Post by Lisbeth Kendt on Apr 5, 2016 23:08:30 GMT -5
LISBETH KENDT | SOLO DIGIMON |
PERSONALITY your lifestyle to me seemed so tragic... Underneath every possible surface layer of chaotic, crazy, psychotic, utter madness that you can look beneath, to her very core, one may find the true personality of Lisbeth. As should be blatantly obvious, however, it is yet more chaos, for disorder is what she lives for. Lisbeth wants what she wants, no matter how she gets it, and she doesn't normally know what she wants until she has it. She is capable of doing anything, at any time, for anything, and that is what make her dangerous. Beyond that, however, she is actually incredibly intelligent, although she tends not to utilize much of her potential, instead relying on brute force to accomplish her goals. And yet, she is fully capable of strategizing masterful plans, and while she is not normally willing to handle the job, she can be a fairly impressive leader, when needed. And in generally, she is just a go-lucky, fairly apathetic, but otherwise cheerful, young lady who can't be bothered to care about not-her.with the thrill of it all... SKILLS AND TALENTS: [ PERFECT POKER FACE ] : Lisbeth is often a very deceitful and dishonest person, often saying whatever she feels will best help her do whatever it is she is currently trying to do. Nobody should trust a word she says, but most will, for the most part, bar the most blatant of lies; she has no tells, and can smoothly craft an alibi to any level of detail, for any occasion. The only way to break her lie is to try to disprove it with enough finality to prevent any further embellishment. [ EIDACTIC MEMORY ] : As if a court clerk were jotting down a record of her entire life, as it happens, Lisbeth remembers anything and everything she’s ever experienced since the age of six. This is perhaps her most useful skill, in that it allows her to easily mimic others’ handwriting, rapidly learn new skills, and is the key to her lies; where most will catch themselves in a web of disconnected alibis, making some mistake along the way, she avoids this, by recalling her words, verbatim, such that nothing is mixed up as more lies are added. She can also quote various famous works, which she sometimes does for fun. [ CALLING HER SHOT ] : You wouldn’t think a knack for baseball would be too useful, but considering Lisbeth likes to carry around a bat everywhere she goes, it works well enough for her. Having played softball throughout school, she has a rather toned and fit body, despite her frail and small appearance, and she can definitely swing her bat with pinpoint accuracy and power- probably why she didn’t have too many friends, in hindsight, though to be fair, anyone who brings milk money to school deserves to have their knees smashed in for it. [ UNSTABLE ] : While some may find it to be a weakness, the unstable nature of her heavily fractured mind is actually one of her greatest strengths; through her psychosis, Lisbeth is made nearly entirely unpredictable, and is completely immune to the effects of mind alteration of any form. [ WHAT MORALS? ] : As well, having been diagnosed as Callous-Unemotional at a young age, which further evolved into psychopathy as she matured into an adolescent, Lisbeth lacks any sense of morals, conscience, or right or wrong. To put it succinctly, she just doesn't give a fuck. If it would be to her interest, she could burn down an orphanage for the children of veterans who died from AIDs and super-cancer, which was built above a shelter for abused animals and Sarah McLachlan songs. Not a shred of remorse would be felt that day. Not one. [ PRACTICALLY ONE ] : You wouldn't think it, because of how friend-averse Lisbeth seems and Annelise being so evil, but the two share a pretty strong bond; this closeness enables them to act as a perfect unit at all times, and also makes them both stronger, because friendship and majyyk or something. [ CARNY MAJYYK ] : Far more potent than silly friendship majyyk, however, is carny majyyk! Having worked at a carnival in England for quite some time, Lisbeth learned many valuable life skills, such as how to make cotton candy from scratch, how to juggle, and how to effectively give people the wrong change without them noticing. Also, she has a pretty strong ringmaster voice, which lets her catch anyone attention with ease. [ ONE MEAN RAVIOLI ] : In addition to making cotton