Post by The Judge Magister on Nov 19, 2013 20:55:03 GMT -6
Personal Information
Name: Sean
Email: imperial.law@gmail.com
Previous E-Wrestling Experience: Don't even ask.
Instant Messenger Names (MSN, AIM, Yahoo): Puncyclopedia
Character Info
Name: Seymour Almasy
Height: 5'8”
Weight: 177 lbs.
Hometown: Billed from “the Kingdom of Guardia,” his actual residence is New York City, NY
Alignment: +4. A genuinely good person, Seymour Almasy has fought the good fight for the forces of justice for most of his career. He takes pride in being something of a true hero in a world populated by anti-heroes. Years of putting up with the worst that wrestling can offer, however, have left him more than willing to fight fire with fire when necessary, preventing him from getting the full +5 monty. (He also has roughly a year and a half of atrocities on his head that he committed under the name of the fal'Cie, Orphan, that weigh on him heavily.)
IMPORTANT TO NOTE: His +4 status will bring him into conflict with other positive leaning characters at times, should they opt to stray from tactics he deems good and just. This isn't common – sometimes, after all, bad people deserve to have bad things happen to him – but when it happens he will seek to bring “good guys” to justice as stringently as “bad guys” Such is life when one calls himself the Judge Magister.
Entrance Music: “Glenn's Theme” by Yatsunori Mitsuda (Chrono Trigger OST)
Entrance Description:
Physical Appearance: Long, platinum-white hair that goes down to his shoulders. Green eyes. No defining marks or tattoos of any kind. Handsome face that even in his early thirties still manages to get the ladies to squeal. Lean musculature, very much like a runner or diver.
Ring Attire: Long silver tights and black boots. These long tights are stylized to look like the bottom half of a suit of armor through the power of airbrushing (think Rob Van Dam/Ryback).
Gimmick: Dork.
...oh, you want more, don't you?
Essentially, Seymour Almasy in late 2013 is something of the Judge Magister he bills himself as. Lawful Good in the classic D&D sense of the term, Almasy has come to EXODUS Pro to fight a company that drove his student, Ryuji Kamigawa, to the depths of aligning with Magnus Gunner to form Gods & Monsters before the arson of his hostess club, Club Dekedan sent the Monster in White back to Japan to deal with personal matters.
As such, much of Almasy's current character draws from the more pure heroes of RPG culture, and less from the anti-heroes that have become popular in more recent years (see, ex, Leonhart, Squall; Strife, Cloud; Farron, Lightning)
Personality:
List up to three strengths of your character; they can be in-ring related, personality related, whatever you think helps define your character:
1. Endurance. Even as he winds his way towards his thirty-third birthday, the once-Final Fantasy has one of the best gas tanks in professional wrestling. He has near limitless reserves of energy thanks to a fanatical cardio regimen and is generally impossible to tire out. He can go thirty almost every night without thinking about it too hard. His single greatest tangible strength as a professional wrestler.
2. Counter Artist. Almasy has picked up the ability to counter opponents very well over the years. Part of this comes from his general strategy to pick up the pace – opponents drawn into a faster pace who aren't used to it simply make more exploitable errors than opponents wrestling in their own style, after all. The rest of it is a combination of practice and experience. Whatever the case, it makes Almasy very dangerous as an opponent.
3. Pain Threshold. You aren't going to beat Seymour Almasy through simple pain and punishment. Your best bets are knocking him out, knocking the wind out of him such that he can't kick out before three, putting him in a choke he can't escape, or threaten snapping one of his joints with a submission. Otherwise, he will keep coming at you. An underrated element of Almasy's game over the years, and one that has resulted in scores of frustrated opponents.
List up to three weaknesses of your character:
1. Submissions. Seymour Almasy's slight size means that once a good submission is locked on him, he has difficulty escaping, and often will have to tap. Most of Almasy's most difficult opponents over his eleven years in the sport have all been able to exploit this weakness of Almasy's to great effect over the years. A good submissionist is and always will be Seymour's Achilles heel.
