Flame Touch: By focusing her affinity into a single touch, Mauve is able to cause excruciating pain in another by turning the victim's response to injury against them. She can inflame an area on another's body by focusing heat on a singular region, making the white blood cells of another do their work, but infuse a small amount of her fire underneath the skin so that any attempt to heal will be met with unbearable pain. {1 post duration, 4 post cooldown. Effects also last for 1 post. Must have physical contact with another to use} Protection of the Kitsune: This ability calls for Mauve to put a protective fire shield around her knight to increase durability against normal attacks, proximity, other fire abilities, and fire in general. It is simple in execution, allowing her knight to forcefully power through another afraid to be singed by the flames, and in the latter stages of duration can deflect simple arrows and some weapon swings. If she uses it too many times in succession, however, her knight will feel the heat of her fire and have a very uncomfortable time. {2 post duration, 3 post cooldown}
Insight: This ability allows Mauve to control the forces of fire and manipulate it using her mana output. By concentrating on an outside force of flame, she can manipulate it into dying out or turning into a spout. She cannot manipulate it further, however, and must rely on common denominators like trees or flammable material, to cause damage on the victim. {1 post duration, 1 post cooldown}
Rank C// Gate 3:
Aura of Fire: Mauve, quite simply, can coat herself in an aura of fire to increase damage output if touched or stood next to. Her fire spells can be more easily pulled from the flames surrounding her, going from charging for a small fireball to a geyser that can engulf a large boulder, as well as her ability to take a punch. This is not caused by enhancing her muscles or endurance in any way, but rather the fact she is literally surrounded in flames and if one were to touch her they would feel the heat quite effectively and swiftly. It is not wise to lay a finger on her, or even be by her side for long, when in this form as it is like standing close to a roaring fire. However, she cannot stay in this form for long as her mana is burned away extremely fast and her own body turns against her abilities by causing extreme pain throughout her veins and system. {3 post duration// 2 post cooldown. Every use after the first time in one fight will cause her body to slowly disintegrate from the inside out. While fire surrounds her body, she can barely move because of her PTSD, thus she chooses to stand in one spot to fire off attacks, but it also makes herself an easy target.}
Flame Control: An ability as simple as exuding mana and fire into one to attack, this allows Mauve to control her affinity and use it in combat effectively. It gives the girl control that can range anywhere from a small fireball that can burn flesh to a large gush of flame that can burn away a large boulder. It is more of a stationary Aura of Flame. {1 post duration, 1 post cooldown. When shooting smaller things off, she can fire up to five shots at a target per post. However if she were shooting something as strong as boulder melting spouts of flame, she can only do one definite stream of energy before needing to recharge for a post}
Tighten: Mauve places two fingers, her index and middle, into the air before her after touching her chest to create a new black orb. This orb is more ethereal than the others, and its brightness and intensity, along with her eyes that burn. At the apex of this brightness, Mauve will rev her arm back and swing her hand. The sphere that she has created will suddenly move quickly toward an opponent, releasing from the weapon a powerful dark beam which can be fired one after the other. If this attack is deflected, or dodged but with the target still being in a five foot radius of the blast, the attack will siphon 2% of the enemies mana. With each direct attack/block the amount siphoned will bump up to 7%, and with each consecutive hit, that is not broken, the amount will continue to grow until eventually the target has no mana output to fight or in the four posts it takes the sphere to disappear. She can also adapt this ability for closer range combat, but it still works the same with her having to send her sphere to swing an arc toward the target. It is deadly when used, and connected, at close range as the amount siphoned is a whopping 15% on impact. {3 post duration with continuous shots fired. (The sphere has its own mana pool that Mauve has given up her own to fill and thus will shrink upon executing each attack until it is no more. Cooldown is 4 posts. If used constantly Mauve will weaken herself faster than the siphoning can work on an opponent because of the splitting of her own mana into the sphere's 'pool'. Through this, while she can use it constantly, she never does because of her own burn out}
Rank B// Gate 2:
Orbs of Chaos: A laughable name, to say the least. Since a young age, especially after releasing her gates for the first time, Mauve has had the ability to pull from the aether of mana and compact the dense natural phenomena into spheres. These spheres, while they usually float about her body, arm, and hand, are harmless unless provoked. They have enough dense material that they can block incoming attacks, usually energy based though they have some skill in blocking weapons- barely-, and they also offer Mauve with some form of long ranged attack as well. If they are used to block an attack, the mana that comprises the orbs will grow in fury and thus shoot back the same force at the target with accumulated energy of pure mana. This means that while it can block some, if not most attacks, it can send an attack back of mana that can burst through small boulders. The speed of the initial attack is the same, so the spheres cannot move faster or leave Mauve's body when shooting back an attack as they can only make a move when they block an attack. She can also use these orbs to float, if they are below her, and they can be used as a useful set of hands. They cannot pick things up, but they can push something onto a set of other orbs to float it over to her. There are 5 orbs that surround her though they can split, if they take less and dish out less damage, into 10 to increase attack radius or surface impact. {Takes one post to recharge them for use again after being destroyed. (Two posts from physical attacks, 5 posts from mage attacks.) With every reformation of these spheres by pulling mana from the aether, it will take a heavy toll on Mauve. Because she is mostly pulling it from her own body and mana pool, not just from the world, with every new sphere she creates will leave her body creating what appears to be hard marble around her limbs. It starts in the digits of her fingers and toes before traveling up to her hands, arms and eventually reaches her head. These marble appendages cannot be healed or treated until after Mauve has stopped expending mana and she rests for a few days. It should also be noted that while the marble isn't insanely easy to cut, it is still slightly pliable. Likewise, if the marble has traveled up Mauve's arm and her hand is cut off, she will not be able to heal it via another mage until she has stopped using her mana pool and rests for a few days. In those few days, the marble will dissipate, leaving room for healing spells. This also causes mobility issues along with difficulty to breathe}
