Post by Verd the Prasinus on Apr 25, 2012 15:35:06 GMT -5
*profile subject to updates*
History:
The romance of lovers Yosoro Fabelsead (SOLDIER 3rd Class) and Etka Fabelsead (SOLDIER 2nd Class) defied even the strict policies of the SOLDIER program. Etka's eventual pregnancy was anticipated and discovered by Professor Hojo, who had unexpectedly administrated Etka's medical inspection during one of Etka's routine visits to the Deepground infirmary.
Hojo kept the discovery of Etka's pregnancy secret. Hojo was inspired by the rumors and marriage between Yosoro and Etka. Hojo treated the early stages of Etka's pregnancy with 'Project S' cells, and the mako radiation which made cellular fusion possible. Unaware that her treatment was experimentation, Etka never experienced an inclination to reject.
Nearly a year later, twins were born to the Fabelsead family. Word of delivery had eventually reached Shin-ra inc. Arriving to the home of the Fabelseads, Shin-ra personnel demanded to see the only baby of the Fabelseads Shin-ra intelligence assumed existed. Eventually, the Turks and other divisions of Shin-ra inc. attacked the Fablesied home in the Sector 1 slums, as a response to continual rejection.
With little time to spare, Etka and Yosoro hid their children in the slums of Sectors 2 and 3. Yosoro and Etka reunited to stage a decoy resistance at their home in the Sector 1 slums. Etka and Yosoro Fabelsead displayed unmitigated combat, justifying every rumor that either of them were underrated as members of SOLDIER, even defeating the prototype mechanized SOLDIER 'Fearbuster'. In the end, the well known Shin-ra romance between the 'Lovers of SOLDIER' demised the way the couple had lived, fought and bore children: together.
Inspecting the Fabelsead home, Turks had realized that the deceased lovers staged a distraction, hiding 'the baby' elsewhere. The Turks scoured for 'the baby' until search parties were mere steps from discovering both twins. The search was called off when 'the Fabelsead baby' was found. The lost baby of the Fabelsead family was left to the Sector 3 slums of Midgar. The retrieved baby of the Fabelsead couple was delivered to the custody of Professor Hojo and raised by Shin-ra inc.
Character Name:
Verd the Prasinus
The Last Resitrictor
The Green Tsviet
The (green) Shadow/Ghost if Sephiroth
Experiment No. 124
Alignment:
Verd is generally good, though Verd struggles with Jenovaic instinctual tendencies, haunting trauma from Hojo, and nostalgia for Sephiroth. As a result it takes each character very long to understand where exactly they stand with Verd.
Age: Physical developmental maturity suddenly halted approximately five years ago as a delayed result of Hojo's replicated Deepground experimentation, permanently stuck in the body of her eighteen-year-old self. Exact age unknown. Approximately 12 during the events of Crisis Core. Approximately 23 during the events of Geists of Anathema.
Race: Jenovaic human hybrid.
Appearance:
a unique, trans-formative Deepground Tsviet uniform designed by professor Hojo clad to a rather mocha-skinned girl with long white hair. Obviously equipped with 'Gun Katar' class weapons.
Personality:
1.) Verd does not support violence, because Verd feels that she is too powerful to ethically resort to it. In the likeness of predominately Sephiroth, and all other progeny resulting from Projects directly related to Jenova, Verd is confident to the point of arrogance. However, Verd's conceit is that 'unworthy adversaries that are beneath her are innocent nothings that must be spared, even after demonstrating hostility'. Because of this, Verd tends to prolong conflicts until she can escape or successfully dispatch foes without killing them, or without even harming them. Verd will even aid injured and inflicted enemies, enthrall others and employ scare tactics in order to reach a satisfactory fight conclusion. When Verd finds herself in the position where she must be violent, Verd will seek to efficiently assassinate her targets in the most humane way she can devise. When Verd is left without even an option to assassinate a target, it is only then will that she resort to true discord.
*Note: Verd is ultimately Jenovaic in origin. As Verd encounters more worthy adversaries, she becomes more motivated to demonstrate greater extents of power - despite desiring the opposite. As combat circumstances become more complicated, Verd will naturally resort to more extreme measures in order to remain in control of conflicts. Sometimes Verd will become frustrated enough to frown. When Verd is this upset, Verd (as a character) will automatically act of her own accord in battle. When Verd is in control, Verd will seek to execute 'Verd Behaviors' that the (role)player is not allowed to interfere with or interrupt. Verd will resort to any extreme of power demonstration necessary to successfully execute her desired Behavior. In this case the (role)player does not control Verd until Verd's intended Verd Behavior is complete. There is nothing the player can do until Verd is finished acting of her own accord. The only way the (role)player can avoid Verd's loss of control is by playing in a fashion where Verd does not become frustrated. In addition, as Verd uses Verd Behaviors to manage combat, those Verd Behaviors also become Player Behaviors until the end of combat. In truth, this only makes matters worse. Verd receives 1 AP for escaping from any conflict. Verd receives 1 AP for each opponent dispatched non-violently and without sustained injury. Verd receives 0 AP for each opponent dispatched after sustaining injury or infliction less than death. Verd loses 1 AP for each opponent killed. Machines provide no AP, because they can be very easily dispatched with violence. Verd receives 1 AP for each machine overridden. Undead provide 1 AP only when dispatched with support abilities. AP total is received only at the end of combat. All abilities gain an amount of AP equal to the total AP earned as a result of combat. If a player neglects to receive AP, it is lost.
2.) Verd is universally graceful and well-spoken, and innately practices remaining calm, collected and in control. Verd is not quite as emotionally stable as Sephiroth, but the likeness is notable and the effort is there.
3.) Verd is far from ruthless and is not anti-social, but her cold and distant exterior tends to turn people away. Verd's sense of humor is almost as dry as Sephiroth's.
Like: Materia and supernatural or simply precious stones, and beautiful scenery.
Like: Pastries and any form of white, milk or dark chocolate.
Dislike: Unrewarding extensive dialogue.
Others earn Verd's disgust when:
1.) others steal basic liberties from the lives of others
2.) other feel they are powerful because they overcome only weak opponents
3.) others attempt to destroy the romance between others
Others earn Verd's appreciation when:
1.) others are honest and courageous
2.) others are empathetic and sympathetic
3.) others show Verd beautiful things
Others earn Verd's fear when:
1.) they happen to be Professor Hojo
2.) they happen to be Nero, the Sable
3.) display the capacity to ruin Verd's objectives
Others earn Verd's amusement when:
1.) others refer to the wrong meta-physical phenomena as 'magic'
2.) others do absurd things as a result of entirely serious effort
3.) they are only children
Others earn Verd's detest when:
1.) others are male chauvinistic and sexist
2.) others are anti-masculine opportunistic and sexist
3.) others ruin the emotional and psychological health of others
Abilities:
Synaptic Mako Core
Remaining Synaptic Mako Core Power:
({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})
Maximum Synaptic Mako Core Capacity:
({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})
delete text characters from 'Remaining Synaptic Mako Core Power' equal to the text characters found in the 'Mako' cost of the Player Behavior you chose to activate. If you cannot, the Player Behavior you chose is not activated.
Mako: lose ({[|}) 'Remaining Synaptic Mako Core Power' per fantasy hour (3600 Ticks if canon).
gain ({[|]})({[|]})({[|]}) 'Remaining Synaptic Mako Core Power' from a small gaseous or liquid spiritual phenomena.
gain ({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]}) 'Remaining Synaptic Mako Core Power' from a large gaseous or liquid spiritual phenomena.
gain ({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]}) 'Remaining Synaptic Mako Core Power' from a mako shower (spiritual exposure) that lasts 30 fantasy minutes (1800 Ticks if canon).
gain 'Remaining Synaptic Mako Core Power' ({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]}) from a mako bath (spiritual submersion) that lasts 10 fantasy minutes (180 Ticks if canon).
receive ({[|]}) 'Maximum Synaptic Mako Core Capacity' each 4,444,444 AP (counting only growth on gaia), if the (role)player neglects to add AP it is lost.
AP: 0 / 4,444,444 (counting only growth on gaia)
Del: Zap Node
Fun: Charge Node
Dow: 30 minute mako shower, and perhaps some sleep.
Combo: all Abilities
Description: The eternally sadistic and dishonorable Professor Hojo is twice over responsible for all of Verd's Jenovaic and mako integration, first by engineering the SOLDIER project and then introducing Jenova cells and additional mako exposure to Verd - unborn. Verd would not see the end of Professor Hojo's experimentation until she was (in his eyes) his next most perfect instrument. Hojo's satisfaction with Verd was not until Professor Hojo had grafted Verd with the Synaptic Mako Drive system; a machine enabling Verd control over her otherwise unmanagable powers.
Never defying his own opportunism, Professor Hojo designed the Synaptic Mako Drive to both aid Verd and enslave Verd to Hojo's bidding. The Synaptic Mako Drive was created by Professor Hojo after hypocritically mimicking Dr. Hollander's Deepground experimentation, which includes the one creation of Dr. Hollander's which is successful beyond Professor Hojo's match: Shelke (Rui) the Transparent's Synaptic Net Dive. The Synaptic Mako Core is the primary component of the Synaptic Mako Drive system.
Because Verd generally originates from Project S, it is believed the limit of Verd's abilities closely resemble the Sephiroth that appears in Before Crisis and Crisis Core. Because of the genetic predisposition to arrogance and Verd's personal non-violent attitude, Verd never exerts the full extent of her powers. Verd is talented enough with Gun Katar class weapons to match technique with masters wielding their choicest weapons, but is not truly a master herself.
- Strength -
Verd has enough overall physical strength to deliver grotesque lethal wounds and substantial terminal forces to the corporeal form of most organisms barehanded. Although Verd's strength produces impressive pressure over a surface, Verd will refuse to move quickly while carrying very large obstacles or opponents. Verd can effortlessly slice through metal, stone and concrete involved in a location's environment and surroundings, with Gun Katar class weapons.
Ultimately, Verd has the strength to handle and manage Fixed (something so difficult to remove from it's location that it is equally hard to imagine that whoever is responsible intended the obstacle to be as difficult to budge or remove as it turns out to be) matter. Verd is far too weak to handle and manage Absolute (if it were to move, everything else would move) matter or forces.
Mako:
- Endurance -
Verd has enough overall integrity to receive roughly twenty five of her own barehanded attacks.
Vitality: 7 cosmetic injuries
Endurance: 7 threatening injuries
Fortitude: 7 crippling injuries
Resilience: 7 lethal injuries
Peerless Mako
:Passive, Support:
Mako by Prevented Injuries and Inflictions: Cosmetic ||, Threatening (), Crippling [], Lethal {}
receive 1 less total AP at the end of combat for each time this Passive prevents an injury or infliction.
AP: no growth
Del: Insta-Node
Fun: Charge Node
Dow: Insta-Node
Combo: none
Description: The green-white energy of the 'Synaptic Mako Drive system', permeates from Verd's person and neutralizes exposures to potential hazards by counteracting threatening or harmful (can possibly cause injury or infliction on exposure) physics, meta-physics and chemistry. Each time an injury or negative status (effect) abnormality is prevented, equal mako is lost.
- Speed -
Verd has enough overall speed to approach light speed with seemingly instant acceleration. In truth, Verd only moves 'light fast' during her most impressive actions. 'Light fast' (according to Mitate v.G) represents the speed of light within an atmosphere rather than a complete vacuum. Verd tends only to move 'light fast' during the execution of what particular abilities she deems fair according to her own moral compass.
The remainder of time, Verd will refuse to push beyond sonic speeds. Dashing past opponents or to any other equal distance is easily preformed beyond the perceptive scope of most machines, devices and organisms.
