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 The being encyclopedia.

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Minby_Aran
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Minby_Aran

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PostSubject: The being encyclopedia.   Sat Jul 25, 2009 1:13 pm

Tomorrow the fanfic will officially start, so we need to get everything in place. Every villain (minus Vode and Volve) must be in here, as must any enemy, assisting character, race, army, and anything not in a character topic (not a person's main or secondary character)
This topic will be locked once the fanfic starts, and you will only be able to use beings in this topic in your fanfic.

(If you have a serious need for an exception, PM or AIM me and I'll think it over. If you have a special plot twist character, do the same, but I NEED to have a record of it.)

_________________


Last edited by Minby_Aran on Sat Jul 25, 2009 1:42 pm; edited 1 time in total
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Cr0w
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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 1:40 pm

Dang, tomorrow is when I'll be in the car on the way home....that sucks....
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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 1:53 pm

We made this topic about ten days ago. Check "Final Stand Wiki".
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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 2:00 pm


Name: Meghan
Bio: The Shadow Lily. One of the new Four Lords. Replaces Cassius, The Zephyr Bolt. Reminds me so much of HER...*
Stats: Attack: 8
Defense: 15
Speed: 16
Magic: 22
Weapon bonuses: Chaos Staff: Magic +7
Circlet of Darkness: DEF+ 6, ATK X2.

Attacks: Impale: Impale the enemy with the other side of your staff. Deals piercing moderate damage.
Skull Toss: Throw the skull off your staff at the foe. Minimal damage is dealt, but it may poison.

Spells (Known): Eclipse: Magically manipulates the Moon to cover the Sun. The power of light-based spells is halved, and the power of dark-based spells is doubled temporarily.
Acid Rain: Clouds rain corrosive acid upon the foe. Most types of armor melt.
Dark Ray: A sphere of darkness appears, shooting 10-20 beams of malice at the enemy: Moderate darkness damage, for every hit the enemy sustains.
Ivy Rush: Vines of ivy rush up from the ground and hit the enemy. Moderate nature damage is dealt, and it may immobilize.
Leaf Blade: Numerous leaves are sent at the enemy at supersonic speeds, cutting through them. Deals moderate nature damage, and causes bleeding.
Summon: Tree: A huge tree is summoned, landing on top of the foes. Deals massive nature damage.
*Said by Kisen/will be said.


Name: Cedrine
Bio: The Aqua Fault. One of the original Four Lords that serve Vode. Exiled from the continent by Volverein, she resides on an island to the northwest.
Stats:
Attack: 3
Defense:4
Speed:8
Magic:9
Weapon Bonuses: Atlanta's Spear: Attack + 3
Attacks: Sonic Thrust: A supersonic thrust that pulls the user forward. Deals moderate damage.
Slam: Impale the enemy with your spear, then lift them up and slam them into the ground. Deals moderate piercing damage, then moderate damage.
Water: Meld with your favorite element. Grants invulnerability, but all attacks and spells are disabled. Movement is greatly increased as well.

Spells: Tempest: Call upon the wrath of Mother Nature to deliver a terrible storm of freezing rain and hail upon the foe. Moderate water and ice damage is dealt to multiple enemies.
Geyser: Create a geyser below the enemy, which erupts and sprays the foes with scalding hot water. Moderate water damage is dealt to all who get sprayed, and burns may be induced.
Tsunami: A massive tidal wave is conjured, washing the adversaries away. Major water damage is dealt to multiple foes, along with a alrge amount of knockback.
Stone Blast: Several small stones are thrown at the enemy. Minor earth damage is dealt.
Boulder: A large boulder is conjured, and sent at the enemy. Moderate earth damage is dealt, and petrification may occur.
Quake: The user slams the ground, creating a fissure. The shockwave deals moderate earth damage, and if the enemy is caught in the fissure, they are crushed for massive damage. However, the fissure is very narrow.


Name: Nicole 'Cassius' Merveille
Bio: The Zephyr Bolt, one of the original Four Lords. Lost her memory due to a botched sabotage mission. Mother of Marie. Wife of Dan, AKA Snike.
Stats:
Attack: 5
Defense:4
Speed:5
Magic:6
Weapon Bonuses : Laser Pistol: Attack +2, Magic +1.
Attacks: Pistol Whip: Smack the enemy with the butt of your pistol. Deals a small amount of damage, and stuns the enemy.
Pulse Shot: Shoot the foe with your pistol. Deals moderate lightning damage.
Charge shot: A charged Pulse Shot. Deals major lightning damage and stuns.
Spells: Gust: A gust of wind blows the enemy away. Nod damage is done, unless there is impact damage from the ground.
Cyclone: A hurricane is conjured, and the enemy is sucked in. Massive Wind damage is dealt,though it's fairly easy to escape if you have proper footing. Damage is doubled against aerial enemies. Embibes the environment.
Hurricane Blade: A blade of air is whipped up, cutting the enemy. Moderate Wind damage is dealt.
Air Hawk: manipulate the wind to form a massive bird out of air. Used to move swiftly.
Lightning: A bolt of lightning strikes the enemy. Moderate lightning damage is dealt, and the foe is paralyzed.
Thunder Blade: A blade made out of electricity falls from the sky and hits the enemies, then explodes. Deals moderate lightning damage to multiple foes.
Bolting: The user points towards an area of enemies, releasing a small bolt of electricity that travels horizantally. Any foe that the bolt passes over will be struck by a large lightning bolt, dealing major lightning damage.
Charge: The pistol is charged with electricity. The power from Pulse shot and Charge shot is temporarily doubled.


