Terra (
quakega) wrote in
starlitapps2012-09-14 12:30 am
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Entry tags:
Destiny Strings | Terra
Out Of Character Information
Name: Ranko | [
ultimacanon]
Age: 24
Time zone: - 5 GMT.
Contact: AIM - Rainykoi | Plurk - balanceweaver
Anything we should know?: Um... Not really?
In Character Information
Name: Terra
Series: Kingdom Hearts
Age: 19
Birthday & Astrology Sign: April 24th | Taurus
Arcana: Strength
AU Backstory: here.
ilpromenade. There, he was essentially stuck watching what happened in the real world through a magic mirror, unable to do anything about what he saw. Naturally, he wasn't terribly fond of this idea (and then took it out on the mirror and the wall it was hanging on). During daylight hours, he was forced to wear a mask when travelling through the city, and at night, everyone is forced into silence, the only form of communication during these hours being their thoughts over a medium known as TENEKA.
After reuniting with friends he thought he would never see again with his own eyes and coming across several familiar faces (some a little too familiar and a lot older than he was expecting), he fell into a routine that involved helping Aqua with training the rather large number of Keybearers that were trapped in the City of Dreams with them. After everything that happened to him and his psuedo-family, the peaceful break was something he desperately needed.
That peaceful break ended when the NPCs decided to give the residents of Promenade a 'friendly reminder' of the dangers that the King and Queen protected them from. Night fell for a week, and nightmares were let loose across the city, causing Terra and his fellow Keybearers to take up arms in an attempt to fend off the monsters, find and evacuate non-combatants or injured parties, and basically just be Big Damn Heroes. On the second day, he encountered an injured Program called Rinzler, and healed him to the best of his abilities.
On the third day of this 'Friendly Reminder', he felt one of the tightest connections his heart held abrubtly sever, along with a connection he had started to forge since arriving in the city. Roxas and Ventus had died within minutes of each other, and the loss of the person he practically considered to be his younger brother left him feeling... empty. As much as grief and rage threatened to overtake him, he fought on, knowing that now, Aqua was all he had left of his family. He had to make it through this now - even if it meant delving back into the Darkness in his heart to find the energy to do it. It took work, staying calm when his emotions stormed and the Darkness pulled at him, but he couldn't lose himself. He had promised he wouldn't go astray again.
It didn't take long for he and Aqua to set up their Place of Solace, which had taken the form of the Land of Departure, as a safe-house from the nightmares in the city. It allowed the Keybearers and those they cared for a place to rest and heal.
Two days later, with his eyes turning yellow from over-use of his own Darkness and his armor fractured, he felt another newer connection sever. Sora had died saving the life of another. He felt Riku's own Darkness flare soon after, and abandoned all pretense of trying to keep himself alive. He raced towards Aqua, following her light, and found her surrounded and about to be overwhelmed. A well-placed Quakega and an unexpected tidal wave later, and the two escaped.
When their friends and loved ones revived, Terra did his best to put the nightmare behind him, though he was still bothered by a few things; how had he and Aqua cast those magnified spells when they were on their last legs? Why hadn't the Darkness he had been channeling overwhelmed him?
Life slowly returned to a semblance of normalcy; training mishaps happened, the City's version of Halloween gave Terra the perfect excuse to actually unwind, and he dealt with an unexpected return to his younger years as a de-aging event swept through the city.
It was after a reveal from The Exile about the Queen that the city fell into lockdown. The two Keyblade Masters (one official, and one a Master in all but title) once again offered their Place of Solace as a refuge from the riots that the reveal had incited. After the lock-down was over, he was surprisingly pulled out of the dream--
--and into another city, Hinoto-Ri, which felt far more real than Promenade ever had.
Previous Game Differences (List form):
- He came across Roxas, Xion, and the teenage versions of Sora and Riku and dealt with the brainbreak that came from it. Also, training was offered, and Terra wound up learning about Xehanort's attempted body-snatching of his apprentice. (Not cool, Xehanort. :|)
- Reunion with Aqua, which involved him being sheepish over the hole he put in the wall separating their rooms.
- Helped throw Vanitas out a window. Good times, man.
- Learned about Castle Oblivion, but only the basics; it was once his home, and it's connected to Ven.
- Learned about Heartless and Nobodies, and was briefly told about Organization XIII and their goal. But only briefly; bare-bones basics here.
Canon Standing: Blank Points.
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."