Mako by Time and Distance: Snap Node to Close |, Snap Node to Near ||, Snap Node to Far |||, Zap Node to Close |||, Zap Node to Near ||| |||, Zap Node to Far ||| ||| |||, Flash Node to Close/Near/Far ({[|]})
- Agility -
Verd displays more overall agility than any character or creature in the Final Fantasy VII Compendium, when she is motivated to do so.
Mako: none
- Reflexes -
Verd's overall reflexes and speed are the same.
Mako: Snap Node Free Motion |, Zap Node Free Motion |||, Flash Node Free Motion ({[|]})
Benevolent Angel
:Action, Player Behavior:
Mako: none
Range: Far
AP: no growth
Del: Quick Node
Fun: Charge Node (so long as target remains in 'Range')
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: Verd may find difficulty griping the actual soul of an opponent with mako, depending on the nature of each opponent. Verd finds no difficulty griping the soul's proxy, the halo, with mako because it is much more often left undefended. Using 'Synaptic Mako Drive', Verd creates a makotic pressure which converges ambient mako and ghosts onto a living target's halo.
The target's halo remains immaterial and becomes visible as gold-white light, which may have a unique appearance. So long as a target's halo remains visible, the target may heal 1 injury or 1 status infliction of any kind every 5 Ticks. The target also stops aging until the halo is no longer visible. Invalid on the damned. Invalid on undead. Invalid on entirely inorganic targets. Valid on any target with any amount of an organic brain.
Synaptic Mako Scanning
:Passive, Support:
Mako: none
AP: no growth
Del: Insta-Node
Fun: Charge Node
Dow: Insta-Node
Combo: none
Description: The Synaptic Mako Drive system give Verd the ability to. . .
Synaptic Mako Reformat Override
:Action, Player Behavior:
Mako: ({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})
AP: 0 / 7777
Del: Insta-Node
Fun: Charge Node
Dow: Insta-Node
Combo: none
Description: The Synaptic Mako Drive system gives Verd the ability to. . .
Cheruph Wing
:Action, Verd Behavior:
Mako: none.
AP: no growth
Del: Zap Node
Fun: Charge Node
Dow: Flash-Node
Description: If Peerless Mako cannot be afforded to prevent an injury or infliction of any severity, Verd sprouts a small white wing over the left shoulder. Verd has entered EX Mode, represented by the first wing. Verd tends to exert and display more power. New Behaviors are available.
Absolute Barrier
:EX Mode Action, Player Behavior:
Mako by Volume: Too Close ([]), Close ([])([]), Near ([])([])([]), Far ([])([])([])([])
receive 1 less total AP at the end of combat for each time this Behavior is used.
AP: 0 / 4444
Del: Charge Node
Fun: equal to 'Del: Charge Node' x 4
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: By tapping into the energy of the 'Synaptic Mako Drive system', Verd has the ability to create a contained mass of green radiant and stagnant mako torrents which neutralizes exposures to potential hazards by counteracting threatening or harmful (can possibly cause injury or infliction on exposure) physics, meta-physics and chemistry. As a result of this, the user is invincible for a multiple charged duration of time. Objects and other characters in range are also protected at the (role)player's will.
Anti Harm
:EX Mode Action, Player Behavior:
Mako by Volume, Medium and Element: Too Close {, Close {}, Near {}{, Far {}{}, Physical [][][], Magical ()()(), Heat (][), Cold (][), Electric (][), Wind (][), Water (][), Earth Terra (][), Earth Gaia (][)
AP: 0 / 44,444
Del: Insta-Node
Fun: Hold Node (of 30 Ticks)
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: By tapping into the energy of the 'Synaptic Mako Drive system', Verd has the ability to create a contained mass of transparent-green mako which neutralizes exposures to potential hazards by counteracting threatening or harmful chemistry, physics and meta-physics of the chosen types. Objects and other characters in range are also protected at the (role)player's will.
Healing Light
:EX Mode Action, Player Behavior:
Mako by Volume: Too Close [{, Close [{}], Near [{}][{, Far [{}][{}]
AP: 0 / 44,444
Del: Charge Node
Fun: Blink Node
Dow: Swift Node
Combo: _____, _____, _____, _____, _____,
Description: By tapping into the energy of the 'Synaptic Mako Drive system', Verd has the ability to create cylinders of contained green-white mako that fabricate all chemicals required by each cell in every (partially) organic target to return the sites of injuries to an unharmed condition. Each target may heal up to a number of injuries they choose equal to the number of Ticks accumulated in this Behavior's 'Del: Charge Node', regardless of severity.
Healing Light is meta-surgical and works on all organic targets in range. Undead are equally injured instead of healed. Because this is an attack against undead targets, undead targets must be effected if immersed by the volume of this Behavior. For each injury an undead target chooses to heal, they are instead inflicted with a replica wound of that same severity.
White Wind
:Action, Player Behavior:
Mako: none.
Range: Too Close, Close, Near and Far
AP: 0 / 444,444
Del: Quick Node
Fun: Flash Node
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: Verd creates a lucid white mako gale that fabricates all chemicals required by each cell in every (partially) organic target to return a site of an injury to an unharmed condition. Works on all organic targets in range. In addition, should there be any status abnormalities (effect) that could be described as 'Petrydish', 'Magi(c/k/ck/q)al' or 'Taboo Art Hex/Curse/Enchantment' Inflicted (negative as opposed to 'Given' which is a positive) on any targets then they are healthily normalized through meta-surgical chemistry, physics and mako-based meta-physics.
Each target may only heal one injury of their choice, regardless of severity. Undead are equally injured instead of healed. Because this is an attack against undead targets, undead targets must be effected if immersed by the volume of this Behavior. For each injury an undead target chooses to heal, they are instead inflicted with a replica wound of that same severity.
Levitation and Soaring
:Action, Play Behavior:
Mako: none
AP: no growth
Del: Zap Node
Fun: Charge Node
Dow: Flash Node
Description: Verd defies physics acting on the mass (or weight in the eyes of some) of her corporeal form, including pressure, gravity (which gives mass weight) and centrifugal forces. The defiance of such physics has most to do with the aero-makotic pressure created by the Synaptic Mako Drive. Verd can control the speed, rotation, spin, roll, acceleration, resistance and elevation of her corporeal movement through any space or atmosphere. A very powerful manifestation of 'Flight Equivalency'.
Cheruphos
:EX Mode Action, Verd Behavior:
Mako: none.
AP: no growth
Del: Zap Node
Fun: Charge Node
Dow: Flash-Node
Description: If Verd receives a threatening, crippling or lethal injury while in EX Mode, Verd sprouts a small white wing over the right shoulder as well. Verd has entered Limit Break, represented by the second wing. Verd tends to exert and display more power. New Behaviors are available.
Evade
:Limit Break Action, Player Behavior:
Mako by Distance: Near ||, Far |||
AP: 0 / 3333
Del: Flash Node
Fun: Fast Node (2 Ticks)
Dow: Snap Node
Combo: _____, _____, _____, _____, _____,
Description: Verd may divide her visage into three copies. Each copy zips to a Distance to simultaneously stop. Each copy moves in a different direction. Copies can even zip downward and upward. A trail of fading after-images traces the path of each copy. This behavior uses mako energy to isolate each copy from any aspect of reality Verd has premeditated and perceived.
Each copy carries Verd's mako and bio signatures. Copies are immaterial yet visible. Each copy is nonreactive and inert to metaphysics because there is no medium to share. Copies ignore obstacles.Two copies vanish to reveal the original Verd, which is no longer immaterial or meta-physically immune.
The original spends downtime quickly recovering from the transition out of and back into reality. Mastered to a point where consecutive and continual use is absolutely safe in every other way.
Teleportation
:EX Mode Action, Player Behavior:
Mako by Distance: Close {, Near {|, Far {|}
AP: 0 / 3,123,123
Del: Zap Node
Fun: Charge Node (4 Tick maximum)
Dow: Flash Node
Combo: _____, _____, _____, _____, _____,
Description: Verd relocates without dependency on physical mobility and without physically traveling across the otherwise required spacial distance. Verd accomplishes this by using 'Synaptic Mako Drive' to displace her corporeal form from all space and time shared with any of her opponents. Verd suddenly vanishes by fading out into a shrouding portal of green-black mako, which will only transport what Verd intends. After Verd initially disappears, Verd's bio and mako signatures are naturally no longer traceable, so opponents loose their lock on Verd.
It is unknown whether Verd remains in a realm crafted by her mako or a realm she has discovered. Verd can elongate the duration that she remains absent from the exited space and time. Eventually, the tension of displacement forces Verd to return back the space and time she had originally eluded. The (role)player is in control of the arrival location within range, or else Verd will just chose the most logical location for her next Verd Behavior, if triggered.
Blade Wave
:Action, Verd Behavior:
Mako: ||
AP: 0 / 1111
Del: Insta-Node
Fun: Reflex
Dow: Speed
Range: Far
Projectile Speed: Quick Node
Combo: Blade Beam, _____, _____, _____, _____,
Description: Verd has the ability to produce blade-shaped wave-beams of energy by swinging her Gun Katar class weapons. blade-shaped wave-beams travel quickly. Verd can even create complete wave-beam blade-rings that simply spin or expand outward. Activated when an opponent near misses or strikes Verd (or her defenses) with a Blade Beam-like attack.
Verd always seeks to execute Blade Beam at a distance from the triggering opponent (or in a way) that will cut surgically close without actually striking the triggering opponent. The well being of all characters not involved in the personal Blade Beam exchange are disregarded until Verd manages to use this Behavior the way she intends.
Septaslash
:Action, Verd Behavior:
Mako: | per stroke
AP: 0 / 777,777
Del: Insta-Node
Fun: Charge Node (seven rapid or well-timed Flash Node strokes)
Dow: Snap
Combo: Blade Beam, Septaslash, Oblivion, _____, _____,
Description: Verd's next 7 Gun Katar slashes are truly light speed (not just 'light fast'). Verd can time them for superior precision. Activated when an opponent displays to Verd that they are strong enough to cut through stone and metal surroundings with a bladed weapon. Verd responds by showing the opponent just how fast she can do better.
Oblivion
:Action, Verd Behavior:
Mako: || and ({[|]}) if the initial strike hits
AP: 0 / 555,555
Del: "Are you ready?" or Quick Node or Snap Node (no telling with Verd)
Fun: Snap Node (Snap = 'Zap x 2', Zap = 'Flash x 2', Insta = half the smallest Node)
Dow: Swift Node (1 Tick)
Combo: none
Description: If Verd blocks a sonic speed attack, is forced to evade at sonic speed, suddenly says "are you ready", or has done nothing but block for too long: Verd dashes at sonic speed, skewers the target slashing through them, dealing multiple light speed strikes in her wake - which in reality have already been dealt by the time of the first strike.
Despair
:Action, Verd Behavior:
Mako: ||[]{}()
AP: 0 / 888,888
Del: "Shall I give you despair?" (Verd only says this line sometimes) or Insta-Node
Fun: Flash Node
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: If Verd cannot escape physical combat with opponents by means of Levitated Soaring, Verd emits a burst of invisible mako energy that would topple a Fixed Zilla to the ground/floor or send a Fixed Giga through the air Far. Anything smaller than Giga or with less weight than Fixed is pushed through the air out of control Too Far.
Cheruthoph
:Limit Break Action, Verd Behavior:
Mako: none.
AP: no growth
Del: Zap Node
Fun: Charge Node
Dow: Flash-Node
Description: If Verd receives an injury or infliction of any severity greater than cosmetic while in Limit Break, Verd sprouts small white wings at the lower left and right back. Verd has entered Overdrive, represented by the third and fourth wings. Verd tends to exert and display more power. New Behaviors are available.
