Alma Taschner (Conjurer)
Apr 24, 2017 19:43:55 GMT -5
Post by Alma Taschner on Apr 24, 2017 19:43:55 GMT -5
Member Information
Player Username: Alma
Current Character List: N/A
Random Character Notes: Alma is not meant for direct confrontation. Rather, she is built to play a supporting role in a party of multiple player-characters.
Character Basics
Character Name: Alma Taschner
Character Age: Fifteen years
Character Race: Human
Character Gender: Female
About the Character
Character Personality : Alma is an enthusiastic student in the art of white magic, and a firm believer in the power of nature. Though she sees little wrong in the magical manipulation of natural forces, she frequently expresses an extreme dislike of modern devices, especially physical machinery. Claustrophobia also seems to be an issue, though not consistently. A closet may prove problematic, but a greenhouse of the same size would not, further showing her affinity for nature. Windows tend to calm her as well. Though she's not quite a pacifist, she does hold an aversion to real combat, and prefers ranged and control magics to disable and distance her opponents.
Character Appearance: As would fit a girl of her age, Alma is noticably short, at an inconvenient five feet and not a single inch beyond. She tends to appear healthy and vibrant, and bears no scars, a fact that would seem strange when considering her time as a farmhand. She has amber-brown eyes which point to the proud lineage of her not-as-proud-family, and pale blonde hair of similar ilk. In terms of clothing, she rarely steps out of her time-tested boots, and covers herself otherwise with whatever might look akin to the garb of a white mage. Usually, she defaults to a replica robe with a distinct triangle pattern along the edges, a garment she's adored since she first came across it.
Battle Statistics
Character Position: Hero
Character's Beginning Spells:
CURE: The most basic form of signature spell for which most generous folk covet the art of white magic. Repairs minor wounds of the target. Against undead, the healing effect is instead dealt as non-elemental magic damage. Cannot be used until two more turns have passed.
SNARE: Calls up roots from the ground to wrap around a target's feet and inflict a Binding effect. The roots can be destroyed, and airborne targets are immune for obvious reasons. Cannot be used on consecutive turns, but it can also be used to anchor oneself to the ground, preventing the user from being moved or interrupted.
PACIFY: Forces a series of peaceful thoughts into the mind of an opponent and reduce their will to fight. Works best against feral enemies, and has no effect against mind-controlled enemies or commanded Heartless. Using this ability will confer an immunity onto the target, meaning they will not be affected again.
FAITHBOLT: A modern spell of simple design, derived from the works of a group of old sages. Sends a small white ball through the air which very loosely tracks a target and deals minor light-aspected magic damage on impact. Faithbolt is both swift and mentally inexpensive, allowing it to be cast many times consecutively by those with even most offensively poor magical aptitude.
STONESKIN: A protective spell essential to those who would seek to slay powerful enemies. Grants a great durability to the target's body, allowing them to absorb the next physical attack they suffer without penalty. Cannot be cast on the same target more than once in a single encounter, and does nothing against magic attacks.
Character Abilities:
CONJURER: A completely passive Ability that allows for the learning, development and effective use of spells unique to conjurers, such as "Stoneskin".
WHITEBLOOD: The user has an affinity for natural forces which catalyzes white magic and thus makes it substantially more effective. However, black magic is completely unavailable, and the user is also much weaker to magic of the Elements of Light, Water, Air and Earth.
RADIANT BLADE: White mages' arms can passively conjur up a blade of hard light when swung, allowing for light-aspected physical damage depending on the user's skill as a white mage and the weapon equipped.
ANTICIPATE (SILENCE): Upon being afflicted with Silence, the user becomes immune to the same affliction for three turns after it wears off. This does not cancel the effects of the Silence already in place. In addition, this immunity is overwritten if another version of Anticipate is activated.
Character Forms/Command Styles:
None acquired.
Character Weapons:
AMATEUR'S CROOK: A basic, almost generic tool used by white mages and conjurers who are new to their art. Doesn't have any significant modifiers to the effects of magic, but it does function as both an effective catalyst and a recognized symbol of the art. The distinctively curved head is unmistakeable. It's said that the spiraling curve represents the tumultuous tendencies of natural forces, and thus emphasizes the need to stabilize them.
Character Summons:
None acquired.
Character Racial Ability:
N/A
Character Strengths:
Has a natural affinity with natural forces, and so white magics and conjury are easier to learn and use.
Character Weaknesses:
Physically unimpressive, and is unable to wield exceptionally cumbersome weapons or armor under most circumstances.
Character History: Though not native to the World, Alma was raised in Wonderland, where she first discovered her unusual talent in the caretaking of plants. When questioned, she wasn't able to explain her skills, and eventually it was chalked up to an affinity for natural energies. The family made a steady living selling these crops, and though they weren't quite rich, they were far from any debt.
