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Subject Post 72Subject: Re: Kade's Communication Thread Mon Feb 18, 2013 2:31 am
100% Dragon Chaos: The true madness of the dragon; Into receiving such power a person must be willing to sacrifice something to obtain such power. In Eric's case the mad demon sacrifices the power of the kage chokyo shi which the power is implanted to his physical abilities which his [speed, strength and weapon skill] which be increased to one level(Grand-Master). The 100% Dragon Chaos doesn't last forever depending on the enemy the user's fighting the power which the chaos has a certain limit depending on the enemy's power. During this process, Eric's eyes are completely pitch black the eyes of the dragonian demon a seeker of vengeance. Once this power is depleted, Eric's magic is completely drained and the demon shows major signs of fatigue minutes later. Can be only once per thread. Dragon Chaos Limit 3-5 to 3-1: The Dragon Chaos can last for 12 posts. 2-5 to 1-1: The Dragon Chaos can last for 10 posts. 0-5 to 0-1: The Dragon Chaos can last for 8 posts.
Pyro Chaos Blast: An attack where the from the gauntlet hand can produce or fire a super ball of fire energy blast which can do some damage. It starts with opening the gauntlet palm and raising it the target a flame circle is formed and then the super flame ball is generated. Depending on the enemy's defenses will determine the flame damage from the super flame blast if the person was weak then it does immense damage to that people. If the enemy's defenses were stronger then it might have done something(25%-45%) or nothing at all which could lead to trouble.
Jarin Renshōga: Extends two Ouroboros chains, capturing the opponent, attacks them in the air by flying to them back and forth with kicks and knife slashes using the chains as leverage, then slams them to the ground with a massive snake via a diving attack from above. Costs 100 heat. The Overdrive version has Terumi rush through the foe through the air 4 additional times before the finish. Both chains will cause a guard break on a normal block, making it similar to a Crush Trigger, though of course they can be barrier blocked (though if the first one is blocked, the second chain is still thrown). The OD version is fully unblockable.
Jabaku Fūenjin: Terumi slashes his opponent twice with Ouroboros via an upward hook and a downward slam, then grabs them with both hands to inject his own Heat Gauge into the captured opponent. The greater the amount of meter, the higher the damage. Requires 50% or more Heat Gauge and uses the entirety. If a full Heat Gauge is used, Terumi then ends the attack with the Serpent's Laceration finisher. The Overdrive version has Terumi toss the foe down to the ground after the grab and grind his foot on the opponent's head before finishing the attack with the final blows. Deals the most amount of minimum damage out of all of Terumi's supers, and is a good finisher. Blockable, despite appearances.
Uroborosu: Launches a snake-like chain. Has a minimum range; chain has minimal stun inside this range. Ouroboros stocks are consumed by performing chain followups. Chains will clash with attacks and projectiles. Chains are special-cancelable on hit or block.
Senkon Meiraku: A large amount of Ouroboros chains rise from the ground around Hazama in a cage formation. If they connect, Hazama bursts with energy as several snakes rise up from the ground, coalescing into a giant snake that delivers a fatal bite to the opponent. When the dust settles
Kengen Shuuha: Ground-level projectile, Terry punches the floor releasing a wave of energy towards the opponent
Sanshinzou Urufu: Terry charges towards his opponent with a energy charged punch, if it connects, Terry lands another one that will release a tremendous explosion.
Cyber Gou Hadouken: This version of the Hadouken is of the same size as Ryu's, but this is fire-based and much faster. The Cyber Hadouken can leave you without consciousness, it leaves your body burning as it falls to the ground, so it is an opportunity to keep attacking the enemy. Cyber-Akuma also recovers very quickly from this attack.
Zankuu Bolt Hadouken: Like the Cyber Hadouken, but done in the air and it travels at a 45° angle. Unlike normal Akuma, this throws 2 Hadokens at once.
Thunder Gou Shower: Just like the Tenma Gou Zankuu, throws 31 Zankuu Cyber Hadoukens at once.
