timeinhishands: (Thinking on it.)
Blue ([personal profile] timeinhishands) wrote2013-11-28 09:14 pm
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Blue app for [community profile] capeandcowl


[PLAYER INFO]
NAME: Selfy
AGE: 27
JOURNAL: I don’t have a personal journal in use.
IM: CodeAmon (AIM)
PLURK: [plurk.com profile] Xia_V
E-MAIL: kusanagiflames@gmail.com
RETURNING: N/A

[CHARACTER INFO]
CHARACTER NAME: Blue
SERIES: SaGa Frontier
CHRONOLOGY: Post victory over TimeLord and acquired Time Magic
CLASS: Apathetic Anti-Hero

BACKGROUND:
The world of SaGa Frontier is a very unique world. Rather, it is more implied that there are different ‘worlds’ in SaGa Frontier, all categorized as ‘Regions’, and each region is more commonly accessible by flight via Region Ships. In these Regions, the citizens of the worlds are a variety of kinds, and by that I mean the races are completely different. You have humans, mystics (vampire like people), Mecs (robots), and monsters. Each one capable of understanding the concept of good and evil, and is capable of living together peacefully. The Region that Blue comes from is a human dominant region called the Magic Kingdom, a place where magicians are raised, trained, and graduates after being taught Realm Magic (the kingdom’s signature school of magic) before being sent off to other regions to learn and master any other forms of magic they come across too.

Blue’s role, as far as he is aware of at this canon point, is that he is a graduating student with high honors in the school he had been trained in that was given the title ‘Master Magician’. By instruction of the school and his senior instructors, he was sent to travel to other regions to obtain, learn, and master all forms of magic he encounters through any means necessary, as well as a second objective to the reason why he needs to complete his trials of obtaining all possible magic: To kill his twin brother Rouge. Words that Blue takes to heart and will do in order to accomplish his mission given to him.

Throughout their own travels, both Blue and Rouge wandered through many regions to recruit assistance to further their cause, especially with both twins were given the same speech about being the ‘chosen one’ about being the true superior magician in different schools that must kill one another to obtain true superiority and obtain their true potential, as it is said those born twins in the Magic Kingdom has their potential in their magic strength only halved, but defeating the other will make them ‘whole’ as part of their traditions.

Both twins, fully aware that the moment they achieve mastery over their gifts of magic that they can learn, will eventually face each other to the death the moment they meet each other. Until that moment comes for their fated duel, neither one are allowed to return to the Magic Kingdom until a victor has been decided under any circumstances. And both are willing to obey those very instructions.

PERSONALITY:
To summarize Blue’s thought process would be three words: Direct, practical and no-nonsense. Blue has no doubt that in his mind, things are to be used for what they are and discard things if they no longer serve any purpose or use, and that applies to people and objects for the sake of accomplishing his mission given to him by his kingdom and elders: To obtain and master any forms of magic his brother has not learned and kill his brother and do these through any means necessary so long that he as accomplished his first goal.

This being said, Blue doesn’t care much for people and has little value over others lives unless they’ve shown a magnificent show of interest and worth to him. Whether it be teaching him a new form of magic or guiding him somewhere that he can personally harness that power for his own use, or even impressing him with their own talents to help aid him in any other form. He seems to hold those whom can use magic in high regard, seeing that they have their talents and on their way to become magicians themselves. Otherwise, he wouldn’t even bother dealing with someone whom he sees worthless in any sort of way.

Blue is also very driven to accomplish his goals. One might say this is borderline obsession… and to be fair, that would be accurate. This is his mission in life he was given, so he will do whatever tasks necessary for him to advance on in learning magic and mastering them even if it means doing things that a lot of people would think would be immoral. He isn’t above doing anything besides what he believes is right and wrong. Even he has some standards in certain matters, but it wouldn’t be surprising to see him do things that would result in harming others… such as if he were to obtain the gift of Space magic, he would kill the Kylin whom was the guardian of the Space region which was also home to many orphaned children. Killing the Kylin meant having those children disappear forever, even though in the end, Blue was able to receive the gift. So it would be very much accurate to say if there are things magical or magical in nature that he believes would prove to be beneficial in any way, shape, or form to him, then he will pursue it with no hesitation.