Last edited by Solidix Snike on Fri Aug 14, 2009 10:31 am; edited 2 times in total
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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 2:02 pm


Name: Sir Sperent
Bio: The Abyssal Glacier, one of the four Lords. Only known Lord to be able to use three types of magic. Not much else is known about him at the moment.
Stats: Attack: 20
Defense: 22
Speed: 19
Magic: 20
Weapon Bonuses: Blade of the Damned : Attack +5, Magic +3
Frigid Shield: Defense + 3
Attacks: Beast: Unleash battle energy upon the foe. Deals major damage to the foe.
Freeze Over: The Blade of the Damned freezes. All physical damage dealt to the foe is now ice element, and may induce freezing.
Bloody Blade: The Blade of the Damned begins to emit a red aura. All physical damage dealt to the foe is now darkness element, and may heal a portion of your health when damage is dealt.
Shine: The Blade of the Damned begins to emit a holy aura. All physical damage dealt to the foe is now Light element, and damage inflicted may also cancel temporary buffs.

Spells (Known): Guardian Frost: An ice dragon appears, both healing you and inflicting major Ice damage on the enemy.
Avalanche: Triggers an avalanche which sweeps the foe away, dealing massive Ice damage, and removing them from the battlefield.
Winter Solstice: Changes the season to winter, freezing the target area into a snowy wonderland. Ice damage is doubled, and Water attacks are disabled.
Bloody Lance: Several spears of darkness are conjured, then sent at the foe. Moderate Darkness damage for every lance that hits.
Blessing: Receive a blessing from God. Temporarily, all stats are boosted by 10.
Ray: A sphere of light appears, shooting 10-20 beams of judgment at the enemy: Moderate light damage for every hit the enemy sustains.


Name: Nicole
Stats: Attack: 1
Defense: 3
Speed: 3
Magic: 5
Bio: A mysterious girl Kisen finds unconscious at the thief guild. Has no recollection of her past.
Attacks: Poke: Poke the enemy with your wand. Deals no damage, but the foe may lose use of an eye.
Magic: Vent: A small vent of air is conjured, sending the enemy flying a small distance. Deals small wind damage, and moderate damage if the foe collides with anything.
Transform: Turns the target into the object of her choice. Easy to mess up, though.


Name: Addison
Stats: Attack: 2
Defense: 2
Speed: 6
Magic: 4
Bio: A bounty hunter that works around Jogonho. Seems to be looking for somebody.
Attacks: Rapid Shot: Rapidly shoot your gun. Deals minimal damage for every bullet you shoot.
Spells: Water Beam: a beam of cold water is shot at the foe. Minimal water damage is dealt.
Threaten: A scary being is projected towards the enemy, scaring them. Foes' attack and defense are temporarily dropped by 1. Can be stacked up to 3 times.
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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 2:04 pm


Name: Daniel "Snike" Merveille
Bio: The Blazing Flash, one of the original Four Lords. Survivor of the raid ten years ago on the unnamed village where Kisen and Melissa lived. An expert swordsman, though he tends to get double-teamed. Father of Marie. Husband of Nicole, AKA Cassius.
Attack:7
Defense:3
Speed:6
Magic:8
Weapon Bonuses: Sword- Speed - 1
Dhaos Cape : Dhaos Laser skill, DEF +2, Magic and Attack +1, Status up skill
Attacks: Light Spear: A corkscrew uppercut. Deals moderate damage.
Status up: Snike triggers his cape's powers. Stats are temporarily tripled, Ignis is disabled, and Dhaos Laser can now be used.
Dhaos Laser:Snike uses a stone off of his cape to fire a massive laser. Deals massive damage, but ends Status up, and lowers Snike's speed by 4. Can only be used once a battle.
Spells: Combustion- The user points at a target. The target bursts into flames, Inflicting minimal fire damage. Automatically causes Burn.
Flame Wall- A wall of fire is created. Projectiles are rendered useless, and anyone who touches the wall will be burned, and will receive fire damage.
Eruption- The ground around the target erupts, creating a mini-volcano. Deals minimal to major fire damage, depending on where the target(s) are standing.
Holy Lance- Several spears made of light conjure, and are sent at the enemy. Deals moderate light damage.
Healus- Heals major injuries, but not mortal ones.
Purify- Heals most abnormal statuses, save for death.
Hindsight- Projects one of the user's memories to a viewer. Think Harry Potter-style flashbacks.
Ignis- The user calls upon the spirit of fire, to imbue his/her weapon with the fire element. For one battle, Attack doubles, speed is enhanced by 5, and defence is raised by 4. Snike exclusive.


Name: Lyle
Bio: A mercenary sniper that operates around Dwentor. Seems to know more about the empire than he lets on...
Attack:6
Defense:2
Speed:5
Magic:4
Weapon Bonuses: None.

Attacks: Headshot : Scope in on the enemy and shoot them in the head. Deals major damage.
Spells: Flame Lance 2: Conjure up a spear made out of fire, and send it at the foe. Deals moderate fire damage, may induce burns, and hits multiple enemies.
Steel: Steel yourself for fighting. Defense is doubled, and negative status effects are nullified.


Name: Leonis*
Bio: The last member of the lost race of Greist. Extremely hard to kill, he is a vicious bounty hunter.
Statz: Attack: 19
Defense: 18
Speed: 17
Magic: Get Lost, n00b

Weapon Bonuses: Hide: DEF +3
Claws: ATK + 3


Attacks: Slash: Slash with your claws: deals moderate to high damage
Maul: Latch on to your foe, and maul them with your teeth: Massive damage is dealt.
Pounce: Coil, and then pounce on your opponent: major damage is dealt, and Maul's damage is doubled if used right after this attack.