Last edited by Kade on Fri Dec 25, 2015 11:26 pm; edited 6 times in total
Joined : 2010-07-30 Posts : 2505 Karma : 3 Location : Death Valley NJ, Small Part
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Subject Post 73Subject: Re: Kade's Communication Thread Sat Feb 23, 2013 10:05 pm
Newer Moves Soul Eater(Souru Ītā): Ragna uses an attack that absorbs some of the opponent's health on hit or block. Soul Eater attacks drain 30% of the attack damage on hit (80% during Blood Kain). Normals drain 15% on block while specials and Distortion Drives drain 20% on block. Does not work against Barrier Guard. As of Continuum Shift, the ability now only actually heals health once the lifesteal orbs actually reach Ragna's body, and no longer scales with his damage.
Also as of CS, the more Soul Eater moves used in a combo, the more HP Ragna can drain according to this table: 1st Soul Eater hit = 100% drain 2nd Soul Eater hit = 110% drain 3rd Soul Eater hit = 120% drain 4th Soul Eater hit = 130% drain Subsequent Soul Eater hits = 150% drain Chronophantasma: The table is altered once more:
1st Soul Eater hit = 100% lifesteal 2nd Soul Eater hit = 90% lifesteal 3rd Soul Eater hit = 95% lifesteal 4th Soul Eater hit = 100% lifesteal Subsequent Soul Eater hits = 5% increase up to 150% lifesteal, then 160%, then up to 180% max.
Hell's Fang(Heruzu Fangu): Ragna dashes at the opponent with his leading hand engulfed in darkness. If done very close, the move looks more of a clothesline, as on hit or block on any point of the move, the recovery animation will instantly kick in. Has huge hit stun on Counter Hit, which lets you combo into more or less anything. Counter Hitstun lowered in CS. Good for reset pressure. Extremely unsafe if Instant Blocked. And due to its long recovery, it mainly only sees use in combos. From Continuum Shift onward, pushes Ragna away a bit, limiting simple combo options. In Chronophantasma, the aerial hitstun on this move has been increased (as the opponent is put into a "wildly flung" state knockdown launch), and now has less recovery time, causing more mid-screen Hell's Fang setups to be much more optimal than before and thus, making it much more practical outside of mid-combo as a ranged-footsie punish and as a juggle combo tool.
Dead Spike(Deddo Supaiku): Ragna swings his sword upward along the ground to release dark energy from his sword in the shape of one of the Black Beast's heads. Life drain on hit or block. Frame advantage on block (in normal state). Hits up to three times during Blood Kain, hitbox increases significantly. Faster startup compared to CT. Good for combo resets. Opponent is now wildly flung away by the attack as of BBCSII, though only in midair. Breaks one Guard Primer on hit. Has a good amount of stun on Counter Hit, making it a solid combo starter. Chronophantasma: Command is now 236D. Crawls lower across the ground, but has longer range as the head moves forward a distance like a projectile. On an aerial hit, it also blows back the opponent. Its slow startup can still make it punishable however especially with poor positioning.
Blood Kain(Buraddo Kain): agna activates the Azure, and body emits a black aura. This enhances all of Ragna's Soul Eater moves, greatly increasing their hitbox as well as improving their damage, health drain and untechable time. Ragna is constantly losing health whilst in this mode. Lasts for about 10 seconds. Has a notable amount of startup invincibility, making it ideal for punishes that involve powerful combos afterward. Regardless, it's mainly better to use it during combos, so that way Ragna can output most of his damage as well as he can, especially if in the corner or if the opponent cannot burst of out of them. Boss Ragna has a unique version of Blood Kain that he activates at the start of the match with the phrase "
Phrases: “ Restriction 666 released, Dimensional Interruption Imaginary Number Formed! Azure Grimoire, Activate! ―Ragna, Calamity Trigger ” “ Restriction 666 released, Dimensional Interference Field Deployed! BlazBlue, Activate! ―Ragna, Continuum Shift ” “ Restriction 666 released, Dimensional Interference Field Deployed! Now Engaging The Idea Engine! BlazBlue, Activate!