Bow to Chaos: Used in conjunction with her spheres, these do not cut or cause any type of damage and instead they simply add an increased weight effect on the target. At first the victim won't feel anything, a simple weight discrepancy as the spheres begin to latch onto the body of the enemy, but as time continues and they begin to use more and more of their abilities and mana to use those abilities, the spheres will greedily take more and more. This allows Mauve or her knight to appear to be moving faster than the opponent when it is simply them getting slower as more weight and density grows on their shoulders and throughout their body. A tell of this ability is that a good portion of her spheres that are always surrounding her have suddenly vanished. (They usually latch onto someone's back so they need an ally there to warn them of the siphoning.) If an opponent changes their mana output, or continues to gain more of it somehow, the spheres will simply accumulate again to siphon more energy out of the mana pool. It only effects knights in conjunction with their magus union abilities or abilities gained by a pact with a mage. This ability is predominantly for mages. {Constant as long as Mauve has at least 3 spheres at her will to siphon the energy. Each post will cause the density to be increased by 2.5%. At each interval of 10%, four posts, the weight will cause certain effects to cripple the body such as moving slower or stopping movement entirely after many posts. Someone of higher mana pools like mages will not feel this effect until much higher in the siphoning, as their energy is abundant, and one of lower mana would realize quickly due to their miniscule amounts. If the victim is a mage and they use any ability on or over Rank B, the percentage jumps up to 5% even. If they are discovered it is quite easy to rip them off of the body. They are simply usually positioned at awkward angles to combat this, but with the help of another they are easy to pull off}
Rank A// Gate 1:
Devil's Storm: One of Mauve's strongest abilities, but can only be used every other day, this coalesces into a freak storm made out of pure mana and fire. The fire is so hot it can melt steel and the range is so wide it can easily cause a forest fire or destroy a couple feet worth of buildings, and it takes such a toll on the girl that it leaves her close to death upon exerting such mana. If she were to unleash this, not even she can stop the flames if she were to somehow be healed or given an extra charge of mana, and more times than naught this ability will leave everything around her in ruins. {1 post duration, 1 day cooldown. While it can only last for 1 post if it were to catch other flammable surroundings on fire it will spread without stop unless a strong water affinity is close by. Mauve is near death after expending so much mana and thus needs a few hours to half a day to recover. It is good she will usually pass out after using this ability as, if she didn't, she would be so wrought by fear due to her PTSD that she cannot move, talk, or function}
Relationships: ❖ Creator: Deceased- perhaps
Strengths: ✔ Medical knowledge (the better to dissect others with) ✔ Battle magic ✔ Photographic memory and deduction
Weaknesses: ✘ Not physically strong ✘ She lets her bloodlust take control of her in combat sometimes ✘ Slight PTSD when it comes to seeing fire (she bitterly laughs at the irony)
Dislikes: ✘ Vegetables ✘Those who condemn others for basking in the simple pleasures of life
Personality: ❖ Mauve is actually quite playful with her fellow knight and other individuals, and she can be seen making light hearted jokes or making sure everyone feels good. She's the true mother figure, hoping to bring smiles and happy feelings to all, and she's usually the one making a serious situation light. She rather enjoys messing about with the younger mages, pulling cheeks and acting strange, and she is more at home when around others who will play back; but also those who feign as if they despise her tactics. The woman is also very warm to any and all and many find it easy to come and talk with her about most things as Mauve has an opened mind about everything. She enjoys parting wisdom on others and though she still throws in ridiculous jokes and banter, her words ring true.
In lieu of of motherly and kind attitude, that is not to say she is not hard working. The woman wills others to do their very best and if they are shone not to be, the homunculus becomes easily infuriated and will kick them back into shape. She hates lazy people, though the air around her says the exact same, and she requires everyone to show how diligent they can be when assigned a project no matter how small. This leads into her darker side if others do not heed her expectations of them, and it frankly can be terrifying. The happy, smiling face will change into that of chipper sadism and she is known to showing just how far she will go to get the best out of someone else.
Like many she has a secret side to her only her knight is privy to. She enjoys tempting others to follow her into a dark alley so that she may experiment on their innards, and it's more of a past time to take other's lives if she knew she would not be punished for it by her knight or the law. Speaking of such, the law is laughable to the girl and she would much rather follow her own ways, rather than those ordained by society. She would never kill or harm a child, but has morally freed herself from many other beings- mostly men who are unfaithful or women who need to be humbled. She has taken an oath to never harm her knight, unless asked, and she follows it to the letter. Others, however, are obviously fair game.
