PLAYER INFO
CHARACTER INFO
ARMADA SELECTION
SAMPLE
Player: Mich
Age: 36
Invited by: One does simply invite themselves
Contact:
michrure
Current Characters: Zack Fair
activatingcombatmode, Joshua Rosfield
phoenixdominant
Age: 36
Invited by: One does simply invite themselves
Contact:
Current Characters: Zack Fair
CHARACTER INFO
Character: Squall Leonhart
Canon: Final Fantasy VIII, post-credits scene.
Age: 18
Background Information: Wikipedia link here.
Personality:
Based on first appearances alone, Squall Leonhart can be classified as quiet, private and introverted. Although these are indeed parts of his personality, his traits run deeper than that as well. Squall is a complex character that has evolved as a person through the various events in his life and the people around him.
In the beginning of Final Fantasy VIII Squall is easily seen as a loner. He’s depicted as cold and standoffish, someone who is unapproachable and difficult to deal with. He might be seen as socially awkward by some, though he has no qualms with dealing with necessary interactions or working his way out of social situations. The earliest example of these traits is his attitude towards Quistis Trepe’s attempts to connect with him about her life where he found it unnecessary for him to talk with her about it and ejects himself from the conversation.
Squall does not enjoy being pestered, badgered or bothered, as seen by most of his interactions with Seifer Almasy as well. He does not tolerate people treating him in ways he does not like and has no problem with side stepping someone or pointing out when to leave him alone. His glare alone can usually make people second guess being a bother to Squall. Without certain experience with Squall most find him hard to deal with in the beginning. He’s confident and self-spoken and if he feels someone is irritating him they’ll be sure to know it.
Despite these snags in his personality, when he’s not feeling pressured or annoyed he can be agreeable so long as the situation is not making him uncomfortable or if he finds it tedious. With the right kind of coaxing and support he can be influenced to participate in social situations without shutting down. The first example of this is being coaxed by Rinoa Heartilly to dance at their first meeting in Final Fantasy VIII. While at first completely reluctant and against the idea, soon agrees to dance and actually enjoys it. People who find themselves close to Squall will know how to achieve this acceptance from him but it’s no easy feat.
As the events of Final Fantasy VIII unfold, Squall exhibits other characteristics such as being uncomfortable with getting close to others and his fear of people’s opinions of him. Despite his outward attitude, Squall is often bothered by how other people see him and is quite sensitive. He chooses not to get close to his peers for fear of being judged and has an unwillingness to be relied upon. A strong example of this is when Seifer is assumed dead; Squall reacts quite emotionally about the situation wondering if people will think of him in a light that he does not accept. ”Will they... Will they talk about me this way if I die, too? Squall was this and that. Using past tense, saying whatever they want?” Because of these traits, Squall tends to push people away and does not trust easily.
But as the game progresses, Squall’s insecurities and social nuances level out. He’s constantly forced to become a leader, someone people trust and look to for direction. Despite disliking many of the tasks given to him, he’s shown to be adept at leading and is intelligent and resourceful. He is responsible and takes his job seriously which in turn makes people tend to gravitate to his presence and admire him for his natural leadership and confidence. People tend to trust him and want to be close to him and although that attitude is not always welcome, Squall usually relents in the end. As he’s made the Commander of his Garden, Squall shows an ability to rally people together, keep morale high and lead.
Furthermore, as he finds companionship in his small group of friends Squall does slowly open up. As he grows accustomed to being a leader and a friend, Squall is shown to be very compassionate and caring of people close to him. Though this might not directly show all the time. He does cherish his few friendships and relationships but he does not flaunt any unnecessary emotional baggage. But if he does find someone a friend and someone he can trust he is both loyal and kind. Beyond first impressions Squall is actually very protective and appreciative of the friendships he chooses to keep.
That being said Squall values people who can respect him and his personality. He appreciates people who respect his boundaries and know when to stop when he draws the line. He enjoys intelligent conversations and comfortable silences. Although growing up with people such as Selphie Tilmitt and Zell Dincht he’s not a stranger to humor and laughter as well.
