Exactly as it says on the tin, folks. Behold, my headspace dwellers. xd
Table of Contents
1. Introduction 2. Audio Bites 3. Azriel Serafina (A New Tomorrow profile) 4. Chiaro (A New Tomorrow profile) 5. Oscuro (A New Tomorrow profile) 6. Eloysio Donovan (A New Tomorrow profile) 7. Zaul Oleander (Tales of Zeal profile) 8. Azura Cantarella (Tales of Zeal profile) 9. Azriel Serafina-Donovan/Chiaro/Oscuro (Tales of Zeal profile) 10. Eloysio Donovan/Elucifer/Nocteneum (Tales of Zeal profile) 11. Chartreuse Verdantine (Tales of Zeal profile) 12. (filler) 13. (filler) 14. (filler) 15. (filler)
1. Tales of Symphonia: A New Tomorrow Minor Characters 2. (filler) 3. (filler) 4. (filler) 5. (filler)
Posted: Wed Sep 28, 2011 3:28 am
Just a section where I list down what I feel would be good theme songs or voices that would fit my characters. Of course, these aren't my original creations. Some songs are listed with credits because the sites I'm listing to don't have them.
Azriel Serafina Gender: Female Age: 20. Also looks around that age, but her aging has begun to slow. Race: Wingfolk Appearance: Stands at 5'9". (Gaia avatar for now; art pending)
Alignment: Neutral Good Occupation: Freelancer (Takes several odd jobs, but is most active in Treasure Hunting.) Personality: Azriel is polite, naive, and perhaps strangely innocent for her age. Despite the discrimination, she upholds a friendly and kind demeanor, in the naive hope that others will at least see that she's a good person. And yet, because she can't stand it, she seems to not mind being a loner. She socially inept because she often travels alone.
With enough time around a person/group, she'll develop a trust and loyalty for them. She cares deeply enough for her allies to push herself to her limits for them. As she feels she is a child at heart, she has a soft spot for children. They tend to bring out a sort of motherly side to her that she isn't aware of. But when attention threatens to be relentlessly focused on her "curse", Azriel can act overly cautious and paranoid.
Azriel is the kind of person who would rather be approached than to approach others, unless they seem pleasant enough. That isn't to say she's a doormat. She may seem very tolerant, but she does have a breaking point. You push her enough, she'll push right back.
Class: Winged Magic Swordsman Weapon(s): Saber and swordbreaker dagger (mainly for parrying) Proficiency: Intermediate Skills/Magic: Mainly Water and Ice.
Spells Aqua Edge, Aqua Laser, Icicle, Freeze Lancer, First Aid, Healing Stream, Recover, Photon, Dark Sphere White Laser (Novice, Light) - Azriel holds out the palm of her right hand toward her target, an orb of light appearing before it. After charging enough energy, a beam bursts forth. Shadow Pulse (Novice, Dark) - The dark parallel of White Laser, done with the left hand. This one comes out as a line of rings rather than a singular beam.
Sword Artes Demon Fang, Sonic Thrust, Light Spear, Sword Rain Fierce Wave (Master) - Azriel slams her saber on the ground, sending a mini-tsunami that damages enemies in a wide arc before her. Toxiferous Thrust (Master) - Dark element version of Super Sonic Thrust, with a slight chance of poisoning. Light Spear Cannon (Arcane) - While it holds the same name as the familiar attack, Azriel's version is literally imbued with the element of Light, plus a thin beam of light really does extend from the finishing upward thrust she makes. It catches the opponent while they're still in the air. Icicle Sword Rain (Master) - Ice element version of Sonic Sword Rain. Blizzard Falcon (Arcane) - Ice element version of Rising Falcon.
Mystic Arte: Chiaroscuro Comet - Needing the distance, Azriel flies high up into the air. While she's ascending, light and dark energies amass at her sides and shape into the forms of Chiaro and Oscuro, respectively. After reaching the desired height, Azriel makes a u-turn and dive-bombs back down, the both of them whirling around her in helix formation. The impact they create unleashes a massive circular shockwave that covers the battlefield.
Among the first generation of Aselian Wingfolk to be born with fully developed wings, to Lucas and Miriam Serafina. Though she grew up rather sheltered in Exire, she oddly developed a thirst for adventure. To quench it, she left her home when she felt she was old and able enough to fend for herself. she occasionally keeps in touch with her parents through letters. The way she was raised accounts for her naïveté.
Some time after the start of her wandering, she became bound to an artifact she found on a treasure hunting mission. That artifact is the collar she now wears on her neck, which she soon came to know as the Chiaroscuro Soul. She was followed into a mausoleum by a thief who had hoped to steal her pickings and claim the reward money from her mission for himself. Unknowing of how it becomes bound to the soul, she put it on so as to not drop it, and only learned much later that it can only be removed when her body no longer houses a soul---meaning, when she is dead.
They type of condition it afflicted is a split personality complex of an extreme degree. Because of this, the collar actually became known in legend as the "Fractured Soul". The "artificial spirits" that are sealed within the collar attached to her soul and branched out into light and dark personae based on her personality traits, regardless of whether they're prominent or underlying. The embodiment of her heart's light is named Chiaro, while the embodiment of her heart's darkness is named Oscuro. She learned much about the collar from them. When either one manifests, even Azriel's body changes. And when they're not manifested, they reside in her mindspace. She can hear their voices in her head, and they can see and hear what she does.
Because she often travels alone, she gives herself leave to talk to them out loud, thus she gradually loses the sense to keep almost all her thoughts to herself. The mismatched wings this curse gives her (she used to have normal blue feathered wings) makes her appearance seem pretty abnormal. Thus, she's often bound to attract some unwanted attention.
Fave Food Type: Anything equivalent to Italian style, mostly pasta dishes. Especally good old-fashioned spaghetti.
Quotes(s): Victory - "We did pretty good, didn't we?" Low health - "Must...keep...focus..." Repeat battle (same enemy) - "I'm getting this strange sense of deja vu..." Downed - "Urgh...I guess I was too reckless..." Revival - "Thanks, I owe you one!" Strong enemy - "Maybe Chiaro'll need to take this one..." Weak enemy - (puzzled) "...That's it?" Killing an enemy - "Underestimated me, didn't you?" Fleeing - "Live to fight another day!"
Other Notes: When either of the other two personalities really can't help but speak their mind, a "partial manifestation" will occur in Azriel. Only her eyes change color (red irises for Chiaro, black sclera with yellow irises for Oscuro) and the respective voice will speak through Azriel's mouth.
Italics denote conversations/actions that Chiaro and Oscuro make inside her head, so no one should be able to see or hear them.
Posted: Wed Sep 28, 2011 5:01 am
Chiaro Gender: Changes to match its host's; at present time, it is Female. Age: About 2000+. Race: "Artificial Spirit", or more precisely, Embodiment of Light of the Soul.
Stands at 6'6".
Alignment: Neutral Good Personality: Serious, righteous, and courteous. Sort of like Kratos, only not consistently stoic. Has a flaw of displaying blind indignant fury upon realizing someone's treachery, which it has a strong dislike for.
Spells Photon, Ray, Prism Sword , Holy Lance Radiant Shear - It focuses concentration into its halo, conjuring duplicates around it that fly toward the foes like fine chakrams of light that can slice clear through. Prisma Laser - Having its halo float before it, it concentrates light mana into the center and unleashes a thick beam that can cut through most anything except for diamond, reflective surfaces, and magical protection. Memento Vivere - A spell of mass revival. A ray of guiding light enters the hearts of allies, rekindling the flame of life.
Light Halberd Artes Solar Cross - Two swings send out two crescent-shaped blades of light which soon merge into an X and continue onward to the enemy. Blazing Punishment - Four consecutive horizontal spins, fuming with light energy. Flash Destruction - Slams its axe on the ground, sending a massive wave of light energy toward the foe. Resplendent Beast - Chiaro charges light energy into the head of the halberd then slams it on the ground, unleashing that mass of energy in the shape of a lion's head that bursts forward, tearing up the ground. Shining Devastation - A flipping upswing knocks an enemy into the air, then she leaps up and slams them down with a powerful downward strike. Starburst - Spins its halberd overhead, gathering light energy around itself in the form of a sphere. Once she slams it on the ground, the energy is explosively released in all directions. Aurora Barrier - Spins its axe before itself to create a circular shield of prismatic light that reflects projectile attacks. The resulting wind also pushes foes away.
Other Catena Luce - Using the light in the environment, she materializes glowing chains of light she can use to wrap around foes and throw them around.
Azriel's "Embodiment of Light of Soul". Chiaro's true form when the Chiaroscuro Soul collar isn't attached to anyone is simply a bright white flame-like essence wisp of light element with ancient enchantments imbued upon it. (As for how it can think, feel, and keep memories, perhaps the term "artificial spirit" is appropriate.) It is magically sealed within the diamond of the collar. This accounts for why its gender and race are undefined. Once the collar is bound to someone, Chiaro molds and conforms itself according to the appearance and traits (respectively) of the curse-bearer, in this case, Azriel Serafina. (Meaning, in the past, it technically used to be a man. xD) The personality it takes on is based on the underlying traits attributed to light that the collar's bearer has, magnified. It is generally obedient to Azriel, manifesting when she so requests it, but draws immense amounts of energy from her in exchange for intense power (it's the strongest of the three), hence why Azriel only calls upon it sparingly. Azriel is often rendered unconscious when transforming back from Chiaro, if Chiaro has been active in a battle.
Quotes(s): Victory - "The light of justice always prevails." Low health - "I can't let Azriel down..." Repeat battle (same enemy) - "One defeat was not enough? Very well." Downed - "How could I have been so careless...?" Revival - "My gratitude." Strong enemy - "Have I perhaps found an equal?" Weak enemy - "As if you stand a chance..." Killing an enemy - "That's one down..." Fleeing - "Well, if this is the wiser decision..."
Fave Food Type: It has never gotten the chance to indulge in food.
Other Notes: Chiaro has an extreme hatred for betrayal. To it, trust is one of the most sacred things to instill in another, and to breach it is a grave injustice. It began with the time of Eloysio Donovan's (its very first host) murder. It always had been extremely loyal to him, and to witness that happen at the hands of someone Eloysio believed to be his closest friend permanently carved that hatred into its mind. If it sees the betrayal coming, it will be merciless to the traitor when the time comes to exchange blows, refraining from holding back its strength. If it doesn't see it coming, that's far worse---it will fall into a berserk rage where it's prone to hurting more than the traitor.
Oscuro Gender: Changes to match its host's; at present time, it is Female. Age: About 2000+. Race: "Artificial Spirit", or more precisely, Embodiment of Darkness of the Soul.