History: ❖ If the word "pain" would have been the first thing to be seen at the beginning, it would be a bit melodramatic. But that wouldn't stop the legitimacy of that word when it was allocated to Mauve's birth. She doesn't remember that time, how could she she was just an infant, but ever since her cognitive thought developed, that word was the only thing on her lips. She remembers being given bits of clothing to cover herself at a young age, though her midriff was always visible for that was where her number was placed. There were others, at the time, that had the same level of numbers on them in various different spots on their bodies. For a time, Mauve didn't know what they meant, but it was all too clear after she had finally learned something other than the searing in her legs. Regardless of their rankings, the children continued to train and grow. It wasn't fast, hell for a time she had no real care for whatever happened to her, and she lived in her cage like a good girl. No ticket, no direction, just pain.
The seven other children grew differently than Mauve did, the Monster giving them otherworldly objectives to complete. The girl grew to crave what some of the others received, affection and love, but that want for trivial things subsided when the rest of the pain came. She would ace every test the Monster gave and yet still she was forced to allow him to carve away her flesh with scalpel and fire. She couldn't do what the others did, not to that extent anyways, and while she possessed massive levels of mana, she lacked the will to control it into the physical manifestation of power as the other children had unlocked. She was weaker than the others when they placed the expelled their abilities, however she learned quickly that when she unlocked what she now refers to as "gates" and lost herself over to that power, she could at least stand a chance. The aftereffects of this were thrilling! While it gained her freedom for a day of that pain, she succumbed to fits of body disintegration from expelling too much mana at once. Her power came at a cost and she always loved to pay it.
Soon after the accumulation of their powers, the Monster decided the eight experiments had yielded their use. Mauve was locked in her crate as usual, her head upon her arms as they rested on her raised knees, the child becoming disinterested in the waiting and only wanting the blood, but she heard the sound quite clearly through the opened cage that peaked her interest. She had looked over to the crate beside hers, wide eyed and calculative at what could possibly be going on as it wasn't the time for spars, and when she looked into green orbs she realized what was going on. Getting to a crouch, the only thing one could do inside of the small cell, she fumbled her way over to the door. She had no idea what she was going to do once she got to that position, however, as they had never been proven to be able to get the doors opened for the past countless years. A thump scared her, of all things, and when her red orbs traveled upward from the slow trickle of blood now entering her cell, she saw Three lying dead on the ground. Mauve had bit her lip, knowing a scream would only entice the Monster to continue faster, and she turned her steely gaze up to those dark eyes.
It was all a blur after that, she's not a least bit sad to say. One moment a hand was reaching into her cage to grab and probably kill her, and the next an onslaught of her fellow experiments were rushing the Monster from behind. It didn't do any good, she blurrily remembers. They were all slaughtered easily enough before the sword raced across her own throat. But it was alright, she remembers thinking as she lied in a pool of her own blood. At least she was finally free...
The kindness of strangers is a strange thing. While her death was still fuzzy to her, her second rebirth into that world was not. She was found almost dead, surrounded by the bodies of what she laughingly called her friends, and it appeared as if the Monster had not finished the job of getting rid of them before he was disturbed. That was the only reason the lifeless corpses could be discovered by an older woman, her eyes gentle and unafraid as she stared down into the small pit on the edge of Carmillion. The girl was saved by this woman, living in the crime populated melting-pot yet not being warped by it, and soon Mauve knew what it was like to not have her flesh ripped off by scalpels and fire. At first it was strange, the kindness of the woman, and Mauve revolted as one would when they didn't understand the happiness that was supposed to swim through life. Eventually... slowly, Mauve calmed.
After what seemed like years Mauve began speaking again. It was strange to learn the language other than screams, and though she had undoubtedly carried such knowledge over from the earlier days of birth, it was quickly beaten out of her. The woman helped the girl learn, and in exchange Mauve protected the elder from any type of assault by the criminals of the area. It was rather easy seeing as she had literally breathed battle magic, but there was no malice in what she did when she got the screams and blood quickly enough. If anything, she longed to have what her friends' had: to die. Such a thought was only subsided by the brief encounters the woman gave her, and for a time it was what kept her alive and... happy. She was more than willing to die for this woman, she found after a time and the girl actually caught herself smiling.
Of course that all stopped when she had gone out to get a few groceries that were available at what was hilariously called the market. Mauve's reputation around that district was somewhat known seeing as she seemed like a small child that exuded the force of a paired mage and most knew not to mess around with her or what she called hers. That was the second time, the first if she really thinks about it, that she lost someone close to her again. Upon getting back to their home, Mauve found the door ajar and her home barren of any goods or merchandise. She saw grimy feet, appendages never having known the comfort of sandals, laying still on the ground as the body was hidden behind an overturned table. How strange it was to see blood again, to see a throat cut so cleanly that it was left unhindered to bleed. How wrong it was to witness the moments of passing.
After giving the elder woman a burial of some kind, it wasn't long before Mauve found the ones responsible for the murder. It was over quickly, the girl at the time not holding any stock in longevity, and afterwards she excused herself out into the forest. Her solitude wasn't long lived, sadly enough, and soon she was visited by a knight. She had felt her unstable mana from afar, Mauve not having cared to even try to keep it in check after the elder died, and as she looked up into bright eyes she was suddenly reminded of her old, dead friends. She was broken, hurt and lonely, but the pitiful girl continued to gaze up into those eyes with fire in her own. She had learned of the pairing from the old woman, the latter always telling her to seek out a knight to get out of the slums, but she had always declined as she thought there'd be no reason to leave her. After Mauve had clasped ahold of that extended hand, unafraid to touch such filth as she was, that was when the girl's mind changed. Instead of being shunned for the marks that scarred her flesh, she was saved. The knight did not care of her accursed birth, nor did she care to learn her past at all, and soon Mauve found another home, though secret, for herself.
