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        BASIC INFORMATION » »


Name 】 Alice Lenese
Age 】 19
Birthdate 】 December 27th
Gender 】 Female
Orientation 】 Heterosexual
Blood Type 】 A+
Rank 】 First Hour
Role 】 the Peaceful



        EXPANDED INVESTIGATION » »


Physical Description
    Alice is tiny! That much can be said about her appearance first and foremost. Standing at a mere 4'10", she has done all the growing she will ever do and has become accustomed to looking up at her peers, even when she might be ranked higher. Alice's second most prominent feature is the absurd length of her silky black hair, which reaches down to her heels. She keeps it tied in a twin tails style, while lengths of it frame either side of her face and her bangs reach down to her eyes. On the subject of her eyes, her irises have an azure shade like the sky on a clear, sunny day. Though they often appear as calm as two still pools of crystal clear water, her eyes can become vibrant when she becomes passionate about something. Thanks in no small part to her stature and her gentle features, Alice hardly looks like a girl of nineteen years. Her slim figure and the pallid hue of her skin make her seem dainty at best and weak at worst, like a little flower waiting to be plucked out of the ground at the first strong breeze. Some might consider Alice to be a "pretty little thing," more cute than downright gorgeous or alluring.

    Alice's voice has the ring of a young girl, and she does not even bother straining herself to try and sound like anything other than a ten-year-old. Fortunately, she does manage not to sound high-pitched and squeaky most of the time. Alice often wears a black outfit with silver accents. This includes a long-sleeved black shirt with some gray fur over her left shoulder, a black skirt with a silver hem, black platform boots and stockings that reach up to her thighs, and silver gloves. It is a rather conservative uniform that leaves nothing exposed from her neck down, but it still affords her a great range of motion and mobility.

    All in all, it is difficult to believe she is nineteen years old, and harder still to accept that she is a First Hour hunter.

Psychological Analysis
    Aloof
      Although by no means rude nor insensitive, Alice nevertheless purposely keeps herself at a cool emotional distance from other people. A cliché, sure, but for her it only makes sense; she lost her best friends once and she has seen fellow Syndicate members of all ages and ranks die in this line of work, so she would rather avoid getting too personal with anyone else. Now, that is not to say she acts in a calloused, entirely unsociable manner. Alice can be a sterling example of polite behavior and proper manners. But that's all. After the pleasantries and formal courtesies, Alice does not expose much of herself. She is content on the sidelines, doing just enough not to get noticed by anyone and enjoying life's simple pleasures. She does enjoy helping out her fellow Syndicate members, sharing a joke and lending a listening ear, but she does not actively seek the attention or the companionship of them. Few of her fellow hunters know how passionate she is to her duty, because most of the time Alice does not seem to take it very seriously. Her casual disposition seems to suggest she has an indifferent attitude toward the Syndicate. But if you look close enough, you will find her actions speak louder than her words, and that Alice is one of the most dedicated hunters in the whole organization.


    Silly
      Alice's offbeat personality helps to keep her emotionally at bay, as most of her fellow hunters see her as just an oddball goof, too facetious to be carry on a serious conversation. Alice seems to always sport a whimsical smirk, and she always has something frivolous to say of the situation at hand, even when it appears most grim. This can be off-putting and give the impression that Alice has a tendency to disregard the real gravity of a dire moment. Thankfully, Alice's comments tend to list more on the side of the silly than the inappropriate. There is an underlying innocence to her nature that makes her light antics seem genuinely acceptable, like an understandable defense mechanism to some deep psychological scars. Alice often exhibits comically exaggerated reactions, such as becoming way too exuberant over a slice of cherry pie (or too distraught over a lack thereof). She is also humorously clumsy to a fault, tripping over her own two feet--figuratively and literally--far too often for someone of her rank. But when you consider the grace with which she moves in battle so fluidly, it leaves you to wonder if it's all just an act...


