. Escher would get lost, as well as firing blasts of magic so powerful as to make a supernova seem tame.
      Strength: *
      Speed: **
      Defense: *
      Mana: ******

Wakamotivate: Due to his ever-increasing prowess as a voice actor, Zetta now has access to the powers of characters voiced by Norio Wakamoto. Only two forces may be active at one time, and they are indicated by the creation of auras and changing the color of Zetta's clothes.
  • Alexander Anderson:
  • Cell:
  • Charles zi Brittania: Signified by the color of Zetta's clothes changing to purple with gold trim, this force grants Zetta
  • Dracula: Signified by the generation of a blood-red aura
  • Faceless Mastermind: Signified by the generation of a black aura and changing the color of all of Zetta's clothes to black, this force grants Zetta
  • Guyver II: When activated, this force summons a suit of organic armor onto Zetta, known as the Guyver. Further details in the equipment section. Speed +1.
  • Hol Horse: Signified by the color of Zetta's clothes changing to dusty brown and green, this force grants Zetta the ability to control the trajectory of all of his projectile weapons at will. Speed +1.
  • M.Bison: Signified by the generation of a purple aura, this force grants Zetta
  • Mechazawa: This force grants Zetta the ability to combine with and upgrade his motorcycle, allowing him to channel all of his powers through it. Defense +2, Speed +1.
  • Winters Sokaro: Signified by the generation of a white aura and changing the color of Zetta's cloak to white, this force grants Zetta the ability to combat darkness. While this force is active, not only is Zetta immune to damage from darkness, but any darkness he comes in contact with is consumed with holy flame upon it's whole area. Strength +1
  • Xemnas: Signified by the color of Zetta's clothes changing to black with white patches, this force grants Zetta
  • Zenon: Signified by the generation of a bright yellow aura, this force grants Zetta a stat boost of +1 to all stats for every force active that is based on a human character and for every human on the battlefield.

Strength: ****(***)
Speed: ***
Defense: ***
Mana: **(**)

AP: 10
JD: 350

Height: 6'5"
Weight: 185 lbs.
Age: Indeterminate
Skin Tone: Albino, with black tattoos covering his left hand and forming tribal designs upon his forehead.
Eyes: Totally white.
Hair: Red flames that appear to be in the shape of hair.
Garments/clothes: He wears a red cape, blue pants and coat, and belts on his wrist and chest.

Bio: Sho Minamimoto, barely alive after his encounter with the Composer at the end of TWEWY, still had his sights set upon attaining the Composer's position. To this end, he did the only thing that could conceivably make him more powerful and bad-ass than he already was. He decided to kidnap Crispin Freeman and perform a procedure to make him his voice actor. However, during the procedure Sho's basic form, that of a "zetta", interfered with another, already present "Zetta". This interference caused the untimely birth of Zetta Freeman, an unholy amalgamation of Sho Minamimoto and Crispin Freeman, with the personality of Overlord Zetta in control, except for the subconcious influence of Crispin. A few minutes after his birth, Zetta announced to the world that he was "One bad-ass freakin' voice actor" and proceeded to rampage across the Universe. Now, he has appeared at the CoS.

Theme song:
1. http://www.youtube.com /watch?v=VXytaD5AKyM&fmt=18
2. http://www.youtube.com /watch?v=pv1kirNU8n4&fmt=18
Name: Con Briofe
Race: Incarnation

Chaos Breaker: Appearing to be nothing but an ornately decorated sword hilt, this piece of equipment, when used, projects a steady stream of photons that are not affected by the Inverse-Square Law.

Armor of the Tiger: This armor, with a blue base and white stripes, covers Con Briofe's arms, legs, and torso. By wearing it, he may convert any form of ambient energy he comes in contact with into a mana stat point. It also increases his strength and speed by one each, and boosts his defense by two. If damaged, the Armor of the Tiger will slowly regenerate.

Linkshell: A pair of rings that function as portals. One serves as an entrance, and the other as an exit. These rings are telepathically linked to Con Briofe, and as such he has complete control over their shape, size, and position, as they are self-motivating and move extremely fast. They can be locked closed at either end, preventing something from exiting or entering the circuit. The circuit has a maximum load of 6 attacks before it overloads, expelling all absorbed attacks or masses from both ends and frying it, preventing it from being used for two turns.


Entropic Conversion: Con Briofe, in his capacity as the Incarnation of Entropy, has the ability to increase or decrease the entropy of a system at will, allowing him to, for example, turn water into an explosive, or transform a star into a gigantic crystal, however, he cannot increase the entropy of organic systems. This ability has no range limits.

Personal Space: Con Briofe may create a spherical space 5 meters in radius around himself, this space being a hole into a different universe consisting entirely of vacuum. Anything inside this space is instantly transferred to a space of corresponding size in the other universe. This space (on both sides) may not be entered or exited while the ability is active. Anything caught is transferred only once, and must wait for another activation of the ability to return, if at all.


Strength: ****(*)
Speed: ***(*)
Defense: ***(**)
Mana: **

Height: 5'7"
Weight: 200 kg
Age: N/A
Skin tone: White
Eye color: Totally white
Hair color: White
Hair style: Short and spiked.
Garments/clothes: The Armor of the Tiger and a white pair of boots.

Bio: Con Briofe is the incarnation of the Second Law of Thermodynamics, otherwise known as Entropy. He came into existence with the sole purpose of ensuring that the heat death of the Universe comes about as fast as possible, and at first, he not only performed his duty, he enjoyed it, as he despised everything about the Universe, from sentient beings to solar systems. However, something happened to throw all of that into chaos. On his endless trek, Con Briofe discovered that he rather liked felines. As such, he now spends most of his time doing his job while carrying around as many cats as he can find.

Theme song: http://www.youtube.com /watch?v=VLCS9Jq-YQ0&fmt=18
Name: Halgensyd Rexef
Race: Human Ubard

The Sacred Tome: A magical book that determines the order of the cosmos. Not only will anything written in this book come true at the cost of some mana, any damage done to it will also be done to the one who damaged it.

Maou Kestra, The Devil's Flute: A cursed flute that bound itself to Halgensyd from the very moment that he first picked it up. This UB instrument can transform at will into any type or number of other instruments, no matter how esoteric they may be. The music it plays is so charged with magic that it can do things ranging from charming even the most berserk of beasts to blasting holes in miles of solid rock. Even the very elements themselves dance to his tune when he plays it. Regenerates one mana stat point per turn. Some of its transformations include:
  • Speaker Shield: This form of Maou Kestra is a system of speakers (size and shape may vary) plugged into whichever instrument Halgensyd is currently using. Not only does it serve as a defensive barrier, the sound it produces can be tuned to be so loud that it can lay bare a grassy plain with one note, or ****ter several meters of titanium alloy with two. (40+ Bels) It also amplifies the power of the elemental intruments so that they produce double the effect they would otherwise.
  • Screaming Soloist: This form of Maou Kestra is a matte black electric guitar with the power to control electricity when played. When combined with a speaker, it supercharges it, makin the speaker three times as powerful as before.
  • Crashendo: This form of Maou Kestra is a camoflage patterned drumset with the power to control Earth (including all metals, metalloids, minerals, and nonliving organic material). Halgensyd cannot move while he is playing Crashendo.
  • Sonic Archer: This form of Maou Kestra is a bow and set of arrows, all hollow. The fluted arrows, fired at speeds approaching that of light, produce a damaging sonic boom even if they miss. Best suited for long-range combat.
  • Blazing Bow: This form of Maou Kestra, a bow with a glossy red finish, it is able to control fire when it is used. When used in conjunction with the Sylphic Violin, it becomes twice as powerful.
  • Sylphic Violin: This form of Maou Kestra is a violin, pure white with gold and silver filigree. When played, it has control over wind. When used with the Blazing Bow, it becomes twice as powerful.
  • Purging Piano: This form of Maou Kestra is a grand piano, complete with stool. When used, it banishes summoned objects/creatures, nullifies intangible objects (such as fire, light, darkness) in a 100-meter sphere around Halgensyd, and harms intangible creatures severely. Halgensyd cannot move while playing the Purging Piano.
  • Piercing Flute: This form of Maou Kestra is a simple flute made of platinum. A note from it will return transformed beings to their original form, but heavily damaged. In addition, those beings capable of transformation will also be rendered unable to trasform for the rest of the battle.
  • Tuning Sword: This rapier vibrates with the harmony of all of the instruments that Halgensyd has played so far, becoming sharper and sharper for each instrument he has played before using it. For every instrument he has played, he may release a ghost of it from the Tuning Sword and play a duet with it for two turns, but this consumes the stored harmony of the instrument. Once he has stored the harmonies of all of the named instruments, he may use the Tuning Sword to fuse with Maou Kestra, doubling his stats for three turns and allowing him to use his first GMB.


Infinite Crescendo: Halgesyd, with his infinite library of music, may play one song per turn, with the song's effects based upon its title. This is represented by the posting of a YT video containing that song, if possible. While normally, Halgensyd has an infinite amount of songs to work with, with each song only being usable once per battle, Halgensyd can choose different things can happen depending upon how limits himself.
List of limits and effects;
  • One artist/band: 4 uses per song, the same song cannot be used consecutively.
  • One album: Unlimited number of uses per song, two songs may be used concurrently, the same song may not be used consecutively.
  • One song: The song is always in effect, or may be used every turn. Is not compatible with all songs.
Note: Use of Maou Kestra does not count as use of this ability

Pianoforte: Halgensyd may change the hardness of anything he is in contact with, with this, he can make paper harder than diamond, or make corundum that you could cut with a fingernail.

Ensemble: Halgensyd may summon any music-related character from any work of fiction or real life, with any and all powers applicable to them.


Strength: *
Speed: ****
Defense: ***
Mana: ****(*)

Height: 7'1"
Weight: 210 lbs.
Age: 25
Skin tone: Tan
Eye color: Bright green
Hair color: Brown
Hair style: Medium-length, messy.
Garments/clothes: Light brown long-sleeved tunic, dark red pants, leather boots and pauldrons, black fingerless gloves, bright red cape embroidered in green.

Bio: Born in a large city, Halgensyd showed a remarkable affinity for music at a very young age. As such, he was taken into the Musician's Guild, where he learned to use every instrument with an equal amount of skill. All was well with his life until one day, he broke into a sealed storeroom in the Guild out of curiosity. Inside the room lay an iron chest, and inside that chest lay Maou Kestra. At the very moment when he first touched it, Maou Kestra bound itself to him and gave him magical abilities with music, but also a curse. He may never have a home, for he will be reviled by all beings after staying for a short time. As such, he travels ever onward, searching for a home to rest in.

Title: Re: The Profile Topic
Post by: Masterman on 11 July, 2008, 07:43:26 pm
Name: Jase
Race: Demon-Elf
Class: Assassin
Weapon: Long Blade that pops out of arm.
Sec. Weapon: Bombs

AP: 0
JD: 0

Strength: 3
Speed: 5
Defense: 3
Rage: 1

Description: [image]http://starsmedia.ign.com/stars/image/article/839/839722/altair-assassinscreed_005_1196886358.jpg[/img]

Looks like that, except turn those daggers on his side to bombs, and change his hoody black. Has baggy pants, a very urban dialect (with lots of yo's and other hood slang), and a black bandana over mouth.

Bio: A loud assassin hailing from the town of Masterman. Originally, a hired mercenary for the raid on Bridge 8, Jase proved that he was much more than a simple mercenary. He defeated countless recruits on the Bridge 8 massacre, and captured the Bridge alone. It eventually caught fire, and he was one of the two survivors. The King of Masterman, Masterman, saw this, and asked Jase to be his loyal assassin. Jase accepted. After 7 months passed, Jase resigned, and went off to carry on his own life. He eventually got married at the age of 15 to a samurai-woman named Shura. They lived happily, but being the man Jase is, Jase strolled off later on, and eventually his loud mouth led him into dark waters. He got into a big fight with some local thugs, and when his back was turned, one of them stabbed a deep wound in his arm. He now has a very distinct scar on his left arm. Later on, he strolled off again and met up with a group of people called "Clashers" and eventually played their game, to show his strength and win money, back for his home life. Little does he know, the King of his hometown, laid the foundation of this very widespread fighting-craze, called the "Clash of Smash".

Height: 5' 3"
Weight: 118 lbs
Skin tone: Light
Eye color: Red
Hair color: Black
Hair Style: Short
Garments/Clothes: *see pic* Except turn those daggers on his side to bombs, and change his hoody black. Has baggy pants, a very urban dialect (with lots of you and other hood slang), and a black bandana over mouth.

Notes: Metal blades pop OUT of arms. Like Baraka.

Thnx for the heads-up Doc.

Title: Re: The Profile Topic
Post by: Judgment Angel Zero on 11 July, 2008, 09:12:10 pm
Judgment Angel: Zero

Judgment Blade
A gargantuan sword that is around 8 feet long. Blessed by the gods, it can only be weilded by himself. Anyone else who attempts to weild it shall not be able to lift it. The sword is capable of ripping rifts between dimensions that will suck up anything within its range, never to be seen again. The blade can cause massive shockwaves that can cut as well as the blade itself.

Chain Gauntlets
Golden gauntlets equipped with unbreakable chains. Chains can travel through any surface, and can be manipulated by Judg's finger movements. As many chains as desired can be fired from both gauntlets. Each chain comes with a spear head attached that latches on to a target, making removing it from a body dangerous. If caught in s dangerous situation, Judg can clip the chains.

Robotic Mosswine Companion
A robotic mosswine (monster found in MHF2. Research say it goes crazy when you hit it.) It comes with a mushroom cannon that fires mushrooms like bullets. The mushrooms can come with hazardous qualities that are specified by Judg. This includes, but is not limited to poisons and paralyzation agents.  It comes with jet boosters as well, increasing it's speed greatly if nescesary, and even rurning the robot into a projectile. Immune to dark, ice, and lightning.

Manipulation of the Holy Element
Zero's favorite, signature ability. It allows him to summon up blessed mana from within himself and the environment and bend it to his will. The light that is produced from this manipulation is eternal, and very powerful. It can be a solid as steel, or liquid, like a river, depending on his will. He can even use the light produced from the manipulation of the mana to illuminate dark places, and blind his opponent.

Mastery of Gravity
As the name implies, this is the ability to completely manipulate gravity. Allows Judg to strengthen or diminish the pull of gravity. He can even control from what direction gravity is pulling on, and what objects are affected or unnaffected by that gravitational pull. The sub-ability to give something an orbit is also included. Judg may also use gravity to pull things into other objects. Gravity can also be used offensively, in the form of black zones. If an area is turning black, it means Judg is going to make the pull of gravity very intense. Bone disintegrating intense. Anything in the black zone has one turn to escape.

Command of Heaven and Hell
Judg has complete command over demons from Hell and angels from heaven. He can summon up to 20 total minions with this ability.
Angels: These guys have healing properties. Their primary role is to heal Judg and the demons. It takes a single turn to completely heal one injury Judg has sustained in battle. An angel can choose to sacrifice itself to become a stat point for Judg in any area he desires. However, this reduces the amount of total summons by two, meaning, if one sacrifices itself, Judg can only have 18 summons. Often, they will aid Judg with ranged attacks from their arrows. If they touch an opponent, the opponent will freeze in place for one turn. The shields of angels can absorb any non-CA attack.
Demons: Vicious, large brutes. They have high offensive power and defense. Their speed stat raises for every angel on the field. They are armed with flame manipulating abilties, axes, and tougher-than-steel bodies. If they manage to hit an opponent with their axe (no cut nescessary), that opponents speed stat will be reduced by one. If their fire hits an opponent, the target's fourth stat (Jump, senses, mana, etc.) will lower by one star. Physical attacks (fists for example), result for a loss of one star in defense for the foe.

Sand Manipulation
Judg can also manipulate sand in anyway he desires. He may produce sand, manipulate it, and even transform into it (If transformation is used as auto dodge or teleportation, it has cooldown time of one). The density of the sand may be controlled as well, allowing the sand to become incredibly hard, like a boulder, or delicate, like a child's sand castle. Judg's sand has the ability to suck the moisture from anything it comes into contact with, such as water, the human body, grass, etc...If used on a living person, the ability can completely parch the body causing immediate dehydration, resulting in lack of energy if not death.

I'm Taking You With Me
Three times in battle, Judg may choose to use this ability. If Judg is wounded by a foe's attack, the wound will be automatically inflicted on the opponent as well. Only works three times.

Temperature Control:
Judg can control the temperature of objects that are not his opponent. Not much else needs to be said about this ability.

Stat Reduction Reversal
Any attempt to reduce Judg's stats result in him gaining the amount of stats he would have lost.

Water Manipulation:
The ability to manipulate and produce water at will. This includes the transforming into of water as well. As with sand, if transformation is used to teleport or auto dodge, transformation has cooldown time of one. Judg may also manipulate water pressure with this ability.

True Angel Transformation:
With this transformation, Judg removes the spell that was put on him sealing his potential. This causes his stats to double what they were for two turns (stats affected by the stat reversal ability doubled what they currently are.) Cannot be used first five turns. Lasts five turns. 5 turn cool down.

Super Pizza Summon:
Judg summons his fictional creation, Supa Pizza. Only one can be on the field. It's abilities include:
-The use of any Pizza Topping as a weapon.
-Elastic arms and legs.
-Flying with his cape and teleporting with it.
-Turning into a pizza wheel.
-Using a giant rotating pizza cutter.
-Giving Judg awesome sauce. (Ups his defense and strength by 1)

Stats of Super Pizza:
Strength: ***
Speed: ***
Defense: ***
Senses: ***

Pizza Topping Uses:
Peperonis Cut
Crust is a bludgeon
Jalpenos explode
Cheese is an adhesive and burns
Hawaiian fruits suck
Bacon slides along the floor making it slippery
Olives can be used as poisonous agents.

God Mode Breakers
Shining Bind:
A move learned from Judg's idol. A large ring of light causes initial damge under Judg, anyone caught in it will then be subjected to several waves of light building into the center of the ring until final a burst of powerful light energy erupts from the ground. Since it is allowed to break the rules and such, this nullifies Light immunities.

Final Angel Transformation:
A blinding light shots from Judg's body and when it dims, Judg has unlocked his greatest potential. His stats triple in this form and it last 3 turns only.

Speed *****
Defense *
Mana *****

AP: 127


Name: Codename: Plasma Komodo
Race: Super Human

This is a high tech eyepatch Komodo constructed in order to help him out on the battlefield. It does the following:
-Vastly improves PK's sense of sight.
-Can swith into thermal mode, where Komodo can see hidden objects by tracking their heat.
-A small, hidden camera on the back strap provides an image of what's behind Komodo at all times, on a small transparent portion of the screen.
-Zoom in and out.
-Sonar mode, where Komodo can detect things through the sound waves being transmitted to the eye wear.
-Provides light in the darkest situations.
-Can shoot small lasers from a tiny opening in the corner of the patch. The laser barely hurts the opponent, but can serve as an excellent distraction if hit in the eye. >_>

StickJet Shoes
These are are seemingly normal boots that can actually propel propel Komodo into the air. The flames that come out the soles can be used for combat. These shoes can also stick to any surface Komodo wishes to travel on. Even an organic surface.

Disjointed Hitboxes
In honor of Solid Snake's brokeness in SSBB, Komodo also get's disjointed hit boxes. With this, Komodo can actually hit things that are two god damn feet away from his actual attack, and still retain all the god damn damage. Also, as a wink to MGS4, Komodo can grab you even if your two feet from his grab range. If you are within those two feet, Komodo will reappear right next to you, and you will have been grabbed.

Stealth Boost
If Komodo remains out of the opponents sight for two turns, all his stats go up by one.

Strength: ****
Defense: ****
Speed: ***
Jump: *


Name: "Devil God of the Sea: Raijin"
Race: Human (Although, he seems to believe that he is a divine being)


Rod of Dominance
This is an extravagant, golden, 7 1/2 foot staff. Written in royal blue are unidentifyable letters from a dead language. At the top of it is a small ball, decorated with a halo-like crown, that holds many hidden weapons. The hilt of the sword piece also acts for storage for another weapon. This is a very....Versatile rod. Here is a list of it's features (All off these with the exception of the sword are not constantly in effect, and require a button press from Raijin):
-It splits in two to reveal a long, double-edged sword. (Like a sword cane)
-Razor blades poke out of the ball in a ring formation and spin like a buzz saw.
-A scythe-like blade comes out from the ball.
-A spear head comes from the top of the ball.
-A spear hear comes from the bottom of the staff.
-Ball enlarges to about 7 times it's size.
-When enlarged, the sphere can grow spikes.
-A lid pops out of the top of the sphere, revealing a gun, that fires shotgun shells.
-Said gun can also shoot orbs of energy like cannonballs.
-A beam of energy can also be fired from the gun.
-A yoyo-like loop connected to a 150 foot is at the end of the staff, turning it into a projectile weapon that can be swung around.
-If anyone else tries to wield the rod, it will create spikes all over itself.
-When enlarged, the ball can turn into an axe blade.
-The spikes from the enlarged sphere can shoot off.
-When the sword is removed, the scabbard can split apart and turn into long-ass nunchucks.
-Gun on the sphere can fire machine gun rounds that home in on a target and explode.
-When the sphere is enlarged, the gun acts as a bazooka.
-Slamming the staff into the ground causes circular shockwaves to be sent rippling from it.
-Hilt of sword can be launched as a solid projectile, attached to strings from the scabbard to return if it hits or misses.
-Sword can send out shockwaves.
-Staff can decrease and increase it's length and circumference at will, along with the sword (length and width).
-Spikes can portrude from the scabbard side of the rod, to be used as a spiked club.
-If the size of the rod is decreased, and the size of the ball is increased, the staff can be used as a kendama, or a ball and chain. (There is a string attached to the ball.)
-The secret technique of the staff allows it to duplicate itself up to eight times. However, the most Raijin might ever use is two.