Squall is a deeply private person who is quite, stoic and calm. Despite this he is an excellent friend and teammate should one find themselves in his inner circle. Getting underneath his demeanor is a big challenge but once Squall accepts someone-- they’re there for life.
Abilities & Inventory:
Gunblade/Sword Skills:
Squall uses a weapon called a gunblade. It is a mash up between a firearm and a sword. He will be coming in with his gunblade, Lion Heart. The following are some of his skills.
Upper Blues - Step forward and perform a quick upward slash that knocks the opponent into the air, then strike them three more times to slam them to the ground.
Blizzard Barret - Fire an ice bullet. Has long range and slightly homes.
Solid Barrel - Slash the opponent four times from close-range with four quick slashes, then stab upwards while triggering the gunblade three times, sending the victim flying.
Thunder Barret - Fire a string of lightning that drags the opponent closer.
Fusillade - Fire four magical projectiles followed by a string of lightning. Can combo without hitting.
Heel Crush - Spin towards the opponent and smack them to the ground.
Beat Fang - Strike the opponent three times to knock them down and around, then rise and stab them repeatedly. Short range, but fast execution.
Mystic Flurry - Fire several ice bullets that turn into lightning strikes that damage the opponent and knock them down. Can combo without hitting.
Fire Barret - Fire three fireballs that spread out and track the opponent with weak homing.
Junctioning/Para-Magic:
The Junction system is a system that SeeD use that allows users to replicate magic and control magical beasts called Guardian Forces. The following list are the skills granted using this system;
Magic – Ability to store and use several types of magic. Magic includes spells that damage, buff, heal and debuff. A full list of magic can be found here.
GF – Ability to summon a Guardian Force to take his place momentarily in battle. Guardian Forces are independent energy forces in the brain that take form as beasts. Memory loss is a general side effect of use.
Draw – Ability to draw magic from the earth (draw points) or from enemies. Magic can be stored for later use and swapped with other Junction users.
Guardian Forces:
Squall has four Guardian Forces junctioned.
Shiva - Shiva's attack, Diamond Dust, is an Ice-elemental attack that damages all enemies. Her Doom ability can be used to kill stronger enemies that are vulnerable to instant death. She is able to refine items into Ice/Water magic.
Quezacotl - It uses a lightning attack called Thunder Storm. Its Card Mod ability allows the player to modify Triple Triad cards into items, and the Card command, which can turn weakened enemies into cards (which can be used to refine). Quezacotl is able to refine items into Thunder/Wind magic and low-level magic to mid-level magic.
Siren - Siren's attack, Silent Voice, deals non-elemental damage as well as inflicting Silence to all enemies. Her Move-Find ability reveals hidden draw points and her Mag Bonus boosts the user's Magic. Her Treatment ability cures all status ailments. She can refine items into Life magic.
Doomtrain - Doomtrain's attack, Runaway Train, does minor poison-based damage, but also inflicts every status ailment. It has the abilities Darkside and Absorb, plus Auto-Shell. It can also refine items into forbidden (powerful) medicine.
Limit Breaks:
Renzokuken – Squall’s main limit break which is a sequence of rapid attacks followed by one of the following finishing moves. Notes taken from Renzokuken Wikipedia page.
Rough Divide - Rough Divide is Squall's initial finishing move, as well as the weakest. He charges forward and slices an enemy with a diagonal upwards cut, causing an explosion that damages them. Squall uses a backhanded slash similar to this in the game's opening when he scars Seifer.
Fated Circle - Fated Circle is Squall's second finishing move. Squall jumps up into the air while charging energy into his gunblade. At the peak of his jump he spins in a circle, releasing a shockwave that damages all enemies.
Blasting Zone - Blasting Zone is Squall's third finishing move. Squall raises his gunblade overhead, charges up and extends a pillar of energy to the outer atmosphere, then slams the gunblade into the ground to hit all enemies with the pillar.
