Name: Charlotte of the Thirteenth Star
Height: 5' 1"
Gate: Banner Maiden
Key Color: Silver
Rank: D
Weapon Form: Cutlass
Personality: Charlotte is a fairly innocent girl. She's easily flustered, and stumbles while performing simple tasks if she doesn't focus. She's very easily worried by the smallest things, and is essentially the most gentle of Kaori's crew.
Duration: 3 Posts
Cooldown: 4 Posts
Active Ability: Ship Banner
Rank: D
Type: Supportive
Duration: N/A
Usage: Unlimited
Description:
Charlotte is able to summon any ship that Kaori owns to the battlefield. Unless that ship is one that can carry other ships inside it, using this ability to summon an extra ship will cause the previous one to leave the battle.
Passive Ability: Invulnerability
Charlotte is unable to be harmed, but at the same time she's unable to harm others. If she were to throw her hardest punch, with all her might, in her Celestial form she wouldn't even deal half of a point of damage.
Strengths:
• Lets Kaori call in any ship she needs
Weaknesses:
• Charlotte can't deal damage herself.
• Charlotte can't have multiple ships in the same place unless one of the ships is capable of storing other ships.
Height: 5' 1"
Gate: Banner Maiden
Key Color: Silver
Rank: D
Weapon Form: Cutlass
Personality: Charlotte is a fairly innocent girl. She's easily flustered, and stumbles while performing simple tasks if she doesn't focus. She's very easily worried by the smallest things, and is essentially the most gentle of Kaori's crew.
Duration: 3 Posts
Cooldown: 4 Posts
Active Ability: Ship Banner
Rank: D
Type: Supportive
Duration: N/A
Usage: Unlimited
Description:
Charlotte is able to summon any ship that Kaori owns to the battlefield. Unless that ship is one that can carry other ships inside it, using this ability to summon an extra ship will cause the previous one to leave the battle.
Passive Ability: Invulnerability
Charlotte is unable to be harmed, but at the same time she's unable to harm others. If she were to throw her hardest punch, with all her might, in her Celestial form she wouldn't even deal half of a point of damage.
Strengths:
• Lets Kaori call in any ship she needs
Weaknesses:
• Charlotte can't deal damage herself.
• Charlotte can't have multiple ships in the same place unless one of the ships is capable of storing other ships.
Name: Jed the Undying
Height: 5' 11"
Gate: Undead
Key Color: Silver
Rank: C
Weapon Form: Bone Long Sword
Personality: Jed, short for Jediniah has an unusually friendly demeanor. He enjoys making horrible death puns, and seeing just how uncomfortable he can make people feel with them. While most would expect the zombie of the group to be a bit morbid, he's surprisingly high spirited.
Duration: 5 Posts
Cooldown: 6 Posts
Active Ability: Necrosis
Rank: C
Type: Supportive
Duration: Instant
Usage: 1 per summon
Description: Jed cuts his durability in half to extend his duration by 5 posts. This does not extend his cooldown since the cooldown begins when his duration ends.
Passive Ability: Un-kill
Whenever an enemy dies at Jed's hand, that enemy is resurrected as a C-Rank zombie. Unlike summoned creatures, this zombie dies in 2 hits or 1 hit to the head. These hits can be any rank, including D rank. Not all creatures can be resurrected through this ability. Holy beings turn to ash, other undead remain dead, other celestial spirits return to the celestial world, and other PC's are unaffected. Additionally these zombies cannot use magic, so their abilities are disabled. Max 6 zombies at a time.
Strengths:
• Jed has potential to linger for a long time.
Weaknesses:
• Un-kill doesn't work for everything.
• Enemies resurrected by Un-kill are considerably weaker than they previously were.
Height: 5' 11"
Gate: Undead
Key Color: Silver
Rank: C
Weapon Form: Bone Long Sword
Personality: Jed, short for Jediniah has an unusually friendly demeanor. He enjoys making horrible death puns, and seeing just how uncomfortable he can make people feel with them. While most would expect the zombie of the group to be a bit morbid, he's surprisingly high spirited.
Duration: 5 Posts
Cooldown: 6 Posts
Active Ability: Necrosis
Rank: C
Type: Supportive
Duration: Instant
Usage: 1 per summon
Description: Jed cuts his durability in half to extend his duration by 5 posts. This does not extend his cooldown since the cooldown begins when his duration ends.