Stands at 7'6"; 8'6" if you count her horns.
Alignment: Chaotic Good Personality: Mischievious, immature, and blunt, comes off as rude. She does have a soft spot somewhere, but it is very hard to get her to show it.
Class: Winged Dark Reaper Weapon(s):Scythe Proficiency: Intermediate
Spells Bloody Lance, Dark Sphere, Acid Rain Grief Blade - A Dark version of Prism Sword, has a chance of poisoning. Shadow Command - Enables her to take control of shadows of her choice and turn them upon the foe. Memento Mori - If Chiaro's Memento Vivere brings life, Oscuro's Memento Mori takes it away. A fixated gaze that grips the enemy's soul and draws it out of their heart. Once drawn out, she severs the connection between soul and body with her scythe, then draws the soul to herself for consumption.
Dark Scythe Techs Dark Whirlwind - Four consecutive spins toward foes, the blade fuming with a dark fog. Shadowfire Rift - Heavily stabs the scythe into the ground, unleashing a fissure that extends forward, issuing large tongues of black flame. Black Wave - A horizontal sweep of its scythe sends out crescent-shaped blades of dark energy toward foes. Vicious Render - It makes a quick, sharp horizontal swipe that knocks foes backward, then leaps at them, performing a vertical downward swipe. Chaotic Outburst - Spins its scythe overhead, accumulating dark energy around her in the form of a sphere. Once she's collected enough, she slams her scythe flat on the ground to explosively unleash the it in all directions. Black Hole - Spins its scythe before itself to create a vortex that absorbs projectile damage. Also draws foes closer and drains energy, leaving them with a greatly fatigued feeling.
Other Shadow Grenades - It raises a hand overhead, forming several orbs of darkness around it. Then it flings its hand forward, throwing them at enemies. In addition to dealing some damage upon impact, they release a black fog that obstructs their view for a while. Thorns of Death - Its favorite move to perform when someone has the gall to to grab her in a bear hug or similar manner. It makes long spines of dark energy extend from its torso in all directions, impaling the offender. Manananggal Form - Oscuro can detach her upper body from her lower body, and the two parts can fight separately.
Azriel's "Embodiment of Darkness of Soul". Despite its appearance, Oscuro is by no means truly evil. In fact, it hurts its feelings to be labeled as such. It's just plain naughty and will generally fight on the side of good. Like Chiaro, Oscuro is an elemental essence when in its purest form, housed within the onyx of the collar, that molds itself into the likeness of the curse-bearer. It is, of course, the opposite of Chiaro and is attributed to darkness. It conforms to the darker personality traits of a curse-bearer and magnifies them to form its own personality. It is mostly disobedient to Azriel, manifesting without warning (unless Azriel is under any form of natural or magically produced light), but at least it doesn't draw as much energy as Chiaro. When Azriel transforms back from Oscuro, she often would feel exhausted, but not the the point of falling unconscious.
Quotes(s): Victory - "Didn't even break a sweat!" Low health - (growling) "Oh, it's ON." Repeat battle (same enemy) - "A glutton for punishment, are we?" Downed - "I'll have your soul for this..." Revived - "...This doesn't mean I owe you one!" Strong enemy - "Whaaaaatever. I can so weasel my way around this." Weak enemy - "Waste of our time!" Killing an enemy - "Now to see if you shall go into the pit of limbo that is my stomach..." Fleeing - "Eh? I was just getting started!"
Fave Food Type: It doesn't indulge in normal food. Instead, it devours souls---but only the souls of the outright wicked and remorselessly evil.
Other Notes: Oscuro indulges in devouring the souls of the truly evil and remorseless. When its life began as a manifestation of Eloysio's dark side, it first had an indiscriminate taste for souls, even craving the souls of the good. However, Eloysio soon fixed it so that it would only have a taste for evil souls.
Its stomach is a "pit of limbo" where the souls are never aware of each other's existence. The cold solitude within has the effect of imposing a deep feeling of hopelessness as they gradually dissolve out of existence.
It has a seductive air to it, but doesn't really play up to the "slutty" image beyond showing off its looks. It knows that what happens while it's manifested transfers over to Azriel. Because it's just "borrowing" the body, really.
Posted: Wed Sep 28, 2011 5:41 am
Eloysio Donovan Gender: Male Age: 35 in appearance. He died at the age of about 1600 but still looked the same. In terms of general existence, he could be put at 5600 years old. Race: Elf (revived into a fairy-like form) Appearance: Stands at 6'6". (Gaia avatar for now;art pending)
Alignment: Neutral Good Occupation: Master Alchemist (specializes in crafting talismans that have stat-boosting effects) Personality: Curious, observant, proud (though not to the point where he thinks he's never wrong). A meticulous thinker. Is known to become short-tempered when he isn't being taken seriously. A gentleman; though he can recognize a woman's beauty, he exercises self-control.
Class: Telekinetic Weapon(s): Glass wand Proficiency: Not really applicable, seeing as it's merely a tool for directing and precision-pointing for his magic. He does poke people with it if they get too close, though.
Telekinesis - Basically picking up, levitating, shifting aside, any form of movement of objects with his mind. He directs this power mostly with his hands. But if the object is quite far, he would resort to the precision pointing of his wand. In any case, an indication of an object being moved by his will is when it's covered in a light bluish aura. In combat, he'd usually try to disarm a few people, then pick up their weapons and turn them against them. He can and would even go so far as to pick up living beings this way.
Bender Aura - Eloysio cannot conjure elements, but he can manipulate what others throw out. For those which forms are not exactly solid (water, lightning, fire, etc.), he points at them with his wand and suddenly, they stop in midair, becoming shrouded in a pocket of silvery, shimmering "fog". From there, he can bend it whichever way he wants it to go, and even reflect it back at the caster. This is essentially also a work of Telekinesis, but for some reason, it's just a little different.
Psionic Blade - Keeping his distance from the foe, Eloysio begins to hold his wand differently and make diagonal swipes in the direction of his target. The result is a streak of energy that appears before them at close range, followed by an effect as if a sword were being swung at them. With enough focus, he can make more than one Psionic Blade, each targeting a different foe or different parts of one's body.
Psionic Knives - Eloysio wills some mana around him to amass into the form of throwing knives, colored a light purple. The maximum he can conjure is 20, and he can also adjust their sizes however he sees fit. He makes them shoot off with sweeps of his right hand, and can throw them in a variety of ways---one by one, all at once, multiple in succession in a stream, in certain formations, etc.
Force Bolt - Eloysio swivels his wand in a "U" then thrusts it forth. From the tip shoots a lightning-like, orange bolt of energy. Those on the receiving end of this attack will feel like they're being pummeled back by something large and heavy, should they not be able to avoid it.
Illusion - It's not so much the bending of light, but the trickery of sight by imposing images---any kind of images he can think up---into others' minds. However, to achieve this, he needs to make eye contact with his target for about a good 3-5 seconds.
Copy Chaos - Eloysio first has to achieve the above with a foe, then place a temporary enchantment on an ally. The next time that foe strikes that ally, it appears that a copy splits off from him or her. The more that ally or their copy illusions are struck, the more that are created. Only the foe that Eloysio inflicted can see those copy illusions, so if they attempt to hit them, it only appears that they're striking at air... One way to tell them apart from their original is that the copy illusions will only ever attempt one kind of move---to rush at the foe with a basic physical attack. This illusionary effect lasts for an average of three minutes or until the foe is subdued, whichever comes first.
Mystic Arte: Razor Starburst Eloysio's eyes and hands glow with a light bluish aura, and so do all the enemies on the battlefield. With a gesture of his hands, Eloysio carries the enemies into the air with his telekinesis, arranging them in a circle. He then raises his hands over his head and forms over them what appears to be a sizable, glowing, spiked ball of energy, which is actually a cluster of Psionic Knives pointing outward. He then lets that cluster rise into the air in the center of the circle, where the knives burst apart and shoot toward all the enemies in rapid succession.
Hidden Mystic Arte: Furious Psychosis Note: This one's more a plot device than anything. It's not very likely for Furious Psychosis to be triggered in battle. A rare occurrence that can only triggered by great emotional stress. Basically, you touch his last nerve (most likely by seriously hurting or killing somebody he's grown extremely close to), he goes berserk and unleashes the true horrors of his telekinetic powers. His body becomes surrounded in a black aura, his eyes glow red, and he emanates with an air that instills a strong feeling of nausea-like illness and impending doom in everyone nearby, unable to distinguish friend from foe. Everything around him gets wrecked by seemingly invisible forces in an extremely violent fashion, which is him basically tearing things apart with his telekinesis. The area begins to quake and people may spontaneously combust. (Though with player-controlled characters, it could just stop at "feeling like something within them is about to explode". They have a good chance to get as far away from him as possible.) It ends when he is able to obliterate the source of his anger or his energy runs out, and he will always pass out from it. When he awakens, he can't ever recall entering the state of Psychosis. Thus, he himself isn't even aware that he does this.
He was born around 1600 years before the Kharlan War, a pure-blooded Elf who grew up in the world of Vanaheim, specifically on the continent of Glacierwell, in a kingdom city that was once known as Valiaridad. (It no longer exists in present time.) He was known in his hometown to be a prodigy in alchemy, having started his studies at the age of seven. Furthermore, wanting to deviate from the norm, he also developed his own style of magic of no element that resembles telekinesis, and solidified its foundations by the age of 10. He also studied illusionry on the side just for fun, but also because he figured it might come in handy. He would go on to master his main arts at 17, then by 19, he gained recognition as a crafter of potent talismans. The ones he'd make were best in fending against monster attacks, warding off poisons, helping one tolerate extreme weather conditions, and so on.
Such recognition soon attracted attention Eloysio did not desire, however. The King of Midgard and his military leaders learned of his masterful work and sought to bring him into their ranks. After all, other talisman crafters could create charms that increased the power of physical force and strengthen defenses, but they could only provide small and temporary boosts. They believed Eloysio could achieve even better for them. However, the master alchemist himself never wanted to contribute his skills to warfare. He only wished to enhance people's quality of life and help them protect themselves against the threats in the world.
But Midgard would not take no for an answer. Because Eloysio refused to join them, Valiaridad was attacked and pillaged, most of its residents swiftly and mercilessly slaughtered. Eloysio was able to keep his family safe from harm through his masterful illusionry, but he regretted not being able to do as much for the rest of the population.