Lion Heart - Lion Heart is Squall's ultimate finishing move. It strikes a single opponent 17 times, causing massive damage. (Can only be used with the Lion Heart gunblade.)
Canon: Final Fantasy VIII, post-credits scene.
Age: 18
Background Information: Wikipedia link here.
Personality:
Based on first appearances alone, Squall Leonhart can be classified as quiet, private and introverted. Although these are indeed parts of his personality, his traits run deeper than that as well. Squall is a complex character that has evolved as a person through the various events in his life and the people around him.
In the beginning of Final Fantasy VIII Squall is easily seen as a loner. He’s depicted as cold and standoffish, someone who is unapproachable and difficult to deal with. He might be seen as socially awkward by some, though he has no qualms with dealing with necessary interactions or working his way out of social situations. The earliest example of these traits is his attitude towards Quistis Trepe’s attempts to connect with him about her life where he found it unnecessary for him to talk with her about it and ejects himself from the conversation.
Squall does not enjoy being pestered, badgered or bothered, as seen by most of his interactions with Seifer Almasy as well. He does not tolerate people treating him in ways he does not like and has no problem with side stepping someone or pointing out when to leave him alone. His glare alone can usually make people second guess being a bother to Squall. Without certain experience with Squall most find him hard to deal with in the beginning. He’s confident and self-spoken and if he feels someone is irritating him they’ll be sure to know it.
Despite these snags in his personality, when he’s not feeling pressured or annoyed he can be agreeable so long as the situation is not making him uncomfortable or if he finds it tedious. With the right kind of coaxing and support he can be influenced to participate in social situations without shutting down. The first example of this is being coaxed by Rinoa Heartilly to dance at their first meeting in Final Fantasy VIII. While at first completely reluctant and against the idea, soon agrees to dance and actually enjoys it. People who find themselves close to Squall will know how to achieve this acceptance from him but it’s no easy feat.
As the events of Final Fantasy VIII unfold, Squall exhibits other characteristics such as being uncomfortable with getting close to others and his fear of people’s opinions of him. Despite his outward attitude, Squall is often bothered by how other people see him and is quite sensitive. He chooses not to get close to his peers for fear of being judged and has an unwillingness to be relied upon. A strong example of this is when Seifer is assumed dead; Squall reacts quite emotionally about the situation wondering if people will think of him in a light that he does not accept. ”Will they... Will they talk about me this way if I die, too? Squall was this and that. Using past tense, saying whatever they want?” Because of these traits, Squall tends to push people away and does not trust easily.
But as the game progresses, Squall’s insecurities and social nuances level out. He’s constantly forced to become a leader, someone people trust and look to for direction. Despite disliking many of the tasks given to him, he’s shown to be adept at leading and is intelligent and resourceful. He is responsible and takes his job seriously which in turn makes people tend to gravitate to his presence and admire him for his natural leadership and confidence. People tend to trust him and want to be close to him and although that attitude is not always welcome, Squall usually relents in the end. As he’s made the Commander of his Garden, Squall shows an ability to rally people together, keep morale high and lead.
Furthermore, as he finds companionship in his small group of friends Squall does slowly open up. As he grows accustomed to being a leader and a friend, Squall is shown to be very compassionate and caring of people close to him. Though this might not directly show all the time. He does cherish his few friendships and relationships but he does not flaunt any unnecessary emotional baggage. But if he does find someone a friend and someone he can trust he is both loyal and kind. Beyond first impressions Squall is actually very protective and appreciative of the friendships he chooses to keep.
That being said Squall values people who can respect him and his personality. He appreciates people who respect his boundaries and know when to stop when he draws the line. He enjoys intelligent conversations and comfortable silences. Although growing up with people such as Selphie Tilmitt and Zell Dincht he’s not a stranger to humor and laughter as well.
Squall is a deeply private person who is quite, stoic and calm. Despite this he is an excellent friend and teammate should one find themselves in his inner circle. Getting underneath his demeanor is a big challenge but once Squall accepts someone-- they’re there for life.