Death Shot
:Overdrive Action, Verd Behavior:
Mako by Target Size: Humanid or Smaller ({[|]}), Large or Big ({[|]})({[|]}), Giga ({[|]})({[|]})({[|]}), Zilla ({[|]})({[|]})({[|]})({[|]})
AP: 0 / 444,444
Del: Fast Node + Swift Node (3 Ticks)
Fun: Zap Node
Dow: Quick Node (0.5 Ticks)
Combo: _____, _____, _____, _____, _____,
Description: By tapping into the energy of the 'Synaptic Mako Drive system', Verd has the ability to empower a round with green negative mako and fire it from Gun Katar class weapons. The mako-powered shot will evenly distribute it's mako charge throughout the corporeal form of an organic target on impact. The negative mako penetrates cells immaterially, reacting only with chemicals vital to homeostatic metabolics. Chemicals vital for sustaining cellular life become immaterial and are stolen away by the burst of negative mako causing complete cellular death throughout an organism.
Until the mako-powered shot makes contact with living organic matter, it is immaterial. As a result the round fired by this behavior ignores inorganic matter and dead organic matter. Target organism dies without suffering. Destroys organic portions of partially inorganic targets. Does not work on undead. Never fails to kill NPCs. PCs may become long-term comatose instead of dying. Activated when an opponent near misses or strikes Verd with a heart or headshot.
Malevolent Angel
:EX Mode ReAction, Verd Behavior:
Mako: none
AP: no growth
Del: Flash Node
Fun: Zap Node
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: If Verd is in EX Mode and an opponent under the effects of Benevolent Angel attacks Verd, that opponent's halo will remain immaterial and turn red, corrupted by the opponent's display of violence. Red halos betray their owners by turning the opponent's spiritual energy (provided from the soul to the halo) onto that opponent's corporeal form. The spiritual attacks from the opponent's red halo are immaterial until they make contact with the living organic matter of the opponent's body, and bypass any matter that is not the halo's owner.
The opponent's red halo causes injuries on the opponent's corporeal form until only a single more lethal injury of any kind, inflicted on that opponent, would result in the death of that organism. The halo then vanishes from visibility. For some reason having to do with cosmic principal, an opponent's halo cannot be turned against the opponent so completely that the halo will deal the finishing blow it's self.
Red halos are fused with damnation and Hell realm fabric, gifting numberless evil entities in foreign dimensional locations with instant indirect access to the opponent's corporeal form and soul. Evil entities do not hesitate and anticipate taking advantage of each opportunity to harm a red halo's owner without fail.
Heaven's Decent
:Action, Verd Behavior:
Mako: ({[|]})
AP: 0 / 777,777
Distance: Too Far
Del: Blink Node
Fun: Charge Node (Too Close = Zap Node x 1, plus Close = Snap Node x 1, plus Near = Snap Node x 1, plus Far = Snap Node x 1, plus Too Far = Snap Node x 1)
Dow: Quick Node
Combo: _____, _____, _____, _____, _____,
Description: If an opponent who has dealt damage to Verd's Peerless Mako is at a lower elevation, Verd may rapidly descend to stab and slash the target and drive them downward. If Verd actually aborts this Behavior, she will halt and unleash a Blade Wave instead. Impact with a surface creates a fissure that sends debris up into the air. Many opponents can be hurt by this very powerful attack. Verd can plummet in a strait line directly down or downward on an angle. The velocity is too great for Verd to curb this behavior into any banks or turns. Once Verd dedicates to a direction, Verd's only other option is to abort.
Hell's Ascension
:Action, Verd Behavior:
Mako: ({[|]})
AP: 0 / 777,777
Distance: Too Far
Del: Blink Node
Fun: Charge Node (Too Close = Zap Node x 1, plus Close = Snap Node x 1, plus Near = Snap Node x 1, plus Far = Snap Node x 1, plus Too Far = Snap Node x 1)
Dow: Quick Node
Combo: _____, _____, _____, _____, _____,
Description: If an opponent who has dealt damage to Verd's Peerless Mako is at a higher elevation, Verd may rapidly ascend to stab and slash the target and drive them upward. If Verd actually aborts this Behavior, she will halt and unleash a Blade Wave instead. Impact with a surface creates a fissure that sends debris down from a ceiling. Many opponents can be hurt by this very powerful attack. Verd can shoot in a strait line directly up or upward on an angle. The velocity is too great for Verd to curb this behavior into any banks or turns. Once Verd dedicates to a direction, Verd's only other option is to abort.
Primordial Holy Light
:EX Mode Action, Limitbreak Behavior:
Mako: none
AP: no growth
Range: Far
Del: Insta-Node
Fun: Quick Node plus Slow Node (the orb sits there and does nothing for like 4 Ticks) plus Zap Node (then the orb suddenly does something) plus a Hold Node (of 60 Ticks = 64.55125 Tick total)
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: If Verd is in EX Mode and has suffered a lethal wound, Verd may throw a small unidentified shining white sphere of mako energy out from herself. The orb of mako tends to lose inertia quickly and becomes stationary, aimed and intended for no target. There appears to be at least some rotation to the layers of energy which comprise the mako.
The released sphere of mako energy is immaterial and does not respond to physics or meta-physics (as if it were just a visual effect). Suddenly immeasurable amounts of pristine mako deluge and torrent from inter-dimensional departure purifying everything within a Far volume of space centered around the small orb of mako - by this time consumed in light. The pristine mako saturates all solid, liquid and gas matter it makes contact with.
Contaminated matter radiates mako photons which counteract harmful and threatening chemistry, physics and meta-physics. Any objects and characters within the light are Given (positive) the 'invincible' status abnormality, and all Inflicted (negative) status abnormalities are removed, as a result. All chemicals needed by each cell within an organism in order to heal all injuries to an unharmed condition are fabricated and supplied instantly.
All injuries to all (partially) organic characters are removed from them as if never Inflicted. Undead, and Evil-Aligned entities/spirits, and entities with any demonic origin do not benefit from the energy of this Limit Behavior, and receive a complete duplicated set of injuries counting each injury already found on them, every fantasy second (every Tick if canon). Spirits, foreign to the energy of this Limit Ability, are 'sent' and delivered to their appropriate dimensional afterlife by the pristine mako's torrential forces if they are or have become non-corporeal.
The light will remain for roughly 1 fantasy minute (60 Ticks if canon).
Verd gains ({[|]}) every fantasy second (every Tick if canon) while inside or in contact.
Chethruphim
:Overdrive Action, Verd Behavior:
Mako: none.
AP: no growth
Del: Zap Node
Fun: Charge Node
Dow: Flash-Node
Description: If Verd receives an injury or infliction of any severity greater than cosmetic while in Overdrive, Verd sprouts two small white wings on the mid left and right back. At this point there is a total of six small wings on Verd. Verd has DMW, represented by the final two wings. Verd tends to exert and display more power. New Behaviors are available.
Primordial Holy Shockwave Impulsar
:DMW ReAction, Verd Behavior:
Mako: none
AP: no growth
Range: Remote
Del: Zap Node
Fun: Flash Node
Dow: Swift Node
Combo: _____, _____, _____, _____, _____,
Description: Never will Verd unleash two enormous intersecting blade-shaped wave-beams of energy by swinging her Gun Katar class weapons. The blade-shaped wave-beams of energy are profound and immaculate holy-blue-white. If Verd is standing on a surface or too close to bystanders or obstacles, the Giga-sized blade-shaped wave-beams of energy can only present hazard to anything Near by or Closer.
The holy blade-shaped wave-beams of energy crescent a double-arch with tips that almost reach behind Verd's rear from diagonally over and under. Each blade-shaped wave-beam is composed of holy meta-dimensional anti-quantum xeno-energy which literally disposes of the very essence of spacial and time fabric responsible for facilitating the ongoing existence of matter bound within it's volume.
Because the blade-shaped wave-beams of this Behavior are so well crafted, this (for lack of a better term) 'state attack' is only effective on exactly what Verd intends - which is everything if she is not focusing or paying attention. Once formed the holy blade-shaped wave-beams of energy duplicate themselves so that there is a set of two. The newly formed cross of blade-shaped wave-beams sets it's self a fixed distance before the original.
The set of two crossed holy blade-shaped wave-beams counter-spin on their shared central axis as they streak forward towards their target, and some series of unfortunate anythings found in a direct path unaffected by planetary gravity. If the wave-beams are sufficiently interrupted, they detonate their mass in a Remote-sized blast. No one has ever seen Verd do this yet.
Nostalgia's Facsimile
:Jenovaic Form, Past Behavior:
Mako: none
AP: no growth
Del: Zap Node
Fun: Charge Node (until Peerless Mako can no longer pay to prevent
Dow: Zap Node
Description: Verd will likely never breakout in the hyper-mutation of this Jenovaic Form. Verd radiates light which makes visibility of more than her silhouette impossible. Verd suddenly vanishes, and there is an identical imitation of Sephiroth in her place. The likeness is intended to strike fear in opponents. The Synaptic Mako Drive system and Verd retreat as an endoskeleton within the legendary swordsman's likeness.
The One-winged Angel's replica-like imitation acts of it's own accord. The imitation's behavior is cold and ruthless and disregards life. Verd has only used this Jenovaic Form in Crisis Core, fearing her confrontation with Zack Fair, at a young age. During this form, Verd loses all Player and Verd Behaviors and gains only Experiment No. 124 Behaviors. Passives still remain. Verd heals all physical injuries and removes any present Inflicted status (effects) abnormalities.
Praith Verd
:Jenovaic Form, Verd Behavior:
Mako: |]})
AP: no growth
Del: Snap Node
Fun: Charge Node (until end of combat or form is defeated)
Dow: Zap Node
Necktrunk (dies if Weakpoint dies): ? Vitality, ? Endurance, ? Fortitude, ? Resilience
Sronebrae (dies if Necktrunk dies): ? Vitality, ? Endurance, ? Fortitude, ? Resilience
Makolily A, B, C, D, E and F (die if Sronebrae dies): ? Vitality, ? Endurance, ? Fortitude, ? Resilience
Sendiantry (dies if Necktrunk dies): ? Vitality, ? Endurance, ? Fortitude, ? Resilience
Weakpoint: ? Vitality, ? Endurance, ? Fortitude, ? Resilience
Description: If Verd enters EX Mode, Verd may breakout in hyper-mutation at any time, until the end of combat or the Jenovaic Form is defeated. Stats revealed when Jenovaic Form is encountered. Behaviors revealed when Jenovaic Form is encountered. The product of this mutation is the Praith Verd Jenovaic Form. Grounded on unnatural flooring or rooted deeply within natural terrain, organic accents of vivid green, tiger white and oh, so blue run up the graceful yet tone trunk resembling a women's neck.
The Necktrunk gradually thins toward the top for a quickly deformed but aesthetically appealing figure. The texture of the epidermis organ tissue is 'both velvet and cashmere-like' in feel, but does not inhibit the passage of uncontrolled energy from inside. The surface seems to glow from within at times. Under the surface there is radiating luke-warmth (body heat from a warm-blooded endotherm), muscular movements, Jenovaic mako-hematological circulation yet barely any significant cellular activity (without excitement).
The Necktrunk has freedom of arching, reaching and bending. Whether the Necktrunk is planted on unnatural surface area or the Necktrunk is rooted in natural mineral-based terrain, if this Jenovaic Form is on a planet carrying souls, there surely will be spirit energy leaking upward from the base. The base of the Necktrunk is complete with a large likeness to Verd's own centered and vertical faced to the front.
