The Water Witch
Sept 12, 2013 14:58:20 GMT -5
Post by JeY k on Sept 12, 2013 14:58:20 GMT -5
Member Information
Player Username: tehjey
Current Character List: in sig
Random Character Notes (Add anything extra here):
Err... The abilities might be a bit complex? If you're unsure about something, please don't make assumptions and hesitate to ask~ I'll gladly clarify.
Character Basics
Character Name: Kendra Ytanseel
Character Age: 23
Character Race: Human
Character Gender: Female
About the Character
Character Personality:
Kendra, despite being a very formidable mage with a decent level of experience, is a very shy and introverted individual. She will often go out of her way to avoid as much interaction with other sentient beings as possible. Despite her issues with warming up to people, if she manages to decide that she likes someone and keep them as a friend, she will remain very loyal to that friend and often start trusting them blindly. Being betrayed however would leave a permanent scar.
Despite her conscious effort to avoid people, she thus suffers from a natural loneliness. She often interacts with animals to comfort her disposition for being lonely and therefore she finds most furry creatures adorable and will prioritize her emotional value in them over other people. She considers humans valuable but depending on whether or not she can overcome her shyness it would be difficult to intervene and help them avert danger. She would of course blame herself and feel bad about herself if she couldn't prevent something from happening due to her disposition.
However she is not pessimistic. She will try to look for the bright side of things and think hard for solutions to difficult problems and often turn out to be quite the analytical - it's just unfortunate that not many people would be graced with access to her intellect as it is very difficult to form any sort of acquaintanceship let alone a friendship with Kendra. And even though she is analytic and optimistic, her confidence sometimes struggles to match her thinking. While she won't often doubt herself in typical situations, whenever a doubt starts it most likely will spiral out of control.
Character Appearance:
Kendra is a small girl for her age, only 5'2" and rather frail with a weight of 108 pounds. She has a tan complexion which stays pretty consistent and actually gets much darker with exposure to sunlight. She has a light coating of freckles on her face, beautiful blue eyes and a small mouth. Atop her head is a long, poofy lock of brunette hair halfway down her back, that usually ties up into a super-long pony tail with an orange hair band. Despite that, it usually appears messy.
She wears a long light-blue (almost cyan) frock with big white fuzzy buttons but usually undone showing her standard-shaded blue tank top with very thin and spread-apart black vertical stripes. Beneath her waist is a long pair of tight navy-blue skinny jeans that reach just above her ankles, where she regular black and blue converse-style shoes. Very simple outfit, adorned in blue to show her affinity with water but not clashing such that she stands out any more than she has to.
Battle Statistics
Character Position: Neutral Good
Character Abilities:
== {} Passive {} ==
(1)=--Wetness: Based on how 'wet' an enemy is, Kendra's spells will do additional damage AND/OR have an additional effect [listed in the ability itself]. Also, certain spells require an enemy to have a specific amount of wetness.
[Dry: No wetness. No additional effects.]
[Wet: Basic amount of wetness. Spells do 10% additional damage.]
[Dripping: 2nd tier of wetness, becomes applied after 3 consecutive spells that inflict 'Wet'. Spells do 20% more damage.]
[Soaked: 3rd tier of wetness, becomes applied after 'Dripping' has been inflicted twice. Spells do 30% more damage. No additional stacks of Wet may be applied at this point.]
[After 4 posts, an enemy will naturally lose 1 stack of wetness. Using fire, air or super-speed abilities will reduce stacks of wetness by 1 per use. Additionally, if a character removes clothing, they lose 1 stack of wetness per article or if they remove everything (but undergarments!) they become totally dry. If a character has no clothes on, they can only have 1 stack of wetness maximum (If the character naturally never wears clothes, the maximum state they can attain is dripping). If a target is water-based due to affinity or race, they are treated as a constant-dripping, and effects that apply/remove wetness are nullified.]
(2)=--Surf: Kendra can us her water magic to generate a small current of water underneath her and move at high speedsas if she were surfing on a strong current in a river. She cannot torrent this water to make her go any higher than simply levitating.