2. Technicians. Similarly, good technical wrestlers also have a easier time against Almasy. Seymour is a trained professional wrestler, but came to the sport with no amateur background to speak of. Opponents who do not get caught up in Almasy's pace and wrestle a wrestling match rather than let Seymour turn it into a fast-paced spotfest tend to have better success against Almasy than most – Coral Avalon and Brandon Youngblood both exploited their technical know-how in very tough matches for Almasy.
3. Lawful Good. Almasy's fight is not simply for himself. It is for EXODUS, and his vision of what EXODUS can be. As such, his list of potential enemies is vast, and he is too stubborn and prideful to back down from them. His dance card, in time, will be as full as any on the EXODUS roster, and making enemies on the dangerous EXODUS roster is generally poor for one's health.
Biography:
Perhaps the ultimate sign that the once virtuous Final Fantasy has cracked is that
Wrestling Style: Fast-paced counter-oriented lucharesu. Almasy's game is all about keeping the contest at a quick pace and forcing opponents less adept at that pace to make errors that he can capitalize on. Both of his primary finishers play into this, executable out of tight spots and allow him to end contests while on the seeming brink of death.
Finishers: (Please note all are used with relative equality, none is a super finisher.)
1. Save the Queen (Bicycle Knee Strike. Think the Brogue Kick, but with the final blow being the knee driven under the chin. Very much intended as a knockout shot, and usually is when hit cleanly)
2. Illusion of Gaia (Ankle Lock Submission, straight from the Ken Shamrock/Kurt Angle playbook. Almasy's version of the move is potent primarily because he can pull the move out from a variety of odd situations (victory rolls and the like), and it can come from virtually nowhere, snatching victory from the jaws of defeat)
3. Luminaire (Springboard Swanton Bomb. While Almasy flies around a bunch more than he did as Orphan, the danger of his high risks has gone down as he's gotten older. Luminaire is the most spectacular aerial move he uses these days, and as such is the aerial finisher.)
Signature Moves
1. Sword of Mana (Jump spinning roundhouse kick, it was once known as the Jecht Shot and is the oldest move in Almasy's repetoire. Match openings become almost a sub-match in the sense that opponents must always ask if he'll throw it to start the contest or not, as his history of doing so is both long and successful)
2. Illumina (Double-underhook legsweep DDT. A momentum changer, and perhaps Seymour's premier “get a long two count on an opponent” move.)
3. Blue Magic (Not a true signature, per se, but if an opponent uses one of their signatures on Almasy, often times if he is capable of executing it Almasy will attempt to ape it later in the contest, a callout to the Blue Mages of Final Fantasy lore.)
Regular Moves You don't need to fill out all the slots for moves.
1. Dropkicks of all shapes, sizes, and levels
2. Rolling koppou kick
3. Knee strikes out of a Muay Thai clinch
4. Rolling elbow smash
5. Bridging dragon suplex (lighter opponents only)
6. Powerbomb, with jackknife bridge (lighter opponents only)
7. Crucifix-style Lungblower
8. DDT
9. Huracanranas of all makes and models
10. Fisherman's Buster (lighter opponents only)
11. Top rope missile dropkick
12. Top rope moonsault press
13. Suicide dive to the floor
14. Springboard diving elbowdrop
15. Fujiwara armbar
16. Dragon Sleeper
17. Anklelock
18. Swinging neckbeaker
19. Front Russian Legsweep
20. Flying forearm smash
21. Shining Wizard
22. Facecrusher-style bulldog
23. Running, leaping layout boot to the face
24. Wrist-clutch small package
25. Crucifix pin
Name: Sean
Email: imperial.law@gmail.com
Previous E-Wrestling Experience: Don't even ask.
Instant Messenger Names (MSN, AIM, Yahoo): Puncyclopedia
Character Info
Name: Seymour Almasy
Height: 5'8”
Weight: 177 lbs.