Carnage Scissors(Kānēji Shizā): Ragna performs a very fast, dashing reverse-grip sword slam, then releases two crossing spikes of dark energy (hence the name "scissors") from slashing the ground with his sword in reverse-grip. Covers a lot of ground very quickly, but the invincibility is very short. Can delay attack, where Ragna will stop just after landing the first hit. Deceptively large hitbox. Ground bounce on first hit, life drain and wall bounce on second hit. Now has increased untech time in Continuum Shift. In BBCS:EX, it gains some startup invincibility, enabling Ragna to even punish certain projectiles with good timing. In CP, the first hit now crumples a grounded opponent, and ground bounces an airborne opponent like the previous versions. In Overdrive, the move's final blow does a few extra hits.
Blood Scythe(Buraddo Saizu): New move in Chronophantasma. Ragna flies forward while circle-slashing with his Blood Scythe downward in a midair turn. Steals health with a ground bounce effect on midair foes, but does not hit overhead despite its appearance. Can count as Ragna's slowest attack, but is great for combo extensions and for punishing certain attacks. It still must be used with caution however, especially during neutral game. The ground versions and air versions differ; grounded version is rather slow, but can be used for some interesting crossups due to the hitbox of the attack. The recovery of the attack can be used to start pressure either on hit or block, and gives Ragna a positive pressure situation regardless. Knocks down and can also Fatal Counter for a stagger (which only applies to the ground version); even though the slow startup of the move makes it less optimal than D Inferno Divider for a combo, but its stagger regardless allows for many followups and makes it an out-of-the-box frame trap. Midair version starts up much faster
Devoured by Darkness(Yami ni Kuwarero): Ragna's hand turns into a claw of the Black Beast as he snatches the opponent, lifts them up over his head and bombards them with dark tendrils, finishing with an explosion of darkness and dealing a total of 70 hits. The start-up for this Distortion Drive is rather slow and easy to counter-poke, but Ragna regains a massive amount of health if he connects, making it an incredibly rewarding desperation attack. Regardless, it should mainly be used in combos due to it being easy to counter. Has very high minimum damage as well. It also has a deceiving amount of range. However, this move will end Blood Kain after this drive has been executed, regardless of it connecting. Though the damage can reduce in a combo, it can be hard to combo into this move at all. Can whiff against certain crouching characters. In CS: It now steals less health compared to CT, though the life steal is no longer effected by damage scaling.
Izayoi Ideas Sonic Saber(Sonikku Seibā): A high-speed projectile attack that you can use to zone your opponent. In Gain Art Mode, Sonic Saber fires more projectiles than usual, and can cause the opponent to be stunned when hit.
Crusade Seraphim A(Kuruseido Serafimu α): A great anti-air move with very fast startup and head attribute invincibility. Crusade Seraphim α has huge range, and can be confirmed on counterhit, so its very useful for building Zero-Type stocks (in both neutral and combos). "Unsafe" on block, but teleport capability makes punishing extremely difficult. Pressing D on hit will perform Strike Fall at the cost of a Zero-Type sto
Crusade Seraphim β(Kuruseido Serafimu β): Crusade Seraphim β is your staple far range combo ender. It doesn't knockdown, but it combos off of max range 5B while generating Zero-Type stocks. Also works well as a midrange frame trap/pressure tool. In Gain Art, all confirms into Crusade Seraphim β can turn into full combos thanks to Valkyrie Astraea, which is done by pressing 6D during Crusade Seraphim β (even during startup!) at the cost of a Zero-Type stock. β is "punishable" on block, but can cancel into teleports.
Crusade Seraphim γ(Kuruseido Serafimu γ): Crusade Seraphim γ has similar use to β. Mostly restricted to blockstrings and combos, it plays an important part in both. In normal mode, it paves the way for 6 to 8 stock generating combos, while in Gain Art it serves as a combo extension. On counterhit, it pops the opponent up and leaves them in a comboable knockdown. The issue with comboing into Crusade Seraphim γ is that it only connects after C normals, which essentially means only close confirms can go into γ. Like the others in its family, it is unsafe on block but has teleport cancel options. Also, much like β, γ can be canceled into Valkyrie Astraea the same ways while in Gain Art.