== {} Water Spells! {} ==
(3)=--Water Missile: Basic level water magic, a spike of water the size of her arm is manifested and shot in a linear path at her enemy. On contact, gets the enemy Wet. [1 post cooldown]
(4)=--Icicle Spear: Kendra creates an entity similar to her Water Missile only its frozen solid for a deadly impact. If this strikes an enemy who is wet at all, they become frozen short a brief moment [Allows time for quick follow-up strike that becomes extremely hard to react to. Enemy becomes completely dry after.] [2 post cooldown]
(5)=--Aqueduct Barrage: After concentrating for brief moment, Kendra releases a series of three waves, which are twice the width of her armspan. The first wave bounces up to her waist, the second reaches her neckline and the third topples her head in height. Each wave gets the enemy Wet. [4 post cooldown]
(6)=--Uncouth Rain: Casting a very dark cloud within sight range, heavy rains take place [for 3 posts] over a medium-sized area [radius of 12 feet]. [Each post the enemy remains in the rain they become Dripping] [4 post cooldown after duration]
(7)=--Aqua Torrent: If an enemy is at least dripping, Kendra can take how wet they are and make a small torrent for light magical damage and a short sensation of 'choking'. [Additional stacks of Wet after the initial dripping mean 5, 10 and 15% bonuses on top of the initial bonus for every additional stack of Wet (with the max being 3). Enemy becomes Dry after use.] [4 post cooldown]
(8)=--Channeled Invigoration: So, living bodies are often composed of some bit of internal water, right? Kendra can enchant the flow of water within someone to heal herself or allies a fair bit. If an ally happens to be wet, this effect is hightened by the standard measure of spell effectiveness [Ally, if wet, becomes dry after use]. [4 post cooldown]
(9)=--Wonder Wall: Kendra can raise a solid wall of water the width of her armspan and height just over her head, with a torrent so strong and dense that physical objects and lesser magical spells that come in contact merely shoot upwards and slightly back toward the sender. [Lasts 1 post] [3 post cooldown]
(10)=--Drench: Kendra creates a bubble of enchanted water and launches it at high velocity at her opponent. Upon impact, it does not do any damage but causes them to become instantly Soaked. [4 post cooldown]
(11)=--Permafrost: If an enemy is at least dripping, Kendra can cause their wetness [they become dry] to freeze, slowing the enemy's movement, attack, reaction time and cast speed by fifty percent for a short while [2 posts, shortened if they use an effect which could get also get rid of wetness]. [3 post cooldown after duration]
(12)=--Natural Flow: This is how Kendra fuels a majority of her water magic, as she is one with the water. She can direct the flow of water around her as she desires, however it may only maintain itself like a torrent [she can't make things out of the water for example]. This water she directs can be permutated into any one of her spells, to which, if there isn't water she may conjure it with her magical capabilities. Occasionally, instead of using a spell Kendra may simply ebb nearby water sources or conjure her own [Up to three times the size of herself for natural sources, 1/3 of that for conjured sources] and simply dump a significant torrent upon the enemy with basic water flow control which is destructive enough to simulate being hit by a truck [which the opponent(s) become Dripping if a large natural source was used, otherwise just Wet] [3 post cooldown for a torrent dump]
(13)=--High Tsunami: If at least one enemy is Soaked, Kendra can raise a substantial tower of water all around the enemy(ies) and have it come crashing down on them for a heavy impact. [Height is triple the tallest enemy's height, with a minimum size of double her own height for smaller enemies] [6 post cooldown]
(14)=--Drown: Single target spell - if the target has remained Soaked for a short period [2 posts], they will have enough of Kendra's essence influence within them to allow Kendra to cast her most powerful spell, which she only uses in desperate situations. Kendra will raise her staff into the air and suddenly water will form in the direct vicinity of her opponent and then converge on them and completely submerge them, suspending them where they are. If they are caught and succesfully submerged, another layer of water converges and freezes nto a very high density ice-like material which is very difficult to break. The seal is air-tight, and inflict very high magical damage and begin choking the life from them [characters cannot be killed without owner's consent].
After a short while [1 post], the containment ends and the opponent is released, however they will be heavily fatigued from being choked for so long [The target will suffer a large combat penalty to speed and offenses, up to discrection of target's owner]. If the target was never submerged int he first place, the water simply falls back down and the opponent becomes Dry since the water from that opponent would've been used in the attack.
