Post by ness on Feb 24, 2013 17:11:43 GMT -5
Cbox Name: Rhydas
Nicknames: Rhy (Most of my friends, and people in general I suppose, call me by my nickname. Which I don't mind at all x3)
Main Account: Ness
Who else do you play?: N/A
How did you find us?: You have Bobj1 to thank for that. Codesterbro also had a hand in bringing me here. o3o
Category: Video Game
Name: Ness
Alias: None
Age: 13
Species: Human
Ranking: Hero
Physical Appearance:
Personality:
Ness is a heroic young boy with a pure heart and steadfast ideals. He is the type to always help others and save people in need. Even at the final cost of his own life. He rarely gives up and always gives his all, especially when others are in danger and will never back down from a challenge. He is incredibly brave, resourceful and never second-guesses himself.
His confidence in his abilities and those of his friends is only matched by his finesse and power in battle. And its because of this that he will not hesitate to charge into battle once he's sure he's deduced who the bad guys are. Of course, he is still a kid. And so he can be (and most of the time, usually is) too trusting and naive. But this rarely stands to be a problem for him as he usually doesn't waste time with words. Preferring to let his actions mostly do the talking for him.
Powers/Abilities:
PSI Sparks: (Not official name) Ness primarily fights by wielding a unique form of psychic energy. He can use it in many ways, but he uses it sparingly as he tends to depend on his own powerful punches and kicks at short range. However, as well as boosting the power of certain physical attacks, he also uses this energy on himself to allow himself a form of double jump. Though this can also be referred to as merely floating. These sparks cause quite a bit of damage to whatever they hit and are quite powerful in their own right, but they are far from the strongest tool in Ness' arsenal. They seem best used from the palms of his hands or from the tips of his toes. These usually hit multiple times but do minor damage all together. However they are great for racking up damage at a short range.
PK Fire:
Ness is capable of collecting his PSI Sparks together in the palms of his hands to build up a tremendous energy. And as he leans back he uses the speed at which he throws the sparks to fuse them together into a lightning bolt the size of his hand. This bolt travels in a linear path from when first thrown and will vanish once a certain distance has been reached, but should they hit anything in that time, they will transform into a large pillar of fire that traps foes and deals continuous, minor damage for every second before fading away. Though not the best medium-ranged projectile, it can be used to set up for a more powerful attack.
PK Thunder:
This is the projectile that Ness finds the most use in. And with it, he is able to attack in up to three ways. When used, a blue ball of lightning bursts forth above his head, trailing behind it a long tail of electricity. Ness can choose to move this in any direction he wishes, and doesn't need to have the thunder in sight to direct it into a target. Once the "head" of the attack strikes a target, they take moderate damage and are launched airborne a few meters off the ground.
The second way this technique can be used by having the ball's tail lick at the target, continually shocking them for continuous minor damage and will keep them paralyzed for the entire duration the tail maintains contact.
The third and most powerful way the PK Thunder can be used is upon Ness himself. By directing the tail around and hitting himself in the correct angle with it's head, Ness explodes with power and launches himself forward shrouded in lightning, as if a rocket. Though this doesn't allow for Ness to travel very far, the damage output to an enemy who is headbutted by Ness when he has been launched is incredibly high. As well as inflicting critical damage upon enemies who make contact upon him like this, Ness also uses this as a means to send himself to even greater heights that his secondary jump failed to help him reach. It should also be noted that for the short time he is surrounded in the sparks, he gains a short period of invulnerability.
PK Flash:
This is yet another impressive weapon at Ness' disposal. By focusing all of his energy, Ness can release a multitude of flashing green lights from his body and into the air. They appear harmless, and by all means, these lights are. It is in this state that Ness can move them freely. Though oddly enough, the longer they are active, the stronger, bigger and brighter they can become. Once all conditions have been met, Ness can stop charging he attack and release the multitude of power that has accumulated. The end result is a terrifying explosion of the lights up to a short range around. Drastically damaging all targets who happen to be struck and sending them off into the horizon. This move can be used to decimate even the hardiest of foes and most defenses are useless against a power like this.
Though the only drawback for this technique is that Ness is completely defenseless for the duration of its use and cannot attack unless it has first been used or dispelled. It should be noted that the lights can also be used to move through most materials freely when in the initial start-up phase.