Passive Ability: Un-kill
Whenever an enemy dies at Jed's hand, that enemy is resurrected as a C-Rank zombie. Unlike summoned creatures, this zombie dies in 2 hits or 1 hit to the head. These hits can be any rank, including D rank. Not all creatures can be resurrected through this ability. Holy beings turn to ash, other undead remain dead, other celestial spirits return to the celestial world, and other PC's are unaffected. Additionally these zombies cannot use magic, so their abilities are disabled. Max 6 zombies at a time.
Strengths:
• Jed has potential to linger for a long time.
Weaknesses:
• Un-kill doesn't work for everything.
• Enemies resurrected by Un-kill are considerably weaker than they previously were.
Name: Captain Scarlet
Height: 5' 6"
Gate: Chains
Key Color: Black
Rank: B
Weapon Form: Dual Shotguns
Personality: One of the more complicated of Kaori's spirits, Captain Scarlet was once a slaver who Kaori defeated through some less than honorable combat. She enjoys playing with mens' hearts, and torturing her victims. At the same time, she's known for being surprisingly caring towards her crew mates and has her own sense of pride. She commonly gets into arguments with Aquarius over ship roles since both of them are captains.
Duration: 4 Posts
Cooldown: 5 Posts
Active Ability: Chain Shot
Rank: B
Type: Crowd Control
Duration: 1 Post
Usage: 12
Description: Scarlet fires a bullet that's attached to a magical chain. This chain binds the target in place temporarily, but can be broken easily with magic. Connecting more chains doesn't increase the duration of the bind, but rather makes it harder for enemies to break free during that time. The chains hava a durability of 20 each and cap at 180 total.
Passive Ability: Mana Leech
While something is connected to one of Scarlet's chains, each chain removes 2% of that things mana. When Scarlet's duration runs up, that mana is returned to Kaori. If Scarlet gets defeated, the mana does not. Cap 5% per post on equal or lesser ranked players.
Strengths:
• Good for keeping a lot of weak enemies at bay, or a few strong ones.
Weaknesses:
• Mana Leech only works if the chains stay connected.
• Mana Leech only give Kaori mana if Scarlet survives to the end of her duration.
Height: 5' 6"
Gate: Chains
Key Color: Black
Rank: B
Weapon Form: Dual Shotguns
Personality: One of the more complicated of Kaori's spirits, Captain Scarlet was once a slaver who Kaori defeated through some less than honorable combat. She enjoys playing with mens' hearts, and torturing her victims. At the same time, she's known for being surprisingly caring towards her crew mates and has her own sense of pride. She commonly gets into arguments with Aquarius over ship roles since both of them are captains.
Duration: 4 Posts
Cooldown: 5 Posts
Active Ability: Chain Shot
Rank: B
Type: Crowd Control
Duration: 1 Post
Usage: 12
Description: Scarlet fires a bullet that's attached to a magical chain. This chain binds the target in place temporarily, but can be broken easily with magic. Connecting more chains doesn't increase the duration of the bind, but rather makes it harder for enemies to break free during that time. The chains hava a durability of 20 each and cap at 180 total.
Passive Ability: Mana Leech
While something is connected to one of Scarlet's chains, each chain removes 2% of that things mana. When Scarlet's duration runs up, that mana is returned to Kaori. If Scarlet gets defeated, the mana does not. Cap 5% per post on equal or lesser ranked players.
Strengths:
• Good for keeping a lot of weak enemies at bay, or a few strong ones.
Weaknesses:
• Mana Leech only works if the chains stay connected.
• Mana Leech only give Kaori mana if Scarlet survives to the end of her duration.
Name: Mammoth
Height: 9' 2"
Gate: Beasts
Key Color: Black
Rank: A
Weapon Form: Spear/Lance
Personality: A bit of a paradox, Mammoth is extremely intelligent. He enjoys reading books about the days before magic was a thing, and cooking. If you ever wanted to have a lengthy conversation about your place in the world, global politics, and cooking; he's your man. He's also good with children. They like playing with his horns, and petting the fur on his back. He has a natural instinct to protect children and women, and will always be happy to brawl with a friend- or crush his enemies.
Duration: 7
Cooldown: 8
Active Ability: Battle Fury
Rank: A
Type: Offensive
Duration: Instant
Usage: 5
Description:
Mammoth raises his hand and forms a hammer, slamming it on the ground and making it explode to release a shockwave that forces all enemies within 150 yards to stop moving for a few seconds as the wave rushes over them. All enemies hit by this takes half damage, and for the remainder of the post all damage Mammoth takes is cut in half.