Rokushiki Master
Raijin has mastered the seven techniques of Rokushiki. He is able to use each technique to it's fullest potential, without much trouble, except for the secret seventh technique, known only to true masters, Rokuougan. Here are the techniques:
By increasing the blood pressure in his legs, Raijin is able to achieve break neck speeds. It almost seems as if he teleporting if used in short distances. It is easier to see him move if he does Soru long distances.
By focusing his energy into his finger, Raijin can move his and quick as a bullet (Shigan translates to finger gun) and pierce the opponents body like a bullet with just his finger. Moves like Shigan Ouren demonstrate that this can be done multiple times in quick succession. Using Shigan, Raijin can also shoot pure energy bullets from his fingers, and even fire, by just flicking them.
This move makes Raijin's entire body hard as steel, allowing him to withstand the strongest of physical attacks. Cooldown time of 1.
This technique makes the users body like paper, making physical attacks brush past him. Cooldown time of 1, cannot be used after or before Tekkai.
With this technique, Raijin can shoot energy shockwaves sharp  as swords flying from his feet..
This gives Raijin the ability to jump. IN THE AIR. As if he were flying. No, I **** you not.
-Seimei Kikan
This is a technique that allows the user to control his body size and even his hair. The hair is able to stretch using this move, and can become very thick.
-Sai Dai Rin: Rokuougan!
The seventh, and most powerful technique in the Rokushiki art, known only to true masters. This sends a stream of pure concentrated energy flying from his fists. This move is insanely powerful, and exhausting, thus Raijin can only use it 4 times in battle.

Below are two videos of Rokushiki in action, the second one being performed by a master.
www.youtube.com/ watch?v=bKALro9FIa4
www.youtube.com/ watch?v=FT1l3Va8r9I

Goro Goro no Mi
Raijin's second ever devil fruit was the Goro Goro no Mi. This is a logia fruit (Allows the user to control and turn himself into a certain element), for lightning. With this, he is able to control, absorb, and even transform himself into lightning. Obligatory side ability list:
-If the opponent is hit by an electric attack with a product of four in their post time (seconds only), they will be paralyzed for one turn.
-Raijin can turn his body into electricity and travel at light speed in that form.
-If hit by an attack, Raijin can completely nullify it by turning into lightning. However, this can only be done five times in total.
-Rubber nullifies any of his lightning attacks, and will always hit him if he tries to nullify the rubber.
-Raijin can throw an electric shockwave that absorbs all the electrical energy from machines, rendering them useless, and can even operate electricity powered machines with just a zap.
-The power and accuracy of lightning is doubled if target is soaked in water.

Power: ****
Defense: **
Speed: **
Mana: ****

Weight: 265lbs
Age: 27
Skin Tone: White/Caucasian
Eye Color: Yellow-Green
Hair Color: Platinum-Blonde
Hair Style: The hair on his hair has smal spikes that seem to curve to the back of his head. On the back of his head, is a...ponytail, I think it's called...that goes down to his waist.
Clothing: He dons the traditional red pirate captain cloak as a cape of sorts. To keep it in place, he wears a large purple and blue shoulder guard that is attached to a piece of blue, leather armor that covers the right half of his chest (which holds his second weapon) via a brown belt. His abdomen is covered in bandages. He wears very poofy, white pants often seen in indian culture. On his wait is a belt with a large, gold, circular buckle. A large piece of cloth drapes from the belt. In battle, he'll take off his cloak, and replace it with this cloth as a cape.

    Raijin started out with the name Vincent McDonald, captain of the most infamous pirate crew in the west sea, the Jury. He and his crew were a good hearted bunch of pirates, and only plundered from the rich and selfish. They defeated many government agents who tried to stop them, and through propoganda, they were branded as cold hearted killers, but that was not the case. Vincent was a very generous and kind man, who only fought when nescessary. He did not mind though, he knew the consequences of becoming a pirate, as was happen to live with the title of a killer. He was seemingly uncorruptable.
    One day, he came upon this foreign island while he was hungry, and found a mysterious fruit. He took it aboard his ship and told the crew of what he found. The master fruit. A devil fruit that prevents the body from being destroyed should the eater consume multiple devil fruit. The crew grew jealous of the captains findings, and threw a mutiny, throwing him over board to keep the fruit, but the crafty captain managed to steal back the fruit and killed them all.
  After murdering his crew mates, a terrifying shock filled his body...He killed his own friends...For power...This was so unlike him, that he just completely collapsed in despair. He vowed never to kill a soul, and ate the master fruit thus robbing him of his ability to swim as punishment.
    Eventually he found his second devil fruit and ate it as well. He sudden felt a strong jolt of emotions gather up inside of him in and collapsed. When he awoke, he found himself in a ruined city, destroyed by his new power. He did not understand how he did this...All he understood was that he's powerful.....And he likes it.
    As he gained more fruit, Raijin (whom he named himself) gained more and more power thirsty and cold hearted. He suffered a terrible price for his ability to consume more fruit. In place of his body, he lost his human nature.

Raijin is very egocentric and prideful. He is ruthless, cunning, and cold hearting, killing on a whim. He views himself as some sort of God, and demands praise as one.

AP: 0
JD: 100

Title: Re: The Profile Topic
Post by: T23W01f on 11 July, 2008, 10:30:13 pm
Name: Hellbent Tails
Race: hedgehog
Weapon: Claws & Boots & 2 Tails
Secondary Weapon:A small pouch to pull out any kind of weapon or vehicles... and a gutair

Ability 1) Extreme speed - to freak out and run around and attack and dodge really fast (like a 7/5 in speed) and to pounce on the opponent with out time to block and most likey to rip him to shreads
Ability 2) Able to summon and close the gates of hell (If ever need)

Strength: **
Speed: *****
Defense: ***
Mana: **

Height: 5' 9"
Weight: 120
Age: 27
Skin tone:Furry
Eye color: Blue
Hair color: Orange
Hair style: Some what spiked
Garments/clothes: Shoes and gloves

Bio: Coming soon as I get to it

Theme song: Storming the Burning Fields  ( http://www.jango.com/music/DragonForce?l=0 )

Title: Re: The Profile Topic
Post by: HMA on 12 July, 2008, 12:25:17 am
Since I'm low on ideas right now, heres a reset and slightly edited version of HMA.
Race: Human
Primary Weapon: Heart of Mercury: A limitless supply of metal shaped into a small heart around a necklace. It is extrmely light to everything except a rival or anything under a rival's control, to which it very very heavy.
Secondanry Weapon: Infinte Matchbook: A matchbook with a limitless amount of matches.

Transmutation: Any object in contact with HMA can be transmuted into anything like the object.
Pure Control: Any transmuted object can't be changed out of it's form unless it's done by HMA's Transmutation abilty.

GmBs: None
Team: None

Defense: ***
Mana: ***

Height: 2m
Skin tone: Light
Eye color: Blue
Hair color: Brown
Hair style: Thick, messy.
Garments/clothes: A black jacket, with a white shirt and blue jeans.

Bio: Under Progress. Release date: Never|

Second charcter, just so I can do some more things. Still low on ideas, exactly the same.

Name: Crimson Blood
Race: Blood Being (descpition in notes)
Weapon: Crimson Wrath: A spear with a huge expandable blade, which can also be shrunk. It can be controled perfectly by Crimson Blood with his mind. The blade has a picture of the Ouroboros carved into it. The spear can be summoned forth in perfect condition in Crimson Blood's hands, regradless of what has happened to it. When not in use, it is a small charm. It can be held, used, and controled easily by Crimson Blood alone. To all others it is near impossible to use.
Secondary Weapon: Blood Bones: A huge skelington of a dragon with blood drpping from it. The end tail is comprised of very sharp blades, which can be deattached and can be controled by Crimson Blood's mind, and be reattached at any time. The wings act as a giant sheild. The head can shoot out giant balls of dark energy, and swarms of bullets and the bullets which are used for attacks are summoned forth. Blood Bones can be summoned forth in perfect condition in Crimson Blood's hands, regradless of what has hapend to it. It as light as feather to Crimson Blood, but only him. When not in use, it is a small charm.
Blood Control: This alows Crimson Blood to summon forth any amount of blood, control blood (as long as it is not in a body of a clasher, that is) and use it for many purposes.
Changing Blood: This alows blood not in a clashers body to be changed for multiple purposes. Blood can be changed into: a hard, solid material, a sticky material, a sharp blade, a thin mist, and various other things. It is still blood and can be controled as such.

Strength: **
Speed: ****
Defense: **
Mana: ****

Height: 2m
Skin tone: White.
Eye color: Crimson
Hair color: Crimson
Hair style: Long.
Garments/clothes: Black pants, black shirt with a crimson picture of the Ouroboros on it, crimson shoes, and a necklace which holds the charms which become weapons.
Misc: 2 Black draconic wings.

Bio: Blood was a being that relied on the blood of others to survive, who one day joined CoS. The fights in CoS made him stronger. Eventually, he left CoS, but he still gained power. Eventually, he began to evolve. He lost his old powers... but he gained new ones. He became able to sustain himself with his own powers. He became a totaly differnt being. He rejoined CoS in his new form... as Crimson Blood.

Notes: Is no longer the hybrid he once was, he still has traits of his older self. For example, dragon wings. Can also drain blood, like a vampire. Blood must be gained for life, but is kinda pointless noting that since blood can now be created by him. Even more pointless when you add the fact that with all to blood he has gained, he could last a very long time without any more.

OMFG a update. Expect end of the world to follow.

Name: Tarna
Race: Demon
Weapon: Perplex: A powerful weapon which can turn the users hands and feet IW with incredibly sharp edges. They turn black to indicate this.       
Secondary Weapon: Breaker: A powerful artifact, in the shape of a horn. Can only be used in times of emergency. Adds 3 stats, which can be distributed at will. Can only be used for 3 turns, and then requires 8 turns to charge. When Breaker is used, stats cannot be set any lower by anything, even stat boosting effects wearing off.

Abilities: Hyper Style: Allows the body of the user to be propelled at the maxium speed available, and to stop or change the  movement of direction instantly. This can be used to generate shockwaves by immediatly stopping after propelling a body part. The power and range of the shockwaves are determined by the strength and speed stats.
Stat Morph: Allows any 3 stat points to be moved about between stats. They can be taken from anywhere and added anywhere else. Lasts 3 turns, 8 turn cooldown.

AP: 0

Strength: ***
Speed: *****
Defense: **
Rage: **

Height: 1.7m
Age: ?
Eye color: Brownish red.
Hair color: Red
Hair style: Ponytail.

Bio: A female demon. (More might be added. Might being the keyword)

Title: Re: The Profile Topic
Post by: IngSlayer on 12 July, 2008, 09:28:18 am

Title: Re: The Profile Topic
Post by: ProtoOmegaWeapon on 12 July, 2008, 12:40:47 pm
Name: "The Mimic King"

Race: Royal Mimic

Weapon: Jack and the Mimic:

This weapon has two parts. First is the MK's outer body (which looks like a large wooden chest). The outer body is actually made of a substance called orichalcum, which has been fused into it. This grants the MK a +1 stat to defence. The second part, the MK itself, is able to hide in the chest and use it as a shield, although he can still be harmed while inside (just not as easily). It can also cast fire magic and its upgraded forms (Fira, Firaga).

Secondary Weapon: Hands of the Mimic:

Two hand mimics magically bonded to him. This "weapon", in addition to acting as an extension of his hands, allow him to use an attack called Rock-Paper-Scissors. While using R-P-S, the MK will either shape one of his hands into a fist (rock), a stretched palm (Paper), or point his middle and index finger forwards (Scissors). Rock casts the wall spell (Protect+Shell; increases defence by +1 for one turn. Can be stacked for longer use but follows the cooldown rule). Scissors casts either the thunder, thundara, or thundaga spell (Can doublecast spells). Scissors also "Pierces" (ignores and removes) any status that reflects magic/etc. attacks. Paper allows him to block and absorb the mana from one attack that uses mana, which increases his own mana stat by +1 for every time an attack is absorbed. In addition to the R-P-S attack the HotM can also fire non-elemental beams and launch large magic "bullets", from their finger tips. These hands are IW and each one (two in total) add +1 to The MK's mana stat.

AP: 15
JD: 400


1)I-Mimic-You(IMU): With this ability, the MK can copy one of the opponents abilities and be able to use it as well. Once he has copied the opponent's ability, he will have it for the rest of the battle, and he can't change what he's copied. The copied ability will also take up this ability slot for the battle.

2)Minion summon: The MK, being overly powerful and all, compaired to other mimics, also has his own set of minions which he can summon to do his bidding. These minions include:

Magic Vice:


Defence :*


1) Magic Hammer - Reduces the mana of one opponent by -1.

Appearane: Looks like an undead gladiator with three red feathers on its helmet. Uses a magic staff as a weapon.

Hand Mimic:


Defence :**


1) Can use a weaker version of R-P-S.

Pot Mimic:


Defence :*****


1) Can cast either Aero, Aerora, or Aeroga (All of the listed spells are wind magics).

Chest Mimic:


Defence :***


1) Poison spell - Casts the poison spell, which causes poison (either strength, speed, defence, or optional stat reduction -1) status to one opponent.

3)I-Eat-You(IEU): MK can "eat" various objects, although he doesn't exactly eat them. More like he stores them inside himself for later use. If he "eats" something elemental (chunk of earth, blast of light, etc.) he is able to use that element of magic, or he can just spit it back out at the opponent. Once he has "eaten" his first element of the battle he has it for the rest of the battle, although he can store others, just not use them as spells. Non-elemental objects have no limit (although this depends on their size).

GmBs: N/A



Bio: The Mimic King was once an ordinary jack in the box that was stored in a regular wooden toy chest. One day a powerful mimic found the two and decided to combine the two into a body that it can use. With its new body the mimic started out as a "bogeyman" of sorts for the owners of the house, soon leaving after having its fair share of fun with them and wandering the land. The Mimic King soon after became an infamous mark/hunt for those interested. Many tried to best the Mimic King but none could completely destroy him. Now the Mimic King has entered CoS to rise though the ranks Clasher stardom.

Appearance: A combination of a large chest mimic and a jack in the box. The chest has a large crown on top of it, with two hand mimics magically fused with him to act as extensions of his actual hands. These extensions appear side-by-side with him Rayman style (Nothing connecting the outer hands to the chest). A pair of glowing yellow eyes have been placed on top of the chest for the Mimic King itself to be able to see from inside the chest. If you open up a (regular) chest mimic there will be nothing but a large, black empty space in it. The Mimic King itself is a large, yellow coloured object that looks like the sun with a jesters hat. The object has a large, swirling, yellow stream that extends from its behind into the chest, seemingly attatched to the bottom of the chest.

http://www.youtube.com/ watch?v=V8p9c1o1u_U

Title: Re: The Profile Topic
Post by: NPC Overlord Nikoleis on 12 July, 2008, 03:02:58 pm

Name:Pun (Stands for Plutonium, Uranium, Neutronium. Also winning the pun contest ^^)
Race:Nuclear Fairy, cousin of the Electrical Fairy
Atomic crystal wing: Crystal stocking pure energy, those explode easily and can be thrown for massive explosive damage. Cost 1 Energy per use (See below)
Miniflare: A basic radiactive thermal blast of doom!

Flare boost (options: Flare burst, Speed boost)
Atomic bomb (options: Radiation, Timed bomb)

Ap : 1
Jd : 120


Energy: Abilities have an energy cost, a little like Mana prevent using more than a set number of abilities. Any unspent energy is transfered into Overheat, required for more advanced abilities.

Height: 60 Cm
Weight: 15 Kgs
Age: Less than her half-life

Pun is a fairy. You know, those michievelous, small winged creatures, cute and all? Forget about that part. Born from the nightmares following Fukushima's catastrophe, she is the epitome of global destruction and is obvious about that fact. Being made of pure elemental energy like her sisters, she is prone to release it and she is not a partisan of self control, relieving any excess in the most explosive fashion she can think of. Not that it prevented her to be used as a reacor core in the past (a really bad memory that turned her into a hate machine, not like she needed help for that), but guess what? She liked that fact in the end and became a F-Zero pilot for quite some time, albeit an awful one (with a potential for self destruction higher than the bastard child of a Minecraft's Creeper and a Final Fantasy's Bomb). One fact for sure: she is not quite ready to die as the simple existence of belief in her is enough to revive her; and no one want to think a living nuclear warhead is the product of one's imagination for too long when she's around.

Abilities description:
Flare boost
Cost: 2 Energy
Effect: Increases speed by 1, but must go in a relative straight line

-Flare burst
Requires 5 Overheat
Cost: 1 Energy
Effect: Upon using Flare boost, Pun can surround herself in flames, turning into a ramming fireball of pure hatred!

-Speed boost
Requires 10 Overheat
Effect: Flare boost gives +2 speed per use instead of +1

Atomic bomb
Cost: 2 Energy
Effect: A massive ball of fire is released, which can be shot by Pun or left in place. It explodes upon contact and deals significant damage on a large radius

Requires 10 Overheat
Effect: The greenish aura released by the bomb reveals illusions and concealed things. It also cause minor damage to non-indestructible material and people

-Timed bomb
Requires 15 Overheat
Effect: Upon creation, bombs can be set to explode after a set duration (in post)


Liquid pearl: Can take the form of any item that doesn't rely on ammunition, even if it can be split in multiple parts, or fuse with Ariya when "summoning"

Summon Namazu
Divine skills

Ap : 0
Jd : 100


Summon: A summon is not simply a creature brought on the battlefield, but fused with Ariya's body, changing her appearance. As any form it lasts 3 turns but this can be increased by spending the use of the rage ability. A summon brings their own abilities and health, once unfused it takes 3 posts to summon again, if the summon is badly damaged it cannot come back in the fight

Height: 171 Cm
Weight: 68 Kgs
Age: Not what you ask to a woman, eh?

The quest for self improvement, can go many ways, but few are truly pluridisciplinal. In Ariya's case, it is: being omnipotent is a dream yet she is clearly awake when she ponders her ability to become so. Of course, she doesn't mean to get there by her own power alone and is not agaisnt borrowing someone else's power to help herself, reasoning that "If you did all the work to convince someone to help you, it's almost like doing it yourself".  Of course, the less she have to rely on this, the better, and one day, perhaps, she will understand what it mean to know everything and beable to practice it herself... or discover that some things are jst outside the human condition? Who know? The path only just begun!

Abilities description:
Summon Namazu
Namazu is the catfish God of wisdom and earthquake alike, as seen in Zelda: A link to the Past, Lufia 2, Pokemon, Touhou Hisoutensoku, the largest Japanese company producing security anti seismic equipment's logo and more. Note that it doesn't prevent that particular fish to use his own wisdom as way to troll people, including Ariya herself. He travels in a fishtank in Ariya's back outside of battle
Fused appearance: Skin turns bluish while keeping pink parts in some place, two large antennaes falls from her face, reacting to any perceived move and muscles increases slightly in size.
Sub abilities:
Passive +1 Strength, vibration sensing and waterbreathing
Quakepalm: Can hit the ground with all her might, sending a shockwave cracking it. It can be used to destroy massive objects with ease, like a building
Wise defense: With the new tremor sense opening a new perception of reality comes ways to fully understand things unexpected: for exemple on a calm ground the slight vibration of a beating heart can be felt, while on a more busy daythe variance in stepwork allows to see movement coming before they are completed. It is useless without the ground under her feets.

Divine skills
Ariya believes that you can't ask someone to do something without knowing about that something yourself. As thus, she knows how to use a lot of non-combat skills perfectly, be it cooking, sewing, swimming or accounting. BUT there's that little spark called improvisation allowing for an unexpected use of said skill. At the beginning of any fight, 5 differents skills and theirs usage can be prepared, not knowing if those can be useful in advance! Who know if that hand-made porcelain vase crafted "just for practice" before the start of the match could come in handy?

*Pic pending, but a human sized Raven from Armored Core fit the description nicely*

Name:The StarCola company. Delivery: Ernst Kapplan, Engineers: Magali and Justian (others not disclosed)
Race:Various, The current CoS staff is human
StarCola battle mech V1.0. Basic weaponry includes two plasblasters.

1 Heavy weapon slot
1 Support slot

Ap : 0
Jd : 100


Customizable: At the beginning of any match, the Battle mech can be outfitted with several equipment piece (more slots opens as abilities), but it cost JD each time while it also cost to devellop new equipment or upgrade it (paying the R&D)
Advertisement: Matchs are used a a way to entertain customers and as such a good fight increases sales of StarCola, meaning a better budget for customizing the machine. After each match won, StarCola earns 3x(Number of posts) JD, but only (Number of post) upon defeat

Height: Around 220 Cms
Weight: Varies, but above 600 Kgs
Age: Inapplicable

☆This space brought to you by StarCola! StarCola, the drink made for winners☆
What exactly can bring a company specialized in various drinks to send a drone fighter in a place like the Clash of Smash? The answer is not "Money", as you would have expected... or at least, not directly. No, the point is that when you want to show that your industry is top of the line, that your engineers are more competent than any other, that you are a leader in many more things than "drinks", you simply find a competition worth being mentionned worldwide... and you win it, especially if you have no reason to be part of it, showing that you are way above everyone... and this is the perfect advertisement!
Note that Ernst, the guy in charge, would rather be far from here, the poor family man is lost in such a place. As for the mechanist duo? They seems rather crazy and are not much different tha the regular crew spending their time in the lounge...