So yeah, Blue isn’t really the most nicest guy ever to walk around. But he isn’t really so much of a bad guy either, he’s just concerned with doing what he believes to be done taken care of. But the surest way to make him greatly upset is to be called inferior, which is the absolute insult to him. He refuses to be acknowledged as an inferior magician and much less an inferior twin compared to his brother. He absolutely has no family tied feelings for his brother excepted trained disliking to him by the magic schools he was taught in his kingdom. There is a tradition in his homeland that says magicians born as twins can only reach half of their potential and killing the other meant obtaining their fullest powers… so once he and Rouge were separated since their early life, he was taught nothing but to accept that a single magician’s desires means nothing to the kingdom’s desires and obey what is told to him.

POWER:
At this current point in canon, Blue has mastered and controls four different schools (or types, rather) of magic, and indirectly a fifth one unknown to him. A video of what the schools of magic are shown here and what certain information means for mechanical reasons in his canon are listed as:

JP = Jutsu Points (basically skill/magic points) used to cast magic
HP = Durr hurr
LP = Life Points, how many times you can 'die' before you are killed.
WP = Weapon Points, what costs you to use your 'physical skill' points
WIL = Will, increases the accuracy of attacks.
STR = Strength, derp increases damage given when using physical attacks.
PSY = Psychic, this tells you on how naturally resistant a character is on status ailments and how to recover naturally from them if infected quickly.
INT = Intelligence, increases the chances of learning more magic spells and better usage of guns.
QUI = Quickness, the characters agility and how he can dodge and avoid attacks.
CHA = Charm, the most annoying and useless stat ever. It helps you be able to charm enemies and be resistant to charm attacks in any form from others.
VIT = Vitality, increases health and be able to resist magic damage from enemies.
DEF = Defense, derp.

Other terms.
FEINT -The character falls unconscious-
Also known as Death. Not a real status of course, but many attacks have this effect, this also takes place when a character's HP drops to 0. A feinted ally can be revived, but a feinted enemy is dead. The only exception is if you or your ally's LP is 0. (If the main character's LP has reached 0 then it's game over.)

VENOM -Indicated by purple bubbles above one's head-
Also known as Poison. This will cause the target to loose about 10% of their maximum HP each round.

PALSY -Indicated by a green ring above one's head (not a halo!)-
Also known as Paralyze. A paralyzed character cannot act.

STUN -The word "stun" pops up-
Looses the ability to perform an action in that round.

BLIND -The character is shaded in black-
Hit rate of physical attack decreases.

STONE -The character is in gray and all animation is stopped-
Also known as Petrify. Cannot act or take damage. A petrifies enemy will be eliminated. If all your characters are petrified, then it's game over.

SLEEP -Indicated by "zzz" above one's head-
Cannot act.

ANGRY -Indicated by steam above one's head-
Cannot use any techniques or magic. They can use only most basic action and these may or may not take place, having the effect of Blue Mess as well.

MESS is divided into 3 degrees:
1.) BLUE MESS -Indicated by blue stars above one's head-
You may enter a command for a character affected by Blue Mess, but it may or may not take effect.
2.) YELLOW MESS -Indicated by yellow stars above one's head-
You may enter a command for a character affected by Yellow Mess, but it may affect either the party or the enemy.
3.) RED MESS -Indicated by red stars above one's head-
The character affected will perform a random action of either your party member or the enemies.

CHARM -Indicated by a heart above one's head-
Perform an action in favor of the opposite party while attacking allies.

The schools and the magic in each school are:

Realm magic: A form of magic that is developed by the means of science that is taught only to Magic Kingdom citizens. Spells like these are beginner-intermediate level of magic on offense and defense, enough for a magician to master and use at their disposal should they need to do so.

Energy Chain
Target:
One enemy
Type: Long-range
Status: Palsy

-The caster sends a green or blue colored chain of enemy at the enemy. At higher level, this will swirl around them and entangles them-

A blue energy like power shoots out from the caster’s hands towards the target and then entraps the target by circling around them to deal damage. Mechanically, this is one of the few basic starting spells for Blue has learned after leaving the Magic Kingdom in the start of his quest. At it’s current upgraded state, it can randomly give the Palsy status. It doesn’t serve as a powerful magic spell for offensive use, but it is enough to hold your own in a magic fight at first.