Passive Ability: Mammoth Hide
Being born as the Celestial incarnation of an actual mammoth, Mammoth has an extremely hard hide and hit. His durability is 30% greater than that of an A-Rank celestial spirit, and he deals 30% more damage with his attacks. However, all that muscle, magic, and thick skin is heavy. Because of that, his speed is 30% less than other celestial spirits of his rank.
Strengths:
• Mammoth can take a hit.
• Mammoth can deal heavy damage.
Weaknesses:
• Mammoth's slower than other spirits.
• Mammoth doesn't have any armour of his own.
• While in spirit form, Mammoth doesn't have a weapon.
Height: 9' 2"
Gate: Beasts
Key Color: Black
Rank: A
Weapon Form: Spear/Lance
Personality: A bit of a paradox, Mammoth is extremely intelligent. He enjoys reading books about the days before magic was a thing, and cooking. If you ever wanted to have a lengthy conversation about your place in the world, global politics, and cooking; he's your man. He's also good with children. They like playing with his horns, and petting the fur on his back. He has a natural instinct to protect children and women, and will always be happy to brawl with a friend- or crush his enemies.
Duration: 7
Cooldown: 8
Active Ability: Battle Fury
Rank: A
Type: Offensive
Duration: Instant
Usage: 5
Description:
Mammoth raises his hand and forms a hammer, slamming it on the ground and making it explode to release a shockwave that forces all enemies within 150 yards to stop moving for a few seconds as the wave rushes over them. All enemies hit by this takes half damage, and for the remainder of the post all damage Mammoth takes is cut in half.
Passive Ability: Mammoth Hide
Being born as the Celestial incarnation of an actual mammoth, Mammoth has an extremely hard hide and hit. His durability is 30% greater than that of an A-Rank celestial spirit, and he deals 30% more damage with his attacks. However, all that muscle, magic, and thick skin is heavy. Because of that, his speed is 30% less than other celestial spirits of his rank.
Strengths:
• Mammoth can take a hit.
• Mammoth can deal heavy damage.
Weaknesses:
• Mammoth's slower than other spirits.
• Mammoth doesn't have any armour of his own.
• While in spirit form, Mammoth doesn't have a weapon.
Name: Captain Iron Fist, Aquarius
Height: 6' 7"
Gate: Sea Shanty
Key Color: Gold
Rank: S
Weapon Form: Any
Personality: The leader of the crew, as well as a powerful Zodiac spirit; Iron Fist prefers to just be called Captain by others. He's fearless, and headstrong as it gets and is willing to enter even the roughest seas if his crew is willing to trust him. Where most would expect a rough, raspy voice with a weird accent; Iron Fist speaks like a normal person. He enjoys studying battle formations, and old tactics to improve his chances in a fight but never forgets to spend time with his crew. He's not a fan of long speeches, and believes that his crew will have increased morale if he fights hard himself.
Duration: 10
Cooldown: 15
Active Ability: Water Slash
Rank: S
Type: Offensive
Duration: Instant
Usage: 2
Description:
The captain punches in a direction and causes a blade of water to rise for 300 yards. The blade is 10 yards thick, and after rising out of the ground or sea it splits in half to tear whatever it cuts in half. Deals S Ranked damage.
Active Ability: Cthulhu's Blessing
Rank: A
Type: Offensive
Duration: 7 Posts
Usage: 1
Description:
This ability activates as soon as Iron Fist is summoned. Water forms around him, moving at high speed in a single ring. When enemies get withing 8 yards of him, the water lashes out with a jet formed like a tentacle to hit the opponent(s). This attack deals melee damage.
Active Ability: Nu's Scorn
Rank: B
Type: Offensive
Duration: Instant
Usage: N/A
Description:
Iron Fist extends his hand in the direction he wants to target and a 200 yard diameter jet of water erupts from that spot. Deals B Ranked damage, with a 4 post cool down in pvp.
Active Ability: Full Reload
Rank: C
Type: Supportive
Duration: Instant
Usage: 3
Description:
Only usable while aboard a ship, Iron Fist is able to reload all the weapons on the ship at once. Doing this does not remove the cooldown from abilities.
Passive Ability: Captain's Grace
While on-board a ship, the range and damage of all guns is increased by 50%. This returns to normal as soon as Iron Fist steps off the ship.