    Powerful
      Alice is deceptively strong for someone of her size and her temperament. You would never expect that she is a First Hour upon first meeting her. More indifferent than modest, Alice never bothers to mention anything about her rank or her prowess unless directly asked. Her laid-back, lighthearted nature only reinforces the notion that she is nothing special. During her time in the Syndicate she has trained very hard and participated in a number of hunts, developing something like a bond with her Moirae all the while. Others would laugh to hear it, but she has even seen fit to dub her Moirae "Celes" (although she would insist the Moirae told her its name). At any rate, her strength does not lie in battle alone. She is a very capable fighter, indeed, but she is also resolute and spiritually motivated to her duty as a member of the Syndicate. She's ever the idealist and the optimist, even when she plays the part of the cynic in jest. She never really lets anything get her down, be it impossible odds stacked against her or an unkind word from a peer. You can make rude comments about her to her face all day long, true or not, and they will pass through her with no more effect than the whisper of a gentle breeze. Similarly, compliments receive the same kind of passive indifference accompanied by nothing more than a blithe smile as if you had merely stated the weather was nice. She is a peaceful sort, abhorring violence and cruelty against anything or anyone save Phantoms and Devils. Then again, she does not exactly take pride in destroying even Devils, either. She merely does so out of her devotion to her duty. She has an easygoing, enigmatic strength of character that often leaves other people wondering just what kind of hell she must have gone through to make her so levelheaded and wise at her young age.

Biography
    Ah, sweet sixteen; a pivotal age for most people. Younger boys and girls look up to it with breathless anticipation. Older men and women look back on it fondly as a sign of maturation. For Alice Lenese it was no less important. It was the age she joined the Karma Syndicate; the age at which she should have died.

    Before then, Alice lived a rather mundane life with a rather mundane family. Not that she could complain; she had all the love she ever needed from her family and friends, and she lived happily. The most tragedy she ever had to deal with was a touch of the flu here, a sprained ankle there, and the occasional hurt feelings. By middle school she had established herself as one of the “popular” girls, for whatever it was worth; to middle schoolers, it seemed to be worth a lot. Her life was a relative sanctuary compared to the real horrors occurring all over the world. She went to school, she did her chores and homework, and she spent every other waking minute of her day surrounded by her friends in some form or the other. A compulsive socialite, she was. Oh, and she fell in love.

    Well, she became infatuated with a boy by the name of Brandon in her class at that sweet, tender age of sixteen. If she could recall only one detail about him to her dying day, she would recall how the spark of life in his charming eyes made her feel whenever he looked at her. Word of her feelings had gone around their circle of friends and managed to reach him, much to her initial dismay. As it turned out, he had a thing for her, too! Young love, as it were.

    Turns out Brandon had received his learner’s permit that year, and his parents had made him a gift of the old family car. So Brandon decided he would invite everyone in their close-knit group to skip class and take a ride with him to spend a day and night at the local beach. Of course he invited Alice, and nothing could have been sweeter to the sweet sixteen-year-old girl. Rumor around the circle had it that Brandon planned to tell her about his feelings by the bonfire under the stars. Alice could not believe a girl like her deserved anything quite so romantic and wonderful, but that was not stopping her from going.

    It was that feeling that stopped her; that sinking sensation of imminent doom, like being slowly sucked into a pit of quicksand with no way out. An irrational fear consumed her, body, soul and mind. It felt like the shroud of death had enveloped her, threatening to steal her away to the neverending abyss of solitude and despair. That was exactly how it felt, but it was not something Alice cared to admit openly to her friends. Nevertheless, merely thinking about it made her blood and skin turn cold.

    She made a million excuses, and urged them all not to go. She argued they would get into too much trouble at school and with their parents, that Brandon would have his car and his permit taken away, that the weather had not been so great lately. She desperately searched for the right excuse to keep them all from going, but she could not find it. Brandon came the closest to calling it off, but then he felt obligated to the rest of his friends because he had promised to take them all. He was thoughtful like that, she remembered.

    They all died that day. All except Alice. It had been an accident of some sort, though Alice never wanted to know any of the details. Knowing everything about the circumstances would make it all too real, and all too certain. What she did know is that she had delayed their departure that morning by insisting they all stay behind with her, and that led her to believe if she had not they would have left earlier and would not have been at the wrong place at the wrong time. That feeling she had the morning of the accident morphed into a depression of guilt. Death would not let her escape so easily, and Alice even began to contemplate suicide.