candy from scratch, she is also quite capable of cooking up some delicious Chef Boyardee, which is great, because canned pasta is basically all she eats, aside from pastries and carnival food. [ HAT TOSSER] : With unerring accuracy, Lisbeth is able to plant a hat on a hat rack from up to thirteen yards. If she ever actually wore a hat, this skill might come in handy, but more realistically, it would probably still be pretty stupid. [ MORELLO'S PROGENY ] : Although she does mainly play a bunch of acid jazz, which is pretty weird, let's be honest, Lis is actually pretty virtuosic with her guitar, and can let loose some pretty hardcore shreddage when she needs to, because sekretly, acid jazz is acually metal af. Not really, but she likes to pretend it is. FLAWS AND WEAKNESSES: [ SHE’S HOT AND SHE’S COLD ] : Due to the very nature of catatonic schizophrenia, Lis isn’t exactly capable of functioning normally at any given time. In her case, there is a 2/3 chance that she will be in a “normal” psychological state, disregarding her other disorders, though there is a 1/6 chance that she will fall into a manic state, and a 1/6 chance of falling into a catatonic state. Neither of these are really good for business, and both render her incapable of making anything close to sound decisions, or, sometimes, any decisions. In mania, she essentially stops thinking and abruptly starts making spontaneous movements and oftentimes sounds ranging from shouts and screams to uncontrollable laughter. On the flipside, in a catatonic state, she is essentially psychosomatically paralyzed temporarily and while sometimes she can speak or move, it is rarely more than a muscle spasm or sluggish and nonsensical speech. Fortunately, these states only have a chance of setting in every ten minutes, and last about the same length of time. (Two posts, essentially.) [ RECKLESS AND RASH ] : Not one for subtlety when angered, Lisbeth is quick to try to fight her way through her anger, usually by hitting the source of her anger until she is satisfied. This, as you can imagine, is rarely a good thing. She also doesn’t seem to be capable of distinguishing between a bad and good idea, or whether an objective is doable or not. [ OBSESSIVE ] : As well, when one is as strange as Lisbeth, it isn't a surprise that she has a number of obsessions; she can't stop thinking about them, will go out of her way to incorporate them in whatever she does, and is very easily distracted by them. Among many others, the most prominent are baseball, tarot (particularly the Hanged Man card- her favorite), baked sweets, and shiny trinkets. [ SMOKE AND MIRRORS ] : You'd think the catatonia would be bad enough on its own, but don't forget that she also suffers from Paranoid Schizophrenia as well. At any given time, she may be dealing with visual and auditory hallucinations, as well as delusions, often grandiose, though at times, downright terrifying, and always at random. [ WHIMSY'S PLAYTHING ] : Easily distracted by pretty much anything, and absolutely taken by her own interests, it is hard for Lis to focus on any task but her own personal goals at any given time, and she can be sidetracked from all but the most vital of missions by so much as a shiny coin across the street. [ NOBODY ELSE ] : Further elaborating on her general disinterest in the tasks given to her by those more powerful, in higher states of authority, there are very few people that she will ever listen to, because she believes herself to be the only person worthy of her time and talents. Of course, she will do what she is told, if there is nothing better to do, and if a superior within Hakai orders her to do so, but in reality, there are two people she will really listen to. One of them is herself, of course. [ HOW DO I...? ] : And the other is Circus' highly esteemed leader, obviously. After spending such a long time with her, she has over time been rapt in the delusion that the Russian is the greatest person to have ever lived, and her personal messiah. To Lisbeth, there is one god, and her name is Elvira Kamarova. [ THE PRINCE ] : In addition to her self-interests and conceited nature, noteworthy exception aside, she is also very much willing to do whatever it takes to gain her way through the world, pushing everybody else down to reach the top. While she doesn't read very much, if you asked her who her favorite author was, she'd quickly respond