Implosion
Target:
One enemy
Type: Long-range
Status: Feint

-A translucent sphere encloses on the enemy and then implodes-

While slightly more damaging than the Energy Chain spell, but the real reason for someone to use it is because of the Feint effect it may occur. Meaning this spell has a good chance of killing the enemy in one hit so long as they either have a low magical resistance or the lucky odds are in your favor. The effect is especially noticeable early in the game but not as good later. A real disadvantage is that this can be blocked also.

Psycho Armor
Target:
One ally
Type: Miscellaneous
Status: PSY up, VIT up

-The caster creates six illusions of the target or themselves to spring out from the target and then rejoining them as they spin back to unite with the target-

This spell helps makes the target more resistant to attacks and status by increasing their VIT and PSY. Mechanically speaking, it increases one‘s health and a higher resistance to ailments given to the target by magical means.

Gate Here
Target: All allies
Type: Miscellaneous
Status: N/A

-The caster summons out a map and then selects a location of a place they had visited once before, and teleports across regions with little to no hindrances.-

This works with Blue's Region Map to instantly teleport to any Region or location that he has been to before. So long as Blue has visited a location at least once, and he decides to use his Region Map, it will be listed in his map automatically and free for him to teleport himself to with no cost of his magic at all. If he hasn’t been there at all before, a large polygon blank spot will be shown instead. This spell cannot be utilized if Blue does not have his Region Map in his possession.

Psychic Prison
Target:
One enemy
Type: Miscellaneous
Status: Spell backfire

-The caster creates a translucent shell similar to that of the Implosion spell, which envelops the enemy and sealing off their magic for a limited time.-

This spell is exactly what the name implies. As soon as this spell takes into effect, the enemy caster is then unable to cast any sort of offensive, defensive, or supportive magic or magic effect successfully for one time. If any magic is used on the target if this spell is in effect on them, it will automatically cause a backfire and injure the target equal to the magnitude of the magic effect being used. Once the back fire effect has been triggered, the Psychic Prison spell is broken, leaving Blue needing to cast the spell again one more time to seal off the opponent if he desires to do so.

Vermillion Sand
Target:
All enemies
Type: Long-range
Status: Blind

-The caster summons three red oval-shaped boulder sized stones which emerges in the very center of the fighting grounds, then breaks them apart as it send the enemies high into the air and drops them down to the ground head first.-

The final and more crowd control spell of the Realm school of magic. While it is not as impressive as the later schools in terms of attacking and damage, it certainly does its intended use to put down most of any opposition Blue faces when involving single or large crowd targets.

Light magic: A form of magic that is learned after going through the ordeals of the Labyrinth of Light. Spells in this category are intermediate-master level of magic by of using the source of light and heat and used for offensive and minor defensive spells. To obtain this school of magic, the individual(s) MUST be first travel to the region of Luminous and choose to transverse the Light Labyrinth in order to possess the gift. Through using mirrors and alternating light sources to advance onward with light puzzles, so long as at the end of the labyrinth with the completed puzzle, those who had been traversing through the labyrinth will return back to Luminous with the gift of Light Magic.

Sun Ray
Target:
One enemy
Type: Long-range
Status: None

-A direct ray of sunlight beams down at the enemy and burns them with radiant heat.-

Weak single attack spell that's easily blockable by enemies with shields. It does little damage, but the damage is greatly reduced its efficiency by plant-type enemies due to improving their photosynthesis ability (the skill itself makes the monsters resistant to light magic and randomly heals them). It does double damage against undead for fair amounts of damage. While it is considered a weak spell, it is the more efficient spell to use to help learn and improve other spells in the Light school.

Starlight Heal
Target:
One ally
Type: Healing
Status: N/A

-A beam of moonlight shines and a translucent star falls from the sky to an ally and heals them.-

Just as Sun Ray is a beginner level spell of this magic, Starlight Heal is just as the similar level to help get the feel of using this school. The main benefit of this magic is that not only does it heal living allies, but it can also restore damage inflicted upon construct objects (such as golems and robots). The only minor set back about this spell is that it recovers for a light (hahaha) amount of recovery. It is instantaneous, but the effect of the spell isn’t something that impressive. You can equate the effects being similar to be using first aid on a wounded person.

