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[personal profile] quakega2014-07-24 03:53 am

Holly Heights | Terra

OOC INFORMATION;
Player: Ranko
Age: 26
Personal Journal: [personal profile] ultimacanon
Contact Info: AIM - Rainykoi ; Plurk - balanceweaver
Other Characters: N/A

IC INFORMATION;
Characters Name: Terra
Age: 19
Canon: Kingdom Hearts: Birth By Sleep
Canon Point: Just leaving Destiny Islands after meeting Riku
Species: Human
Gender: Male
Orientation: Terra would be incredibly uncomfortable with anyone he was placed with, no matter the gender - matters of romance and/or sex and physical attraction never seem to enter his mind but once in a blue moon.

Cinderella winds up teasing him slightly and gets an implied blush out of him, along with a slight pause/near-stammer - sadly, this is the only example of such a thing happening to Terra in his whole storyline. However, based on his behavior and his relatively sheltered upbringing, if such a teasing remark (even one as mild as the one from Cinderella) were to come from a man, it would invoke a nearly-identical reaction.

... In short, Terra reads as somewhere between asexual and demisexual to me - he just doesn't think about that kind of stuff most of the time. If/when it's brought up, he doesn't care about the packaging so long as the heart that's in that package is a good one. The packaging being attractive would just be a really nice bonus, and he wouldn't actually be attracted to someone until he's formed a bond with said person.

However, Terra is generally the kind of person that is preoccupied with more important things - his training, his 'mission' to clear out the Unversed and protect the worlds, ect. Take away the job/mission, and it'll start to show a little more over time.

History: History available here.
Appearance: Base appearence here
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 as a father-figure, which is rather apt--the stern, but fair Keyblade Master is probably 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 and Maleficent.

Another factor that led to the sheer ease that Xehanort was able to manipulate him is his issues with his own Darkness. With Eraqus's views and teachings Darkness and how it is not to be allowed any quarter in one's heart, the very fact that Terra not only has more Darkness than either Aqua or Ven, but it's active weighs heavily on his mind and on his self-image. Because of this 'flaw', he's set the bar ridiculously high for himself as to what a Keyblade Master should be. Every time his Darkness flairs up, or when he fails to meet his own high standards, his self esteem takes another hit, and he works harder to make up for that 'failure'. Hearing from Xehanort - a respected authority figure and experienced Keyblade Master - that he was not only 'fine as he was', but that he should be a Keyblade Master even with the darkness in his heart was mind-blowing for him, and only served to make Terra more readily accepting of Xehanort's advice and words of encouragement.

In spite of these manipulations/machinations, Terra truly does mean well, and tries to lend a helping hand where it might be needed. He will even 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."

His relatively poor self-esteem (at least, regarding his Darkness) has led to Terra being fairly humble about his abilities. Despite the fact that at the start of the game he was strong enough to be qualified to take the Mark of Mastery exam, Terra will downplay his own abilities - Aqua has always been the better magic caster, Ven is a lot faster, ect. A good example of Terra's humility showing when Zack calls him a hero in Olympus Coliseum, only for Terra to reject that notion.

To sum it up, while Terra has his issues like anyone, he is a hard-working, good-natured individual that will go to great lengths to protect those he cares about and to achieve his dream of one day being a Keyblade Master.

Even if he makes a few mistakes along the way.

Abilities: As a classicaly-trained Keyblade wielder, there are a lot of things that Terra knows how to do.

I wish I were kidding.

Terra knows a lot of ways to lay the hurt on someone. He's a very powerful young man - 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 | Blitz | Quick Blitz | Strike Raid | Sliding Dash | Stun Edge | Confusion Strike | Fire Strike | Fire Surge
      • Advanced: Aerial Slam | Brutal Blast | Collision Magnet | Fire Dash | Dark Haze | Freeze Raid | 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 | Geo Impact | Limit Storm | Magnet Spiral | Meteor Crash | Sonic Blade | Windcutter | Zantetsuken

    • 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 | Thunder | Aero | Cure | Magnet | Zero Gravity | Fira | Blizzara | Thundara | Aerora | Cura | Magnera | Zero Gravira | Bind | Sleep | Slow | Stop | Stopra | Poison
      • Advanced: Firaga | Blizzaga | Thundaga | Aeroga | Curaga | Magnega | Zero Graviga | Stopga | Fission Firaga | Crawling Fire | Mine Shield | Mine Square | Esuna | Ignite
      • Ultimate: Meteor | Quake | Mega Flare | Trancendence | Mini | Warp - | Dark Firaga

    • 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 | Sonic Impact
      • Defense - Block | Focus Block | Poison Block | Renewal Block | Stun Block
      • 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 | Group Curaga | Group Esuna | Confetti | Fireworks | Taunt | Vanish | Voltage Stack | Trinity Limit
  • 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
    • Level Two - Heat Slash | Rising Rock 1 | Gold Rush
    • Level Three - Rising Rock 2 | Ramuh's Judgement | Twisted Hours | Surprise!
    • Level Four - Heal Strike | Dark Star 1 | Random End | Surprise! 2
    • Level Five - Dark Star 2 | Explosion
    • Level 6 - Demolition
  • 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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, 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 Master Eraqus and his peer, Aqua, is capable of sensing the Light and Darkness in the Hearts of others. While 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, 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 both the odd flashes of imagery from the events-to-come in the Keyblade Graveyard while speaking with Master Xehanort and the vision of the sixteen-year old Riku not long after meeting the boy. However, that precognition is very unpredictable, and is almost never clear-cut enough for him to understand what he just saw until he's actually living through the event he saw flashes of.

    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.

  • 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, and appear to work as the Light equivalent of a Corridor of Darkness. As such, it is possible that they can be used as short-cuts between two points within even one world, though such (mis)use of the skill is likely highly frowned-upon.

  • Keyblade - 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 Inheritance 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 and the bearer has manifested their Keyblade, 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. This 'shapeshifting' ability doesn't seem to be limited to simply forming a glider, as Terra's Lingering Will has been seen transforming its Keyblade into a small arsenal of weapons ranging from a chain whip, a claymore/broadsword, a bow, a glaive, and a few others. If you can think it up, you can (with some concentration) transform your blade into something else. Theoretically, this should be possible for any Keyblade Wielder to do with the right amount of training and concentration.

    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.

    The Keyblade has the ability to change its shape and properties depending on the Keychains that are attached to the blade. Keychains have no in-canon explanation for how they're formed, though one can assume that they're like a physical manifestation/representation of a powerful bond that has been formed between the Keybearer and another person.

    Terra's default Keyblade (should he ever get it back) is called Ends of the Earth. The stats of this weapon are as follows:

    Ends of the Earth - Strength +5, Magic +3, 50% crit rate, with Critical hits doing 1.35% damage


  • Keyblade Armor - While not an ability, it deserves a small note. Terra, like Aqua and Ven, has a magic suit of armor. In it's 'default' or resting mode, it resembles a pauldron and gauntlet combo 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 Keyblade-wielding trio as a form of protection while they travel the Lanes Between.

Other: N/A
SAMPLES;

First Person:  All sample threads are from Vatheon - if you'd like something more recent, let me know!

1, 2, 3


Third Person:

"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? They took my Wayfinder, and that was in my pocket. You should be on your shelf back home."

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?

'Knock it off, Terra. Arguing with it won't solve anything.' 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.

OTHER;
Housing Request?: Could you stick him in 1434, with Riku and Sora? :3
Did you read the rules and FAQ?: Sure did!
earthshards: (Default)
Entry tags:

AU Terra | Rekindle

OOC Information
Player Name: Ranko
Player Age: 26
Player Contact: AIM - Rainykoi, Skype - gaia_bane1, plurk - [plurk.com profile] balanceweaver
Player/Character HMD: Character HMD located here.
Other characters in game: N/A

IC Information
Character Name: Terra
Character Canon: Kingdom Hearts, AU
Character Age/Gender: Physical age - 21, Chronological age - 32
Canon Point: Mid Dream Drop Distance
Character Canon History: Wiki link for Terra's canon history is here.
Character Personality: At first glance, Terra would seem like a distant, tired, and intense young man, one who almost constantly seems to be lost in thought and radiating a sense of guilt for some unknown action. After eleven years of being trapped in an internal against the darkness of Master Xehanort's heart, and the power of his motives and memories overriding his own (even in his own body after the loss of his Heart), that first impression is hardly inaccurate.

Terra has changed much over his eleven-year ordeal. He has had to learn how to be patient, as the struggle for control of his Heart and Body have left him weary and worn down. However, his will is strong, and he is determined to not let Xehanort keep him from his friends forever. To that end, he has been forced to concentrate on not letting any more of his memories and personality drift away. These memories surfaced in Xemnas, who kept secret the whereabouts of Aqua's abandoned armor and Keyblade in a hidden room in Radiant Garden, and even would visit the armor and speak at length with it, calling it an 'old friend'. It is more than likely that this was Xemnas somehow confusing himself with the remnants of Terra in his memory, which continued to fight for supremacy over control over his own body.

This stubborn refusal to give up the fight shows a fierce determination that Terra has always exhibited, first in his determination to prove his worth of earning the Mark of Mastery, and then in his willingness to do anything to protect his friends from the machinations of Master Xehanort's plan--even if it meant giving in and accepting that rests in his Heart. Even during the years of bondage in his own Heart, it was his determination to put things right again with his friends and fix not only his mistakes, but the damage wrought upon the many worlds by Master Xehanort, that kept him somewhat sane.

This determination only plays into just how stubbornly goal-oriented Terra could and can be. With his life-long goal of becoming a Keyblade Master, and then his goals of stopping the threat of the Unversed, finding Master Xehanort, stopping Vanitas, and then finally to stop Master Xehanort from harming his friends, Terra is goal-oriented to the point where sometimes, he sees the bigger picture first. This is shown by how he acted in several worlds he visited--the Dwarf Woodlands, where after defending Snow White from the sudden appearance of Unversed, he heads back to the castle instead of chasing after her into the woods to make sure she's all right, and again in Enchanted Dominion, where instead of trying to find where Aurora's Heart has gone and immediately right the wrong committed by Maleficent, he instead leaves the world to continue his search for Master Xehanort, vowing to return someday and put right the wrong he had been forced to commit.

Being merged with Xehanort had a couple of positive effects on Terra beyond learning how to be patient. After his time spent as the 'shoulder angel' of the amnesia-stricken 'apprentice' and as a side-effect of holding the memories of that young man within him, he has gained an appreciation for knowledge. His curiosity about other worlds, their cultures, and their inhabitants has grown to a point where he will likely be found often enough with a book in his hand about some subject or another. Likewise, Xehanort's eye for detail has rubbed off on Terra to some degree, allowing him to see details about people and places that in his pre-possession days, he would've missed entirely.That eye for detail comes in handy when it comes to figuring out how Xehanort thinks and what his long-term plans were, as well as planning for future events.

Even though he has changed dramatically, there is a great deal about Terra that has remained the same. Terra is, has, and always will be fiercely loyal to the memories of his Master and his two best friends, Aqua and Ventus. The connection that he had with Aqua and Ven was a very strong one--strong enough that their bond is all but unbreakable. He is protective of his friends--not so much as to be overly so, as it was Terra that told Aqua that Ven would be all right when danger suddenly broke out during their Mark of Mastery exam, as Ven had been out there on the training grounds practicing just as long and as hard as Terra and Aqua had.

The core of who he is--an honorable warrior who strives to follow his Heart, protect those that are important to him, and stubbornly follow the path that he thinks is right is still there, as well as the good-natured big-brother figure that Ven would remember, but those parts of him are buried. It will take considerable effort and patience to bring those parts back out of him, but with time Terra will be able to open up and relax, letting the good-natured young man he is at heart out. However, he will never be as care-free as he once was. But, it is possible to make him smile again, and all he needs is a reminder on how to be himself again to do it.

It's Terra's inherent good nature that leads him to try and comfort those in need, or offer helpful advice where he feels it is necessary. Almost on instinct, Terra knows just what to say or what gesture to make that will lift the spirits or resolve of those he is trying to help, as evidence by his words to Cinderella--"Strength of Heart will carry you through the toughest of trials"--or by his gesture to the disheartened Ven, who was bummed over always losing his sparring matches with Terra. Terra's 'Inheritence Ceremony' of passing on his training Keyblade to Ven, as well as the affirmation that he, Aqua and Ven all share the same dream, served to cheer up his friend when he needed it the most.

Of course, things can't always be all sunshine and rainbows or gloom and guilt with Terra. He actually has something of a temper, and it's not too hard to figure out what buttons to push in order to trigger that temper. It all comes back to Aqua and Ven. Should anyone question his loyalty to his friends, or threaten to harm them in any way, Terra will be the first one to put himself between the aggressor and them. Eraqus himself found this out in what is quite possibly the most heartbreaking way possible when he attempted to 'erase' Ventus in order to prevent the creation of the X-Blade. Not knowing the reasons why or even caring, Terra put himself between his father figure and his best friend. "You may be my Master, but I will not let you hurt my friend!" He will defend his friends to the end, and anyone that insults them in any way will be on his 'Do Not Like' list.

Terra's temper has and can often get the better of him, as it was the loss of his temper that led to his downfall to begin with at the Keyblade Graveyard. Giving in to his rage at Xehanort over causing the death of Master Eraqus and his threat to end the lives of both of his friends was what allowed his inner darkness to surge forth to the surface, and it was this same Darkness that allowed Master Xehanort to possess Terra's body and attempt to steal it for himself.

All in all? While Terra might at the moment just be a shell of his former self, it is possible for him to regain much of what he lost. However, he will never be the innocent, optimistic person he was when his journey started out nearly a decade ago. The pause that had been put on his life and the damage that was wrought can never be undone, but his spirit never broke, even in his darkest hours. And it is that spirit--that strength of will-- that has been part of Terra since the very beginning, and will always be recognizable to those who knew him best.

AU Information:
A list form of the AU changes can be found below. Note that the information is incomplete, as this is a bare-bones summary that focuses only on what happens to Terra and on what Terra, Amnesianort, and Xemnas would know or be able to figure out.

- The end result of the battle at the end of the Final Episode is not Xehanort sealing away Terra's heart, but Terra sealing away 'both' of their hearts. Terra's last conscious memory of Aqua is of her falling into the Realm of Darkness as his possessed self is carried up.
- The amnesia that Terra-Xehanort has upon waking after the fight is real, with Terra's heart having more influence on the growing heart and personality of the new personality.
- Due to Terra's influence on the new personality, Braig's progression as one of the thirteen vessels of Xehanort is sped up. By the time Radiant Garden falls, he is at least half Xehanort.
- Upon the loss of his heart, there are two 'seeds' left behind in Xemnas - one for Xehanort's heart, and one for Terra's.
- Sora uses the Keyblade of People's Hearts to free Kairi's heart, creating Roxas and Naminè. When Xemnas finds and recruits Roxas, he 'feels' a pang where his heart would be and finds the boy to be strangely familiar-looking. He winds up taking a more active interest in the thirteenth member, though he tries to be subtle about it.
- There is an increased amount of time spent in the Chamber of Repose, where Aqua's armor is stored. Here, the fragments of Terra strengthen and are able to slowly cut away at the pieces of Xehanort taking root in the slowly growing Heart of the Nobody.
- Around three-quarters of the way through the events of 358/2 Days, Xemnas 'loses his patience' over the lack of progress regarding finding the chamber hidden away in Castle Oblivion that he knows is there and goes to the castle to look for it himself. He essentially lets himself get lost in the castle and finds his way to the Chamber of Awakening, where Ven still sleeps.
- Seeing the sleeping Ven gives Xemnas one of those memory migraines, and he actually remembers something for once, instead of being left with vague impressions- the memory of when Terra and Aqua first met Ven, and the memory that involved Terra giving his wooden Keyblade to Ven. From that, he gets not only his original name, but the names of the boy in front of him and the girl who had kept him from falling into the Realm of Darkness all those years ago.
- When Xemnas leaves Castle Oblivion, it's with three new goals in mind; discover how Ven and Sora are connected, find Aqua, and figure out how to wake Ven up, all while keeping up appearances within Organization XIII.
- The Terra fragments in Xemnas start to take over at an increased rate, at the cost of forsaking shards of Terra's memories. By half-way through Kingdom Hearts 2, Terra has merged with Xemnas to the point that it's hard to tell where one ends and the other begins. He begins sabotaging Organization XIII from the inside, and has Kairi kidnapped to give Sora and Riku concrete motive to wipe them all out.
- Near the end of Kingdom Hearts 2, the merger is complete, at the cost of most of Terra's memories and a very thorough knowledge of what Xehanort's plans/back-up plans entail.
- When Ansem the Wise tries to convert the false Kingdom Hearts into data with a machine built just for that task, Terra/Xemnas goes to investigate, and runs into the whole party. Instead of a villain speech, he delivers... something of an apology, along with a promise to end it once and for all.
- The encoder self-destructs, with Ansem the Wise and Terra/Xemnas taking the brunt of the blow. When the light/power of the explosion restores Riku to his proper appearance and drives out all trace of Xehanort from him, it does the same for Terra.
- When the party escapes, they take a still unconscious Terra with them. He wakes up in Yen Sid's tower just as the party leaves to take care of sealing Kingdom Hearts.
- When Mickey returns, he informs Yen Sid about something Sora told him about - a portal to the Keyblade Graveyard located within his own castle. Terra overhears this, and Yen Sid suggests that Mickey take Terra along, not expecting shenanigans to occur.
- Newsflash, shenanigans occur. Very painful shenanigans that a newly-restored, barely cognitive Terra really shouldn't have to deal with - like fighting his own Lingering Will.
- He still deals with it to the best of his ability - Mickey, you rock at healing - and his refusal to back down sparks some kind of recognition in the Lingering Will, making it back down.
- The Lingering Will sacrifices itself to partially restore Terra's mind and return Ends of the Earth to it's rightful owner. His armor reforms around his left arm on top of the coat. and Terra passes out after the fight.
- After waking up and resting for a few days, Terra tells Yen Sid that he's going looking for Aqua. After a few preparations and some brief good-byes, he uses a Corridor of Darkness to go to the Realm of Darkness to begin the search. He runs into trouble soon after arriving.
-Mid-way through battling the Hunter in the Dark (the Red-Eyed Heartless), Aqua intervenes and saves Terra. They retreat to the beach, where Ansem the Wise still is. All three of them soon return to the Realm of Light.
- Sora and Riku start their Mark of Mastery exam shortly before Terra and Aqua return to the 
-Terra escorts Aqua and Ansem to Radiant Garden - Ansem, to rest somewhere safe and recover his memory, and Aqua to recover her armor.

Character Abilities: Detailed wiki link? Pfff. I have it all written out!

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 | Blitz | Quick Blitz | Strike Raid | Sliding Dash | Stun Edge | Confusion Strike | Fire Strike | Fire Surge
      • Advanced: Aerial Slam | Brutal Blast | Collision Magnet | Fire Dash | Dark Haze | Freeze Raid | 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 | Geo Impact | Limit Storm | Magnet Spiral | Meteor Crash | Sonic Blade | Windcutter | Zantetsuken
    • 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 | Thunder | Aero | Cure | Magnet | Zero Gravity | Fira | Blizzara | Thundara | Aerora | Cura | Magnera | Zero Gravira | Bind | Sleep | Slow | Stop | Stopra | Poison
      • Advanced: Firaga | Blizzaga | Thundaga | Aeroga | Curaga | Magnega | Zero Graviga | Stopga | Fission Firaga | Crawling Fire | Mine Shield | Mine Square | Esuna | Ignite
      • Ultimate: Meteor | Quake | Mega Flare | Trancendence | Mini | Warp - | Dark Firaga
    • 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 | Sonic Impact
      • Defense - Block | Focus Block | Poison Block | Renewal Block | Stun Block
      • 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 | Group Curaga | Group Esuna | Confetti | Fireworks | Taunt | Vanish | Voltage Stack | Trinity Limit
  • 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
    • Level Two - Heat Slash | Rising Rock 1 | Gold Rush
    • Level Three - Rising Rock 2 | Ramuh's Judgement | Twisted Hours | Surprise!
    • Level Four - Heal Strike | Dark Star 1 | Random End | Surprise! 2
    • Level Five - Dark Star 2 | Explosion
    • Level 6 - Demolition
  • 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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, 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.
  • Sync: 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 ability 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 and Stormfall.
  • 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. It is possible to use Light to form a corridor that will act as a short-cut to other places in the city or on the world that have been discovered, but these corridors of light have their limits - he will not be able to use them to escape Saeng Seong, nor can he open a pathway to a place he has never seen or been.
  • Nothingness and Darkness: Because of the nature of his 'rebirth', Terra will have access to downgraded versions of Xemnas's abilities, which include the following--
    • Corridors of Darkness: Much in the same manner as with Light, Terra can use Darkness to create portals to other worlds. These particular kinds of portals, known as the Corridors of Darkness, are essentially rips in the fabric of reality, creating... well, a short-cut between two places. A wormhole, if you will. This shortcut is the Corridor itself, and it's exactly what it says on the tin; a tunnel through a separate plan of existence that connects two distance spots and allows for near-instanteous travel. Note - like the Light equivalent, these Corridors will not enable Terra to leave the world he has been brought to.
    • Localized Teleportation: Using Darkness as a medium, Terra is capable of teleporting several feet away in a pinch during a fight. This has it's limits, as it is primarily a battle-based skill, and will have a maximum range of.
    • Barriers: Using both Darkness and magic, Terra will be able to form magic barriers in combat our outside of it. These barriers are transparent and impassible; weapons and spells of all kinds bounce right off of them, forcing any opponent to physically go around the barrier to deal any kind of damage to their creator.
    • Impulse: A non-elemental attack that greatly resembles lightning, this is a very flexible spell that can do varying amounts of damage, depending on how much magic Terra pours into the spell.
Supplemental - Weaknesses

As overpowered as Terra might seem just looking over his skill list, there are several glaring weaknesses that he has that heavily impact how he uses his skill set. Without the well of Darkness that the pieces of Xehanort's heart provided, Terra will not be able to use the abilities he inherited from Xemnas to their full capacity without causing strain on his heart. As the Light in his heart continues to recover, he'll find that some of those same abilities will become harder to activate with Darkness alone. 

Character Inventory:
 

Keyblade - 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 Inheritance 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 and the bearer has manifested their Keyblade, 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. This 'shapeshifting' ability doesn't seem to be limited to simply forming a glider, as the Lingering Will has been seen transforming it's Keyblade into a small arsenal of weapons ranging from a chain whip, a claymore/broadsword, a bow, a glaive, and a few others. If you can think it up, you can (with some concentration) transform your blade into something else. Theoretically, this should be possible for any Keyblade Wielder to do with the right amount of training.

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.

The Keyblade has the ability to change it's shape and properties depending on the Keychains that are attached to the blade. Keychains have no in-canon explanation for how they're formed, though one can assume that they're like a physical manifestation/representation of a powerful bond that has been formed between the Keybearer and another person.

