Post by jecht on Apr 13, 2010 19:46:33 GMT
----Character Biography----[/u][/i]
Name:
I’m the Great Jecht! How the hell don’t you know my name?
Race
Human
Age:
35
Gender:
Male
Profession:
Damn! You really don’t know who I am, do you? I’m the greatest Blitzball player there ever was and ever will be in the game.
Class
Knight: Knights are the basic warrior class. Physically strong and hardy these warriors generally use their superior fighting skills to smash and slash their way through battle. They make use of physical combat abilities to deal great damage and weaken their opponents before moving in for the kill.
Class Evolution
Guardian
Species Skill
Quick Learner: A 10% discount to Upgrades on magic and abilities.
Organisation:
What organization? I don’t need others getting in my way.
Alignment
Home Continent:
Zanarkand
Personality:
Jecht’s personality is less than endearing, the most obvious of his traits being boundless arrogance. He has a pride about him that would make the most haughty of men appear humble in his presence, believing he is a gift to the game of blitzball as well as his fellow man. He also is a known drunk. Though traveling with Braska on his pilgrimage tempered his alcoholism, he is still known to drink himself to the floor at times, saying he can stop when he feel like it. Being a former blitzball star, Jecht absolutely loves the spotlight and glamour that comes from being a celebrity. He is brash when he speaks and is quickly annoyed with almost anything that isn’t about him.
Despite his heavy personal flaws, Jecht is sincerely a good man. The love of his son drives him in everything he does. Unfortunately, he is never able to truly get these feeling across and instead drove his son away from him, causing a large amount of resentment towards him from the boy. His good nature also compelled him to take on the burden of being the Final Aeon and accepting the role of Sin.
As Sin, Jecht hates himself utterly. He desperately desires to find some sort of way to erase Sin’s existence entirely from this world and break the cycle of it reacurrance forever. Though good intentioned, this often leaves him seeking the counsel and company of those less than virtuous.
Appearance:
When in Spira, Jecht wears a cloak to disguise himself as he would be famous there.
Equipment:
Weapon: A large, obsidian black greatsword with red tribal designs down the face. There is a short chain that hangs down the side of it providing him with different options on how to use the weapon.
Equipment:A metal gauntlet that encompasses his entire arm, riding all the way up his shoulder, culminating in a cluster of spikes that jut away from the his body.
That’s it? Of course that’s it! What do you take me for? A sissy? I actually don’t need anything but these two fists of mine. Heh, but what fun is that?
Combat Abilities:
Slots are determined through race and class. If class or race doesn't add any additional slots then the base number is 1. Combat abilities are abilities that for the most deal physical damage or weaken the opponent in some way ( power break).However some combat abilities may be magic based. Combat abilities are created by you. At the start you may only create a level 1 combat ability( ies) - unless you are a Lucavi-. Each level of ability is stronger than the last. Level 1 being light damage, Level 2 being Medium, and level 3 being strong. Level 2 and 3 abilities can only be obtained by upgrading your current ones with gained experience.
Level 1 Slots:
-Jecht Block: Through pure physical strength, Jecht is capable of deflecting attacks made against him by simply backhanding them. Staggering his opponents by such a brash display of power, he gains the upper hand and can counterattack with an overpowering blow. He is capable of repelling magic with this ability as well.
Effect: Jecht can repel CA’s and Magic and counterattack.(See below for word count requirements for the CA and Magic tiers.)
Level One: -25% required for deflection by Jecht, +25% required for block or evade by opponent
Level two: +0% required for deflection by Jecht, -0% required to block or evade by opponents
Level three: +25% required for deflection by Jecht, -25% required to block or evade by opponents
-Triumphant Jecht Slam: Through indomitable power, Jecht attacks his target, leaving them stunned and unable to recover for a brief, but crucial moment.
Effect: If Jecht successfully lands the attack, the target is stunned for one round leaving them unable to attack.
Guardians Aura: Their unbending will means that Guardians are far tougher than the average opponent. Because of this in pvp combat it will take 5 hits, rather than the average 3 to defeat them.
Upon the fire: The guardian can intercept any blow intended for their summoner. However doing so requires them taking it upon themselves as an autohit.
Leather Skin - Passive(Lvl 1): Due to past fights and competitions Jecht has been involved in, he has developed a toughened epidermal layer. The scars that cover his body are a testament to this past. Because of this leather skin, Jecht can take physical hits like nobodies business.