Outfits: ❖ Mauve wears soft cloth instead of armor, and not many areas with her skin showing. Her shoulders and neck is the only thing that can be seen while everything else is covered in white, black, or red clothing and bands. This outfit is fitted with flame retardant so that it cannot easily catch flame.
Items: ❖ Mauve has a very interesting way of leaching her mana from her own body, and from the bond her knight shares. Her red balloon that follows her everywhere is used to seal away an abundance of her mana so she cannot kill enemies too quickly, but it also helps hone and train a new level of control for herself and her knight. If it were to ever pop, only done by her knight, or simply be cut at the opening of the balloon, her mana will pool out back into her body and her knight's. (If this were to happen too fast, their bodies would be super charged for a short time before burning out entirely. Her knight knows of this, and still chooses to be at her side.)
❖ She has a vast variety of suckers on hand at any given moment.
Other: ❖ She loves new things, especially culture.
❖ While her appearance is quite motherly and affectionate, always wanting to play around, when in combat she is practically no different. For this reason she hates "giving it her all" so to speak though at the same time it is hinted that she acts like this because of the accumulative pain she can inflict upon a victim without giving away her secret enjoyments.
Username: Tsuki-chan4 Name: Laikynn Nickname: Lai, Kynn Race: Mainly Succubi, part Dragon Kin Ethnicity: Amazonian Gender: Female Orientation: Demisexual Alignment: Chaotic neutral Affinity: Spirit Age: Looks roughly 19, but is 127 Birthday: January 9 Height: 6'1 Weapon:Flowered Salamander Mage: None
Natural Abilities: ❖ Life-Force Absorption l Rank C+ The user can absorb life-force/energy, vitality and health, while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as power source etc., temporarily. For Laikynn, she does so through the form of a kiss. The longer the kiss, the more life-force is absorbed from a person. (Lasts up to 5 posts) ❖ Desire Inducement l Rank C+ User can induce desires into others, to the point where they cannot get enough of it. This power can bring out the deepest desire of someone (whether it is company, love or just food) or even induce new desires they never had before. The feeling of desires are entirely temporary. Laikynn instills these desires through placing a figure to a certain part of the body that coincides with the right desires. For example, hunger would be with stomach, love and lust would be the heart and nostalgia would be the head. After touching those parts, Laikynn has to stay in the area for the full effect to stay for it's total duration in temporary time. - Hunger Inducement - Causes the victim to feel great hunger or even keep on eating without regard to their health. (Up to 3 posts) - Love Inducement- Cause a people to desire what they love and vice-versa. (Up to 3-4 posts) - Nostalgia Inducement - Make the victim desire for the past. (Up to 2-3 posts, dependent on the creator of character being affected) - Lust Inducement - Induce lustful desires in others, making them get it at all costs. (Up to 3 posts)
Magus Abilities: (Name and Rank) ❖ [abilities the Knight gains through the addition of mana] ❖ ❖ Unison Abilities: (Include Description and Rank) ❖ [abilities the Knight gains through the addition of mana that act as a representation of their bond] ❖ ❖
Weaknesses: ✘ Strong water spells ✘ Has to rely on physical combat until she gathers enough magic to rely on other spells after using extreme amounts of magic at once ✘ Being greatly intoxicated in the heat of the battle ✘ Her sadism can get the better of her sometimes
Likes: ✔ Anything related to the horror genre ✔ Surprisingly, some shades of pink ✔ The summer heat ✔ Not having to act like a complete proper lady all the time ✔ Puzzles ✔ Super strong alcohol ✔ Sundaes, the combinations are endless ✔ Post impressionism art
Dislikes: ✘ Her softy side cause she thinks it shows weakness ✘ People labeling demons or monsters as sexy for a costume ✘ Having to deal with the numerous amounts of, well, anything ✘ Her alcohol being taken away ✘ Her "sanctuary" being discovered and rummaged through
Personality: ❖ Laikynn is very competitive, sarcastic, battle hardened, battle hungry, loud, psychotically humored, rude, easily-bored, and extremely ill-tempered. She is undiplomatic the majority of time, believing in the use of brute force and coercion to get her way. However, when the time comes and is necessary to sit and hash out a plan, Laikynn is surprisingly calculative, very reasonable and her level of diplomacy rivals that to her father. She uses the most foul language and is also a heavy drinker. While appearing to be driven by general her sadism, it is shown the Laikynn subconsciously uses violence as a dysfunctional coping mechanism and outlet for her deeply repressed emotional and psychological issues. Laikynn initially thinks of herself as naturally just enjoying other people's pain, ignoring the psychological trauma and emotional turmoil that fuels her behavior, possibly investing herself in this surface image to prevent others from discovering her emotional scars, keeping them hidden even from herself.
