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# Picture Username User bio (hide) Registered on Posts Level EXP
561. AghBob Hey, this is the real me. I'm almost 16, I live in Crestview Florida which isn't too far away from Destin or Pensacola. I like doing stuff with my friends, posting on message boards, and playing video games. I also own Brink of Light.

Here are my sim characters:

My sim characters:
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First Sim Character:

Name: Seeker
Age: 22
Height: 7'
Weight: Approx. 200 lbs.
Strengths:Projectiles
Weaknesses:Nothing
Race: Humanoid in nature. Though not really. He is a program in the Matrix.
Eyes: Brown
Distinguising Features: Brown hair, nice suit, earpiece, sunglasses.
Weapons: Double .50AE pistols and double machtes.
History: Seeker is a program. He was once a normal program living in the world of the Matrix. Until the agents decided to draft him. They took him away from the love of his life, and programmed him to be one of them. He retains much of his free will, and still loves the one he was taken from. But he cannot talk to her, or the agents will terminate her.

Techniques=
Multipy:Allows Seeker to create multiples of himself or weapons.
Cut/Paste: Allows Seeker to cut himself out of one area, and into another. He also has the abiltiy to move from one host to the next, like the Agents.
Program:Allows Seeker to use the situation to his advantage to create any technique/spell he wants.
Upload: Allows Seeker to bring any weapon into his posession.
Virus: With this technique Seekerr fires any kind of virus at his oppenent. He may not reveal that he shot a virus until it is too late. In fact, a virus with capabilties of Seeker's choosing is embedded inside every bullet he fires.
Fry: Allows Seeker to summon up a storm of lightning and thunder bolts that are guided by him to his enemy.
Electric Lines: Allows Seeker to use anything around him to send electricity to his oppenent.
Glitches in the Matrix: Allows Seeker to do almost anything he wants to the environment around him. Even allowing him to make rocks explode or to move cars or something like that.

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Second Sim Character

Name: Seeker
Other Name: Lord of the Nazgul a.k.a. The Witch King of Angmar
Height:7'2"
Strengths: Not telling
Weaknesses: Not telling
Info: He's the leader of the Nine Ringwraiths
Techniques:
Morgul Blade: Whenever Seeker's Morgul blade cuts or stabs you in any way, you have 4 posts left before you die.
The Ringwraith's Curse: The blade of any mortal man that enters Seeker shatters harming the owner of the blade.
Heritage of a Nazgul: Allows Seeker to call one of those dragon like things that the Nazgul ride so that he can become airborne.
Darkness Surrounds: Covers the entire world with Second Darkness. Meaning that the opponent cannot see without a source of light, but making it easier for Seeker to see and making him faster and more powerful.
Cry of the Ringwraith: Stops any attack made at Seeker from hitting him.
Slam: Seeker slams the ground with his mace creating a shockwave going out from him with a radius of 6 feet in all directions.
Gift of the Dark Lord: Allows Seeker to fire blasts of dark energy at the opponent. Each blast is about twice the size of a baskettball and moves at about 200 mph.
Saruman's Training: Allows Seeker to do as Saruman does, in the way that he can flatten his palm in a direction, sending a shockwave in that direction. The shcokwave knocks anything it hits back or kills it.
The Senses of a Nazgul: Allows Seeker to sense his opponent at any time, even if the opponent is moving to fast to see or goes invisible.

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My third Sim Character:

Name:Seeker
Other Name: Jinzo
Height: 11'11"
Strengths: Not telling
Weaknesses: Not telling
Info: Look at the card to see what he looks like.
Techniques:
Trap Negation: Any trap set for Seeker is stopped when activated.
Metal Plating: This is a passive ability active at all times. Jinzo is a machine, so his body is covered in a rare type of metal. Only his head isn't covered with that metal. Any attack made on any part of his metal body is useless.
There's a Rocket in My Boots: Jinzo has rocket boosters in his boots, allowing him to become airborne.
A Body That Is A Weapon: Jinzo's body is a weapon. He has weapons hidden throughout his body even in places like his hands and eyes.

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Next Sim Character: This guy will be the mascot sim character of Brink of Light, once it is up.
Name:AghBob
Other name: None
Description: Possibly the most powerful of my characters. His past is seen in his Bio. He is totally white when he is in the light. His hair, eyes, skin, clothing, and even his weapons are white while he is in the light. While in the light, he is very much just meleee attacks and light sorcery. His ranged attacks while in the light are focused beams of light and his crossbow, which has a clip on it.

While he is in the dark, everything about him is black. He cannot be distinguished from the darkness at this time. His weapons at this point are very much guns and hightech melee attacks. His magic powers at this point are of darkness. He is most dangerous when it is the time of day between darkness and light. At this point, he is able to move extremely fast, and has the powers of chaos. His weapons are whatever he wishes for them to be at this point. He has the ability to sprout wings in light and darkness forms. In light, he sprouts white bird wings, like angel wings. In dark, he sprouts giant bat wings. While in the middle, he has no need of wings to fly.