FlashFire
Target:
All enemies
Type: Unblockable
Status: Blind

-The caster leans back to summon forth their magic power, and emits out a series of large rings of fire which moves outwards along the ground from the caster in waves to harm their enemies, while doing no damage to their allies.-

The first mass-attack spell of this school that gives off a random chance of the inflicted enemies getting the blind status effect that deals with a moderate to high damage. It can be a good use of crowd control, as well as taking out the weaker enemies before they act. Especially if the enemies are undead.

FlashFlood
Target:
All enemies
Type: Instant death
Status: Feint

-Summoning a strong current wave of light particles a stream-like force, the spell to sweeps away the enemies close by while leaving enemies left that was able to resist the waves.-

Another mass-attack spell that has a more random chance of status effect. Those whom were caught in the magic’s attack are launched and carried out of the battle area, those who have remained behind remain unaffected in the fight. Although it may be effective, those who DO get swept away do not leave any ‘rewards’ behind upon victory.


LightSword
Target:
User
Type: Miscellaneous
Status: HP, STR, and QUI up.

-At the caster’s summon, a pair of long magic sword flies out in midair across the air and then moves above the caster, the blade then beaming with a glow of light and is in the caster’s possession.-

One of the two master level spells of this school. The magic sword itself appears in the caster’s hand and acts just as any normal weapon to be used, only with a magical light property added to it. Aside of using any sword skills the caster may have learned, the sword itself grants the user an increase of health, a boost of strength, and more agility in their movements and attacks. It is considered as one of the many powerful swords ever to be used in all the regions, next to Asura, Kusanagi, and LordStar. To be able to cast this spell means two things: One, the fact that the caster is able contend on melee battle with more ease; and two, the caster is now one spell away from being a master.

MegaWindBlast
Target:
All enemies
Type: Long-range
Status: None

-The appearance of a sun appears in the sky, causing the area to turn deep red, and emit’s a radiant solar wind blasts at all the enemies.-

The final mass-attack, and final spell to be learned in this school. The caster finally uses their most mastered spell of the Light magic school they have learned through trial and error and inflicts very heavy damage on all enemies. While it can still be blocked by enemies using certain kinds of shields (that deflects heat), it can still be used to clear out a good number of enemies, if not severely injure in terms of crowd control.

Arcane magic: A form of magic that is learned after going through various trials in many regions to obtain to use arcane tarot cards and using the card’s insignia for healing/support/offensive purposes. Spells in his category are intermediate-master level of magic. The starting spells (Saber, Grail, Shield, and Gold) can be bought for, but to obtain the gift, the individual(s) must travel to various regions and complete certain tasks in order to learn the more advance spells in order to master this school of magic.

Saber
Target:
One enemy
Type: Long-range
Status: None

-The caster summons a card with three swords positioned in a delta triangle. The swords then launch out and position themselves 120 degrees apart from each other and pierce the enemy, meeting at the center where the enemy is trapped inside.-

A basic spell that deals average damage for a low magic cost that, like other beginner spells, help make a way to learn more Arcane spells. Enemies with shields can also block spell with no difficulty. While it is not the best spell to use, it is enough to start off to pick out specific units one by one.

Shield
Target: All allies
Type: Miscellaneous
Status: DEF up

-The caster summons a card with a purple/green colored shield shaped in a lion head. Out from the card, shields will be summoned and form above over the heads of all allies and shower them with blue sparks-

A defense buffing spell that is best kept at all times, especially when dealing with difficult enemies. Spell assists the caster and allies take about 1/3rd less damage than usual damaging attacks given to them from any kind of attacks.


Grail
Target:
One ally
Type: Miscellaneous
Status: Remove negative status

-The caster summons a card with a bubbly cup, as the grail then appears from the card and pours down vapors at the ally, helping them from whatever ailments on them.-

A VERY useful spell that, as the description says, heals any and all negative status ailments that any ally is infected with. While somewhat costly in terms of magic cost, it serves as a restoration aid against effects such as stone paralysis, blindness, poisons, and more.