    The Karma Syndicate found her then, a hollow specter of her former cheery, sociable self. It took Alice a while to adjust to all that the Syndicate had to offer. Alice secretly saw it as some sort of cruel joke at first, a perverse twist of fate meant only to further her agony. But after a time Alice began to realize just the kind of opportunity she had been given. She would never have her simple, old life back, but she could use her newfound powers to save so many more people all around the world from tragedy. She began to feel she owed it to them, as much as she owed it to Brandon and her deceased friends.

    Her life had ended that day, at that sweet age of sixteen. Death had claimed her spirit. But through it Alice had been given a chance to spare others the grief and sorrow. She took to her new duty as a member of the Syndicate zealously, and she steadily rose to the rank of First Hour within three years. Now an experienced hunter, like a tempered, battle-tested blade she stands ready to strike down the Syndicate’s foes in the name of peace and in the sanctity of life.

Likes
    » Celes
    » Nighttime
    » Moonlight
    » Stargazing
    » Sappy romance novels
    » Cherry pie!!!
    » Cooler weather
    » Fruity alcoholic beverages
    » Peace

Dislikes
    » Overcast or cloudy days and nights
    » Hot weather
    » Violence
    » Fighting that does not involve Phantoms and Devils
    » Smoking


        BATTLE EVALUATION » »


Moirae
    [ Moonshadow Sickle ]
      The Moonshadow Sickle takes the form of an elegant scythe with a six foot long, sleek black staff and a three foot long, slightly curved snow white blade tinted with a silvery hue. It is considered an offensive, melee weapon type Moirae, but is quite difficult to wield properly when compared to the likes of simple staff, spear or sword. On top of that, the damage, penetration and cutting power properties of the blade itself are regulated by the time of day and the phases of the moon. During day, the Moonshadow's attacks and abilities are anywhere from 50-80% as effective, depending on the time. Around dawn and dusk, the Moonshadow's power fluctuates from 80-90%, and at night the Moonshadow's power reaches 100%. Furthermore, the Moirae's power is then augmented by the phases of the moon, allowing it to reach up to 300% on a full or new moon in the middle of a night with a clear sky. As more power is accumulated in the scythe in this manner, the blade will begin to glow a brighter white hue.

      It should be noted that this is on top of her rank and the strength of her Moirae based on the number of Phantoms and Devils she has defeated to achieve that rank. When the conditions are favorable, this can put Alice's Moirae on par with the Moirae of upper-ranked Hours in terms of sheer damage output, although this does not automatically make Alice as powerful as upper ranked Hours in all other aspects. Alice has developed a multitude of abilities with her Moirae, most of which are limited by the time of day and phases of the moon as well.

        Reaper Eye
          Reaper Eye grants Alice the ability to see perfectly in pitch darkness like a form of night vision. Whereas night vision gives everything a greenish tint, Reaper Eye causes Alice's eyes to glow red and gives everything she sees a reddish tint. However, the glow in Alice's eyes gives off more than enough light for others to see her eyes in pitch darkness, making this ability a double-edged sword in combat. Reaper Eye does not allow Alice to see through objects or through dense fog or smoke.


        Darkfall Mist
          Darkfall Mist allows Alice to absorb visible light into the blade of her scythe, creating a misty cloud of pitch black darkness around her, typically from ten to thirty feet in diameter depending on the phase of the moon. Alice can then manipulate this shadowy cloud of darkness freely, often to conceal her allies or to blind her foes. Take note that she can not use it to conceal herself very well. This is because the blade of her scythe will glow a bright white in stark contrast to the pitch black darkness surrounding her, making it pretty easy to tell where she is in general. On top of that, she needs to activate Reaper Eye to be able to see through the darkness herself. However, Alice does like to shroud herself in a cloak of the darkness with her scythe out and Reaper Eye activated, giving her the frightening appearance of the Grim Reaper. She usually does this to keep the darkness near her until she needs to use it to distract her foes. Darkfall Mist does not work very well in daylight, and if she uses any other Moirae ability besides Reaper Eye, the mist will automatically dissipate.


        Shadow Rift
          Shadow Rift allows the Moonshadow Sickle to refract visible light around itself and Alice, making her appear completely invisible when she stands still. As she moves, a distinct outline will begin to appear around her depending on how fast she moves. For example, when she is running or sprinting you will be able to barely make out her form from the way the light around her becomes slightly warped. While she has Shadow Rift activated, Alice can not use any of her other Moirae abilities, and she can not even attack effectively. On top of that, a strong jolt to her body, such as when she takes a direct hit, will break her concentration and dispel the effect immediately. Keep in mind that since it is merely an illusion based on refracting light, Alice is still affected by the physical, tangible world. As another example, rain water will also form an outline that makes Alice more or less visible. Alice finds it best to use Shadow Rift in tandem with Darkfall Mist to try and sneak around her enemies, only to suddenly appear to attack their vulnerable flanks.