The face tends to remain sleeping, but can behave other ways as well. The iris of the face's eyes are a matching blue in the right eye, and a matching green in the left eye. The pupil of the face's eyes are a matching blue in the left eye and a matching green in the right eye. The iris of either eye is exaggerated somewhat over it's would be immediately surrounding eye-white. *author's note: tg there's eye-white. but ya' gotta' love circle lenses*
The Necktrunk creates a throne (the Sronebrae) where a growth resembling legs in a butterfly position complete the bottom of an upper-half soon to be mentioned. The poised legs-like portion can actually stretch to elongate that area, and are covered with the same dermis tissues as the trunk. The leg-like growth typically cannot be seen under an exoepidermis wedding dress-like bottom, which ends to reveal just before half of the Necktrunk, where the large likeness to Verd's face is main-set.
The unmentioned upper-half of the Sronebrae is a torso with a face also resembling Verd. The torso is distinct for having two additional sets of mammaries, proportionally decreasing in cup as they descend, breaking just before the abdominals (no nudity details visible of course).
*author's note: anything more than a mouthful is a waste, but i always wanted that* The out most layer covering the torso appears as a bathing suit cinched-fabric wedding dress baring the same colors as the Necktrunk. From the torso sit the left and right shoulders as two clusters of three. The additional shoulders positioned toward the back and downward to match the torso. Enormous Makolilies (mako, plus lily is Makolily) replace each hand on the end of Praith Verd's six arms, at the wrists where the hands would just begin.
The Makolilies are coordinated with matching green, white and blue. Makolilies are spiritualogical conduits which channel, draw, discharge and drain (especially ambient or non-corporeal) souls and spirit energy. The Sonebrae's crown is a clear crystalline tissue that sticks into tall sharp points from a few thick bases which gradually grow taller toward the front and do not exist in the rear. Tendrils woven into braids and dreads are styled with a regal rise-bump of curled lengths and bun-based falls of lengths.
Sometimes the dreads and braids of tendrils radiate white energy. Primarily an aesthetic. On the rear side of Praith Verd, there is a Weakpoint on the Necktrunk, opposite to the face, though set somewhat higher. The Weakpoint is best described as nestled into the Sediantry's abdomen. The Weakpoint is an orb of frosty, transparent solid. Compared to the remainder of Praith Verd, the bio-synthetic product or tissue that the Weakpoint appears to be made of seems sickly and perhaps even somewhat fragile.
The Weakpoint it's self does not appear to be an intimidating target against even just typical physical attacks. Shadow can be seen blocking a bright and slowly pulsating bio-mako-lumina from within. It is obvious that something is within the Weakpoint. The Synaptic Mako Drive system and Verd are held inside this Weakpoint.
The positioning of the Weakpoint would make it entirely prone to any form of harm if there were not a larger torso with normal anatomy (again - zero nudity detail) leering over the Weakpoint from the central-rear, upper Necktrunk and lower Sronebrae. The face of this rear-Necktrunk-positioned torso (the Sendiantry) seems to watch over the Weakpoint positioned in the Sendiantry's abdomen. The arms of the Sendiantry are as if bent back at the elbow, if the back of the hands were over the shoulders.
On the Sendiantry's arm formations, where the elbows would end, there are a pair of growths with shapes best described as swan-like avion rear-halfs, complete with functional wings, legs and webbed feet. Green, white and blue compliment, still. The Sendiantry's avion posterior elbows are adjusted by the shoulders of Sendiantry and arch of Necktrunk. The crown of the Sendiantry is a modest circlet made of the same bio-crystalline substance as the Sronebrae's crown.
The tendrils replacing hair are also dread and braid, ultimately french braided connecting to the bottom of the Sronebrae's tendril styling above. Primarily aesthetic. Passives still remain. Verd heals all physical injuries and removes any present Inflicted status (effects) abnormalities.[/b]
Xi Verd
:WEAPON Form, Verd Behavior:
Mako: none.
AP: no growth
Del: Hold Node (for 7 Ticks)
Fun: Charge Node (until end of combat or form is defeated)
Dow: Quick Node
Description: If the Praith Verd Jenovaic Form is defeated or Verd has DMW, Verd may abruptly reveal her true form as the semi-WEAPON, Xi Verd. Xi Verd is the essence of Xi WEAPON infused with the fabric of Verd's own soul. WEAPON to host fusion is done with neuctro-magnetic-mako-radiation. NMMR is a range of waves in neuctro particle-specific mako energy. Reports record findings that the waves of this grade of mako energy depend exclusively on the common karma of the involved souls exchanged within a spiritual lifestream.
When Professor Hojo shot Vincent Valentine, Hojo knew he could not afford an investigation from Shin-ra inc. to ruin his ultimate plans for Project S. Instinctually taking his opportunity at scientific experimentation, Professor Hojo turns Vincent Valentine into a monster in a failed attempt to save his life. Lucretia Crescent stabilizes Vincent and ultimately saves his life by infringing Vincent's soul with the essence of Chaos Weapon.
Thanks to Professor Hojo's prior experiments on Vincent Valentine, his body was able to endure hosting Chaos WEAPON. With much reason, the experiment had gone without many discoveries or complete theories. Calculating the mako reactions necessary to synthesize a replica of the Proto Materia (a Praeter Materia) Hojo successfully fused Verd with a fitting WEAPON. Professor Hojo discovered and selected Xi WEAPON, 'Agent of Regenesis and Defender of The Planet'.
Xi WEAPON was created by The Planet for, especially what The Planet's interests would be, should it happen that Chaos or Omega WEAPON begin their awakenings. Xi WEAPON was created, as was the Proto Materia, to ensure Omega WEAPON only departed if it were absolutely necessary. Xi WEAPON was intended to awaken and return Chaos WEAPON to the planet if it were ever that Chaos WEAPON were the reason for the awakening of Omega WEAPON.
Xi WEAPON was also created by the planet to end an apocalyptic struggle if it were significant enough to awaken Omega. If it would turn out that the only danger to The Planet was the behavior of WEAPONs, Xi WEAPON would activate it's powers of Huge Proto Materia and return all WEAPONs to rest. There is not enough lifestream to share between Omega WEAPON and Xi WEAPON, and it is too late, for Xi WEAPON to use Proto Materia powers and put Omega WEAPON to rest, if Omega WEAPON is already entirely awake. If The Planet's condition could be salvaged, Xi WEAPON would enter a state that would begin healing The Planet. After restoring the balance that ensures the most abundant life possible across The Planet, Xi WEAPON would return to sleep.
The freedom of Xi WEAPON's essence would only further complicate Hojo's schemes. Hojo's infringement between Verd and the essence of Xi WEAPON was the remedy to Hojo's dilemma. With Chaos WEAPON infringed to Vincent Valentine, Hojo could not accelerate the progress of Omega WEAPON's awakening. Verd's infringement with Xi WEAPON had given Hojo the perfect tool against any unexpected WEAPON-based interference with his plans.
= = = Complete list of abilities with descriptions found here.
Weapon: Dual Ocelots - Gun Katar class weapons.
Katars with revolver mechanism. Loads and fires live rounds, or can be used with gunpowder alone for enhanced melee damage.
Sample: (sampled from gaiaonline.com, sorry it's what i had)
[/center]
- - - - - - -
"You cannot understand what you do not think."
- Verd the Prasinus[/quote]
=======
Extras+
=======
Biography:
During the peak era of Shin-ra Electric Company and into the events of Last Order and Before Crisis, Verd is notably younger and in the custody of Professor Hojo. Until the main events in Crisis Core, Verd spent the majority of her childhood absorbing Hojo's experimentation and mistreatment. Verd's better memories are assignments and frequent visits from Sephiroth, between missions.
With the burning of Nibelheim and tragedy in the Mt. Nibel reactor returning consistent rumors of Sephiroth's death, Verd's long anticipated transfer to Deepground was finally arranged by Professor Hojo.
During the events of Final Fantasy VII, Verd was assigned as a Restrictor on the Lost SOLDIER Unit. Prior to becoming a Restrictor, Verd was transferred to Deepground and identified by the original 14th unit as a Triple S rank Tsviet. Later orders came for the Restrictors apprehend and terminate the green Tsviet. Verd instructed for Hojo to surrender to expect the arrest. After Verd's surrender, the green Tsviet had vanished and a new Restrictor had appeared.
Unfooled by this, Weiss the Immaculate had organized a secret hunt against the new Restrictor. In a terrible conflict, Weiss had used Deepground to help expose Verd as a Restrictor. Already discovered, Weiss had then revealed Verd to originate from Project S rather than Project G. Following this, Verd had secluded to hiding in Deepground.
Now in hiding, Verd had continued the objective that Hojo had placed Verd in Deepground for all along. During Meteor in Final Fantasy VII, Verd discovers that she is liberated from Deepground. With new found freedom, Verd begins collecting materia and parts from mako reactors to accelerate cultivation of Jenova cells. By the beginning of Geists of Anathema, Verd has cultivated an entirely laboratory of Jenova cells.
SPOILERS
In the beginning of Geists of Anathema, the (role)player meets Verd. Verd is currently the only active Deepground Tsviet operative at this time. Without opposing Tsviets to compete with over command of Deepground, Verd uses her Synaptic Mako Drive system to strategically regulate and supervise all Deepground personnel and machines over the SEC world wide network.
Verd moves the operation of Deepground up to the slums of Midgar, where Verd uses Deepground in an effort to help rebuild life. By this time, the population of The Planet is more thoroughly informed by all of the scandals and projects conducted by Shin-ra. Reeve of the WRO and many other former employees released all the information they knew to the remaining public media after the decisive fall of Shin-ra inc.
Because Deepground was once Shin-ra oriented, Verd, Deepground personnel and Machines still operating on the Shin-ra network are despised by much of the planetary populous remainder. Most times innocents flee and resistance arrives. Verd often struggles to avoid conflict between her own units and the WRO, copycat AVALANCHE groups and various other factions. Situations occasionally rise where Verd must handle a circumstance herself.
Using Midgar as a main point of operations, Verd embarks on journeys and deploys Deepground units to retrieve materia and mako reactor parts. While establishing security over Midgar, Verd meets an ally who aids in the stabilizing of Deepground unit needs and the protected and defended development of the Midgar slum's delicate economy. Verd's ally intends to bring prosperity to all of Midgar with the aid of Verd and Deepground. The process is ideally diplomatic in entirety as Verd's new ally attempts to establish Donhood over all sections of Midgar slums.
After a certain point in the story, when Verd journeys the world, she is sometimes confronted by various characters. While it is common for the WRO, AVALANCHE and other anti Shin-ra factions to almost always attack Verd, the progress of Verd's story is often interrupted by a warrior known as the Red Shadow/Ghost of Sephiroth (sometimes resorting to conflict with Cloud, allowing Verd to escape from the both of them), Cloud Strife (hunting Verd worse and worse the more he learns about her), and ultimately the entire protagonist cast of Final Fantasy VII.
The entire time, Verd receives a periodic transmission from Sephiroth. Verd does not realize that she is no longer receiving transmissions from Professor Hojo because he is deceased. The transmissions from Sephiroth and Aeris are Verd's motivations until the end of the game.
History:
The romance of lovers Yosoro Fabelsead (SOLDIER 3rd Class) and Etka Fabelsead (SOLDIER 2nd Class) defied even the strict policies of the SOLDIER program. Etka's eventual pregnancy was anticipated and discovered by Professor Hojo, who had unexpectedly administrated Etka's medical inspection during one of Etka's routine visits to the Deepground infirmary.
