Occupation History: Conscripted researcher. Philsopher and teacher of philosophy along with numeracy and Literacy. Currently Unemployed.
Place Of Origin: Russia
Please excuse the crappiness of this picture. I'm messing around with colors alot lately and finding it hard to draw effectively.
"For justice, for freedom, for country, for duty. I am a good killer are the screams of a delusioned forces of man"~Kazimir
Kazimir is a rather sensitive man despite what masculine traits he may let off on a first impression basis to other people, while he is indeed very disenchanted and hard on his impact and thus rather stoic when engaging in a great deal of his endeavors the effect is transparent once the fires themselves from the scenario had gone away.
It doesn't take a lot to actually effect him even if he chooses to not let others see it visually and this is marginally an attribute born of his insecurity around people, constantly at an unease state thanks to past experience in his childhood it was a an aspect to his personality that rewarded him as he went on with his years yet had grown to be his enemy within the adult world.
The mans unshaken gaze that curtains his face doesn't hide his actions and while he seem almost totally jaded within his words and gestures it is his notes and writing that deliver the truth about him. A reserved fellow he doesn't share secrets even with his closest friends and nor does he do this with others even if they may be in a position to help due to his mentioned paranoia and forced indepedent self preservation to an almost extreme extent.
He releases his words on the immaterial via writing and recordings when he can, a habit picked up from constantly documenting his findings in his research reports. While Kazimir is indeed a very drawn back and almost skitterish in his personality when dealing with people in general he is a deep thinker and analyzes things constantly and those who do the same for their own motivations and actions are given a quick detached sense of kindred spirit from him.
A cold man with a firey heart makes him seem even volatile to get along with and uncomfortably hard to read yet despite his issues and rocky persona he is a fellow that when he connects to someone and considers them an actual friend can be very willing to converse and loyal but as a double edged sword the fires within him can make him seem almost parasitic and aggressive to his comrades when they step on his toes and don't back him up emotionally.
A lover of free thought and independence in thinking yet a guy who needs close relationships and emotional back up to handle his raging spirit. By no means a fellow who would bow down to the opposite gender in hopes of receiving attention he does yearn for their affection so he may have a close companion who could tame his insecurities thus eliminate his defensive stoic streak and ironically in some ways is still very emotionally dependent despite being an original thinker which lead to his constant conflict of working mind and a untamed heart.
A hard friend to work besides, it up to others to read Kazimir because he won't tell you making him a mine field but can be a dedicated force for good if offered a sensitive but respectful hand at the right time.
Powers: (A 6 Sided dice will be rolled to determine his mode change every 8 posts. This condition is activated automatically and can't be ignored)
Enhance mobility: will passively by default utilizes a magical boost to his jumps and dashes. His jumps are capable of reaching five foot high while he can commit short dashes at the speed of 20 miles an hour instantly. After each instant dash he will have a brief cool down between each dash, meaning he can't continuously utilize this over and over directly after each move.
Arcane shield: Activates a magical barrier that covers roughly five feet of Kazimir's front although doesn't reach over his head or around him. This barrier is capable of taking immense pressure(around a tank blast worth of pressure and damage) before breaking. after this shield has been broken it will dispel any other magical abilities Kazimir has for a brief moment and leave him immobilized for a single turn. Once this turn is over he may use this ability again.
Zonu (immediate): a large flash the size of a chest will emit from Karisimr's hand, this will produce an immense physical hit equal to that of a rhino charge while having a slight burning sensation to the touch. The range of this attack is immediate and can reach up to two feet away from Kazimir, once it goes further than that it automatically turns into a Zonu De.
Zonu De (Range): The same force will utilized like normal Zonu although this one will travel forth and loses power in exchange for becoming a projectile, the ball of energy travels at the speed of ten miles a hour and deals enough force to be equal to that of a head butt from a physically fit human and produce a slight burning effect, leaving a minor burn scar in its location.