Effect: If Jecht is hit by any attack or CA that is registered as physical instead of magical the hit counts as .75 instead of a full 1 HP
Ignore/ Enjoy Pain: Perhaps one of the most fearsome of the berserkers abilities is that during battle, whenever damage is caused. They either ignore it completely. Or in some rare cases. Actually enjoy it. This ability grants them an incredible resiliance in battle. Increasing the required number of hits to kill from 3 to 6.
Berserker Strength: A berserker has the most raw physical strength of all classes. As a result he is able to overpower an oppositions block techniques and wield weapons that require two weapons in one hand. (Attack blocking techniques ineffective, word count to dodge a berserkers attack is increased by 30%)
Powerful Physique – Passive (Lvl 1): Jecht has a body most warriors would kill for. Decades of training for Blitzball and a Summoner’s quest behind him, his body’s strength has become superhuman. Tapping into his strength minimally, Jecht can cleave and smash through earthen materials.
Effect: Jecht’s base damage is now 1.25
Jecht Shot (Lvl 1): Jecht loves to display his strength. Using a strange magic, the Great Jecht summons a massive fiery boulder to him that appears to fall from the sky. Catching it, Jecht demonstrate his amazing physical aptitude by lifting it into the air himself and then hurling it down to the earth. Because he is using his own strength, this CA is considered a physical attack with slight fire damage incorporated.
Rough Personality (Lvl 1): The Great Jecht has quite an abrasive nature to him. Verbal jabbing and relentless taunting are apart of his game and even the most stoic of warriors eventually fall prey to his loud mouth. Irritation leads to frustration and frustration leads to infuriation, ultimately causing them to make grievous mistakes on the battlefield.
Effect: Every time an opponent (PvP or PvE) expresses any negative setiment about or towards Jecht (be they thought or verbally expressed), his attack word count will rise by 5%. This stackable bonus is a permanent remainder for the thread and caps off at 25%.
Toe to Toe (passive): Jecht is a master of brawling and fighting without concern for his own safety, when engaged with an opponent in melee combat Jecht gains an extra 2 HP [for the duration of the melee combat only] and any status effects inflicted on him that cause penalties [such as lowered damage, word count penalities or immobilization] have no effect until he is no longer in melee combat with his opponent. This only works for status effects, not for CA's. This is non upgradable.
Legendary Guardian – Passive: Jecht has a reputation that precedes him. As known to the world he is “Sir Jecht: Guardian to High Summoner Braska”. Those who face him on the battlefield will soon find out exactly why, Braska was able to complete his pilgrimage. Not only does Jecht command the battlefield through strength, endurance and stamina, but with terrifying speed and an undaunted trust in his instincts.
Effect: Jecht speed causes him to be able to attack faster than the normal person. His base attack word count in PvP/PvE is increased by 25%. He also can evade or block one Auto-? if he matches the word count required.
Level 2 Slots:
-Magnificent Jecht Block: Through pure physical strength, Jecht is capable of deflecting attacks made against him by simply backhanding them. Staggering his opponents by such a brash display of power, he gains the upper hand and can counterattack with an overpowering blow. He is capable of repelling magic with this ability as well.
Effect: Jecht can repel CA’s and Magic and counterattack.(See below for word count requirements for the CA and Magic tiers.)
Level One: -35% required for deflection by Jecht, +35% required for block or evade by opponent
Level Two: -25% required for deflection by Jecht, +25% required for block or evade by opponent
Level Three: -10% required for deflection by Jecht, +10% required for block or evade by opponent
Magnificent Jecht Slam: Through indomitable power, Jecht attacks his target, leaving them stunned and unable to recover for a brief, but crucial moment. The blow is so strong that afterwards the target is left in a confused state, attacking allies or even themselves, seeing them as enemies.
Effect: If Jecht successfully lands the attack, the target is stunned for one round leaving them unable to attack. After being stunned, the target goes into the confused status attacking allies and themselves until pulled out of their state of mind. Confused lasts until dispelled by an outside party or the target takes a hit.
Leather Skin - Passive (Lvl 2): Due to past fights and competitions Jecht has been involved in, he has developed a toughened epidermal layer. The scars that cover his body are a testament to this past. Because of this leather skin, Jecht can take physical hits like nobodies business. He can also survive encounters that would normally kill most others.