Passive Ability: Hydrokinesis
Iron Fist can control water with his mind. Incoming water attacks can be easily manipulated so long as they're the same rank as him or lower. The weaker the attack the more control he has over it. Naturally, his ability to control the attack depends on various factors beyond power. First, he needs to have enough time to react to the attack. Then he needs enough time to take control of it, and bend it to his will. 2 post cool down between controls while in pvp.
Strengths:
• Iron Fist has no shortage of attacks
• Iron Fist can use his attacks even if water isn't obviously preset due to underground aquafers.
Weaknesses:
• Iron Fists's passive ability can only be used while on a ship.
• Iron Fists's hydrokinesis can only be used against equal or lower rank attacks.
• Iron Fist has a problem with attacking sexy women.
Height: 6' 7"
Gate: Sea Shanty
Key Color: Gold
Rank: S
Weapon Form: Any
Personality: The leader of the crew, as well as a powerful Zodiac spirit; Iron Fist prefers to just be called Captain by others. He's fearless, and headstrong as it gets and is willing to enter even the roughest seas if his crew is willing to trust him. Where most would expect a rough, raspy voice with a weird accent; Iron Fist speaks like a normal person. He enjoys studying battle formations, and old tactics to improve his chances in a fight but never forgets to spend time with his crew. He's not a fan of long speeches, and believes that his crew will have increased morale if he fights hard himself.
Duration: 10
Cooldown: 15
Active Ability: Water Slash
Rank: S
Type: Offensive
Duration: Instant
Usage: 2
Description:
The captain punches in a direction and causes a blade of water to rise for 300 yards. The blade is 10 yards thick, and after rising out of the ground or sea it splits in half to tear whatever it cuts in half. Deals S Ranked damage.
Active Ability: Cthulhu's Blessing
Rank: A
Type: Offensive
Duration: 7 Posts
Usage: 1
Description:
This ability activates as soon as Iron Fist is summoned. Water forms around him, moving at high speed in a single ring. When enemies get withing 8 yards of him, the water lashes out with a jet formed like a tentacle to hit the opponent(s). This attack deals melee damage.
Active Ability: Nu's Scorn
Rank: B
Type: Offensive
Duration: Instant
Usage: N/A
Description:
Iron Fist extends his hand in the direction he wants to target and a 200 yard diameter jet of water erupts from that spot. Deals B Ranked damage, with a 4 post cool down in pvp.
Active Ability: Full Reload
Rank: C
Type: Supportive
Duration: Instant
Usage: 3
Description:
Only usable while aboard a ship, Iron Fist is able to reload all the weapons on the ship at once. Doing this does not remove the cooldown from abilities.
Passive Ability: Captain's Grace
While on-board a ship, the range and damage of all guns is increased by 50%. This returns to normal as soon as Iron Fist steps off the ship.
Passive Ability: Hydrokinesis
Iron Fist can control water with his mind. Incoming water attacks can be easily manipulated so long as they're the same rank as him or lower. The weaker the attack the more control he has over it. Naturally, his ability to control the attack depends on various factors beyond power. First, he needs to have enough time to react to the attack. Then he needs enough time to take control of it, and bend it to his will. 2 post cool down between controls while in pvp.
Strengths:
• Iron Fist has no shortage of attacks
• Iron Fist can use his attacks even if water isn't obviously preset due to underground aquafers.
Weaknesses:
• Iron Fists's passive ability can only be used while on a ship.
• Iron Fists's hydrokinesis can only be used against equal or lower rank attacks.
• Iron Fist has a problem with attacking sexy women.
Kaori's Celestial Crew allows her to command her ships from just about anywhere. The crew members all have their own abilities that they bring to the table, making them a force worth reckoning with. The crew in total is made up of a variety of characters, from a girl who has no business being out at sea to a an ex-slaver, and then a zombie. Naturally, the crew is nothing without their captain; a man who died and made a deal with the Celestial King for a second chance at avenging his former crew. The deal made him the spirit in charge of water, Aquarius and gave him immense magical capabilities. His unwavering honor lead him to pledge loyalty to Kaori, making it so she can call on him any time she needs his assistance. Naturally, she can call on her spirits just to talk; for which they're always willing to answer.
Passive Ability: Demon Hunter
Kaori's Magic Damage is increased by 60% against normal enemies. Demons hit by Kaori will feel as though she's hitting twice as hard even though she actually isn't. When fighting being who naturally return after being killed, those beings do not return/resurrect. This does not stop player characters from resurrecting.