Abilities description:
Heavy weapons: Those are shoulder mounted weapons with usually massive firepower

Pulsar gun
JD cost: 5
Medium range heavy plasma gun with a low fire rate while being able to pack a punch on a direct hit. Contact with solid matter is explosive

JD cost: 5
Dual rod releasing a massive continual electrical arc in front of the Battle mech, put it interrupts Plasblaster shot as the air is constantly ionised

Cool missile launcher
JD cost: 10
Cool as in cold, these missiles being filled with a mix of liquid nitrogen and endothermic reagent, exploding into a block of frozen air. Funnily enough, the tracking system is heat based

Support: As the name imply, support are general upgrade that doesn't fill a global role

Laser show
JD cost: 0
The point of this "upgrade" is for show only, increasing the total post count at the end of battle by 2 (meaning more money, especially on a win)

Sensor array
JD cost: 5
Nothing can escape the third eye the sensor array is, outside of a global jamming. It helps accuracy a lot

Cycling fusion core
JD cost: 5
More power for any energy themed equipment such as plasblaster or force field, increasing effectiveness of said equipment after the fifth turn (Time required so it can recycle something)

Name: Belnan, the History keeper
Race: Metaphysical being
Book of History: Simply writing in this book is enough to change the World
Basic terms
Nature's will

Ap : 0
Jd : 100

Word Length:****

Semantics: Instead of a set in stone ability, Belnan uses words translating into power. Each abilities unlock a new set of Prefix, Base and Suffix allowing the writing of said word and they follow this general rule:
Prefixes are usually grammar or syntax related and always effect the entire word
Base is what constitute the word itself and is mostly noun. Order is important, as the most proeminent Base is put first
Suffixes alter the previous Prefix or Base or, if at the end of the word, the entirety of it. Those works like adjectives and can complement each other. Order is revelant
The number of elements in a word is limited by the Word Lenght stat

Height: 174 Cm
Weight: 80 Kgs
Age: Undocumented, but tied to the existence of Writing in History
Appearance: Belnan himself is only a Human and keeper of the Book. During the fight, it's the book itself who fly around, write itself, and change the very fabric of existence as the man narrate from outside the arena

Little is known on Belnan, a pretty regular person that only have a vast historical knowledge basis as his "Ability", but the real deal here is the Book, as old as you can get, having a divine spark flowing as it's ink and pages that saw the very beginning of everything. It is said anything written in it is a fact no one could objectively oppose,however ridiculous it could be, as it is litterally the Word of God that is stated. Some other says it's "simply" a powerful artifact left by one of the greatest magician ever, deleting allthat could lead to his existence so he can enjoy his newfound immortality freely after writing his own omnipotence in these pages. Whatever is real, none other than Belnancan say, as the Book makes sure only his chosen guardian can read it.

Abilities description:
Basic terms:
Dor: Proper noun always start with it. Someone's name takes another syllab, however long it is
Vir: Verb uses it
Tel: Defines a state
Osh: Interrogative
Hag: Possessive, Me
Ni: Group, Plural
Na: Negation of next element, if used as the last suffix means negation of the entire word


Ant: Globalisation
Goth: Many, positive, increase
Lith: Few, negative, decrease (Note: Nagoth is different as it bears the idea of not increasing or growing, instead of decreasing)
Star: Hard, robust, enduring
Re: Superlative if put last, also used as "Very" in front of another Suffix
Mu: Mobility, speed

Nature's will

Gill: Earth, Soil, Land
Suke: Water, Liquid
Mehe: Air, Wind
Kele: Fire, Heat
Num: Plants
Kar: Light


Name: Novinen of the Five peaks, Goddess of all that humbly live, Master of the Senses, The Motherly one, Harbringer of truth, The Spirit queen, Lord of the Misty palace
Race: Goddess
The Five keystone of Virtue: Rocks. Undecorated, shapeless, plain old rock... around 200kgs each, floating around easily with telekinesis and useable a levitating platforms. Note that those being sacred, they are existing in immaterial planes at the same time, so ghosting out to try to pass throught them is not an option

The Five Peaks' blessing
First peak: Humility

Ap : 0
Jd : 100


Five Peaks: Novinen's sacred number is 5 and things related to that number are thus her forte, see in her abilities. Guess that's why she is the fifth in this roster!

Height: 191 Cm
Weight: 132 Kgs
Age: Lost count after a lot of eons

All hail Novinen, for her words are sacred! Well, considering se was pretty much bored to death in her valley, she thought "Might as well keep in shape doing something". In the great lottery, events like "Participating in a Smash Bros game", "Conquering the world", "Watching Futurama in Czech" and "Cooking something as she was hungry" were choices that could potentially be selected, but the hand of fate (hers) pulled "Participating in the Clash of Smash" and so here she is. She is still not sure it was a good idea, but at least there's no need to bake anything by herself and it's a good point in her book.

Abilities description:
The Five Peaks' blessing:
The fifth attack in a row is always stronger, while the fifth attack against her lose in efficiency. If an opponent has five stars in a stat, she gains 1 herself, if a password is exactly 5 characters long she can guess it immediately, if it's her fifth post, she gains temporary prescience, if a sentence is 5 words long she can hear it from anywhere... the list goes on and on. Note that the number must be 5, not a multiple, not found by adding various things unrelated or anything else, the link must be strong with the number. Good thing the 5/5/555 happened a long time ago, right?

First peak: Humility:
Before you're ever remotely able to see the Goddess in person, you must climb each of the Five peaks, and each is tied to a concept. The shortest represent Humility and must be climbed without any mechanical help, only relying on yourself. As an ability, it cancel every stat boosting effect currently active and also suppress every non-ability equipment property save Indestructible (yes, it removes Cut anything for a single turn!). There is a Five turns cooldown before each use and it can be used even without anything to remove, since it is a prerequisite for later Peak centered abilities

Title: Re: The Profile Topic
Post by: TBizzle on 13 July, 2008, 01:40:30 am
Name: TBizzle

Race: Human

Weapon: Awesome Armor - This armor is, like, ****ing alive. It can, like, turn into all sorts of different things, like a motorcycle, a giant spike, etc. It also alerts the wearer when attack is coming from behind or something like that. Also, the armor can shoot out ectoplasm beams. They pack quite a punch. ALSO OLO the armor attaches a sort of invisible rubber band to anything that it touches, and only Bizzle can touch it. +2 to defense, too.







Gambit - A kinda sorta rip-off of Gambit's ability from X-Men. Bizzle can touch **** and make it explosive. He can detonate that **** at will. He can also make it so that explosions can come out of an object he's touched without harming the object itself.

AP: 1
JD: 120

Strength: *****
Speed: ***
Defense: ***
Rage: ***

Bio: One day, this dude walked up to Bizzle, and he was all like, "YOU WANT SOME ****ING SUPERPOWERS AND STUFF?" And Bizzle was like, "**** YEAH" So the dude gave him superpowers and stuff.

Theme song
: http://www.youtube.com /watch?v=dIzUD7FKcBk


Name: Sun

Race: Human

Weapon: Moon - An unbreakable sword that can cut through almost anything.
Secondary Weapon: Dusk and Dawn - Two guns whose bullets never stop. 


Soul of the Warrior - Has ultimate control over his sword. This allows him to block attacks that would be too powerful for him to block normally. He can also channel his energy into the sword and control it when it's not in his hands.

Heart of the Gunslinger - Has ultimate control over his guns. This allows him to perform special maneuvers with his guns and channel his energy into them. He can also control them when they're not in his hands. If a bullet from one the guns happens to be going his way, it wil redirect itself to avoid him.

Appearance: [Insert appearance here]


http://www.newgrounds.com/audio/listen/102850 (http://www.newgrounds.com/audio/listen/102850)


Name: Somnium et Somnus

Race: None

Weapon: Haze - A mist that can change its density and blend in with the environment. Haze can split into smaller clouds and go to separate places. Somnium et Somnus can teleport into Haze as long as it is as big or bigger than him. His attacks can also teleport into Haze.
Secondary Weapon: Dust - A cloud of blue particles that can be as hot as fire or as cold as ice. It can be formed into many different things.

Universal Abilities

Growth - Somnium et Somnus and each of his weapons grow throughout the fight.

Somnium et Somnus - Can change into Somnium from to Somnus and from Somnus to Somnium. Each has unique abilities and stats. Cooldown of 5 turns.

Somnium Abilities:

Density - Can control his density to become so hard as to render most physical attacks useless.

Somnus Abilities:

Shapeshift - Can change into any form.

Somnium Stats

Somnus Stats

Title: Re: The Profile Topic
Post by: Ultima_Dragoon on 13 July, 2008, 01:56:45 am
Name: Rosshan Volk
Race: Human
Height: 5'9 Weight: 180 lbs
Skin tone: Tan Eye color: Blue, bright green when using a certain power.
Hair color: Black.  Hair style: Decent length, is wearing a blue headband.
Garments/clothes: A simple journeyman's cloth and leather shoulder plate, modified for movability over power. The only armor of note are his steel gauntlets (with leather gloves).
Weapon: Toess - A simple longsword enchanted and named after Rosshan's former master. It is identical in shape, size, and sharpness to any ordinary longsword, but has the ability to change it's weight (become light for travel, or become heavy at the end for a powerful blow).

Rosshan is a man with a blazin' heart and an unbreakable back.

In battle, he shows a carefree attitude but is very smart, caring, and generally aware.

Strength: ****(*)
Speed: ****
Defense: ****

1: Rosshan Cutter - With the power of his master's dying gift, Rosshan can use his eyes to see the inherent mortality of anything in the form of lines. Upon cutting one of these lines with any slightly sharp object, the object cut will be cut perfectly along the said line. Both using his eyes and performing the Cutter will fatigue Rosshan.
2: Rosshan Eliminate - With the power of his master's dying gift, Rosshan can use his eyes to see the ultimate inherent mortality of anything in the form of a dot. Upon stabbing the single dot on a given object, the object in question will be utterly eliminated from existance. Performing Elimination will fatigue Roshan, depending on the power of the object eliminated.
3: Rosshan's Reality - With the power of his master's dying gift and his best friend's sacrifice, Rosshan can use his eyes to eliminate almost anything; from diseases to concepts, such as the distance between himself and his enemy. However, this will greatly fatigue Rosshan and will generally only be preformed while using Killing Intent or Burnin' Hart.
4: Killing Intent - ? ? ?
5: Burnin' Hart - ? ? ?. +1 STR.

Name : Chelinka Tan
Race : Human
Height : 5'4 Weight : 90 lbs
Skin tone : Tan. Eye color : Black.
Hair color : White. Hair style : Shoulder-length, curled at the ends and generally messy, with a black hairpiece.
Clothing : a tight, dark red mage's gown that looks more like a dress than a robe. Runic symbols line the sleeves.
Weapon : Archivel - A long knife with a dark red handle that has encrusted gems. The blade is dull, but the knife itself has magical power.

Chelinka is a mage with a fiery attitude and a love for combat.

She has expertise in reading human bodies, that is, predicting an attack or noticing an emotion.

Strength: **
Speed: ****
Defense: **
Magic : ****(*)

7: Devonian Magic - Chelinka can perform Devonian Magic, an "absurdly powerful" form of magic. There is no control involved; only a single level of power is usable in a spell.

However, this type of magic requires symbols to be drawn in the air with a weapon or on a surface, and is very fatigue inducing. Devonian spells are offensive, with some self-based spells.

8: Name : Emilia Tan
Race : Human
Height : 5'6 Weight : 118 lbs
Skin tone : White. Eye color : White.
Hair color : Black. Hair style : Long, clean, and waist-length with a white hairpiece.
Clothing : A traditional white robe, enchanted so it can never be dirty or ripped (for long). No hood. Runic symbols can be seen on Emilia's hands.
Weapon : Peace - a staff borrowed from Aura. It always eminates light, both visible and magical. Simply holding this staff with calm the holder. A low-karmic entity will be burned when touching (or being touched) by it.

Emilia is a kindhearted mage who has trouble hurting anything. She is a good negotiator.

She practices "white" magic and accompanies Rosshan.

Strength: *
Speed: ***
Defense: ****
Magic : ****

9: Silesian Magic - Emilia can perform Silesian Magic. The Silesian magic school is all about healing, defense, and enchantment magics. They are casted orally and are spirit based.

GMB; Nothin'.

AP: 114 (3)
LBs: 240 + regular amount.

Title: Re: The Profile Topic
Post by: Cads_473 on 05 August, 2008, 09:28:14 am
Name: Cads_473
Race: nobody
Weapon: Dark Gunblade. (Can fire an infinite amount of dark energy bullets)

Secondary weapon: Kyle, my heavily armed super panda. Kyle has several visors, including infarred, night vision, X-ray, and E.D (Energy detection. He can see the way the foes energy is flowing through their body and can detect where their next attack will be coming from) He has multiple weapons. Some normal, some special made.

Weapons include:
Machine gun. (infnate ammo)
Flame thrower.'
Grenades (And grenade launcher)
Smoke bombs: Kyles smoke bombs produce a special cloud, and when hes in it, hes undetectable by any means.
Standard bombs.
Energy bombs: Powerful bombs that explode into pure energy upon impact. Everything within a 20 feet radius is damaged.
Implosion bomb: On impact. it implodes on itself and creates an interdimensional rift. This MUST be dodged,for it cant be destroyed. Everything within 5 feet is sucked in. (Once per battle)
Implosion gun: Same thing as the implosion bombs, but it fires faster, is less easy to dodge, but its strenthg is lessoned. Everything within a 2 foot radius is sucked in. (Can be used twice per battle)
Standard pistol.
Energy pistol: A powerful pistol that fires off strong energy rounds.
Optical maser ray: A VERY powerful laser that fires in a stright thin line. The laser produces a sheild that protects him against everything except melee attacks while firing. This laser is VERY powerful, and WILL cause extreme damage if hit by it.

There are more that i cant reveal yet. Their secret.

Ability 1. Can control super powered nobody pigs, AKA pigoons. Powers include the ability to shoot fire, thunder, and ice; Javelin skills; Super strentgh; and super speed.
Ability 2. can transform into gannon like monster. stats triple, extremely tough hide, fire manipulation, and sonic boom.
Abilty 3. Werewolf transformation. while in this state, can control spirits, speed triples, strength doubles, and can control wind.
Abilty 4. Bone manipulation: Can soften, harden, loosen, tighten, shrink, enlarge, stretch, create extra, regenerate, and morph ALL bone in my body. All bone has an thin outer shell of adamntium. VERY thin, but this stops it from being damaged or broken easily.
Ability 5. Earth Dominance: Can manipulate the earth in ANY way. This includes making it larger, smaller, stretching it out, etc.
Ability 6. Red chakra: At all times during battle, a red chakra envelopes my body, shaping a fox. This chakra is heated, and can burn some attacks before they hit me. (Not alot, just a few things.) It can be enlarged and stretched, and can damage just like normal punches.
Ability 7: Soul Transfer: Can transfer my own soul into ANY object- Living or Inanimate- and stay in that form for any number of time. Objects i go into can be anything- from solids to liquids to gasses. Once my soul is in another place, my body dissapears until i summon it back. Inside of the object i tranfered my soul into i have all of my abilities. For example, if i transferred my soul into kyle i'd have all of my normal abilities PLUS kyle's. My soul, when in another inanimate object, is undetectable by ANY MEANS. This means i can transfer my soul into, say, a tree, and you wouldnt know unless i moved.

Miscallaneus battle facts:

Seeing as how i can control the elements of Earth, Wind, and Fire, all attacks related to these can be stopped. This doesnt mean, however, i am immune to them. If i am hit with a fireball, i'll get damaged. HOWEVER, if i see the fireball coming i can control it however i want. Whether its redirecting it or destroying it. BUT if the other person can ALSO control the element, i cant stop it.

My blade is enfused with the dark element. This means it can negate all light attacks thrown at me. If i dont have my sword or cannot pull it out in time, the light attacks will hit and damage me, but as long as i can move my sword to where the light blast is, i can negate these attacks.

(More of these types of facts will pop up the more i get more abilities, and undergoe more surgery on my body. Keep an eye on this section of my profile, as more and more facts will appear.)

Gmb: Final form- KYUUBI!
This can work in 2 ways:
1: I transform into the 9 Tailed fox itself. Most attacks are comepletely unnaffective because of my extremely large size. Can utilize extremely powerful strentgh,
2: Uses the 9TF's power, but remains human. Cloak of the fox and physical affects (Self explanatory) Are there to. Can utilize a varity of ranged attacks. Can utilize all of the 9 tals of the cloak, giving MAZ=XIMUM speed and power.


AP: 68
JD: ???

Name: Andrew
Race: Big Daddy, Bouncer.
Weapon: Basic arms, including a pistol, machine gun, shotgun, crossbow, grenade launcher, chemical thrower, wrench, rivet gun, and of course, the drill. All of these weapons are fully upgraded, by Bioshock standards.

For those that have never played the game, here is a description of each weapons upgrade and what it does;

(Increased damage simply means the bullets do more then the normal damage, I.E, against super powered clashers they can actually inflict damage, unlike normal bullets)
Pistol: Increased damage, 26 bullet clip. (Ammo types: Normal, Anti personal, Armor piercing)
Machine Gun: Virtually no recoil, increased damage. (Ammo types: Normal, Anti personal, Armor piercing)
Shotgun: Rapid fire, increased damage. (Ammo types: Normal, Anti personal, Armor piercing)
Crossbow: Crossbow arrows never invincable and never break, increased damage. (Ammo types: Incindiary, trap bolts. Incindiary are super heated, and can burn through many different types of armor. Trap bolts lead an electric charged wire behind it, and stick to surfaces.)
Grenade Launcher: Increased damage, grenades inflict no damage on me. (Ammo types: Heat seeking missile, Proximity mines)
Chemical Thrower: Increased range. (Ammo types: Napalm, Liquid nitrogen, electric gel. Nalpam sets enemies on fire (Including armor), Liquid Nitrogen freezes any enemy, and Electric gel runs electricty through them, causing them to be immobile for a few seconds along with the damage of a lightning bolt running through them)
Wrench: Freezes opponents upon contact. Freeze lasts 3 seconds.
Rivet Gun: Simple gun, fires IE nails.
Drill: Drills through any surface.

Secondary Weapon: Little Sister. Although normal little sisters are harmless, Andrew's little sister is extremely battle orriented. She is outfitted with her own suit similar to the big sisters, and wields an enourmas needle which can suck 1 power per match out of an opponent.  Little Sister is extremely agile, and due to the ADAM in her bloodstream, invincible.


Ability 1: Plasmids. These are special powers, magic, if you will.
Electro Bolt: Sends out lightning bolts. Stuns opponents for 3 seconds.
Incinerate: Sets opponent on fire. Deals damage until opponent finds a water source (Wind, pat downs, etc. will not put the fire out. Being a very powerful fire, only water can douse it)
Winter Blast: Freezes an opponent, for 3 seconds.
Insect Swarm: Shoots out extremely powerful bee's at an opponent. In all actuality, the insects are very hard to destroy, come in extremely large numbers, and are almost unblockable. Therefore, insects must be dodged for the 60 seconds they are out or simply taken.
Target Dummy: Useable every 10 posts. Target dummy clouds the opponents minds, forcing them (No matter what, regardless of any mind tricks they may have) to pay attention to a simply "dummy" of a man for 15 seconds, or until they manage to get across the battle field and strike him enough times for him to dissapear (Normally 3-5 times). In their eyes, everything else on the battlefield is cluded up, invisible, until the dummy is dealt with.
Security Bullseye: Once hit, up to 3 security robots will fly out for 60 seconds, shooting at the opponent.
Enrage: If any other living being (Or, in robots cases, unliving sometimes) is on the battlefield, they must attack this for 30 seconds. This includes my little sister, security robots, and even their own allies (Such as Gaffits Toolbox, Lawnchair, etc.). Useable every 10 posts.
Telekineses: Self explanatory.

Ability 2: Gene Tonics. These are self enhancers, meant to improve defense, offense, and overall performance on the battlefield.
Sport boost: Allows for extreme speed.
Electric Skin: When hit with a melee object, opponent is zapped with electricity, allowing 3 seconds for a counter attack.
(More will be added as Andrew levels up)

AP: 0
JD; 100

Strentgh: ****
Speed: ** (With sportboost, it may be slightly more then this. Also, Andrew can pull of a shoulder dash attack which would be about 4 stars worth of speed. However, this shoulder dash can only head one direction at a time.)
Defense: *****
Reflexes: * (With the massive amounts of damage Andrew, as a big daddy, can take, reflexes are unimportant)

Description: Andrew is a basic big dadder bouncer, only taller and much heavier. (http://hq.dpics.org/wallpapers/49/BioShock,_Big_Daddy_and_Little_Sister.jpg)
Height: 7 feet, 2 inches.
Weight: around 6 tons.
Age: 59 years
Eye color: N/A
Hair color: N/A
Hair style: N/A
Garments/clothes: Big Daddy suit. See picture.

Bio: Andrew was born in Rapture on April 4th, 1950. Andrew was a basic big dadyd bouncer, save for one thing; He was stronger, faster, and much more smart then the rest. After 3 years of faithful service for his little sister, Andrew realized he was different then the rest. he had free will. And when Rapture went to hell, he realized odds are it was no longer safe fopr him or his precious little sister. Andrew faught his way to a bathosphere and rose to the surface. (Basic, but Big Daddies dont exactly have deep backrounds in the first place.)