Around the group of people she is most comfortable with, generally Laikynn is a very relaxed, upbeat, and cheerful character and tends to display a lack of ladylike manners from time to time, often seen putting her feet on the table, or getting dirty. This makes Laikynn rather tomboyish, who is often straightforward and blunt with her remarks. Her actions are rather blunt as well, especially at home. She would typically just get changed with the door open for anyone to see, stop someone from hurting themselves, pushing someone forward with out being caught as the pusher, so on and so forth. Laikynn is definitely quite flirty when she sees someone interesting looking just to see what kind of personality the person has. If she finds the person bland and boring like her opposite personality, she will quickly move on. Laikynn is also very sassy, which is the majority of the time.
At home, in her secret room known as her sanctuary, is the only time Laikynn shows her soft, unconfident, surprisingly depressed side of her. She let's out anything she's generally had pent up from the day in order to prevent build up. She has the room decorate in a somewhat girly theme. After all, most girls do have that side of them. Laikynn will most likely be silent as she watches shows or just thinks in general. Her mind does seem to be blanket or on some other planet. When she isn't like that, Laikynn because more cheery and childish, more or less talking to herself when cuddling with her stuffed animals. This generally switches on and off when she enters or exits the room however. Laikynn really doesn't want to people to see how insecure she feels and lost.
History: ❖ Her childhood years were a bit hazy before entering the system of being an orphanage. From what she's heard, her parents were always in fights, affairs, and abuse. At one point they just ended everything just as she was born. The only thing they agreed on was that they didn't want to put their child through that. But, it had continued even though her parents had moved far from each other. One day, her father had suddenly disappeared. Then her mother had died from a lethal accident. No one from her family wanted to take care of the toddler. So Laikynn was sent to an orphanage and lived there until she was about 14-15. The girl had been constantly protecting her 'siblings' until they were adopted and not her. For the longest time, Laikynn believed she wasn't wanted at all because of all that's she been through. Working two part-time jobs and going to school, her free time still was a constant wreck with the owners of the orphanage. They weren't meant to own such a business if they treated some of the children terribly, including her. One of the few volunteers who suffered through the work helped raise the kids on better terms when she started her teen years.
However, one night she was whisked away to a church outside of Eldrin. During her time there, she had been exposed to the teachings of magic. Luckily for her, it was something that fascinated her. However, the practices were a different story. They were trained in the dark arts of necromancy in order to take over the after life and become god like figures. This was a big fear that Laikynn had for a long time. For years, she had to stay quiet and wait for the right moment to stop the church from causing such an imbalance. Laikynn would be stuck in her study or library searching for many methods on ways to break such spells. But since she was limited on the actual ability to fight, she had to find other coven members who had the same or similar thought process as her. She even went on to train like a knight in secret. Things took a turn as she had began to seek out for help. All the other members of the coven had been completely manipulated or brainwashed. Each one of them had gone to the head priest to tell him that Laikynn was an impure soul who needed God's blessing and purification.
With her life being in danger, there was no way to find an escape route away from the church. Since they were so isolated, the possibility of her losing her new life was at high risk. Once they had caught her trying to escape in the middle of the night, she was sent to be locked up in a punishment chamber. For roughly a few months, Laikynn was tortured and beaten into submission. Her soul completely dulled, she was released and placed back in the coven in order to advance the head priest's plans. Little did she know, there was a large group of rebels ready to attack and destroy the church. This sparked the war between the church and rebels for over 70 years. In the end, the entire church was broken down and burned to ashes along with it's coven members. Only Laikynn was spared. The leader of the rebels had noticed that she was strange and her behavior was really off. The rebels took her in and saw the damage done to the girl physically, mentally and spiritually. It took a few years to help bring Laikynn back to a "normal" and stable state.
Items: ❖ Always has a big flask with alcohol in it
Other: ❖ No one is ever allowed at her home, mainly because it's the only place she can get peace from everyone and anyone ❖ She lost her right eye from a bad training accident and someone planted an ever lasting flower seed instead of wearing an eye patch ❖ Her left arm was cut off during her time with the coven. One of the rebels gave up their arm and let her have it. Hence why she considers herself part Dragon Kin as the blood from the arm eventually mixed in with her's. ❖ She's never had a mage. ❖ She suffers from partial albinism, which is why she doesn't look how she's suppose to
Username: xTwisted Jester Name: Nerissa Asaire Nickname: Headless Rider Race: Dullahan Ethnicity: Irish Gender: Female Orientation: Bisexual Alignment: Lawful Neutral Affinity: Spirit Age: Appears 23 but over 323 years old Birthday: May, 5th Height: 5'7ft Weapon:Archon's Revenge Mage: Mauve
Natural Abilities: ❖ Shadow Platting | B+ | - With her body engaged in combat, Nerissa's body and armor can be infused with a shadow like scales that strengthens her form and any weapon that she comes into contact with. It lasts for around ten minutes before depleting or can be destroyed if damaged enough. ❖ Enhanced Agility | C+ Passive | - As it is said, her speed becomes naturally and unnaturally at the same time faster than usual. She'll swing faster, move quicker while unfortunately at the same time losing energy quicker. She's still learning to hone in this ability without trying to deplete it drastically in such a fashion that would make her fight blinded.
Magus Abilities: ❖ Focused Mind | Passive C | - In combat or out of it, Nerissa's mind can be calmed forcibly if needed and give her the time to hone in any of her abilities that take time to build. This however can be broken if she's attacked from the side or behind. The ability can last from up to say four to five posts before breaking off. After that, she'll have to wait five more posts to use it again.