Valkyrie Astraea(Warukyūre Asutorea): Usable only in Gain Art, Valkyrie Astraea is a kind of "extension" to Crusade Seraphim β and γ. Unlike a normal "extension", it's actually possible to do Astraea before either attack connects. Naturally, this also means that you can cancel into Valkyrie Astraea on whiff. On block or hit, it can be canceled into teleports not unlike the Crusade Seraphim series. Astraea's usage is usually limited to combos, due to the stock cost and frame disadvantage, but when used properly, it can turn any far range confirm into a full combo and is the centerpiece of a majority of Gain Art routes. In Overdrive, the knockback (on hit) is greatly reduced to allow combos that would normally only be possible in the corner to work anywhere.
Aegis Blade(Ījisu Bureido): Aegis Blade covers a large vertical area, and has very fast head attribute invincibility, making it an effective anti air. On counterhit, opponents are launched straight up and cannot tech until they hit the ground, allowing for easy 8 stock combos anywhere! The hitbox for this move extends very close to the ground, so it can be used to OTG and catch rolls. However, much like the Crusade Seraphim moves it is unsafe on block, but can cancel into teleports. Also carries a large amount of untechable time, being useful in both Normal mode and Gain Art combos. In Gain Art, pressing D during Aegis Blade will perform Strike Fall.
Mirage Thruster(Mirāju Surasutā): Izayoi teleports a preset distance to a location based on whichever button you use to activate the move. A teleports in place, B teleports forwards and C teleports backwards. The A, B, and C teleports are doable in both Normal mode and Gain Art. The D version of the teleport is doable only in Gain Art and requires 2 Zero-Type stocks. However, it makes up for it by tracking opponents (teleports behind opponent, doesn't matter if in corner or in air) while being able to whiff cancel special moves (i.e. Justice Phorizor). On hit or block, D teleport only requires one Zero-Type stock. However, certain moves require two stocks regardless of if they connect or not (All variants of Sonic Saber and Justice Phorizor).
Noir Edge(Nowāru Ejji): This move primarily serves as an important combo part for Gain Art. Noir Edge is Izayoi's primary air combo ender knocking the opponent far ahead. In Gain Art, links into Strike Fall at the cost of one Zero-Type stock. Combos with repeated Noir Edges are also used to regulate the opponents height and set up extensions after Strike Fall. It also finds usage in mixups, serving as an instant overhead in both Normal and Gain Art mode. When performing the move, Izayoi stops in place, making it work as an overhead while both rising and falling. However, it is unsafe on block in either case.
Strike Fall(Sutoraiku Fōru): Izayoi's staple combo ender. Doable only in Gain Art, Strike Fall serves as a follow up to Crusade Seraphim α, Aegis Blade, and Noir Edge. It is only possible to do Strike Fall on hit, so you can option select your confirms into Strike Fall and commit to another cancel option on block or whiff. On hit, has an enormous amount of untechable time, usually leading into some kind of workable knockdown. For high hitting Strike Falls, Izayoi can link into 5A, 5C, or Justice Phorizor for a combo extension.
Scarlet Justice(Sukāretto Jasutisu): When going into Scarlet Justice, Izayoi can shift into another mode called Gain Art Mode that will increase speed and power up all of her special moves. Hitting D when in this mode will revert Izayoi back to normal.
Justice Phorizor(Jasutisu Foraizā): A high-speed thrust attack with a fairly long reach. During Overdrive, it provides more damage and longer reach.
Slaver Trans-AM(Sureivā Toranzamu): Izayoi summons two bits that float behind her and attack with her. When the gauge runs out, the bits disappear (the gauge remains even when she is being hit).
Judge of Destiny(Jajji obu Disutinī): The start-up is very similar to Tsubaki's as Izayoi changes form slightly and dashes towards the opponent. Upon contact, an anime style cutscene will begin with Izayoi chanting while in the sky, and she morphs her javelin into a larger shape. The javelin launches like an aircraft and flies directly into the opponent.