Gold
Target:
All enemies
Type: Miscellaneous
Status: Distracted

-The caster summons a card with gold coins shown on the face, the coins then come alive from the card and starts shooting off the from it at all directions, causing distractions to those easily effected by the coins.-

While some may call it a useless spell in contact, it does serve it’s purpose once those whom are distracted by the coins, they leave themselves wide open for sneak attacks, both magical and physical kind, thus double the damage being given. However, once the enemy has been hit, they return back to their senses.

Death
Target:
All enemies
Type: Instant Death
Status: Feint

-The caster summons the Death card with a reaper, as they appear (one for each enemy) and reaps a life from their scythes.-

A double edged spell that is best only to use in desperate situations. While it is explained mechanically that a character has a set of Life Points (LP), using this spell has a chance to take them away. There is a random chance that this spell will work on an enemy of the caster as a mass-attack to instantly kill a target, but should the target get missed in any sort of way, the reaper instead takes a point of LP from the caster instead. And should the caster run out of LP, they are permanently dead. There are chances that the reaper can strike a target, but if the target isn’t dead, then that just means the target itself is immune to instant death type effects, and it would still considered a ‘hit’, thus the caster is not able to worry about their own LP to be taken away.

Fool
Target:
All
Type: Miscellaneous
Status: WEA down

-The caster summons a card with the Fool, bright lights then shine about the area as the caster performs a series of stances to initiate the spell‘s effect.-

This spell lowers attack strength for all targets in the area, making it a case of lowering the advantage of those who rely on strength and brute force as a primary source of attack. Ideally, it is best to do this in a team full of magic users to assist in the caster since the effect of the Fool card does not hinder magic powers.

Magician
Target:
User
Type: Miscellaneous
Status: N/A

-The caster summons a card of the Magician, as it bounces off to the ground and creates an illusion of the caster with an infinity symbol above its head-

This creates an illusion of the caster, which the enemy can't tell the difference of. The purpose of the infinity symbol is to differentiate from the Mystic spell MirrorShades, which is similar but works slightly different. The disadvantage of this spell compared to MirrorShades is that this will create one and only one illusion of the caster. The advantage of this over the Mystic spell is that when an enemy attacks the illusion or the caster, the illusion will create a vortex that devours the enemy completely that manages to hit the caster or the illusion, and both the enemy and the illusion will disappear. While it is an effective trap-like spell, it‘s easily defeated if the caster and the illusion is struck with a mass-attack attack of any kind.

Tower
Target:
One enemy
Type: Unblockable
Status: None

-The caster summon a card of the Tower, as a ghostly illusion of a tower creeps up at the enemy and thunder strikes the enemy with rage, crumbling the tower down.-

While both the most powerful and also the most ineffective spell to use as the final, mastered magic in the Arcane school. The damage of the Tower spell is reflected by how much remaining magic power the caster is capable of using in that confrontation. If the caster was at full strength, this spell can greatly annihilate a good number of the opposition against them, but on the other hand, as the magic source becomes more and more depleted, this spell’s damage rating also decreases. Another thing to take into consideration is that this attack is best described as a ‘final attack’, since summoning the Tower card will take up all of the caster’s remaining magic supply to formulate the damage rating, leaving the caster to only use little to no effort magic spells left… hence the basic spells if the caster is at a magic mastery level.

Time magic: A powerful form of magic that Blue uses spells to manipulate time around his surroundings and applied to people and objects. Often used for offensive purposes. A master level of magic. All spells of this school is obtained by defeating the mystic that had the title of “Time Lord” in the Time Lord‘s personal region.

Delay Order
Target:
One enemy
Type: Miscellaneous
Status: QUI down

-A circular barrier of many clocks rises from the ground and surrounds the enemy.-

This spell’s true purpose is to lower the enemy's quickness and agility, but has a random chance at working effectively. When casted enough times, the spell’s effect will start to stack and the enemy’s speed will reduce greatly in battle.

Time Leap
Target:
One enemy
Type: Miscellaneous
Status: Stun

-A spinning wheel of white stripe rotates round the enemy and slowly decelerates.-

The first true spell that Blue uses to manipulate time against a target and his surroundings with a 100% success rate. By casting this spell, Blue had begun to abuse his power of controlling time to when the enemy is about to attack, this spell will influence a change in the future making it seem that the enemy HAS already done his attack, but nothing and no one has been wounded or damaged as a result. The only drawback, however, is how quickly Blue can cast this spell. If the enemy has already launched their attack, this spell would have been pointless, and thus should be casted again in hopes that it would be in time to prevent the next attack.