Unison Abilities: ❖ Overcharged | A+ | - With the sharing of her mage's powers and the abilities they combine, Nerissa's mana can be completely restored by the mere pop of Mauve's balloon. Their are two methods or ways this ability can come into play. A. The mana that they share will be slowly poured into one another without much delay nor having to worry so much of the consequences. It will take 3-4 posts for Nerissa to be fully restored but it will cause some stress to her body if she doesn't give herself time to let herself recover it. B. All at once. This means that if the balloon is suddenly popped, a tilde wave of mana will come at once into her body and charge her up so fast that she feels like her mind will explode. It can become fatal for the dullahan if she has lost the majority of her mana before it starts to regenerate.
Relationships: ❖ Necromancer Savior - Deceased
Strengths: ✔ Close Combat ✔ Tactical ✔ Quick Learner
Weaknesses: ✘ Losing her head (Literally) ✘ Strong luring scents ✘ Crowded places can develop claustrophobia for her
Dislikes: ✘ Being mocked ✘ People staring at her ✘ Enclosed places ✘ Threats
Personality: ❖ Nerissa has that more protective and selfish mind when she's close to her friend: Mauve. She'll express it in ways that might show a tendency to clinging too much. The woman will even show less mercy to those who try to stand between them both. She is undeniably a fighter for great causes and will always try to strive for her right to live. That's yet a flaw of hers as well. She tries too hard to push herself and it usually ends up with her becoming angry or annoyed, when things have not gone the way she planned it to. People fear her due to the pose she tends to show. That whole having the ability to separate her head from her body does give the woman an intimidating feature for which she shows in all true colours. She's still trying to invite a humorous side into her life but it becomes rather difficult for her. It's probably why she relies on her friend more to make the jokes while she stands there with a dull expression.
Given all these attributes that make up for her persona, Nerissa still is opening more emotions in her life. Some that show loneliness while others feeling slightly out of place.
History: ❖ From the beginning, before Nerissa became a dullahan, she was merely a simple human being with a life quite uninviting to others . She was raised in harsh conditions where her precious body was used as a tool for war. She could remember every single detail of her mortal life that is just a shivering thing to think on.
During her time in her teenage years, she was sent out into dangerous territories as an assassin. Her objective was to find a target on her list. Apparently he had been apart of her master's group and went rogue right after stealing a good sum of gold from them. Nerissa didn't really have the option to refuse this mission as her life was most certainly on the line. If she refused or even tried to escape, she'll be hunted down like a dog and strung up until the light will fade from her eyes. Hell, she'd be past around the camp and 'toyed' with silly if she made a mere mistake. It's just how life became for her. Anyway, as she came to the 'Snowy Mountains' located in one of the unknown regions, she was confronted not by one sluggish male but two. One of them was easily recognized to her eyes as her target and he had been alert of her present ever since. She fought with him with every strength she could fathom. However... things weren't going her way. It became a death sentence for her from the start which most indefinitely resulted in her death. He stabbed, punched and choked her out and she being so delirious and messed up, laughed in his face before the light from her eyes faded. The male that butchered her, severed her head and kicked it off to the side before fleeing from the scene and leaving her corpse to rot.
Skipping a few days after her death, the pitch of that girl's eyes had faded out. It would seem that her life was most definitely over but that wasn't the case. A creature, a necromancer came from the tree lines and stumbled upon her corpse. He studied, making his predication to the lifeless Nerissa with a little smile on his face. His desire to experiment on her before she becomes useless was strong. He took her body and her head to his cabin and began to restore the energy still lingering inside her. It took days, weeks before he finally brought her back from the grave. The channeling of his magic was but most definitely a feat for him to take. It even had repercussions to them both. One was his life expand and Nerissa not being human no more. She was something different, something that could not attach it's head to the body. Despite her being ever so thankful for him to bringing her back, a part of her felt so strange. It felt like she cannot sleep properly and her eating habits rather scarce. For her entire life, she's had to live this way.
After the passing of her savior, Nerissa has been traveling alone. Centuries with no one by her side for a time. It seemed lonely and for that she became desperate for comfort for another. This was why and how she stumbled upon her mage and friend Mauve. She found her alone, sadden by the passing of her mentor. Nerissa at first felt some disgust for the woman but seeing the same pain that the dullahan felt in her own, she gave a hand to her and accepted the contract to be created between them. Ever since, Nerissa has been protecting and serving under the mage's commands. Her dedication to keep her friend alive remains strong even despite the flaws that the two have shown to another on numerous of occasions.
Outfits: ❖ Nerissa's face is covered with an armored platted mouth piece that serves as protection for her face. Her body encased with specially designed armor with a cloak attached to the shoulders. At night, she's especially hard to see in this outfit which adds to her liking. It makes it easier to sneak up on unsuspecting prey. ❖
Items: ❖ Nerissa has a little black pendent bounded to her chest that acts as a tracker for when she becomes separated from her body for some time. It will begin to resonate a shadow gas when she gets close enough to her body before ceasing it's gas after reunited. ❖
Other: ❖ Despite Mauve's abilities being in unison with her own (specifically the overcharge), Nerissa refuses to leave her side. After all the things her friend has done for her, she cannot see herself travel alone without her by her side.
Hello, there! I'm very sorry it's taken me so long to get to profiles! I had a couple unexpected deadlines pop up for school. I'll get to yours as soon as I can. The Vice Captain had a couple suggestions, and I want to address everything all at once so that way there aren't any: "Oh yeah, and this too's." Please forgive me v.v I'll have it all judged sometime tonight.