Machiavelli, before clubbing you in the head a few times, because she's never met you before, so why are you asking her questions anyways? [ VERY SUPERSTITIOUS ] : Quite simply, if it's not in the cards, then it isn't meant to be, and if it is, then it should be followed exactly, to a tee. Lisbeth is highly superstitious, and will often go out of her way to avoid whatever she interprets her taro cards to say. [ SLAVE TO THE RHYTHM ] : A passionate music-lover, Lisbeth finds it very hard to focus on any given task, including combat, without music playing. If you take away her Walkman or otherwise kill the beat, she'll be fairly disoriented, and won't be half as effective. APPEARANCE i.imgur.com/L8KNyew.jpg i.imgur.com/N33NWle.jpg i.imgur.com/vbx5Rg0.jpg i.imgur.com/lvtyert.jpg i.imgur.com/iSOJ4tO.jpg i.imgur.com/cNWML1q.jpg INVENTORY [ THE BABE ] : At two pounds and 32 inches, The Babe can tear through whoever's dumb enough to get in Lisbeth's way. Having rescued it numerous times, when confiscated or thrown out, she has cherished her most prized possession throughout the years, and it is still in good shape today! The signature on the bat may or may not be a forgery of Babe Ruth's autograph. [ KNOT AT ALL SUPERSTITIOUS ] : Very much a knot, and very much superstitious, Lisbeth is rarely without a short noose, pinned to some article of her clothing, or occasionally around her wrist or ankle. It is a good luck charm of hers, and she'd be utterly lost without it. [ 78 PICKUP ] : A tarot deck picked up by Lis during her childhood. She is quite fond of this, and near-ritualistically reads from it, normally in the form of drawing three cards, representing herself, her environment, and the immediate future, although she may sometimes take more traditional readings, if circumstances call for it. She keeps a large quantity of Hanged Man cards, using them as a form of calling card. [ VEDA MAE ] : A sick and sexified solid white Les Paul classic, with a seafoam green neck. Veda Mae is her baby, and her primary source of income, aside from stealing shit. She may or may not have also stolen the guitar, a long time ago. [ BEATMASTER-1989 ] : Seriously, who even has a Walkman anymore? Lisbeth does, actually, and has modded it pretty heavily, such that it functions much like a more modern iPod, albeit sans the communication and video features, or really any features but the music. It runs Spotify and Pandora, as well as picking up radio, and holds an impressive 24 gigabyte collection of her favorite songs. For bonus swag, it can be plugged into her Digivice, so everyone can enjoy the thumping bass of her jams. DIGIVICE: [ D-3 DIGIVICE: ROCKSTAR EDITION ] : A standard D-3 Digivice, painted hot pink, for cool points. It is, however, slightly modified, first with a neat l'il chameleon sticker on it, and also with an outlet and speakers, such that it doubles as a guitar amplifier. It's a pretty sweet Digivice, actually. BIOGRAPHY oAge 0: Born in Denmark oAge 2: Father leaves, leaving the young Lisbeth and her older brother, Mikhail, to live with their mother. oAge 2: Mother is severely depressed; becomes addicted to various prescription medications, and uses her kids to get more. oAge 4: Diagnosed with Schizophrenia; prescribed Thorazine. oAge 4: Mother takes her pills, causing her condition to worsen. oAge 6: Diagnosed with Callous-Unemotional Disorder. Starts school, where she almost immediately gets in trouble for stealing a classmate's toy, and pushing him down in the sandbox, after he told on her. She was unable to understand why her actions were wrong, and began to despise her mother, and teachers in general. oAge 6: In a shocking turn of events, her mother gets pushed into a moving bus. Nobody suspects foul play, because dey aint see nuttin. oAge 6: Lisbeth and Mikhail are sent to live with foster parents, who Lisbeth immediately sees as a threat to her freedom. She spends much of her time fighting against them. oAge 8: Lisbeth joins the local little league baseball team at her school. She gets in trouble for beating up several other kids, and is kicked off the team, within about three hours. Inspires her love of baseball. oAge 11: Lisbeth finds a deck of tarot cards at a local novelty and animu shop. Studies them intensely at the local library and becomes an expert at their usage shortly thereafter. Allegedly predicts Barack Obama's presidency, and the death of Michael