Effect: If Jecht is hit by any attack that is registered as Physical instead of magical, the attack loses .5 of its damage.
If Jecht is struck by a killing blow (magical or physical), he will automatically be left with .25 HP instead of being incapacitated. If Jecht is left at .25 HP then the next hit he takes will finish him. When he reaches .25 HP, there will be a 3 post count (two of Jecht's post) before the effect occurs again. In this "3 post" time he can still be healed, but if any damage he sustains takes away all his HP, he will be KO'd (This also works for PvE threads)
Legendary Physique – Passive: Jecht has a body most warriors would kill for. Decades of training for Blitzball and a Summoner’s quest behind him, his body’s strength is the stuff of legend. With just a fraction of his strength, Jecht can cleave and smash through stronger and more durable materials as well as compete with all but the greatest of fiends in this world.
Effect: Jecht’s base damage is now 1.5
Rough Personality (Lvl 2): The Great Jecht has quite an abrasive nature to him. Verbal jabbing and relentless taunting are apart of his game and even the most stoic of warriors eventually fall prey to his loud mouth. Irritation leads to frustration and frustration leads to infuriation, ultimately causing them to make grievous mistakes on the battlefield.
Effect: Every time an opponent (PvP or PvE) expresses any negative sentiment about or towards Jecht (be it thought or verbally expressed), his attack and defense word count will rise by 10%. This stackable bonus is a permanent remainder for the thread and caps off at 50%. Because this is opponent player based, this bonus ignores any other effects of trying to remove this bonus from play.
Level 3 Slots:
-Godlike Physique – Passive: Jecht has a body most warriors would kill for. Decades of training for Blitzball and a Summoner’s quest behind him, his strength is feared by even the gods. If Jecht were to unleash his absolute potential, he is capable of obliterating anything he sets his eyes on. Jecht’s physical power as well as his endurance is par with that of the most fearsome creatures and people in all of Gaia.
Effect: Jecht’s base damage is not subject to negative manipulation or negation. Once every five rounds, Jecht can take any attack against him for .25 damage to his HP and merely laugh or shrug it off.
- (1) Free CA Upgrade
Triumphant Jecht Block: Through pure physical strength, Jecht is capable of deflecting attacks made against him by simply backhanding them. Staggering his opponents by such a brash display of power, he gains the upper hand and can counterattack with an overpowering blow. He is capable of repelling magic with this ability as well.
Effect: Jecht can repel CA’s and Magic and counterattack.(See below for word count requirements for the CA and Magic tiers.)
Level One: -50% required for deflection by Jecht, +50% required for block or evade by opponent
Level Two: -35% required for deflection by Jecht, +35% required for block or evade by opponent
Level Three: -25% required for deflection by Jecht, +25% required for block or evade by opponent
Jecht can also use this move as an Auto-Block and Auto-Hit for any tier once per thread
Leather Skin – Passive: Due to past fights and competitions Jecht has been involved in, he has developed a toughened epidermal layer. The scars that cover his body are a testament to this past. Because of this leather skin, Jecht can take physical hits like nobodies business. He can also survive encounters that would normally kill most others. Because of his toughened skin, negative ailments are no longer a concern for the man because they simply bounce right off.
Effect: -Physical attacks as well as any attack that is not magic based are reduced to .5 damage against Jecht. This is not subject to manipulation or negation.
If Jecht is struck by a killing blow (magical or physical), he will automatically be left with .25 HP instead of being incapacitated. If Jecht is left at .25 HP then the next hit he takes will finish him. When he reaches .25 HP, there will be a 3 post count (two of Jecht's post) before the effect occurs again. In this "3 post" time he can still be healed, but if any damage he sustains takes away all his HP, he will be KO'd (This also works for PvE threads)
Leather Skin allows Jecht to ignore the negative status effects Poison, Burn, Freeze, Stun, Blind, Petrify and Zombie.
Berserker Jecht Slam: This attack is reserved for those who show true battle prowess to the legendary man or those that anger him beyond the breaking point. Using every ounce of strength he has in him, Jecht lands a truly devastating blow to the unfortunate target. The resulting effect leaves the target stunned and confused.
Effect: The level of this ability adds .5 damage to the attack as well as the resulting effects from the previous levels. The immense power of this ability crushes defenses, making it unblockable.