Weapons in light: Light Magic, Elven Scimitar, Crossbow with clip, light spear.
Weapons in dark: Guns, vampiric runeblde, dark magic, darkness whip.
Weapons useable only in twilight form: Maces, double machetes, random explosives, burning broad sword, chaos magic.

Techniques:

LIGHT:

Darkness: Turns day into night.
Shining Power: Allows AghBob to shoot focused beams of light from his fingers and hands.
Any ray of light: Allows AghBob to create copies of himself from a ray of light. Should the real him be killed, a copy will step up and become the real him.
Elven Fury: This technique may only be activated when AghBob is near a body of water. It summons up horses made out of water that come charging from the body of water and at AghBob's opponent.

The Last Hour: Turns the time of day into the time between day and night. Turning AghBob into his most powerful form.

The Hand of Judgement: Allows AghBob to fire thousands of needle's from the palm of his hand at his opponent.

This Is Real: Allows AghBob to create small stars with a diameter of about 30 feet. The suck up any metal around, and continue to grow. AghBob can control them at will. If they touch the ground, they explode with an explosion that has a diameter of about 60 feet.

DARKNESS:

Light: Turns Night into day.

Dark Power: Allows AghBob to fire beams of dark magic at his opponent from his hands and fingers.

Bats:Allows AghBob to summon a horde of bats to aide him by swarming around the opponent.

The Pain of Darkness: Allows AghBob to make any random object fly at his opponent.

Any shadow: Allows AghBob to create copies of himself from the shadows. Should the real him be killed, one of the copies will step up to become the real him.

The Hand of Fate: Allwos AghBob to fire ninja stars from the palm of his hand at his opponent.

Orb of Power: Allows AghBob to summon up an orb of dark power. He can control it. It has a diameter of about 30 feet. Should it touch the gorund, it will explode with an explosion that has a diameter of about 60 feet.

TWILIGHT:

The Powers of Dark and Light: Allows AghBob to use the powers of light and dark once he has transformed, as well as their weapons.

The Rays of Chaos: Allows AghBob top fire beams of chaos magic from his hands and fingers.

The Chaotic Fist: Allows AghBob to fire small explosive spike balls out of the palm of his hand.

The Hour's Power: Allows AghBob to become invisible as soon as he has transformed. He can still be sensed, if it is possible by the opponents element, eyes, or something else not made up.

The Setting Sun: Allows AghBob to summon up a ball of chaotic magic with a diameter of about 30 feet. Should it touch the ground, it will explode with an explosion with a diameter of about 60 feet. AghBob can control all of it's movements.

The Rising Sun: Allows AghBob to create an explosion that goes out from him. He is not harmed by it. It has a diameter of about 4 miles. This can only be used when all attempts in both other forms have failed.

BIO: AghBob was an elven warrior. But in the midst of a great battle, he was crushed beneath a giant rock and laid there for thousands of years. Then, in modern times, the forces of good had need of him, so he was ressurected. The forces of Darkness attempted to take him, so he has the powers of both. He is strongest in the time between day and night.

--------------------------------------

Next Sim Character's Name: Illadin

Other Name:AghBob

Age: Unknown

Height: 8 feet

Weight: 200 pounds

Strenghts:Not Telling

Weaknesses: Not telling

Info: The Illadin from The Frozen Throne. NOT Reign of Chaos. This is the cool version with the two Demon Hunter Blades, Wings, e.t.c.

Weapons: Magic, Demon Hunter Blades

Techniques:

Immolation: Surrounds Illadin in demonic fire, protecting him from all kinds of ranged attacks.

Mana Burn: Takes the energy from any magic based attack and gives it to Illadin. Then, the attack remakes itself and fires back at the one who created it.

Metamorphosis: This ability is always active because of what happened to Illadin. It is passive. It allows Illadin to fire demonic fireballs at his enemies and it allows him to control any fire used against him.

Neclace of Ankh: This is a passive ability. It can be used because Illadin has a necklace with a Uber Ankh of Ressurection on it. This means that as long as Illadin wears this necklace, he will be reborn.

Mirror Image: Allows Illadin to create three mirror copies of himself. They hurt until they are killed. Meaning that if one of the mirrors slashes your arm and cuts you, it will hurt and a cut will appear. But when that one is killed, the wounds he inflicted go away.

Slam: Illadin slams the ground with his feet, creating a shockwave around him that extends for 6 feet. Anything caught in the shockwave is knocked back as if they had been hit by an 18-wheeler going 150 miles per hour.

Anyflame: Everywhere Illadin steps a flame in the shape of his footprint appears on the ground instead of a footprint. Illadin can manipulate this fire top any means he wishes.

Elven Blood: This passive ability makes Illadin immune to poison, disease, and age.

He who is like a God: This passive ability gives Illadin control over the forces of the world, including nature.

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NEW SIM CHARACTER:

Name:Nerzhul
Age:Unknown
Height:6.3 feet
Weight:350 pounds (when in full armor)
Description: Tall. heavily armored. Long white hair. Glowing blue eyes. Carries a sword called Frostmourne. (Basically what Arthas became once he put Nerzhul's crown on his head) Nerzhul's crown is on his head.
Weapons:Vampiric Runeblade known as "Frostmourne", and magic.

