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Wings of Endymion
12-13-08, 11:50 PM
Name: Yuka "Elerrina" Kanamai
Age: 23
Race: Human
Hair Color: Black
Eye Color: Black-Brown
Height: 162cm (5'4")
Weight: 50kg (110lb)

Occupation: Sorceress, Healer, Ranger

Personality: Yuka's personality can be summed up in one word - bright. Never without a smile, her ability to keep on doing so even under extreme pressure is her most endearing quality. A sympathetic listener and enthusiastic speaker, her friendly manner and charm mask a keen intellect and innocent honesty. A playful streak helps her to be loved by young children everywhere. Diligent and hard-working, kind and always willing to lend a helping hand, at times it seems as if she tries almost too hard to be liked.

If caught in a conflict, she often hesitates to give her opinion, fearing hurting or alienating someone. She has a slightly loose tongue, known to unwittingly let slip caustic comments at times, and also has a tendency to hide her true feelings and emotions behind a dam in her mind. Behind her lively facade, she conceals secrets and pain far deeper than anybody could suspect.

Appearance: Dark shoulder-length locks frame lustrous pale skin, her eyes like lively obsidian jewels beneath firmly-sculpted brow. Yuka is pretty in a plain fashion, unlined forehead a tad too wide sloping into a snub nose, delicate cheekbones forming in a subtly rounded chin. She is not a beauty in appearance alone, but somewhere in the sculpt of her face lies an exquisite sense of attractiveness and peace. Her build is slender and athletic, not at all glamorous - a fact that she sometimes feels extremely self-conscious about.

Yuka favours simple clothing - usually white tunic and blue leggings, with a simple denim jerkin to keep herself warm if necessary, worn under a large hooded cloak of the sort favoured by travellers for its versatility. At first glance, she is little different from the multitude of other travellers journeying the land, staff in hand and haversack slung over her shoulders. The only things that may set her apart at a closer look are her distinctly Oriental features and the similarly outlandish shortsword worn in the ornate saya at her waist, beneath the folds of her cloak.

Skills:

Sorceress: Yuka showed a natural aptitude for magic from an early age, able to manipulate winds and mana leylines in ways that her contemporaries simply could not match. Her power swelled as she matured from girl to woman, and it was testament to her levelheaded willpower that she never once lost control over it. In fact, the opposite occurred even as her intellect and curiosity led her to experiment with using her powers in unique and distinctive combinations, resulting in an impressive repertoire of spells including aspects of hydromancy, aeromancy, and biomancy. Her skill with the arcane is now at an expert level compared to a standard Althanasian wizard.

Unlike her friend Ingwe, whose magic consists of drawing upon power and then melding it to his own specifications, Yuka's magic is more primal in nature, lacking the conjugation aspect in favour of pure manipulation. Yuka has also gained much experience in the art of sigil magic; by tracing certain characters upon her palm, she is able to call upon various magics without drawing upon vast quantities of mana.

- Sylph's Bolt: Fundamental wind manipulation - forms a sustained and focused gust to hurl at a target. Yuka's skill with this spell is now such that it can pierce obstacles and defences of moderate strength; i.e, wooden barriers and leather armour, but not quite sturdily forged metal or embedded rock.

- Lorelei's Bolt: Similar to Sylph's Bolt, only water- rather than wind-elemental and dealing damage via force rather than by piercing. Yuka's skill with this spell is such that it can sweep away obstacles and defences of moderate strength, again similar to the above.

- Lorelei's Vengeance: A more powerful and more destructive variant of Lorelei's Bolt, causing a massive tidal wave to assault the enemy and sweep them away. The spell cannot be invoked without the presence of a substantial amount of water nearby, and is extremely draining upon Yuka's powers.

- Obscuring Mists: A basic concealment spell, invoking heavy mists to envelop the vicinity and shroud the wielder.

- Sigil of Shielding: By tracing a sigil (守), forms an impenetrable arcane barrier that can ward off attacks for a short period of time (10 seconds to a minute, depending upon the nature of the damage being inflicted to the shield).