Terra's default Keyblade will alternate between Stormfall and Ends of the Earth. The stats of the two blades individually are as follows:

Stormfall
- Strength +5, Magic +4, 50% crit rate, with Critical hits doing 1.35% damage
Ends of the Earth - Strength +5, Magic +3, 50% crit rate, with Critical hits doing 1.35% damage


+1 Ethereal Blades - Xemnas's spiritual weapons, born from his mastery over the Darkness and strange 'Nothingness' elements, manifest as twin blades of pure energy. Their default form in Kingdom Hearts 2 is Interdiction, twin red blades that more resemble lightsabers. Using 'gears', the 358/2 Days version of Keychains, any member of Organization XIII can change the properties of their weapon much in the same way that Keychains do for the Keyblade. The currently equipped gear for these weapons is Pandora's Gear, which changes the shape of the Ethereal Blades from the default (Interdiction) to a form known as Infinity. This form more resembles a sword than a single beam of light, with a sunset-like coloring scheme.

+1 Keyblade Armor - 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 Keyblade-wielding trio as a form of protection while they travel the Lanes Between.

+1 Black Coat - Originally crafted by persons unknown during the days of the Keyblade War and used by Master Xehanort a millennium later, the Black Coat serves as the default uniform for members of both the old and new versions of Organization XIII. The coat has properties that make it very similar in function to the Keyblade Armor worn by the Keybearers of eras past, but with a few additions that makes the coat unique.

First, it gains an elemental defense ability based on the element of the Nobody that wore it. For Xemnas, this was expressed as a nullification of the Dark/Nul (emptiness) element that he held power over. With Terra now possessing the coat, the Darkness/Nul nullification effect has been reduced to a simple 25% of what it was once capable of. However, with Terra's affinity for Earth-based spells, it has gained the ability to nullify attack of that element that are used against him while he wears the coat.

Second, and most important, the coat has the ability to completely mask the heart/presence of the wearer for so long as they have the hood of the coat up. Once the hood is lowered and the identity of the wearer revealed, they can now be detected. This makes the Black Coat excellent for stealth and reconnaissance missions.

This coat will likely be in his closet upon his return.

+ 5 Hi Potions - Heal the target for 60% total health.
+ 5 Ethers - restores 30% of the target's mana.
+ 3 Elixer - Restores 100% of the target's health and mana.

Samples:
[ Third Person ]
The room is small, but comfortable. The colors are a far-cry from his old quarters in the Castle that Never Was; warm earth and sunset tones, rich wood finishes, a neutral beige for the walls.

It's strange, being in a place that is so inviting.

Terra stands in front of a full-length mirror, one of only two mirrors in the apartment. The sight of a figure in a black coat is reflected back at him, the hood up and shadows completely obscuring the features of the person beneath. The weather-worn armor on his left arm no longer shines with the polish it once held, the pieces no longer moving quite right due to trapped sand and grit. Beyond the armor, there is no indication that he is anyone other than the Superior of Organization XIII.

Slowly, he raises his hands and lightly grasps the edges of the hood. There's a pause as he continues to stare, hesitation entering his reflection's body language. Does he... even want to see?

The hood is lowered, and he finds himself studying the face in the mirror. With the hesitation still in his body language, he takes a few steps forward, and then lays a hand on the mirror.

"This... is me?" His own voice surprises him with how rough it sounds, but he puts that surprise aside to concentrate on his reflection.

The image staring back at him conflicted with what he felt he should be seeing. Long brown hair instead of the shorter style he knew logically wasn't there, but still somehow expected. He's pale, the once-healthy sun tan he'd held gone from a lack of sunlight. The eyes are blue once more, but somehow... flat. No, that wasn't right...

'Haunted... that's it.'  The shape of his face was the same, the coloring was almost back to how it should have been, but his eyes somehow reflected everything he had gone through. Every struggle for control, every evil he'd witnessed or committed.

Every fight he had ever lost, and the precious people that he still searched for..

White, orange, and dark brown overtakes his color scheme for a second in the reflection, and he flinches back in surprise and horror. But, he blinks, and he's back to normal.

No white. No orange. No trace of Xemnas in his appearance, save for the shape of his face and the length of his hair. He takes a calming breath, trying to get his heart to stop beating so fast. 'It's over. He's not here anymore. Breathe, Terra.'

He releases the breath and he then turns away from the mirror, no longer able to stand looking at the reflection. 'It doesn't matter.' He could just take down the mirrors. It would be easy enough. But ...

That wouldn't save him from glass in the windows, or any other reflective surface. If that happened again where someone could see...

He walks over to his bed, sits down, and begins to take off his armor piece by piece. Cleaning it and polishing it would give him something to do; something to get his mind off of the haunted look he had seen in his own eyes.

Interactive/Action Spam - Here
earthshards: (pic#4510902)

AU Terra | Destiny Strings

Out Of Character Information
Name: Ranko | [[personal profile] ultimacanon]
Age: 25
Time zone: - 5 GMT
Contact: AIM - Rainykoi; PLURK - balanceweaver
Anything we should know?:


In Character Information
Name: Master Terra
Series: Kingdom Hearts
Age: Still appears to be in his early-mid 20's, but is actually 30 or 31
Birthday & Astrology Sign: April 24th, Taurus
Arcana: Judgement

AU Backstory: Terra's canon history is located here, while his AU history is located here for the sake of convenience and not lengthening the application to the point where it's tedious to read it.

AU Differences (List form): A list form of the AU changes can be found below. Note that the information is incomplete, as this is a bare-bones summary that focuses only on what Terra, Amnesianort, and Xemnas would know or be able to figure out.

- The end result of the battle at the end of the Final Episode is not Xehanort sealing away Terra's heart, but Terra sealing away 'both' of their hearts. Terra's last conscious memory of Aqua is of her falling into the Realm of Darkness as his possessed self is carried up.
- The amnesia that Terra-Xehanort has upon waking after the fight is real, with Terra's heart having more influence on the growing heart and personality of the new personality.
- Due to Terra's influence on the new personality, Braig's progression as one of the thirteen vessels of Xehanort is sped up. By the time Radiant Garden falls, he is at least half Xehanort.
- Upon the loss of his heart, there are two 'seeds' left behind in Xemnas - one for Xehanort's heart, and one for Terra's.
- Sora uses the Keyblade of People's Hearts to free Kairi's heart, creating Roxas and Naminè. When Xemnas finds and recruits Roxas, he 'feels' a pang where his heart would be and finds the boy to be strangely familiar-looking. He winds up taking a more active interest in the thirteenth member, though he tries to be subtle about it.
- There is an increased amount of time spent in the Chamber of Repose, where Aqua's armor is stored. Here, the fragments of Terra strengthen and are able to slowly cut away at the pieces of Xehanort taking root in the slowly growing Heart of the Nobody.
- Around three-quarters of the way through the events of 358/2 Days, Xemnas 'loses his patience' over the lack of progress regarding finding the chamber hidden away in Castle Oblivion that he knows is there and goes to the castle to look for it himself. He essentially lets himself get lost in the castle and finds his way to the Chamber of Awakening, where Ven still sleeps.
- Seeing the sleeping Ven gives Xemnas one of those memory migraines, and he actually remembers something for once, instead of being left with vague impressions- the memory of when Terra and Aqua first met Ven, and the memory that involved Terra giving his wooden Keyblade to Ven. From that, he gets not only his original name, but the names of the boy in front of him and the girl who had kept him from falling into the Realm of Darkness all those years ago.
- When Xemnas leaves Castle Oblivion, it's with three new goals in mind; discover how Ven and Sora are connected, find Aqua, and figure out how to wake Ven up, all while keeping up appearances within Organization XIII.
- The Terra fragments in Xemnas start to take over at an increased rate, at the cost of forsaking shards of Terra's memories. By half-way through Kingdom Hearts 2, Terra has merged with Xemnas to the point that it's hard to tell where one ends and the other begins. He begins sabotaging Organization XIII from the inside, and has Kairi kidnapped to give Sora and Riku concrete motive to wipe them all out.
- Near the end of Kingdom Hearts 2, the merger is complete, at the cost of most of Terra's memories and a very thorough knowledge of what Xehanort's plans/back-up plans entail.
- When Ansem the Wise tries to convert the false Kingdom Hearts into data with a machine built just for that task, Terra/Xemnas goes to investigate, and runs into the whole party. Instead of a villain speech, he delivers... something of an apology, along with a promise to end it once and for all.
- The encoder self-destructs, with Ansem the Wise and Terra/Xemnas taking the brunt of the blow. When the light/power of the explosion restores Riku to his proper appearance and drives out all trace of Xehanort from him, it does the same for Terra.
- When the party escapes, they take a still unconscious Terra with them. He wakes up in Yen Sid's tower just as the party leaves to take care of sealing Kingdom Hearts.
- When Mickey returns, he informs Yen Sid about something Sora told him about - a portal to the Keyblade Graveyard located within his own castle. Terra overhears this, and Yen Sid suggests that Mickey take Terra along, not expecting shenanigans to occur.
- Newsflash, shenanigans occur. Very painful shenanigans that a newly-restored, barely cognitive Terra really shouldn't have to deal with - like fighting his own Lingering Will.
- He still deals with it to the best of his ability - Mickey, you rock at healing - and his refusal to back down sparks some kind of recognition in the Lingering Will, making it back down.
- The Lingering Will sacrifices itself to partially restore Terra's mind and return Ends of the Earth to it's rightful owner. His armor reforms around his left arm on top of the coat. and Terra passes out after the fight.
- After waking up and resting for a few days, Terra tells Yen Sid that he's going looking for Aqua. After a few preparations and some brief good-byes, he uses a Corridor of Darkness to go to the Realm of Darkness to begin the search.


Canon Standing: Post-KH2, just as he's entering the Realm of Darkness to search for Aqua and Ven.

Personality: At first glance, Terra would seem like a distant, tired, and intense young man, one who almost constantly seems to be lost in thought and radiating a sense of guilt for some unknown action. After eleven years of being trapped in an internal against the darkness of Master Xehanort's heart, and the power of his motives and memories overriding his own (even in his own body after the loss of his Heart), that first impression is hardly inaccurate.

Terra has changed much over his eleven-year ordeal. He has had to learn how to be patient, as the struggle for control of his Heart and Body have left him weary and worn down. However, his will is strong, and he is determined to not let Xehanort keep him from his friends forever. To that end, he has been forced to concentrate on not letting any more of his memories and personality drift away. These memories surfaced in Xemnas, who kept secret the whereabouts of Aqua's abandoned armor and Keyblade in a hidden room in Radiant Garden, and even would visit the armor and speak at length with it, calling it an 'old friend'. It is more than likely that this was Xemnas somehow confusing himself with the remnants of Terra in his memory, which continued to fight for supremacy over control over his own body.

This stubborn refusal to give up the fight shows a fierce determination that Terra has always exhibited, first in his determination to prove his worth of earning the Mark of Mastery, and then in his willingness to do anything to protect his friends from the machinations of Master Xehanort's plan--even if it meant giving in and accepting that rests in his Heart. Even during the years of bondage in his own Heart, it was his determination to put things right again with his friends and fix not only his mistakes, but the damage wrought upon the many worlds by Master Xehanort, that kept him somewhat sane.

This determination only plays into just how stubbornly goal-oriented Terra could and can be. With his life-long goal of becoming a Keyblade Master, and then his goals of stopping the threat of the Unversed, finding Master Xehanort, stopping Vanitas, and then finally to stop Master Xehanort from harming his friends, Terra is goal-oriented to the point where sometimes, he sees the bigger picture first. This is shown by how he acted in several worlds he visited--the Dwarf Woodlands, where after defending Snow White from the sudden appearance of Unversed, he heads back to the castle instead of chasing after her into the woods to make sure she's all right, and again in Enchanted Dominion, where instead of trying to find where Aurora's Heart has gone and immediately right the wrong committed by Maleficent, he instead leaves the world to continue his search for Master Xehanort, vowing to return someday and put right the wrong he had been forced to commit.

Being merged with Xehanort had a couple of positive effects on Terra beyond learning how to be patient. After his time spent as the 'shoulder angel' of the amnesia-stricken 'apprentice' and as a side-effect of holding the memories of that young man within him, he has gained an appreciation for knowledge. His curiosity about other worlds, their cultures, and their inhabitants has grown to a point where he will likely be found often enough with a book in his hand about some subject or another. Likewise, Xehanort's eye for detail has rubbed off on Terra to some degree, allowing him to see details about people and places that in his pre-possession days, he would've missed entirely.That eye for detail comes in handy when it comes to figuring out how Xehanort thinks and what his long-term plans were, as well as planning for future events.

Even though he has changed dramatically, there is a great deal about Terra that has remained the same. Terra is, has, and always will be fiercely loyal to the memories of his Master and his two best friends, Aqua and Ventus. The connection that he had with Aqua and Ven was a very strong one--strong enough that their bond is all but unbreakable. He is protective of his friends--not so much as to be overly so, as it was Terra that told Aqua that Ven would be all right when danger suddenly broke out during their Mark of Mastery exam, as Ven had been out there on the training grounds practicing just as long and as hard as Terra and Aqua had.

The core of who he is--an honorable warrior who strives to follow his Heart, protect those that are important to him, and stubbornly follow the path that he thinks is right is still there, as well as the good-natured big-brother figure that Ven would remember, but those parts of him are buried. It will take considerable effort and patience to bring those parts back out of him, but with time Terra will be able to open up and relax, letting the good-natured young man he is at heart out. However, he will never be as care-free as he once was. But, it is possible to make him smile again, and all he needs is a reminder on how to be himself again to do it.

It's Terra's inherent good nature that leads him to try and comfort those in need, or offer helpful advice where he feels it is necessary. Almost on instinct, Terra knows just what to say or what gesture to make that will lift the spirits or resolve of those he is trying to help, as evidence by his words to Cinderella--"Strength of Heart will carry you through the toughest of trials"--or by his gesture to the disheartened Ven, who was bummed over always losing his sparring matches with Terra. Terra's 'Inheritence Ceremony' of passing on his training Keyblade to Ven, as well as the affirmation that he, Aqua and Ven all share the same dream, served to cheer up his friend when he needed it the most.

Of course, things can't always be all sunshine and rainbows or gloom and guilt with Terra. He actually has something of a temper, and it's not too hard to figure out what buttons to push in order to trigger that temper. It all comes back to Aqua and Ven. Should anyone question his loyalty to his friends, or threaten to harm them in any way, Terra will be the first one to put himself between the aggressor and them. Eraqus himself found this out in what is quite possibly the most heartbreaking way possible when he attempted to 'erase' Ventus in order to prevent the creation of the X-Blade. Not knowing the reasons why or even caring, Terra put himself between his father figure and his best friend. "You may be my Master, but I will not let you hurt my friend!" He will defend his friends to the end, and anyone that insults them in any way will be on his 'Do Not Like' list.

Terra's temper has and can often get the better of him, as it was the loss of his temper that led to his downfall to begin with at the Keyblade Graveyard. Giving in to his rage at Xehanort over causing the death of Master Eraqus and his threat to end the lives of both of his friends was what allowed his inner darkness to surge forth to the surface, and it was this same Darkness that allowed Master Xehanort to possess Terra's body and attempt to steal it for himself.

All in all? While Terra might at the moment just be a shell of his former self, it is possible for him to regain much of what he lost. However, he will never be the innocent, optimistic person he was when his journey started out nearly a decade ago. The pause that had been put on his life and the damage that was wrought can never be undone, but his spirit never broke, even in his darkest hours. And it is that spirit--that strength of will-- that has been part of Terra since the very beginning, and will always be recognizable to those who knew him best.

Key Personality Differences:
- More Patient
- Temper is set to a slower burn, and harder to ignite
- More observant/insightful
- Will be more protective of those he cares about
- A little too curious for his own damn good.
- Less likely to act first and ask questions later

Canon Powers: You guys remember that massive list of abilities that I gave you for a near-canon, end-game era Terra last time? No? Pull up a chair, while I just go over it again. And add to it.

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)
  • 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 ability 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 and Stormfall.
  • 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.
  • Nothingness and Darkness: Because of the nature of his 'rebirth', Terra will have access to downgraded versions of Xemnas's abilities, which include the following--
    • Corridors of Darkness: Much in the same manner as with Light, Terra can use Darkness to create portals to other worlds. These particular kinds of portals, known as the Corridors of Darkness, are essentially rips in the fabric of reality, creating... well, a short-cut between two places. A wormhole, if you will. This shortcut is the Corridor itself, and it's exactly what it says on the tin; a tunnel through a separate plan of existence that connects two distance spots and allows for near-instanteous travel.
    • Ethereal Blades: The Ethereal Blades were Xemnas's spiritual weapon, capable of being summoned through a simple flexing of will. Their current form, Interdiction, is eerily reminiscent of lightsabers, the shape being two beams of red light that hover in front of the user's hands and extend out roughly three feet in length. Changing the 'gear' (the 358/2 Days equivalent of Keychains, and only used by members of Organization XIII) changes the shape, power, and properties of the Ethereal Blades.
    • Localized Teleportation: Using Darkness as a medium, Terra is capable of teleporting several feet away in a pinch during a fight. This has it's limits, as it is primarily a battle-based skill.
    • Barriers: Using both Darkness and magic, Terra will be able to form magic barriers in combat our outside of it. These barriers are transparent and impassible; weapons and spells of all kinds bounce right off of them, forcing any opponent to physically go around the barrier to deal any kind of damage to their creator.
    • Impulse: A non-elemental attack that greatly resembles lightning, this is a very flexible spell that can do varying amounts of damage, depending on how much magic Terra pours into the spell.
Supplemental - Weaknesses

As overpowered as Terra might seem just looking over his skill list, there are several glaring weaknesses that he has that heavily impact his fighting and socializing capabilities, the first and probably the main cause of the rest of his problems being the state of his memories. Terra has paid what is probably the ultimate price just to finally rid himself of Xehanort-- the majority of his memories regarding his life before his body and heart were taken over. The knowledge of his training, the worlds he visited, and even the names of the people that are the most precious connections his heart has are all missing, the links in his chain of memories set adrift in the sea of his mind.

A large amount of any sort of fighting he does will rely primarily on muscle memory, which will cause him to lean very heavily on the skills he 'inherited' from Xemnas at first. However, those skills are only half as effective as they were under Xemnas's command, as a large portion of the Darkness needed to power them (which originated from the fragment of Xehanort that rested within the Nobody) no longer exists within Terra's heart.

Gradual regaining of memories will come naturally, though the effects of the sudden regaining of particular memories will have debilitating effects on Terra's mind. Minor memories, such as the remembering of a type of Advanced-level spell (Second level spells, along with Esuna), will only give Terra a small to medium-level headache, depending on whether he recalls the skill itself or other memories, such as his first successful attempt at the skill in question, accompany it. The sudden return of large chunks of memories, such as whole sequences of events, particularly important events, or events that were particularly emotionally-driven will give Terra the equivalent of a sudden, blinding migraine, and is enough to bring him to his knees until the pain subsides, or even knock him unconscious.

As Terra's skills as a fully-trained Master-level Keybearer return to him, he will rely less and less on the abilities that were inherited from Xemnas. Eventually, all that will indicate that he has those powers in the first place is the occasional use of the Corridors, teleporting, barriers, and possibly the Impulse spell.

Socially, Terra will be even more awkward as he was before his decade-long imprisonment in his own heart and mind. While he'll be able to interact with people on a very basic level (talking in simple sentences, being capable of asking questions, ect), his current lack of memories is debilitating. Encountering someone he knew before his possession will merit confusion on his part, as at best he might recall a face or a voice but not a name, and at worst only feel a vague sense of familiarity.

Remembering the events that lead up to his imprisonment will have much the same effect as the reclaiming of the memories relating to his skills as a Keybearer; the more important or intense the memory involved, the more severe the headache will be. Anything that might jog his memory, whether it be a word or phrase, a face, or someone actively trying to help him remember anything can cause one of these headaches.

The only thing--besides time or dealing with the memory migraines from hell--that could help him recover his memories of the past would be the assistance of another. As he himself would describe, his memories are trapped behind 'a fog' in his mind; in short, a mental barrier or block. In KH terms, his chain of memories has essentially been ripped apart, and all the links must be put back into order. A powerful telepath or psychic could help him put his mind back together, or a person with abilities such as Naminè's, who specializes in the manipulation of memories.

Canon Weapons|Items:

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 and the bearer has manifested their Keyblade, 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. This 'shapeshifting' ability doesn't seem to be limited to simply forming a glider, as the Lingering Will has been seen transforming it's Keyblade into a small arsenal of weapons ranging from a chain whip, a claymore/broadsword, a bow, a glaive, and a few others. Theoretically, this should be possible for any Keyblade Wielder to do with the right amount of training.

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.

The Keyblade has the ability to change it's shape and properties depending on the Keychains that are attached to the blade. Keychains have no in-canon explanation for how they're formed, though one can assume that they're like a physical manifestation/representation of a powerful bond that has been formed between the Keybearer and another person.

Terra's default Keyblade will alternate between Stormfall and Ends of the Earth. The stats of the two blades individually are as follows:

Stormfall
- Strength +5, Magic +4, 50% crit rate, with Critical hits doing 1.35% damage
Ends of the Earth - Strength +5, Magic +3, 50% crit rate, with Critical hits doing 1.35% damage


Ethereal Blades - Darkness/Mind/Slash - Xemnas's spiritual weapons, born from his mastery over the Darkness and strange 'Nothingness' elements, manifest as twin blades of pure energy. Their default form in Kingdom Hearts 2 is Interdiction, twin red blades that more resemble lightsabers. Using 'gears', the 358/2 Days version of Keychains that are usable by any member of Organization XIII to change the properties of their weapon much in the same way that Keychains do for the Keyblade.

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 Keyblade-wielding trio as a form of protection while they travel the Lanes Between.

Black Coat - Resist Dark/Nul 25%, Nullify Earth - Originally fabricated by Master Xehanort, the Black Coat serves as the default uniform for members of Organization XIII. The coat has properties that make it very similar in function to the Keyblade Armor worn by the Keybearers of eras past, but with a few additions that makes the coat unique.

First, it gains an elemental defense ability based on the element of the Nobody that wore it. For Xemnas, this was expressed as a nullification of the Dark/Nul (emptiness) element that he held power over. With Terra now possessing the coat, the Darkness/Nul nullification effect has been reduced to a simple 25% of what it was once capable of. However, with Terra's affinity for Earth-based spells, it has gained the ability to nullify attack of that element that are used against him while he wears the coat.

Second, and most important, the coat has the ability to completely mask the heart/presence of the wearer for so long as they have the hood of the coat up. Once the hood is lowered and the identity of the wearer revealed, they can now be detected. This makes the Black Coat excellent for stealth and reconnaissance missions.

Canon Allies: N/A

- Note: Though Xemnas once controlled the lesser Nobodies known as Sorcerers, this ability hasn't carried over to Terra.