Obsessive Earth: Kazimir will point at the ground at the enemies feet where a brief purple zap will take place from his hand and on the enemies feet. This move is roughly half a second when cast and so hard to dodge due to its speed as its nearly an instant. When this move makes contact it will causes an extreme magical magnet between the character and the ground, making jumps and movements from ones foot from the floor much harder than normal, crippling dashes and making movement hard. Jumps will have their distances halved.
vang: Kazimirr concentrates a mound of visual energy that when it impacts its foe leaves them splattered in a blood like substance on them. This will stay on the target until it is removed by a dispel or the spells own conditions. If this spell hits the enemy 3 times then they will be covered in red and immediately be forcefully evicted out of a large sum of health which will be returned to Kazimir as a minor health drain, restoring weak wounds. The damage on the enemy will agonizing and considerable, leaving the enemy bones or at least the sensation of having bones like they have been rattled and chewed up (not literally) from the inside.
This move can be used to deal damage at 1 or 2 but in both cases it doesn't absorb health to Kazimir and the damage is much weaker, causing only intense inflammatory sensation on the flesh on 2 and aches and pains on 1. The projectile of this attacks moves in a single shot and travels at 25 miles an hour. Once it reaches past 30 feet it evaporates while in its projectile form. If it is on contact and in stain form then it will stay on until the conditions are utilized are is dispelled.
Notorious: A red ball of energy will be generated that moves at walking distance at the size of a 3 foot in height and width. This ball is slow but will naturally home in to the target for the next seven seconds before dissipating. If this ball hits it target it will stun the enemy by causing a agonizing pain within their bodies to the point it takes them off guard. If the ball hits the enemy and Vang is currently on the target then it will deal additional damage to its stun. 1-hits the enemy with the force of a charging bull 2-hits the enemy with small explosion 3-hits the enemy with a bigger explosion of magical powers while granting the health recovery still of third vang conditions.
Negative: When in this mode Kazimir is under the effect of restrictive physical energy and as such will be burdened and compressed, making it hard to breath or assert his body in any physical feat, mundane tasks will be the most he can do. Running is possible along with dashing but the overall effect will make him slow and constantly exhausted.
False Divine: Kazimir will let forth a shinning light that falls in a manner of vertical stripes near the enemy, this move has a half a second the cast and the spell it self is instant. The indication itself is a clear bright light within his palms when done so. If this move hits it will remove any past conditions caused by Kazimir and heal him minorly of scratches although in effect it will start a fill meter. The meter requires that this move ben enacted 3 times for other moves in this mode to be open.
Shadow of the sun (3 hits): Once the enemy is afflicted with false divine three times within the match he will be able to be hit by shadow of the sun. This move can't be dodged and is an instant although depletes the metre, meaning that if Kazimir wanted to replenish his false divine meter he would have to cast them again, thus getting rid of the effects of this move. Shadow of the sun totally absorbs light from the foes eyes and makes them effectively blind. This will stay in play for ten posts before being dispelled naturally.
Trickery (five): The character afflicted with this will not be able to cast magic, in fact any spell they utilize will turn against them or outright just back fire in the casting process violently. The same conditions apply to this for shadow of the sun. This move last seven posts and depletes meter.
Karma. (ten): This move effectively takes back all the healed damage that has been done over time and applies it to Kazimir, healing him massively at once and dealing extreme damage to the enemy. The spell still counts if the enemy could not be healed due to being perfectly healthy, this stacks up calculated healing overall.
Shield: Kazimir can summon a barrier to cover his torso, head or lower legs in this phase although the barrier doesn't nullify damage but merely numbs it. Even if you hit the barrier your attack will still do half damage to Kazimir and this shield can be broken if pressured immensely.
Negative: In this mode Kazimir will slowly start to build up an overload meter. If he doesn't release a False divine spell(and confirmed hit) within ten posts and still remains in this mode then he will let out an abrupt explosion of magical energy. This deals considerable damage and knock back to Kazimir as well as to anyone near.
