Post by Miminitinumitumun on Nov 27, 2010 1:02:04 GMT -5
Canon or Original Character: Original
Name: Miminitinumitumun Iclarn Sirbenet Caleoii Criiantrai
Nickname: Mimic, Mimi, Mimi-chan, MISC2. MISC2 and Mimic Crii are used by nonfriends. Friends call him Mimic, Mimi, and Mimi-chan.
Gender: Male
Race/Species: Diety
Age: 1529 years
Physical Age: Oh, around 12
Birthplace: N/A
Where they live now: The rift in which all dimentions are connected.
Date of Birth/Creation: When he came into the world.
Transportation: Transportation
Theme Song: Not 'cause he's evil, it's just catchy.
~Appearance~
Height: Bigger than a small 12 year old, but smaller than a really big 12 year old.
Weight: See above.
Eye Colour: Sea-green
Hair Colour: A dark orange
Description: MISC2 dresses in some sort of parka, a dark blue. The kid loves to dress up, and you'll find that MISC2 will dress in anything cool-looking... and will take ideas from anyone. Oh! I almost forgot! MISC2's short term memory has given one curse: The inability to remember THE AWESOME NAME! Poor little guy, in an attempt to go beyond the normal tendencies, MISC2's etched the name across the arms, and attempts to paint the shortened code, MISC2 (Miscellaneous #2), on... either the face, or the parka... hmm...
Picture: Hahaha! You wish!
Anything Else?: The gourd is not seen... but he does have it.
~Personality~
Personality: MISC2 sleeps often, eats to make up for the meals he misses while asleep, and plays. Never working, always enjoying. Why is this? Hmm...
Bright, hating a fight, loving company, MISC2 will never try to start a fight, but will join in a fight that involves people he knows... that, or someone attacks him. MISC2 is also very, very uncaring about events most people would consider tragic. Disease, death, war... it's all very sad... but MISC2 doesn't really care.
Oh, and MISC2 has this habit of speaking in Malapropisms. What's a Malapropism? You'll see... MISC2 also seems to have short term memory loss, and drinks only from his gourd.
Habits:
-Eating
-Sleeping
-Drinking?!
Likes:
-Friends
-Vegetables
-See Dislike #3
Dislikes:
-Enemies
-Meats
-See Like #3
Fears:
-Meats
-A disruption in normal life. Nonono, not wars... something REALLY, REALLY, REALLY, REALLY catastrophic. The destruction of the universe would do very little.
-See Like #3.
-See Dislike #3.
Anything Else?: MISC2 is more... apathetic? He doesn't care about most anything now. Life's life. And there's nothing that's going to change the hurt and heal cycle of it. It's eternal... it's... perfect as is.
~History~
History: MISC2 is a traveling diety, and has broken free from the bindings of reality. Moving from on realm to another, he travels to try and spread his ideals. In any way possible... Through the ideas of alchemy and adventures at Ikastran, he learned that there are always two sides to everything, and to eliminate one side is impossible. Life cannot be called life without death. It is to go against all existence to try and destroy anything.
Landing in several different worlds, Mimic found the idea of pure energy. All life is made of matter. All matter is made of atoms. Atoms are made of subatomic particles. Those particles are made out of quarks, and so on and so forth, for all eternity. But all those objects are made out of energy. Because of this, all life (and non-life), is connected. So to harm another... is simply harming yourself.
Troubled by the idea of being unable to destroy anything, MISC2 traveled farther in, and found the ideas of nothing. Nothing, not in no life, no death... but instead, no change. By not changing what is okay, all problems will become monotonous, but bearable. What is not bothered will never be harmed. Neutrality.
Peace in spirit, MISC2 found the source of all pure energy. A pure god, one who created all, and who continues a cycle of life and death everywhere. All actions against another are by his hand and under his eye. All is balanced on the scales. Well, MISC2 didn't find it, but you know... you feel it. And that's all it matters.
But then what to do? Make your own world. He's learned that by talking to a... few.... "celestial" bodies. Everything's perfect. Harm and pain come, but are neutralized by unity and neutrality. So what to do? Enjoy. Make your own world. And that's what MISC2 is doing. Simply enjoying.