Life was, for the most part, uneventful, and as years passed the family began to dissipate for one reason or another. Her father, Koloman, and her brother, Till, had both left, and she was left with her mother. She began to read in her free time, since they had an excess of crops and little cooking to do. She gathered many books, most fictional, and took an unhealthy liking to tragedies. When she found one particular book, she began to worry. It depicted a daughter and mother, both living far from civilized life. When the mother went under with an illness, the daughter left to find a cure. "After many troubles, each greater than the last, she found what was needed, and brought it back only to find that the mother had passed shortly after her leaving.
Alma became paranoid, worrying that her aging mother would contract some sort of illness as well, and so she soon left on a shuttle under the hopes that exploring other Worlds and honing her magics could help. In her eyes, the adept use of white magic could resolve any natural health issue. That was, after all, how the art was depicted in most books.
Writing Portion
Sample Post: Alma tugged her white robe closed in an attempt to defend against the offensive winds blowing over the shuttle port, only to be reprimanded once again by Kinley. "If you want to make use of the elements, you must accept them," insisted the doctor who had helped finance this journey. He'd mentored her for some time on how to make use of her magics, and had unintentionally helped to inspire her decision to leave. This advice, which he'd repeated many times before, would likely be some of the last few words she heard from him in some time.
She didn't think about that particular detail until long after she'd gone. At the time, she shrugged it off as another mini-lecture by Doc Kinley who, though she respected him, wasn't very good at keeping her attention. When she stepped through the door of the shuttle and inside the car, she turned and saw that he still stood on the opposite side of the threshold, and it reminded her rather vividly of the fact that she would be taking this venture alone. He was a doctor and conjurer, with plenty of friends and patients, and so his demand was something he could not abandon.
Alma had no chance to step back over. The doors closed quickly, and she wasn't able to say goodbye, or thank him properly for helping her to get this far. All she had to offer was a bout of frantic waving with her other hand pressed against the glass. He returned it slowly, deliberately, even as the shuttle slid away on its takeoff rail. His other hand remained behind his back, completing his stance- One that embodied his never-ending calm and composure. She was sad that he couldn't have come with her, but understood his reasons. Now, in this empty passenger compartment of the ship, she took her seat and patiently awaited takeoff. Soon enough, she grew bored, and drifted into sleep...
Kingdom Hearts
1. Which form will you choose?
The power of the warrior
The power of the defender
>The power of the mystic
2. What is most important to you?
Being number one
Friendship
>My prized possessions
3. What do you want out of life?
To see rare sights
To broaden my horizons
>To be strong
4. What are you afraid of?
>Getting old
Being different
Being indecisive
Player Username: Alma
Current Character List: N/A
Random Character Notes: Alma is not meant for direct confrontation. Rather, she is built to play a supporting role in a party of multiple player-characters.
Character Basics
Character Name: Alma Taschner
Character Age: Fifteen years
Character Race: Human
Character Gender: Female
About the Character
Character Personality : Alma is an enthusiastic student in the art of white magic, and a firm believer in the power of nature. Though she sees little wrong in the magical manipulation of natural forces, she frequently expresses an extreme dislike of modern devices, especially physical machinery. Claustrophobia also seems to be an issue, though not consistently. A closet may prove problematic, but a greenhouse of the same size would not, further showing her affinity for nature. Windows tend to calm her as well. Though she's not quite a pacifist, she does hold an aversion to real combat, and prefers ranged and control magics to disable and distance her opponents.
Character Appearance: As would fit a girl of her age, Alma is noticably short, at an inconvenient five feet and not a single inch beyond. She tends to appear healthy and vibrant, and bears no scars, a fact that would seem strange when considering her time as a farmhand. She has amber-brown eyes which point to the proud lineage of her not-as-proud-family, and pale blonde hair of similar ilk. In terms of clothing, she rarely steps out of her time-tested boots, and covers herself otherwise with whatever might look akin to the garb of a white mage. Usually, she defaults to a replica robe with a distinct triangle pattern along the edges, a garment she's adored since she first came across it.
Battle Statistics
Character Position: Hero
Character's Beginning Spells:
CURE: The most basic form of signature spell for which most generous folk covet the art of white magic. Repairs minor wounds of the target. Against undead, the healing effect is instead dealt as non-elemental magic damage. Cannot be used until two more turns have passed.
SNARE: Calls up roots from the ground to wrap around a target's feet and inflict a Binding effect. The roots can be destroyed, and airborne targets are immune for obvious reasons. Cannot be used on consecutive turns, but it can also be used to anchor oneself to the ground, preventing the user from being moved or interrupted.
PACIFY: Forces a series of peaceful thoughts into the mind of an opponent and reduce their will to fight. Works best against feral enemies, and has no effect against mind-controlled enemies or commanded Heartless. Using this ability will confer an immunity onto the target, meaning they will not be affected again.