Hojo kept the discovery of Etka's pregnancy secret. Hojo was inspired by the rumors and marriage between Yosoro and Etka. Hojo treated the early stages of Etka's pregnancy with 'Project S' cells, and the mako radiation which made cellular fusion possible. Unaware that her treatment was experimentation, Etka never experienced an inclination to reject.
Nearly a year later, twins were born to the Fabelsead family. Word of delivery had eventually reached Shin-ra inc. Arriving to the home of the Fabelseads, Shin-ra personnel demanded to see the only baby of the Fabelseads Shin-ra intelligence assumed existed. Eventually, the Turks and other divisions of Shin-ra inc. attacked the Fablesied home in the Sector 1 slums, as a response to continual rejection.
With little time to spare, Etka and Yosoro hid their children in the slums of Sectors 2 and 3. Yosoro and Etka reunited to stage a decoy resistance at their home in the Sector 1 slums. Etka and Yosoro Fabelsead displayed unmitigated combat, justifying every rumor that either of them were underrated as members of SOLDIER, even defeating the prototype mechanized SOLDIER 'Fearbuster'. In the end, the well known Shin-ra romance between the 'Lovers of SOLDIER' demised the way the couple had lived, fought and bore children: together.
Inspecting the Fabelsead home, Turks had realized that the deceased lovers staged a distraction, hiding 'the baby' elsewhere. The Turks scoured for 'the baby' until search parties were mere steps from discovering both twins. The search was called off when 'the Fabelsead baby' was found. The lost baby of the Fabelsead family was left to the Sector 3 slums of Midgar. The retrieved baby of the Fabelsead couple was delivered to the custody of Professor Hojo and raised by Shin-ra inc.
Character Name:
Verd the Prasinus
The Last Resitrictor
The Green Tsviet
The (green) Shadow/Ghost if Sephiroth
Experiment No. 124
Alignment:
Verd is generally good, though Verd struggles with Jenovaic instinctual tendencies, haunting trauma from Hojo, and nostalgia for Sephiroth. As a result it takes each character very long to understand where exactly they stand with Verd.
Age: Physical developmental maturity suddenly halted approximately five years ago as a delayed result of Hojo's replicated Deepground experimentation, permanently stuck in the body of her eighteen-year-old self. Exact age unknown. Approximately 12 during the events of Crisis Core. Approximately 23 during the events of Geists of Anathema.
Race: Jenovaic human hybrid.
Appearance:
a unique, trans-formative Deepground Tsviet uniform designed by professor Hojo clad to a rather mocha-skinned girl with long white hair. Obviously equipped with 'Gun Katar' class weapons.
Personality:
1.) Verd does not support violence, because Verd feels that she is too powerful to ethically resort to it. In the likeness of predominately Sephiroth, and all other progeny resulting from Projects directly related to Jenova, Verd is confident to the point of arrogance. However, Verd's conceit is that 'unworthy adversaries that are beneath her are innocent nothings that must be spared, even after demonstrating hostility'. Because of this, Verd tends to prolong conflicts until she can escape or successfully dispatch foes without killing them, or without even harming them. Verd will even aid injured and inflicted enemies, enthrall others and employ scare tactics in order to reach a satisfactory fight conclusion. When Verd finds herself in the position where she must be violent, Verd will seek to efficiently assassinate her targets in the most humane way she can devise. When Verd is left without even an option to assassinate a target, it is only then will that she resort to true discord.
*Note: Verd is ultimately Jenovaic in origin. As Verd encounters more worthy adversaries, she becomes more motivated to demonstrate greater extents of power - despite desiring the opposite. As combat circumstances become more complicated, Verd will naturally resort to more extreme measures in order to remain in control of conflicts. Sometimes Verd will become frustrated enough to frown. When Verd is this upset, Verd (as a character) will automatically act of her own accord in battle. When Verd is in control, Verd will seek to execute 'Verd Behaviors' that the (role)player is not allowed to interfere with or interrupt. Verd will resort to any extreme of power demonstration necessary to successfully execute her desired Behavior. In this case the (role)player does not control Verd until Verd's intended Verd Behavior is complete. There is nothing the player can do until Verd is finished acting of her own accord. The only way the (role)player can avoid Verd's loss of control is by playing in a fashion where Verd does not become frustrated. In addition, as Verd uses Verd Behaviors to manage combat, those Verd Behaviors also become Player Behaviors until the end of combat. In truth, this only makes matters worse. Verd receives 1 AP for escaping from any conflict. Verd receives 1 AP for each opponent dispatched non-violently and without sustained injury. Verd receives 0 AP for each opponent dispatched after sustaining injury or infliction less than death. Verd loses 1 AP for each opponent killed. Machines provide no AP, because they can be very easily dispatched with violence. Verd receives 1 AP for each machine overridden. Undead provide 1 AP only when dispatched with support abilities. AP total is received only at the end of combat. All abilities gain an amount of AP equal to the total AP earned as a result of combat. If a player neglects to receive AP, it is lost.
2.) Verd is universally graceful and well-spoken, and innately practices remaining calm, collected and in control. Verd is not quite as emotionally stable as Sephiroth, but the likeness is notable and the effort is there.
3.) Verd is far from ruthless and is not anti-social, but her cold and distant exterior tends to turn people away. Verd's sense of humor is almost as dry as Sephiroth's.
Like: Materia and supernatural or simply precious stones, and beautiful scenery.
Like: Pastries and any form of white, milk or dark chocolate.
Dislike: Unrewarding extensive dialogue.
Others earn Verd's disgust when:
1.) others steal basic liberties from the lives of others
2.) other feel they are powerful because they overcome only weak opponents
3.) others attempt to destroy the romance between others
Others earn Verd's appreciation when:
1.) others are honest and courageous
2.) others are empathetic and sympathetic
3.) others show Verd beautiful things
Others earn Verd's fear when:
1.) they happen to be Professor Hojo
2.) they happen to be Nero, the Sable
3.) display the capacity to ruin Verd's objectives
Others earn Verd's amusement when:
1.) others refer to the wrong meta-physical phenomena as 'magic'
2.) others do absurd things as a result of entirely serious effort
3.) they are only children
Others earn Verd's detest when:
1.) others are male chauvinistic and sexist
2.) others are anti-masculine opportunistic and sexist
3.) others ruin the emotional and psychological health of others
Abilities:
Synaptic Mako Core
Remaining Synaptic Mako Core Power:
({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})
Maximum Synaptic Mako Core Capacity:
({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})
delete text characters from 'Remaining Synaptic Mako Core Power' equal to the text characters found in the 'Mako' cost of the Player Behavior you chose to activate. If you cannot, the Player Behavior you chose is not activated.
Mako: lose ({[|}) 'Remaining Synaptic Mako Core Power' per fantasy hour (3600 Ticks if canon).
gain ({[|]})({[|]})({[|]}) 'Remaining Synaptic Mako Core Power' from a small gaseous or liquid spiritual phenomena.
gain ({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]}) 'Remaining Synaptic Mako Core Power' from a large gaseous or liquid spiritual phenomena.
gain ({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]}) 'Remaining Synaptic Mako Core Power' from a mako shower (spiritual exposure) that lasts 30 fantasy minutes (1800 Ticks if canon).
gain 'Remaining Synaptic Mako Core Power' ({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]}) from a mako bath (spiritual submersion) that lasts 10 fantasy minutes (180 Ticks if canon).
receive ({[|]}) 'Maximum Synaptic Mako Core Capacity' each 4,444,444 AP (counting only growth on gaia), if the (role)player neglects to add AP it is lost.
AP: 0 / 4,444,444 (counting only growth on gaia)
Del: Zap Node
Fun: Charge Node
Dow: 30 minute mako shower, and perhaps some sleep.
Combo: all Abilities
Description: The eternally sadistic and dishonorable Professor Hojo is twice over responsible for all of Verd's Jenovaic and mako integration, first by engineering the SOLDIER project and then introducing Jenova cells and additional mako exposure to Verd - unborn. Verd would not see the end of Professor Hojo's experimentation until she was (in his eyes) his next most perfect instrument. Hojo's satisfaction with Verd was not until Professor Hojo had grafted Verd with the Synaptic Mako Drive system; a machine enabling Verd control over her otherwise unmanagable powers.
Never defying his own opportunism, Professor Hojo designed the Synaptic Mako Drive to both aid Verd and enslave Verd to Hojo's bidding. The Synaptic Mako Drive was created by Professor Hojo after hypocritically mimicking Dr. Hollander's Deepground experimentation, which includes the one creation of Dr. Hollander's which is successful beyond Professor Hojo's match: Shelke (Rui) the Transparent's Synaptic Net Dive. The Synaptic Mako Core is the primary component of the Synaptic Mako Drive system.
Because Verd generally originates from Project S, it is believed the limit of Verd's abilities closely resemble the Sephiroth that appears in Before Crisis and Crisis Core. Because of the genetic predisposition to arrogance and Verd's personal non-violent attitude, Verd never exerts the full extent of her powers. Verd is talented enough with Gun Katar class weapons to match technique with masters wielding their choicest weapons, but is not truly a master herself.
- Strength -
Verd has enough overall physical strength to deliver grotesque lethal wounds and substantial terminal forces to the corporeal form of most organisms barehanded. Although Verd's strength produces impressive pressure over a surface, Verd will refuse to move quickly while carrying very large obstacles or opponents. Verd can effortlessly slice through metal, stone and concrete involved in a location's environment and surroundings, with Gun Katar class weapons.
Ultimately, Verd has the strength to handle and manage Fixed (something so difficult to remove from it's location that it is equally hard to imagine that whoever is responsible intended the obstacle to be as difficult to budge or remove as it turns out to be) matter. Verd is far too weak to handle and manage Absolute (if it were to move, everything else would move) matter or forces.
Mako:
- Endurance -
Verd has enough overall integrity to receive roughly twenty five of her own barehanded attacks.
Vitality: 7 cosmetic injuries
Endurance: 7 threatening injuries
Fortitude: 7 crippling injuries
Resilience: 7 lethal injuries
Peerless Mako
:Passive, Support:
Mako by Prevented Injuries and Inflictions: Cosmetic ||, Threatening (), Crippling [], Lethal {}
receive 1 less total AP at the end of combat for each time this Passive prevents an injury or infliction.
AP: no growth
Del: Insta-Node
Fun: Charge Node
Dow: Insta-Node
Combo: none
Description: The green-white energy of the 'Synaptic Mako Drive system', permeates from Verd's person and neutralizes exposures to potential hazards by counteracting threatening or harmful (can possibly cause injury or infliction on exposure) physics, meta-physics and chemistry. Each time an injury or negative status (effect) abnormality is prevented, equal mako is lost.
- Speed -
Verd has enough overall speed to approach light speed with seemingly instant acceleration. In truth, Verd only moves 'light fast' during her most impressive actions. 'Light fast' (according to Mitate v.G) represents the speed of light within an atmosphere rather than a complete vacuum. Verd tends only to move 'light fast' during the execution of what particular abilities she deems fair according to her own moral compass.
The remainder of time, Verd will refuse to push beyond sonic speeds. Dashing past opponents or to any other equal distance is easily preformed beyond the perceptive scope of most machines, devices and organisms.
Mako by Time and Distance: Snap Node to Close |, Snap Node to Near ||, Snap Node to Far |||, Zap Node to Close |||, Zap Node to Near ||| |||, Zap Node to Far ||| ||| |||, Flash Node to Close/Near/Far ({[|]})
- Agility -
Verd displays more overall agility than any character or creature in the Final Fantasy VII Compendium, when she is motivated to do so.
Mako: none
- Reflexes -
Verd's overall reflexes and speed are the same.