*Minby's character, not mine. >.>


Last edited by Solidix Snike on Tue Aug 18, 2009 7:26 pm; edited 3 times in total
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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 2:46 pm

Pre-war civilizations:
Galvonia-An old country with a large military history. Was the first to be taken over by the empire when it rose to power.
Kade- A young, small principality, ruled over by rich mages. Fell to the empire early on, due to lack of funds; a surrender.
Tarma- An old, scientifically advanced country. Fell to the empire after a long battle in which their armies were outnumbered 100:1; a close battle.
Galbadia- aw who the hell cares about this one
Ageanor- a country on an island near Kuryon. Has trading contracts with both the resistance and the empire
Glaise- a country in the north, which survived due to its terrain being difficult to fight in, as it is incredibly cold.
Lichera- a swampy country with an affinity to earth and nature.

Forces for non-imperial, pre-war countries:

Galvonian Mercinaries:

Galvonia, an ancient empire, formerly one of the strongest Empires in Jawari employed these in their military. After the war, when Gavonia fell, many former soldiers became private mercenaries. They are strong, and have tough armor, but they are lacking in Magical ability, and speed.

Stats:
ATT:12
DEF:15
SPD:4
MAG:0

Standard Tactics:
Sweeping Slash-a powerful horizontal slash [Steel/Earth]
Uppercutting slash-a vertically upward slash [Steel]
Rock Throw-a heavy rock is thrown at a short-mid range distance. [Earth]

Kaden Mages:

Kade, a young principality, was ruled by an oligarchy of old rich mages. While they look harmless enough, and seem altruistic, they are power-hungry, and use passive magic to attack their opponents, while maintaining their aristocratic status. After Vode took over, he instated them as governors.

Stats:
ATT:0
DEF:8
SPD:5
MAG:15

Magic:
Shielding Aura-a simple defensive spell [light]
Purifying Haze-a passive life-sapping spell [light/wind]
Holy Beam-a damaging beam of light; their only offensive spell [light]
Divine Paralysis-a paralyzing spell, designed to incapacitate their opponents [light/lightning]
Brilliant flash-a bright flash, temporarily blinding their opponents. [light]
Dazzling teleport- a long range teleport. Slow activation, so used predominantly to teleport rather long distances, as other modes of transportation are quicker for distances less than a few miles. [light]
Luminous cage-an impenetrable cage of light envelops the opponent [light/Steel]

Tarman Scientists:

In the old country of Tarma, Scientists were praised across the continent as some of the best. Despite their technology, their armies were over-run, by shear numbers. Now only the scientists remain in large numbers, now often employed by either the empire, or the resistance.

Stats:
ATT:6
DEF:4
SPD:8
MAG:12 (their tech counts as magic for the sake of stats)

Magic (Technology):
Plasma 6-shooter: A staple weapon of Tarman forces, most scientists still carry one for self defensive purposes. [Lightning]
Spider-drones: These steam-powered workshop-assistants are modeled after spiders. Their 8 legs are outfitted with tools, some of which have been modified to include weaponry, without drastically altering their repair ability. [Steel]
Hologram Caster: A set of projectors beam a realistic hologram as an illusion [Light]
Hovercraft: A large hovering platform, powered by steam. Allows fast travel, and allows a stable platform, even when in motion. [Wind]
Magnetic Polarity-Director: A device used to reverse the polarity of the neutron flow, to allow an impenetrable Magnetic force-field to be made around an object. [Lightning]
Science Goggles: a multi-lens pair of goggles allows the scientist to view their inventions to be viewed at different magnifications, and different light spectrums. Allows for superior detection abilities, such as heat vision, allowing them to see through minor stealth tricks. [Light]


Bounty Hunters:

Bounty Hunters had mostly grouped together during the war, and formed Guilds.After the war, these rival guilds sought to collect bounties on losing countries' high ranking generals, and rulers.

Stats:
ATT:14
DEF:4
SPD:12
MAG:0

Signature attacks:
Crossbow fire-a hot-iron arrow fires at the opponent [fire/earth]
Stealthy shot-their stealth allows for a quick assassination shot [darkness]
Night vision strike-This allows similar aim at night as during the day. [darkness]

Galbadian Special Forces Operatives:

They are by nature very emo, and stupid. They wield large swords, which is likely overcompensating for something...

Ageanoran Ambassador

An ambassador from Ageanor, a far-off country on an island near Kuryon. They are often Diplomats and Merchants, as well as unrivaled sailors, keeping a relatively neutral stance with other nations, in order to keep trade options open.

Stats:
ATT: 6
DEF: 10
SPD: 12
MAG: 2

Attacks:
Electrical blaster-a gun designed to fend off pirates and sea monsters. It has the secondary ability to stun. [lightning]
Water Cannon-a damaging cannon designed to fire compacted water, which deals almost as much damage as a standard cannonball, however it is more abundant ammunition. [water]
Navigation equipment. Various tools allow unrivaled navigation and exploration. Determines location and direction facing. Also includes electronic map, which automatically fills in missing information. [lightning]

Magic:
Storm control-These ambassadors have some control over weather, allowing clear skies when sailing, as well as creating storms when evading enemies. [water/wind]

Glaisian Huntsman

The Hunters of the Northern country of Glaise survived the war, due to their superb ability to conserve heat in the cold mountains of their homeland. Their Body suits conserve heat, drawing cold energy to their weaponry, and magic.

Stats:
ATT: 8
DEF: 6
SPD: 6
MAG: 10

Attacks:
Frostblade slash- a frost-bite educing slash from their ice blade. [ice]
Ice Shield- block an attack with their thick, hard shield of ice. [ice]
Hypothermic Stab- a stab from their ice blade draws heat from their opponent into their body. [ice]

Magic:
Heat-burst- A small burst of heat, used to re-warm themselves, should their body-suits malfunction. It can also be used to spark a fire. [fire]
Ice Spear- The Huntsman throws a spear of ice at the opponent [ice]
Cold release- The Huntsman releases a Cold beam [ice]
Icy Aura- Their shield's ice-power expands to create an energy absorbing aura, which envelops their body, but only affects energy.
Blizzard Wave- A heavy wave of cold pulses from thee huntsman. Uses up most of their cold energy, decreasing their effectiveness thereafter.