Magic
Magic is the power of the ancients, the ability to use the powers of the planet to heal or even to damage. Unlike combat abilities magic abilities cannot be made. Magic is premade and is listed under magic. At creation each character starts with a single magic slot, this is increased depending on race or class. A list of availble magics is in the appropriate thread. Level 2 and 3 magic abilities can only be learned if you have the corrisponding lower level spell.
Level 1 Slots
-Quake: Black Magic that shakes the earth violently.
Level 2 Slots
-
Level 3 slots
-
Summons:
Summonings are powerful magical spirits that will aid your character in combat. You can't start with any. So leave this blank for now.
Experience
[Leave as blank]
History:
Jecht was a star. A shining light in the history of sports. A pinnacle of man and a testament to perseverance. Rising quickly in the fandom of Blitzball, Jecht pushed himself further and harder than anybody in the game. He grew to a point of simply overwhelming his opponents and sometimes entire teams, through pure physical strength, tenacity and a natural head for the game. He was the best and he knew it. It wasn’t long before the throngs of crowds clamored to him, enjoying simply the basking in his glorious presence. He knew they wanted him, and being the generous and selfless guy that he was, he gave it to them. Night after night he sold the stadium out.
It wasn’t long into his fame that he found someone particularly special. She was a beautiful woman who had quiet fire inside of her. She, of course, loved being around him, but instead of it being a chore, found that he actually enjoyed being with her as well. Not long after that, she gave Jecht a boy. Tidus. On that day, he changed. On the inside… The outside was still old Jecht, rough spoken and full of himself, but inside the only thoughts that drove him were those of his son. Pushing hard, then harder and then harder, Jecht pressed into his son the importance of being an “ace” in blitzball and tried to fashion him into one. He wanted to see Tidus, exceed himself in the arena, but to his dismay, the coddling of his mother kept him from doing it, leaving Jecht to sometimes ignore his son, dwelling on his failure to make the boy something great. Nevertheless he loved him with everything he had.
Years later, Jecht started taking up more and more drinking. Depressed that his body wasn’t constantly progressing like it was when he was younger, he fell into a slump of alcohol abuse. It transferred over into his home life one day, and he knocked his wife to the floor when she tried to calm him down. Appalled at his reaction, he left his home, leaving behind his wife and Tidus. His failure as a father and a husband, drove him out of Zanarkand.
How he managed to do it was beyond him, but not long after he left, he found himself in a strange world that lacked the technical sophistication of his home. Still drinking heavily whenever he could, Jecht often picked fights with the locals who didn’t accept him for the star player of the Zanarkand Abes and eventually found his way into a jail cell in a town called Bevelle.
It was in that cell, that he met two men who would change his life forever. Braska and Auron. Braska was a Summoner, a man who, along with other across the land, was charged with defeating Sin. A creature of pure malevolence and destruction that terrorized the land. He had heard about a man with amazing strength who claimed to be from Zanarkand and wanted Jecht to serve as his personal bodyguard for his pilgrimage along with a stiff named Auron. Anything to get out of a prison cell, Jecht agreed to the journey and they left as a trio.
Jecht was able to meet Braska’s little girl before they left for the pilgrimage. A cute brown haired, bright eyed kid name, Yuna. Devestated that he couldn’t see his little boy, Jecht befriended Yuna and treated her with compassion and love, like he wished he had treated his Tidus. It was rare form for him, but the girl seemed to draw out that kind of person. Regretting his lost chances with Tidus; he, Braska and Auron set out to defeat sin.
There journey was lengthy and grueling. Through some crazy thought, Jecht believed his son would be able to make it to Spira one day as well, so he left spheres in places that he visited, hoping that Tidus might one day see them for himself. Every time, he tried to tell his boy he loved him, but the words were never easy for him to say, so he would put on his tough face and drop the recording there.
What started out as a reason to get out of jail, left Jecht finding friends he could never replace in Auron and Braska. They bonded like brothers and it was in that bond that drove Jecht to take on the form of Braska’s Final Aeon. He would never be able to return home, but it was probably for the best that Tidus would grow up without him constantly tearing him down.
Possessed by Yu Yevon, Jecht is a slave to the instincts of Sin, only able to control himself for a brief time when he listens to a Spiran hymn known as the “Hymn of the Faith”. He has learned of a way to project his former appearance onto the world and now seeks out powerful people to destroy him entirely while giving Summoners and their party’s guidance in their pilgrimage.