- Sigil of Mindmelding: By tracing a sigil (心), allows telepathic communication with another intelligent being within sight. The spell can be adapted to read minds, but only if the target in question is open and forthcoming.

- Sigil of Sight: By tracing a sigil (眼), grants extrasensory perception such that Yuka gains night vision and can instinctively sense any being within sight (unless they are concealed by a magic more powerful than her own).

- Sigil of Binding: By tracing a sigil (縛), binds a foe in range with invisible arcane restraints. At the moment, the spell only works on those almost within reach of her hand, only if they are less powerful than an average person, and only for extremely short (five seconds at most) periods of time.

Healer: While Yuka’s sorcerous magic is a natural talent, her healing magic stems from years of long study and effort. At first it consisted of little more than basic first aid and surgical skills, but when combined with an acquired interest in biomancy, Yuka suddenly blossomed into a fully-fledged healer, on par with other average clerics. Her spells in this area are not drawn from any divine source, but are mainly proper medical practice backed up with just a hint of power. They are also largely unsuited for battlefield treatment, being cumbersome and time-consuming.

- Healing Touch: A basic healing spell, allowing Yuka to channel power into a wounded area by touch and stimulate the body's natural healing process. At the moment, this is a very slow and inefficient process, but on the field of battle, every little helps. When combined with her first aid skills, she can stem the effects of light-moderate wounds such as deep cuts and heavy bleeding within minutes, although heavier damage such as broken bones will require far more time.

- Synapse Shock: Biomantic offensive spell, channels a powerful static shock through a target's nervous system via touch. The effect upon the target is individual, but ranges from no effect at all to an inability to properly control voice and limbs, and in some extreme cases temporary paralysis. Practically Yuka's only resort at close quarters.

- Sigil of Sleep: By tracing a sigil (眠), casts an area-effect spell that sends all not resistant to its effects (whether by forewarning or innate resistance) to sleep. Due to Yuka's lack of experience with biomancy in general, this spell is extremely prone to being resisted, especially by other spellcasters.

Ranger: Although not her speciality, Yuka is also trained in the arts of the ranger; given her natural athleticism and stamina as well as her upbringing, it is not surprising that she has quite the talent in this area. She has exceptional physical agility and endurance, able to move at twice the speed of a normal human for long periods of time and with equivalent reflexes. She also has some above-average ability with the bow, although her magical inclination means that she uses arrows made not of wood but of magic. Her skills in close-combat with any weapon, however, remain rather poor (under-average), and she much prefers to play to her strengths and stay out of melee.

- Sylph's Arrow: Weaves an arcane arrow from the winds of magic, which can then be launched from the staff-bow. Arrows thus created are naturally more accurate (do not suffer from wind resistance, etc.) but disappear upon impact and cause less overall damage than comparable normal arrows.

Wings of the Seraphim: Many Nippon mages are associated with a guardian spirit to match their personality and their talents. Not all are so lucky, and some will spend their entire lives fruitlessly searching for such an entity. Yuka has very recently - and largely through her friend Thomas's research on the matter - discovered her association with a winged astral spirit known as a Tensei (literally, celestial saint), resembling an angel with six wings. At the moment this ability is in stasis; it does not have any noticeable effect whatsoever.

Equipment:

Weapons: What looks on first glance like a simple walking stick that Yuka carries at all times is in fact an intricate combination of bow and staff. Since her arrows are formed of her magic, it needs no drawing string; at the same time, the delicately balanced wood helps to focus and channel her powers. Made of high-quality Nippon yew, supple but slightly fragile, it is not an ideal melee weapon but will serve in a pinch.

Her secondary weapon is a short kodachi worn in an ornate silk-lined saya at her waist; with a finely-crafted steel blade of approximately sixty centimetres (twenty-five inches) length, it is a good lightweight defensive sword, although Yuka has little skill with it beyond the ceremonial. Yuka wears no armour, as to do so would hamper her natural agility and her spell-casting.