~Battle Information~
Weapons and Key Items: Tomes- Ouroboros Eternal: The Cycle of Existing(Ouros)
Energy(Energy)
No Ground (Null)
Destiny's Will, Your Move (Morgana)
The World Ends With You (Game)
Strengths: Soul Bind allows MISC2 to take in power as he fights, and gives him what he needs, when he needs it. There's no real way to overpower MISC2; He's just as strong as you.
Weaknesses: If you're weak, he's weak. He's also small. Take note of that. He can't overpower you; He's just as strong as you. Find a way to exploit his moves, or trick his Soul Bind ability...
Fighting Style: Mimic's Soul Bind combines several or all of five different techniques, gained from the spellbooks he has in battle. The more powerful the opponent, the more tomes, and the more power Mimic will have. But MISC2 will almost never overpower the opponent.
Ouros: A constant dodge and weave. He's at his weakest here. Portals are scattered around the area, giving him mobility and power. This is Mimic's ideas that all of existence is one constant cycle of life and death, creating a single line of no gain, no loss. Calamity Utopia. Used in "fun" battles.
Energy: Magic madness. Portals are replaced with wisps, and the wisps will change element and patterns as pleasing. Don't drive MISC2 to activate "Xanadu". Energy symbolizes Mimic's ideals of how everything is connected through a pure state of energy within everyone. Used in "common" battles.
Null: Places multiple energy fields, amplifying or nullifying powers. It's also through these fields Mimic attacks. Even without the fields, he's a threat, holding a scythe known only as "Nihil". This is pure nothingness, Mimic's ideas that nothing matters, and that no change is perfection. Used in "serious" battles.
Morgana: Mimic will summon the powers of an archangel and a demon, who will act as his guardians in battle. Each one has one special attack. This symbolizes the idea that THERE IS an all powerful god, and that all existence is constantly under his watch, and that humans should never interfere with what is beyond their realm. Used in "Risky" battles.
Game: Mimic releases as much power as possible, revealing his most loved ability: Poltergeist. Mimic can alter the area around him to his liking, using his world as his blade and shield. Eventually transforming one item into another. This symbolizes the idea that humans, even though they are forever in a cycle of life and death, even if they should not interfere with the gods... that THEIR realm, their world, is still theirs. And that as long as that world reaches out to others... that world will never die. Almost never used.
Attacks:
Ouros-Doors: Five doors are summoned. Can be used once per 3 posts.
Ouros-Spawn: MISC2 puts his hand in a door, and uses the previously used attack. MISC2 also gains use of the weapon of the last person to attack. Can be used once per five turns.
Ouros-Combat: All doors release three projectiles. Projectiles can be anything from the weapons used in combat to an attack used in combat. Can be used once per three turns.
Energy-Collect: Brings out five wisps of energy. Can be used once per three turns. The wisps act as his weapon, moving around the field, attacking together.
Energy-Element: Turns the wisps into another element.
Energy-Blast: A wisp places itself on the field, and explodes when MISC2 wants it to.
Nil-Field: Creates four energy fields. The field are quite large, covering a radius of 30 feet. Used only once in battle.
Nil-Alter: Alters the effects of the energy fields to: Resist element, increase stats, decrease stats, no magic, no melee. Can only be used once per five posts.
Nil-Attack: Fields release an attack based off their current status. Resist element releases Meteo/Tidal/Quake/Bolt,etc... Increase stats releases Poison. Decrease stats releases Confusion. No magic releases a blade storm, and no melee releases an explosion. Can only be used one per three turns.
Morgana-Angel: Summons an Archangel. Archangel will continue to create pillars of light as long as its out. Cannot be summoned with demon.
Morgana-Demon: Summons a Demon. Demon will create fire rings that come out from under the ground. Demon also fights with a broadsword.
Morgana-Dispell: Releases an Angel or Demon with a flick of the wrist. The Angel/Demon explodes in a magnificent show of power. Can only be used once per 10 posts.
Game-Move: Effortlessly lifts objects. Up to five objects can be controlled at once. Usable every other turn.
Game-Change: Shifts the form of a controlled object to a more desirable form. EG: Turning a trashcan into a metal shield. Usable once per three posts.
Game-Melt: Usable with projectile attacks. Dissolves them in thin air.
Abilities:
Soul Bind- The more attacks and the heavier attacks the opponent displays, the more power MISC2 will gain. This is what allows MISC2, whose power is limited, to use powerful spellbooks like Nil, Morgana, and Game.