RP sample:
Name:
I’m the Great Jecht! How the hell don’t you know my name?
Race
Human
Age:
35
Gender:
Male
Profession:
Damn! You really don’t know who I am, do you? I’m the greatest Blitzball player there ever was and ever will be in the game.
Class
Knight: Knights are the basic warrior class. Physically strong and hardy these warriors generally use their superior fighting skills to smash and slash their way through battle. They make use of physical combat abilities to deal great damage and weaken their opponents before moving in for the kill.
Class Evolution
Guardian
Species Skill
Quick Learner: A 10% discount to Upgrades on magic and abilities.
Organisation:
What organization? I don’t need others getting in my way.
Alignment
Home Continent:
Zanarkand
Personality:
Jecht’s personality is less than endearing, the most obvious of his traits being boundless arrogance. He has a pride about him that would make the most haughty of men appear humble in his presence, believing he is a gift to the game of blitzball as well as his fellow man. He also is a known drunk. Though traveling with Braska on his pilgrimage tempered his alcoholism, he is still known to drink himself to the floor at times, saying he can stop when he feel like it. Being a former blitzball star, Jecht absolutely loves the spotlight and glamour that comes from being a celebrity. He is brash when he speaks and is quickly annoyed with almost anything that isn’t about him.
Despite his heavy personal flaws, Jecht is sincerely a good man. The love of his son drives him in everything he does. Unfortunately, he is never able to truly get these feeling across and instead drove his son away from him, causing a large amount of resentment towards him from the boy. His good nature also compelled him to take on the burden of being the Final Aeon and accepting the role of Sin.
As Sin, Jecht hates himself utterly. He desperately desires to find some sort of way to erase Sin’s existence entirely from this world and break the cycle of it reacurrance forever. Though good intentioned, this often leaves him seeking the counsel and company of those less than virtuous.
Appearance:
When in Spira, Jecht wears a cloak to disguise himself as he would be famous there.
Equipment:
Weapon: A large, obsidian black greatsword with red tribal designs down the face. There is a short chain that hangs down the side of it providing him with different options on how to use the weapon.
Equipment:A metal gauntlet that encompasses his entire arm, riding all the way up his shoulder, culminating in a cluster of spikes that jut away from the his body.
That’s it? Of course that’s it! What do you take me for? A sissy? I actually don’t need anything but these two fists of mine. Heh, but what fun is that?
Combat Abilities:
Slots are determined through race and class. If class or race doesn't add any additional slots then the base number is 1. Combat abilities are abilities that for the most deal physical damage or weaken the opponent in some way ( power break).However some combat abilities may be magic based. Combat abilities are created by you. At the start you may only create a level 1 combat ability( ies) - unless you are a Lucavi-. Each level of ability is stronger than the last. Level 1 being light damage, Level 2 being Medium, and level 3 being strong. Level 2 and 3 abilities can only be obtained by upgrading your current ones with gained experience.
Level 1 Slots:
-Jecht Block: Through pure physical strength, Jecht is capable of deflecting attacks made against him by simply backhanding them. Staggering his opponents by such a brash display of power, he gains the upper hand and can counterattack with an overpowering blow. He is capable of repelling magic with this ability as well.
Effect: Jecht can repel CA’s and Magic and counterattack.(See below for word count requirements for the CA and Magic tiers.)
Level One: -25% required for deflection by Jecht, +25% required for block or evade by opponent
Level two: +0% required for deflection by Jecht, -0% required to block or evade by opponents
Level three: +25% required for deflection by Jecht, -25% required to block or evade by opponents
-Triumphant Jecht Slam: Through indomitable power, Jecht attacks his target, leaving them stunned and unable to recover for a brief, but crucial moment.
Effect: If Jecht successfully lands the attack, the target is stunned for one round leaving them unable to attack.
Guardians Aura: Their unbending will means that Guardians are far tougher than the average opponent. Because of this in pvp combat it will take 5 hits, rather than the average 3 to defeat them.
Upon the fire: The guardian can intercept any blow intended for their summoner. However doing so requires them taking it upon themselves as an autohit.
Leather Skin - Passive(Lvl 1): Due to past fights and competitions Jecht has been involved in, he has developed a toughened epidermal layer. The scars that cover his body are a testament to this past. Because of this leather skin, Jecht can take physical hits like nobodies business.