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Posted: Wed Mar 08, 2017 2:12 pm
Tsuki-chan4
Hello! Thank you for the submission! Do forgive the time it's taken me to get to it! It doesn't normally take me this long, but I've had a couple assignments line up for college and somehow all managed to be due the same day v.v; Anyway, on to your profile!
First of all: Cool sword xD
Spiritual Force Manipulation: We may need some elaboration on this Ability. I, myself, have a couple questions regarding it: -Can it be used to alter the "spiritual power" on both willing and unwilling targets? If so, does that do anything to them or do they just serve as a "source" like a body of water would for someone who could use water manipulation? -Can you please elaborate on various forms of energy? Spiritual Armor: Does your character already have access to the secondary forms [weapons, transport, constructs...] or is only currently capable of using the armor itself? Spiritual Flight: Flying fast than the speed of light sounds dangerous, so I definitely think it serve higher than a D^^ Weaknesses: Gathers magic? Knights aren't capable of magecraft, are you speaking of the capabilities within her Spirit Affinity?
Uhm, that's about all I see for now [unless Ren comes up with something I missed], so let us know when you've made the changes or if you have any questions!
Posted: Wed Mar 08, 2017 6:39 pm
s=xTwisted Jester
Thanks for the submission! Alrriiight~ Let's take a look heere.
Unless Ren has something else, it only looks like some rankings, to be honest. Focused Mind feels more like a C.Usually, we suggest things like increased agility to go under "Strengths," but given your description, it'll work find for an Ability~ So, the only thing I see is focused mind. Unless the VC has something for ya, you should be all set after that.
Done and done ^.^. Oh and you messed up with the quotation.
Posted: Wed Mar 08, 2017 7:39 pm
xTwisted Jester
Done and done ^.^. Oh and you messed up with the quotation.
*squeals* Ah! Sorry ^^; *diesfromembarrassment* Anyway, you should be all set, then! Ren'll yell at me later if I missed something
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Tsuki-chan4
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Posted: Thu Mar 09, 2017 9:53 pm
Living Eternally
I changed up the abilities to more suiting ones for Laikynn. Hopefully it's a lot better.
Posted: Fri Mar 10, 2017 5:11 am
Tsuki-chan4
I changed up the abilities to more suiting ones for Laikynn. Hopefully it's a lot better.
Great! Let's see~
Desire Inducement: Three things about this one, all easy: 1. How is the desire instilled? Eye contact, proximity, etc? 2. It's definitely an effective Ability, but I'm not sure B+ is an appropriate Rank given that its not inherently destructive. C+ might be a better Rank. 3. Could you change Sexual Inducement to Lust Inducement or something similar? That way people aren't fishing around for...fishy stuff in the Guild^w^ Enhanced Dexterity: Given its description, Enhance Dexterity would be more well-suited under Strengths rather than Abilities. Enhanced Durability: Also falls under Strengths rather than Abilities^w^ It's not necessary for bother. Enhanced Strength: Again, more of a Strength, rather than an Ability. I'd suggest just keeping your Abilities to Life-Force Absorption and Desire Inducement. Those are great for a succubus!
Let us know when you've got that all set, and you should be pretty good!
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Posted: Fri Mar 10, 2017 6:06 am
Echo Galen
Alright, alright, alright. We're going to see if I can remember everythings^^;
Schools: There are a few spells in your list that incorporate effects associated with schools your character is not affiliated with. For the most part, we simply suggest that you remove these specific aspects of these specific spells, and they'll be all good: Aura of Fire [enhancing usually falls under Enchantment ie. boosting effectiveness of spells], Flame Control [enhancing falls under Enchantment ie. getting stronger when near fire, boosting the speed of natural healing, and boosting the power of attacks], Flame Portal [travelling or moving by use of portals or teleportation falls under Divination and possibly Conjuration. We'd simply suggest getting rid of this one], Shield me from Flame [healing via magecraft falls under Conjuration and maybe Divination while enhancing the effects of an existing spell [Orbs of Chaos] falls under Enchantment, I believe.] Tighten: So the orbs are condensed mana and a spell themselves, so I'm not quite sure about casting through them to create beams. My suggestion for this would either be to have your character create a new orb but one that mixes in abjuration so it's perhaps slightly more durable that your character's usual ones for the sake of using it slightly longer with the effects that the beam has. Either that, or have the orb slowly shrink as the beam is used before disappearing entirely, using its own condensed mana to create the beams and giving it a limited amount of shots. It's up to you, but either way, if you could elaborate on "far greater" for the close-range shots, that'd be great. Orbs of Chaos: This is an elaboration on your characters Weapon, correct? I wouldn't include it there and just have them as the spell. Additionally, spells usually just do their one thing, not several. Things like that usually break into trees, so rather than being capable of damage redistribution, we'd suggest they stick to a singular amount of damage, especially since one of their qualities is not being very useful for blocking. Bow to Chaos: Magi are the only ones that can use their mana. The Natural Abilities of Knights are usually based off their stamina or just...birth, so to speak while Magus and Unison Abilities are unlocked through the mana of the Mage they're bound to, so given that the orbs become more effective the more mana they absorb, I'd think they'd be more effective against magi in particular while only effective against Knights regarding the usage of their Magus and Unison Abilities. Additionally, I'm not quite sure how increasing one's weight would cause their heart to explode, so I'd suggest leaving that part out^^;
This is all I see currently [unless the VC thinks I MISSED SOMETHING], but just let us know when you've made the appropriate changes, and we'll get right back to you^w^
Posted: Fri Mar 10, 2017 8:46 am
Living Eternally
Gotcha. All fixed up!