        Moonlight Crescent
          Moonlight Crescent grants Alice the power to launch a crescent-shaped, wave-like blade of focused light energy from her scythe. The crescent blade follows a direct path but travels at a high velocity, making it difficult to dodge the projectile itself. However, Alice has to swing her scythe in the direction that she wants to launch the projectile, making it possible for a keen foe to watch for the movement of her scythe to avoid the attack. Her scythe will also glow brightly right before she launches the attack. The length of the crescent varies, with the typical version reaching five feet in length from end to end. Alice can launch a longer crescent, but afterward she can not use the technique again for a short period of time. The phase of the moon dramatically increases the power of this technique and allows her to launch longer crescents without needing to recharge.


        Nocturne
          The Moonshadow Sickle's ultimate technique thus far, Nocturne can only be used once a night, and only at night. Alice spins her scythe rapidly behind her for a few seconds as the blade begins to shine very brightly. The scythe rotates so quickly that it soon appears to be a white, shining disc six feet in diameter, reminiscent of a full moon. At this point dozens of white orbs fire out of the disc in all directions, gathering above the battlefield. When enough have gathered, Alice will point her scythe at her unfortunate foes, and the orbs will launch dozens of beams of blinding white light down on the area in a barrage of explosive energy. This technique deals massive damage over a wide area, utterly obliterating all but the strongest, most resilient foes in the assault.

Abilities
    Moonshadow Flicker
      Moonshadow Flicker encompasses Alice's overall fighting style rather than one particular ability. In battle, Alice moves with dexterity and agility, taking full advantage of the momentum she builds with each swing of her scythe to keep her flowing from one attack to the next in a chaotic dance of bloodshed. This also allows Alice to dodge gracefully with any of a number of acrobatic maneuvers so that she keeps her enemies at the optimal distance to swing her scythe. Truthfully, Alice can not suffer a direct hit very will, and she has very little endurance to attacks. But Alice's mastery of her esoteric weapon and her tendency to keep her momentum going makes her rather difficult to actually hit, as she spins and ducks and flips and twirls around in a constant blur of motion. Alice also exhibits the ability to levitate for very brief periods of time, to jump much higher than the average hunter, and to slow her descent to the earth to a near crawl so that she does not suffer injuries from her great leaps. She has a tendency to seem very floaty, like a leaf carried on the wind, always fluttering just out of reach only to swoop back in on an enemy's exposed flank just as they let their guard down. Although her scythe can cleave through multiple enemies at once and works best at a distance, Alice suffers a bit defensively when fighting multiple enemies because it is much more difficult to focus on so many at once. On the other hand, she finds it easier to evade a single enemy's attacks, but more difficult to strike that enemy with her scythe. The awkward angle of the blade and length of the weapon makes it easier for a single enemy to focus on her and anticipate her attacks. Thus Alice is always at some disadvantage in battle, either offensively or defensively, which is why she prefers to give herself a lot of distance, to keep moving to make herself difficult to hit, and to use her myriad of abilities to distract her foes until she finds the perfect opening.


Weapon
    None.


        FINAL REPORT » »


Theme Song 】 [x]
Post ColorSilver
Username 】 Valkyrie Elle
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ALICE LENESE

_____________________________________________


                                Text.

                                "Dialogue."
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ALICE LENESE

_____________________________________________


                                Alice watched the little trees and mountains scurrying past her in the distance as the train rolled across the countryside toward its destination, a town called Bastion. Well, that's what it seemed like to her. It looked like the scenery itself was moving, not the train, as if all that grass and all those rocks had someplace really important to be; maybe a nature convention? All the flora and fauna would gather together somewhere to discuss where they needed a few more inches of rain, and where they needed more shining sunlight. She could see it now, with all the little shrubs and flowers bunching around in a circle to plan the layout of forest gardens all around the world. The quirky thoughts caused a cheerful smile to cross her lips, and her musings helped keep her mind off the mission at hand.