Chaos Stream
Target:
All enemies
Type: Unblockable
Status: Various

-The sky and area darkens as a large illusionary clock face appears on the ground. The hands of the clock then turns rapidly taking the enemies with them for a literal spin.-

The only spell in the Time magic school that is a mass-attack, and also a fairly weak spell at that. The power of this spell is greatly influenced by the caster’s ‘intelligence’, but also is capable of giving random status ailments at a low, random chance. If anything, this spell would be more used as a crowd control and power demonstration spell than anything.


Time Eclipse
Target:
One enemy
Type: Instant Death/Unblockable
Status: Stone/QUI down

-A black clock appears in front of the enemy and the area darkens greatly as the clock make an eclipse like motion as a moon, pauses for a moment and then spins out of existence.-

This spell is one of, if not the most, deadliest spells in Blue’s arsenal of Time magic that has a very high chance of success rate at killing off an enemy with little spell cost. By manipulating time, he fast forward’s any organic being’s physical body rate to the point they are literally petrified as stone in seconds. Should the enemy be immune to the petrify effect or somehow survive the odds of not being killed, they would still be hit with a very large damage and have their speed reduced greatly for the remainder of combat or whenever Blue feels necessary to release the spell.

Time Twister
Target:
One ally
Type: Miscellaneous
Status: Double action

-Creates a time loops where twelve Roman numerals encloses on the character, greatly accelerating the ally or caster‘s speed.-

The person endowed with this ability is given a speed boost to do two actions at once. While it may sound ridiculous at first, but the effect is very helpful when put in practice. By using two attacks, whether it be weapon, magic, or using items to help, any variety of actions can be done in a quick time manner that cannot be removed until either the conflict is over or until the caster (Blue) decides to release the spell. The drawback, however, is that the effects cannot be stacked over and over. Once a subject has been endowed with the Time Twister spell, they cannot be under the effects again unless the first spell has been removed.


Over Drive
Target:
User
Type: Miscellaneous
Status: Infinite speed

-The caster creates a Reality Marble time warp affecting both time and space, and sends everyone to a new dimension-like place where a big glass-like clock resides on the ground, where only the caster can move and do as they wish with all the time in their hands.-

As the final spell of the school, as well as a trade mark spell to be used by Blue, this spell automatically activates at the start of any conflict before any enemy or ally has a chance to do anything, regardless of how fast or strong they are. While frozen in time, Blue is practically free to do whatever he wishes while the spell is in effect-- however, there is a limit on how much he can do while controlling time like this. After a certain number of actions depending on how much of full strength from his magic power he has, the spell will then dissipate, resuming time back to its normal course and those affected from whatever Blue had done during that time will take effect immediately. The downside, despite it’s great use, is that once the spell has been dissipated, Blue will have spent a great majority of his magic power that, like the Tower card spell, the only things he can use left are basic spells that has little to no cost on his magic power due to having a mastery in magic.


Life magic: A secret form of magic that Blue uses to revive and heal himself and fallen allies. A master level of magic but one he isn’t able to use at will just yet. Magic casted from this school is done at random and out of Blue‘s control.

Sacrifice
Target:
All allies (Special)
Type: Healing
Status: N/A

-A glowing light surrounds Blue as he begins to hover above in the air, sacrificing some of his health and causing his allies are covered in yellow glow and be fully recovered.-

A useful and yet another double edged sword spell. The spell works similar yet different to the Death card, regarding that Blue’s LP is taken into effect. By sacrificing one LP, he is able to heal all of his surrounding allies to complete health, except for himself. Thus, the name sake of this spell. If used too much without getting rest or recovery, Blue will then die once his LP is depleted.

Reviva
Target:
One ally
Type: Healing
Status: Revive

-A circular yellow pattern similar to that of a sun falls down from heaven and covers with the target with a bright light, restoring them to complete health should they ever fall in battle.-

Just as the name and description implies, this spell is just as much of importance as the other Life spell, only this one doesn’t have the worry of expending Blue’s health. Casted one at a time on a target, once the target ever dies in any way, shape, or form, this spell will then take into effect to bring back the fallen victim back to full health and ailments removed.