Hometown: Billed from “the Kingdom of Guardia,” his actual residence is New York City, NY
Alignment: +4. A genuinely good person, Seymour Almasy has fought the good fight for the forces of justice for most of his career. He takes pride in being something of a true hero in a world populated by anti-heroes. Years of putting up with the worst that wrestling can offer, however, have left him more than willing to fight fire with fire when necessary, preventing him from getting the full +5 monty. (He also has roughly a year and a half of atrocities on his head that he committed under the name of the fal'Cie, Orphan, that weigh on him heavily.)
IMPORTANT TO NOTE: His +4 status will bring him into conflict with other positive leaning characters at times, should they opt to stray from tactics he deems good and just. This isn't common – sometimes, after all, bad people deserve to have bad things happen to him – but when it happens he will seek to bring “good guys” to justice as stringently as “bad guys” Such is life when one calls himself the Judge Magister.
Entrance Music: “Glenn's Theme” by Yatsunori Mitsuda (Chrono Trigger OST)
Entrance Description:
The heroic sounding strains of “Glenn's Theme” by Yatsunori Mitsuda hit the speakers of the RIMAC, as a cloud of white smoke obscured the entryway. Moments later, the only man in wrestling who would use a track off the Chrono Trigger OST stepped through the fog, power-walking his way towards the squared circle.
David Zingus: On his way to the ring at this time, hailing from the Kingdom of Guardia, he stands five feet eight inches tall, and weighs in at one-hundred seventy-seven pounds, he is the self-proclaimed Judge Magister of EXODUS Pro Wrestling...SEYMOUR ALMASY!
Slapping hands with fans on his way towards the squared circle, the Judge Magister's attention is nonetheless focused on the ring and task at hand. Once he reaches the ring, Almasy slides in under the bottom rope, and readies himself for battle.
Physical Appearance: Long, platinum-white hair that goes down to his shoulders. Green eyes. No defining marks or tattoos of any kind. Handsome face that even in his early thirties still manages to get the ladies to squeal. Lean musculature, very much like a runner or diver.
Ring Attire: Long silver tights and black boots. These long tights are stylized to look like the bottom half of a suit of armor through the power of airbrushing (think Rob Van Dam/Ryback).
Gimmick: Dork.
...oh, you want more, don't you?
Essentially, Seymour Almasy in late 2013 is something of the Judge Magister he bills himself as. Lawful Good in the classic D&D sense of the term, Almasy has come to EXODUS Pro to fight a company that drove his student, Ryuji Kamigawa, to the depths of aligning with Magnus Gunner to form Gods & Monsters before the arson of his hostess club, Club Dekedan sent the Monster in White back to Japan to deal with personal matters.
As such, much of Almasy's current character draws from the more pure heroes of RPG culture, and less from the anti-heroes that have become popular in more recent years (see, ex, Leonhart, Squall; Strife, Cloud; Farron, Lightning)
Personality:
List up to three strengths of your character; they can be in-ring related, personality related, whatever you think helps define your character:
1. Endurance. Even as he winds his way towards his thirty-third birthday, the once-Final Fantasy has one of the best gas tanks in professional wrestling. He has near limitless reserves of energy thanks to a fanatical cardio regimen and is generally impossible to tire out. He can go thirty almost every night without thinking about it too hard. His single greatest tangible strength as a professional wrestler.
2. Counter Artist. Almasy has picked up the ability to counter opponents very well over the years. Part of this comes from his general strategy to pick up the pace – opponents drawn into a faster pace who aren't used to it simply make more exploitable errors than opponents wrestling in their own style, after all. The rest of it is a combination of practice and experience. Whatever the case, it makes Almasy very dangerous as an opponent.
3. Pain Threshold. You aren't going to beat Seymour Almasy through simple pain and punishment. Your best bets are knocking him out, knocking the wind out of him such that he can't kick out before three, putting him in a choke he can't escape, or threaten snapping one of his joints with a submission. Otherwise, he will keep coming at you. An underrated element of Almasy's game over the years, and one that has resulted in scores of frustrated opponents.