FAITHBOLT: A modern spell of simple design, derived from the works of a group of old sages. Sends a small white ball through the air which very loosely tracks a target and deals minor light-aspected magic damage on impact. Faithbolt is both swift and mentally inexpensive, allowing it to be cast many times consecutively by those with even most offensively poor magical aptitude.
STONESKIN: A protective spell essential to those who would seek to slay powerful enemies. Grants a great durability to the target's body, allowing them to absorb the next physical attack they suffer without penalty. Cannot be cast on the same target more than once in a single encounter, and does nothing against magic attacks.
Character Abilities:
CONJURER: A completely passive Ability that allows for the learning, development and effective use of spells unique to conjurers, such as "Stoneskin".
WHITEBLOOD: The user has an affinity for natural forces which catalyzes white magic and thus makes it substantially more effective. However, black magic is completely unavailable, and the user is also much weaker to magic of the Elements of Light, Water, Air and Earth.
RADIANT BLADE: White mages' arms can passively conjur up a blade of hard light when swung, allowing for light-aspected physical damage depending on the user's skill as a white mage and the weapon equipped.
ANTICIPATE (SILENCE): Upon being afflicted with Silence, the user becomes immune to the same affliction for three turns after it wears off. This does not cancel the effects of the Silence already in place. In addition, this immunity is overwritten if another version of Anticipate is activated.
Character Forms/Command Styles:
None acquired.
Character Weapons:
AMATEUR'S CROOK: A basic, almost generic tool used by white mages and conjurers who are new to their art. Doesn't have any significant modifiers to the effects of magic, but it does function as both an effective catalyst and a recognized symbol of the art. The distinctively curved head is unmistakeable. It's said that the spiraling curve represents the tumultuous tendencies of natural forces, and thus emphasizes the need to stabilize them.
Character Summons:
None acquired.
Character Racial Ability:
N/A
Character Strengths:
Has a natural affinity with natural forces, and so white magics and conjury are easier to learn and use.
Character Weaknesses:
Physically unimpressive, and is unable to wield exceptionally cumbersome weapons or armor under most circumstances.
Character History: Though not native to the World, Alma was raised in Wonderland, where she first discovered her unusual talent in the caretaking of plants. When questioned, she wasn't able to explain her skills, and eventually it was chalked up to an affinity for natural energies. The family made a steady living selling these crops, and though they weren't quite rich, they were far from any debt.
Life was, for the most part, uneventful, and as years passed the family began to dissipate for one reason or another. Her father, Koloman, and her brother, Till, had both left, and she was left with her mother. She began to read in her free time, since they had an excess of crops and little cooking to do. She gathered many books, most fictional, and took an unhealthy liking to tragedies. When she found one particular book, she began to worry. It depicted a daughter and mother, both living far from civilized life. When the mother went under with an illness, the daughter left to find a cure. "After many troubles, each greater than the last, she found what was needed, and brought it back only to find that the mother had passed shortly after her leaving.
Alma became paranoid, worrying that her aging mother would contract some sort of illness as well, and so she soon left on a shuttle under the hopes that exploring other Worlds and honing her magics could help. In her eyes, the adept use of white magic could resolve any natural health issue. That was, after all, how the art was depicted in most books.
Writing Portion
Sample Post: Alma tugged her white robe closed in an attempt to defend against the offensive winds blowing over the shuttle port, only to be reprimanded once again by Kinley. "If you want to make use of the elements, you must accept them," insisted the doctor who had helped finance this journey. He'd mentored her for some time on how to make use of her magics, and had unintentionally helped to inspire her decision to leave. This advice, which he'd repeated many times before, would likely be some of the last few words she heard from him in some time.
She didn't think about that particular detail until long after she'd gone. At the time, she shrugged it off as another mini-lecture by Doc Kinley who, though she respected him, wasn't very good at keeping her attention. When she stepped through the door of the shuttle and inside the car, she turned and saw that he still stood on the opposite side of the threshold, and it reminded her rather vividly of the fact that she would be taking this venture alone. He was a doctor and conjurer, with plenty of friends and patients, and so his demand was something he could not abandon.
Alma had no chance to step back over. The doors closed quickly, and she wasn't able to say goodbye, or thank him properly for helping her to get this far. All she had to offer was a bout of frantic waving with her other hand pressed against the glass. He returned it slowly, deliberately, even as the shuttle slid away on its takeoff rail. His other hand remained behind his back, completing his stance- One that embodied his never-ending calm and composure. She was sad that he couldn't have come with her, but understood his reasons. Now, in this empty passenger compartment of the ship, she took her seat and patiently awaited takeoff. Soon enough, she grew bored, and drifted into sleep...
Kingdom Hearts
1. Which form will you choose?
The power of the warrior
The power of the defender
>The power of the mystic
2. What is most important to you?
Being number one
Friendship
>My prized possessions
3. What do you want out of life?
To see rare sights
To broaden my horizons
>To be strong
4. What are you afraid of?
>Getting old
Being different
Being indecisive