Ouros-Doors: In Ouros, the doors summoned are gateways to the Rift. From there, MISC2 can copy attacks flawlessly. Doors CAN be broken, so keep an eye there. You can even stop MISC2 from attacking altogether if you play your attacks well.
Energy-Wisps: Wisps of pure energy that can change element. MISC2 controls them, and they deal elemental melee damage. Of course, hitting them with a projectile weapon, or the opposing element, would cause them to disappear. Oh, and the wisps always attack TOGETHER.
Nil-Fields: Fields of altered energy. The field has multiple effects, but can NEVER OVERLAP. Take use of this and fight from between the gaps, where MISC2 will be forced to use his scythe to attack.
Morgana-Summons: Angel and Demon... Angel can't fight with melee, but can summon pillars of light from far distances. Demon has fire rings that can be easily avoided, but has a broadsword that is less so. Find which one is easier to combat, but focus your energy on attacking MISC2.
Game-Poltergeist: Oh, you're pretty good, driving MISC2 to using Poltergeist! The area AROUND MISC2 is alterable and controlled by his will. Worse of all, projectile weapons can't hit, as they dissolve upon impact. But MISC2 cannot control ORGANIC matter. Yes, YOU can go in and attack directly. You're gonna have to drop your weapons, and attack MISC2 with your hands and feet. He's very slow in this form, having to focus on controlling objects. Use that to your advantage, and fight!
Signature Final:
Diety Drive-Ouros: All doors combine into one, and summon a black hole. Anyone that goes in will be mauled in the rift between dimentions by MISC2.
Diety Drive-Energy: All wisps go into overdrive, sending a hell of attacks both magical and physical before exploding.
Diety Drive-Nil: All fields become HP drain fields, taking in HP as someone stands there. MISC2 gains a second scythe. Prepare to die.
Diety Drive-Morgana: Archangel and Demon grant MISC2 their powers, and he flies across the area, using holy attacks and demonic abilities.
Diety Drive-Game: MISC2's already mad poltergeist powers go beyond limit as the universe around him shifts to his liking, making him literally untouchable for the next few turns.
Inventory:
-Tome bag
-Gourd
-Scythe Nihil, disguised as an umbrella
-Small cup for sharing gourd's contents.
-Small bag
Name: Miminitinumitumun Iclarn Sirbenet Caleoii Criiantrai
Nickname: Mimic, Mimi, Mimi-chan, MISC2. MISC2 and Mimic Crii are used by nonfriends. Friends call him Mimic, Mimi, and Mimi-chan.
Gender: Male
Race/Species: Diety
Age: 1529 years
Physical Age: Oh, around 12
Birthplace: N/A
Where they live now: The rift in which all dimentions are connected.
Date of Birth/Creation: When he came into the world.
Transportation: Transportation
Theme Song: Not 'cause he's evil, it's just catchy.
~Appearance~
Height: Bigger than a small 12 year old, but smaller than a really big 12 year old.
Weight: See above.
Eye Colour: Sea-green
Hair Colour: A dark orange
Description: MISC2 dresses in some sort of parka, a dark blue. The kid loves to dress up, and you'll find that MISC2 will dress in anything cool-looking... and will take ideas from anyone. Oh! I almost forgot! MISC2's short term memory has given one curse: The inability to remember THE AWESOME NAME! Poor little guy, in an attempt to go beyond the normal tendencies, MISC2's etched the name across the arms, and attempts to paint the shortened code, MISC2 (Miscellaneous #2), on... either the face, or the parka... hmm...
Picture: Hahaha! You wish!
Anything Else?: The gourd is not seen... but he does have it.
~Personality~
Personality: MISC2 sleeps often, eats to make up for the meals he misses while asleep, and plays. Never working, always enjoying. Why is this? Hmm...
Bright, hating a fight, loving company, MISC2 will never try to start a fight, but will join in a fight that involves people he knows... that, or someone attacks him. MISC2 is also very, very uncaring about events most people would consider tragic. Disease, death, war... it's all very sad... but MISC2 doesn't really care.
Oh, and MISC2 has this habit of speaking in Malapropisms. What's a Malapropism? You'll see... MISC2 also seems to have short term memory loss, and drinks only from his gourd.
Habits:
-Eating
-Sleeping
-Drinking?!