PSI Magnet:
Using this, Ness instantly surrounds himself in a bubble of swirling blue psychic energy. With this, activated and continuously being used, Ness is completely defenseless. However, it can be used in a few ways. One; the bubble allows for all types of magic and energy attacks to be absorbed by his body and repair any and all damage he had taken beforehand.
Additionally, this move also be used to push enemies away from Ness should they be close enough. This move does not defend against physical attacks or solid projectiles in any way.
PK Teleport:
With this technique, Ness is able to travel to far off lands, entire countries and even to different universes. How? This technique is very simple, but at the same time very powerful. The skill is literally a means of opening a portal (wormhole, if you want to be specific), either to a random location or to somewhere Ness chooses. Leaping through the portal will send him careening across time and space to exactly the place he desires, though usually when he comes out the other end, skidding to a stop usually leaves trails of flame behind him. Proof of how fast he had been moving. Though this move is not offensive and cannot simply be used as many times as he wants, it is an effective means of long-distance travel. Though getting to places within walking distance is usually best as this skill can be quite taxing on his energy.
Equipment:
Baseball Bat: Ness carries around his trusty baseball bat in his backpack which he brings out to deal powerful strikes upon his targets. As well as inflicting damage upon enemies, this weapon can be used to reflect projectiles of all kinds back at their original user. Energy or otherwise piercing projectiles. Winding the weapon up and timing the speed of the projectile, nine times out of ten, Ness gets a homerun.
Yo-Yo: Alongside his baseball bat, Ness holds his Yo-yo in his backpack. Taking it out to deal damage upon enemies with the various tricks he knows. Such as; "Walk The Dog" and "Around The World" to name a few. Though it may seem pretty harmless, this toy deals a surprising amount of damage upon enemies and strikes with the same amount of force as a hammer.
Franklin Badge: Ness also keeps this item in his bag and only brings it out when he feels he cannot react fast enough to defend against too many projectiles. With this placed upon his person, Ness becomes immune to all long-ranged attacks and projectiles for however long he wishes. Each projectile will bounce off his person and merely fly back at his attacker without any effort from himself. Of course, because this is merely a badge, a person who chooses to attack him at close range can pretty easily knock this off of him if they wish. In that situation, it is best for Ness to place it back within his bag to avoid losing it.
Psychological Flaws:
Ness gets homesick very often. Between his journeying and helping to save the universe from certain doom, he's had no chance to visit his family back home. He hasn't seen his mother or little sister in awhile and misses them dearly so mentioning "home" or "family" in front of him can make him sad pretty easily. Same goes for the other Smashers/Brawlers. In being away from them, the friends he fought and traveled with, close bonds were formed, so its no surprise that hearing the names of his friends might spur up some feelings of pain and loneliness.
Physical Flaws:
Ness isn't very strong so he relies heavily on his PSI abilities and items. He is essentially just a kid so he cannot take too much damage compared to most.
Other Flaws:
Ness uses PSI in many of his attacks. What PSI is is basically psychic energy manifested into a semi-physical form for physical attacks and abilities. If opposed by someone/something that can stop or deal with his PSI attacks, he has no choice but to rely on his items and physical finesse. This gives him less options in battle
Brief History:
Super Smash Brothers Brawl Story
Ness shows up saving Lucas from the giant Pig King Statue, which is soon revealed to be their mutual nemesis, Porky Minch. Lucas and Ness team up to defeat Porky and his machine. Afterwards, Wario attacks Ness with his Dark Cannon, but he successfully dodges each shot. Wario, however, then aims at Lucas, forcing Ness to push Lucas out of harm's way and take the trophy-izing arrow from the Dark Cannon. As Lucas is too scared to face Wario alone, he leaves Ness behind as Wario cackles in the rain. Most of Lucas's story in SSE involves getting revenge on Wario and trying to find Ness.
As Wario is driving his Cargo with Ness' and Peach/Zelda's trophies on board, he finds Luigi's trophy and prepares to take it until he's ambushed by an army of Waddle Dees, who throw Luigi's trophy into the cargo, which is stolen by King Dedede. At his hideout, Dedede puts a badge on Luigi's, Ness', and Peach/Zelda's trophies before the roof collapses on them and Bowser takes Peach/Zelda's trophy.