Cold Bile: A mist of arcane power will emit from Kazimir lungs. This mist will chase after the enemy in a very slow but unrestricted pace, traveling at a walking pace at best. This will dispel at around 6 posts naturally. If this move hits the target then it will stick onto him and deal burning damage as well as mild sickness which entails stressed breathing and a displeasing sensation of needing to vomit along with weak lethargy due to horrid smells its produces. This will last five posts. The damage each turn is none existent but in total at the end does minor damage.
Corrosive: Kazimir will simply sling a large splash of energy at his enemy in a similar way someone would fling water off their hands. This will spread out out into a series of liquid like spits at the target. If it hits it will deal burn and decay on contact to the target, acting like acid. This is moderate damage overall but has only the range of ten feet and gets more wide and inaccurate the further it goes.
Harmful tendencies: If attacked by the front Kazimir may enact a green aura around him that will absorb the enemies damage. All damage done to him will be returned as a spit of pure black goo that deals magical damage onto the attacking target. The counter attack is obvious to see when in action and requires a prep move after the attack has been absorbed before spitting out the counter attack itself.
Negative: When in this mode Kazimir is not immune to being affected by his own cold bile, on top of this he is immune against poisons and illness but resists any healing effects that may be produced by others or in his own environment and have increased aggressiveness along with being afflicted by the typical symptoms of a common cold.
Directions: When this spell is cast him and his opponent will switch locations although their current actions will still be in affect. So if your character currently punching his face and he does this, while they switch positions on the field he would still be getting punched. If you are at the end of the arena he will take that place and you would take his at the other end of the map. This move requires a few seconds to cast. This move can be defended against although it is an instant when cast and It activates around the character but magical resistance disrupts the grip of the spell.
Holan: A helix pattern of purple energy will spiral out from the ground. If it hits an opponent at the feet it will be dispelled but still deal minor damage to the enemies legs. If the enemy gets caught in the helix while in the air the spell will constrict around him and turn into a pillar of pure arcane force, dealing horrific damage. This move reaches up to eight feet when in effect and has a brief two seconds between being cast by Kazimir and actually manifesting. The casting itself is instant and is a simple purple point to the floor.
Halo Damnation(Olim): A ring will be spawned in the air by the words of Kazimir, being Olim. When this halo is on the field it will drift around the air and actively harm any one(including Kazimir) with a cutting damage. This item will continue to be present until it either gets a grip (by being thrown into the hole of the halo or actively going straight into its beams) where it constricts around the target and rapidly spin in a saw like manner, dealing both magical and physical damage. If it doesn't catch anyone within ten post it will evaporate. It wanders at around seven foot off the ground.
Enhances Kazimir's overall strikes are stronger but requires a charge up rate, when his hands or legs are charged up for the attack his blows will carry immense harmful magic powered by hate and anger, the result is that not only are the blows equal to that of being kissed by a sledge hammer but they also offer a magical pushing field that will grant effective knock back.
psychotic tantrum: Spawns up to four beams of magic powered by hate, these beams follow in a single guided direction although the pattern that they move is in spirals. If hit by one beam it is most likely you'll be hit by others due to there pattern and close proximity to each other except when they reach over 20 feet and spread out. This move does moderate damage with one beam. If caught in the middle the enemy will be picked up and travel with the beam up to ten feet while taking damage. If you are caught in the middle of these spiraling powers then the damage overall is devastating. This moves has to be charged up twice and each time Kazimir glows red so the indication of when he is planning to use it is obvious.
Tantrum: Kazimir will release one beam like that of psychotic tantrum which travels at the pace of 30 miles an hour. Fast and offers moderate damage, if caught directly by the spiraling energy then the target will be lifted and carried by the beam for 4 feet as well as taking damage.
Past: (I'll reveal this later)