Likes:
-Friends
-Vegetables
-See Dislike #3
Dislikes:
-Enemies
-Meats
-See Like #3
Fears:
-Meats
-A disruption in normal life. Nonono, not wars... something REALLY, REALLY, REALLY, REALLY catastrophic. The destruction of the universe would do very little.
-See Like #3.
-See Dislike #3.
Anything Else?: MISC2 is more... apathetic? He doesn't care about most anything now. Life's life. And there's nothing that's going to change the hurt and heal cycle of it. It's eternal... it's... perfect as is.
~History~
History: MISC2 is a traveling diety, and has broken free from the bindings of reality. Moving from on realm to another, he travels to try and spread his ideals. In any way possible... Through the ideas of alchemy and adventures at Ikastran, he learned that there are always two sides to everything, and to eliminate one side is impossible. Life cannot be called life without death. It is to go against all existence to try and destroy anything.
Landing in several different worlds, Mimic found the idea of pure energy. All life is made of matter. All matter is made of atoms. Atoms are made of subatomic particles. Those particles are made out of quarks, and so on and so forth, for all eternity. But all those objects are made out of energy. Because of this, all life (and non-life), is connected. So to harm another... is simply harming yourself.
Troubled by the idea of being unable to destroy anything, MISC2 traveled farther in, and found the ideas of nothing. Nothing, not in no life, no death... but instead, no change. By not changing what is okay, all problems will become monotonous, but bearable. What is not bothered will never be harmed. Neutrality.
Peace in spirit, MISC2 found the source of all pure energy. A pure god, one who created all, and who continues a cycle of life and death everywhere. All actions against another are by his hand and under his eye. All is balanced on the scales. Well, MISC2 didn't find it, but you know... you feel it. And that's all it matters.
But then what to do? Make your own world. He's learned that by talking to a... few.... "celestial" bodies. Everything's perfect. Harm and pain come, but are neutralized by unity and neutrality. So what to do? Enjoy. Make your own world. And that's what MISC2 is doing. Simply enjoying.
~Battle Information~
Weapons and Key Items: Tomes- Ouroboros Eternal: The Cycle of Existing(Ouros)
Energy(Energy)
No Ground (Null)
Destiny's Will, Your Move (Morgana)
The World Ends With You (Game)
Strengths: Soul Bind allows MISC2 to take in power as he fights, and gives him what he needs, when he needs it. There's no real way to overpower MISC2; He's just as strong as you.
Weaknesses: If you're weak, he's weak. He's also small. Take note of that. He can't overpower you; He's just as strong as you. Find a way to exploit his moves, or trick his Soul Bind ability...
Fighting Style: Mimic's Soul Bind combines several or all of five different techniques, gained from the spellbooks he has in battle. The more powerful the opponent, the more tomes, and the more power Mimic will have. But MISC2 will almost never overpower the opponent.
Ouros: A constant dodge and weave. He's at his weakest here. Portals are scattered around the area, giving him mobility and power. This is Mimic's ideas that all of existence is one constant cycle of life and death, creating a single line of no gain, no loss. Calamity Utopia. Used in "fun" battles.
Energy: Magic madness. Portals are replaced with wisps, and the wisps will change element and patterns as pleasing. Don't drive MISC2 to activate "Xanadu". Energy symbolizes Mimic's ideals of how everything is connected through a pure state of energy within everyone. Used in "common" battles.
Null: Places multiple energy fields, amplifying or nullifying powers. It's also through these fields Mimic attacks. Even without the fields, he's a threat, holding a scythe known only as "Nihil". This is pure nothingness, Mimic's ideas that nothing matters, and that no change is perfection. Used in "serious" battles.
Morgana: Mimic will summon the powers of an archangel and a demon, who will act as his guardians in battle. Each one has one special attack. This symbolizes the idea that THERE IS an all powerful god, and that all existence is constantly under his watch, and that humans should never interfere with what is beyond their realm. Used in "Risky" battles.
Game: Mimic releases as much power as possible, revealing his most loved ability: Poltergeist. Mimic can alter the area around him to his liking, using his world as his blade and shield. Eventually transforming one item into another. This symbolizes the idea that humans, even though they are forever in a cycle of life and death, even if they should not interfere with the gods... that THEIR realm, their world, is still theirs. And that as long as that world reaches out to others... that world will never die. Almost never used.
Attacks:
Ouros-Doors: Five doors are summoned. Can be used once per 3 posts.
