06-25-2016, 04:51 PM
(This post was last modified: 06-25-2016, 04:52 PM by Kenpachi Zaraki.)
NPCs
NPC Name: Nanaki / Red XIII
Source: Compilation of Final Fantasy VII
Level: 4
Spent OM: 16500.00
Age: 50 (young for his species, approximately equal in maturity to an 18-year-old human)
Hair Color: Red
Eye Color: Amber
Height: 3’ 9’’ (approx. 114 cm) at shoulders
Distinguishing Characteristics: Tattoos, bangles, scar over right eye, flaming tail
Character Appearance
![[Image: red_xiii_by_echogreens-d3f0j6u.jpg]](http://img11.deviantart.net/9a85/i/2011/117/3/1/red_xiii_by_echogreens-d3f0j6u.jpg)
Character History
Pre-Omniverse: All history up to the end of Dirge of Cerberus: Final Fantasy VII.
Post-Omniverse: After arriving in the Nexus, Nanaki travelled to the Vasty Deep where he felt an odd sensation pulling him toward the water. Shortly after he was abducted by raiders looking to make a quick buck by selling the beast to Karl Jak, the enigmatic host of Dante’s Abyss. Before they could deliver their specimen, their vessel was assaulted by Vincent and co., the canid escaping the ship with his old friend. It was not long after this that Vincent ventured off solo to participate in Dante’s Abyss. It had been nearly a year since he had last seen his comrade and after nearly non-stop searching he had come upon no solid leads. Upon hearing of return of the tournament, Nanaki jumped at the only chance he had to attempt to track down his friend.
Character Personality
Nanaki’s personality can sometimes be hard to parse for an outsider, as he shows a strong distaste for humans as a rule. This is due to both his mistreatment at the hands of devious scientists and from his own observations of how humans treat their world. Those close to him know that he is a calm and courteous creature, showing great interest in the world around him. He displays a strong sense of honor and courage, leading his life in such a manner as to emulate his beloved father, a war hero among his people.
Proficiencies (3000): Physical Strength (1000), Range Proficiency (1000), Area Attack Proficiency (600), Area Shield Proficiency (400)
Powers (6600): Burst Movement (800), Super Jumping: Basic (300), Enhanced Senses: Master (2000), Foresight (1500), Fusion: Basic (1000), Symbiosis (1000)
Moves (1500)
Claws (Physical Strength; 300): Being a predatory beast, Nanaki has a set of 2-inch (~5 cm) claws on each of his feet, the front set being retractable. All sets are quite sharp, easily able to lacerate weak foes and leave gouges in sturdy armor. The front claws can be readied in an instant, though if he is caught unaware by a fast enough foe, he could sustain damage before they were drawn.
Teeth (Physical Strength; 300): Similar in mechanics to claws, these 3-inch (7.5 cm) fangs make up for what they lack in range with sheer crushing power. When in the middle of combat, Nanaki can strike with feral fury unmatched among beasts.
Fira (Ranged Proficiency, Area Attack Proficiency; 300)
An intermediate black magic spell, Fira consists essentially of a fireball about the size of a softball. By channeling mana between one’s jaws, the user can generate said fireball, requiring around 3 seconds of time to do so. Nanaki typically executes this attack while moving, firing it like a missile at around the speed of an arrow. Upon contact the sphere detonates, with everything within a 6-foot radius sustaining splash damage from the resultant pyrotechnics as well as knocking back those nearby. As the attack is travels at a set rate, the accuracy of the attack falls as the user speeds up, requiring the user to be nearly motionless to hit anything more than a stationary target. Those closer to the point of contact sustain higher damage, whilst those on the outer limit are mildly singed.
Shell (Area Shield Proficiency; 300)
A defensive white magic spell, Shell creates a translucent dome over the user, encompassing a diameter of around 10 feet. Its protective attributes are effective against ranged attacks like missiles and spells, though useless against melee attacks. Weaker, rapid-fire attacks are blocked without much effort while stronger attacks increase the cost mana cost of maintenance as well as the risk of losing concentration. The spell requires the user remain immobile and is useless against Super Moves, which obliterate the dome and strike the user full-force. Shell's duration is essentially as long as Nanaki can provide a mana source and maintain concentration. Though he is able to utilize weaker attacks like Claws or Fangs, this detracts from his focus and weakens the shield. This being the case, he does not normally use the spell for longer than a few minutes at most.
Limit Break: Sled Fang (Physical Strength; 300)
[spoiler]
[/spoiler]
Summoning up vast amounts of magical energy within himself over a period of 5 seconds, Nanaki sprints toward an enemy and slams into them, unleashing the stored energy in a powerful blast. The charge-up time requires the user to remain motionless and maintain concentration, lest he lose his grip on the magical energies. If he fails to make contact with a foe (missing, being knocked back), the move will fail and the energy will dissipate. As this technique relies on speed, faster foes will find it easier to avoid taking damage. This technique is significantly draining, requiring Nanaki to rest for at least 10 seconds before doing anything energy intensive.
