Post by Rui on May 19, 2010 21:09:27 GMT -5
Basic
Name:Anzai Kuratosu
Nickname: 'Kratos'
Gender:Futanari
Age:19
Level:Greenhorn
Guild: Fairy Tail
Description
Height:~4'8(~142.24 Centimeters)
Weight:~95 lbs(~43.091 Kilograms)
Appearance:
Weapons:Name: Long Range 75 caliber Magic Rife with 1000x telescopic scope
Description:A 75 cal long range military issue sniper's bolt-action rifle retro-fitted for magic rifle capabilities and with a 5 round storage capacity, including one in the chamber. Like the Ex-Caliber Caster Gun, it is also fitted with compensator that reduce the recoil. Aside from the high-tensile steel barrel and mechanisms, the main body and stock of the rifle is made from cherry wood sung from a 350 year old tree nourished partially with special spells. While it does have a Bi-pod, it lacks a bayonet, and as such is useless for melee. Because of it's large caliber(and the diminutive size of the wielder), this weapon must be fired from a prone position, and has the recoil of a normal 50 cal rifle. It is primarily used for covering fire and has a range of .4725 Km. Has been modified to make use of it's user's magnetic abilities and can function as a limited railgun when using solid, ferrous ammunition; accelerating the round to up to three times the speed of sound. However, this consumes just as much magic as firing the weapon normally, though it does increase the recoil by up to three times. Closely resembles a Springfield Bolt Action Rifle(Circa WWII)
Weapon Name; Spiked Wheels "Chakrams".
Level: Greenhorn
Weapon Description; The "Chakrams" are two wheel-like swords with handles in the middle of each, crossed and attached together in a metal pole. The wheels are made of metal, but can't be easily melted by fire or cut by sharp objects. Around each of the Chakram wheels' outer line are placed 8 long dagger blades, used to cut or pierce the target when used. The blades is the more fragile part of the spiked wheels, though, because it is more easily melted by fire or cut for the simple fact that the handle attaching the blade to the outer area is much thinner than the area within the wheels themselves. The Chakrams are held in a strange way, the user's fingers or palms holding the wheels together, one at each hand. When holding against the body, it is most likely that the user won't be able to stretch their arms fully due to the Chakrams' blades cutting them.
Weapon Use; Offensive/Defensive purposes only. Goes very well with Fire, Thunder or Wind magic for the simple fact it is capable of conducting those types of elements while in usage. Example, when the user casts a fire spell and lights the Chakrams up, making them not only sharp weapons but also capable of burning. It is not good in usage with Ice or Earth magic, since those will simply stop the rapid spinning this weapon is based over, simply either throwing the two wheels at the opponent like boomerangs, or using them handily in order to attack from close range.
Drawback: None
Price and Availabiltiy; Available to everyone. 500 Jewels.
Items:Customized leather armor(see appearance)
Bio
Personality:
Likes:
Dislikes:
Jobs: General craftsman, packmule, jack-of-most-trades
Other: As he is both a genetic chimera and a Futanari, it is difficult to give him any sexual orientation, or rather, to put his sexual orientation into any of the preexisting terms. So suffice it to say that he is bi-curious/Bi-confused.
History:
Magic
Mage Type: Elemental Mages- A type of magic that allows the mage to use one of many different types of elemental magic. The strength of the magic is dependant on the user, and if two type of the same element is used against one another, the stronger will beat the weaker. A Elemental mage can use different colored elements for different affects, like a purple flame that cannot be put out by water or wind. The elements are Fire, Wind, Water, Earth, Light, Dark, Wood, and Metal. For each elemental to go into, you must unlike it. Like, you can start off as fire and have the affinity of fire. Then, unlock affinity for a different type and unlock mage type for elemental.
Unique Skill
Elemental Soul
Description:This is the main strength of any elemental mage's attack, their core has a base element that powers them. With this skill, the user's spell that uses the same type of element as their base element will be 15% stronger.
