Real Name: Karasu Burakku Nickname: "Raven" Race: Tiefling? Element: Fire? Shadow? Class: Barbarian? Deity: ? Nation: ? Stage: A hilled plain on a cloudy night with a bloodmoon shining in the sky; visible at sparatic times. Theme Song: "The Escape"; IM for it. Physical Description: - Karasu is rougly 6'2", 205 lbs. - Muscular physique. - Karasu normally is adorned in black slaacks, black boots, a black, cotton shirt, and a silken robe. He also, most of the times, wears a thin steel chest plate that really only looks like shoulder pads. The shoulder pads are black and are trimmed in garnet. He, on top of his shirt, wears a dyed, black leather cuirass. Opening (pose/saying): Karasu is standing atop one of the hills, looking up into the sky in the direction of the blood moon. His arms are crossed, his hair flowing behind him in the crisp wind that runs through the plains. As he hears the footsteps of his opponent behind him, he merely turns his head to look back and see who it is. "...So fate sends me another; let us see how she wants it to end." As he says those words, he turns his entire body to the opponent, removing the belt that keeps the scabbard of The Crystal of Fate, his sword, attached to his back. He withdraws the blade form the scabbard with his right hand and holds it out infront of him in an offensive position, placing his free hand lightly on the hilt of the sword; the blade shimmers in the dull, slightly red moonlight. Special Openings (vs certain characters): - Vs. Verge Lycanthyr: "...You want to grrab an ale after this?" *Laughter* - Vs. Gwendolyn Markus: "Wh-...You must bbe joking, Gwen. I cannot fight you; I will not!" Karasu will not fight Gwendolyn unless his life is knocked down to 50% or less. - Vs. Keith Ramai: "Show me that you stilll have control, Keith!" - Vs. Tarus Rubeus: "Your reign of terrorr has killed many and threatened the lives of all I care for. I shall prove to all that the Immortal can fall!" Strength/Life increase by 25%. - Vs. Islerre Markus: "I would rather diee than slay that who I care for most of all." Karasu will not fight Islerre. - Vs. Calara/Gaiden: "Setengar would not approve of your coming here." - Vs. Elodan: "The spinner of the wheele of fate tells me your thread has just been cut." Taunt: "Bah..mortals...", "Fate tells me your path has reached its end!" Victory Poses: - Karasu merely sheathes his blade and waalks off the screen, shaking his head. - Karasu lets out a Daemonic howl, turninng his head to face the screen, his eyes glowing crimson; a maniacal, fanged smile is visible. His hair flows in the wind. - Victory over Verge: "C'mon, man. Let's go get drunk." Verge and Karasu walk off with their arms on each-other's shoulder. Draw: "Fate sends me yet another obstacle; Is it her will that I surpass it, as well?" Karasu places his sword tip into the ground, lightly placing both of his hands, left on top of the right, atop the handle of his blade. He looks up to the sky, a faint glow visible in his eyes; hair billows in the wind. Loss to time: "I've not the time, nor the will, to continue this fight; we shall meet again." Karasu would walk off, picking up his sword scabbard, resheathing the blade. Sayings: "For mine friends, I shall not falter!", "Mine own hand shall be your own undoing." Character Notes: Karasu uses a blade known as The Crystal of Fate. This is the more "Holy" of its counterpart, The Diamond of Hell. Both of the blades were forged long ago by Murkasi Burakku, Karasu's father. The sword itself is a Great Sword, however, despite its size, it is incredibly light weight due to the way the actual blade was folded and forged during the smithing process, only weighing about ten pounds instead of the average of twenty-five. Moves: The basic sword slashes, the basic hand-to-hand moves. He being as strong as he is, these regular moves seem like powerful ones to those of weak physical being. Throws - Karasu sends a jab with his left arm sttraight for the opponents face, taking a normal step forward whilst doing so. As the step is being taken, the opponent will realize the jab was a fake; Karasu would send a fierce uppercut with his right arm straight for his the part of his opponents torso directly underneath the sternum, where the Diaphraghm(sp?) is located. As the wind is knocked from them, Karasu would grasp ahold of this face with his right hand and their neck with his left, he would pick them up from the ground, take a strong step and turn, and reverse throw the persona into the ground behind him, spinning their entire body, and neck, as he did such. Special - Sword Combination # 1: A swift, fierce downwards-to-the-left diagonal slash across the chest (/), a left to right horizontal across the waist (-), an upwards-to-the-left slash across the two previous slashes (\), and one, final overhead top-to-bottom overhead slash down the middle of all the previous slashes (I). - Sword Combination # 2: Karasu swings thhe sword horizontally with only his right arm, reaches up, grasps ahold of the hilt with his left hand as well, raises the sword above his head, continuing on with the motion of the previous swing. After one full rotation and good amount of velocity and speed is built, Karasu