In the aftermath of ruin, Eloysio helped his family settle in Izumo, then ultimately decided to part from them as he knew Midgard would still seek to forcibly take him in and would even stoop to killing them to achieve that. He wandered the world, using his illusionry to disguise himself. And of course, he still kept himself in the practice of alchemy and enchantment. He just watered down the quality of products he would release to the public, so as to not draw attention to himself all over again.
At the age of 150, he went on to create the Chiaroscuro Soul, which was merely meant to give a significant increase to one's strengths. But as he tested it on himself, it mingled with his soul in a strange way that he did not expect, which resulted in the awakening and manifestation of Chiaro and Oscuro. After a time of gauging their abilities and making necessary modifications, he had them perform great deeds across the world---Chiaro became known as a figure of salvation, rescuing people in calamities and the cruel invasions of Midgard with immense strength. Oscuro became recognized as a harbinger of dark justice, cornering the remorselessly evil and devouring their souls. The endeavors of Eloysio's otherselves were met with much appreciation as Midgard was being especially oppressive.
However, Vanaheim would soon find its obscure heroes vanished shortly before the end of the Kharlan War. Midgard had been building otherworldly gates and investigating the world of Aselia for a time, and Eloysio found himself inadvertently going through one of them. To his great misfortune, before he could figure out how to get back, Mithos split the world in two, completely severing Vanaheim's connections with Aselia by making its only Otherworldly Gate focused on keeping a channel between its two halves. Eloysio had no choice but to make a new life for himself, particularly in Tethe'alla.
Eventually, he was betrayed by those he thought to be close friends and murdered to have the Chiaroscuro Soul taken away from him. One of the traitors coveted it, after having seen what Eloysio was capable of with it. As it was bound to the soul, the only way it can be removed is when the body it's attached to no longer houses a soul.
Eloysio refused to move on to the realm of the dead, and lingered on in the plane of the living as a ghost. He simply just didn't want to let go of the Chiaroscuro Soul for good and tracked it wherever it went, watching over the many lives it became bound to. However, he lost track of it about a thousand years after his death, and it never seemed to surface again for the next three thousand. Eventually he found it with Azriel, whom he favored and came to consider his true successor. He felt a great desire to help her, and so also desired a physical form again. So he used a method rooted in necromancy that he once noted, although he didn't follow it precisely---he was not keen to the idea of using an entire dead body, thus he only used fragments that were gathered from an infirmary. But while the ritual was being performed, a freak accident resulted in a rather humorous side-effect...
Fave Food Type: Wine, tea, vegetables, many dishes akin to Italian cuisine, especially pasta dishes. Does not like overly spicy dishes.
Quotes(s): Victory - "Never underestimate the raw power of the mind." Low health - "I need to be more careful now..." Repeat battle (same enemy) - "Well aren't we a glutton for punishment?" Downed - "Curses...a tactical error on my part..." Revived - "My most sincere gratitude." Strong enemy - "More intense focus is needed to increase the power of my attacks..." Weak enemy - "Practice makes perfect." Killing an enemy - "Ah, now who's next?" ^_^ Fleeing - "Survival is important, above all."
Other Notes: - He has an eidetic memory. - His monocle isn't actually for vision correction. He enchanted it to display special modes of vision depending on how he turns and rubs a finger on the rim. For example, one mode allows him to see lingering spirits in plain sight, another reveals invisible objects to him, another gives him night vision, and so on.
Non-Battle Related Skills
Alchemy - With the right combination of components, he can transmute them into new objects. (Think like Gaia's Item Alchemy.)
Matter Alteration - Note that this differs from Alchemy, since he does not really change the base material of an object into something new. Writing on them with a special ink, manifesting inscriptions in the form of energy and applying them, or even just murmuring or thinking up the words, he can change the size and shape of an object, or even mend it if it's broken or make duplicates. It's nothing any useful for combat, but it is outside of it, and he can only ever do these sort of things with inanimate objects.
Object Enchantment - his falls in line with the above. Using the same methods, Eloysio can imbue objects with the power to invoke certain effects. He can create stat-boosting talismans or unsuspecting charms that produce ill effects.
SECTION 1: BASIC INFO Character Name:Zaul Oleander Character Gender: Male Character Age: 28 Race: Half-Elf Occupation: Freelance Hunter/Crafter. Does treasure hunting and mercenary work with some bounty hunting on the side. Alignment: Protagonist Picture:
Stands at 6ft. even.
SECTION 2: ORIGINS Canon: Tales of Symphonia (fan-character) Canon Point: Post-Dawn of the New World Means of Arrival: Zaul is a native resident of Aselia.
SECTION 3: REPERTOIRE Fighting Style: Mostly striking from a distance, as his primary weapons are his twin pistols. If closed in on, he will retaliate with punches and kicks, but he doesn't have any artes based on them. Weapon(s): Twin pistols that look similar to flintlocks that he can channel mana into and transform them into energy bullets. Thus, he doesn’t need to constantly buy ammo. How this works is that he has arcane circles tattooed onto the backs of his hands, that work in conjunction with a corresponding channeling lens on both pistols that also have arcane circles carved onto them.
His gloves have metal knuckles and his boots have some metal plating attached so that his punches and kicks, respectively, have a little more bite.
Passive Ability: Mad-Eye Exsphere It seems to be a given that the more time one spends in battle with an Exsphere, the more it tends to kick in and hype up one’s abilities. This is evident in Zaul’s tendency to start off a fight seeming kind of average in strength and speed, but later becoming much more faster and capable of superhuman feats (such as jumping extremely high). His artes also eventually pack more bite, and he becomes deadly accurate. However, with his Exsphere wired directly to his brain, it also tends to affect his behavior. The result is that he grows more hyper and trigger-happy the longer he stays in battle. He could potentially tip into insanity if he makes himself press on too long.
Guardian - Creates a spherical barrier that prevents all damage for just a few seconds. He keeps still throughout, and for a few seconds after it wears out, he's frozen.
Healing First Aid - Basic healing spell. Recovers only a small amount of health, but can be casted near instantly. He casts it by...shooting himself (or whoever is in need of the healing). Healing Stream - Zaul shoots a water bullet into the ground that creates an area with a gentle swirling circle of water. The edge of the circle generates a frothing effect. Any allies within the circle can feel a cool, revitalizing mist rise up and swirl about their bodies, restoring health over time. Recover - Healing spell that cures status ailments. He also casts this by shooting.
Base Twin Bullet - Rapid fire of 10 bullets from his pistols. Acro Bullet - Jumps up into the air, and with a spin sprays bullets in all directions with both pistols. Charge Bullet - Runs up to the enemy to deliver a spinning strike, then rapidly fires 3 bullets from one pistol at close range. Aerial Laser - Does a flip kick to knock the opponent into the air, then points his pistols at them to fire a few small beams.
Master Sessive Bullet - Rapid fire of 16 bullets from his pistols. Assault Bullet - Runs up to the enemy to deliver two successive spinning strikes, then rapidly fires 6 bullets from both pistols at close range.
Arcane Astral Laser - Executed like Aerial Laser, but the shot becomes a thick beam of non-elemental energy.
Base Artes/Novice Spells Aqua Edge - A small blue glyph appears at the end of his barrels, then he fires off four discs of water that fly off in random directions. Tide Bullet - A shot toward the feet creates a burst of water that can trip up the enemy(ies). Ice Needles - A small lighter blue glyph appears at the end of his barrels, then he fires off about six sharp icicles in a stream. Freeze Bullet - Performed exactly like Acro Bullet, only the bullets also draw forth tall, spiky clusters of ice from the ground upon impact. Snipe Force - Shoots a dark element bullet that causes fine, needle-like streaks of darkness to close in on the enemy upon impact.
Master Artes/Mid Spells Aqua Laser - Holding his twin pistols close together, he shoots off a high-pressure stream of water. Aqua Spiral - Shoots a combined water bullet from both his pistols that turns into a drill-like spiral of water. Makes multiple hits upon impact. Icicle Rain - Shoots an ice bullet skyward that stops above enemies' heads to create a portal glyph that rains down a flurry of icicles. Freeze Lancer - A large light blue glyph appears at the end of his barrels, which serves as a portal that issues forth a bombardment of up to 20 icicles. Takes a bit of time to charge and release. Dark Laser - After a bit of concentration, shoots off a combined shot from both his pistols that turns into a sphere of darkness that can pummel an enemy with multiple hits while it travels forward.
Arcane Artes/Advanced Spells Maelstrom - Requires a kind of lengthy charging time, but when he successfully gets it to full charge, he can shoot a sphere of water that will turn into a massive swirling vortex that covers almost the entire battlefield. Absolute - A shot of ice into the ground beneath enemies' feet that results in encasing at least one of them in a jagged block of ice, then explodes with a frigid burst to deal damage to surrounding enemies. Snipe Gate - A more powerful version of Snipe Force, it creates upon impact a vortex of swirling blades of darkness.
Mystic Arte: Lunacy's Catharsis A Mystic Arte that Zaul initiates once he feels his Exsphere’s self-preservation frenzy is starting to mess with his mind. A technique he developed to act as a safeguard against going off the deep end. It utilizes all his elements of mastery (Water, Ice, Dark).
He takes a firm stance with his feet apart, pointing his pistols forward. A blue glyph that nearly covers the whole battlefield appears where his sight is focused. He seems to be engulfed with an aura of darkness while he's charging his pistols, but that's not the only thing happening. Within the glyph, four waterspouts appear and spin about to deal damage to all enemies caught standing in the glyph. This is followed by a Meteor Storm style rain of ice chunks. In the final stroke of the attack, the dark aura around Zaul dissipates, and when he pulls his triggers, two massive beams of dark energy are fired off.
SECTION 4: PERSONAL DETAILS Personality: Zaul is generally a confident and easygoing man, though he knows when to play it careful and serious and be a responsible person. Once he establishes a deeper level of camaraderie with someone, he starts to become more lax around them and come off as somewhat of a goofball. He doesn’t mind his safety much when in a group, however; he often becomes focused on shielding others from harm rather than himself. He exercises a little more caution in battle, and strategizes on-the-go.
Whether stranger or friend, though…he has a tendency toward blunt honesty.
His reaction to the discrimination against his kind is of sheer indifference. He’ll just shrug off remarks and ignore persistent taunting, but that isn’t to say he’s a doormat. He will act in defense if he sees it necessary; for instance, when the offender threatens physical harm.
Fave Food Type: Meat, mostly. Favorite particular dishes being beef stew and curry.
Bio: Zaul really did lose an eye around the earlier years of trying to get by on his own, at the age of seventeen. Being a Half-Elf, he was looked down upon and bullied wherever he went. He came to sustain such an injury defending himself in a particularly awful scuffle in Flanoir.