Licheran Monk

These warrior monks, hailing room Lichera, a country in the western swamps, are renowned for their affinity with the earth, nearly rivaling that of the elves.

Stats:
ATT: 9
DEF:7
SPD:4
MAG:10

Attacks:
Craggy punch-a small jab with their rock grieves. [earth]
Mace smash- a strong swipe with their mace. [earth]
Skull-breaker- A skull smashing mace clober [earth]

Magic:
Moss infestation: Choke the opponent on tiny spores [nature]
Tree-crush: Animate a tree to smash the opponent with a heavy branch [Earth/Nature]
Nature's life: Heal himself and others using the healing power of nature [nature]
Vine-snap: Use vines and weeds so ensnare the opponent. [nature]
Hallucinogenic pollen: Spray spores of Hallucination enduing pollen. [nature]

*Note: these are classes of non-imperial forces. They can be RP'ed by anyone, and can be RP'ed as resistance fighters, freelancers, or rarely, as imperial forces. Kaden Mages, however all all imperial governors, and they must be RP'ed as such. Characters are encouraged to be distinguished from one another with names, and other distinguishing factors*

*Note 2: This list is, now, NOT subject to change, unless additions are made by another member*


Last edited by scourge on Sun Jul 26, 2009 11:28 pm; edited 1 time in total
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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 4:41 pm

Imperial Forces
Imperial Infantrymen

Imperial Shock Troops

Imperial Archers
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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 6:09 pm


Name: Holly
Bio: The Ageless Edge, one of the Four Lords, and, later, the Commandants that serve Vode. Replaces Cedrine, the Aqua Fault. The Tratorion weaponsmith's daughter, who was conscripted during the invasion, and was promoted for her combat excellence. Appears to be cold, but is actually somewhat nice.
Stats (currently):
Attack:8
Defense: 10
Speed: 19
Magic: 19

Weapon Bonuses: Chrono-Axe : Attack + 10, Defense + 5

Attacks: Hack: Hack wildly at your foes. Deals moderate damage if it connects.
Swing: Swing your axe horizontally. Deals moderate damage, and has a wide range.
Jump attack : Jump, then strike with your axe while landing. Deals major damage, but if the foe is wearing a helmet, the damage doubles.

Spells: Time Stop: Everything, except the caster, slows to a standstill, for several minutes. Sets up devastating moves, but strains the caster so much, that it can be used only once a battle, or the caster risks death.
Haste: Speeds up the caster or one of his/her allies. The affected person's speed doubles.
Age: The caster ages the target temporarily. The target loses, or gains attack and defense depending on what age they orignially were, and what they were aged to.
Forge: The caster makes projectiles out of molten metal and hurls them at the foe. Deals moreate piercing stell damage for every projectile that hit the foe.
Molten Wave: A wave of molten metal is conjured, rushing over the enemy(ies). Massive steel damage is dealt, burns are inflicted, and most types of weaponry and armor are destroyed. However, the caster's defense is reduced to 2, and magic is unusable for the remainder of the battle.
Armor Up: The caster's whole body, save for the face, is encased in steel. Defense is doubled, though Fire damage deals twice as much damage as usual.
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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 11:49 pm

Shiranui117 wrote:
We made this topic about ten days ago. Check "Final Stand Wiki".
^this
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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 11:51 pm

Vaisey (and his horse, Nightmare):



Stats:
Attack - 12+2
Defense - 10
Speed - 18
Magic - 23+4

Weapons: Dark Blade - A small dagger infused with dark magic. adds 4 magic and 2 attack

Special Attacks: Backstab - Using his dark magic, Vaisey turns invisble for a couple seconds, allowing him to backstab his opponent. Does significant damage, but drains user of a bit of magic.

Magic attacks: Darkness - A shadow temporarily envelops the field of battle, causing those without night vision to be completely blinded.
Shadow Fist - A fist formed completely of dark magic is launched at the enemy, knocking them back and causing decent damage.
Dark Smash - A boulder imbued by dark magic is controlled by the user. Can be launched at opponent for significant damage (the ability to use this move depends on terrain)
Blades of Terror - Blades made of dark magic are conjured and launched at the enemy with astonishing speed. However, they only cause minor damage.
Imprison - A cage of dark magic is conjured, trapping the unfortunate victim inside.
Collapse - The cage collapses, crushing whoever is inside. Can only be used after Imprison is used.
Summon Spectre - A number of Spectres from the Underworld are summoned to protect the user.
Summon Demon - Demons from the depths of Hell are summoned to do the summoner's bidding.
Summon Steel Warriors - Warriors made from solid steel are summoned to protect Vaisey.
Dark Pulse - A ball of dark magic is conjured and launched at opponent. User has the option of going rapid fire for decreased power.
Shield of Darkness - A massive shield of dark magic is summoned and protects the user from all but the most powerful attacks (ie: someone's "ultimate attack/spell) and Summoned Creatures while in place. Vaisey cannot attack while shielded, but can summon.
Steel Fury - Bits of steel are summoned from within the earth and sent at the enemy(s) at blinding speed.
Magnetism - A passive ability that allows Vaisey to control most metals in existence.
Wrath of Steel - A large mass of steel is conjured and is launched at the opponent. Rapid fire for smaller steel masses and decreased damage is available.
Steel Fist - A fist of steel encases Vaisey's fists, making them abnormally large and powerful. Due to Vaisey's control over metal, the steel fist is surprisingly light.