Later on, Ness and Luigi are revived, thanks to Dedede's Badges. Upon inspecting Luigi's badge, he notices that it looks like Dedede, and, assuming that Dedede made them, proceeds to revive him. Upon being revived, King Dedede gives both of them a hug before they team up and rescue Lucas, along with most of the other characters, to defeat Tabuu.
Reason for being on AM:
It was during the final confrontation against Tabuu that Ness was defeated by the subspace entity's most powerful attack. The subspace shockwave that was unleashed struck Ness and sent him careening through several of the portals. It was as he was sent through these portals that, in an effort to take himself straight back to the ongoing battle, Ness activated his PK Teleport - only to end up in somewhere completely new...
Sample RP:
Large darkened eyes slowly slide open, only to come face to face with the world around him. And to accompany this motion, he shifted his body weight and sat up where he was. Crossing his legs upon the gravel of the street. He seemed to be in a town. And not the kind that he was used to seeing in the universe where he and the rest of the Brawlers were linked to.
He wasn't even sure if this town was like any of the other towns he'd visited on his adventure with his friends. Had he teleported wrong? The last thing he remembered was Tabuu's defeat. So where were the others? Why was he alone here right now?
The young hero stood up and reached behind him into the easy-access backpack he had strapped over his shoulders. His badge, bat and yo-yo were all in there. Still in one piece. So he at least had that anyway.
"Okay." The boy stood up and started walking along the streets. Where he was going, he had no idea. But he guessed starting off from scratch and learning about the new world he was in would be his first step. Finding anyone he knew would be his second. He just hoped he could do all of that before nightfall. With no people around and it starting to get dark, Ness began to wonder if something terrible begins at night.
Theme Songs:
What's Up
Nicknames: Rhy (Most of my friends, and people in general I suppose, call me by my nickname. Which I don't mind at all x3)
Main Account: Ness
Who else do you play?: N/A
How did you find us?: You have Bobj1 to thank for that. Codesterbro also had a hand in bringing me here. o3o
Category: Video Game
Name: Ness
Alias: None
Age: 13
Species: Human
Ranking: Hero
Physical Appearance:
Personality:
Ness is a heroic young boy with a pure heart and steadfast ideals. He is the type to always help others and save people in need. Even at the final cost of his own life. He rarely gives up and always gives his all, especially when others are in danger and will never back down from a challenge. He is incredibly brave, resourceful and never second-guesses himself.
His confidence in his abilities and those of his friends is only matched by his finesse and power in battle. And its because of this that he will not hesitate to charge into battle once he's sure he's deduced who the bad guys are. Of course, he is still a kid. And so he can be (and most of the time, usually is) too trusting and naive. But this rarely stands to be a problem for him as he usually doesn't waste time with words. Preferring to let his actions mostly do the talking for him.
Powers/Abilities:
PSI Sparks: (Not official name) Ness primarily fights by wielding a unique form of psychic energy. He can use it in many ways, but he uses it sparingly as he tends to depend on his own powerful punches and kicks at short range. However, as well as boosting the power of certain physical attacks, he also uses this energy on himself to allow himself a form of double jump. Though this can also be referred to as merely floating. These sparks cause quite a bit of damage to whatever they hit and are quite powerful in their own right, but they are far from the strongest tool in Ness' arsenal. They seem best used from the palms of his hands or from the tips of his toes. These usually hit multiple times but do minor damage all together. However they are great for racking up damage at a short range.
PK Fire:
Ness is capable of collecting his PSI Sparks together in the palms of his hands to build up a tremendous energy. And as he leans back he uses the speed at which he throws the sparks to fuse them together into a lightning bolt the size of his hand. This bolt travels in a linear path from when first thrown and will vanish once a certain distance has been reached, but should they hit anything in that time, they will transform into a large pillar of fire that traps foes and deals continuous, minor damage for every second before fading away. Though not the best medium-ranged projectile, it can be used to set up for a more powerful attack.
PK Thunder:
This is the projectile that Ness finds the most use in. And with it, he is able to attack in up to three ways. When used, a blue ball of lightning bursts forth above his head, trailing behind it a long tail of electricity. Ness can choose to move this in any direction he wishes, and doesn't need to have the thunder in sight to direct it into a target. Once the "head" of the attack strikes a target, they take moderate damage and are launched airborne a few meters off the ground.
