Gir Sin Genji
Ganta Gun
ORPG with classic final fantasy enemies
Name: Night "Legend" McNamara
Alignment: Neutral
Race: Igna: An ancient race of humans who once bred with ifrits. Ignas are generally tall, skinny(but occasionally verry muscular), hooved, and tailed.
A rare breed that have horns have even been romoured to have existed. Most, even the common kind, of the Ignas have been wiped out. Ocording to his parents, Night is the last of their race.
In ancient times, Ignas and Dragoons were allies. The dragoons taught the Ignas their speedy combat style in return for their aid in battle. The Ignas are also die-hard worshipers of Ifrit. They consider him their god, and devoutly live under his command. Most Ignas can NOT summon Ifrit or his infernal brothers to fight, but there are special ones like Night.
Ifrit usually presents himself to be summoned to people of his kin who have expirienced great despair or loss.
Gender: Male
Age: 17 or 18
Appearance: Tall, lean, tan skin with dark red spots around his eyes, an "x" shaped scar across his right eye, black longish hair, hooves, and a red spiky tail.
Attire: A tight black vest revealing his chest, a small decorative bag with subspace capacity or storing items and his prized sword collection, a collection of colorful scarves wrapped around his neck and face, loose worn grey trousers, and a red ribbon tied around his horned helm.
Personality: He is a loner. This was caused by the fact that he has always been shunned for his demoic appearance. This also caused the death of his Beloved Taymore, so he tends not to let people get close for fear of them getting hurt.
First Impression: He usually appears as a strange bard, sitting in the corner of pubs playing his lute. When approached, he usually answers briefly and nonchallantly. Unless, however, a legendary sword is mentioned.
Strength: Night, because he is a decendant of Ifrit himself, has hightened abilities. He can punch hard enough to break through a small section of a boulder, but can't kill a man with one throw of a fist. He depends on a speedy jumping style to get in the occasional heavy hit, and numerous swift strikes.
Vitality: He is stronger against blades or fists because the fiery aura around him burns most that come too close. A landed punch can do enough to knock him back, but one won't hit often. When it comes to magic, he is slightly weaker because it can usually break through his infernal aura. Ice spells do a critical amount of damage.
Speed: He uses his Igna-taught Dragoon skills to jump suprisingly fast. He will zoom from one point to another around the battlefield, almost like a flash. He is usually good about jumping out of harms way, but because he is young & unexpirienced, he can occasionally slip, droping himself right on the enemy's attack.
Stamina: Because of the demi-god like blood coursing through his veins, he can last longer in combat than most other fighters. When journeying, he can go days, sometimes weeks, traveling on end.
Reflexes: He can generally jump out of an oncoming attacker's way, and when a projectile is thrown at him, the bigger it is, the easier he can react. So he would be more like ly to crush or dodge a boulder than get out of the way of an arrow. He tends to act on instinct, making rash decisions which can endanger the party.
Fighting style: He is aspiring to learn the ancient ways of the Dragoon. He depends on his speed and flaming weapons to fight.
Weapons: He is collecting legendary swords. Here are his starting swords:
Masamune
Mimic Blade
Blood Sword
Rusty Relic
Abilities: His abilities include the following:
Regel
Effect: Heals 5 points each turn. Adds a +8 deffense bonus for battle.
Cost: 18 MP
Swords play: A flurry of flaming attacks with his swords.
Damage: 50
Cost: 12 MP
Infernal Wrath: Makes use of Ifrits powers to gain power-ups.
Damage: 70
Effect: Gain temporary +20 Stregnth power up for battle.
Cost: 16 MP
Spells: His spells include:
Name: Fir
Element: Fire
Description: Sends several scorching fireballs at the enemy, which explode on contact.
Damage: 120
Effect: May cause Burn.
Cost: 15 MP
Nameak
Elementark
Description: Sends forth an ominus cloud of despair.
Damage: 120
Effect:Can cause Blind
Cost: 15 MP
Summon
Can summon one of the following:
(one use per battle)
Name: Ifrit
Element: Fire
Description: Scorches the enemy with a spout of hellfire.
Damage: 150
Cost: 20 MP
Name: Bahaumut
Element: Arcane
Description: Sends a blast of energy spiraling down through the moon.