Drawback: None
Elemental Affinity: Lightning
Elemental Resistances:Lightning
Elemental Weaknesses:Water
Spells:
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Name:Anzai Kuratosu
Nickname: 'Kratos'
Gender:Futanari
Age:19
Level:Greenhorn
Guild: Fairy Tail
Description
Height:~4'8(~142.24 Centimeters)
Weight:~95 lbs(~43.091 Kilograms)
Appearance:
Anzai is an unusual looking guy, with a childish face and somewhat triangular eyes; about five feet of straight white hair, and often sports a 'knowing' smile. Both of his ears are of average size with small, unpierced lobes that are connected to the sides of his head. That does not, however, indicate that his ears are unpierced; as even though the lobes are unpierced, the cartilage at the top of the ears are pierced with ring-shaped silver piercings. Anzai's skeletal structure is distinctly(ok, completely) feminine, caused by his female hormone balances. Even his breasts are distinctly feminine, albeit A cups.
Aside from all that, Anzai has soft, snow white hair longer than he is tall, with crystal-blue eyes that some say words cannot describe. He stands 4'8, and with his skeletal-muscular structure, only weighs about 85 lbs. His feet are rather small, and his voice is typically high and light, which helps him masquerade as a child rather well. This further confuses his identity though, which is compounded by the fact that he has the genitalia of both genders.
As for the clothing, Anzai tends to wear whatever fits the situation best. Around the house, he tends to wear a simple white Kikogi with black non-split(or skirt-like) Hakama. When he goes out for a short trip, or into the yard, he'll put on a pair of Tatami Zori. However, when he goes out on missions and such, he'll more likely dress in a white Nagajuban under a black Kimono with rather tight fitting pair of black non-split Hakama under the Kimono. He also has an outfit he designed specifically for combat; obviously enough, he wears this whenever he's expecting combat.
This outfit consists of a pair of blue denim jeans coupled with a blue belt and tucked into a pair of black and white boots. The boots seem white covers that allow only the toe, ankle and heel areas to be seen; the covers are each held up by two short blue belts. On the torso, Anzai wears a mostly blue vest with a diamond-shaped opening in the center of his chest and at the top of his collarbone. The vest fades to a white collar starting at about the middle of his chest. His 'cloak' is really just a pair of triangular molded leather shoulder guards that closely follow the bend of his shoulders with two triangular pieces of light leather that reach down to his ankles; the entire cloak is blue. While the cloak is secured in front with a gold chain, it is made to easily be removed should it become a liability. Unless otherwise noted, this suit is made from hardened leather except where flexibility is needed, there soft leather is used instead.
Weapons:
Description:A 75 cal long range military issue sniper's bolt-action rifle retro-fitted for magic rifle capabilities and with a 5 round storage capacity, including one in the chamber. Like the Ex-Caliber Caster Gun, it is also fitted with compensator that reduce the recoil. Aside from the high-tensile steel barrel and mechanisms, the main body and stock of the rifle is made from cherry wood sung from a 350 year old tree nourished partially with special spells. While it does have a Bi-pod, it lacks a bayonet, and as such is useless for melee. Because of it's large caliber(and the diminutive size of the wielder), this weapon must be fired from a prone position, and has the recoil of a normal 50 cal rifle. It is primarily used for covering fire and has a range of .4725 Km. Has been modified to make use of it's user's magnetic abilities and can function as a limited railgun when using solid, ferrous ammunition; accelerating the round to up to three times the speed of sound. However, this consumes just as much magic as firing the weapon normally, though it does increase the recoil by up to three times. Closely resembles a Springfield Bolt Action Rifle(Circa WWII)
Weapon Name; Spiked Wheels "Chakrams".
Level: Greenhorn
Weapon Description; The "Chakrams" are two wheel-like swords with handles in the middle of each, crossed and attached together in a metal pole. The wheels are made of metal, but can't be easily melted by fire or cut by sharp objects. Around each of the Chakram wheels' outer line are placed 8 long dagger blades, used to cut or pierce the target when used. The blades is the more fragile part of the spiked wheels, though, because it is more easily melted by fire or cut for the simple fact that the handle attaching the blade to the outer area is much thinner than the area within the wheels themselves. The Chakrams are held in a strange way, the user's fingers or palms holding the wheels together, one at each hand. When holding against the body, it is most likely that the user won't be able to stretch their arms fully due to the Chakrams' blades cutting them.