Master Unit Ideas: Master Unit Amaterasu: It is the top Unit of the Original Units. ch could only alter major phenomena (ones that may determine the fate of the world), the Amaterasu Unit can intervene and alter any phenomenon it chooses. Another difference between them is that the Master Unit cannot be observed or acknowledged at all, with Successor of the Azure being the sole exception. In a sense, it is closer to being a "God" than the Takamagahara System.
Sol Badguy Moves: Gun Flame( Flame Ground Projectile) Used for controlling space, pressuring, okizeme, and combos. Floats on hit, Counter Hit is untechable. Sol is in Counter Hit state for entire duration. Attack power and level change with each set of 9 active frames. Gun Flame (GF) is a vital neutral and offensive tool, and is especially powerful when Yellow Roman Cancelled (YRC). GF can be followed up with various combos depending on spacing and whether or not it Counter Hit. On block, frame advantage of GF depends on how late the opponent blocked it. The later flames are more advantage, the earlier flames are less. At neutral, it covers a huge area for a long time making it ideal for ground space control. GF has significant recovery, so if it is jumped over it can lead to punishes. Therefore, GF usage can encourage the opponent to jump, which is valuable in itself. With YRC, Sol is safe and can meet the opponent in the air with pressure if they jumped over it. GF (YRC) followed by dashing, jumping, or air dashing is Sol’s most effective method of safely approaching opponents. On offense, GF can be used to frame trap or as a pressure reset using YRC. The opponent must leave block stun
Volanic Viper (Dragon Fire Sword Uppercut) Used at neutral from a distance as a strong but risky counter to an opponent’s pokes. Can be used as an invulnerable reversal on wake-up or while being pressured. Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff. Fully invulnerable from frames 1-9, strike invulnerable from frames 10-12, airborne from frame 10. Sol is crouching during landing recovery. Cannot Yellow or Purple Roman Cancel. At neutral, Ground S.png Volcanic Viper (SVV) can be used at range to counter an opponent’s poke into a knockdown, but it is risky and will only be effective on attacks that extend their hurtbox. It can also be used as an invulnerable reversal, but is slower than Ground H.png Volcanic Viper (HSVV) and has a much thinner hitbox. Depending on the situation, SVV may be better suited as a reversal if the repercussions of failing to land HSVV are too dire. Regardless, it’s often advised to wait until you have 50% Tension or more, as Roman Cancelling (RC) the first hit of SVV allows you to continue pressure on block or convert into a combo on hit. On offense, SVV can be used as a high-risk or expensive frame trap and anti-throw option, depending on whether Tension is available to RC.
Tyrant Rave: (PowerFul Flame Fist Blast Punch)
Branding Breach: (Ultimate Flame Buster Spark attack) Used for killing stunned opponents, and comboing into a guaranteed finish during match point when opponent is in Hell Fire state. Cannot be cancelled into from normals. Normal version is upper body invulnerable from frames 1-8, fully invulnerable from frames 9-31. Super freeze version is upper body invulnerable from frames 1-4, fully invulnerable from frames 5-25. Like most Instant Kills (IK), Branding Breach is only particularly useful in two situations: When an opponent is stunned and you have the means to quickly activate IK Mode, or when the conditions to combo into IKs are met. As far as the attack start-up itself is concerned, Branding Breach is actually a fairly versatile IK. It has a lengthy amount of invulnerability and a decent hitbox, mainly thanks to the start-up animation being based on Fafnir. If conclusion conditions are met, it becomes possible to combo into Branding Breach off a Roman Cancelled Ground Throw or Wild Throw mid-screen, and any corner combo leading into a high air hit Fafnir can also combo into Branding Breach without requiring a Roman Cancel.
