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Arle Nadja

#1
Name: Arle Nadja

Spent OM: 6800

Proficiencies (2600); Ranged (1000), Debuff (1000), Homing (600)

Powers (2500/8000); Healing (3000)

Moves (600); Fire (300)
Thunder (300)

Super Moves (600); Healing [T1] (600)

Transformations (0);

Assists (0);

Items (0);

Artefacts:

Consumed OM (0); (for consumed items or OM permanently lost from respecs, etc)

Bases (0);

Unlocks (0);

Base stats:
ATK: 3
DEF: 2
SPD: 2
TEC: 3
[Image: XtThU84.jpg]
Quote:
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Please message me before you attack my character or assault my base! Thanks!
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#2
Personal Information

Appearance
[Image: HufUARN.jpg][Image: Uhmgc2Q.png]

Species: Human
Gender: Female
Age: Forever 16
Birthday: July 22nd
Height: 5'2'' (158 cm)
Weight: 101 lbs (46 kg)
Alignment: Neutral Good
Occupation: Traveling Magician and Healer, Adventurer
Voice Reference: Kotono Mitsuishi (Puyo Puyo CD, Sailor Moon)

Associated Music:
Arle's Theme
Arle's Lament
Arle's Heroinism
Dungeon Exploring Theme A
Dungeon Exploring Theme B


Home World Culture

Arle hails from the Madou World, a semi-medieval world in which technology is almost non-existant, limited mostly to crude analog devices or magical supplements. The culture of her world is a distinct and unique. The architecture is medieval. Magicians, wizards and sorcerers are the dominant force in society, with any gifted individuals being raised in special schools of magic designed to bring out their potential. The societal culture has a heavy flavoring of Japan. There are a great many races, most of which fall under the umbrella label of 'monsters', meaning non-human. Most of them talk and there are entire monster villages. Humans are not normally considered the best race in terms of racial magic talent, making Arle an exception to that rule. Within humanity, gender roles are somewhat strong compared to modern society. Girls wearing pants is simply not a thing and Arle is considered noteworthy for being something of a tomboy because of her somewhat sassy attitude. For example, the "fire" spell was considered a boys' spell back in her world, making her exceptional for choosing to use it.

The world's mythology takes heavily from Christian Mythology. The war between Heaven and Hell was won by Hell, however, and Heaven was destroyed in the process. "God" was banished, and Lilith became the de facto ruler of the world, remolding it in her image after her victory. However, she eventually became dissilusioned with what she had done and yielded her presence. In her absense, Satan took the title of most powerful wizard. No one, including Arle, remembers anything about Heaven or its angels because the war happened so very long ago. Before this and before humans, monsters ruled the world with their own civilization. The downfall of this civilization is unknown, however.

In her world, sugar is not readily available to most people--especially lower class families such as her own. Sake is not an alcoholic drink. It is fermented with magic and is a popular drink for rejuvinating a magician's mana, available to people of all ages. Magicians in Arle's world also cannot evocate to restore their mana. It must be metabolized, meaning that eating specialized food such as the afformentioned sake or the flesh of magical beasts such as dragons is the only way to restore one's mana rapidly. Else, it must be restored by taking an extended rest.
[Image: XtThU84.jpg]
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
Reply

#3
Custom Powers Breakdown

Fodder Powers
  • Ability to breathe liquids without suffocating.
  • Inability to age past the age of 16.
  • "Light": A simple spell that summons a small ball of handheld light to illuminate the immediate area around Arle. Serves the purpose of a flashlight.
  • Panotti Flute: A humble elven flute that, when played, returns an echo if it detects an inanimate object containing a decently strong latent magical energy in the general area. It does not, however, tell you exactly where the item is or what the item is. So basically, you walk into town and it returns an echo, but good luck because it could be anywhere in town and it's not going to help you any more than that.

Moves
"Fire!" (300 OM; Ranged Proficiency, Debuff Proficiency)
By incanting the word aloud, Arle can manifest a dense ball of orange flame that she can manipulate using her body while it is in very close proximity to her, allowing her to launch it at enemies as a projectile. This spell has a negligable impact upon Arle's stamina, however because it must be incanted and directed at the opponent before it can actually become dangerous it is always somewhat telegraphed. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. This fireball's primary method of damage is actually the kinetic force it hits with, slamming into enemies with force equal to a pretty strong punch. However, the fire itself can leave burns wherever it hits that make movement of that part of the body painful, reducing its performance slightly. Burns can be intensified with successive hits to increase the effectiveness of this debuff, but will decrease in effectiveness once the burns are treated and cease to be effective once they've started properly healing.

"Thunder" (300 OM; Ranged Proficiency, Homing Proficiency, Debuff Proficiency)
Arle incants the spell name aloud and, after a half-second delay, lightning is called down from the sky to smite a foe, phasing straight through any overhanging solid objects on the way. Casting and launching the spell takes a good two seconds of charge up time as well as another second of charge up to actually incant the spell assuming ideal conditions--3 seconds total--and cannot be used at all if Arle cannot speak. It does not, however, require uninterrupted concentration--only uninterrupted incantation. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking. Because it is literally lightning-fast, this attack must generally be dodged pre-emptively, rather than reflexively. One would want to begin dodging once Arle begins incanting the attack's name, rather than waiting for her to finish, which makes it a relatively difficult attack to dodge (albeit not impossible). This attack also hits very hard, being lightning and all. The damage done is a combination of brief exposure to extreme heat and shock, as well as a forced muscle contraction that often violently knocks targets to the ground and leaves them briefly more vulnerable to followup attacks. Because of this attack's high power and reliability, it has a somewhat high drain upon Arle's stamina.

Super Moves
"Healing" [Tier 1] (600 OM; Healing Power, Homing Proficiency)
By incanting the word aloud, Arle envelops a target in a warm holy aura that soothes their pains and heals their wounds. The function of this spell is to allow Arle to bestow her healing power at a range and, because it is such a powerful and strenuous spell, it consumes SP to provide its healing effect. The spell has a large range of about 20 meters and materializes directly on the target after the incantation has finished. Casting and launching the spell takes a good second of charge up assuming ideal conditions. and cannot be used at all if Arle cannot speak. Note that the distinction is her being able to speak; she does not need to be heard for the spell to work. She could, for example, theoretically cast this spell while underwater or in space--but not while choking.
[Image: XtThU84.jpg]
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
Reply



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