Key Personality Differences: ... Lists work. Let's stick with those.Ranko stop being lazy
- Forced to come to terms with his Darkness during the Nightmare/Friendly Reminder event, as he had to tap into it and his Light at the same time in order to even survive.
- Will be more protective of his loved ones than before, particularly Aqua, Ven, and any fellow Keyderps (so no dying on him, okay? :|).
-Will be a lot more... thoughtful, if that's possible. A lot more '... going to look before I leap'. This won't always work if and or when that berserk button is hit.
-Speaking of berserk buttons - don't hit it. No. Really. Don't hit it. Refer to point two as to what that berserk button is.
Canon Powers: This could take a while, guys. Grab a book or something, or get some music. Make a cup of tea.
As one of the Keyblade's chosen, Terra was trained for years in the arts of swordsmanship and magic. Fighting comes as naturally to him as breathing does, and given that at the start of the game, he was qualified to take the Mark of Mastery exam, Terra is a very powerful young man, and on his own, he is capable of taking on boss-level Unversed without much of a problem.
Keyblade - Strike/Light/Mind - 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.
Keyblade Armor - Resist Dark - Terra, like Aqua and Ven, has a magic suit of armor. In it's 'default' or resting mode, it resembles a gauntlet that he wears on his left arm. When a button on the pauldron is pressed, the armor becomes 'active', encasing Terra in head-to-toe plate armor that fits him like a glove. This armor, while offering no outstanding defense boosts while being worn outside of the obvious, is highly Darkness-resistant, and is primarily used by the Keywielding trio as a form of protection while they travel the Lanes Between.
Canon Baggage:
Ends of the Earth Keyblade + assorted Keychains
Wayfinder
Armor in resting mode
Il Promenade Mask
1 Jedi costume from Halloween w/malfunctioning lightsabre
1 Picture of himself, Aqua, Ventus, and all the ickle newbie Keybearers in front of dream!Land of Departure
1 'family photo' with himself, Aqua, Ven, and Master Eraqus
1 old plush toy shaped like Bahamut (how did it follow him here? O.o)
Persona
[Titan]
LVL 1 | Strength
WEAK: Fire | REFLECTS: (if any) | ABSORBS: (if any) | BLOCKS: (if any) | RESISTS: Dark
COMBAT SKILLS
▶ Magna - Deal low Earth damage to one enemy
▶ Cleave - Deal low Physical damage to one enemy
▶ Tarukaja - Increase one ally's Attack
▶ Dia - Recover a small amount of HP for one ally. Can be used in the field.
▷ Mamagna - Deal low Earth damage to all enemies
▷ Gale Slash - Deal low Physical damage on all enemies
▷ Power Slash - Deal medium Physical damage on one enemy
▷ Blade of Fury - Deal medium Physical damage two to four times on all enemies
★ Gaia's Wrath - Charges Light energy into the blade and then swings down, releasing a crescent-shaped beam that slices through the earth and creates a fissure and a large amount of shrapnel that deals medium Light and Earth damage to all opponents.
PASSIVE SKILLS
▶Physical Boost - Increases Physical damage output by 25%.
▷ Counter - 10% chance of repelling Physical attacks
▷ Earth Boost - Increases Earth damage output by 25%.
Writing Sample
"I can't believe you followed me here."
Terra stared at the lone 'occupant' of his bed, his eyes slightly narrowed as he tried to concentrate on the task of not blinking. The worn bead eyes of said occupant 'stared' back, the light hitting the dulled material in just a way as to cause an illusion of a spark of intelligence.
Realizing that he was having a staring contest with a stuffed dragon of all things, he shut his eyes, sighed, and hung his head slightly as he rubbed one of his temples, feeling a headache coming on. "How did you even get here? You were in Promenade; you shouldn't have been able to follow me."
Logically, he knew he wasn't going to get an answer. Bahamut was just a toy, after all. A dragon made of cloth, stitched together and stuffed with something soft so that a young child could clutch it tightly to keep the nightmares away.
That one stuffed dragon had chased away enough of Terra's growing up that he had held onto it. But it was just that; a stuffed dragon. A toy.
So how did it follow him here?
'Cut it out, Terra; you're never going to figure this one out.' Another sigh, and he opened his eyes and looked back at his bed. "Looks like I'm stuck with you."
He stands and makes his way to the door of the apartment provided for him, intending to explore the city, but stops before he opens it. "Hey; take care of the place while I'm gone, all right?"
The door shut behind him, the old toy still on his bed.