Jackson. oAge 11: Lisbeth is arrested after a series of petty thefts and vandalism; sentenced to several months in a juvenile detention center. oAge 12: Takes a tarot reading of her brother. His future card is The Hanged Man. spooky scary foreshadowing. Lisbeth also takes up the guitar around this time, and gets breddy gud at it. oAge 13: Lisbeth is grounded for stealing money from her foster mom's purse. Her foster mom is found, strangled to death by an extension cord, the next day. oAge 13: Mikhail steps forward, when their foster father accuses Lisbeth of the murder, during the investigation. He confesses to the crime, citing several reasons for having done it, and offering Lisbeth an alibi. oAge 13: He is sentenced to twelve years in prison, for first degree murder. oAge 14: A year later, Lisbeth gets a letter in the mail, from her brother's prison cell. It simply reads "Goodbye." A week later, Mikhail is found in his cell, having hanged himself with his blanket. oAge 14: With no other family around, Lisbeth leaves Denmark, boarding a randomly selected ship, and stowing away in the cargo hold. oAge 14: Winds up in England, joins a carnival that she finds near the dock. Meets Elvira Kamarova, becomes enamored with her new idol. Later on, moves to New York with her, and takes on a shitty, overly nasal, Long Island accent, just to match Elvira's Queens accent. oAge 17: Follows her again, this time to Japan, where she buys a lot of copies of her wapanese tarot deck from her childhood. She also gets into several silly run-ins with the Yakuza, which she somehow manages to get out of, scot-free. Four times. oAge 18: Is inducted into Circus, a branch of Hakainushi, in the Digital World, by Elvira, as the co-leader, The Hanged Man. oAge 18: ;o) o(jk, all that Hakai shit didn't happen, because she imagined it all and I don't want to make up more stuff to explain what she did for four years) Trivia [ CARNIVAL EXTRAORDINAIRE ] : At the carnival, Lisbeth was in charge of running the concessions, before the cotton candy was all mysteriously doused with high potency laxatives one day. After that, she was a juggling act, until she nearly killed a lion tamer with her juggling pins, by "accident," after a dispute with him. From then on, she was understudy to the ringmaster in the big tent, and occasionally helped game operators pull marks. This, she was actually good at, because she got to yell things through a megaphone. It was pre dope. [ FAVORITE CARDS ] : Her top five favorite tarot cards, aside from The Hanged Man, are: The Chariot, The Tower, the Two of Wands, the Ten of Swords, and the Eight of Pentacles. She is also a tad partial to the Page of Cups, although doesn't care much for Temperance. [ SWEG UNMEASURABLE ] : Lisbeth likes to dress in pretty dresses of the lolita style of fashion, but also sometimes likes to wear some punk rock clothes with spikes and stuff. Both of these fashion choices are ironic af, and that's what makes them cool. Sometimes also wears face paint, just to be an edgelord fgt. Equally ironic. | NICKNAME Ruth. AGE 18 GENDER Female HEIGHT 5'2" WEIGHT 96 lb BIRTHPLACE Esbjerg, Denmark DIGIVICE digivice type goes here. PLAYED BY Jay |
[i]HIGURASHI NO NAKU KO NORO NI, fc ryuuguu rena[/i] as [i]lisbeth kendt[/i]
deltra of gangnam style
Annelise | BASE FORM |
APPEARANCE you fooled all the people with magic... you waited on satan's call... Annelise looks like all the different forms in the things below this thing, basically. Usually Plotmon right now, though. PERSONALITY Just as Lisbeth is essentially a human embodiment of chaos, in all its many wonderful forms and faces, Annelise is the epitome of evil. Or actually probably not, because she isn't some globally dominating supervillain, but she is still pretty bad. Bad to the bone, some may say. Allegedly, badder than bad, but I digress. She is conniving, manipulative, vain, selfish, and above all else, doggedly loyal to her Tamer, for some odd reason. She considers herself to be Lisbeth's keeper, and is generally docile to her requests, although should anybody else ask of her anything, no matter how small or insignificant, no matter who the person asking is- the answer will almost without a doubt be no. BACKGROUND Annelise was a weird slimeball thing when she found a weird Danish kid. Then she was a cat ball thing with a tail, then she was a weird dog, and now she follows the Danish kid around for shits and giggles mostly. | BASE FAMILY Nature Spirits Virus Busters BASE SPECIES Plotmon BASE ATTRIBUTE Vaccine/Data BASE TYPE Mammal |
