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Tipsynaruto

So smart I passed back into stupid
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#1

Name: Gozen Matabei (Gozen is surname)

Alias:

Giant woman: Purely for the fact that she is tall, even by male standards
Kusanagi: Said in the idea that she mows down grunts and enemies on the battlefield as if they were grass. A reference to her home province mythological weapon named Kusanagi no Tsurugi (Grass cutter sword)
Pheasant Head: On account of her headpiece.

Alignment: Lawfully Good
Class: Samurai
Race:
Human

Gender:
Female

Age:
24
Appearance:

Matabei.jpg


Hair: White ponytail that reaches to the small of her back, angled at 30 degree upwards

Eyes:
Hazel Green eyes

Skin Tone:
Pale pink

Height:
Matabei is a staggering 190 cm tall

Weight:
70kg. Heavy for any females, but for her height, just
perfect considering muscle mass.


Build:
Matabei has small frame build, meaning she is naturally slimmer, rather than being well set. Slight and petite she isnt,
but she has the chest and butt of a female with generous proportions.


Clothing Style:
Rather oriental, clean and proper, although showing a bit more skin than confortable for most women at this age. She also wears her detailed armour as well as her extravagant headpiece and her cloak/mantle.

Accessories:
The closest thing that is an accessory can be her wakizashi that she wears behind her head. She has no earrings as they are a hinderance in battle, nor can she wear rings with her gauntlet.

Tall, leggy and buxom. Matabei was a Onna Bugeisha (female warrior), uncommon from her area. She stands at an impressive 190cm tall. Her most distinguishing features are that she is female, her height, her bust size and her long legs. As a feared and famed warrior during her times, even by male standards, she is strong, granted by her size despite retaining her female curves. Her hair is white, done in a mid pony tail, trailing down to her waist while she has a slightly off eagle wing bangs. Her side bangs reaches down to her upper chest. Matabei's eye colour is a hazel green with a light pink comlexion. Matabei is lucky in the fact that she has no scarring despite the long time she had been on the battlefields

Attire: Matabei wears a female fundoshi with a black hakamawith a very obvious side vents and extremely flaired pant hem. It is to the point where it looks like a dress. The hakama hem spools over her feet, but her footwear is what raises it off the floor. For her upper torso, Matabei wears a white, sleeveless, backlesskimono. For her feet, Matabei dons short ankled, white tabi with 15 cm high wooden geta. These shoes are steel plated underneath and along the vertical stands, which allow the use of her feet in combat. To tie her ponytail, Matabei uses a long red ribbon in which she makes a cradle where she can slip in her wakiashi securely.

For her armour, Matabei had decided to go light weight. Her chest armour is light, covering most of her upper front torso and sides, but leaves her back rather open besides her lower back. Her skirt armour is also light, reaching from her waist to just above her knee. For gauntlets, the overlapping plating make means it is quite capable of being used as a shield to some degree against bladed attacks. To top off her ensemble, her headpiece is what also distinguishes her amongst people. The main helmpiece is the same silver as her other armour pieces.
It covers most of the side of her head as well as her temples. The arching dip at the front also offer some limited protection for her eyes. It is held up by two straps on each side at the end, tied around the back of her head one above and the other below her ponytail. On the top of Matabei's head is a small silver headpiece headpiece with silver wire decorations and intricate carved details along with pearls at the side. It's shape is intended to resemble a dragon's head. On either side are a short column of tiger gur shaped into a cylindrical manner and on top of these are three peacock feathers before a pheasant tail feather is stuck on top. The total length of it is 110 cm, making her impressive height even taller. The pheasant tail stands erect and bends only slightly backwards around 90cm above. It is highly flexible so it does not break easily and capable of extreme bending. In total, her height is a staggering 3.15m tall. The final headpiece is kept on her ehad via two steel bands which can be clipped onto the interier of the forehead piece.

Personality:
Relatively light hearted, Matabei takes things as they come. To stereotype, Matabei can be seen as the big sister/ mother persona rolled into one body. This means that while she is capable of teasing, joking and general merryment with her friends and companion, Matabei retains a sense of responsiblity to make sure that they are safe and sound and try to keep them out of trouble. As a result, she is more than willing to throw herself into danger if it meant that she could help a friend out. Along with this is that panic does not come to Matabei. If things begin to heat up and get worse, Matabei takes it as it comes. This is mostly due to the format of training she has been put through, that panic leads to death.

With other people, her culture and her rather more noble family line (in her area) meant that Matabei is well mannered, composed and cultured. Her speech can be somewhat formal, ending people's names with the honorific "sama" or "dono". This makes her seem somewhat submissive and subservient as if she is talking to nobility or her liege. With everyone she meets, she gives them equal respect, praticularly those she cross swords with. Even if they are the scum of the earth and are doing nothing but antagonistic, Matabei has enough composure to not rise up against these provocation, but smile it off and if it comes to a fight, she would just do the most minimum damage needed to settle it. However, this only applies to things directed at her. Those aimed at her friends, she would stand up for them, still trying to keep things civil, but if it came to a fight, Matabei would be the first into it for her friends.

In face of strangers that had committed crime, her sense of justice kicks in and she just can't quite turn away from it. Dependant on the situation, if it wouldn't bring any additional trouble to her or her companions, then Matabei probably confront. If it was a friend that has done the deed, rather than immediately take proper action, like a sister, she would try to understand as to why they had done that and may try to help them from repeating it. In her heart, she knows she is hyprocritical, but she could not just send her friends to prison or to the law.

On the battlefield, she enjoys the fight, not on a blood thirsty level, but the process of clashing blades, competition. To her, it is like sparring, even though one usually ends with death. Rather than revel in the ending of her opponents life, she thanks every single one forsharpening her skill. Taking lives is not what she enjoys doing, but the path of a martial artist is lined with potential death. Anyone that fights should be prepared for one's end.

Matabei's cultural background is lodged solidly on virtue, fealty, loyalty, chivalry and honour. That means she is devoted to her friends to a fault, making her an easy target for betrayal, though she had lived through a fair few of those as well. However, that has not stopped her in trusting people. Just makes her a bit more cautious, but not by much. Her trust in people often makes people think she is dumb. On the contrary, rather than dumb as she is quite intelligent, she is gullible and credulous, making her prime target for pranks with friends.
About herself, Matabei is open, straightforward and kind. She is a bad liar, making her a bad gambler in certain games, but she has incredible luck to the point of miracles. People are able to tell if she lies as she often sounds even more formal than her usual speech and she has a hard time looking at the person in the eye. Instead, Matabei sugarcoats harsh words and try to balance out any negative things she had said. For arguments, Matabei can be quite forgiving, willing to put things behind her if they are not too serious. A simple apology would do. She would even apologies along as well, if it makes repairing the relationship easier.

First Impression:
What much can be said about meeting a 3 meter tall woman wielding weapons that can easily cleave a man in two and armour? Nothing much besides intimidation and "can you get out of my sunlight?". However, pass her size, her face is friendly enough that people are relatively civil and nice with her. Her exposed back and arms also draw a few raised eyebrows considering the age that she is in.

Statistics:
Matabei's main clout is her physical prowess. What she lacks with magic, she makes up for a higher physical ability.

Strength:
Matabei is that size for a reason. She packs a heavy punch with whatever body part she is using, being quite capable of grappling and throwing armoured men. This gives her a lift weight of about 35 kg per hand with a bench ability of about 100 kg. With her strength, she can drop most people with a single shot, though blowing through buildings unarmed is impossible. With a weapon though, if she aims at weak spots she can do substantial damage.... in due time. Her strength also allows her to wield her weapons with ease at with one hand. Something most average men are unable to do or accomplish efficiently.

Vitality:


[Describe the character's physical and magical defense properties, and whether they are more susceptible to one or the other. Mention whether these defenses are natural or somehow augmented.]
Speed: [Describe the character's speed, mentioning how quickly they can run at their top speed after a build-up, how quickly they can sidestep and how fast their attacks can be.]
Stamina: [Describe the characters stamina, how long they can fight for, run, swim hard etc before they have to stop for a breath and rest. You can also mention their tolerance to hard work or physical pain here.]
Reflexes: [Describe the character's reflexes in terms of reaction speed, hand-eye coordination and self-awareness.]

Fighting Style: [Describe how your character fights (if they do). Give details about their methods, such as if they fight dirty or with honor, whether they are cautious, cowards or crazy daredevils. State their style, such as specific marial arts system or training and describe their essential tactics. This must be in accordance to their chosen profession.)

Weapons: [Tell us what the character carries and fights with. Describe their history, if they have any, and state any effects these weapons have on their magic or abilities, as well as inherent properties of the weapon, if any of the above apply. Make sure to give as detailed descriptions as you can. Images are allowed to help. Try not to make these weapons indestructible, since that makes them less important to the character. Describe each weapon separately.]

http://i261.photobucket.com/albums/ii44/tipsynaruto/Sengoku_Strays_v01_c01_092-093.png
http://i261.photobucket.com/albums/ii44/tipsynaruto/1274-0-450.jpg

Mount: [If any. Describe it, both in terms of appearance, behavior and capabilities. Also state mount type preference.]

Abilities: [These abilities must be separate from magic! State any specific physical abilities the character has, whether inherent or learned, that have nothing to do with magic. Describe them separately, including the appearance, theoretical effects and duration. These abilities range from use of artifacts, to power-up chants or battle cries. If the character uses any form of energy for these, like Ki, The Force or the power of cotton candy, mention it here. Make sure to state how much each ability will cost in terms of such energy and what reprecussions their use have on the character. Be reasonable.]

Magic: [This is magic's very own section. If your character uses magic, state the type or element, (like fire, aether, chaos, light, necromantic, animantic etc...) of the magic and for each type describe the appearance and theoretical effects of each skill available to you. Be as detailed as you can manage and try to think outside the box. If your magic creates minions (undead, golems, constructs) or summons creatures (spirits, animals, fey) be sure to describe them and their functions.]

Other Skills: [This section is for skills that don't fit elsewhere, usually cognitive and learned abilities that have more to do with long-term training and brain-power than magical or genetic gifts. Transformations like lycanthropy may apply as well. Skills like cooking or painting go here. Describe the skills separately in terms of appearance and effects and if applicable, cost.]

History: [Ideally the biggest part of the bio, this is where you will describe your character's history up till they join the story. Summarize where they're from, who their family was, their life so far, highlighting important events that your character has been through or witnessed, major events they encountered in their travels, how they acquired their weapons and skills, why they have their title/nickname/alias if applicable, etc.

Starting Location: [Where in Boletaria is your character when the story begins?]



#2

ORP/URP

Name:
Given Name: Subject 007 "Aestivalis". Used when referring to the whole being

Left Side: Collet Azureus

Right Side: Fate Endarius Bint Altair Bin Ishmael al-Efraim [ Fate Endarius, Daughter of Altair, Son of Ishmael; of the family Al Efraim]


Title/Alias:
Two Face (Literal and derogatory)

Left: Living Saint Azureus

Right: Raksha


Alignment:
Left: Lawfully Good

Right: Chaotic Neutral

Age:
19

Gender:
Female

Date of Birth:

Both: 7th Julius 00777 at 7th hour, 7th minute, 7th second.

Place of Birth:
Left: Noviodunum in Romagna

Right: Aqincum in Alexandria

Current Residence:
Nowhere in particular as they are traveling around, but they do have a home base in Amida in Xanten in which they stay at an Inn indefinitely

Resides With:
They reside with Alyssia, the bar mistress and owner of Slyph in Amida.

Zodiac Sign:
Gemini

Race:
Human

Nationality:
Left: Citizen of Romagna

Right: Citizen/ Outlaw of Alexandria

Sexual Orientation:
Left: Heterosexual with a very slight homophobia

Right: Homosexual

Appearance:
Left:

Right:

Weight: 53 kg

Height: 165 cm

Skin Tone: Pale Pink

Eye Color: Left: Grey blue. Right: Amber

Hair Color: Left: Grey. Right: Blonde

Hair Type: Her hair is split down the middle, with the colours blurred at the middle. Due to their hair type and style being somewhat similar, it doesn't look too unnatural, though it doesn't take a lot for the difference to be noticed.
Left: Collet has grey hair, that borders a light grey. It isn't exceptionally long, perhaps down just to her shoulder blades. Her hair is slightly wavy and full with her side bangs tied in plaits down to her chest tied with a pair of green ribbons.

Right: Fate's hair is a bit similar in a sense that it is also wavy and her side bangs are tied with a ribbon and is a bit more full. What is different is that it is more wavy than Collet and is blonde. Her side bangs reach chest level, but are not done in plaits and are tied with red ribbons. The
rest of her hair is rather short, probably down to half of her neck since its wavy and a bit curly.

Body Type:
Lean, slim and lithe with a fair bit of curve

Blood Type: Type 0-

Others:
The one big kicker with Aestivalis is that she isn't one human, but rather two humans that have been fused together. Therefore, half of one side of her body belongs to Collet and the other half belongs to Fate. Through a natural miracle, the two have almost identical DNA structure, despite having several obvious difference in appearance. First of all would be their difference in hair. The other being their eye colour. They were lucky in that their frame, body shape, bone structure and pretty much all of their internal parts were close to being the same.

A more detailed examination would show that Collet is physically weaker by a large degree than Fate, though her magical flow paths, her prowess and abilities easily outstrip that of Fate when they were two separate people. The whole premise for the experiment was to create a perfect being. That said, as the left side of Aestivalis is Collet, her physical ability, although bolstered, is still less than that of her right and vise versa with magic.

Collet's side is somewhat more soft, with a slightly less defined muscle structure than her right, whilst Fate's side has a less obvious mana glow when they do magic. There is no signs of the operation besides the hair, eye colour and eye shape. People may feel that her face doesn't seem quite symmetrical, that each side seem natural, yet distinctly different. While both Collet and Fate are pretty darn similar, face wise pre-operation, there are still certain aspects of their face that differ, such as Fate having sharper features like the eyes and slightly higher cheekbone.

Personality:
Again, Aestivalis is basically two people merged into one. Its brain, is somewhat bigger than that of a normal person, has full capacity of two people. This also meant that BOTH personality from Collet and Fate is present. As a result, they can converse with each other as if two people in the same room, aware of what the other is doing and able to interrupt to a large degree of the other's action. Again, Collet has more control over her left side and vice versa for the right should they try to interrupt each other. From the outside, the two appear to always bicker with each other, though it is more Collet being the stringent parent and Fate being the delinquent child or that of an old married couple

Collet: Collet is a saint. Almost quite literally as stated by her alias and nickname "Living Saint Azureus". She is alike an angel descending from heaven. The healing wind for the sick and the sword and shield for the weak and needy. A scraped knee while playing tag? No problem. A soldier bleeding out with his guts hanging on the battlefield? Of course she'll be there. Bandits attacking an innocent caravan? She'll greet them with a serenade of destructive magic (which she'd more likely than not, go and help them afterwards). She is the epitome of justice, righteousness, compassion and the way of the light. Collet's compass of justice is damn close to 90% accurate in that with whatever little information she can gather, she can usually deduct correctly what happened and mete out due punishment. The remaining 10% is because she is human regardless. She would not actively hunt down those that trick her but should their path cross again, Collet would give chase till she catches or lose them. Matching her sense of justice, Collet is caring and strict like a parent with acting proper and what not, though she is innocent.

Fate: The polar opposite of Collet. Fate is one that lives by the day and live life in the fast lane. While not inherently evil, she is no where even remotely close to her body co-habitant. Chaotic Neutral is the best description for Fate. As fickle as the weather, while Collet is relatively predictable, interacting with fate is like playing a cat and mouse game, not knowing what she is thinking nor what she will do. She places herself as priority due to her upbringing and with the recent events, that now includes Collet's well being. For some reason, Fate has developed a romantic, loving and mothering attraction with Collet, bordering being possessive. Whether she helps a dying person or leave them to their fate is really dependent on her mood. Also unlike her religious friend, she is not a virgin (though the nether regions are taken from Collet) and she is relatively feisty and rather amorous individual with a penchant for beautiful girls, preferably virgins. For those that wronged her enough, Fate will carry a grudge and if she finds out that they are within nearby vicinity, may seek them out for revenge. Fate is equally as smart as Collet, except in the street smart and survivability sense, which also makes her a good judge of character. Collet is able to make proper judgement on incidents, but her ability to discern people's personality is lacking. This is where Fate has to cover for Collet. Being opposite of Collet, Fate is less so innocent and strict, being rather easy going, carefree and a bit of a kid, being rather risque with her co-habitant.

First Impression:
Aestivalis can get pretty much get anyone to do a double take on her, mostly due to the fact that her hair is of two different colour, her asymmetrical clothing and the subtle distinct irregularity with her face. Upon conversing or interacting with Aestivalis for the first time, most people will be somewhat concerned or taken back from her two minds. They are so distinct and lifelike that most people would somewhat believe them if they told them their situation. In certain cases, they would find their contrasting personality acts funny and humourous.

Distinguishing Marks:

Collet: Collet has zero body art that she has applied by her own accord for decoration. The only thing she has is a single, large tattoo of the Crimean Cross that is emblazoned from the base of her neck down to between her shoulder blades and spans to the two bones. On her left ear, Collet wears a cross earring and a Crimean Cross necklace.

History: Unlike Fate, this tattoo occurred miraculously via scarring. During her youth, her back experienced extreme pain for an entire night suddenly as if she felt knives carving her back. It was only when dawn came when the other sisters came to investigate as to why she was late to morning rituals did they find her covered in blood and found the cross tattoo on her back. Rather than appearing grisly fresh wounds, upon cleaning, the tattoo was clean, neat and of dark blood red. Seeing it as a miracle, it further spurred Collet to follow in God's footsteps and carry the burden for the people.

Fate: For Fate, she had a plethora of distinguishing marks, most done on a whim. Most prominent are her exotic body tattoos. When their body fused, most of her inking disappeared except for some rather large ones. The first is her leg one on her right leg which reaches mid shin length. The next is her right arm.
The hand has a Shahanian style tattoo covering her backhand, her wrist and her forearm. On the underside of her forearm, she has another Shahanian Tattoo that reaches to her elbow crux. On her biceps the Shahanian Bara (flower) is emblazoned across the front of her arm and to her embarrassment and slight disgust, three prominent Arwenian scriptures are tattooed on her. One at the shoulder joint above the Bara, the second ringing the shoulder join scripture and the last is behind both the first and second. Her last tattoo invades onto Collet's side and covers the right shoulder and lower back. The flower on the back is much smaller and is set very low set on the body like a tramp stamp. This was lucky as it is just clear of Collet's stigma. The stigma is very big, covering most of the shoulder blades and reaches just below the neck and down to her lower back.

Fate is also a heavy patron of jewellery. For just the right ear, she has a heavy set golden earring that dangles past her jawline, while bracketing it on the same ear are a pair of earring with more Arwenian scripts. On her hand. she wears a hand flower bracelet, an anklet on her right ankle and a gold coin necklace piece, to Collet's chagrin as it gets in the way of her cross.


Religion/Spiritual Views:

Collet: Collet is a prominent member of the Holy Crimean Church, believing in the one and True God. During its earlier phases, this belief led it into constant conflict with other Religions, with the Crimean Church coming out on top ultimately and leading it to becoming one of the world's dominant religion. However, conflict with the followers of the Arwessia, another major Religion, for over several centuries led the two into a stalemate. Through a religious renaissance, the Crimean Church ideals softened, having mutual respect for the strength of the Arwessians. Whilst still believing that their's is the True God, they have mutual respect and truce with each other, allowing scholars to travel between religious lands in which they share. Their style is more Western, with looming stone structures of straight spires and lines and dominates the entire Northern Europa area and the top fifth of Khavar Mashirq.

Fate: Whilst not a fervent believer, Fate is brought up an Arwessian. Being an Arwessian is much more than someone being a follower of the Crimean Church, as it influences heavily on the lifestyle and culture of the people. Similar to the Crimean Church in that it believes it's God is the True God, the Arwessians of old waged war incessantly with the Crimean Church and only through the Enlightment Age, did it also progress through a renaissance period in which a truce was established. The Arwessians are more into the religion as its law is the law of the land. Due to having almost 100% of the people in the area being followers, prayers, festivals and laws are more than just religion, but how they live. Arwessian style is more exotic, with rising domes, mosiacs and tiles, plastered walls and curves, with a more Middle Eastern taste, contrasting heavily with the more North Western Crimeans. It dominates the rest of Khavar Mashirq and the top two third of the Arepher region. However, unlike Europa, Khavar Mashirq and Arepher is much more arid and less hospitable.

Political Affiliation:

Both Fate and Collet have rather unique relation with politics.

Collet: The Crimean Church holds significant power in the Europa continent. All countries are, to some extent, manipulated or can be by the Church. As a result, those of high position in the Church are powerful in their own rights. In essence, Europa is itself a theocracy in which each country are like its "provinces" or "states" and ultimately can be controlled by the Church. As for Collet's affiliation, she is a high member within this theocracy. Although she herself does not believe that the Church should influence and play politics with each country like a ruler, it does allow a large degree of freedom and advantages for her to help those in need and she is one of the minority that shares this viewpoint. Her position as a Preceptor Canoness of the ancient and esteemed Order of the Holy See puts her on the same level as the 200 Cardinals, right below the Senior Cardinals and the Papal. With her ridiculously high position within the Church, her fame and her devotion to her religion, Collet is by default affiliated with Theocracy.

Fate: On the opposite end of the spectrum, Fate is not that religious. She follows traditions as a life style, though she has no qualms in breaking laws. Whilst being born from one of the Elder of Aquincum, she was wild and free, disliking the heavy restrictions and rules placed on her. As a result, Fate has no political affiliation. Her tattoos were inscribed during the time in which she was devoted to her religion. However, she saw many failings in some of its teachings as preached by isolationists and extremists that were in abundant. Fate also could not stand the inequality with females and eventually, abandoned her faith in it.

Style:
Collet: As a Priestess, a member of the Clergy and an adventurer/ traveler, Collet put practicality and her religion above all. Her preferred colour is that of white, yellow and blue. Fabric differs from circumstances, where when traveling, thicker and warmer material such as wool to fend off the weather. All in all, her style is proper and neat, reflective of her pure self, without anything flashy.

Fate: Like many other aspect, Fate is the complete opposite of Collet. Indulging in anything fine, she prefers silk, cashmere, anything expensive and comfortable and usually in fantastic and exotic colours such as orange, red, gold and the like. Practicality plays a lesser role for her style and its more about appearance. She wants people to ogle and as a result, she also wears a ridiculous amount of accessories and dress rather skimpily.

Attire: All of Collet's insignia/ brooches/ badges are the Crimean Cross as a base, but is the
Order of the Holy See variant, distinctly stating the order she is from

Casual - The casual wear they have are chosen purely based on situation. In Europa, it would obviously be more beneficial to wear Collet's uniform and vice versa in
Khavar Mashirq or Arepher. However, it is rather hard for Fate to convince Collet to wear her outfit.

Collet #2 #3: As a nun, Collet has a uniform for her casual wear. It consist of two layers of clothing which covers most of her body. Its appearance is a good deal more ornate, detailed and fancy than the regular uniform, mostly due to her position within the Church.

First and foremost, she wears a torso tight white dress at the bottom. It is in a Victorian fashion where it is form fitting at the torso. It hugs her figure until the waist, where it then flares out loosely in a dress down to just above her ankles. At the base of the dress, it has highly intricate laced patterns with blue outline (refer to #2). It is relatively plain at her torso besides hugging her figure. At the shoulders, they puff up a bit, but return to hugging her arm until halfway down her forearm, where they flare out a bit. Like the bottom of the dress, the edge of her sleeves have lace patterns. The dress goes up half her neck, whilst on top, she has a lace neck ruff. On top of her torso is a leather corset which acts as a form of armour as well as clothing.

On top of this dress, she has her main coat. Long and flowing, it is tailored to be also form fitting, rather than straight. It therefore angles in at the waist. Similarly white, the edges of collars and edged are lined with blue hemming. The back has a short slit that runs from the base of the coat up to half of her thigh, allowing for easy leg movement. At the front, there are two slits that can be buttoned up at each leg. Collet has them unbuttoned to just below her waist. Whilst there are buttons on both sides up to the top, the coat is usually opened from the left side. The sleeves are similar to her inner dress, in which it is slightly puffy at the shoulder, hugs her arm and flares up after the forearm. It's cuffs are folded back and are lined with a fair amount of cuff links in the shape of holy ornaments (refer to #3). At each bicep, she has a metal insignia of her Church secured onto the sleeves. Like a mantle over her shoulder and around her neck, she has a white cloth that covers her collarbones and her neck, standing up stiff up to her jaw line. Like her cuffs, the collar is also lined with ornaments (refer to #3) and across her throat to keep it closed, Collet has a metal band that keeps it in place.
She has a Crimean cross that hangs from one link from the throat band. At her upper torso, Collet wears a leather brace (refer to #3) which wraps under her bust, goes over her shoulder and around her back. Hanging from the back on a central loop is a mass of silver chains that have silver ornaments hanging from the end. It is on top of this coat that she wears her Crimean Cross, which reaches just below her bust. On her chest is a platinum brooch of the emblem of the Order of the Holy See.

Collet's habit covers her head partially. Along both sides of the front, three ornaments are pinned along the edges while it is held down to the side veils with a single church insignia on each side (refer to #3). The veil are rather long and reaches down pass her shoulder, ending at the small of her back. Collet dons white gloves with the basic red Crimean Cross on the top. For her legs, she wears a pair of white lace stockings with garter, in which she wears a white, heeled leather boots that is ornately plated at the Achilles, the ankles, the shin and the toes.


Fate
#2 #3: In steep contrast to Collet, Fate wears extremely revealing clothes. When Collet relents to wearing Fate's outfit, she does not hold back with her appearance. The basic outfit consist of a golden spangled bikini with black strings. For her feet, she dons a pair of red sandals. On top, she has a near transparent silk shawl draped across her shoulder and her back, lined with metallic bangles on one side. Her pants are made of the same transparent material and are baggy and loose as to allow better ventilation from the area's hot weather. Around her waist, Fate wears a type of sarong that wraps behind her waist and her sides, held up by an expensive golden belt with red jewel in the middle (refer to #2). All along the edges are golden tassels. A long length of blue silk cloth hangs from a loop behind her waist on her belt, which has two large golden tassels at the end.

Along with what she already wears, her jewelry would be for both ears/ hand/ foot and Fate would also wear several neck hoops that cover half her neck, gold hoops on her wrist and ankle as well as an expensive golden necklace with a large red jewel in the center. Hanging from her waist belt is a heavily decorated scimitar and for her head, a diamond forehead necklace. On both index, ring and pinkie, she has a different ring on it made from gold, silver or platinum. Her toes are also similar in that her second, fourth and last toe also have rings. On her ankles, she wear ankle bracelets that have silver spangles.

Disguise -
Both have very peculiar clothing so if they are pursued, they can be very easily spotted in a crowd. Depending on whereabouts they are on in the continent, they have different disguises.

In Europa, Collet usually doesn't need to hide since she holds power there. However, should the situation calls for it, her "go to" clothing is rather masculine. She would wear a white, woven medieval tunic with a leather outer wear on top. She would have a belt across her waist in which she hangs a short sword. On her legs, she would wear black leggings and high leather boots. Of course, with her hair being the way it is, she would have to wear a brown hood.

In
Khavar Mashirq and Arepher, they would go with Fate's choice. It is a good deal easier to disguise due to the area's baggier style. She can, obviously, wear a Hijab with a long overdress like a burqa or just cover her face if need be. This lets her disguise herself very quickly and blend in with other females. That or she can dress up as a male, wearing a white thawb with a white sirwal underneath and a pair of brown sandals. On her head, she can then wear a gray and white keffiyeh to cover her hair. Should she want to take a step further, they can also wear a dark brown bisht cloak.

Apparatus A -
For traveling in general, Collet and Fate had to come to some form of compromise for their daily attire. On the inside, she wears a white suit shirt. Both sides have the sleeves rolled above the elbow, but the buttons done bar three from the top. It is also of material that would reveal what was underneath should it be of noticeable colour. In Fate's case, she wears her spangled bikini. It therefore shows through clearly on the right side. On her left foot, Collet retains a single purple stocking and garter whereas her right side is bare. Fate has also opted for a pair of heels. This is not to Collet's liking, but since it is impossible to walk with different footwear on each foot and Fate not budging an inch, Aestivalis wears a pair of low heels with ankle bracelets on both legs whilst on top is a short skirt (black base colour with dark gray line pattern) that reaches above the knee.

Collet believes that the outfit is much too indecent for her taste. Therefore, she went and procured a half waist apron and a half coat. The half apron is a ankle length leather skirt that covers close to the entire left leg and most of the front and back, leaving only the left leg and waist uncovered. That side is Fate's, so Collet is unable to do anything about it. The apron is held on by a belt across the waist and another belt that runs from the front left side at the waist, over her chest and right shoulder before coming back down to the back left side. This holds in securely in place, even during vigorous movements.

The half coat is another clothing with similar intention. It is a loose left sleeve that covers down most of her hand and arm, and covers her left torso. It is tailored so it angles in at the waist. It reaches past her waist where it meets the apron. Obviously, as is, it wouldn't hold in place.
The half coat has white lines and pieces at the front shoulder as well as on top of the collar, while it has a Crimean Cross insignia secured onto the front of the left. At chest level, the coat has a belt that goes from the front around the right side and connected to the back, interlacing with the belt for the apron, clipped in place. From the epaulette strap, there is a belt comes down the front and back and clips on to where the other two belt meets, holding said half coat in place.

To top it off, if really need be, Collet has an overcloak on top of everything that has a cowl. The cowl that has a deep front at the top which can help her cover her face. It is black in colour and has this pattern in white. It is kept closed at the collar via a chain and only really cover a small portion of her collar. Similar to the half coat, it is rather militaristic and uniform in style, but simplistic, being a dark navy blue and white. A stitched Order of the Holy See emblem is on the left of the left while there is a modest sized Crimean Cross on the back. Fate isn't bothered by Collet's display of her Church, but should they need to, the coat is reversible and sports a plain lighter navy blue colour to it.


Weapons:
Both sides have their own respective weapons that each prefer.

Collet:
Azalia #2 #3:

A long staff about 1.8 meters in length. It is a magnificent staff made of Meorite metal, giving it high strength and blemish proof. Its body is constructed with black Meorite, giving it a shiny, polished appearance. On its body, near the top, there are inscriptions set into the body made from charged Meorite as well as symbols of the Church and her Order set in closer to the bottom. The end section of the shaft is made of charged Meorite, as is the top prongs. The end is capped off with a large magical gem called Sorium, which is known for their magical capabilities. Added that with the charged Meorite's own magical properties, it helps Collet with her magic casting. The four prongs surround the more concentrated Sorium gem at the top end, with engravings carved straight through the metal.

Azalia is Collet's main weapon. It is one of the most sacred item of the Church.
As a holy item, it also buffs up healing and support magic.

While she is capable of casting without it, by using Azalia, she can conjure faster and more effectively. As well as being a magic conductor, Collet also uses Azalia as a physical weapon. Rather weighty and strong, Collet uses it as a blunt force weapon, capable of crushing bones with massive blows. Another interesting feature of the staff is that it chooses its wielder. Having the ability to gauge one's spirit, it chooses those that it feels most suitable. As a result of this, it led to a massive controversy during the time Collet obtained it.

Hellfire:
A rather odd name, given her disposition and her affiliation. Hellfire, despite its name, is another Blessed item. The Order said it was a lower tier item in comparison to Azalia, but Collet couldn't help but feel that there is something off about it and that the Order was not telling her something. Regardless, Hellfire is a straight, single sided curved sword made also from Meorite. It's hilt, hand guard and scabbard is extremely intricate, designed with a dragon motif. The rain guard resembles a dragon wrapping around the blade where it then meets a standing dragon. Its head, feet and the out spread wings act as the hand guard whilst the hilt is the tail, wrapping around downwards with the tip meeting the legs. The scabbard has a winged dragon at the end, wrapping around the wood whilst the there are similar dragons at the middle and at the end.

Swords are not Collet's favourite weapon. They cause outright lethal wounds when used and is much harder to hold back with than her staff. Collet has yet to find any interesting properties with the sword itself and is confused by it being in her possession. It was a nice sword indeed, but that was all. When she was presented it, Collet was ordered to keep it in her possession at all times, that it can be used as a symbol for the Church. It confused Collet because the sword did not resemble a cross. For her, if she was to carry any sword, she would have preferred the cruciform arming sword. When she questioned it, giving reasons such as the lethality of it, the Order predicted even further and said that the blade has been blunted. It is still relatively sharp, but cut wounds would not be deep nor overly deadly. However, diligently, Collet carries Hellfire with her everywhere. The scabbard is secured behind her on her waist in a vertical configuration on the left side. Sicne she doesn't use it much, it isn't in a quick draw position. She is proficient in fencing, so Collet can use the sword with some degree of skill. She has used it before and like the elders have said, with its current edge, it isn't dangerous to a large degree. Nowadays, if it came to really needing to use it, Fate would take control of her arm due to her being more skillful in melee weaponry

Fate: Fate lacks the same magical capabilities as Collet. However, she is extremely talented and proficient with physical combat. Her weapons reflect that with both being short one handed weapon that require skill to dual wield efficiently

Hafala #1 #2:
Fate's main weapon is a falcata around 75 cm in length. Skillfully made, it is crafted for the sole purpose of killing with style. Its odd shape is used in its construction so that she can cut and slash like a sword, but maintain and distributes it's weight so that it has the ability to deliver a blow like an axe. Along the blade, the blacksmith engraved gold design plus scriptures on the metal, whilst the hilt is treated metal with gold design. Unlike Azalia or Hellfire, Hafala is made for pure physical attacks. There are no fancy enchantments or tricks to it besides its superior keen blade and craftsmanship. It is stored on the left side behind their waist, making a cross with Hellfire in a horizontal configuration with the hilt facing left for quicker draw.

Ihma:
Fate's second weapon is a curved dagger of 35 cm in length. Its make is very similar to Hafala since it is by the same blacksmith, giving it a keen edge as well as aesthetic beauty. Its cutting edge is so fine that it can cut bone when executed properly. While she wont be cutting off limbs in one go, it is possible when several strikes are performed. Golden designs and scriptures also run down the blade of the sword while its hilt is treated mahogany with a gold pommel. Fate can use it in reverse grip and for slitting throats or stabbing people. The point and blade is very sharp and the double edged tip at the end is designed to puncture chain mail. Once inside a chain link, the motion of the stab would shove the blade in and slice the link through. Ihma is hung on the side of her waist on her right side and can be used in conjunction with Hafala

Special Talents/Abilites:

Magic Infusion:
Blessed by Seraphim Ithuriel, Collet was given an excellent magical circuit in her body. When performing magic, her circuits light up as bright cyan lines along her body, face and limbs.
The conduits allow Collet to cast magic with ease and proficiency on an incredibly large and complex scale. However, the surgery has marred Collet's circuitry. During the fusion surgery, the intention was to implant her entire right side circuit into Fate and graft Fate's superior muscles into Collet's left side. Unfortunately, the procedure didn't work out exactly as planned and while Fate's body accepted the implant, it didn't assimilate perfectly into her body. In actuality, Collet's effectiveness with magic dropped rather drastically due to the artifical implantation of half of her circuits into a foreign body. She was no longer able to reach her previous standards. Originally, Collet was one of the top Clerics in the world, with almost inexhaustible mana supply and perfect conduction of mana for instant casting of large scale, complex spells. Post surgery, her capabilties dropped down to that of a Journeyen's level. Her knowledge of her craft is still there, but conjuring them requires much more effort, time and mana than before. As a result of all this, the circuit glow is most prominant on Collet's side, with Fate's side being duller.

Power Graft:
Similarly to Magic Fusion, Fate's excellent muscle quality and structure were grafted and spliced
into Collet's left side, hoping to boost her physical capabilities, just like how implanting Collet's magic circuits into Fate's right side in hopes of boosting her magical capabilities. Equally unfortunately, Collet's body didn't reject the graft and splicing, but it didn't exactly accept it unconditionally. Collet does have improved physical capabilities, but is still physically weaker than Fate.

Increased Cranial Power:
With two minds melded into one, Aestivalis, in essence, doubled her processing power. Already, Collet was quite intelligent prior to fusion and Fate was quite quick witted and sharp. They wouldn't have been chosen otherwise if they had inferior brains. When fused, Aestivalis basically had an increase in cranial capabilities, making her able to have the two concurrent personalities active and do much more such as being able to mutlitask much easier as well as solve even more complex issues and react faster. Of course, since Aestivalis' brain is not a natural occurance, heavy deliberate use of her mind causes mild pain to her head with prolonged use bringing more harsher levels. A short rest of a few minutes often fix that.


Strengths:
Physical and Magical capabilities:
As a fusion of two people of opposite specialty, Aestivalis has gained the prowess of both sides. Aestivalis is much more proficient and capable than a large majority of the human population, though she is nowhere near at Collet's original level. Aestivalis is also substantially much more capable, physically, than a large degree of the human population, yet not to the degree of Fate's original level. Of the entire operation, the brain splicing was the most successful part of it. Not only does the dual personality not interfere with either casting, chanting, fighting or rapid movements, Aestivalis is able to perform these tasks with almost no negative reprecussions or signal delay from her brain.

Cranial power:
Both girl's cranial capabilities were not lost either after the surgery. Collet retained all of her magical knowledge and Fate retained all her experiences and street know how. Even the more mundane things such as prayers of both religion, education and memories were not lost. Of course, with a connected brain, both personalities has access to each others memories, so there is no privacy what so ever. With an increased cranial size, Aestivalis is able to perform more tasks simultaneously, solve much more complex issues quicker and in general be much more observant and intelligent.

Weaknesses:
Magic power and physical coordination instablity:
The body part of the surgery was not as successful as the brain. Each side is stronger with their respective original speciality whilst the other falls behind slightly. Collet is more capable of channeling mana and casting magic whilst Fate's side has a slight issue with molding mana. This may result in slightly lopsided and more inefficient magic casting. The flip side is also the same, with Collet being weaker than Fate and slightly less capable of performing physical feats as easily as Fate can.

Cranial Protection:
Due to the larger size of her brain, Aestivalis is a bit more sensitive to head traumas. Whilst the surgeons grafted on the protective membranes from both brains for additional protection, the mere growth of severl mm in brain diameter effectively reduced the cushion zone of the cranial fluid by half. Therefore, cranial trauma is a bit more effective against Aestivalis than to normal humans. A knock to the head that wouldn't stun a person much would disorientate Aestivalis longer. The additional membrane grafts helps it hold in place more than a normal human, but physical restraints are more jerky and sudden than the cushioning of liquid.


Vitality :
Vitality is not Aestivalis' forte. One previously being a magc toting nun and the other a rogue thief, the two girl's were originally never inclined towards being in the front line or trading blows. In fact, both would much prefer to avoid confrontation if possible.

Speed :


Stamina :


Reflexes :


Fighting Style :


Weapons :


Magic :


Other Skills :


Favorite Food:
Left:
Mashed Potatoes

Right:
Lamb Shish Kebab

Least Favorite Food:
Left:
Foie Gras

Right:

Prawns

Bad Habits:
Fate is a trickster and a lech. She has a bad habit of playing tricks and harrassing Collet when she least expects it. This ranges from Fate poking Collet's side to all out groping Collet's chest when she least expects it, such as, during a conversation. To those that are unaccustomed to Aestivalis, this sudden action followed by Collet's reaction would be unsettling.

Job/Occupation:
Collet:
A member of the clergy for the Holy Crimean Church. More specifically, for The Order of the Holy See.

Past Occupations:
Freelancer:
Fate didn't have a set job after leaving her home. The most accurate description of what she did for a living was freelancing. Fate took on whatever job she fancied, from being a dancer, shop assistant, thief, treasure hunter, bounty hunter, mercenary, bodyguard and even a maid for a rich lady. She has done a wide range of jobs, though right now, she is stuck with Collet so freelancing isn't really an option now. The plus side is that Collet is quite wealthy and working for money is no longer an issue. However, Fate has to help assist Collet should she be required to do perform tasks or jobs she has taken upon herself.


Activities/Organizations:
Preceptor Canoness of The Order of the Holy See:
Direct subordinate to Superior Matron Canoness Annalyse, it can be said that Collet is one of the few powerful people across Europa and the known world. Even her fellow Canoness defer to her, not because she exceeds them in hierarchical power, but due to the fact that they believe she has been touched by the Gods through her stigma and her mana circuits and she is Annalyse's protege. It is the fact that she is all but officially recognised as the sucessor of Annalyse, and therefore the second most powerful person by potential, of the Order.
Within her own authority, she is the head of one of the two convent that is situated in the The Order of the Holy See's main compound. The other is headed by Superior Matron Canoness Annalyse. Along with the two major convents are several smaller detachment convent within the compound. Outside of the Order's HQ, there are a slew of major convents of over a thousand as well as small detachment convent scattered across Europa and Arwessia, easily showing the size, influence and importance of the Order. Her original tasks included liasoning with the other Canoness, interacting and communicating along with Superior Matron Canoness Annalyse with other Crimean Church bodies, administration work and the like. However, many of these responsibility is performed by Collet's direct subordinates. Whilst she is quite capable of performing those tasks, Collet's unofficial main job is to maintain faith and morale of the convent and act as a shining beacon and example for all those that follow the Church and the Order. It is not a difficult task as Collet often fulfills this by merely doing what she always does, helping the weak and needy.

Speech:
de
[How does your character sound when he/she talks. Does he/she have a high or low toned voice, would you think he/she was a child just by listening to how he/she talks, does he/she have an accent? Describe your character's vocals here.]

Quote:
de

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Relationship Status:
Collet: Single due to religious reasons

Fate: Single with a worrisome interest in Collet

Relationship History:

Collet: As a member of a devout religious order, Collet does not partake in any form of romantic relationships. As a human, she is not immune to actual romantic feelings. However, self discipline, willpower and devotion meant that she consciously keeps these in check and reject all advances. Her devotion is just that strong. Therefore, it is expected that she has zero relationship history. She has relationships on a friendship level and even familial endearment, but that is all.

Fate: As much as she is flirty, coquettish and a tease, she is not amorous. True that she is also not a virgin, but it doesn't mean she went around the town. Her view on romance is that if she genuinely loves the person, then she would not shy away from showing it, including intercourse. This numbers her partner to one for males. Females on the other hand, would be countless. However, she IS a cock tease and will lead men on a merry chase with no intention of letting them take it any further.

The one boy she has been with was a childhood friend she had when she was young. She was of the more higher class and he was much more poorer. It didn't stop her from enjoying his company. Even when young, she was bisexual and she lost her virginity at 12, but through a series of unfortunate events perpetuated by her father, he had died and that tore the final rift between daughter and father. Fate had sworn that she would love no other man when she was 5 to him and she intended to keep her vow. Women were different, however and she has had countless bed partners right until her fusion. Since Collet refuses to give her any allowance, Fate has stayed rather celibate. Fate isn't complaining however, since she has set her eyes on Collet and has her literally in bed every night. Them sharing a body gives her limitless opportunities to harass, molest and tease the poor nun, which she has taken a shine to.

Family:
Collet: Collet is an orphan, which explains why she was brought up in a convent. She has no idea as to who her real parents or family are, so instead, she treats those in the convent as her family. The mother figure would be Mother Siesta who is the matron of St Martha's church she grew up in. While she was close to the other orphans that shared the church with her, Collet was particularly close to those that entered the Church. Brother John and Amuro, Sister Rimula, Lala and Agi would be what Collet considers siblings since they stayed with Mother Siesta in St Martha until she was taken to the main HQ of her Order. Despite being taken early after her stigma appeared, Collet has kept in close contact with the small Church and with her more powerful position, Collet guiltily used her power to ensure that St Martha Church was taken care of behind the scene.

While not exactly family, Superior Matron Canoness, Sister Annalyse, the current head nun for The
Order of the Holy See, was the one that took Collet into the Order and acted as her guardian and teacher/mentor. There has always been a student/ teacher between the two. However, both mutually respect and trust each other. Collet sees Sister Annalyse as a role model while the Sister holds secret pride and care for her protege. These are implicitly felt as there is always an air of tutorship relations between them.

Fate: Fate has an extensive family, considering polygamy is legal in Arwessian culture. However, her relationship with her entire family isn't the best to say the least. Whilst her mother was the first wife and she herself the firstborn, the relationship within the six wives weren't smooth. Her mother has always been kindly and fragile and the internal conflict within the family took its toll on her. Fate helped her mother as much as possible in dealing with the trouble, but when the fighting took her mother's life, to Fate, there was nothing holding her to the family.

To her knowledge, her father, Elder Elarie was still alive, as is the 2, 3, 5 and 6th wife and the 16 children from all his marriages. However, all of these people are dead to Fate for what its worth.


Personal Adversaries:
Fate: Fate hates her father with a raw passion. To her, his inability to control his family caused the death of her mother and his lack of response and action thereafter her death showed to her how little he cared. Her hate bled onto all his other wives and the oldest 5 of the children. The others, were too small to know any better.

Close Companions:
Who can be more closer to someone than the person that is sharing a body with them? Fate openly shows that she enjoy Collet's company, though she seems to enjoy making her embarassed and squirm.

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Themes : {Optional}
[List any songs here that suit your character's personality best.]

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History:



 
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Okay, my first one on this forum. I had the basic idea from a character i made a while ago from another forum

Name –Phallia De Masquas

TitleHoly Matriarch (Alignment)

AlignmentGood

RaceElemental Angel [Theraros] (Affiliated with Ice). Elemental Angels are a race of half human/half angels that possess the ability to conjure up one type of elemental magic per person. They all have wings that span up to a metre and a half each and are coloured depending on their affiliation (mostly white). Most are tall, strong and slender.

Gender – Female

Age – 20

Appearance

41w6sLTgxL_SS400_.jpg


Phallia appears to be a late teen girl due to her childish features. Her eyes are a vibrant, shining emerald green. Like most Elemental Angels, her hair is blonde, more precisely, ivory.. The back is plaited before rounded into a bun held by a black cloth and her face is framed on both sides by two tassels that reaches her collar bone and a left slanting fringe that crosses above her left eye before curving radically down to her jaw line.Her skin is pale like a caucasian and her build is slender with muscles. Due to her position and training, she has literally no fat, hence her muscles are more defined. Her height is around 164 cm tall and weighs around 52 kgs. Phallia's wings are pure white. Dangling in the middle of her forehead is a drop shaped Diamond attached to a platinum chain that sat on her ear.She has a cloak such as this, but is completely white with this design with this type of bordering except the white line is in her armour purple. In the centre is the design of her Church, a intricate trident with an angel in front with her wings outspread. It can be clasped to her shoulder, mantle style, to show who and what she is or be closed around her body with the hood on to hide her identity more.