Effect: If Jecht is hit by any attack or CA that is registered as physical instead of magical the hit counts as .75 instead of a full 1 HP
Ignore/ Enjoy Pain: Perhaps one of the most fearsome of the berserkers abilities is that during battle, whenever damage is caused. They either ignore it completely. Or in some rare cases. Actually enjoy it. This ability grants them an incredible resiliance in battle. Increasing the required number of hits to kill from 3 to 6.
Berserker Strength: A berserker has the most raw physical strength of all classes. As a result he is able to overpower an oppositions block techniques and wield weapons that require two weapons in one hand. (Attack blocking techniques ineffective, word count to dodge a berserkers attack is increased by 30%)
Powerful Physique – Passive (Lvl 1): Jecht has a body most warriors would kill for. Decades of training for Blitzball and a Summoner’s quest behind him, his body’s strength has become superhuman. Tapping into his strength minimally, Jecht can cleave and smash through earthen materials.
Effect: Jecht’s base damage is now 1.25
Jecht Shot (Lvl 1): Jecht loves to display his strength. Using a strange magic, the Great Jecht summons a massive fiery boulder to him that appears to fall from the sky. Catching it, Jecht demonstrate his amazing physical aptitude by lifting it into the air himself and then hurling it down to the earth. Because he is using his own strength, this CA is considered a physical attack with slight fire damage incorporated.
Rough Personality (Lvl 1): The Great Jecht has quite an abrasive nature to him. Verbal jabbing and relentless taunting are apart of his game and even the most stoic of warriors eventually fall prey to his loud mouth. Irritation leads to frustration and frustration leads to infuriation, ultimately causing them to make grievous mistakes on the battlefield.
Effect: Every time an opponent (PvP or PvE) expresses any negative setiment about or towards Jecht (be they thought or verbally expressed), his attack word count will rise by 5%. This stackable bonus is a permanent remainder for the thread and caps off at 25%.
Toe to Toe (passive): Jecht is a master of brawling and fighting without concern for his own safety, when engaged with an opponent in melee combat Jecht gains an extra 2 HP [for the duration of the melee combat only] and any status effects inflicted on him that cause penalties [such as lowered damage, word count penalities or immobilization] have no effect until he is no longer in melee combat with his opponent. This only works for status effects, not for CA's. This is non upgradable.
Legendary Guardian – Passive: Jecht has a reputation that precedes him. As known to the world he is “Sir Jecht: Guardian to High Summoner Braska”. Those who face him on the battlefield will soon find out exactly why, Braska was able to complete his pilgrimage. Not only does Jecht command the battlefield through strength, endurance and stamina, but with terrifying speed and an undaunted trust in his instincts.
Effect: Jecht speed causes him to be able to attack faster than the normal person. His base attack word count in PvP/PvE is increased by 25%. He also can evade or block one Auto-? if he matches the word count required.
Level 2 Slots:
-Magnificent Jecht Block: Through pure physical strength, Jecht is capable of deflecting attacks made against him by simply backhanding them. Staggering his opponents by such a brash display of power, he gains the upper hand and can counterattack with an overpowering blow. He is capable of repelling magic with this ability as well.
Effect: Jecht can repel CA’s and Magic and counterattack.(See below for word count requirements for the CA and Magic tiers.)
Level One: -35% required for deflection by Jecht, +35% required for block or evade by opponent
Level Two: -25% required for deflection by Jecht, +25% required for block or evade by opponent
Level Three: -10% required for deflection by Jecht, +10% required for block or evade by opponent
Magnificent Jecht Slam: Through indomitable power, Jecht attacks his target, leaving them stunned and unable to recover for a brief, but crucial moment. The blow is so strong that afterwards the target is left in a confused state, attacking allies or even themselves, seeing them as enemies.
Effect: If Jecht successfully lands the attack, the target is stunned for one round leaving them unable to attack. After being stunned, the target goes into the confused status attacking allies and themselves until pulled out of their state of mind. Confused lasts until dispelled by an outside party or the target takes a hit.
Leather Skin - Passive (Lvl 2): Due to past fights and competitions Jecht has been involved in, he has developed a toughened epidermal layer. The scars that cover his body are a testament to this past. Because of this leather skin, Jecht can take physical hits like nobodies business. He can also survive encounters that would normally kill most others.