Out of these all, I believe the three Blue would be keeping would be the Gate spell (teleportation/Realm Magic), Mega Wind Blast (radiant heat/light manipulation/ Light Magic) and Over Drive (Time control/Time Magic) for his initial arrival.

[CHARACTER SAMPLES]
COMMUNITY POST (VOICE) SAMPLE: [Voice]
[There will be a ‘whoosh’ sound near by from a candle being lit and soon followed up by paper being rustled. Between those noises and the sound of a deep, disappointing sigh, a voice was then made to the device for an announcement, not even caring for the concept of what is meant to be a secret kept as a secret.]

As much as I dislike the thought of recruiting more aid than I need, it seems that I have no choice but to accept this fact. To anyone listening, I will say this once and only once, I am looking for those whom are gifted with the ability to use magic and be able to instruct others to part their knowledge. Although I am unable to prove this now, I do promise you that I am a student of high degree and will take any knowledge given to me to heart. I need to know what I can for the sake of personal purposes. In return, I offer what services I can make for your time.

[And another series of page flipping would be heard before the voice continued.]

I will also ask those whom been here for long to direct me to the near by doctor’s office or any ‘freelance doctors’ to speak out so I may converse with them if need be… Nusakan, if you are listening, I will be looking for you first. If I am to stay here permanently or for any short amount of time, I will require to know whom I can trust my services to and for how well done their methods are.

That is all.

LOGS POST (PROSE) SAMPLE:
It was yet another cold night in the city. One that the young blonde magician still had been having trouble in adjusting to the climate; yet despite the biting wind chill blowing at his face, those ice blue eyes of his had locked dead on to the very thing he had set his sights on the moment it was exposed in the dead of night in an abandoned warehouse. Or was abandoned at any rate. And what was so worth the walk of getting from point A to point B on foot in such extreme weather? Aside of getting a better feel to know the area for his Region Map to be updated, what Blue had saw... or ’felt’ rather, was something any magus of any caliber would have detected just by the magic power emitting from that direction. A grimore, carefully hidden within layers of casings and being heavily guarded for transportation. Given what the guards are and the obvious signs of shadiness, he came to the conclusion that this was one of the groups that conducts illegal activities.

Fools who merely used what power they could get their hands on and couldn’t be able to grasp the concept of what they truly have in their hands. The thought of incompetent idiots unable to fully used what powers they were transportating felt more like a personal insult to him. And like all insults thrown at him, its not one something he’ll take lightly. But still, it was all a matter of patience. He had to wait until the right moment came as he observed from the distance undetected for the time being.

The longer he waited in the shadows, the more he observed and took notice on any openings that may present themselves-- and speaking of openings, there it was. Another individual had approached that immediately caught the magician’s attention, as if a danger sense has been triggered. A negative aura with pulsating feel surrounding the person. Clad in dark robes and less than appealing physical structure and posture… to top it off with a sour look that would shake the very soul of a lesser man. Typical necromantic mage right out of the study books. Ah… now things made even more sense for this entire set up.

While he was unable to access the power of his other magic due to them being sealed now, he was still capable of doing one of his more favorable spells that he had no problem using. And with a tranquilizer gun and a silencer pistol being pulled out in each hands and ready, the blonde magician muttered to simple words to start altering the area around him. "Over Drive..."

...

What could be said about the aftermath only happened in seconds would be correct in an outside view. The moment time had resumed back to its normal course resulted with unconscious men sprawled over the ground with darts carefully aimed at vital areas, cameras being destroyed, and tires being blown out with large holes obviously shown. With a quick reload of bullet cartridges and removing the tranquilizer darts to cover his tracks, Blue immediately makes his way towards the 'package' being delivered. "This grimore should give the leads to help unseal the rest of my magic powers... perhaps I should thank that twin-tailed haired girl for giving me this opportunity."

And then, finally, there is the problem of dealing with the men he had just dealt with. So clearly the best way to deal with this is making it someone else's problem... by using a cellphone to the first group of people that should take care of this easily.

"Police? Yes, I'd like to make a report of a group of men found unconscious in an alleyway. Who am I? I'd rather have my name be anonymous since these are rather shady looking men... but as for my location, it looks to be the place between...."