The second way this technique can be used by having the ball's tail lick at the target, continually shocking them for continuous minor damage and will keep them paralyzed for the entire duration the tail maintains contact.
The third and most powerful way the PK Thunder can be used is upon Ness himself. By directing the tail around and hitting himself in the correct angle with it's head, Ness explodes with power and launches himself forward shrouded in lightning, as if a rocket. Though this doesn't allow for Ness to travel very far, the damage output to an enemy who is headbutted by Ness when he has been launched is incredibly high. As well as inflicting critical damage upon enemies who make contact upon him like this, Ness also uses this as a means to send himself to even greater heights that his secondary jump failed to help him reach. It should also be noted that for the short time he is surrounded in the sparks, he gains a short period of invulnerability.
PK Flash:
This is yet another impressive weapon at Ness' disposal. By focusing all of his energy, Ness can release a multitude of flashing green lights from his body and into the air. They appear harmless, and by all means, these lights are. It is in this state that Ness can move them freely. Though oddly enough, the longer they are active, the stronger, bigger and brighter they can become. Once all conditions have been met, Ness can stop charging he attack and release the multitude of power that has accumulated. The end result is a terrifying explosion of the lights up to a short range around. Drastically damaging all targets who happen to be struck and sending them off into the horizon. This move can be used to decimate even the hardiest of foes and most defenses are useless against a power like this.
Though the only drawback for this technique is that Ness is completely defenseless for the duration of its use and cannot attack unless it has first been used or dispelled. It should be noted that the lights can also be used to move through most materials freely when in the initial start-up phase.
PSI Magnet:
Using this, Ness instantly surrounds himself in a bubble of swirling blue psychic energy. With this, activated and continuously being used, Ness is completely defenseless. However, it can be used in a few ways. One; the bubble allows for all types of magic and energy attacks to be absorbed by his body and repair any and all damage he had taken beforehand.
Additionally, this move also be used to push enemies away from Ness should they be close enough. This move does not defend against physical attacks or solid projectiles in any way.
PK Teleport:
With this technique, Ness is able to travel to far off lands, entire countries and even to different universes. How? This technique is very simple, but at the same time very powerful. The skill is literally a means of opening a portal (wormhole, if you want to be specific), either to a random location or to somewhere Ness chooses. Leaping through the portal will send him careening across time and space to exactly the place he desires, though usually when he comes out the other end, skidding to a stop usually leaves trails of flame behind him. Proof of how fast he had been moving. Though this move is not offensive and cannot simply be used as many times as he wants, it is an effective means of long-distance travel. Though getting to places within walking distance is usually best as this skill can be quite taxing on his energy.
Equipment:
Baseball Bat: Ness carries around his trusty baseball bat in his backpack which he brings out to deal powerful strikes upon his targets. As well as inflicting damage upon enemies, this weapon can be used to reflect projectiles of all kinds back at their original user. Energy or otherwise piercing projectiles. Winding the weapon up and timing the speed of the projectile, nine times out of ten, Ness gets a homerun.
Yo-Yo: Alongside his baseball bat, Ness holds his Yo-yo in his backpack. Taking it out to deal damage upon enemies with the various tricks he knows. Such as; "Walk The Dog" and "Around The World" to name a few. Though it may seem pretty harmless, this toy deals a surprising amount of damage upon enemies and strikes with the same amount of force as a hammer.
Franklin Badge: Ness also keeps this item in his bag and only brings it out when he feels he cannot react fast enough to defend against too many projectiles. With this placed upon his person, Ness becomes immune to all long-ranged attacks and projectiles for however long he wishes. Each projectile will bounce off his person and merely fly back at his attacker without any effort from himself. Of course, because this is merely a badge, a person who chooses to attack him at close range can pretty easily knock this off of him if they wish. In that situation, it is best for Ness to place it back within his bag to avoid losing it.
Weaknesses
Being primarily a close-range fighter, Ness has a disadvantage against opponents that like to fight at longer ranges.
Ness isn't very fast or very proficient in attacking on the ground. And so most of the time, attacking airborne foes and striking an enemy from above is usually his best bet.
His techniques aren't really meant for long ranges and seem to work better the closer the enemy. However, his moves take a little bit of time to get ready and so timing his attacks are sometimes crucial.