                                If she thought about the mission itself, she would only be reminded of the real gravity of the situation. A huge Moirae spike around the city? Only two First Hours to investigate? Less than a handful of low-ranking Minutes to tag along? That foreboding feeling filling her gut like the day of that accident?

                                Yes, it was better for Alice to daydream about happy little plants and animals acting like busy little people. That was the only way she could deal with that feeling anymore. Ignore it. Put it aside. Let it fester in the uncharted darkness of her heart. Alice Lenese, a First Hour of the Karma Syndicate, had learned long ago that you could only defy fate once. Whatever would happen, would happen. Nothing could prevent the inevitable. Nothing could take her back to those simpler days. Nothing could bring her friends back.

                                So she did exactly as she was told, despite that sense of unsettling wrongness that Zephyr had not been shy about trying to bring up during their briefing. It was a little comforting that to Alice that she was not the only one who suspected something troublesome about it all. Alice did not know Zephyr very well, but she had heard the woman was more than capable in her position as another First Hour. Alice held her tongue in check at the time, as she had come to learn that the Elders did not exactly run a democracy when it came to handing out assignments to the Hours and Minutes. They were soldiers, and soldiers were given orders to follow until completion or death, no questions asked.

                                So with no other recourse, Alice kept to her distracting thoughts until the train pulled into the Bastion station.

                                _________


                                Alice was one of the last to step off the train. She would argue that since Zephyr had taken point, she was acting as the rear guard to make sure all of their trusty little Minutes got off first. Really she had daydreamed a little too much, and it had taken her more than a few seconds to even realize the train had come to a stop. By that time she had been looking up at the sky, wondering if the birds in castles and kingdoms made out of the clouds that the humans could not see from below.

                                But she got off the train in time to hear Zephyr's words before the other First Hour practically darted into the streets. Her cheery smile remained, which probably seemed totally awkward given what Zephyr had said. Really, Alice found it kind of funny, so she happened to make one of her darkly humorous comments without even realizing it, her bright eyes filled with laughter.

                                "Yep, it's as easy as that!" And it really was. In a way. But to a newbie Minute, they may have not been the most comforting things to hear from the two most senior members of the teams. But if any of the Minutes were visibly disturbed, Alice failed to notice, as she often did. She caught sight of the lowest-ranking member of the team, the sleepyhead boy named Dante Hyperion, taking in the sights of the city. He was one of the two Minutes, along with Franklin Arkwright, directly under her supervision. This was actually one of the first times Alice was in charge of some Minutes of her own., and she was still not sure how she felt about it. As another Hour had advised her, all it boiled down to was making them "not die." But despite her own words, Alice knew just how difficult it could be.

                                She was not one to brag, but she had to admit that she had been able to avoid the whole dying thing herself during her rise to the rank of First Hour. But then, it was easy enough to look after one's own life, to know one's own limits and abilities. To keep these two alive, however, meant she would have to get to know them almost as well as she knew herself. And if that was the case, she was already failing miserably as their guardian. She knew next to jack and squat about either of them besides their names--and she gave herself a mental pat on the back for knowing that much. She had been given their files containing all the information on them, but she could not bring herself to do much with the files beyond skimming through them and deciding they would be too much of a pain to read. She lied and told herself she would just ask them a lot of questions when she met them to fill in the gaps. That helped her stave off the guilt from not reading them like she was supposed to.

                                But she had discovered one thing about the dark-haired boy known as Dante Hyperion; he sure did enjoy his naps. Well, two things. He, like everyone else in the Syndicate, was taller than her. Oh, and she remembered reading that he was her age, 19. Honestly, Alice looked at least three years younger, but she had the documentation to prove otherwise. Also, he was kinda cute, even despite the little drooling incident.

                                Alice walked up behind him, leaning forward with her hands folded behind her back so that her head would peak out just around side. She looked up at him with a sly smirk plastered on her face.

                                "Good morning~! Did ya sleep well?" Alice teased, knowing full well morning had long since passed. Her voice rang in a joyful melody, though it was by no mistake capable of such rapturous beauty as their resident opera singer's. It was too cute and dainty to be so sublime, much like Alice herself. She gave Dante a playful wink that said she was a little more interested in chit-chat than actually going about doing her job just yet.

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