Name :: Seraphel, but don't let her catch you calling her anything but 'Seraph.'Age :: Eighteen
Gender :: Female
Alignment :: Light
Homeworld ::
Dawn City, the the large sister-world to Twilight Town. Instead of being locked in never-ending sunset, the seaside metropolis exists eternally before sunrise. The sky there is always a dark blue with only a fairy-fringe of white light gracing the horizon, and a few muted stars forever fading from sight. It's usually cloudy, and thunderstorms are common. The dark sea is edged by a white-sanded shore with craggy cliffs and polished stones. The beach, in turn, borders the bustling city.
Class :: In battle she is a gunner and a warrior, but out of it she is an alchemist.
Abilities ::
Swordfighting and marksmanship - As a gunblader, Seraph has learned both these arts and combines them. She has a natural eye, so her aim is quite good.
Black Magic - Seraph knows all three stages of Fire, Water, and Thunder; the first stage for Blizzard, Stop and Gravity; and Bio.
Synthesis and Metalwork - Seraph worked as an apprentice in a synthesis shop for several years [which is how she was taught magic], so she knows how alchemize certain materials to create things like Potions and Ethers, although her true talent is weaponry.
Night vision - Seraph is better than most at seeing in the dark, since she hails from a world with very little natural light.
Weapon :: Icefire, her self-made gunblade. Despite appearing as delicate as glass, it is in truth indestructible and made from far stranger stuff. The blade is extremely sharp. Strange colors shimmer through it, like twilight trapped in crystal. Icefire does not need to be reloaded, as the bullets are purely magework. However, Seraph can synthesize certain materials to make specific clips, which would create bullets with special effects, such as ones that freeze or poison the enemy on contact. As a not-so-subtle reference to her name, attached to a short chain on the hilt are six orichalcum feathers strung together.
Appearance :: Journeyman Seraph
Personality :: Seraph is the kind of girl who will save your life. She may throw you in the dust afterward and call you an idiot, but she'll still pull you out of the fire. Her compassion for others runs deep beneath her reserved demeanor. She just has trouble getting close, or letting others close. This tends to make her something of an enigma. She has a temper that's normally slow to build but dangerous when it comes, as well as an acerbic tongue: Seraph does not "suffer fools gladly."
Seraph is perhaps a bit too fierce and cynical. She comes off as harsh and it tends to intimidate the faint of heart, making some people shrug her off as an introverted workaholic. But those who can brave through her outer walls find that she makes a loyal and caring friend. In truth every lone wolf belongs in a pack, and she certainly has something in her that will make her protect her companions to the death.
History :: Seraph grew up a street-savvy city kid, half-wild and fiercely independent. Nothing seemed to have a true hold on her until she turned ten and started hanging around the city's synthesis workshop. Watching the masters forge weapons and accessories, she found herself drawn to their art. They took a liking to the strangely grave little girl so fascinated by their craft, and soon she was running errands for them and slowly picking up information.
She officially became an apprentice when she was eleven, and was put to work learning spells with the only other apprentice, a twelve year-old boy named Yoru. He took advantage of his now-senior position to do some light hazing of the 'new girl,' who quickly proved that she was not to be messed with. In time their antagonism died down, but the basis of their relationship was always competitive in the workshop. They often bickered, and their masters remarked that it was as if they were afraid to admit they were friends.
When Heartless started trickling into Dawn City Seraph was taught how to fight as well as synthesize simple items, and her introduction to swordsmanship convinced her that she wanted to specialize in weaponry. When she was fifteen she crafted her beloved Icefire, her greatest work thus far. She and Yoru began to try and outdo each other against the Heartless as well.
Seraph was promoted to journeyman on her seventeenth birthday, and likely would have been instated as a master within another ten years. However, not long before she turned eighteen, Yoru went out to fight Heartless on the beach ... and never returned. He had obviously fallen prey to the Heartless, something that Seraph blamed herself bitterly for, thinking she should have been there. With her closest friend gone, she withdrew further. For the next several months she acted recklessly, going out to fight alone just as he had for long stretches of time. And then one day she was overwhelmed by a horde, and sought refuge in a strange cavern with a door ... that opened and brought her to Traverse Town.
Theme songs ::
Blinding - Florence and the Machine
Exit Calypsan - Falling Up
Aquarius - Regina Spektor
Miscellaneous :: With enough Heartless-dropped items and some raw materials, Seraph can craft almost any weapon you desire.
Seraph has an odd affinity for darkness: she can sense its presence and approach, usually in the form of Heartless. Enough of it makes her physically ill.