Shadow Genocider Ideas: Kaio-ken Kamehameha is almost identical to a standard Kamehameha. The only noticeable difference is that the energy wave is larger and much more powerful. As the Kaio-ken multiplier increases, the wave gets larger. Shadow Genocider 10% Release: Shadow Genocider 50% Release: Shadow Genocider: 100% Release: Genocider Final-Supreme Nemesis: First, Goku either lifts his hands joined together in the air, or joins his hands to his side. Then, he charges the attack with his hands drawn his side, like a regular Kamehameha. Finally, he fires the attack towards his opponent in the form of an orange-red energy wave. During his battle with Golden Frieza, Goku uses a God Kamehameha to try and hold back the tyrant's Golden Death Ball. Goku later uses another God Kamehameha while engaging in hand-to-hand combat with Frieza. He finally uses it in the finale of the movie to kill the weakened Frieza.
Last edited by Kade on Thu Sep 24, 2015 1:02 pm; edited 1 time in total
» Name: Eric Zarathos » Original Name: Kade Hiroshima » Titles: Zaine Kil'Jaeden, The Mad One, The Mad Demon, The Mad ShadowFall Warrior, Zarathos Delgato, Zarathos, The Mad Devil, Former Rakshasa of Hell » Age: 210,789 years old » Gender: Male » Affiliation/Rank: Shadowfall(Rank: Unknown), Temporary Khalaist
» Shifter Appearance Written: Eric is demihuman-like in appearance, aside from the markings on his body as well as his eyes and arms. His hair is white in color and his skin is of tanned complexion. His eyes glow white and although he has irises, he doesn't have pupils. Eric wears a torn black hakama with ornate red designs over golden greaves. His hands seem to be permanently plated with a metal that bears resemblance to gold, and when unleashing his Mantra this metal seems to envelop his arms entirely. During his time in training with Warlord he wore a sleeveless gi over one shoulder, a simple black hakama tucked into less ornate greaves, and fingerless gloves and bandages on his arms.
» True Appearance Written: He didn't realize the major consequence after being revived the hell beast fused with his flesh and it soul was ripped apart. Eric's true self is Demi-Duke Elf, Obtaining many tribal tattoos while able to his most of his muscular features of his new body. His demonic body has taken a blue pale elf color but really the most noticeable thing about the new body. His eyes both of them are blood born of the blood-eyes which are both covered a smooth black clothes almost like a eyeband. The mad demon has black and smooth hair as well as black claws on each of his fingers but that wasn't isn't the weird thing. The strangest thing is his feet has changed his normal feet have been completely replaced with horse feet and each foot has an black adamantium horse shoe. Which sometimes hurt because of the nails embedded to hold the horseshoe in place which are metal but only 8 nails upon each horseshoe. The newest thing is that the demon has some new horns upon his forehead and they're big and strong boned. For clothing, Eric now wears a purple/black hakama or sometimes dark clothing to hide his new appearance. The strangest thing, Eric doesn't wear a shirt or a shirt gi anymore really doesn't feel the need anymore
» Personality:Being one of fallen legendary race, Zarathos is vengeful and demonic in some ways really showing no mercy against enemies or traitors. It's his demon nature that a demon should have evil heart at times truthfully he does what he told when a mission needs to be done. If somebody wants him to ruthless then he'll be ruthless in that way because of his general attitude he's somewhat cocky. During his times in hell, Zarathos was a violent, serious and hellbent fighter beating people to bloody pulp it was about a survival. He even holds back in an effort to make any fight last longer. He also claims that injury and death are nothing but the price one pays for a good fight. Eric hates the word to the fullest but it can takes you places and help you gain things along the way. Despite his thoughts, Eric can be a loyal person to the right cause or organization the demon can show respect a person or organization who has great power. Trust is another factor if help him the yet Eric will be neutral hearted. Betrayal....Then he'll stop at nothing to kill the betrayer then search and destroy everything they had. Really It a two way street when it comes to loyalty. Eric does truly believe the weak die and strong survive his quest for power has made him and power-hungry tyrant. Searching and exploring for ways of increasing his powers and abilities to make him a deadly true demon. Zarathos became battle harden, rarely sadist-like and truly arrogant to people because of this. If family or friends got in his way he'll give him one warning or he'll might turn of them.