Super Moves (1400):
Limit Break: Stardust Ray (Tier-1 Offensive Super; Area Attack Proficiency, Ranged Proficiency, 600)
[spoiler]
[/spoiler]
Nanaki takes a low stance, focusing over a period of 5 seconds. He then lets loose a feral roar, bringing down a shower of star-like motes of energy from the heavens over an area of 30 feet (~10 meters). Those caught within the radius of the shower take more damage the closer to the center they are. Those on the periphery take light damage and can more easily escape the assault entirely. During the technique’s duration Nanaki must remain motionless, focusing on raining hell on his opponents. After around 15 seconds, the energy balls cease to fall and the caster is left thoroughly exhausted and unable to produce effective attacks for a few moments.
Limit Break: Cosmo Memory (Tier-2 Offensive Super; Area Attack Proficiency, Ranged Proficiency, 800)
[spoiler]
[/spoiler]
In a moment of desperation, Nanaki may choose to ready his most devastating attack. Squaring his shoulders and concentrating intensely over a period of 10 seconds, he channels all of his available energy into a final all-out assault. With a final ferocious roar, he charges a crimson energy blast between his fearsome jaws. Over the course of a few seconds the orb grows from the size of a baseball to nearly 6-feet (~180 cm) in diameter before rocketing forward and slamming into his foe, detonating with devastating results. Using this technique leaves the cast completely drained, unable to use anything beyond his own teeth and claws for several minutes.
Transformations (1000):
Limit Break: Howling Moon (1000)
[spoiler]
[/spoiler]
Nanaki calls upon the power of the planet (or Omnilium, as the case now is) to increase his strength, speed and endurance. He throws his head back and lets loose a haunting howl, allowing his stats to reach new heights.
ATK: +2
DEF: +2
SPD: +1
TEC: +0
Items: None.
Unlocks (3000): 1st Stat Increase (1000), 2nd Stat Increase (2000)
Stats
ATK: 4 [6]
DEF: 3 [5]
SPD: 3 [4]
TEC: 2 [2]
NPC Name: Nanaki / Red XIII
Source: Compilation of Final Fantasy VII
Level: 4
Spent OM: 16500.00
Age: 50 (young for his species, approximately equal in maturity to an 18-year-old human)
Hair Color: Red
Eye Color: Amber
Height: 3’ 9’’ (approx. 114 cm) at shoulders
Distinguishing Characteristics: Tattoos, bangles, scar over right eye, flaming tail
Character Appearance
![[Image: red_xiii_by_echogreens-d3f0j6u.jpg]](http://img11.deviantart.net/9a85/i/2011/117/3/1/red_xiii_by_echogreens-d3f0j6u.jpg)
Character History
Pre-Omniverse: All history up to the end of Dirge of Cerberus: Final Fantasy VII.
Post-Omniverse: After arriving in the Nexus, Nanaki travelled to the Vasty Deep where he felt an odd sensation pulling him toward the water. Shortly after he was abducted by raiders looking to make a quick buck by selling the beast to Karl Jak, the enigmatic host of Dante’s Abyss. Before they could deliver their specimen, their vessel was assaulted by Vincent and co., the canid escaping the ship with his old friend. It was not long after this that Vincent ventured off solo to participate in Dante’s Abyss. It had been nearly a year since he had last seen his comrade and after nearly non-stop searching he had come upon no solid leads. Upon hearing of return of the tournament, Nanaki jumped at the only chance he had to attempt to track down his friend.
Character Personality
Nanaki’s personality can sometimes be hard to parse for an outsider, as he shows a strong distaste for humans as a rule. This is due to both his mistreatment at the hands of devious scientists and from his own observations of how humans treat their world. Those close to him know that he is a calm and courteous creature, showing great interest in the world around him. He displays a strong sense of honor and courage, leading his life in such a manner as to emulate his beloved father, a war hero among his people.
Proficiencies (3000): Physical Strength (1000), Range Proficiency (1000), Area Attack Proficiency (600), Area Shield Proficiency (400)
Powers (6600): Burst Movement (800), Super Jumping: Basic (300), Enhanced Senses: Master (2000), Foresight (1500), Fusion: Basic (1000), Symbiosis (1000)
Moves (1500)
Claws (Physical Strength; 300): Being a predatory beast, Nanaki has a set of 2-inch (~5 cm) claws on each of his feet, the front set being retractable. All sets are quite sharp, easily able to lacerate weak foes and leave gouges in sturdy armor. The front claws can be readied in an instant, though if he is caught unaware by a fast enough foe, he could sustain damage before they were drawn.