However, it was soon replaced by an Exsphere―not one cultivated from the lives of others. It was originally an empty one that came from the Toize Valley Mine. It rests in a Key Crest fixed into his eye socket. Of course, since it must absorb one’s life in order to activate for use, it had absorbed the entirety of Zaul’s life force the moment he began to bear it. If it were to be destroyed or removed from him, then his life ends outright.
In battle, the Exsphere does the usual; that is, hype up his abilities the more he engages in battle. It also does function like an actual eye, and he can actually see through the eyepatch. However, as it is wired directly to his brain to do this, it has a tendency to affect his demeanor. The longer he stays in battle, the more stress he is put under and the more his Exsphere is driven into self-preservation mode. This results in him growing hyper, trigger-happy, and in the worst-case scenario, take on a cruel streak.
As for how he obtained the Exsphere, he would say he was “just your average schmuck desperate for money, who sold his soul to science". It was just some time after the fight where he lost his eye. He was wandering the streets of Flanoir with the intent of finding the city’s famed doctor to beg him for treatment. Instead, he soon chanced upon a mysterious and eccentric scientist who promised him a hefty sum and free living quarters—if he let him do experiments on him. His motives are yet to be clear, but he also promises he wouldn’t kill Zaul.
The deeper truth behind this is that “Doc" (that’s the only name the scientist will allow to be mentioned in public) is a person who can also “hear the voices of the Exspheres" believes he figured out the “good" way Exspheres were truly meant to be used. The Exspheres he has in stock are empty, the kind that have not been cultivated on lives yet. They work in conjunction with special Key Crests that he jointly developed with a Dwarf he befriended. So Doc goes around and observes people, selects some he deems worthy for his experiments, briefs them on how Exspheres work, and grants them one of his Exspheres with special Key Crests. Of course, he gives his would-be subjects a choice, but it is often paired with another offer that seems quite tempting.
One of the enchantments he has imbued on these Exspheres makes it so that the wielders have a sort of telepathic link. They all have ultimately agreed that should one of them die, one of the others shall track them down as quickly as possible and destroy the Exsphere to release the soul.
This team that Doc has developed in secrecy, which Zaul is a part of, is called the League of Ethical Exsphere Testers, or L.E.E.T. (Yes, that name is played for lulz. Suggestion from a friend. XD)
Other Notes: - NO ONE IS SUPPOSED TO KNOW ABOUT HIS EXSPHERE EYE OR THE L.E.E.T. ORGANIZATION UNTIL HE 'FESSES UP ABOUT IT. I hope we're clear on this. - On prodding about his "missing eye": It's apparent that Exspheres are a controversial source of power, so he'd rather not have this information reach the ears of Lloyd Irving. Perhaps Lloyd may not give him as much flack if he learns that the Exsphere being removed from Zaul results in the loss of his life, but he just wants to be extra careful. But he tends to be more open about it if you happen to compromise a dark secret of your own first. - He also carries a rifle, but it's more for hunting than combat. He feels more ease of movement when wielding his pistols. - He sucks at handling his money. - He has a southern accent. - He will soon learn that he is Azura's Alternate Universe Genderbent Counterpart.
SECTION 5: QUOTES Victory - "Shot through th' heart! Yer th' only one t' blame." *smirk* Low health - "Tch--- Guess I should be more careful. Ugh..." Repeat battle (same enemy) - "Lookin' fer a Round 2, eh? Why not?" Downed - "Crap. Kinda saw this comin'..." Revived - "Thank ya kindly, pardner." Strong enemy - "Just gotta kick it up a notch. We can do this." Weak enemy - "C'mon, this is hardly a challenge! That ain't no fun." Killing an enemy - "Yer no match fer this one-eyed sharpshooter!" Fleeing - "Heh. It'd do us no good fer me ta lose mah other eye..."
Posted: Fri Feb 10, 2012 7:16 am
(Tales of Zeal Profile for Azura Cantarella)
SECTION 1: BASIC INFO Character Name:Azura Cantarella Character Age: 28 Race: Dark Elf/Werewolf Occupation: Freelance Alchemist Protagonist or Antagonist?: Protagonist Alignment: Neutral Good Description/Picture:
Rather short, standing at 5ft. even. In wolf form, she stands at 6ft. even.
SECTION 2: ORIGINS Canon: Gaia Online Canon Point: Present Time Means of Arrival: She uses a pair of dimensional tear-inducing gloves created by her genius scientist friend.
SECTION 3: REPERTOIRE Fighting Style: Essentially roguish, tries to land as much hits possible while staying out of danger's way. In wolf form, she is more inclined to fight with fist and claw. Also a spellcaster.
Weapon(s): Ice Gauntlets
Ice Gauntlet Functions Passive - They amplify her ice magic. Without them, Freeze Ray and Hailstorm are significantly weaker. When she conjures Crystal Knives with these on, they additionally have an aura that can encrust the area of impact with a thick layer of ice.
Claws - The gauntlets envelop her fingers in sharp claws made of ice. They’re hard, yet they also magically bend along with her fingers.
Frostbite Blade - Azura magically modified these gauntlets so that another item, a sword of ice that goes by this name, replaces its original blade form.
Shield - One gauntlet projects a thick, circular shield or both can project two halves that can be put together to make a bigger one. How many hits it takes for them to break depends on the strength behind them. (The actual Gaia item doesn’t do this; it’s a totally headcanoned ability.)
Ring Set (All at CL10) Mantis - Conjures an energy katana that does light damage but recharges quickly for successive use. If Azura can charge it to a higher Rage Rank (level of power), it can additionally weaken Willpower (resistance to status afflictions). She can also apply these effects to her Frostbite Blade, if it's been drawn.
Guns Guns Guns - Conjures an ethereal gun to shoot energy bullets. Also recharges quickly. Higher RR effect: wider spray of bullets.
Azura can apply her ice powers to make it shoot sharp pellets of ice. The additional encrusting effect happens if her Ice Gauntlets are activated. Alternatively, she can apply her water and shadow powers to deal water and dark element damage, respectively.
Dervish - A wild spin of the body surrounded by a whirlwind that knocks opponents close by away. Higher RR effect: greater knockback and wider area of effect.
Azura can combine this with her Waterspout spell to deal water-element damage. Alternatively, if Zaul readies a Freeze Lancer when she decides to use this, it will turn into a Compound Special Attack called Crystal Pirouette. Zaul shoots his Freeze Lancer at the spinning Azura, which turns the whirlwind around her into an icy tornado that also throws about icicles.
Improbability Sphere - Creates a protective force field that minimizes the damage from all incoming attacks, and has a random chance of reflecting projectiles back at the caster. Single-target, self or allies. Higher RR effect: stronger force field, higher chances of projectile reflection.
Divinity - Grants faster energy (TP. MP, what have you) regeneration. Single target, affects a small area. As in, if she casts it on herself, the allies closest to her gain the buff as well. Likewise for anyone else she'll cast this upon. Higher RR effect: more energy regenerated per second.
Bandage - A healing Ring that helps its target recover health by the second. Azura can use this on herself or her allies. Higher RR effect: more health regenerated per second.
Wish - A Ring that can heal 70% of health and at a much longer range than Bandage, but does not have an additional heal-over-time effect and Azura cannot use it on herself. Higher RR effect: Heals allies within a small area around the target.
Defibrillate - Revives a downed ally with an electric shock. Cannot be used on self. Higher RR effect: more health recovered upon revival.
Skills/Magic: Primarily wields the elements of ice, water, and darkness.
Ice Magic Crystal Knives - Wills ice to concentrate into the shape of up to five throwing knives in her left hand, then throws in rapid succession with the right.
Frigid Burst - A surprise attack Azura likes to use when an opponent is close in front of her. From a forceful clap of her hands explodes a fan-shaped cluster of jagged icicles meant to blast the opponent back.
Freeze Ray - Concentrates to form a small sphere of ice energy between her hands, then allows it to burst forth into a beam. If she wants to keep it going, she must dedicate her will to it and nothing else. For the sake of quickness, she’ll usually just try to freeze a small part of the body (like the hand or foot) or make a patch of ground beneath foes slippery. She can also make this beam curve to trick foes.
Freezerburn - Concentrated ice energy in the form of…well, blue-colored fire. She can make fireballs out of it to toss around or spread it like a wildfire. Of course, it being ice magic, it emanates cold rather than heat. It generates a crust of ice and very minor to mild frostbite upon whatever it touches.
Avalanche - Casts a tumble of not only heavy snow but also large chunks of ice and icicles.
Snow Mines - Conjures a multitude of small spheres of snow that are suspended in the air for a moment before they drift about the field. Once she snaps her fingers they all explode in frigid blasts, throwing about clumps of snow at high speed. Or, if the opponent bumps into one, that particular one explodes but the blast causes considerable knockback, more than likely causing a chain reaction with the other Snow Mines. Not to mention, the snow clumps that one mine throws about can set off more Snow Mines.
Water Magic Torrent - It could be said that this is the water equivalent of Freeze Ray given that she makes the same motions to cast it, though she can’t make it bend at all. It just goes in a straight line forward. Causes considerable knockback. Can cast this in short bursts.
Deluge - Facing her palms toward her target, she summons a surging wave that rushes across the battlefield.
Hammering Cascade - After conjuring a circular glyph in the air above her target, a rapidly-flowing, heavy pillar of water is dumped upon them from it.
Geyser Mines - Azura throws down water that forms into seemingly harmless puddles scattered about the field, that slide along the ground in random directions pretty slowly. However, if a foe manages to step on one, it bursts upward into a scalding pillar of water.
Drowning Bubbles - Azura raises a hand over her head, producing a small glyph from which what appears to be bubbles spew forth like a fountain and descend slowly. When the bubbles land upon something or someone and burst, it’s revealed that they were really spheres of water. They heavily drench the area/foe that they land on.
Waterspout - Conjures a swirling column of water to close in on the foe(s). It picks them up off the ground, and once they reach the top, it dissipates, leaving them to plummet to the ground. Alternatively, she can set it loose like a tornado.
Dark Magic Poison Breath - Azura holds a small sphere of dark energy to her lips, upon which she blows to send a stream of black smoke toward her foes. It lingers around their heads for a few seconds to obstruct their view and has a chance to inflict Poison (damage over time) status.
Silencing Glare - Azura fixes her stare upon her target enemy and puts a finger to her lips as if to signal them to shush. If she can keep eye contact for a few seconds, the enemy suddenly finds a patch of darkness over their mouths that mutes their voice. Naturally, this is useful on mages. This wears off after about a minute.