Canon Baggage:
+ 1 Black Coat
+ 1 Keyblade Armor (in inactive form)
+ 2 Keychains, Ends of the Earth and Stormfall
+ 1 Wayfinder
+ 5 Hi Potions
+ 5 Ethers
+ 1 Pandora's Gear - when equipped, this changes the shape of the Ethereal Blades from the default (Interdiction) to a form known as Infinity. This form more resembles a sword than a single beam of light, with a sunset-like coloring scheme. The exact stats of the blade make no sense in context with the rest of Kingdom Hearts weaponry.


Persona
[IRA] LVL (1) | JUDGEMENT
Fire
Lightning
Earth
Water
Ice
Wind
Dark
Light
Physical
Mind
Wk
-
-
-
-
-
Str
-
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COMBAT SKILLS ► Assault Dive (Inflicts a small amount of Physical damage on one enemy.) ► Mamagna (Deal low Earth damage on all enemies.) ► Tarunda (Halves an enemy's Attack . (1 turn)) ► Twin Shot (Inflicts a small amount of Physical damage twice on one enemy.) ▷ Mamagnara (Deal medium Earth damage on all enemies (Requires a small earth skill).) ▷ Fatal End (Inflicts a medium amount of Physical damage on one enemy.) ▷ Seal Bomb (Inflicts a medium amount of Physical damage with a 10% chance of Silence on all enemies.) ▷ Bufula (Inflicts a medium amount of Ice damage on one enemy.) ★ Rage Awakened - Deals medium Physical and Earth damage 1-3 times to one target, with a 15% chance of Fear or Rage. SUPPORT SKILLS ► Earth Boost ( Earth-based attacks are 25% times more effective.) ▷ Endure (Survive being knocked Unconscious once per battle ) ▷ Evade Fire (Triples evasion against Fire attacks.) Writing Sample
The room is small, but comfortable. The colors are a far-cry from his old quarters in the Castle that Never Was; warm earth and sunset tones, rich wood finishes, a neutral beige for the walls.

It's strange, being in a place that is so inviting.

Terra stands in front of a full-length mirror, one of only two mirrors in the apartment. The sight of a figure in a black coat is reflected back at him, the hood up and shadows completely obscuring the features of the person beneath. The weather-worn armor on his left arm no longer shines with the polish it once held, the pieces no longer moving quite right due to trapped sand and grit. Beyond the armor, there is no indication that he is anyone other than the Superior of Organization XIII.

Slowly, he raises his hands and lightly grasps the edges of the hood. There's a pause as he continues to stare, hesitation entering his reflection's body language. Does he... even want to see?
The hood is lowered, and he finds himself studying the face in the mirror. With the hesitation still in his body language, he takes a few steps forward, and then lays a hand on the mirror.

"This... is me?"

The image staring back at him conflicted with what he felt he should be seeing. Long brown hair instead of the short he knew logically wasn't there, but still somehow expected. He's pale, the once-healthy sun tan he'd held gone from a lack of sunlight. The eyes are blue once more, but somehow... flat. No, that wasn't right...

'Old... my eyes look old.' There. That was it. The shape of his face was the same, but his eyes somehow reflected everything he had gone through. Every struggle for control, every evil he'd witnessed or committed.

Every person he had ever lost.

White, orange, and dark brown overtakes his color scheme for a second in the reflection, and he flinches back in surprise and horror. But, he blinks, and he's back to normal.

No white. No orange. No trace of Xemnas in his appearance, save for the shape of his face and the length of his hair. He takes a calming breath, trying to get his heart to stop beating so fast. 'It's over. He's not here anymore... breathe.'

Another sigh, and he then turns away from the mirror, no longer able to stand looking at the reflection. 'It doesn't matter.' He could just take down the mirrors. It would be easy enough. But ...

That wouldn't save him from glass in the windows, or any other reflective surface. If he caught sight of his eyes again...

He walks over to his bed, and begins to take off his armor piece by piece. Cleaning it and polishing it would give him something to do; something to get his mind off of the haunted look he had seen in his own eyes.

quakega: (Default)
[personal profile] quakega2012-09-14 12:30 am

Destiny Strings | Terra

Out Of Character Information
Name: Ranko | [[personal profile] 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.
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] 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.
  • 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)
  • 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.
Canon Weapons/Items

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.
earthshards: (Hooded | I've been to see him)

AU Terra | Tower of Animus

Player Information



Name: Ranko
Personal Journal: [personal profile] ultimacanon
Age: 26
Contact Info: AIM - Rainykoi, Plurk - balanceweaver
Other Characters Played: None


Character Information



Character Name: Terra
Character Series: Kingdom Hearts
Character Age: Apparent age - early 20's. Actual Age - 31
Character Gender: Male
Alternate Universe
Canon Point: Post KH2
Background Link: Terra's page on the Kingdom Hearts Wiki.
AU Background: A list form of the AU changes can be found below. Note that the information is incomplete, as this is a bare-bones summary that focuses only on what Terra, Amnesianort, and Xemnas would know or be able to figure out.

- The end result of the battle at the end of the Final Episode is not Xehanort sealing away Terra's heart, but Terra sealing away 'both' of their hearts. Terra's last conscious memory of Aqua is of her falling into the Realm of Darkness as his possessed self is carried up.
- The amnesia that Terra-Xehanort has upon waking after the fight is real, with Terra's heart having more influence on the growing heart and personality of the new personality.
- Due to Terra's influence on the new personality, Braig's progression as one of the thirteen vessels of Xehanort is sped up. By the time Radiant Garden falls, he is at least half Xehanort.
- Upon the loss of his heart, there are two 'seeds' left behind in Xemnas - one for Xehanort's heart, and one for Terra's.
- Sora uses the Keyblade of People's Hearts to free Kairi's heart, creating Roxas and Naminè. When Xemnas finds and recruits Roxas, he 'feels' a pang where his heart would be and finds the boy to be strangely familiar-looking. He winds up taking a more active interest in the thirteenth member, though he tries to be subtle about it.
- There is an increased amount of time spent in the Chamber of Repose, where Aqua's armor is stored. Here, the fragments of Terra strengthen and are able to slowly cut away at the pieces of Xehanort taking root in the slowly growing Heart of the Nobody.
- Around three-quarters of the way through the events of 358/2 Days, Xemnas 'loses his patience' over the lack of progress regarding finding the chamber hidden away in Castle Oblivion that he knows is there and goes to the castle to look for it himself. He essentially lets himself get lost in the castle and finds his way to the Chamber of Awakening, where Ven still sleeps.
- Seeing the sleeping Ven gives Xemnas one of those memory migraines, and he actually remembers something for once, instead of being left with vague impressions- the memory of when Terra and Aqua first met Ven, and the memory that involved Terra giving his wooden Keyblade to Ven. From that, he gets not only his original name, but the names of the boy in front of him and the girl who had kept him from falling into the Realm of Darkness all those years ago.
- When Xemnas leaves Castle Oblivion, it's with three new goals in mind; discover how Ven and Sora are connected, find Aqua, and figure out how to wake Ven up, all while keeping up appearances within Organization XIII.
- The Terra fragments in Xemnas start to take over at an increased rate, at the cost of forsaking shards of Terra's memories. By half-way through Kingdom Hearts 2, Terra has merged with Xemnas to the point that it's hard to tell where one ends and the other begins. He begins sabotaging Organization XIII from the inside, and has Kairi kidnapped to give Sora and Riku concrete motive to wipe them all out.
- Near the end of Kingdom Hearts 2, the merger is complete, at the cost of most of Terra's memories and a very thorough knowledge of what Xehanort's plans/back-up plans entail.
- When Ansem the Wise tries to convert the false Kingdom Hearts into data with a machine built just for that task, Terra/Xemnas goes to investigate, and runs into the whole party. Instead of a villain speech, he delivers... something of an apology, along with a promise to end it once and for all.
- The encoder self-destructs, with Ansem the Wise and Terra/Xemnas taking the brunt of the blow. When the light/power of the explosion restores Riku to his proper appearance and drives out all trace of Xehanort from him, it does the same for Terra.
- When the party escapes, they take a still unconscious Terra with them. He wakes up in Yen Sid's tower just as the party leaves to take care of sealing Kingdom Hearts.
- When Mickey returns, he informs Yen Sid about something Sora told him about - a portal to the Keyblade Graveyard located within his own castle. Terra overhears this, and Yen Sid suggests that Mickey take Terra along, not expecting shenanigans to occur.
- Newsflash, shenanigans occur. Very painful shenanigans that a newly-restored, barely cognitive Terra really shouldn't have to deal with - like fighting his own Lingering Will.
- He still deals with it to the best of his ability - Mickey, you rock at healing - and his refusal to back down sparks some kind of recognition in the Lingering Will, prompting it to back down.
- The Lingering Will sacrifices itself to partially restore Terra's mind and return Ends of the Earth to it's rightful owner. His armor reforms around his left arm on top of the coat. and Terra passes out after the fight.
- After waking up and resting for a few days, Terra tells Yen Sid that he's going looking for Aqua. After a few preparations and some brief good-byes, he uses a Corridor of Darkness to go to the Realm of Darkness to begin the search.

Personality: At first glance, Terra would seem like a distant, tired, and intense young man, one who almost constantly seems to be lost in thought and radiating a sense of guilt for some unknown action. After eleven years of being trapped in an internal against the darkness of Master Xehanort's heart, and the power of his motives and memories overriding his own (even in his own body after the loss of his Heart), that first impression is hardly inaccurate.

Terra has changed much over his eleven-year ordeal. He has had to learn how to be patient, as the struggle for control of his Heart and Body have left him weary and worn down. However, his will is strong, and he is determined to not let Xehanort keep him from his friends forever. To that end, he has been forced to concentrate on not letting any more of his memories and personality drift away. These memories surfaced in Xemnas, who kept secret the whereabouts of Aqua's abandoned armor and Keyblade in a hidden room in Radiant Garden, and even would visit the armor and speak at length with it, calling it an 'old friend'. It is more than likely that this was Xemnas somehow confusing himself with the remnants of Terra in his memory, which continued to fight for supremacy over control over his own body.

This stubborn refusal to give up the fight shows a fierce determination that Terra has always exhibited, first in his determination to prove his worth of earning the Mark of Mastery, and then in his willingness to do anything to protect his friends from the machinations of Master Xehanort's plan--even if it meant giving in and accepting that rests in his Heart. Even during the years of bondage in his own Heart, it was his determination to put things right again with his friends and fix not only his mistakes, but the damage wrought upon the many worlds by Master Xehanort, that kept him somewhat sane.

This determination only plays into just how stubbornly goal-oriented Terra could and can be. With his life-long goal of becoming a Keyblade Master, and then his goals of stopping the threat of the Unversed, finding Master Xehanort, stopping Vanitas, and then finally to stop Master Xehanort from harming his friends, Terra is goal-oriented to the point where sometimes, he sees the bigger picture first. This is shown by how he acted in several worlds he visited--the Dwarf Woodlands, where after defending Snow White from the sudden appearance of Unversed, he heads back to the castle instead of chasing after her into the woods to make sure she's all right, and again in Enchanted Dominion, where instead of trying to find where Aurora's Heart has gone and immediately right the wrong committed by Maleficent, he instead leaves the world to continue his search for Master Xehanort, vowing to return someday and put right the wrong he had been forced to commit.

Being merged with Xehanort had a couple of positive effects on Terra beyond learning how to be patient. After his time spent as the 'shoulder angel' of the amnesia-stricken 'apprentice' and as a side-effect of holding the memories of that young man within him, he has gained an appreciation for knowledge. His curiosity about other worlds, their cultures, and their inhabitants has grown to a point where he will likely be found often enough with a book in his hand about some subject or another. Likewise, Xehanort's eye for detail has rubbed off on Terra to some degree, allowing him to see details about people and places that in his pre-possession days, he would've missed entirely.That eye for detail comes in handy when it comes to figuring out how Xehanort thinks and what his long-term plans were, as well as planning for future events.

Even though he has changed dramatically, there is a great deal about Terra that has remained the same. Terra is, has, and always will be fiercely loyal to the memories of his Master and his two best friends, Aqua and Ventus. The connection that he had with Aqua and Ven was a very strong one--strong enough that their bond is all but unbreakable. He is protective of his friends--not so much as to be overly so, as it was Terra that told Aqua that Ven would be all right when danger suddenly broke out during their Mark of Mastery exam, as Ven had been out there on the training grounds practicing just as long and as hard as Terra and Aqua had.

The core of who he is--an honorable warrior who strives to follow his Heart, protect those that are important to him, and stubbornly follow the path that he thinks is right is still there, as well as the good-natured big-brother figure that Ven would remember, but those parts of him are buried. It will take considerable effort and patience to bring those parts back out of him, but with time Terra will be able to open up and relax, letting the good-natured young man he is at heart out. However, he will never be as care-free as he once was. But, it is possible to make him smile again, and all he needs is a reminder on how to be himself again to do it.

It's Terra's inherent good nature that leads him to try and comfort those in need, or offer helpful advice where he feels it is necessary. Almost on instinct, Terra knows just what to say or what gesture to make that will lift the spirits or resolve of those he is trying to help, as evidence by his words to Cinderella--"Strength of Heart will carry you through the toughest of trials"--or by his gesture to the disheartened Ven, who was bummed over always losing his sparring matches with Terra. Terra's 'Inheritence Ceremony' of passing on his training Keyblade to Ven, as well as the affirmation that he, Aqua and Ven all share the same dream, served to cheer up his friend when he needed it the most.

Of course, things can't always be all sunshine and rainbows or gloom and guilt with Terra. He actually has something of a temper, and it's not too hard to figure out what buttons to push in order to trigger that temper. It all comes back to Aqua and Ven. Should anyone question his loyalty to his friends, or threaten to harm them in any way, Terra will be the first one to put himself between the aggressor and them. Eraqus himself found this out in what is quite possibly the most heartbreaking way possible when he attempted to 'erase' Ventus in order to prevent the creation of the X-Blade. Not knowing the reasons why or even caring, Terra put himself between his father figure and his best friend. "You may be my Master, but I will not let you hurt my friend!" He will defend his friends to the end, and anyone that insults them in any way will be on his 'Do Not Like' list.

Terra's temper has and can often get the better of him, as it was the loss of his temper that led to his downfall to begin with at the Keyblade Graveyard. Giving in to his rage at Xehanort over causing the death of Master Eraqus and his threat to end the lives of both of his friends was what allowed his inner darkness to surge forth to the surface, and it was this same Darkness that allowed Master Xehanort to possess Terra's body and attempt to steal it for himself.

All in all? While Terra might at the moment just be a shell of his former self, it is possible for him to regain much of what he lost. However, he will never be the innocent, optimistic person he was when his journey started out nearly a decade ago. The pause that had been put on his life and the damage that was wrought can never be undone, but his spirit never broke, even in his darkest hours. And it is that spirit--that strength of will-- that has been part of Terra since the very beginning, and will always be recognizable to those who knew him best.

Abilities: Hm... where to begin? ... I guess the beginning works. This is a long read, so best get this started.

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 | Blitz | Quick Blitz | Strike Raid | Sliding Dash | Stun Edge | Confusion Strike | Fire Strike | Fire Surge
      • Advanced: Aerial Slam | Brutal Blast | Collision Magnet | Fire Dash | Dark Haze | Freeze Raid | 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 | Geo Impact | Limit Storm | Magnet Spiral | Meteor Crash | Sonic Blade | Windcutter | Zantetsuken
    • 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 | Thunder | Aero | Cure | Magnet | Zero Gravity | Fira | Blizzara | Thundara | Aerora | Cura | Magnera | Zero Gravira | Bind | Sleep | Slow | Stop | Stopra | Poison
      • Advanced: Firaga | Blizzaga | Thundaga | Aeroga | Curaga | Magnega | Zero Graviga | Stopga | Fission Firaga | Crawling Fire | Mine Shield | Mine Square | Esuna | Ignite
      • Ultimate: Meteor | Quake | Mega Flare | Trancendence | Mini | Warp - | Dark Firaga
    • 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 | Sonic Impact
      • Defense - Block | Focus Block | Poison Block | Renewal Block | Stun Block
      • 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 | Group Curaga | Group Esuna | Confetti | Fireworks | Taunt | Vanish | Voltage Stack | Trinity Limit
  • 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
    • Level Two - Heat Slash | Rising Rock 1 | Gold Rush
    • Level Three - Rising Rock 2 | Ramuh's Judgement | Twisted Hours | Surprise!
    • Level Four - Heal Strike | Dark Star 1 | Random End | Surprise! 2
    • Level Five - Dark Star 2 | Explosion
    • Level 6 - Demolition
  • 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: 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: 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: 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: 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: 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: 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: 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: 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: 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: 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, 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.
  • Sync: 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 ability 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 and Stormfall.
  • 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.
  • Nothingness and Darkness: Because of the nature of his 'rebirth', Terra will have access to downgraded versions of Xemnas's abilities, which include the following--
    • Corridors of Darkness: Much in the same manner as with Light, Terra can use Darkness to create portals to other worlds. These particular kinds of portals, known as the Corridors of Darkness, are essentially rips in the fabric of reality, creating... well, a short-cut between two places. A wormhole, if you will. This shortcut is the Corridor itself, and it's exactly what it says on the tin; a tunnel through a separate plan of existence that connects two distance spots and allows for near-instanteous travel.
    • Localized Teleportation: Using Darkness as a medium, Terra is capable of teleporting several feet away in a pinch during a fight. This has it's limits, as it is primarily a battle-based skill.
    • Barriers: Using both Darkness and magic, Terra will be able to form magic barriers in combat our outside of it. These barriers are transparent and impassible; weapons and spells of all kinds bounce right off of them, forcing any opponent to physically go around the barrier to deal any kind of damage to their creator.
    • Impulse: A non-elemental attack that greatly resembles lightning, this is a very flexible spell that can do varying amounts of damage, depending on how much magic Terra pours into the spell.
    • Ethereal Blades - Xemnas's spiritual weapons, born from his mastery over the Darkness and strange 'Nothingness' elements, manifest as twin blades of pure energy. Their default form in Kingdom Hearts 2 is Interdiction, twin red blades that more resemble lightsabers. Using 'gears', the 358/2 Days version of Keychains, any member of Organization XIII can change the properties of their weapon much in the same way that Keychains do for the Keyblade. The currently equipped gear for these weapons is Pandora's Gear, which changes the shape of the Ethereal Blades from the default (Interdiction) to a form known as Infinity. This form more resembles a sword than a single beam of light, with a sunset-like coloring scheme.
  • Keyblade - 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 Inheritance 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 and the bearer has manifested their Keyblade, 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. This 'shapeshifting' ability doesn't seem to be limited to simply forming a glider, as the Lingering Will has been seen transforming it's Keyblade into a small arsenal of weapons ranging from a chain whip, a claymore/broadsword, a bow, a glaive, and a few others. If you can think it up, you can (with some concentration) transform your blade into something else. Theoretically, this should be possible for any Keyblade Wielder to do with the right amount of training.

    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.

    The Keyblade has the ability to change it's shape and properties depending on the Keychains that are attached to the blade. Keychains have no in-canon explanation for how they're formed, though one can assume that they're like a physical manifestation/representation of a powerful bond that has been formed between the Keybearer and another person.

    Terra's default Keyblade will alternate between Stormfall and Ends of the Earth. The stats of the two blades individually are as follows:

    Stormfall
    - Strength +5, Magic +4, 50% crit rate, with Critical hits doing 1.35% damage
    Ends of the Earth - Strength +5, Magic +3, 50% crit rate, with Critical hits doing 1.35% damage


Supplemental - Weaknesses

As overpowered as Terra might seem just looking over his skill list, there are several glaring weaknesses that he has that heavily impact his fighting and socializing capabilities, the first and probably the main cause of the rest of his problems being the state of his memories. Terra has paid what is probably the ultimate price just to finally rid himself of Xehanort-- the majority of his memories regarding his life before his body and heart were taken over. The knowledge of his training, the worlds he visited, and even the names of the people that are the most precious connections his heart has are all missing, the links in his chain of memories set adrift in the sea of his mind.

A large amount of any sort of fighting he does will rely primarily on muscle memory, which will cause him to lean very heavily on the skills he 'inherited' from Xemnas at first. However, those skills are only half as effective as they were under Xemnas's command, as a large portion of the Darkness needed to power them (which originated from the fragment of Xehanort that rested within the Nobody) no longer exists within Terra's heart.

Gradual regaining of memories will come naturally, though the effects of the sudden regaining of particular memories will have debilitating effects on Terra's mind. Minor memories, such as the remembering of a type of Advanced-level spell (Second level spells, along with Esuna), will only give Terra a small to medium-level headache, depending on whether he recalls the skill itself or other memories, such as his first successful attempt at the skill in question, accompany it. The sudden return of large chunks of memories, such as whole sequences of events, particularly important events, or events that were particularly emotionally-driven will give Terra the equivalent of a sudden, blinding migraine, and is enough to bring him to his knees until the pain subsides, or even knock him unconscious.

Socially, Terra will be even more awkward as he was before his decade-long imprisonment in his own heart and mind. While he'll be able to interact with people on a basic level (talking in simple sentences, being capable of asking questions, ect), his current lack of memories is debilitating. Encountering someone he knew before his possession will merit confusion on his part, as at best he might recall a face or a voice but not a name, and at worst only feel a vague sense of familiarity.

Remembering the events that lead up to his imprisonment will have much the same effect as the reclaiming of the memories relating to his skills as a Keybearer; the more important or intense the memory involved, the more severe the headache will be. Anything that might jog his memory, whether it be a word or phrase, a face, or someone actively trying to help him remember anything can cause one of these headaches.

The only thing--besides time or dealing with the memory migraines from hell--that could help him recover his memories of the past would be the assistance of another. As he himself would describe, his memories are trapped behind 'a fog' in his mind; in short, a mental barrier or block. In KH terms, his chain of memories has essentially been ripped apart, and all the links must be put back into order. A powerful telepath or psychic could help him put his mind back together, or a person with abilities such as Naminè's, who specializes in the manipulation of memories.

Sample Entry: He had been warned when he was told what he would be facing in the Realm of Darkness. He had told Master Yen Sid that he had known exactly what he was up against; the size of the Realm of Darkness was vast, and Heartless would be accosting him from all sides, drawn to the Light that was the Keyblade. He would be alone, wandering, with barely a chance of finding those he had lost.

'He didn't have to warn me. I know what it's like.'

Xemnas had traveled to the Realm of Darkness rarely, but he had been capable of traveling there. Because of that, Terra had been able to pierce through the barrier that separated the realms of Light and Dark.

Heartless accosted him from all sides almost endlessly, like he expected. The only reprieves he could find were hard-won, and more often than not, he found himself mentally pushing away the exhaustion that was slowly creeping up on him the longer he was here.

It had felt like an eternity, wandering alone in the Dark, though logically he knew it had only been a week at best. How long had the friend he couldn't clearly remember been wandering now? Ten years? Possibly longer? How long had Ven been alone, slumbering away in Castle Oblivion, while that friend had been trapped in this realm, and he had been trapped in his own mind?

