Verrax
Immortal
Male
Hume
Keyblade Wielder
Hair – Silver
Eye – Red
Weight - 220 Ibs
Height - 6’ 3”
Build - Muscular
Perceived Age - 24
Eye – Red
Weight - 220 Ibs
Height - 6’ 3”
Build - Muscular
Perceived Age - 24
Bio- Centuries ago, the Keyblade War shook the world to its core. Greed ran rampant as power-hunger and blood thirst fused in the hearts of those beckoned by the unfathomable power of Kingdom Hearts. Thousands were killed on their path to becoming indestructible. In the end, the link between Kingdom Hearts and the world, an all-powerful weapon called the X-Blade, shattered, marking the end of the Keyblade War and the start of an era plagued by darkness.
For a time, Verrax fought in the Keyblade War, but not for greed or power. Alongside his master, Lei Hong, the greatest keyblade wielder of all time, and the Twenty-Six Keys, a group created by Hong for the purpose of achieving peace, Verrax fought his fellow wielders to keep the balance of the world intact. In the end, it was not enough. With the X-Blade gone, the world would divide and become mutated by the darkness that Kingdom Hearts kept at bay. The Twenty-Six Keys, in an effort to retain a shaky sort of stability, sacrificed themselves as the Keyblade War came to an end.
In the end, Verrax was left with all his master could bestow: a dying wish to work towards keeping the dark suppressed and all the knowledge that the greatest wielder had accumulated. Verrax knew the secrets of immortality, all manners of magic, and the art of war. To this day he spends all his effort traversing many worlds, destroying the spawn of darkness while searching for a worthy apprentice.
For a time, Verrax fought in the Keyblade War, but not for greed or power. Alongside his master, Lei Hong, the greatest keyblade wielder of all time, and the Twenty-Six Keys, a group created by Hong for the purpose of achieving peace, Verrax fought his fellow wielders to keep the balance of the world intact. In the end, it was not enough. With the X-Blade gone, the world would divide and become mutated by the darkness that Kingdom Hearts kept at bay. The Twenty-Six Keys, in an effort to retain a shaky sort of stability, sacrificed themselves as the Keyblade War came to an end.
In the end, Verrax was left with all his master could bestow: a dying wish to work towards keeping the dark suppressed and all the knowledge that the greatest wielder had accumulated. Verrax knew the secrets of immortality, all manners of magic, and the art of war. To this day he spends all his effort traversing many worlds, destroying the spawn of darkness while searching for a worthy apprentice.
Oh no! Verrax has lost all magical ability while transporting to the fight. In this state he is just a normal guy with a big key-thingy. He retains a decent amount of fighting potential, capable of taking down most street thugs. His ability in swordplay is the only aspect of his fighting that does not diminish. In this state Verrax carries Leviathan, his lightest weapon.
Verrax’s powered forms are all entirely different. Although changeable between battles, he is unable to alter his style mid-fight.
Verrax’s strengths with Spellbinder consist of ranged moderate-strength spells. As such, in this fighting style his boost in physical strength is weaker than his others, making close combat more difficult. Spells available in this state are:
Casts a spell summoning torrential-like winds in a cylindrical beam from the palm of either hand. The beam itself is variable in diameter, meaning that the wind can be adjusted for two types of attaks. The first uses a narrow beam to create immense pressure in the hopes of landing a lacerating attack. The second, used mainly as a defensive movement, utilizes a cylinder of larger diameter (ie 3+ meters) to create a large quantity of high-power wind, which can be used to push objects/opponents backwards with significant force. Once casted, the beam can be curved slightly, but only with a good deal of concentration. Because of the relatively small volume of air created, this is the least draining spell Verrax possesses knowledge of. 1 IC charge, 1 use per three posts.
Casts three ellipsoidal fireballs (diameter of 1.5 meters, length 4 meters) which converge towards a single target, summoned around the body. The angle at which the ellipsoids converge is variable, but also requires concentration. Also, altering the pathway to more than a basic curve or changing the time of convergence for one or more ellipsoids requires a good deal of concentration and is somewhat draining. Altering the input strength at this level does little to increase the size of each ellipsoid and instead increases the energy which each has, thereby increasing damage of a hit, while also increasing physical strain. Basic path – 1 IC charge, 1 per 3 IC. If curved path, requires full attention (no simultaneous action besides movement).