Personality
– Phallia acts in a rather righteous manner in most circumstances . However, unlike the other Matriarchs, Phallia is willing to compromise according to the situation (Eg. If its the worst ever criminal, she would kill him on the spot). She appears to be rather cool on the exterior to those that she does not know deep enough and only those that she deemed trustworthy, will she act more open (hardly any). In general, she acts in a normal manner, leaning more conservatively.


First Impression – Her first impression on people is that she is a no-nonsense person and dangerous. However, due to her childish looks, Phallia does not quite pull it off and gives off the impression of someone that is trying to be tough.

Strength – Her genes dictate that she has a fair amount of strength. Naturally, she has the strength of an average man. However, due to her position in the order, she has trained it to 2 average man. If she was to punch a wall, she would be able to shatter a bit of where she has punched and create cracks that run from it. If she was to perform a perfect attack into an un-armoured person, she would deal approximately from 10 - 15% damage

Speed – Her natural build also allows rather quick movement. At top speed, fully equipped, Phallia is able to reach 8 - 10 kmph. Her sword speed is also rather fast and swift.

Endurance – Phallia's endurance level is above average, but not spectacular. Her armour is considerably light, and so are her swords. Therefore, she is capable of fighting constantly for 1 hour comfortably.

Reflexes – Her reflexes are also above average, but nor spectacular. She is unable to react to bullets from 4 metres away, but up in CQC, she is able to react within 0.28 seconds (average human reaction is a bit slower i think...) from reading the expressions of her opponents and their body movements.

Fighting Style – Due to her affiliation to the Good side, she prefers a straight out battle with minimal underhand tactics.
When unarmed, her preferred style is similar to mui-thai, extremely up close. When armed with her two swords, Phallia adopts a more strategic way of fighting, using speed and placement. She would use the laws of nature and human limitations against her opponent, with every strike having a meaning behind it.

Weapons
– Most Battle Maidens' weapon chooses its owner in the indoctrination. The swords are either Light Bringer or Dark Purgers. However, Phallia possesses two swords of opposite affiliation.


Ascendant Justice:
The Ascendant Justice is a blessed holy blade from the Church. One of the more holy sword, the sword is an alloy of stainless steel, mithril, platinum and silver, producing the white sheen. It is extremely hardy on comparison to the other blades and was rumoured to have been the sword of Saint Pandora herself. It in itself is around 100cm long with a 30 cm handle. Ancient writings are etched along the upper half of the blade down towards the hilt on both sides. They are believed to the the holy chantment blessed by the Saint herself.

Auralises' Deliverance:
Auralises' Deliverance is the binary opposite of Ascendant Justice. It has the same dimension as the Ascendant Justice. Believed to be the darkest sword in the Treasury, it was believed that the sword had caused countries to have disappear within a storm of flame. Marked with ancient script in a similar position as the Ascendant Justice, the words are etched into the pitch dark sword of unknown alloy. It is ranked one of the best swords amongst the armament of the Battle Maidens, comparable to the Ascendant Justice in terms of workmanship and durability.
Both swords hang loosely at the right back of Phallia's hip in, with both hilts pointing upwards. Both rest in sheath the colour of their hilt.

Featherstrike:
Featherstrike is a collapsible bow from the middle, where the bow will fold together and make it more easily stored. The bow is one of her favourite weapon as it in itself is Ice based. A set with a bracelet, when held, an energy string will form. No actual arrow is needed as one made from either ice or energy will form. The ice arrow enables Phallia to control somewhat of tis flight and perform delayed spells while the energy arrow flies straight like a normal one. When collapsed, it can be held by the middle and used as a parrying blade as it is bladed along its length.

Vigoorian Sanctifier:
To her distaste, the Church also issued her with twin revolvers acquired from the stomach of a foreign beast that was slayed. Etched along the barrels are the words "Vigoorian Sanctifier" in extremely intricate gold, cursive writing. Both use .50 caliber rounds. Both hang cowboy style at her hips with the ammo in a back pouch near the swords (The pistols are holstered where the kunai cases would be in naruto and the pouch is where the other things are held near the waist.).

Fifthral Spear Staff:
The Fifthral Spear Staff is a weapon given to pilgrims for their journey. It is not the best in the armoury, but it is hardy and strong. The spear staff stands at 175 cm tall, with the shaft being 150 cm and the ornamental hilt and spearhead being 25 cm. The ornamental hilt is in the design of an angel spreading its wings like in the Church Symbol, with the trident in the back being replaced by the actualo spear. Its hands cross its chest, cusping its heart appearing to be holding a sapphire blue crystal sphere. This sphere is a whole, appearing on both sides like a mirror image. The spear head is an elongated Fleur De Lis, with the middle prong much longer than the side prongs. The spear is a medium for Phallia to perform healing spells and passive spells such as light, limited night vision, limited telekinetic lifiting and such. It does not help in combative spells that most Thearos use.The spear staff is usually carried in her hand like a staff for walking


Armour (Refer to picture up top) The armour is both protection and a symbol for Phallia. It is also what distinguish her from the other 4 Matriarchs. The original had shoulder pauldrons and a full chest breast plate. However, Phallia opted to change her armour for a much more lighter custom. The armour skirt consists of four pieces, two down her thighs and one in the back and front. The thigh armour runs down to the knee whereas the front and back piece (is white on top of the white cloth) reaches the knee. The rest of the armour is as it it. It is forged from Mithril, Platinum, silver, stainless steel. gold and a mysterious material that has made it on par with the swords. It is capable of receiving most sword strikes due to the condensed shape, making it much better than the full version.

Abilities – Ambidexterity: As a result of her dual wielding style, she is proficient with both hands.

Fly: Her wings are strong enough for flight in short periods (Around 2 hours), but is extremely draining when used for travelling. Instead, she uses it during combat, giving her the advantage of agility. Due to it being used in short bursts, it is actually less consuming than travelling with it. In fraction of 100, each burst of 20 minutes uses 15 % of stamina.

Magic – Despite being one of the highest ranking member of the order, Phallia's grasp of magic is average, hence the low number of mastered skills. Her affiliation is with ice, hence most skill are ice related. Also, they are mostly there for passive use and defence purpose

Artic Wind: A flurry of ice whip around the area of 5-10 metres with Phallia at the eye, creating hail-like conditions. Due to the small fragments of ice, it is capable of causing wounds and impairing the opponents hearing and sight. Cost: 15%

Crystal Wall: By placing her hand or foot on a surface, Phallia is capable of raising a wall of ice that helps block attacks for her. The spell must have contact with a surface in roder for it to work. Cost 5 %

Frigid Spire: Similar to Crystal Wall, Frigid Spire require contact with a surface in order to work. Depending on the energy used, Phallia can force spires of ice to shoot up from the ground upwards in a diametre from 4 - 8 metres. Cost: 8 -10 %

Frozen Spike: Her basic offensive move. Phallia can conjure up ice spears (almost instantaneous) 2 metre's tall and send them flying in any direction (not homing). Cost 4 %

Frozen Spire: Similar to Frozen Spike, Frozen Spire forms large spires of ice and send them flying in any direction (not homing). Cost 6 %

History – Born into the Holy land of Trinity Plateau, Phallia was considered special amongst Theraros children. Her physical abilities outstripped the other children as did her intelligence. Like all other girls, Phallia had hoped to join the Order of the Battle Maidens, to serve under the Holy Trinity Sages and the Holy Trinity. With her exceptional skills, the order accepted her when she was 5, three years below the limit. Throughout the course, her capacity to learn and her dedication of the Church pushed Phallia to the limits, with extremely satisfactory results. Like before, Phallia had managed to skip two years in the academy, and was allowed into the Indoctrination of the order at 14. It was here, in the Armament Treasury that both Ascendant Justice and Auralises' Deliverance broke from their glass display cases and clattered in front of Phallia. The Sages believed it was an omen from the Gods, that she was blessed by Saint Pandora herself and destined to lead the Order.

Donning the blue armour of the battle maidens, Phallia devoted herself to the service of the Church, volunteering for the most suicidal and dangerous missions. Due to her determination, she rose through the ranks in three years to the position of Serapha Leader. At 17, she was the youngest Maiden to obtain that position, however, at 19, Phallia decided to attempt to enter the Order of the Matriarch, the supreme commanders of Trinity Plateau's forces. The Western Position was free for the last 5 decades, therefore, she had all the rights to attempt the trial. In front of two different Armies (5 in total. One for each matriarch. North, South, East, West, Central), she was to fight the Central Matriarch in an one on one dual. The match lasted over 40 minutes. Due to her inexperience, Phallia was on the losing side. While she was huffing and puffing, the Central Matriarch was barely tired. In a split second of distraction,
her two blades flew out of her hands. Obviously defeated, Phallia bowed in shame, that the fact she believed she was capable in defeating a Matriarch. As she was leaving, the Matriarch halted her in her tracks and presented Phallia with the Diamond of Recognition. Obviously impressed by her potential and the length of time she had lasted, allowed her into the Order. Along with the headress, the armour and power, as a gift, the other four Matriarch presented her with two foreign guns as a gift. Even though she had excelled in sharpshooting, Phallia had never liked the use of a gun. However, she received the gift anyway and wore it as a sign of respect to her elders.

In the next year, Phallia lead the Western Army brilliantly. Despite being the more peaceful area in this epoch, it was still dangerous. Leading a unit of 100 battle maidens in a routine patrol, they were ambushed by a vastly outnumbered force of "daemons". In the battle that ensued, the unit lost 75 % of its strength before defeating the attack. On reporting back to the Matriarch Council and the Trinity Sages, the problem of her inexperience rose. Reluctant to demote her back down, the council came down to the verdict that she was to be sent on a Pilgrimage out into the world for at least four years in order to gain experience and renew her faith in herself and the Church.


#3

Name:
Aurelia (True Self Name) : Ouh-Rehy-Lee-Yah

Raphaela Urielius Marseille (Mortal Avatar Name) : Rah-Faye-La Yu-Rey-Lee-Us Mar-Say
This is what she refers to herself mostly by


Title/Alias:
Aurelia the Judgement (As true self)

Dame Raphaela Urielius Marseille DBE

The Honourable Raphaela Marseille


Judge Marseille

Alignment:
Lawfully Good

Age:
Undertermined

Gender:
Female

Date of Birth:
Undetermined, but her celebration day is 36th of Junis

Place of Birth:
Her actual self is undetermined, but her mortal avatar is generally believed to have originated from Thessperonia in Florancais

Current Residence:
The Court of Highest Justice in Londonium, Britannia

Resides With:
Raphaela is given a large government residence in Downing Street numbered 13. It was highly odd given that the street was mainly for top tier politicians.

Zodiac Sign:
Undetermined

Race:
Angel - A High Seraph

Nationality:
None, but her Avatar is labelled as a Britannian

Sexual Orientation:
None

Appearance:

Hakari_Mikagami_2.jpg


Weight:
68 kg


Height:
A staggering 191 cm


Skin Tone:
A normal caucasian hue with a hint of oriental

Eye Color:
Dark grey

Hair Color:
Brown with a nice sheen to it. It is styled in a manner that some find odd. The back of her hair is very long and thick, which she plaits into one plait. It is thick enough to make the plait rather wide and it is wound on the back of her head. like a bun. Her fringe is incredibly long and rather thick as well, coming over from the middle left over her right side of her face, before reaching down to just above her chest. She has the odd aspect where her fringe and side bangs become a bit wavy near the tip. Should the wavy part on her fringe be extended, it would reach just past her lower chest. On both sides of her face, Raphaela has tow side bangs that goes down to just past her collar and like her fringe, if the wavy area is straightened out, it would be longer. This type of hairstyle gives Raphaela a very proper, elegant and powerful aura, further compounded by her impressive stature and appearance.

Blood Type:
O -

Body Type:
Appropriate for her size, Raphaela is of a natural medium build, where she is neither thin nor fat. She has as solid build, low fat level and strong bone structure with muscles. This makes her rather hardy, strong and good endurance. Past that, Raphaela possess a rather voluptuous hourglass body shape, with ample breast and waist along with being rather leggy.


Raphaela's human avatar is rather large. Given her lofty position in Heaven, her enormous power and brilliance had to be compressed greatly in order to fit into a human sized being. Still, the best she could do was make it at the height of 191 cm. This was highly irregular for the time she chose to materialise in. Even rich male royals with optimum nourishment, care and proper upbringing did not come close to her size. Being a female at that and as someone who came out of the middle of nowhere, she is an oddity in Britannian society. Still, she possesses qualities that society deemed perfect at the time, being a respective waist and ample chest, a sign of good fertility and health. However, she also possess a muscle structure similar to that of an adventurer or a soldier, which is not so desirable. Her face has a very calming and maternal appearance to it. Her eyes are often relaxed, appearing serene and her smile is ever so present, but at times, when she looks longer at people, they feel as if those eyes are drilling through them into their mind, and most people eventually avert their eyes from hers.


__________________________________________________ __________________________

Personality:
As the Angel of Justice, Righteousness and Judgement, Raphaela is rather zealous about the law, order and righteousness. It is for these attributes and dedication which has led to her descension. She is as she looks. Ramrod straight back and possessing a face of one with nothing to hide nor fear, she is mentally strong and convicted beyond human comprehension. Even the most devoted lawmen and judges come nowhere close to her. While they all have things that can sway their dedication, Raphaela is justice herself and it is what she holds dearest, therefore, incorruptible. As an angel and a judge, Raphaela is well mannered and formal at all times. The way she carries herself exudes grace and elegance above that of even royalties, even in avatar form, though its effects are much less prevalent. This aura is foreign to almost the entire human population, which when they are in the presence of Raphaela, they feel a mixture of respect, authority and awe, but also hints of fear, palpitation and guilt.

Frivolity and whimsical behaviour is not in her dictionary. She is dedicated to the metting and correction of Justice and even in down times, she is not one to joke around. She does not care if her companions do so, but in essence, she has no sense of humour, nor snarkiness. When presented with jokes and more friendly sarcasm, it would go straight over her head. However, scything sarcasm intended for confrontation and snarkiness, she can pick up on from the hint of hostility in their voice. Raphaela is not afraid to approach people of any kind. Whether they be the sick, the rich, the poor, the normal or the scum. To her, all humans are humans. She cares not for anything like race, age, sex or even religion, but her goals (as explained later in history)... for now.

While she is a higher being, that does not mean that Raphaela goes about without companions all the time. She is not above traveling in groups should she need to. She finds those of a more morally correct alignment much more pleasing to travel with as well as with those that are generally more cheery or at the very least more optimistic. She can travel with those that are morally neutral, albeit she would be less comfortable with their presence. Even those that are morally correct, but are brooding and negative affect how comfortable she will be with them. As a entity of light, she prefers company of those more close to her than those more aligned with the Sins. This level of comfort really doesn't affect Raphaela too much. Out of all the angels, her resistance to corruption is the strongest due to what she personifies. Therefore, she is less affected by corrupted beings of all level. All she feels is a slight niggling feeling. In the presence of truly evil beings (such as actual Sins or their immediate minions), this is turned into repulsive distaste that she must either purge or be gone from their presence. Usually, she takes to purging them
.

Raphaela is different from humans in that she does not have their quirks. She does not seek anything but the accomplishment of her goals and the protection of the weak. Pleasure, wealth, reputation and power mean as much to her as the dirt on the ground. Her "happiness" comes from the proper course of justice and the well being of the mass. As a result, she cares little about being alone. She is not capable of being bored because there is always something for her to do. Even waiting is a task. Leading on from that, she has no pride to speak of. Therefore human taunts and provocations does nothing to her. The only thing that can provoke a reaction of any true magnitude is injustice in front of her or when confronting the Evils. Trust is another aspect which is blurry with Raphaela. She can put her trust in someone, but should they betray her, unless it is an act of grave injustice, Raphaela could care less. She would shrug it off and continue onwards. Anger of the human sort is non existent within her.

At first, just after her descension, Raphaela was unbending with her crusade against injustice. She judged with her divine power people of all class, most notably, those of the nobility. However, the result of such is a ripple affect on others. While a complete purge with the help of the Heavenly Seats and the her own Court Choir (part of the Heavenly Hosts) would result in little collateral damage, her task was undertaken by herself and the Seats nor her Choir would be permitted to extend aid. Therefore, as much as it disgusted herself, Raphaela had to take a compromise. She had to met her justice by the rules of the Humans. Her divine judgement power was then sealed and limited (as it would judge on its own accord. Her mortal self is unable to restrain her true being's will), and wrestled a compromise with one of the most powerful kings of humanity, the King of Britannia (More in history). Due to the compromise, she is less indiscriminate about her judgement. With her powers checked, with human laws under her command and the royal decree behind her, Raphaela chooses which people she can let free and which she will judge. She has been force to resort to letting the lesser unjust go in order to get to the higher unjust. She is much more tolerant than when she was in Heaven and, with the influence of human court, is willing to listen to the pleas of those she is about to judge. However, those that lie are immediately smited as Raphaela can sense deception. When still a seraph, Raphaela was in possession of the Weight of Truth, a relic which allowed her to discern with 100% accuracy truth and lies. With the sealing of her power, so has this ability been limited. While she can with very high accuracy, still detect lie, those extremely gifted in speech can cause Raphaela some doubt. Similarly, evil doers are also judged immediately should she be out of official court without fear of any repercussion, another perk from her compromise. However, killing of innocent is in itself unjust and she will never do so. She would never kill innocents if it meant she can get the evildoers. IF, however, the innocent is to die regardless as a result of the evildoer, Raphaela would take the chance, as the soul of the innocent would be purged of sins for its sacrifice. Even for self defense, if Raphaela could avoid killing them, she would do so, but if her own mortal avatar was in danger, then there would be no choice, but to take their life.


First Impression:
As stated above, several aspects gives Raphaela a kind of atmosphere around her. The way she carries herself, her actual position within the country and least of all, her actual innate powers which does seep through. These factors make people feel a sense of respect, authority, awe, with hints of fear, palpitation and guilt. People get the feeling that their deepest darkest secrets are on the verge of being blown into the open. They feel that there is something that feels inhuman about her, but they can't put their fingers on it. All pretty much shrug it off as it being just them. They are also rather taken aback by her large size, matching even dock workers and hard labourer. Her war gavel doesn't escape notice. Most would see it more fit for a lady to hold a knife, or even a rapier, but not a giant hammer. Her mysterious reputation precedes her and most people in Europa as well as the upper part of Khavar Mashirq know of her. They know that she would be eloquent in tongue, but forthright and direct, sometimes even confrontational, but never rude.

Distinguishing Marks:
Raphaela as Aurelia did not have any body modifications . Her avatar, however, does. She has several earring holes on her ear.



  • [*=1]On her lobe, the lowest hole on both ears are occupied with a pair of wind chime earrings. The black jewel in the middle is, in fact, a view into the universe, where if one was to peer close enough, would catch an explosion of colours that is of galaxies, nebulaes and such.
    [*=1]Next halfway up her ear, she has a pair of dangling earrings that appear to be of live gold, moving and shimmering ever so slightly. Of course, humans explain the sight as just eye tricks due to the intricacy of the small links and its sheen. However, it is made of materials beyond that of humans.
    [*=1]Lastly is a pair of chain earrings. The lower part are a hoops with seven hanging poles while the top part are two clips that are on the top part of her ears. The hoops automatically sway so it faces forward, rather than to the sides.

What the surprising about of ear decorations, they dont tangle with each other at all, which is odd.

Her only tattoo is the symbolism of her six seraphim wings in black outline (style). Her main wings start from the back at the shoulder blades and curl around her sides, under her arm and over her breasts and her abdomen. Her top pair start a bit above it and curls over her shoulder and collars to the middle of the base of her neck. The last pair are under the main wings and are a rarity, even amongst Seraphims, in that it splits halfway. The top half curls around her waist and around the front of her thighs while the bottom half, which is smaller, goes straight down to the base of her buttocks.

The earrings, along with several of her other accessories, acts as her seal as well as her wings.
The wings acts as her primary seals for sequential release of power. When every single last one of her accessories are dematerialised, her wings then proceed to unseal. The accessory seals unleash a small fraction of her real powers while the wings unleash a larger portion each. The top pair and bottom two pair of wings will open and materialise as wings with each successive unseal and when the main pair is unfurled, she is released completely. Her complete power is unsealed and her human avatar is destroyed. While her powers are at full force, she is unable to stay in the human world without returning to heaven and redescending properly as a divine being.

Religion/Spiritual Views:
She herself doesn't have a view per se. She IS what humans believe in. While she is strongly present in the Crimean Church, where it is somewhat Henotheistic, she does not belong to it. She is also present in the Arwessian Religion, but again, with a human twist. No human religion fully understands the true faith in which their religion are based on and their people who worship. While some are much, much closer, the Crimean church ad the Arwessians are only partially true. The one religion that was pretty much true were wiped out by both the Arwessians and the Crimean Church as heresy. The true heaven is somewhat polytheistic. There are seraphims that embody each virtue and characteristics and keep order with minimalistic interference. Raphaela has no problem with anyone from any religion as they are all, in a sense, not the "true" religion they claim and as long as they live a life of light, there is no reason to correct. To correct them even when they are living well would be beyond the minimalistic interference. The recent religious wars have irked Raphaela due to its injustice, which incited the quest in which she embarked on.

Political Affiliation:
None. She cares not for human politics.

Style:
Raphaela prefers a style in which matches her occupation without the frill and extravagancy of those of her periods. Therefore, she does not dress in the Victorian style present in high society women, but rather much more simply with duller colours and less additions. What it is made of, however, befuddles those she meet as it is absolutely strong like leather, but smooth and thin as silk. Whenever people see her, her clothes appear fresh and new as if straight from the tailor, every single time. Her main item of clothing is usually brown with red and pink for feminity.

Attire:

Casual -
Raphaela has garnered a reputation as a single outfit woman. As stated above, the condition of her clothes are so new that many wonder if she has an entire wardrobe full of the same outfit. However, it still does not explain how it remains in pristine condition the entire day. In truth, her clothes are generated via her power. She has nothing in her wardrobe (that she would actually wear. They are more like a cover so its not empty.).

Her main dress is a one piece brown dress with red hemming at the sleeves and the collar. The entire outfit reaches from mid neck down to just above her ankles. It is mostly form fitting from her neck, down her torso to her hips before it becomes looser and then flares out below her knees. At the sleeves, she has large, red hemming the encompass all around with black, thin scale embroidery on it. Her neck and collar cover are part of her robes, covering the top part of her collar bones, but not her shoulders. Along the front, she has white buttons on which she fastens the neck cover. The robe's sleeves come out in large flairs. in order for it not to get too unwieldly, red elastics are placed above her elbow. While the bicep area is still somewhat puffy, only the lower sleeves flair. Around her waist is a red cloth belt which is tied slanted across her waist with two dangling ends.


Over her shoulders, Raphaela wears a rather long mantle. It is predominately light pink in colour with a gold border. The mantle is split into two layers. with the bottom layer being longer down to mid thigh, while the top layer is much shorter, only reaching her mid back. The top layer also incorporates the high collar and has gold hemming all around. Around the top layer, she has three cross symbols on it, with the lower vertical arm being a split in the cloth. One are on each side of her biceps while the back on is in the middle. The high collar is folded downwards so that it covers up to the base of her jaws. At the front, on both sides near her collar bones are a pair of large aquamarine jewels that meet as a clasp in the middle with another aquamarine jewel. This middle clasp can then clip onto the second bottom button of her robe.

Finally, her boots are, surprisingly, her armoured boots. Heeled and highly decorated, it reaches her knees and appear incredibly feminine and slender. It gives the additional property of making a slight clinking noise every time she walks on hard surface normally, though she can, sneak quietly, should she choose.


Disguise - Inquisition Cross
Raphaela truly believes that she has no reason to disguise herself. As one of justice and light, deception was the realm of the Sins. However, human society is not so forgiving. As she had found out about her inability to deal judgement without worry, she also found out that there are places where even the hands of the King cannot reach. As she cannot bull head through any obstacles, nor depend on her vested powers, Raphaela grudgingly adopts a disguise which would work for all of Europa. A Inquisitor. Much to her disgust, the Crimean Church has created such an organisation which violates the very creed she stands for. They prey on the weak and strong arm the common through torture and interrogation. So corrupt and fearsome it was that its hand reached far and deep into the recesses of Europa society, from the nobles down to the very core of the underground. By using the disguise of a High Inquisitor, she is able to enter anywhere without hassle. No one wants to deal with an Inquisitor nor garner their attention. Had it not been for her limitations, she would have burned the entire organisation to the ground, which she has marked in her mind as a later task.

The disguise is really simple. Her outer Inquisition robe can be put on top of her outfit with ease. The outfit is a one piece. Body and hood all connected. The top is split down the middle with buttons whilst the dress down below acts more like a cloak, which she can also button up on the sides. Both top and bottom is roomy enough for her to wear her normal outfit underneath. The sleeves and hem of the top of the outfit are frayed and is held together by a golden belt clasped at the front with a very visible Inquisitor Insignia clasp on top. This insignia is larger and in more detail as a golden pendant on her neck. The hood, attached at the back is deep with a beak at the top, letting it cast a shadow over the Inquisitor's face. It has gold hemming and at the collar, splays out so that the flaps that come down does not block the Insignia pendant. Across the throat is a small golden rope which keeps the hood closed at the front. Around her neck, she would wear a long billowing black scarf that can trail to her waist.

To top it off, the outfit comes with a mouth mask that covers the lower jaw and her nose. This in effect, covers most of her face, making it much harder for people to recognise her, should they tempt their fate by looking under an Inquisitor's hood. Her outfit in total labels her as a High Inquisitor, a rather well ranked member. Normal Inquisitors have much plainer robes.


Apparatus A -
When outside of Londonium, Raphaela gears up in terms of protective clothing. She isn't out for a picnic, so she wears protective armour on top of her usual outfit. These consist of four different main pieces that she wear. While what she wears is considered light armour compared to the soldiers of the Empire, its superior build and Raphaela's own power more than makes up for it.

Chest Piece:

Boots:

Waist Skirt
:

Bracers:


Special Talents/Abilites:

Weapons:
http://i261.photobucket.com/albums/ii44/tipsynaruto/hammer001_8.jpg

http://i261.photobucket.com/albums/ii44/tipsynaruto/Constantine-2005-movie-props.jpg

Strengths:

Weaknesses: [Every character has a soft spot or something that can give them the lower hand in battle. It can range from emotional/mental issues to ailments to attacks that s/he's more vulnerable to than others.]

Vitality :


Speed :


Stamina :


Reflexes :


Fighting Style :


Weapons :


Magic :


Other Skills :


Favorite Food: [If your character has a stomach, s/he should have something that s/he finds more delectable than other things. Put it here ~]

Least Favorite Food: [Not everything in this world is tasty. Put what your character dislikes the taste of more than anything.]

Bad Habits: [This could be anything you character has a problem with. Does s/he swear a lot, is s/he a frequent smoker, an alcoholic, or harshly blunt with people? Anything that may give your character a bad vibe, list them here.]

Job/Occupation:

Past Occupations: [If your character has had a previous class or has been employed somehow in the past, list them here.]

Activities/Organizations: {Optional}[Did your character take part in any organizations or is currently in one? List them here and describe what his/her role was in the group.]

Speech: [How does your character sound when he/she talks. Does he/she have a high or low toned voice, would you think he/she was a child just by listening to how he/she talks, does he/she have an accent? Describe your character's vocals here.]

Quote: [Something memorable or often said by your character.]

__________________________________________________ __________________________

Relationship Status: [Single/In a Relationship/Married/Divorced/Widowed/Engaged]

Relationship History: [Give a brief history on what your character's views on relationships are and the past ones s/he's been in (doesn't have to be about every person s/he's been with).]

Family: [A list of your character's important relatives go here. Give a small to medium description about their general lives and their closeness to your character.]

Personal Adversaries: [Enemies that your characters have come to hate in their lifetime. List them here with a small bio, briefly describing their life and how they have become your character's nemesis.]

Close Companions: [Close friends that your character has made in his/her lifetime. Not the kind that s/he had met just 5 minutes ago. List them here with a small bio, briefly describing their life and how they have became companions with your character.]

__________________________________________________ __________________________

Themes : {Optional}
[List any songs here that suit your character's personality best.]

__________________________________________________ __________________________
History:




 
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I very much like this Tipsy :) It's extremely creative and well though out. It all seems to be completely unique and I cannot seem to find a single fault with it :) I give this a mega:

[APPROVED]

And it's good enough to be in battle-hardened :D
 
ORPG - Mtiette Faraway

Finished! Got a little tired at the end, so history is a bit brief and choppy.

ORPG


Name – Mtiette Faraway (Me - Ti - Et Far - a - wai)

Title- Dancer of the Blades

Alignment – Good

Race – Heliants /Ascended Beings.
General Appearance: Male/Female

Heliants are humans that, through deep and feverent devotion to the Good, have been blessed by God into a semi-angel state. They acquire wings that are light gray and a slightly visible halo above their head. With the blessing, their bodies become more powerful, with their basic stats boosted (eg, strength, speed, etc). Also, they are immune to all lower world poison. Also, they possess a remarkable regenative system. Although not instantaneous, it can heal a rather serious wound in a period of 4-7 days. It is not possible to regenerate lost limbs, nor reattach. They can choose the age they appear as along with powers that enable them to use magical skills. Their wings are like their legs in a sense that it is natural for them to walk and to some extent take some hits. It spans at 3 metres total from both sides when fully spread. However, the amount it spreads is proportional to the distance and use of the wings. Despite being almost invulnerable, the only way they can be defeated is through actual combat and violent death. This means that if one is skilled enough, they can easily kill a Heliant like any human through combat. Once defeated, they are automatically accepted into heaven, their wings losing the gray colour and becoming pure white... providing their soul has not been tainted whilst being a Heliant.

Their existance is to combat their polar opposite, the Serverants / Fallen Beings. These two "races" reside in a realm between lower regions and the higher regions of the cloud. As a result, human contacts have been almost zero with maybe a few sighting of one dipping just below the clouds. A plane barrier is set in which prevents either race from going below.

In a basic sense, the two races are another army for God and the Devils, in which a conflict raging for aeons still continues. Heliants range from warriors to clerical and mage types. Both race have cities near their realm in which they reside in and defend, in which the Heliant's capital is called Vatica. As such, different type of people are needed to sustain the the forces.

Heliants have adopted a indifferent attitude towards most things outside of their devotion to their goal, that is the defeat of the Severants.
Gender – Female

Age
– 22


AppearanceAppearance
Mtiette is a rather elegant and gentle from her appearance. Unlike most warriors, her body does not show bulging muscles and oversized limbs, but rather, a lean and slender body. As her class, her body is toned, but as strength is not her main style of fighting, she keeps them at a moderate level. She stands at 177cm and weigh around 60 kg. Her skin is a nice hue of pink, neither too pale nor too dark. She lets her hair flow freely behind her back, and in front and is the colour of light gold. Her eyes are a nice chestnut brown. As a holy being, she does not require any form of make up. her presence would give people a slight warm and fuzzy sensation along with a minute glow that is almost incomprehensible. As a side note, the circular crystal on her head is actually a thin diamond shape (like belldandy's).


Attire
– Inquire to above image. Mtiette's attire is always her armour, regardless of where she goes. As they come from the holy forge of Vatica, repair and maintenance is not needed as it fixes if left alone over time. Her armour is of light class and thus only consist of a small chest piece, stomach piece, shoulder pauldrons, waist armour, small fore arm armour and boots. Along with the armour is a long deep purple dress that has no sleeves. It runs from her neck under the throat armour, down her chest, under her waist armour and straight to the floor. Its length meant that her legs are no visible, only the lowest part of her boots can be seen.. On the back are two thin, vertical slots in which the wings thread through. In order to take them off, the small section of the armour near her wing are little hatches in which it can be opened up into a larger opening. The shoulder pauldron's do float off her arms. There are no special effects as a result of floating, but it does mean she doesn't recieve any kind of shock if something hits there.

Dress - Her dress, if you would call it that, is what she wears as always, (refer to picture). For Carbuncle's sake, she is not nekkid underneath the skirt, but wears a sort of loincloth thingy. Refer to attire for a more descriptive idea of her clothes.

First Impression
– The first impression Mtiette has on people is that she is likeable and attractive. Her wings, armour and spear, however, gives the impression of a need for space. With her looks and her possession, Mtiette leaves a deep impression on people. As with her affiliation, she emits a slight glow in which people in her immediate vicinity would feel a warm sensation. Her movements are smooth and subtle. So much that people sometime believe that she glides and many don't notice her move until she touches them or after a while.


Personality
– Mtiette is considered the stand out of the Heliants. Despiute being in the first Century of Heliants, she is more flexibile and playful then her peers. Unlike the general outlook, Mtiette often thinks about how the world below was changing after aeons of time fighting above. One of the rare sightings of "angels" was a result from her curiosity. As reflected from her appearance, she is rather mellow and cheery, however, like most humans, there are certain boundaries in which she can take. She would react as a normal human would to something cruel and unjustice and vice versa if something good happened.
As with a good alignment, she would encourage good deeds, but condemn severely evil deeds such as murder, robbery...the normal immoral stuff. Towards her associates and friends, her attitude would be much warmer and casual, with a lowering of her guard. THis makes her somewhat vulnerable to those that backstab, but that is just the way she is.

Strength
– Just above mediocre. Strength is not her main sepcialty and despite with boosted strength, she reaches just above that of a average male in his 30's.


Speed – Linked with her reflexes, this is where Mtiette shines. Along with her smooth movements, Mtiette can strike out at blistering speed that seemingly happen without her arm even moving. With her flexibility, she is capable of launching almost instantaneous strikes in almost any area in any direction. She is able to reach speeds of 45kph for a short span of 20 seconds. Her regular top speep is at 22kph.

Endurance – A so - so catagory for Mtiette. Since she has less strength, taking direct hits is not her strong point. However, with experience, going at a rather fast pace, Mtiette is able to fight continuously for about 1.5 hours. Then her movements begin to deteriorate considerably.

Reflexes
– A very close second to her speed, Mtiette is a master at counter punching. This means that at her peak in a fight, Mtiette can almost launch a counter attack the moment the opponent initiates a strike.
However, constantly stressing her eyes and body to react to such actions strains her body. Thus she tones it down quite a bit. Her normal reflexes are usually capable of snatching an arrow shot by a mid level archer. Any higher and she would have to resolve to dodging. The more skilled they are, the harder it is. As with her reflex and her fighting style, she can to some extent determine what her opponents do by their movement. This is restricted, but generally, she would begin moving at the instant she believe an attack is coming.

Fighting Style – Mtiette's fighting style is more defensive than aggressive, more tactics than strenght and more counter attack than attack. As with her weapon, her style is smooth and graceful, like a dance. It concentrates on critical strikes, each attack aiming to do considerable damage to the opponent. She uses the human body effectively as part of her arsenal to compensate for strenght. The accuracy of her strikes are unparralleled.

Weapons
– Her weapon is the spear seen in the picture, named Point of Revelation. Consult it if you can't imagine the weapon

Since she was one of the earliest of the Heliants, she is an important
figure hence a weapon granted straight from heaven. Made of an entirely mysterious material, it is completely flexible, capable of bending till the point faces the same direction as the end. After the millenium of fighting, the spear still appears as if freshly forged. The two floating side guards a sealing crystals, much like the crystal on her forehead, which sealed most of her powers in before her descent into the lower lands.

For more detail, the spear stand at 200 cm tall and is the same shade of her chest armour piece, a metallic dark silver with a hue of purple. At the end of the spear is an elongated and angular hexagon about 10 cm long. A long, thin, acute shape v at, 30 cm, is at the end of the hexagon which then, like a screw, it corksrews around the pole, reaching 40 cm up the pole. The point is sharp like a blade and can be used as a weapon. The pole then runs for 100cm uninterrupted, with etchings of rather oriental looking calligraphy. The guard and the actual blade, extending the remaining 60 cm, is extremely intricate.
As a result, i will rpovide an image. At the guard, working on a similar principle as the shields, the two crystals hover at a designated distance from the sides of the guard. They have the dual purpose of an actual guard in which it can take blows and double as two of the three seals. The blade has the inner white blade, which is the main cutting device sitting loosely in the guard whilst on top, to lock it in place ios the dark purple metal which completes the typical diamond shape that most double edged blades have.

Its primary power is that it can draw on Mtiette's power reserve and at the tip of the spear form an umbrella of physical energy. This energy can be shaped by Mtiette through will. She can focus it into sleek point for additional stabbing power and length or widen it so that it appears as a semi circle of shimmering white which can act as a shield. When she focus's it into a sleek point, she can shoot these off. These are the strength of a normal thrust, therefore weaker than her spells. Nonetheless, they fly as fast as an arrow.

Special Acquired Weapons:
Yagura no Tachi: The Yagura no Tachi is a japanese style blade, a nodachi to be exact. The blade itself has an iridescent colour of purple and shiny maroon. Unlike many katanas, it does not have a perfect curved edge, but has several parts with serrated edges. One is near the hilt, the next in the middle and the third between the near the tip.

Its power is that of the black flame. Being a dark blade, it has been dipped in the River of Death itself where it gained its ability to scorch black anything it cuts with its dark flame. As a side effect of the flame, it corrupts what it cuts, making recovery painful and time consuming. The more sever it cuts, the further the poison corrupts the wound.

Shira Kosaku: Shira Kosaku, unlike Yagura no tachi is a normal length katana and is of the virtuous. The blade is completely white with oriental etching near the hilt that acts as a blessing.

Being a holy blade that has been blessed by a high priest, Shira Kosaku gives regenative capabilities and warding abilities. It is capable of purging impurities from things, such as poisons and spirits as well as increase in healing speed. However, its main plus is its ability to create a sphereical barrier to withstand magical attacks. The sphere is around 3 metres in diameter with the origin the sword. The barrier can take a great deal of magical damage. However the more it takes, the less effective it becomes. The barrier requires the user to hold its shape. After a certain ammount, the barrier will collpase, not being able to be conjured until it is returned to the portal realm and refill on energy. This does not affect its purging capabilities.

Duraval: A longsword of a more holy background. This European longsword isthe colour of the sun, being shining white near the tip before fading to a fiery orange as it nears the hilt. Intricate symbols become more visible as the organge darkens.

Duraval has the ability of explosion. It can be said that the blade is metal gunpoweder and any strike would create a spark that will explode Upon impact, it can create a small explosion that shoots downwards from the swing, right into the opponent and away from the wielder. However, like gunpowder it has the same disadvantage that can nullify it.

Scythe of Glacia: The Scythe of Glacia follows its name and appears to be the colours of ice. It varies at parts. Mostly, it appears slightly transparent white ice. At certain areas, a tinge of blue which seemingly glow at others, pure glossy black. With the same property of ice, the blade is extremely cold to touch and could give severe ice burns to those who are not accustomed to it. As a result, there are two areas wrapped with cold resistant black cloth for those to hold.

Basically, the scythe is made of ice. However it has the essence of ice in it that makes it so cold that it is impossible to melt by human means. It is so cold that it cools the area around it instantly. With this, the scythe is able to numb the skin before cutting. This meant that opponents will not be able to feel the pain, thus making it possible for rather nasty surprises. Its real ability is to allow ice to bloom from where it cuts, be it the arm, armour etc. However, there has to be a notable cut for it to work. The larger it is, the more effective the ice can spread and the more it can produce. The ice is different than the scythe in it that it is possible to melt, but at a much slower pace than normal ice.

Fantail: Fantail is a spear that has many platings along the guard near the top and at the bottom near the base. This spear is a light grey in colour and appears rather curvy and smooth. However, in complete battle mode, every single plating slides up
and a short curved blade will slide out from the plating. At this mode, it is bristling with blades along the bottom and the top. It is capable of easily shredding through flesh and armour as a result of the many blades.

Raen' bar's Blood: This scimitar is lacks a handguard, nor a proper hilt. In fact, it appears to be only the base sword without a cover for the hilt. Its colour is a deep charcoal black that slowly turns blue near the middle before rapidly turning white at the tip. On the black area of the blade, a shimmering calligraphy of some arabic writing shines bright, sparkling blue, alternating between the spectrum of colour between that blue and white. The writing is a spell. The spell is purely for the improvement of the blades cutting power and speed. The flat dimension of it plus the spell has made the blade extremely fast and deadly. Its blade is so sharp that a falling feather is able to be cut in half. As well as cutting power, it's speed in being swung also increased exponentially. As a result, the strikes are a blur. When used in Dance of Blades, it is one of the most dangerous weapons. However, with speed comes a decrease in control. In Dance of Blades, because it moves so fast, sudden turns and maneauvers are extremely hard.

Hathaway's Greatsword: The greatsword is shaped to be extremely long and heavy, at 1.5 meters long. It has a curving axe edge at the top and the cutting edge of the sword is serrated all around the sword, from one side of the hilt, over the left side, onto the axe curve and down the other side. It has a deep orange and brown colour scheme. The blade itself is the colour of clear amber, dulling to that of rock brown. It is a weapon of pain as a result of the rugged edges, and when swung, if it cuts deep, the opponents cannot escape by pulling away as the edges bite deep into the body.

Dual Fang: The least flashy sword in her collection. The Dual Fang is a katana that has two parallel blades. The blade is highly polished to a sheen and has a black hilt with a two black scabbard that is placed so that it can be sheathed together in one move. It is the most unique blade as it always emerges with the sheath. The katana allows two cuts with one swing. As a result of the relative closeness of the blades, the cuts are extremely hard to stitch back together.

The power of this blade is that it blurs when swung. It works with the smallest hint of light. Whenever light strikes on the blade, the katana shimmers and refracts the light within itself, thus making it seem distorted and hazy, as if it is not solid and is a mirage. This gives the advantage as when coupled with her speed, the length of the sword and its position become rather hard to trace.

Pilus Duritus: Pilus Duritus is an odd weapon in it that it was created originally to be a lance. It is 4 meters in length and is the hue of deep ocean blue. Originally, like all lances, it was conical in shape and extremely plain, a straight forward, non decorative lance with an equally non decorative handle. It was so plain that the knight who commisioned it spat in disgust and tossed it back to the blacksmith. It was from this exact moment that the blacksmith had an inspiration and reshaped the lance into a sword. The length of the lance has been flattened into the likes of a double edged sword. To get a nice straight edge and to get a hilt and handguard, it has been shortened by a meter. As it is, the Pilus stands at three meters, the handle at 80 cm. Its only power is that it is able to, like a snake, bend and twist around with ease.

Shir Ching Lung: In translation, it means "Four Dragons". It is a chinese Guan Dao (similar to glaives) that stands at 2 meters total with the blade being 80 cm. The blade is a cool bluish green colour with streaks of amber flakes inside whilst the pole is a gold colour near the hilt guard before slowly turning into a deep purple as it reaches the end. There is a green dragon that curls itself around the hilt down the pole.

The Guan Dao's power
is able to extended and contract as well as resize itself whilst retaining its weight of 8 kg. In respect, it can extended almost indefinitely. It then becomes awkward and hard to use. Changing itself is not instantaeous and is visible to poeple. However, it is quite fast so despite being able to see it, most untrained people may not avoid it. Unlike extending,, contracting, is fast and resembles something of a rubberband, that it snaps backwards.

Armour
More indepth description of the armour. Refer to the top image if you are scrapped for time or can't picture it

At the very base, is a long tight woven silk dress the colour of dark purple. It is sleeveless, leaving the shoulder bare. It starts off at the top of her throat, down the front of her chest past down to her waist before beginning to flair out a bit. It reaches just past her ankle, so her armpured boots are slightly visible.

Her boots are the colour of silver with a slight hue of purple. It reaches up to her knee and to protect her kneecaps, a angular vertical diamond piece rises in front of where the knee is. The boot is slightly heeled and has spurs the shape of many pointed snowflakes at the back.

On her arms are a pair of gloves that run for alomst her whole arm. The clothe underneath is the same dark purple as the dress. On top of the lower arm is a curved piece of armour that extends past her wrist and on top of her knuckles. This piece curves around to enclose the lower arm completely, whilst the wrist part another piece of armour tied by leather to allow movement of the wrist. This piece is held down to the hand by leather that threads through under her middle finger. At the very top of the arm is a silver devise attached to the cloth. This device is oval with a red jem in the center. This enables a floating shield like armour piece to hover off her arm. It is locked at that position, however. The shield itself is square mostly before reaching into a sharp point at the bottom. The colour is a base silver at the top, dark purple near the bottom with a white piece covering the other two. At the base of the white piece, an oddly shaped design is cut out so that it appears purple.

Over the throat and the throat par tof her dress is another armour piece that is dark purple. It covers most of her throat and comes down over her collar. This piece has very intricate designs etched all over the armour piece. The designs most resemble rose vines and Victorian era designs.

To the upper chest armour, it is the same colour of her boots, a silver with a hue of purple in it. It is shaped around her chest and is plain with no ornaments. It reaches the collar piece and is clipped on. Clipped on underneath it is her waist and stomach armour. This is a light silver colour and shaped in a V and protudes out slightly to a point. A dark purple border with gold designs runs along the bottom rim of the silver armour piece. Hanging from the bottom of the armour by clips are two white, decorative armour pieces that reach down just above the knees. On top of this are the same designs on the shield.

Combat Abilities - Heliants are blessed with a given gift in using their Energy and manifesting it into something else, aka, Magic. It can either be like actual magic, or like skills. For Mtiette, it is more skills than magic. For comparison sake, we would use a low, medium, high system

Call Forth: Using almost no energy ( very low for normal weapons. Low for the meitou/special), she can call forth a weapon from the portal world to her side, instantly flying out of thin air and into her hand. The portal needs a payment of energy for its use, hence the cost in energy. The realm accepts any weapons. However, those that contain life force (the special ones like meitou, magical blessed, cursed etc) and are able to be used with Dance of Blades require a certain procedure before they can be placed in the realm. As a contract, Mtiette has to have beaten the owner by combat and only then, would the soul of the sword be willing to be called underneath her command. So far, in the realm, she has 10 such weapons along with 10 normal lances, 20 normal blades and swords, 10 rapiers and 20 axes/maces/ others.

Point of Piercing: By gathering a swirling wind at her forearm (low), she can launch a piercing, ranged strike at an opponent providing she is equipped with a spear or rapier. The strike resembles a thin drilling action. With the condensed shape, it is capable of drilling through rocks, walls, steel and such. Skills is capable of being used with fists . It is the stabbing motion that forms the attack

Wave of Parting:
Very similar to Point of Piercing. Instead of an equipped spear, this skill works with a sword and its swing, sending forth a thin slicing cresent moon at the enemy and capable of the same results as P.O.P. (low). Skill is capable of being used with kicks, mostly.
It is the swinging motion that forms the attack

Heaven's Drive
: A more advanced version of Heaven's spike. The user will charge holy energy into their palm, expanding it into a ball the size of her palm before releasing it towards the enemy. The ball shoots out like a beam and is accompanied by 5 Heaven's Spike from each finger. The move is capable of being directed by the movement of the user's arm although it is sluggish in changing direction.