FINAL NOTES:
Blue, while not exactly a physical fighter, is capable of performing certain sword skills and gun skills. His sword skills were trained to further the use of the Light Sword spell, and guns were more of a secondary skill for Blue to use if he was completely out of magic power, or to choose to not waste any magic power at all. Another thing to note that Blue is capable of ‘obtaining’ magic through other magic users he has defeated in combat and learned what powers and capabilities as the defeated magic user had known, all by the, for a lack of a better term to describe it, ‘MegaManning’. Later on in his canon, Blue has his duel with his twin brother Rouge to the death, and leaving the victor, whether it be Rouge or Blue, leaving and knowing ALL of the defeated twin’s magic skills at a mastered level and granting a boost to his own power for a greater damage. This was first seen in action when Blue had defeated the Time Lord to gain Time magic in canon, as his twin brother had defeated the monster Kylin, the ‘Space Lord’, to gain Space Magic.

Blue is also capable of casting Mystic Magic but that is only through an accessory called 'Purple Eye' (and if Rouge or Blue traded Realm Magic for learning the bare basics of Mystic Magic) that can be bought and equipped in Facinaturu regions, where Mystics are more common of all the regions and are the only ones capable of learning and mastering Mystic magic (because, seriously). And since Blue only knows the spells but does not have the gift since he isn't a Mystic, he cannot learn the master spells of Mystic Magic and can only use the basic ones. And I'll show you what the spell, "Phantasm Shot", is and the different effects does because of the Purple Eye accessory equipment.

Phantasm Shot
Target:
One enemy
Type: Long-range/Unblockable
Status: Various (BlackCat = Mess, Nightmare = Sleep, Jackal = Venom, Cockatrice = Petrify/Instant Death, Reaper = Instant Death)

-The caster creates a portal and summons a random phantasm-

There are 5 different phantasms that comes randomly, they're the same as the Mirage Magic (a different kind of magic school), each time Phantasm Shot is used, there are details of a random effect being used. All phantasms do similar damage and each one of them may inflict a status upon an enemy. Usually, the lower level phantasms (Black Cat and Jackal) are more common than the higher level ones. The higher the caster’s WIL is means the more likely they'll be able to leave a status effect with this spell.

Types of Phantasms:
Black Cat

-A portal opens up as a black cat phantasm appears in a green fluorescent outline and meows-

This may inflict a Mess status on the enemy and always starts from Blue Mess. Each subsequent casting may upgrade it to a more severe degree of Mess, but this is rather pointless in many ways. The enemy usually recovers before you can get them to the Red Mess status (or recovers immediately after it) and you may not achieve Mess from the casting of this spell. Damage dealing wise, it is not really the best to use. If anything, it can just be used as a warning shot if anything.

Nightmare

-A portal opens up as a nightmare horse phantasm appears in a puff of smoke, releasing a wave of pain and smoke in its path.-


A better phantasm than Black Cat as it does slightly more damage and has a random chance of putting the target of the spell to magically induced sleep. Note however, if you hit a sleeping target, they will wake up as if nothing had happened immediately, and if they wake up immediately after the spell was casted on them as they fell asleep (I.e., getting hit right after the casting of his spell), they'll still be able to act like they were still in combat and ready to counter attack (Thus the Sleep status has no effect.).

Jackal

-A portal opens up as a yellow jackal appears and howls-


An average damage dealing attack from summoning the phantom jackal to attack. While not as effectively damaging as the Nightmare spell in comparison, the chance of poisoning the enemy after the attack is made is a 30% chance of success. It’s generally the ideal one to use when in a personal confrontation.

Cockatrice

-A portal opens as a cockatrice monster appears and attempts to turn the enemy into stone.-


Does slightly more damage than the above. This can Petrify the target, killing it in one hit. The problem with this is that it's not as dependable as an instant-petrify attack like Time Eclipse and doesn't do as much damage either.

Reaper

-A portal opens as a grin reaper similar to that of Death card spell appears and reaps the target.-


The most damaging of them all but the damage difference between this and Black Cat is only about a moderate amount in terms of inflicting pain. Like Cockatrice, this is also very unreliable instant death spell, but unlike the Death card spell, it has no back drawl on taking the caster’s life if the attack misses the target.