Name: Ranko | [
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Age: 24
Time zone: - 5 GMT.
Contact: AIM - Rainykoi | Plurk - balanceweaver
Anything we should know?: Um... Not really?
In Character Information
Name: Terra
Series: Kingdom Hearts
Age: 19
Birthday & Astrology Sign: April 24th | Taurus
Arcana: Strength
AU Backstory: here.
Il Promenade
Terra's story diverges soon after his conversation with Master Xehanort within his own mind as he finds himself brought to a 'City of Dreams' known as ![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-community.gif)
After reuniting with friends he thought he would never see again with his own eyes and coming across several familiar faces (some a little too familiar and a lot older than he was expecting), he fell into a routine that involved helping Aqua with training the rather large number of Keybearers that were trapped in the City of Dreams with them. After everything that happened to him and his psuedo-family, the peaceful break was something he desperately needed.
That peaceful break ended when the NPCs decided to give the residents of Promenade a 'friendly reminder' of the dangers that the King and Queen protected them from. Night fell for a week, and nightmares were let loose across the city, causing Terra and his fellow Keybearers to take up arms in an attempt to fend off the monsters, find and evacuate non-combatants or injured parties, and basically just be Big Damn Heroes. On the second day, he encountered an injured Program called Rinzler, and healed him to the best of his abilities.
On the third day of this 'Friendly Reminder', he felt one of the tightest connections his heart held abrubtly sever, along with a connection he had started to forge since arriving in the city. Roxas and Ventus had died within minutes of each other, and the loss of the person he practically considered to be his younger brother left him feeling... empty. As much as grief and rage threatened to overtake him, he fought on, knowing that now, Aqua was all he had left of his family. He had to make it through this now - even if it meant delving back into the Darkness in his heart to find the energy to do it. It took work, staying calm when his emotions stormed and the Darkness pulled at him, but he couldn't lose himself. He had promised he wouldn't go astray again.
It didn't take long for he and Aqua to set up their Place of Solace, which had taken the form of the Land of Departure, as a safe-house from the nightmares in the city. It allowed the Keybearers and those they cared for a place to rest and heal.
Two days later, with his eyes turning yellow from over-use of his own Darkness and his armor fractured, he felt another newer connection sever. Sora had died saving the life of another. He felt Riku's own Darkness flare soon after, and abandoned all pretense of trying to keep himself alive. He raced towards Aqua, following her light, and found her surrounded and about to be overwhelmed. A well-placed Quakega and an unexpected tidal wave later, and the two escaped.
When their friends and loved ones revived, Terra did his best to put the nightmare behind him, though he was still bothered by a few things; how had he and Aqua cast those magnified spells when they were on their last legs? Why hadn't the Darkness he had been channeling overwhelmed him?
Life slowly returned to a semblance of normalcy; training mishaps happened, the City's version of Halloween gave Terra the perfect excuse to actually unwind, and he dealt with an unexpected return to his younger years as a de-aging event swept through the city.
It was after a reveal from The Exile about the Queen that the city fell into lockdown. The two Keyblade Masters (one official, and one a Master in all but title) once again offered their Place of Solace as a refuge from the riots that the reveal had incited. After the lock-down was over, he was surprisingly pulled out of the dream--
--and into another city, Hinoto-Ri, which felt far more real than Promenade ever had.
Previous Game Differences (List form):
- He came across Roxas, Xion, and the teenage versions of Sora and Riku and dealt with the brainbreak that came from it. Also, training was offered, and Terra wound up learning about Xehanort's attempted body-snatching of his apprentice. (Not cool, Xehanort. :|)
- Reunion with Aqua, which involved him being sheepish over the hole he put in the wall separating their rooms.
- Helped throw Vanitas out a window. Good times, man.
- Learned about Castle Oblivion, but only the basics; it was once his home, and it's connected to Ven.
- Learned about Heartless and Nobodies, and was briefly told about Organization XIII and their goal. But only briefly; bare-bones basics here.
Canon Standing: Blank Points.
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."
Key Personality Differences: ... Lists work. Let's stick with those.
- Forced to come to terms with his Darkness during the Nightmare/Friendly Reminder event, as he had to tap into it and his Light at the same time in order to even survive.
- Will be more protective of his loved ones than before, particularly Aqua, Ven, and any fellow Keyderps (so no dying on him, okay? :|).
-Will be a lot more... thoughtful, if that's possible. A lot more '... going to look before I leap'. This won't always work if and or when that berserk button is hit.