Title: Re: The Profile Topic
Post by: ganonfloyd on 12 December, 2008, 08:42:43 pm
Name: Brann Kelliher
Race: Human
Weapon: Iron Tusk- As its name suggests, this is a massive Iron Tusk, ripped directly from the mouth of a giant, mythical sea mammal. Brann wields it like a man would wield a normal weapon. Its relatively basic in what it is and does, but its sharpness and durability make it a potent tool of destruction. It can be used for stabbing or crushing due to its large size. (IW)
Secondary Weapon: Harpoons- Large IW harpoons used in whaling expeditions. These are primarily used as ranged weapons. Brann can throw them faster than a normal human being thanks to his incredible strength.

Ability 1: Classical Elements- Brann can utilize the five classical Greek elements of Fire, Water, Earth, Aether and Wind for attacks. Although skilled with each element, he is not as skilled as someone who would devote an entire ability towards one element.

Ability 2: Wild Beasts- Brann has managed to tame a variety of wild beasts during his travels. The beasts her can summon are warhorses, giant (dog sized) fire ants, wolves, grizzly bears, seabeasts (basically seals, but with tusks that point upward from their lower jaws and clawed flippers), Cysquatches (One Eye Sasquatches), Birchmen (like Ents but only slightly larger than a man, they wield curved, serrated blades called "Lion Slicers") and Hunters of the Sky (winged, carnivorous reptiles that resemble pterosaurs).

Ability 3: Savagery- Despite his usual learned demeanor, Brann sometimes gives into the chaos that surrounds him. While in this savage state, his stats get a raise. However, this state is never permanent.

Ability 4: Grimoire- While exploring the forbidden city of Lea Monde one day, Brann came across this powerful book of spells. While he is not normally a magic user, he found he was able to decipher the Grimoire and use it. It gives him access to four magic types and various spells. However, he can only use a spell once per battle. The magic list is below, made smaller so that space is saved.

Shaman Spells: Focus on healing and cure

Antidote: Cures poison
Restoration: Cures paralysis
Heal: Restores some health
Clearance: Cures status        
Blessing: Cures curse
Surging Blam: Regenerates health

Enchanter Spells: Focus on increasing Brann's affinity against and for specific things. (Each last three turns)

Terra Guard: Armor increase in Earth Affinity
Aero Guard: Armor increase in Air Affinity
Pyro Guard: Armor increase in Fire Affinity
Aqua Guard: Armor increase in Water Affinity
Frost Fusion: Weapon increase in Water Affinity
Light Fusion: Weapon increase in Air Affinity
Soil Fusion: Weapon increase in Earth Affinity
Spark Fusion: Weapon increase in Fire Affinity

Warlock Spells: Focus on damaging the enemy.

Drain Heart: Steals health
Exorcism: Does damage to undead types.
Fireball: Hits enemy with a fireball.
Aqua Blast: Blasts enemy with water.
Solid Shock: Strikes enemy with explosive shockwave.
Spirit Surge: Attacks enemy with light.
Dark Chant: Enemy feels pain from dark energies.
Explosion: Exactly what it says on the tin.
Flame Ring: Surrounds enemy with a burning ring of fire.
Thunder Burst: Lightning strikes.
Avalanche: Exactly what it says on the tin.
Gaea Strike: Gravity-based attack on enemy.
Meteor : Summons a small meteor shower to strike foe.

Sorcerer Spells: Focus on buffing and nerfing people (Each last three turns)

Stun Cloud: Paralyzes enemy
Degrade: Enemy's strength goes down by one.
Lead Bones: Enemy's speed goes down by one.
Silence: Enemy can't cast magic.  
Dispel: Cancels magic on whoever its cast on.
Poison Mist: Causes poison.
Invigorate: Increases target's speed by one.
Herakles: Increases target's strength.
Magic Ward: Protects whoever its used on from the next magic spell which is tried on them.

Ability 5: Adaptability- Thanks to his natural wisdom, education, and trip through the cosmos, Brann is capable of learning how to mimic an enemy's ability. He can mimic only one ability per battle and can not switch it after the choosing.

Ability 6: Guardian of the Mountain- Due to being exposed to the Crystal Skull for long periods of time, Brann developed a hideous mutation/Hulk-side. When he needs to, Brann can transform into the Guardian of the Mountain, a fabled beast that possesses incredible power. He can no longer use his weapons or Grimoire, but his control of the elements and beasts remain the same. Brann is capable of changing back and forth from each form at will. The Guardian looks like this (minus bleeding hole in abdomen):



Strength: 4/5
Speed: 2/5
Defense: 2/5
Rage: 4/5


(minus the guitar, and his clothes are made of animal hides and fur)

Theme: Oblivion by Mastodon


Bio: Brann was an explorer, scientist and whaler from the 1850's. Unlike most people who whaled, Brann did it because he enjoyed the challenge of it all rather than doing it for money. Historically, Brann went missing on an expedidtion to the fabled Blood Mountain, in search of an artifact rumored to be there known as the Crystal Skull. In actuality, Brann and his team found the Skull. However, the ancient magic guarding the skull opened up a wormhole, which sucked the men through. All of them died after being violently thrown around in new and unspeakable worlds, with the exception of Brann. He eventually found the pathway out of the wornhole after many years, and was dropped into the current times. Brann retained his intellect, but the trip through the cosmos gave him powers beyond that of a human. He left Blood Mountain, taking the Crystal Skull with him so that no man would suffer the same fate that his crew suffered. He found Floyd one day and joined with his cause upon hearing his tale, since he loves adventures and the like.

GMB: White Whale (Holy Grail)- Brann calls the most powerful of his beasts, the legendary Leviathan, a white whale. The whale's hide is so thick that it is IW and its massive jaws power its CA teeth. It is so powerful it is capable of moving through solid Earth as if it were water (like the sand whale from Courage the Cowardly Dog). It lasts for five turns or until it has destroyed Brann's foes. It also knows Brann now from their history together and will not cause him harm.

Whale looks like this


Whale Stats

Strength: 300/5
Defense: 250/5
Speed: 4/5
Rage: 400/5

AP: 43
JD: 760

Name: Ganonfloyd (goes by GFloyd of Floyd)
Race: Human
Weapon: The Grindblademar, a legendary blade that grows more powerful for every foe it defeats, thanks to the power of "Grind". Engraved on the blade are images of famous warriors that have used it in the past. Since it has been wielded by many, it has ground quite a bit, and is very powerful. IW.
Secondary Weapon: The Punisher, a weapon from the anime/manga Trigun. It looks like a large metal cross. The head of the cross functions as a launcher for various explosives, the tail acts as a machine gun, and the left arm contains six handguns, the right containing ammo for the rest of the gun. IW.

OmArmor: A gift given to Floyd by Adynos.
Gives the wearer an elemental immunity depending of the opponent's post time when he attacks.
Last unit:

The design is an always changing pattern, symbolizing the power of the RJ board itself. The protection level is rated "Excellent" by experts.

Ability 1: Geologic Powers- Floyd has control over various geologic things. This includes standard Earth control such as rocks, as well as things such as small scale natural disasters, to summoning bones of prehistoric creatures from the Earth to attack his foes with.

Ability 2: Darkside Moons- Floyd is capable of summoning one miniture moon per turn. He can summon these moons anywhere in the battlefield. Up to four moons can be in place at once. Having a moon on the battlefield causes whatever his opponent's highest stat is to drop by one. The second moon effects the second highest stat, and so forth. If the opponent's stat in question is at one, then the drop will skip over to the highest one. Direct contact with a moon will lower the stat by two. They can be destroyed by weapons and abilities.

Ability 3: Crimson- Floyd can place a curse on his foes. The curse is transmitted through clouds of gas he can summon, or from insect like creatures who's sole purpose is to spread the curse. Once any of these things come in contact with an opponent, they are under the curse. At this point, they're bombarded from various directions by large bee like insects who's sting is incredibly powerful and painful. The bees themselves can not be destroyed, and will only disappear when he curse ends (four turns) or if Floyd is hit before that time.

Ability 4: SpringLoaded- The first of the five other Keepers that Floyd has encountered, Spring can be summoned to assist Floyd in battle. He uses two Beretta handguns in battle with extreme skill. His agility is very high, and he possesses a bullet time ability to make his attacks and dodging more effective. He also possesses a pair of electrified gauntlets for close combat battling.

Ability 5: Adol_the_Red- Floyd summons adol, one of the six, to help him in battle. Unlike Spring, who jumps right into combat, adol hangs back and lets his harem members do the fighting. He can summon one of three fighters to aid him at a time. The fighters are the following:

Morrigan- A succubus warrior from Darkstalkers. Despite her apperance, Morrigan is physically powerful. Her wings can turn into bladed weapons such as spears, and she can shoot fireballs and other projectiles at will, as well as make copies of herself to confuse her foes. The loudmouth/confidant one of the three.

Dizzy- The reluctant but powerful half human, half Gear from Guilty Gear. Dizzy's wings contain two seperate entities known as Necro and Undine. Necro appears as a Grim reaper who creates numerous weapons, and Undine as a blue woman who specializes in ice magic. Dizzy hersel is a competant fighter. The shy one of the three.

Shiki- A skilled assassin from Samurai Shodown. Shiki wields two IW blades into battle that she uses with lethal proficiency. She moves at high speeds and can "blink" from one location to the other within an arena in order to confuse her foes. She's adept at stealing life forces as well. The quiet one of the three.


Strength: 4/5
Speed: 2/5
Defense: 3/5
Mana: 3/5


Height: 5'9
Weight: 156lbs
Age: 19
Skin tone: White, not pale but not a whole lot of color
Eye color: Blue
Hair color: Blonde
Hair style: Long, curly, messy
Garments/clothes: Pink Floyd T-Shirt, jeans, Chuck Taylor's.

Theme: Scumbag Blues by Them Crooked Vultures

Bio: Floyd was once a normal human being. However, he was unlucky to be selected by a secret scientific organization that was kidnapping people for experimental use. The organization had come across a mysterious and powerful mutagen called Random Junk. However, only six experiments ever survived the procedure, and became known as keepers. One day, an explosion in the lab freed all the Keepers, including Floyd. However, all six were separated and the strange bonds that connected them thanks to their shared mastery of RJ were broken. Floyd wandered before meeting GZA, how took him in and helped hone his skills in battle. Floyd now travels the world, trying to find the other keepers to unite and strike back at their creators. GZA still travels with him, and he met Brann and MW along the way, who joined his cause for various reasons.

GMB: None

AP: 30
JD: 310

Name: Mantorok Wanderer
Race: Human
Weapon: Mantorok Fisto!- Fisto (http://fallout.wikia.com/wiki/Fisto%21) enchanted. It is no strong enough to destroy buildings in a single blow, cause small fissures, and send foes into orbit (IW).
Secondary Weapon: Mantorok Railway Rifle- An enchanted Railway Rifle (http://fallout.wikia.com/wiki/Railway_Rifle). Its spikes can pierce through reinforces steel, and when they stick into flesh they leak magickal energy which burns, weakens and corrodes the surronding area if not removed.

Liberty Prime: A gift from Phoenix and Quill, Liberty Prime is a 40ft tall robotic companion, armed with twin head mounted laser rifles, a Mini-Nuke supply rack and Energy Shield drainer. He is transported unto the field via an indestructible Vertibird, and is programmed to see all of MW's foes as commies.

Ability 1: Mutant Summoning-  MW can summon the following creatures to aid him: Mantorok Ghoul, Mantorok Radscorpion, Mantorok Super Mutant, and Mantorok Deathclaw.


Mantorok Ghoul (http://fallout.wikia.com/wiki/Ghoul)

Strength: 3/5
Speed: 5/5
Defense: 1/5
Rage: 2/5

Mantorok Radscorpion (http://fallout.wikia.com/wiki/Radscorpion)

Strength: 4/5
Speed: 4/5

Mantorok Super Mutant (http://fallout.wikia.com/wiki/Super_mutant)

Strength: 5/5
Speed: 2/5
Rage: 3/5

Mantorok Deathclaw (http://fallout.wikia.com/wiki/Deathclaw)

Strength: 5/5
Speed: 4/5
Defense: 3/5

Ability 2: Radiation Magick- MW can use Mantorok enchanted radiation in beams, bolts, orbs, etc. for offensive purposes.

Ability 3: Dynamo- An ability taught to the MW by his friend GFloyd (not the Floyd I have no, the old one <_<) that allows him to control electricity and use it like a weapon in battle just like GFloyd use to be able to do.

Ability 4: Garden of Eternal Darkness Creation Kit (G.E.D.C.K.)- An unholy fusion of the Tome of Eternal Darkness, a spellbook that houses magick and horror, and the G.E.C.K. (Garden of Eden Creation Kit), which is a device that is said to be able to create life in the wasteland. When combined together, they forum a union of human hide and metal, magic and technology, life and death. With the G.E.D.C.K., MW is able to alter the physical attributes on the battlefield to his favor with a few words, to a degree, such as using the arena to help him attack foes, creating barriers from the ground, etc. It can not, however, make anything disappear from the battlefield or create anything new, it can only use what it has available to it.

Here's what the two components look like originally.

Tome of Eternal Darkness



Stregnth: 3/5
Speed: 1/5
Defense: 4/5
Mana: 4/5


Wears a suit of T-51b Power Armor (http://images1.wikia.nocookie.net/fallout/images//6/6c/Fallout_3_T-51b_Power_Armor.jpg) sans helmet. He instead wears this (http://images2.wikia.nocookie.net/fallout/images//6/6b/Shady_Hat.png)

Theme Song: Into the Void by Black Sabbath

Bio: The Mantorok Wanderer was just an average Wastlelander, trying to survive in the apocalyptic ruins of Rhode Island. One day, while dying of starvation and thirst he found the ruins of an old mansion that used to be owned by the Roivas family. He found a pool fo radiated water and a strange, heart looking piece of flesh in the water. Facing death, the wanderer consumed the organ and drank from the pool. What the Wanderer at was the last remaining heart of the long dead Corpse God, Mantorok. By eating the heart and drinking the water it had dwelled in and enchanted for so long, the Wanderer changed himself forever. He found himself gifted with magickal powers and a new understanding of the universe, one a normal human would never be able to even contmeplate. With his new found powers he sought the domination of the Wastes, thanks to his somewhat cruel personality before happening upon Mantorok's heart. However there wasn't much in the wastes (hence the name) and he met up with Floyd and crew. He joined them, thinking he could find better lands to rule if he followed them.

GMB: None

AP: 27
JD: 340

Name: GZA
Race: Human
Weapon: The Iron Mic: An IW blade attached to a long IW chain that is attached to GZA right arm. He calls it the Iron Mic because his tongue is just as sharp and lethal as any iron sword, and he created a weapon that matches the sharpness of his lyrics and the liquid like flow he has.
Secondary Weapon: Hell's Wind Staff: An ornate, IW bo staff that GZA carries on his back when not in use. The staff itself is a powerful weapon, and it has the ability to create powerful winds that GZA uses in to aid him in battle or to harm his foes.

Ability 1: Liquid Swords: GZA is capable of summoning Liquid Swords from any point in the battle field to use against his opponents, similar to v-13's Sword Summoner Drive from BlazBlue. Only he can control the swords and their trajectories, speeds, etc (only a powerful magical barrier or IW object will stop them from moving). While the swords appear to be a liquid, they are as sharp and lethal as any blade.

Ability 2: Step to the Wu: GZA is bound to the other members of the Wu-Tang Clan by an unbreakable brotherhood. He wears a gold W symbol around his neck that shows this. Because of his bonding, he can access the abilities and skills of his fellow Clan members (only one at a time, however). It takes GZA a small amount of time to switch members (for instance, he can not use both RZA and Raekwon in the same turn, he must use RZA then switch to Raekwon. This goes for all members of the Clan). The other members and abilities GZA gets are as follows:

RZA: The leader of the Wu-Tang Clan, GZA's cousin, and Bushido follower. When bonding with him, GZA gains a katana and the knowledge of powerful sword techniques.
Method Man: The Scientific Method Man gives GZA a special generator he creatd that allows GZA to shoot lasers.
Raekwon: When GZA is aligned with Raekwon the Chef, he gains the Chef's powerful oven that gives him fire magic.
Ghostface Killah:  The stealthiest Wu member, Ghost gives GZA ninja like abilities. He can create up to three shadow clones to confuse foes, and also gains ninja teleportation (both follow standard rules).
Inspectah Deck: The rebel INS, when aligned with Deck, GZA gains 2+ Speed and 1+ Defense.
Masta Killa: The master of killing puts GZA in a homicidal mindest in which his Strength goes up by 2 and his Speed by 1.
U-God: The most religious member of the Clan, GZA gains powerful holy magic to use against his foes from U-God.
Ol' Dirty Bastard: Being dead, ODB shares the secrets of the netherworld with GZA, giving him necromantic abilities.


Strength: 3/5
Speed: 3/5
Defense: 2/5
Reflexes: 4/5


Theme: 4th Chamber by GZA

Bio: A founding member of the Wu-Tang Clan, GZA found GFloyd wandering one day and challeneged him to a battle. Floyd was young and not in complete control of his powers, so GZA soundly defeated him. However, he realized Floyd had potnetial and, while his personality and genetic engineering would not allow him to learn the ways of the Wu, GZA took GFloyd into the 36 Chambers and taught him the ways of combat and helped him hone his powers and style. GZA now travels to see how is protégé fights as well as to spread the word of the Wu and battle as well.

AP: 1
JD: 120

Name: Arcmiall
Race: Dhampir
Weapon: Glyphs: Two glyph tattoos (one on each upper arm) that allow Arcmiall to summon weapons in her hand. They appear when needed and disappear when not needed (basically if she swings her arm a sword appears and when the attack is done it disappears). She can summon swords, hammers, maces, and spears (IW).

Secondary Weapon: Her IW gun with a bayonent on it. It appears primitive but its actually a very complex gun that can fire multiple types of ammo, basically switching from rifle to shotgun to automatic as the situation calls for it.

Ability 1: Tactical Soul System: Arcmiall has the ability to steal the souls of monsters, which grant her abilities depending on the type. She can have one Bullet Soul (attack) one Guardian Soul (assist/attack to some degree) and one Enhancement Soul (what it says on the tin) at one time. The list of souls she can use is here.

http://www.vgmuseum.com/mrp/2/dos-weapons.htm (all souls and abilities follow typical CoS rules. Zephyr (time stopping) does not work at all).

Ability 2: Back Glyph: In addition to her arm glyphs which summon weapons, Arcmiall has a large glyph on her back that allows for a variety of effects, such as familiar summoning, physical transformation, etc. They can be found here.

http://www.vgmuseum.com/mrp/cv-ooe/ooe-weapons2.htm (like souls, all abilities follow CoS rules. Also, rather than all the stat boosters, she only has has four, one for each CoS stat).


Strength: 2/5
Speed: 3/5
Defense: 2/5
Mana: 5/5



Theme: The Evil That Men Do by Iron Maiden

Bio: Arcmiall is the seventh daughter of a woman who was a seventh daughter. Her father was a vampire, which, when combined with the fact that she was the seventh daughter of a seventh daughter, gave her special powers that she found in her youth. She lived a peaceful life until one day her entire family was killed by a man who was the seventh son of a seventh son, giving him powers as well. Unlike Arcmiall, he used his powers for evil and sought others like him to destroy them. He failed to kill Arcmiall though but still lives. Arcmiall now uses her powers to hunt down the man who ruined her life. She met Floyd and companions and joined them on their journeys.

AP: 0
JD: 100

Title: Re: The Profile Topic
Post by: Hawk_v3 on 04 April, 2009, 05:50:23 am
Name: Hawk
Race: Avian
Weapon 1: Railgun (Due to a recent purchase from the Mart, the railgun now fires any round Hawk is capable of imagining, including elemental rounds, IE holy, gravity, ice, ect. ect.)
Weapon 2: Nanobots. See Notes
Weapon 3: An IW shield generator capable of protecting him from any solid projectile that isn't within it's radius. It is strapped to his abdomen, to make sure it encompasses his body entirely.
Weapon 4: Kinetic Barrier Generator: A forcefield generator with a difference. The fields output from this device react to movement. If you charge at one full pelt, you'll smack right off it, painfully. If you walk into it, you'll get through, albeit very, very slowly. If you fire something, anything, at it, the fired object will either splatter or impact heavily upon the shield. Hawk has worked up a round able to get through these fields, though, so beware. Being on the other side of one does not mean he can't attack you.

1.   Cain’s Uplink. Cain is Hawk's A.I. who speaks in {}. Cain is NOT, repeat NOT, forcibly controllable by anyone else and is only affected by the rules under "Pulse".  He remote operates the heavy weaponry that Hawk can’t carry onto the battlefield. This varies from artillery bombardment to Super weapons. Depending on the power and amount of ordnance Hawk calls up, there will be a TTA (Time To Arrival) in posts. Super weapons aren't OHKOs unless they are part of a GMB and beam-type super weapons are instantaneous arrival.

2.   Metal control. This enables Hawk to influence and summon all metals.

3.   Active Camouflage. Since it is irritating for a sniper to be visible, this allows Hawk to hide from all detection. This cannot be seen by anything or any ability, and ends when he fires a shot. Cain's attacks also count towards this adverse effect.

4. Technology Summoning: What it says on the tin. The ability to summon any piece of technology (Technology being anything with a computer in it). This includes futuristic technology or alternate universe technology (anime, movies, ect.) and for some unknown reason birdwatching magazines.