Cage of the Hunt: The move initiates when the light wings spread open. When the wings open, countless white feathers scatter into the air, filling a large area. These feathers will then pelt down like arrows towards the ground. If one of these feathers hit (must be a direct hit, not a small scratch), then instantly, all the feathers will materialise chains around the victim, binding him o one place. The user would then launch into the air on her wings, before summoning four three meter light spears behind her and one in her hand. The user will launch the spear in her hand at the trapped target whilst the other four follow behind. When the first pierce the target, the rest follow at different angles before the spears explodes with holy energy, disintegrating the enemy, filling the air with feathers once more. The fatigue drain is medium.

Overkill: More for large battlefield battles than solo fights, Overkill, as its name implies, is a move that produces ultimate destruction over large areas. Scattering feathers into the air, the user will fly into the midst of feathers. each time she grabs one feather, it will transform into a 3 meter weapon, whether it be sword, axe, lance etc. These she will hurl towards the ground. Upon impact, they will blow up like in Cage of the Hunt. The number decided to be thrown depends on the user's whim. If they see a need to throw over a thousand (if they are capable), then there will be more than enough feathers to perform over 100X that. However, the fatigue drain is proportional to the number thrown. The more thrown, the more drain there is. For Hild, throwing twenty will be her maximum if she wishes to not be left completely unable to move. This will allow her to defend herself sufficiently enough to escape if things go wrong. Therefore, the drain ranges from very low to extremely high.


Release:
Release is, as the name implies, the removal of the seals that restricts her power. This skill is a has a"casting time" of about 6 minutes till maximum release. Each stage requires 2 minutes to relase.There are dire consequences in doing so, as with full removal, Mtiette can easily level a metropolis city in an instant. Therefore, it is done so that she is not capable of doing so. However, she is left a small line in which she can release at max 50% at a slow rate. 10% for each crystal on her spear and 30% for the crystal on her forehead. With the release, maori-like, black tattoos (i really con't describe the marks) spread all over her body during the duration Nothing changes of her body except her eyes turning a sharp silver with an aura of ice blue flaring around her like a wild fire. At the release, her body is boosted beyond measure, power, speed and reflex multiplying exponentially as well as replenishing temporarily her energy level. By doing so, she gains great power, but only for a very short time, 5 minutes for each release, in total 15. In addition, with the release of one crystal, the side affects afterwards are a decrease in speed and reflex. With the second, a decrease in equilibrium and decrease in total control over limbs with the final third, a loss of total limb function, bar small movements, and almost ocmplete loss of sight, hearing and sixth sense perception. All of these are temprary though it requires recovery for a while afterwards. (All remaining energy, regardless.)

Step Up:
Step up is a secondary option to Release. It is a much more safer option as its side affects are very minimal.With a decrease in risk, so is the decrease in power. During Step Up, Mtiette's pupils turn a very light blue that seems to dance like wild fire on a darker blue background whilst an aura of pwer surrounds her. In this state, she raises her speed, reflex and strength by 2.5 for 5 minutes with 50% energy recovery. Afterwards, she is reduced to 0.5 of her normal power for 5 minutes. (between low and medium)

Dance of the Blades:
This is her major skill and where her Title derived from. She can open a portal from another world and summon weapons. These weapons are the special weapons that require her to have won over the sword through combat. The number she summons is up to her, although the more weapons present, the harder it is. These weapons follow her will and fly by her order. When used, it seems like the weapons move in such a way that it appears just as graceful as a dance. The energy usage is proportional to the number of weapons. To summon her current 10 weapons would cost a rather high amount of energy, at least above half of it. although this would leave her rather strained and unable to fight herself personally. She can send weapons back in and in doing so, lessen the strain Later when she obtains more weapons, she would need to increase her endurance in order to make up for the extra strain and energy use..

Other Skills

Sixth Sense Perception: This skill allows her to sense her surrounding. With her enhanced system, in the presence of danger, whether she can actually view it or not, her body kicks into a higher gear and she is able to view the world at a slower rate. She can feel that something is not right and hostility, in which she can try to act before things got out of hand.

Portal Summon: Very much like Call Forth, but with everything else. This cost no energy since this realm is different from the one used for the swords. It is much smaller in space and is a creation of her own. As a result, there is no price to pay for summoning. She basically uses the portal as a back pack so she doesn't need to carry anything. The portal has a limit of 1.5 X 1.5 meters. However, placing large objects in it would be cumbersome so she doesnt do it. Living objects are unable to survive in the realm.

History
–Mtiette has forgotten when she was born and her memory of her life in the lower land was chopped and blurry. All that she remembered with clarity is moments befpre she rose, in the middle of the remains of a battlefield, her armour drenched in dried blood. So much that it seemed the metal plates were red to begin with. Collpasing on the spot, clutching her waist, she had believed that this was it when she was splashed with an intense pillar of holy light. Not even able to struggle, Mtiette was raised to the top, past the clouds and settled amongst a group of a hundred or so people. From there, an angel descended and decreed that they have been chosen to to fight the attacking force of the Devils in which they are now called apon to defend and defeat the enemy. In an instant, her battered armour disappeared , replaced with the one she wears now and two large gray wings appeared on her back along with a long spear. Shock came the instant she looked up as everyone had haloes.

After the subsequent shock subsided, the hundred spent the next few weeks setting up what would be the base for the city for Vatica. It is then where they met for the first time the Severants, beings that resembled them, but with bat-like wings and small horns. A battle ensured, in which it seemed as though the Heliants were to lose. However, the Severant appear to be of rather poor fighting type and quickly, the large group was dispatched. Each attack brought more and more powerful foes. On their side, their ranks began to swell. Unlike the Severants, many that came up were of high quality, regardless of their job. Mtiette had no idea how long she has spent up in this realm, but she had deduced long enough with Vatica now a large sprawling city with many other cities further out. She herself became one of the 10 generals of the Heliants, in which they deemed her too powerful that she was a threat to her own comrades. With the other nine, they sealed her power considerably within her spear and a crystal on her forehead. Their enemy had changed also. It was no more skills against number, but a combination of both. Both sides had skilled warriors and numbers which resulted in a deadlock. What it now resembles are two countries in the clouds waging an eternal war.

Mtiette had often wondered how the lower planes were doing, and so often dives down just before the barrier. The barrier was so strong that it had prevented the Severants from breaking through into the human world. Although this applied to the Heliants, many of them do not desire to go back down as their job was right up here. On one such trip aith several friends, Mtiette spotted a flaming being shooting through the clouds and impacted heavily on the barrier. From his wings, he had deduced that it was a Severant, and not any Severant, but was Ihsan, a high ranking general. Smirking with her party at what she thought was stupidity, Mtiette was suddenly shocked as the Severant shot through the barrier, creating a slight hole in the fabric. Immediately, being the ranking officer here, she ordered her party to return and inform the Preceptor. She herself dived right after Ihsan, through the hole. Unfortunately, she failed to see in closing slowly and as she was though, the hole closed completely. Cut off from her realm, all that was left to do was to pursue Ihsan and stop whatever he was going to do. The short stop resulted in her losing great distance with Ihsan. Luckily, the Severant dipped and dropped into the continent directly below their exit point and with that, Mtiette descended after her target.



Finished! Got a little tired at the end, so history is a bit brief and choppy.

ORPG


Name – Mtiette Faraway (Me - Ti - Et Far - a - wai)

Title- Dancer of the Blades

Alignment – Good

Race – Heliants /Ascended Beings.
General Appearance: Male/Female

Heliants are humans that, through deep and feverent devotion to the Good, have been blessed by God into a semi-angel state. They acquire wings that are light gray and a slightly visible halo above their head. With the blessing, their bodies become more powerful, with their basic stats boosted (eg, strength, speed, etc). Also, they are immune to all lower world poison. Also, they possess a remarkable regenative system. Although not instantaneous, it can heal a rather serious wound in a period of 4-7 days. It is not possible to regenerate lost limbs, nor reattach. They can choose the age they appear as along with powers that enable them to use magical skills. Their wings are like their legs in a sense that it is natural for them to walk and to some extent take some hits. It spans at 3 metres total from both sides when fully spread. However, the amount it spreads is proportional to the distance and use of the wings. Despite being almost invulnerable, the only way they can be defeated is through actual combat and violent death. This means that if one is skilled enough, they can easily kill a Heliant like any human through combat. Once defeated, they are automatically accepted into heaven, their wings losing the gray colour and becoming pure white... providing their soul has not been tainted whilst being a Heliant.

Their existance is to combat their polar opposite, the Serverants / Fallen Beings. These two "races" reside in a realm between lower regions and the higher regions of the cloud. As a result, human contacts have been almost zero with maybe a few sighting of one dipping just below the clouds. A plane barrier is set in which prevents either race from going below.

In a basic sense, the two races are another army for God and the Devils, in which a conflict raging for aeons still continues. Heliants range from warriors to clerical and mage types. Both race have cities near their realm in which they reside in and defend, in which the Heliant's capital is called Vatica. As such, different type of people are needed to sustain the the forces.

Heliants have adopted a indifferent attitude towards most things outside of their devotion to their goal, that is the defeat of the Severants.
Gender – Female

Age
– 22


AppearanceAppearance
Mtiette is a rather elegant and gentle from her appearance. Unlike most warriors, her body does not show bulging muscles and oversized limbs, but rather, a lean and slender body. As her class, her body is toned, but as strength is not her main style of fighting, she keeps them at a moderate level. She stands at 177cm and weigh around 60 kg. Her skin is a nice hue of pink, neither too pale nor too dark. She lets her hair flow freely behind her back, and in front and is the colour of light gold. Her eyes are a nice chestnut brown. As a holy being, she does not require any form of make up. her presence would give people a slight warm and fuzzy sensation along with a minute glow that is almost incomprehensible. As a side note, the circular crystal on her head is actually a thin diamond shape (like belldandy's).


Attire
– Inquire to above image. Mtiette's attire is always her armour, regardless of where she goes. As they come from the holy forge of Vatica, repair and maintenance is not needed as it fixes if left alone over time. Her armour is of light class and thus only consist of a small chest piece, stomach piece, shoulder pauldrons, waist armour, small fore arm armour and boots. Along with the armour is a long deep purple dress that has no sleeves. It runs from her neck under the throat armour, down her chest, under her waist armour and straight to the floor. Its length meant that her legs are no visible, only the lowest part of her boots can be seen.. On the back are two thin, vertical slots in which the wings thread through. In order to take them off, the small section of the armour near her wing are little hatches in which it can be opened up into a larger opening. The shoulder pauldron's do float off her arms. There are no special effects as a result of floating, but it does mean she doesn't recieve any kind of shock if something hits there.

Dress - Her dress, if you would call it that, is what she wears as always, (refer to picture). For Carbuncle's sake, she is not nekkid underneath the skirt, but wears a sort of loincloth thingy. Refer to attire for a more descriptive idea of her clothes.

First Impression
– The first impression Mtiette has on people is that she is likeable and attractive. Her wings, armour and spear, however, gives the impression of a need for space. With her looks and her possession, Mtiette leaves a deep impression on people. As with her affiliation, she emits a slight glow in which people in her immediate vicinity would feel a warm sensation. Her movements are smooth and subtle. So much that people sometime believe that she glides and many don't notice her move until she touches them or after a while.


Personality
– Mtiette is considered the stand out of the Heliants. Despiute being in the first Century of Heliants, she is more flexibile and playful then her peers. Unlike the general outlook, Mtiette often thinks about how the world below was changing after aeons of time fighting above. One of the rare sightings of "angels" was a result from her curiosity. As reflected from her appearance, she is rather mellow and cheery, however, like most humans, there are certain boundaries in which she can take. She would react as a normal human would to something cruel and unjustice and vice versa if something good happened.
As with a good alignment, she would encourage good deeds, but condemn severely evil deeds such as murder, robbery...the normal immoral stuff. Towards her associates and friends, her attitude would be much warmer and casual, with a lowering of her guard. THis makes her somewhat vulnerable to those that backstab, but that is just the way she is.

Strength
– Just above mediocre. Strength is not her main sepcialty and despite with boosted strength, she reaches just above that of a average male in his 30's.


Speed – Linked with her reflexes, this is where Mtiette shines. Along with her smooth movements, Mtiette can strike out at blistering speed that seemingly happen without her arm even moving. With her flexibility, she is capable of launching almost instantaneous strikes in almost any area in any direction. She is able to reach speeds of 45kph for a short span of 20 seconds. Her regular top speep is at 22kph.

Endurance – A so - so catagory for Mtiette. Since she has less strength, taking direct hits is not her strong point. However, with experience, going at a rather fast pace, Mtiette is able to fight continuously for about 1.5 hours. Then her movements begin to deteriorate considerably.

Reflexes
– A very close second to her speed, Mtiette is a master at counter punching. This means that at her peak in a fight, Mtiette can almost launch a counter attack the moment the opponent initiates a strike.
However, constantly stressing her eyes and body to react to such actions strains her body. Thus she tones it down quite a bit. Her normal reflexes are usually capable of snatching an arrow shot by a mid level archer. Any higher and she would have to resolve to dodging. The more skilled they are, the harder it is. As with her reflex and her fighting style, she can to some extent determine what her opponents do by their movement. This is restricted, but generally, she would begin moving at the instant she believe an attack is coming.

Fighting Style – Mtiette's fighting style is more defensive than aggressive, more tactics than strenght and more counter attack than attack. As with her weapon, her style is smooth and graceful, like a dance. It concentrates on critical strikes, each attack aiming to do considerable damage to the opponent. She uses the human body effectively as part of her arsenal to compensate for strenght. The accuracy of her strikes are unparralleled.

Weapons
– Her weapon is the spear seen in the picture, named Point of Revelation. Consult it if you can't imagine the weapon

Since she was one of the earliest of the Heliants, she is an important
figure hence a weapon granted straight from heaven. Made of an entirely mysterious material, it is completely flexible, capable of bending till the point faces the same direction as the end. After the millenium of fighting, the spear still appears as if freshly forged. The two floating side guards a sealing crystals, much like the crystal on her forehead, which sealed most of her powers in before her descent into the lower lands.

For more detail, the spear stand at 200 cm tall and is the same shade of her chest armour piece, a metallic dark silver with a hue of purple. At the end of the spear is an elongated and angular hexagon about 10 cm long. A long, thin, acute shape v at, 30 cm, is at the end of the hexagon which then, like a screw, it corksrews around the pole, reaching 40 cm up the pole. The point is sharp like a blade and can be used as a weapon. The pole then runs for 100cm uninterrupted, with etchings of rather oriental looking calligraphy. The guard and the actual blade, extending the remaining 60 cm, is extremely intricate.
As a result, i will rpovide an image. At the guard, working on a similar principle as the shields, the two crystals hover at a designated distance from the sides of the guard. They have the dual purpose of an actual guard in which it can take blows and double as two of the three seals. The blade has the inner white blade, which is the main cutting device sitting loosely in the guard whilst on top, to lock it in place ios the dark purple metal which completes the typical diamond shape that most double edged blades have.

Its primary power is that it can draw on Mtiette's power reserve and at the tip of the spear form an umbrella of physical energy. This energy can be shaped by Mtiette through will. She can focus it into sleek point for additional stabbing power and length or widen it so that it appears as a semi circle of shimmering white which can act as a shield. When she focus's it into a sleek point, she can shoot these off. These are the strength of a normal thrust, therefore weaker than her spells. Nonetheless, they fly as fast as an arrow.

Special Acquired Weapons:
Yagura no Tachi: The Yagura no Tachi is a japanese style blade, a nodachi to be exact. The blade itself has an iridescent colour of purple and shiny maroon. Unlike many katanas, it does not have a perfect curved edge, but has several parts with serrated edges. One is near the hilt, the next in the middle and the third between the near the tip.

Its power is that of the black flame. Being a dark blade, it has been dipped in the River of Death itself where it gained its ability to scorch black anything it cuts with its dark flame. As a side effect of the flame, it corrupts what it cuts, making recovery painful and time consuming. The more sever it cuts, the further the poison corrupts the wound.

Shira Kosaku: Shira Kosaku, unlike Yagura no tachi is a normal length katana and is of the virtuous. The blade is completely white with oriental etching near the hilt that acts as a blessing.

Being a holy blade that has been blessed by a high priest, Shira Kosaku gives regenative capabilities and warding abilities. It is capable of purging impurities from things, such as poisons and spirits as well as increase in healing speed. However, its main plus is its ability to create a sphereical barrier to withstand magical attacks. The sphere is around 3 metres in diameter with the origin the sword. The barrier can take a great deal of magical damage. However the more it takes, the less effective it becomes. The barrier requires the user to hold its shape. After a certain ammount, the barrier will collpase, not being able to be conjured until it is returned to the portal realm and refill on energy. This does not affect its purging capabilities.

Duraval: A longsword of a more holy background. This European longsword isthe colour of the sun, being shining white near the tip before fading to a fiery orange as it nears the hilt. Intricate symbols become more visible as the organge darkens.

Duraval has the ability of explosion. It can be said that the blade is metal gunpoweder and any strike would create a spark that will explode Upon impact, it can create a small explosion that shoots downwards from the swing, right into the opponent and away from the wielder. However, like gunpowder it has the same disadvantage that can nullify it.

Scythe of Glacia: The Scythe of Glacia follows its name and appears to be the colours of ice. It varies at parts. Mostly, it appears slightly transparent white ice. At certain areas, a tinge of blue which seemingly glow at others, pure glossy black. With the same property of ice, the blade is extremely cold to touch and could give severe ice burns to those who are not accustomed to it. As a result, there are two areas wrapped with cold resistant black cloth for those to hold.

Basically, the scythe is made of ice. However it has the essence of ice in it that makes it so cold that it is impossible to melt by human means. It is so cold that it cools the area around it instantly. With this, the scythe is able to numb the skin before cutting. This meant that opponents will not be able to feel the pain, thus making it possible for rather nasty surprises. Its real ability is to allow ice to bloom from where it cuts, be it the arm, armour etc. However, there has to be a notable cut for it to work. The larger it is, the more effective the ice can spread and the more it can produce. The ice is different than the scythe in it that it is possible to melt, but at a much slower pace than normal ice.

Fantail: Fantail is a spear that has many platings along the guard near the top and at the bottom near the base. This spear is a light grey in colour and appears rather curvy and smooth. However, in complete battle mode, every single plating slides up
and a short curved blade will slide out from the plating. At this mode, it is bristling with blades along the bottom and the top. It is capable of easily shredding through flesh and armour as a result of the many blades.

Raen' bar's Blood: This scimitar is lacks a handguard, nor a proper hilt. In fact, it appears to be only the base sword without a cover for the hilt. Its colour is a deep charcoal black that slowly turns blue near the middle before rapidly turning white at the tip. On the black area of the blade, a shimmering calligraphy of some arabic writing shines bright, sparkling blue, alternating between the spectrum of colour between that blue and white. The writing is a spell. The spell is purely for the improvement of the blades cutting power and speed. The flat dimension of it plus the spell has made the blade extremely fast and deadly. Its blade is so sharp that a falling feather is able to be cut in half. As well as cutting power, it's speed in being swung also increased exponentially. As a result, the strikes are a blur. When used in Dance of Blades, it is one of the most dangerous weapons. However, with speed comes a decrease in control. In Dance of Blades, because it moves so fast, sudden turns and maneauvers are extremely hard.

Hathaway's Greatsword: The greatsword is shaped to be extremely long and heavy, at 1.5 meters long. It has a curving axe edge at the top and the cutting edge of the sword is serrated all around the sword, from one side of the hilt, over the left side, onto the axe curve and down the other side. It has a deep orange and brown colour scheme. The blade itself is the colour of clear amber, dulling to that of rock brown. It is a weapon of pain as a result of the rugged edges, and when swung, if it cuts deep, the opponents cannot escape by pulling away as the edges bite deep into the body.

Dual Fang: The least flashy sword in her collection. The Dual Fang is a katana that has two parallel blades. The blade is highly polished to a sheen and has a black hilt with a two black scabbard that is placed so that it can be sheathed together in one move. It is the most unique blade as it always emerges with the sheath. The katana allows two cuts with one swing. As a result of the relative closeness of the blades, the cuts are extremely hard to stitch back together.

The power of this blade is that it blurs when swung. It works with the smallest hint of light. Whenever light strikes on the blade, the katana shimmers and refracts the light within itself, thus making it seem distorted and hazy, as if it is not solid and is a mirage. This gives the advantage as when coupled with her speed, the length of the sword and its position become rather hard to trace.

Pilus Duritus: Pilus Duritus is an odd weapon in it that it was created originally to be a lance. It is 4 meters in length and is the hue of deep ocean blue. Originally, like all lances, it was conical in shape and extremely plain, a straight forward, non decorative lance with an equally non decorative handle. It was so plain that the knight who commisioned it spat in disgust and tossed it back to the blacksmith. It was from this exact moment that the blacksmith had an inspiration and reshaped the lance into a sword. The length of the lance has been flattened into the likes of a double edged sword. To get a nice straight edge and to get a hilt and handguard, it has been shortened by a meter. As it is, the Pilus stands at three meters, the handle at 80 cm. Its only power is that it is able to, like a snake, bend and twist around with ease.

Shir Ching Lung: In translation, it means "Four Dragons". It is a chinese Guan Dao (similar to glaives) that stands at 2 meters total with the blade being 80 cm. The blade is a cool bluish green colour with streaks of amber flakes inside whilst the pole is a gold colour near the hilt guard before slowly turning into a deep purple as it reaches the end. There is a green dragon that curls itself around the hilt down the pole.

The Guan Dao's power
is able to extended and contract as well as resize itself whilst retaining its weight of 8 kg. In respect, it can extended almost indefinitely. It then becomes awkward and hard to use. Changing itself is not instantaeous and is visible to poeple. However, it is quite fast so despite being able to see it, most untrained people may not avoid it. Unlike extending,, contracting, is fast and resembles something of a rubberband, that it snaps backwards.

Armour
More indepth description of the armour. Refer to the top image if you are scrapped for time or can't picture it

At the very base, is a long tight woven silk dress the colour of dark purple. It is sleeveless, leaving the shoulder bare. It starts off at the top of her throat, down the front of her chest past down to her waist before beginning to flair out a bit. It reaches just past her ankle, so her armpured boots are slightly visible.

Her boots are the colour of silver with a slight hue of purple. It reaches up to her knee and to protect her kneecaps, a angular vertical diamond piece rises in front of where the knee is. The boot is slightly heeled and has spurs the shape of many pointed snowflakes at the back.

On her arms are a pair of gloves that run for alomst her whole arm. The clothe underneath is the same dark purple as the dress. On top of the lower arm is a curved piece of armour that extends past her wrist and on top of her knuckles. This piece curves around to enclose the lower arm completely, whilst the wrist part another piece of armour tied by leather to allow movement of the wrist. This piece is held down to the hand by leather that threads through under her middle finger. At the very top of the arm is a silver devise attached to the cloth. This device is oval with a red jem in the center. This enables a floating shield like armour piece to hover off her arm. It is locked at that position, however. The shield itself is square mostly before reaching into a sharp point at the bottom. The colour is a base silver at the top, dark purple near the bottom with a white piece covering the other two. At the base of the white piece, an oddly shaped design is cut out so that it appears purple.

Over the throat and the throat par tof her dress is another armour piece that is dark purple. It covers most of her throat and comes down over her collar. This piece has very intricate designs etched all over the armour piece. The designs most resemble rose vines and Victorian era designs.

To the upper chest armour, it is the same colour of her boots, a silver with a hue of purple in it. It is shaped around her chest and is plain with no ornaments. It reaches the collar piece and is clipped on. Clipped on underneath it is her waist and stomach armour. This is a light silver colour and shaped in a V and protudes out slightly to a point. A dark purple border with gold designs runs along the bottom rim of the silver armour piece. Hanging from the bottom of the armour by clips are two white, decorative armour pieces that reach down just above the knees. On top of this are the same designs on the shield.

Combat Abilities - Heliants are blessed with a given gift in using their Energy and manifesting it into something else, aka, Magic. It can either be like actual magic, or like skills. For Mtiette, it is more skills than magic. For comparison sake, we would use a low, medium, high system

Call Forth: Using almost no energy ( very low for normal weapons. Low for the meitou/special), she can call forth a weapon from the portal world to her side, instantly flying out of thin air and into her hand. The portal needs a payment of energy for its use, hence the cost in energy. The realm accepts any weapons. However, those that contain life force (the special ones like meitou, magical blessed, cursed etc) and are able to be used with Dance of Blades require a certain procedure before they can be placed in the realm. As a contract, Mtiette has to have beaten the owner by combat and only then, would the soul of the sword be willing to be called underneath her command. So far, in the realm, she has 10 such weapons along with 10 normal lances, 20 normal blades and swords, 10 rapiers and 20 axes/maces/ others.

Point of Piercing: By gathering a swirling wind at her forearm (low), she can launch a piercing, ranged strike at an opponent providing she is equipped with a spear or rapier. The strike resembles a thin drilling action. With the condensed shape, it is capable of drilling through rocks, walls, steel and such. Skills is capable of being used with fists . It is the stabbing motion that forms the attack

Wave of Parting:
Very similar to Point of Piercing. Instead of an equipped spear, this skill works with a sword and its swing, sending forth a thin slicing cresent moon at the enemy and capable of the same results as P.O.P. (low). Skill is capable of being used with kicks, mostly.
It is the swinging motion that forms the attack

Heaven's Drive
: A more advanced version of Heaven's spike. The user will charge holy energy into their palm, expanding it into a ball the size of her palm before releasing it towards the enemy. The ball shoots out like a beam and is accompanied by 5 Heaven's Spike from each finger. The move is capable of being directed by the movement of the user's arm although it is sluggish in changing direction.

Cage of the Hunt: The move initiates when the light wings spread open. When the wings open, countless white feathers scatter into the air, filling a large area. These feathers will then pelt down like arrows towards the ground. If one of these feathers hit (must be a direct hit, not a small scratch), then instantly, all the feathers will materialise chains around the victim, binding him o one place. The user would then launch into the air on her wings, before summoning four three meter light spears behind her and one in her hand. The user will launch the spear in her hand at the trapped target whilst the other four follow behind. When the first pierce the target, the rest follow at different angles before the spears explodes with holy energy, disintegrating the enemy, filling the air with feathers once more. The fatigue drain is medium.

Overkill: More for large battlefield battles than solo fights, Overkill, as its name implies, is a move that produces ultimate destruction over large areas. Scattering feathers into the air, the user will fly into the midst of feathers. each time she grabs one feather, it will transform into a 3 meter weapon, whether it be sword, axe, lance etc. These she will hurl towards the ground. Upon impact, they will blow up like in Cage of the Hunt. The number decided to be thrown depends on the user's whim. If they see a need to throw over a thousand (if they are capable), then there will be more than enough feathers to perform over 100X that. However, the fatigue drain is proportional to the number thrown. The more thrown, the more drain there is. For Hild, throwing twenty will be her maximum if she wishes to not be left completely unable to move. This will allow her to defend herself sufficiently enough to escape if things go wrong. Therefore, the drain ranges from very low to extremely high.


Release:
Release is, as the name implies, the removal of the seals that restricts her power. This skill is a has a"casting time" of about 6 minutes till maximum release. Each stage requires 2 minutes to relase.There are dire consequences in doing so, as with full removal, Mtiette can easily level a metropolis city in an instant. Therefore, it is done so that she is not capable of doing so. However, she is left a small line in which she can release at max 50% at a slow rate. 10% for each crystal on her spear and 30% for the crystal on her forehead. With the release, maori-like, black tattoos (i really con't describe the marks) spread all over her body during the duration Nothing changes of her body except her eyes turning a sharp silver with an aura of ice blue flaring around her like a wild fire. At the release, her body is boosted beyond measure, power, speed and reflex multiplying exponentially as well as replenishing temporarily her energy level. By doing so, she gains great power, but only for a very short time, 5 minutes for each release, in total 15. In addition, with the release of one crystal, the side affects afterwards are a decrease in speed and reflex. With the second, a decrease in equilibrium and decrease in total control over limbs with the final third, a loss of total limb function, bar small movements, and almost ocmplete loss of sight, hearing and sixth sense perception. All of these are temprary though it requires recovery for a while afterwards. (All remaining energy, regardless.)

Step Up:
Step up is a secondary option to Release. It is a much more safer option as its side affects are very minimal.With a decrease in risk, so is the decrease in power. During Step Up, Mtiette's pupils turn a very light blue that seems to dance like wild fire on a darker blue background whilst an aura of pwer surrounds her. In this state, she raises her speed, reflex and strength by 2.5 for 5 minutes with 50% energy recovery. Afterwards, she is reduced to 0.5 of her normal power for 5 minutes. (between low and medium)

Dance of the Blades:
This is her major skill and where her Title derived from. She can open a portal from another world and summon weapons. These weapons are the special weapons that require her to have won over the sword through combat. The number she summons is up to her, although the more weapons present, the harder it is. These weapons follow her will and fly by her order. When used, it seems like the weapons move in such a way that it appears just as graceful as a dance. The energy usage is proportional to the number of weapons. To summon her current 10 weapons would cost a rather high amount of energy, at least above half of it. although this would leave her rather strained and unable to fight herself personally. She can send weapons back in and in doing so, lessen the strain Later when she obtains more weapons, she would need to increase her endurance in order to make up for the extra strain and energy use..

Other Skills

Sixth Sense Perception: This skill allows her to sense her surrounding. With her enhanced system, in the presence of danger, whether she can actually view it or not, her body kicks into a higher gear and she is able to view the world at a slower rate. She can feel that something is not right and hostility, in which she can try to act before things got out of hand.

Portal Summon: Very much like Call Forth, but with everything else. This cost no energy since this realm is different from the one used for the swords. It is much smaller in space and is a creation of her own. As a result, there is no price to pay for summoning. She basically uses the portal as a back pack so she doesn't need to carry anything. The portal has a limit of 1.5 X 1.5 meters. However, placing large objects in it would be cumbersome so she doesnt do it. Living objects are unable to survive in the realm.

History
–Mtiette has forgotten when she was born and her memory of her life in the lower land was chopped and blurry. All that she remembered with clarity is moments befpre she rose, in the middle of the remains of a battlefield, her armour drenched in dried blood. So much that it seemed the metal plates were red to begin with. Collpasing on the spot, clutching her waist, she had believed that this was it when she was splashed with an intense pillar of holy light. Not even able to struggle, Mtiette was raised to the top, past the clouds and settled amongst a group of a hundred or so people. From there, an angel descended and decreed that they have been chosen to to fight the attacking force of the Devils in which they are now called apon to defend and defeat the enemy. In an instant, her battered armour disappeared , replaced with the one she wears now and two large gray wings appeared on her back along with a long spear. Shock came the instant she looked up as everyone had haloes.

After the subsequent shock subsided, the hundred spent the next few weeks setting up what would be the base for the city for Vatica. It is then where they met for the first time the Severants, beings that resembled them, but with bat-like wings and small horns. A battle ensured, in which it seemed as though the Heliants were to lose. However, the Severant appear to be of rather poor fighting type and quickly, the large group was dispatched. Each attack brought more and more powerful foes. On their side, their ranks began to swell. Unlike the Severants, many that came up were of high quality, regardless of their job. Mtiette had no idea how long she has spent up in this realm, but she had deduced long enough with Vatica now a large sprawling city with many other cities further out. She herself became one of the 10 generals of the Heliants, in which they deemed her too powerful that she was a threat to her own comrades. With the other nine, they sealed her power considerably within her spear and a crystal on her forehead. Their enemy had changed also. It was no more skills against number, but a combination of both. Both sides had skilled warriors and numbers which resulted in a deadlock. What it now resembles are two countries in the clouds waging an eternal war.

Mtiette had often wondered how the lower planes were doing, and so often dives down just before the barrier. The barrier was so strong that it had prevented the Severants from breaking through into the human world. Although this applied to the Heliants, many of them do not desire to go back down as their job was right up here. On one such trip aith several friends, Mtiette spotted a flaming being shooting through the clouds and impacted heavily on the barrier. From his wings, he had deduced that it was a Severant, and not any Severant, but was Ihsan, a high ranking general. Smirking with her party at what she thought was stupidity, Mtiette was suddenly shocked as the Severant shot through the barrier, creating a slight hole in the fabric. Immediately, being the ranking officer here, she ordered her party to return and inform the Preceptor. She herself dived right after Ihsan, through the hole. Unfortunately, she failed to see in closing slowly and as she was though, the hole closed completely. Cut off from her realm, all that was left to do was to pursue Ihsan and stop whatever he was going to do. The short stop resulted in her losing great distance with Ihsan. Luckily, the Severant dipped and dropped into the continent directly below their exit point and with that, Mtiette descended after her target.
 
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Ok, upon request, I will now nag on this bio ^^

Finished! Got a little tired at the end, so history is a bit brief and choppy.

ORPG
Name – Mtiette Faraway (Me - Ti - Et Far - a - wai)
Interesting name, Ms. Far away ^^

Title- Dancer of the Blade

Alignment – Good

Race – Heliants /Ascended Beings.
General Appearance: Male/Female

Heliants are humans that, through deep and feverent devotion to the Good, have been blessed by God into a semi-angel state. They acquire wings that are light gray and a slightly visible halo above their head. With the blessing, their bodies become more powerful, with their basic stats boosted (eg, strength, speed, etc). Also, they are immune to all lower world poison. They can choose the age they appear as along with powers that enable them to use magical skills. Their wings are like their legs in a sense that it is natural for them to walk and to some extent take some hits. It spans at 3 metres total from both sides when fully spread. However, the amount it spreads is proportional to the distance and use of the wings. Despite being almost invulnerable, the only way they can be defeated is through actual combat and violent death. Once defeated, they are automatically accepted into heaven, their wings losing the gray colour and becoming pure white... providing their soul has not been tainted whilst being a Heliant.

Their existance is to combat their polar opposite, the Serverants / Fallen Beings. These two "races" reside in a realm between lower regions and the higher regions of the cloud. As a result, human contacts have been almost zero with maybe a few sighting of one dipping just below the clouds. A plane barrier is set in which prevents either race from going below.

In a basic sense, the two races are another army for God and the Devils, in which a conflict raging for aeons still continues. Heliants range from warriors to clerical and mage types. Both race have cities near their realm in which they reside in and defend, in which the Heliant's capital is called Vatica. As such, different type of people are needed to sustain the the forces.

Heliants have adopted a indifferent attitude towards most things outside of their devotion to their goal, that is the defeat of the Severants.
To comment on this right away, the way her race is I have no problem with.
But if she is as hard to harm as the rest of her race, it will give you a sense of "legal powergaming" if this are to be approved.
However, as your char is for ORP only, and not RPB's, the 'rules' can be more slacky about it, but I will not say my final word on this as you might have detailed it elsewhere in the bio as well.

Gender – Female

Age
– 22


AppearanceAppearance
Mtiette is a rather elegant and gentle from her appearance. Unlike most warriors, her body does not show bulging muscles and oversized limbs, but rather, a lean and slender body. As her class, her body is toned, but as strength is not her main style of fighting, she keeps them at a moderate level. She stands at 177cm and weigh around 60 kg. Her skin is a nice hue of pink, neither too pale nor too dark. She lets her hair flow freely behind her back, and in front. Her eyes are a nice chestnut brown. As a holy being, she does not require any form of make up. her presence would give people a slight warm and fuzzy sensation along with a minute glow that is almost incomprehensible. As a side note, the circular crystal on her head is actually a thin diamond shape (like belldandy's).
Even though you have an image, a description is needed which you do supply, so I will not nag on that detail.
However, you forgot her hair color ^^

Also according to her image, does she have any feet? Just a curious question ^^

BTW: BELDANDY SAMA~!
I personally like Urd, or Skuld's personality ^^


Attire
– Inquire to above image. Mtiette's attire is always her armour, regardless of where she goes. As they come from the holy forge of Vatica, repair and maintenance is not needed. Her armour is of light class and thus only consist of a small chest piece, stomach piece, shoulder pauldrons, waist armour, small fore arm armour and boots. On the back are two thin, vertical slots in which the wings thread through. In order to take them off, the small section of the armour near her wing are little hatches in which it can be opened up into a larger opening. The shoulder pauldron's do float off her arms.
I see no mention of color of her armor.
How does the floating pads work? does it give some nifty effects and what makes it float?
I see no mention of her "dress" here, so beside the exact armor pieces you mentioned, is she nekkid!? ^^

Not to mention the whole "does not need repair" thing, where that is not a problem in itself, it makes it seem as if I do damage to you, the armor can take the blow nad regenerate, leaving you with little to no damage.


First Impression
– The first impression Mtiette has on people is that she is likeable and attractive. Her wings, armour and spear, however, gives the impression of a need for space. With her looks and her possession, Mtiette leaves a deep impression on people. As with her affiliation, she emits a slight glow in which people in her immediate vicinity would feel a warm sensation. Her movements are smooth and subtle. So much that people sometime believe that she glides and many don't notice her move until she touches them or after a while.


Personality
– Mtiette is considered the stand out of the Heliants. Despiute being in the first Century of Heliants, she is more flexibile and playful then her peers. Unlike the general outlook, Mtiette often thinks about how the world below was changing after aeons of time fighting above. One of the rare sightings of "angels" was a result from her curiosity. As reflected from her appearance, she is rather mellow and cheery, however, like most humans, there are certain boundaries in which she can take. She would react as a normal human would to something cruel and unjustice and vic versa if something good happened.
A thing I like to have here, is how she reacts to being called bad things, as well as how she acts towards friends. As some people might change slightly it can be a nice detail to add.

Strength – Just above mediocre. Strength is not her main sepcialty and despite with boosted strength, she reaches just above that of a average male in his 30's.

Speed
– Linked with her reflexes, this is where Mtiette shines. Along with her smooth movements, Mtiette can strike out at blistering speed that seemingly happen without her arm even moving. With her flexibility, she is capable of launching almost instantaneous strikes in almost any area in any direction. She is able to reach speeds of 20kph for a short span of 20 seconds. Her regular top speep is at 15kph.
o_O
Do you know how slow this is?
A common child can run at this speed.
If you, as a human, stand upright nad fall straight forward, your face will reach approx 15 Km/h as it hits the ground.
20 Km/h is not that fast, and I see no problem of giving her up to a 40km/h for a very short while.

Endurance – A so - so catagory for Mtiette. Since she has less strength, taking direct hits is not her strong point. However, with experience, going at a rather fast pace, Mtiette is able to fight continuously for about 1.5 hours. Then her movements begin to deteriorate considerably.

Reflexes
– A very close second to her speed, Mtiette is a master at counter punching. This means that at her peak in a fight, Mtiette can almost launch a counter attack the moment the opponent initiates a strike.
However, constantly stressing her eyes and body to react to such actions strains her body. Thus she tones it down quite a bit.
How would she react on ranged attacks, ala arrows and the like?

Fighting Style – Mtiette's fighting style is more defensive than aggressive, more tactics than strenght and more counter attack than attack. As with her weapon, her style is smooth and graceful, like a dance. It concentrates on critical strikes, each attack aiming to do considerable damage to the opponent. She uses the human body effectively as part of her arsenal to compensate for strenght. The accuracy of her strikes are unparralleled.
The last line here, I cant shake the feelign that I have heard that somewere, in a movie or game somewhere.
There is nothing wrong with it, I jsut have a feel that I have heard it somehwere.

Weapons – Her weapon is the spear seen in the picture, named Point of Revelation. Since she was one of the earliest of the Heliants, she is an important figure hence a weapon granted straight from heaven. Made of an entirely mysterious material, it is completely flexible, capable of bending till the point faces the same direction as the end. After the milleniums of fighting, the spear still appears as if freshly forged. The two floating side guards a sealing crystals, much like the crystal on her forehead, which sealed most of her powers in before her descent into the lower lands.
Whereas a picture is good, there are those that can not see images from certain sites.
So, a text description of this will be required as well.
As I like to do it, the whole character should be understandable in a .txt file, so whereas images are a great help, it should be accompanied by a descripion.

Does this weapon have any nifty skills/abilities?
If so it should be stated here rather then in any other section.

Armour – See attire

Combat Abilities - Heliants are blessed with a given gift in using their Energy and manifesting it into something else, aka, Magic. It can either be like actual magic, or like skills. For Mtiette, it is more skills than magic. For comparison sake, we would use a 100% system
Where as I normally hate a percentage based mana system, I will comment on it.
I prefer a "level" base, as in the drain is on a "low" level, perhaps a "moderate drain".. etc.

Call Forth: Using almost no energy ( a measly 1%), she can call forth a weapon from the portal world to her side, instantly flying out of thin air and into her hand. The portal needs a payment of energy for its use, hence the cost in energy. The portal contains a realm in which all the swords she had fought against and with are replicated and are ready to summon on her will.
Hold on here, this is too powerful.
Where as the drain, nad "call of arms" effect is fine, but the fact taht you have all weapons replicated here is way overboard.
Consider it, say you fight one of my characters, and he weids a family heirloom with amgical powers taht only his bloodline can use. Suddenly, you call upon that sword after fighting/winning agaisnt him.
This spell/skill seems to be an excuse to loand otehr peoples ideas as your own.

Again, as I see no problem that she can summon her own spear like this, and perhaps a few otehr weapons (will also need detailing), I dont like the "weapon copy" effect.

Point of Piercing: By gathering a swirling wind at her forearm (5%), she can launch a piercing, ranged strike at an opponent providing she is equipped with a spear or rapier. The strike resembles a thin drilling action. With the condensed shape, it is capable of drilling through rocks, walls, steel and such. Skills is capable of being used with fists (stabbing attacks)
Why does it state that you need ot be equipped with a spear or rapier. Then suddenly state that you cna use it with your fists?

Wave of Parting: Very similar to Point of Piercing. Instead of an equipped spear, this skill works with a sword and its swing, sending forth a thin slicing kamaitachi at the enemy and capable of the same results as P.O.P. (5%). Skill is capable of being used with kicks, mostly.
Kamaitachi?
According to what I could find out from Google, this is a creature. When using words such as this, never assume that everyone knows what it is, and it should be explained like it is a new thing you yourself made.

Again, you state that it is used with a weapon, but at the same time you define a bodypart that also seems that it can be used with.
Whereas I have no problem with it being used by the body itself, it is jsut detailed in a weird way ^^
Might just be me though.

Release: Release is, as the name implies, the removal of the seals that restricts her power. There are dire consequences in doing so, as with full removal, Mtiette can easily level a metropolis city in an instant. Therefore, it is done so that she is not capable of doing so. However, she is left a small line in which she can release at max 50% at a slow rate. 10% for each crystal on her spear and 30% for the crystal on her forehead. With the release, maori-like, black tattoos spread all over her body during the duration. At the release, her body is boosted beyond measure, power, speed and reflex multiplying exponentially as well as replenishing temporarily her energy level. By doing so, she gains great power, but only for a very short time, 5 minutes for each release, in total 15. In addition, with the release of one crystal, the side affects afterwards are a decrease in speed and reflex. With the second, a decrease in equilibrium and decrease in total control over limbs with the final third, a loss of total limb function, bar small movements, and almost ocmplete loss of sight, hearing and sixth sense perception. All of these are temprary though it requires recovery for a while afterwards. (All remaining %, regardless.)
((What is Maori-like?))
Interesting, I doubt this will be used that often, but I think it might need some minor changes in the spells/abilities itself.
Where you have detailed how they look under "usual levels" perhaps add a small description of the changes as you release?

Whereas I have little problem with this release, I think when it is used you might need to use a "waiting time" before you attack.
When you release, make the release take 2 posts, so that other players cna react, and perhaps make an attemt to stop it if that is in their favor.
Call it a casting time.


Step Up:
Step up is a secondary option to Release. It is a much more safer option as its side affects are very minimal.With a decrease in risk, so is the decrease in power. During Step Up, Mtiette's pupils turn a very light blue that seems to dance like wild fire on a darker blue background whilst an aura of pwer surrounds her. In this state, she raises her speed, reflex and strength by 2.5 for 5 minutes with 50% energy recovery. Afterwards, she is reduced to 0.8 of her normal power for 5 minutes. (15%)
I think the draining effect is too little for this ability.
Where as the whole thing is detailed enough, I think you can up the drain slightly, not much, just slightly.
Example: as teh drain is only drained for 5 minutes, make her be at 03 or so of her normal strenght. As this is a very temporary effect, and this is an ORP char, there should be no problem.

Dance of the Blades: This is her major skill and where her Title derived from. She can open a portal from another world and summon swords. These swords are an accumulation of all those that she has clashed with from her whole life, from birth till now. The instant she come in contact with a blade, it is instantly replicated into the realm. The number she summons is up to her, although the more swords present, the harder it is. These swords follow her will and fly by her order. When used, it seems like the swords move in such a way that it appears just as graceful as a dance. The energy usage is proportional to the number of swords. 20% is max at the summoning of 200 swords, although this would leave her rather strained and unable to fight herself personally. She can send swords back in and in doing so, lessen the strain.
Heh, I had a feeling this would show up.
As I explained in the "summon weapon" thing, this spell is way too overpowered.
HOWEVER:
As I suggested, lets say you have a bow, your spear and a common swprd made of the same material as the spear.
You can summon replicas of that sword, as long as it does not have the "replicates enemies/other fighters weapons" due to logical reasons.
Also, if she summons 200 blades, I think the energy toll should be much higher.
In your percentage drain, I would guess 60% at least, considering that this is a ORP char, this would easily be regenerated fast enough, or not used agaisnt otehr players so there will be no to little retaliation.

Other Skills

Sixth Sense Perception: This is sort of like extremely short esp. A skill in which she uses to keep her ahead of danger. This skill only activates in the presence of extreme danger, and still, it is only a few seconds ahead.
Spidy sense activated ^^

Heh, no worries, I knwo how the 6th sence would work, just dont overuse it ^^

Portal Summon: Very much like Call Forth, but with everything else. This cost no energy since this realm is different from the one used for the swords. It is much smaller in space and is a creation of her own. As a result, there is no price to pay for summoning. She basically uses the portal as a back pack so she doesn't need to carry anything.
I had a feeling I would see this as well somewhere.
Where as summoning of objects are fine, the thing here is that being able to summon ANYTHING is way to convenient.
Oh, we need item X, here ya go.
Oh, we need a few of item Y, here ya go.... etc.

Again, I might have misunderstood it slightly, if you are ONLY using this as a backpack effect, disregard my previous paragraph of this skill, adn read this instead ^^
So to not have this being too convenient, you should do as I do as I have a char that has a simmilar skill, In the first post/sign up state every single item you have in it upon starting. This makes it so taht it is not too convenient that you have that exact item you might need.