List up to three weaknesses of your character:
1. Submissions. Seymour Almasy's slight size means that once a good submission is locked on him, he has difficulty escaping, and often will have to tap. Most of Almasy's most difficult opponents over his eleven years in the sport have all been able to exploit this weakness of Almasy's to great effect over the years. A good submissionist is and always will be Seymour's Achilles heel.
2. Technicians. Similarly, good technical wrestlers also have a easier time against Almasy. Seymour is a trained professional wrestler, but came to the sport with no amateur background to speak of. Opponents who do not get caught up in Almasy's pace and wrestle a wrestling match rather than let Seymour turn it into a fast-paced spotfest tend to have better success against Almasy than most – Coral Avalon and Brandon Youngblood both exploited their technical know-how in very tough matches for Almasy.
3. Lawful Good. Almasy's fight is not simply for himself. It is for EXODUS, and his vision of what EXODUS can be. As such, his list of potential enemies is vast, and he is too stubborn and prideful to back down from them. His dance card, in time, will be as full as any on the EXODUS roster, and making enemies on the dangerous EXODUS roster is generally poor for one's health.
Biography:
Perhaps the ultimate sign that the once virtuous Final Fantasy has cracked is that
Wrestling Style: Fast-paced counter-oriented lucharesu. Almasy's game is all about keeping the contest at a quick pace and forcing opponents less adept at that pace to make errors that he can capitalize on. Both of his primary finishers play into this, executable out of tight spots and allow him to end contests while on the seeming brink of death.
Finishers: (Please note all are used with relative equality, none is a super finisher.)
1. Save the Queen (Bicycle Knee Strike. Think the Brogue Kick, but with the final blow being the knee driven under the chin. Very much intended as a knockout shot, and usually is when hit cleanly)
2. Illusion of Gaia (Ankle Lock Submission, straight from the Ken Shamrock/Kurt Angle playbook. Almasy's version of the move is potent primarily because he can pull the move out from a variety of odd situations (victory rolls and the like), and it can come from virtually nowhere, snatching victory from the jaws of defeat)
3. Luminaire (Springboard Swanton Bomb. While Almasy flies around a bunch more than he did as Orphan, the danger of his high risks has gone down as he's gotten older. Luminaire is the most spectacular aerial move he uses these days, and as such is the aerial finisher.)
Signature Moves
1. Sword of Mana (Jump spinning roundhouse kick, it was once known as the Jecht Shot and is the oldest move in Almasy's repetoire. Match openings become almost a sub-match in the sense that opponents must always ask if he'll throw it to start the contest or not, as his history of doing so is both long and successful)
2. Illumina (Double-underhook legsweep DDT. A momentum changer, and perhaps Seymour's premier “get a long two count on an opponent” move.)
3. Blue Magic (Not a true signature, per se, but if an opponent uses one of their signatures on Almasy, often times if he is capable of executing it Almasy will attempt to ape it later in the contest, a callout to the Blue Mages of Final Fantasy lore.)
Regular Moves You don't need to fill out all the slots for moves.
1. Dropkicks of all shapes, sizes, and levels
2. Rolling koppou kick
3. Knee strikes out of a Muay Thai clinch
4. Rolling elbow smash
5. Bridging dragon suplex (lighter opponents only)
6. Powerbomb, with jackknife bridge (lighter opponents only)
7. Crucifix-style Lungblower
8. DDT
9. Huracanranas of all makes and models
10. Fisherman's Buster (lighter opponents only)
11. Top rope missile dropkick
12. Top rope moonsault press
13. Suicide dive to the floor
14. Springboard diving elbowdrop
15. Fujiwara armbar
16. Dragon Sleeper
17. Anklelock
18. Swinging neckbeaker
19. Front Russian Legsweep
20. Flying forearm smash
21. Shining Wizard
22. Facecrusher-style bulldog
23. Running, leaping layout boot to the face
24. Wrist-clutch small package
25. Crucifix pin