Effect: If Jecht is hit by any attack that is registered as Physical instead of magical, the attack loses .5 of its damage.
If Jecht is struck by a killing blow (magical or physical), he will automatically be left with .25 HP instead of being incapacitated. If Jecht is left at .25 HP then the next hit he takes will finish him. When he reaches .25 HP, there will be a 3 post count (two of Jecht's post) before the effect occurs again. In this "3 post" time he can still be healed, but if any damage he sustains takes away all his HP, he will be KO'd (This also works for PvE threads)
Legendary Physique – Passive: Jecht has a body most warriors would kill for. Decades of training for Blitzball and a Summoner’s quest behind him, his body’s strength is the stuff of legend. With just a fraction of his strength, Jecht can cleave and smash through stronger and more durable materials as well as compete with all but the greatest of fiends in this world.
Effect: Jecht’s base damage is now 1.5
Rough Personality (Lvl 2): The Great Jecht has quite an abrasive nature to him. Verbal jabbing and relentless taunting are apart of his game and even the most stoic of warriors eventually fall prey to his loud mouth. Irritation leads to frustration and frustration leads to infuriation, ultimately causing them to make grievous mistakes on the battlefield.
Effect: Every time an opponent (PvP or PvE) expresses any negative sentiment about or towards Jecht (be it thought or verbally expressed), his attack and defense word count will rise by 10%. This stackable bonus is a permanent remainder for the thread and caps off at 50%. Because this is opponent player based, this bonus ignores any other effects of trying to remove this bonus from play.
Level 3 Slots:
-Godlike Physique – Passive: Jecht has a body most warriors would kill for. Decades of training for Blitzball and a Summoner’s quest behind him, his strength is feared by even the gods. If Jecht were to unleash his absolute potential, he is capable of obliterating anything he sets his eyes on. Jecht’s physical power as well as his endurance is par with that of the most fearsome creatures and people in all of Gaia.
Effect: Jecht’s base damage is not subject to negative manipulation or negation. Once every five rounds, Jecht can take any attack against him for .25 damage to his HP and merely laugh or shrug it off.
- (1) Free CA Upgrade
Triumphant Jecht Block: Through pure physical strength, Jecht is capable of deflecting attacks made against him by simply backhanding them. Staggering his opponents by such a brash display of power, he gains the upper hand and can counterattack with an overpowering blow. He is capable of repelling magic with this ability as well.
Effect: Jecht can repel CA’s and Magic and counterattack.(See below for word count requirements for the CA and Magic tiers.)
Level One: -50% required for deflection by Jecht, +50% required for block or evade by opponent
Level Two: -35% required for deflection by Jecht, +35% required for block or evade by opponent
Level Three: -25% required for deflection by Jecht, +25% required for block or evade by opponent
Jecht can also use this move as an Auto-Block and Auto-Hit for any tier once per thread
Leather Skin – Passive: Due to past fights and competitions Jecht has been involved in, he has developed a toughened epidermal layer. The scars that cover his body are a testament to this past. Because of this leather skin, Jecht can take physical hits like nobodies business. He can also survive encounters that would normally kill most others. Because of his toughened skin, negative ailments are no longer a concern for the man because they simply bounce right off.
Effect: -Physical attacks as well as any attack that is not magic based are reduced to .5 damage against Jecht. This is not subject to manipulation or negation.
If Jecht is struck by a killing blow (magical or physical), he will automatically be left with .25 HP instead of being incapacitated. If Jecht is left at .25 HP then the next hit he takes will finish him. When he reaches .25 HP, there will be a 3 post count (two of Jecht's post) before the effect occurs again. In this "3 post" time he can still be healed, but if any damage he sustains takes away all his HP, he will be KO'd (This also works for PvE threads)
Leather Skin allows Jecht to ignore the negative status effects Poison, Burn, Freeze, Stun, Blind, Petrify and Zombie.
Berserker Jecht Slam: This attack is reserved for those who show true battle prowess to the legendary man or those that anger him beyond the breaking point. Using every ounce of strength he has in him, Jecht lands a truly devastating blow to the unfortunate target. The resulting effect leaves the target stunned and confused.
Effect: The level of this ability adds .5 damage to the attack as well as the resulting effects from the previous levels. The immense power of this ability crushes defenses, making it unblockable.