deltra of gangnam style
yukimibotamon | FRESH |
DESCRIPTION ATTACKS [ Diamond Dust ] : Annelise takes in a deep breath and exhales some chilly cold air on everyone. Not really effective, but it does what it does. Keeps ice cream cold. | FAMILY N/A ATTRIBUTE N/A TYPE Slime |
Nyaromon | IN-TRAINING |
DESCRIPTION ATTACKS [ Fox Tail ] : Annelise puffs up her tail, making it all sharp and pointy like a pinecone, and smacks someone with it. A bit more effective than the Digiman'z AC attack from Fresh stage. But not by a lot. | FAMILY N/A ATTRIBUTE N/A TYPE Lesser |
Plotmon | ROOKIE |
DESCRIPTION PASSIVE ABILITIES [ Viral Aura ] : Who are we trying to fool here, Annelise can look like an adorable puppy all she wants, it makes her no less of a wicked mastermind. All of her attacks deal damage of the Virus attribute, and that is to be considered her own attribute, whenever beneficial to her. ATTACKS [ Puppy Howling ] : With a mighty howling sound, such fear is stricken into the hearts of men and 'mon alike that they are paralyzed by the sound. Alternatively, it could just be really loud and high. Doesn't do any damage, though, aside from that. [ Vicious Bite ] : CHOMP CHOMP CHOMP TEETH. Need any more be said? [ Headbutt of Instantaneous Death ] : Okay, so maybe the name is a little bit of a stretch, but still. You wouldn't like getting headbutted in the throat, would you? Because that is exactly what this is, straight-up. | FAMILY Nature Spirits Virus Busters ATTRIBUTE Vaccine/Data TYPE Mammal |
Black Tailmon | CHAMPION |
DESCRIPTION PASSIVE ABILITIES [ Hypnotic Gaze ] : Staring deeply into her eyes may not actually be an advisable course of action; you see, Annelise has a trance-inducing look in her eyes that makes its victim more susceptible to suggestion upon eye contact. Of course, how susceptible depends on the afflicted. [ Cat-like Reflexes ] : Well of course she would have cat-like reflexes- she's a cat! Annelise is, at this stage, completely immune to being tripped, knocked over, or thrown, and is much better at dodging most attacks and grapples. ATTACKS [ Vicious Bite ] : CHOMP CHOMP CHOMP TEETH. Need any more be said? [ Catscratch Fever ] : Slash, with the claws, and the 20% chance of poisoning her target, and the meow, pretty kitty, and the goy-vin. [ Lightning Paw ] : She aims a punch at her enemy with her powerful claws, at lightning speed. Hits pretty hard, pretty hard indeed. [ Violent Pounce ] : Just in case her opponent wants to get away, Annelise can tackle them, poising herself above them and preventing them from moving for up to two posts, although she can be made to let go sooner, depending on strength of the other Digimon, and this pounce may be avoided altogether if one is fast or agile enough. ○ DEATH'S HAND -- A simple yet versatile darkness energy attack, Death's Hand can be fired in a ball or a beam, and from one hand or both. No more than two balls or beams can be fired simultaneously, and firing two simultaneously will cause them each to be respectively half the power. Death's Hand will do an extra 25% damage against Vaccine-attribute Digimon. ASSIMILATED FROM DEVIMON. | FAMILY Nightmare Soldiers ATTRIBUTE Virus TYPE Beast |
Lady Devillmon | ULTRA |
DESCRIPTION PASSIVE ABILITIES [ Hypnotic Gaze ] : Staring deeply into her eyes may not actually be an advisable course of action; you see, Annelise has a trance-inducing look in her eyes that makes its victim more susceptible to suggestion upon eye contact. Of course, how susceptible depends on the afflicted. [ The Power of Flight ] : With new batty wings, Annelise is very capable of flying around, wreaking havoc from the air. That's pretty much all there is to that. .