Corrosive Sludge - Azura throws upon her target a clod of pure dark element upon a target that starts to behave like a thick, clingy sludge and inflicts a random debuff (lowered attack, defense, magic, or magic resistance). It lingers for about fifteen seconds before it disappears.
Shadow Extensions - Inspired by the Shadowvert item. Azura focuses to make large tendrils made of dark energy emerge from her back. She can shape these into whatever she wants—a pair of hands or even snaking dragon heads—and use them to attack.
Raven Gale - Azura sends off shots of darkness element in the form of a flock of ravens. The longer she can take to charge it, the more powerful it can be.
Waking Nightmare - Azura manipulates shadows upon the field into rising off the ground and taking on the appearance of whatever she has in mind, be it monsters, specters, etc. They motion to attack the opposing person or party. They do no real damage but are there to (hopefully) distract the foe(s) from attacking her. Again, this is dependent on the amount and intensity of shadows in close proximity.
"I, the fruit of the Cantarella-Acquarone union, invoke mine covenant with the elements of cold! This is my Final Word: Glacial Maelstrom!” A Mystic Arte-level spell in which Azura’s powers of water and ice work together. A whirlpool forms and traps at least one foe in its center, dealing continuous moderate damage as it swirls about them. Enemies away from the center are stricken with light damage, and the currents can draw them into the center. All the while, sizable chunks of ice drop in from the sky. Some might hit the enemies swirling about, but they ultimately gather in the center to fuse and encase anyone trapped there. In the final stroke of this spell, the whirlpool disappears but the massive iceberg that formed in the center explodes and throws about shards of ice.
SECTION 4: PERSONAL DETAILS Personality: Azura usually appears cheerful, peaceful, and friendly. Pretty much an aimless, "go with the flow" sort. At times, she can seem childish in both good and bad ways. She tries to keep as polite and helpful as possible. Sometimes she can be a bit of a tease, but she will not make fun of others' turmoil. If she does by accident, she will apologize for it. Though coming from a fairly wealthy family, she still maintains an air of simplicity. She does not flaunt her wealth and isn't afraid to get roughed up.
Fave Food Type: Sweets and meats, but never both at the same time unless it actually works (like sweet and sour pork or glazed ham).
Bio: Azura Cantarella’s origins lie in the world of Gaia, born to a wealthy couple. Her father Reginald is a werewolf of the Human variety while her mother Lucrezia is a Dark Elf, effectively making Azura a sort of half-elf. Her parents seemed mostly gentle and kindhearted, but if one would try to play them for fools, they were very well capable of showing they weren’t pushovers. They raised Azura with the ideals of being free-spirited and boundless in imagination. That was balanced, however, with a fair strictness.
Their home is a mini-mansion on a fairly small estate on Isle de Gambino. Though not blood-related, the human servants of the Cantarella household were still considered a part of the family. They are Stephen, the butler; Helene, the head maid; Julien, the main chef; Wilfried, the estate security guard; and Florentia, the gardener and assistant chef.
Azura was homeschooled for her primary education, with her parents as tutors. They educated her from ages 6-15. Also, despite life in a modern setting, the family still practices magic out of tradition. Her mother being a Dark Elf, the capacity for Dark Magic was in the blood, so she was taught that at first. Her father taught her how to utilize her inherited lycanthropy to the fullest and trained her in controlled shifting. Additionally, she was taught some degree of manipulation of the elements her parents favored, water and ice respectively.
Her learning was not limited to academics. She learned from Helene basic household skills like cleaning, and cooking from Julien and Florentia. Azura’s parents thought it would be a good idea to learn such things should she ever desire to live independently in the future—which at present, she does. She owns a two-story house somewhere else on the Isles.
In her college years, she was encouraged to hone and add to her skills by attending Valefor Academy, an institute of magic. There, she signed up for placement into the house of Divinity Court and specialized mostly in Alchemy and Dark Magic. At present, she is of intermediate skill in both fields. She graduated from Valefor Academy in the year 2005, at the age of 20.
To this day, Azura remains well-to-do enough to not need a job, but she offers her Alchemy services when asked, to keep herself in practice. She will inherit her parents’ Alchemy business when they decide to retire.
Azura and her friend Chartreuse came to meet Kratos Aurion recently (as in pretty much shortly before present time of the RP) when Derris-Kharlan passed through a rift in space that sent it hovering close to her home world. As it passed by, they had become curious enough to go investigate it by means of their personal spacecraft. They landed in Welgaia and wandered its halls in exploration for a while, soon becoming accosted by the Lifeless Beings on patrol and thrown into a prison cell. The seraph himself later came out to them for questioning, resulting in their release. After quite some time of conversation and a bit of heated debate (mostly on their end, though; Kratos is ultimately difficult to faze), they somehow convinced him that he really ought to return to Aselia.
Other Notes: - Being a native of Gaia, Azura is rather accustomed to chaos. There is close to nothing that will weird her out badly. - ...However she has a hilarious phobia of cockroaches because of a childhood incident. - She hates fish and anything bitter-flavored. - Being a werewolf, she of course has weaknesses to silver and the wolfsbane plant. The former gives her migraines and weakens her physical strength, while the latter gives her a nasty rash and weakens her magical strength. - Azura isn't the kind of werewolf that descends into primal rage. Her consciousness is intact past transformation.
SECTION 5: QUOTES Victory - "Booyah! See you again never, losers." Low health - "I'm starting to get kinda wooooozy here..." Repeat battle (same enemy) - "Looks like somebody loves their spankings~" Downed - "Azu go sleepy-bye now..." Revived - "Whoa, what a trip. Thanks." Strong enemy - "Aw, mother of balls." Weak enemy - "I almost feel sorry for (it/them)!" Killing an enemy - "Sweet dreeeeaaaams~" *grins evilly* Fleeing - "...We just decided to show some mercy!"
SECTION 1: BASIC INFO Character Name:Azriel Serafina-Donovan / Chiaro / Oscuro (The latter two are alternate personalities.) Character Gender: Azriel is female. Chiaro and Oscuro become the gender their host is, so currently, they're female too. Character Age: Azriel is 30 in Terastraelan years*, but has the appearance of an average human in their mid-20s. As for Chiaro and Oscuro, age also isn't really a concept that applies to them, but for technicality's sake, their existence spans over 4000 Terastraelan years. Race: Azriel is a Twyvlan, an elf-like race that comprises half of Terastraela's population. Chiaro and Oscuro are Demigoddesses. Occupation:Treasure Hunter, Demigoddess Vessel / Demigoddess of Light and Salvation in Calamity / Demigoddess of Shadow and Judgment of Afterlife Protagonist or Antagonist?: Protagonist Alignment: Neutral Good Main or Minor?: Minor Description/Picture: (Art to come soon, avatar just gives a general gist of what Azriel looks like.)
SECTION 2: ORIGINS Canon: Original story that takes place on a world called Terastraela. Canon Point: Five years after the events of their adventure, which is explained in the Bio. Means of Arrival: Azriel had caught news of an earth dragon that could breathe poisonous fumes terrorizing the depths of the mining town of Conterlia and decided to investigate in case Chiaro's intervention was needed. They found the dragon, all right, but as the battle begins, a vortex appears and transports all of them into a Shadow of Corruption.
SECTION 3: REPERTOIRE Class:Aerial Magic Swordsman / Angelic Warrior / Shadow Reaper Fighting Style: Azriel tries to make herself versatile, reading the situation to determine whether or not it's best to head in close for a strike or use projectiles. She also tries to use the full potential of her ability to fly. Chiaro is a straight-up tank, while Oscuro is more about distance and getting a quick strike in then immediately backing away from harm. Weapon(s):Saber, Swordbreaker Dagger (mainly for parrying) / Battle Axe / Scythe Skills/Magic:
Terrakinetics - Azriel can manipulate available earthen material in the environment in various ways. She can condense dirt into nearly rock-hard clumps for throwing, send loose stones and boulders rolling, create tiny earthquakes, and sharpen leaves into flying blades.
Flourishing Gift - Azriel causes a patch of glowing flowers to rapidly grow beneath the feet of her allies that releases a flow of revitalizing scents and curative dust. Recovers health and heals status ailments.
Element Blade - Azriel infuses her saber with a stony crust, an aura of light, or an aura of darkness to simply deal damage of their respective type.
White Laser - Azriel holds out the palm of her right hand toward her target, an orb of light appearing before it. After charging enough energy, a beam bursts forth.
Crystal Hail - Using a mix of earthen and light energy, Azriel creates small sharp crystals in the air and rains them down on the opposing party.
Dark Pulse - The dark parallel of White Laser, done with the left hand. This one comes out as a line of rings rather than a singular beam.
Venomous Snare - Azriel concentrates a combination of earthen and dark energy into a ball in the palm of her hand. Wherever she throws it onto the ground, a tangle of thorned vines bursts out, which lash out and try to wrap around any enemy nearby. The thorns are poisonous, and thus have a a high chance of poisoning the enemy especially if the thorns manage to break the skin.
Chiaroscuro Comet - A Mystic Arte-level technique. Azriel flies high up into the air. While she's ascending, light and dark energies amass at her sides and shape into the forms of Chiaro and Oscuro, respectively. After reaching the desired peak, Azriel sharply turns and dive-bombs back down, the both of them whirling around her in helix formation. The impact they create unleashes a massive circular shockwave that covers the battlefield.
Photokinetics - Chiaro can take control of light particles in the environment and condense them into various forms to attack with. She's often seen shaping the light into chains, extra limbs, and/or dragons. She also generates her battle axe with this ability.
Blazing Whirlwind - Four consecutive horizontal spins, axe fuming with light energy.
Solar Flare Fissure - Slams her axe on the ground, creating a crack that extends toward the foe(s), issuing large tongues of whilte flame.
Radiant Edge - Chiaro grasps the halo from above her head and throws it like a chakram.
Aurora Barrier - Chiaro positions her halo in front of herself, enlarges it, and fills the hole in the center with a layer of prismatic, solidified light to create a circular shield that reflects projectile attacks.
Memento Vivere - A spell of mass revival. A ray of guiding light emanates from Chiaro's halo and enters the hearts of allies, rekindling the flame of life.
Umbrakinetics - Oscuro takes control of darkness particles and shadow in the environment, often making them solidify into various things like humanoid or animal shapes and tendrils. She also generates her scythe with this ability.
Dark Whirlwind - Four consecutive spins toward foes, the blade fuming with a dark fog.
Shadowfire Rift - Oscuro makes a crosswise cut with her scythe in the ground, from which black flames spew out at an angle.
Nightshade Edge - A horizontal sweep of her scythe sends out spinning crescent-shaped blades of dark energy toward foes.