would send one -hell- of a powerful downwards-to-the-left slash with the sword directly for the person's left shoulder and down their chest. - The Rage Technique: Depending on the ammount of damage sustained, Karasu will become slightly more powerful as the battle progresses. As people know from RP experience, Karasu fights the best when he is actually hurt and has the proper motivation, possibly one of his four friends in danger. - Fissure Slash: This slash is one hell oof a powerful, overhead, top-to-bottom vertical slash. It's slow, but if a persona is hit with it, if they're unarmored, they will lose a significatn amount of health. If the persona -is- armored, their armor protection will go down for the remainder of the battle. Can only be used three times in battle due to the amount of strength required. - Rings of Fyre: This is a technique thatt Karasu has perfected over the years of practicing fire-elemental conjuration. Three, small rings of fire are formed. The rings can be launched one after another, causing light damage. The rings can be formed into one, larger ring - which takes a little bit longer - that causes heavy damage and the opponent to begin losing health over time from burns. - Wheele of Fate: A hand to hand move thaat focuses on three main parts of the body: the throat, the chest, and the stomach. The actual move is a succession of three, incredibly fast punches that are sent in a 1-2-3 pattern, left, left, right. Two lefts are sent to the stomach and chest and one, slightly slower, more powerful punch is sent to the throat. This can cause an opponent to become dazed. "Super" Moves - Eternal Rage: This move can only be useed when Karasu is at 10% life or less. Karasu manifests all of the pain he's endured, the hatred he feels towards the certain persona he's fighting, and forms it into non-elemental magic, in which he has basic training in. Forming this orb will cause Karasu's defense to stall for a second, which can leave him vulnerable. The magic forms an orb about the size of a basketball and, when complete, will glow a brilliant shade of white. Karasu will launch the orb at the persona and, if it hits, will cause the persona to go flying to the other side of the arena, causing severe damage; a perfect finisher. - Manifestation of Shadows: This move cann only be used in an arena that is dark. Shadows seem to manifest and surround the opponent, outlining their body. The shadows will keep them from moving for a good five seconds, giving ample time to possibly end the match shortly. - Destiny Call: Karasu slams his sword innto the ground infront of him, holds his right hand towards the sky, and begins to chant in some ancient, archaic tounge. A crimson light envelopes his entire body; 25% health restored. Team Moves - Karasu and Keith: Karasu calls for the aid of Keith Ramai, who will run to the battlefield with The Diamond of Hell unsheathed. Both of the auras of the swords are activated as Keith and Karasu seem to form one entity. This entity will send a massive, hellaciously powerful slash towards the opponent. - Karasu and Verge: Karasu calls for the aid of Verge Lycanthyr, who will run to the battlefield. Verge would throw Karasu a massive jug of highly potent liquor as he began to channel his "Spark" technique. Once Verge has a flame going, Karasu would regurgitate and spew the alcohol out through the flame; it'll be as if he's breathing fire. (MEANT TO BE FUNNY; JUST 4 U BENINATOR) - Karasu, Verge, and Keith: VKK; the trinnity attacks the opponent in a flurry of sword slashes. Desperation - Shurian Daemon Transformation: Karasu wwill revert to his Daemonic form, where his strength, speed, and defense almost double. In by doing this, a small amount of life - about 10% - is restored. The Crystal of Fate, Magic, or any other special skills asides from basic moves, are able to be used. Karasu's weapon will be three inch long, needle-like claws that extend from the tips of his fingers. When the opponent is attacked by them, they will be poisoned, thusly causing their health to drop little by little over time. Fatal Move - Symphony of the Twelve Bells: Karasu hoolds up his left hand, his eyes glowing an intense shade of crimson. A daemonic cry of anger is heard as the skies grow even darker than before and seem to have a purplish tint to them. The sound of an other-worldly cathedral bell is heard as a runic symbol lights up the sky, like a clock face. Karasu's blade is enveloped in an ethereal dark-purple light, like whisps of a burning fire; black energy arcs throughout the flames. As each bell tolls, Karasu sends a hellaciously powerful diagonal, horizontal, or vertical slash at the opponent. As each slash touches the flesh, a massive amount of energy is released, causing flesh and blood to go flying from the persona's body. When the 12th bell rings, Karasu will turn his back to the opponent, pivot quickly on his right heel 360 degrees, and send an incredibly fast, horizontal slash for the opponent's neck, beheading them as the end result. A flash of lightning comes from the sky and strikes Karasu's sword, taking with it the energy that was gathered; the skies return to normal as Karasu sheathes his sword, closing his eyes.