[ Suit: Wands ] : Basing her abilities on her Tamers' tarot obsession, the suit of Wands represents movement and growth; thus, with every move Annelise makes, her strength increases proportionally, until she stops moving or attacks- inertia! Science! Yay? ATTACKS [ Dark Wave ] : With all of her evilz amalgamated into a single attack, Annelise can let forth a flurry of bats, of the animal variety, not the baseball ones, or crows, at her opponent, causing a nice little chunk of damage. Also, I'm pretty sure it would make it harder to see, having bats all over your face. [ Black Wing ] : With this attack, Annelise can transform her arm into a spear and attempt to stab her opponents dead, which is always lots of fun, and she enjoys it a lot. [ The Fool ] : The Fool represents trust in one's instincts; with this attack, Annelise lashes out with her chains in all directions, without aiming at any particular target. If the chains are meant to strike, they will. And more often than not, they do... Painfully. [ The Magician ] : The Magician represents playfulness and an open mind; in this case, the playing is more fun for Annelise than the target, as she lashes out with powerful strikes that do very little damage, but cause massive amounts of pain. Like a cat, toying with her prey before a meal. [ The High Priestess ] : The Priestess represents mysticism and spirituality; with this move, Annelise can heal one ally per three posts, by invoking the power within herself. It slightly burns to use this, and she doesn't make friends easily, however. [ The Empress/Emperor ] : The Empress represents generosity and nurturing, while the Emperor represents confidence and decisiveness. Flip a coin; if heads, Annelise' defense hardens, making her stronger against attacks. If tails, her attack sharpens, increasing her ability to beat blood out of her opponents. | FAMILY Nightmare Soldiers ATTRIBUTE Virus TYPE Fallen Angel |
Harlequinmon | MEGA |
DESCRIPTION PASSIVE ABILITIES [ Sheer Force] : Annelise is, at this point, much more powerful, physically, than ever before. Her attacks are all more powerful, and as a show of true power, even the ground tremors when she moves with any particular force; all of her attacks have a chance of throwing her opponents off-balance, although flying or otherwise ungrounded Digimon are unfazed. [ Suit: Swords] : Swords represent challenge, adversity, and conflict. For Annelise, this ability enables her weapon of choice, the baseball bat she carries, to harden considerably, such that it is the strongest object present on the field of battle; effectively, her bat becomes the obstacle for her opponents to overcome. A very difficult task, that is, however. ATTACKS [ The Hierophant ] :The Hierophant represents leading through one's own knowledge; once per thread, Annelise can analyze an opponent thoroughly, learning their strengths and weaknesses; this allows her to act on them, at her discretion. However, she is incapable of attacking the same post as she uses this ability. [ The Lovers ] : The Lovers represent unity and completion. In the most basic and blunt sense of interpretation, Annelise refers to her bludgeoning her enemies down with her bat as The Lovers; uniting hardened wood and facial tissue once and for all. A truly blessid union. [ The Chariot ] :The Chariot represents focus and energy, which, in her case, is utilized as a charge at her opponent, slamming into them with driving force, with a chance of paralyzing them temporarily. [ Strength ] : Strength represents harmony and cooperation, but Annelise is having none of that shit. Instead, for her intents and purposes, Strength is a mighty and powerful swing of the bat, used once per post, and much more devastating than The Lovers. [ The Hermit ] : The Hermit represents inner action and isolation; thus, for this ability, Annelise draws on her innermost strengths, temporarily doubling her power for two posts. Useable once per thread. [ Wheel of Fortune ] : The Wheel of Fortune represents the flow of life and events, and giving in to fate; therefore, when this attack is used, up the thrice per thread, a 30-sided die will be rolled, the number corresponding to any of her attacks, from any form, scaled to the strength of her Mega Digivolution, skipping Wheel of Fortune. For example, rolling a 23 results in The Devil being used, and a 5 results in a Headbutt of Instantaneous Death- which, at Mega tier, may live up to its name after all. [ Justice ] : Justice represents balance and equality; in the event that Annelise is being beaten down, by some stronger opponent, this ought to even the odds a little bit, by healing herself and harming her opponent such that the two are equally beaten into the dirt. | FAMILY Nightmare Soldiers ATTRIBUTE Virus TYPE Fallen Angel |
Gallows Harlequinmon | Super-mega |