History –Mtiette has forgotten when she was born and her memory of her life in the lower land was chopped and blurry. All that she remembered with clarity is moments befpre she rose, in the middle of the remains of a battlefield, her armour drenched in dried blood. So much that it seemed the metal plates were red to begin with. Collpasing on the spot, clutching her waist, she had believed that this was it when she was splashed with an intense pillar of holy light. Not even able to struggle, Mtiette was raised to the top, past the clouds and settled amongst a group of a hundred or so people. From there, an angel descended and decreed that they have been chosen to to fight the attacking force of the Devils in which they are now called apon to defend and defeat the enemy. In an instant, her battered armour disappeared , replaced with the one she wears now and two large gray wings appeared on her back along with a long spear. Shock came the instant she looked up as everyone had haloes.

After the subsequent shock subsided, the hundred spent the next few weeks setting up what would be the base for the city for Vatica. It is then where they met for the first time the Severants, beings that resembled them, but with bat-like wings and small horns. A battle ensured, in which it seemed as though the Heliants were to lose. However, the Severant appear to be of rather poor fighting type and quickly, the large group was dispatched. Each attack brought more and more powerful foes. On their side, their ranks began to swell. Unlike the Severants, many that came up were of high quality, regardless of their job. Mtiette had no idea how long she has spent up in this realm, but she had deduced long enough with Vatica now a large sprawling city with many other cities further out. She herself became one of the 10 generals of the Heliants, in which they deemed her too powerful that she was a threat to her own comrades. With the other nine, they sealed her power considerably within her spear and a crystal on her forehead. Their enemy had changed also. It was no more skills against number, but a combination of both. Both sides had skilled warriors and numbers which resulted in a deadlock. What it now resembles are two countries in the clouds waging an eternal war.

Mtiette had often wondered how the lower planes were doing, and so often dives down just before the barrier. The barrier was so strong that it had prevented the Severants from breaking through into the human world. Although this applied to the Heliants, many of them do not desire to go back down as their job was right up here. On one such trip aith several friends, Mtiette spotted a flaming being shooting through the clouds and impacted heavily on the barrier. From his wings, he had deduced that it was a Severant, and not any Severant, but was Ihsan, a high ranking general. Smirking with her party at what she thought was stupidity, Mtiette was suddenly shocked as the Severant shot through the barrier, creating a slight hole in the fabric. Immediately, being the ranking officer here, she ordered her party to return and inform the Preceptor. She herself dived right after Ihsan, through the hole. Unfortunately, she failed to see in closing slowly and as she was though, the hole closed completely. Cut off from her realm, all that was left to do was to pursue Ihsan and stop whatever he was going to do. The short stop resulted in her losing great distance with Ihsan. Luckily, the Severant dipped and dropped into the continent directly below their exit point and with that, Mtiette descended after her target.
First of all, I skimme the history, so I might have missed details ^^

As my initial statement about her race being hard to hit, it seems it still stands.
Where as you have stated that she can nto take on too much damage in the endurance tab, it sort of contradicts her racial trait without stating that it might be her only, or perhaps it is an effect for walking onteh mortal plain. Whatever reason it goes against itself, so it sort of dont work out ^^

The whole replicating weapon thing is a no-no, due to explained reasons. As I aslo stated, there is no problem with you having a small armory of 5 or so weapons, though all weapons you have needs to be detailed due to standard reasons. So consider this if you decide to have 200 differetn weapons ^^
I find it to be too convenient to being able to call up a replicated weapons of anything, as you are basically giving yourself an excuse to go "i can choose whatever weapons I wish to go against yours", where as this might not be used in a ORP, it is still sort of powergaming, dependign on how you look at it.

As stated in the tab, an image is a great addon, but it should not be alone.
Lets say for some reason I can not see the picture, I would loose a lot of detail, not to mention I would nto even know how the spear looked like.

You use some "weird words" a few times, not that often but it is used nontheless.
Where as that would be great for someone that knows what they are, not everyone does that. Like Im not even sure if I understood a few of them. Like the tatoo, as well as one of the skills. I assumed the skill looks like a cresent moon, or something like that, but by googling the word I got to an animal, so you can understand my confusion ^^

For now, I sadly have to say this bio is [Not Approved].
Fix up the mentioned things and contact me, nad Ill have another go ^^

The char itself is rather interesting, and as you have stated it were a ORP char, I am more laid back. If this were an RPB char, or if you plan on using it for a RPB, it will acctually need more detail nagging ^^
 
wow. you are the most vigilant rp mod i have ever seen. i see where many of your points come from. i guess having someone else proof read does help. ill get right onto fixing it.

Hm... i really should have mentioned that i had this character made from the inspiration of the picture...

Added hair colour

As for feet, she does have them, as with her having armour boots. Its just covered by the reaaaally long skirt. As for personality, i like Urd. it'd be made to have a friend like that.

I added that she wears what she is wearing in the picture and is not nekkid. I also added that the armour would fix over time. hence if someone stabs through it, it would not just automaticallly fix immediately, but over time...like maybe a few days for the severe things.

For the personality, i added her reaction to moral issues and friends.

As for speed, i have actually no idea how fast is fast for a person. Personally, i am rather slow, so 20 kmph seemed rather fast.So i changed it to max 45 and average 22.

For reaction, she would prbably be able to snatch an arrow from the air easily.

That is it for now. ill pm you when i finish.




#4

To be a set of characters


Name:
Hanzel "Hanz" Adolfine Von Marseille

Title/Alias:
Hanz (what everyone calls her. Doesn't like it, but still responds), Ditz, Firecracker #2, Shorty/ Kid/ Little Tyke #2, Glass Cannon Hanzel (widely known), Mobile Fortress/ Walking Cover (very select few known).

Alignment:
Lawfully Good

Age:
14

Gender:
Female

Date of Birth:
14/ Junis/ 30423

Place of Birth:
Lowengrube, Germania

Current Residence:
Kehlsteinhaus Manor/ Compound

Resides With:
The Von Marseille family with the GSF STU 101st Regiment in the nearby compounds.

Zodiac Sign:
The Rose

Race:
Human

Nationality:

Germanian

Sexual Orientation:
Heterosexual

Appearance:



4758-1850148026-1.jpg

Weight:
46 kg

Height:
146 cm

Skin Tone:
Caucasian. Pale skin tone

Eye Color:
Steel blue

Hair Color:
Blonde

Body Type:
Short, petite

Blood Type:
A+

Very much alike Delijah, "rival"/ friend of hers, Hanzel is short and light. Her height is at 146 cm while she weighs in at 46 kg. Hanzel is of Germanian descent, hence possessing a Caucasian appearance. Despite her impressive lineage of great warriors, Hanzel is, as stated above, short and light. Her hair is blonde and rather short, with the back only reaching her nape and her fringe is rather messy, covering her forehead unevenly. Her facial structure and her eyes is rather youthful, round and childish. Her brows are rather flat in terms of angle, but round, giving her wide eyes a more cheerful and open appearance. Her large half underframe glasses further compounds her youth and cuteness. With a petite body frame, Hanzel is thinner than most and despite being rather flat, she is a micron curvier than Delijah. Whilst Delijah's body shape lends more to flexibility, movement conversion power strength, Hanzel has pure raw strength. She can lift ridiculously heavy things with ease and pack a walloping punch, even with her size.

__________________________________________________ __________________________

Personality:
Hanzel is openly cheerful, chirpy and optimistic. Whilst her friend Delijah who is exasperated with her bodily immaturity, Hanzel lives her life by the day. She is naive, honest and rather innocent. She acts without compunction of hiding her true self, unlike Delijah. It is this that makes Hanzel and Delijah "rivals". Delijah subconsciously and consciously try and block out all immature thoughts and act beyond her age. As a result, she treats Hanzel as a kid, which Hanzel doesn't take too well. While she does act childish, Hanzel doesn't like being talked down to like one, and that is one of the crux of their relationship.

In most situations, Hanzel is polite, courteous and respectful to those she knows are her seniors (doesn't detract from not liking being treated like a kid). However, in other circumstances, she is as much of a wild card and stubborn as Delijah. When it comes to competing between the two, or being underestimated due to her age, Hanzel would be more defensive before she snaps like a firecracker after prolonged provocation. The difference is that Hanzel, even when in a hot blooded mood, is still a calm thinker and polite. Her combat is unaffected by her temper, nor is her speech, though her childishness at this stage is on par with that of Delijah


First Impression:

Distinguishing Marks:
s

{Optional}[Refers to any unique marks your characters have. Whether if they have piercings, tattoos, scars, some sort of mutation/distortion - describe them here.]

Religion/Spiritual Views: [What is your character's faith if s/he has one.]

Political Affiliation: [What spot your character stands for in regard to politics.]



Style: [What your character's general taste in attire is. If s/he likes to wear a specific color, wear a favorite fabric, or wears a lot of accessories, put them down here]

Attire:

Casual - [What your character generally wears if s/he's not expecting or doing any combat.]
Hanzel's clothing is predominately grey blue and white, though it is rather long at the sleeves and the waist coat. Her torso consist of a leotard shaped white suit with a dark blue sides, lined with really light blue edging. The lining is rather solid, rather than being just a pattern. At her chest, she has a hard chest piece that bands across her chest, held in place by two clips on either side. At the throat, the white piece Vs in while a red under collar covers the collar bone at the neck. Around her neck, Hanzel has a plate neck piece that covers her neck and her chin, acting as a collar for the uniform. This is her additional computation unit, virtual marterialiser and projector that assist with her brain via neural implants for data crunching as well as for her visuals. Whilst she can produce her own visual interface, her own monitor is akin to a 21 inch screen whilst the neck piece is akin to a 100 inch screen. The collar is attached to her uniform, though it can be detached. Where it is attached are the two shoulder pieces that resemble epaulettes. The sleeves attached to the white piece are incredibly long and wide, particularly near the ends. The sleeves are predominately grey blue with a light blue stripe from the shoulder down to the elbow. At the end is a single thick golden hoop which hangs. Just pass her hands, the sleeve reaches the cuffs, which is white and already folded once as is intended. However, Hanzel often pulls it back even further so her hands are shown. The hips also have two hip clips which holds up her waist skirt. Like her sleeves, it is overly long, pooling slightly on the ground and is grey blue in colour with white as its trimming and secondary colour. The hip clips cover her side hips and are dark blue grey in colour with white as secondary. This and her shoulder epaulettes are anchor points for the frame to hook on and connect via energy to Hanzel. For her legs, Hanzel dons black pantyhose and a pair of rather heavy duty looking knee high boots. It is predominately dark grey blue with dark blue and white as its secondary design. On her hands are a pair of gloves that are black in colour with gold trimmings and a red ribbon on the top.

Disguise -[Whenever your character is in hiding or is in pursuit of someone and tries to avoid
being recognized, describe what s/he wears in this case.]

Apparatus A -[The main outfit that your character wears during voyaging and combat.]

Apparatus B -{Optional}[Does your character have an alternative main outfit, describe it
here.]

__________________________________________________ __________________________


Special Talents/Abilites:

Weapons:

Strengths:

Weaknesses: [Every character has a soft spot or something that can give them the lower hand in battle. It can range from emotional/mental issues to ailments to attacks that s/he's more vulnerable to than others.]

Vitality :


Speed :


Stamina :


Reflexes :


Fighting Style :


Weapons :


Magic :


Other Skills :

__________________________________________________ __________________________


Favorite Food: [If your character has a stomach, s/he should have something that s/he finds more delectable than other things. Put it here ~]

Least Favorite Food: [Not everything in this world is tasty. Put what your character dislikes the taste of more than anything.]

Bad Habits: [This could be anything you character has a problem with. Does s/he swear a lot, is s/he a frequent smoker, an alcoholic, or harshly blunt with people? Anything that may give your character a bad vibe, list them here.]

Job/Occupation:

Past Occupations: [If your character has had a previous class or has been employed somehow in the past, list them here.]

Activities/Organizations: {Optional}[Did your character take part in any organizations or is currently in one? List them here and describe what his/her role was in the group.]

Speech: [How does your character sound when he/she talks. Does he/she have a high or low toned voice, would you think he/she was a child just by listening to how he/she talks, does he/she have an accent? Describe your character's vocals here.]

Quote: [Something memorable or often said by your character.]

__________________________________________________ __________________________


Relationship Status:
Single

Relationship History:
None

Family: [A list of your character's important relatives go here. Give a small to medium description about their general lives and their closeness to your character.]

Personal Adversaries: [Enemies that your characters have come to hate in their lifetime. List them here with a small bio, briefly describing their life and how they have become your character's nemesis.]

Close Companions: [Close friends that your character has made in his/her lifetime. Not the kind that s/he had met just 5 minutes ago. List them here with a small bio, briefly describing their life and how they have became companions with your character.]

__________________________________________________ __________________________

Themes :

__________________________________________________ __________________________
History:



Ability: Explained earlier on so the weapon section makes more sense.

The main ability that Hanzel possess is the compensation system. As will be stated, Hanzel and her family are magic inept. Instead, they are so into technology that it appears magical to some people. Therefore, her main ability is the Compensation System, or more commonly known as Mail Order System. How it works is that through her H.U.D and her virtual materialiser, Hanzel can interact with virtual screens as if they are tangible. From this technology, Hanzel's virtual materialiser can materialise weapons and tools when she needs them and where she wants them. HOWEVER, the compensation part is important. While it differs between people at times, for Hanzel, it is predominately cash. The process of summoning an item starts by activating the online store front. A virtual screen will appear and hover in front. That screen type displays almost all programs that can be run. The menu system is more similar to a floating touch menu and by default, her system looks like this. This is dependent on the program. Virtual screens come in all different designs. There, she keeps in contact Sieghilde, the armoury clerk. When she decides on an item, the serious Sieghild or the store's more flighty AI, Flugel would set up a bill, in which at that moment, a virtual card swiper will appear (it is shaped like the virtual screen, but blue with a white line running through the middle). Like a credit card, Hanzel draws one of her cards from her wallet (#2) and swipe it through the card swiper. Should her card clearance be high enough and she hold enough compensation for it, it will clear immediately and the "purchased" item would materialise. For larger objects like towed guns and such, Hanzel would have to actually allocate a location for the materialisation as it wont be viable to materialise in her hand.

This also counts for technological boosts like speed, strength scoping, vision, bullet assistance and the such. All have a price she has to pay. For example, acceleration and speed sigil would appear behind her feet (as such)whilst aiming would have the sigil appear before her eye. While Hanzel's visual implants already lets her have incredible vision capabilities, some bullet skills require additional programs and calculations, which would have to be bought. The inside of her wallet has a single slot on one side that she can put a card in. By doing so, it allows quick access to it. By default, the lowest ammunition denominator card is in there so she can purchase ammo quickly in combat.


Weapons:

Lowenzahn #2:
Hanzel carries a plethora of ranged weaponry. Surprisingly, if anything is to be her primary weapon, it is her lance. While strictly not 100% melee, Hanzel does mostly use it as such. The weapon itself is 185 cm in total length as is rather heavy. Whilst it is perfectly balanced, the ends are more weighted in order to add weighted damage and use of centrifugal force in combat to swing the weapon. Lowenzahn is odd in that its kind of a lance, but not really. It possesses a large tip that takes up half of the lance's length and weight. The main section is white with a blue cap at the top and two yellow gems. The white section of the tip is the blade. The lance is more flat and oblique than round as a typical lance might be. Instead, it has a dull edge up on top and below and a knife point at the end. It is quite able to stab and thrust like a lance, but also streamline enough for Hanzel to swing it like a sword for crushing damage. The dull edges aren't sharp enough to cut, but are shaped enough to allow heavy cleaving instead of pure smashing. Right after the lance tip is a grey, circular reinforced section which strengthen the area in which the haft and the tip connects at in order to facilitate for the rough handling Hanzel puts it through. Flanking both sides of the circular section are a pair of blue fins that acts as a handle for Hanzel. The circular section, while also reinforces the center of the weapon, also acts as the generator and processing unit for the weapon. It is here where the tip shielding is generated and where, when neurally linked with Hanzel, provide all the data crunching lance when using the lance. The tip shielding, while can protect the tip from damage, also acts as a blade sharpener. A thin film of shielding is formed over the tip in a more sharp and blade like shape in order to add cutting power. It isnt going to slice like a hot knife through butter, but it helps. The shaft is grey in colour and composes of the rest of the length of the weapon. The balance point is just at the base of the generator, which means that Hanzel could hold Lowenzahn with one hand there. The shaft ends with a large pommel with a yellow gem at the end and is the counter weight of the tip. It can easily crush like a mace and is often used as such.

One reason why the weapon isn't considered pure melee is that there is two things inside that are ranged weapons. First is a pair of 5.56 mm machine gun mounted at the gem caps. The small crevices are where the bullets come out from. Whilst in normal configuration, ammunition count is low and can only shoot in burst before running dry. She can reload it, but it'll cost her to purchase it. The main configuration is as a stationary gun emplacement. When set in this configuration, Lownezahn becomes heavy as a result of entering siege mode. Two short energy bipods emerge from the fins, the ammunition links to the nether amoury and two sigil shields appear on either side, flanking the tip in front of the generator. In siege mode, because the ammunition is linked, it becomes heavy, making movement difficult and reducing it to a walk. It is most recommended that she crouch and use the bipods as a stabiliser and rain lead at her opponents. The cost for this is as a package deal, where ammunition and shields are provided. The other ranged weapon is a flame thrower. The blue cap raises slightly and from within, a nozzle will spew forth a stream of flame. Maximum range is a short 15 meters. Like the machine guns, the flame thrower can enter siege mode as well. While not as slow, Hanzel is reduced to a slow jog at best when not firing. When firing, she is at power walking speed. In siege mode, a pair of shields appear on the side as well and a top handle appears on top of the generator piece. Her fuel supply is much greater, though she still shoots in small burst as to not overheat the lance. Firing of the machine guns is possible, but it would not have the siege supply of ammunition. However, like the MG Siege mode, it is a package deal.

Usually, Lowenzahn is strapped to her back via a leather strap and usually points upwards. At times, she would carry it in her hand. or even cradle it like a toy bear.

M-103 Saber:
The bread and butter for Hanzel's ranged needs. It is originally designated as the M-100 Dagger, a .75 caliber rifle that is the standard for the armed forces, but the Saber has been accurised for longer distance marksmanship shooting and better penetration. However, for Hanzel, it is designed predominately to fire the LTL version of the sledgehammer rounds. These rounds are made of a soft metal which when hit, will flatten the entire round into the target, rather than penetrating through the target. Its namesake came from the fact that it felt like being hit by a blunt object (like a sledgehammer) at bullet speed. The original version would penetrate and knock back, but seeing as Hanzel is not aiming to kill, she uses the LTL version. However, for higher penetration or in incidents where she needs higher penetrating and hurting rounds, she could exchange and materialise them. The gun is rather big, being 120 cm in length. With the size of the bullet, the gun can hold 15 rounds. Hanzel is quite capable of accurate bullet placement at incredible range without the scope. With it, the range she can be accurate at goes even further. A multitude of skills and ammunition can be shot from the Saber. In fact, mid fight gun conversions can be made for a price, turning the Designated Marksmen Rifle into a rapid fire Assault Rifle with a 30 clip magazine capable of automatic fire. Not done usually as its a bit pricey and Hanzel is skilled enough to use the DMR up close as well as she can use it from afar. To reload, if she has enough pre purchased, all Hanzel has to do is pull the ambidextrous charging handle and the gun will release a bit of steam/ heat for a split second before it is then reloaded and ready to shoot. When Lowenzahn is strapped to her back, the Saber is cradled in her hand, even though it in itself has a leather sling that is wrapped around her left shoulder.

M-238 Misriah:
Nothing really too special about this gun, except it is Hanzel's back up gun. Despite that, it is a hand cannon, firing large sledgehammer slugs as well. It has a built in scope, though redundant considering the range is well within Hanzel's naked eye range. Like the Saber, the gun is a bit lower on the magazine size, though it is ridiculously cheap to reload. In fact, standard FMJ and LTL Sledgehammer rounds are free for the Misriah. To reload, all Hanzel has to do is rack the slide back. This is clipped onto the back of her waist, grip facing right.

Her fist and feet:
Not exactly a weapon per se, but with her ridiculous raw power, taking one of these isn't going to be like playing around. They aren't fast, but damn if they aren't destructive.


Armour:
One of the most interesting thing about Hanzel is that she can fight wearing powered limbs. The set up is rather complex, but it grants her increased mobility and strength relative to the armament she is carrying. What it is is a exo spinal, waist and shoulder structure that has a pair of powered arms and legs on it as well as a helm. The concept is similar to this. While it does make Hanzel bigger than usual, it is only bulkier at the arms and legs and on the back. Total height when equipped is around 176 cm, though her total weight jumps from 46 straight to 106. The main colour scheme of her suit is white and grey blue, just like her outfit. The main panels are white and the trimmings and secondary panels are grey blue.

The core of the suit is the spinal/ waist/ shoulder section. This is where the arms and legs connect to. The spinal colomn (similar to the brown one) is rather slim. Despite this, it is the core of the entire suit where it powers the unit and supports the structure. Sitting atop the spine is the helm.

Her helm actually retracts behind her neck when not activated, so it doesnt really add too much to her height. The real position she should be wearing it is just above the top of her head, so it can drop straight down when she needs to. The helmet is mouthed in the sense that it can open like a mouth to reveal her face. Again, it is what she is meant to do in combat so as to reduce the time her head is out of the helmet. The frontal metal pieces would retract backwards and the inner visor mask would the also retract upwards, revealing the face.

The shoulders reach the width of just wider than her own, with shoulder pauldrons portecting her shoulders. Bicep armour encase her biceps and connect via a joint, her arms. The bicep armour isnt that bulky and is slightly bigger than her own arm with auto adjust cushion inside. The joint section covers the sides of her elbow, but not the interal area. Flares and countermeasures are incorporated here as well as a single right shoulder mounted 20mm cannon (singel fire) for long range shooting. This is usually tucked in along the side of the spine , running from the base of the waist to just short of the top of her head. Mounted on her shoulder are two small 9mm smg for point defense for those that are too close. Its view is close to 360 degrees except for the blinds spots (You gotta figure that one out XD).

The waist has armour skirts all around her in five pieces. All these pieces are connected via a reinforced armature C shaped belt that is connected to the spine. The most heavily armoured skirt piece is behind her waist, which contains the generator. It is heavily plated and takes a massive beating before it even begins to show sign of breaking. The second and thir are side waist plates and the last two are leg covers at the front, covering their legs. These two are hinged at the knees so that she can run and kneel properly. Connected also at the waist, is a crotch seat (refer to spinal column picture). It is a thin seat which is more like a support, in which Hanzel can rest slightly on. This seat is incorporated to allow Hanzel to feel more lofty and allow her to move with more ease, as it makes her entire body weight resting less entirely on her boots, but spread amongst the entire frame.

The main forearm sections are big for a reason. They are there to accomadate for the much larger armaments that she might wield. In fact, the entire purpose of the frame is to turn Glass Cannon Hanzel into a moving fortress. The frame enables her to lift multiple heavy weapons with ease and even mount many onto her suit. With the shielding provided by the generator, the strength to mount many weapons and the stability platform from the feet, Hanzel can lay down a barrage of fire that can decimate any amount of force. The main outer piece reaches out and cover the elbow and the hands itself aren't Hanzel's own hands. With its size, Hanzel has internal hand manipulators inside that, once worn, she can manipulate the fingers of the giant hands as if her own. Mounted inside the outer piece is a trio of 7.62x51mm on each arm. On the underarm of each arm is a single heated blade that can be used for melee. It is not difficult for Hanzel to take her actual arm out of the piece. In fact, the internal section of the arms can peel back and open, allowing Hanzel to use her hands without pulling her arm upwards as if sleeves.

Her legs is similar to her arms, except to a larger degree. Around her thigh were thigh armour that encased it that didn't make her leg that much bulkier. Instead, on her lower leg are a pair of giant boots. This is what provides the stable firing platform in which Hanzel can fire much heavier weapons from. It is also where most of the additional height comes from. Her feets aren't touching the base, but are halfway up the boots and even then, it reaches her knee. Her knees and most of her thighs are protected by the knee protector from the boot and the sides are covered by two small joint shield. Its siege down mode is when the frame bunkers down for heavy fire. The feet drop stabiliser plates in a shape of a cross and two stabilising spikes emerges from the waist. Deployment takes three seconds. Whilst Hanzel can walk around like a normal person (albeit one with massive feet), the boots also have three incorporated parts. One is a pair of caterpillar tracks on either side of the base of the boots. These are set inside a compartment, but deployment is incredibly fast. The next are a set of four road wheels, with two next to each track. These are also quick to deploy and are hidden inside the boots. The last are short range rockets in the center of the sole. It contains enough fuel for very short distance flying (around 10 to 15 seconds) and are self recharging. It is probably enough to climb a few stories or jump chasms.

One of the most important feature of the frame is the shielding. Besides the waist, limb and head, most people will comment how the main torso seems less armoured, with only a normal proportioned chest piece #2. This is so that she can use her guns with her hands if she so wishes, pulling it to her head to aim. With a armour proportioned chest piece there, it is extremely hard to do so. Instead, the generator that powers the suit, powers shielding around the frame. The most protected areas are the chest, the head and then the generator in that order. The shielding up front is strong enough that it is like a piece of the rear waist armour and a piece of front armour are placed at the front. The rear armour is similarly thick, in the sense that its shielding is at the strength of a front armour piece. The head's shielding is the strength of the side armour (the weakest of front, back and side) as it in itself is strong enough. When it is running, there is a very slight purple blue haze across her chest, mainly due to the heavy concentration of shielding particles there. When the shielding takes a hit, it will fizzle at the point before flickering back to normal. When unpowered, the chest piece can take a fair amount of small arm fire as well as a small amount of direct melee strikes, but weakens substantially under direct sustained fire.


Skills/Abilities:
Each tier card is derived from a template. The difference is the colour, some of the writing and the giant roman numeral that is splayed in the middle of the card. Incremental upgrades is consistent throughout all tiers. For the cost, until i know the economy for Eureka, i cant really decide. Rest assured, they will be balanced and relative. She will have some money at the beginning, but i need to find out how much "money" or currency one will get from mission so i can make it in respective of that.

1. Weaponry Skill
Hanzel is very proficient in the use of ranged weaponry, from throwing knives to bows to guns to grenades. Despite that, she is similarly skilled in the use of her lance/spear and is confident enough to go toe to toe if its 1v1. She'd prefer ranged, but she wouldn't shirk from it.


2.
Tier I
Tier I (one) is the default card for Hanzel. It is the one where she does not have to pay (or the cost is so minimal) for purchases. Consist of ammunition for default weapons, slightly more basic specialised weaponry, rudimentary accessories, peripherals like grenades, sentries and small gadgets, virtual assistance and basic skills. Predominately ballistic weaponry. Like all other upgrades, as the tier level increases, so does negative trade off, such as weight, cost, set up time and maneuverability.


3.
Tier II
The second tier card. More costly than Tier One. Consist of step ups in terms of specialist weaponry, accessories, peripherals, assistance and skills. Predominately ballistic weaponry.

4.
Power Armour
The power armour in itself is an entire tier level for Hanzel. While it does not cost her to use it, the family does demand her to show her competence in order to give her the privilege of using it. Once unlocked, rather than having its own card, it is fused in with the Tier I card. All weaponry can be used whilst in this suit.

5.
Tier III
The third tier card. At this tier, the weaponry becomes much larger and specialised such as cannons and heavy machine guns. They become more customised and less mass produced. Accessories, peripherals assistance and skills all step up in effectiveness. Introduction of kinetic, magnetic and energy cap weaponry.


6.
Tier IV
The fourth tier card follows the tradition of upgraded weaponry as well as skills, peripherals and assistance. There is slight regression back into ballistic ammunition type weapons with increased destructiveness as well as weight. The first pair of power armour weaponry also becomes available. Last tier in which cost is at a low enough level for moderate use for unassisted use.


7.
Tier V
The fifth tier card mostly concentrates on additional weaponry for the power armour hard points as well as the usual upgrades. Magnetic and energy based weaponry is predominate in this tier. However, the weaponry are less mounted gun placement and more rifle for the suit. Due to the introduction of suit weaponry choice, this tier begins the more expensive range.


8.
Tier VI
Tier six concentrates on saturation damage in addition to incremental upgrades. This tier is filled with mostly explosive weaponry aimed at large AoE coverage and area denial. Both armoured and unarmoured mode has something which assist in saturating the field with fire. Due to high damage and field effect, this is one of the more costly, often used tier.


9.
Tier VII
Tier seven concentrates mainly on power armour weaponry and benefits. High caliber weaponry as well as mounted hardpoint systems can be attached. Many of the weapons in this tier and the next are heavy, albeit highly destructive. This weight lowers Hanzel's speed, though skill usage may counteract a fair portion of the disadvantages, even when using unarmoured items


10.
Tier VIII
Tier seven and eight are what gave Hanzel her secret monniker. With ramped up shielding, assistance and accesories in addition with starship weaponry, Hanzel can release devastating barrages that can wipe out entire military sections all by herself, much like a King Tiger tank. Even when out of the armour, she is given weapon that can dish out heavy firepower that can rival an enemies' heaviest armour. Given the destructiveness of this tier, the cost is the highest amongst all the tiers. Like all things, with the additional firepower comes a fitting negative reaction, depending on what is used.


History:
Hanzel's first few years is rather mundane as far as soldier families were concerned. She was born into a soldier family of rather high repute in Germania. Of course, the traits that comes with the territory is that Hanzel is put through the training wringer as soon as she could walk, as per the usual for the Von Marseille. Already, Hanzel was not a very impressive size at birth, but the more she grew up, the more her parents could see that she was going to be a bit runty her entire life. It didn't affect their love, but it did throw a spanner into things. Along with her size, Hanzel was ditzy at times and rather naive and innocent. She was smart in book terms, but her thought process is rather simple, preferring the more simpler things AND she had odd eyesight. She lacked the pure intimidating aura of a front line soldier, which stumped her parents as to what to do. Despite all these shortcomings, Hanzel possessed raw power belied by her frame and an excellent eye for detail. Further testing showed that Hanzel did not have bad eyesights as they first thought, but too good of an eyesight. Her raw eyes could see with clarity far pass the norm for humans and she could pick out the finest details and movements at maximum range. Like some animal, colours are more vibrant and clear to her and changing light dynamics and intensity is easily adapted by Hanzel. Her strength meant that she easily carried weight that would be tough for adults and coupled with incredible hand eye coordination and reflex, Mr and Mrs Von Marseille figured out what to do with her. She would be a long range cannon.

It was obvious that Hanzel's greatest advantage is that she has incredible eyesight and strength. While her reflex is excellent, she was only average in speed and she wasn't the most agile of people. This discounted her from being a close quarter soldier, but instead, it made her perfect to be heavy long range support. Able to carry heavy weaponry with ease and shoot from ranges beyond that of normal people with great accuracy, it seemed most obvious to her parents. With a role carved out, they went about in specialising her. The Von Marseille is a family of zero magical capabilities. Fireballs and conjuring water is impossible and incomprehensible
to them. What they use is science. Science so advance that it is indistinguishable from magic, as per Clarke's third law. materialisation via compensation is the ethos of their technology and it is what Hanzel use. Along with her technomagic abilities, Hanzel also underwent numerous neural and bodily implants, though it has not affected her personality to ay degree. Her parents are rather fair. As long as she does and what she is told when she is told, Hanzel was free to do what she wants. They did not see her interest in the more childish things in life as an obstacle, but was just happy that despite all the training, Hanzel remained a girl at heart.

Despite preferring not to over think things and having a more simpler thought pattern, Hanzel was incredibly book smart and that saw her skipping two grades. It really didn't matter to her as she made friends regardless and kept in contact with the old ones. However, one day, Hanzel was placed in the same class as a girl of similar stature to her. She could see for a split second the sparkle in the girl's eyes when she pulled up an anime to watch on her holo screen while she waited for the teacher. Just as fast as the she saw the sparkle, it disappeared and was replaced with a disapproving frown. It tumbled from there as the two got into an argument about the childishness of watching something like that and the maturity they should have at their education level. The argument did not resolve, even with the arrival of the teacher and they were really almost at the point where they'd jump at each others throat. As luck would have it, Hanzel was stuck in a large majority of her classes with the girl and was even placed to sit together due to their similarities. While they both argued whenever they saw each other, Hanzel didn't truly hate the girl as she felt a subconscious connection with her. She was confused about this feeling and came to the (erroneous) conclusion that she is her rival and she must be defeated only by her hands.

Badge Color:

White

Badge Image:


4758-18501.jpg







#5

Name:
Amelie DuKoenig

Ah-Mi-Li Due-Ko-en-neeg

Title/Alias:
N/A

Alignment:
Neutral Evil

Age:

17

Gender:
Female

Date of Birth:
39/ 28/ 1574

Place of Birth:
Solfei

Current Residence:
Solfei

Resides With:
Her "Lover" Tereo and the town.

Zodiac Sign:
Carnias

Race:
Elva: Elva's are very similar to humans besides the slightly pointed ears and their less than human eyes. Their reflex are better than that of humans, but are a bit less hardy.

Nationality:
Wulfray

Sexual Orientation:
Heterosexual

Appearance:


31.jpg


Weight:
49 kg

Height:
168 cm

Skin Tone:
Caucasian White

Eye Color:
Amelie's eyes are odd. It has a cat eye like pupil with the iris being somewhat luminescent. In normal lighting, it is gold, but in low light situation, it is somewhat fluorescent, taking in any available light and making her iris seem like it is giving off dim lighting. In this situation, the colour is more light, bordering white gold in lower lighting.

Hair Color and Style:
Amelie's hair is ivory blonde with golden blonde streaks here and there, giving it slight highlights. It is rather long. tied up or let down.

Blood Type:
AB+

Body Type:
Amelie is rather standard as far as body shapes go. Slim, lithe and flexible. She appears to be any 17 year old girl, with an average bust, but a rather curvy hip and long legs. However, as a village girl and not some city princess, Amelie has worked every day of her life and is much more hardy than even most males her age in the city.

__________________________________________________ __________________________

Personality:

First Impression:


Distinguishing Marks:


Religion/Spiritual Views:


Political Affiliation:


Style:


Attire:

Casual -

Disguise -

Apparatus A -

Special Talents/Abilites:

Weapons:


Strengths:

Weaknesses: [Every character has a soft spot or something that can give them the lower hand in battle. It can range from emotional/mental issues to ailments to attacks that s/he's more vulnerable to than others.]

Vitality :


Speed :


Stamina :


Reflexes :


Fighting Style :


Weapons :


Magic :


Other Skills :


Favorite Food: [If your character has a stomach, s/he should have something that s/he finds more delectable than other things. Put it here ~]

Least Favorite Food: [Not everything in this world is tasty. Put what your character dislikes the taste of more than anything.]

Bad Habits: [This could be anything you character has a problem with. Does s/he swear a lot, is s/he a frequent smoker, an alcoholic, or harshly blunt with people? Anything that may give your character a bad vibe, list them here.]

Job/Occupation:

Past Occupations: [If your character has had a previous class or has been employed somehow in the past, list them here.]

Activities/Organizations: {Optional}[Did your character take part in any organizations or is currently in one? List them here and describe what his/her role was in the group.]

Speech: [How does your character sound when he/she talks. Does he/she have a high or low toned voice, would you think he/she was a child just by listening to how he/she talks, does he/she have an accent? Describe your character's vocals here.]

Quote: [Something memorable or often said by your character.]

__________________________________________________ __________________________

Relationship Status: [Single/In a Relationship/Married/Divorced/Widowed/Engaged]

Relationship History: [Give a brief history on what your character's views on relationships are and the past ones s/he's been in (doesn't have to be about every person s/he's been with).]

Family: [A list of your character's important relatives go here. Give a small to medium description about their general lives and their closeness to your character.]

Personal Adversaries: [Enemies that your characters have come to hate in their lifetime. List them here with a small bio, briefly describing their life and how they have become your character's nemesis.]

Close Companions: [Close friends that your character has made in his/her lifetime. Not the kind that s/he had met just 5 minutes ago. List them here with a small bio, briefly describing their life and how they have became companions with your character.]

__________________________________________________ __________________________

Themes : {Optional}
[List any songs here that suit your character's personality best.]

__________________________________________________ __________________________
History:
 
Last edited:
HAHAHAH
I loled @this
Dress - Her dress, if you would call it that, is what she wears as always, (refer to picture). For the Carbuncle's sake, she is not nekkid underneath the skirt, but wears a sort of loincloth thingy.
Though, since the dress have no color, is it transparent? HAHAHAH
Dont worry, Im nagging in a "WIP" tab I assume, so dont take it too hard.
Interesting taht you acctually added "for Carbuncle's sake", make me sound just like the perv I am ^^

Well, you might already be planning this, but Ill say it nontheless.
Take a way the picture, detail it as if you did not have the picture.
Read over it, and see of there are more details you remember (dont look at it yet). Add them, then look at the pic, did you forget something?
If the description is ok, and contains the parts you want from the pic, add it back in and it should be better.
It might sound like a hard way to do it, but this is how I did it for the very few chars that are based on images.

I hope it is ok for me to comment, if not Ill remove this post ^^
 
BTW, she has no bow weapons. all bladed weapons like swords, spears, lances, axe, broad sword, great sword, pole axes etc.

made changes to her attire, using your method.

Made a more detailed description of her amour

changed call forth. It is now, not a replica, but the actual thing. So in a nutshell, the realm would accept any sword, but they do not replicate. My character can put in really average quality swords in and still be able to summon them. The more special one, which can be used in Dance of blades are the really special ones (for example, your family heirloom thingy you talked about) that require my character to defeat your character in combat before the sword will subdue to her command. Hence, i cant just steal your weapons.

As for Point of Piercing, as its name, this attacks only works on piercing or stabbing attacks, be it weapon or fists. It is just the way the attack goeas. This attack drills, as its action is a thrust.

As for kamaitachi, i was watching one piece and it just so happened i accidently typed that in. Same thing with POP. It is just the movement of the attack that produces its shape.

Changed Release with casting time, description Since fights happen very quickly, two minutes is a great deal.

For Step up, i dropped to 0.5, between my one and yours. 0.3 seems too vulnerable and weak. This ability should be able to be cast twice if it is all she casts.

Changed Dance of blades in regards to call forth. and energy use.

As for the summon item,
it is just a backpack. Anything too big would not be able to go in as this realm is created by herself. Since she isnt a mage, the space is rather small. i will do what you said and list what i have inside.

As for the history, i state above in the revised Heliant description, despite their increase in most areas, their body is pretty much like that of humans in a sense that it is not super dense. A cut to a normal human would still cut a heliant.

OKAY! i finished everything, hopefully to your liking. I changed the skills call forth and dance of blades, added a more indepth description of her armour/clothe/attire and fixed up the minor blotches and explained certain points. I think that is about it.




TEMP STORAGE FOR CHARACTER
Lets post a reserve spot for my bio


Official Name:
Jungfrau. Own name has been lost, so she has been called Jungfrau for her name. Shortened to Frau


Cyborg Type:
Full Body Conversion.
Whilst a large portion of her body has been replaced, she still retains several organic parts.


Codename
:

Child/ Kind (German. Pronounced Kint)


Alignment:
True Neutral

Age:
18

Gender:
Female

Date of Birth:
Undisclosed

Place of Birth:
Unknown

Nationality:
Germanian

Allegiance:
Desperado Enforcement LLC

Appearance:

Metal.jpg


Weight:
53 Kg

Height:
155 cm

Skin Tone:
Pale white

Eye Color:
Right - Right eye is blue iris with dark silver pupils
Left - Left eye is dark clear blue with metallic black pupil

Hair Color:
White

Body Type:
Slender. Rather built.

Frau would be the last thing you'd call a trained killer.... that is, besides her body. Her face is one of the rare parts that is still organic, appearing rather baby faced and innocent by most people's standard. She has left her hair long, running straight down her back and sides to the small of her back. Her front fringes are also left long, reaching past her eyes and to her nose. Whilst Frau had had naturally large eyes prior, both of her eyes have been replaced by optical implants. Around both eyes, she possess circuit like designs that are rather obvious.On her forehead to the right, she has a bar code tattooed on and two connector ports next to it on the right. While her hair covers most of it, it is still visible. By default, Frau is slim, slender and lithe by default. Even with her cybernetic body, her size is noticeably smaller than her fellow cyborgs, though with a full body conversion, she is more bulky than other girls her size.

Personality:
Child is laconic and a bit cool. For most things, Frau mostly follow orders, but this is due more because there is no rising need for her to oppose her handlers, nor does she have her own goal that is important enough for her to act independently... yet. Her rather neutral outlook makes Frau hard to read and her handler's perceive Frau to have a slight hint of an implicit rebellious nature in her. Her cooperation is not one without a bit of tension, much akin to that between parents and a rebellious teenager. To them, they feel that whilst she does follow their directive, she is more like a muzzled wild dog amusing them rather than that of a tamed and trained dog, where at any time and given the opportunity, it would bite and snap. This sense of independent thought, freedom and potential disobedience mean that the company keeps a crack of an eye open when it comes to her. They do not believe she would do anything against them in the near future, but given her personality and unpredictability, it was a slight precautionary step.

With her fellow colleagues, Frau is cordial enough, offering the appropriate respect, manners and cooperation, but it can't be said that she is all chummy and overly friendly. She gets along well enough with those on the fields, but less so with the big wigs.



Appearance/ Attire:
Whilst her body is cybernetic (as seen in the picture), Frau still have plating on top of several areas on her. Her smaller size meant that she was quicker than most, but also less tanky than them. On her arms, shoulder, neck and legs, she has further protection in the form of gauntlets, shoulder pauldrons, bicep protectors, neck protector, shin guards and boots. Her chest is left without similar plating due to it being rated even higher than the gauntlet and shin guards. These protectors are for the more vulnerable areas. Her feet and gloves enables her to climb vertical surfaces and hold in position. The wearer, however, have to be physically strong enough to hold herself in place, but in Frau's case, she can just lock sections of her body. As an attempt to create a cyborg ninja similar to Raiden, her boots in particular are somewhat heeled, allowing mechanics inside to act as hands to pick up thing. Sher has a full body harness that is wrapped around her shoulders, under her bust and over her waist and connected to a crotch guard. This one piece allows her to clip on a number of packs and holsters along her back and front. Along her jaw, Frau has a jaw support that covers her jaw starting from just below the ear and upper neck and curving steeply down to her jaw line and chin. Whislt she still possess her original jaw, this is for additional support and strength for her neck

Weapon:
Tri HF Nihonto Set:
A set of three nihonto running on HF technology crafted in Germania with oriental roots and crafters. Each are named as following, ordered by size; Daiichi, Dai Ni and Dai San or Number One, Two and Three. The colour scheme is predominately green with gold trimmings. Despite them being called nihontos, they are somewhat curious weapon as they possess several interesting charateristics.

Firstly, Dai Ichi, the main long sword is made with a straight back, single curved edge blade, similar to a chokuto or a shikomizue, mounted with traditional Japanese hilt, but with an ornate western-like hand guard. Its width is slightly thinner than traditional tsubas, but much longer like a crucifix sword, reaching 20 cm from one end to the other. At the end of its pommel, there is a small attachment of white sleek fur. Its sheathe is similarly western, being straight in design and having a pommel of sort at its base. It reaches 1 meter in length and is slung across her back with the hilt reaching over her right shoulder. The sling and sheathe possess a similar system to Raiden's sheathe in that it is able to pivot and rotate 360 degrees and turn to allow for quick draw and easier unsheathing and sheathing

Dai Ni follows similarly to Dai Ichi, being straight back with curved single edge. Its hilt is also similar, but instead of the western hand guard, it possesses a traditional handguard and a normal, traditional sheathe. It reaches 80 cm in length and is clipped onto her left waist with Dai San, more towards the back.

Dai San, on the other hand, is much more plain and resembles a Shirasaya and is 65 cm long. It has an unadorned hilt and sheathe and is paired as a daisho with Dai Ni. It is clipped along next to Dai Ni on her left waist, more towards the back.


Personal Cyborg Abilities:
Ninja Run

Zan Datsu

Overclock: As its name implies, overclock is Frau's ability to make her hardware and components run faster than recommended. As a full cyborg, Frau's body isnt limited to the flesh like that of a partial cyborg. Instead, Frau's cyborg components are made so that for a short period of time, she can overclock herself to run at higher specs, like speed, strength, reaction and such.

However, the heat builds up much faster than a computer and when she does reach the critical limit, her internal safety mechanisms will automatically activate and small vents will slide open all along her body, arms and legs. When doing so, a red glow can be seen inside as well as a very noticeable heat haze being emitted from these vents until she cools down.
Frau is also capable of stopping her overclock before her safety measures activate by itself. By ceasing her overclock early,her combat capabilities are reduced only by 5%, unlike the usual 15%. There is still a recalibration period needed, so Frau is unable to activate overclock for a short period of time, though still quicker than if she was forced to cease overclocking.

History
:




www.finalfantasyforums.net/threads/49686-SU-D-Spirit-Shards-(New)?p=952756&viewfull=1#post952756

Name:

Lyrnya en Dius Meo oz Soleire YEqejyu

Pronunciation:
Li-Rah-Nyah ehn Dee-Uhs Mee-Oh oz Soh-Ley Ear Yeh-Swey-Yeu

Translation
First Name: Lyrnya en Dius Meo [Gentle and Precious Dream]

Shortened:
Lyrnya [Gentle. Used for those that are not close]

Meo [Dream. For those that are more intimate and close]

Last Name: oz Soleire YEqejyu [of Soleire Family]

Meo has no last name per se. Meo Soleire would be incorrect. In translation, her name would be Lyrnya en Dius Meo of the Soleire Family/House and that is the only way to say her complete name and is what would be written on official documents

Title/Alias:
Corporal (for now), Matriarch Apparent oz Soleire YEqejyu and Takahata Peak

Alignment:
Lawfully Good

Age:
16

Gender:
Female

Date of Birth:
7th June

Place of Birth:
Takahata Peak, Nisero

Current Residence:
Trita Royal Guard Barracks

Resides With:
Fellow Guards

Zodiac Sign:
Gemini

Race:
Cheyt Plaganeran [Cheytans]

A close relative of humans, sharing many similar attributes including most physical features. Their most prominaent difference is that their eyes are of the most outasite and fantastic of colours, that their hair is permanently long to a certain length and that their ears are not humanoid, but rather, animal like. Their skin is usually pale and blemish free. Cheytans also possess a balanced physical body along with magical abilities. Their blood runs gold, rather than red, but via some divine miracle, does not interfere with blood transfusion with other races such as human. Cheytans are capable of entering a heightened state of consciousness, allowing increased magical abilities and senses and through this golden blood of theirs, when in this state, they emit a golden glow with white magical lines appearing on their body. However, few Cheytans per generation are capable of reaching to the top level.