'Too long... they've been alone for too long. '

All he had was the Keyblade--sometimes, it was the one left to him by the girl with the blue hair and the sad smile, and other times it was the hard-won blade he had received when he had regained his armor--his Wayfinder, and determination. A hope that, with each passing hour, each passing day, never wavered; a crystal-clear thought, the one thing that kept him going as he wandered the endless pathways and fought the countless Heartless that accosted him almost without end.

My friend is here. I won't leave until I've found her.

All he could do was follow his Heart. He just hoped that the endless hours wouldn't render him insane from loneliness by the time he had found what mattered most to him.

He stops his endless walking for a moment, and pulls his time-worn Wayfinder out of his pocket. A small, but bright blue light emanating from the center brings a small smile to his face - the person he was searching was closer than they had been in a long time. He just needed to keep walking.

"Aqua... please, hold on a little longer. I need your help to wake Ven up."

Well. One thing at a time. First, he just had to find Aqua.
quakega: (OOC | Choose Carefully)
[personal profile] quakega2012-03-31 09:44 pm

Terra | Vatheon

[ Player Name ] : Ranko
[ Personal DW ] : [personal profile] ultimacanon
[ Age ] : 24
[ Timezone ] : Central Standard Time
[ Other Characters ] : N/A

[ Character's Name ] : Terra
[ Character's Age ] : 19
[ Series ] : Kingdom Hearts
[ Canon Point ] : Just after choosing Riku as his successor on Destiny Islands.

[ History ] : If you would kindly follow this link here...?

[ 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."

[ Strengths/Weaknesses ] : 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: 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.
      BasicAdvancedUltimate
      Binding Strike Aerial Slam Ars Solum
      Blitz Brutal Blast Geo Impact
      Confusion Strike Collision Magnet Limit Storm
      Fire Strike Fire Dash Magnet Spiral
      Fire Surge Dark Haze Meteor Crash
      Quick BlitzFreeze Raid Sonic Blade
      Sliding Dash Thunder SurgeWindcutter
      Strike Raid Zantetsuken
      Stun Edge
    • 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.
      Spell Command List
      BasicAdvancedUltimate
      Fire/FiraFiragaDark Firaga
      Blizzard/BlizzaraBlizzagaDeep Freeze
      Thunder/ThundaraThundagaMega Flare
      BindCrawling FireMeteor
      SleepFission FiragaQuake
      Magnet/MagnegaMine Shield/SquareTrancendence
      Aero/AeroraMagnegaMini
      SlowEsuna
      Stop/StopraStopga
      Zero Gravity/GraviraZero Graviga
      Cure/CuraWarp
      Poison Ignite
      Curaga
      Blackout
    • 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.
      MovementDefenseReprisal
      Jump Block Counter Hammer
      High JumpFocus BlockPayback Fang
      Slide Poison Block
      Air SlideRenewal Block
      Ice SlideStun Block
      Sonic Impact
    • 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 they 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.
      BasicAdvanced
      Group Cure Group Cura
      Union Rush Group Curaga
      Group Esuna
      Vanish
      Trinity Limit
      Voltage Stack
  • D-Link: 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: 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: 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: 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: 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: 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: 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: A secondary command style, and the final one that is exclusive to him, Terra must either 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: 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: 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, which is only accessible after he regains his Keyblade. 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.
  • 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. The Keyblade only goes to one that has been chosen to receive it via a Rite of Inheritence 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 across great distances and 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.

    Terra's currently-equipped Keyblade is a powerful blade known as Ends of the Earth. It is a powerful blade, offering a boost of +5 to Strength, +3 to Magic, with a critical hit rate of 50%.
  • 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, but he first has to discover that is is capable of using these abilities in some manner.
  • 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.
  • Armor: While this is more of an equipment choice as opposed to an ability, it does at least deserve a quick note. 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.

Like any other human being, Terra is capable of being killed in a fight or in some sort of tragic accident he can't escape from. It's just more difficult to kill him than it would be for your average human being.

[ Other Important Facts ] : ... yeah, I'm drawing a bit of a blank here. ^^;

[ Sample ] : **Pain. That was the first thing that really entered his mind, closely followed by confusion and just a touch of panic. The ground beneath him didn't feel like the stone of the Keyblade Graveyard, and whatever he was propped up against definitely didn't feel like a column of earth. More like... a flat wall? He remembered being tossed off of the platform Xehanort had raised--and Ven had been in his grasp. And then, nothing but hitting the ground, powerless Keyblades flying through the air as he slid backwards, and then Darkness--

"No, Ven!" Trying to sit up so fast proved to be a bad idea, as a sharp pain hit him right in his side. Panting, and ignoring the slightly lesser pain that seemed to shoot through his chest with each breath, he rested back against the wall. Had something pierced his armor when he landed? Whatever it was, he couldn't let that slow him down. He just had to get up, and then get back as fast as he could.

It was proving to be a lot harder than he thought, though with the aid of Ends of the Earth he was able to drag himself to a kneeling position. Breathing was proving more difficult than he thought, as he had to keep it shallow.

'It feels like I bruised my ribs when I crashed.' A quick mutter of 'Heal' under his breath, and the familiar green light of the Curaga spell washed over him, driving the numbing ache out of his limbs and easing his breathing considerably. Armor creaked and shifted as he fully stood, and his grip on the hilt of his Keyblade tightened as he used his free hand to take the broken helm of his face and get a much better look at wherever he seemed to be.

'An alleyway. Cobbled streets, and... there!' Terra ran out into the open, the sounds of his armored footfalls slowing to a halt as he rounded the corner and... stopped.

"What the..." Blue eyes widened in surprise at the sheer amount of people in the square below, all of them looking just as world-displaced as he was now. A feeling of dread began to overtake him as the adrenaline rush from the battle he had been pulled from finally started to ebb away, and his eyes turned to the sky--

Where there were fewer stars than he remembered. 'What... what's going on here?'

**Indicates a sample used in a previous application

[ Questions? Comments? Concerns? ] : None at the moment.
earthshards: (Default)
Entry tags:

Terra | AU | Abax

!player information.

name: Ranko
are you over 18?: Yes. I'm 23.
personal dw: [personal profile] ultimacanon
email/msn/aim/plurk/etc: Rainkoi or charmingcrown @ aim, balanceweaver on plurk
characters in abax: n/a


in character information.

series: Kingdom Hearts
name: Terra
sex: Male
race: Human
age: 21
height: 6'3"
weight: ???
canon point: Roughly a year post-KH2
previous cr: N/A

history: Aqua... Ven... I promise, one day, I will make things right again.

alternate history: No matter the cost, I'm ready to pay it.

Rest of application under the cut. )
  • 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.
    MovementDefenseReprisal
    Jump Block Counter Hammer
    High JumpFocus BlockPayback Fang
    Slide Poison Block 
    Air SlideRenewal Block 
    Ice SlideStun Block 
    Sonic Impact  
  • 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, inorder to be cast they 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.
    BasicAdvanced
    Group Cure Group Cura
    Union Rush Group Curaga
      Group Esuna
      Vanish
     Trinity Limit
     Voltage Stack
  • D-Link: (To be regained later) Terra normally 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 carried it with him up until that fateful battle in the Keyblade Graveyard. After that day, 'Xehanort' (the apprentice of Ansem the Wise) held the charm, and after that, Xemnas carried it, unable to bring himself to destroy it for reasons he could never truly explain. 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: 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: 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: 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: 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: 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: 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: A secondary command style, and the final one that is exclusive to him, Terra must either 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. Terra no longer remembers how to use Shotlocks, the knowledge of such powerful magics being locked away in his fragmented memories. With time and, hopefully, remedial training, Terra will be once again capable of using these damaging, but physically draining attacks. While each character has access to a large number of the same shotlocks, these are the three that are exclusive to Terra.
    • 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.
    • 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, which is only accessible after he regains his Keyblade. 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.
  • Nothingness and Darkness: Because of the nature of his 'rebirth', Terra will have access to Xemnas's abilities, which include the following--
    • Corridors of Darkness: Much in the same manner as with Light, Terra can use Darkness to create portals to other worlds. These particular kinds of portals, known as the Corridors of Darkness, are essentially rips in the fabric of reality, creating... well, a short-cut between two places. A wormhole, if you will. This shortcut is the Corridor itself, and it's exactly what it says on the tin; a tunnel through a separate plan of existence that connects two distance spots and allows for near-instanteous travel.
    • Ethereal Blades: The Ethereal Blades were Xemnas's spiritual weapon, capable of being summoned through a simple flexing of will. Their current form, Interdiction, is eerily reminiscent of lightsabers, the shape being two beams of red light that hover in front of the user's hands and extend out roughly three feet in length. Changing the 'gear' (the 358/2 Days equivalent of Keychains, and only used by members of Organization XIII) changes the shape, power, and properties of the Ethereal Blades.
    • Localized Teleportation: Using Darkness as a medium, Terra is capable of teleporting several feet away in a pinch during a fight. This has it's limits, as it is primarily a battle-based skill.
    • Barriers: Using both Darkness and magic, Terra will be able to form magic barriers in combat our outside of it. These barriers are transparent and impassible; weapons and spells of all kinds bounce right off of them, forcing any opponent to physically go around the barrier to deal any kind of damage to their creator.
    • Impulse: A non-elemental attack that greatly resembles lightning, this is a very flexible spell that can do varying amounts of damage, depending on how much magic Terra pours into the spell.
  • 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. The Keyblade only goes to one that has been chosen to receive it via a Rite of Inheritence 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 across great distances and 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.

    Terra's default Keyblade, once he is able to summon the weapon again, will be Stormfall, the Keyblade passed on to him by Aqua. Removal of the Keychain for this weapon will result in it reverting to it's original form, Ends of the Earth. Both of these Keyblades are powerful, as they are, essentially, Master-level Keyblades.
  • 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 the game, 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.
  • 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 Stormfall and Ends of the Earth.
  • Armor: While this is more of an equipment choice as opposed to an ability, and something that he'll be lacking once he arrives at the city, I am choosing to make note of this here, otherwise it will never become playable. 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.

    Until Terra was able to actually regain his armor and believe him, that was a very painful experience, Terra wore a garment known as the Black Coat. This coat serves the same function as his armor once did in that it protects all those wearing it from the Darkness between worlds and within the Corridors of Darkness. This coat also served as a uniform for Organization XIII, and the only reason it was in Terra's possession was because of how he was reborn; Xemnas had been wearing it, and now Terra has it.


  • ~Weaknesses: As overpowered as Terra might seem just looking over his skill list, there are several glaring weaknesses that he has that heavily impact his fighting capabilities, the first and probably the main cause of the rest of his problems being the state of his memories. Terra has paid what is probably the ultimate price just to finally rid himself of Xehanort-- the majority of his memories regarding his life before his body and heart were taken over. The knowledge of his training, the worlds he visited, and even the names of the people that are the most precious connections his heart has are all missing, the links in his chain of memories set adrift in the sea of his mind.

    A large amount of any sort of fighting he does will rely primarily on muscle memory, which will cause him to lean very heavily on the skills he 'inherited' from Xemnas. Even with those abilities, he'll be... sluggish, for lack of a better word. While a year fighting in the Realm of Darkness almost non-stop has done quite a bit to remedy this problem and 'brush the rust off', Terra still suffers from an increased reaction time when it comes to dodging, blocking, or maneuvering around oncoming attacks. He has gotten used to dealing with large mobs of enemies, and fighting a group is far different from fighting an individual. During a fight for one's life and soul, where every second counts, this is a severe weakness that can only be countered by properly retraining himself.

    Gradual regaining of memories will come naturally, though the effects of the sudden regaining of particular memories will have debilitating effects on Terra's mind. Minor memories, such as the remembering of a type of Advanced-level spell (Second level spells, along with Esuna), will only give Terra a small to medium-level headache, depending on whether he recalls the skill itself or other memories, such as his first successful attempt at the skill in question, accompany it. The sudden return of large chunks of memories, such as whole sequences of events, particularly important events, or events that were particularly emotionally-driven will give Terra the equivalent of a sudden, blinding migraine, and is enough to bring him to his knees until the pain subsides, or even knock him unconscious.

    As Terra's skills as a fully-trained Master-level (if not in rank, then in power) Keybearer return to him, the powers he has inherited from Xemnas will grow weaker, eventually fading away until the only sign of him having been capable of them in the first place will be a lingering Darkness in his heart and a few other assorted skills that will be severely weakened compared to what the former leader of Organization XIII was capable of.

    Socially, Terra will be even more awkward as he was before his decade-long imprisonment in his own heart and mind. While he'll be able to interact with people on a very basic level (talking in simple sentences, being capable of asking questions, ect), his current lack of memories is debilitating. Encountering someone he knew before his possession will merit confusion on his part, as at best he might recall a face or a voice but not a name, and at worst only feel a vague sense of familiarity.

    Remembering the events that lead up to his imprisonment will have much the same effect as the reclaiming of the memories relating to his skills as a Keybearer; the more important or intense the memory involved, the more severe the headache will be. Anything that might jog his memory, whether it be a word or phrase, a face, or someone actively trying to help him remember anything can cause one of these headaches.

    The only thing--besides time or dealing with the memory migraines from hell--that could help him recover his memories of the past would be the assistance of another. As he himself would describe, his memories are trapped behind 'a fog' in his mind; in short, a mental barrier or block. In KH terms, his chain of memories has essentially been ripped apart, and all the links must be put back into order. A powerful telepath or psychic could help him put his mind back together, or a person with abilities such as Naminé's, who specializes in the manipulation of memories.

    first person sample: [
    third person sample: He had been warned when he was told what he would be facing in the Realm of Darkness. He had told Master Yen Sid that he had known exactly what he was up against; the size of the Realm of Darkness was vast, and Heartless would be accosting him from all sides, drawn to the Light that was the Keyblade. He would be alone, wandering, with barely a chance of finding those he had lost.

    'He didn't have to warn me; I've been here before. I know what it's like.'

    Xemnas had traveled to the Realm of Darkness rarely, but he had been capable of traveling there.

    One year; it had felt like an eternity, wandering alone in the Dark. How long had the friend he couldn't clearly remember been wandering now? Twelve years? Possibly longer? How long had Ven, who had willingly trapped himself inside this realm to seal the door that the whispers of Xehanort inside of Xemnas's mind had bid him to open, wandered this place?

    An entire year of searching fruitlessly, and yet Terra still wandered. All he had was the Keyblade --sometimes, it was the one left to him by the girl with the blue hair and the sad smile, and other times it was the hard-won blade he had received when he had regained his armor-- his Wayfinder, and determination. A hope that, with each passing hour, each passing day, never wavered; a crystal-clear thought, the one thing that kept him going as he wandered the endless pathways and fought the countless Heartless that accosted him almost without end.

    'My friends are here. I won't leave until I've found them.'

    One year so far, and all he could do was follow his Heart. He just hoped that the endless hours wouldn't render him insane from loneliness by the time he had found what mattered most to him.

    'Aqua... Ven... please, hold on a little longer. I'm going to find you. And when I do...'

    Well. One thing at a time. First, he just had to find them.


    case no: 09 - 07 - 10
    reflected: (pic#)
    [personal profile] reflected2012-01-25 07:16 pm

    Ila | Abax

    player information.

    name: Ranko
    are you over 18?: Yes
    personal dw: [personal profile] ultimacanon
    email/msn/aim/plurk/etc: We need some way to contact you. If you're not giving us a journal we can PM, we'll need at least one of these.
    characters in abax: n/a


    in character information.

    series: Kingdom Hearts (specifically, Chain of Memories)
    name: Riku Replica
    age: Roughly
    sex: Male
    race: Replica
    weight: 176 lbs
    height: 5'11"
    [OPTIONAL] cause of death: n/a
    canon point: Halfway through the canon timeline of Kingdom Hearts 2, where Sora has just finished fighting to save Radiant Garden from the army of Heartless and has seen Xemnas's face for the first time.
    previous cr:It was at the start of Kingdom Hearts 2 when the Replica, now named Ila, found his Corridor of Darkness re-routed to the inside of what appeared to be a completely empty train. Irritated, and somewhat creeped out that he'd randomly been diverted to a place he clearly had no intention of going, he searched the train from top to bottom only to discover that his initial suspicions had been correct; the train was completely empty, with not even a conductor present.

    Unable to shake the feeling that someone was watching him, he tried to Corridor out but to no avail. Irritated, Ila sat in one of the seats near the window and waited for the train to take him to whatever it's ending destination was.

    The final destination, as it would turn out, was a completely abandoned, walled-in, and downright disturbing abandoned city. After finding a bizarre pocket watch just waiting for him upon stepping off the train, Ila was quickly informed by others in the city (through the use of the pocket watch, which turned out to be a communicator of some kind) that he was now in a place called [community profile] rubycity_rp, and that he was now a 'guest' of mysterious and powerful beings known as the Watcher and the Interloper.

    Ila remained in this city for several months, and met a number of people over his tenure there. Over his stay, he bore witness to the 'hospitality' of their kidnappers, who as it turns out got a sick pleasure out of playing games with everyone captive in the city. Sometimes, it would be cursed foodstuffs that would alter them in some way. Other times, the 'games' would become dangerous--monsters loose on the city, with people fighting for their lives. People could disappear at the whim of the the Watcher and Interloper, and sometimes reappear, only to have no memory of the city or having previously been there. And sometimes, it was as if they were being pulled in from different points in their personal timelines.

    Things weren't all bad, though, as Ila was not the only person from his 'universe' trapped in the city, and a majority of the others from different worlds had all banded together in a way to try and at least live life the best they could, if not try to find out what they could about the Watcher, Interloper, and the city in an attempt to try and find a way out.

    Of the people that Ila met in the city, he holds the memories he has of these people the closest to his heart:
    • Xion: Xion was one of the first people he met when Ila first arrived at the city, and boy was she something of a surprise. He'd been completely unaware of the fact that a second Replica had been created, let alone one of Sora. The discovery that he had a 'sibling' had been, well. Surprising and more than a little bit of a relief. This was someone could understand a lot of his insecurities over being a copy of someone else. But Xion was different from him--she might have been a Sora replica, but unlike him, who was a physical copy of Riku, Xion was a memory-based one. Xion was someone he was able to relate to on a level that before, he never had been able to. He was quick to see that Xion was not like Sora, and he found himself growing attached to her as time went on, even going so far as to mentally refer to her as 'sis' every now and then.
    • Riku: This one's complicated. Very complicated. Ila's not even sure how the two of them managed to wind up in the easy, almost natural friendship they'd come to fall in to once the 'Real Thing' had arrived in Ruby City. A large number of disasters happened afterwards that would only strengthen the odd bond the two were building. Ila would begin to confide in his 'twin' a lot more as time passed, though circumstances beyond their control (lol, a freaking body swap) lead to Riku discovering something that Ila had only thought was a minor annoyance at best; his heart, having already been shattered once and having gained a fair amount of light over the course of his travels, was at the brink of shattering again, courtesy of the Darkness that the Replica wielded as easily as he breathed. Likewise, Ila had noticed a curious lightness while he'd been trapped in Riku's body--a lack of weight on his heart that Ila had born without much fuss since his birth. Between the two of them, they managed to figure out that if Ila kept using his Darkness as liberally as he had been without giving his heart time to heal or using any of his Light, his heart would completely tear itself apart. He found himself realizing that he had actually come to respect Riku somewhat when it became clear to him that they were not just getting along, but getting along well. Almost like brothers, one might think. He found himself reserving the title of 'Real Thing' only for when he felt that Riku was being a colossal idiot or as a form of casual teasing, and it will take a lot to damage Ila's new-found respect for the person he had been cloned from.
    • Kairi: Upon meeting the girl that had originally been the focal point of Riku's memories, it was easy for Ila to see why Riku and Sora were devoted to this girl. She was bright and cheerful, and was very quick to tease and laugh right alongside her friends. She was also clearly a very caring and loyal individual, and she hadn't even thought twice before accepting Ila as Ila, and not as just a copy of Riku. When the disaster he had come to think of as the 'Heartless Invasion of Ruby City' struck, he noticed that Kairi was right there amidst the swarms of Heartless, fighting just as hard as he was to try and drive them back and protect her friends from harm. This was something that he could easily admire in a person, and he came to regard the Princess of Heart as someone he could very easily be good friends with if given the chance.
    • Naminé: Naminé's arrival in Ruby City was one of ill-timing, as the city was under attack by the monsters from deep within the forest that surrounded the park. Ila quickly came to her rescue, but his heart was almost simultaneously crushed as the girl he felt was most important to him not only didn't recognize him as she once had, but was somehow afraid of him, which she had never been before. Not wanting to let this effect him or his memory of their friendship, he offered to let her stay in the spare room in the apartment he had found near the clock tower in the center of town, as he couldn't just turn her away. She was new, she was scared, and she disliked being alone back then almost as much as he had. How could he turn her away when what she needed the most was a familiar face? A friend? The relationship between them became further strained some months later, when Naminé unexpectedly moved out with hardly a word, leaving only a written note to explain why she felt she had to. Ila was heartbroken, but respected Naminé's wishes and offered to help her find a place on her own. While he remained somewhat wary around her, not sure where his boundaries were regarding their friendship now lay, Naminé remained--and will remain--one of his most important people.
    • Aqua: Ila's first impression of Aqua was that of a kind, warm-hearted, patient indivudual that was concerned with the welfare of her friends. This impression proved itself to be true time and time again to the Replica as he wound up becoming... not part of her close circle of friends, but certainly someone she kept an out out for. He also took note of her mothering/care-giver nature, and he found himself asking for her advice several times over the course of his stay. He found himself growing to respect her--not only as someone who had proven themself to be dependable, but the fact that she was a Keyblade Master of quite some power. Something nagged at him, though--what had caused a Master of the Keyblade to simply... vanish by the time Sora had recieved the Keyblade?
    • Terra: Ila's first memory of Terra would come to him in a fever-induced dream around Christmas time. In that dream, he 'saw' one of the real Riku's earliest and most closely-held secret memories--that of a tall man with a kind face, who had spoken to the five year old Riku without speaking down to him and given credence to the boy's desire to become strong and see the outside worlds. The impression given off by the faint memory was one of strength, kindness, and that of someone that both Riku (and Ila, by proxy) could trust with anything. This memory, Riku's though it originaly was, served as something to uplift Ila's spirits. At least--it did, until he met the Keyblade Wielder in person some months later. Meeting the man in person had only served to solidify Ila's opinion--that this was a strong person that would fight to protect everyone they cared about with everything they had. This was someone he could trust, and someone that he could respect. It caught Ila off-guard, that Terra would offer to perform the same Rite of Inheritence for him that had been performed for Riku so long ago. But it had happened, and Ila couldn't help but feel... strangely happy that it had. This guy had acknowledged Riku, and now had acknowledged him. Offered to teach him, with no strings attached. He holds a great deal of respect for Terra as a result, for not judging him based on his obvious relation to Riku, but based on the merits of his own heart.

    history: The Riku Replica's page on the KH Wiki.

    alternate history: The divergence point from canon comes near the end of the Riku Replica's involvement in Reverse/Rebirth, the secondary story in Chain of Memories, where the player controls Riku instead of Sora, the main protagonist of the series.