Mako: Snap Node Free Motion |, Zap Node Free Motion |||, Flash Node Free Motion ({[|]})
Benevolent Angel
:Action, Player Behavior:
Mako: none
Range: Far
AP: no growth
Del: Quick Node
Fun: Charge Node (so long as target remains in 'Range')
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: Verd may find difficulty griping the actual soul of an opponent with mako, depending on the nature of each opponent. Verd finds no difficulty griping the soul's proxy, the halo, with mako because it is much more often left undefended. Using 'Synaptic Mako Drive', Verd creates a makotic pressure which converges ambient mako and ghosts onto a living target's halo.
The target's halo remains immaterial and becomes visible as gold-white light, which may have a unique appearance. So long as a target's halo remains visible, the target may heal 1 injury or 1 status infliction of any kind every 5 Ticks. The target also stops aging until the halo is no longer visible. Invalid on the damned. Invalid on undead. Invalid on entirely inorganic targets. Valid on any target with any amount of an organic brain.
Synaptic Mako Scanning
:Passive, Support:
Mako: none
AP: no growth
Del: Insta-Node
Fun: Charge Node
Dow: Insta-Node
Combo: none
Description: The Synaptic Mako Drive system give Verd the ability to. . .
Synaptic Mako Reformat Override
:Action, Player Behavior:
Mako: ({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})({[|]})
AP: 0 / 7777
Del: Insta-Node
Fun: Charge Node
Dow: Insta-Node
Combo: none
Description: The Synaptic Mako Drive system gives Verd the ability to. . .
Cheruph Wing
:Action, Verd Behavior:
Mako: none.
AP: no growth
Del: Zap Node
Fun: Charge Node
Dow: Flash-Node
Description: If Peerless Mako cannot be afforded to prevent an injury or infliction of any severity, Verd sprouts a small white wing over the left shoulder. Verd has entered EX Mode, represented by the first wing. Verd tends to exert and display more power. New Behaviors are available.
Absolute Barrier
:EX Mode Action, Player Behavior:
Mako by Volume: Too Close ([]), Close ([])([]), Near ([])([])([]), Far ([])([])([])([])
receive 1 less total AP at the end of combat for each time this Behavior is used.
AP: 0 / 4444
Del: Charge Node
Fun: equal to 'Del: Charge Node' x 4
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: By tapping into the energy of the 'Synaptic Mako Drive system', Verd has the ability to create a contained mass of green radiant and stagnant mako torrents which neutralizes exposures to potential hazards by counteracting threatening or harmful (can possibly cause injury or infliction on exposure) physics, meta-physics and chemistry. As a result of this, the user is invincible for a multiple charged duration of time. Objects and other characters in range are also protected at the (role)player's will.
Anti Harm
:EX Mode Action, Player Behavior:
Mako by Volume, Medium and Element: Too Close {, Close {}, Near {}{, Far {}{}, Physical [][][], Magical ()()(), Heat (][), Cold (][), Electric (][), Wind (][), Water (][), Earth Terra (][), Earth Gaia (][)
AP: 0 / 44,444
Del: Insta-Node
Fun: Hold Node (of 30 Ticks)
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: By tapping into the energy of the 'Synaptic Mako Drive system', Verd has the ability to create a contained mass of transparent-green mako which neutralizes exposures to potential hazards by counteracting threatening or harmful chemistry, physics and meta-physics of the chosen types. Objects and other characters in range are also protected at the (role)player's will.
Healing Light
:EX Mode Action, Player Behavior:
Mako by Volume: Too Close [{, Close [{}], Near [{}][{, Far [{}][{}]
AP: 0 / 44,444
Del: Charge Node
Fun: Blink Node
Dow: Swift Node
Combo: _____, _____, _____, _____, _____,
Description: By tapping into the energy of the 'Synaptic Mako Drive system', Verd has the ability to create cylinders of contained green-white mako that fabricate all chemicals required by each cell in every (partially) organic target to return the sites of injuries to an unharmed condition. Each target may heal up to a number of injuries they choose equal to the number of Ticks accumulated in this Behavior's 'Del: Charge Node', regardless of severity.
Healing Light is meta-surgical and works on all organic targets in range. Undead are equally injured instead of healed. Because this is an attack against undead targets, undead targets must be effected if immersed by the volume of this Behavior. For each injury an undead target chooses to heal, they are instead inflicted with a replica wound of that same severity.
White Wind
:Action, Player Behavior:
Mako: none.
Range: Too Close, Close, Near and Far
AP: 0 / 444,444
Del: Quick Node
Fun: Flash Node
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: Verd creates a lucid white mako gale that fabricates all chemicals required by each cell in every (partially) organic target to return a site of an injury to an unharmed condition. Works on all organic targets in range. In addition, should there be any status abnormalities (effect) that could be described as 'Petrydish', 'Magi(c/k/ck/q)al' or 'Taboo Art Hex/Curse/Enchantment' Inflicted (negative as opposed to 'Given' which is a positive) on any targets then they are healthily normalized through meta-surgical chemistry, physics and mako-based meta-physics.
Each target may only heal one injury of their choice, regardless of severity. Undead are equally injured instead of healed. Because this is an attack against undead targets, undead targets must be effected if immersed by the volume of this Behavior. For each injury an undead target chooses to heal, they are instead inflicted with a replica wound of that same severity.
Levitation and Soaring
:Action, Play Behavior:
Mako: none
AP: no growth
Del: Zap Node
Fun: Charge Node
Dow: Flash Node
Description: Verd defies physics acting on the mass (or weight in the eyes of some) of her corporeal form, including pressure, gravity (which gives mass weight) and centrifugal forces. The defiance of such physics has most to do with the aero-makotic pressure created by the Synaptic Mako Drive. Verd can control the speed, rotation, spin, roll, acceleration, resistance and elevation of her corporeal movement through any space or atmosphere. A very powerful manifestation of 'Flight Equivalency'.
Cheruphos
:EX Mode Action, Verd Behavior:
Mako: none.
AP: no growth
Del: Zap Node
Fun: Charge Node
Dow: Flash-Node
Description: If Verd receives a threatening, crippling or lethal injury while in EX Mode, Verd sprouts a small white wing over the right shoulder as well. Verd has entered Limit Break, represented by the second wing. Verd tends to exert and display more power. New Behaviors are available.
Evade
:Limit Break Action, Player Behavior:
Mako by Distance: Near ||, Far |||
AP: 0 / 3333
Del: Flash Node
Fun: Fast Node (2 Ticks)
Dow: Snap Node
Combo: _____, _____, _____, _____, _____,
Description: Verd may divide her visage into three copies. Each copy zips to a Distance to simultaneously stop. Each copy moves in a different direction. Copies can even zip downward and upward. A trail of fading after-images traces the path of each copy. This behavior uses mako energy to isolate each copy from any aspect of reality Verd has premeditated and perceived.
Each copy carries Verd's mako and bio signatures. Copies are immaterial yet visible. Each copy is nonreactive and inert to metaphysics because there is no medium to share. Copies ignore obstacles.Two copies vanish to reveal the original Verd, which is no longer immaterial or meta-physically immune.
The original spends downtime quickly recovering from the transition out of and back into reality. Mastered to a point where consecutive and continual use is absolutely safe in every other way.
Teleportation
:EX Mode Action, Player Behavior:
Mako by Distance: Close {, Near {|, Far {|}
AP: 0 / 3,123,123
Del: Zap Node
Fun: Charge Node (4 Tick maximum)
Dow: Flash Node
Combo: _____, _____, _____, _____, _____,
Description: Verd relocates without dependency on physical mobility and without physically traveling across the otherwise required spacial distance. Verd accomplishes this by using 'Synaptic Mako Drive' to displace her corporeal form from all space and time shared with any of her opponents. Verd suddenly vanishes by fading out into a shrouding portal of green-black mako, which will only transport what Verd intends. After Verd initially disappears, Verd's bio and mako signatures are naturally no longer traceable, so opponents loose their lock on Verd.
It is unknown whether Verd remains in a realm crafted by her mako or a realm she has discovered. Verd can elongate the duration that she remains absent from the exited space and time. Eventually, the tension of displacement forces Verd to return back the space and time she had originally eluded. The (role)player is in control of the arrival location within range, or else Verd will just chose the most logical location for her next Verd Behavior, if triggered.
Blade Wave
:Action, Verd Behavior:
Mako: ||
AP: 0 / 1111
Del: Insta-Node
Fun: Reflex
Dow: Speed
Range: Far
Projectile Speed: Quick Node
Combo: Blade Beam, _____, _____, _____, _____,
Description: Verd has the ability to produce blade-shaped wave-beams of energy by swinging her Gun Katar class weapons. blade-shaped wave-beams travel quickly. Verd can even create complete wave-beam blade-rings that simply spin or expand outward. Activated when an opponent near misses or strikes Verd (or her defenses) with a Blade Beam-like attack.
Verd always seeks to execute Blade Beam at a distance from the triggering opponent (or in a way) that will cut surgically close without actually striking the triggering opponent. The well being of all characters not involved in the personal Blade Beam exchange are disregarded until Verd manages to use this Behavior the way she intends.
Septaslash
:Action, Verd Behavior:
Mako: | per stroke
AP: 0 / 777,777
Del: Insta-Node
Fun: Charge Node (seven rapid or well-timed Flash Node strokes)
Dow: Snap
Combo: Blade Beam, Septaslash, Oblivion, _____, _____,
Description: Verd's next 7 Gun Katar slashes are truly light speed (not just 'light fast'). Verd can time them for superior precision. Activated when an opponent displays to Verd that they are strong enough to cut through stone and metal surroundings with a bladed weapon. Verd responds by showing the opponent just how fast she can do better.
Oblivion
:Action, Verd Behavior:
Mako: || and ({[|]}) if the initial strike hits
AP: 0 / 555,555
Del: "Are you ready?" or Quick Node or Snap Node (no telling with Verd)
Fun: Snap Node (Snap = 'Zap x 2', Zap = 'Flash x 2', Insta = half the smallest Node)
Dow: Swift Node (1 Tick)
Combo: none
Description: If Verd blocks a sonic speed attack, is forced to evade at sonic speed, suddenly says "are you ready", or has done nothing but block for too long: Verd dashes at sonic speed, skewers the target slashing through them, dealing multiple light speed strikes in her wake - which in reality have already been dealt by the time of the first strike.
Despair
:Action, Verd Behavior:
Mako: ||[]{}()
AP: 0 / 888,888
Del: "Shall I give you despair?" (Verd only says this line sometimes) or Insta-Node
Fun: Flash Node
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: If Verd cannot escape physical combat with opponents by means of Levitated Soaring, Verd emits a burst of invisible mako energy that would topple a Fixed Zilla to the ground/floor or send a Fixed Giga through the air Far. Anything smaller than Giga or with less weight than Fixed is pushed through the air out of control Too Far.
Cheruthoph
:Limit Break Action, Verd Behavior:
Mako: none.
AP: no growth
Del: Zap Node
Fun: Charge Node
Dow: Flash-Node
Description: If Verd receives an injury or infliction of any severity greater than cosmetic while in Limit Break, Verd sprouts small white wings at the lower left and right back. Verd has entered Overdrive, represented by the third and fourth wings. Verd tends to exert and display more power. New Behaviors are available.
Death Shot
:Overdrive Action, Verd Behavior:
Mako by Target Size: Humanid or Smaller ({[|]}), Large or Big ({[|]})({[|]}), Giga ({[|]})({[|]})({[|]}), Zilla ({[|]})({[|]})({[|]})({[|]})
AP: 0 / 444,444
Del: Fast Node + Swift Node (3 Ticks)
Fun: Zap Node
Dow: Quick Node (0.5 Ticks)
Combo: _____, _____, _____, _____, _____,
Description: By tapping into the energy of the 'Synaptic Mako Drive system', Verd has the ability to empower a round with green negative mako and fire it from Gun Katar class weapons. The mako-powered shot will evenly distribute it's mako charge throughout the corporeal form of an organic target on impact. The negative mako penetrates cells immaterially, reacting only with chemicals vital to homeostatic metabolics. Chemicals vital for sustaining cellular life become immaterial and are stolen away by the burst of negative mako causing complete cellular death throughout an organism.