Ouros-Spawn: MISC2 puts his hand in a door, and uses the previously used attack. MISC2 also gains use of the weapon of the last person to attack. Can be used once per five turns.
Ouros-Combat: All doors release three projectiles. Projectiles can be anything from the weapons used in combat to an attack used in combat. Can be used once per three turns.
Energy-Collect: Brings out five wisps of energy. Can be used once per three turns. The wisps act as his weapon, moving around the field, attacking together.
Energy-Element: Turns the wisps into another element.
Energy-Blast: A wisp places itself on the field, and explodes when MISC2 wants it to.
Nil-Field: Creates four energy fields. The field are quite large, covering a radius of 30 feet. Used only once in battle.
Nil-Alter: Alters the effects of the energy fields to: Resist element, increase stats, decrease stats, no magic, no melee. Can only be used once per five posts.
Nil-Attack: Fields release an attack based off their current status. Resist element releases Meteo/Tidal/Quake/Bolt,etc... Increase stats releases Poison. Decrease stats releases Confusion. No magic releases a blade storm, and no melee releases an explosion. Can only be used one per three turns.
Morgana-Angel: Summons an Archangel. Archangel will continue to create pillars of light as long as its out. Cannot be summoned with demon.
Morgana-Demon: Summons a Demon. Demon will create fire rings that come out from under the ground. Demon also fights with a broadsword.
Morgana-Dispell: Releases an Angel or Demon with a flick of the wrist. The Angel/Demon explodes in a magnificent show of power. Can only be used once per 10 posts.
Game-Move: Effortlessly lifts objects. Up to five objects can be controlled at once. Usable every other turn.
Game-Change: Shifts the form of a controlled object to a more desirable form. EG: Turning a trashcan into a metal shield. Usable once per three posts.
Game-Melt: Usable with projectile attacks. Dissolves them in thin air.
Abilities:
Soul Bind- The more attacks and the heavier attacks the opponent displays, the more power MISC2 will gain. This is what allows MISC2, whose power is limited, to use powerful spellbooks like Nil, Morgana, and Game.
Ouros-Doors: In Ouros, the doors summoned are gateways to the Rift. From there, MISC2 can copy attacks flawlessly. Doors CAN be broken, so keep an eye there. You can even stop MISC2 from attacking altogether if you play your attacks well.
Energy-Wisps: Wisps of pure energy that can change element. MISC2 controls them, and they deal elemental melee damage. Of course, hitting them with a projectile weapon, or the opposing element, would cause them to disappear. Oh, and the wisps always attack TOGETHER.
Nil-Fields: Fields of altered energy. The field has multiple effects, but can NEVER OVERLAP. Take use of this and fight from between the gaps, where MISC2 will be forced to use his scythe to attack.
Morgana-Summons: Angel and Demon... Angel can't fight with melee, but can summon pillars of light from far distances. Demon has fire rings that can be easily avoided, but has a broadsword that is less so. Find which one is easier to combat, but focus your energy on attacking MISC2.
Game-Poltergeist: Oh, you're pretty good, driving MISC2 to using Poltergeist! The area AROUND MISC2 is alterable and controlled by his will. Worse of all, projectile weapons can't hit, as they dissolve upon impact. But MISC2 cannot control ORGANIC matter. Yes, YOU can go in and attack directly. You're gonna have to drop your weapons, and attack MISC2 with your hands and feet. He's very slow in this form, having to focus on controlling objects. Use that to your advantage, and fight!
Signature Final:
Diety Drive-Ouros: All doors combine into one, and summon a black hole. Anyone that goes in will be mauled in the rift between dimentions by MISC2.
Diety Drive-Energy: All wisps go into overdrive, sending a hell of attacks both magical and physical before exploding.
Diety Drive-Nil: All fields become HP drain fields, taking in HP as someone stands there. MISC2 gains a second scythe. Prepare to die.
Diety Drive-Morgana: Archangel and Demon grant MISC2 their powers, and he flies across the area, using holy attacks and demonic abilities.
Diety Drive-Game: MISC2's already mad poltergeist powers go beyond limit as the universe around him shifts to his liking, making him literally untouchable for the next few turns.
Inventory:
-Tome bag
-Gourd
-Scythe Nihil, disguised as an umbrella
-Small cup for sharing gourd's contents.
-Small bag