    The Replica's final fight against Riku goes almost precisely the way it does in canon; the two meet in Twilight Town room, in front of the memory version of the old mansion. Dialogue between the two escalates, primarily on the Replica's end, as he proceeds to essentially vent about how no matter what he did or what he tried, he felt as if he were empty, and in the 'real thing's shadow'. The clone then attacks Riku, intending to kill the future Keybearer and take his place as the 'real thing'.

    For some reason not consciously known to the Replica at the time, he withheld just enough of his power so that should he lose this fight, he would still live past the end of it. Whether it was some hidden survival protocol programmed into him or his mind realizing that even if he won, should he fight all-out he would die would remain a mystery for quite some time. Either way, that small amount of energy was held back, and the Replica was soundly defeated by his original.

    This is where the divergence from canon truly begins, as the energy the Replica held back allowed him to survive being bested in what was supposed to be a battle to the death, instead of fading away into darkness. His mind practically blank and the adrenaline from the fight starting to wear off, the Replica is almost catatonic for almost half a minute before he starts to mentally break down. Quietly at first, but increasing in volume as he goes, he practically begs Riku to erase him, as he can't bear the idea of living forever in Riku's shadow, always considered to be at best a tool at the disposal of the Organization. What can he ever amount to when everything he is belonged to someone else first?

    It's at this point where Riku proceeds to demonstrate the crazy amount of character growth he's had during the course of the events of Reverse/Rebirth, and surprises his replica enough that it snaps him out of his emo-ness and causes him to look at his original in shock. "Then why don't you step out of it?"

    Not understanding, Riku continues on this streak of unexpected awesome. "You're tired of living in my shadow, right? Then don't; you might have started as a copy of me, but I think you could be more than that. You just have to figure out what it is."

    This level of acknowledgement is still beyond the comprehension of the Replica. What is Riku talking about? How could he be saying something like that? "Figure out what what is?!"

    "Who you are. I think you might be surprised when you figure that one out." Not elaborating further, Riku tells the Replica to get out of Castle Oblivion; to run, and not look back. He'll keep the secret of the Replica's continued existence, and let the Organization think that their fight had been the end of the younger male. His mind still swimming with confusion and a multitude of unanswered questions, the Replica can only managed to blurt out one telling request. "Take care of her for me, will you?"

    Realizing that his replica was talking about Naminé, Riku readily agrees to the request, and the Replica utilizes a Corridor, leaving behind Castle Oblivion--and the girl he loved more than anything--for good.

    The Replica spends roughly two months in constant travel, thinking that there is a chance that Organization XIII could be after him. He visits many of the words in his fake memories, wanting to see them for himself, but never staying longer than a week just in case Organization XIII is tracking him. Near the end of this two month period, he visits Destiny Islands to see it with his own eyes instead of in his false memories. He winds up hiding out on the children's island for at least a week, as he finds Destiny Islands as a sort of reprieve from the constant running. When he isn't watching the sunset from the small island with the paopu tree, he's walking around the small island or resting in the small shack. He occasionally hears voices--three, two boys and a girl, when he's inside the small shack on the beach. He quickly learns who the owners of those voices are--Selphie, Tidus, and Wakka, the other three children that live on Destiny Islands. He doesn't try to listen in whenever they end up talking close enough for him to hear it, but he winds up paying attention anyway. In his inadvertent eavesdropping, he heard several things, and two constantly repeating names. Kairi, and Riku.

    'Anyone ever wonder where Riku went?'

    'He disappeared a year ago, yeah?'

    'Kairi's waiting for him, that's why she won't come back here.'

    When he put the pieces together, he figuratively saw red. Whoever this Kairi was, she was waiting for Riku to return--and Riku wasn't here. He had half a mind to go find the real him and put a fist in his face, but then he remembered. Hadn't he left someone behind as well? Someone more precious to him than anyone else. Naminé. His anger starting to ebb away, he began to think about why Riku would leave this Kairi person alone, if she was a friend of his. Maybe Riku had asked someone to take care of her, like he had asked Riku to take care of Naminé for him. But whoever Riku had asked wasn't here. That's who he had to beat up, if he ever learned who it was.

    After overhearing this information, the Replica resumes his travels through the many worlds. On each world he visits, he learns something important; not only about himself, but about life and being human. Each of these lessons--the importance of family, of friendship, an appreciation for the difficult task that was keeping the worlds safe while maintaning a low profile, and so on-- wind up sticking with him, helping him mature and mellow out. He also winds up gaining his second most important possession over the length of these travels-- a name of his own, Ila.

    It's also over this extended period of time--roughly seven or eight months--that his memories of Castle Oblivion start to become... foggy, for a lack of a better term. He can still recall Naminé, and he clings to those precious memories as best as he can, but a number of events have become blurry. There's a person there whose face he cannot see and whose name he cannot recall, but he knows without a doubt is a key figure in the defeat of the ones that had been using Naminé for their own motives. This person, he knows, was instrumental in bringing down those members

    After almost a year has passed since Ila last saw Castle Oblivion, his memories of his time in the castle itself start to become clearer, as if a fog was slowly being lifted. He could remember the face of the person he fought several times and competed with for the right to protect Naminé.

    He could remember Sora.

    Not sure what to make of this, he decides to continue traveling, as it's something he's accustomed to by this point in his life. It's also roughly at this point that the powers that be decide that this random traveling and just ambling about isn't entertaining enough, and mid-Corridor he's taken to a walled, abandoned city with no way of escaping. This place, called [community profile] rubycity_rp by others that have become trapped here, is somewhere that Ila remains trapped in for several months before he's returned back to Traverse Town just as suddenly as he'd arrived, with the memories of the time spent and the people he had met there quite conveniently blocked from his mind. Having been returned to the exact point in time from which he'd been taken, Ila resumes his travels, never knowing that he had been missing.

    It's on the world of Ivalice that Ila encounters what is quite possibly the most ridiculous being he's ever met, and one that he would soon come to think of as the most irritating. This annoyance was encountered in the Lhusu Mines, a place that held an extremely high quantity of Magicite ore and, oddly enough, had some sort of unknown pull on the Replica. The further he got into the mines, the stronger that pull became--and the stronger the creatures that he had to fight. They weren't Heartless, but they were aggressive, and posed quite a threat to his well-being. Getting past them wound up being quite the challenge, but he found it to be an exhilarating one.

    Unknown to him, his progress through the lowest levels of the mines was being watched by a keen set of eyes. After Ila finishes clearing his way to what looks like a bridge of some sort, he spots, of all things, a green dog. Wondering how the hell a dog could have gotten lost all the way down here, he carefully began to approach the dog, only for it to howl. That howl apparently served as some sort of signal to someone, because what is quite possibly the most over-the-top laugh that Ila has ever heard starts to echo through the bridge. This hammiest of hammy laughs is followed by the most ridiculously flashy entrance that he's ever seen anyone attempt to pull off by flying in from the side dramatically, the wind billowing the red tattered red cloth out beind him.

    Attempt, because the four-armed man wearing red armor managed to screw it up by tripping, hitting his head, and then falling off the opposite side of the bridge. Even the dog looked embarrassed.

    The idiot then proceeded to recover very quickly and jump back up to the far end of the bridge, opposite of Ila and behind that green dog. In as just an over-the-top fashion as that laugh from his entrance, the man then proclaimed that they would fight, and that Ila's weapons were now forfeit.

    Naturally, a declaration like this didn't go over well with the now very irritated Replica. The fight broke out, and Ila soon realized that this guy--who had introduced himself as 'Gilgamesh, the best swordsman in Ivalice' was actually living up to that boast, much to his eternal dismay and frustration. The fight pushed the still-exhausted Ila past his limits, forcing him to stay on his toes and fight harder than any other opponent to date that he's fought. Finally, he felt his reserves starting to leave him, and daring to take a risk, Ila pulled of the tricky maneuver of leaping over Gilgamesh, flipping and snatching that shield from the ridiculous fighter's back as he did so on a sudden impulse, and then opening a Corridor and getting the hell out of there in one swift movement.

    Upon realizing that he had landed back in Traverse Town and not in some other part of the maze-like mines back on Ivalice, Ila allowed himself the luxury of collapsing onto a bed in the Second District Hotel. That fight had been close. Very close. His heart was pounding in his chest from the adrenaline still in his system--a good thing. But what the hell had that been all about? Why had he stolen that shield before getting out of there? Why had he even accepted that challenge? All questions aside, the Replica sighed in relief, glad that that particular moron was stuck on that world and couldn't make good on that threat to claim Soul Eater as his own.

    This particular scene would find itself repeating several times over the next three months, much to Ila's dismay and eternal frustration. Gilgamesh, it seemed, was capable of traveling between worlds all on his own in his quest for 'glory, battle, and powerful weapons', and wouldn't you know it, the moron now had his sights set on Ila's replicated version of Soul Eater. Each fight would occur on a different world and under different circumstances, but the end result was always the same; Gilgamesh would screw up some dramatic entry, challenge Ila, and then proceed to push the Replica to the very edge of his limits. Each battle only grew progressively more difficult, and as much as Ila hated his new stalker, he couldn't help but be thrilled each time they fought. He felt himself getting stronger, more capable as a fighter. His heart, which had once given him massive amounts of problems not even four months ago, now thrummed along strongly, his Light and Dark having begun to form a kind of balance in the process of being pushed past his limits.

    Of course, the fact that Ila would always walk away from these fights with some new piece of armor or equipment wasn't half-bad, either.

    It's when he's escaping from yet another encounter with the Large Ham that is Gilgamesh that once again, his Corridor is re-routed in the middle of his trip, and he finds himself transported into the game.

    personality: It's incredibly difficult to describe the personality of the Riku Replica without bringing in Riku for comparison, but for the sake of trying something new I'm going to give it a go.

    First off, the Riku Replica is incredibly insecure, though this is not something that is easily discerned at first glance. To many that first meet him, the Replica comes off as blunt to the point of being rude, easily irritated or confused, and possessing self-confidence that's almost to the point of arrogance when in a relaxed state. While it's true that he actually does possess these personality traits, they all serve as a mask to hide his own inner insecurity. The majority of this ties into the fact that he is what he is--a Replica, created to look, act, and think like the person he was modeled after. As looking in the mirror only serves to remind him that he is a copy of a pre-existing person, he can never escape it. Because of this, he has a drive to prove to himself and to anyone that says otherwise that he is his own person, and that he's more than just a copy.

    This drive to prove his worth shows up in several ways; the Riku Replica is highly competitive, although he is lacking someone vital in order to push him to reach his full potential--a rival for him to measure himself against, who can constantly motivate him to push himself past his limits. For a long time, his self-appointed 'rival' was a mix his memories of the real Riku and his abilities, and his experience in Castle Oblivion. These memories motivated him to try and become his own person, to become strong enough that he wouldn't have to prove his worth to anyone, and to never allow himself to be used as a tool ever again.

    He is also extremely loyal to those that he calls 'friends'. If you are part of the Replica's circle of friends, or are deemed one of his most precious people, he will do everything in his power to make sure that no harm comes to them. This loyalty is not without it's faults, as it can drive him to be overprotective, and even cause him to become jealous if his friends are making new ones, if only for a short time.

    The most prominent example of this extreme loyalty would be his complete devotion to Naminé. His first real memories all revolve around the shy, petite blonde in some way, shape, or manner. She is the first real friend he recalls making in Castle Oblivion, and he hated seeing her sad or lonely. This would only intensify greatly once his memories were tampered with, and his loyalty and devotion to his first true friend became akin to the real Riku's adoration and love of Kairi (who, not so ironically, is Naminé's Somebody). Even after she shattered all the links chaining those false memories to his artificially-created heart, and thus literally shattering his heart, he holds no grudge against her and can never think of hating or even disliking her. She'd done what she had to do, and what she felt was right.

    He's outgrown most of the extreme jealousy and his anger he displayed in Castle Oblivion, in part due to the lessening of the Darkness in his Heart over time. While it was a power that he fully embraced in Castle Oblivion, he has hardly had the need to use it while he travels, instead using only enough to summon a Corridor in most circumstances. Because of the Darkness not being so close to the surface, he is calmer, more prone to smile, and more prone to tease whoever he might actually be close enough to feel comfortable around.Because he lacks the guilt that the real Riku carries around with him, he is far more prone to smiling. He's also not afraid of looking like an idiot sometimes, as he is aware that as a Replica he lacks a great deal of life experience, and so doesn't know or understand a great many concepts. It's in this that his real age shows, as he is extremely curious about life in general. This is most apparent in his wanderlust, another thing that he happens to have in common with Riku, although for far different reasons. While Riku's itch to travel was fueled by his desire to escape Destiny Islands and have a grand adventure where he was the hero, the Replica's wanderlust is fueled by his desire to experience things for himself, and to discover who 'he' really is.

    abilities/powers: As a Replica, he was able to fight from day one. His abilities include:
    • Swordsmanship: The Riku Replica is a proficient swordsman with a fairly balanced fighting style. Like the real Riku and his best friend Sora, the Riku Replica focuses on attacking fast and landing multi-hit combos. Unlike Sora, but very much like Riku, the Replica prefers to wait in a stance suited for high adaptability, until an opening shows itself. That's when he strikes.
    • Darkness Manipulation: Not fearing the Darkness in his Heart, the Riku Replica uses it to great effect. He can amplify his own natural abilities, causing him to become faster and stronger than if he didn't use it. However, this has some side effects on his behavior. Using Darkness draws on a person's more negative aspects; as such, the Replica's temper becomes more volatile, and his demeanor tends to become more aggressive/hostile. He can get overly-cocky in a fight, and outside of a fight he can become harsh, snappish, and prone to say things that he doesn't truly mean--or maybe he does. Depends on who he's talking to while the Darkness is still up or as it's receding. Another, more visible side effect that might freak some people out is a shift in his eye color; darkness users that use it far too liberally and/or give in to it tend to have bright gold eyes instead of whatever their natural color was. Given that the Replica is not afraid to use his power when necessary, and even taps into it when in a particularly difficult battle, there will be times where the naturally vibrant aqua color he 'inherited' from Riku will be overwritten by gold. However, because he doesn't exclusively use Darkness or rely on it completely, his eyes will return to normal. Eventually. Give him a few minutes to cool off and let the darkness recede to where it came from.
    • Dark Attacks: These are special attacks that he can use when he's tapping into his inner Darkness/the Dark Side/what have you. Note that it is now a lot easier for him to perform these attacks; where once, he was required to go into 'Dark Mode' in order to use these, the Replica can now perform them at will. Dark Firaga is a projectile attack that resembles a blue ball of flames, and homes in on it's target. Dark Aura is a sword-based attack, where you rush the enemy several times before stabbing the ground. This causes dark flames to erupt upwards from the ground and engulf the battlefield within a set radius. Helm Split is another sword-based attack in much the same manner as Dark Aura, the Replica rushes the enemy. However, a more apt description would be 'Death From Above', as Helm Split is an aerial attack, where the Replica dives down and slashes with Soul Eater, and teleports back up to repeat the process several times. Like Dark Aura, the finisher causes the battlefield to be engulfed in dark flames within a set radius. Dark Shield, an ability he later discovered in his travels, creates a personal transparent barrier that acts as a temporary shield, capable of blocking both solid objects and reflecting back projectiles fired at him. A more powerful blow can still make it past the barrier, though the shield can and will absorb a fair amount of the impact, as demonstrated when the original Riku used the ability in his fight against Roxas at the end of days. The timely, instinctive use of Dark Barrier turned what could have been a severed hand into a mere broken wrist.
    • Corridors of Darkness: Another aspect of being able to manipulate Darkness at will, this is a form of transportation. The user opens up a portal that leads into an 'in-between' realm of sorts--the Corridor itself. On the other end of the corridor is a matching portal, which leads to the destination the creator of the portal was trying to reach. This travel can be either near-instantaneous or anywhere to a few minutes long, depending on how long someone says within the corridors. Staying for longer periods of time can be dangerous, as Heartless and Nobodies are known to also travel using the Corridors of Darkness.
    • Illusion Creation/Generation/Manipulation: Thanks to the power he took from Zexion, the Riku Replica is capable of producing illusions. However, given that this ability wasn't his to begin with and that the power to do so was stolen, it's much harder for him to control. Zexion's power is far more slippery, harder to grasp than his own, so it takes far more concentration to get the power to do what he wants it to do. At this point, he can only generate one illusion at a time; whether it be a camouflage on himself, an area-effect that multiple people can experience, or a targeted mind-fuck, he can only do one at a time. Because of his lack of complete control and proficiency, there isn't even a guarantee that the illusion will even work, or hold for very long.
    • Life Energy Siphoning: This is an ability that the Replica does not use very often, if at all after he leaves Castle Oblivion. He first utilized this odd power in the orchestrated murder of Zexion to completely drain all of the Nobody's power and add it to his own. This is something he can potentially do with anyone, but not necessarily everyone will have power that is compatible with his own. Compounding on the compatibility restriction is the fact that the energy he takes does not add itself to his own right away. It takes time for the energy to be converted for the use in the data-to-matter conversion that continually makes him more real over time. Using this particular ability on anyone can therefore be seen as a last-ditch effort
    • Light and Darkness Sensing: Because of the power of the Darkness in his Heart, as well as his absorbing and adding of Zexion's abilities to his own, the Riku Replica is capable of sensing people based on the amount of Light and Darkness in their Heart. While this is by no means an exact measure of a person's worth or personality, it's accurate enough that the Replica will be able to get a sense of whether or not he should trust you or keep his guard up.
    • Magic: As the Replica of a Keybearer, the Riku Replica has an untapped potential to learn and wield the element of magic. This skill will be difficult to master, as he is completely unaware of it and has the potential to (quite literally) blow up in his face should he learn from someone unskilled in the magic systems of the Final Fantasy or Kingdom Hearts franchises. Until he's begun to have proper instruction, the most he is capable of doing unconsiously is to form the Dark Barrier or cast Dark Firaga, which rely on his Darkness as well as his innate magical power.
    • Key: Because of events that he was unaware of prior to his creation or his tenure in Ruby City, the Replica was unaware that, as Riku's replica, his heart had inherited the sleeping potential to become a Keybearer in his own right. Compounding onto this sleeping potential is the fact that during his time in Ruby City, Ila met [personal profile] bladecharge that was responsible for his original having the potential to wield the Keyblade, and then was granted the honor/privilege/surprise of having the Rite of Inheritance performed for him as well. Although he's forgotten about this since his departure from the derelict city, the effects of the Rite still hold fast on his heart, and he's surprisingly close to being able to have the strength of heart needed to trigger an awakening.

      But just what is this 'Keyblade' thing, anyway? Get the liquor, this may take a while and might make you want to tilt your head and go 'huh?!'. Either that or strangle Tetsuya Nomura.

      The Keyblade is kind of like the Kingdom Hearts equivalent of a Green Lantern Ring. This means that anyone that has one or has the capability or potential to wield one tends to be wind up being rather powerful and can do a whole host of things that a normal person would only stare at. Do note that this staring could also be a result of the sometimes ridiculous appearance of the weapon in question--ice cream and tree trunks come to mind.

      The Keyblade is, as the name suggests, a sword that is shaped in some way like a key. Very literal, no? The shape of the weapon and its properties in battle change depending on the heart of the wielder and the Keychain attached to the pommel of the blade, making it a very flexible weapon for any given situation. As it's shape and name suggest, it's most famous function is that of the Universal Skeleton Key; the Keyblade is capable of locking or unlocking anything. This even extends to being able to make it past magical barriers of any kind. Basically, it's the ultimate lock-pick.

      However, the Keyblade is not just being referred to as a 'green lantern ring' without due cause. Not only is it capable of shifting it's shape (as described above), but wielders of the Keyblade have their natural abilities amplified several times over. Think of a Jedi, and what they're capable of using the Force--a Keybearer is capable of doing many of the same things, and then some. Super-human feats of endurance, agility, speed and strength have all been exhibited by Keybearers in the past as they fought--Riku and Roxas have demonstrated the ability to jump off of buildings several stories tall and land on their feet without so much as a scratch, while every Keybearer that has appeared in the games has demonstrated the ability to fight creatures several times their size without much effort.

      It's also a natural magic focus, and the spells that a Keybearer can cast tend to pack a wallop.

      Oh, and the most important thing--a Keyblade cannot be taken from it's Wielder for very long. The Bearer and Blade have a very powerful connection, and at will, the Bearer is capable of recalling the weapon to their hand at any point in time, even if has been knocked out of reach. The Keyblade will simply dissolve in a flash of light, only to return to the hand of the wielder. It's a very picky thing, the Keyblade; it won't just let anyone wield it. All bearers of the weapon have strong wills and hearts dedicated to protecting those that they care about. Oh, and Hero Complexes. Keybearers tend to have ridiculous Hero Complexes.

      At this point in time, Ila has in his possession what is likely a 'proto-Keyblade': his sword, Soul Eater. As a manifestation of the power of the Darkness in his heart and as a copy of the weapon that Riku had used at the time of Ila's 'birth', it is a formidible weapon, tailor-fit to their shared fighting style. This 'proto-Keyblade' has the ability to, in the future, to transform into a full-fledged Keyblade in it's own right. However, this won't happen until Ila has what is known as an 'Awakening'. Until then? No Keyblade.

      first person sample: ;

      third person sample: 'That', Ila thought, 'was too close'. With a soft 'thwump', he collapsed onto the bed, the creak of the bedsprings and the sound of his own relieved laughter filling his ears. The sheets were cool against his skin, and he could accutely feel his heart pounding away in his chest."

      Another creak of bedsprings, and he flips over, staring at the red curtains and the ceiling above him. "The Red Room, huh?" Closing his eyes and exhaling, he tried to start the tedious process that would be relaxing. "Figures I'd wind up here."

      He hadn't really been thinking any one place when he'd opened the Corridor behind that four-armed swordsman. He'd just known that he would not be able to last much longer, and that if he stuck around, he would've likely wound up--

      'Dead. Not something I'm looking forward to.' So he'd opened a Corridor, just thinking that he needed to get somewhere safe; somewhere that Gilgamesh couldn't follow him to. Landing in Traverse Town had been more than luck; that guy wouldn't be able to follow him across worlds.He shook his head and sat up, ignoring the sound of the bedsprings in favor of thinking about the fight he had just high-tailed it from. That guy had been annoying, but damn if he hadn't backed that boast up.

      "The best swordsman in all of Ivalice..." His heart was still pounding, though it wasn't as rapid as it had been not even a few minutes before. Unbidden, a small smirk made it's way onto the Replica's face. "Goofball or not, I'll give you this much--you lived up to that stupid boast."

      It was just a pity that he wouldn't ever see that guy again; he'd felt something during that fight that he hadn't felt since his battles against Sora in Castle Oblivion, that didn't exist outside of Riku's memories. A competitive streak, and the drive to keep going, to show this guy just who he was dealing with.

      'I'll have to get stronger, just in case I run into someone like that again.' Hell, he was actually looking forward to running into someone like that again. And for the first time in a long time? He actually wanted to push himself, so that he could come out on top. It felt good.