Abilities & Inventory:
Gunblade/Sword Skills:
Squall uses a weapon called a gunblade. It is a mash up between a firearm and a sword. He will be coming in with his gunblade, Lion Heart. The following are some of his skills.
Upper Blues - Step forward and perform a quick upward slash that knocks the opponent into the air, then strike them three more times to slam them to the ground.
Blizzard Barret - Fire an ice bullet. Has long range and slightly homes.
Solid Barrel - Slash the opponent four times from close-range with four quick slashes, then stab upwards while triggering the gunblade three times, sending the victim flying.
Thunder Barret - Fire a string of lightning that drags the opponent closer.
Fusillade - Fire four magical projectiles followed by a string of lightning. Can combo without hitting.
Heel Crush - Spin towards the opponent and smack them to the ground.
Beat Fang - Strike the opponent three times to knock them down and around, then rise and stab them repeatedly. Short range, but fast execution.
Mystic Flurry - Fire several ice bullets that turn into lightning strikes that damage the opponent and knock them down. Can combo without hitting.
Fire Barret - Fire three fireballs that spread out and track the opponent with weak homing.
Junctioning/Para-Magic:
The Junction system is a system that SeeD use that allows users to replicate magic and control magical beasts called Guardian Forces. The following list are the skills granted using this system;
Magic – Ability to store and use several types of magic. Magic includes spells that damage, buff, heal and debuff. A full list of magic can be found here.
GF – Ability to summon a Guardian Force to take his place momentarily in battle. Guardian Forces are independent energy forces in the brain that take form as beasts. Memory loss is a general side effect of use.
Draw – Ability to draw magic from the earth (draw points) or from enemies. Magic can be stored for later use and swapped with other Junction users.
Guardian Forces:
Squall has four Guardian Forces junctioned.
Shiva - Shiva's attack, Diamond Dust, is an Ice-elemental attack that damages all enemies. Her Doom ability can be used to kill stronger enemies that are vulnerable to instant death. She is able to refine items into Ice/Water magic.
Quezacotl - It uses a lightning attack called Thunder Storm. Its Card Mod ability allows the player to modify Triple Triad cards into items, and the Card command, which can turn weakened enemies into cards (which can be used to refine). Quezacotl is able to refine items into Thunder/Wind magic and low-level magic to mid-level magic.
Siren - Siren's attack, Silent Voice, deals non-elemental damage as well as inflicting Silence to all enemies. Her Move-Find ability reveals hidden draw points and her Mag Bonus boosts the user's Magic. Her Treatment ability cures all status ailments. She can refine items into Life magic.
Doomtrain - Doomtrain's attack, Runaway Train, does minor poison-based damage, but also inflicts every status ailment. It has the abilities Darkside and Absorb, plus Auto-Shell. It can also refine items into forbidden (powerful) medicine.
Limit Breaks:
Renzokuken – Squall’s main limit break which is a sequence of rapid attacks followed by one of the following finishing moves. Notes taken from Renzokuken Wikipedia page.
Rough Divide - Rough Divide is Squall's initial finishing move, as well as the weakest. He charges forward and slices an enemy with a diagonal upwards cut, causing an explosion that damages them. Squall uses a backhanded slash similar to this in the game's opening when he scars Seifer.
Fated Circle - Fated Circle is Squall's second finishing move. Squall jumps up into the air while charging energy into his gunblade. At the peak of his jump he spins in a circle, releasing a shockwave that damages all enemies.
Blasting Zone - Blasting Zone is Squall's third finishing move. Squall raises his gunblade overhead, charges up and extends a pillar of energy to the outer atmosphere, then slams the gunblade into the ground to hit all enemies with the pillar.
Lion Heart - Lion Heart is Squall's ultimate finishing move. It strikes a single opponent 17 times, causing massive damage. (Can only be used with the Lion Heart gunblade.)
ARMADA SELECTION
Paladin. While Squall would usually fall somewhere in between both paladin and corsair, he would fit more in line with the paladins. He has a natural knack for leadership (even if he would disagree) and would rather use his time doing something useful like protection or research than something more open ended like corsairs do.
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