Bio: One of the Four Lords responsible for aiding Vode in his conquest of Jawari. Known for his dark magic, skill with a dagger, and excellent night vision. He was given control of Gee Faks after Tukana was assassinated. Currently trying to build an army of HunterX4's to destroy Questor, Tukana's former second-in-command. He apparently knows the banished Sect leader Rakshaza...

Name: Djaq (pronounced "Jack") Little



Stats:
Attack - 13+4
Defense - 10
Speed - 12
Magic - 0

Weapons: Oak Staff - A tough piece of wood made into a staff. A smack on the head can be fatal. adds 4 to attack.

Special Attacks: Staff Smash - The staff is swung full-power at opponent's head. If connects, the victim is unconscious, possibly dead.
Spinning Staff - The staff spun in a circle, deflecting most projectiles and blocking most attacks.
The Quick One-Two - The staff is griiped in the center and one end hits the opponent, followed almost instantaneously by the other end.

Bio: An elite ex-assassin in the service of Lord Tukana. He later joined the royal guard, and befriended Questor. Shortly after Tukana was assassinated, he sought out Questor to help him thwart Vaisey's attempts to crush the spirit of the people. Since joining the royal guard, he has favored fighting with a staff.

Name: Luke a Dale



Stats:
Attack - 11+2+3
Defense - 10
Speed - 12
Magic - 0

Weapons: Tomahawk - An axe meant for throwing. adds 2 to attack.
The Carpenter's Axe - An axe that is primarily used by carpenters and engineers. Has benn converted by Luke into a weapon. adds 3 to attack.

Special Attacks: Tomahawk Throw - The Tomahawk is hurled at the enemy. Full power is dedicated to axe.
Double Axe Slash - The Axe and Tomahawk are used together to perform a double slash, causing significant damage.

Bio: The chief engineer in Tukana's army. He was nearly killed in the attempt on Tukana's life, the same attempt that injured Questor and Lamahl. When Tukana was assassinated later on, he joined Questor in his attempt to thwart Vaisey. He constantly looks for ways to upgrade the group's weaponry and armor. When forced to fight he favors the axe and tomahawk.


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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 11:53 pm

Hedret:



Stats:
Attack - 22+7
Defense - 18+4
Speed - 16+2
Magic - 0

Weapons: Yazzi - A powerful naginata that, when wielded by Hedret, is a more powerful killing tool than any other could make it. adds 7 attack, 2 speed, 4 defense.

Special Attacks: Side Stab - Yazzi is stabbed into the victim sideways, then slashes through in order to whack the victim in the side with the other end.
Spinning Slash - Yazzi is spun round and round, keeping the enemy at a distance. Then, the enemy is quickly approached while continuing to spin Yazzi. Yazzi then cuts through the opponent's midsection while continuing to spin, preventing a quick counterstrike.

Bio: One of the most famous assassins to ever walk the lands of Jawari. His naginata, Yazzi, became a famed weapon throughout the land and popularized the use of naginatas in some armies for a time. Supposedly died 50 years before Vode took over.

Lord Tukana:



Stats:
Attack - 18+3+6
Defense - 20+5
Speed - 7
Magic - 0

Weapons: Targe - A massive shield with a bronze coating, Surprisingly light. Targe is known for its spike in the center of the shield. add 5 to defense and 3 to attack.
The Executioner - A massive axe that is Tukana's favorite weapon. adds 6 to attack.

Special Attacks: Shield Bash - Targe is thrust at the opponent, causing decent damage, with the spike causing significant damage.
Execution - The Executioner is swept across the opponent's neck, with the goal of a decapitation.
Backhand Stab - A upward swing, a miss, then a swing back to plant the spike on the back side of The Executioner into the opponent's back.

Bio: Rose to power in Gee Faks 20 years before Vode took over. He won the loyalty of the people, and, as a result, was able to resist Vode when he tried to take over. He eventually became an extension of the rebel base in the desert. However, after his Royal Guard was indisposed, he was assassinated and the resistance in Gee Faks fell.

Pe Ell:



Stats:
Attack - 20+8+5
Defense - 10
Speed - 24+4+3
Magic - 5+3

Weapons:
-Sajina Dos- Since losing his famed katana, Pe Ell sought to replace it with a larger, more powerful blade. In comes Sajina Dos. adds 8 to attack and 4 to speed.
-Ignes- An ancient weapon from Kuryon. Said to have the power to control fire. adds 5 to attack, 3 to magic, and 3 to speed.

Special Attacks: Flaming Sword - Ignes catches fire, causing increased burn damage.
Downward Slash - Ignes and Sajina Dos are used in conjunction for a flurry of downward slashes that cause significant damage, with each consecutive strike becoming faster and more difficult to block. This has become his signature move.
Quick Draw - A technique first mastered by Pe Ell. Unarmored enemies run the risk of being cut in half.


Bio: An ancient assassin who reached his prime about 1000 years ago. Used to be the Overlord's most trusted lieutenant, until the Overlord went bad that is. Pe Ell then left to be his own master and befriended fellow assassin Hedret. When Hedret was ordered to assassinate Pe Ell, he decided to instead make Pe Ell disappear by hiding him in a cave until Pe Ell could leave Jawari to sail east. He sailed off about 50 years ago and hasn't been by a Jawarian since. He put restrictions on his power to better train the Kuryonese Swordmasters/Assassins.
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PostSubject: Re: The being encyclopedia.   Sat Jul 25, 2009 11:55 pm

the leader of the elves, Glorgendel:



Stats:
Attack - 15+3
Defense -14
Speed - 19+1
Magic - 23+8

Weapons: Tark - The weapon of the elven kings for thousands upon thousands of years. adds 3 to attack, 8 to magic, and 1 to speed.