-Speaking of berserk buttons - don't hit it. No. Really. Don't hit it. Refer to point two as to what that berserk button is.
Canon Powers: This could take a while, guys. Grab a book or something, or get some music. Make a cup of tea.
As one of the Keyblade's chosen, Terra was trained for years in the arts of swordsmanship and magic. Fighting comes as naturally to him as breathing does, and given that at the start of the game, he was qualified to take the Mark of Mastery exam, Terra is a very powerful young man, and on his own, he is capable of taking on boss-level Unversed without much of a problem.
- 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: 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. In order to access many of the higher-level spells, lower-level abilities must be 'melded' together. This is, predictably, called 'Command Melding', and is a skill necessary in discovering new, more powerful techniques.
- Attack/Physical: 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.
- Basic: Binding Strike - Strike, Low Physical | Blitz - Strike, Low Physical, one target | Quick Blitz - Strike, Low Physical | Strike Raid - Strike, Low Physical | Sliding Dash - Slash, Low Physical | Stun Edge - Strike/Electricity, Low Physical | Confusion Strike Strike, low physical, chance for Confusion, one target | Fire Strike Fire/Strike, Low Physical, one target | Fire Surge - Fire/Slash, Medium Physical, all targets
- Advanced: Aerial Slam | Brutal Blast | Collision Magnet - Medium Physical, one target | Fire Dash - Fire/Slash, Medium physical, all targets | Dark Haze | Freeze Raid - Strike/Ice, medium physical, one target | Thunder Surge | Break Time (Terra, stop doing handstand push-ups in the middle of a fight, I don't care of they heal you)
- Ultimate: Ars Solum - Strike, heavy Physical up to 6 times on one target | Geo Impact - Strike/Earth | Limit Storm | Magnet Spiral - Strike/Mind | Meteor Crash - Pierce/Earth, Heavy Earth damage on all targets| Sonic Blade - Slash, heavy physical two to five times, one target | Windcutter - Wind/Slash, heavy physical, all targets | Zantetsuken - Slash, heavy physical, 50% chance of instant KO, all targets.
- Spell/Mind: 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.
- Basic: Fire | Blizzard - Ice/Pierce | Thunder - Electricity | Aero - Wind | Cure - Dia | Magnet - Mind (GET OVER HERE) | Zero Gravity - Anti-gravity | Fira | Blizzara - Ice/Pierce | Thundara - Electricity | Aerora - Wind | Cura - Diarama | Magnera - Mind | Zero Gravira - Anti-gravity | Bind- Mind | Sleep - Mind | Slow - Mind | Stop - Mind/Time? | Stopra - Mind/Time | Poison - Poisma |
- Advanced: Firaga | Blizzaga - Ice/Pierce | Thundaga - Electricity | Aeroga - Wind | Curaga - Diarahan | Magnega - Mind | Zero Graviga - Anti-gravity | Stopga - Time | Fission Firaga - Fire | Crawling Fire - Fire | Mine Shield - magical land mines. | Mine Square - more land minds, man. | Esuna - Amrita | Ignite - Fire. Over time. Gotta love those DoTs.
- Ultimate: Meteor - Earth | Quake - Earth | Mega Flare - Fire | Trancendence - Mind | Mini - Mind | Warp - Dark, instant KO | Dark Firaga - Dark/Fire, chance for Blinding.
- Move/Defense/Reprise: There are a small, but not insignificant number of passive abilities that are incredibly useful in a combat situation, or even just as a means of getting around a little bit easier.
- Movement - Jump | High Jump | Slide | Air Slide | Ice Slide - Ice | Sonic Impact - Physical
- Defense - Block - Tetrakarn/Makarakarn | Focus Block - Tetrakarn/Makarakarn/Power Charge | Poison Block - Tetrakarn/Makarakarn/Poisma | Renewal Block - Tetrakarn/Makarakarn/Dia | Stun Block - Tetrakarn/Makarakarn/Electricity
- Reprisals - Counter Hammer | Payback Fang
- Group: There are a small, but effective list of abilities that Terra is capable of us when fighting alongside others. These abilities range from powerful healing magics to an extremely powerful combo attack. Their only limit is that for the majority of them, in order to be cast, must be used when Terra is fighting beside another person or in a group. Those that can be cast on their own fall more into the range of support spells, or are simply more effective when cast as a group.