Tsuki-chan4
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Posted: Fri Mar 10, 2017 9:55 am
Tsuki-chan4
Gotcha. All fixed up!
Lookin' good! You're all set! Accepted~ Feel free to post your character profile and begin posting! If she's looking for a Mage, you may also want to post in Pairings^^
Posted: Fri Mar 10, 2017 10:13 am
Living Eternally
Schools: There are a few spells in your list that incorporate effects associated with schools your character is not affiliated with. For the most part, we simply suggest that you remove these specific aspects of these specific spells, and they'll be all good: Aura of Fire [enhancing usually falls under Enchantment ie. boosting effectiveness of spells], Flame Control [enhancing falls under Enchantment ie. getting stronger when near fire, boosting the speed of natural healing, and boosting the power of attacks], Flame Portal [travelling or moving by use of portals or teleportation falls under Divination and possibly Conjuration. We'd simply suggest getting rid of this one], Shield me from Flame [healing via magecraft falls under Conjuration and maybe Divination while enhancing the effects of an existing spell [Orbs of Chaos] falls under Enchantment, I believe.]
Do you want me to add those schools or get rid of the spells entirely? (Both of which I have no problem doing.) Especially Enchanting. Seeing as those abilities are only used for the things you said for me to take out, they would be useless unless adding the school into it. So, just to be safe, do you want me to add- at least- Enchantment instead of Evocation and then take away all attack spells- other than the spheres- that fall under that category? And then instead of Abjuration minor, I change it to divination or conjuration?
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Tighten: So the orbs are condensed mana and a spell themselves, so I'm not quite sure about casting through them to create beams. My suggestion for this would either be to have your character create a new orb but one that mixes in abjuration so it's perhaps slightly more durable that your character's usual ones for the sake of using it slightly longer with the effects that the beam has. Either that, or have the orb slowly shrink as the beam is used before disappearing entirely, using its own condensed mana to create the beams and giving it a limited amount of shots. It's up to you, but either way, if you could elaborate on "far greater" for the close-range shots, that'd be great.
Okie dokie. I can change them into making another orb, and I like the "slowly shrink" advice. I'll most definitely use that. Would this work if I take Evocation out of said schools and simply have it as Enhancement and Conjuration? (I'm sorry if these questions are stupid. I thought I read over all the schools with a fine toothed comb, but I've failed already and don't want to put up a profile again that is still wrong.)
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Orbs of Chaos: This is an elaboration on your characters Weapon, correct? I wouldn't include it there and just have them as the spell. Additionally, spells usually just do their one thing, not several. Things like that usually break into trees, so rather than being capable of damage redistribution, we'd suggest they stick to a singular amount of damage, especially since one of their qualities is not being very useful for blocking.
I'm a little confused on this. The only thing they can do is block an incoming attack, quite useful when doing so, and then shoot it back with an accumulation of mana. They don't have any other effect on them but that. (I also added in that little snippet of moving things for noncombat purposes, though if that's still not acceptable, I can remove it.) With Abjuration tree as minor, I was thinking this was in the realm of make-shift shield mixed with an attack as well. And now if I switch it to Enchantment they'd be able to do that better? But if you can clear that up for me, I'll be happy to begin changing since I'll know what exactly needs to be changed. (If anything, I just didn't want her to be all about a powerhouse. But more of a spiritual wing chun type where her main attacks are using the opponents spells against them. If that doesn't fit in the realm of the guild, I will sadly change it back to full attack.)
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Bow to Chaos: Magi are the only ones that can use their mana. The Natural Abilities of Knights are usually based off their stamina or just...birth, so to speak while Magus and Unison Abilities are unlocked through the mana of the Mage they're bound to, so given that the orbs become more effective the more mana they absorb, I'd think they'd be more effective against magi in particular while only effective against Knights regarding the usage of their Magus and Unison Abilities. Additionally, I'm not quite sure how increasing one's weight would cause their heart to explode, so I'd suggest leaving that part out^^;
Okie dokie. I'll reword that bit. And I can still remove it, but it's not just weight but density that is added to a target. (Think spiritual pressure from Bleach.) By adding density to something that doesn't usually have so much on it, it can make it almost impossible just to lift your head. Some people describe it as weight when it comes to how your body moves via gravity, but density is how much your body moves in terms of matter volume. We, as humans, are made up of matter so if you keep adding more density onto someone or something, their body is not accustomed to that. It makes their heart beat faster and their muscles strain more to try to deal with the added density. Which is why I added in, with enough density added which would be about 50% or higher, it can make a heart explode from overuse. (Like I said, if it's still unacceptable, I can take it out. Sorry about the mini science lesson. sweatdrop )
Quote:
This is all I see currently [unless the VC thinks I MISSED SOMETHING], but just let us know when you've made the appropriate changes, and we'll get right back to you^w^
All righty. I'll begin making changes to where I can! Thank you for your response.