Nationality:
Tritan

Sexual Orientation:
Heterosexual by nature, but has zero interest at all. She doesn't care for romance.

Appearance: #1

10636030-1.jpg
Weight:
Proportionate with her size, Meo is a slight 40 kg, though through her training and job, most of this weight is muscle mass.

Height:
A touchy subject with Meo. She is only a paltry 145 cm tall. She is perfectly proportioned for her height, though she still feels a sense of inferiority with it.

Skin Tone:
Most Cheytans are pale naturally, despite long hours under the sun and Meo is no different. Her skin is a pale peachy pink and blemish free by nature.

Eyes:
Meo's eyes are large, sharp and serious with it being a fierce crystal ruby red. Her serious eyes are topped off with narrow, jet black thin, arching eyebrows that are set in a slight perpetual frown. While she may have long, feminine eyelashes, the burning passion and devotion in her eyes reflect her personality.

Hair:
All Cheytans have long hair that runs all the way to, at least, their knees. Meo's hair reaches down to the ground. Their hair grows at an exponential rate, where people shaved bald can regrow their full length within a few days where it then slows down to normal speed. For Meo, her hair is straight, shiny and jet black, tied in a high ponytail and held with a large red ribbon bow, raising her hair to just above her ankle. Interesting thing about the bow is that she has made it so that there is a snakk cradle near the base of her ponytail for her to slip in her wakizashi securely enough to quickdraw without fear of dragging the sheathe out with the sword. Her hair and fringe at the front is more manageable than the hair at the back. She has two side bangs that come down the side of her head, past her ears, her jaw line and all the way till the breast line, while her front fringes is fashioned in a symmetrical eagle wing bang, in which it rises up before dipping downwards over her forehead and down to just in front of her eyes. This is done so her sight isn't overly obstructed.

Blood Type:
Cheytan Type S (CTS). Transferable to every other blood type, able to receive half of the others.

Body Type/ Build:
Meo is small, petite and slim. Size, weight, height, everything. Her frame is naturally small, but by Cheytan physiology, her frame does balance out with positive aspects. Whilst she may not be able to stand still and absorb direct blows to her body, she is quick and nimble, fast to strike with plenty of explosive strength that is surprising to people unacquainted with small Cheytans (they in themselves a bit rare). The smaller the Cheytan, the more strength they can produce.

Other:
One major difference between humans and Cheytans is that rather than fleshy ear cartilage that humans have, they possess animalistic ears. Whilst the basis at the head is the same with an ear hole, for the Soleire family, they possess eagle wing like ears. Meo's ears have brown feathers on top and white on the underside and are jointed like normal wings. This meant that she is able to move them in a large variety of positions. They usually move in accordance to the Cheytan's emotions and mood, though most people have good control over their ears. Unfortunately, due to her personality, Meo is unable to do so. Her ears have a surprisingly large span and can clear her shoulders when stretched horizontally. When folded, her ears can reach past her shoulders. It is on the end of these ears which she wears her chime earrings.
At the end of her ears, she wears a pair of platinum chime earrings that has a blue diamond ball in the center. Rather than hooks, the earrings are spring hook type, meaning they are securely held onto her ears.

__________________________________________________ __________________________

Personality:
There are many reasons that explains why Meo is dedicated, overly enthusiastic, stubborn and somewhat gung ho. She suffers from inferiority complex from an innumerable directions. Firstly, her short stature has made Meo believe she was inferior to her brethrens, even though no one had said so. It is true that Cheytans are mostly tall, but it was not a given that those that aren't are inferior. Secondly, Meo has poor magical abilities, comparatively to her family. Adding fuel to the fire, Meo believes further that she is naturally inferior. Despite her physical prowess, Meo originally saw that her failing in her magical abilities as a sign from the Gods of inevitable failure, a premonition. However, unable to just roll over and die, Meo clung on like mad, pouring everything she had into practice and training. Where everyone else put in 100% effort, Meo would be always at 300%, which led to her being dedicated and stubborn and giving birth to the ethos that "With enough dedication and effort, one can do anything, even if it took them more time". She didn't care if people could conjure fireballs in 5 seconds when they were 10. If she could get there when she is 13 or 15, she would get there through sheer determination and grinding. This high level of enthusiasm and dedication has been seen by some as being stubborn and obsessed.

Meo is headstrong, tomboyish and rough. She is the type that isn't too good of a strategist in the big picture, but she is very good tactician in immediate combat or on a squad based situation. Very self conscious about her shortcomings, particularly her height, she would become childishly exasperated and indignant when mentioned or teased, though most of the time, it is more comical than potentially leading into a fight. Most of the time, she would scream something along the lines of "Ukiiiiii (translated to unintelligible noise made in indignity or comedic anger) I'm NOT SHORT! I'LL....I'LL... I'LL SHOW YOU".

Despite her self perceived failure, Meo is proud of her family heritage. Her family is highly respected amongst Cheytans and she is unwilling to disgrace its reputation. Her embaressment of her height also makes this worse, as she feels that she is a result of all the bad genes surfacing and that she would be the laughing stock (which is untrue). Normally, Meo is a sociable creature. She can get along well easily with most people and she is childish to the core, which shows constantly. She is surprisingly innocent to a great many things in life and is easily amazed by many new things due to her dedication to work and training which has left a large hole in her knowledge. Loyalty, fealty, virtue, chivalry and honour is are leading ethos in her life and she would go through hell or high water for her friends and comrades.


First Impression:
First impression on Meo is always "Who is this Chibi/kid?". Meo has gotten this look so many times that she has a sixth sense when someone thinks this. She can't explain, but she knows it. They would also be amazed by her headpiece, but given her height, they may also think "compensating?", which she can also feel by sixth sense. What would make people curious and pay attention is the gear she is wearing, which appears highly expensive and of high quality as well as her Cheytan ears and her eyes. With the myths and reputation of Cheytans being great mages and fighters, they do give Meo a second opinion.

Distinguishing Marks:
As stated before, her ears are her most distinguishing mark, along with her eyes and her height. Artificially, her earrings do garner a fair bit of attention as it jingles at the tip of her ears. She has no tattoos or the like, however.

Religion/Spiritual Views:
Shinto

Political Affiliation:
Monarchy. Meo is steadfast loyal to a Monarch as long as they are just and loving of its people. In fact, she really cares not what system it is, as long as the ones leading it cares for its subject.

Style:
Meo wears very traditional Cheytan clothing, even in Tritis. Many Cheytan adopt to the local fashion with a few Cheytan mixture, but Meo keeps fully with her cultural clothing, making her stand out. This is off duty and on duty.

Attire:Meo wears very traditional Cheytan outfit under her armour. Firstly, on her torso, Meo wears a white keikogi that reaches past her waist. On her waist, she wears a red female fundoshi with a red hakama on top of the waist part of her keikogi. Her hakama has rather obvious side slits. The side of her fundoshi is visible against her waist through these slits. Her hakama also has extremely flaired pants hem. It is to the point where it looks like a dress and spools over her feet. It is her foot wear that raises it off the floor. Where her hakama ties up at the front, the red belt that is part of the hakama is tied into a large shape where the end trails down the front of her hakama with two large golden bells attached to the end. On her waist, she has a purple red sakura obi that is visible even between her armour skirt and armour (more later) that she uses to tie the sling for her swords onto.

For her feet, Meo dons short ankled white tabi socks with 10cm high wooden geta. These are steel plated underneath and along the vertical supports of the geta, which allows her to use her feet in combat as well.

Armour:

As stated before, Meo's armour is highly detailed with intricate designs and symbols.

Meo's gauntlets covers her wrist and her forearms. It is made of three overlapping plates to allow for movement. Firstly, is the area protecting the top of her palm. It is mainly dark matallic purple grey with a golden border (see main picture). It is held onto her hand via a finger loop that goes around her middle finger. It is attached to the main forearm part via links at the wrists. This also allows for movements of the wrist. The forearm part contains two plates overlapped. The one near the wrist is on top, with a portion of it extending over the wrist and above part of the hand gauntlet. This guards her wrists, even when she bend her wrists. The other plate is below the first one, but rather, extends beyond her elbow, protecting it. It is silver in colour and strapped onto a lower casing that wraps around the bottom of her forearm.

For her upper body Meo has a convex chest piece that covers the entire front part of her torso. Rather than strapped on over her shoulders, a back piece covers her lower back up to her shoulder blades and are strapped together via the sides with the front piece, locked in with an exterior latch and an interior one, which is covered by the front chest armour which overlaps the back piece slighty at the sides. The metal is metallic green silver at its base with two metallic purple grey sections that is similar to the gauntlet with gold border. The first piece is above her breasts whilst the second piece is at her abdomen area. There are two golden symbols at the top right and left of this piece with two red tassels hanging from it. Her frontal chest armour has a neck protector at the top that reaches just below her chin

At her waist, Meo wears armour skirt. Covering over her hakama is a skirt of overlapping plated armour that are the same metallic purple grey as her gauntlet. It reaches from her waist all the way to mid calves. They encircle around her entire body and is split down the back for ease of movement (as such) and at the front (as such). The plating are connected to the belt that holds it up and clipped to the chest armour. The belt itself is armour, being the same green silver as her armour. At the base of the plates, there is a wide golden band that runs all the way around the skirt with intricate etchings on it.

Finally, for her head, she has a two piece headpiece. One is practical while the other is decorational. The main headpiece is a similar metallic green silver as her armour. It covers most of the side of her head as well as the temples with the piece that comes down the side. The arching dip at the front also offers some limited protection for her eyes. The piece is held up by two straps on each side at the end, tied around the back of her head, one above the ponytail, the other below. One of the reasons why her hair goes into a rise and dip in a wing like fashion, besides it being natural, is that her hair has to go over this helm piece. On top of her head is a small metallic green silver headpiece with steel wire decorations and intricate carved designs along with pearls at the sides. It is intended to replicate a dragon's head. On either side of it are a column of tiger fur, shaped into a cylindrical manner and on top of these are three peacock feathers before a pheasant tail feather ends it. Its total length is 110 cm giving Meo a total height of 265cm tall.
The pheasant tails stands erect and only bends ever so slightly backwards at 90 cm and above. The tail feathers are highly flexible and does not break easily, capable of extreme bending. The final headpiece is kept on her head via two steel band which can be clipped into the interior of the forehead piece.

Meo did not choose this headset, rather her family did as it was designed already during her birth. Of course, with her small stature, when she grew up, the design had to be rescaled, but it was kept nonetheless. The overly long pheasant tail made Meo feel somewhat depressed about her height, as if a constant reminder.


Special Talents/Abilites:
ac

Weapons :
Meo possess three weapons. All three are curved blades and are meitous/ named blades of high make. To draw her katanas, Meo would grip it reversed, draw it out until the sword is almost out before she opens her hand and let the hilt spin clockwise into the right position in her hand. Can be done with both swords. (See attire picture for how the swords are stored)

Mumiyo: Mumiyo is Meo's main blade at 80 cm in total length. She has a cloth sling/cradle that is tied to her right side behind her waist that is gold based with black stitching.

Shigure #2: The second katana of the three, lengthed at 75 cm in total length. It has a similar cradle/ sheathe that is black in base colour with maroon stitchings.

Chidori: The last of her swords. This is a wakizashi stored behind her head, lengthed at 45 cm in total. Stored in a cradle that is made with the ribbon that she ties her ponytail with, it is secured enough that Meo can quick draw without worrying that the sheathe would fly out with it.


Strengths:
Definitely, Meo's greatest strength is her tenacity and her physical prowess. While she may be small, the inverse rule for Cheytans meant that she possess a lot of power the smaller she is. For Cheytans who usually average over 180 cm, she is very short. Her tenacity to never give up, built from when she was born runs strong in her blood.

Weaknesses:
Meo is not overly well versed in magic. She is capable of performing smaller spells, but she would need more time than normal to learn and control them.

Vitality :
Despite her strength, Meo's vitality is different. She has high strength low vitality. Her armour is designed to take most of the damage should she take any, but direct hits to her body will hurt. Her pain tolerance is high, meaning she will fight ferociously till the last hit, but that doesnt mean she can last taking hits longer.

Speed :
Meo's body, which are designed for burst strength, enables her to be very fast. She can strike fast and engage in rapid combat. While she may not have the lightest feet, Meo can outrun most people, even in her armour, and outstrike thieves and rogues.

Stamina :
Somewhat above average. Her burst power and speed body means that it is not built for endurance. In mass combat, Meo can pace herself because of support from other soldiers, but by herself, her stamina is nothing to be wow about. Even running, she can only sustain a full speed run for about 8-12 minutes.

Reflexes :
Low vitality has forced Meo to have very good reflexes. As a small fighter, her eagle eyes and with her burst muscles, Meo can detect strikes and react to it. Slow reaction to her means death. Her masters had her train with sparrows and other small animals in the forest of Takahata, giving her sharp attentive eyes and very good reflexes.

Fighting Style :
All in from the get go. Fight like it is life and death. Meo is the type that will go all out. Underestimation is a horrible thing and at its best, you could lose an advantage. At its worst, your life. Meo is a good judge of character, but she values her life. If the situation is deemed considerably serious, Meo will go at it all out. Her style is very direct, considering she is a poor mage. With considerably high offense and speed, Meo can dish out damage and pain in a very short amount of time whilst avoiding personal harm.

Magic :
To her dismay, Meo is a poor Mage. She has slight abilities right now, but her proficiency is with physical combat. Not that she can't use magic. Its just the level of spells she can use is low. Her specialty (if you want to call it that) is Healing magic followed by fire. She was trained at Takahata Peak, but due to her lack of talent, she decided to leave and gain practical experience with what she has. By doing so, she may be able to figure out her own shortcuts and methods, though she still practice furiously every day

Healing:
Basic Heal: As it says, it is a basic healing spell that can heal wounds that arent too serious.
Antidote: Also, as implied by name, this spell can cure most poison that arent too serious or venomous
Fire
Fire Bullet: Capable of shooting rapidly small balls of fire. Though this moves lacks heavy one hit damage, in a massive barrage, it is intimidating and can hurt. It also works well as distraction or keeping enemies behind cover and at bay. It can be very easy for more precise shooting

Fire Whip: Creating a tendril of fire about 3 meters in length, Meo can wrap this around a person and cause damage during the time it is wrapped around them, or cause whip damage along with slight burn when used like an actual whip

Dual Swordsmenship:
Her family were capable mage warriors that were able to survive on both front and back lines. They were particularly efficient with single edged curved blades called katanas that have been in use with Cheytans for aeons. Therefore, Meo, with her physical prowess, was taught to not only wield one, but two full length katanas simultaneously. Though she is far from mastry level, she is quite proficient with the style with talent aplenty.

Celle Sphilar [Heavenly Spirit/Mind]:
Despite her lack of ability with magic, Celle Sphilar is a blood ability. Her reaction is surprisingly advanced for her age, though still not refined nor polished. The ability comes and goes with Meo, only activating when her minds reaches a certain state. During that period, her blood glows, which causes a glowing golden white aura around her as well as lines (similar to this) to appear all over her body and face in white. During this phase her physical abilities are heightended exponentially as well as her magical abilities. For Meo, her duration is only for a mere few seconds, only giving her an extremely small window of opportunity to perform one move and most of the time, she would be extremely stressed and moving on instinct when this is activated. As of right now, she has no idea she is capable of it.


Other Skills :
Meo has a fair few skills that she has gained through her persistence and birth.

Outdoor Survival: Determined not to be a burden, Meo is quite capable of surviving in the wilds without magic, that being hunting, setting camp, starting a fire, cooking and protection fromt he elements.

Luck: Not a skill per se, but an attribute. Meo has incredible luck in general in life. It may be a way of balancing out her physical difference. She would win raffle draws, have sunny days when she plans to do things and roll numbers that are generally almost impossible to get.

Sewing and embroidery: Lastly, Meo is skilled with a needle. She can make large tapesrtries and intricate designs of all sizes with needle and thread that are good enough to sell to nobles and high class people. Many Tritans love the exoitc Cheytan designs so it goes very well and fast.


Favorite Food:
Yoghurt

Least Favorite Food:
Liver

Bad Habits:
Playing with the ends of her Pheasant tails of her headdress

Job/Occupation:
Royal Guard

Past Occupations:
Warrior

Activities/Organizations:
Kingdom of Trita Royal Guard

Speech:
Despite having been born from a very high social caste family, Meo is somewhat of a tomboy. Despite receiving extensive education in mannerism and arts fitting for the future Matriarch, Meo speaks relatively roughly. It wouldn't be considered thug like and low class, but more youthful, cheerful and less elegant.

Quote:
"Full speed ahead or don't move at all" - Attitude about life.
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Relationship Status:
Single

Relationship History:
None. She is not interested

Family:
Meo has a lot. She has her immediate family, which is big in itself, her extended family, her House and then the whole Peak to account for. The Niseru area follows an ultimogeniture culture, where the youngest inherits. As it is culture, the elders are able to do as they please, whether that be helping the younger sibling or going out. Unfortunately, Meo is a bit of a Maverick, so the sisters mostly pick up her slack. The family is large and loving with strong ties to each other, and since Mepo is the smallest, she gets doted on the most.

Immediate Family:
Yasra Fane
oz Soleire YEqejyu
Matriarch of the House and mother of Meo.


Ridalnae Zuieg
oz Soleire YEqejyu
Husband of Yasra and father of Meo. Holds second most power after Yasra, females included. Most strict on Meo

Kierre Badoe oz Soleire YEqejyu
Eldest sister of Meo. Holds Meo's position as regent for now. Holds her sister dear, but doesnt know what to do with her

Wase Sharrik
oz Soleire YEqejyu
Second sister of Meo. Also helps Kierre, but is more lax and sympathetic to Meo.

Rawah Dialssa
oz Soleire YEqejyu
Third sister of Meo and mostly her accomplice.

Cousins:

Clyuue en Celle Zwihander en Quowjaz oz Soleire YEqeiyu
Cousin and a highly respected Cheytan in the village. Meo looks up to her
.

Chanti (female),
Haliyer (male), Heetha (female) and Kailya (Male)oz Soleire YEqejyu
Smaller cousins of Meo. On very good terms with her and she often looked after them.

Personal Adversaries:
None

Close Companions:
Titia: A small red panda that inhabits the mountains of Takahata Peak along with many other exotic animals. Titia is a smart and cunning animal and like her owner, is undersized. She can easily weasel herself into Meo's chestplate or around her neck without problems and is able to help Meo with more menial things. Meo affectionately call her Tii
__________________________________________________ __________________________

History:

When Meo was born, the entire family knew that she was a bit of a runt. The shaman could feel her lack of magical prowess even just after birth. Not that it mattered. Like most babies, Meo didnt know any difference between herself and her friends her age, that is until they began to accidentally conjure up magic here and there when they were 5. When she couldnt even squeeze out a spark or flicker of fire even when being shown by her friends, Meo began to feel different. She began to panic and when consulted with her parents about whether there was something wrong with her or why she was unable to do any magic, she was gutted and bowled over when she was told she just didn't have the talent for it. To her, it was basically saying that she was a fail of a Cheytan. From all the stories she had heard from her family, all were about powerful mage warriors and now that she was told she was not able to perform magic, her train of thought somehow lead her to think it was akin to saying she wasn't ever going to be great. It was illogical at best, but she was a child

For a good while, she was gutted by the news, not sure whether if there was any poiint in her being born if she was such a failure. It was made worse by her apparent lack of growth. Worried about her bout of depression and at such a young age as well, her mother got her mentor and tutor to see if she could do anything. With cunning wording and psychology, Meo's tutor gently and subtly taught her slow meditative practices that would let the magic gather and flow better, albeit without telling her it. After a month or so, she edged Meo into "accidentally" creating a spark. Seeing for the first time, her own magic, her tutor then implanted the idea that would guide her life from then on. She told Meo

"No one has no talent or abilities. Its just depends on how far you are willing to go for it. Those with talent but don't put the effort will, in the end fall away in decay. However, those without talent but with effort, in time, will be created into masterpiece. See here this porcelain pot? It was originally, dirt, clay. With enough time and patience, it became something truly beautiful. Now my marfo faura (little bird), will you become something truly wonderful?"


Seeing that magic did exsist within her, Meo refused to roll over and die like a helpless animal. If her friends did 10 practice fireballs, she would do 50. If they ran 2 kilometer, she would run ten. If it only took effort to overcome her shortcomings, then so be it. Like that, Meo burned away all her free time, grinding away at magic skills and training her body. A healthy mind starts with a healthy body was one that her tutor always said, so she went under the tutelage of her mother in order to beat more discipline, skills and will into her

Upon reaching 12, Meo was drafted, like all Cheytans, into the Takahata Para Military force. Calling it paramilitary was stretching it. It was in fact just military training for Cheytans in preparation for them to join the Reserves and that discipline was taught properly within them. Meo was already trained as such from birth so there was no major transition. However, there, Meo poured her heart into everything, determined to build her own destiny and become a masterpiece via blood, sweat and tears. Whilst that meant less time in magic practice, it meant that Meo was able to diversify, gaining many military skills and abilities. She had decided that with her inability to be a scholar, then she would follow in her ancestors footsteps to become a military figure. She decided to capitalise her physical traits (which she found out she had despite her size. She found this out by taking out five bullies by herself.) to the max and become a warrior mage, just like Frawr Fhauri, one of Cheytans greatest heroes and one of her ancestors.

Upon reaching 15, Meo became a full adult by Cheytan standards. Her family presented her with her armour (which caused a fair bit of indignity and a rather comical scuffle between her siblings due to the height of the headdress) and her swords before being blessed by the Head Shaman that oversaw her birth. Her armour signified her adulthood, though it gave Meo an idea. She decided that she shall go and explore herself and the world. She wanted to find meaning in herself besides pointlessly improving herself for no reason. She knew she was to inherit the House later, but that would shackle her home. No, she didn't want that. Meo only told Rawah, Chanti, Haliyer, Heetha and Kailya about it, but she consulted Clyuue more deeply. Her elder cousin was impressed by her will to go and become great, since it was what she had done. Clyuue organised her gear for her escape. The next morning, before anyone was properly up, Meo clambered onto her horse and decided to leave, leaving a letter in her place. Unfortunately, she messed up and her horse knocked into a pile of tiles. The whole house alerted, Meo dashed off with her parents in shock, looking on, her elder sisters facepalming themselves, her accomplices waving energetically and Clyuue beaming and laughing outloud. Behind, she left a letter that said she would become great and come home as a person fitting to lead this prestigous house.


Meo fled to Tritis, where Clyuue had recommended since she had friends there. She herself was as respected soldier there before she moved on. In her hand, Meo held a recommendation letters and papers for her to pass through. Leaving the horse behind with some Cheytans to take back to the house, Meo went and boarded a ship to Tritis. Takahata Peak and Niseru were one of the countries that surrounded the lack. Its highly mountainous terrain meant land invasion was difficult and its docks where heavily held. Its snow waters is what fed the lake. Niseru had a rather friendly relationship with Tritis, so it was no big issue crossing into the country. With her papers and letters, Meo was allowed through and she instantly signed up for Royal Guards. Indeed, Clyuue must have had a really strong pull as they threw her into basic training right away. Her physical examinations were passed with flying colours and before long, she was done with training within 6 months. Her impressive results and performance from the training plus Clyuue's recommendation meant she had no issues in being assigned into the Royal Guards. In fact, she was given a low level NCO (a corporal) position due to her prior training. The next 6 months, she saw the life of those in Tritis. The large cultural difference was astounding and she herself drew a lot of attention due to her own culture. However, whilst it appeared that the country was mostly peaceful, there had been attacks here and there, where Meo was able to show her abilities though nothing major besides patrols. Nothing that she would call a real test. Meo was also able to learn of the current situation of the country, with the two princess sisters and when news of the return of the other sister reached her ears, Meo was soon thrown into the preperation for her homecoming. Word from mouth was that the current Queen was happy with the return of her sister, and Meo couldn't help but smile. Family was big for Meo so seeing another family reunite was good for her. Meo couldn't imagine anything more from this reception besides being ceremonial and emotional.
 
Last edited:
Okies, as you seems to have updated a lot of it, I will recheck the whole thing.
And today Im awake, so dont blame me if I find things I missed the first go... or well, yeah, as it s technically my fault per se, you can blame me! ^^


'ere goes.

Finished! Got a little tired at the end, so history is a bit brief and choppy.

ORPG
Name – Mtiette Faraway (Me - Ti - Et Far - a - wai)

Title- Dancer of the Blade
If she can summon like 200 of them, wont it make slightly more sense to have "blades" in plural form?
Not a requirement, just a question-

Alignment – Good

Race – Heliants /Ascended Beings.
General Appearance: Male/Female

Heliants are humans that, through deep and feverent devotion to the Good, have been blessed by God into a semi-angel state. They acquire wings that are light gray and a slightly visible halo above their head. With the blessing, their bodies become more powerful, with their basic stats boosted (eg, strength, speed, etc). Also, they are immune to all lower world poison. Also, they possess a remarkable regenative system. Although not instantaneous, it can heal a rather serious wound in a period of 4-7 days. It is not possible to regenerate lost limbs, nor reattach. They can choose the age they appear as along with powers that enable them to use magical skills. Their wings are like their legs in a sense that it is natural for them to walk and to some extent take some hits. It spans at 3 metres total from both sides when fully spread. However, the amount it spreads is proportional to the distance and use of the wings. Despite being almost invulnerable, the only way they can be defeated is through actual combat and violent death. This means that if one is skilled enough, they can easily kill a Heliant like any human through combat. Once defeated, they are automatically accepted into heaven, their wings losing the gray colour and becoming pure white... providing their soul has not been tainted whilst being a Heliant.

Their existance is to combat their polar opposite, the Serverants / Fallen Beings. These two "races" reside in a realm between lower regions and the higher regions of the cloud. As a result, human contacts have been almost zero with maybe a few sighting of one dipping just below the clouds. A plane barrier is set in which prevents either race from going below.

In a basic sense, the two races are another army for God and the Devils, in which a conflict raging for aeons still continues. Heliants range from warriors to clerical and mage types. Both race have cities near their realm in which they reside in and defend, in which the Heliant's capital is called Vatica. As such, different type of people are needed to sustain the the forces.

Heliants have adopted a indifferent attitude towards most things outside of their devotion to their goal, that is the defeat of the Severants.
I like the change, they don't seem to invournable now, even though it is stated taht they are harder to kill then humans.

Gender – Female

Age
– 22


AppearanceAppearance
Mtiette is a rather elegant and gentle from her appearance. Unlike most warriors, her body does not show bulging muscles and oversized limbs, but rather, a lean and slender body. As her class, her body is toned, but as strength is not her main style of fighting, she keeps them at a moderate level. She stands at 177cm and weigh around 60 kg. Her skin is a nice hue of pink, neither too pale nor too dark. She lets her hair flow freely behind her back, and in front and is the colour of light gold. Her eyes are a nice chestnut brown. As a holy being, she does not require any form of make up. her presence would give people a slight warm and fuzzy sensation along with a minute glow that is almost incomprehensible. As a side note, the circular crystal on her head is actually a thin diamond shape (like belldandy's).


Attire
– Inquire to above image. Mtiette's attire is always her armour, regardless of where she goes. As they come from the holy forge of Vatica, repair and maintenance is not needed as it fixes if left alone over time. Her armour is of light class and thus only consist of a small chest piece, stomach piece, shoulder pauldrons, waist armour, small fore arm armour and boots. Along with the armour is a long deep purple dress that has no sleeves. It runs from her neck under the throat armour, down her chest, under her waist armour and straight to the floor. Its length meant that her legs are no visible, only the lowest part of her boots can be seen.. On the back are two thin, vertical slots in which the wings thread through. In order to take them off, the small section of the armour near her wing are little hatches in which it can be opened up into a larger opening. The shoulder pauldron's do float off her arms. There are no special effects as a result of floating, but it does mean she doesn't recieve any kind of shock if something hits there.

Dress - Her dress, if you would call it that, is what she wears as always, (refer to picture). For Carbuncle's sake, she is not nekkid underneath the skirt, but wears a sort of loincloth thingy. Refer to attire for a more descriptive idea of her clothes.
HAHAHA, I like that you kept the "for Carbuncle's sake" thing here ^^
though, this might confuse others as I change my name again ^^

The description is better now though, the detail is better and I can picture the look better

First Impression – The first impression Mtiette has on people is that she is likeable and attractive. Her wings, armour and spear, however, gives the impression of a need for space. With her looks and her possession, Mtiette leaves a deep impression on people. As with her affiliation, she emits a slight glow in which people in her immediate vicinity would feel a warm sensation. Her movements are smooth and subtle. So much that people sometime believe that she glides and many don't notice her move until she touches them or after a while.

Personality
– Mtiette is considered the stand out of the Heliants. Despiute being in the first Century of Heliants, she is more flexibile and playful then her peers. Unlike the general outlook, Mtiette often thinks about how the world below was changing after aeons of time fighting above. One of the rare sightings of "angels" was a result from her curiosity. As reflected from her appearance, she is rather mellow and cheery, however, like most humans, there are certain boundaries in which she can take. She would react as a normal human would to something cruel and unjustice and vice versa if something good happened.
As with a good alignment, she would encourage good deeds, but condemn severely evil deeds such as murder, robbery...the normal immoral stuff. Towards her associates and friends, her attitude would be much warmer and casual, with a lowering of her guard. THis makes her somewhat vulnerable to those that backstab, but that is just the way she is.
Strength – Just above mediocre. Strength is not her main sepcialty and despite with boosted strength, she reaches just above that of a average male in his 30's.

Speed – Linked with her reflexes, this is where Mtiette shines. Along with her smooth movements, Mtiette can strike out at blistering speed that seemingly happen without her arm even moving. With her flexibility, she is capable of launching almost instantaneous strikes in almost any area in any direction. She is able to reach speeds of 45kph for a short span of 20 seconds. Her regular top speep is at 22kph.

Endurance – A so - so catagory for Mtiette. Since she has less strength, taking direct hits is not her strong point. However, with experience, going at a rather fast pace, Mtiette is able to fight continuously for about 1.5 hours. Then her movements begin to deteriorate considerably.

Reflexes
– A very close second to her speed, Mtiette is a master at counter punching. This means that at her peak in a fight, Mtiette can almost launch a counter attack the moment the opponent initiates a strike.
However, constantly stressing her eyes and body to react to such actions strains her body. Thus she tones it down quite a bit. Her normal reflexes are usually capable of snatching an arrow shot by a mid level archer. Any higher and she would have to resolve to dodging. The more skilled they are, the harder it is. As with her reflex and her fighting style, she can to some extent determine what her opponents do by their movement. This is restricted, but generally, she would begin moving at the instant she believe an attack is coming.

Fighting Style – Mtiette's fighting style is more defensive than aggressive, more tactics than strenght and more counter attack than attack. As with her weapon, her style is smooth and graceful, like a dance. It concentrates on critical strikes, each attack aiming to do considerable damage to the opponent. She uses the human body effectively as part of her arsenal to compensate for strenght. The accuracy of her strikes are unparralleled.

Weapons
– Her weapon is the spear seen in the picture, named Point of Revelation. Since she was one of the earliest of the Heliants, she is an important
figure hence a weapon granted straight from heaven. Made of an entirely mysterious material, it is completely flexible, capable of bending till the point faces the same direction as the end. After the milleniums of fighting, the spear still appears as if freshly forged. The two floating side guards a sealing crystals, much like the crystal on her forehead, which sealed most of her powers in before her descent into the lower lands.
It seems you forgot to detail how the weapon looks ^^

ArmourMore indepth description of the armour. Refer to the top image if you are scrapped for time or can't picture it

At the very base, is a long tight woven silk dress the colour of dark purple. It is sleeveless, leaving the shoulder bare. It starts off at the top of her throat, down the front of her chest past down to her waist before beginning to flair out a bit. It reaches just past her ankle, so her armpured boots are slightly visible.

Her boots are the colour of silver with a slight hue of purple. It reaches up to her knee and to protect her kneecaps, a angular vertical diamond piece rises in front of where the knee is. The boot is slightly heeled and has spurs the shape of many pointed snowflakes at the back.

On her arms are a pair of gloves that run for alomst her whole arm. The clothe underneath is the same dark purple as the dress. On top of the lower arm is a curved piece of armour that extends past her wrist and on top of her knuckles. This piece curves around to enclose the lower arm completely, whilst the wrist part another piece of armour tied by leather to allow movement of the wrist. This piece is held down to the hand by leather that threads through under her middle finger. At the very top of the arm is a silver devise attached to the cloth. This device is oval with a red jem in the center. This enables a floating shield like armour piece to hover off her arm. It is locked at that position, however. The shield itself is square mostly before reaching into a sharp point at the bottom. The colour is a base silver at the top, dark purple near the bottom with a white piece covering the other two. At the base of the white piece, an oddly shaped design is cut out so that it appears purple.

Over the throat and the throat par tof her dress is another armour piece that is dark purple. It covers most of her throat and comes down over her collar. This piece has very intricate designs etched all over the armour piece. The designs most resemble rose vines and Victorian era designs.

To the upper chest armour, it is the same colour of her boots, a silver with a hue of purple in it. It is shaped around her chest and is plain with no ornaments. It reaches the collar piece and is clipped on. Clipped on underneath it is her waist and stomach armour. This is a light silver colour and shaped in a V and protudes out slightly to a point. A dark purple border with gold designs runs along the bottom rim of the silver armour piece. Hanging from the bottom of the armour by clips are two white, decorative armour pieces that reach down just above the knees. On top of this are the same designs on the shield.
Holy..
This is way better detailed then last time ^^
Not only do you re'explain her armor, but you detail it way better then before.

Combat Abilities - Heliants are blessed with a given gift in using their Energy and manifesting it into something else, aka, Magic. It can either be like actual magic, or like skills. For Mtiette, it is more skills than magic. For comparison sake, we would use a low, medium, high system

Call Forth: Using almost no energy ( very low for normal weapons. Low for the meitou/special), she can call forth a weapon from the portal world to her side, instantly flying out of thin air and into her hand. The portal needs a payment of energy for its use, hence the cost in energy. The realm accepts any weapons. However, those that contain life force (the special ones like meitou, magical blessed, cursed etc) and are able to be used with Dance of Blades require a certain procedure before they can be placed in the realm. As a contract, Mtiette has to have beaten the owner by combat and only then, would the soul of the sword be willing to be called underneath her command. So far, in the realm, she has 10 such weapons along with 10 normal lances, 20 normal blades and swords, 10 rapiers and 20 axes/maces/ others.
Im somewhat sorry for you now, as these are weapons you can call out, they need to be detailed ^^
So, the normal weapons are ok, as I would assume they are.. normal.
But the 10 unique ones need a basic description ^^

Point of Piercing: By gathering a swirling wind at her forearm (low), she can launch a piercing, ranged strike at an opponent providing she is equipped with a spear or rapier. The strike resembles a thin drilling action. With the condensed shape, it is capable of drilling through rocks, walls, steel and such. Skills is capable of being used with fists . It is the stabbing motion that forms the attack

Wave of Parting:
Very similar to Point of Piercing. Instead of an equipped spear, this skill works with a sword and its swing, sending forth a thin slicing cresent moon at the enemy and capable of the same results as P.O.P. (low). Skill is capable of being used with kicks, mostly.
It is the swinging motion that forms the attack
I did not realize this before, but they are very alike the skills that the CP9 use in One Piece ^^
No problem with that though ^^

Release: Release is, as the name implies, the removal of the seals that restricts her power. This skill is a has a"casting time" of about 6 minutes till maximum release. Each stage requires 2 minutes to relase.There are dire consequences in doing so, as with full removal, Mtiette can easily level a metropolis city in an instant. Therefore, it is done so that she is not capable of doing so. However, she is left a small line in which she can release at max 50% at a slow rate. 10% for each crystal on her spear and 30% for the crystal on her forehead. With the release, maori-like, black tattoos (i really con't describe the marks) spread all over her body during the duration Nothing changes of her body except her eyes turning a sharp silver with an aura of ice blue flaring around her like a wild fire. At the release, her body is boosted beyond measure, power, speed and reflex multiplying exponentially as well as replenishing temporarily her energy level. By doing so, she gains great power, but only for a very short time, 5 minutes for each release, in total 15. In addition, with the release of one crystal, the side affects afterwards are a decrease in speed and reflex. With the second, a decrease in equilibrium and decrease in total control over limbs with the final third, a loss of total limb function, bar small movements, and almost ocmplete loss of sight, hearing and sixth sense perception. All of these are temprary though it requires recovery for a while afterwards. (All remaining energy, regardless.)
Yeah... in this case I wont nag on describing the tatoo, as that would be rahter annoying.


Step Up:
Step up is a secondary option to Release. It is a much more safer option as its side affects are very minimal.With a decrease in risk, so is the decrease in power. During Step Up, Mtiette's pupils turn a very light blue that seems to dance like wild fire on a darker blue background whilst an aura of pwer surrounds her. In this state, she raises her speed, reflex and strength by 2.5 for 5 minutes with 50% energy recovery. Afterwards, she is reduced to 0.5 of her normal power for 5 minutes. (between low and medium)
This is better, though the change is minor, it makes more sense ^^

Dance of the Blades: This is her major skill and where her Title derived from. She can open a portal from another world and summon weapons. These weapons are the special weapons that require her to have won over the sword through combat. The number she summons is up to her, although the more weapons present, the harder it is. These weapons follow her will and fly by her order. When used, it seems like the weapons move in such a way that it appears just as graceful as a dance. The energy usage is proportional to the number of weapons. To summon her current 10 weapons would cost a rather high amount of energy, at least above half of it. although this would leave her rather strained and unable to fight herself personally. She can send weapons back in and in doing so, lessen the strain Later when she obtains more weapons, she would need to increase her endurance in order to make up for the extra strain and energy use..
I like the changes, and the current 10 weapons are better then 200 for logic's sake ^^
Thing is, as I mentioned earlier, the description of those weapons.

Thing is, you could make a simpler way of describing them, just using a common look for them, and a simpole description of their powers.
Doing so, Im guessing you would not need more then 1 single line per weapon. Just go. -Knights sword, enchanted so the blade seems to be on fire-
This would be acceptable for a weapon you wont be using in fighting yourself, as you will most likely prefer your spear.

Though, to quote the Call Forth skill
So far, in the realm, she has 10 such weapons along with 10 normal lances, 20 normal blades and swords, 10 rapiers and 20 axes/maces/ others.
Does this not mean that you can call out all 70 weapons?
Or only the 10 as stated in Dance of the Blades?

Other Skills

Sixth Sense Perception: This is sort of like extremely short esp. A skill in which she uses to keep her ahead of danger. This skill only activates in the presence of extreme danger, and still, it is only a few seconds ahead.
Spidey sense is tingling! ^^

As stated before, this is ok and all, but as your version acctaully gives you a vision into the future, perhaps add that she needs to be more focused then a laidback relaxed stature.

If not, perhaps instead of having it as a minor vision effect, just make it as the 'real' 6th sense were. The usage of honed senses, being able to percieve things that IS happening, but at a faster pace then normal.
This sense are most common with teh Samurai, where they did not see into the future, they normally felt that something were out of order, and based on tehir experience and perception they could take action before it got out of hand.

Portal Summon: Very much like Call Forth, but with everything else. This cost no energy since this realm is different from the one used for the swords. It is much smaller in space and is a creation of her own. As a result, there is no price to pay for summoning. She basically uses the portal as a back pack so she doesn't need to carry anything.
There is only 1 thing I have to say about this now taht I know what it is.
How large is the opening portal?
Can living things be kept inside? or does it lack air?

History –Mtiette has forgotten when she was born and her memory of her life in the lower land was chopped and blurry. All that she remembered with clarity is moments befpre she rose, in the middle of the remains of a battlefield, her armour drenched in dried blood. So much that it seemed the metal plates were red to begin with. Collpasing on the spot, clutching her waist, she had believed that this was it when she was splashed with an intense pillar of holy light. Not even able to struggle, Mtiette was raised to the top, past the clouds and settled amongst a group of a hundred or so people. From there, an angel descended and decreed that they have been chosen to to fight the attacking force of the Devils in which they are now called apon to defend and defeat the enemy. In an instant, her battered armour disappeared , replaced with the one she wears now and two large gray wings appeared on her back along with a long spear. Shock came the instant she looked up as everyone had haloes.

After the subsequent shock subsided, the hundred spent the next few weeks setting up what would be the base for the city for Vatica. It is then where they met for the first time the Severants, beings that resembled them, but with bat-like wings and small horns. A battle ensured, in which it seemed as though the Heliants were to lose. However, the Severant appear to be of rather poor fighting type and quickly, the large group was dispatched. Each attack brought more and more powerful foes. On their side, their ranks began to swell. Unlike the Severants, many that came up were of high quality, regardless of their job. Mtiette had no idea how long she has spent up in this realm, but she had deduced long enough with Vatica now a large sprawling city with many other cities further out. She herself became one of the 10 generals of the Heliants, in which they deemed her too powerful that she was a threat to her own comrades. With the other nine, they sealed her power considerably within her spear and a crystal on her forehead. Their enemy had changed also. It was no more skills against number, but a combination of both. Both sides had skilled warriors and numbers which resulted in a deadlock. What it now resembles are two countries in the clouds waging an eternal war.

Mtiette had often wondered how the lower planes were doing, and so often dives down just before the barrier. The barrier was so strong that it had prevented the Severants from breaking through into the human world. Although this applied to the Heliants, many of them do not desire to go back down as their job was right up here. On one such trip aith several friends, Mtiette spotted a flaming being shooting through the clouds and impacted heavily on the barrier. From his wings, he had deduced that it was a Severant, and not any Severant, but was Ihsan, a high ranking general. Smirking with her party at what she thought was stupidity, Mtiette was suddenly shocked as the Severant shot through the barrier, creating a slight hole in the fabric. Immediately, being the ranking officer here, she ordered her party to return and inform the Preceptor. She herself dived right after Ihsan, through the hole. Unfortunately, she failed to see in closing slowly and as she was though, the hole closed completely. Cut off from her realm, all that was left to do was to pursue Ihsan and stop whatever he was going to do. The short stop resulted in her losing great distance with Ihsan. Luckily, the Severant dipped and dropped into the continent directly below their exit point and with that, Mtiette descended after her target.
uuUUUUuu
I see who you will be making next ^^

Well, I have again nagged on you.
The bad thing about being able to summon more weapons, be ig for yourself or within a skill, they also needs to be detailed for the sake of the others.
Yes, you might detail them as you acctually takes them out, but with said freedom many might nag on you for powergaming as you can take out a perfect weapon for any job. Even if you had it planned all along, the fact that it is not stated makes it seem too convenient.
Youre not the only person that have ever done this, another person I know online made a person with a simmilar skill. Though she had more unique weapons then you and called upon them as she neede, she could also call upon them all as a skill as you do.
Thing is, I helped her detail them all, so, considering that she had like 20 weapons, all with unique shapes and several skills, nto to mention different ways if using them. She added everything.
Even though she never completed it, it took a considerable time.

So, Im not using this as an excuse to try and force you to add a great ammount of info, but a base info on looks and powers it has is a minimum Im afraid.

So, sadly this is still [Not approved]

Be glad Im not making you make the baground history for each weapon, becuse this is triggering my curiosity, badly! ^^
 
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Ah wells, back to the drawing board. It shouldnt be too hard to make the description for the 10 weapons. do it later tho. no time now. i'll pm you when im done. if im game enough, ill see if i can make a brief history for each one. i might die out after 4 or 5 though...

I'm not up to that arc yet in OP, so dont wreck it!

As for how many i can call out in Dance of Blades, its ten. Only special weapons with some form of life energy is able to be controlled.

changed 6th sense to the danger perception. Weapon i change later. no time now.


Name:

Title/Alias:

Alignment:

Age:

Gender:

Date of Birth: {Optional}[The month, day, and year your character was born. Doesn't have to be based on our modern day character]

Place of Birth: [Where your character was born]

Current Residence: [Where your character currently lives]

Resides With: [Does your character still live with his family or with roommates, then put it here. If s/he lives by him/herself, just put 'alone']

Zodiac Sign: {Optional}

Race:

Nationality: {Optional}[Basically what origin your character is. This may not be needed if your character does not come from Earth.]

Sexual Orientation: [What are your character's preferences. Examples ae heterosexual, asexual, bisexual, lesbian, gay, transgender, intersexual, etc.]

Appearance: [picture can be posted here, but some people can't tell what people are by looks. Sometimes they need a description broken down, like the following]:

http://i261.photobucket.com/albums/ii44/tipsynaruto/Kuze.jpg?t=1384349187

http://i261.photobucket.com/albums/ii44/tipsynaruto/Kuze-1.jpg~originalhttp://pinakes.files.wordpress.com/2013/10/mm_llsg.jpg

Weight:

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Body Type:

Blood Type:

__________________________________________________ __________________________

Personality:

First Impression:

Distinguishing Marks: {Optional}[Refers to any unique marks your characters have. Whether if they have piercings, tattoos, scars, some sort of mutation/distortion - describe them here.]

Religion/Spiritual Views: [What is your character's faith if s/he has one.]

Political Affiliation: [What spot your character stands for in regard to politics.]

Style: [What your character's general taste in attire is. If s/he likes to wear a specific color, wear a favorite fabric, or wears a lot of accessories, put them down here]

Attire:

Casual - [What your character generally wears if s/he's not expecting or doing any combat.]

Disguise -[Whenever your character is in hiding or is in pursuit of someone and tries to avoid
being recognized, describe what s/he wears in this case.]

Apparatus A -[The main outfit that your character wears during voyaging and combat.]

Apparatus B -{Optional}[Does your character have an alternative main outfit, describe it
here.]

Special Talents/Abilites:

Weapons:

Strengths:

Weaknesses: [Every character has a soft spot or something that can give them the lower hand in battle. It can range from emotional/mental issues to ailments to attacks that s/he's more vulnerable to than others.]

Vitality :


Speed :


Stamina :


Reflexes :


Fighting Style :


Weapons :


Magic :


Other Skills :


Favorite Food: [If your character has a stomach, s/he should have something that s/he finds more delectable than other things. Put it here ~]

Least Favorite Food: [Not everything in this world is tasty. Put what your character dislikes the taste of more than anything.]

Bad Habits: [This could be anything you character has a problem with. Does s/he swear a lot, is s/he a frequent smoker, an alcoholic, or harshly blunt with people? Anything that may give your character a bad vibe, list them here.]

Job/Occupation:

Past Occupations: [If your character has had a previous class or has been employed somehow in the past, list them here.]

Activities/Organizations: {Optional}[Did your character take part in any organizations or is currently in one? List them here and describe what his/her role was in the group.]

Speech: [How does your character sound when he/she talks. Does he/she have a high or low toned voice, would you think he/she was a child just by listening to how he/she talks, does he/she have an accent? Describe your character's vocals here.]

Quote: [Something memorable or often said by your character.]