Teeth (Physical Strength; 300): Similar in mechanics to claws, these 3-inch (7.5 cm) fangs make up for what they lack in range with sheer crushing power. When in the middle of combat, Nanaki can strike with feral fury unmatched among beasts.
Fira (Ranged Proficiency, Area Attack Proficiency; 300)
An intermediate black magic spell, Fira consists essentially of a fireball about the size of a softball. By channeling mana between one’s jaws, the user can generate said fireball, requiring around 3 seconds of time to do so. Nanaki typically executes this attack while moving, firing it like a missile at around the speed of an arrow. Upon contact the sphere detonates, with everything within a 6-foot radius sustaining splash damage from the resultant pyrotechnics as well as knocking back those nearby. As the attack is travels at a set rate, the accuracy of the attack falls as the user speeds up, requiring the user to be nearly motionless to hit anything more than a stationary target. Those closer to the point of contact sustain higher damage, whilst those on the outer limit are mildly singed.
Shell (Area Shield Proficiency; 300)
A defensive white magic spell, Shell creates a translucent dome over the user, encompassing a diameter of around 10 feet. Its protective attributes are effective against ranged attacks like missiles and spells, though useless against melee attacks. Weaker, rapid-fire attacks are blocked without much effort while stronger attacks increase the cost mana cost of maintenance as well as the risk of losing concentration. The spell requires the user remain immobile and is useless against Super Moves, which obliterate the dome and strike the user full-force. Shell's duration is essentially as long as Nanaki can provide a mana source and maintain concentration. Though he is able to utilize weaker attacks like Claws or Fangs, this detracts from his focus and weakens the shield. This being the case, he does not normally use the spell for longer than a few minutes at most.
Limit Break: Sled Fang (Physical Strength; 300)
[spoiler]
![[Image: RYwZvZw.gif]](http://i.imgur.com/RYwZvZw.gif)
Summoning up vast amounts of magical energy within himself over a period of 5 seconds, Nanaki sprints toward an enemy and slams into them, unleashing the stored energy in a powerful blast. The charge-up time requires the user to remain motionless and maintain concentration, lest he lose his grip on the magical energies. If he fails to make contact with a foe (missing, being knocked back), the move will fail and the energy will dissipate. As this technique relies on speed, faster foes will find it easier to avoid taking damage. This technique is significantly draining, requiring Nanaki to rest for at least 10 seconds before doing anything energy intensive.
Super Moves (1400):
Limit Break: Stardust Ray (Tier-1 Offensive Super; Area Attack Proficiency, Ranged Proficiency, 600)
[spoiler]
![[Image: Hfszbxb.gif]](http://i.imgur.com/Hfszbxb.gif)
Nanaki takes a low stance, focusing over a period of 5 seconds. He then lets loose a feral roar, bringing down a shower of star-like motes of energy from the heavens over an area of 30 feet (~10 meters). Those caught within the radius of the shower take more damage the closer to the center they are. Those on the periphery take light damage and can more easily escape the assault entirely. During the technique’s duration Nanaki must remain motionless, focusing on raining hell on his opponents. After around 15 seconds, the energy balls cease to fall and the caster is left thoroughly exhausted and unable to produce effective attacks for a few moments.
Limit Break: Cosmo Memory (Tier-2 Offensive Super; Area Attack Proficiency, Ranged Proficiency, 800)
[spoiler]
![[Image: GeOvf8w.gif]](http://i.imgur.com/GeOvf8w.gif)
In a moment of desperation, Nanaki may choose to ready his most devastating attack. Squaring his shoulders and concentrating intensely over a period of 10 seconds, he channels all of his available energy into a final all-out assault. With a final ferocious roar, he charges a crimson energy blast between his fearsome jaws. Over the course of a few seconds the orb grows from the size of a baseball to nearly 6-feet (~180 cm) in diameter before rocketing forward and slamming into his foe, detonating with devastating results. Using this technique leaves the cast completely drained, unable to use anything beyond his own teeth and claws for several minutes.
Transformations (1000):
Limit Break: Howling Moon (1000)
[spoiler]
![[Image: zWKBbdC.gif]](http://i.imgur.com/zWKBbdC.gif)
Nanaki calls upon the power of the planet (or Omnilium, as the case now is) to increase his strength, speed and endurance. He throws his head back and lets loose a haunting howl, allowing his stats to reach new heights.
ATK: +2
DEF: +2
SPD: +1
TEC: +0
Items: None.
Unlocks (3000): 1st Stat Increase (1000), 2nd Stat Increase (2000)
Stats
ATK: 4 [6]
DEF: 3 [5]
SPD: 3 [4]
TEC: 2 [2]