- Basic - Group Cure - Media | Union Rush (Now's our chance for an all-out attack!) | Victory Stance
- Advanced - Group Cura - Mediarama | Group Curaga - Mediarahan | Group Esuna - Amrita | Confetti - Marakukaja | Fireworks - Revolution | Taunt - Balzac | Vanish - Mind (poof, I'm a ninja) | Voltage Stack - Electricity| Trinity Limit - Light (let's toss a Light bomb on these suckers)
- Attack/Physical: 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.
- Finish - All attack strings must end, and usually end with some kind of finishing strike. These are the various finishers that Terra has gained access to over the course of his journey.
- Level One - Finish (Light/Strike)
- Level Two - Heat Slash - Fire/Slash | Rising Rock 1 - Earth/Strike | Gold Rush - Strike/I'M IN THE MUNNY~
- Level Three - Rising Rock 2 - Earth/Strike | Ramuh's Judgement - Electricity | Twisted Hours - Mind/Time?/Strike | Surprise! - See Gold Rush.
- Level Four - Heal Strike - Dia/Strike | Dark Star 1 - Earth/Strike | Random End - Strike/Mind/Time? | Surprise! 2 - See Gold Rush.
- Level Five - Dark Star 2 - Earth/Strike | Explosion - Earth/here, have some explosions
- Level 6 - Demolition - Earth/Shit's going boom all over, and I decide where it happens
- Passive - While these abilities aren't actively used in battle, each Keybearer has a list of passive abilities that aid them in battle in some way, shape, or form.
- Treasure - Treasure Magnet | HP Prize Plus | Link Prize Plus | Lucky Strike
- Status - HP Boost | Fire Boost | Blizzard Boost | Thunder Boost | Cure Boost | Item Boost | Attack Haste | Magic Haste | Combo F Boost | Finish Boost | Fire Screen | Blizzard Screen | Thunder Screen | Dark Screen | Reload Boost | Defender
- Support - Combo Plus | Air Combo Plus | EXP Chance | EXP Walker | Damage Syphon | Second Chance | Once More | Scan | Leaf Bracer
- D-Link: Mind - Terra has in his possession a special good-luck charm made for him by Aqua, 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 every 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 their journey eleven years ago. Those bonds, known as Dimension Links, or D-Links for short, can be used to call on the strength of a person's heart from far off and add it to that of the one activating the link in the first place. In-game, this grants the user access to the bond-mate's specific Command Deck. While the Wayfinder is not necessary to form the bonds that create a D-Link, it is necessary for Terra to be able to activate the D-Links with anyone but those that hold the strongest bonds with his heart.
- Aura: 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. There are certain conditions that need to be met in order to activate a particular command style, with these conditions unique to the command style that it is activating.
- Critical Impact: Strike - This is Terra's primary command style, and one of three that are exclusive to him. Terra emits a gold aura, and proceeds to use slow but powerful 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. Physical attacks such as Aerial Slam, Blitz, or Sonic Blade are needed to activate this style.
- Firestorm: Fire - 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. As the name suggest, Fire-based attacks or spells must be used to activate this style, such as Fire Dash, Fire/Fira, or Fire Surge.
- Diamond Dust: Ice - 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. As the type of damage suggests, Ice-type attacks such as Freeze Raid, Blizzard/Blizzara, or Deep Freeze.
- Thunderbolt: Electric - 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. Thunder-based attacks such as Thunder/Thundara, Thunder Surge, or Stun Edge are needed to activate this command style.
- Rockbreaker: Earth/Strike - A secondary command style, and the second of three command styles that are exclusive to Terra. As with all secondary command styles, Terra must be in a primary command style first in order to tap into this more powerful variant under normal conditions. 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. Mine attacks such as Mine Shield or Mine Square, edge-type attacks such as Stun Edge, or Brutal Blast are necessary in order to activate this style.
- Blade Charge: Slash/Strike - 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. Magic commands such as the Fire or Blizzard series, or Strike attacks like Fire Strike are necessary for activating this style.
- Dark Impulse: Dark/Slash/Strike - A secondary command style, Terra must be in a primary command style before he can tap into this more powerful form or in a highly emotionally-driven state of mind. Activation of this command style requires the use of Darkness-based commands, Magnet-based commands, or Zero Gravity-based ones. 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. While each character has access to a large number of the same shotlocks, these are the three that are exclusive to Terra.
- Sonic Shadow: Slash/Dark - 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.