DESCRIPTION PASSIVE ABILITIES [ Sheer Force] : Annelise is, at this point, much more powerful, physically, than ever before. Her attacks are all more powerful, and as a show of true power, even the ground tremors when she moves with any particular force; all of her attacks have a chance of throwing her opponents off-balance, although flying or otherwise ungrounded Digimon are unfazed. [ Suit: Pentacles] : The suit of Pentacles is representative of success and good fortune; thus, any critical strikes, additional effects, and any fortune-based attack will always roll in her favor; she is immune to the whims of fate. ATTACKS [ The Devil ] : The Devil represents passion and empowerment. Annelise sure is passionate about causing pain and suffering with her attacks. This attack is a basic hit with her hammer, and any repeated hits, stacking up to seven, gain in power from the last hit, so each is more powerful as they strike. [ The Tower ] :The Tower represents chaos, impact, and sudden changes; this is an interpretation that Annelise can get into! When she uses this attack, she hits like a full-speed bullet train, although it isn't quite strong enough to punch a meteor. [ The Star ] :The Star generally represents hope and tranquility, but in this case, is a bit more literal, as Annelise forms small balls of fiery plasma, which she can then send cascading at, or through, her enemies. I don't know about them, but it sure does calm her down. [ The Moon ] : The Moon represents conflict of the psyche, and fantasy; this is a particularly interesting attack, as it draws heavily from her Tamer's own mental state, as it projects hallucinations all around the area of combat. These cannot be distinguished from very real reinforcements, although they can cause no damage, and are dispelled as quickly as they are hit. [ The Sun ] : The Sun represents radiance and energy; through this attack, Annelise takes on a powerful glow for a single post, which flashes brightly when she launches an attack with her hammer. This flash can blind those unfortunate enough to make direct eye contact with it. [ Judgment ] : Judgement is, as should be plainly obvious, representative of judgement and absolution. As Annelise is Neutral Evil, this attack can be considered as a cone of Smite Good, which she can cast from her hands. [ The World ] : The World represents accomplishment and wholeness, though in her case, this attack consists of up to five basketball-sized rocks being summoned forth, which are to be juggled by Annelise for at least one turn, before they are launched at insane speeds at her enemies, exploding on impact. I suppose the accomplishment is the fact that to be successful with this attack, she has to literally juggle for an entire post. [ The Hanged Man ]* : The Hanged Man represents sacrifice and passivity, and is by far the most powerful attack in Annelise' arsenal; through the use of three different nooses, her opponents may swiftly be dispatched, although this attack may be used only when they are very nearly beaten already. It is a favorite method of execution, however. [ THE ANKLE HOLD] : With a very powerful rope, concealed within the jester's sleeve, the target is strung upside by the ankle to some large object, or if no suitable object is present, the ground. The ropes are very difficult to break by any means, although it can be broken, and once this knot is set in, the victim is generally left to fend for themselves, unless an ally is around to try to free them. [ THE BINDING OF WRISTS ] : A somewhat more advanced and painful method than the ankle hold, this knot is formed when a noose latches around both wrists, binding them together. Most commonly, while the victim cannot escape very easily, especially not with his hands fixed in place, Annelise can freely fling them around by the rope, as if they were her plaything. This can cause pretty severe damage, at its worst, but not quite as much as it could cause... [ THE GALLOWS POLE ] : That's what the gallows pole is for. Truly a fearsome knot, and used almost reverently, this is around the target's neck, as a common noose would be. Should a sufficient tying place be available, the target may then be hanged, appropriately becoming the hanged man. Otherwise, the rope is simply pulled tightly around their neck, until her enemy suffocates to death. Of course, in this case, the rope is weaker, to compensate for its much more lethal effects. *The Hanged Man is only to be used with prior permission from the targeted PC. | FAMILY Nightmare Soldier ATTRIBUTE Virus TYPE Fallen Angel |
deltra of gangnam style