Until the mako-powered shot makes contact with living organic matter, it is immaterial. As a result the round fired by this behavior ignores inorganic matter and dead organic matter. Target organism dies without suffering. Destroys organic portions of partially inorganic targets. Does not work on undead. Never fails to kill NPCs. PCs may become long-term comatose instead of dying. Activated when an opponent near misses or strikes Verd with a heart or headshot.
Malevolent Angel
:EX Mode ReAction, Verd Behavior:
Mako: none
AP: no growth
Del: Flash Node
Fun: Zap Node
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: If Verd is in EX Mode and an opponent under the effects of Benevolent Angel attacks Verd, that opponent's halo will remain immaterial and turn red, corrupted by the opponent's display of violence. Red halos betray their owners by turning the opponent's spiritual energy (provided from the soul to the halo) onto that opponent's corporeal form. The spiritual attacks from the opponent's red halo are immaterial until they make contact with the living organic matter of the opponent's body, and bypass any matter that is not the halo's owner.
The opponent's red halo causes injuries on the opponent's corporeal form until only a single more lethal injury of any kind, inflicted on that opponent, would result in the death of that organism. The halo then vanishes from visibility. For some reason having to do with cosmic principal, an opponent's halo cannot be turned against the opponent so completely that the halo will deal the finishing blow it's self.
Red halos are fused with damnation and Hell realm fabric, gifting numberless evil entities in foreign dimensional locations with instant indirect access to the opponent's corporeal form and soul. Evil entities do not hesitate and anticipate taking advantage of each opportunity to harm a red halo's owner without fail.
Heaven's Decent
:Action, Verd Behavior:
Mako: ({[|]})
AP: 0 / 777,777
Distance: Too Far
Del: Blink Node
Fun: Charge Node (Too Close = Zap Node x 1, plus Close = Snap Node x 1, plus Near = Snap Node x 1, plus Far = Snap Node x 1, plus Too Far = Snap Node x 1)
Dow: Quick Node
Combo: _____, _____, _____, _____, _____,
Description: If an opponent who has dealt damage to Verd's Peerless Mako is at a lower elevation, Verd may rapidly descend to stab and slash the target and drive them downward. If Verd actually aborts this Behavior, she will halt and unleash a Blade Wave instead. Impact with a surface creates a fissure that sends debris up into the air. Many opponents can be hurt by this very powerful attack. Verd can plummet in a strait line directly down or downward on an angle. The velocity is too great for Verd to curb this behavior into any banks or turns. Once Verd dedicates to a direction, Verd's only other option is to abort.
Hell's Ascension
:Action, Verd Behavior:
Mako: ({[|]})
AP: 0 / 777,777
Distance: Too Far
Del: Blink Node
Fun: Charge Node (Too Close = Zap Node x 1, plus Close = Snap Node x 1, plus Near = Snap Node x 1, plus Far = Snap Node x 1, plus Too Far = Snap Node x 1)
Dow: Quick Node
Combo: _____, _____, _____, _____, _____,
Description: If an opponent who has dealt damage to Verd's Peerless Mako is at a higher elevation, Verd may rapidly ascend to stab and slash the target and drive them upward. If Verd actually aborts this Behavior, she will halt and unleash a Blade Wave instead. Impact with a surface creates a fissure that sends debris down from a ceiling. Many opponents can be hurt by this very powerful attack. Verd can shoot in a strait line directly up or upward on an angle. The velocity is too great for Verd to curb this behavior into any banks or turns. Once Verd dedicates to a direction, Verd's only other option is to abort.
Primordial Holy Light
:EX Mode Action, Limitbreak Behavior:
Mako: none
AP: no growth
Range: Far
Del: Insta-Node
Fun: Quick Node plus Slow Node (the orb sits there and does nothing for like 4 Ticks) plus Zap Node (then the orb suddenly does something) plus a Hold Node (of 60 Ticks = 64.55125 Tick total)
Dow: Insta-Node
Combo: _____, _____, _____, _____, _____,
Description: If Verd is in EX Mode and has suffered a lethal wound, Verd may throw a small unidentified shining white sphere of mako energy out from herself. The orb of mako tends to lose inertia quickly and becomes stationary, aimed and intended for no target. There appears to be at least some rotation to the layers of energy which comprise the mako.
The released sphere of mako energy is immaterial and does not respond to physics or meta-physics (as if it were just a visual effect). Suddenly immeasurable amounts of pristine mako deluge and torrent from inter-dimensional departure purifying everything within a Far volume of space centered around the small orb of mako - by this time consumed in light. The pristine mako saturates all solid, liquid and gas matter it makes contact with.
Contaminated matter radiates mako photons which counteract harmful and threatening chemistry, physics and meta-physics. Any objects and characters within the light are Given (positive) the 'invincible' status abnormality, and all Inflicted (negative) status abnormalities are removed, as a result. All chemicals needed by each cell within an organism in order to heal all injuries to an unharmed condition are fabricated and supplied instantly.
All injuries to all (partially) organic characters are removed from them as if never Inflicted. Undead, and Evil-Aligned entities/spirits, and entities with any demonic origin do not benefit from the energy of this Limit Behavior, and receive a complete duplicated set of injuries counting each injury already found on them, every fantasy second (every Tick if canon). Spirits, foreign to the energy of this Limit Ability, are 'sent' and delivered to their appropriate dimensional afterlife by the pristine mako's torrential forces if they are or have become non-corporeal.
The light will remain for roughly 1 fantasy minute (60 Ticks if canon).
Verd gains ({[|]}) every fantasy second (every Tick if canon) while inside or in contact.
Chethruphim
:Overdrive Action, Verd Behavior:
Mako: none.
AP: no growth
Del: Zap Node
Fun: Charge Node
Dow: Flash-Node
Description: If Verd receives an injury or infliction of any severity greater than cosmetic while in Overdrive, Verd sprouts two small white wings on the mid left and right back. At this point there is a total of six small wings on Verd. Verd has DMW, represented by the final two wings. Verd tends to exert and display more power. New Behaviors are available.
Primordial Holy Shockwave Impulsar
:DMW ReAction, Verd Behavior:
Mako: none
AP: no growth
Range: Remote
Del: Zap Node
Fun: Flash Node
Dow: Swift Node
Combo: _____, _____, _____, _____, _____,
Description: Never will Verd unleash two enormous intersecting blade-shaped wave-beams of energy by swinging her Gun Katar class weapons. The blade-shaped wave-beams of energy are profound and immaculate holy-blue-white. If Verd is standing on a surface or too close to bystanders or obstacles, the Giga-sized blade-shaped wave-beams of energy can only present hazard to anything Near by or Closer.
The holy blade-shaped wave-beams of energy crescent a double-arch with tips that almost reach behind Verd's rear from diagonally over and under. Each blade-shaped wave-beam is composed of holy meta-dimensional anti-quantum xeno-energy which literally disposes of the very essence of spacial and time fabric responsible for facilitating the ongoing existence of matter bound within it's volume.
Because the blade-shaped wave-beams of this Behavior are so well crafted, this (for lack of a better term) 'state attack' is only effective on exactly what Verd intends - which is everything if she is not focusing or paying attention. Once formed the holy blade-shaped wave-beams of energy duplicate themselves so that there is a set of two. The newly formed cross of blade-shaped wave-beams sets it's self a fixed distance before the original.
The set of two crossed holy blade-shaped wave-beams counter-spin on their shared central axis as they streak forward towards their target, and some series of unfortunate anythings found in a direct path unaffected by planetary gravity. If the wave-beams are sufficiently interrupted, they detonate their mass in a Remote-sized blast. No one has ever seen Verd do this yet.
Nostalgia's Facsimile
:Jenovaic Form, Past Behavior:
Mako: none
AP: no growth
Del: Zap Node
Fun: Charge Node (until Peerless Mako can no longer pay to prevent
Dow: Zap Node
Description: Verd will likely never breakout in the hyper-mutation of this Jenovaic Form. Verd radiates light which makes visibility of more than her silhouette impossible. Verd suddenly vanishes, and there is an identical imitation of Sephiroth in her place. The likeness is intended to strike fear in opponents. The Synaptic Mako Drive system and Verd retreat as an endoskeleton within the legendary swordsman's likeness.
The One-winged Angel's replica-like imitation acts of it's own accord. The imitation's behavior is cold and ruthless and disregards life. Verd has only used this Jenovaic Form in Crisis Core, fearing her confrontation with Zack Fair, at a young age. During this form, Verd loses all Player and Verd Behaviors and gains only Experiment No. 124 Behaviors. Passives still remain. Verd heals all physical injuries and removes any present Inflicted status (effects) abnormalities.
Praith Verd
:Jenovaic Form, Verd Behavior:
Mako: |]})
AP: no growth
Del: Snap Node
Fun: Charge Node (until end of combat or form is defeated)
Dow: Zap Node
Necktrunk (dies if Weakpoint dies): ? Vitality, ? Endurance, ? Fortitude, ? Resilience
Sronebrae (dies if Necktrunk dies): ? Vitality, ? Endurance, ? Fortitude, ? Resilience
Makolily A, B, C, D, E and F (die if Sronebrae dies): ? Vitality, ? Endurance, ? Fortitude, ? Resilience
Sendiantry (dies if Necktrunk dies): ? Vitality, ? Endurance, ? Fortitude, ? Resilience
Weakpoint: ? Vitality, ? Endurance, ? Fortitude, ? Resilience
Description: If Verd enters EX Mode, Verd may breakout in hyper-mutation at any time, until the end of combat or the Jenovaic Form is defeated. Stats revealed when Jenovaic Form is encountered. Behaviors revealed when Jenovaic Form is encountered. The product of this mutation is the Praith Verd Jenovaic Form. Grounded on unnatural flooring or rooted deeply within natural terrain, organic accents of vivid green, tiger white and oh, so blue run up the graceful yet tone trunk resembling a women's neck.
The Necktrunk gradually thins toward the top for a quickly deformed but aesthetically appealing figure. The texture of the epidermis organ tissue is 'both velvet and cashmere-like' in feel, but does not inhibit the passage of uncontrolled energy from inside. The surface seems to glow from within at times. Under the surface there is radiating luke-warmth (body heat from a warm-blooded endotherm), muscular movements, Jenovaic mako-hematological circulation yet barely any significant cellular activity (without excitement).
The Necktrunk has freedom of arching, reaching and bending. Whether the Necktrunk is planted on unnatural surface area or the Necktrunk is rooted in natural mineral-based terrain, if this Jenovaic Form is on a planet carrying souls, there surely will be spirit energy leaking upward from the base. The base of the Necktrunk is complete with a large likeness to Verd's own centered and vertical faced to the front.
The face tends to remain sleeping, but can behave other ways as well. The iris of the face's eyes are a matching blue in the right eye, and a matching green in the left eye. The pupil of the face's eyes are a matching blue in the left eye and a matching green in the right eye. The iris of either eye is exaggerated somewhat over it's would be immediately surrounding eye-white. *author's note: tg there's eye-white. but ya' gotta' love circle lenses*
The Necktrunk creates a throne (the Sronebrae) where a growth resembling legs in a butterfly position complete the bottom of an upper-half soon to be mentioned. The poised legs-like portion can actually stretch to elongate that area, and are covered with the same dermis tissues as the trunk. The leg-like growth typically cannot be seen under an exoepidermis wedding dress-like bottom, which ends to reveal just before half of the Necktrunk, where the large likeness to Verd's face is main-set.