      It felt really good. Like he had reclaimed something that he hadn't even known was missing.

      case no: 25 - 49 - 63 ; If I recall correctly, this was the number that was given to him originally. Might as well keep it, right? ^-^
    quakega: (Wayfinder)
    [personal profile] quakega2012-01-09 07:59 pm

    Terra | Distant Skies

    ABOUT YOU

    Name: Ranko
    Are you 18 or over?: Yes
    Other characters played: N/A

    CHARACTER

    Name: Terra
    Canon: Kingdom Hearts
    Age: 19
    History: Here's a link to his official Wiki page.
    Point in canon: Mid-battle at the Keyblade Graveyard; just as he's been tossed off the raised pillar of earth by Xehanort.
    Window Location: The Keyblade Graveyard.
    Universe: Source 1 | Source 2
    Abilities: 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: 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.
        BasicAdvancedUltimate
        Binding Strike Aerial Slam Ars Solum
        Blitz Brutal Blast Geo Impact
        Confusion Strike Collision Magnet Limit Storm
        Fire Strike Fire Dash Magnet Spiral
        Fire Surge Dark Haze Meteor Crash
        Quick BlitzFreeze Raid Sonic Blade
        Sliding Dash Thunder SurgeWindcutter
        Strike Raid Zantetsuken
        Stun Edge  
           
      • 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.
        Spell Command List
        BasicAdvancedUltimate
        Fire/FiraFiragaDark Firaga
        Blizzard/BlizzaraBlizzagaDeep Freeze
        Thunder/ThundaraThundagaMega Flare
        BindCrawling FireMeteor
        SleepFission FiragaQuake
        Magnet/MagnegaMine Shield/SquareTrancendence
        Aero/AeroraMagnegaMini
        SlowEsuna 
        Stop/StopraStopga 
        Zero Gravity/GraviraZero Graviga 
        Cure/CuraWarp 
        Poison Ignite 
         Curaga 
         Blackout 
      • 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.
        MovementDefenseReprisal
        Jump Block Counter Hammer
        High JumpFocus BlockPayback Fang
        Slide Poison Block 
        Air SlideRenewal Block 
        Ice SlideStun Block 
        Sonic Impact  
      • 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 they 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.
        BasicAdvanced
        Group Cure Group Cura
        Union Rush Group Curaga
          Group Esuna
          Vanish
         Trinity Limit
         Voltage Stack
    • D-Link: 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: 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: 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: 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: 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: 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: 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: A secondary command style, and the final one that is exclusive to him, Terra must either 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: 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: 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, which is only accessible after he regains his Keyblade. 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.
    • 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. The Keyblade only goes to one that has been chosen to receive it via a Rite of Inheritence 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 across great distances and 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.

      Terra's currently-equipped Keyblade is a powerful blade known as Ends of the Earth. It is a powerful blade, offering a boost of +5 to Strength, +3 to Magic, with a critical hit rate of 50%.
    • 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.
    • 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.
    • Armor: While this is more of an equipment choice as opposed to an ability, it does at least deserve a quick note. 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.
    Possessions: Terra's possessions/inventory are as follows for his particular canon point-
    Key Items
    1 Wayfinder
    1 Action Recipe
    1 Attack Recipe
    1 Block Recipe
    1 Magic Recipe
    1 Mega Attack Recipe
    1 Mega Magic Recipe
    1 Giga Attack Recipe
    1 Giga Magic Recipe
    1 Disney Town Pass
    Health Items
    5 Potion
    8 Hi-Potion
    10 Ether
    4 Mega Potion
    5 Mega Ether
    6 Elixer
    3 Megalixer
    Miscellaneous
    15 Fleeting Crystals
    15 Wellspring Crystals
    15 Pulsing Crystals
    15 Soothing Crystals
    15 Shimmering Crystals
    15 Hungry Crystals
    1 Secret Gem
    1 Chaos Crystal
    15,000 Munny


    Keychain List

    NameDescriptionStrengthMagicCrit. RateCrit. Damage
    EarthshatterTerra's default Keychain.3125% x1.2
    Fairy StarsClear Enchanted Dominion2325%x1.2
    Stroke of MidnightClear Castle of Dreams2275%x1.35
    Treasure TroveClear Dwarf Woodlands3225%x1.2
    Victory LineScore a first-place finish in the Rumble Race Castle Circuit4275%x1.35
    Mark of a HeroClear Olympus Coliseum5150%x1.5
    HyperdriveClear Deep Space4350%x1.35
    Pixie PetalClear Neverland3675%x1.35
    DarkgnawClear the "Dead Ringer" event in the Mirage Arena5225%x1.35
    SweetstackCreate all seven ice cream flavors in Disney Town64100%x1.2
    Ends of the EarthGained after the events of Destiny Islands5350%x1.35
    Chaos RipperEarned after defeating Eraqus10-225%x1.5
    Ultima WeaponClear the "Villain's Vendetta" event in the Mirage Arena7675% x1.5
    Note: As there is no real logical reason as to why Terra is capable of carrying so many items on his person at once, I'll be assuming that Terra has magic pockets that have been enchanted with the KH equivalent of a Bag of Holding spell, allowing him to carry far more items than one would normally think possible. This also has the effect of keeping certain perishable items in a state of magical stasis.

    Aside from his above inventory, Terra's going to have the clothes on his back, and will have his armor activated, though it'll be in rather damaged condition.
    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."
    Thread Sample: Sample 1 | Sample 2
    Prose Sample: Pain. That was the first thing that really entered his mind, closely followed by confusion and just a touch of panic. The ground beneath him didn't feel like the shattered bedrock of the Keyblade Graveyard, and whatever he was propped up against definitely didn't feel like a column of earth. More like... a concrete building? He remembered being tossed off of the platform Xehanort had raised, and Ven had been in his grasp--

    "No, Ven!" Trying to sit up so fast proved to be a bad idea, as a sharp pain hit him right in his side. Panting, and ignoring the slightly lesser pain that seemed to shoot through his chest with each breath, he rested back against the wall. Had something pierced his armor when he landed? Whatever it was, he couldn't let that slow him down. He just had to get up, and then get back as fast as he could.

    It was proving to be a lot harder than he thought, though with the aid of Ends of the Earth he was able to drag himself to a kneeling position. Breathing was proving more difficult than he thought, as he had to keep it shallow.

    'It feels like I bruised my ribs when I crashed.' A quick mutter of 'Heal' under his breath, and the familiar green light of the Curaga spell washed over him, driving the numbing ache out of his limbs and easing his breathing considerably. Armor creaked and shifted as he fully stood, and his grip on the hilt of his Keyblade tightened as he used his free hand to take the broken helm of his face and get a much better look at wherever he seemed to be.

    'An alleyway. Paved streets, trash bins... is that the ocean?' The sound of waves was the most discernible sound to Terra's ears. Standing, he started to walk forward--

    Only to stop short, his hand going to his chest as he felt another sudden, sharp pain, this time in his Heart. "What-- how--" It felt like he was being ripped apart, his Heart torn in two. What was going on? With a gasp of pain as the tearing feeling increased, he fell to the ground, more pieces breaking off of his already damaged armor. His breathing became short, his vision began to fade--

    'No! I can't... be losing my Heart...' Before blacking out entirely, Terra couldn't help but register the faint sensation of something cold and wet nudging the exposed part of his face, and the sound of a female voice reached his ears.

    "No, cub; I'm not leaving you. I'll never leave you."

    Plans: (OPTIONAL)
    Notes: Terra's going to be arriving... erm. Kind of in an unconventional method--he's going to be falling/crashing through his window, as he was in the middle of a very intense fight that involved lots of spell-casting (tornadoes, raised pillars of earth, ect). 

    DÆMON

    Name: Chthonia
    Sex: Female
    Form: Gray Wolf
    Additional notes: Although Chthonia looks like a typical gray wolf in coloring, there is an almost gold-colored patch on the wolf's face--at the point where the forehead meets the muzzle, that is shaped like the insignia that Terra wears on his belt. This little patch of fur actually extends over the eyes of the wolf's eyes, which are also almost gold in color.
    Why this form: Like wolves, Terra is actually very 'pack-oriented'--that is, he is very loyal to his friends and family, and as such, very protective of them. He is also rather hierarchical like most canines, and is respectful of those that hold obvious authority or rank over him. He is a genuinely amicable guy, and prefers not to fight unless he absolutely has to, but when his loved ones are threatened, there is nothing he won't do to protect them.

    reflected: (Default)
    [personal profile] reflected2011-11-05 03:51 am
    Entry tags:

    Ila | Abax

    player information.

    name: Ranko
    age: 23
    personal lj: [livejournal.com profile] weavingbalance
    email/msn/aim/plurk/etc: On AIM, I'm 'rainykoi' or 'charmingcrown'. You can also either PM my character journal or contact me on plurk here.
    characters in abax: N/A


    in character information.

    series: Kingdom Hearts (Chain of Memories, specifically)
    name: Riku Replica, aka this kid didn't have a name of his own; he's since gained the name 'Ila'.
    gender: Male
    age: Physically, he appears to be in his late teens. '17' or so. His actual age is closer to only two.
    height: 5'11"
    weight: "???"
    canon point: Halfway through the canon timeline of Kingdom Hearts 2, where Sora has just finished fighting to save Radiant Garden from the army of Heartless and has seen Xemnas's face for the first time.
    previous cr: It was at the start of Kingdom Hearts 2 when the Replica, now named Ila, found his Corridor of Darkness re-routed to the inside of what appeared to be a completely empty train. Irritated, and somewhat creeped out that he'd randomly been diverted to a place he clearly had no intention of going, he searched the train from top to bottom only to discover that his initial suspicions had been correct; the train was completely empty, with not even a conductor present.

    Unable to shake the feeling that someone was watching him, he tried to Corridor out but to no avail. Irritated, Ila sat in one of the seats near the window and waited for the train to take him to whatever it's ending destination was.

    The final destination, as it would turn out, was a completely abandoned, walled-in, and downright disturbing abandoned city. After finding a bizarre pocket watch just waiting for him upon stepping off the train, Ila was quickly informed by others in the city (through the use of the pocket watch, which turned out to be a communicator of some kind) that he was now in a place called [livejournal.com profile] rubycity_rp, and that he was now a 'guest' of mysterious and powerful beings known as the Watcher and the Interloper.

    Ila remained in this city for several months, and met a number of people over his tenure there. Over his stay, he bore witness to the 'hospitality' of their kidnappers, who as it turns out got a sick pleasure out of playing games with everyone captive in the city. Sometimes, it would be cursed foodstuffs that would alter them in some way. Other times, the 'games' would become dangerous--monsters loose on the city, with people fighting for their lives. People could disappear at the whim of the the Watcher and Interloper, and sometimes reappear, only to have no memory of the city or having previously been there. And sometimes, it was as if they were being pulled in from different points in their personal timelines.

    Things weren't all bad, though, as Ila was not the only person from his 'universe' trapped in the city, and a majority of the others from different worlds had all banded together in a way to try and at least live life the best they could, if not try to find out what they could about the Watcher, Interloper, and the city in an attempt to try and find a way out.

    Of the people that Ila met in the city, he holds the memories he has of these people the closest to his heart:
    • Xion: Xion was one of the first people he met when Ila first arrived at the city, and boy was she something of a surprise. He'd been completely unaware of the fact that a second Replica had been created, let alone one of Sora. The discovery that he had a 'sibling' had been, well. Surprising and more than a little bit of a relief. This was someone could understand a lot of his insecurities over being a copy of someone else. But Xion was different from him--she might have been a Sora replica, but unlike him, who was a physical copy of Riku, Xion was a memory-based one. Xion was someone he was able to relate to on a level that before, he never had been able to. He was quick to see that Xion was not like Sora, and he found himself growing attached to her as time went on, even going so far as to mentally refer to her as 'sis' every now and then.
    • Riku: This one's complicated. Very complicated. Ila's not even sure how the two of them managed to wind up in the easy, almost natural friendship they'd come to fall in to once the 'Real Thing' had arrived in Ruby City. A large number of disasters happened afterwards that would only strengthen the odd bond the two were building. Ila would begin to confide in his 'twin' a lot more as time passed, though circumstances beyond their control (lol, a freaking body swap) lead to Riku discovering something that Ila had only thought was a minor annoyance at best; his heart, having already been shattered once and having gained a fair amount of light over the course of his travels, was at the brink of shattering again, courtesy of the Darkness that the Replica wielded as easily as he breathed. Likewise, Ila had noticed a curious lightness while he'd been trapped in Riku's body--a lack of weight on his heart that Ila had born without much fuss since his birth. Between the two of them, they managed to figure out that if Ila kept using his Darkness as liberally as he had been without giving his heart time to heal or using any of his Light, his heart would completely tear itself apart. He found himself realizing that he had actually come to respect Riku somewhat when it became clear to him that they were not just getting along, but getting along well. Almost like brothers, one might think. He found himself reserving the title of 'Real Thing' only for when he felt that Riku was being a colossal idiot or as a form of casual teasing, and it will take a lot to damage Ila's new-found respect for the person he had been cloned from.
    • Kairi: Upon meeting the girl that had originally been the focal point of Riku's memories, it was easy for Ila to see why Riku and Sora were devoted to this girl. She was bright and cheerful, and was very quick to tease and laugh right alongside her friends. She was also clearly a very caring and loyal individual, and she hadn't even thought twice before accepting Ila as Ila, and not as just a copy of Riku. When the disaster he had come to think of as the 'Heartless Invasion of Ruby City' struck, he noticed that Kairi was right there amidst the swarms of Heartless, fighting just as hard as he was to try and drive them back and protect her friends from harm. This was something that he could easily admire in a person, and he came to regard the Princess of Heart as someone he could very easily be good friends with if given the chance.
    • Naminé: Naminé's arrival in Ruby City was one of ill-timing, as the city was under attack by the monsters from deep within the forest that surrounded the park. Ila quickly came to her rescue, but his heart was almost simultaneously crushed as the girl he felt was most important to him not only didn't recognize him as she once had, but was somehow afraid of him, which she had never been before. Not wanting to let this effect him or his memory of their friendship, he offered to let her stay in the spare room in the apartment he had found near the clock tower in the center of town, as he couldn't just turn her away. She was new, she was scared, and she disliked being alone back then almost as much as he had. How could he turn her away when what she needed the most was a familiar face? A friend? The relationship between them became further strained some months later, when Naminé unexpectedly moved out with hardly a word, leaving only a written note to explain why she felt she had to. Ila was heartbroken, but respected Naminé's wishes and offered to help her find a place on her own. While he remained somewhat wary around her, not sure where his boundaries were regarding their friendship now lay, Naminé remained--and will remain--one of his most important people.
    • Aqua: Ila's first impression of Aqua was that of a kind, warm-hearted, patient indivudual that was concerned with the welfare of her friends. This impression proved itself to be true time and time again to the Replica as he wound up becoming... not part of her close circle of friends, but certainly someone she kept an out out for. He also took note of her mothering/care-giver nature, and he found himself asking for her advice several times over the course of his stay. He found himself growing to respect her--not only as someone who had proven themself to be dependable, but the fact that she was a Keyblade Master of quite some power. Something nagged at him, though--what had caused a Master of the Keyblade to simply... vanish by the time Sora had recieved the Keyblade?
    • Terra: Ila's first memory of Terra would come to him in a fever-induced dream around Christmas time. In that dream, he 'saw' one of the real Riku's earliest and most closely-held secret memories--that of a tall man with a kind face, who had spoken to the five year old Riku without speaking down to him and given credence to the boy's desire to become strong and see the outside worlds. The impression given off by the faint memory was one of strength, kindness, and that of someone that both Riku (and Ila, by proxy) could trust with anything. This memory, Riku's though it originaly was, served as something to uplift Ila's spirits. At least--it did, until he met the Keyblade Wielder in person some months later. Meeting the man in person had only served to solidify Ila's opinion--that this was a strong person that would fight to protect everyone they cared about with everything they had. This was someone he could trust, and someone that he could respect. It caught Ila off-guard, that Terra would offer to perform the same Rite of Inheritence for him that had been performed for Riku so long ago. But it had happened, and Ila couldn't help but feel... strangely happy that it had. This guy had acknowledged Riku, and now had acknowledged him. Offered to teach him, with no strings attached. He holds a great deal of respect for Terra as a result, for not judging him based on his obvious relation to Riku, but based on the merits of his own heart.

    history: This should cover things nicely regarding his canon history.

    alternate history: The divergence point from canon comes near the end of the Riku Replica's involvement in Reverse/Rebirth, the secondary story in Chain of Memories, where the player controls Riku instead of Sora, the main protagonist of the series.

    The Replica's final fight against Riku goes almost precisely the way it does in canon; the two meet in Twilight Town room, in front of the memory version of the old mansion. Dialogue between the two escalates, primarily on the Replica's end, as he proceeds to essentially vent about how no matter what he did or what he tried, he felt as if he were empty, and in the 'real thing's shadow'. The clone then attacks Riku, intending to kill the future Keybearer and take his place as the 'real thing'.

    For some reason not consciously known to the Replica at the time, he withheld just enough of his power so that should he lose this fight, he would still live past the end of it. Whether it was some hidden survival protocol programmed into him or his mind realizing that even if he won, should he fight all-out he would die would remain a mystery for quite some time. Either way, that small amount of energy was held back, and the Replica was soundly defeated by his original.

    This is where the divergence from canon truly begins, as the energy the Replica held back allowed him to survive being bested in what was supposed to be a battle to the death, instead of fading away into darkness. His mind practically blank and the adrenaline from the fight starting to wear off, the Replica is almost catatonic for almost half a minute before he starts to mentally break down. Quietly at first, but increasing in volume as he goes, he practically begs Riku to erase him, as he can't bear the idea of living forever in Riku's shadow, always considered to be at best a tool at the disposal of the Organization. What can he ever amount to when everything he is belonged to someone else first?

    It's at this point where Riku proceeds to demonstrate the crazy amount of character growth he's had during the course of the events of Reverse/Rebirth, and surprises his replica enough that it snaps him out of his emo-ness and causes him to look at his original in shock. "Then why don't you step out of it?"

    Not understanding, Riku continues on this streak of unexpected awesome. "You're tired of living in my shadow, right? Then don't; you might have started as a copy of me, but I think you could be more than that. You just have to figure out what it is."

    This level of acknowledgement is still beyond the comprehension of the Replica. What is Riku talking about? How could he be saying something like that? "Figure out what what is?!"

    "Who you are. I think you might be surprised when you figure that one out." Not elaborating further, Riku tells the Replica to get out of Castle Oblivion; to run, and not look back. He'll keep the secret of the Replica's continued existence, and let the Organization think that their fight had been the end of the younger male. His mind still swimming with confusion and a multitude of unanswered questions, the Replica can only managed to blurt out one telling request. "Take care of her for me, will you?"

    Realizing that his replica was talking about Naminé, Riku readily agrees to the request, and the Replica utilizes a Corridor, leaving behind Castle Oblivion--and the girl he loved more than anything--for good.

    The Replica spends roughly two months in constant travel, thinking that there is a chance that Organization XIII could be after him. He visits many of the words in his fake memories, wanting to see them for himself, but never staying longer than a week just in case Organization XIII is tracking him. Near the end of this two month period, he visits Destiny Islands to see it with his own eyes instead of in his false memories. He winds up hiding out on the children's island for at least a week, as he finds Destiny Islands as a sort of reprieve from the constant running. When he isn't watching the sunset from the small island with the paopu tree, he's walking around the small island or resting in the small shack. He occasionally hears voices--three, two boys and a girl, when he's inside the small shack on the beach. He quickly learns who the owners of those voices are--Selphie, Tidus, and Wakka, the other three children that live on Destiny Islands. He doesn't try to listen in whenever they end up talking close enough for him to hear it, but he winds up paying attention anyway. In his inadvertent eavesdropping, he heard several things, and two constantly repeating names. Kairi, and Riku.

    'Anyone ever wonder where Riku went?'

    'He disappeared a year ago, yeah?'

    'Kairi's waiting for him, that's why she won't come back here.'

    When he put the pieces together, he figuratively saw red. Whoever this Kairi was, she was waiting for Riku to return--and Riku wasn't here. He had half a mind to go find the real him and put a fist in his face, but then he remembered. Hadn't he left someone behind as well? Someone more precious to him than anyone else. Naminé. His anger starting to ebb away, he began to think about why Riku would leave this Kairi person alone, if she was a friend of his. Maybe Riku had asked someone to take care of her, like he had asked Riku to take care of Naminé for him. But whoever Riku had asked wasn't here. That's who he had to beat up, if he ever learned who it was. 

    After overhearing this information, the Replica resumes his travels through the many worlds. On each world he visits, he learns something important; not only about himself, but about life and being human. Each of these lessons--the importance of family, of friendship, an appreciation for the difficult task that was keeping the worlds safe while maintaning a low profile, and so on-- wind up sticking with him, helping him mature and mellow out. He also winds up gaining his second most important possession over the length of these travels-- a name of his own, Ila.

    It's also over this extended period of time--roughly seven or eight months--that his memories of Castle Oblivion start to become... foggy, for a lack of a better term. He can still recall Naminé, and he clings to those precious memories as best as he can, but a number of events have become blurry. There's a person there whose face he cannot see and whose name he cannot recall, but he knows without a doubt is a key figure in the defeat of the ones that had been using Naminé for their own motives. This person, he knows, was instrumental in bringing down those members

    After almost a year has passed since Ila last saw Castle Oblivion, his memories of his time in the castle itself start to become clearer, as if a fog was slowly being lifted. He could remember the face of the person he fought several times and competed with for the right to protect Naminé.

    He could remember Sora.

    Not sure what to make of this, he decides to continue traveling, as it's something he's accustomed to by this point in his life. It's also roughly at this point that the powers that be decide that this random traveling and just ambling about isn't entertaining enough, and mid-Corridor he's taken to a walled, abandoned city with no way of escaping. This place, called [livejournal.com profile] rubycity_rp by others that have become trapped here, is somewhere that Ila remains trapped in for several months before he's returned back to Traverse Town just as suddenly as he'd arrived, with the memories of the time spent and the people he had met there quite conveniently blocked from his mind. Having been returned to the exact point in time from which he'd been taken, Ila resumes his travels, never knowing that he had been missing.

    It's on the world of Ivalice that Ila encounters what is quite possibly the most ridiculous being he's ever met, and one that he would soon come to think of as the most irritating. This annoyance was encountered in the Lhusu Mines, a place that held an extremely high quantity of Magicite ore and, oddly enough, had some sort of unknown pull on the Replica. The further he got into the mines, the stronger that pull became--and the stronger the creatures that he had to fight. They weren't Heartless, but they were aggressive, and posed quite a threat to his well-being. Getting past them wound up being quite the challenge, but he found it to be an exhilarating one.