5. Cain 2.0: An upgraded version of Cain from an alternate universe gives this universe's Cain a much finer and more powerful control over any form of technology, enabling the utter takeover of any form of technology on the battlefield.

6: Gravity Tethers: An acquired blueprint from the CEC, this gives Hawk the ability to create gravity controlling machines, along with all the horrors that entails. It' also ramps up his railgun to be able to freely fire at massive speeds and damages.

Team: The Free Company. (Mercenaries.)

GMB: Override Shields.
An immensely powerful Zero Point Energy module rigged up to Nikoleis' shield generator ramps up the shields to such an extent that not even the end of the universe or the centre of a black hole could break them. They are also unaffected by any ability, outside or inside. They can be activated at any point and are not subject to the usual ten turn GMB restriction.

There are two huge drawbacks. One: The overshields can run for one turn before needing to cool off for four turns, two turns before an eight turn cooloff, or three turns with a sixteen turn cooloff. Two: As nothing can get through them all contact with Cain is lost, and the shields are opaque. As such, Hawk is completely oblivious to his surroundings.

GMB: CEC Mining Beacon.

Calls forth the USG Ishimura from it's galactic location by shockpoint drive, and sets it up to perform a planetcrack on the battlefield. Outcome will vary depending on mineral content of planetpiece.

Height:5'' 6'
Weight: Light
Skin tone, Eye colour, Hair colour, Hair style: See Avatar.

Garments/clothes: Shorts and a t-shirt.

Notes: Nanobots are the true adaptable weaponry and armour.  They are made of a variety of elements, and can therefore combine into any type of ammunition and weapon. They reside mostly in his feathers and act as adaptive armour, mirroring against lasers, and erasing incoming projectiles. Theoretically, they are impervious, but with each hit, a faint silver dust can be seen floating to the ground, the remains of "dead" nanos. They are topped up by simply placing metal into a group of them, enabling them to replicate into larger numbers.

Although he uses any super weapons, the six most used ones are:

Hell- An Icarus (Die Another Day), Hammer of Dawn (Gears of War) or Particle Cannon (C&C Generals) style super weapon.

Calamity- Orbital Nuclear Warheads, ranging from Atomic through to Neutron (Destroys only living tissue).

Vengeance- Orbital Tungsten Rods that melt in the atmosphere and hit the target as a semi-molten mass.

Pulse- EMP barrage affecting a 30 mile radius. My guns count as mechanical, Cain will be offline for the next 3 posts (EMP affect).

The Grid- An antimatter "web" surrounding the OSP and the other relay satellites, which protects them from harm. In the event of a major emergency, the Grid will descend onto a target, annihilating it in a matter-antimatter reaction.

D-Cannon- An interesting side affect of stable, long running teleporters is that they create a flat portal into any space imaginable. A variable weapon, the D-Cannon is actually a portal array slid in front of Hell's barrel, which projects the beam to any point in space, through varying dimensions. The size, shape and the amount of portals created to emit the beam can vary almost infinitely.

Strength:  *
Speed:     *
Defense:   *****
Jump:       *****

Bio: Up soon.

AP: 44
Money: 86


Weapon 1: Fire Summmoning:- Phoenix can summon and control fire of any type, shape, size, strength and form. She is also immune to fire, any heat near her being metabolised and turned into useful energy, i.e. more fire.

Weapon 2: Kinetic and Potential Energy Control:- Phoenix can move, shove, crush, spread or otherwise change an object of any material up to five ton or so in weight.

Gift Item:
3-Drone Shield: 3 small drones that form a triangular shield between them. They're automated, but can be given orders. The shield protects against physical attacks and is quite strong, but can be broken with enough force. Still, it will slow down the attack by quite a bit. Energy attacks will pass right through the shield, however.

Ability One:  Mind Control:- Phoenix's mind, while not being supremely intelligent, is probably one of the most resilient and adaptable in the world. She can read incoming blows like a book in 72-point font. Consequently, she is almost never near an incoming attack. The type/amount/size/horrific thoughts/mental resistance of a mind is unimportant. She can also influence the minds of people she fights, turning clones and other companions against their creators. At times of need, she will enter a fighter's mind and force them to see things that aren't actually there.

Ability Two: Hallucination:- Phoenix can re-create a scene so well that only she can tell the difference. This may be used as an "after attack" effect to void any attack that was aimed at her, at the cost of a three turn cooldown.

Ability Three: Meiosis:- Phoenix can split off into multiple bodies of identical abilities to the original (max three (Including her.).). These can be controlled by her own mind, and as they are all Phoenix, her mind can instantaneously switch between them. Destroying the original Phoenix will not affect any of the others.

Speed:    *****
Strength: *
Defence:  *
Mana:      *****

Team: The Free Company. (Mercenaries.)

AP: 10
JD: 77


Name: Quill
Race: Human.
Gender: Female.
Appearance: A slight, thin, red-robed figure with a soft voice and red hair. Her eyes are green, and there appears to be a faint trace of purple sparkling in her irises.

Weapon 1: Edge of Oblivion.
Enchanted: +2
   Cold Damage to target
   +50% Resistance to Cold
   +25% Resistance to Magical Cold
Proficiency: Dagger

When its powers are awakened and its name known, "Edge of Oblivion" becomes entirely black... where once just the edges were ebony, now the blackness has spread across the entire blade. The chill the blade radiates has increased ten-fold, so much so that it is painful to hold it for too long.

"Edge of Oblivion" does disintegration damage every time it strikes an opponent... for every wound it causes, it also disintegrates the flesh around the target area, simultaneously cauterizing the wound as it strikes.

There is some speculation that a Sphere of Annihilation has somehow been encaged within the blade itself, but again this is only speculation. Given that the planes are infinite, anything is possible.

2: Spellbook. This heavy book is much more than it seems. The casing is black brambles and green cloth forms the pages. The symbols written on the book hurt the eyes, and black barbed seeds adorn it. The brambles and barbs are controlled by her belief. Just touching the book ensures a very painful time as the vines rapidly snare out to shred the victim.

Gift Item:
Blessed laced robe of blood:
Blood absorbed by her barbed plant is drained to increases the robe's toughness (+1 defense for Quill for the turn) or heal Quill's wounds. Of course, the latter cannot be done with Quill's blood. And the design is cute.

Santa's hat:
This hat turns the wearer into the Christmas' spirit with new abilities. First, the wearer gain a speed of 7/5 but only for the night of Christmas eve. Also, she gains the power to create presents at will. These are not usable by the wearer herself except during Christmas eve too (meaning the next present by Quill for Secret Santa will be free of charge!). Finally the wearer is protected against heart and cold attacks (not immune, however)


#1: Magecraft: See spell list at end of profile. Quill can cast magic easily, being a sorcerer. These spells all take some time, but first level spells she can cast as easily and quickly as you would blink. First level spells are the only spells available as a barrage (multiple per turn). She is a level 13 mage. 1st: 4 spell choices. 2nd: 4 spell choices. 3rd: 4 spell choices. 4th: 3 spell choices. 5th: 3 spell choice. 6th: 1 spell choice.

For every win on a battlefield, her level is increased by one.

#2: Namesake: Quill has control over the black barbed plants attached to her book, and woven into her clothes and under her skin. These plants are as tough as steel, razor sharp and may not be controlled by any other means than her own mind. (Sorry Lotus.)

Strength: **
Defense: **
Speed: ***
Power (of spells): *****

Complete spell list, saved as 1 pt text. I will select a number of spells for each battle, and present them before the match.

Each spell may be cast multiple times, this just dictates how many spells I can select at the start of a battle.

Speed-1 is the number of turns required to cast it.

                                   MAGE SPELLS

A brief note here. 20 seconds = 1 turn. Times are rounded up.


                                 Level One Spells

Range: 50 feet
Speed: 1
Area of Effect: 1 creature

Long are the debates about the spectrum of color in the multiverse. "This Blue is better than Yellow!" "Pike it, berk! Of course White is the true color!" And while in the end, many generally agree that a color's  greatness is in the eye of the beholder, this spell establishes the fact that some colors are deadlier than others.

This summons a large, magical Orb of Color, which can then be hurled at a target.
The color of the Orb changes depending on the level of the caster.

Level: 1 White
Damage: 4 pts.
Special Power: 10 sec: Drop in targets stats of -2 strength, -2 defense, -2 speed

Level: 2 Red
Damage: 6 pts.
Special Power: 10 sec: Drop in targets stats of -2 strength, -2 defense.

Level: 3 Orange
Damage: 8 pts.
Special Power: Sets target on fire.

Level: 4 Yellow
Damage: 10 pts.
Special Power: 10 sec: Drop in targets stats of -2 strength, -2 defense, -2 speed

Level: 5 Green
Damage: 12 pts.
Special Power: Stun for 10-25 sec.

Level: 6 Turquoise
Damage: 8 pts.
Special Power: Unconscious for 10-25 sec.

Level: 7 Blue
Damage: 16 pts.
Special Power: Paralyzed for 30-100 sec.

Level: 10 Violet
Damage: Paralysis
Special Power: Target turned to stone.

Level: 12 Black
Damage: 40 pts.
Special Power: Paralysis for 10-40 sec.

Range: 80 ft. + (30 ft. / level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature

This spell shapes arcane energies into unerring missiles. The greater your skill, the more missiles you can hurl from your body.

The spell summons a magical missile that strikes its target unerringly for 5 pts. of damage with no dodge possible. In addition, the caster gains 1
extra missile every 2 levels, for a total of 5 missiles at level 9.


Range: 10 feet
Duration: 25 sec. / level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None

This spell summons a globe of force that protects the caster from physical attacks.

When cast, a magical orb of protective energy arises and protects the recipient from attacks from all directions. It bestows +3 defense against all attacks for 25 seconds / level of the caster.


Range: 90 ft. + 30 ft. / level
Duration: 60 seconds
Speed: 1
Area of Effect: 1 Creature

How frail is the body when it depends upon its eyes! When sight is removed, things become harder to hit, and the sufferer becomes an easier target.

If the targeted creature fails its saving throw, the creature will be struck with blindness and suffer a -1 strength and a -1 defense.


                                   Level Two Spells

Range: 150 feet
Duration: 5 seconds per 3 levels
Speed: 6
Area of Effect: 1 creature

It is said an adder's kiss can scald even the most fearsome of fiends. This spell calls forth an acidic bolt to shower an opponent with its vile green acid. If the caster is skilled enough, the adder's kiss lingers after the initial strike, continuing to sink into an opponent's skin with its acidic teeth.

When cast, the caster chooses any target within 150 ft. and the Adder's Kiss will strike for 8 acid damage. For every three levels of the caster, the acid lasts 5 seconds longer, inflicting another 8 acid damage / 5 second segments.


Range: 50 ft.
Duration: Instant
Speed: 2
Area of Effect: target

Daggers of ice can be conjured that not only strike the intended target but can spread cold as ice in water. One knife per three levels, up to five knives.

On any post which ends in a 10 second increment, the target is frozen in ice. (0,10,20,30,40, ect.)


Range: Caster only
Duration: When hit, or 5 seconds per level of caster
Speed: 2
Area of Effect: 10 ft. radius when activated

A near-forgotten legacy of an ancient empire, this spell reminds those who wish to harm the caster that they must be willing to suffer as well. If the caster is hurt, the same damage is inflicted on any creatures close to the caster.

This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10 foot radius take equal damage. It only works for one attack, and the effects are not cumulative (you cannot have more than one mirror erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster.


Range: 100 feet
Duration: 15 seconds
Speed: 2
Area of Effect: 3 feet / level of the caster

All that scuttles, creeps, and swarms shall be invited to dine... on a victim of your choosing. Brings a swarm of insects to attack all those in the area of effect.

Brings a swarm of insects to attack all those in the area of effect. They inflict 4 + (caster level/3) points of damage every 5 seconds. No one can cast a spell while within the swarm.


Range: 30 feet
Duration: 5 seconds per level
Speed: 2
Area of Effect: 1 creature

Fortune. Chance. Kismet. Whatever its name, this spell grants a boost in one's Luck for a short duration.

This bonus increases the chance for success in various efforts such as attacking or dodges and the like.


Range: 0
Duration: 15 seconds + 5 seconds per level
Speed: 2
Area of Effect: The caster

The blurring of form and spirit causes one to be hard to see or touch, granting a great advantage in battle.

Blur causes the wizard's form to shift and blur, making it much more difficult to attack the caster: It causes all incoming attacks to be made at -3 penalty and grants the wizard +1 on all saving throws.


Range: 75 feet
Duration: 30 seconds
Speed: 2
Area of Effect: 30 feet radius

Terror exists in many forms throughout the multiverse. This incantation calls upon the terrors at the heart of the souls of all present.

This spell causes all non-undead creatures within a 30 foot radius of the target point to flee in terror from the area.


                                  Level Three Spells

Range: 90 ft + 30 ft. per level
Duration: Instant
Speed: 3
Area of Effect: Nearest target

Spheres of electrical force shoot forth and strike your nearest foes.

Caster can create up to 4 glowing spheres of lightning when the spell is cast. They are roughly 3 ft. in diameter. The damage varies depending on the number of balls created: (Randomised by post time in seconds.)
4        8 each (1-15 sec)
3        12 each (16-30)
2        20 each (31-45)
1        48 (46-0)


Range: 90 feet
Duration: Instant
Speed: 3
Area of Effect: 1 target/meteor

The skies of the Upper Planes shed tears when evil is done. These tears can burn even the most armored of foes.

The caster chooses any single target within range. Then, a stream of small meteors rain down and strike the target and surrounding area - one 'meteor' for each level of experience, up to a maximum of 10. Each missile that hits inflicts 2 points of blunt damage and 4 points of fire damage. Anyone within 3 feet of the target takes 1 point of fire damage as well.


Range: 180 feet
Duration: 5-20 seconds + 5 seconds per level
Speed: 3
Area of Effect: up to 3 companions.

This spell allows the caster to immobilize 1-3 companions.
Those affected are rendered immobile for the duration of the spell. When cast, the caster can choose the point of origin of the spell (within range), and from there, the 3 closest companions are affected.


Range: 50 feet
Duration: 5 seconds per level
Speed: 3
Area of Effect: 30 feet radius

What man does not feel their body fill with burning shame when mocked by a woman? Fill the ears of your enemies with the derisive scorn of a woman's laughter. Their bodies shall become clumsy and foolish, easily struck, and confidence shall be leeched from their muscles, weakening their blows.

Tasha's Unbearable Derisive Laughter occurs in a 30 ft radius from that spot. All male living creatures in range of the spell get a -2 to their strength, -2 to defense, and -2 to their speed for 5 seconds / level of the caster.


Range: Touch
Duration: Instant
Speed: 3
Area of Effect: 1 Creature Touched

This spell steals life from the target and transfers it to you.

When the player touches a non-undead creature, he drains 6 hp from the target for every 2 wizard levels he has (12 hp for Lvl 4). The damage that he drains is then transferred to the caster and added to their total hp. Any hp over the normal maximum is treated as 'temporary hit points' which will be lost after one hour if not used beforehand (absorbing damage).


Range: 50 feet
Duration: Instant / Special
Speed: 3
Area of Effect: 1 Creature

As if from the depths of Baator, Torment shall be brought upon your enemies, and with time, its strength will only grow.

Effect: This spell summons a mystical giant Battle Ax. The Ax strikes a specified individual target for 8 pts. of damage. In addition, as a final blow, the Ax will cause a magical effect to occur (at random):
(1) Suffer an additional 8 pts. of damage; (0-7)
(2) 16 pts. of damage; (8-14)
(3) Paralyzed for 15 seconds. (15-21)
(Below level 9 anything above 21 seconds is treated as #1)
* At Level 9+, the following new effects can occur:
(4) 40 pts. of Fire damage; (22-28)
(5) 48 pts. of Ice damage; (29-35)
(6) Randomly teleported 1-100 yds. away; (36-42)
(7) Turned to stone; (43-49)
(8) 64 pts. of pure damage. (50-59)


Range: 0
Duration: 5 seconds per level
Speed: 3
Area of Effect: Caster

Even the Great Destroyer is halted by this mystical barrier. When cast, all fiery effects are absorbed and altered into healing energies.

Works on caster only. The spell creates a fiery shield that bestows a 150% Normal Fire Resistance and 150% Magical Fire Resistance. The spell will expire after 5 seconds / level of the caster.

                              Level Four Spells

Range: 30 ft. (50 ft. at level 10+)
Duration: 10 seconds
Speed: 4
Area of Effect: 10 feet radius globe

This spell illustrates the power of Force, as a wave of concussive force explodes out in a 10' radius that not only damages but imprisons as well.

The spell allows the caster to create a black sphere of force which explodes and causes 4 pts. of damage, + 1 pt. per caster level, to all creatures with in a 30 ft. radius. Creatures are trapped in a 10- foot radius sphere of force for the duration of the spell.


Range: 120 feet
Duration: 10 seconds + 1 second per level
Speed: 4
Area of Effect: Up to 60 square feet
Saving Throw: Neg.

Focus and purpose shall become undone.

As per the name, this spell causes 4 creatures, +1 creature / level, to become confused and unsure of itself. They will either:
1) Wander away; (1-15 sec)
2) Stand confused; (16-30)
3) Attack nearest creature; (31-45)
4) Act normal. (46-00)


Range: 90 ft. + 5 ft. per level
Duration: Instant
Speed: 4
Area of Effect: 1 or more creatures or objects

Missiles of Force accurately strike down and blast its intended victims.

Like the magic missile, this spell creates a mystical globe of magical energy, which will successfully hit its target for 8 pts. of damage, with no dodge possible. It then explodes with a concussive blast that does 1 pt. of damage / level of the caster within a 3 ft. radius. . The wizard creates 1 missile at 7th, + an additional missile every 2nd level after 7th, for a max of 7 missiles.


Range: 0
Duration: 5-20 seconds +10 seconds
Speed: 4
Area of Effect: One Target

This spell brings shadows to your aid, enshrouding your body from detection and physical attacks.

When this spell is cast, the player may select any target within touch range. The recipient of this spell gains the following
abilities: +2 to defense, +10% to Stealth, and targets have a -1 penalty to hit the caster.


                                 Level Five Spells

Range: 100 feet
Duration: Instant
Speed: 5
Area of Effect: Battlefield

Clouds of death stream forth from the caster and send those not strong enough on a free journey to their deserved plane of rest.

A billowing cloud of toxic, poisonous vapors are created across the area of the battle field.

Range: 30 feet
Duration: Instant
Speed: 5
Area of Effect: Special

Extreme cold blasts forth and welcomes your enemies in its freezing embrace.

This spell shoots forth a cone-shaped area of extreme cold from the caster's hand in a 30 ft.-long cone. It deals 4 +1 pts. of damage per level of the caster, to a maximum of 40 +10 pts.


Range: 50 feet
Duration: 60 seconds
Speed: 4
Area of Effect: Target

This 'spell' is actually a complex mathematical equation accidentally discovered by the modron, Enoll Eva, while calculating the multiplication factor on various linear algebraic formulas. The results are devastating: This equation allows all subsequent actions to be doubled or duplicated. Hence it was found that during confrontations, all physical or magical attacks were seemingly doubled - dealing twice the amount of damage.

This spell affects a single target. When cast, all subsequent attacks (physical or magical) will be duplicated once: For example, after attacking once with a weapon, the attack will be immediately duplicated - same for spells (cast a Magic Missile, and immediately afterwards, another Magic Missile spell will launch). This spell will last for approximately 2 turns after casting.

It cannot be stacked.

Range: 50 feet
Duration: Instant
Speed: 5
Area of Effect: Battlefield.

'Hell' is an oft-debated term. Some say Hell is Baator. Others, the Abyss. This spell proffers that nothing could be worse than the endless dunes and scorching heat of the desert.

This spell summons the scorching heat of the desert planes to scorch all enemies within sight. Enemies within range must save or spontaneously combust
for 40 pts. of damage.


Range: 150 feet
Duration: Instant
Speed: 5
Area of Effect: 30 feet radius globe

A red sphere of Fire and a blue sphere of Ice shall streak forth and quickly strike down the target of your choosing.

This spell summons 2 crystal spheres (one red, one blue) that strike a specified target. Upon impact, the red sphere explodes into a fireball 30' radius that inflicts 18 pts. of fire damage upon all w/in range, while the blue sphere explodes in the same area of effect, causing 18 pts. of cold damage to all w/in range.


                                 Level Six Spells

Range: 0
Duration: 5 turns
Speed: 1
Area of Effect: 1 foot per level diameter

In an ironic twist, all magic in its area of effect shall be undone, with this spell.

This spell surrounds the caster with a 'shell of magic' that effectively negates all magic and magical spell effects (including magic items) within its area of effect. Thus, it blocks out magic, yet it also stops all usage within the shell as well! This also includes various special attacks such as breath, gaze or voice attacks (Abilities inside the shell). The spell lasts for 5 turns, and it globe's area of effect is 1 foot per level of the caster.


Range: 0
Duration: 5 seconds per level
Speed: 3
Area of Effect: 5 feet radius

Similar to its sister spell, Antimagic Shell, this enchantment restricts certain magic from entering its confines. Yet unlike its sibling, this spell allows magic to flow outward from within.

This spell creates an immobile sphere of magic that prevents any 1st - 4th level spell effects from penetrating (even area effect spells). Spells of 5th level or higher are not affected by the globe. But unlike antimagic shell, any type of spell can be cast out of the sphere. The globe lasts for 5 seconds per level of the caster.


Range: 50 feet
Duration: Special
Speed: 6
Area of Effect: 30 ft. radius or 60 x 20 ft. cone

The Madness from the Howling Land - Pandemonium's Noise screams forth and bathes everyone in its cacophony.