The unmentioned upper-half of the Sronebrae is a torso with a face also resembling Verd. The torso is distinct for having two additional sets of mammaries, proportionally decreasing in cup as they descend, breaking just before the abdominals (no nudity details visible of course).
*author's note: anything more than a mouthful is a waste, but i always wanted that* The out most layer covering the torso appears as a bathing suit cinched-fabric wedding dress baring the same colors as the Necktrunk. From the torso sit the left and right shoulders as two clusters of three. The additional shoulders positioned toward the back and downward to match the torso. Enormous Makolilies (mako, plus lily is Makolily) replace each hand on the end of Praith Verd's six arms, at the wrists where the hands would just begin.
The Makolilies are coordinated with matching green, white and blue. Makolilies are spiritualogical conduits which channel, draw, discharge and drain (especially ambient or non-corporeal) souls and spirit energy. The Sonebrae's crown is a clear crystalline tissue that sticks into tall sharp points from a few thick bases which gradually grow taller toward the front and do not exist in the rear. Tendrils woven into braids and dreads are styled with a regal rise-bump of curled lengths and bun-based falls of lengths.
Sometimes the dreads and braids of tendrils radiate white energy. Primarily an aesthetic. On the rear side of Praith Verd, there is a Weakpoint on the Necktrunk, opposite to the face, though set somewhat higher. The Weakpoint is best described as nestled into the Sediantry's abdomen. The Weakpoint is an orb of frosty, transparent solid. Compared to the remainder of Praith Verd, the bio-synthetic product or tissue that the Weakpoint appears to be made of seems sickly and perhaps even somewhat fragile.
The Weakpoint it's self does not appear to be an intimidating target against even just typical physical attacks. Shadow can be seen blocking a bright and slowly pulsating bio-mako-lumina from within. It is obvious that something is within the Weakpoint. The Synaptic Mako Drive system and Verd are held inside this Weakpoint.
The positioning of the Weakpoint would make it entirely prone to any form of harm if there were not a larger torso with normal anatomy (again - zero nudity detail) leering over the Weakpoint from the central-rear, upper Necktrunk and lower Sronebrae. The face of this rear-Necktrunk-positioned torso (the Sendiantry) seems to watch over the Weakpoint positioned in the Sendiantry's abdomen. The arms of the Sendiantry are as if bent back at the elbow, if the back of the hands were over the shoulders.
On the Sendiantry's arm formations, where the elbows would end, there are a pair of growths with shapes best described as swan-like avion rear-halfs, complete with functional wings, legs and webbed feet. Green, white and blue compliment, still. The Sendiantry's avion posterior elbows are adjusted by the shoulders of Sendiantry and arch of Necktrunk. The crown of the Sendiantry is a modest circlet made of the same bio-crystalline substance as the Sronebrae's crown.
The tendrils replacing hair are also dread and braid, ultimately french braided connecting to the bottom of the Sronebrae's tendril styling above. Primarily aesthetic. Passives still remain. Verd heals all physical injuries and removes any present Inflicted status (effects) abnormalities.[/b]
Xi Verd
:WEAPON Form, Verd Behavior:
Mako: none.
AP: no growth
Del: Hold Node (for 7 Ticks)
Fun: Charge Node (until end of combat or form is defeated)
Dow: Quick Node
Description: If the Praith Verd Jenovaic Form is defeated or Verd has DMW, Verd may abruptly reveal her true form as the semi-WEAPON, Xi Verd. Xi Verd is the essence of Xi WEAPON infused with the fabric of Verd's own soul. WEAPON to host fusion is done with neuctro-magnetic-mako-radiation. NMMR is a range of waves in neuctro particle-specific mako energy. Reports record findings that the waves of this grade of mako energy depend exclusively on the common karma of the involved souls exchanged within a spiritual lifestream.
When Professor Hojo shot Vincent Valentine, Hojo knew he could not afford an investigation from Shin-ra inc. to ruin his ultimate plans for Project S. Instinctually taking his opportunity at scientific experimentation, Professor Hojo turns Vincent Valentine into a monster in a failed attempt to save his life. Lucretia Crescent stabilizes Vincent and ultimately saves his life by infringing Vincent's soul with the essence of Chaos Weapon.
Thanks to Professor Hojo's prior experiments on Vincent Valentine, his body was able to endure hosting Chaos WEAPON. With much reason, the experiment had gone without many discoveries or complete theories. Calculating the mako reactions necessary to synthesize a replica of the Proto Materia (a Praeter Materia) Hojo successfully fused Verd with a fitting WEAPON. Professor Hojo discovered and selected Xi WEAPON, 'Agent of Regenesis and Defender of The Planet'.
Xi WEAPON was created by The Planet for, especially what The Planet's interests would be, should it happen that Chaos or Omega WEAPON begin their awakenings. Xi WEAPON was created, as was the Proto Materia, to ensure Omega WEAPON only departed if it were absolutely necessary. Xi WEAPON was intended to awaken and return Chaos WEAPON to the planet if it were ever that Chaos WEAPON were the reason for the awakening of Omega WEAPON.
Xi WEAPON was also created by the planet to end an apocalyptic struggle if it were significant enough to awaken Omega. If it would turn out that the only danger to The Planet was the behavior of WEAPONs, Xi WEAPON would activate it's powers of Huge Proto Materia and return all WEAPONs to rest. There is not enough lifestream to share between Omega WEAPON and Xi WEAPON, and it is too late, for Xi WEAPON to use Proto Materia powers and put Omega WEAPON to rest, if Omega WEAPON is already entirely awake. If The Planet's condition could be salvaged, Xi WEAPON would enter a state that would begin healing The Planet. After restoring the balance that ensures the most abundant life possible across The Planet, Xi WEAPON would return to sleep.
The freedom of Xi WEAPON's essence would only further complicate Hojo's schemes. Hojo's infringement between Verd and the essence of Xi WEAPON was the remedy to Hojo's dilemma. With Chaos WEAPON infringed to Vincent Valentine, Hojo could not accelerate the progress of Omega WEAPON's awakening. Verd's infringement with Xi WEAPON had given Hojo the perfect tool against any unexpected WEAPON-based interference with his plans.
= = = Complete list of abilities with descriptions found here.
Weapon: Dual Ocelots - Gun Katar class weapons.
Katars with revolver mechanism. Loads and fires live rounds, or can be used with gunpowder alone for enhanced melee damage.
Sample: (sampled from gaiaonline.com, sorry it's what i had)
"You think you understand."
- - - - - - -
<(*Location*)> shore-water of uninhabited base-island
Movement + Support
Verd sprinted across the surface of the sea. Each step was that of a squeaking blink. Verd could 'fly' over the sea if she pleased. The SMD created a mako-ionic-particle surface intensification that supported by displacing her weight against the weight of the mako-ionized water. Between Verd's casual blink-sprinting, and this meager display of power, Verd wasn't losing any consequential energy from her mako core. Verd was pulling up on Isle de Gambino Militia faster than the speed of a race boat, however.
- - - - - - -
<(*Location*)> shore-water of uninhabited base-island
Movement + Support
Verd sprinted across the surface of the sea. Each step was that of a squeaking blink. Verd could 'fly' over the sea if she pleased. The SMD created a mako-ionic-particle surface intensification that supported by displacing her weight against the weight of the mako-ionized water. Between Verd's casual blink-sprinting, and this meager display of power, Verd wasn't losing any consequential energy from her mako core. Verd was pulling up on Isle de Gambino Militia faster than the speed of a race boat, however.
- - - - - - -
"You cannot understand what you do not think."
- Verd the Prasinus[/quote]
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Extras+
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Biography:
During the peak era of Shin-ra Electric Company and into the events of Last Order and Before Crisis, Verd is notably younger and in the custody of Professor Hojo. Until the main events in Crisis Core, Verd spent the majority of her childhood absorbing Hojo's experimentation and mistreatment. Verd's better memories are assignments and frequent visits from Sephiroth, between missions.
With the burning of Nibelheim and tragedy in the Mt. Nibel reactor returning consistent rumors of Sephiroth's death, Verd's long anticipated transfer to Deepground was finally arranged by Professor Hojo.
During the events of Final Fantasy VII, Verd was assigned as a Restrictor on the Lost SOLDIER Unit. Prior to becoming a Restrictor, Verd was transferred to Deepground and identified by the original 14th unit as a Triple S rank Tsviet. Later orders came for the Restrictors apprehend and terminate the green Tsviet. Verd instructed for Hojo to surrender to expect the arrest. After Verd's surrender, the green Tsviet had vanished and a new Restrictor had appeared.
Unfooled by this, Weiss the Immaculate had organized a secret hunt against the new Restrictor. In a terrible conflict, Weiss had used Deepground to help expose Verd as a Restrictor. Already discovered, Weiss had then revealed Verd to originate from Project S rather than Project G. Following this, Verd had secluded to hiding in Deepground.
Now in hiding, Verd had continued the objective that Hojo had placed Verd in Deepground for all along. During Meteor in Final Fantasy VII, Verd discovers that she is liberated from Deepground. With new found freedom, Verd begins collecting materia and parts from mako reactors to accelerate cultivation of Jenova cells. By the beginning of Geists of Anathema, Verd has cultivated an entirely laboratory of Jenova cells.
SPOILERS
In the beginning of Geists of Anathema, the (role)player meets Verd. Verd is currently the only active Deepground Tsviet operative at this time. Without opposing Tsviets to compete with over command of Deepground, Verd uses her Synaptic Mako Drive system to strategically regulate and supervise all Deepground personnel and machines over the SEC world wide network.
Verd moves the operation of Deepground up to the slums of Midgar, where Verd uses Deepground in an effort to help rebuild life. By this time, the population of The Planet is more thoroughly informed by all of the scandals and projects conducted by Shin-ra. Reeve of the WRO and many other former employees released all the information they knew to the remaining public media after the decisive fall of Shin-ra inc.
Because Deepground was once Shin-ra oriented, Verd, Deepground personnel and Machines still operating on the Shin-ra network are despised by much of the planetary populous remainder. Most times innocents flee and resistance arrives. Verd often struggles to avoid conflict between her own units and the WRO, copycat AVALANCHE groups and various other factions. Situations occasionally rise where Verd must handle a circumstance herself.
Using Midgar as a main point of operations, Verd embarks on journeys and deploys Deepground units to retrieve materia and mako reactor parts. While establishing security over Midgar, Verd meets an ally who aids in the stabilizing of Deepground unit needs and the protected and defended development of the Midgar slum's delicate economy. Verd's ally intends to bring prosperity to all of Midgar with the aid of Verd and Deepground. The process is ideally diplomatic in entirety as Verd's new ally attempts to establish Donhood over all sections of Midgar slums.
After a certain point in the story, when Verd journeys the world, she is sometimes confronted by various characters. While it is common for the WRO, AVALANCHE and other anti Shin-ra factions to almost always attack Verd, the progress of Verd's story is often interrupted by a warrior known as the Red Shadow/Ghost of Sephiroth (sometimes resorting to conflict with Cloud, allowing Verd to escape from the both of them), Cloud Strife (hunting Verd worse and worse the more he learns about her), and ultimately the entire protagonist cast of Final Fantasy VII.
The entire time, Verd receives a periodic transmission from Sephiroth. Verd does not realize that she is no longer receiving transmissions from Professor Hojo because he is deceased. The transmissions from Sephiroth and Aeris are Verd's motivations until the end of the game.