Special Attacks: Flaming Sword - Tark catches fire, adding additional burn damage.

Magic: Flaming Fists - Glorgendel's fists are covered in flames, adding a significant amount of burn damage.
Fireball - A ball of fire is conjured. The option to go rapid fire for decreased damage is available.
Flamewall - A huge wall of fire is conjured, deflecting all but the most powerful of attacks (ie: someone's "ultimate" spell/attack) and Summoned Creatures. Glorgendel is limited to summoning while wall is in place.
Summon Fire Warriors - A number of warriors made completely out of flames are conjured to protect Glorgendel.
Pillar of Flame - A pillar of flame is conjured under an opponent. Has the same effect as a geyser, except for the fact that the "geyser" is fire, not water.
Overload - Flames pour out of Glorgendel's body rapid fire, causing significant damage. Temporarliy leaves Glorgendel drained of magic.

Bio: Some say he is the wisest leader to have ever led the elves of Arblont. He will disagree, but that just solidifies his position as the wisest. Many who know of the elves come to Arblont just to speak with him. However, as an elf, he rarely leaves the forest and his great power, along with that of ancient mage/king Andar Elessedil, holds Vode and Volverein at bay.


Andar Elessedil:



Stats:
Attack - 15+3
Defense - 10
Speed - 20
Magic - 50+10 (inb4broken)

Weapons: Staff of the Kings - A staff intended for use by all kings. However, after Andar retired as king, the next king gave him this staff to honor him as the savior of the elves. adds 10 to magic and 3 to attack.

Special Attacks: Elemental Strike - The Staff of the Kings gains the power of the elements and is swung at the opponent. deals moderate elemental damage and has a chance for stun.

Magic: ??? - an unknown spell that was used to make the humans forget the existence of elves. Significantly weakened the Tekawai when they resisted the spell.
Judgement - A watered-down version of a spell so devasting that Andar has yet to recover from using the full-powered version once. Still, can only be used once per day.
Ray of Hope - An impenetratable light is summoned. Can counter Vaisey's Darkness spell.
Light Arrows - Arrows made of light magic are sent flying at the enemy. deals moderate light damage.
Wall of Light - A large wall of light is conjured to protect Andar. While the wall is in place, Andar is limited to summoning magic.
Summon Elemental Warrior - A Warrior of a random element is summoned to aid Andar. Rather powerful.
Abyss - A never-ending hole is opened up underneath a victim.
Teleportation - Andar can teleport where ever he wishes, but is slightly weakened for a short time after the teleportation.
Ragnarok - A combination of light and dark magic, explosive balls of energy seek out opponents, causing significant damage.
Raging Inferno - dark and fire magic combine to cause significant damage.
Earth's Fury - earth and nature magic combine to cause earthquakes and extreme plant growth (then attack) by all opponents. causes significant damage.
Fury of the Gods - A massive thunderstorm involving lightning strikes, hail the size bowling balls, tornadoes, and tidal waves.
(Homing) Lightning Strike - Lightning is summoned to strike an opponent randomly. can be homed in on a specific target through use of metal.
Holy Bolt - A bolt of lighting imbued by light magic. deals moderate damage.
Healing Salve - all but death can be cured from this powerful healing spell.
Earthquake - a small earthquake is unleashed under an opponent. deals moderate earth damage.
Shards of Steel - sharpened shrads of steel are conjured and sent flying at opponents at blinging speeds. deals moderate damage.
Poison Blades - hardened leaves covered in deadly poison are launched at opponents. deals moderate nature damage and poisons victim(s).
Fireball - either small fireballs, or one massive fireball are launched at opponent(s). deals moderate (in case of single fire ball, significant) damage, and slight additional burn damage
Strangle: A pair of hands made of shadows rise out of the ground and strangle the foe. Deals massive dark damage, over a long periond of time, while the enemy is immobilized. (thanks to snike for this one)
Blast from the Past - Illusions of the opponent's worst memories appear in front of their eyes, causing them to be immobilized long enough to cast a powerful spell.
Rage of the Elements - all the elements are combined into one massive attack involving lightning strikes, hailstorms, tornadoes, mini-hurricanes, fireballs, holy bolts, steel shards, poison blades, earthquakes, and strangling.

Bio: Became king of the elves in 500 BMWH. He is responsible for limiting the Tark's power. Said to be the most powerful mage to ever exist, but now has limited power due to his rain of destruction on the Human Race when Man pushed the elves back to Arblont. Has trained many a elven mage, but his most successful student to date is Glorgendel, current king of the elves.
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PostSubject: Re: The being encyclopedia.   Sun Jul 26, 2009 12:08 am

The Overlord:



Stats:
Attack - 17+7
Defense - 15
Speed - 15
Magic - 10+4

Weapons: The Sword of The Overlord - A powerful blade made especially for The Overlord. adds 7 attack, 4 magic

Special Attacks: Parry - All attacks are blocked for the next fifteen seconds
Finishing Strike - A powerful, nearly unblockable attack that can cut unarmored foes in half
Mark of The Overlord - All stats go up 10 temporarily

Spells: Fireball - A large fireball is conjured and sent flying at it's target
Persuasive Reasoning - Nearly mind control, The Overlord can persuade normally unwilling people to do what he wants
Obsessive Devotion - An alternate version of Persuasive Reasoning, The Overlord can make people so devoted to him, that they'll commit suicide if he somehow dies. Ineffective on anyone above the age of 50. Can be overridden by love.
Bio: Once an expert assassin himself, he decided to found a guild of assassins (4550 BE) to take care of corrupt politicians, generals, etc. Personally trained the 3 greatest assassins to have ever walked Jawari: Pe Ell, Hedret, and Morgan Jax. However, shortly after training Hedret, The Overlord himself fell victim to corruption (5300 BE). His guild was hired out to rich politicians, generals, etc. to assassinate their enemies. When Vode started to take over, The Overlord offered his services on the condition that he was still a "free" man. Vode agreed and resistance leaders began to disappear. He discovered the secret the elves discovered long ago on how to live an unnaturally long life (roughly 10000 years). He and his guild are also the only ones who know where the elves are.