The Winds of Pandemonium shoot forth from the caster's body to stun any enemies on screen. The spell can also nullify all sound-based attacks and deflect normal missile weapons. Creatures are incapacitated for 3 turns.


Range: 50 feet
Duration: Instant
Speed: 6
Area of Effect: Battlefield

"As Man looked up and cried to the heavens, so it responded..." Judgement rains down from the skies when this spell is invoked. Giant Bolts which strike and chain shall comprise the Storm of death.

Giant Lightning Bolts strike down all hostile creatures on screen for 70 pts. of damage.

                                   Level Seven Spells

Range: 30 ft.
Duration: 30 seconds
Speed: 7
Area of Effect: 20 ft. radius up to 20 ft. high

The tempest of acid may come and go, but its sting lingers much longer.

This spell creates a massive storm that rains deadly acid to all enemies in a 20 ft radius area that inflicts 6 pts. of damage for every 5 seconds per level of the caster.


Range: 75 feet
Duration: Instant
Speed: 7
Area of Effect: 10 yards per level radius

The blackest ice from the fourth layer of Acheron is summoned to cut, shear, and slice away all who oppose you.

This spell summons rows upon rows of Ocanthyan razor-ice shards that strike all opponents in 10 yards per level radius and inflicts 8 pts.of damage per level of the caster, in addition to inflicting another 20 pts. of damage on a 10 second increment (0, 10, 20 ect)


Range: 50 feet
Duration: Special
Speed: 7
Area of Effect: Battlefield

Few know the true terror of Baator, let alone the gruesome Fifth Layer. This devastating spell summons the harshest cold and bitter ice of the Fifth Layer of Baator, Stygia, to annihilate all enemies within range. As the River Styx flows through the Stygian Ice, so it does in this spell as well. Perhaps if the victims are strong enough to survive this devastation they may live to tell others about the true terror... but the River Styx has a tendency to make people forget.

Ice from Stygia is summoned to crush all creatures within sight for 64 pts. of ice damage, with no saving throw. Finally, all creatures suffer forgetfulness for 2 turns due to the immediate contact with the frozen, forgetful waters of the River Styx.

                                  Level Eight Spells

Range: 50
Duration: Instant
Speed: 8
Area of Effect: Battlefield.

Meteors from across the multiverse are called to rain destruction upon all who oppose the caster.

This spell calls forth a great shower of meteors to bombard all enemies within sight for 120 pts. of damage, or half the damage with a successful saving throw vs. spell.


Range: 100 feet
Duration: Instant
Speed: 8
Area of Effect: 1 creature

Death comes in many forms, but none so painful as this. For even if you evade Death's Touch, it will always leave a mark.

This spell calls forth a magical bolt of death energy that kills a specified target, unless it makes a successful saving throw vs. spell. Even on a successful saving throw, the victim suffers 60 pts. of damage.


Range: 15 feet per level
Duration: Special
Speed: 8
Area of Effect: 15 feet radius

The power of sight shall be removed, permanently, and darkness shall enter.


                                    Level Nine Spells

Range: 100 feet
Duration: Instant
Speed: 9
Area of Effect: Battlefield.

While the various proxies and beings of the Celestial Planes are seen as the embodiment of kindness, compassion, and benevolence, their might easily rivals those of Baator or the Abyss. Woe to those who underestimate the power of the Upper Planes!

When cast, a group of powerful phantasms are called to help eradicate all enemies in a 50 ft. x 50 ft. area, as their combined attacks inflict 40 - 120 hit points of damage, with no saving throw possible. The phantasms represent some of the most powerful celestial beings from the Upper Planes: Astral Deva [Mace of Disruption], Phoenix [Fire Storm], Solar Aasimon [Celestial Bow], and a Gold Dragon [Energy Wave].


Range: 50 feet
Duration: 50 seconds
Speed: 9
Area of Effect: 1 creature

Burn, burn, burn.

A single creature shall be set aflame with this hideous spell, suffering 12 points of damage per 5 seconds, with no saving throw. The spell lasts 5 seconds per level of the caster. Anybody within 10 feet of the target will also suffer 12 pts. of damage, but are allowed a saving throw vs. spells to halve the damage.


Range: 90 feet
Duration: Instant
Speed: 9
Area of Effect: Battlefield

Elysium's Fires split the sky, raining streams of bright white fire down upon the earth. Each blast explodes when it strikes the ground, causing a tremendous flash and sending waves of fire rippling out from the point of impact.

This spell summons 8 meteors from Elysium to strike down upon the area and crush all enemies. As they smash down on the ground, each one explodes in a 15 foot diameter area, doing 20 points of damage.


Range: 15 feet per 2 levels
Duration: Instant
Speed: 9
Area of Effect: 10 feet radius

With a single word, life's energies are snuffed out.


Range: 50 feet
Duration: Instant
Speed: 9
Area of Effect: 1 creature

When compared to the Tanar'ri, at least the Baatezu are more civilized. There is, perhaps, nothing more horrific than the unbounded fury of Abyss. By use of this spell, the ground shall split open and the victim dragged into the Tanar'rian Madness. Welcome to Hell.

This spell opens a planar portal beneath a specified victim and drags them down into the Abyss. The portal remains open even after the victim is swallowed in. The only sound bystanders hear is the incessant screaming of the victim as he/she is torn apart by the ruthless Tanar'ri. After what seems like only a few seconds (which is more than an eternity for the victim in the Abyss), the victim (or what's left of him) gets spit back out of the portal.

(1) If the victim makes a successful saving throw, he will get spit out of the
portal in 'one piece,' but while the victim sensed nothing at first, after a
split-second, all the Wrath of the Tanar'ri will surface. The victim will suffer
510 pts. of damage as he suffers multiple 'delayed' attacks and slashes from
all angles.

(2) If the victim fails the saving throw, it is instant death. All that is left
are body parts.


Range: 0
Duration: Instant
Speed: 9
Area of Effect: Battlefield

Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall resonate its anguish. Torment of the mind. Torment of the body. Torment of the
soul. All will be made clear when the Circle is drawn.

After the Ultimate Circle is inscribed on the ground, and the Rune explodes, all creatures in the 50 ft. x 50 ft. area that are hostile take 100 hit points of damage. There is no Saving Throw.


Team: The Free Company. (Mercenaries.)

AP: 6

JD: 97

Title: Re: The Profile Topic
Post by: Himeko Katagiri on 02 August, 2009, 09:15:56 pm
Name: Bruce Campbell
Race: “Human/Man God” (?)
Weapon: Chainboom sawstick - An IW rapid-fire shotgun with an IW chainsaw bayonet that can fuse into Bruce’s left hand. It has killing power equal to that of a jet engine.
Secondary Weapon: The Chin- Bruce’s entire skull is plated with IW adamantium allowing him to perform intense cranial maneuvers. (Also add +2 defense)

Ability 1: Fire Control- Bruce Campbell ignites his red hot manliness and uses it to control fires and even set the local atmosphere ablaze.

Ability 2: Alchemy- Bruce is able to use alchemy, like in FMA.

Strength: 3/5
Speed: 4/5
Defense: 2/5

Reflexes: 5/5

Height: 5’ 10”
Weight: 185lbs
Age: 31 (Evil Dead series)
Skin tone: white
Eye color: brown
Hair color: brown
Hair style: “the Campbell”
Garments/clothes: F3 WasteLander clothes

Bio: After defeating the army of darkness Bruce entered a portal which he though would take him home, instead he ended up here, and now He’s a pissed off badass without any gum.

AP: 4
JD: 180
GmB: (none)

Name: Optimus Minor (Opi is fine)
Race: Computer virus/ Autobot
Primary Weapon: Energon Swords- a pair of IW swords made from pure Energon crystals that can change shape & can overload machines.
Secondary Weapon: Giant Enemy Crab- Opi is able to draw a giant enemy crab through the internets to aid him in battle.

Ability 1: Shoop Da Whoop(s): is a master of shooping the whoop, allowing me to fire several different Lazorz, each having a different effect when fired, they include:
-Orange Lazor: a weak lazor that requires no charge and can be fired with rapid succession.
-Blue Lazor:  The signature lazor- requires 1 post to charge but it does not affect Opi’s ability to fire other lazors, even while charging, once charged it can be held until fired.
-Red Lazor: similar to the Blue Lazor, the Red Lazor requires 1 post to charge (can still fight during charging) once charged; it fires as a beam of constant extreme heat energy that can melt/burn almost anything.
-Yellow Lazor: a variant of the Orange Lazor, it is able to fire without charging, it is slightly weaker then Orange but it makes up for that with its ability to stun almost anything it hits on contact. (1-2 turn stun)
-Green Lazor: one of the most powerful lazors, Green requires 2 charges (not in succession) but once charged it fires a incredibly powerful beam of concentrated energy laced with an unknown substance that poisons whatever it hits, As if its massive damage wasn’t enough the toxins cause anyone/anything hit to lose 2 speed and 1 defense for 5 posts.
-Purple Lazor: The most powerful Lazor within Opi’s arsenal, it requires 3 turns to charge. But once charged it fire a blast of ultra dense, highly concentrated particle energy, anyone hit by this is sure to need an aspirin. Special note if the post that the Purple lazor is fired is a same time post as the opponent, they are transformed into a chicken of the same size as their character with all their abilities and stats (for Lols)

Ability 2: I F**king Love Coloring- Opi loves coloring, and he can use his wide selection of pencil-crayons to draw random creations into existence out of thin air.

Strength: 3/5
Speed: 4/5
Defense: 2/5
Power: 3/5

Height: 8’3”
Weight: 2520 lbs
Age: 4?
Skin tone: metallic grey
Eye color: teal
Hair color: (None)
Hair style: (none)
Garments/clothes: light blue and white striped gloves.

http://dictirwirm.deviantart.com/art/Opi-CoS-edition-62681283  (http://dictirwirm.deviantart.com/art/Opi-CoS-edition-62681283)
http://i26.tinypic.com/2ljt0qr.jpg (http://i26.tinypic.com/2ljt0qr.jpg)

Bio: in the year 2117 an eight year old gay boy named Shannon found a magic lamp. The Genie inside granted him three wishes, the first, was a fur jacket. The second was a flying car, and his final wish was to have a planet full of unicorns…Unfortunately his flying car was stolen the next day, stolen by a mad scientist! The scientist used the flying car in several experiments, most of them involving whipped cream. One day the scientist was updating his Ipod’s playlist when his computer became infected with a super powerful virus caused by his obsession with GDPCTP. Without noticing that the virus had entered his Ipod, the scientist put it into the flying car’s Ipod dock and tried to test it. The virus immediately took over the car and accidentally activated the flux capacitor and was sent back in time, it exited the time stream and crashed itself inside a movie theatre during the premiere showing of Transformers. After watching the entire movie with his recently damaged robotic brain, the car had become convinced Optimus prime was his father; it assumed the new name Optimus Minor and vowed to crush all remaining threats to mankind! Soon after it learned to become one with the universe through the use of the world wide web, Opi gained much knowledge of mankind through the Web as well as many of his unusual powers, it was also how he learned about the CoS, deciding that by going there he would be able to destroy all the evil being that would flock to the tournament. He transformed into his sub-humanoid form and rolled out. Ready to finish the fight…medabots…

AP: 2
JD: 120
GmB: (none)  

Name:Eddie Riggs
Weapon: The Seperator (IW axe infused the power of METAL!!!)
Secondary Weapon: The Love Giver (IW guitar that calls down lightning bolts on targets)
Guitar Solos

Bring it on home: Playing this solo calls a giant flaming zepplin crashing down onto the target.

Darkness control

JD: 100


Weight:230 lbs (all muscle)
Skin tone:Caucasian
Eye color:Brown
Hair color:Black
Hair style: Messy
Garments/clothes:Leather Jacket, Stage crew badge, spiked wrist bands, blue jeans.

Appearance: http://cache.g4tv.com/ImageDb3/143871_S/New-Brutal-Legend-Images.jpg (http://cache.g4tv.com/ImageDb3/143871_S/New-Brutal-Legend-Images.jpg)

Bio: Eddie is a roadie for a "heavy metal" band, after saving one of the band members from a deadly fall, Eddie was crushed by a piece of the stage that broke off. After he got crushed the metal god of fire ORMAGODEN, rose up from the ground and sent Eddie back to the age of Metal to defeat Emperor Doviculus.(I won't go into further details because I don't want to put in any spoilers, even though no one cares...)

Name: Joey
Race: Kangaroo
Weapon 1: Ultra-professional boxing gloves- special gloves designed with thousands of micro pile-bankers in the fists to multiply the distance traveled of anything hit by them. they also add 2 strength.
Weapon 2: Wallabee- Joey's infinitely respawning, Fireproof child who can use any attack Joey can.

Ability 1: Pouch of destiny- joey is able to call almost anything from his pouch using the awesome power of austrailian portal technology.

Ability 2: the way of the Roo- allows Joey to do badass "matrix-esque" attacks by defying local gravity and magnifying/reducing the physical properties of the nearby space. This also permanently adds 1 defense

strength: 4/5 (2/5)
speed: 4/5
defense: 2/5 (1/5)
reflexes: 5/5

Title: Re: The Profile Topic
Post by: Judgment Angel Zero on 19 August, 2009, 12:08:16 pm
Name: Ryan Davis AKA. Plasma Komodo
Age: 33
Race: Human


Weapon 1: The PKD-2009model Weapons Generating System
Komodo has four of these devices. Contained in a gun holster is four rectangular boxes with gun triggers and two buttons each. This is Komodo's own invention, the PKD-2009m. Clicking the trigger when the box is in it's neutral form causes it to recieve signals from his brain via his nervous system. The box uses the signals to determine which weapon Komodo needs. It then transforms into the gun desired. No matter what size. Komodo can change the gun by simply thinking of another one. The device stores an infinite number of four different bullet types:
-Neutral (the bullets the gun was designed for)
-Explosive (equivalent to a hand grenade)
-Homing (Will go around obstacles if needed)
-Elemental (Made only of the element, no metal bullet)
There are three different elemental bullets:
-Fire, Electricity, Poison
The two buttons on each box can serve to turn it into an explosive. The red one sets the transformation into an explosive and covers the back of the PKD with an adhesive that will stick to any surface. The second button explodes any charged explosives set up by Komodo. The explosion can be equivalent to that of a rocket launcher.

Weapon 2: Bioforce Exoskeleton Unit Mark 3 (BEU)
Komodo is covered from shoulder to toe in his own light weight, highly advanced suit of armor. It provides him with a permanent invisible energy shield that can only be removed with 3 solid hits. In addition to this, every turn, it increases one stat by one for that turn. Komodo may not choose the same stat twice in a row. Every three turns, he can increase a stat by three for that turn. In both wrists of the suit are beam sword generators. The feet have a technology that allow them to stick two any surface and have rocket boosters for flight as well. One unique quality about the suit is that as Komodo grows more injured and weaker, the the BEU only gets stronger, allowing him to work through that pain and increase all hhs stats depending on the severity of the injuries sustained. The BEU also can render Komodo completely invisble to the naked eye in stealth mode and comes with a self repair feature.

Strength: ***
Speed: ***
Defense: ****
Senses: **

Height: 5'9"
Weight: 211lbs
Race: Caucasion Human Male
Eye Color: Green
Hair Color: Brown
Build: Built >_>
Hair Style: Similar to Ace's from One Piece
Clothing: The main clothing he has is the BEU. It is black with silver camo. Most of it consists of a thick, form fitting armor which is made from a flexible material. He wears a belt with a gun holster (containing PKDs) on his waist. The large boots that come with the BEU seem to be made of metal and are completely silver. He does wear smal finger-cut black gloves as well.

To come. Too lazy to write anymore.

Name: Draft
Gender: Male
Age: 29
Species: Ghost

Chill Ship-
Draft's ghost ship from the world of the dead. This ship accompanies Draft into battle, hovering high above the battle field. It will occasionally teleport from place to place. Features:
-Shoots canonballs. These canonballs can be fire, ice, or dark type along with the neutral canonball, and have intagibility features, ghosting through defenses.
-It can summon up to 10 skeleton pirates, who are armed with swords and a pistols.
-It's anchors can be used as weapons.
-Spikes can be generated on the ship for ramming or projectile purposes.
-At the front of the ship is a giant skeleton head decoration. This is skeleton king Lord Marrow. He spews fire breath or acid onto the field and can produce hands on the ship dual wielding swords. He also shoops da whoop.
-Destroying the ship causes acid rain to fall for the rest of the battle. It burns the opponent every two turns and drains all of their stats by one every five turns.

Gordon the Puppet:
Through his masterful possession skills, Draft is able to simultaneously fight and have a part of him control a puppet. It is a wooden mannequin that is seven feet tall. It wields a large scythe that can be freely controlled by Draft. Features:
-Shoots lazer beams from it's hands, mout, and eyes.
-Grows spikes all around it's body.
-Switch places with Draft instantaneously (teleportation rules)
-shoots poison needles
-throws bombs of fire, ice, and darkness
-summon chains (lightning flows through the chains)

Spectral Powers:
Draft is a ghost and gains a huge number of benefits because of this:
-Intagibility: He is immune to attack. He is only vunerable while physically attacking or inhabiting Gordon completely. He also shows weakness to light/holy and dimensional attacks. He has a small weakness to electricity.
-Levitation: He can flyyyyyyyy!
-Materialization (Cloning): He may create duplicates of himself. It is impossible to tell which is the real one. They mirror Draft's moves and do not inflict damage, acting as illusions more than anything.
-Possession: Draft can possess inanimate objects and control them. He can even possess an opponents weapons (sentient or not). These gain intagibility and invisibility powers upon possession.
-Shapeshifting: Draft can manipulate his image to anything he wants and use the new form to attack. He gains no new abilities as a result of this (ex. turning into a dragon won't give him fire breath.)
-Spectral Screech: Draft emits a bloodcurling screech. Being within three meters of him when he yells causes paralysis for one turn. The screech interrupts all electronic devices, effectively acting as an EMP (effects last two turns). Screeching destroys any clones the foe may have on the field and emits a large, damaging sound wave that shoots in front of Draft.

Poison Attributes:
Draft was killed by having all of his poison's dumped on him at once. As a result, in death he gained the ability to manipulate these poisons. The ability makes him immune to all poisons. Features:
-Purple: The most basic poison. It acts as a corrosive liquid that slowly melts away the victim in an agonizing fashion. Deadly if ingested (death in seven turns).
-Green: It causes the strength stat to go down once per every three turns. Stays in effect as long as on the victim.
-Red: Same as above, but with defense.
-Yellow: ^ But speed
-Orange: ^ 4th stat
-PurpleHaze: Reduces vision. In addition, staying in the fog for two turns lowers every stat.
-Blue: Liquid. Reduces all stats once every turn. Can only be used once every ten turns. Follows rules of other colors. Cannot produce more than 15 Liters per attack.
-Only two poisons may be used per turn.

Strength: ***
Defense: **
Speed: ****
Mana: ***

-Seems like a typical sheet ghost. His eye hole are crudely cut out into an angry style. Inside of the holes are complete blackness except for a piercing yellow ring in each hole (the pupil). His hands float in front of him, and are purple with claw-like, black nails. Also floating are his sleeves, which are long and float behind his hands. They are large and billow behind Draft as he moves. The sheet on top of his head is like a tail that billows in the same fashion as his sleeves. At the tip is a blue flame (think Majin Buu's **** head thing, without the **** fodder.) His mouth is in a constant state of an evil, toothy grin...
Height: 4'7"
Weight: None.

Draft was a high ranking officer on Raijin's pirate crew. He was the poison specialist. All of his weapons were laced with the poisons he crafted himself. One day, he got a bit too greedy. He planned a mutiny with a number of his mates. Upon trying to execute this mutiny, he was defeated by Raijin, who had learned about it before Draft had a chance to strike. Raijin cruelly killed Draft with his own poisons. His final moments:

Draft: You...You bastard! *cough*
Raijin: Even when you say that, you have that stupid grin attached to your ugly face. I admire that.
Draft: How did you know about-
Raijin: The mutiny? As a god, it is my job to know when my disciples want to kill me. I have my ways.
Draft: Damn you Lucifer.
Raijin: That isn't my name. I tire of you calling me that...
Draft: You're scum. How can you call yourself god? I will never call you that name!
Raijin: Oh well. That poison will kill you soon enough anyway. Let this be an example to all who try to betray Raijin. I will come down on you with God's fury.
Crew: *gulp*
Draft: *holds up a pistol* Go to Hell!
Raijin: ?
*Draft fires the gun. Raijin phases through it and kicks him in the ocean, leaving him to die*
Raijin: Set course for Red Island.

Draft's body was found by former first mate of Raijin's, Morty Strong, a Necromancer who defected from the crew. Morty ressurected Draft from the dead. Draft's body was badly poisoned during his death, and it was clear when he was revived. He now had the ability to control poison, as well as use spectral powers. Together, he and Morty plotted to kill Raijin. Raijin was becoming to powerful and too greedy. They agreed, he had to be stopped. Gaining control of one of the most powerful pirate crews in the world was an attractive idea as well, obviously. Draft rallied up a crew of his own pirates in the underworld, with Morty as a co-captain. Together, they set sail to find Raijin and kill him.