Weapon Use; Offensive/Defensive purposes only. Goes very well with Fire, Thunder or Wind magic for the simple fact it is capable of conducting those types of elements while in usage. Example, when the user casts a fire spell and lights the Chakrams up, making them not only sharp weapons but also capable of burning. It is not good in usage with Ice or Earth magic, since those will simply stop the rapid spinning this weapon is based over, simply either throwing the two wheels at the opponent like boomerangs, or using them handily in order to attack from close range.
Drawback: None
Price and Availabiltiy; Available to everyone. 500 Jewels.
Items:Customized leather armor(see appearance)
Bio
Personality:
Nobody's going to give you a map, you've got to walk your own path. --Michiyo, a childhood friend of Anzai's, the day before she left his life.
Anzai Tomohisa is the type of person who consciously tries to live his 'own life'. He doesn't wait around for good fortune to fall into his lap or for someone else to tell him what to do, he simply does what he wants to. This doesn't mean that he is impulsive, nor overly willful, he simply does what he wants to do, and he does it at his own pace. This has gotten him in trouble with his teachers and his father at times, but nothing serious.
"Whatever happens from now on, I want you to stand firm and face your destiny without fear but with courage." --The final words of Masahiro, Anzai's Ojii-san Taking his grandfather's last words to heart, Anzai has chosen to face whatever his life throws at him head on, to stand firm and to never shy away from a challenge. Despite his willfulness however, Anzai isn't the type to stand against an unstoppable force if he sees the alternative as acceptable, nor will he abide his standing by if the alternative in unacceptable.
However, while Anzai was claimed as a son by his father, he is actually a futanari, and while he was raised as a male, he did learn several arts commonly associated with the fairer gender with the assistance of his Obaa-san, such as Shamisen and Flower Arrangement. He's also been known to masquerade as a child to obtain information, or accomplish other goals, much to his father's chagrin.
But despite all his posturing and his outward mannerisms, Anzai is still just a kid at heart. He's shy, and still a bit innocent, he can take a bit to pick up on 'subtle' hints, and likes to build 'Zoids' models. This is the part of himself that he guards the closest, not allowing anyone to see. And while he doesn't fullly realize it himself, when he's around someone he likes, he tends to let the nicer, more cheery Anzai reign. His favorite food is barbecue-ham pizza
Likes:
- Food(eats 2 to 3 times as much as a normal person eats, yet doesn't seem to gain any weight, or height for that matter)
- Zoids
- tending to his sand garden
- flower arrangment
- playing the Shamisen, Koto, Piano, Hurdy-Gurdy, and other instruments.
Dislikes:
- Loud people
- people who force their opinions on others.
- needles
- heights
Jobs: General craftsman, packmule, jack-of-most-trades
Other: As he is both a genetic chimera and a Futanari, it is difficult to give him any sexual orientation, or rather, to put his sexual orientation into any of the preexisting terms. So suffice it to say that he is bi-curious/Bi-confused.
History:
While he was born 19 years ago, his tale actually begins long ago, back when the sands were young.*Que music* Oh I Speak of a land, of a faraway place
Where the caravan camels roam
Where it's flat and immense
And the heat is intense
It's barbaric, but hey, it's home
When the wind's from the east
And the sun's from the west
And the sand in the glass is right
Come on down
Stop on by
Hop a carpet and fly
To another Symphonian night
Symphonian nights
Like Symphonian days
More often than not
Are hotter than hot
In a lot of good ways
Symphonian nights
'Neath Symphonian moons
A fool off his guard
Could fall and fall hard
Out there on the dunes
*end Music*
Ahem, our tale begins quite some time ago in the eastern desert Continent-kingdom of Symphonia. Anzai Tomohisa, our own Anzai's ancestor, acceded to the throne of the kingdom. This was only three days before the 'Dark Bring War', a war that ended the lives of more than 50,000 people and ended with a small-scale cataclysm that rendered 90% of the continent uninhabitable. In the wake of that war, the Anzai family, consisting of Tomohisa, his wife, and about 20 other people in their extended familiy, left the country along with about 79% of the remaining population of the land for lands unknown. The Anzai extended family eventually landed on the local mainland, Fiore, along with the Miuzika family of (once royal) blacksmiths.