__________________________________________________ __________________________

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Relationship History: [Give a brief history on what your character's views on relationships are and the past ones s/he's been in (doesn't have to be about every person s/he's been with).]

Family: [A list of your character's important relatives go here. Give a small to medium description about their general lives and their closeness to your character.]

Personal Adversaries: [Enemies that your characters have come to hate in their lifetime. List them here with a small bio, briefly describing their life and how they have become your character's nemesis.]

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__________________________________________________ __________________________

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[List any songs here that suit your character's personality best.]

__________________________________________________ __________________________
History:






Well, here is my attempt


Name:
Clyuue en Celle Zwihander en Quowjaz oz Soleire YEqeiyu

Pronunciation:

Klee-Yuu ehn Seh-Lee Swi-Hahn-Dah ehn Swoh-Yahz oz Soh-Ley-Ear Yeh-Swey-Yeu


Translation
First Name: Clyuue en Celle Zwihander en Quowjaz [Queen of Gods, Heavenly Victory and Justice]

Shortened:
Clyuue [Queen of Gods. Used for those that are not close]

Celle [Heavenly. For those that are close to her]
Last Name: oz Soleire YEqejyu [of Soleire Family]

Clyuue has no last name per se. Clyuue Soleire would be incorrect. In translation, her name would be
Clyuue en Celle Zwihander en Quowjaz of the Soleire Family/House and that is the only way to say her complete name and is what would be written on official document


Gender:
Female

Age:
24

Race: (Please use Spoiler Tags to describe non-human races.)

Cheyt Plaganeran [Cheytans]

Cheyt Plaganerans, or Cheytans for the rest of the world, are a race of high mountain dwellers. The mountain range, Sol Dauane, they habitate stretches for kilometers in which many cities, towns, villages and settlements are located all over the entire range. These Cheytan settlements are often built within the dense forestry that covers the entire mountain range, giving them an incredibly natural and secluded feel. Due to the high altitude of the location of the range itself and the height of the mountains themselves, many of the older mountains burst through the cloud line and the larger and more important cities follow suit and develope above the clouds as well. The most prolific of Cheytan cities and architecture would be the capital city for Cheytans, Celle Dia on the largest mountain, Cia Dia. Being the oldest and most powerful of the cities, it covers a bit over half of the largest mountain, though the city has tier levels across almost the entire height of the mountain. The architecture of the Cheytans are incredibly oriental and Eastern, with an extensive use of wood, red, gold gilding and rising pagodas.





The village itself is based around a massive mansion, where the village elders live and hold council. The 'government' in the village is based around Krytocracy, where any rulings are decided by judges (In this case, the elders). The eldest of the elders have the final word in what is to happen in serious matters. Of course, such decisions may take a long time to consider.

The houses are built around the mansion, clustered together in small communities. The higher the class of the villager, the larger their home, the closer they live to the mansion. The architecture here could be described as Gothic. To the north lies a sacred shrine at the base of the mountains, which is tended to by the priests. The shrine is where offerings to the spirits still lingering the world are left.

Generally, the lower-class men live around the outskirts of town and tend to the farms. Their wives stay at home and mind the children, and the children are either taught how to work the land or work in the house. If not farming, they are either mining for precious stones, creating textiles, or out as traveling merchants. The higher-class villagers tend to be tax collectors, landlords, or even jewelers. There are a few tailors who weave their wares with enough skill to be respected.

Although the town of Xandria has what they need, they have recently begun selling textiles, the jewels they mine, and a few other miscellaneous things to nearby settlements through traveling traders. Most who have wares to sell prepare their goods for that one week out of the month when the traders pay a visit. They are very wary to new traders, but welcome familiar faces. If a newcomer is too suspicious, they are outright shunned, yet still watched in case they cause any mischief.

For education, it's normal for children of the higher-class villagers attend classes at the mansion - led by the Elders as preachers and teachers - and are taught the old traditions. However, even if the lower-class villagers show signs of spiritual awareness, only the eldest of the family is allowed to study, while the younger siblings are taught the family trade. If the children exceed in spiritual studies, then they become priests or priestesses, whom are highly respected by the community. In order to keep the “spiritual blood” among them, the elders themselves choose who priests are to marry. It is their belief that only the men are able to pass on spiritual traits to the next generation. Priestesses are not allowed to marry, lest they become tainted.

There are a few different branches to priesthood. The Keepers of the Dead are grave keepers who not only maintain the graveyard and the mausoleums, but also ensure that the spirits still lingering in the village do not turn malevolent, lest they endanger Xandria's living villagers. The Spiritcallers are priests and priestesses who mainly act as mediums, for they are able to listen to spirit voices with high clarity. The Senders are a select few who are able to open a gateway to The Other Side and give spirits a path to finally leave the world.

The Eterna clan was among one of the founding fathers of Xandria many years ago. Although the Eternas have one of their kin as an Elder Councilperson, no Eterna has held the most honored role of the eldest Elder for any longer than four years. Seems the Davor clan tends to have longer-living elders who rule the council for at least a decade and a half before passing. Due to being one of the founding families, they have remained in the upper-middle class.

A race of high mountain dwelling people who are close relative of humanoids. They share many similar attributes including most physical features. Their most prominent difference is that their eyes are of the most fantastic of colours, their hair is permanently long to a certain length and that their ears are not humanoid, but rather animalistic like. Their skin is usually pale and blemish free.

Cheytans also possess a balanced physical body along with magical abilities. Their blood runs gold, rather than red, but via some divine miracle, does not interfere with blood transfusion with other races such as human. Cheytans are capable of entering a heightened state of consciousness, allowing increased magical abilities and senses and through this golden blood of theirs, when in this state, they emit a golden glow with white magical lines appearing on their body. However, few Cheytans per generation are capable of reaching to the top level. They also live a rather extended lifespan, capable of reaching over several hundred



Appearance;
- Hair:
- Eyes:
- Height/Weight:
- Skin:
- Build:
- Attire:
- Noteworthy Features:
- Photograph: (Optional, but NOT a replacement for the Appearance section.)

Weapon(s): (If applicable.)


Armor: (If applicable.)


Magic: (If applicable.)
- Spell:
-- Drawback:


Abilities/Skills:


History: (Summaries are welcome. Please use Spoiler Tags.)



Someone to use much later on



Name:
Cuclainn Ainsworth (Kuu - lain Eyens -worth)

Age:
18 at age of conversion

Race:
Pre conversion: Human
Post conversion: Automaton


Gender:
Female

Faction:
Pre conversion: Commonwealth of Neo Britannia

Post conversion: Alemmani Technocracy


Appearance:

Ashlotte_by_MTFY.jpg


Cuclainn is a sight for most normal people in more than one way. Her height is rare for girls, being a staggering 190 cm tall. She towers over most people, making it a bit uncomfortable for others. Her pale white face and hair, her odd amber gold eyes as well as her light purple lip rogue does not help either. While her white face is discerning, it is balanced out by being elegant, graceful and a work of art to the eye, almost like a porcelain doll. Her hair is set in a rather curly manner, with it trailing rather far down her back to her thighs. It is set in a loose tail, with it being held together with a sliver and dark gray hair ornament with red decorations 15 cm from the end of her hair. Her hair is still rather loose and puffy, though it does not fly everywhere due to the ornament. On her neck is a silver collar that has a dangling, silver slack wire with a sharp point decoration at the end, running down her back at the same length as her hair. Her bangs next to her ears are curls as well, reaching past her jawline while her fringe is right sweeping from the left, over her right eye and curling down the side of the right side of her head.

If one looks carefully under her clothes, they would realise that Cuclainn has a great deal of mechanical parts. From looking at it from the outside, people can see that all her limbs are mechanical. Her legs are a bit more obvious as thin, black panel lines can be seen along her legs. One sign that parts of her body is mechanical is that on her lower chest and abdomen area, she has clockwork gears and mechanics moving, which is keeping her body running as usual. This is covered by a piece of hard clear material used to seal the opening. For her torso, most of her lower torso besides her pelvic area is replaced mechanically. Important areas such as the chest, arms and legs has modular carapace pieces implanted into her under her armour plating. However, the abdominal pieces have been left out due to the fact that that area is armoured already. Her skull, despite looking human, is crafted as well from the same material as armoured plating, making damage to her head as protected, if not more, as other areas. Care has been taken in order to capture her facial features, but the current tech level has made it almost impossible to replicate human facial emotions to the same degree as normal people. She may be able to smile or frown slightly, but anything drastic is out of the picture.

Clothes
Cuclainn wears rather Victorian - style. At the very bottom of the layers, she wears a puffy white long one piece that puffs at the shoulders with frills before hugging down her arm and flaring out below the elbow. It is a neck high shirt, with it reaching halfway up her throat and ending in a frilly choker. It then goes down hugging her body before going into a short skirt past her waist, reaching just above her mid thighs. It is similarly frilled at the base.

On top of that is a black bodice dress that is mostly metal plating. The bodice covers her navel up to the bottom of her breast, but goes around to the sides and over her shoulder as straps. The bodice also goes down her body and her leg, covering all around the back and side of her legs in a circular, flaring shape, with the front part exposed for leg movement, reaching her above her ankles. The leg covers are made from overlapping plates with small, decorative bulbs at the edges showing where the dress is held together. The interior of the bodice is a deep red with a lighter red patterns of roses and flowers. Connected to the black bodice is a strong, decorative steel wire dress cage. The vertical wired are locked on onto loops on her bodice near her chest following the shape of the bodice before reaching down to her ankles in a decorative tip while the ones around her are kept in place by small rings. At the navel of her bodice at the front, a heart shaped hole reveals working gears turning. Both bodice skirt and steel wire cage may appear overly rigid on first glance, but are actually moveable and rather flexible, with the skirt able to expand and the wire able to bend and are made to compensate for the dresses movement.

Her shoes are a mid calf black heels with the shoes being heavily designed with swirls while straps curl up half way of her calves. Cuclainn also wears patterned, black stockings underneath held by garter. Above her arms, Cuclainn have white gauntlets that reaches her elbow, with large bulbous elbow and wrist guards.

On Cuclainn's head, she wears a white bonnet of sort. What is special with this bonnet is that it is made of metal again in an arching manner. It is curves somewhat backwards, creating a small square swirl like a wave before going back towards the head. Along its length, there is a lot of black etchings with frills at the front and a red ribbon just behind the frills, tied below her chin with a thin wire band that arches from her ears over her head to the other side of the bonnet.



Personality:
Cuclainn is completely different than what she was before. Prior to her conversion, she was very bubbly, emotional and full of energy. However, the surgery took quite a bit out of Cuclainn. Most people would say she has become a bit deadpan, being stoic and robotic, preferring simple and minimal body movements accompanied by the bare minimum use of words. Its not to say she lacks personality. It is just that she has a hard time expressing them properly with a rather restricted set of facial expression and vocal chord. As a result, she hardly ever have extreme emotional outbursts, making her appear rather soft, obedient and easy to manipulate. Her lack of social communication and experience also contribute to this. She has somewhat given up on trying to express her emotions like normal and instead, since she has a rather monotone voice, to make up for it, Cuclainn now has a tendency to actually say her emotions at the beginning of her speech. This, however, makes it sometimes hard to hide emotions, but that makes Cuclainn is rather easy to link and associate with children.

Besides these social interactions, her mind is fast and alert in terms of cranial and motor function as well as combat. Her movements and her mind are on a different scale than her emotions. She can react to threats almost on an instinctive basis, even before her conscious mind could register what she did. Combat to her is basically reduced to a non emotional chain of deduction and actions void of or with very little emotions.

Weapons:
Cuclainn makes use of a wide range of weaponry. She is primarily a closer quarter type of combatant from close quarter to mid range. As an automaton, these can range from normal infantry weapons to more heavy, mounted weapons to melee weaponry.

Graben Schrotflinte Prot. Mk VII "Drachen Atem":
The Graben Schrotflinte Prot Mk. IV is one of the many projects in which the forges and laboratories of Lowe ran for the Alemmani army. It is a pair of semi automatic, one handed shotguns that Cuclainn uses. Nicknamed "Drachen Atem", these two shotguns were originally designed for combat in the trenches, where the long barrel of a longarm shotgun was unwieldy as was the reloading method of such guns. Unfortunately, whilst they had the theory and the design of the gun right in the form of a magazine loaded gun somewhat larger than a pistol, the physical limitations of the materials used to make it was an overwhelming obstacle. This was intended to be issued to front line infantry. The power of the shells and the action that result from it would essentially tear the gun to pieces in its standard issue form. Theoretical solutions and designs were offered, but the cost of manufacturing one of them that could withstand the force and operate properly could have had an entire E-100 main battle tank made. It was therefore archived as it was deemed not worth attempting it. It was only when weapons for Cuclainn were needed that the Graben Schrotflinte Prot. Mk. V was taken out of the archives. It still tooke another two iterations to get the material mixture correct and iron out any kinks, but eventually, the Mk. VII was made. However, it was still labelled as prototype as it still hasn't met its original goal of being a standard issue weaponry.

In terms of specifications, it has an overbored barrel and can chamber the standard 12 gauge to the 20 gauge shots. Realistically, a soldier must use both hands in order to achieve any degree of effectiveness with the Mk. VII, but Cuclainn, with mechanical prosthesis, can handle and control the gun in its stock configuration. It is magazine fed through the grip with 6 round magazines. They are holstered behind her waist in a pair of holsters.

"Vier Spezerei I,II,III,IV" "Pocket" Pistols x 4:
A two pairs of pistols that most would not call pocket pistols. They are actually slightly larger than normal and a bit more ornate than most front line soldier would like. It fires a .45 caliber round and reloads via a break open action with the en bloc clip slotted straight into the gun. When finished firing, and the pistol is broken open, it will eject automatically like an en bloc. They are stored within the palm side of her gauntlet and are extended from inside via a sleeve extender. These two were intended as a quick equip weapon for. The other pair is carried openly on shoulder holster and are her usual go to pistols. Each one can hold 12 rounds per magazine.

The two in her gauntlet, number III and IV, can be considered her emergency pistols. Whilst all the clips she use to reload are usually held outside of her on harnesses, inside each gauntlet is one extra clip which when the gun is retracted in its open position, it will automatically load in the clip. This meant that when in a situation where her weapons are confiscated, she still has two guns with 48 rounds to use.


MG 08/20 : #2 (picture missing pistol grip, chainsaw top grip, rifle stock, bipod and ammunition.)
Another modified standard issue Alemmani weaponry. The MG 08/15 was originally a portable version of the MG 08 heavy machine gun used by the Alemmani Forces. Portablity at this tech level was in reference to how easy it was to move by the squad that tended to the weapon, rather than being able to be fired by one soldier. Being an automaton, Cuclainn is capable of handling the weight of the bulky weapon by herself, ammunition and all, in proper combat. Unlike its MG08 parent, the MG08/20 was designed to be air cooled, with many cooling slots cut into the metal cooling jacket that covered the barrel. To accomodate for her using it on the move, several additions has been made. Firstly, the thumb trigger has been replaced with a pistol trigger at the base of the gun. For accurate fire, a shoulder stock has been added so she can shoulder it. A top grip had been added on top of the gun just before the barrel shroud. A mid foldable bipod is also mounted at the front.

Despite the weight reduction and expensive materials used, Cuclainn is still the only being so far that can use this gun effectively in combat. Normal soldiers were unable to keep the gun in control past 4-5 burst even when shouldered. In sustained fire, it only faired slightly better, but they were forced to kneel after several seconds to maintain balance and accuracy and even then, the accuracy was sporadic. Cuclainn with her body, does not have this same issue. However, the limitation with the weapon is that it is unable to have long sustained fire as it will overheat the barrel.



Bladed tonfa: These are her close quarter weapons. There will be times where her guns are out of ammo and that the space is too tight for her giant pole arm to be used. This is when she uses these two small bladed weapons. Due to her mechanical arms, she is able to hold them securely and use them to block downward strikes without fear of cutting herself with the double sided blade. They were 55 cm in length with the handle 15 cm from one end. Due to their thin dimension, they are slotted into slots in her bodice skirt next to her hip.

Skills & Abilities:


Story:





History
Cuclainn had always been expected to become a soldier. At a small age, she had all areas of combat hammered and drilled into her body and mind in order to make it instinctive and reflexive. At the sacrifice of social life, she and many others were taught day and night in order to become ready to serve as mercenaries in the guild.

The strict regiment meant that accidents happen. In one such incident, during training in combat against mechs, a single live round was mixed in with the mech's dud rounds. The shell landed nearby the trainees, killing half of them and severely injuring the rest. Cuclainn's arms and her body were wrecked in this incident. Her arms needed replacing while parts of her lower chest and abdomen area required clockwork pieces. She was ten at this stage. Due to puberty, the doctors believed she would not be able to survive the constant change of mechanical arms and parts in her chest. However, she somehow managed to scrape by, even completing her training. Her personality and her mechanical parts soon earned her the nickname "Clockwork Puppet" due to the visible clockworks on her chest. When she completed all check up and training, the Guild let her out to begin accepting requests and to start gaining back the cost of her training and her medical fees. They were not disappointed as her robotic efficiency made her quite in demand, with the Guild's price in their investment repaid easily before profit started to pour in. They do not interfere with her as long as she kept sending in the money

Skills/Skills/Etc.

Besides being very combat proficient, she was also taught maintenance of her mech and self survival skills such as hunting and surviving in harsh conditions so that she is able to be self sufficient. His proficiency with weaponry stretches over a wide range from projectiles to melee to improvised. Her skill in mechanical repairs also enables her to build mechanical things. While mechs are currently out of her area, she is still able to improvise and build small scale mechanical weapons and machines.

Feat of Strength: A result of training from birth, her body is constantly built on where it then becomes able to lift and move above and beyond what her age and build should allow
 
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This be very gewd dude.
I like how you have spaced out the different kind of unique weapons.
Not only sword,s but a few different ones as well.

All weapons have unique abilities, and as I asked of you they are all explained.
Their 'looks' are explained along an image, so that you have both aspects of that part covered.

Whereas the description on HOW you gained the weapons are far from needed, but it would be cool to read a small history of how they each were obtained at a later date.

Well, as you have fixed the things I have nagged on, and the new stuff I noted after I was more awake.
I now deem Mtiette "faraway" Faraway, [Approved]

::Topic moved & Merged::
 
Viridiania Octavia Xuxa

FINISHED FINALLY!.

ORPG/URPG

Name – Viridiania Octavia Xuxa

Pronunciation
Vee-ree-dee-ah-nee-ah Ock-tay-vee-ya Soo-Sa

Title
Marchioness of Alba Arancus.

Nicknames:
Vi, Tavia, Tavvy, Green and Eight


Alignment – Good

Race – Human

Gender – Female

Age – 12

Appearance

Hair: Copper blonde
Style: Short cropped and messy. On top of her head is a nice bunch that stands up and curls backwards. Framing her face is two long thick tassel of hair that reaches pass her collar bone then curls.
Eyes: Light pink, like rose quartz
Height: 155 cm
Weight: 45 kg
Complexion: Her complexion is Caucasian, but slightly pale due to her time studying. She has a constant slight flush on her cheeks.


Adorable and cute. These two words sum up what Viridiania loosks like. Any person that sets eyes on the girl would feel somewhat more cheerful and brighter. Her eyes are large and round with a cute little button nose. Her lips are the same colour as her eyes and are nicely proportioned to her face. Her ears a somewhat smaller than others, but well shaped. Her eyebrows are long and thin and is of the same colour as her hair.

Viridiania's body is like that of any 12 year old girl. Slim, slight and flexible. For a mage, her body is surprisingly rather hardy and resiliant than her fellow student. Her build is not suited for any close quarter fighting, rather it is good for moving and running sneakily.

Attire – Viridiania's attire consist of 9 parts

Undersuit: The undersuit is a skin tight garment the colour of gloss dark navy. The suit starts from the middle of the neck, coming down over her body, but leaving the shoulders and arm bare, down past her waist and stops at the middle of her thighs. Along the edges of the thighs, neck and along both sides of her body is a thin white border. Along her sides where the border is, there is a splits from wasit up to her armpits. There is also a similar split on either side of her neck. The split on her waist has three holes on each side of the split where there is a long brown cloth that is looped through to tighten the suit. The rope ends at the bottom holes witha large bow, in which on each end of the cloth is a bell. The split on her neck are much smaller and has two holes on each side of the splits which are tightened by thinner brown cloth. These splits allow Viridiania to put the suit on easier.

Poncho:
On top of the suit is a Poncho that reaches from her neck down just past her knees. This is the colour of deep sea blue. It is secured onto her neck by two black buttons in which it then just covers her shoulders before coming over her body. All along its edges are small elongated oval flaps which at the center of each flap, has a white circle with a thin black line that reaches from the circle up to where the flap end with a small aquamarine circle topping it off. On her chest are white designs of swirls (refer to image). On her back is the symbol of her school, with a large, white
Open Triad in the middle of a pentagram. All along the border of the poncho is a thin aquamarine border


Arm Covers:
The arm cover is a funnel shaped clothing that covers both arms from the elbow down, with it being more narrow at the elbow. It is the same colour as the poncho. Along one side, in a line, is a line of white buttons that hols it in place. There is a line of aquamarine that runs around the border at the elbow before coming down the line of buttons in a wave motion between each button. At the wrist, a frilly white border rims the edge.


Leg Covers:
The leg covers are also funnel shaped with the narrower side at the knees and the wider side ending at her ankle. It is extremely similar to the arm covers with the buttons, aquamarine border and frills.


Shoes:
Her shoes are boots that are the same colour as her undersuit and reaches just past her ankles. The top part of her boots are mostly covered by her leg covers. They are steel capped and has a thick white sole for hard wearing and added height.


Gloves:
Her gloves are the same colour as her undersuit and are tight fitting. They are leather gloves and reaches just past her wrists (like Tifa's gloves in FF7:AC). They are waterproof and are lightly padded at areas where there are no joints (like the palm, between the finger knuckles etc). On both wrists, she has numerous bangles and wristbands of silver and platinum


Hat:
Her hat is a wide brimmed hat that, as seen in the image. There is a small cap that is fitted to her head, in which then, in front of the cap, is the wide brim (something like this). In the middle of the wide brim is a smaller version of her school emblem, same as the one on her poncho and is also rimmed with a border of aquamarine. On the right hand side of her emblem is a small metal tassel.


Cloak and Bag:
On her waist beneaeth her poncho is a brown belt with pouches hanging off it for her things. The largest hangs behind her waist, with two smaller pne, half the size of the largest on either side of the hip.Hanging from the front to the left of the belt buckle is a white silk scarf, tied there with her family symbol on it at the corner (which is the wold in the image on the cloak). The cloak is worn on top everything, reaching the jaw, down to her ankle. It is mainly white with a thick dark navy border at the bottom with a thinner one above it. The top quarter is dark navy blue with a zig zag pattern where the blue meets the white. On the middle of the back is the howling wolf symbol of her family, also in dark navy. Around the edge of the neck and at the front is a line of white fur. Across the throat where the collar is most narrow are two platinum wolf brooch, in which a platinum chain runs across the two.


Possession -
Viridiania has a plushie toy of Firophoenix which she takes around with her everywhere. When she talks with Firophoenix, people tend to think she is talking to her plushie. It also adds to people's misconception of her capabilities. How serious can a person take a 12 year old walking around with a doll in tow?

Personality
– Viridiania is like most twelve year old. Curious, smart, inquisitive and rather naive. As a child, she in incapable of cruelty and immoral acts. Her rich upbringing meant that she is well mannered, sophisticated and honourable. Her age and her looks reflect her personality as someone who is considerate, good, cheery and innocent. However, like most children, Viridiania can be childish and stubborn, pouting and crying rather easily. Her amazing cranial power also dictates her actions as much as her morals and beliefs. She would not be blind enough to cause trouble in which she knows she would lose. Instead, Viridiania is a genius in compromisation, negotiation and improvisation.


Due to her young age, she initially believed in the world being split into black and white. The short period of time in which she has been in the actual world had begun to show her the multiple shades of grey in between. Her actions are still dictated by her morals, but she is less critical and somewhat a little more flexible.

Her actions are based off her upbringing. Due to her priviliged lifestyle, Viridiania finds many of corruptness of the world startling. As the future Marchioness of Alba Arancus, Viridiania tries to help any of those that she could, which sometimes puts her in dangerous situations.

First Impression – As a child, the first impression Viridiania has on people are in two catagories. One is "What an adorable child!" and two, "Ha! What a runt!". Due to her being underage, her ruling position is currently in the hands of a regent. Therefore, not many people know who she is. Many people love her at first sight, which sometimes give her an advantage. The vise versa is that the more rougher people do not take her seriously.

Strength – Her strength is close to pathetic. Her ability to lift is solely based off her childish strength and magic. Her punches would most likely bounce off everything. She would require on enchantment to either deal physical damage or for lifting things.

SpeedOn contrast to her strength, Viridiania's speed is incredible. Whereas strength is close to non exsistance, her speed can match any fighter. With her small size, Viridiania can dodge most strikes and can launch magic attacks in a flash.

Endurance – Again, as a student and a child, her endurance is somewhat poor. A few physical attacks on her actual body will take her down rather easily. Like her strength, she depends heavily on magic to boost her resilience against attacks. As for stamina, she herself has average stamina, able to last a decent amount of time when fighting. Her time limit for a full battle may be around 10 minutes to 15 before she gets exhausted. However, in order to preserve her energy, she uses her staff for a large amount of her movements, treating it like a flying broom, increasing her time to 18 minutes at max.

Reflexes – With the physical aspects lacking, Viridiania relys on her speed and reflex to survive. Like her speed, her relfexes are phenominal. Her reflexes enable her to dodge most frontal attacks with ease. Side and rear attacks are harder to dodge, but her reflexes still guarantee a decent percentage dodge rate. The closer the enemy is, the harder it is for her to dodge due to the short time between strike and dodging. Ranged weapons, however, makes it easier for her to dodge. Taking into consideration of the distance, the further back they are, the easier she can dodge.

Fighting Style – Viridiania's tactics are hit and run tactics. She is a realist and she herself knows that she is unable to duke it out head on with many people. Therefore, using her quick speed and reflexes, Viridiania takes advantages of holes and counter attack opportunities to strike and quickly move out of range. Traps are also acceptable by her means as she sees it as a way to level the playing field.

Weapons – Her weapons is her Key Staff called Clover. Clover is almost as tall as herself. It is an anciet relic from her family that is handed down from female to female. The Key Staff was originally used in the Great War between Marana and Vasques, in which Viridiania's ancestor was a mage in the Marana Army.

Said to be the greatest mage in the continent, her ancestor forged and enchanted Clover into a magic booster and a lethal blunt weapon due to its weight. With a complex feather spell, even the smallest child will be able to lift the heavy weapon of 100 kg. The special thing is that the spell is infused to work with only the magic soul of those in the Ancestors bloodline, therefore locking the magic booster and feather effect and becoming unbelieveabley heavy for those that do not belong to the clan. Therefore, only Viridiania is affected by the feather spell.

The magic booster helps better shaping and controlling of magic as well as becoming an adaptor of sort, making it much easier to draw out energy/mana for large scale spells. It boosts her magic reserve by a 25%, but also allows more efficient use of her enery, which relates to the amount of mana used in each spell.

However, unlike her ancestor, who was capable of killing through both melee and magic, Viridiania, with her childish strength, uses it as a mode of transport, like a broom for flying. Besides the lightness of the weapon, the ability to fly and boosting one's magic, it favours the use of water magic, increasing their effect.


Armour – Viridiania does not wears armour.

Abilities
Her abilities mostly are from her self enchanted clothings. Her cloak gives a good degree of chameleon ability to herself. When activated, Viridiania is capable of blending in with the background, appearing as only a slight heat haze. The cloak distorts the image behind her ever so slightly, so if one was to look very closely, the will be able to see where she is. Also, rapid movement will also cause the distortion to become more obvious as the image refracts as if a passed through an uneven glass. attacking her while in this form does not deactivate it. Her ability can be used in two minute bursts with 20 second cool down between each cast. Energy draw is extremely low as all she has to do is feed the cloak little mana for it to be activated.

Her pouches also have decent feather spells on them in order for her to maximise how much she can carry. Originally, her pouches can hold a total of 20 kg all around her belt
before the actual structure of the fabric starts to rip under weight and tear at the seams. However, with the feather ability, it can reduce the weight by 75%, therefore, at maximum weight, she would feel it at 5 kgs.

Magic – Viridiania is adept in all mode of magic. However, she specialise in the area of summoning and water magic. Her own magic and summons do not damage her as it draws from her own power. If she is in range of it, a protective sphere is formed around her in which protects here completely from her own spells. This shield only reacts to her own spells. Like stamina, Viridiania recovers 12% per minute of combat.

To gauge the energy use, we will use a 100 system, where 100 is total use of mana and 0 being no use. Very low

Damage will be gauged against "Mr. Training dummy! AKA a knight'ish person." Quote Red Fox. and will follow against very low, low, medium low, medium, medium high, high and very high.

Destruction:

Water Spells:
Her spells draw from the moisture and water from the surroundings, whether it be a whole source of water or the moisture in the ground, objects or the air. Therefore, it is manipulation. As she is taking it from the surrounding, it does affect the environment, such as drying up plants and the ground. As this is the case, in a desert or a situation where there is little water or moisture, Viridiania is reduced to creating water herself, increasing mana use by 5% on each spell

Water Bullet: A non cantation spell, all Viridiania has to do is point her palm at the opponent and a rapid fire of highly pressurized water shots that appear as spearheads will shoot out. Damage is relatively low, like a warrior's punch. Damage will be very low

Almost non existant as this is her primary attack. It does drain her, but she is capable of performing this magic for an incredibly extended period of time.

Water Cannon: Pretty much the same as Water bullet, but with a larger diameter of water shooting out with a harder hit. As a result of increased power, the pressurizing of the water is higher, resulting in a high speed and power, but costing more mana and longer forming time. Viridiania will put both palms outstretched in front of her and water will froth in front of her palms before the shot is released. Damage is low.

Water Cannon requires 5% of mana with water present. 10% when creating water.

Water Slap: When Viridiania performs a swing of the arm like a slap from any direction, a surge of water in the form of a large hand will follow and attack like a heavy attack with a slight effect of pushing the target. Damage is Medium low.

Water Slap requires 5% of mana
with water present. 10% when creating water.

Water Surge: With an upward flick of the extended wrist, water will surge out of the ground in the form of a two meter wall of wave and pushed and wash back anything in front of her. Damage is low

Water Surge requires 10% of mana with water present. 15% when creating water.

Geyser: As the name suggests,
Viridiania performs an upward action as if lifting something with one arm. This will cause a huge torrent of water to shoot upwards beneath the target, sending them high into the air. The telltale sign of the spell is frothing of water beneath the target a second before the spell is activated. Damage is medium low

Geyser requires 15% of mana
with water present. 20% when creating water.

Water Spire:
A two action spell, Viridiania performs the Geyser spell. When the target reaches the peak,
she will then perform a downward action as if slamming something down, in which another Geyser spell will come down from above the target and pushes the target down into the ground, crushing them.
As the spell is similar to Geyser, so are the signs. Water will froth below the target in the first geyser and then froth again above the target in the second one in the air. Damage will be medium

Water Spire requires 20% of mana with water present. 25% when creating water.

Fireball: Shoots a simple fireball the size of a small soccer ball at her enemies. To perform the spell, Viridiania's fingers must be splayed in a bowl like shape where the fireball will sit. To shoot it, she just has to perform a flinging motion. Damage will be low

From the mana system, Fireball requires 5% of mana.

Lightning: A small lightning bolt will fall at the intended target. To perform the spell, all Viridiania has to do is raise one arm up high with the palm facing the sky. Damage will be low

From the mana system, lightning requires 5% of mana.

Ice: Three small spire of ice will materialise above her head and speed towards the target. To perform the spell, like lightning, Viridiania has one arm extended upward. However, her index and middle finger remain erect, pointing up, whilst all the other are down. To send it towards it's target, Viridiania just has to drop her arm down and point at the target. Damage will be low

From the
mana system, Ice requires 5 % of mana.

Firestorm: Instead of a single fireball, firestorm shoots out a large fireball (diameter of a meter) followed by a hail of fireballs from the sky. To perform this spell, the actions are higly similar to fireball. Damage will be medium low

From the
mana system, Firestorm requires 15 % of mana.

Thunder Charge:
Thunder Charge is a lightning attack that when the symbols are performed, a large beam of lightning is discharged from her palm. To perform this spell, Viridiania will position her fingers in a curved form in front of her chest, one above the other, as if holding a ball. In the center, the electricity will form. To shoot it, Viridiania just has to point the top hand's palm towards the target and the electricity will escape from her hand.
Damage will be medium low

From the
mana system, Thunder Charge requires 15 % of mana.

Frost:
A magic circle will appear where Viridiania wants. From the sky will fly five, two meter spire of ice which uses the magic circle as a target. There is a slight homing ability, but movements of the spire are limited. To perform this spell, the actions are alike Ice. However, her left hand will be placed on her bicep for more control. The slight homing ability of the spire are controlled by the direction of her fingers.
Damage will be medium low

From the
mana system, Frost requires 15 % of mana.

Vulcan:
The most destructive of her fire magic, Vulcan summons down a large fireball (roughly 5 meters in diameter) to strike down where Viridiania wants. From where the fireball hits the ground, a volley of firestorm fireballs rain down in a spread of 20 meters diameter. To perform this spell, Viridiania raises both palms up high into the air before dropping it down as if throwing something on the floor.
Damage will be medium

From the
mana system, Vulcan requires 35 % of mana.

Thor's Hammer:
From the ground, 5 lightning swords shoots up vertically, forming a large pentagram (5 meters from each sword). Those trapped in each section are locked down by lightning bonds in which 5 medium lightning strikes each of the point with one large one striking the center. To perform this spell, Viridiania's hands are open and her arms are outsrteched by her hips. Lightning will crackle around her hands. When this happens, all she has to do is to pull them up across her chest and the swords will rise out of the ground.
Damage will be medium

From the
mana system, Thor's Hammer requires 35 % of mana.

Ice Spiral:
A large spiral of wind infused with miniscule ice particles will spin around a point where Viridiania wants, creating a tornado of sort, cutting anything inside with the small ice shards. The tornado will then turn into ice instantly, with the wind instantly blown away, spreading the ice particles over a large area, freezing whatever it lands on in a 40 meter circle. The frozen tornado will then shatter, exposing whatever that has been caught inside. To perform this spell, Viridiania's hand begin across her chest diagonally. A slight wind will begin to swirl around her hand. At this point, Viridiania will point at her target with her index and middle finger and the spell will initiate.
Damage will be medium

From the
mana system, Ice Spiral requires 35 % of mana.

Curative and Defense
:

Heal: As the name implies, this spell allows the recovery to wounds. This spell can be step up by 3. To perform this spell, Viridiania will raise one hand to her forehead with only her index and middle finger raised. When the finger glows white with light, whatever touches her finger will heal. Mostly physical wounds such as sword wounds, gashes, broken bones, internal damage and such. If by 100%, first step will heal 15%, then 25%, then 35%.

From the system, Heal requires 20% of mana for the first, then 10% increase per step.

Gaia/Aqua:
Gaia/Aqua is a defensive type magic, where Viridiania can raise a wall from the ground/water. To perform this spell, Viridiania's palm will first face downward and would then quickly be twisted skyward and raised. The wall will rise up with the hand. The size of the wall is about 2.5 meters tall and 3 meters wide and a half a meter thick.

From the mana system, Gaia and Aqua requires 15% of mana.

Regen Shield:
One of her more handier spells, Regen Shield is a mix of curative and shielding magic. A 3 meter sphere of light will engulf the user, allowing regeneration in the sphere as well as protection from magic and physical attack. Short lasting, 1 minutes maximum. To perform this spell, the initial actions are similar to Cure, but with both hands together. Around her the sphere will form. It can stop most moderate powered spells that are above basic spells. In terms of level, it can stop most Journeymen's spell (from oblivion). Mana regen increases the normal regen from 12% per minute to 25% for herself and 20% foir allies inside the sphere.

From the mana system, Regen Shield requires 35 % of mana.

Activation:
All these activation spells last a maximum of 5 minutes. All activation spell are performed through hand signs.

Steel Body: Performed through the symbol of the serpent,Viridiania's body can turn to steel, increasing physical defense by proportion of mana input, making her almost invulnerable to normal basic attacks such as a sword swing or basic level spell. Her speed, however, drops by 75%, making her incredibly slow. This is for when she is mostly cornered and cant escape.

From the mana system, Steel body increases by 100% per 10% of her mana.

Hermes:
Performed through the symbol of the ram, Viridiania can increase her speed by 35%, making her incredibly fast. Her coordination and reaction are still the same, so there may be difficulty in attacking and sudden movement.


From the
mana system, Hermes requires 25% of mana.

Magicka Concentration:
Performed through the symbol of the rat, Viridiania can raise the damage and speed of her spells by 20%

From the mana system, Magicka Concentraion requires 35% of mana.

Summons:
All summons begin with a magic pentagram glow beneath her, surrounding Viridiania with a wall of light. After drawing the summon's respective symbol, Viridiania then draws a circle around the symbol, then a pentagram in the circle before flicking her arm forward in a "go forth" motion. These are large scale summons. Medium ones can be summoned twice as it costs 45% each while high and above can be done only once since they cost above 50% of her total mana..

Magaera
(Aero):
Maegara appears as a female angel with short shoulder length hair in a blue dress with a brown belt on her waist, standing at 3 meters tall.. On her arms and leg are brown gloves and boots whilst two aple pink wings are on her back. In each hand, she carries a large double edged blade.

After drawing Magaera's symbol [trident with a small circle at the top of the middle spike,
and the summon sequence] four giant swords will descend from the sky in a large cross 10 meters by 5 meters, before a wall of wind form between the swords, forming a diamond. Then, everything within the diamond is ravaged by a flurry of red wind, cutting up everything inside before concentrating into one point and tranforming into a winged angel wielding two swords that looking similar to the ones that fell from the sky. She would perform eight horizontal and eight vertical slashes towards the diamond's apex in a scything shape. When the cutting winds hit the swords, they would shatter and in the space inside the diamond, a sudden upsurge of wind blows upward, cutting and sending everything uo high into the air. At this point, a breeze would then blow through in which Magaera disspates as small pink petals. Damage will be medium high

From the
mana system, Magaera requires 45% of mana.

Coatlicue (Water): Coatlicue is another female summon, but with long flowing brown hair and stands at 5 meters tall. Her attire is a loose, beige top which resembles a kimono that only reaches to her mid thighs. Around her waist is a purple shawl that covers all but the front part of her legs and reaching her ankles. On the back of the waist is a large red Shimenawa. As for accessories, on her ankle is an ornamental cloth whilst on her wrist are multiple black bangles. At the end of both sleeves hang two large golden bells.

After drawing Coatlicue's symbol [a straight line with a sweeping, curved line from the top left corner through the middle and another line between this and the bottom, ending in a right angle turn downward] and performing the summoning sequence, a large cloud will form in the sky before shaping into a large summon pentagram. From the center, a birght light will shoot high into the air and Coatlicue would emerge, floating just above the pentagram. She would then land on the cloud, raise both hands and draw in the moisture in the air into her before she falls through the cloud. As she does, the pentagram will release all the moisture into a thundering circular torrent over a 5 meter diameter while Coatlicue stays suspended inside the torrent. Any thing inside where the torrent hit recover completely, negating all ailments and remove fatigue. When the torrent ends, Coatlicue would curl into a fetal position before shooting through the pentagram and turning into a light, short shower of healing water that will help those touched by it recover slightly and reinvigorate their body a bit.

From the
mana system, Coatlicus requires 60% of mana.

Eclipse (Earth): Eclipse appears as a gigantic gollden dragon. It has two spanning wings on its back like a wryvern, and four limbs in which all have four long, scimitar like claws. His neck is long and snake like, ending with a fierce head with two long horns sweeping back on the crown of its head.

After drawing Eclipse's symbol [a dot with a line which curves upward at the left and vise versa on the right with two lines beneath, the right shorter than the left] and performing the summoning sequence,the
ground would split open and eclipse would crawl out. The golden dragon would, with both claws, swipe downwards from the crevass. These swipes are not so much meant to shred someone, although it is quite capable of, it would cause the ground to shred up, with each claw raising four walls of raised, jagged earth spikes on both sides that entrap everything inside. The dragon will then let off a massive roar in which from the inner walls, a earth dome will form over the area with a large hole at the top. Eclipse then spread its wing and take flight high into the atmosphere nearing space. It then charges a large white beam from its mouth before shooting it down towards the dome and through the hole. The energy beam will fill the dome, its force creating cracks in the wall before instantly imploding, collapsing the wall into the center, crushing whatever was inside. Eclipse will then nose dive back towards the crevass it came from and go back into the earth, closing the gap. Damage will be high

From the
mana system, Eclipse uses 75% of mana.

Judgement (Fire):A dark knight of the sky, Judgement is covered with a dark blue plated armour with silver rims. His helm has a Y split for view but nothing can be made out of the knights face. His helm has two red horns on each side. On his back are two sprwaling black wings of a more batty nature and on his left hang a trio of polearm weaponry. On his left arm is a giant, golden dragon shield whilst in his right is a gigantic double edged sword twice his height. On his wrist, ankles and back are dangling chains with sheared ends dangling, which are the same colour as his armour.
After drawing Judgement's symbol [a right slanting line with a swirling line starting from the top left corner, twisting anti-clockwise and pass through the diagonal before reversing, pass the line and reverse once more, curling clockwise at the bottom right corner, before finishing with a dot undeneath]and performing the summoning sequence, two summoning pentagram appear up high just in spcae before spreading vertically in which Judgement stands in the middle. He appears as a tall dark knight with blue armour, two wide spread bat wings, a large dragon shield, a trio of polearm weapons and a gigantic blade. The whole sky turns a dull red when the large blade in Judgement's hand charge, glowing red then orange then white. Judgement then dives down at an incredible speed into earth, heating up himself and glowing white with heat before he hit the ground with his sword. At a diameter of 40 meters a sea of flames instantly spread on the ground and around this edge, pillars of fire burst from the ground at every 5 meter around the circle. From the middle of the flames, Judgement, still glowing white with heat, stands. As he stands, the fire and flame flares up and jumps up high in the air, the temperature rising exponentially before dropping just as fast, leaving the area burnt black with small flickerig fire. Judgement himself, still white, disintergrates like ash into the wind. Damage will be very high

From the
mana system, Judgement requires 85% of her mana.

Iris (Aether/Quintessence):
Iris is a tall, elegant goddess with long purple hair that flows to the base of her feet. On her head is a puffy hat thats shape resembles a turban, but more puffy and is not a wrapping cloth. It is mainly red in colour with purple trimmings. At the back of the hat is a neck cover of the same colour which rund=s down to her shoulder plates. On her shoulders are plated red and purple shoulder pauldrons which reaches down to her elbow. Underneath on her body is a purple, tight fitting chainmail which ends at her pelvic region like a leotard. On top is a
a purple mini dress which is part of the chain mail. Around her waist is a a golden side dress which is tied around her waist which covers a majority of her right thigh and her backside. Underneath the chainmail skirt is a white dress that reaches to her ankle, which covers all round bar the front part of her legs. At the base of the skirt are red ribbons which hang down, all around the dress. On top of that is an ornamental armour dress the same colour as her hat, which covers the same area as the white dress. She wears no shoes, but has purple ribbons wrapped along her calves loosely up to her knees. On both wrist are a large golden bangle with a smaller silver one above it.

After drawing Iris' symbol
[a semi circle from the middle, drawn up bulgiing to the lfet before becomaing a straight line up at the middle. It then comes back down along the line before making another left bulging semi circle to the left, which ends up at the starting point. This is the same on the right side. In between is two semi circle with a dot in the middle.] and performing the summoning sequence, all light are drawn towards two pentagrams in the sky and on the floor. A large cylindrical schism appears in the sky and the ground where the pentagram is, with a pillar of light connecting the two rift. On the inside, the background of heaven can be seen. From the top in a shower of light and colour comes Iris, bathed in holy light. Raising both hands just off chest level. Light from the holy plain would gather into her palm in the size of a large beach ball. Iris would then place both hands above her head, combining the balls together, which expands into a 15 meter sphere. Held high above her head, Iris then launches the sphere at the ground, which upon impact, vaporised everything in a 50 meter radius circle and heavily damage and blind anything within 200 radius meters. Beyond that shockwave, strong, ripping winds and tremor causes moderate to minor damage plus disorientation within 500 meter radius. After everything has died down, from the spot where everything was vaporised, a large pillar of light shoots out from circle upwards, bringing back the nature to the landscape in the affected area, creating an oasis. With the healing of the land completed, Iris then disappears as light up into the rift, back into heaven before the hole seals. As this is her ultimate move in which could potentially kill her, it is almost guaranteed kill if the person takes damage within the 50 meters. Further damage will be very high damage and blind anything within 200 radius meters. Beyond that shockwave, strong, ripping winds and tremor causes medium high to medium damage plus disorientation within 500 meter radius, respective of distance.

Unlike her other spells, Viridiania is actually summoning a goddess from the realm of heaven. Therefore, the cost is extremely high, possibly costing Viridiania her life, where the summon draws out all her life force. Viridiania has only ever summoned Iris once in an accident, in which almost costed her her life. That time had left her bed ridden and on death's door for a month. Not something to be used rarely, if ever.


Other Skills – Viridiania has one skill that is activated instinctively in the most dire situations, that is transformation into her family symbol, a wolf the size of a small horse, but at the height of a human male. This transformatin completely reverse Viridiania's skills. She loses all capability in performing high level, complex magic, but in return, she gains twice the strength and speed of a mountain wolf plus monster skills. In this form, her brain becomes 85% instinctive, in which her actions are dictated by the wolf. The other 15% are her will power, enough to stop some of her wolf's action. Her form lasts until her instincts feel that there is no immediate threat on her life nearby.

Name –
Firophoenix


Title – Hunter of the Prey

Alignment – Neutral (Loyal to whatever Viridiania chooses)

Race – Mythical Wolf

Gender – Either. For now, it refers to himself as a "he"

Age – N/A

Appearance – Firophoenix is a large black wolf the size of a pony. It has pure black fur, in which there are some somewhat streamline spikes along his back, neck and legs. His tail is long and thick, almost capable of touching his mouth with it. His eyes are a vibrant white blue with similar coloured spiritual line patterns on his face and front two legs. His ears stand straight and rigid backwards. Surrounding him is a aura of fire the same colour as his spiritual lines. It is slightly visible when less tense and flares into life when in combat. On all four ankles, Firophoenix has a bracelet the same colour of his markings.

