Name: Alice Heart
Sex: Female
Species: Anthro Rabbit
Height: 5'6"
Weight: 120 lbs
Age: 18
Age in appearance: Young
Hair Color: Blonde
Eye Color: Sky Blue
Skin Color: White
Personality: While often shy and reserved, Alice is also posh, elegant, and prudent when it comes to most matters-- a rare set of traits for somebody so young. Although it might help that Alice is an actual born and raised Princess of her world. A very well-protected and sheltered Princess at that. As a result, Alice doesn't have very many friends, but she has an extremely kind heart and will stop at nothing to help those in need, despite the lack of her parents' approval at times. Behind that lady-like, royal demeanor that Alice puts on for the sake of her parents and other royal figures that might be around, lies a rather lively, rambunctious, and perhaps even rebellious personality. Still, Alice finds her way in the world with a smile on her face and a glow in her heart.
Weakness: Somewhat small and fairly light, Alice can physically be tossed or held down easily if caught. Growing up in a rather strict setting, she hesitates at or even downright dislikes responsibilities, even if they're considered important. Alice also doesn't particularly like her royal heritage, yearning to be a normal girl at times. Her family or other royal connections could be easily used against her if somebody knew how. Additionally, she will often get excited at the chance to help somebody... Sometimes too excited.
Profession: Noble. Chosen wielder of the Keyblade on her world.
Weapons: Keyblade
Armor: None
Items: Various bits of jewelry and fashionable dresses that had been given to her over the years
Skills:Weapons Specialist (Keyblade) - +1 CS to Fighting or Agility, covers all weapons of a specific type. Options included are including but not limited to Swords, Axes, Staves, Spears, Daggers, Bows, Guns, Thrown Weapons, Bladed Fans
Jumping / Leaping - Extraordinary at making difficult leaps or jumps over distances most wouldn't be able to make. +1 CS to Strength or Agility as needed.
Acrobatics - Flips, cartwheels, somersaults, walking on hands, and so on. +1 CS to Agility for use. Can also be applied to aid in defending Fighting rolls by unarmed characters against melee attacks as long as it is not a crowded or cramped situation.
Cards / Seals - Can summon creatures of abilities from the cards, or use magic seals to create summons or magic for periods of time. Where a roll is needed apply Psyche plus any bonus the ability might have.
Gymnastics - +1 CS to Agility. Can also be used in combat against ranged attacks only.
Languages: Description and/or Picture:Stats:Fighting: Excellent
Agility: Excellent
Strength: Typical
Endurance: Good
Reasoning: Excellent
Intuition: Excellent
Psyche: Remarkable
Hit Points: 56
Stamina Points: 63
Mana: 70
Spells / Special Abilities:Seal MagicCost: Varies
Uses: Psyche, if applicable?
Description: [Concept]: Alice has the ability to draw/create seals/sigils with her keyblade. Unless prepared before-hand, these would perhaps cost a round to "draw" and activate? These can do various things, depending on what's drawn, and the area of effect is up for debate. Perhaps some seals apply only to herself? Maybe others can be applied to her party as a support spell, provided they stay within the area of effect? MP regen? Protection? Stat buff? Lots of possibilities here. If her current spell-list is viewed as overpowered, perhaps this would be a good way to solve that issue. Maybe she'd have access to one school, but not the other. Maybe one school is bumped up a CS, and the other down a CS. Also lots of possibilities here.
First Circle:Basic IllusionCost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be a glass dancing across a table. Or a spoon singing such a high note said glass breaks. Nothing larger then a house cat, and no more then three items at a time. Can include sight and sound. Opponents roll psyche, any yellow roll disbelieves. In addition, trying to grab said illusion will break the illusion.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psyche as well, one level higher then the caster, see through the illusion.
Telekinesis ( Basic )Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift an object into the air and move it where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the item is 10 pounds. Maximum movement speed is Typical air speed.
Frost ShieldCost: 5MP
Uses: Psyche
Description: Attacks do 1CS less damage to the caster. Any attack that does less then Typical damage is negated completely. A fire attack that would do at least Excellent damage after modifiers melts the shield. Lasts one round on a white, two on a green, three on a yellow. On a red roll, damage is reduced by 2CS and the first Excellent fire attack only reduces the shield's power by 1CS, it would take a second to destroy it.
Ice DartsCost: 5MP per dart
Uses: Psyche
Description: Fires a series of up to max circle learned ice darts in one go. Can be used to target one opponent or a series of opponents ( if multiple opponents only 1 dart per target ). These darts do Good piercing damage.
Second Circle:Illusionary AttackCost: Varies
Uses: Psyche to contest, normal attack for weapon type
Description: The caster creates an illusionary weapon. Sword, shurikens, handgun, and so forth. Defender rolls normal combat defense. On a successful hit can roll psyche based on the rules below.
Special Conditions:
1. Those who have at least remarkable psyche can roll to disbelieve once per round. Those who have at least Typical psyche can roll to disbelieve once per battle. If you reach 0HP you can roll again to disbelieve or lose consciousness due to the 'shock' of your injuries to your system.
2. This is non-lethal damage. You cannot die from these attacks.
3. The caster can create how much damage the attack does on creation, with the following limits:
- Circle 2: 2MP per hit, Typical damage
- Circle 3: 5MP per hit, Good damage
- Circle 4: 5MP per hit, Excellent damage
- Circle 5: 10MP per hit, Remarkable damage
- Circle 6: 20MP per hit, Amazing damage
Telekinesis ( Novice )Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift an object into the air and move it where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the item is 50 pounds. Maximum movement speed is Typical air speed. Can also throw an object up to the limits of Telekinesis ( Minor ) in an attack. Attack roll is Psyche, defense is agility. Deals Good physical damage for purposes of damage absorption.
Ice SlickCost: 10MP
Uses: Psyche
Description: Creates a sheet of ice under a person. Target rolls agility, if they fail they are in knockdown. Any target levitating off the ground is immune, as are some creatures ( example: plant monsters or those without feet. )
Third Circle:
IllusionCost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be ninja leaping down from buildings, or a pack of wolves charging at someone. Can not be anything larger then a large humanoid ( up to ten feet tall ), and can make no more then six at a time. Can include sight, sound, and touch. Opponents roll psyche, any yellow roll that beats the casters disbelieves.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psyche as well, one level higher then the caster, see through the illusion.
Telekinesis ( Gifted )Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift objects or people into the air and move it where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the item or person is 200 pounds. Maximum movement speed is Typical air speed. Can also throw an object up to the limits of Telekinesis ( Novice ) in an attack. Attack roll is Psyche, defense is agility. Deals Excellent physical damage for purposes of damage absorption.
Ice ShardsCost: 15MP
Uses: Agility
Description: Fires a pair of sharp icicles at an opponent. Target rolls agility to avoid. If this attack hits, caster rolls 1d2 for hits. These shards do Excellent Piercing damage.
Biography: WIP