    Unknown to him, his progress through the lowest levels of the mines was being watched by a keen set of eyes. After Ila finishes clearing his way to what looks like a bridge of some sort, he spots, of all things, a green dog. Wondering how the hell a dog could have gotten lost all the way down here, he carefully began to approach the dog, only for it to howl. That howl apparently served as some sort of signal to someone, because what is quite possibly the most over-the-top laugh that Ila has ever heard starts to echo through the bridge. This hammiest of hammy laughs is followed by the most ridiculously flashy entrance that he's ever seen anyone attempt to pull off by flying in from the side dramatically, the wind billowing the red tattered red cloth out beind him.

    Attempt, because the four-armed man wearing red armor managed to screw it up by tripping, hitting his head, and then falling off the opposite side of the bridge. Even the dog looked embarrassed.

    The idiot then proceeded to recover very quickly and jump back up to the far end of the bridge, opposite of Ila and behind that green dog. In as just an over-the-top fashion as that laugh from his entrance, the man then proclaimed that they would fight, and that Ila's weapons were now forfeit.

    Naturally, a declaration like this didn't go over well with the now very irritated Replica. The fight broke out, and Ila soon realized that this guy--who had introduced himself as 'Gilgamesh, the best swordsman in Ivalice' was actually living up to that boast, much to his eternal dismay and frustration. The fight pushed the still-exhausted Ila past his limits, forcing him to stay on his toes and fight harder than any other opponent to date that he's fought. Finally, he felt his reserves starting to leave him, and daring to take a risk, Ila pulled of the tricky maneuver of leaping over Gilgamesh, flipping and snatching that shield from the ridiculous fighter's back as he did so on a sudden impulse, and then opening a Corridor and getting the hell out of there in one swift movement.

    Upon realizing that he had landed back in Traverse Town and not in some other part of the maze-like mines back on Ivalice, Ila allowed himself the luxury of collapsing onto a bed in the Second District Hotel. That fight had been close. Very close. His heart was pounding in his chest from the adrenaline still in his system--a good thing. But what the hell had that been all about? Why had he stolen that shield before getting out of there? Why had he even accepted that challenge? All questions aside, the Replica sighed in relief, glad that that particular moron was stuck on that world and couldn't make good on that threat to claim Soul Eater as his own.

    This particular scene would find itself repeating several times over the next three months, much to Ila's dismay and eternal frustration. Gilgamesh, it seemed, was capable of traveling between worlds all on his own in his quest for 'glory, battle, and powerful weapons', and wouldn't you know it, the moron now had his sights set on Ila's replicated version of Soul Eater. Each fight would occur on a different world and under different circumstances, but the end result was always the same; Gilgamesh would screw up some dramatic entry, challenge Ila, and then proceed to push the Replica to the very edge of his limits. Each battle only grew progressively more difficult, and as much as Ila hated his new stalker, he couldn't help but be thrilled each time they fought. He felt himself getting stronger, more capable as a fighter. His heart, which had once given him massive amounts of problems not even four months ago, now thrummed along strongly, his Light and Dark having begun to form a kind of balance in the process of being pushed past his limits.

    Of course, the fact that Ila would always walk away from these fights with some new piece of armor or equipment wasn't half-bad, either.

    It's when he's escaping from yet another encounter with the Large Ham that is Gilgamesh that once again, his Corridor is re-routed in the middle of his trip, and he finds himself transported into the game.

    personality: It's incredibly difficult to describe the personality of the Riku Replica without bringing in Riku for comparison, but for the sake of trying something new I'm going to give it a go.

    First off, the Riku Replica is incredibly insecure, though this is not something that is easily discerned at first glance. To many that first meet him, the Replica comes off as blunt to the point of being rude, easily irritated or confused, and possessing self-confidence that's almost to the point of arrogance when in a relaxed state. While it's true that he actually does possess these personality traits, they all serve as a mask to hide his own inner insecurity. The majority of this ties into the fact that he is what he is--a Replica, created to look, act, and think like the person he was modeled after. As looking in the mirror only serves to remind him that he is a copy of a pre-existing person, he can never escape it. Because of this, he has a drive to prove to himself and to anyone that says otherwise that he is his own person, and that he's more than just a copy.

    This drive to prove his worth shows up in several ways; the Riku Replica is highly competitive, although he is lacking someone vital in order to push him to reach his full potential--a rival for him to measure himself against, who can constantly motivate him to push himself past his limits. For a long time, his self-appointed 'rival' was a mix his memories of the real Riku and his abilities, and his experience in Castle Oblivion. These memories motivated him to try and become his own person, to become strong enough that he wouldn't have to prove his worth to anyone, and to never allow himself to be used as a tool ever again.

    He is also extremely loyal to those that he calls 'friends'. If you are part of the Replica's circle of friends, or are deemed one of his most precious people, he will do everything in his power to make sure that no harm comes to them. This loyalty is not without it's faults, as it can drive him to be overprotective, and even cause him to become jealous if his friends are making new ones, if only for a short time.

    The most prominent example of this extreme loyalty would be his complete devotion to Naminé. His first real memories all revolve around the shy, petite blonde in some way, shape, or manner. She is the first real friend he recalls making in Castle Oblivion, and he hated seeing her sad or lonely. This would only intensify greatly once his memories were tampered with, and his loyalty and devotion to his first true friend became akin to the real Riku's adoration and love of Kairi (who, not so ironically, is Naminé's Somebody). Even after she shattered all the links chaining those false memories to his artificially-created heart, and thus literally shattering his heart, he holds no grudge against her and can never think of hating or even disliking her. She'd done what she had to do, and what she felt was right.

    He's outgrown most of the extreme jealousy and his anger he displayed in Castle Oblivion, in part due to the lessening of the Darkness in his Heart over time. While it was a power that he fully embraced in Castle Oblivion, he has hardly had the need to use it while he travels, instead using only enough to summon a Corridor in most circumstances. Because of the Darkness not being so close to the surface, he is calmer, more prone to smile, and more prone to tease whoever he might actually be close enough to feel comfortable around.

    Because he lacks the guilt that the real Riku carries around with him, he is far more prone to smiling. He's also not afraid of looking like an idiot sometimes, as he is aware that as a Replica he lacks a great deal of life experience, and so doesn't know or understand a great many concepts. It's in this that his real age shows, as he is extremely curious about life in general. This is most apparent in his wanderlust, another thing that he happens to have in common with Riku, although for far different reasons. While Riku's itch to travel was fueled by his desire to escape Destiny Islands and have a grand adventure where he was the hero, the Replica's wanderlust is fueled by his desire to experience things for himself, and to discover who 'he' really is.

    abilities/powers: As a Replica, he was able to fight from day one. His abilities include:
    • Swordsmanship: The Riku Replica is a proficient swordsman with a fairly balanced fighting style. Like the real Riku and his best friend Sora, the Riku Replica focuses on attacking fast and landing multi-hit combos. Unlike Sora, but very much like Riku, the Replica prefers to wait in a stance suited for high adaptability, until an opening shows itself. That's when he strikes.
    • Darkness Manipulation: Not fearing the Darkness in his Heart, the Riku Replica uses it to great effect. He can amplify his own natural abilities, causing him to become faster and stronger than if he didn't use it. However, this has some side effects on his behavior. Using Darkness draws on a person's more negative aspects; as such, the Replica's temper becomes more volatile, and his demeanor tends to become more aggressive/hostile. He can get overly-cocky in a fight, and outside of a fight he can become harsh, snappish, and prone to say things that he doesn't truly mean--or maybe he does. Depends on who he's talking to while the Darkness is still up or as it's receding. Another, more visible side effect that might freak some people out is a shift in his eye color; darkness users that use it far too liberally and/or give in to it tend to have bright gold eyes instead of whatever their natural color was. Given that the Replica is not afraid to use his power when necessary, and even taps into it when in a particularly difficult battle, there will be times where the naturally vibrant aqua color he 'inherited' from Riku will be overwritten by gold. However, because he doesn't exclusively use Darkness or rely on it completely, his eyes will return to normal. Eventually. Give him a few minutes to cool off and let the darkness recede to where it came from.
    • Dark Attacks: These are special attacks that he can use when he's tapping into his inner Darkness/the Dark Side/what have you. Note that it is now a lot easier for him to perform these attacks; where once, he was required to go into 'Dark Mode' in order to use these, the Replica can now perform them at will. Dark Firaga is a projectile attack that resembles a blue ball of flames, and homes in on it's target. Dark Aura is a sword-based attack, where you rush the enemy several times before stabbing the ground. This causes dark flames to erupt upwards from the ground and engulf the battlefield within a set radius. Helm Split is another sword-based attack in much the same manner as Dark Aura, the Replica rushes the enemy. However, a more apt description would be 'Death From Above', as Helm Split is an aerial attack, where the Replica dives down and slashes with Soul Eater, and teleports back up to repeat the process several times. Like Dark Aura, the finisher causes the battlefield to be engulfed in dark flames within a set radius. Dark Shield, an ability he later discovered in his travels, creates a personal transparent barrier that acts as a temporary shield, capable of blocking both solid objects and reflecting back projectiles fired at him. A more powerful blow can still make it past the barrier, though the shield can and will absorb a fair amount of the impact, as demonstrated when the original Riku used the ability in his fight against Roxas at the end of days. The timely, instinctive use of Dark Barrier turned what could have been a severed hand into a mere broken wrist.
    • Corridors of Darkness: Another aspect of being able to manipulate Darkness at will, this is a form of transportation. The user opens up a portal that leads into an 'in-between' realm of sorts--the Corridor itself. On the other end of the corridor is a matching portal, which leads to the destination the creator of the portal was trying to reach. This travel can be either near-instantaneous or anywhere to a few minutes long, depending on how long someone says within the corridors. Staying for longer periods of time can be dangerous, as Heartless and Nobodies are known to also travel using the Corridors of Darkness.
    • Illusion Creation/Generation/Manipulation: Thanks to the power he took from Zexion, the Riku Replica is capable of producing illusions. However, given that this ability wasn't his to begin with and that the power to do so was stolen, it's much harder for him to control. Zexion's power is far more slippery, harder to grasp than his own, so it takes far more concentration to get the power to do what he wants it to do. At this point, he can only generate one illusion at a time; whether it be a camouflage on himself, an area-effect that multiple people can experience, or a targeted mind-fuck, he can only do one at a time. Because of his lack of complete control and proficiency, there isn't even a guarantee that the illusion will even work, or hold for very long.
    • Life Energy Siphoning: This is an ability that the Replica does not use very often, if at all after he leaves Castle Oblivion. He first utilized this odd power in the orchestrated murder of Zexion to completely drain all of the Nobody's power and add it to his own. This is something he can potentially do with anyone, but not necessarily everyone will have power that is compatible with his own. Compounding on the compatibility restriction is the fact that the energy he takes does not add itself to his own right away. It takes time for the energy to be converted for the use in the data-to-matter conversion that continually makes him more real over time. Using this particular ability on anyone can therefore be seen as a last-ditch effort
    • Light and Darkness Sensing: Because of the power of the Darkness in his Heart, as well as his absorbing and adding of Zexion's abilities to his own, the Riku Replica is capable of sensing people based on the amount of Light and Darkness in their Heart. While this is by no means an exact measure of a person's worth or personality, it's accurate enough that the Replica will be able to get a sense of whether or not he should trust you or keep his guard up.
    • Magic: As the Replica of a Keybearer, the Riku Replica has an untapped potential to learn and wield the element of magic. This skill will be difficult to master, as he is completely unaware of it and has the potential to (quite literally) blow up in his face should he learn from someone unskilled in the magic systems of the Final Fantasy or Kingdom Hearts franchises. Until he's begun to have proper instruction, the most he is capable of doing unconsiously is to form the Dark Barrier or cast Dark Firaga, which rely on his Darkness as well as his innate magical power.
    • Key: Because of events that he was unaware of prior to his creation or his tenure in Ruby City, the Replica was unaware that, as Riku's replica, his heart had inherited the sleeping potential to become a Keybearer in his own right. Compounding onto this sleeping potential is the fact that during his time in Ruby City, Ila met [livejournal.com profile] bladecharge that was responsible for his original having the potential to wield the Keyblade, and then was granted the honor/privilege/surprise of having the Rite of Inheritance performed for him as well. Although he's forgotten about this since his departure from the derelict city, the effects of the Rite still hold fast on his heart, and he's surprisingly close to being able to have the strength of heart needed to trigger an awakening.

      But just what is this 'Keyblade' thing, anyway? Get the liquor, this may take a while and might make you want to tilt your head and go 'huh?!'. Either that or strangle Tetsuya Nomura.

      The Keyblade is kind of like the Kingdom Hearts equivalent of a Green Lantern Ring. This means that anyone that has one or has the capability or potential to wield one tends to be wind up being rather powerful and can do a whole host of things that a normal person would only stare at. Do note that this staring could also be a result of the sometimes ridiculous appearance of the weapon in question--ice cream and tree trunks come to mind.

      The Keyblade is, as the name suggests, a sword that is shaped in some way like a key. Very literal, no? The shape of the weapon and its properties in battle change depending on the heart of the wielder and the Keychain attached to the pommel of the blade, making it a very flexible weapon for any given situation. As it's shape and name suggest, it's most famous function is that of the Universal Skeleton Key; the Keyblade is capable of locking or unlocking anything. This even extends to being able to make it past magical barriers of any kind. Basically, it's the ultimate lock-pick.

      However, the Keyblade is not just being referred to as a 'green lantern ring' without due cause. Not only is it capable of shifting it's shape (as described above), but wielders of the Keyblade have their natural abilities amplified several times over. Think of a Jedi, and what they're capable of using the Force--a Keybearer is capable of doing many of the same things, and then some. Super-human feats of endurance, agility, speed and strength have all been exhibited by Keybearers in the past as they fought--Riku and Roxas have demonstrated the ability to jump off of buildings several stories tall and land on their feet without so much as a scratch, while every Keybearer that has appeared in the games has demonstrated the ability to fight creatures several times their size without much effort.

      It's also a natural magic focus, and the spells that a Keybearer can cast tend to pack a wallop.

      Oh, and the most important thing--a Keyblade cannot be taken from it's Wielder for very long. The Bearer and Blade have a very powerful connection, and at will, the Bearer is capable of recalling the weapon to their hand at any point in time, even if has been knocked out of reach. The Keyblade will simply dissolve in a flash of light, only to return to the hand of the wielder. It's a very picky thing, the Keyblade; it won't just let anyone wield it. All bearers of the weapon have strong wills and hearts dedicated to protecting those that they care about. Oh, and Hero Complexes. Keybearers tend to have ridiculous Hero Complexes.

      At this point in time, Ila has in his possession what is likely a 'proto-Keyblade': his sword, Soul Eater. As a manifestation of the power of the Darkness in his heart and as a copy of the weapon that Riku had used at the time of Ila's 'birth', it is a formidible weapon, tailor-fit to their shared fighting style. This 'proto-Keyblade' has the ability to, in the future, to transform into a full-fledged Keyblade in it's own right. However, this won't happen until Ila has what is known as an 'Awakening'. Until then? No Keyblade.

    first person sample: ; ;

    third person sample: The silence was broken by the sounds of a frightened gasp and a bed creaking lightly as Ila suddenly sat up wide awake, his eyes widened in fright from what could only have been a nightmare. His heart was beating rabidly, his breathing ragged as if he had been running a marathon, and sweat causing his bangs to cling to his forehead. He shook his head slightly before rubbing the sleep out of his eyes.

    "Been a while since I've had that dream," he muttered. He could feel his heart returning to a more steady rhythm as the adrenaline rush began to fade. Wanting to thing about anything but the most recent nightmare, he got out of bed and headed to the small kitchen in his apartment, aiming to get a glass of water.

    He hated that dream, and what it possibly meant if it was coming back to him now. It replayed over in his mind, even as he went about getting a glass and filling it with water from the tap; he had been defeated by Sora, Naminé telling him to stop as he charged at the Keybearer--and then nothing, as his Heart was shattered and his false memories torn apart link by link.

    Most of that moment barely existed in his mind; he knows that his Heart pieced itself back together somehow, drawing on what few real memories he had to keep him from becoming completely inactive. With the dream so vivid in his mind, drawing on what few memories he had... he could almost feel the cold marble floor of the castle against his cheek from when he was lying on the ground, broken; his body limp as a marionette with it's strings cut.

    'I never want to feel like that again,' he thought as he headed back to his bed, the now half-empty glass of water still in his hand. He placed it on the nightstand next to the bed and then sat down, the springs in the mattress creaking slightly as they began to support his weight. 'But why am I dreaming about it now? What's causing it?'

    He would think about it in the morning. Right now, he had to go back to sleep.

    case no: If you could randomize this one for me, guys?
    earthshards: (Default)
    Entry tags:

    Terra | Ruby City

    PLAYER
    Name: Ranko
    Personal Journal: [livejournal.com profile] weavingbalance
    E-mail: xicexmagicianx4@hotmail.com
    AIM/MSN/etc: Rainykoi on AIM

    CHARACTER
    Name: Terra
    Canon: Kingdom Hearts
    Timeline: Post-KH2/Re:Coded

    Personality: At first glance, Terra would seem like a distant, tired, and intense young man, one who almost constantly seems to be lost in thought and radiating a sense of guilt for some unknown action. After eleven years of being trapped in an internal struggle against the darkness of Master Xehanort's heart, and the power of his motives and memories overriding his own (even in his own body after the loss of his Heart), that first impression is hardly inaccurate.

    Terra has changed much over his eleven-year ordeal. He has had to learn how to be patient, as the struggle for control of his Heart and Body have left him weary and worn down. However, his will is strong, and he is determined to not let Xehanort keep him from his friends forever. To that end, he has been forced to concentrate on not letting any more of his memories and personality drift away. These memories surfaced in Xemnas, who kept secret the whereabouts of Aqua's abandoned armor and Keyblade in a hidden room in Radiant Garden, and even would visit the armor and speak at length with it, calling it an 'old friend'. It is more than likely that this was Xemnas somehow confusing himself with the remnants of Terra in his memory, which continued to fight for supremacy over control over his own body.

    This stubborn refusal to give up the fight shows a fierce determination that Terra has always exhibited, first in his determination to prove his worth of earning the Mark of Mastery, and then in his willingness to do anything to protect his friends from the machinations of Master Xehanort's plan--even if it meant giving in and accepting the darkness that rests in his Heart. Even during the years of bondage in his own Heart, it was his determination to put things right again with his friends and fix not only his mistakes, but the damage wrought upon the many worlds by Master Xehanort, that kept him somewhat sane. "No matter the cost, I'm willing to pay it."

    This determination only plays into just how stubbornly goal-oriented Terra could and can be. With his life-long goal of becoming a Keyblade Master, and then his goals of stopping the threat of the Unversed, finding Master Xehanort, stopping Vanitas, and then finally to stop Master Xehanort from harming his friends, Terra is goal-oriented to the point where sometimes, he sees the bigger picture first. This is shown by how he acted in several worlds he visited--the Dwarf Woodlands, where after defending Snow White from the sudden appearance of Unversed, he heads back to the castle instead of chasing after her into the woods to make sure she's all right, and again in Enchanted Dominion, where instead of trying to find where Aurora's Heart has gone and immediately right the wrong committed by Maleficent, he instead leaves the world to continue his search for Master Xehanort, vowing to return someday and put right the wrong he had been forced to commit.

    Even though he has changed dramatically, there is a great deal about Terra that has remained the same. Terra is, has, and always will be fiercely loyal to the memories of his Master and his two best friends, Aqua and Ventus. The connection that he had with Aqua and Ven was a very strong one--strong enough that their bond is all but unbreakable. He is protective of his friends--not so much as to be overly so, as it was Terra that told Aqua that Ven would be all right when danger suddenly broke out during their Mark of Mastery exam, as Ven had been out there on the training grounds practicing just as long and as hard as Terra and Aqua had.

    The core of who he is--an honorable warrior who strives to follow his Heart, protect those that are important to him, and stubbornly follow the path that he thinks is right is still there, as well as the good-natured big-brother figure that Ven would remember, but those parts of him are buried. It will take considerable effort and patience to bring those parts back out of him, but with time Terra will be able to open up and relax, letting the good-natured young man he is at heart out. However, he will never be as care-free as he once was.

    It is possible to make him smile again, and all he needs is a reminder on how to be himself again to do it. It's Terra's inherent good nature that leads him to try and comfort those in need, or offer helpful advice where he feels it is necessary. Almost on instinct, Terra knows just what to say or what gesture to make that will lift the spirits or resolve of those he is trying to help, as evidence by his words to Cinderella--"Strength of Heart will carry you through the toughest of trials"--or by his gesture to the disheartened Ven, who was bummed over always losing his sparring matches with Terra. Terra's 'Inheritence Ceremony' of passing on his training Keyblade to Ven, as well as the affirmation that he, Aqua and Ven all share the same dream, served to cheer up his friend and encourage him to keep trying.



    First Person: [Video]

    [A figure can be seen looking down at the watch, the lower-half of his face covered in the shadow cast by the leather hood drawn low over his face. A slight movement down and to the left indicative of a slight tilting of the head, and what can be seen of the person's face looks somewhat confused.] ... not just a watch, then.

    [The voice sounds like that of a young man, probably in his early to mid-twenties. While the volume is soft, it's audible enough that there's a clear echo of something contemplative in his voice. There's a small frown visible on what can be seen of his face, and tufts of brown hair are easily visible as they fall past the opening of the hood.] An empty train... and a watch that isn't a watch.

    [He looks up, presumably looking at the city beyond the train station.] ... what is this place?



    Third Person: The subtle shaking and rattling of metal moving at a fast pace. A comfortable seat. Light, and movement, barely registering under closed eyelids. There was a thick fog in his mind that thinned around the edges as he slowly became more aware.

    'Where... am I?' He felt his eyes open, and had to suppress a wince. Even as blurry as his sight was, the light filtering in through the window next to him was far brighter than he was used to anymore, and he was able to make out the basics of his surroundings.

    To his right, the window that was letting in that light. Beyond it, fields of grass, rocky outcroppings, and hills, with a sky covered by thick, gray clouds. Looking to his left... two empty seats, an aisle, and another row of empty chairs. In front of him, chairs facing him, and a wall, with what looked like luggage racks near the ceiling.

    'This is... a train? How did I wind up here?' He blinked away some of the blur and frowned, trying to remember how and why he had boarded a train, and where he could be going that required taking the slow route. He could always just--


    He paused, the train of thought abruptly cutting off. 'Just, what?' Under the hood of his heavy black coat, he frowned thoughtfully. 'I've... traveled in other ways before?' It certainly felt as if he should know what he was thinking about. Why hadn't he used that method, and instead decided to travel by train?

    'I should still have the ticket. That can tell me where I'm going.' There was a slight chance, after all, that those other methods of travel (and why he couldn't recall exactly what those were still bothered him) were incapable of bringing him to whatever his final destination was. If that were the case, then retracing his steps and figuring out why he was here and where he was going was most important. Checking the pockets of his coat (and seeing that it went down to his ankles--why was he wearing something like this), he found and pulled out a small assortment of objects: a few glass vials corked and filled with some sort of glowing green liquid ('Elixers?'), strange blue and yellow crystals that his mind told him were 'munny', several shards of some unknown crystal-like material that also glowed with their own inner light, and...