Magic
Magic is the power of the ancients, the ability to use the powers of the planet to heal or even to damage. Unlike combat abilities magic abilities cannot be made. Magic is premade and is listed under magic. At creation each character starts with a single magic slot, this is increased depending on race or class. A list of availble magics is in the appropriate thread. Level 2 and 3 magic abilities can only be learned if you have the corrisponding lower level spell.
Level 1 Slots
-Quake: Black Magic that shakes the earth violently.
Level 2 Slots
-
Level 3 slots
-
Summons:
Summonings are powerful magical spirits that will aid your character in combat. You can't start with any. So leave this blank for now.
Experience
[Leave as blank]
History:
Jecht was a star. A shining light in the history of sports. A pinnacle of man and a testament to perseverance. Rising quickly in the fandom of Blitzball, Jecht pushed himself further and harder than anybody in the game. He grew to a point of simply overwhelming his opponents and sometimes entire teams, through pure physical strength, tenacity and a natural head for the game. He was the best and he knew it. It wasn’t long before the throngs of crowds clamored to him, enjoying simply the basking in his glorious presence. He knew they wanted him, and being the generous and selfless guy that he was, he gave it to them. Night after night he sold the stadium out.
It wasn’t long into his fame that he found someone particularly special. She was a beautiful woman who had quiet fire inside of her. She, of course, loved being around him, but instead of it being a chore, found that he actually enjoyed being with her as well. Not long after that, she gave Jecht a boy. Tidus. On that day, he changed. On the inside… The outside was still old Jecht, rough spoken and full of himself, but inside the only thoughts that drove him were those of his son. Pushing hard, then harder and then harder, Jecht pressed into his son the importance of being an “ace” in blitzball and tried to fashion him into one. He wanted to see Tidus, exceed himself in the arena, but to his dismay, the coddling of his mother kept him from doing it, leaving Jecht to sometimes ignore his son, dwelling on his failure to make the boy something great. Nevertheless he loved him with everything he had.
Years later, Jecht started taking up more and more drinking. Depressed that his body wasn’t constantly progressing like it was when he was younger, he fell into a slump of alcohol abuse. It transferred over into his home life one day, and he knocked his wife to the floor when she tried to calm him down. Appalled at his reaction, he left his home, leaving behind his wife and Tidus. His failure as a father and a husband, drove him out of Zanarkand.
How he managed to do it was beyond him, but not long after he left, he found himself in a strange world that lacked the technical sophistication of his home. Still drinking heavily whenever he could, Jecht often picked fights with the locals who didn’t accept him for the star player of the Zanarkand Abes and eventually found his way into a jail cell in a town called Bevelle.
It was in that cell, that he met two men who would change his life forever. Braska and Auron. Braska was a Summoner, a man who, along with other across the land, was charged with defeating Sin. A creature of pure malevolence and destruction that terrorized the land. He had heard about a man with amazing strength who claimed to be from Zanarkand and wanted Jecht to serve as his personal bodyguard for his pilgrimage along with a stiff named Auron. Anything to get out of a prison cell, Jecht agreed to the journey and they left as a trio.
Jecht was able to meet Braska’s little girl before they left for the pilgrimage. A cute brown haired, bright eyed kid name, Yuna. Devestated that he couldn’t see his little boy, Jecht befriended Yuna and treated her with compassion and love, like he wished he had treated his Tidus. It was rare form for him, but the girl seemed to draw out that kind of person. Regretting his lost chances with Tidus; he, Braska and Auron set out to defeat sin.
There journey was lengthy and grueling. Through some crazy thought, Jecht believed his son would be able to make it to Spira one day as well, so he left spheres in places that he visited, hoping that Tidus might one day see them for himself. Every time, he tried to tell his boy he loved him, but the words were never easy for him to say, so he would put on his tough face and drop the recording there.
What started out as a reason to get out of jail, left Jecht finding friends he could never replace in Auron and Braska. They bonded like brothers and it was in that bond that drove Jecht to take on the form of Braska’s Final Aeon. He would never be able to return home, but it was probably for the best that Tidus would grow up without him constantly tearing him down.
Possessed by Yu Yevon, Jecht is a slave to the instincts of Sin, only able to control himself for a brief time when he listens to a Spiran hymn known as the “Hymn of the Faith”. He has learned of a way to project his former appearance onto the world and now seeks out powerful people to destroy him entirely while giving Summoners and their party’s guidance in their pilgrimage.
RP sample: