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Terra | Il Promenade
✧ NAME: Ranko
✧ LJ USERNAME:
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✧ CONTACT (EMAIL, AIM, MSN, PLURK, ETC.): AIM - Rainykoi or charmingcrown; Plurk - balanceweaver
✧ CURRENT MUSE LIST: Um... none atm
CHARACTER
✧ NAME: Terra
✧ SERIES: Kingdom Hearts
✧ HISTORY: This should do the trick.
✧ TIMELINE: Blank Points. Right after the 'conversation' with Master Xehanort within his own heart.
✧ PERSONALITY: Terra's primary motivation is his dream to become a Keyblade Master. This has lead to him developing a want for power. He wants to be strong; strong enough to prove he's worthy of the Mark of Mastery, and the strength to protect his friends--protect the things that matter the most to him. However, this thirst for power, however well-intentioned it is, has caused the seeds of Darkness to take root in his Heart. He has been trying to suppress that Darkness for as long as he's had it, and because of his generally good-aligned Heart, has succeeded for the most part.
Terra respects people with power, and he respects those with greater experience than him. While he is polite as a default, Terra greatly respects the Master that trained him, the Master that offered him words of encouragement and acknowledged his strength, and the wisdom of the retired Master. When searching for clues as to the whereabouts of Master Xehanort, Terra goes to Yen Sid for advice--"I thought I would seek the council of someone wiser than myself." He views Eraqus almost like a father, which is rather apt--the stern, but fair Keyblade Master is the closest thing to a guardian that Terra has had for as long as he can remember.
Whenever Terra is especially troubled by something, he can sometimes come off as being rather closed off and distant. This only seems to apply when he's really troubled, indicating a more introverted nature. He tends to keep his problems to himself, rather than trouble his friends with them. When he's really troubled by something, he even go to such lengths as actively pushing his friends away, stubbornly trying to keep them from being caught up in whatever mess he's gotten himself into that he fails to realize that he needs help in the first place.
But he does value his friends. They're pretty much the keystone for a great deal of his motivation to becoming strong. Evidence--when 626 took his Wayfinder. Without a second thought, he cried out "No, stop--my friend gave me that!", because he thought 626 was going to destroy it. That bond with his friends is not something he'll throw away casually. He's protective of both of his friends, but he knows that they can handle themselves in a fight. They've all been training together to try and reach the same goal--become a Keyblade master. He thinks of Ventus as a younger brother, and as such, tries to be a good influence on him. Aqua is the closest he has to an older sister figure, even though she is barely younger than him. These two see a side of Terra that is not often seen--the young man with a big dream and a heart of gold.
The one sure way to anger Terra and push him into acting without thinking is to threaten the well-being of those he cares about. Terra's biggest fear is not being strong enough to protect his loved ones, which is the whole reason for the Darkness in his heart to begin with. Playing on that fear is a huge risk for anyone trying to manipulate Terra into doing something stupid.
That leads into a rather glaringly obvious trait that makes itself apparent after time spent with him: Terra lacks experience with the outside worlds. How people act, and how people can trick you with words--living and training in the Land of Departure for as long as he can remember has left him incredibly naive regarding how cruel people can truly be. Without any frame of reference for trickery beyond the occasional good-natured prank (and the ones that were meant as training, if you look for the hidden meaning), he's rather gullible, and sometimes easily confused. He easily falls for Master Xehanort's manipulations to get him to awaken the Darkness in his Heart, as well as the machinations of the appearing Disney Villains, such as Captain Hook, Maleficent, and the evil Queen.
In spite of these machinations, Terra truly does mean well, and tries to lend a helping hand where it might be needed, or offer what he thinks are words of wisdom and encouragement in an attempt to cheer someone up, as demonstrated by the 'Rite of Succession' he performed with Ventus after a day of training, passing on his wooden training Keyblade to the crestfallen boy, who had lost to Terra in a sparring match. This is also demonstrated by his words to Cinderella--"Strength of Heart can take you through even the toughest of trials."
✧ ABILITIES/POWERS: As one of the Keyblade's chosen, Terra trained for years in the arts of swordsmanship and magic. Fighting comes as naturally to him as breathing does, and on his own, Terra is capable of defeating any of the powerful boss-level Unversed.
- Blade: Being trained under the watchful eye of a wise and powerful Keyblade Master, Terra is fully versed in the ways of swordsmanship. Given his tall, powerful build, it comes as no surprise that he favors a style that while lacking in speed, compensates with power. He tends to favor a one-handed fighting stance, but tends to shift easily between one and two-handed grips on the hilt of his blade. He doesn't string combos as easily as Ventus, nor is he as agile as Aqua, but each hit with his weapon deals a great deal of damage.
- Command Deck: The command deck is, essentially, a list of all the abilities that Terra, Aqua, and Ventus can access at any given time. The types of commands can sometimes vary between the three, but the majority of the commands are accessible by all three characters.
Attack Command List Basic Advanced Ultimate Binding Strike Aerial Slam Ars Solum Blitz Collision Magnet Chaos Blade Confusion Strike Brutal Blast Geo Impact Fire Strike Dark Haze Limit Storm Fire Surge Fire Dash Magnet Spiral Quick Blitz Freeze Raid Meteor Crash Sliding Dash Thunder Surge Sonic Blade Strike Raid Zantetsuken Stun Edge Windcutter Poison Edge Sacrifice - Attack: Like Aqua and Ventus, Terra is capable of using what essentially amounts to specialized attacks to great effect. These attacks blend Terra's sword skills with his magic, creating a varied amount of sword attacks that cause differing amounts of damage. These attacks can be filed into three categories, depending on the ease of execution and the amount of power placed into it: Basic, Advanced, and Ultimate.
Spell: Because of the Keyblade's nature, it acts as a perfect focus and amplifier for any latent magical ability. While Aqua is the most skilled magic manipulator of the three, Terra is by no means incapable of wielding it. Terra is capable of casting all of the elemental spells of his world, as well as the healing spells, status effects, and various other magics meant for crowd control. Like with the attack commands, magic falls into three distinct categories based on the amount of power and mana it uses up: Basic, Advanced, and Ultimate.
Spell Command ListBasic Advanced Ultimate Fire/Fira Firaga Dark Firaga Blizzard/Blizzara Blizzaga Deep Freeze Thunder/Thundara Thundaga Mega Flare Bind Crawling Fire Meteor Sleep Fission Firaga Quake Magnet/Magnega Mine Shield/Square Trancendence Aero/Aerora Magnega Mini Slow Esuna Stop/Stopra Stopga Zero Gravity/Gravira Zero Graviga Cure/Cura Warp Poison Ignite Curaga Blackout
- Attack: Like Aqua and Ventus, Terra is capable of using what essentially amounts to specialized attacks to great effect. These attacks blend Terra's sword skills with his magic, creating a varied amount of sword attacks that cause differing amounts of damage. These attacks can be filed into three categories, depending on the ease of execution and the amount of power placed into it: Basic, Advanced, and Ultimate.
- D-Link: (Will set up a permissions post) Terra has in his possession a special charm made for him by one of his best friends and fellow apprentice of Master Eraqus. This charm was given to him on the night before the Mark of Mastery exam, and Terra has carried it with him ever since. This charm, known as a Wayfinder, has powerful magic weaved into it's construction, connecting the Hearts of the three Keybearers together in an unbreakable bond. This charm could also be used to draw strength from those bonds, as well as the bonds that each of the three Keybearers made over the course of their journey.
- Command Style: The heart of Terra's strength was not his skill with the Keyblade, or even his use of more battle-oriented magic spells, but rather in his skill of taking the power of his Heart and blending it with the magic-channeling properties of the Keyblade to amplify the damage of his attacks and create special combo finishing techniques. While this is something that all three apprentices are versed in, Terra seems to have more of these 'command styles' at his disposal.
- Critical Impact: Terra emits an aura, and proceeds three-hit combos that deal 125% of the normal damage rating. The combo finisher is a downward slash that deals 250% normal damage. The 'finish command', Critical Impact, which uses up the remainder of the command style's power, has Terra jumping up and smashing his Keyblade into the ground, creating a small explosion that deals 400% normal damage to any enemies within range of the blast.
- Firestorm: Four-hit combos of Fire-type attacks that deal 125% the normal damage rating. The third hit of the combo creates a fire projectile that deals 75% normal damage, while the finishing spin seals 200% normal damage. The finish command, Firestorm, is a two-hit combo that has Terra jump and fire off four balls of flame that, upon hitting the ground, create pillars of fire that encompass the target. Both of these strikes deal 250% damage apiece.
- Diamond Dust: Four-hit combos of Blizzard-type attacks that deal 125% damage. Many hits also generate pillars of ice that deal 100% damage. The combo finisher generages pillars of ice that spin around Terra at a fast rate, dealing 300% damage. The finish command, Diamond Dust, is a Keyblade swing that creates a field of ice spears and pillars at Terra's feet that explodes into deadly ice shards. The swing, the generating of the ice pillars/spears, and the shards of ice each deal 300% damage.
- Thunderbolt: A four-hit combo of Thunder-type attacks that deal 130% damage. Some hits generate lightning bolts that deal 60% extra damage. The combo-finishing lunge deals 200% damage. The finish command, Thunderbolt, is a series of three wide-range electrical bursts that deal 280% damage to all enemies in range.
- Rockbreaker: A secondary command style, Terra must be in a Primary style before he can tap into this more powerful form. In this particular command style, every swing of Terra's weapon is accompanied by rock debris and shrapnel, which culminates in an area attack where Terra calls up boulders and other large chunks of earthen debris around the area to pummel and obliterate a large group of enemies, or heavily damage one rather strong enemy.
- Blade Charge: A secondary command style, Terra must be in a primary command style before he can tap into this more powerful form. A beam of light extends from Terra's weapon, extending his reach by double as well as increase the damage dealt. This eventually culminates in Terra swinging his weapon in a circular motion over his head, whipping up winds with the rapid movement and drawing in enemies. Because of the extended length of the blade, any enemies drawn in during this final maneuver are slashed to bits.
- Dark Impulse: A secondary command style, Terra must be in a primary command style before he can tap into this more powerful form. An aura of darkness surrounds Terra while he deals Dark-based damage that is nearly twice as powerful as his normal melee attacks.
- Focus: Another shared ability between all three apprentices of Eraqus is the ability to use a certain type of magic known as a 'shotlock'. These shotlocks are incredibly powerful attacks that, while they take a moment of concentration that puts the user at risk, when timed right can eliminate large masses of enemies, or deal massive amounts of damage to a single foe.
- Sonic Shadow: Terra becomes one with the shadows and rushes his enemies repeatedly, blinding a target with every successful hit. When the maximum amount of targets has been reached, Terra can also cause explosions centered around each enemy he hits.
- Ragnarok: Terra concentrates on his weapon and launches a single salvo of up to 16 light projectiles. The number of targets he has determines the number of light projectiles in the blast.
- Dark Volley: Much in the same manner as Ragnarok, Terra fires multiple projectiles of dark-tinged flames--up to 18-- at any enemies within range. Depending on the level of concentration put into the attack, up to 5 more volleys of projectiles can be fired, should any targets remain after the initial hit.
- Ultima Cannon: Terra's ultimate Shotlock. Terra transforms his Keyblade into a rather large weapon that causes massive explosions with every blast. With good timing, Terra can make these energy bullets fired by the weapon to not only cause the extreme amounts of damage, but to cause them to detonate on impact with a target.
- Sense: Terra, like his Master and his peer, Aqua, is capable of sensing the Light and Darkness in the Hearts of others. Though his senses aren't as well-tuned as Aqua's, he can still determine how much Light and Dark is in any one person's Heart when he actively concentrates concentrates. This sense also extends into a sort of... sense of precognition regarding anyone has an incredibly strong connection to his Heart, as shown by seeing the vision of the sixteen-year old Riku not long after meeting the boy. Terra's Light and Dark senses do have their limits, as unless it's a very strong light or a very strong darkness, he has to be actively feeling for it in order to glean any more information than what he manages to sense on instinct.
- Key: The Keyblade is a spectacular weapon in it's own right, and is quite possibly the most unique weapon in the Kingdom hearts universe as far as special traits and capabilities go. It serves as the Green Lantern Ring of the Kingdom Hearts series, as the Keyblade only goes to one that has been chosen to receive it via a Rite of Passing ceremony, and has some manner of sentience. A Master can choose who they would like as their apprentice, but it is ultimately up to the Keyblade itself whether it will accept the Master's choice in a candidate.
However, once the Keyblade has chosen a bearer, it's abilities are completely open for it's wielder to use. The Keyblade is capable of locking or unlocking any lock, whether physical or metaphysical. Some Keyblades are even capable of unlocking a person's Heart, though this seems to be a trait only those blades from the Realm of Darkness have. With some concentration, the Keyblade is also capable of being transformed into a personalized Glider that allows it's bearer swift passage through the Lanes Between--the pathways between the worlds utilized by those with the training and a Keyblade to unlock them.
The Keyblade also serves as a natural amplifier of one's natural fighting capabilities, as well as a perfect focus for casting magic, though spell casting can remain largly unaffected should the caster not channel their power through the Keyblade. Keybearers are capable of dealing out far larger amounts of damage with the same amount of power than if another weapon was used. Unversed, Heartless, Nobodies--all of them that, with a Keyblade would only be felled in one or two strikes, would instead take far longer to defeat.
Keybearers are also capable of withstanding far greater amounts of damage than they would be able to without it, and they are capable of performing feats that would appear to be super-human, such as carving through buildings without a hint of effort, defeating opponents far larger than themselves, and withstanding falls and impacts that would normally kill a person. - Light: While minor, Terra is capable of utilizing Light to open portals between locations and worlds. The pathways between worlds, known as the Lanes Between, are only capable of being opened by a Keybearer. While he'll be incapable of using the portals to escape Promenade, he will be able to use them to cover great distances within the city itself nearly instantaneously, should he choose to use them.
There is also the possibility that due to the presence of Master Eraqus's heart within his own, Terra will be able to use some of the Light-based abilities that his master could use with enough concentration and training in their use.
✧ TIME OF ARRIVAL: Dusk
✧ MASK DESIGN:
✧ PLACE OF SOLACE: If it's possible, then the Land of Departure. Because the whole world is, even by Kingdom Hearts standards, rather on the small side, it shouldn't be too hard to equate the world being transfered as a whole--not as a separate entity, but by becoming an island that one can reach by air or by boat. The entirety of Land of Departure includes the castle at the center of the world/island, the training grounds, and paths up to a cliff-side peak where Terra, Aqua, and Ven would almost always go to relax and stargaze.
SAMPLES
✧ FIRST PERSON: [Video Entry ; Private Recording]
[The image of a blue-eyed young man with brown hair can be seen, a troubled expression on his face. Behind him, the mirror that shows what goes on in the waking world is visible, covered by a bed sheet..] I... I don't know if I should be relieved or outraged that I'm here.
[He closes his eyes and breaths out slowly, a hand brushing back the bangs at the side of his face. When he opens his eyes again, he looks... a little more angry than troubled.] On one hand, Xehanort isn't here. On the other...
[He glances back at the mirror. What can be seen of his face now is clearly set in a scowl.] On the other hand, he's out there, without me acting as a buffer for his actions. I can't just--
[A look of determination crosses his features, and he looks off to the side--presumably at his bedside table, where a mask is likely to be waiting for him.] I can't let it end like this.
[He stands, and then grabs what appears to be the mask he was given and another object from off to the side, before walking over and shutting off the feed.]
✧ THIRD PERSON: 'Why a mask?' That was the primary question on Terra's mind as he ran his fingers over the textures and designs incorporated into the mask that had been waiting on his bedside table. Black, the color worn around the edges, and the aged bronze look given to...
'Are those griffins?' One on each side of the mask, hey resembled the flying creatures, though they were stylized to flow with the shape. Either someone had simply chosen this at random for him, or...
'Someone must think highly of me. But... why a mask? It doesn't make sense.' Masks were for hiding yourself, not telling people about key personality traits. While they did often reflect the personality of the one that wore them, it was because the chose to wear it, and it reflected the taste of the person who had chosen it. Having one just... given to him like this was puzzling. Was he going to be forced to wear it? If not... why was he given one at all?
'Everyone else seems to have one, too.' He had been keeping an eye on his journal, which was displaying messages and videos from a large number of people, most of whom were wearing masks. If he was going to be forced to wear it...
'... I don't like this.' Forcing people to wear masks... what reason could the people in charge here have for doing that? It all but stank of hidden motivations to Terra.
'I'll have to go along with it for now. At least until I learn more about what's going on.' It didn't mean he had to like it... but he could be patient.
✧ ORIGINAL CHARACTER QUESTION: N/A