There they settled down in Magnolia town, the Anzai family setting themselves up as silvercrafters and the Miuzika family retaining their occupation of Blacksmithing. Afterward, the deposed Anzai Familiy lived as any normal clan would, surviving as artisans.
Flash forward an untold number of years, where our Anzai's father fell in love with and married a girl who had no family nor any family name, but who was simply known as 'Aki'. While his own father disapproved, he didn't stop the marriage, partially because their royal attitude had mellowed as their blood intermingled with that of the locals. While from an outsider's perspective, the pregnancy that resulted in our young protagonist went well, in the first trimester, something unusual happened. You see, Aki actually conceived twins, though our newest Anzai's sister to be died in the latter days of the first trimester, and her embryo-corpse was absorbed by the embyro-that-would-be-Anzai, resulting in a single embryo that held two sets of DNA; a Chimera.
Now, I won't go into the intricacies of the human gestation process, nor the results of chimeric intersexuality, instead I shall skip ahead till the boy/girl's youth. During his youth, Anzai was taught by his grandmother several hobbies and such associated with 'the fairer gender', despite his father's claiming him as a son. It was also during this time that he crafted the special armor he wears for combat, as well as help to craft the hand-and-a-half sword that he wields. After training with that for a short period, he began to learn Ex-quip magic, to better fight at close quarters. The most recent happenings of his life are his receiving his family's heirloom sword, the Ten Commandments, as well as the Holy Bring that gives it it's strength.
Magic
Mage Type: Elemental Mages- A type of magic that allows the mage to use one of many different types of elemental magic. The strength of the magic is dependant on the user, and if two type of the same element is used against one another, the stronger will beat the weaker. A Elemental mage can use different colored elements for different affects, like a purple flame that cannot be put out by water or wind. The elements are Fire, Wind, Water, Earth, Light, Dark, Wood, and Metal. For each elemental to go into, you must unlike it. Like, you can start off as fire and have the affinity of fire. Then, unlock affinity for a different type and unlock mage type for elemental.
Unique Skill
Elemental Soul
Description:This is the main strength of any elemental mage's attack, their core has a base element that powers them. With this skill, the user's spell that uses the same type of element as their base element will be 15% stronger.
Drawback: None
Elemental Affinity: Lightning
Elemental Resistances:Lightning
Elemental Weaknesses:Water
Spells:
- Spell Name: Lightning
Level: Greenhorn
Range: Single column within 10 meters
Description:The quintessential electrical spell, Lightning is a very basic spell where the user generates a powerful positive electrical charge and shields it using magic, then maneuvers it to over the target within the standard range of 10 meters. Once in position, the user drops the shielding around the charge. Prior to being released, the spell is invisible; once it is released, when the shielding is dropped, the positive charge of the spell is drawn at high speeds towards the negatively charged ground, looking just like natural lightning. This is because it is in fact a mage duplicating what Mother Nature does so well. This also super-heats the air, causing a bright flash of light and loud thunder-crack that can cause distorted vision and temporary deafness in both the user, target, and other near-by peoples. This would effect anyone within about ten meters of the spell, assuming they're looking at the bolt and are not shielded against loud sounds or bright lights, including the user, who has to guild the spell by sight normally. In addition, this spell creates an intense amount of heat, enough to cause 1st degree burns on the victim if it hits, in the instant that the spell actually exists after ignition.