- Dark Volley: Pierce/Dark - 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: Almighty - Terra's ultimate Shotlock, which can only be gained in-canon by completing a very difficult fight in the Mirage Arena. 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. His senses aren't as well-tuned as Aqua's, and though he is very likely out of practice in this regard, he can still determine how much Light and Dark is in any one person's Heart, or at the very least determine which side the lean towards the most. 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.
- Synch: As an unexpected side-effect of Eraqus's heart being merged with his own and granting him the strength needed to actually retain his sense of 'self' as Xehanort suppressed his Heart and Mind, Terra has the passive abilility known as 'Synchblade', which allows a Keybearer to wield two Keyblades at once. Only a Keybearer whose heart is merged or connected to the Heart of another Keybearer is capable of gaining this passive ability. While he is unaware that he is even capable of it, should a desperate-enough situation ever arise, he will be able to call a second Keyblade to his hand. Should Terra find himself ever activating this ability, he will be able to dual-wield Ends of the Earth along with any of the Keyblades that he has a Keychain for.
- 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. 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.
Keyblade - Strike/Light/Mind - 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.
Keyblade Armor - Resist Dark - Terra, like Aqua and Ven, has a magic suit of armor. In it's 'default' or resting mode, it resembles a gauntlet that he wears on his left arm. When a button on the pauldron is pressed, the armor becomes 'active', encasing Terra in head-to-toe plate armor that fits him like a glove. This armor, while offering no outstanding defense boosts while being worn outside of the obvious, is highly Darkness-resistant, and is primarily used by the Keywielding trio as a form of protection while they travel the Lanes Between.
Canon Baggage:
Ends of the Earth Keyblade + assorted Keychains
Wayfinder
Armor in resting mode
Il Promenade Mask
1 Jedi costume from Halloween w/malfunctioning lightsabre
1 Picture of himself, Aqua, Ventus, and all the ickle newbie Keybearers in front of dream!Land of Departure
1 'family photo' with himself, Aqua, Ven, and Master Eraqus
1 old plush toy shaped like Bahamut (how did it follow him here? O.o)
Persona
[Titan]
LVL 1 | Strength
WEAK: Fire | REFLECTS: (if any) | ABSORBS: (if any) | BLOCKS: (if any) | RESISTS: Dark
COMBAT SKILLS
▶ Magna - Deal low Earth damage to one enemy
▶ Cleave - Deal low Physical damage to one enemy
▶ Tarukaja - Increase one ally's Attack
▶ Dia - Recover a small amount of HP for one ally. Can be used in the field.
▷ Mamagna - Deal low Earth damage to all enemies
▷ Gale Slash - Deal low Physical damage on all enemies
▷ Power Slash - Deal medium Physical damage on one enemy
▷ Blade of Fury - Deal medium Physical damage two to four times on all enemies
★ Gaia's Wrath - Charges Light energy into the blade and then swings down, releasing a crescent-shaped beam that slices through the earth and creates a fissure and a large amount of shrapnel that deals medium Light and Earth damage to all opponents.
PASSIVE SKILLS
▶Physical Boost - Increases Physical damage output by 25%.
▷ Counter - 10% chance of repelling Physical attacks
▷ Earth Boost - Increases Earth damage output by 25%.
Writing Sample
"I can't believe you followed me here."
Terra stared at the lone 'occupant' of his bed, his eyes slightly narrowed as he tried to concentrate on the task of not blinking. The worn bead eyes of said occupant 'stared' back, the light hitting the dulled material in just a way as to cause an illusion of a spark of intelligence.
Realizing that he was having a staring contest with a stuffed dragon of all things, he shut his eyes, sighed, and hung his head slightly as he rubbed one of his temples, feeling a headache coming on. "How did you even get here? You were in Promenade; you shouldn't have been able to follow me."
Logically, he knew he wasn't going to get an answer. Bahamut was just a toy, after all. A dragon made of cloth, stitched together and stuffed with something soft so that a young child could clutch it tightly to keep the nightmares away.
That one stuffed dragon had chased away enough of Terra's growing up that he had held onto it. But it was just that; a stuffed dragon. A toy.
So how did it follow him here?
'Cut it out, Terra; you're never going to figure this one out.' Another sigh, and he opened his eyes and looked back at his bed. "Looks like I'm stuck with you."
He stands and makes his way to the door of the apartment provided for him, intending to explore the city, but stops before he opens it. "Hey; take care of the place while I'm gone, all right?"
The door shut behind him, the old toy still on his bed.