Damage: 125
Effect: Leaves enemies paralyzed.
Cost: 30 MP
Name: Animator
Element: Non-Elemental
Description: Calls forth a rift, spitting out meteors and maelstorm.
Damage: 130
Effect: Cancels one enemy turn while in the rift.
Cost: 45 MP
Name: Odin
Element: Wind
Description: Rides in on Slephnir, ripping through all in his way with his mighty Gungir.
Damage: 300
Effect: Knocks a party member off their feet.
Cost: 60 MP
Limit Breakers(other skills):
(one use per battle)
Ragnaroc: Summons the apocaliptic sword to rain hell down on the enemy.
Charge: 14 turns
Damage: 666
Gungir: Calls forth Odins horse and dual sword to release the secret Zantetzouken technique.
Charge: 16 turns
Damage: 335
Effect: Can knock enemies off their feet.
Hellfire: Calls out to the astral plane of ifrits. Summons a devestating meteor.
Charge: 20 turns
Damage: 1000
Effect: Does 120 damage to user and all party members.
History: At the age of 5, Night watched his parents be hanged for being "different." That was all he was told. He vowed to destroy the predjudice that had plagued his race. Then after 3 years of living in a near by forest, a kindly old sage named Brute Sarrum took him in. Brute taught Night (whom everyone from the village had called "Legend") to control his rage. At age 13, Night met the most beautiful girl, Taymore. She sparked his intrest in finding swords of legend. So after 2 years of planning their journey, Night told his foster papa he was setting out. The sage simply told him,
" If you are ever wounded, you wont have to lay on the step long."
And so, Night set off.
After a year of looking for swords, he and Taymore had collected a decent collection. But, when staging in a pub one night, the suspiscious villagers took Tay in the night. When Night found her in the morning, hanging from a tree the way his parents had, he lost control and burned the town to a crater.
He buried Tay in their home town, surrounded by her favorite swords. But, he could not face his sage father. For he had lost control, and murdered hundreds.
Now he continues the journey he and his beloved started.
But little did he know, he would soon join a group of warriors, searching for the four crystals of light, now that the elements were fading.
And his true journey would then begin.
Name: Night "Legend" McNamara
Alignment: Neutral
Race: Igna: An ancient race of humans who once bred with ifrits. Ignas are generally tall, skinny(but occasionally verry muscular), hooved, and tailed.
A rare breed that have horns have even been romoured to have existed. Most, even the common kind, of the Ignas have been wiped out. Ocording to his parents, Night is the last of their race.
In ancient times, Ignas and Dragoons were allies. The dragoons taught the Ignas their speedy combat style in return for their aid in battle. The Ignas are also die-hard worshipers of Ifrit. They consider him their god, and devoutly live under his command. Most Ignas can NOT summon Ifrit or his infernal brothers to fight, but there are special ones like Night.
Ifrit usually presents himself to be summoned to people of his kin who have expirienced great despair or loss.
Gender: Male
Age: 17 or 18
Appearance: Tall, lean, tan skin with dark red spots around his eyes, an "x" shaped scar across his right eye, black longish hair, hooves, and a red spiky tail.
Attire: A tight black vest revealing his chest, a small decorative bag with subspace capacity or storing items and his prized sword collection, a collection of colorful scarves wrapped around his neck and face, loose worn grey trousers, and a red ribbon tied around his horned helm.
Personality: He is a loner. This was caused by the fact that he has always been shunned for his demoic appearance. This also caused the death of his Beloved Taymore, so he tends not to let people get close for fear of them getting hurt.
First Impression: He usually appears as a strange bard, sitting in the corner of pubs playing his lute. When approached, he usually answers briefly and nonchallantly. Unless, however, a legendary sword is mentioned.
Strength: Night, because he is a decendant of Ifrit himself, has hightened abilities. He can punch hard enough to break through a small section of a boulder, but can't kill a man with one throw of a fist. He depends on a speedy jumping style to get in the occasional heavy hit, and numerous swift strikes.
Vitality: He is stronger against blades or fists because the fiery aura around him burns most that come too close. A landed punch can do enough to knock him back, but one won't hit often. When it comes to magic, he is slightly weaker because it can usually break through his infernal aura. Ice spells do a critical amount of damage.