Techniques:

Frostmourne: This technique is activated pmce Nerzhul draws Frostmourne. It allows him to use the sword to do a lot of things. It is used to channel the energies of some spells and many techniques. When an attack that is magical in nature is amde at him, Nerzhul can use Frostmourne to absorb it's energies and increase his own power. Also, because this blade has, in a way, a mind of it's own, it is able to see through every move made by the opponent, allowing Nerzhul to anticipate his opponent's next move.

Orbs:This technique has many different parts that are active as long as Nerzhul says they are active. They will stay active for whatever period of time Nerzhul sees fit to keep them active. Nerzhul may only use parts of the orbs, disabling different aspects of each orb's power. Here are the differnet orbs...
1:Orb of Fire: Whenever Nerzhul makes an attack with Frostmourne, a small explosion follows. The explosion is approximately 12 feet in diameter. Whether or not the attack is succesfull, the explosion still happens. This orb also grants to Nerzhul the ability to launch fireballs at his opponent and to control fire.
2: Orb of Frost: Whenever Nerzhul makes an attack with Frostmourne, if the attack is succesful, the opponent's bones are chilled and the opponent's movement speed is hopefully slowed. this orb also allows Nerzhul to launch balls of ice at his opponent and to control ice, snow, e.t.c.
3: Orb of Lightning: Whenever Nerzhul makes an attack with Frostmourne, a large burst of electricity follows, even if the attack is unsuccessful. The burst is 20 feet in diameter. Also, the attack is made stronger if the sword of electricity comes into contact with anything metal such as armor. This orb also disables anyhting electronic it touches. This orb also allows Nerzhul to send bolts of lightning at his opponent and to control electricity.
4:Orb of Wind: Whenever this orb is active and Nerzhul makes an attack with Frostmourne, a large gust of wind follows. This gust of wind carries a great deal of force behind it; so much that if it hits you, it will be like you were hit by an 18-wheeler going at 65 mph. The gust of wind happens and is directed at you even if Frostmourne's attack is unsuccesful. This orb also allows Nerzhul to launch heavy gusts of wind at his opponent and to control the wind.
5:Orb of Venom: Whenever this orb is active and Nerzhul makes an attack with Frostmourne, if the attack is successful, the opponent becomes poisoned. Unless they find a way to remove the poison, they will die in 7 posts.
6: Orb of Corruption: Whenever this orb is active and Nerzhul makes an attack with Frostmourne, if the attack touches the opponent in any way, all of the opponent's armor and shielding is shattered and destroyed permanently unless the opponent finds a way to remake their armor. This orb also grants to Nerzhul the ability to launch bolts of necromatic energy at his opponent and to control the power of darkness.
7:Orb of Water: Whenever this orb is active and Nerzhul makes an attack with Frostmourne, even if the attack is unsuccessful, a large amount of cool water is thrown at the opponent. This orb also grants Nerzhul the ability to control water and and to throw water at his opponent.

Death Coil: Nerzhul launches a bolt of death at his opponent. It has a semi-homing capability, and it is traveling at 60 mph. If it hits the opponent, it will knock them back at least 6 feet. It causes extreme pain when it hits and if it hits the opponent in the chest, head, or neck, it should kill them.

Unholy Aura: Grants to Nerzhul greatly increased movement and attack speed.

Frost Nova: Freezes all the air in an area (in this case around Pensuke), hopefully locking
him in a large block of ice. If the technique is succesful, it will hopefully slow the opponent's movement and attack speed.

Frost Armor: Grants to Nerzhul a cold aura around him, that not only provides extra armor but also does the following.. If the opponent in any way touches Nerzhul, the opponent's movement and atatck speed are greatly reduced and the opponent takes damage.

Death and Decay: This attack takes 2 posts to charge. Once charged, it can be unleashed to it's full intensity. While charging, the user is surrounded by a block o fice impeneratrable by all physical, magical, mental,e.t.c. attacks. Once unleashed, it covers an area of 4 square miles. The attack causes the opponent's skin to age very quickly, causing it to rot. Leperous cancers leap up onto any skin that doesn't decay off, causing the opponent immense pain. This attack also nullifies all magical attacks within the area. The attack lasts for 2 posts. While the attack is being made, Nerzhul remains encased in a block of ice impeneratrable by all magical, physical, and mental attacks.

Scourge Bone Chimes: Any time that Nerzhul successfully harms the opponent, he is healed a little bit.

Blizzard: This technique lasts throughout the battle. It creates a large blizzard covering the earth that covers the gorund with snow. Because of the large amount of falling snow, you cannot see more than 6 feet in front of you. The winds 12 feet above the two combatants blow at the speed of 90 mph, and thousands of tiny, razor sharp pieces of ice are flying through the air 12 feet above the two opponnents. this prevents anyone from going airborne. If either opponent goes into the air more than 12 feet up, they will have thousands of razor sharp ice shards flying at them, which would most likely kill them. This technique cannot be nullified easily, as Nerzhul has control over cold and the winds of the earth.

The Scourge's King: This technique renders Nerzhul immune to all effects of his techniques and/or attacks
08-12-04 03:16 AM 45 12 6385
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