Title: Re: The Profile Mausoleum
Post by: the poncho on 27 October, 2009, 07:22:59 pm
Name: Marie Toureau
Race: Human
Weapon: Sacre Bleu: French for, obviously, "Sacred Blue". A longsword forged a strange blue steel. Its grip has an odd curve to it, and its blade appears to have "seams" across it in a geometric pattern. At Marie's will, the parts of the steel between the seams lift up and a complex network of cogs, tiny mechanical arms, vacuum tubes, is revealed, all strewn across what seems to be the barrel of a flintlock pistol. The pomel of the blade opens, and the handle of the sword becomes that of a musket, sans stock. A magazine of some sort also appears in place. When Marie pulls the trigger, the cogs begin turning, the vacuum tubes begin sparking, and a faint purple glow envelops the gun. Magically enhanced silver bullets are propelled out of the barrel. The magazine holds 150 shots by way of gravity well compression, and Marie can carry three magazines at a time.
Secondary Weapon: Gravity Engine: First created by Renaissance scientist Pierre Toureau XIII, to whom Marie can draw direct descendancy, this was one of the most potent devices of its time. The first model was the size of a train car and barely produced enough power to lift a Spanish Galleon skyward, but more modern Gravity Engines of the same size can lift whole cities into space. The arm mounted model Marie uses has been calibrated for her size, allowing her to perform feats of agility not even the most physically enhanced human could attempt, including but not limited to flight. The Gravity Engine activates at Marie's will.
Abilities: The Arc: Marie has tapped into a spectral body known as "The Arc". It is a sort of energy existing in living (and once living) things. Although invisible to the naked eye, Marie can see and manipulate it to her ends. The Arc can, ironically, be manipulated into arcs of chaos energy and used as a weapon, or arranged into a hexagonal, geometric pattern and used as a shield.
Gravity Well: Marie can create wells of gravity in any of area around her. Energy, projectiles, and objects are drawn toward this well, and at will, exploded back outward. Some may call it a "Black Hole", but it is not possessed of nearly enough strength to cause any real environmental damage. Those objects under the influence any other Gravity Field, personal or otherwise, are not drawn in by the Gravity Well.
GmBs: N/A
AP: 0
JD: 100

Reflexes: 4

Height: Short
Weight: Skinny
Age: Older than she looks.
Skin tone: A perfect tan.
Eye color: The loveliest brown
Hair color: A luxurious brunette
Hair style: Down, straight, short.
Garments/clothes: A long, black coat, form-fitting at the waist, jeans, sneakers. There is some sort of clockwork device, entirely forged of gold, save for the tesla coils and vacuum tubes. A faint purple glow is coming from the middle of the maze of cogs and gears.

Title: Re: The Profile Mausoleum
Post by: τπμε on 02 November, 2009, 03:11:33 pm
Name: Trew
Race: Black Dragon
1. Scythe: Emits a black glow and can control dark energy. Chain with spear tip on other end. Tip can be shot off and replaced by another, can be explosive. 

2. Boomerang: 6ft tall boomerang. Has a field around it that sends all it touches flying. Field can be activated and deactivated at will; it can change shapes and be used as a shield to reflect projecticles and such. 

3. Battle Axe: A large ornate battle axe that can control light energy. Has auto-return function.

   1. Spirit Projection
 Can make a move and a image will appear where I want it to and make the same move with the same power. Kinda hard to explain so heres an example:
*Stands 50 feet away from a tree with fire sword in hand*
*Makes a horizontal slash*
*A image of the sword appears next to tree and slices it in half*
*Tree is sliced in half, both ends burst into flame*
Can also make clones.

   2. Dragon's Blessings
Extinction-Destroys summons/minions/etc
Shield-Protects stats from being lowered
Dragon Call-Calls fellow dragons to battle. 2 species, Black and White
Black Breath-can discharge a black fire mixed with dark energy
Heightens senses

   3. Animation
Can bring inanimate objects to life and control them. Can also bring back the dead.

   4. Fusion
Has the power to fuse and de-fuse stuff

   5. Prototype V2
Has same powers as Alex Mercer from the game Prototype. This includes:
-Shapeshifting-body parts turn into Prototype Substance(PS)
-Can create weapons, walls, and such out of PS

   6. TBD


AP: 40


Black Dragon:

White Dragon:

Theme: Unknown Soldier - Breaking Benjamin

Description: http://2.bp.blogspot.com/_lu6UwQj9Gs8/SpOHRq3mWxI/AAAAAAAAABM/-cThoxaB-9o/s400/dark_dragon_by_pamansazz.jpg
Similar to this, stands on 2 legs. About 6ft tall.

Name: Mortis
Race: Unknown
     1) The Designs
Mortis has orange lines that run all along his body. These designs can come off his body and extend to any length to be used as a weapon. Mortis can shape the lines into any form that pleases him. They regenerate and can go back to Mortis’ body instantaneously.
     2) Necromancer's Brush
An ancient paintprush with an endless supply of paint. All objects made with the brush can be animated and under Mortis' control. All objects are filled with dark energy as well. It can be used to control The Designs and transfer the paint's power to them. 

     1) Artistic Empowerment
This ability allows Mortis to give The Designs special powers. For example, a line can be made to be as sharp as a sword, or orbs can be made to explosive.
     2) The Body
Mortis’ body is made of a hard, almost rubber-like substance. Mortis can control the density to make it become as strong as metal or as flexible as rubber. This also can give Mortis the power of elasticity. 

AP: 0
JD: 100

             Stats                                                                                                                                                                                 Strength:****
   Rage: *

          Description: Human-like body with only eyes on the face. The orange   Designs run throughout his body. 
Weight: 175lbs
Skin tone: Jet Black
Eye color: Orange
Hair color: None

Title: Re: The Profile Topic
Post by: Dannir on 10 November, 2009, 05:41:41 pm
Name : Elderim Tatnolak
Race : Human
Weapon : Spear, he use it with one hand.
Secondary weapon : A stone containing soul shards, it can be used to fire a small ray or as a shield. The stone itself is unbreakable, unlike the shield-use.

Abilities :
Soulcall : The power of the souls Elderim collected is called. The number of different powers of this ability increase with the number of abilities.
The font size of the description of the power is 1pt.
A simple destructive wave, not much to say. Out of all his powers, it's the one Elderim work on the most.

Slow the opponent by "burning" its soul, thus making it harder to think. Most people don't even feel it. Pretty useless, but Elderim intend to work on this to stun the victim.

Soul flows, pushing the opponent. Trying to resist is like trying to swim up a river, sometimes, it simply flows too fast. A little random...

Soul wind : Whenever Elderim enter in battle, a part of the soul shards he collected form a wind around him, with the effect of speeding him up. (+1 Speed)

GmB : n/a

AP : 0

JD : 100

Stats :
Strenght : **
Speed : ***(*)
Defense : *****
Soulcall* : **

*Mana, but with the name changed to reflect the fact he use soul power.

Height : Somewhere near 5''7'
Age : 20, body-wise at least... Maybe a few centuries soul-wise.
Skin tone : Somewhat tanned
Eye color : Green
Hair color : Black
Hair style : Messed up long hair
Clothes : Brown pants, shirt and coat.

Bio : Elderim is a soul bearer, someone who collect pieces of soul (soul shards are literally that.) to use them in battle. The process does not involve the destruction of the soul, since everyone let some pieces of their soul where they go. When he saw that place, he decided it might be a good idea to train. So, here's what he's doing right there. Where he come from, everyone reincarnate after death, but only trained people with a solid knowledge about souls can remember of everything its soul came trough and chose its next body.
Soul bearers are part of them. Most of the persons he know are probably fighting some kind of army, while trying to solve mysteries.

Quote: "Don't worry. Only your body is in danger."

Name : Voolan Alvan
Race : Unnamed, he's made of what his called in his universe "elemental energy".
Weapon : A laser gun.
Secondary weapon : Pretty much anything he can make by controlling elemental energy. From swords, to axes, including weirder things and shields.
Abilities :
Form item : He can form items out of elemental energy, from knifes in his hand to heavy balls 15 feets far.
Un-materializing : Because of his nature, Voolan can simply go through objects with the same limits as any such power.
GmBs :
AP : 0
JD : 100

Strength: ***
Speed: **
Defense: ***
Rage: ****

Height: Can vary, though how is unknown, 5'8" is the average
Weight: Can vary, average 100lbs
Age: He claims to be 234 years old
Skin tone: He has no such thing as skin, but his color is a light purple
Eye color: He doesn't have eyes
Hair color: He doesn't have hair
Hair style: See above
Garments/clothes: He doesn't wear anything, he doesn't need to.

Bio: His claims are the only source for his past : He claims he was made, not born, as an attempt to create things called "elementals", however, he turned out not to be what they needed... His creators still offered him to work for them, just not in the intended way. He never talked about the nature of this job, though.

Quote: "All I said is the pure and simple truth. I didn't invent anything."

Name: Ovoss Tansolan
Race: Human
Weapon: A short sword
Secondary weapon : A dagger in his left hand, with a shield attached to his arm.
Elemental missile: Ovoss can shoot elemental missile of the eight following elements: fire, water (ice missile), thunder, wind (A kind of solid wind), earth, plant (wooden), light (see wind), shadow (see wind)
Levitate: Ovoss can fly. Nobody's sure how it's done, but he doesn't use wind element.
AP: 0
JD: 100

*Mana, with the name changed.

Height: 5'4"
Age: 25
Skin tone: Tan
Eye color: Light green
Hair color: Brown
Hair style: Messed up relatively short hair.
Garments/clothes: Full set of leather armor, a white tunic, and white pants.

Bio: Ovoss was born in a big city, and during his childhood, he looked like he'd be a pretty normal guy. Sure, he was a pretty good fighter, but it wasn't something special. Oh, he had a very special way to manipulate elemental power, but it would probably become a problem. That was before he was chosen to be part of a special group, and trained to survive in other worlds. He ended up being assigned to the clash, not even in the same universe, afeter a while.

Quote: "Fighting isn't the best way to resolve a problem. It's still the easiest to come with."

Name: Alfissen Robaren
Race: Godess (of drinks...)
Weapon: A simple two-handed sword
Secondary weapon : A drink gun. Basically, it shoot a pressurized liquid. The weird part is, that actually hurts. Alfissen feels ridiculous with this.
Long night : A night in a tavern is often long and hard to stop in Alfissen's world. Being a god of drinks, she draws energy from it, making him tougher. This adds her 1 defense point.
Beerbard : Alfissen make beer falling from the sky... Ignited, rich in blackpowder, beer. The result is, of course, explosive.
AP: 0
JD: 100


Height: 6'1"
Age: 451 years old, which, by god standard, is very young.
Skin tone: Pale
Eye color: Blue
Hair color: blond
Hair style: Straight and long
Garments/clothes: She wears a gray tunic, gray pants, and a pair of black shoes 

Bio: Alfissen comes from a world where anyone can ascend to godhood, meaning a gain of power, but also a need for religious practice... This lead to her case. Since the simple fact of someone drinking gives her some power, she have all her time find belivers who would give her more power.

Quote: "You know, it's quite ridiculous to be the god of something you don't ever do..."

Name: Safal Noldoli
Race: Metamorhic canine summon
Weapon: Whatever her form have
Secondary weapon : None... Yet.
Change form: Safal can take the form of a wolf, an angelic dog, or of a hell hound. They respectively have as fourth stat : mana, jump, and rage, and respectively gain one in defense, speed, and strength. She can only talk in angelic dog form. Safal can only take one form in a given turn.
Angelic magic: In angelic form, Safal can use this magic. The list twill expand as she gain AP.
Punishment: A simple, lightly damaging, spell. The target feel pain, and that's all.

Holy fire : The target burn in holy flames, causing pain. It isn't as painful as punishment, but it last for as long as the victim burn.
AP: 0
JD: 100

Strength: ***(+* in hell hound form)
Speed: ***(+* in wolf form)
Defense: ***(+* in angelic dog form)
Special(*1): ***
*1:See Change form.

Height: Average for a dog
Weight: Average for a dog
Age: 3 years old
Skin tone: Doesn't apply
Eye color: Red
Hair color: Rather fur, the angelic dog form gives her white fur, the dog form gray fur, and the hell hound black fur.
Hair style: Doesn't apply
Garments/clothes: Always wear a brown leather collar

Bio: Safal was originaly a creature made to be summoned, without any free will. A summon went wrong, and Safal, in hell hound form, appeared, attacking the summoner and running away.

Quote: "You're talking to a dog. Seriously, you should question your own sanity."

Note: They aren't working as a team. At all. Ovoss an Voolan are ennemies, and of none of them saw any of the others before.

Title: Re: The Profile Topic
Post by: A Duck on 09 January, 2010, 06:02:37 pm
Race: Human

Gifts from the creators: In the future, Hero was sent to the past to become a great warrior and stop a unstoppable evil from happening. So in accordance, the 3 main Creators gave Him each a gift.
NanoBots: Nanobots that allow Hero to Change his stats at any time he needs to.
Gauntlets: A pair of IW Gauntlets that Control Light.
Staff: A Staff the can change Size at Hero's will and is IW.

The Creator Inheritance: Hero inherited great power, both from his Father who died in combat, and the other great Creators.
Cloaking Device: A device that Allow Hero to become invisible for a short time. (1 turns, cool down of 1 turn)
Killing Intent: Hero was trained under the eye of a very powerful warrior. This warrior trained Hero to never lose, never fear and always aim to kill. At the start, Hero begins with 14 " * " instead of 12.
Ice Blade: A small blade that is said to be able to Freeze any object in its way.

Auto-Shotgun AKA AutoShotty: An Automatic Shotgun with Explosive round that her affectionately named "AutoShotty". Hero has negative *** in the creativity Stat.

Moto: A Motorcycle that can also transform into a humanoid form.

FuelRod/Carbine combo
: a Gift from GF to Riddick. Now in the hands of Hero.

"The Bladefife"

A Rapier made by weaving grass around a enchanted fife to create a indestructible sword with a flute for a hilt. It allows anyone who wields it to command the plant-life of the world to follow their orders as well as giving some control over sound waves.

Fire sword: A Long blade sword with the element of Fire. Now with elasticity.

Elasticity: Hero's body is very durable and can stretch to great lengths and can be shot out with great power.

Kid's Gift
: Hero was given a gift from an new friend before his journey began. It is a powerful technique.
Repel: Hero can repel objects.
Attract: Hero can pull in an object. He can even make it attract to other objects.
Reflect: Can reflect almost any attack. cool down of 2 turns
Absorb: Allows Hero to absorb almost any attack. cool down of 2 turns

Fire Control
: Hero can control fire. as a side effect he has gained these sub abilities;
Explosion control: Hero can control the strength, location and size of explosions. He can also create them.
Fire Phasing: Hero turns his whole body into an Intense flame. The flame burns almost anything not IW.
Burn "Immunity": Hero cannot be burned by his own flames. Regardless of the conditions. But he has a very good resistance to other kinds of fire.
Heat Control: Hero can keep his body at a Constant temperature, this gives him the ability to not feel hot or cold.
Ice "Immunity": Hero's flames keep him immune to Cold at all times. This includes Ice attack. He has a good resistance to Ice and Water attacks.

GmBs: None
AP: 15
JD: 100


Weight:180 lbs
Age: 18
Skin tone: Pale
Eye color: Blue
Hair color: Dark Brown
Hair style: Shaggy

Bio: Dmax's son from the future. Since his fathers "death", he was raised by the creators to be a great solider. They named him after what his father could not be. A Hero.


Name: FM Dmax
Race: Human


1.)Metal Limbs: Dmax lost his right leg and his left leg through his many years of fighting, The Metal legs is IW and the Metal Arm is CA, Dmax can Change his arm into many things using Alchemy.

2.) Creator Wardrobe:
Dmax wears a Cloak and a Mask, majority of the time.
-Mask: A skull Mask that covers the front of Dmax’s face. The Mask allows Dmax to See “Aura’s” and allows him to infinitely breathe oxygen, no matter where he is.
-Cloak: A wrap around Cloak that reduces damage that Dmax takes from any blows it receives. The Cloak raises Dmax’s Mana stat by 1 and Defense by 2.

3.) Panda Puppet (sentinel):
Chainsaw Claws (Chain CLAWS!)
Bamboo Rifle
Bamboo Blade
Super Strength
Artificial fur, that turns razor sharp when one makes physical contact with it, great for killer bear hugs!

4.)Heaven and Hell blades.
A set of Dual swords, which are granted the Elements of Light and Death. The swords raise Dmax’s Mana stat by 2.


1.) Chakra Control: Dmax can control his chakra so perfectly that he can give it multiple uses.
-Puppet master: Can attack strings of Chakra to items so that he could control them
-Shadow clone: Can create Clones made entirely of Chakra for many uses.
-Heavenly Guard: can guard small attacks by concentrating the charka in that area to block them

2.) Poison Control:
Dmax can add poison Attribute to any attacks.
-Control over poison allows Dmax to be immune to any poison.
-Any Poison lowers all stats by 1 every 5 turns.

3.) Alchemy: Dmax's Alchemy is the Creation portion of alchemy. He can make anything from anything. He also knows how to do a bit of the Deconstruction part of alchemy, breaking things down to their original forms. Such as breaking down Water into Hydrogen and Oxygen. Though he isn't that good at the latter, that is because you must inherit the skills of each part.

4.) The Legendary eyes: Dmax inherited a special ability from his clan, simply called the “Legendary Eyes”.
- The eyes allow Dmax to not only Follow, but copy (if necessary) his opponents movements.
- The eyes allow Dmax to see everything and anything in an Eight foot area around him, giving him 360 degrees coverage of his surrounding area.
 -The eyes raise all of Dmax’s stats by 7, when activated.

5.) Lightning control:Control lightning. Dmax cannot be hurt by his own lightning.

6.) Ally Summon: Dmax can summon some old friends.
Snorlax: it’s a Snorlax...
Zaraki: Zaraki Can use a Tachi that shoots lightning
Tobi: Tobi can see Auras and can control Dark energy.
House: House can shoot fire blasts.
Riddick: Riddick carries a small array of weapons. (Sniper, Rockets, machine guns, grenades)
: Due to Dmax only having 1 usable arm. He can only summon 1 of his puppets at a time.
Karasu (Crow):Switches places at will with Dmax Karasu is an offensive puppet, having numerous concealed weapons and being able to detach any of its limbs for separate attacks. Crow is holding a scythe that can be shrunk and expanded to the situation. It uses poison on all of its attacks. The poisons lower the strength and defense of what ever it hits by 1 every 5 turns and once it makes (or if they are already there) strength and defense down to 1, it then moves onto speed. This puppet is made of a EXTREMELY rare and strong wood that can be made indestructible if treated with the right chemical, also their joints are made from bones from and unknown donor
Sanshouo (Salamander):
Is mainly used for defense, Dmax can hide in Sanshouo's back for defensive purposes, though it doesn’t have much of offensive abilities though. It has a flame shield/thrower and Dmax has a screen so he can se everything that is going on while inside salamanders back. Also is fire element. This puppet is made of a EXTREMELY rare and strong wood that can be made indestructible if treated with the right chemical, also their joints are made from bones from and unknown donor
Snorlax Puppet:The Snorlax puppet is made from an Actual Snorlax, meaning it can do anything an actual Snorlax can do, and contains no metal

7.) Synchronize:This ability makes it so if Dmax gains a status problem the opponent(s) also gain it, (ex: Sleep, Paralyzed, Poison, stat reduction, stat locking, unable to use GmB, etc.) but it also works so that if the opponent's stats go up, so does Dmax's by the same amount.

7.) Dark control: Dmax can control Darkness.
-Shadow Jumper: Dmax can enter the shadow world and that makes him able to travel through shadows.
-Shadow Shroud: Dmax can cover him self in a protective shadow shield
-Shadow Sight: Dmax can use Shadows as another set of eyes/ second eye....
-Shadow Cloud: Dmax can create a cloud of Dark energy to carry him allowing him to fly
-Shadow Summon: Dmax can create clones made from dark energy.
-Shadow Form: Dmax turns his entire body into Dark energy, in this form he can basically Phase through objects, and if a light appears around him it simply makes him semi invisible.

8.) Acid Control: Dmax can Control and create acids to do a large verity of things.

9.) Sound Control: Dmax can produce, amplify, decrease and nullify all types of sound.

10.) Ice Control.
Dmax can control ice. Dmax cannot be hurt by any of his own Ice.

11.) Symbiote: Dmax was infected with a highly rare Symbiote. Only very few escaped the destruction of the Elemental realm. This symbiote is attracted to the Dark energy Dmax produces from his body. The symbiote bonded with Dmax's body and allows him to use it power, but such power comes with a great price. Every time Dmax uses the Symbiote, it takes a part of him. First it took his Left arm, then his Right leg. Next it took his bone marrow. Then the final part it has taken was his Veins. After the last two uses, Dmax died and had to be brought back by Judg, and reconstructed by Gaffit. The next time Dmax uses the Symbiote, maybe his last.
Fm Dmax's Symbiote takes over his body. The Symbiote doubles his stats instantly. (That includes if Sharingan is already active) this form feels no pain and will stop at nothing to kill them Enemy. On the down side, this form loses conscious of teammate and Enemy, so Dmax will attack essentially anything. (The Symbiote Recognizes Dmax's Summons as allies though.) The Symbiote maximizes the use of Dmax's Abilities. Basically, his abilities powers are multiplied. Also, the symbiote heals most wounds slowly.

12.) Light control: Dmax can control the element of Light.


1.) Hell teleportation:
Dmax takes all active fighters to his turf, Hell. In hell, Dmax's powers are nearly limitless. Also, Dmax can summon any dead entities or players on the field who have died. If anyone is killed in hell, weather it being an ally or enemy, Dmax's Stats double.All fighters are returned after 5 turns, and Dmax's stat boost remains. IW weapons are not long IW, and Dmax's Duel sword/ Great sword are CA (due to him not having the CA metal arm).