Black Hole - Spins her scythe before herself to create a vortex that absorbs projectile damage. Also draws foes closer and drains energy, leaving them with a greatly fatigued feeling.
Judicium Mortis - If Chiaro's Memento Vivere brings life, Oscuro's Judicium Mortis takes it away. A fixated gaze that grips the enemy's soul and draws it out of their heart. Once drawn out, she severs the connection between soul and body with her scythe, then draws the soul to herself for consumption.
SECTION 4: PERSONAL DETAILS Personality: Azriel is kind, polite, and somewhat naive. But this isn't to say she's a doormat. She may seem very tolerant, but she does have boundaries. You push her, she'll push right back. With enough time around a person/group, she'll develop a trust and loyalty for them. She cares deeply enough for her allies to push herself to her limits for them. As she feels she is a child at heart, she has a soft spot for children. They tend to bring out a sort of motherly side to her that she isn't aware of.
Chiaro's personality is made up of traits that can be attributed to the element of light. She has turned out to be a courteous, dutiful being who is has a strict sense of morals and justice. She often seems stoic. Likewise, Oscuro's personality is made up of traits that can be attributed to the element of darkness. Oscuro usually turns out to be a blunt, mischievous, dark-humored sort. She often seems rude and opinionated.
Fave Food Type: Pastries and pasta dishes. Chiaro doesn't stay manifested long enough to indulge in food. Oscuro devours the souls of the remorselessly evil.
Chiaro and Oscuro
In the world of Terastraela, there exists Elementals, wispy concentrations of an element that are driven by one instinct alone: to possess a living creature and take over its body. However, the more intelligent a creature is, the harder it is for an Elemental to achieve that. In fact, the reverse happens—its own mind is absorbed by the organism's and the organism in turn is able to develop element manipulation abilities. Since the dawn of time, Elementals have best achieved what they do with the world's animals, and it is Twyvlans that end up harnessing them. Spritefolk are out of the question, as the sheer power of their minds actually repels them; they're a race with great psychic and telekinetic powers.
Chiaro and Oscuro were originally Elementals of the light and dark types, respectively. It is through the experimenting of a master sorcerer of the Spritefolk race that they evolved into what they currently are—embodiments of a person's light and darkness of the soul. The sorcerer was trying to craft an enchanted accessory that would enable Spritefolk to wield elemental power, but what resulted instead was that the accessory caused two alternate personalities to form. In the case of a Twyvlan, it also causes the host body to sprout a pair of mismatched wings that represent these personalities; a white feathered wing for Chiaro and a black dragon-like wing for Oscuro. For Spritefolk, there are changes to the color and slight changes to the shape of their already existing wings. The host personality starts to develop some manipulation of the elements of light and darkness, but it is the alternate personalities that are more powerful at wielding them.
These alternate personalities form from existing traits that can be attributed to light or darkness. It doesn't matter how strong they are, just that they exist is enough. Chiaro is derived from the host's sense of morals, justice, courtesy, and so on, while Oscuro is derived from their capacity for mischievousness, bluntness, recklessness, et cetera. They also do more than merely surface—when they take over, the body of the host transforms into unique forms that best reflect the personality that is taking over.
The accessory is a golden jeweled collar that the sorcerer called the Chiaroscuro Soul. However, it came to be called the Soul Fracturer in legends, and it was believed to be a cursed artifact. After the death of its creator, it somehow became passed around the world over the span of a few thousand years. It was because of this cycle of going through several wearers that the beings sealed within became misunderstood. Most who came to wear the collar were frightened of the voices that occupied their head. They couldn't simply take it off, because the magic of the collar keeps it locked on the body the moment Chiaro and Oscuro connect with the person's soul. They thought Oscuro was a demon possessing them, and assumed the same of Chiaro by association. They killed themselves, being unable to bear the notion. The few who dared to understand Chiaro and Oscuro's true nature forged a fruitful relationship with them but would eventually meet circumstances where either Chiaro would be perceived as an angel of wrath, or Oscuro was also thought by others to be a demon harbinger of death. The latter happened more often, resulting in their hosts' execution.
Soon, there came a 1000-year period in which the Chiaroscuro Soul hadn't surfaced at all, causing the legends to fall into obscurity and become largely forgotten. It would eventually be rediscovered by a simple Twyvlan gal, who ended up becoming the host whom Chiaro and Oscuro have ever had the deepest bond with besides their very own creator.
Azriel is an only child whose parents were treasure hunters before her. She continued in their stead at the age of 17 after the two met an unfortunate accident during a mission—they became afflicted with a potent venom from a dart trap that rapidly spread necrosis from the point of penetration. Her father ended up having to amputate an entire arm all the way to the shoulder, while her mother lost a leg. Knowing that these losses would impair their ability to adequately do their job, she feared for their safety and so decided to play the role of provider of the family. The other half of it was that she had a thirst for adventure.
When not fulfilling requests, she searches for materials to sell off, namely, precious stones, ores, and metals. She's fairly successful at this thanks to an ability taught to her by her parents that gives her a keen sense for rooting out such things. It was developed by absorbing enough Earth Elementals for the senses to become attuned to the element. Eventually, she obtained a secondary job as the assistant of a master alchemist and talisman crafter named Eloysio Donovan, as most of his formulas needed the materials Azriel gathers between missions.
It was at the age of 20 that Azriel would take up the fateful mission that resulted in her becoming the current host of the Chiaro and Oscuro. It was a request from a museum to explore the mausoleum of an ancient dynasty and bring back anything that was found. A thief had secretly followed her in the hopes of killing her off and cashing in on her finds. He ambushed where he believed he could best corner her, in an enclosed room with no other exits. However, that happened to be the room where Azriel found the Chiaroscuro Soul. Having never heard the obscure legends about it, she got the bright idea to put it on so that she wouldn't drop it, thinking that it was just an ordinary accessory.
And thus Chiaro and Oscuro were reawakened. In that deeply shadowed room, it was Oscuro who almost immediately manifested in an instinctive move to protect the new host body they've become bonded to. Using strange powers of soul insight, Oscuro deduced that the thief was remorselessly evil. Right then and there, she separated his soul from his body and proceeded to devour it.
Having taken care of the threat, Oscuro de-manifested, leaving a deeply confused and frightened Azriel in the vicinity of a dead body. Overwhelmed with what had transpired, she fled from the scene, never made contact with her employer from the museum again, and isolated herself from people for a time while she tried to cope with what had become of her. Despite her fearfulness, she still desired to live on, and mustered the courage to communicate with and try to understand what Chiaro and Oscuro were. Thus began a great relationship with what were now her other selves.
When Azriel returned to a worried Eloysio, he was greatly surprised with what had happened to her, for he went on to reveal that he was a distant descendant of that master Spritefolk sorcerer of yore who was the creator of the Chiaroscuro Soul, and in turn, Chiaro and Oscuro. Eloysio was considered a distant cousin, to be precise.
They also happened to get tangled up in an adventure in which they discovered a conspiracy among the divinity of Terastraela that was responsible for a discreet decline in the state of the world. Long story short, Xhanadus, the demigod with the role of Grim Reaper, had grown disillusioned with humanity and felt they were ruining the world, thus desiring to hasten their collapse to "wipe the world clean and start it anew, restoring its former beauty". He had somehow acquired the means to slay any fellow gods that dared to get in his way. They, along with a few friends made along the way, journeyed to restore power to the prime goddess of Terastraela, Lyunawel, who was thought to be sleeping but in truth was reduced to merely being omniscient after she had expended her power in creating Terastraela and its gods and demigods governing nature.
In the end, Xhanadus was stripped of his power and imprisoned in the very hell he once held the keys to for all eternity. Grateful for the deeds of Azriel and her otherselves, Lyunawel promoted Chiaro and Oscuro to demigod-hood, instilling the two as the new demigoddesses of light and darkness to replace the ones Xhanadus killed. To the rest of her company, she offered them the choice of being granted immortality. The only one who immediately took up the offer was Eloysio, who came to fall in love with Azriel over the course of their time together.
Some time after, Azriel and Eloysio got married and settled in the latter's forest home in the kingdom of Valiaridad. Azriel continued her life as a treasure hunter, her status as Demigoddess Vessel kept secret from the rest of the world so as to not draw overwhelming amounts of attention. In addition to being demigoddesses of light and darkness, Chiaro became a figure of salvation when Eloysio suggested she use her great strength to aid people caught in grave calamities like she used to, while Oscuro ended up fulfilling Xhanadus' duties with her own ways of judging souls.
Other Notes: *: Time runs differently in the world of Terastraela. There are 36 hours in a day, and still 12 months in a year but each month always has six weeks. - Azriel is immortal as a result of being a Demigoddess Vessel, and she's stopped aging when she attained the status at 25. It does come with some stipulations, however. She still has the same healing rate of a mortal. It's just that she doesn't truly die; if dealt a fatal blow, her soul will not part from her body. Instead, she will enter a coma for 4 1/2 days (3 days in Terastraelan time) in which her body takes the time to fully heal—the only time that the quality of rapid healing ever does kick in. - Azriel is familiar with Azura, having ended up being her guide and becoming a friend when she paid her first visit to the world of Terastraela.
SECTION 5: QUOTES
Azriel Battle victory - "We did pretty good, didn't we?" Low health - "Must...keep...focus..." Repeat battle (same enemy) - "I'm getting this strange sense of deja vu..." Downed - "Urgh...I guess I was too reckless..." Revival - "Thanks, I owe you one!" Strong enemy - "Maybe Chiaro'll need to take this one..." Weak enemy - (puzzled) "...That's it?" Defeating an enemy - "Underestimated me, didn't you?" Fleeing - "Live to fight another day."
Chiaro Battle victory - "The light of justice always prevails." Low health - "I can't let this happen to Azriel..." Repeat battle (same enemy) - "One defeat was not enough? Very well." Downed - "I'm sorry...Azriel..." Revival - "My gratitude." Strong enemy - "...I see. I'll do my best." Weak enemy - (N/A, Azriel does not make Chiaro manifest for weak enemies.) Defeating an enemy - "One down." Fleeing - "Well, if this is the wiser decision..."
Oscuro Battle victory - "Didn't even break a sweat!" Low health - (growling) "Oh, it's ON." Repeat battle (same enemy) - "A glutton for punishment, are we?" Downed - "I will have your soul for this..." Revived - "...This doesn't mean I owe you one!" Strong enemy - "Whaaaaatever. I can so weasel my way around this." Weak enemy - (N/A, Oscuro doesn't bother to manifest for weak enemies.) Defeating an enemy - "Now to see if you shall go into the pit of limbo that is my stomach!" Fleeing - "Eh? I was just getting started!"