Pendant Chain: A golden locket that Yuka wears on a light silver chain around her neck. The locket itself is in the shape of a pair of outstretched wings, while a small soothingly blue stone is set in the middle. The locket itself, said to be imbued with some small amount of magical essence (the claim remains as yet unfounded), is one of only two like it in the entire world. This is an item of some sentimental value to Yuka.

History:

Officially, Yuka was born into a relatively affluent middle-class merchant family in the eastern islands of Nippon. Unofficially, however, her family was but a front for an underground assassin's organisation, and she was trained from a young age in the basics of their art. The signs were plentiful that from a very young age, Yuka Kanamai was destined for greatness; the elves called her Elerrina, "Crowned with Stars", for she was by far the brightest that year of the children that came for their blessing.

As she grew, she did little to prove her nickname wrong; despite her upbringing, she was intelligent and kind-hearted as well as athletic. Her parents and superiors, sensing a valuable opportunity in her talents both martial and magical, broke off her induction at a crucial stage and instead decided to mould her into a legitimate front for their organisation. It was no surprise when she progressed into the foremost academic institution in the land, the Toho Institute of Higher Learning, along with a close group of friends - amongst them 'Ingwe Helyanwe', Thomas Motokaji, and Yoshi Sanada. Her personal history, however, she kept a quiet secret, relying greatly upon her friends to maintain her fragile sense of self.

Her skill grew noticeably day by day, and there were very few within the student body who could match her prodigal talent. Through it all, however, she never let her abilities get to her head, and there were very few within the student body who could match the effort she poured into her studies either. Yet over time, the seeds of dissent were sown, and a silent rivalry developed between two of the few who could match her in both talent and effort - Thomas and Ingwe - that would eventually tear them all apart in one fateful night.

Why she followed Thomas to Haidia, or whether she even did so of her own free will, remains shrouded in mystery. All that was left behind was a few memories lingering in the hearts of those who knew her, and the hope that she was alive and well. This, in fact, she was; her powers growing boundlessly, nurtured by the skyless fires and fathomless tomes of the underworld.

Haidia, however, is a place of great lore and mystery, and there are many locations within the subterranean realm where nodes of power run unpredictably strong. Indeed, this was one of the main reasons why Thomas had chosen to come to Haidia in the first place. Yet even he was left stunned when, one evening nary two months after they had arrived, Yuka simply disappeared.

Little did he know that she had stumbled upon the Garden of Secrets, and that her life was about to change, forever...

Taskmienster
12-14-08, 07:01 PM
For the shielding, set it so that the shield is a relative strength to... whatever. Make it up, but if you want to keep the number of skills you have it should be relatively weak.

Since the Sealling sigil isn't useful in battle, go ahead and take it out for now. When your character gets to level 5 on the regular site it may be useful, but for the tournament... not really and you have too many skills as it is, so I'm trying to reduce some of them. Also, if the Wings of Seraphim doesn't do anything, go ahead and get rid of that too.

Most of your skills are rather weak, and nothing is amazingly strong. You may have a lot of skills, but I don't see any reason why any of them can't be allowed. As it stands though, I'd like you to remove those two mentioned above and maybe one more... That's it though.

Wings of Endymion
12-15-08, 03:37 AM
Thanks for the critique! I've removed the two non-combat Sigils (Sealing and Dispelling) and placed the Wings of the Seraphim ability under a spoiler tag; I still would like her to retain it, for RP purposes if for nothing else, but as you say it has no usefulness whatsoever.

Hope this works ^^/

Taskmienster
12-15-08, 04:30 AM
Alright, looks fine. Since you don't have any real strong skills I'm going to approve this. However, be careful with overusing the stronger skills too often. Things like the "vengeance" spell require a large amount of water, and even with said water don't do it every post. Lol.

Other than that, good luck, have fun with the tournament!

Approved.