Additional Information:
When not summoned, he is always invisible to all eyes, bar those with a close affiliation with magic. Even then, his form is slightly blurred and hazy. In this form, Firophoenix is in the girl's realm, but cannot interact with any object, but Viridiania. All his sense are available bar that of touch. In essence, he resembles a ghost, capable of passing through anything, but unable to touch. he is usually in this form until he is summoned to fight or overtakes her body. His size in this state is that of a adolescent tiger, big enough for viridiania to ride on (though she doesn't). When Firophoenix takes possession of her body, the said spirit will bound into her body and push her spirit and soul aside in her body, allowing him take take alomst total control of the body. In effect, he uses her body as a physical medium. In the summon, the medium is Viridiania's mana.

Attire – As a wolf, he wears nothing, but does have an armour.

Personality

Transformation: As a rampant nature spirit, there is little to say on how he would act against human. Survival is its main concern. Anything that threatens himself and his host, that being Viridiania, is met with vicious resistance and threats. As he rarely comes out unless absolutely needed, he will have very little interaction with humans. When he does, if they are not a threat, he will treat them with minimal interaction. If they are a threat, he would react with utter ruthlessness. However, with animals and those with the ability to speak animal tongue, he might attempt to communicate with them if necessary. In this case, he is straight forward, yet somewhat eloquent in his speech and makes no small talk. He still exudes an aura of danger, authority and superiority.

Summoned: When summoned, he is of smaller size and lower power. Therefore, his is more conservative as he knows that people are less intimidated. He would act as a wolf does, sticking close to Viridiania and not interact at all if possible. All response of transformation apply as when Viridiania is threatened.

First Impression

Summoned: While not as big as his transformation, when summoned, he is the size of an
adolescent tiger, big enough for viridiania to ride on (though she rarely does since she has her key). He is more docile in this state, but nonetheless fearsome as he does not appear to be a tamed dog, but a wild beast. People do not recoil in total fear, but give him a wide space for travel.

Transformed: What else can be said about a wolf almost as tall as a human? Threatening and dangerous. Not something you would want to be petting. People will stay away from him and reel back in fear. Those gutsy enough might try to capture him, but usually is rewarded with their gut painting the road.


Strength – As a mythical beast, his strength is incredible. He is capable of lifting the stockiest full armoured warriors whole ( about 180-200kg easily and 250kg max) with his jaw and reduce walls to rubble with a swipe of a paw. With his jaw, Firophoenix can crush bones and armour rather easily. If a swiping attack is hit straight on with no defense, minimal damage is moderate to severe.

Speed – Again, speed is another aspect in which Firophoenix excells in. As a wolf, at full pelt, Firophoenix is capable of reaching speed of 75 kmph for a distance of 4km. At a more casual trotting pace, he can reach 20 kmph for periods of time that can exceed a whole night and day at a casual pace.

Endurance – As stated above, Firophoenix has extremely good endurance, capable of extended period of combat and travel. At a trot, Firophoenix can keep up the pace for a day and night before exhausting himself. However, this is negligible as most likely Viridiania would be away from danger and transform back to human. Against attacks, he is rather resilient. Unless a stab that hits a vital organ, he can shrug it off and will not affect how well he fights. It will catch up to him when he calms down though. If the fighting was intense and he sustains multiple wounds, after the battle, he will stagger off as the pain and affects kick in.

ReflexesAs a wolf, his animalistic instinct serves him well in terms of reflex. As something close to an animal, he reacts on instinct, if the air smells of danger and threats, his alertness increases, hence his combat readiness. As for speed of attack, it is rather fast, capable of getting in strikes and counter strikes easily against humans. Bullets are a bit harder for him. Unless he has sight of the shooter, then he is not quite able to dodge bullets. Arrows on the other hand, is somewhat easier, but that is only if he has sight of the shooter.

Fighting Style – Firophoneix fights like what he is, a wolf. If possible, he can call on the help of other wolves nearby and attack as a cell, bringing down a prey. In general, he fights with his paws, strong jaw and his tail like most animals. There is no tactics. Only instincts. From time to time, he may use a skill or ability, but mostly, it is with his body.

Weapons – Firophoenix has no weapons, but his claws are incredible long and sharp, like a sword. It is quite capable of matching blow for blow with a sword and his teeth are like diamond, and if timed correctly, can shatter a sword swung at him with his jaw. His tail is strong, almost like another limb. As he has claws, Firophoenix can use his tail to lift objects and hurl them at his enemy.

Armour – Oddly enough, Firophoenix wears an armour. It is as such in the image, but the saddle is replaced with a similar pattern on his side and the horn on his head is a nose guard that just reaches the tip of his nose. It is a dull silver colour and resembles plated mail as it is layered. It covers all four of his haunches and the top of his back down to his side. His helmet covers the side of his jaw curling around to the front of his snout with a nose guard along the top of his snout.

AbilitiesDamage will be guaged similarly as Viridiania

Claw Growth: Claw Growth is when the claws on his paws grow out even longer into a slick, sharp curving blade. From the tip of his paw, it extends out thrity centimeters before curving like a normal claw. Like before its growth, it is capable of blocking swords. The extra length also meant that it enables him to dig into steep cliffs and enables him to climb almost vertical slops with ease.

Fang Growth: Like Claw Growth, Firophoenix's incisors can grow out longer. Initially, it barely juts out of his mouth, with just a small hint of the tooth can be seen from his lips. However, with the growth, his top two incisors come down to his jaw line while the bottom two reaches the bottom of the gums of the top of the mouth. This growth provides more bite damage to what he bites as if he bit an arm, the sharp teeth could potentially punch right through it.

Ice Fire: Similar to ice Breath, Ice Fire is again a funnel shape mouth attack. However, its reach is further at eight meters, but its width is reduced to two meters. As its name implies, the fire is not the burning type, but the freezing type. If caught in the funnel, it will instantly numb the area and instantly give severe ice burns to the target. For three minutes, the body part (Eg: arm) will not be able to move initiatlly. As the three minutes go by, movement will return. Before the move, Firophoenix will rear his head backwards before
thrusting it forward and opening his mouth, in which the ice fire shoots out. Damage will be medium low

Ice Breath: Ice breath is a move in which Firophoenix is able to spew forth a form of liquid ice that once hits the floor, shoots up violently as ice spikes. If a target is caught or injured in the attack, at the point and time of contact, it will cause ice to encapsulate the area. As it is ice, it will melt eventually or through conventional means, but will cause ice burns as it is 100% colder than normal ice. It shoots out at a funnel shape and reaches five meters. At the tip of its reach, it has three meter width.
Before the move, Firophoenix will rear his head backwards before thrusting it forward and opening his mouth, in which the liquid shoots out. Wind Scythe: With his claws, a sweep will produce four parallel blades of wind . It appear as a crescent blur. Just prior to this attack, the air around his paws will circulate and become agitated like a haze. Damage will be medium

Cutting Ice: Merging Wind Scythe with ice elements, Firophoenix will swipe downwards with his paw, in which the four blades of wind will cleave the ground for four meters. These blades are still capable of cutting. Once the blades disintergrate, from the gaps will shoot up spikes of ice with the affect of ice breath.
Damage will be medium high

History –Firophoenix has been around as long as the world. He and his clan are wild spirit of nature that has exsisted for aeons. However, he is still considered a cub in the clan. The only way in which a Wolf Spirit can grow in importance is through contracts with a human host and become their familiar. In that sense, with only a hundred and three contracts in his time, Firophoenix is a babe. His clan has had a close connection with the Xuxa human clan in which the wolf has been their totem. Therefore, a large portion of the families throughout the age has had a wolf spirit as a companion. The head of the Clan, Sphera was recently contracted with the mighty mage and matriach of the family until her death. Those with high magical abilities attracted those higher up the clan ladder, so it was surprising when Firophoenix recieved a calling from thefuture matriach of the human clan. Seizing the opportunity, Firophoenix accepted the blood contract and was pulled fropm the spirit world and began to serve the small girl.

Summon: As opposed to just complete transformation, Viridiania can instead summon her totem to her size. However, its size is reduced and its strength down to that of a youn adult lion. All other stats are the same. It takes 40% of her total mana, but can stay for a relatively long time, usually for 3 days at max. However, the longer he is in summon realm, the weaker he progressively become until at the third day, his strangth is down to that of a normal wolf.

History
– Viridiania was born into the noble family of Octavia Xuxa. For generations, the family held control over the territory of Alba Arancus, in which the Marchioness title was handed down from female to female. Viridiania was the next heir to the title, however, the untimely death of her mother meant that the young mage was below the allowed age requirement to rule. Therefore, a regent, her cousin, took the position, freeing the young girl from the task. As a result, Viridiania, with a large amount of free time, studied in the Magical Academy of Alba Barna.


It was instantly recognised that Viridiania was like her ancestor, a great mage, as the small girl absorbed the skill of witchcraft easily. She outstripped her classmates and soon, even overtook her seniors. Everyone had high expectations of the young Marchioness. As expected from everyone, Viridiania skipped through the grades while at the academy before finally reaching the final year at the age of 12. Their final assignment was to travel the last few years throughout the fiefdom of Alba Arancus and assist those in need. In preperation of her final task, the academy presented Viridianian with the Clover, hoping that she would follow her ancestors footsteps, become a master Magi and affect the world as she had done aeons ago.

It has been several months since the beginning of her journey and what she had seen had changed her original beliefs greatly. However, her goals remain unchanged. She was determined to become a maste Magi and help those around the world, and so, set off further on her journey, seeking experience and the world.
 
Last edited:
Sorry for the dp, but it is now officially finished. God damnit the magic list took dead set half a day!
 
Sorry for the delay, I havent been feeling like RPing or anything lately, but now Im back to my old self ^^

this was requested via the approval topic, and PM later as I was inactive.

FINISHED FINALLY!.

ORPG/URPG

Name – Viridiania Octavia Xuxa

Pronunciation
Vee-ree-dee-ah-nee-ah Ock-tay-vee-ya Soo-Sa

Title
Marchioness of Alba Arancus.

Nicknames:
Vi, Tavia, Tavvy, Green and Eight


Alignment – Good

Race – Human

Gender – Female

Age – 12

Appearance

Hair: Copper blonde
Style: Short cropped and messy. On top of her head is a nice bunch that stands up and curls backwards. Framing her face is two long thick tassel of hair that reaches pass her collar bone then curls.
Eyes: Light pink, like rose quartz
Height: 155 cm
Weight: 45 kg
Complexion: Her complexion is Caucasian, but slightly pale due to her time studying. She has a constant slight flush on her cheeks.
Adorable and cute. These two words sum up what Viridiania loosks like. Any person that sets eyes on the girl would feel somewhat more cheerful and brighter. Her eyes are large and round with a cute little button nose. Her lips are the same colour as her eyes and are nicely proportioned to her face. Her ears a somewhat smaller than others, but well shaped. Her eyebrows are long and thin and is of the same colour as her hair.

Viridiania's body is like that of any 12 year old girl. Slim, slight and flexible. For a mage, her body is surprisingly rather hardy and resiliant than her fellow student. Her build is not suited for any close quarter fighting, rather it is good for moving and running sneakily.

Attire – Viridiania's attire consist of 9 parts

Undersuit: The undersuit is a skin tight garment the colour of gloss dark navy. The suit starts from the middle of the neck, coming down over her body, but leaving the shoulders and arm bare, down past her waist and stops at the middle of her thighs. Along the edges of the thighs, neck and along both sides of her body is a thin white border. Along her sides where the border is, there is a splits from wasit up to her armpits. There is also a similar split on either side of her neck. The split on her waist has three holes on each side of the split where there is a long brown cloth that is looped through to tighten the suit. The rope ends at the bottom holes witha large bow, in which on each end of the cloth is a bell. The split on her neck are much smaller and has two holes on each side of the splits which are tightened by thinner brown cloth. These splits allow Viridiania to put the suit on easier.
Poncho: On top of the suit is a Poncho that reaches from her neck down just past her knees. This is the colour of deep sea blue. It is secured onto her neck by two black buttons in which it then just covers her shoulders before coming over her body. All along its edges are small elongated oval flaps which at the center of each flap, has a white circle with a thin black line that reaches from the circle up to where the flap end with a small aquamarine circle topping it off. On her chest are white designs of swirls (refer to image). On her back is the symbol of her school, with a large, white Open Triad in the middle of a pentagram. All along the border of the poncho is a thin aquamarine border
Arm Covers: The arm cover is a funnel shaped clothing that covers both arms from the elbow down, with it being more narrow at the elbow. It is the same colour as the poncho. Along one side, in a line, is a line of white buttons that hols it in place. There is a line of aquamarine that runs around the border at the elbow before coming down the line of buttons in a wave motion between each button. At the wrist, a frilly white border rims the edge.
Leg Covers: The leg covers are also funnel shaped with the narrower side at the knees and the wider side ending at her ankle. It is extremely similar to the arm covers with the buttons, aquamarine border and frills.
Shoes: Her shoes are boots that are the same colour as her undersuit and reaches just past her ankles. The top part of her boots are mostly covered by her leg covers. They are steel capped and has a thick white sole for hard wearing and added height.
Gloves: Her gloves are the same colour as her undersuit and are tight fitting. They are leather gloves and reaches just past her wrists (like Tifa's gloves in FF7:AC). They are waterproof and are lightly padded at areas where there are no joints (like the palm, between the finger knuckles etc). On both wrists, she has numerous bangles and wristbands of silver and platinum
Hat: Her hat is a wide brimmed hat that, as seen in the image. There is a small cap that is fitted to her head, in which then, in front of the cap, is the wide brim (something like this). In the middle of the wide brim is a smaller version of her school emblem, same as the one on her poncho and is also rimmed with a border of aquamarine. On the right hand side of her emblem is a small metal tassel.
Cloak and Bag: On her waist beneaeth her poncho is a brown belt with pouches hanging off it for her things. The largest hangs behind her waist, with two smaller pne, half the size of the largest on either side of the hip.Hanging from the front to the left of the belt buckle is a white silk scarf, tied there with her family symbol on it at the corner (which is the wold in the image on the cloak). The cloak is worn on top everything, reaching the jaw, down to her ankle. It is mainly white with a thick dark navy border at the bottom with a thinner one above it. The top quarter is dark navy blue with a zig zag pattern where the blue meets the white. On the middle of the back is the howling wolf symbol of her family, also in dark navy. Around the edge of the neck and at the front is a line of white fur. Across the throat where the collar is most narrow are two platinum wolf brooch, in which a platinum chain runs across the two.
Personality – Viridiania is like most twelve year old. Curious, smart, inquisitive and rather naive. As a child, she in incapable of cruelty and immoral acts. Her rich upbringing meant that she is well mannered, sophisticated and honourable. Her age and her looks reflect her personality as someone who is considerate, good, cheery and innocent. However, like most children, Viridiania can be childish and stubborn, pouting and crying rather easily. Her amazing cranial power also dictates her actions as much as her morals and beliefs. She would not be blind enough to cause trouble in which she knows she would lose. Instead, Viridiania is a genius in compromisation, negotiation and improvisation.

Finally a preteen that ACTS her age, to be honest Im rather annoyed of 8-12 year cahr acters taht act like they are 20-40
Due to her young age, she initially believed in the world being split into black and white. The short period of time in which she has been in the actual world had begun to show her the multiple shades of grey in between. Her actions are still dictated by her morals, but she is less critical and somewhat a little more flexible.

Her actions are based off her upbringing. Due to her priviliged lifestyle, Viridiania finds many of corruptness of the world startling. As the future Marchioness of Alba Arancus, Viridiania tries to help any of those that she could, which sometimes puts her in dangerous situations.

To be honest this description is nice, it is vague enough to cover most things, yet pesific enough to make me not nag your head off ^^

Though, we do have the cliché things I tend to nag on.
Around friends and when insulted ^^
First Impression – As a child, the first impression Viridiania has on people are in two catagories. One is "What an adorable child!" and two, "Ha! What a runt!". Due to her being underage, her ruling position is currently in the hands of a regent. Therefore, not many people know who she is. Many people love her at first sight, which sometimes give her an advantage. The vise versa is that the more rougher people do not take her seriously.

It seems me nagging on your chars have slowly made you use the first impression tab as I want you to ^^
Though, I would have added something about how people react to her clothes upon furst sighting, due to the lack of normality in them ^^
Strength – Her strength is close to pathetic. Her ability to lift is solely based off her childish strength and magic. Her punches would most likely bounce off everything. She would require on enchantment to either deal physical damage or for lifting things.

SpeedOn contrast to her strength, Viridiania's speed is incredible. Whereas strength is close to non exsistance, her speed can match any fighter. With her small size, Viridiania can dodge most strikes and can launch magic attacks in a flash.

Endurance – Again, as a student and a child, her endurance is somewhat poor. A few physical attacks on her actual body will take her down rather easily. Like her strength, she depends heavily on magic to boost her resilience against attacks. As for stamina, she herself has average stamina, able to last a decent amount of time when fighting. Her time limit for a full battle may be around 45 minutes to an hour before she gets exhausted. However, in order to preseve her energy, she uses her staff for a large amount of her movements, treating it like a flying broom, increasing her time to 1.5 hrs.

I wonder why so many add unreasonable fighting lenghts.
A normal fight, one vs one, rarely lasts for more than 3 minutes, and if you sit down and look into a wall for 10 minutes, you will find out taht 10 minutes is LONG.

Try sprinting for 10 mintes, with all your might, that should be a rough estimate to how a fight CAN be.
I know I have been caught in this trap myself in the past, but 45 min is way too long unaltered by magic.
Or if you need another example, try swinginga broomstick in various patterns for 5 min, that takes plenty energy ^^
So, I wont force you to down it to 10 min, but 45 min is too unreasonable, especially for a kid in her state.
Reflexes – With the physical aspects lacking, Viridiania relys on her speed and reflex to survive. Like her speed, her relfexes are phenominal. Her reflexes enable her to dodge most frontal attacks with ease. Side and rear attacks are harder to dodge, but her reflexes still guarantee a decent percentage dodge rate. The closer the enemy is, the harder it is for her to dodge due to the short time between strike and dodging. Ranged weapons, however, makes it easier for her to dodge. Taking into consideration of the distance, the further back they are, the easier she can dodge.

Not to mention the speed of the ranged attack itself, no?
Arrows from afar that you can see should be simple, bullets from afar, I doubt ^^
Fighting Style – Viridiania's tactics are hit and run tactics. She is a realist and she herself knows that she is unable to duke it out head on with many people. Therefore, using her quick speed and reflexes, Viridiania takes advantages of holes and counter attack opportunities to strike and quickly move out of range. Traps are also acceptable by her means as she sees it as a way to level the playing field.

Weapons – Her weapons is her Key Staff called Clover. Clover is almost as tall as herself. It is an anciet relic from her family that is handed down from female to female. The Key Staff was originally used in the Great War between Marana and Vasques, in which Viridiania's ancestor was a mage in the Marana Army. Said to be the greatest mage in the continent, her ancestor forged and enchanted Clover into a magic booster and a lethal blunt weapon due to its weight. With a complex feather spell, even the smallest child will be able to lift the heavy weapon of 100 kg. However, unlike her ancestor, who was capable of killing through both melee and magic, Viridiania, with her childish strength, uses it as a mode of transport, like a broom for flying. Besides the lightness of the weapon, the ability to fly and boosting one's magic, it favours the use of water magic, increasing their effect.

Im on with the weapon itself, as well as the feather spell.
though, if the feather spell is there, it will act light or weightless, so, how can you then use this in a melee attack?
Any melee attack rely on mass, something with no weight have no mass, per se.
Off course there are many factors in this, such as the speed it is swung and whatnot.
If it is a magic booster as well, you need to add how much it can enhance, and the cost should be logical accordingly, AKA, it should rise as well.

Armour – Viridiania does not wears armour.

Abilities
Her abilities mostly are from her self enchanted clothings. Her cloak gives a good degree of chameleon ability to herself. When activated, Viridiania is capable of blending in with the background, appearing as only a slight heat haze. Her pouches also have decent feather spells on them in order for her to maximise how much she can carry.

You should detail the "invisibillity" thing, I have no problems with it being there, nor the effect it gives.
But where does it get its energy? how long can it stay on.
Due to how hard it is too see you I dont think you should be able to attack in it, or rather that attacks make you visible again, perhaps quick movements cancel the effect?
Note that a spell rarely has a quick movement ^^
Magic – Viridiania is adept in all mode of magic. However, she specialise in the area of summoning and water magic. Her own magic and summons do not damage her as it draws from her own power. If she is in range of it, a protective sphere is formed around her in which protects here completely from her own spells. This shield only reacts to her own spells.

Destruction:

You should add a legend here, also, I dont think that colorations alone is enough to differ between the spell and the energy cost, what if someone is colorblind? ^^

Water Bullet:
A non cantation spell, all Viridiania has to do is point her palm at the opponent and a rapid fire of water shots will come out. Damage is relatively low, like a warrior's punch. Almost non existant as this is her primary attack. It does drain her, but she is capable of performing this magic for an incredibly extended period of time.

If this is nothing but moving water, it is still water and will spread out upon damage. Instead of having a fixed damage it should be relative ot how much water is used, perhaps UP TO a warriors punch.
Also, having a warriors punch would require several liters of water, or at least something along those lines depending on the range and whatnot.
Water Cannon: Pretty much the same as Water bullet, but with a larger diameter of water shooting out with a harder hit. As a result of increased power, speed of fire is dropped. Very low

Acctually, in the case of water, as it is not physical and has no shape, you have to increase the speed to get higher damage.
Consider if I have the ammount og a common glass and throws it in your face with teh speed I can manage, it might hurt.
If I then take a buccket and pour it over your head, will this hurt more?
it is more water but less speed....
Water Slap: When Viridiania performs a swing of the arm like a slap from any direction, a surge of water will follow and attack like a heavy attack with a slight effect of pushing the target. Very low

the pushing effect is ok, but as the rest of your water spells you need to detail more, consider that water os not physical.
Water Surge: With an uward flick of the extended wrist, water will surge out of the ground in the form of a two meter wall of wave and pushed and wash back anything in front of her. Very low

Geyser: As the name suggests,
Viridiania performs an upward action as if lifting something with one arm. This will cause a huge torrect of water to shoot upwards beneath the target, sending them high into the air. Low

Will thre be signs?
Like, if you use it against me, will I know anything before water wets my pants and Im 10 metersin the air?
Consider G'modding and whatnot when you are describing.
Water Spire: A two action spell, Viridiania performs the Geyser spell. When the target reaches the peak, she will then perform a downward action as if slamming something down, in which another Geyser spell will come down from above the target and pushes the target down into the ground, crushing them. Low medium

Ok, this is directed at all your water magic.
You need to add plenty of detail, like looks, how things work since they are WATER, and such things. Also, where does all this water come from?
Are you creating it, or manipulating it?
If you are creating it yo might need a higher energy cost, if you are manipulating it needs to be present.
Fireball: Shoots a simple fireball the size of a small soccer ball at her enemies. To perform the spell, Viridiania's fingers must be splayed in a bowl like shape where the fireball will sit. To shoot it, she just has to perform a flinging motion. Very low
Lightning: A small lightning bolt will fall at the intended target. To perform the spell, all Viridiania has to do is raise one arm up high with the palm facing the sky. Very low
Ice: Three small spire of ice will materialise above her head and speed towards the target. To perform the spell, like lightning, Viridiania has one arm extended upward. However, her index and middle finger remain erect, pointing up, whilst all the other are down. To send it towards it's target, Viridiania just has to drop her arm down and point at the target. Very low
Firestorm: Instead of a single fireball, firestorm shoots out a large fireball (diameter of a meter) followed by a hail of fireballs from the sky. To perform this spell, the actions are higly similar to fireball. Low
Thunder Charge: Thunder Charge is a powerful lightning attack that when the symbols are performed, a large beam of lightning is discharged from her palm. To perform this spell, Viridiania will position her fingers in a curved form in front of her chest, one above the other, as if holding a ball. In the center, the electricity will form. To shoot it, Viridiania just has to point the top hand's palm towards the target and the electricity will escape from her hand. Low
Frost: A magic circle will appear where Viridiania wants. From the sky will fly five, two meter spire of ice which uses the magic circle as a target. There is a slight homing ability, but movements of the spire are limited. To perform this spell, the actions are alike Ice. However, her left hand will be placed on her bicep for more control. The slight homing ability of the spire are controlled by the direction of her fingers. Low
Vulcan: The most destructive of her fire magic, Vulcan summons down a meteor (roughly 5 meters in diameter) to strike down where Viridiania wants. From where the meteor hits the ground, a volley of firestorm fireballs rain down in a spread of 20 meters diameter. To perform this spell, Viridiania raises both palms up high into the air before dropping it down as if throwing something on the floor. Low medium
Thor's Hammer: From the ground, 5 lightning swords shoots up vertically, forming a large pentagram (5 meters from each sword). Those trapped in each section are locked down by lightning bonds in which 5 medium lightning strikes each of the point with one large one striking the center. To perform this spell, Viridiania's hands are open and her arms are outsrteched by her hips. Lightning will crackle around her hands. When this happens, all she has to do is to pull them up across her chest and the swords will rise out of the ground. Low medium
Ice Spiral: A large spiral of wind infused with miniscule ice particles will spin around a point where Viridiania wants, creating a tornado of sort, cutting anything inside with the small ice shards. The tornado will then turn into ice instantly, with the wind instantly blown away, spreading the ice particles over a large area, freezing whatever it lands on in a 40 meter circle. The frozen tornado will then shatter, exposing whatever that has been caught inside. To perform this spell, Viridiania's hand begin across her chest diagonally. A slight wind will begin to swirl around her hand. At this point, Viridiania will point at her target with her index and middle finger and the spell will initiate. Low medium
Curative and Defense:
Cure: As the name implies, this spell allows the recovery to wounds. This spell can be step up by 3, formiing cura, curaga and curaja. To perform this spell, Viridiania will raise one hand to her forehead with only her index and middle finger raised. When the finger glows white with light, whatever touches her finger will heal. Very low, low, low medium, and medium respectively

One of the rules of the RP section is that you cannot use FF spell names.
the effect is ok, but you need to change the names.
Gaia/Aqua: Gaia/Aqua is a defensive type magic, where Viridiania can raise a wall from the ground/water. To perform this spell, Viridiania's palm will first face downward and would then quickly be twisted skyward and raised. The wall will rise up with the hand. Low
Regen Shield: One of her more handier spells, Regen Shield is a mix of curative and shielding magic. A 3 meter sphere of light will engulf the user, allowing regeneration in the sphere as well as protection from magic and physical attack. Short lasting, 5 minutes maximum. To perform this spell, the initial actions are similar to Cure, but with both hands together. Around her the sphere will form. Low medium
Passive: All these passive spells last a maximum of 5 minutes. All passive spell are performed through hand signs.

A passive spell is ALWAYS THERE, lke a vampire's renegerative.
Due to this you might want to change the name ^^
Steel Body: Performed through the symbol of the serpent,Viridiania's body can turn to steel, increasing physical defense by 100%, making her almost invulnerable to attack. Her speed, however, drops by 50%, making her incredibly slow. Low

You are aware tat increasing your defence by 100% will only mean that you are doubling the already existing defence, right?
I can still level her with a single punch if it hits.
Tailwind: Performed through the symbol of the ram, Viridiania can increase her speed by 35%, making her incredibly fast. Her coordination and reaction are still the same, so there may be difficulty in attacking and sudden movement. Low
Magicka Concentration: Performed through the symbol of the rat, Viridiania can raise the damage and speed of her spells by 20% Low medium


All spells you have listed have absurdly low energy costs.
Where some are on, most seem illogical.
Summons: All summons begin with a magic pentagram glow beneath her, surrounding Viridiania with a wall of light. After drawing the summon's respective symbol, Viridiania then draws a circle around the symbol, then a pentagram in the circle before flicking her arm forward in a "go forth" motion. These are large scale summons. Medium ones can be summoned twice while high and above can be done only once.
Magaera (Aero): After drawing Magaera's symbol and the summon sequence, four giant swords will descend from the sky in a large cross 10 meters by 5 meters, before a wall of wind form between the swords, forming a diamond. Then, everything within the diamond is ravaged by a flurry of red wind, cutting up everything inside before concentrating into one point and tranforming into a winged angel wielding two swords that looking similar to the ones that fell from the sky. She would perform eight horizontal and eight vertical slashes towards the diamond's apex in a scything shape. When the cutting winds hit the swords, they would shatter and in the space inside the diamond, a sudden upsurge of wind blows upward, cutting and sending everything uo high into the air. At this point, a breeze would then blow through in which Magaera disspates as small pink petals. Medium

Summoning spell at medium cost?
Also, since you haven't detailed her energy reserves (keep this logical as well please) how can we know what medium is?
Coatlicue (Water):
After drawing Coatlicue's symbol and performing the summoning sequence, a large cloud will form in the sky before shaping into a large summon pentagram. From the center, a birght light will shoot high into the air and Coatlicue would emerge, floating just above the pentagram. She would then land on the cloud, raise both hands and draw in the moisture in the air into her before she falls through the cloud. As she does, the pentagram will release all the moisture into a thundering circular torrent over a 5 meter diameter while Coatlicue stays suspended inside the torrent. Any thing inside where the torrent hit recover completely, negating all ailments and remove fatigue. When the torrent ends, Coatlicue would curl into a fetal position before shooting through the pentagram and turning into a light, short shower of healing water that will help those touched by it recover slightly and reinvigorate their body a bit. Medium high
Eclipse (Earth): After drawing Eclipse's symbol and performing the summoning sequence,the ground would split open and eclipse would crawl out. The golden dragon would, with both claws, swipe downwards from the crevass. These swipes are not so much meant to shred someone, although it is quite capable of, it would cause the ground to shred up, with each claw raising four walls of raised, jagged earth spikes on both sides that entrap everything inside. The dragon will then let off a massive roar in which from the inner walls, a earth dome will form over the area with a large hole at the top. Eclipse then spread its wing and take flight high into the atmosphere nearing space. It then charges a large white beam from its mouth before shooting it down towards the dome and through the hole. The energy beam will fill the dome, its force creating cracks in the wall before instantly imploding, collapsing the wall into the center, crushing whatever was inside. Eclipse will then nose dive back towards the crevase it came from and go back into the earth, closing the gap. High
Judgement (Fire):
After drawing Judgement's symbol and performing the summoning sequence, two summoning pentagram appear up high just in spcae before spreading vertically in which Judgement stands in the middle. He appears as a tall dark knight with blue armour, two wide spread bat wings, a large dragon shield, a trio of polearm weapons and a gigantic blade. The whole sky turns a dull red when the large blade in Judgement's hand charge, glowing red then orange then white. Judgement then dives down at an incredible speed into earth, heating up himself and glowing white with heat before he hit the ground with his sword. At a diameter of 40 meters a sea of flames instantly spread on the ground and around this edge, pillars of fire burst from the ground at every 5 meter around the circle. From the middle of the flames, Judgement, still glowing white with heat, stands. As he stands, the fire and flame flares up and jumps up high in the air, the temperature rising exponentially before dropping just as fast, leaving the are burnt black with small flickerig fire. Judgement himself, still white, disintergrates like ash into the wind. Very high
Iris (Aether/Quintessence): After drawing Iris' symbol and performing the summoning sequence, all light are drawn towards two pentagrams in the sky and on the floor. A large cylindrical schism appears in the sky and the ground where the pentagram is, with a pillar of light connecting the two rift. On the inside, the background of heaven can be seen. From the top in a shower of light and colour comes Iris, bathed in holy light. Raising both hands just off chest level. Light from the holy plain would gather into her palm in the size of a large beach ball. Iris would then place both hands above her head, combining the balls together, which expands into a 15 meter sphere. Held high above her head, Iris then launches the sphere at the ground, which upon impact, vaporised everything in a 50 meter radius circle and heavily damage and blind anything within 200 radius meters. Beyond that shockwave, strong, ripping winds and tremor causes moderate to minor damage plus disorientation within 500 meter radius. After everything has died down, from the spot where everything was vaporised, a large pillar of light shoots out from circle upwards, bringing back the nature to the landscape in the affected area, creating an oasis. With the healing of the land completed, Iris then disappears as light up into the rift, back into heaven before the hole seals. Unlike her other spells, Viridiania is actually summoning a goddess from the realm of heaven. Therefore, the cost is extremely high, possibly costing Viridiania her life, where the summon draws out all her life force. Viridiania has only ever summoned Iris once in an accident, in which almost costed her her life. That time had left her bed ridden and on death's door for a month. Not something to be used rarely, if ever.


Note, I stopped reading these several spells back, I jsut picked out a few radom ones to comment on.
You need to add plenty detail as well as to logical energy costs.
You might want to detail your energy reserves, but if you do keep this logical.
Half, if not more, of the spells are not approvable ^^

Also, Im glad that you are using text descriptions for your char alongside a pic, but this should go for everything including summons and the summoning symbols.
Other Skills – Viridiania has one skill that is activated instinctively in the most dire situations, that is transformation into her family symbol, a wolf the size of a pony. It wears this kind of armour, in which the spike only reaches up to the tip of the snout. This transformatin completely reverse Viridiania's skills. She loses almost all capability in performing high level, complex magic, but in return, she gains the strength and speed of Fenrir plus monster skills. Some skills are frost breath, in which a spray of ice shoots from its mouth, cross slash and energy drain, where by biting a victim, she is able to recover health. In this form, her brain becomes 85% instinctive, in which her actions are dictated by instincts. The other 15% are her will power, enough to stop some of her beast form's action. Her form lasts until her instincts feel that there is no immediate threat on her life nearby.

This will require a score of detail.
Wince you drag Fenrir into this, you say you gain the strengt of Fenrir, you DO know that according to norse mythology fenrir it off the hand of Týr, teh GOD of singl combat (duels)
So, if I were to allow this, you would be able to beat a GOD of combat.....
So, no ^^

Down the strenght, a lot. Add a plethora of details, like the looks, why do you gain energy if you bite someone? stating "energy drain" is not enough ^^
You say she looses ALMOST all capabillity to cst complex magic, what can she still cast?
Though, if she goes 85% instinct, she will loost all her spells listed in the spellbook.
if you are to use the "spells" listed here, those needs to be listed as well.
You say "SOME Skills are--" So, if she has more than you listed, list it all ^^
So, basically, you might need to make this form into a mini character effect, where you state apperance, strenghts weaknesses and whatnot.
History – Viridiania was born into the noble family of Octavia Xuxa. For generations, the family held control over the territory of Alba Arancus, in which the Marchioness title was handed down from female to female. Viridiania was the next heir to the title, however, the untimely death of her mother meant that the young mage was below the allowed age requirement to rule. Therefore, a regent, her cousin, took the position, freeing the young girl from the task. As a result, Viridiania, with a large amount of free time, studied in the Magical Academy of Alba Barna.

It was instantly recognised that Viridiania was like her ancestor, a great mage, as the small girl absorbed the skill of witchcraft easily. She outstripped her classmates and soon, even overtook her seniors. Everyone had high expectations of the young Marchioness. As expected from everyone, Viridiania skipped through the grades while at the academy before finally reaching the final year at the age of 12. Their final assignment was to travel the last few years throughout the fiefdom of Alba Arancus and assist those in need. In preperation of her final task, the academy presented Viridianian with the Clover, hoping that she would follow her ancestors footsteps, become a master Magi and affect the world as she had done aeons ago.

It has been several months since the beginning of her journey and what she had seen had changed her original beliefs greatly. However, her goals remain unchanged. She was determined to become a maste Magi and help those around the world, and so, set off further on her journey, seeking experience and the world.
I did not read the history as it should be irrelevant for the sake of balancing and whatnot.
Ill read it later ^^


I know that I havetn read, nor commented on all spells, but teh things I did read will still force you to re'detail all your spells, and a few might need a namechange ^^
For now, this is what I will say, I might have more/new things during next nag, but only time will tell that.

So, for now [Not Approved]
 
Okay, lets fix things up

Age: Score!

Personality: Well, she is a noble, so she has a more noble personality

First Impression: Added reaction to clothings.

Fighting Time: I agree. I just realised that the fights seemed long because a fight in rp seemed to take forever. So i changed it down to reasonable limit for a child.

Reaction/Reflex: Changed and added description for ranged weapon. Arrows from afar can be dodged easily. Bullets a lot harder, but still doable.

Weapon: The feather spell does indeed reduce the weight it is felt. However, the spell is mainly for those that are unable to wield it. It imbues the sense of weightlessness on the one that wields it. Actually, ill rewrite the spell and make it like so its sorta DNA recognised so that the spell only works for those it recognise (aka, descendents). Therefore, to others, itll feel the full weight, but to her, it is a mere 5 kilos. Despite the weight reduction, she still will not be able to use it as a weapon effectively.

The magic booster is changed to being a sort of adaptor that helps Viridiania channel her magic better and be used more efficiently so that her spells cost less energy.

Abilities: As this spell isnt complete invisibility, but Chameleon, she is not completely invisible. She is mostly visible, but her form still distorts the image behind her, thus if one looked really carefully, can actually see her.

Magic: done. gave it a range of 0 to 100 in terms of total mana%. And done for all destruction spells, curative and defense and activation spells and summons. If you look at it, its not so absurd. Just a few spells would already deplete her mana. Plus her recovery of mana is only 12 % per minute, which is slow, considering you yourself said combat lasts for only a few minutes. Now with this sytem inplemented, i am afraid that my character might run out of mana before the fight even reaches a page T.T. I mean, considering that she has absolutely no physical attack, everyhting she does will drain her mana, so im kinda worried.

Water magic: Too much to do, do it later

Name change: Well, i think cure was the only one, so i cahnged it to heal. Thats okay right?

Passive: name changed to activation

Steel body: Okay, i didnt think of that. I should make it respective of mana input.

Mana cost for Activation spells: Changed to the numerical % system.

Summoning description: Too much right now, finish the small stuff first

Other abilities. Shouldnt have dragged fenrir into it. my bad. As for strength, i changed it to double that of a mountain wolf, tho im not sure if this is powerful or not. Y'see, this is her desperation card. i dont want someone to go "pff, its just a wild wolf" and kill me off easily or go "BS a wolf cant be that powerful."

As for energy drain, i changed it to healing drain in which every second, she recovers (from a system of 100%) 2% of health.

Also, she loses all ability to cast spells.


I am actually thinking of turning this into a mini character and put a link in place of the description. Just to make it clearer. Yay or nay?

OKAY! I finished everything, but the summon appearances and the water spells. So see how it is.

 
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Okay, now the water spells.

You do realise that water can be highle destructive? Maybe i wasnt clear or i didnt state it,so it probably was my fault. It is not just flowing water. It is highly pressurized in order to fly. Therefore, upon impact, damage would be centralised before it dissipates.

As for water cannon, i have changed it to suit my explanation, which then satisfy your one about speed.

As for the signs, if you mean cantations and rune drawing, no. This is her specialty, therefore her most proficient section. All she needs is the actions listed. The other sections are different though.

When you say describe the water spell, i tried my best, but because the descriptions are really straightforward. Like a Geyser is like its name, a geyser. The Water Slap, i changed, but most are pretty straight forward.

That is the water spells done. ill pm you when i finish the summonings.
 
RP Sub-character: Firophoenix

Used with Viridiania - Finish later.

Name – Firophoenix

Title – Hunter of the Prey

Alignment – Neutral (Loyal to whatever Viridiania chooses)

Race – Mythical Wolf

Gender – Either. For now, it refers to himself as a "he"

Age – N/A

Appearance – Firophoenix is a large black wolf the size of a pony. It has pure black fur, in which there are some somewhat streamline spikes along his back, neck and legs. His tail is long and thick, almost capable of touching his mouth with it. His eyes are a vibrant white blue with similar coloured spiritual line patterns on his face and front two legs. His ears stand straight and rigid backwards. Surrounding him is a aura of fire the same colour as his spiritual lines. It is slightly visible when less tense and flares into life when in combat. On all four ankles, Firophoenix has a bracelet the same colour ofhis markings.

Additional Information:
When not summoned, he is always invisible to all eyes, bar those with a close affiliation with magic. Even then, his form is slightly blurred and hazy. In this form, Firophoenix is in the girl's realm, but cannot interact with any object, but Viridiania. All his sense are available bar that of touch. In essence, he resembles a ghost, capable of passing through anything, but unable to touch. he is usually in this form until he is summoned to fight or overtakes her body. His size in this state is that of a adolescent tiger, big enough for viridiania to ride on (though she doesn't).
Attire – As a wolf, he wears nothing, but does have an armour.

Personality

Transformation: As a rampant nature spirit, there is little to say on how he would act against human. Survival is its main concern. Anything that threatens himself and his host, that being Viridiania, is met with vicious resistance and threats. As he rarely comes out unless absolutely needed, he will have very little interaction with humans. When he does, if they are not a threat, he will treat them with minimal interaction. If they are a threat, he would react with utter ruthlessness. However, with animals and those with the ability to speak animal tongue, he might attempt to communicate with them if necessary. In this case, he is straight forward, yet somewhat eloquent in his speech and makes no small talk. He still exudes an aura of danger, authority and superiority.

Summoned: When summoned, he is of smaller size and lower power. Therefore, his is more conservative as he knows that people are less intimidated. He would act as a wolf does, sticking close to Viridiania and not interact at all if possible. All response of transformation apply as when Viridiania is threatened.

First Impression

Summoned: While not as big as his transformation, when summoned, he is the size of an
adolescent tiger, big enough for viridiania to ride on (though she rarely does since she has her key). He is more docile in this state, but nonetheless fearsome as he does not appear to be a tamed dog, but a wild beast. People do not recoil in total fear, but give him a wide space for travel.

Transformed: What else can be said about a wolf almost as tall as a human? Threatening and dangerous. Not something you would want to be petting. People will stay away from him and reel back in fear. Those gutsy enough might try to capture him, but usually is rewarded with their gut painting the road.


Strength – As a mythical beast, his strength is incredible. He is capable of lifting the stockiest full armoured warriors whole with his jaw and reduce walls to rubble with a swipe of a paw. With his jaw, Firophoenix can crush bones and armour rather easily. If a swiping attack is hit straight on with no defense, minimal damage is moderate to severe.

Speed – Again, speed is another aspect in which Firophoenix excells in. As a wolf, at full pelt, Firophoenix is capable of reaching speed of 75 kmph for a distance of 4km. At a more casual trotting pace, he can reach 20 kmph for periods of time that can exceed a whole night and day at a casual pace.

Endurance – As stated above, Firophoenix has extremely good endurance, capable of extended period of combat and travel. At a trot, Firophoenix can keep up the pace for a day and night before exhausting himself. However, this is negligible as most likely Viridiania would be away from danger and transform back to human.

ReflexesAs a wolf, his animalistic instinct serves him well in terms of reflex. As something close to an animal, he reacts on instinct, if the air smells of danger and threats, his alertness increases, hence his combat readiness. As for speed of attack, it is rather fast, capable of getting in strikes and counter strikes easily against humans. Bullets are a bit harder for him. Unless he has sight of the shooter, then he is not quite able to dodge bullets. Arrows on the other hand, is somewhat easier, but that is only if he has sight of the shooter.

Fighting Style – Firophoneix fights like what he is, a wolf. If possible, he can call on the help of other wolves nearby and attack as a cell, bringing down a prey. In general, he fights with his paws, strong jaw and his tail like most animals. There is no tactics. Only instincts. From time to time, he may use a skill or ability, but mostly, it is with his body.

Weapons – Firophoenix has no weapons, but his claws are incredible long and sharp, like a sword. It is quite capable of matching blow for blow with a sword and his teeth are like diamond, and if timed correctly, can shatter a sword swung at him with his jaw. His tail is strong, almost like another limb. As he has claws, Firophoenix can use his tail to lift objects and hurl them at his enemy.

Armour – Oddly enough, Firophoenix wears an armour. It is as such in the image, but the saddle is replaced with a similar pattern on his side and the horn on his head is a nose guard that just reaches the tip of his nose. It is a dull silver colour and resembles plated mail as it is layered. It covers all four of his haunches and the top of his back down to his side. His helmet covers the side of his jaw curling around to the front of his snout with a nose guard along the top of his snout.

Abilities
Claw Growth: Claw Growth is when the claws on his paws grow out even longer into a slick, sharp curving blade. From the tip of his paw, it extends out thrity centimeters before curving like a normal claw. Like before its growth, it is capable of blocking swords. The extra length also meant that it enables him to dig into steep cliffs and enables him to climb almost vertical slops with ease.

Fang Growth: Like Claw Growth, Firophoenix's insicors can grow out longer. Initially, it barely juts out of his mouth, with just a small hint of the tooth can be seen from his lips. However, with the gr

Ice Fire: Similar to ice Breath, Ice Fire is again a funnel shape mouth attack. However, its reach is further at eight meters, but its width is reduced to two meters. As its name implies, the fire is not the burning type, but the freezing type. If caught in the funnel, it will instantly numb the area and instantly give severe ice burns to the target. For three minutes, the body part (Eg: arm) will not be able to move initiatlly. As the three minutes go by, movement will return. Before the move, Firophoenix will rear his head backwards before
thrusting it forward and opening his mouth, in which the ice fire shoots out.

Ice Breath: Ice breath is a move in which Firophoenix is able to spew forth a form of liquid ice that once hits the floor, shoots up violently as ice spikes. If a target is caught or injured in the attack, at the point and time of contact, it will cause ice to encapsulate the area. As it is ice, it will melt eventually or through conventional means, but will cause ice burns as it is 100% colder than normal ice. It shoots out at a funnel shape and reaches five meters. At the tip of its reach, it has three meter width.
Before the move, Firophoenix will rear his head backwards before thrusting it forward and opening his mouth, in which the liquid shoots out.

Wind Scythe: With his claws, a sweep will produce four parallel blades of wind . It appear as a crescent blur. Just prior to this attack, the air around his paws will circulate and become agitated like a haze.

Cutting Ice: Merging Wind Scythe with ice elements, Firophoenix will swipe downwards with his paw, in which the four blades of wind will cleave the ground for four meters. These blades are still capable of cutting. Once the blades disintergrate, from the gaps will shoot up spikes of ice with the affect of ice breath.
History –Firophoenix has been around as long as the world. He and his clan are wild spirit of nature that has exsisted for aeons. However, he is still considered a cub in the clan. The only way in which a Wolf Spirit can grow in importance is through contracts with a human host and become their familiar. In that sense, with only a hundred and three contracts in his time, Firophoenix is a babe. His clan has had a close connection with the Xuxa human clan in which the wolf has been their totem. Therefore, a large portion of the families throughout the age has had a wolf spirit as a companion. The head of the Clan, Sphera was recently contracted with the mighty mage and matriach of the family until her death. Those with high magical abilities attracted those higher up the clan ladder, so it was surprising when Firophoenix recieved a calling from thefuture matriach of the human clan. Seizing the opportunity, Firophoenix accepted the blood contract and was pulled fropm the spirit world and began to serve the small girl.
 
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::Topics merged::
You dont need to make a new topic for things regarding the same character. even different characters are to be kept in the same topic.
 