Passive Ability: Mana Scrubber
Whenever a negative effect is put on Kaori that doesn't deal damage (sleep, paralysis, burn, etc..), she can pay 10MP to remove the effect. If the effect is part of a spell that does deal damage, she can pay 5MP to remove that specific part of the effect and keep the damage. This only works for single-target effects that are put only on Kaori. This does not work on area effects, multi-target effects, debuffs, or auras and can only remove 1 effect per post.
Passive Ability: Celestial Armory
Each of Kaori's spirits possess the ability to turn into or be summoned as a weapon/armor. This weapon/armor is treated as a requip of its rank and retains the same active and passive ability as its summon form. Kaori can turn the weapon/armor into the summon at anytime, so long as the weapon is active on its duration. Kaori can also summon the spirits as weapons/armors without activating them as spells, but in this form, they have no abilities at all.
Strengths:
• Allows Kaori to command her fleet from almost anywhere, at any time.
Weaknesses:
• The varying levels of her summons makes them somewhat niche.
• Kaori can't change the elements of her summon's spells since they aren't her's.
Name: Heal
Rank: S-Rank Signature
Type: Support
Duration: Instant
Cooldown: Once per post
Description:
Kaori applies a healing so powerful that no broken bone, disease, cancer, or burn can stop it. This spell heals a single target completely, making them the healthiest version of themselves they can be- within reason. It does not however reverse age, reverse birth defects, certain mental illnesses, bad attitudes, or stupidity. In PvP this spell heals for S Rank healing to 1 target within 300 meters.
Strengths:
• Heals wounds over a wide range
Weaknesses:
• PvP version is weaker by far
• Many things the spell cannot undo
- MLG Magic:
- Mutation:
- Name: Mutation
Rank: D Rank
Type: Tertiary
Duration: ???
Cooldown: ???
Description:
This spell allows Kaori to alter her body as she sees fit. How many fingers are behind her back? 30, five fingers each holding up a hand with 5 fingers! Need a hand? She's got six! It also lets her know what it's like to have cat ears and a tail, just doesn't have the same advantages for her as it would a real cat/cat person. When Kaori turns into a neko/kitsune, she gets a free bag of doritos and bottle of mountain dew.
Strengths
Lets Kaori change her features when not in combat
Weaknesses
Can't change her height
Can't make 100% changes (look like someone else)
Can't be used in combat
- Snoop:
- Name: Snoop
Rank: C Rank
Type: Tertiary
Duration: ???
Cooldown: ???
Description:
A spell that lets Kaori summon a Snoop Dog out of thin air. This "Snoop Dog" has the passive ability of being able to create anything Kaori needs (new clothes, sewing kit, hot food, etc...) and an active ability that lets him teleport Kaori & company to any location that Kaori's been to previously while not in combat. This includes teleporting to and from the Arc of Destiny.
Strengths
Useful for non-combat stuff
Weaknesses
Can't be used in combat
Requires MP for something so absurd
- Invisikiss:
- Name: Invisikiss
Rank: B Rank
Type: Tertiary
Duration: ???
Cooldown: ???
Description:
Kissing someone causes both Kaori and that person to become invisible to the point where no one will even think they're present. People walking by will instinctively walk around them, though, not know why. This cannot be done mid-combat of course, and if the opposing party is a PC this'll require permission to do. Curiously enough, air horns are heard playing the song from that one movie about a sinking ship after it's done...
Strengths
useful if being chased... i guess
Weaknesses
Can't be used in combat
Requires MP for something so absurd
- Firework Storm:
- Name: Firework Storm
Rank: A Rank
Type: Tertiary
Duration: ???
Cooldown: ???
Description:
When Kaori smacks someone, but not with the intent of dealing battle damage, Mini-Mountain Dew bottles and Doritos bags rain from the ceiling as air horns sound off. The spirit of the elusive "Snoop Dog" genie is seen in the background doing a rather odd dance.
Strengths
Looks cool
Weaknesses
Can't be used in combat
Requires MP for something so absurd
- MLG:
- Name: MLG
Rank: S Rank
Type: Tertiary
Duration: ???
Cooldown: ???
Description:
Summons a bottle of Mountain Dew and Doritos bag. Passive ability is that the bottle and bag never get empty, active effect is changing flavors.
Strengths
Perfect for when you need to go ham at game night
Weaknesses
Can't be used in combat
Requires MP for something so absurd
Last edited by ○Kaori on 18th January 2018, 12:49 pm; edited 16 times in total