Zarathos was a hellbent demon with cold hearted vengeance on his mind really, he didn't give a damn about anything. He was a demon who lived by demon code to serve the lord of darkness at those times. As the demon, everything had changed he's almost completely thrown away his shinigami life almost something a rule-breaker with an deceptive mind. Although, Zarathos hasn't completely turned all demon little traces of his shinigami soul are still within. He instead tries to live a human's life but become a demon hellraiser as well. Being the leader of his own clan, Eric shown to be a commander with a deadly serious attitude around his demons and his demon generals.
» Likes: The dark will to succeed, pushing himself beyond his limitations, and never giving up even when the odds are stacked against him, Fighting to be the destructive fighter, Brawls, Finding new ways of increasing his powers and striking powers, Bloodshed when it not his own blood
» Dislikes: Death; Friends turning their backs on him, Betrayal, Somebody or some people who think their better when they know they aren't ____________________________________________________
» History Three paragraph minimum of your characters history; also include how they became a demon via birth or they were changed to one though a deal est. ____________________________________________________
» Natural Abilities:(What type of powers come naturally to the Demon? This can be, in addition to, their natural abilities and up to four other abilities)
» Unique Abilities:(What type of special abilties, attack's or powers does your demon have? Be clear on what they can do!)
» Note: Feel free to change "Adjustable State Appearance" to any title you'd like for your Demon's Stages.
» Adjustable State Appearance: (What do they look like if there is any kind of stage? If they have stages, feel free to repeat as necessary.)
» Adjustable State Benefits: (Do they get any nifty powers, abilities and things of this nature? Put all of that here in seperate sections and feel free to repeat as necessary for other forms.) ____________________________________________________
To Find Out about what these skills are for, please READ THIS THREAD before you try doing anything to it. After you have read it, do not feel your skills out until a staff member has graded your thread. We will also do your will sheet for you upon grading your application.
What the hell was going on here??? A sparring session and that was why the mad demon was summoned by her still it didn't make any sense if Inami wanted to become a good demon queen she needed to fight her own battles. It alright to have some help with some deadly situations and still she need to become a better warrior if she decides to rule this nation. The mad demon ordered his men to lower their weapons their was no need for attacking still the former captain commander was a threat still the mad demon thought it wasn't necessary to be here. But just to be safe the mad demon had 15 guards on standby they wouldn't interfere with the sparring session but if anything happens they report to Eric. The mad demon was hoping for a fight still now that he was prime and ready to go that wasn't happening it was such a waste to put good rage away like that without anything to hit the mad demon needed something to do. It was hard to find good demonic work still the mad one had ideas to fix that the mad demon that his special weapon was nearly completed until she was fully ready. If Shiki was unmask herself and show her face to Tsubasa it might be hard for the former captain commander to take in so the mad demon will have her go back to his experimental lab. The fifteen guards were given their orders from the mad one leaving the scene and hiding in the shadows awaiting their orders if they see any trouble. "Oh well this
You did not address how you got out of the inverse crystal mountain. you just left the town with out doing any thing to the barrier that trapped us in. v,v it would be unfair to ignore part of Shizuo's post without a reason wt without a reason why.
The evil plan was coming into fruition and still a lot needed to be done before the mad demon could put the evil wheels into motion still before the demon could do anything. Some extreme measures needed to place before the plan could to carried out and still with two months of planning, Eric couldn't screw this up one screw up and then it was all over. The final member of the Twisted sisterhood was finally here after some months of work, Eric could make his plans finally heard and now the first thing the demon should do. If he was go to make his voice heard then the whole world even the demon world then the guy should make a worldwide broadcast that should get their attention and then the mad one can say what's been going on. As his demon troops got ready, Eric started with his demon magic preparing some demon satellites around certain places within the demon world. Then the demon troops told them that the mad demon was live, Eric left the demon world and appeared upon the world of the living upon a rooftop. The demon broadcast started attacking televisions, cell phones as other different satellites were also attacked as the broadcast were live the whole world as the mad demon. The demon was going to tell the world about his seeds of Armageddon plans it was finally to happen, Eric calmed down as the whole world was seeing him.