Tristan:



Stats:
Attack - 18+6+6
Defense - 14
Speed - 16
Magic - 0+2+2

Weapons: Salvation - A mace imbued with light magic. adds 6 attack, 2 magic
Damnation - A mace imbued with dark magic. adds 6 attack, 2 magic

Special Attacks: TBA

Bio: A self-made warrior from Turgwon. About 2 years before Vode began taking over, Tristan left for the Areyu Forest where he met Par who had just left the elves. The two became fast friends and enlisted for the Royal Guard together, both quickly rising through the ranks. An expert at dual-wielding maces, he enjoys saying this to an opponent he's about to kill: "This," indicating the white mace, "is Salvation. The other, Damnation. Cause when I kill you, you're gonna find one of 'em again."


Par:



Stats:
Attack - 10+5+8+6
Defense - 18
Speed - 15+4+6
Magic - 2

Weapons: Brace of Knives - The brace holds 10 knives and is stored inside Par's coat. adds 5 attack.
Brace of Knives - The brace holds 10 knives and is stored inside Par's coat. adds 5 attack. (attack bonus only gained once)
Twin Katanas - Two katanas that when used together, form a deadly duo. adds 8 attack, 4 speed.
Elven Daggers - Twin daggers of elven make hasten the wielder's attacks and movement. adds 6 speed and 6 attack.

Special Attacks: Knife Throw - Par's signature move. the damage varies depending on location of hit. For example, a knife to an armored chest will do nearly nothing, while a knife to the neck is almost always fatal.
Quick Draw - Although slower than Questor and Pe Ell's versions, Par still has a respectable Quick Draw.
Elemental Strike - The Elven Daggers are imbued with the power of the elements and allow the wielder to charge up a rather powerful elemental strike.

Spells: Darkness - The field of battle is temporarily covered in darkness such that those without exceptional night vision are unable to see. Luckily (or unluckily), Par has rather exceptional night vision.

Bio: Par grew up as a childhood friend to Morgan Jax. Both entered The Overlord's guild at the same time. However, Par was never as good as Morgan while at the Guild. So, he left for deep into the Areyu Forest where he stumbled upon the elven city of Arblont. The elves, unlike The Overlord, saw Par's potential as an expert with the blade. Eventually, Par was released back into the realm of humans, just in time to join Tukana's Royal Guard, with an expertise with all forms of the blade, especially knife throwing. He also was given the elven secret of unnaturally long life and has been given the label "elf-friend".


Last edited by Csquared08 on Tue Aug 18, 2009 3:40 pm; edited 2 times in total
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PostSubject: Re: The being encyclopedia.   Sun Jul 26, 2009 12:10 am

Kuryon Shock Troops:



Description: Heavily armored troops specially trained for the expedition to Jawari. The use of the axe is favored, although a squad is equiped with pikes to deal with possuble cavalry threats.

Kuryon Swordmasters (or, if you prefer, assassins >_>):



Description: Personally trained by Pe Ell himself, these sword-users are deadly fast and incredibly skilled.

Kuryon Archers:



Description: Archers trained to hit a leaf off a tree from 600 paces, these men are deadly accurate. Also trained to use a dagger in case of close-combat situations.
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PostSubject: Re: The being encyclopedia.   Sun Jul 26, 2009 12:12 am

The HunterX4:



Description: A machine developed by unknown persons supposedly working for Vaisey, one of the original Four Lords.
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PostSubject: Re: The being encyclopedia.   Sun Jul 26, 2009 12:16 am

The Marauder:



Description: Brutish, human-like creatures who terrorize the Areyu Forest, the mountains west of it and small parts of the Sinarra Plains and Eldwich Highlands. Wield simple, heavy stone axes.



The Tekawai - For centuries, these people have always held the Sacred Lake, well, Sacred. Rarely leaving their hidden settlements for anything, little is known about these people. Elven histories suggest these people led the war against the elves and never forgot where the elves were. The elves are constantly on the lookout for a ressurrection of the Tekawai's old power. When Andar Elessedil cast the ??? spell, the Tekawai were able to resist, but this cost them to lose their former power and have been biding their time to resume their war against the elves.


Royal Guardsmen:



Description: Elite troops trained to protect rebel leaders. Most of them were in the service of Lord Tukana of Gee Faks. 300 of these men are more than a match 1000 Imperial troops.
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PostSubject: Re: The being encyclopedia.   Sun Jul 26, 2009 12:34 am

The Elves - Very few humans know that the elves exist. According to a combination of elven histories and ancient legends, the elves were a race whose origin predated that of man's. Though they are relatively slow to reproduce, elves have always been known for their unnaturally long lives. Elves were also so powerful at magic that all the best mages ever to exist have all been elves, led by the great Andar Elessedil. However, near the beginning of man's history, elves were the subject of much discrmination due to the workings of the Tekawai, a race not entirely human. Some have gone so far to say that the Tekawai are renegade elves. Nevertheless, the Tekawai convinced the human race that the elves needed to be wiped out. After 11 years of bloody war, Andar Elessedil used a spell so powerful, humans forgot the existence of the elves, many invading humans were destroyed, and the power of the Tekawai was greatly reduced. The elves then led an existence of isolation in their capital city of Arblont. Some of the older elves are rather worried about Vode's takeover, since the former leader of the Tekawai disappeared long ago, and Vode apparently bears a striking resemblance to the man...
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PostSubject: Re: The being encyclopedia.   Sun Jul 26, 2009 1:57 am