    His eyes went wide, and he felt his heart begin to beat faster in his chest as he looked at the object in his hand. A glass and metal charm, shaped like a star. He knew what this item was. He knew, deep down in his heart, what this was. 'My Wayfinder?'

    Wayfinder. The word brought about a warm feeling and a smile to his face. The charm had clearly seen better days; the orange glass was scratched and dirty, the silver tarnished and in need of a good buff, and the gold insignia in the center in desperate need of a shine. But it was still intact; still whole.


    That alone warmed his heart.

    Side Notes: The circumstances surrounding Terra's ten-year possession and subsequent rebirth are full of so many twists and turns that it's a miracle that he's managed to hang on to what makes him who he is as a person. However, he didn't come away from that experience entirely unscathed. What does this mean for him?

    For one, it means that Terra's memory is full of more holes than swiss cheese. He, for the moment, is unable to recall his name, the names of his closest friends, or any of the abilities he learned over the course of his life under Master Eraqus's tutelage. Regaining of these memories will take time and interaction with others, though they can come with almost no warning, and with debilatating pain depending on the importance of the memory.


    Second, Terra will inadvertantly have access to the memories of the person that held his body, heart and mind hostage for ten years, or at least the memories made while Xehanort was in possession of his body. These memories will be even more fragmented than his own, and will have very subtle, passive effects on Terra's mental capabilites

    Thirdly, as a Somebody can only be reborn when both the Heartless and Nobody are defeated by a Keybearer, an additional side-effect of Terra's rebirth will be the unwanted 'inheritence' of most of Xemnas's powers. At the start, these abilities will surplant his own, though they will gradually grow weaker as he retrains himself and regains the memories and powers he learned as Eraqus's apprentice, eventually fading away almost entirely.

    Finally, 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.

    quakega: (Default)
    [personal profile] quakega2011-07-03 07:39 pm
    Entry tags:

    Terra | Exit Void

    Application under the cut. )

    **Indicates a sample used in a previous application
    reflected: (Default)
    [personal profile] reflected2011-05-27 03:44 pm
    Entry tags:

    Luministi

    Player Name: Ranko
    Player LJ: [livejournal.com profile] weavingbalance
    E-mail and/or AIM: AIM-> Rainykoi
    Timezone: Central Standard Time
    Current Characters: -

    Character: Riku Replica
    Fandom/Series: Kingdom Hearts
    Original or Alternate Universe: Alternate Universe

    Canon Used: The original Chain of Memories game up until the point where canon branches off into the AU. After that, the AU as described below. References to both 358/2 Days and Kingdom Hearts 2 are likely to pop up during the history.

    Age: Physically 16, Actually closer to 1
    Gender: Male
    Species: Replica, i.e. a clone of an existing person

    Appearance:  Appearance Link Here

    Ila has light gray hair that falls past his shoulders in messy layers, pale skin, and vivid aqua eyes. His height is unknown in canon, as Riku's height is unknown in canon. However, based off of visual estimation (even though heights are skewed in Kingdom Hearts as a form of distinction between teenagers and adults), Riku is likely in the height range of 5'8" to 6" by the end of Kingdom Hearts 2. As such, an older Riku Replica would be the same height. For simplicity's sake, I'll stick with 5'11".

    Whether he knows it or not, he chooses the same sort of clothing that the real Riku had chosen for himself by the end of Kingdom Hearts 2. Blue jeans just baggy enough to allow a full range of motion held up by a simple black belt, a sleeveless collared shirt with a double-ended interlocking teeth zipper, white 'skateboarding' shoes with gray trim on his feet, and instead of Riku's white wrist-warmer, he has two black wrist-bands and a pair of black gloves that don't quite extend past the heels of his palms. He lacks the white vest that the real Riku wears, though it is likely that if he ever finds one like it or similar to it he would buy it in a heartbeat.


    Personality:
      It's incredibly difficult to describe the personality of the Riku Replica without bringing in Riku for comparison, but for the sake of trying something new I'm going to give it a go.
     

     First off, the Riku Replica is incredibly insecure, though this is not something that is easily discerned at first glance. To many that first meet him, the Replica comes off as blunt to the point of being rude, easily irritated or confused, and possessing self-confidence that's almost to the point of arrogance when in a relaxed state. While it's true that he actually does possess these personality traits, they all serve as a mask to hide his own inner insecurity. The majority of this ties into the fact that he is what he is--a Replica, created to look, act, and think like the person he was modeled after. As looking in the mirror only serves to remind him that he is a copy of a pre-existing person, he can never escape it. Because of this, he has a drive to prove to himself and to anyone that says otherwise that he is his own person, and that he's more than just a copy.

    This drive to prove his worth shows up in several ways; the Riku Replica is highly competitive, although he is lacking someone vital in order to push him to reach his full potential--a rival for him to measure himself against, who can constantly motivate him to push himself past his limits. For a long time, his self-appointed 'rival' was a mix his memories of the real Riku and his abilities, and his experience in Castle Oblivion. These memories motivated him to try and become his own person, to become strong enough that he wouldn't have to prove his worth to anyone, and to never allow himself to be used as a tool ever again.

    This drive shows itself in a different way to the people he cares for. If you are part of the Replica's circle of friends, or are deemed one of his most precious people, he will do everything in his power to make sure that no harm comes to them. This loyalty is not without it's faults, as it can drive him to be overprotective, and even cause him to become jealous if his friends are making new ones, if only for a short time.

    He's outgrown most of his extreme jealousy and his anger, in part due to the lessening of the Darkness in his Heart over time. While it was a power that he fully embraced in Castle Oblivion, he has hardly had the need to use it while he travels, instead using only enough to summon a Corridor in most circumstances. Because of the Darkness not being so close to the surface, he is calmer, more prone to smile, and more prone to tease whoever he might actually be close enough to feel comfortable around. 

    Because he lacks the guilt that the real Riku carries around with him, he is far more prone to smiling. He's also not afraid of looking like an idiot sometimes, as he is aware that as a Replica he lacks a great deal of life experience, and so doesn't know or understand a great many concepts. It's in this that his real age shows, as he is extremely curious about life in general. This is most apparent in his wanderlust, another thing that he happens to have in common with Riku, although for far different reasons. While Riku's itch to travel was fueled by his desire to escape Destiny Islands and have a grand adventure where he was the hero, the Replica's wanderlust is fueled by his desire to experience things for himself, and to discover who 'he' really is.
     

    Strengths/Abilities:  As a Replica, he was able to fight from day one. His abilities include:
    • Swordsmanship: The Riku Replica is a proficient swordsman with a fairly balanced fighting style. Like the real Riku and his best friend Sora, the Riku Replica focuses on attacking fast and landing multi-hit combos. Unlike Sora, but very much like Riku, the Replica prefers to wait in a stance suited for high adaptability, until an opening shows itself. That's when he strikes.
    • Darkness Manipulation: Not fearing the Darkness in his Heart, the Riku Replica uses it to great effect. He can amplify his own natural abilities, causing him to become faster and stronger than if he didn't use it. This has side effects, but that will be covered in the Weaknesses section.
    • As time progresses and he unknowingly becomes more grounded in the Light (gaining friends, making bonds, and mellowing out), his Darkness becomes much harder for him to use. While he can still draw it out to use it in a fight, and even go into Dark Mode on rare occasion, he has to do this slowly, or he risks causing damage to himself. Too much Darkness drawn out too fast will cause him pain in the chest, as well as make him far more irritable and prone to anger.
    • Dark Attacks: These are special attacks that he can use when he's tapping into his inner Darkness and are (for the most part) only accessible when the Riku Replica is in Dark Mode. Dark Firaga is a projectile attack that resembles a blue ball of flames, and homes in on it's target. Dark Aura is a sword-based attack, where you rush the enemy several times before stabbing the ground. This causes a large column of light to erupt and radiate from the sword and causes the opponent to become confused upon impact. Dark Shield creates a personal transparent barrier that acts as a temporary shield.
    • Dark Mode: A facet of his manipulation of Darkness, this is a body-suit that further amplifies his own abilities as well as strengthen his Darkness-based attacks. In Dark Mode, he has access to abilities that he normally doesn't have access to otherwise, while others are strengthened greatly. His speed increases, and his combo hits gain both the ability to stun and deal fire damage.
    • Corridors of Darkness: Another aspect of being able to manipulate Darkness at will, this is a form of transportation. The user opens up a portal that leads into an 'in-between' realm of sorts--the Corridor itself. On the other end of the corridor is a matching portal, which leads to the destination the creator of the portal was trying to reach. This travel can be either near-instantaneous or anywhere to a few minutes long, depending on how long someone says within the corridors. Staying for longer periods of time can be dangerous, as Heartless and Nobodies are known to also travel using the Corridors of Darkness.
    • Illusion Creation/Generation/Manipulation: Thanks to the power he took from Zexion, the Riku Replica is capable of producing illusions. However, given that this ability wasn't his to begin with and that the power to do so was stolen, it's much harder for him to control. Zexion's power is far more slippery, harder to grasp than his own, so it takes far more concentration to get the power to do what he wants it to do. At this point, he can only generate one illusion at a time; whether it be a camouflage on himself, an area-effect that multiple people can experience, or a targeted mind-fuck, he can only do one at a time. Because of his lack of complete control and proficiency, there isn't even a guarantee that the illusion will even work, or hold for very long.
    • Life Energy Siphoning: This is an ability that the Replica does not use very often, if at all after he leaves Castle Oblivion. He first utilized this odd power in the orchestrated murder of Zexion to completely drain all of the Nobody's power and add it to his own. This is something he can potentially do with anyone, but not necessarily everyone will have power that is compatible with his own. Compounding on the compatibility restriction is the fact that the energy he takes does not add itself to his own right away. It takes time for the energy to be converted for the use in the data-to-matter conversion that continually makes him more real over time. Using this particular ability on anyone can therefore be seen as a last-ditch effort
    • Light and Darkness Sensing: Because of the power of the Darkness in his Heart, as well as his absorbing and adding of Zexion's abilities to his own, the Riku Replica is capable of sensing people based on the amount of Light and Darkness in their Heart. While this is by no means an exact measure of a person's worth or personality, it's accurate enough that the Replica


    Weaknesses: The Riku Replica's biggest strength--his ability to manipulate the Darkness--is also one of his greatest weaknesses. Darkness is very much a double-edged sword, offering strength at differing prices. In the Replica's case, his very Heart begins to become unstable with more prolonged use of his Darkness. Minimal usage, such as the usage of the Corridors of Darkness, have little to no impact on his Heart, and time heals those wounds quickly enough. It's when he starts to fight more actively and use his Darkness to amplify his own abilities that it becomes worse. Going into Dark Mode only speeds up the process, and greatly reduces the amount of time he can use his Darkness before he absolutely has to stop and let himself become stable again. However he has no clue that this is even going on, and given how he has not had to fight much beyond the occasional Heartless, it's likely that he won't find out until he starts fighting extensively again.
    The symptoms are, but are not limited to:
    • Pain in his chest, where his Heart is. This is the first sign of his created Heart starting to destabilize. It feels much like a heart attack, but on a deeper level.
    • Increased aggressive behavior. With more Darkness influencing his emotions, the Replica's old hair-trigger temper will start to resurface.
    • Paranoia/Insanity. At some point, the use of Darkness will make the Replica's mind more susceptible to cracking and breaking. As the Darkness draws on one's more negative emotions, his temper will gain a hair-trigger, and he'll be more prone to bouts of extreme jealousy that feed off of insecurities that, by this point, he had nearly buried. It is likely that this particular side effect had some impact on why he very-nearly went insane while in the depths of Castle Oblivion near the end.
    Another affect of the Darkness that he is wholly unaware of is how raw exposure to it can worsen the effects of the degradation and cause unneeded stress on his Heart and body.

    History: Have some copypasta link that explains the canon events

    I'm more than just a copy! ) It's at this point where the deviation from canon starts. After losing the fight, the Replica doesn't start to fade away into Darkness; instead he has a rather epic break down, practically demanding Riku to finish him off, since he's 'just a fake' and shouldn't exist. Riku's next words shock the Replica into numb disbelief. "You may be a copy, but you're still you." Seeing the disbelief on his own Replica's face makes Riku continue. "Look, your Heart may be a created one, but it's still your Heart. You're more than just a copy of me. I'm just a foundation to build on." Still not getting it, Riku waves it off and tells his Replica to get out of Castle Oblivion while he still can, since the longer he sticks around the castle, the more likely it is that he'll be found by those that wish to use the Replica for their own plans. His mind still numb from shock, he says the only thing that he can think of--"Take care of her for me, will you?"--referring to Naminé, and unwittingly echoing Riku's own words to Sora regarding Kairi. After Riku promises he will, and after Riku makes him promise to 'find himself', the confused Replica leaves Castle Oblivion for good.

    The Replica spends roughly two months in constant travel, thinking that there is a chance that Organization XIII could be after him. He visits many of the words in his fake memories, wanting to see them for himself, but never staying longer than a week just in case Organization XIII is tracking him. Near the end of this two month period, he visits Destiny Islands to see it with his own eyes instead of in his false memories. He winds up hiding out on the children's island for at least a week, as he finds Destiny Islands as a sort of reprieve from the constant running. When he isn't watching the sunset from the small island with the paopu tree, he's walking around the small island or resting in the small shack. He occasionally hears voices--three, two boys and a girl, when he's inside the small shack on the beach. He quickly learns who the owners of those voices are--Selphie, Tidus, and Wakka, the other three children that live on Destiny Islands. He doesn't try to listen in whenever they end up talking close enough for him to hear it, but he winds up paying attention anyway. In his inadvertent eavesdropping, he heard several things, and two constantly repeating names. Kairi, and Riku. 'Anyone ever wonder where Riku went?' 'He disappeared a year ago, yeah?' 'Kairi's waiting for him, that's why she won't come back here.'

    When he put the pieces together, he figuratively saw red. Whoever this Kairi was, she was waiting for Riku to return--and Riku wasn't here. He had half a mind to go find the real him and put a fist in his face, but then he remembered. Hadn't he left someone behind as well? Someone more precious to him than anyone else. Naminé. His anger starting to ebb away, he began to think about why Riku would leave this Kairi person alone, if she was a friend of his. Maybe Riku had asked someone to take care of her, like he had asked Riku to take care of Naminé for him. But whoever Riku had asked wasn't here. That's who he had to beat up, if he ever learned who it was. 

    After overhearing this information, the Replica resumes his travels through the many worlds. On each world he visits, he learns something important; not only about himself, but about life and being human. The worlds visited are listed thusly, and in no particular order: 

    • Toscana: A world based on the rolling hills of the Tuscan region of Italy, this is the home of the wood-carver Gepetto and his son, the former marionette Pinocchio. The Replica finds himself walking on the cobblestone streets of Gepetto's hometown until he comes across the combination shop and home where Gepetto and Pinocchio live. He enters the store, drawn in by the assorted wooden items within--cuckoo clocks, wooden toys and flutes, decorative wooden statues--and the occasional marionette. Its inside the store where he encounters Pinocchio, who immediately assumes that the Replica is actually Riku and runs to get his father. After the misunderstanding is cleared up, the Replica spends a week in Toscana, all the while learning Pinocchio's story and of the adventures the boy had when he was a puppet. The resulting fate of Pinocchio--that of a puppet whose selflessness and bravery earned him the reward of becoming 'real'--lifted his spirits and gave him hope. Observing how Pinocchio and Gepetto interacted also taught him about family.
    • Deep Jungle: The Replica lands on this world purely by chance, but decides to stick for roughly a month. During that time he found he had to retrain himself, as he had become a bit clumsier and kept tripping over himself. During a session of training where most of his original energy is used up, he finally manages to tap into the power he took from Zexion--and inadvertantly finds himself looking like the man. His shock causes the illusion to dispel less than a second later, but he now knows he can use this power on some level for it's original purpose.
    • Casey Junior Circus: This world is something of a reprieve from the training and the fighting for the Replica, as it's on this world that the Replica experiences something that a normal person would have--the awe, wonder, and excitement of a child visiting the circus. He stays on this world for five days--a relatively short amount of time compared to the other worlds he visits. He spends that time watching the acts over and over, never once growing tired of the show--of the tricks the high-wire, the acrobats, the animal acts--and that little flying elephant with the large ears, Jumbo Junior.
    •  Atlantis: A world based on Atlantis: The Lost Empire, the Replica finds himself here roughly two to three months. Before he leaves, he's given a precious gift--a name of his very own, Ila.
    • Atlantica: They newly-named 'Ila' arrives on this world after a quick stop to resupply in Traverse Town. Almost immediately after his arrival, he has to keep himself from panicking after he notices that his legs have been replaced by a black fish tail and that he is miraculously breathing underwater. He spends a rather tiring two weeks on this world, clearing out the stray Heartless he finds roaming around and finding out the hard way that Sora's job as the chosen bearer of the Keyblade was a lot more difficult than he or Riku thought. Once he's absolutely sure that no more will return to this world, he leaves the way he came. 
    •  21 B Baker Street: After the initial shock of becoming a white mouse, Ila spends roughly a month here after he first finds and then keeps encountering small bands of Heartless. He usually finds them stealing things, which leads him to believe that there is a mastermind behind them, controlling them like useful minions. It's near the end of this month-long search that he encounters a little mouse-girl named Olivia Flaversham on a particularly rainy day. Along with her was a portly mouse named David Q. Dawson, who was offering to take her to Baker Street, where a great detective named Basil was supposed to reside. Hoping that this detective will be able to help him track down the controller of the Heartless, he offers to accompany them.
    • As it turns out, Basil at first dismisses Olivia's plea for Basil to help her find her missing father--at least, until he hears about how one of the kidnappers was a bat with a peg leg. Recognizing the description of Fidget, the main henchman of his arch-nemesis Ratigan, he immediately becomes enthusiastic about helping the girl.

      The next few nights are hectic ones for the rather strange group. Ila's hunch about Basil being able to help him track down the one controlling the Heartless is proven true, as it turns out that the mouse that had planned the kidnapping of Olivia's father and the controller of the Heartless were one in the same--Basil's arch-nemesis, Professor Ratigan. After chasing clues all over London, and subsequently losing Olivia after an ambush in a toy store, Basil manages to track down Ratigan, only to discover that it was all according to the criminal genius's plan to get Basil out of the way for his grand master scheme--to have Olivia's father build a remote-controlled automaton of the Queen, replace her, and then have the robotic replacement name him as her chief advisor, granting him the ultimate power in London. 

      After a hectic few minutes where Ila, Basil, and Dawson have to get out of a Rube Goldberg type of death device concocted by Ratigan to eliminate Basil and ensure his victory, the small group (plus the now rescued Olivia) intercept Ratigan's henchmen at Buckingham Palace and foil his schemes. The chase to bring Ratigan to justice afterward culminates in a battle inside an enormous clock tower, where Ila and Basil's very lives are threatened by giant clockwork, Heartless, and Ratigan himself. After defeating Ratigan on the face of the clock tower, a glowing Keyhole appears for a second, before fading back, leaving all who witness it puzzled. Ila comes away from this world with the new knowledge that not all fights are physical, but mental as well, and with an even greater respect for Sora and his responsibility as the Keybearer.
    • Notre Dame: 
    • New Orleans/The Bayou: Ila's arrival on this world is met with his own irritation, as once again he finds himself transformed into an animal--this time, of all things, a frog.
    After almost a year has passed since Ila last saw Castle Oblivion, his memories of his time in the castle itself start to become clearer, as if a fog was slowly being lifted. He could remember the face of the person he fought several times, and competed with for the right to protect Naminé.

    He could remember Sora.
     
    Not sure what to make of this, he decides to continue traveling, as it's something he's accustomed to by this point.

     
    Canon Point: Day 339 of his life, also known as the day Sora wakes up.


    First Person Sample:
    [There's a rather irritated silver-haired teenager giving what equates to the evil eye at the large screen.] You have got to be kidding me.

    [His expression becomes more and more disbelieving as the speech continues.] Right. Okay. They expect me to believe this... new blood and progress crap?

    [As the video comes to an end, the Replica continues to glare at the now blank video screen.] Yeah, I've definitely got some questions for that guy.

    [He turns to leave, only to see the shiny new bicycle, and the gift basket full of fruit on the table. Blinking in surprise, he starts looking through the basket. There's a lot of fruit and other assorted goodies, which he's pretty sure will be gone within the next few days--he's never actually tried most of this before, and he's more than a little curious.

    Finding the letter, he opens it and reads it, only to find the exact same speech that the man in the video rattled off. He rolls his eyes again.]
    Yeah, as if we didn't get it the first time. My memory's just fine, thanks.

    [The letter gets folded back up, and after moving aside the packets of hot chocolate, the teabags, the mug and the shirt, he finds something, hidden at the bottom of the basket.] Hm. What's this?

    [He pulls it out and looks over it.] What is this thing--some sort of mini computer?

    [He frowns, and pushes a button on it--and crap, a light just came on, and a 'now transmitting' message on the small screen.]  I guess this thing's a communicator of some sort, then. ... if anyone's out there, I'm looking for some answers. I'd like to know if someone--anyone, has any idea how this place brought us here. Please contact me. I'm... ...

    My name is Ila.

    [There's a pause, and then he looks back at the screen.] Oh yeah. Does anyone know how to ride a bike?

    Third Person Sample:  The silence was broken by the sounds of a frightened gasp and a bed creaking lightly as Ila suddenly sat up wide awake, his eyes widened in fright from what could only have been a nightmare. His heart was beating rabidly, his breathing short and rapid as if he had been running a marathon, and sweat causing his bangs to cling to his forehead. He shook his head slightly before rubbing the sleep out of his eyes.

    "Been a while since I've had that dream," he muttered. He could feel his heart returning to a more steady rhythm as the adrenaline rush began to fade. Wanting to thing about anything but the most recent nightmare, he got out of bed and headed to the small kitchen in his apartment, aiming to get a glass of water.

    He hated that dream, and what it possibly meant if it was coming back to him now. It replayed over in his mind, even as he went about getting a glass and filling it with water from the tap; he had been defeated by Sora, Naminé telling him to stop as he charged at the Keybearer--and then nothing, as his Heart was shattered and his false memories torn apart link by link.

    Most of that moment barely existed in his mind; he knows that his Heart pieced itself back together somehow, drawing on what few real memories he had to keep him from becoming completely inactive. With the dream so vivid in his mind, drawing on what few memories he had... he could almost feel the cold marble floor of the castle against his cheek from when he was lying on the ground, broken; his body limp as a marionette with it's strings cut.

    'I never want to feel like that again,' he thought as he headed back to his bed, the now half-empty glass of water still in his hand. He placed it on the nightstand next to the bed and then sat down, the springs in the mattress creaking slightly as they began to support his weight. 'But why am I dreaming about it now? What's causing it?'

    He would think about it in the morning. Right now, he had to go back to sleep.

    Have you read the rules? Yep. Going to be continually going over them just to be sure, though.