Casts a form of ‘ice’ in one of two forms. The first is an array of solid ice shards, capable of penetrating skin and some weaker armor. The shards leave the caster at maximum at a thirty degree angle, evenly spread out. This form works much like a shotgun in that, as distance increases, total area covered increases but power and overall density decrease. The second form of this spell requires the user to summon, essentially, liquid nitrogen. A small beam of super-cooled liquid is then released. As this is the most dense form of magic Verrax possesses, it is the most difficult to manipulate after being casted. In its base form, it is also the most strenuous to cast. Exposure to this liquid results in a deep freezing of tissue. Additionally, weaponry that has been exposed to this, unless magically protected, becomes considerably more brittle. Requires 1 IC charge, 1 per 5 IC posts.
Verrax is able to keep a mental check over his entire body without much effort. With this ability, Verrax can accomplish feats such as:
Control blood loss (to some extent) to all areas of the body. In the event of a light-moderate injury, Verrax can avoid losing much blood due to forced coagulation. No simultaneous action besides movement for duration.
Control harmful substances introduced to the body. Even is poison is directly in his stomach, Verrax can mentally stop its effect and have it harmlessly neutralized into the blood stream. Expulsion, although passive, requires some concentration.
Able to mentally block out some pain receptor signals, making pain tolerance much higher than an average Hume.
Control blood loss (to some extent) to all areas of the body. In the event of a light-moderate injury, Verrax can avoid losing much blood due to forced coagulation. No simultaneous action besides movement for duration.
Control harmful substances introduced to the body. Even is poison is directly in his stomach, Verrax can mentally stop its effect and have it harmlessly neutralized into the blood stream. Expulsion, although passive, requires some concentration.
Able to mentally block out some pain receptor signals, making pain tolerance much higher than an average Hume.
Under the effect of Spellbinder, Verrax is granted a slight increase in strength and a significant increase in agility and reflex. Now able to lift around 4 times his weight. Heightened awareness of his own body. Ability to dodge projectiles at around 1000 fps assuming he is aware of it/them. Tires much slower than a normal Hume, but will still become weaker as spells are utilized. Although his physical prowess is not at its best, Verrax is still an exceptional close range fighter in this form.
This form consists of immense physical increases combined with recurring pyromania. It is the most commonly used by Verrax, due to its decent application at longer ranges and exceptional application in short range. In this state, he commonly fights doublehanded to increase his weapon’s power. Spells available in this state:
Casts three ellipsoidal fireballs (diameter of 1.5 meters, length 4 meters) which converge towards a single target, summoned around the body. The angle at which the ellipsoids converge is variable, but also requires concentration. Also, altering the pathway to more than a basic curve or changing the time of convergence for one or more ellipsoids requires a good deal of concentration and is somewhat draining. Altering the input strength at this level does little to increase the size of each ellipsoid and instead increases the energy which each has, thereby increasing damage of a hit, while also increasing physical strain. Basic path – 1 IC charge, 1 per 3 IC. If curved path, requires full attention (no simultaneous action besides movement).
Casts a stronger form of fire magic, this time in the form of many curved streaks. Each streak itself is slightly weaker than an ellipsoidal form, but its lack of strength is made up for in numbers. Depending on the input of power, Verrax can simultaneously summon up to 15 spheres of fire, which can then be cast at an opponent individually, all at once, or kept around Verrax’s person as a form of protection. In each case, this spell requires a good deal of energy. 2 IC charge, 1 per 4 IC, limit of 4.
Twilight Blaze begins to glow white hot, until it ignites the air around its edge. This requires a minimal amount of energy. The fire created is small (3 inches length from blade), but is hot enough to melt most non-magical material. Proximity to the blade causes severe burning, and, with time, spontaneous combustion. 1 IC charge, 5 IC limit with 5 IC cooldown.
Verrax’s body is infused with the power of Twilight Blaze, causing him to become a faster and more savage warrior. He can lift 10 times his weight and run at just under 30 mph. His blade’s color diminishes as its power does, indicating the limits of his ability. However, like a flame, it needs only oxygen to grow. Large chains of attacks will wear Verrax down momentarily, but his flame is fed almost as fast as it is extinguished (Physical tiredness is essentially inexistent). In this state, pain is essentially blocked from Verrax’s mind (High pain tolerance).
Possessing two blades, Verrax becomes the ultimate short-range and aerial fighter in this form. He is at his most agile due to the conversion of his magic purely into physicality. In this state Verrax has no spellcasting ability.
Verrax is able to redirect his momentum mid-air twice, allowing for maximum maneuverability. This requires him to focus his energy into the air itself. 1 IC charge, 3 IC recharge.
Verrax is able to hover in the air momentarily, either to attack aerially or save himself from a fall. Requires a fair amount of energy. 1 per 4 IC.
Verrax sends one or both of his keyblades flying at his opponent at tremendous speeds, which then return to him. Inaccurate at longer ranges. 1 IC charge, 1 IC for return.