Csquared08 wrote:
The Elves - Very few humans know that the elves exist. According to a combination of elven histories and ancient legends, the elves were a race whose origin predated that of man's. Though they are relatively slow to reproduce, elves have always been known for their unnaturally long lives. Elves were also so powerful at magic that all the best mages ever to exist have all been elves, led by the great Andar Elessedil. However, near the beginning of man's history, elves were the subject of much discrmination due to the workings of the Tekawai, a race not entirely human. Some have gone so far to say that the Tekawai are renegade elves. Nevertheless, the Tekawai convinced the human race that the elves needed to be wiped out. After 11 years of bloody war, Andar Elessedil used a spell so powerful, humans forgot the existence of the elves, many invading humans were destroyed, and the power of the Tekawai was greatly reduced. The elves then led an existence of isolation in their capital city of Arblont. Some of the older elves are rather worried about Vode's takeover, since the former leader of the Tekawai disappeared long ago, and Vode apparently bears a striking resemblance to the man...

My plot twist senses are tingling.
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PostSubject: Re: The being encyclopedia.   Sun Jul 26, 2009 10:50 am

higuyhere wrote:
Csquared08 wrote:
The Elves - Very few humans know that the elves exist. According to a combination of elven histories and ancient legends, the elves were a race whose origin predated that of man's. Though they are relatively slow to reproduce, elves have always been known for their unnaturally long lives. Elves were also so powerful at magic that all the best mages ever to exist have all been elves, led by the great Andar Elessedil. However, near the beginning of man's history, elves were the subject of much discrmination due to the workings of the Tekawai, a race not entirely human. Some have gone so far to say that the Tekawai are renegade elves. Nevertheless, the Tekawai convinced the human race that the elves needed to be wiped out. After 11 years of bloody war, Andar Elessedil used a spell so powerful, humans forgot the existence of the elves, many invading humans were destroyed, and the power of the Tekawai was greatly reduced. The elves then led an existence of isolation in their capital city of Arblont. Some of the older elves are rather worried about Vode's takeover, since the former leader of the Tekawai disappeared long ago, and Vode apparently bears a striking resemblance to the man...

My plot twist senses are tingling.
they should be Very Happy
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PostSubject: Re: The being encyclopedia.   Sun Jul 26, 2009 10:52 am

Kuryon (adj. form - Kuryonese) - A continent that is roughly a week's journey by sea from the east coast of Jawari. Known for its crescent shaped jungle on the west coast, extending north and south, the soldiers from this land are rugged, tough men. Vode has plans to extend his empire across the sea, causing the Kuryonese to prepare for war. Pe Ell supposedly arrived here 50 years ago and began training men for his return.

Jawari (adj. form - Jawarian) - A large continent featured by a large lake surrounded by mountains almost exactly in the center of the continent. Currently under the control of the Emperor Vode, this land is about to be thrown into a large civil war between the Imperials and the Rebels.
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PostSubject: Re: The being encyclopedia.   Sun Jul 26, 2009 1:21 pm

Csquared08 wrote:
Kuryon (adj. form - Kuryonese) - A continent that is roughly a week's journey by sea from the east coast of Jawari. Known for its crescent shaped jungle on the west coast, extending north and south, the soldiers from this land are rugged, tough men. Vode has plans to extend his empire across the sea, causing the Kuryonese to prepare for war. Pe Ell supposedly arrived here 50 years ago and began training men for his return.

Jawari (adj. form - Jawarian) - A large continent featured by a large lake surrounded by mountains almost exactly in the center of the continent. Currently under the control of the Emperor Vode, this land is about to be thrown into a large civil war between the Imperials and the Rebels.

Isn't this the being encyclopedia? I don't believe you have to put the different settings in here.
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PostSubject: Re: The being encyclopedia.   Sun Jul 26, 2009 11:17 pm

OTHER ENEMIES:
dark mech warrior-
powered by dark forces and technology, these enemies are a force to be reckoned with.
ATT: 18
DEF: 12
SPD: 10
MAG: 10
Magic:
Dark Slash- a slash imbued with the elemental force of darkness- stronger when dark.
Dark wave: heals all dark allied enemies in the area, and deals light damage to all non dark fighters. does not affect people wielding light.
Shadow star: throws stars made of shadows. stronger at night, or when dark.
Creeping dark: the field grows darker as dusk is brought on early.
Shadow sneak: blends into the shadows to sneak behind the opponent. works better when dark.
Shadow punch: punch with the power of shadows. Stronger when dark.
Dark assassin
agile and silent, their dark abilities make them hard to see.
ATT: 14
DEF: 6
SPD: 14
MAG: 6
Shadow star: throws stars made of shadows. stronger at night, or when dark.
Creeping dark: the field grows darker as dusk is brought on early.
Shadow sneak: blends into the shadows to sneak behind the opponent. works better when dark.
Ninja jump: jumps off walls, making it harder to hit, while increasing it's power for a down stab.


these enemies are freelance, and may be employed by the empire, but are not generally assosciated with it.
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PostSubject: Re: The being encyclopedia.   Sun Jul 26, 2009 11:40 pm

Kitsune: Fox spirits that hail from the Spirit World. A clan that once lived deep in the Areyu Forest revered them as guardians, and learned the art of summoning and communicating with them. The more tails a Kitsune possesses, the more powerful it is.
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PostSubject: Re: The being encyclopedia.   Mon Jul 27, 2009 12:40 am

??? (Dark-clad stranger)

An unknown stranger, going by no name, but he is willing to help the innocent and oppressed. He regards himself as a 'fallen angel,' however this appears to only be metaphorical.

Stats:
ATT:10
DEF:6
SPD:4
MAG:8


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