Drawback:Functionally identical to natural lightning, so all drawbacks of natural lightning still apply. It will naturally take the shortest path to ground, and be attracted to the tallest object within a few inches of it. Cannot be used more than once a post. Cooldown of one of the user's posts. - Spell Name:MRI(Magnetic Resonance Imaging)AKA Swordsmen's 6th Sense(SSS)
Level: Greenhorn
Range: Self/10 meters
Description: An ability often gained automatically by swordsmen and other well-trained melee combatants about the time they reach the 'Master' Level of skill, MRI is normally the ability to read the presence of magnetic fields in the area, though it is mostly limited to directionality, much like hearing. However, those with enhanced magnetic fields and awareness, such as some sub-varieties of Lightning Mage, are often able to gain this skill with only a modicum of practice, sometimes none at all, and take it a step further. By focusing intently, one with enhanced magnetic fields and awareness would be able to 'see' the electrical and magnetic fields produced by all life forms, as well as most machines. Life forms appear as varyingly sized points of light, while machines appear as static-y distortions. However, low power machines, as well as small insects, heavily shielded machines, and other such creations are indistinguishable from background radiation. In order to focus intently, one must enter into a meditation-like state where they are completely unaware of anything beyond this extra sense. In addition, if a large amount of electro-magnetic radiation is perceived within the range, such as many large machines or high+ level electrical spells, the user will come down with cerebral pain; a side effect of the brain itself acting as a sensory organ, the user is much more sensitive to sensory overload through the related sense.
Drawback:can cause cerebral pain if a massive flash of electro-magnetic energy is perceived. Limited to basic directionality if not focusing intently on this ability. Impractical for combat to focus intently. - Spell Name:Raiken(lit. Lightning Fist)
Level: Greenhorn
Range: Self
Description: Through the use of one's own bio-electricity, one can generate an electrical field that more or less adds a Greenhorn-level shock to their melee attacks. The usefulness of this spell is determined by the user's ability to fight in hand-to-hand combat. Also causes electrical energy to crackle around their body, which can be very intimidating, though not particularly effective in battle, and quite counter productive for stealth.
Drawback:Counterproductive to stealth; while it doesn't have a real cooldown period, it cannot be reactivated during the same turn after being deactivated. It also prevents other spells(outside of passive ones) from being used. - Spell Name:Thundershock
Level: Greenhorn
Range: 5 meters
Description: Simply put, the user builds a large scale electrical charge within their body, then releases it in the form of a constant stream of electrical energy. This can reach up to five meters before it just sorta fizzles out. A side effect of this spell is that it generates an aura of electrical radiation roughly equivalent to a greenhorn level spell around the users body for the duration of the spell, which lasts about a second and a half. The main current's power is actually closer to a low level spell as opposed to a greenhorn level.
Drawback:Takes a full turn to charge, consumes a low level amount of Magic and unless the user is at least low level, it will leave them temporarily winded to the point of near collapse if used once in a day. If used twice, it will leave them teetering on the edge of consciousness, and if used a third time, they will be left in a coma-like state for up to an OoC week. Has a cool down of five of the user's posts if active, two if not participating in some sort of physical activity. Desperation blow. - Spell Name:Bio-Electrostatic bolt.
Level: Greenhorn
Range: 5 meters
Description: Through the use of the user's bio-electrical nodes, combined with their inherent talent in Electro-kinesis and electrically-based magics, one can generate and fire a bolt of condensed electrons from any point on their body in any direction. Though the bolt is fairly unstable and will zig-zag a little as it passes through the air, it will remain mostly on target for it's entire five meter primary range. Once it passes outside of that five meter range, it will head towards the nearest ground, which will more likely than not be the ground, traveling up to a meter additional to get there. It cannot be controlled by anything non-magnetically based, even the user cannot control it themselves, instead having to use a magnetic object.
Drawback:can only be fired once a post, still only a greenhorn level spell, so damage is minor. Actually less powerful than Lightning(has about 75% of the power), though doesn't require any charge or preparatory time. Has a cool down of one turn. Spell Name:Iron(Sand) Particle Manipulation.
Level: Greenhorn/Prerequisite
Range: 5 meters
Description: By extending and manipulating one's own natural or enhanced Bio-magnetic field, one is able to manipulate with almost no limits within their range up to one square meter of iron Particles/sand, even that found within the ground; or the rough equivalent of said square meter. However, this is only a prerequisite and when used on it's own, doesn't allow the user to build enough momentum with the iron object in question to cause any damage.
Drawback:cannot manipulate anything within another human's possession for some reason, perhaps due to their own magnetic field. Cannot apply more than 3 PSI of force to the sand.
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