Okay, im pretty sure ive fixed everything i think needs fixing. I added a mini profile for Firophoenix (her totem) and fixed the spells and summons. SO have another look at it Red Fox
 
[FONT=&quot]EDIT:
Why did you post the bio for the wolf in a new topic when you are implementing it in the same post as the char?

i know Red Fox has taken a look at it before, but he never approved it. So here is the complete version, all tabs finished.
Well, you never PM'ed me, Im not rechecking every thread that I have nagged in to see when it is approved, as many tend to add more chars ^^

Also, I point to rule #6 in the [/FONT][FONT=&quot]rules thread[/FONT][FONT=&quot], just to make it clear that youre stuck with me.
Mbwahhahaha! *cough*

In all seriousness though, Im sorry for the delay, but I expected a PM when you were done.
I will not look on the 2nd bio Firophoenix, only at Viridiania

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[FONT=&quot]FINISHED FINALLY!.[/FONT][FONT=&quot]

ORPG/URPGName – Viridiania Octavia Xuxa [/FONT]
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She has quite a few i's in there ^^
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[FONT=&quot]Pronunciation [/FONT][FONT=&quot]– [/FONT][FONT=&quot]Vee-ree-dee-ah-nee-ah Ock-tay-vee-ya Soo-Sa[/FONT][FONT=&quot]

Title[/FONT]
[FONT=&quot] – Marchioness of Alba Arancus[/FONT][FONT=&quot].

Nicknames:
Vi, Tavia, Tavvy, Green and Eight[/FONT]
[FONT=&quot]Alignment[/FONT][FONT=&quot] – Good[/FONT][FONT=&quot]

Race – HumanGender – FemaleAge – 12[/FONT]
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You are aware that magical skill takes time to master and learn, so I will most likely mention this several times down the bio.
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[FONT=&quot]Appearance[/FONT][FONT=&quot] – [/FONT]
[FONT=&quot]Hair: [/FONT][FONT=&quot]Copper blonde[/FONT]
[FONT=&quot]Style:[/FONT][FONT=&quot] Short cropped and messy. On top of her head is a nice bunch that stands up and curls backwards. Framing her face is two long thick tassel of hair that reaches pass her collar bone then curls.[/FONT]
[FONT=&quot]Eyes: [/FONT][FONT=&quot]Light pink, like rose quartz[/FONT]
[FONT=&quot]Height: [/FONT][FONT=&quot]155 cm[/FONT]
[FONT=&quot]Weight:[/FONT][FONT=&quot] 45 kg[/FONT]
[FONT=&quot]Complexion: [/FONT][FONT=&quot]Her complexion is Caucasian, but slightly pale due to her time studying. She has a constant slight flush on her cheeks.[/FONT]
[FONT=&quot]Adorable and cute. These two words sum up what Viridiania loosks like. Any person that sets eyes on the girl would feel somewhat more cheerful and brighter. Her eyes are large and round with a cute little button nose. Her lips are the same colour as her eyes and are nicely proportioned to her face. Her ears a somewhat smaller than others, but well shaped. Her eyebrows are long and thin and is of the same colour as her hair.[/FONT][FONT=&quot]

Viridiania's body is like that of any 12 year old girl. Slim, slight and flexible. For a mage, her body is surprisingly rather hardy and resiliant than her fellow student. Her build is not suited for any close quarter fighting, rather it is good for moving and running sneakily.[/FONT][FONT=&quot]Attire[/FONT][FONT=&quot] – Viridiania's attire consist of 9 parts[/FONT]
[FONT=&quot]Undersuit: [/FONT][FONT=&quot]The undersuit is a skin tight garment the colour of gloss dark navy. The suit starts from the middle of the neck, coming down over her body, but leaving the shoulders and arm bare, down past her waist and stops at the middle of her thighs. Along the edges of the thighs, neck and along both sides of her body is a thin white border. Along her sides where the border is, there is a splits from wasit up to her armpits. There is also a similar split on either side of her neck. The split on her waist has three holes on each side of the split where there is a long brown cloth that is looped through to tighten the suit. The rope ends at the bottom holes witha large bow, in which on each end of the cloth is a bell. The split on her neck are much smaller and has two holes on each side of the splits which are tightened by thinner brown cloth. These splits allow Viridiania to put the suit on easier.[/FONT]
[FONT=&quot]Poncho:[/FONT][FONT=&quot] On top of the suit is a Poncho that reaches from her neck down just past her knees. This is the colour of deep sea blue. It is secured onto her neck by two black buttons in which it then just covers her shoulders before coming over her body. All along its edges are small elongated oval flaps which at the center of each flap, has a white circle with a thin black line that reaches from the circle up to where the flap end with a small aquamarine circle topping it off. On her chest are white designs of swirls (refer to image). On her back is the symbol of her school, with a large, white [/FONT][FONT=&quot]Open Triad[/FONT][FONT=&quot] in the middle of a [/FONT][FONT=&quot]pentagram[/FONT][FONT=&quot]. All along the border of the poncho is a thin aquamarine border[/FONT]
[FONT=&quot]Arm Covers: [/FONT][FONT=&quot]The arm cover is a funnel shaped clothing that covers both arms from the elbow down, with it being more narrow at the elbow. It is the same colour as the poncho. Along one side, in a line, is a line of white buttons that hols it in place. There is a line of aquamarine that runs around the border at the elbow before coming down the line of buttons in a wave motion between each button. At the wrist, a frilly white border rims the edge.[/FONT]
[FONT=&quot]Leg Covers: [/FONT][FONT=&quot]The leg covers are also funnel shaped with the narrower side at the knees and the wider side ending at her ankle. It is extremely similar to the arm covers with the buttons, aquamarine border and frills.[/FONT]
[FONT=&quot]Shoes: [/FONT][FONT=&quot]Her shoes are boots that are the same colour as her undersuit and reaches just past her ankles. The top part of her boots are mostly covered by her leg covers. They are steel capped and has a thick white sole for hard wearing and added height.[/FONT]
[FONT=&quot]Gloves: [/FONT][FONT=&quot]Her gloves are the same colour as her undersuit and are tight fitting. They are leather gloves and reaches just past her wrists (like Tifa's gloves in FF7:AC). They are waterproof and are lightly padded at areas where there are no joints (like the palm, between the finger knuckles etc). On both wrists, she has numerous bangles and wristbands of silver and platinum[/FONT]
[FONT=&quot]Hat: [/FONT][FONT=&quot]Her hat is a wide brimmed hat that, as seen in the image. There is a small cap that is fitted to her head, in which then, in front of the cap, is the wide brim (something like [/FONT][FONT=&quot]this[/FONT][FONT=&quot]). In the middle of the wide brim is a smaller version of her school emblem, same as the one on her poncho and is also rimmed with a border of aquamarine. On the right hand side of her emblem is a small metal tassel.[/FONT]
[FONT=&quot]Cloak and Bag[/FONT][FONT=&quot]: [/FONT][FONT=&quot]On her waist beneaeth her poncho is a brown belt with pouches hanging off it for her things. The largest hangs behind her waist, with two smaller pne, half the size of the largest on either side of the hip.Hanging from the front to the left of the belt buckle is a white silk scarf, tied there with her family symbol on it at the corner (which is the wold in the image on the cloak). The cloak is worn on top everything, reaching the jaw, down to her ankle. It is mainly white with a thick dark navy border at the bottom with a thinner one above it. The top quarter is dark navy blue with a zig zag pattern where the blue meets the white. On the middle of the back is the howling wolf symbol of her family, also in dark navy. Around the edge of the neck and at the front is a line of white fur. Across the throat where the collar is most narrow are two platinum [/FONT][FONT=&quot]wolf brooch[/FONT][FONT=&quot], in which a platinum chain runs across the two. [/FONT]
[FONT=&quot]Personality[/FONT][FONT=&quot] – Viridiania is like most twelve year old. Curious, smart, inquisitive and rather naive. As a child, she in incapable of cruelty and immoral acts. Her rich upbringing meant that she is well mannered, sophisticated and honourable. Her age and her looks reflect her personality as someone who is considerate, good, cheery and innocent. However, like most children, Viridiania can be childish and stubborn, pouting and crying rather easily. Her amazing cranial power also dictates her actions as much as her morals and beliefs. She would not be blind enough to cause trouble in which she knows she would lose. Instead, Viridiania is a genius in compromisation, negotiation and improvisation.[/FONT][FONT=&quot]

Due to her young age, she initially believed in the world being split into black and white. The short period of time in which she has been in the actual world had begun to show her the multiple shades of grey in between. Her actions are still dictated by her morals, but she is less critical and somewhat a little more flexible.Her actions are based off her upbringing. Due to her priviliged lifestyle, Viridiania finds many of corruptness of the world startling. As the future Marchioness of Alba Arancus, Viridiania tries to help any of those that she could, which sometimes puts her in dangerous situations.First Impression – As a child, the first impression Viridiania has on people are in two catagories. One is "What an adorable child!" and two, "Ha! What a runt!". Due to her being underage, her ruling position is currently in the hands of a regent. Therefore, not many people know who she is. Many people love her at first sight, which sometimes give her an advantage. The vise versa is that the more rougher people do not take her seriously.Strength – Her strength is close to pathetic. Her ability to lift is solely based off her childish strength and magic. Her punches would most likely bounce off everything. She would require on enchantment to either deal physical damage or for lifting things.Speed – On contrast to her strength, Viridiania's speed is incredible. Whereas strength is close to non exsistance, her speed can match any fighter. With her small size, Viridiania can dodge most strikes and can launch magic attacks in a flash.Endurance – Again, as a student and a child, her endurance is somewhat poor. A few physical attacks on her actual body will take her down rather easily. Like her strength, she depends heavily on magic to boost her resilience against attacks. As for stamina, she herself has average stamina, able to last a decent amount of time when fighting. Her time limit for a full battle may be around 45 minutes to an hour before she gets exhausted. However, in order to preseve her energy, she uses her staff for a large amount of her movements, treating it like a flying broom, increasing her time to 1.5 hrs.[/FONT]
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Yeah... I do know that she will last longer in a fight as she does not exert herself physically.
But, as I remind most other RP'ers, a normal one on one fight rarely last for more than 5 min. even though a full scale battle lasts longer, even most war-trained men are fatigue driven way before your char.
Im perfectly ok with her physical defense, but the length of her "active time" should never be that long at full. Know that every spell caster lasts longer or shorter depending on the spells that are cast. So I would say 10 minutes at max, depending on the levels of spells she cast.
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[FONT=&quot]Reflexes[/FONT][FONT=&quot] – With the physical aspects lacking, Viridiania relys on her speed and reflex to survive. Like her speed, her relfexes are phenominal. Her reflexes enable her to dodge most frontal attacks with ease. Side and rear attacks are harder to dodge, but her reflexes still guarantee a decent percentage dodge rate. The closer the enemy is, the harder it is for her to dodge due to the short time between strike and dodging. Ranged weapons, however, makes it easier for her to dodge. Taking into consideration of the distance, the further back they are, the easier she can dodge.[/FONT]
[FONT=&quot]
This tab is fine, you dont need to edit it.
I just like how guns actually fall in the "ranged weapons" category.
So, like it is stated now she might dodge bullets! ^^
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[FONT=&quot]Fighting Style[/FONT][FONT=&quot] – Viridiania's tactics are hit and run tactics. She is a realist and she herself knows that she is unable to duke it out head on with many people. Therefore, using her quick speed and reflexes, Viridiania takes advantages of holes and counter attack opportunities to strike and quickly move out of range. Traps are also acceptable by her means as she sees it as a way to level the playing field.[/FONT][FONT=&quot]Weapons[/FONT][FONT=&quot] – Her weapons is her Key Staff called [/FONT][FONT=&quot]Clover[/FONT][FONT=&quot]. Clover is almost as tall as herself. It is an anciet relic from her family that is handed down from female to female. The Key Staff was originally used in the Great War between Marana and Vasques, in which Viridiania's ancestor was a mage in the Marana Army.

Said to be the greatest mage in the continent, her ancestor forged and enchanted Clover into a magic booster and a lethal blunt weapon due to its weight. With a complex feather spell, even the smallest child will be able to lift the heavy weapon of 100 kg. The special thing is that the spell is infused to work with only the magic soul of those in the Ancestors bloodline, therefore locking the magic booster and feather effect and becoming unbelieveabley heavy for those that do not belong to the clan. Therefore, only Viridiania is affected by the feather spell.

The magic booster helps better shaping and controlling of magic as well as becoming an adaptor of sort, making it much easier to draw out energy/mana for large scale spells. It does not actually boost her magic by a large degree (25%), but allows more efficient use of her enery, which relates to the amount of mana used in each spell.
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[FONT=&quot]
So, if you enhance a spell by the full 25%, will the cost also follow to the same level?
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[FONT=&quot]However, unlike her ancestor, who was capable of killing through both melee and magic, Viridiania, with her childish strength, uses it as a mode of transport, like a broom for flying. Besides the lightness of the weapon, the ability to fly and boosting one's magic, it favours the use of water magic, increasing their effect. [/FONT][FONT=&quot]Armour[/FONT][FONT=&quot] – Viridiania does not wears armour.[/FONT][FONT=&quot]Abilities[/FONT][FONT=&quot] – [/FONT][FONT=&quot]Her abilities mostly are from her self enchanted clothings. Her cloak gives a good degree of chameleon ability to herself. When activated, Viridiania is capable of blending in with the background, appearing as only a slight heat haze. The cloak distorts the image behind her ever so slightly, so if one was to look very closely, the will be able to see where she is. Also, rapid movement will also cause the distortion to become more obvious as the image refracts as if a passed through an uneven glass. attacking her while in this form does not deactivate it. Her ability can be used in two minute bursts with 20 second cool down between each cast. Energy draw is extremely low as all she has to do is feed the cloak little mana for it to be activated.

Her pouches also have decent feather spells on them in order for her to maximise how much she can carry. [/FONT]
[FONT=&quot]
How strong is the feather spell?
Detail it in percentage of lighter effect, or how manu kilos/pounds it can "negate" effectively making things lighter.
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[FONT=&quot]Magic[/FONT][FONT=&quot] – Viridiania is adept in all mode of magic. However, she specialise in the area of summoning and water magic. Her own magic and summons do not damage her as it draws from her own power. If she is in range of it, a protective sphere is formed around her in which protects here completely from her own spells. This shield only reacts to her own spells.[/FONT][FONT=&quot] Like stamina, Viridiania recovers 12% per minute of combat.

To gauge the energy use, we will use a 100 system, where 100 is total use of mana and 0 being no use. Very low

Destruction:

Water Spells:
Her spells draw from the moisture and water from the surroundings, whether it be a whole source of water or the moisture in the ground, objects or the air. Therefore, it is manipulation. As she is taking it from the surrounding, it does affect the environment, such as drying up plants and the ground. As this is the case, in a desert or a situation where there is little water or moisture, Viridiania is reduced to creating water herself, increasing mana use by 5% on each spell[/FONT]
[FONT=&quot]Water Bullet: [/FONT][FONT=&quot]A non cantation spell, all Viridiania has to do is point her palm at the opponent and a rapid fire of highly pressurized water shots that appear as spearheads will shoot out. Damage is relatively low, like a warrior's punch. [/FONT][FONT=&quot]Almost non existant as this is her primary attack. It does drain her, but she is capable of performing this magic for an incredibly extended period of time.

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[FONT=&quot]Water Cannon: [/FONT][FONT=&quot]Pretty much the same as Water bullet, but with a larger diameter of water shooting out with a harder hit. As a result of increased power, the pressurizing of the water is higher, resulting in a high speed and power, but costing more mana and longer forming time. Viridiania will put both palms outstretched in front of her and water will froth in front of her palms before the shot is released. [/FONT][FONT=&quot]From the system, Water Cannon requires 5% of mana.[/FONT]
[FONT=&quot]
From the system, do you then mean that she is creatign the water herself or manipulating it?
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[FONT=&quot]Water Slap: [/FONT][FONT=&quot]When Viridiania performs a swing of the arm like a slap from any direction, a surge of water in the form of a large hand will follow and attack like a heavy attack with a slight effect of pushing the target. [/FONT][FONT=&quot]From the system, Water Slap requires 5% of mana.[/FONT][FONT=&quot]Water Surge: [/FONT][FONT=&quot]With an upward flick of the extended wrist, water will surge out of the ground in the form of a two meter wall of wave and pushed and wash back anything in front of her.
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[FONT=&quot]From the system, Water Surge requires 10% of mana.[/FONT][FONT=&quot]Geyser: [/FONT][FONT=&quot]As the name suggests, Viridiania performs an upward action as if lifting something with one arm. This will cause a huge torrent of water to shoot upwards beneath the target, sending them high into the air. The telltale sign of the spell is frothing of water beneath the target a second before the spell is activated. [/FONT][FONT=&quot]From the system, Geyser requires 15% of mana.[/FONT][FONT=&quot]Water Spire: [/FONT][FONT=&quot]A two action spell, Viridiania performs the Geyser spell. When the target reaches the peak, she will then perform a downward action as if slamming something down, in which another Geyser spell will come down from above the target and pushes the target down into the ground, crushing them. As the spell is similar to Geyser, so are the signs. Water will froth below the target in the first geyser and then froth again above the target in the second one in the air. [/FONT][FONT=&quot]
From the system, Water Spire requires 20% of mana.
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Fireball: Shoots a simple fireball the size of a small soccer ball at her enemies. To perform the spell, Viridiania's fingers must be splayed in a bowl like shape where the fireball will sit. To shoot it, she just has to perform a flinging motion.
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[FONT=&quot]From the system, Fireball requires 5% of mana.[/FONT]
[FONT=&quot]Lightning: [/FONT][FONT=&quot]A small lightning bolt will fall at the intended target. To perform the spell, all Viridiania has to do is raise one arm up high with the palm facing the sky.
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[FONT=&quot]From the system, lightning requires 5% of mana.[/FONT]
[FONT=&quot]Ice:[/FONT][FONT=&quot] Three small spire of ice will materialise above her head and speed towards the target. To perform the spell, like lightning, Viridiania has one arm extended upward. However, her index and middle finger remain erect, pointing up, whilst all the other are down. To send it towards it's target, Viridiania just has to drop her arm down and point at the target.
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[FONT=&quot]From the system, Ice requires 5 % of mana.[/FONT]
[FONT=&quot]Firestorm:[/FONT][FONT=&quot] Instead of a single fireball, firestorm shoots out a large fireball (diameter of a meter) followed by a hail of fireballs from the sky. To perform this spell, the actions are higly similar to fireball.
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[FONT=&quot]From the system, Firestorm requires 15 % of mana.[/FONT]
[FONT=&quot]Thunder Charge:[/FONT][FONT=&quot] Thunder Charge is a powerful lightning attack that when the symbols are performed, a large beam of lightning is discharged from her palm. To perform this spell, Viridiania will position her fingers in a curved form in front of her chest, one above the other, as if holding a ball. In the center, the electricity will form. To shoot it, Viridiania just has to point the top hand's palm towards the target and the electricity will escape from her hand. [/FONT][FONT=&quot]
From the system, Thunder Charge requires 15 % of mana.[/FONT]
[FONT=&quot]
If this indeed is a powerful attack, I think the drain should be higher ^^
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[FONT=&quot]Frost: [/FONT][FONT=&quot]A magic circle will appear where Viridiania wants. From the sky will fly five, two meter spire of ice which uses the magic circle as a target. There is a slight homing ability, but movements of the spire are limited. To perform this spell, the actions are alike Ice. However, her left hand will be placed on her bicep for more control. The slight homing ability of the spire are controlled by the direction of her fingers. [/FONT][FONT=&quot]
From the system, Frost requires 15 % of mana.[/FONT]

[FONT=&quot]Vulcan:[/FONT][FONT=&quot] The most destructive of her fire magic, Vulcan summons down a meteor (roughly 5 meters in diameter) to strike down where Viridiania wants. From where the meteor hits the ground, a volley of firestorm fireballs rain down in a spread of 20 meters diameter. To perform this spell, Viridiania raises both palms up high into the air before dropping it down as if throwing something on the floor.
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[FONT=&quot]From the system, Vulcan requires 35 % of mana.[/FONT]
[FONT=&quot]
You are basically calling upon meteors in the universe large enough to not burn up in he atmosphere.
I think this should have a way higher cost as the damages from this is immense.
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[FONT=&quot]Thor's Hammer: [/FONT][FONT=&quot]From the ground, 5 lightning swords shoots up vertically, forming a large pentagram (5 meters from each sword). Those trapped in each section are locked down by lightning bonds in which 5 medium lightning strikes each of the point with one large one striking the center. To perform this spell, Viridiania's hands are open and her arms are outsrteched by her hips. Lightning will crackle around her hands. When this happens, all she has to do is to pull them up across her chest and the swords will rise out of the ground.
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[FONT=&quot]From the system, Thor's Hammer requires 35 % of mana.[/FONT]
[FONT=&quot]
Again, some pretty damage, higher cost might be in order ^^
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[FONT=&quot]Ice Spiral:[/FONT][FONT=&quot] A large spiral of wind infused with miniscule ice particles will spin around a point where Viridiania wants, creating a tornado of sort, cutting anything inside with the small ice shards. The tornado will then turn into ice instantly, with the wind instantly blown away, spreading the ice particles over a large area, freezing whatever it lands on in a 40 meter circle. The frozen tornado will then shatter, exposing whatever that has been caught inside. To perform this spell, Viridiania's hand begin across her chest diagonally. A slight wind will begin to swirl around her hand. At this point, Viridiania will point at her target with her index and middle finger and the spell will initiate.[/FONT][FONT=&quot]
From the system, Ice Spiral requires 35 % of mana.[/FONT]
[FONT=&quot]
Not sure about this one, I think the cost seems ok, but there is just something that is a tad off.
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[FONT=&quot]Curative and Defense[/FONT][FONT=&quot]:[/FONT]
[FONT=&quot]Heal: [/FONT][FONT=&quot]As the name implies, this spell allows the recovery to wounds. This spell can be step up by 3. To perform this spell, Viridiania will raise one hand to her forehead with only her index and middle finger raised. When the finger glows white with light, whatever touches her finger will heal. [/FONT][FONT=&quot]
From the system, Heal requires 10% of mana per step.[/FONT]
[FONT=&quot]
what kind of damages can each step heal, generally.
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[FONT=&quot]Gaia/Aqua: [/FONT][FONT=&quot]Gaia/Aqua is a defensive type magic, where Viridiania can raise a wall from the ground/water. To perform this spell, Viridiania's palm will first face downward and would then quickly be twisted skyward and raised. The wall will rise up with the hand.
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[FONT=&quot]From the system, Gaia and Aqua requires 15% of mana.[/FONT]
[FONT=&quot]
how large is said wall?
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[FONT=&quot]Regen Shield:[/FONT][FONT=&quot] One of her more handier spells, Regen Shield is a mix of curative and shielding magic. A 3 meter sphere of light will engulf the user, allowing regeneration in the sphere as well as protection from magic and physical attack. Short lasting, 5 minutes maximum. To perform this spell, the initial actions are similar to Cure, but with both hands together. Around her the sphere will form.
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[FONT=&quot]From the system, Regen Shield requires 35 % of mana.[/FONT]
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how strong is the shield, you cannot have it shield all magic as there are always those stronger than you.
You state regeneration, Im assuming it speeds up the pre existing one, so how much is it hasted?
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[FONT=&quot]Activation: [/FONT][FONT=&quot]All these activation spells last a maximum of 5 minutes. All activation spell are performed through hand signs.[/FONT]
[FONT=&quot]Steel Body: [/FONT][FONT=&quot]Performed through the symbol of the serpent,Viridiania's body can turn to steel, increasing physical defense by proportion of mana input, making her almost invulnerable to attack. Her speed, however, drops by 50%, making her incredibly slow.
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[FONT=&quot]From the system, Steel body increases by 100% per 10% of her mana.[/FONT]
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Almost invulnerable to attacks is too much. You should detail how strong it is.
Also, considering your low physical strengths, I think taht you should be even more slowed.
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[FONT=&quot]Hermes: [/FONT][FONT=&quot]Performed through the symbol of the ram, Viridiania can increase her speed by 35%, making her incredibly fast. Her coordination and reaction are still the same, so there may be difficulty in attacking and sudden movement. [/FONT][FONT=&quot]
From the system, Hermes requires 25% of mana.[/FONT]

[FONT=&quot]Magicka Concentration:[/FONT][FONT=&quot] Performed through the symbol of the rat, Viridiania can raise the damage and speed of her spells by 20%
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[FONT=&quot]From the system, Magicka Concentraion requires 35% of mana.[/FONT]


[FONT=&quot]Summons:[/FONT][FONT=&quot] All summons begin with a magic pentagram glow beneath her, surrounding Viridiania with a wall of light. After drawing the summon's respective symbol, Viridiania then draws a circle around the symbol, then a pentagram in the circle before flicking her arm forward in a "go forth" motion. These are large scale summons. Medium ones can be summoned twice while high and above can be done only once.[/FONT]
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Once or twice.. a day, a week?
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[FONT=&quot]Magaera[/FONT][FONT=&quot] (Aero): [/FONT][FONT=&quot]Maegara appears as a femal angel with short shoulder length hair in a blue dress with a brown belt on her waist. On her amrs and leg are brown gloves and boots whilst two aple pink wings are on her back. In each hand, she carries a large double edged blade.
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Add her height ^^
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[FONT=&quot] After drawing Magaera's [/FONT][FONT=&quot]symbol[/FONT][FONT=&quot][trident with a small circle at the top of the middle spike,and the summon sequence][/FONT][FONT=&quot] four giant swords will descend from the sky in a large cross 10 meters by 5 meters, before a wall of wind form between the swords, forming a diamond. Then, everything within the diamond is ravaged by a flurry of red wind, cutting up everything inside before concentrating into one point and tranforming into a winged angel wielding two swords[/FONT][FONT=&quot] that looking similar to the ones that fell from the sky. She would perform eight horizontal and eight vertical slashes towards the diamond's apex in a scything shape. When the cutting winds hit the swords, they would shatter and in the space inside the diamond, a sudden upsurge of wind blows upward, cutting and sending everything uo high into the air. At this point, a breeze would then blow through in which Magaera disspates as small pink petals.
From the system, Magaera requires 45% of mana.
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Oh, so the summons work like FF7.
They arrive, do damage, and loaf off.
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[FONT=&quot]Coatlicue[/FONT][FONT=&quot] (Water): [/FONT][FONT=&quot]Coatlicue is another female summon, but with long flowing brown hair. Her attire is a loose, beige top which resembles a kimono that only reaches to her mid thighs. Around her waist is a purple shawl that covers all but the front part of her legs and reaching her ankles. On the back of the waist is a large red Shimenawa. As for accessories, on her ankle is an ornamental cloth whilst on her wrist are multiple black bangles. At the end of both sleeves hang two large golden bells. [/FONT]
[FONT=&quot]After drawing Coatlicue's [/FONT][FONT=&quot]symbol[/FONT][FONT=&quot][a straight line with a sweeping, curved line from the top left corner through the middle and another line between this and the bottom, ending in a right angle turn downward][/FONT][FONT=&quot] and performing the summoning sequence, a large cloud will form in the sky before shaping into a large summon pentagram. From the center, a birght light will shoot high into the air and Coatlicue would emerge, floating just above the pentagram. She would then land on the cloud, raise both hands and draw in the moisture in the air into her before she falls through the cloud. As she does, the pentagram will release all the moisture into a thundering circular torrent over a 5 meter diameter while Coatlicue stays suspended inside the torrent. Any thing inside where the torrent hit recover completely, negating all ailments and remove fatigue. When the torrent ends, Coatlicue would curl into a fetal position before shooting through the pentagram and turning into a light, short shower of healing water that will help those touched by it recover slightly and reinvigorate their body a bit.
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[FONT=&quot]From the system, Coatlicus requires 60% of mana.[/FONT]
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uuUUUuu, a curative summon, nifteh.[/FONT]
[FONT=&quot]You could add her height as well[/FONT]
[FONT=&quot]Eclipse[/FONT][FONT=&quot] (Earth): [/FONT][FONT=&quot]Eclipse appears as a gigantic gollden dragon. It has two spanning wings on its back like a wryvern, and four limbs in which all have four long, scimitar like claws. His neck is long and snake like, ending with a fierce head with two long horns sweeping back on the crown of its head.

After drawing Eclipse's [/FONT]
[FONT=&quot]symbol[/FONT][FONT=&quot][a dot with a line which curves upward at the left and vise versa on the right with two lines beneath, the right shorter than the left][/FONT][FONT=&quot] and performing the summoning sequence,the ground would split open and eclipse would crawl out. The golden dragon would, with both claws, swipe downwards from the crevass. These swipes are not so much meant to shred someone, although it is quite capable of, it would cause the ground to shred up, [/FONT][FONT=&quot]with each claw raising four walls of raised, jagged earth spikes on both sides that entrap everything inside[/FONT][FONT=&quot]. The dragon will then let off a massive roar in which from the inner walls, a earth dome will form over the area with a large hole at the top. Eclipse then spread its wing and take flight high into the atmosphere nearing space. It then charges a large white beam from its mouth before shooting it down towards the dome and through the hole. The energy beam will fill the dome, its force creating cracks in the wall before instantly imploding, collapsing the wall into the center, crushing whatever was inside. Eclipse will then nose dive back towards the crevass it came from and go back into the earth, closing the gap. [/FONT][FONT=&quot]
From the system, Eclipse uses 75% of mana.[/FONT]
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Sounds quite nifty ^^[/FONT]
[FONT=&quot]Judgement[/FONT][FONT=&quot] (Fire):[/FONT][FONT=&quot]A dark knight of the sky, Judgement is covered with a dark blue plated armour with silver rims. His helm has a Y split for view but nothing can be made out of the knights face. His helm has two red horns on each side. On his back are two sprwaling black wings of a more batty nature and on his left hang a trio of polearm weaponry. On his left arm is a giant, golden dragon shield whilst in his right is a gigantic double edged sword twice his height. On his wrist, ankles and back are dangling chains with sheared ends dangling, which are the same colour as his armour. [/FONT]
[FONT=&quot]After drawing Judgement's [/FONT][FONT=&quot]symbol[/FONT][FONT=&quot][a right slanting line with a swirling line starting from the top left corner, twisting anti-clockwise and pass through the diagonal before reversing, pass the line and reverse once more, curling clockwise at the bottom[/FONT][FONT=&quot]right corner, before finishing with a dot undeneath][/FONT][FONT=&quot]and performing the summoning sequence, two summoning pentagram appear up high just in spcae before spreading vertically in which Judgement stands in the middle. He appears as a tall dark knight with blue armour, two wide spread bat wings, a large dragon shield, a trio of polearm weapons and a gigantic blade. The whole sky turns a dull red when the large blade in Judgement's hand charge, glowing red then orange then white. Judgement then dives down at an incredible speed into earth, heating up himself and glowing white with heat before he hit the ground with his sword. At a diameter of 40 meters [/FONT][FONT=&quot]a sea of flames instantly spread on the ground and around this edge, pillars of fire burst from the ground at every 5 meter around the circle.[/FONT][FONT=&quot] From the middle of the flames, Judgement, still glowing white with heat, stands. As he stands, the fire and flame flares up and jumps up high in the air, the temperature rising exponentially before dropping just as fast, leaving the are burnt black with small flickerig fire. Judgement himself, still white, disintergrates like ash into the wind.[/FONT][FONT=&quot] From the system, Judgement requires 85% of her mana.[/FONT]
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This sounds quite painful if you are unlucky enough to survive ^^
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[FONT=&quot]Iris[/FONT][FONT=&quot] (Aether/Quintessence):[/FONT][FONT=&quot] Iris is a tall, elegant goddess with long purple hair that flows to the base of her feet. On her head is a puffy hat thats shape resembles a turban, but more puffy and is not a wrapping cloth. It is mainly red in colour with purple trimmings. At the back of the hat is a neck cover of the same colour which rund=s down to her shoulder plates. On her shoulders are plated red and purple shoulder pauldrons which reaches down to her elbow. Underneath on her body is a purple, tight fitting chainmail which ends at her pelvic region like a leotard. On top is a a purple mini dress which is part of the chain mail. Around her waist is a a golden side dress which is tied around her waist which covers a majority of her right thigh and her backside. Underneath the chainmail skirt is a white dress that reaches to her ankle, which covers all round bar the front part of her legs. At the base of the skirt are red ribbons which hang down, all around the dress. On top of that is an ornamental armour dress the same colour as her hat, which covers the same area as the white dress. She wears no shoes, but has purple ribbons wrapped along her calves loosely up to her knees. On both wrist are a large golden bangle with a smaller silver one above it.

After drawing Iris' [/FONT]
[FONT=&quot]symbol[/FONT][FONT=&quot][a semi circle from the middle, drawn up bulgiing to the lfet before becomaing a straight line up at the middle. It then comes back down along the line before making another left bulging semi circle to the left, which ends up at the starting point. This is the same on the right side. In between is two semi circle with a dot in the middle.] [/FONT][FONT=&quot]and performing the summoning sequence,[/FONT][FONT=&quot]all light are drawn towards two pentagrams in the sky and on the floor. A large cylindrical schism appears in the sky and the ground where the pentagram is, with a pillar of light connecting the two rift. On the inside, the background of heaven can be seen. From the top in a shower of light and colour comes Iris, bathed in holy light. Raising both hands just off chest level. Light from the holy plain would gather into her palm in the size of a large beach ball. Iris would then place both hands above her head, combining the balls together, which expands into a 15 meter sphere. Held high above her head, Iris then launches the sphere at the ground, which upon impact, vaporised everything in a 50 meter radius circle and heavily damage and blind anything within 200 radius meters. Beyond that shockwave, strong, ripping winds and tremor causes moderate to minor damage plus disorientation within 500 meter radius. After everything has died down, from the spot where everything was vaporised, a large pillar of light shoots out from circle upwards, bringing back the nature to the landscape in the affected area, creating an oasis. With the healing of the land completed, Iris then disappears as light up into the rift, back into heaven before the hole seals. [/FONT][FONT=&quot]Unlike her other spells, Viridiania is actually summoning a goddess from the realm of heaven. Therefore, the cost is extremely high, possibly costing Viridiania her life, where the summon draws out all her life force. Viridiania has only ever summoned Iris once in an accident, in which almost costed her her life. That time had left her bed ridden and on death's door for a month. Not something to be used rarely, if ever.[/FONT]
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Well, I do like certain parts of this one ^^
Though, this is the only summon you detail the estimated damage in.
the skill itself is actually ok ^^
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[FONT=&quot]Other Skills[/FONT][FONT=&quot] – Viridiania has one skill that is activated instinctively in the most dire situations, that is transformation into her family symbol, a [/FONT][FONT=&quot]wolf[/FONT][FONT=&quot] the size of a pony, but at the height of a human male. This transformatin completely reverse Viridiania's skills. She loses all capability in performing high level, complex magic, but in return, she gains twice the strength and speed of a mountain wolf plus monster skills. In this form, her brain becomes 85% instinctive, in which her actions are dictated by the wolf. The other 15% are her will power, enough to stop some of her wolf's action. Her form lasts until her instincts feel that there is no immediate threat on her life nearby.[/FONT]
[FONT=&quot]Name – [/FONT][FONT=&quot]Firophoenix[/FONT][FONT=&quot]Title[/FONT][FONT=&quot] – Hunter of the Prey[/FONT][FONT=&quot]Alignment[/FONT][FONT=&quot] – Neutral (Loyal to whatever Viridiania chooses)[/FONT][FONT=&quot]Race[/FONT][FONT=&quot] – Mythical Wolf [/FONT][FONT=&quot]Gender[/FONT][FONT=&quot] – Either. For now, it refers to himself as a "he"[/FONT][FONT=&quot]Age[/FONT][FONT=&quot] – N/A[/FONT][FONT=&quot]Appearance[/FONT][FONT=&quot] – Firophoenix is a large black wolf the size of a pony. It has pure black fur, in which there are some somewhat streamline spikes along his back, neck and legs. His tail is long and thick, almost capable of touching his mouth with it. His eyes are a vibrant white blue with similar coloured spiritual line patterns on his face and front two legs. His ears stand straight and rigid backwards. Surrounding him is a aura of fire the same colour as his spiritual lines. It is slightly visible when less tense and flares into life when in combat. On all four ankles, Firophoenix has a bracelet the same colour ofhis markings.

Additional Information: When not summoned, he is always invisible to all eyes, bar those with a close affiliation with magic. Even then, his form is slightly blurred and hazy. In this form, Firophoenix is in the girl's realm, but cannot interact with any object, but Viridiania. All his sense are available bar that of touch. In essence, he resembles a ghost, capable of passing through anything, but unable to touch. he is usually in this form until he is summoned to fight or overtakes her body. His size in this state is that of a adolescent tiger, big enough for viridiania to ride on (though she doesn't). [/FONT]
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So, basically, if a strong mage were to walk past her in a town, they would "see/sense" a spirit wolf thingy following her?
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[FONT=&quot]Attire – As a wolf, he wears nothing, but does have an armour.Personality
Transformation: As a rampant nature spirit, there is little to say on how he would act against human. Survival is its main concern. Anything that threatens himself and his host, that being Viridiania, is met with vicious resistance and threats. As he rarely comes out unless absolutely needed, he will have very little interaction with humans. When he does, if they are not a threat, he will treat them with minimal interaction. If they are a threat, he would react with utter ruthlessness. However, with animals and those with the ability to speak animal tongue, he might attempt to communicate with them if necessary. In this case, he is straight forward, yet somewhat eloquent in his speech and makes no small talk. He still exudes an aura of danger, authority and superiority.

Summoned: When summoned, he is of smaller size and lower power. Therefore, his is more conservative as he knows that people are less intimidated. He would act as a wolf does, sticking close to Viridiania and not interact at all if possible. All response of transformation apply as when Viridiania is threatened.

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Erm. the way I read this, does it mean that she can be transformed into the wolf, AND that she can summon him as a companion?
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[FONT=&quot]First Impression

Summoned: While not as big as his transformation, when summoned, he is the size of an adolescent tiger, big enough for viridiania to ride on (though she rarely does since she has her key). He is more docile in this state, but nonetheless fearsome as he does not appear to be a tamed dog, but a wild beast. People do not recoil in total fear, but give him a wide space for travel.


Transformed: What else can be said about a wolf almost as tall as a human? Threatening and dangerous. Not something you would want to be petting. People will stay away from him and reel back in fear. Those gutsy enough might try to capture him, but usually is rewarded with their gut painting the road.
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Hahah, I have a char that when he is in control he would without doubt call the wold 'Doggie' ^^
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[FONT=&quot]Strength – As a mythical beast, his strength is incredible. He is capable of lifting the stockiest full armoured warriors whole with his jaw and reduce walls to rubble with a swipe of a paw. With his jaw, Firophoenix can crush bones and armour rather easily. If a swiping attack is hit straight on with no defense, minimal damage is moderate to severe. [/FONT]
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You might want to give a rough estimate in weight to his lifting.
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[FONT=&quot]Speed – Again, speed is another aspect in which Firophoenix excells in. As a wolf, at full pelt, Firophoenix is capable of reaching speed of 75 kmph for a distance of 4km. At a more casual trotting pace, he can reach 20 kmph for periods of time that can exceed a whole night and day at a casual pace.Endurance – As stated above, Firophoenix has extremely good endurance, capable of extended period of combat and travel. At a trot, Firophoenix can keep up the pace for a day and night beforeexhausting himself. However, this is negligible as most likely Viridiania would be away from danger and transform back to human.[/FONT]
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You might want to add his rough endurance towards physical damage
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[FONT=&quot]Reflexes – As a wolf, his animalistic instinct serves him well in terms of reflex. As something close to an animal, he reacts on instinct, if the air smells of danger and threats, his alertness increases, hence his combat readiness. As for speed of attack, it is rather fast, capable of getting in strikes and counter strikes easily against humans. Bullets are a bit harder for him. Unless he has sight of the shooter, then he is not quite able to dodge bullets. Arrows on the other hand, is somewhat easier, but that is only if he has sight of the shooter.Fighting Style – Firophoneix fights like what he is, a wolf. If possible, he can call on the help of other wolves nearby and attack as a cell, bringing down a prey. In general, he fights with his paws, strong jaw and his tail like most animals. There is no tactics. Only instincts. From time to time, he may use a skill or ability, but mostly, it is with his body.Weapons – Firophoenix has no weapons, but his claws are incredible long and sharp, like a sword. It is quite capable of matching blow for blow with a sword and his teeth are like diamond, and if timed correctly, can shatter a sword swung at him with his jaw. His tail is strong, almost like another limb. As he has claws, Firophoenix can use his tail to lift objects and hurl them at his enemy.[/FONT][FONT=&quot]Armour[/FONT][FONT=&quot] – Oddly enough, Firophoenix wears an armour. It is as such in the image, but the saddle is replaced with a similar pattern on his side and the horn on his head is a nose guard that just reaches the tip of his nose. It is a dull silver colour and resembles plated mail as it is layered. It covers all four of his haunches and the top of his back down to his side. His helmet covers the side of his jaw curling around to the front of his snout with a nose guard along the top of his snout. [/FONT][FONT=&quot]Abilities[/FONT][FONT=&quot] – [/FONT]
[FONT=&quot]Claw Growth: Claw Growth is when the claws on his paws grow out even longer into a slick, sharp curving blade. From the tip of his paw, it extends out thrity centimeters before curving like a normal claw. Like before its growth, it is capable of blocking swords. The extra length also meant that it enables him to dig into steep cliffs and enables him to climb almost vertical slops with ease.

Fang Growth: Like Claw Growth, Firophoenix's insicors can grow out longer. Initially, it barely juts out of his mouth, with just a small hint of the tooth can be seen from his lips. However, with the gr
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Did the sentence stop there?
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Ice Fire: Similar to ice Breath, Ice Fire is again a funnel shape mouth attack. However, its reach is further at eight meters, but its width is reduced to two meters. As its name implies, the fire is not the burning type, but the freezing type. If caught in the funnel, it will instantly numb the area and instantly give severe ice burns to the target. For three minutes, the body part (Eg: arm) will not be able to move initiatlly. As the three minutes go by, movement will return. Before the move, Firophoenix will rear his head backwards before thrusting it forward and opening his mouth, in which the ice fire shoots out.[/FONT]


[FONT=&quot]Ice Breath: Ice breath is a move in which Firophoenix is able to spew forth a form of liquid ice that once hits the floor, shoots up violently as ice spikes. If a target is caught or injured in the attack, at the point and time of contact, it will cause ice to encapsulate the area. As it is ice, it will melt eventually or through conventional means, but will cause ice burns as it is 100% colder than normal ice. It shoots out at a funnel shape and reaches five meters. At the tip of its reach, it has three meter width. Before the move, Firophoenix will rear his head backwards before thrusting it forward and opening his mouth, in which the liquid shoots out.[/FONT]

[FONT=&quot]Wind Scythe: With his claws, a sweep will produce four parallel blades of wind . It appear as a crescent blur. Just prior to this attack, the air around his paws will circulate and become agitated like a haze.

Cutting Ice: Merging Wind Scythe with ice elements, Firophoenix will swipe downwards with his paw, in which the four blades of wind will cleave the ground for four meters. These blades are still capable of cutting. Once the blades disintergrate, from the gaps will shoot up spikes of ice with the affect of ice breath.[/FONT]



[FONT=&quot]History[/FONT][FONT=&quot] –Firophoenix has been around as long as the world. He and his clan are wild spirit of nature that has exsisted for aeons. However, he is still considered a cub in the clan. The only way in which a Wolf Spirit can grow in importance is through contracts with a human host and become their familiar. In that sense, with only a hundred and three contracts in his time, Firophoenix is a babe. His clan has had a close connection with the Xuxa human clan in which the wolf has been their totem. Therefore, a large portion of the families throughout the age has had a wolf spirit as a companion. The head of the Clan, Sphera was recently contracted with the mighty mage and matriach of the family until her death. Those with high magical abilities attracted those higher up the clan ladder, so it was surprising when Firophoenix recieved a calling from thefuture matriach of the human clan. Seizing the opportunity, Firophoenix accepted the blood contract and was pulled fropm the spirit world and began to serve the small girl.[/FONT]
[FONT=&quot]Summon: As opposed to just complete transformation, Viridiania can instead summon her totem to her size. However, its size is reduced and its strength down to that of a youn adult lion. All other stats are the same. It takes 40% of her total mana, but can stay for a relatively long time, usually for 3 days at max. However, the longer he is in summon realm, the weaker he progressively become until at the third day, his strangth is down to that of a normal wolf.[/FONT][FONT=&quot] History – Viridiania was born into the noble family of Octavia Xuxa. For generations, the family held control over the territory of Alba Arancus, in which the Marchioness title was handed down from female to female. Viridiania was the next heir to the title, however, the untimely death of her mother meant that the young mage was below the allowed age requirement to rule. Therefore, a regent, her cousin, took the position, freeing the young girl from the task. As a result, Viridiania, with a large amount of free time, studied in the Magical Academy of Alba Barna. It was instantly recognised that Viridiania was like her ancestor, a great mage, as the small girl absorbed the skill of witchcraft easily. She outstripped her classmates and soon, even overtook her seniors. Everyone had high expectations of the young Marchioness. As expected from everyone, Viridiania skipped through the grades while at the academy before finally reaching the final year at the age of 12. Their final assignment was to travel the last few years throughout the fiefdom of Alba Arancus and assist those in need. In preperation of her final task, the academy presented Viridianian with the Clover, hoping that she would follow her ancestors footsteps, become a master Magi and affect the world as she had done aeons ago. It has been several months since the beginning of her journey and what she had seen had changed her original beliefs greatly. However, her goals remain unchanged. She was determined to become a maste Magi and help those around the world, and so, set off further on her journey, seeking experience and the world.[/FONT]
Like every other time, I wont read the history for the nagging effect.
It has been improved vastly, though puttign what I mentioned in the tabs aside, Id like a rough estimate of damage for all damage spells and for the summons.
if needed use a small village as a target for the summons as they are larger in effect than the spells.
The spells should be exampled towards Mr. Training dummy! AKA a knight'ish person.
Like I said, it has improved vastly though I still find the wold a bit confusing.
Reading it makes me believe you turn into it in dire need (it takes over you)
Though it seems to "follow you" if a high leveled mage are to note it.
At the same time, it seems as if you can summon it as a companion for a longer time compared to the "hit & run" nature of the other summons.
As I also mentioned a few of the spells might need a slight higher drain, though this might be allowed to stay the same depending on the actual damage or can cause if a direct hit is made.
Also know that she is 12 years old, even though she might be a genius she have not had too much time training in the arts of magic and whatnot, so an older master might outmatch her in the sense of a few spells.

I left a few directions here and there, as well as this paragraph at the end.
Follow them and this char is getting fairly close to approval.
 
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