Verrax can lift 10 times his weight, along with the ability to dodge or deflect projectiles at around 1800 fps and run at close to 30 mph. He essentially never tires due to the magic feeding his physicality. He has reasonable magic protection and pain resistance, though not as high as his other powered states.
*Lesser dragon form* At this state, Verrax draws from his blades the power to morph into a dragon-hume hybrid. Physically, his skin becomes encased in dragon’s hide, making any attempt to damage through magic extremely inefficient. Also, magically enhanced weaponry loses most of its benefits against Verrax’s first form. In terms of strength and agility, Verrax pulls energy from a near bottomless pit, giving him three times his normal strength and agility (Twilight Blaze). At this state, Verrax’s magic power is increased. His spells are:
Casts six ellipsoidal black fireballs (diameter of 3 meters, length 6 meters) which converge towards a single target, summoned around the body. Before the point of convergence, each ellipsoid breaks into 3 explosive napalm-like spheres. The angle at which the ellipsoids converge is variable, but also requires concentration. Also, altering the pathway to more than a basic curve or changing the time of convergence for one or more ellipsoids requires a good deal of concentration. Altering the input strength at this level does little to increase the size of each ellipsoid and instead increases the energy which each has, thereby increasing damage of a hit, while also increasing physical strain. 1 IC charge, 1 per 3 IC.
Casts a stronger form of fire magic, this time in the form of many curved streaks. Each black-fire streak itself is slightly weaker than an ellipsoidal form, but its lack of strength is made up for in numbers. Depending on the input of power, Verrax can simultaneously summon up to 30 spheres of fire, which can then be cast at an opponent individually, all at once, or kept around Verrax’s person as a form of protection. The spheres ‘explode’ upon impact, spewing fire in all directions. In each case, this spell requires a good deal of energy. 2 IC charge, 1 per 4 IC.
The strongest fire spell possessed by Verrax. The caster draws his strength into the chest, which begins glowing red-hot. The energy is discharged into fire-breathing. An approximate of the strength would be a 5 meter flame with an average diameter of 2 meters that lasts for twenty seconds. The edges of the fire burn at close to 4000 degrees C, with the central point burning at somewhere around 9000 degrees C. Either temperature can melt steel and some ceramics in a short matter of time. Extreme energy cost. 2 IC charge, 1 per 7 IC.
Verrax is able to keep a mental check over his entire body without much effort. With this ability, Verrax can accomplish feats such as:
Control blood loss (to some extent) to all areas of the body. In the event of a light-moderate injury, Verrax can avoid losing much blood due to forced coagulation. No simultaneous action besides movement for duration.
Control harmful substances introduced to the body. Even is poison is directly in his stomach, Verrax can mentally stop its effect and have it harmlessly neutralized into the blood stream. Expulsion, although passive, requires some concentration.
Able to mentally block out some pain receptor signals, making pain tolerance much higher than an average Hume.
Control blood loss (to some extent) to all areas of the body. In the event of a light-moderate injury, Verrax can avoid losing much blood due to forced coagulation. No simultaneous action besides movement for duration.
Control harmful substances introduced to the body. Even is poison is directly in his stomach, Verrax can mentally stop its effect and have it harmlessly neutralized into the blood stream. Expulsion, although passive, requires some concentration.
Able to mentally block out some pain receptor signals, making pain tolerance much higher than an average Hume.
At this tier, Verrax is able to fly indefinitely or until seriously injured at a pace of 40 mph.
Verrax sends one or both of his keyblades flying at his opponent at tremendous speeds, which then return to him. Inaccurate at longer ranges. 1 IC charge, 1 IC for return.
Verrax's eyes are now much more sensitive to motion and can see by thermal imaging if he desires.
God – *Dragon-form* Verrax fully unleashes his potential, infusing himself with his blades to morph into a full-fledged dragon
The heaviest of all his keyblades, Verrax prefers this for situations in which it will not be swung repetitively. The spellcasting ability of this blade is quite high.
This blade is lightweight, but still heavy enough to have some real momentum. Much of Verax’s use of Twilight Blaze utilizes anger and magical energy to keep the blade swinging. It is preferable in combat where multiple distances are possible.
The lightest and most maneuverable of Verrax’s weapons, it is used for speed, feints, and attacks that are not absolutely devastating. It has little spellcasting use, but is incredibly sharp, ready to find even the tightest chinks in armor. Its design makes for a controllable aerial path and enough momentum to really pack a punch. As such, this blade spends as much time in the air as it does in Verrax’s hands.
This blade complements the Leviathan by being substantially heavier. The No Name is a one-handed weapon of mass destruction. Its strength lies in its hefty size.
Upon his transformation into high-powered state, Verrax’s weapons transform. He now uses dual Fatal Crests, a keyblade with very large power and specific magical traits –namely, fire-based.