Its usually easy to predict what Ness will attack with next as once a person gets a feel for his fighting style, his attacks appear to become almost predictable.
Being primarily a close-range fighter, Ness has a disadvantage against opponents that like to fight at longer ranges.
Ness isn't very fast or very proficient in attacking on the ground. And so most of the time, attacking airborne foes and striking an enemy from above is usually his best bet.
His techniques aren't really meant for long ranges and seem to work better the closer the enemy. However, his moves take a little bit of time to get ready and so timing his attacks are sometimes crucial.
Its usually easy to predict what Ness will attack with next as once a person gets a feel for his fighting style, his attacks appear to become almost predictable.
Psychological Flaws:
Ness gets homesick very often. Between his journeying and helping to save the universe from certain doom, he's had no chance to visit his family back home. He hasn't seen his mother or little sister in awhile and misses them dearly so mentioning "home" or "family" in front of him can make him sad pretty easily. Same goes for the other Smashers/Brawlers. In being away from them, the friends he fought and traveled with, close bonds were formed, so its no surprise that hearing the names of his friends might spur up some feelings of pain and loneliness.
Physical Flaws:
Ness isn't very strong so he relies heavily on his PSI abilities and items. He is essentially just a kid so he cannot take too much damage compared to most.
Other Flaws:
Ness uses PSI in many of his attacks. What PSI is is basically psychic energy manifested into a semi-physical form for physical attacks and abilities. If opposed by someone/something that can stop or deal with his PSI attacks, he has no choice but to rely on his items and physical finesse. This gives him less options in battle
Brief History:
Super Smash Brothers Brawl Story
Ness shows up saving Lucas from the giant Pig King Statue, which is soon revealed to be their mutual nemesis, Porky Minch. Lucas and Ness team up to defeat Porky and his machine. Afterwards, Wario attacks Ness with his Dark Cannon, but he successfully dodges each shot. Wario, however, then aims at Lucas, forcing Ness to push Lucas out of harm's way and take the trophy-izing arrow from the Dark Cannon. As Lucas is too scared to face Wario alone, he leaves Ness behind as Wario cackles in the rain. Most of Lucas's story in SSE involves getting revenge on Wario and trying to find Ness.
As Wario is driving his Cargo with Ness' and Peach/Zelda's trophies on board, he finds Luigi's trophy and prepares to take it until he's ambushed by an army of Waddle Dees, who throw Luigi's trophy into the cargo, which is stolen by King Dedede. At his hideout, Dedede puts a badge on Luigi's, Ness', and Peach/Zelda's trophies before the roof collapses on them and Bowser takes Peach/Zelda's trophy.
Later on, Ness and Luigi are revived, thanks to Dedede's Badges. Upon inspecting Luigi's badge, he notices that it looks like Dedede, and, assuming that Dedede made them, proceeds to revive him. Upon being revived, King Dedede gives both of them a hug before they team up and rescue Lucas, along with most of the other characters, to defeat Tabuu.
Reason for being on AM:
It was during the final confrontation against Tabuu that Ness was defeated by the subspace entity's most powerful attack. The subspace shockwave that was unleashed struck Ness and sent him careening through several of the portals. It was as he was sent through these portals that, in an effort to take himself straight back to the ongoing battle, Ness activated his PK Teleport - only to end up in somewhere completely new...
Sample RP:
Large darkened eyes slowly slide open, only to come face to face with the world around him. And to accompany this motion, he shifted his body weight and sat up where he was. Crossing his legs upon the gravel of the street. He seemed to be in a town. And not the kind that he was used to seeing in the universe where he and the rest of the Brawlers were linked to.
He wasn't even sure if this town was like any of the other towns he'd visited on his adventure with his friends. Had he teleported wrong? The last thing he remembered was Tabuu's defeat. So where were the others? Why was he alone here right now?
The young hero stood up and reached behind him into the easy-access backpack he had strapped over his shoulders. His badge, bat and yo-yo were all in there. Still in one piece. So he at least had that anyway.
"Okay." The boy stood up and started walking along the streets. Where he was going, he had no idea. But he guessed starting off from scratch and learning about the new world he was in would be his first step. Finding anyone he knew would be his second. He just hoped he could do all of that before nightfall. With no people around and it starting to get dark, Ness began to wonder if something terrible begins at night.
Theme Songs:
What's Up