Speed: He uses his Igna-taught Dragoon skills to jump suprisingly fast. He will zoom from one point to another around the battlefield, almost like a flash. He is usually good about jumping out of harms way, but because he is young & unexpirienced, he can occasionally slip, droping himself right on the enemy's attack.
Stamina: Because of the demi-god like blood coursing through his veins, he can last longer in combat than most other fighters. When journeying, he can go days, sometimes weeks, traveling on end.
Reflexes: He can generally jump out of an oncoming attacker's way, and when a projectile is thrown at him, the bigger it is, the easier he can react. So he would be more like ly to crush or dodge a boulder than get out of the way of an arrow. He tends to act on instinct, making rash decisions which can endanger the party.
Fighting style: He is aspiring to learn the ancient ways of the Dragoon. He depends on his speed and flaming weapons to fight.
Weapons: He is collecting legendary swords. Here are his starting swords:
Masamune
Mimic Blade
Blood Sword
Rusty Relic
Abilities: His abilities include the following:
Regel
Effect: Heals 5 points each turn. Adds a +8 deffense bonus for battle.
Cost: 18 MP
Swords play: A flurry of flaming attacks with his swords.
Damage: 50
Cost: 12 MP
Infernal Wrath: Makes use of Ifrits powers to gain power-ups.
Damage: 70
Effect: Gain temporary +20 Stregnth power up for battle.
Cost: 16 MP
Spells: His spells include:
Name: Fir
Element: Fire
Description: Sends several scorching fireballs at the enemy, which explode on contact.
Damage: 120
Effect: May cause Burn.
Cost: 15 MP
Nameak
Elementark
Description: Sends forth an ominus cloud of despair.
Damage: 120
Effect:Can cause Blind
Cost: 15 MP
Summon
Can summon one of the following:
(one use per battle)
Name: Ifrit
Element: Fire
Description: Scorches the enemy with a spout of hellfire.
Damage: 150
Cost: 20 MP
Name: Bahaumut
Element: Arcane
Description: Sends a blast of energy spiraling down through the moon.
Damage: 125
Effect: Leaves enemies paralyzed.
Cost: 30 MP
Name: Animator
Element: Non-Elemental
Description: Calls forth a rift, spitting out meteors and maelstorm.
Damage: 130
Effect: Cancels one enemy turn while in the rift.
Cost: 45 MP
Name: Odin
Element: Wind
Description: Rides in on Slephnir, ripping through all in his way with his mighty Gungir.
Damage: 300
Effect: Knocks a party member off their feet.
Cost: 60 MP
Limit Breakers(other skills):
(one use per battle)
Ragnaroc: Summons the apocaliptic sword to rain hell down on the enemy.
Charge: 14 turns
Damage: 666
Gungir: Calls forth Odins horse and dual sword to release the secret Zantetzouken technique.
Charge: 16 turns
Damage: 335
Effect: Can knock enemies off their feet.
Hellfire: Calls out to the astral plane of ifrits. Summons a devestating meteor.
Charge: 20 turns
Damage: 1000
Effect: Does 120 damage to user and all party members.
History: At the age of 5, Night watched his parents be hanged for being "different." That was all he was told. He vowed to destroy the predjudice that had plagued his race. Then after 3 years of living in a near by forest, a kindly old sage named Brute Sarrum took him in. Brute taught Night (whom everyone from the village had called "Legend") to control his rage. At age 13, Night met the most beautiful girl, Taymore. She sparked his intrest in finding swords of legend. So after 2 years of planning their journey, Night told his foster papa he was setting out. The sage simply told him,
" If you are ever wounded, you wont have to lay on the step long."
And so, Night set off.
After a year of looking for swords, he and Taymore had collected a decent collection. But, when staging in a pub one night, the suspiscious villagers took Tay in the night. When Night found her in the morning, hanging from a tree the way his parents had, he lost control and burned the town to a crater.
He buried Tay in their home town, surrounded by her favorite swords. But, he could not face his sage father. For he had lost control, and murdered hundreds.
Now he continues the journey he and his beloved started.
But little did he know, he would soon join a group of warriors, searching for the four crystals of light, now that the elements were fading.
And his true journey would then begin.
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