Posted: Mon Feb 13, 2012 9:36 pm
SECTION 1: BASIC INFO Character Name:Eloysio Donovan / Elucifer / Noctenum (The latter two are alternate personalities.) Character Gender: Male Character Age: 40 Terastraelan years, but has stopped aging at the age of 35. Race: Spritefolk (a race of, basically, people-sized fairies) Occupation:Master Talisman Crafter, Demigod Vessel / Chiaro's Adjutant / Oscuro's Adjutant Protagonist or Antagonist?: Protagonist Alignment: Neutral Good Main or Minor?: Minor Description/Picture: Stands at 6'6". (Art to come soon, avatar just gives a general gist of what Eloysio looks like.)
SECTION 2: ORIGINS Canon: Original story that takes place in a world called Terastraela. Canon Point: About five years after their adventure, explained in Azriel's bio. Means of Arrival: After a successful crafting in his laboratory, the room was filled with an explosion of white smoke, as per the norm. But when the smoke cleared, he was no longer in his laboratory...
SECTION 3: REPERTOIRE Class:Telekinetic / Angelic Mage / Shadow Mage Fighting Style: Eloysio's definitely not good as an up-close fighter. He requires distance to make his telekinetic strikes most effective. Lucius does have the potential to be a straight-up tank, but his style of attacking is mostly still about distance. Noctis can fight like Oscuro as well, but distance is also his game. It seems these extensions of oneself tend to derive their approaches to battle from their hosts. Weapon(s):Not really used as a weapon, but he creates a wand out of pure energy as a precision pointing aid. / Staff / Scythe Skills/Magic:
Scope of Telekinesis Basically, Eloysio can pick up, levitate, shift aside, make any form of movement of objects with his will. He directs this power mostly with his hands. But if the object is quite far, he would resort to the precision pointing with his wand. In any case, an indication of an object being moved by his will is when it's covered in a light bluish aura. In combat, he'd usually try to disarm a few people, then pick up their weapons and turn them against them. He can and would even go so far as to pick up living beings this way.
Eloysio cannot conjure elements other than light and darkness, but he can manipulate what others throw out. For those which forms are not exactly solid (water, lightning, fire, etc.), he points his wand at them to catch them in midair, becoming shrouded in a pocket of silvery, shimmering "fog". From there, he can bend it whichever way he wants it to go, and even reflect it back at the caster.
Energy-Based Attacks Eloysio can infuse light or darkness into these attacks if he wants to.
Psionic Blade - Keeping his distance from the foe, Eloysio begins to hold his wand like a sword and make diagonal swipes in the direction of his target. The result is a streak of energy that appears before them at close range, followed by an effect as if a sword were being swung at them. With enough focus, he can make more than one Psionic Blade, each targeting a different foe or different parts of one's body.
Psionic Knives - Eloysio wills some energy around him into the form of throwing knives, colored a light purple. The maximum he can conjure is 20, and he can also adjust their sizes however he sees fit. He makes them shoot off with sweeps of his right hand, and can throw them in a variety of ways---one by one, all at once, multiple in succession in a stream, or in certain formations.
Force Bolt - Eloysio swivels his wand in a "U" then thrusts it forth. From the tip shoots a lightning-like, orange bolt of energy. Those on the receiving end of this attack will feel like they're being pummeled back by something large and heavy, should they not be able to avoid it.
Illusionry Deception of the Mind - It's illusion magic that's not so much the bending of light, but trickery by imposing images—any kind of images he can think up—into others' minds. However, to achieve this, he needs to make eye contact with his target for about a good 3-5 seconds.
Multiplying Chaos - Eloysio first has to achieve the above with a foe, then place a temporary enchantment on an ally. The next time that foe strikes that ally, it appears that a copy splits off from him or her. The more that ally or their copy illusions are struck, the more that are created. Only the foe that Eloysio inflicted can see those copy illusions, so if they attempt to hit them, it only appears that they're striking at air... One way to tell them apart from their original is that the copy illusions will only ever attempt one kind of move: to rush at the foe with a basic physical attack, and the strike will feel like nothing. This effect lasts for an average of three minutes or until the foe is subdued, whichever comes first.
Collision of Day and Night - A Mystic Arte equivalent. Eloysio will use his telekinesis to gather all enemies on the field and lift them into the air. While that happens, his body becomes enveloped in energy that is large and flame-like in appearance, with the right half being a white flame and the left half being a black flame. Once he has all the enemies ready, the energy flames split and take the forms of Lucius and Noctis, who make passing strikes at the cluster in increasing speed.
Also has the abilities Photokinetics and Memento Vivere.
Radiant Edge - Elucifer's version involves him focusing his will into his halo of light, conjuring duplicates around it that fly toward the foes like fine chakrams of light that can slice clear through.
Mirage Army - Elucifer bends light to make illusory copies of his current allies. They still behave like the illusions in Multiplying Chaos, only this time, the copies can do some moderate light element damage.
Heavenly Hammer - Elucifer traps enemies within a circular immobilizing glyph, then summons a beam of light that shines downward from the sky. It starts off thin but intensifies and thickens until it covers the entire area of the glyph, hammering down heavy light element damage all the while. It ends with an explosion of bright light that renders the enemies unable to see for a short time.
Prisma Cannon - Elucifer takes his halo of light from above his head and positions it so that it's hovering vertically before him. Then, he positions his hand in the middle of its hole, palm facing outward, and begins concentrating. Light energy gathers into a ball where his palm is, and when he's ready, unleashes as small comets that shoot forward in several directions.
Also has the abilities Umbrakinetics and Judicium Mortis.
Nightshade Cross - A slightly modified version of Nightshade Edge, Nocteneum makes two diagonal swipes that send out the crescent-shaped darkness blades joined in an X.
Waking Nightmare - Nocteneum taps into the foes' deepest fears and brings them to life with condensed and solidified darkness element.
Pitch-Black Explosive - Nocteneum conjures about three spheres of darkness and throws them either toward the ground or directly at enemies. Upon impact, they do heavy dark element damage, but also release a black smoke that covers the field and obstructs view.
Chaotic Outburst - Nocteneum spins his scythe overhead, accumulating dark energy around him in the form of a dome. Once he's collected enough, he slams his scythe flat on the ground to explosively unleash it in all directions.
SECTION 4: PERSONAL DETAILS Personality: Eloysio is curious, observant, and proud (though not to the point where he thinks he's never wrong). A meticulous thinker and utmost gentleman. Is known to become short-tempered when he isn't being taken seriously or being teased.
Like Chiaro and Oscuro, Elucifer and Nocteneum derive their personalities from their host. That being said, Elucifer turned out very similar to Chiaro in which he is usually serious, stoic, and strict regarding morals, courtesy, and justice. Nocteneum actually turned out more mature than Oscuro (who shows an air of childishness). But he does tease when he sees the opportunity, and is brutally honest—not blunt like Oscuro, who doesn't exactly grasp why anyone would be slighted by what she's saying. He speaks his mind, not caring that the other party would be offended at all.
Fave Food Type: He enjoys pasta dishes himself, as well as dishes that have an abundance of vegetables. That said, he greatly enjoys vegetable lasagna. Elucifer doesn't stay manifested long enough to try food either, and just like Oscuro, Noctenum only devours the souls of the remorselessly evil.
A prodigy and eldest offspring in a family of nobles, a boy by the name of Elucifer Nocteneum started his studies in alchemy and enchantment at the age of 7. He also studied illusionry on the side just for fun, but also because he figured it might come in handy. He would go on to master his main arts at the age of 17, then make work out of combining all three. At 19, he gained recognition as a crafter of potent talismans. The ones he'd make were best in fending against monster attacks, warding off poisons, helping one tolerate extreme weather conditions, and so on. The mysterious surging in the number of Elementals at the time, resulting in more ordinary animals becoming monsters that could wield elemental attacks, meant all the best business for him. Not to mention the weather patterns were growing quite erratic as well.
Such recognition soon attracted attention Elucifer did not desire, however. Military leaders of various kingdoms who learned of his masterful work sought to commission him. After all, other talisman crafters could create charms that increased the power of physical force and strengthen defenses, but they could only provide small and temporary boosts. They believed that perhaps Elucifer could achieve a better level of quality for them. However, Elucifer himself never wanted to contribute his skills to things that would only lead into warfare. He only wished to enhance people's quality of life and help them protect themselves against the threats in the world. But even after firmly and constantly expressing that, he was still pestered. He was even being pressured by his own father, as affiliating the family name with government powers would heighten their ranks in society.
Growing fed up with it all, Elucifer proceeded to exile himself from his family, taking all the money he had earned and going into hiding. And that was where his practice in illusionry was put to good use. No one would ever hear from him or see him again, save for his mother and younger siblings (a sister and brother), the only ones he had ever regretted leaving behind. He kept correspondence with them through letters under an alias and in coded language. As for how he got by from then on, he was able to continue meeting his basic needs by going out in disguise to do business, though he had to lower the quality of his crafts lest he attract attention all over again. While the years passed, he'd use these outings to observe the atmosphere, also waiting until he had aged considerably. The time soon came when he could determine that the world had truly forgotten what he looked like. He at last became comfortable enough to show his true face in public, but took on the new name of Eloysio Donovan.
Obtaining materials needed for his crafts, however—metals, minerals, and gemstones, in particular—was a different story. Pawnshops charged too much for his liking. He had tried to gather them himself when he needed to, but found the work too physically taxing. He soon had to depend on commissioning others to find them for him by posting job offers in taverns and arranging meetings with those interested.
After several years, around his early thirties, he began to notice that someone was consistently taking up his job offers. Five times became ten, then twenty. The quality of her finds was usually on par or even above his standards. And he couldn’t help but find her kind of captivating for some reason. Perhaps it was the innocent charm he noticed in her in what initially were brief meetings. They’d merely make their exchanges, but she’d always greet him with a bright smile. Or perhaps he had come to a realization of just how lonely the past several years of his life were. Brief meetings became light conversations over drinks. Then lunches together; his treat. Until one day, he invited and led her back to his hidden home altogether. There, he revealed his true identity and offered her a permanent side job and his own place as secondary living quarters if she needed it.
That woman, as was already made clear, was Azriel Serafina.
He fell for her first, but being ever the gentleman, he refrained from admitting it straight away as he didn’t want her to feel obligated to return his feelings and was afraid of rejection. He confessed after quite a while, only because of a direct question from Azriel during some idle conversation that left him no choice but to do so (and he wanted to be completely honest and sincere when it came to her). A beautiful relationship truly began to flourish from then on, and the rest was history from there—they had their adventure, received the blessing of the mother goddess, soon got married, and to this day are set for enjoying their eternity together.