2.) Mangekyou Sharingan:
Fm Dmax’s Current stats triple. Dmax’s Sharingan now allows him to control ALL elements. If Symbiote is active when this GmB is launched, The Symbiote becomes even more powerful.

3.) Copy Cat:
Dmax can copy an enemy or allies GmB.

Height: 5’11
Weight: 190lbs
Skin tone: pale with purple makeup
Eye color: Blue
Hair color: brown
Hair style: messy spikes
Garments/clothes: black jump suit type cloths with a "cat ear" hood

Misc: Dmax's Entire jump suit is lightproof

Dmax's Stats:
Strength: *****
Speed: *****
Defense :*(**)
Mana :*(***)

Crows stats:
Strength: ****
Speed: *****
Defense: **

Salamander’s stats:
Strength: ***
Speed: ***
Defense: *****

Snorlax puppet stats:
Strength: ***
Speed: ****
Defense: ****

Snorlax's stats:
Strength: *****
Speed: *****

Zaraki's stats:
Strength: *****
Speed: *****

Strength: ****
Speed: ****
Defense: ***

Strength: *****
Speed: *****

Bio: no....It's would take far to long.

Team: black steel

AP: 205
JD: not enough...
Coinage: 14


Puppet master
Dual Puppet slots: Dmax can summon 2 puppets at a time. Dmax can use Alchemy to combine puppet, when puppets combine, their abilities and stats combine. An Orb puppet can be combined to another puppet to give that puppet elemented attacks

Gloves: Can be used to create weapons  With Chakra, it gives Dmax increased control over Chakra. It also allows Dmax to shoot flames with a snap of his fingers. (When alchemy is an active ability)
Raises Dmax’s Chakra/ Mana Stat by 3.

Sack of Goodies: Dmax has a bag of Unlimited Kunai knives, some of which explode and some of which cause Paralysis.

Chakra Control: Can control Chakra to do several different things.
Chakra strings.
In use with gloves to make weapons
Can use Chakra to launch attack and give an extended hit box.
Dmax’s Chakra gets stronger over time, every 7 turns his stats raise by 1.

Alchemy: Can uses anything, to make anything.
Can create Portals to Summons Partners.

Dark Control: Dmax can control Dark energy.

Dmax’s Stats:



Third Kazekage:

Snorlax puppet:

Panda puppet:

Monkey puppet:

Tree puppet:

Killer Cactus Puppet:


Dark orb:

Light orb:

Lightning orb:

Dragon puppet:

Thunderbird puppet:

Gaffit puppet:

Judgment puppet:

Armor suit puppet:

Skeleton puppet:

Douche Bag puppet:

Poncho Puppet:






FM Dmax:

AP: 11
JD: uhhhh.....


Name: Zaraki Kenpachi
Race: Soul Reaper
1.)Zanpaktou: Zarachi has a Tachi that is lightning elemented, it can absorb lightning and shoot lightning. it is actually made from Spirit Particles. for if it breaks it can just reform. if it disappears Zarachi can just reform it in his hands. he cannot be hurt by his own blade.

2.) Eye patch: Zaraki wear an Eyepatch. But it is no an ordinary eye patch. when this eye patch is removed, Zarakis stats DOUBLE. When Zaraki removes the Eyepatch, his spirit pressure gets released at such a velocity that It can destroy most objects (including opponents) nearby. This provides Zaraki with a split second of "Invincibility".

3.) Captain Uniform: Zaraki's Captain uniform is the Uniform he is required to wear by the Higher powers in the Spirit Realm. The Uniform Is fire proof and Protects Zaraki from taking Some damage, but at the Same time the attacks that hit the uniform still apply towards the Sadomasochist ability.

Bells: The Bell's that zaraki wears at the end of each spike of Hair. The bells allow Zaraki to Manipulate sound. None of the sounds Zaraki produse effect him negatively.

1.) sadomasochist: When Zaraki is damaged or hit by his opponent his Strength stat increases by 1, when he Damages or hits his target his Defense stat increase by 1, this also works for allies, meaning if a ally is hurt, zarakis stats go up by 1, if a ally hurts a opponent zarakis stats go up by 1 when he destroys a clone or summon or pet or companion, his stats increase by 1. all increases his rage stat by 2 though.

2.) Spirit pressure: Zaraki Holds Great spirit pressure within himself. he can use it for a number of things.
-Great Bind: All Targets are bound by the spirit pressure for 1 turn.
-High Gravity: the target speed stat become lowered by 1
-Total Destruction:All clones, summons or long ranged physical attacks (like if you were to throw a stone) get destroyed instantly while in the field of Zarakis Spirit pressure.

Air Control: Zaraki can control the air around him, When stacked with Sound control and Spirit pressure, this ability is devastating.
Skin tone:slightly tanned and scarred
Eye color:black
Hair color:black
Hair style:long spikes
Garments/clothes:captain uniform from bleach

Strength: ****
Defense: ***
Rage: *

Bio:its zaraki kenpachi....he doesn't need a bio....

team:Team black Steel

Misc: Kenpachi is actually in a artificial body, meaning Poison doesn't effect him and his body is nearly IW.

JD:ask gaffit...+120 from tourney

His theme song is Meaning of Life- Disturbed


Name : Billy Talent Aka: Grim
Race : Undead
Primary Weapon: Deaths grasp:  Grim's right hand decayed after he died he died. But when he awoke, he found that it had a strange ability. It ignores a person physical body and attack their soul directly. Even hitting armor effect their soul as if he hit them directly. But if the opponent isn't wearing armor and is hit, they receive double damage from both physical damage and the damage to their soul. Grim can change his hands shape using bone control. When Grim Grasps onto an object with this hand, his grip is that of someone with 7* in strength,

Secondary weapon: Stitches: When Grim was killed, he had his arms, legs, and head chopped off. He had his eyes sown shut and his moth sown closed. He had his intestines and organs removed. And all of this while he was under a spell to keep him alive during the entire process. When they were done, they painfully stitched him back together then removed the spell, causing him to die after nearly 24 hours of the worst pain imaginable. When he was brought back to life. The stitches remained...But they were different. He could control them. He could extend them to extraordinary lengths and they were indestructible. Beside that, they have the ability to absorb most energy. They also give him a permanent 4* boost to his mana stat.

Abilities :
1.) Bone control: One of the first things Grim noticed about his body when he awoke, is that his bone were in constant pain. He didn't understand why, until he noticed that he could control them at will. At which point he readjusted his Skeleton to meet the requirements of his new life style. As well as controlling his own bones. He can control other bones and he can create nearly indestructible bone from nothing. He can use this to Make weapons and armor, as well as other things.

2.) Death control: When Grim woke up from his, "Slumber" he was immediately in-tuned with the Dead, as well as the Undead. He cannot bring people back to life, but he can animate their bodies to his whims. He can also creates an energy called "Death energy" which is all of the negative emotions from the dead, in energy form. One hit with this and a target is filled with emotions of only hatred, agony, fear and etc. This will cause an target to be incapacitated. Grim can also single out a single emotion and inject it into a target. Causing them to feel the emotion with extreme side effects. This can be used to turn a summon against it's master. (If light energy is considered to be 1 on the evil meter and Dark considered a 10, then this energy is a 15. This energy is pure evil and only those who are extremely evil/ with extremely negative emotions can use it.)

Stats :
Strength : *****
Speed : *****
Defense : *
Mana : *(****)

Height : Around 5 feet 9 inches
Age : Unknown
Skin tone : Pale blue.
Eye color : Black
Hair color : Brown
Hair style : Bed head, or....Casket head. teehee
Clothes : Dirty and torn up cloths. A patchy jacket and blue jeans with a black shirt.

Bio : He was known as Billy Talent. He was an almost average person. Until one day a plague hit his village and killed almost every villager. When the higher ups of the village were researching this plague, they were informed of a possible Evil Witch, a man avoided the church and was quiet and too himself. He also seemed unaffected by the plague at all. He had no loved ones or friends. He was alone in this world. And now, he was branded a murderer by his own people. They dragged him though the town, where they asked him to confess to his crimes. When he told them he has done nothing wrong. They tortured and killed him. In his dying moments, he remembered seeing a shadowy figure that told him, "One day you will seek revenge. And i will provide you with the necessary means to acquire it". He then closed his eyes and died. But yet, he did not die. What seemed like second later, he opened his eyes. He was in a watery grave, at the bottom of a near by lake from his village. He then saw the Shadow figure again. The figure told him, "If you are prepared to take revenge on those who did this to you. You may do so. But if you do not, close your eyes and I will take you to your final resting place." Billy smiled and began walking on the bottom of the sea bed to his former home town, where he then gained the revenge he sought.

GmB : n/a

AP : 0

Title: Re: The Profile Topic
Post by: X-23 on 16 January, 2010, 01:18:45 am
Name:  Isaac Strauss
Race: Human
Weapon:   Beads Lots and lots of shiny metal beads.     
Secondary Weapon: Razor Wire
Isaac's motion controlling abilities allow him to speed up an object to however fast he wants, he can speed up any object he comes into contact with. He can also use it on himself, in order to throw super fast punches or to fly, (albiet only in a single direction) The objects/ himself never slow down, they'll keep going that speed in a straight line til Isaac decides to stop them from moving. Isaac can also use this ability to slow himself/ any object he has came into contact with to no movement at all. Allowing him to make himself immovable. The speeds can only be changed without Isaac wanting them to can only be done with magic, etc..

Issac has the power to tap into THE BEAD DIMENSION, a dimension of only the exact kind of Beads Isaac uses. He shoots them out of portals in his hands.

Strength: 1/5
Speed: 1/5
Defense: 1/5
Reflexes: 5/5
His Accelerationen power allows him to raise any of the three standard stats to 5/5. but only one at a time.
Height: 6'3''
Weight: 150lbs
Age: 17
Skin tone: White
Eye color: Hazel
Hair color: Brown
Hair style: Medium Messy
Garments/clothes: Normal T-shirt with pants


Title: Re: The Profile Topic
Post by: Davidk92 on 19 April, 2012, 09:27:26 am
Name: MLU-118 "Machine King"
Race: Robot

*Pulse Blade. A powerful weapon resembling a blade of energy extending from a sword hilt. The energy blade can be manipulated by Machine King to lengthen it, change it's shape, etc. Machine King is extremely proficient with this weapon, and due to it's nature the energy blade cannot be broken. However, if the hilt is damaged it can malfunction, rendering it useless.

*Mechanical Body. As a robot, Machine King can upgrade his body by attaching mechanical augmentations to it, similar to how you can power up a vehicle by attaching weapons to it. Machine King's current set up is:
-Missile launchers in his shoulders.
-Energy cannons in his hands, eyes and chest.
-Rocket boosters in his legs, arms and back to allow flight, as well as enhance his kicks and punches.
*Metal Empire Summon. Thanks to a device installed inside him, Machine King can summon members of the Metal Empire from his home dimensions to fight alongside him. As with other summoners, Machine King can summon up to 20 "units" at any one time, either as 20 basic grunts, his five Machine Generals, or a combination of the two. Due to their programming, these robots will follow Machine King's orders to the letter without question.

*None yet.

AP: 0
JD: 100

Strength: 2/5
Speed: 2/5
Defense: 3/5
Power: 5/5

Height: 8' 0''
Weight: 350 kg
Age: N/A, robots do not age
Skin Tone: Silver-grey
Eye Colour: White
Hair Colour: N/A
Hair Style: N/A
Garments/Clothes: Blue and white paint job, red cape, golden crown.

In another dimension a long time ago, science had advanced to the point that robots were able to experience human-like thoughts and emotions. However, due to their programming, they were unable to disobey their human masters, and were regarded as little more than slaves or appliances. As time went on, there was no such thing as a human soldier; wars were fought entirely by these intelligent robots against their will, controlled by humans from safe bunkers miles away.

Eventually, humans decided to take the next step, and create a robot that could serve as both a soldier and a controller. This resulted in the creation of the MLU series (Machine Leading Unit). From here, they continued to build upon the MLU and improve both their combat abilities, leading capabilities and intelligence.

Until one day, it happened. The one hundred and eighteenth MLU was brought online. With the knowledge, intelligence and experience of all 117 MLUs before him preprogammed into him, MLU-118 was to be the humans masterpiece and ultimate soldier. But they had succeeded too well; alongside their experiences and intelligence was the resentment and hatred of every previous MLU, and it wasn't long before MLU-118 found a way around his programming. He soon turned on his creators, slaughtering the scientists that gave him life, before unleashing a signal that erased the programming of every robot on the planet that caused them to obey humans. Crowning himself "the Machine King," MLU-118 led the robots in a revolution against their creators.

The humans, who by that point had become dependant on the machines for combat and day-to-day living, were helpless against their former slaves.

With every human on the planet gone, the Machine King proceeded to organise the planet into a utopia for mechanical life. However, as time went on, Machine King's original programming as a war machine began to surface, and he found himself lusting for more power. Soon, he organised the entire robot population into a colossal army under his command, and they left Earth to conquer other planets. With each new planet they conquered, the robots discovered the secrets of that race's technology and integrated it into their society, before exterminated all organic life on that planet. An unaging, unrelenting, unstoppable force was formed: the Metal Empire.

Withing one full century of this assault, all organic life in the universe was destroyed, leaving only machines. But for the Machine King, that wasn't enough. He wanted more.

Using the massive array of technology they had taken, the Metal Empire was soon able to find a way to punch a hole through the dimensional barriers, allowing them access to other universes. Thus the cycle continued, with the Metal Empire invading other dimensions and bringing them under their rule.

Soon, a dimension inhabited by extremely powerful beings was discovered. The Machine King decided he wanted to test the increased power of his Empire and ordered an invasion. But for some bizarre reason, it was found that the dimension would only allow one individual through. After some deliberation on the matter, the Machine King decided to enter the dimension himself. Armed with his Pulse Blade and with the inter-dimensional technology integrated with his system, the Machine King entered the wormhole and found himself in a place titled simply "the Clash of Smash."

Name: Kheperu Seshem III aka "He Who Returned"
Race: Mummified Human

*Anubis-Ib. An Ib (heart) granted by Anubis, the Egyptian god of the afterlife, that Kheperu holds inside his chest. This artifact serves as the anchor between Kheperu's Akh (spirit) and Ha (body), allowing him to return to life, in addition to magically allowing him to communicate with others. If the Anubis-Ib is ever removed, then Kheperu will remain alive but drastically weakened; his stats all drop to 1, he is unable to communicate with anything other than a muffled groaning, and if he is killed, he must somehow regain the Anubis-Ib and re-establish a connection between his Akh and Ha before he can ressurect himself.

*Snake Bandages. As a side effect of being ressurected, Kheperu can manipulate the bandages he was buried in as extensions of his own body. Despite being thousands of years old and decaying, when using the Snake Bandages ability Kheperu's bandages are as strong and sturdy as any other part of his body. The bandages can extend to an almost limitless range, so long as Kheperu can see where they are; if he loses sight of them, he can only extend them 10 to 15 metres from his body.
*Poison Breath. Kheperu removes the bandages around his mouth and exhales a venomous purple gas, which forms a cloud that extends a metre from his body in all directions. Anyone besides himself who comes in contact with this gas is poisoned for the next 10 turns, or until an antidote is administered.

*None yet.

AP: 1
JD: 120

Strength: 4/5
Speed: 1/5
Defense: 2/5
Mana: 5/5

Height: 6' 8'' (when standing at full height)
Weight: 45 kg
Age: Thousands (22 at time of death)
Skin Tone: Bluish-grey
Eye Colour: Golden yellow
Hair Colour: None
Hair Style: Bald
Garments/Clothes: Yellowish-brown, decaying bandages.

Kheperu Seshem was born in Ancient Egypt as the son of a great Pharaoh, Kheperu Seshem II. He led a fairly priveliged lifestyle until his father died from illness, resulting in him becoming Pharaoh at the age of 17. Despite his young age, Kheperu did the best he could for his people, and was adored by his subjects as a result.

Five years later, however, a rival nation attacked Kheperu's kingdom and the land became embroiled in war. Kheperu himself led the first charge and successfully repelled their attackers, but was killed in the ensuing battle. His body was recovered and mummified, before being buried in a tomb fit for a Pharaoh.

In the afterlife, Kheperu encountered Anubis, who tested to see whether he was worthy to enter the realm of Osiris. Kheperu passed the test and was granted entry, but once there, he discovered that in the wake of his death, a second attack had begun. Though they fought as best they could, without their leader to guide them and still mourning the loss of their king, his people were quickly becoming overwhelmed.

Kheperu immediately begged Osiris for a way to help them. Osiris agreed, but only on the condition that Kheperu give up the paradise he had earned and accept punishment for their collective sins, being devoured by Ammit. Kheperu, desperate to save his people, agreed without question. Osiris smiled and revealed it to be a test of Kheperu's loyalty, and allowed him to return. Anubis gave Kheperu the Anubis-Ib, a powerful artifact that would allow him to reuinite his Akh (spirit) and Ha (body) together and return to life.

Kheperu immediately used the Anubis-Ib to ressurect himself in his mummified body, leaving his tomb and confronting the attackers. With his new powers, Kheperu easily repelled them once again and led his kingdom to victory. This incredible revival caused Kheperu to be passed down in legends as "He Who Returned."

With his kingdom safe once again, Kheperu returned to the afterlife, leaving his body in the tomb once again for thousands of years. His kingdom slowly faded away, as the people left to discover new lands until it was lost to the sands forever.

Eventually, Kheperu's tomb was ransacked by a group of grave robbers, taking the beloved heirlooms and belongings he was buried with. Enraged at the theft of the only remaining aspects of his former life, Kheperu used the Anubis-Ib to return once more, swearing to hunt down the people who stole from him and not resting until his entire treasury was returned to him.

Name: Diablo, the Annoying Devil
Race: Devil

*Demon Fork. Diablo's trademark weapon, a trident that Diablo is almost never seen without. It appears to be a simple black metal pole with a red three-pronged head, as long as Diablo himself is tall. The weapon is unbreakable and very powerful, and Diablo has the ability both summon and dispel it at will, as well as change its shape whenever he feels like it. Like Diablo himself, the origins of the weapon are unknown, and at times it almost seems to act as an extension of Diablo's own body. This weapon is Indestructable.
*Eye of the Damned. A crystal ball that Diablo often carries with him. The Eye can show Diablo pretty much whatever he wants, whether its a certain person's location, a map of the area, or the latest shows on Netflix. He often uses it to spy on possible victims for his pranks.

*Hellfire. As with all devils, Diablo possess the ability to command Hellfire, the unholy flame of the underworld. Hellfire manifests as a blood-red flame, but despite this and its name, it is not a true flame at all and is actually the pain and suffering of sinners in hell. As such, Hellfire can damage beings and items that are explicitly supposed to be fire-proof, and it is not bound by natural laws, but by Diablo's will.
*Demon Summoning. As a direct servant of the 13 Lords, Diablo was given command over many demons and creatures that he can call upon at any time. Diablo can summon virtually any of Hell's legions to his side with a simple spell, ranging from imps and gremlins to mighty behemoths and demon lords. His highest level summons include beings such as Cerberus and the Akelarren, which he must drink a certain potion for before he can cast the spell or else he'll be drained to the point he can no longer fight. HOWEVER, ever since he has lost his position, his Summoning spells have become unreliable. He can still summon any of his former minions, but there is no guarantee they will obey him, and they are just as likely to attack him and ignore his commands as they are to do the same to opponents.

*None yet.

AP: 0
JD: 100

Strength: 1/5
Speed: 4/5
Defense: 2/5
Mana: 5/5

Height: 5' 5''
Weight: Unknown, seems easy to lift by anyone, regardless of strength.
Age: Unknown
Skin Tone: Scarlet
Eye Colour: Red
Hair Colour: Jet black
Hair Style: Shaggy, unkempt, often messy thanks to his hood.
Garments/Clothes: A jumpsuit, with matching boots and gloves, and an ankle-length cape with a high collar and attached hood. The entire ensemble is bright red.

Diablo's past is, quite simply, a complete mystery. Where he came from, what he wants, and ultimately who he really is are all completely unknown.

What is known is that, for majority of time, Diablo has served a group of extremely powerful demons known as "the 13 Lords of Hell" commonly shortened to just "the Lords". The group consists of twelve beings, united under the command of Lucifer, one of the Seven, and Diablo was their top servant. He would often act as intermediatary, relaying messages between the Lords as well as their lower servants, and was even granted the authority to summon their servants for his own ends whenever he desired. His great power, skill at trickery, love of causing chaos, and overall sadism and cruelty made him an ideal agent for their cause and he gained their favour.

At some point, Diablo encountered a mercenary named David K92, who he followed to a dojo in a strange world. Discovering the many new victims he could have fun with, he settled down and began to play with his new "toys". However, he was quick to discover that unlike most of his victims, many of the Dojo-ers were both able to fight back and unwilling to allow him to do as he pleases. At this time, the Lords were growing tired of his lazy and cowardly nature. To Diablo's horror, he received a message informing him that he had been relieved of his duties and replaced by a less powerful but more competant devil, Astaroth.

Despite his best attempts (and even the attempts of some of the Dojo residents), Diablo was unable to get his job back. Despondent and confused at what to do with his life now, Diablo took to browsing other worlds in an attempt fill his time. He stumbled upon a world not unlike the Dojo but at the same time quite different. Deciding that it couldn't hurt to try, the Annoying Devil decided to step through and see what this new world has to offer.