As revealed in Azriel's bio, Eloysio is a distant descendant of the master Spritefolk sorcerer who created the enchanted collar accessory that led to Azriel's current state of being. He had learned of the collar by coming across his ancestor's old notes that included the plans and formulas to craft it. But as most of them had deteriorated over time, they were incomplete. This incompleteness piqued his curiosity, which spurred him to dedicate some time deciphering these old notes and filling in what blanks he found. As soon as he figured out its original intent, he aspired to re-create it. However, among the notes that were lost were records pertaining to Chiaro and Oscuro, and the legends about the original Chiaroscuro Soul had fallen into obscurity, so he remained unaware of that twist in the results his ancestor had to deal with until Azriel had returned to him with it bonded to her soul.
The journey had forced Eloysio to put aside his plans to make a new Chiaroscuro Soul, but he remembered to return to the endeavor afterward with the blessing of Chiaro and Oscuro. It was a success, and he gave the resulting extensions of himself the two parts of his birth name—Elucifer and Nocteneum. Chiaro and Oscuro appointed them to be their adjutants, technically making Eloysio a Demigod Vessel himself.
Other Notes: - His monocle isn't actually for vision correction. He enchanted it to display special modes of vision depending on how he turns and rubs a finger on the rim. For example, one mode allows him to see lingering spirits in plain sight, another reveals invisible objects to him, another gives him night vision, and so on. - He has an eidetic memory. - Eloysio's immortality has the same stipulations as Azriel's. - He's familiar with Azura as well. But she doesn't know about Elucifer and Nocteneum yet because they're more recent developments, and her last visit to Terastraela was a few months ago.
SECTION 5: QUOTES
Eloysio Battle victory - "Never underestimate the raw power of the mind." Low health - "I need to be more careful now..." Repeat battle (same enemy) - "Well aren't we a glutton for punishment?" Downed - "A... tactical error on my part..." Revived - "My most sincere gratitude." Strong enemy - "Elucifer...stand at the ready." Weak enemy - "Practice makes perfect." Defeating an enemy - "Ah, now who's next?" ^_^ Fleeing - "Survival is important, above all."
Elucifer Battle victory - "We're done here." Low health - "Can't...let defeat...befall my Master..." Repeat battle (same enemy) - "Are you sure about this?" Downed - "I've failed you...Master..." Revived - "Much obliged." Strong enemy - "Let's not underestimate. Keep your guard up." Weak enemy - (N/A, Eloysio would never make Elucifer manifest for weak enemies.) Defeating an enemy - "Moving on." Fleeing - "...Understood."
Nocteneum Battle victory - "Ah, a shame that's over. That was amusing." Low health - "Don't...underestimate...ME!" Repeat battle (same enemy) - "Well now. Somebody's a masochist. Heh heh heh." Downed - "I'll have my vengeance...somehow..." Revived - "...Hmph. Thank you." Strong enemy - "This isn't too much to worry about at all!" Weak enemy - (N/A, Nocteneum would not bother manifesting for weak enemies.) Defeating an enemy - "Time to lay judgment~♪" Fleeing - "This is really short work, but if you say so."
SECTION 1: BASIC INFO Character Name:Chartreuse Verdantine Character Gender: Female Character Age: 26 Race: Zombie/Cyborg Occupation: Mechanic/Scientist Protagonist or Antagonist?: Protagonist Alignment: Neutral Good Main or Minor?: Minor Description/Picture: Stands at 5'9".
SECTION 2: ORIGINS Canon: Gaia Online Canon Point: Present Time Means of Arrival: Her own interdimensional tear-creating device.
SECTION 3: REPERTOIRE Class: Mad Scientist Fighting Style: She primarily works from a distance, but she sure can whack 'em hard with her staff. Her physical strikes are kind of slow, though, like Raine's. Weapon(s): Arc-Guider Staff Skills/Magic:Science Tech - The things she's done in the prank-offs at Science Camp, she thought would be interesting to use for battle. She modified them into more suitable attacks. Reference: Camp Chaos: Science Camp Attacks
Static Electricity - An attack that does minimal damage, but is super accurate and has a low energy cost. Chartreuse shoots small lightning bolts from her staff. Deals Lightning element damage. Mints & Cola - Chartreuse takes a Florence flask from her belt filled with a black liquid---soda that she tinkered with. She opens it, drops a few mints and pops the cork back on, then throws it at her desired target. The resulting explosion gets all over it aaaaaand...eats away their armor or clothing (Defense debuff), aside from dealing minimal damage. She also has a secondary type for dealing with monsters, that actually inflicts acid burns on flesh. Solar Stun Gun (with Blind With Science effect) - Chartreuse pulls out a ray gun from the front pocket of her overalls, flips the switch below the trigger to enable its sunlight absorption function, and when fully charged, pulls the trigger to unleash a bright, searing beam that deals moderate Light element damage and decreases the target's Accuracy for a while. Recharge time is lengthy, however, and the gun is totally useless at night. Model Rocket - Chartreuse presses a switch that transforms the head of her staff into a capsule that opens up, revealing that there is a model rocket ready for launch inside. After she lets it rip, it'll fly about in crazy directions to confuse/distract the enemy before crashing into a random target (if there's more than one) and exploding. Deals major Fire element damage, but can only be done once per battle (she has to reload model rocket parts into it afterward). Gamma Radiation - The jewel in her Arc-Guider Staff emits a beam with a soft red glow. She can aim it at her allies to give them a 50% increase in Attack and Defense, signified by a red aura. The effect lasts for a couple of minutes. Astronaut Ice Cream - Chartreuse pulls out from her jacket a pack of freeze-dried ice cream to munch on, restoring 30% of her health. Or, she can offer it to someone else.
Mystic Arte: Tesla Coil - Chatreuse points her Arc-Guider Staff at the enemy party and presses a button that transforms the end of it into a miniature Tesla Coil that immediately starts charging. After fully charging, it unleashes a wide wave of massive bolts to deal major Lightning element damage.
Ring Set: Space Prankster (All at CL10) Guns Guns Guns - Conjures an ethereal gun to shoot energy bullets. Also recharges quickly. Higher RR effect: wider spray of bullets. Duct Tape - Conjures an animated roll of duct tape that wraps tightly around a foe to immobilize them. Striking at the foe, however, weakens the tape. Higher RR effect: sends out up to three rolls, targeting more than one enemy. Improbability Sphere - Creates a protective force field that minimizes the damage from all incoming attacks, and has a random chance of reflecting projectiles back at the caster. Single-target buff on self or allies. Higher RR effect: stronger force field, higher chances of projectile reflection. My Density - Grants an aura of increased gravity that actually does not weigh down the person, but prevents them from being knocked around by blasts and forceful blows. Targets all allies. Higher RR effect: additional Defense buff. Fleet Feet - This ring whips up an ethereal whistle for Chartreuse to blow on. All allies who hear it suddenly find themselves quicker on their feet (Speed buff). Targets all allies. Higher RR effect: additional Willpower (resistance to negative status effects) buff. Gumshoe - This ring conjures a sticky pink goo beneath a target foe's feet that slows them down. Higher RR effect: affects a small area around the target foe, inflicting any other foe within range. Heavy Water Balloon - Hurls a sizable water balloon that inflicts Water element damage on those within range. Higher RR effect: wider area of effect. However, if this is a battle against a party of monsters, it drives them to ignore Chartreuse's allies and relentlessly target her (Taunt effect). Hot Foot - Heats the ground beneath a target foe's feet to cause them to light on fire and cause Fire element damage over time. Also distracts that foe into being less able to dodge. Higher RR effect: affects a small area around the target foe, inflicting any other foe within range.
SECTION 4: PERSONAL DETAILS Personality: Chartreuse is best described as bubbly, hyper, silly, and random. She is easily distracted most of the time, but becomes intensely focused and easily irritable when tinkering with machinery.
Fave Food Type: She has an almost obsessive love of sandwiches. Her favorite kind is the clubhouse sandwich. She also likes her sweets and...some booze.
Bio: Chartreuse Verdantine is Azura's best friend, also hailing from the world of Gaia although a resident of the industrial city of Aekea. They met in Science Camp in their childhood and built their friendship over succeeding years of attendance and correspondence.
She was originally Human, but willingly turned herself into a sentient zombie by means of potion for a couple of reasons: the green skin, and the stopping of aging. She put a halt on the deterioration of her flesh and restored her human senses (except for pain) and bodily functions with a combination of nanotechnology and personally-concocted potions as well. However, the detachment of her right arm and left leg were irreparable, so she replaced them with cybernetic limbs. And for "convenience", as she'd say, she replaced her normal eyes with cybernetic eyes hence why they don't look very natural. Their color can change according to her mood or mode; for example, when angry or on the offensive in battle, they turn red.
Chartreuse led a normal, middle-class life being the middle child of a roboticist father and physician mother. She has an older and younger brother. She is known to have above average intelligence, having skipped a couple of grades of primary education. She entered Valefor Academy at the age of 14, majored in Magical Engineering and Alchemy and minored in Brewmastery, and graduated at the age of 18 in the same batch as Azura.
At present time, she manages a self-run business of repairing complex vehicles like UFOs and mechs. She is also a go-to gal for the improvement of appliances and other devices through Magical Engineering. In fact, she is the one who modified the Hand Module versions of her and Azura's TDHP Devices so that the portals they create can cross into entire other worlds.
As stated in Azura's profile, she accompanied her in investigating Derris-Kharlan as it passed by Gaia, and is the other half who tried to convince Kratos to return to Aselia.
Other Notes: - She put in access to a pocket dimension in the pockets of her overalls and the pouches on her belt. Those are where her flasks, Astronaut Ice Creams, and other things will come from. She's the one who helped Azura put pocket dimension access in her coat too. - She tends to become a lot more foulmouthed when drunk. - Frogs are her favorite animal. - She is aromantic and asexual. - She has synesthesia. Specifically, she experiences grapheme-color and sound-color synesthesia.
SECTION 5: QUOTES Victory - "All's well that ends well...fer us, nat'rally!" Low health - "Huh...my performance's goin' down..." Repeat battle (same enemy) - "Am I drunk again or didja come back fah anotha round?" Downed - "At least nothin' hurts...aheheh..." Revived - "Thanks, sweetcakes, I owe ya one!" Strong enemy - "What the heckie?!" Weak enemy - "...Want a beer? Ya might want one ta drown yuh sorrows in aftah we're through widja." Killing an enemy - "YAY! Score one fah Charrie!" Fleeing - "Y'know, I think one big kaboom woulda solved this!"