[May be used once per battle IF SUCCESSFUL. If it misses, there is no cooldown. Enemies that can breathe underwater suffer the full effects of the damage and choking sensation due to this being a magical attack and not natural water, under no circumstances would the target be able to breathe if this succesfully lands.]
Character Weapons:
== Aqua Staff ==
[[ref.]]
A medium-sized staff, Kendra uses it to channel her magical energy into powerful spells. If she waves this without casting a spell, she can fire a weak water bolt which does miinimal ranged damage.
Character Summons (Optional field – no canon summons allowed – maximum of 2 allowed and maximum of 2 abilities each allowed): [n/a]
Character Racial Ability: [n/a]
Character Strengths (1 required): Her strong will and intelligence.
Character Weaknesses (1 required): Her abstinence of people.
Character History:
Ever since Kendra was born, she had a natural affinity and fascination with water. She would play in puddles and run faucets just to watch them when she learned how they work. Both of her parents were simple mages, merely manipulated pure arcane energy versus any particular element. They believed that their baby would also have magical talents, but nothing like what they would eventually discover. When Kendra reached the vital age of fourteen, when magic became legal to practice intentionally, her parents began very rigorous training.
But they would initially fail. Kendra had no natural ability to manipulate pure arcane energy as a mage. She went to a school for gifted or inherited magical children (as not everyone was blessed with natural pools of mana or affinity to manipulate magic) and when her classmates found out about her inability to use her parent's inherited powers she was teased and made fun of throughout her schooling. She would try to keep to herself, sitting in the corner trying not to be noticed, but eventually trouble found her.
One of the more well-known bullies thought it would be funny to corner her one day after class and open the lid to a box containing a scorpion, taunted her with it and threatened to have it sting her. After a minute of the torture she cried out and extended her arm, as to tell them to stop, as the bully drew the scorpion near, and something unexpected happened. There was a loud, echoed rattling from behind the wall and then suddenly pipes burst out, spewing strong jets of water from the mains out at the crowd gathered at her in the corner, pushing them all the way to the other side of the room. Of course, one of the more observant professors took notice and decided to tutor the girl.
Her parents were enthralled to hear that she indeed had the ability to use magic, however the rare event occurred that instead of the pure arcane energy, she could manipulate the essence of water with her magical talents. Life turned mostly upside down, however she was still regarded as an outcast due to her shut-in personality, her unique elemental ability was even turned around and used against her in a negative light, commonly referred to as the 'water witch'. The scars she had been set for life and all of the counseling in the world from her favorite professor wouldn't let her come out of her shell. However, the professor knew she had talents. In order to get her to come to life, she would have to be thrust far out of her comfort zone. Without Kendra's consent, she was signed up for a wizard apprenticeship in Radiant Garden.
Despite detesting going off on her own for who knows how long, she eventually gave up and figured there was no use trying to work out of this. Her parents supported the decision tenfold and did everything in their power to get her to go. She was smart and she knew it, she would just hope that her new mentor would end up being as nice as her current best friend, who was a generation older and was one of the only people who appreciated her existence (that she felt). She packed and eventually willingly went on the trip to Radiant Garden, hoping to interact with the least amount of people as possible.
Writing Portion
Kingdom Hearts
Please Answer the following questions using the answer provided; apply the answer to the character you are creating.
1. Which form will you choose?
The power of the mystic
2. What is most important to you?
My prized possessions
3. What do you want out of life?
To be strong
4. What are you afraid of?
Being different
Player Username: tehjey
Current Character List: in sig
Random Character Notes (Add anything extra here):
Err... The abilities might be a bit complex? If you're unsure about something, please don't make assumptions and hesitate to ask~ I'll gladly clarify.
Character Basics
Character Name: Kendra Ytanseel
Character Age: 23
Character Race: Human
Character Gender: Female
About the Character
Character Personality:
Kendra, despite being a very formidable mage with a decent level of experience, is a very shy and introverted individual. She will often go out of her way to avoid as much interaction with other sentient beings as possible. Despite her issues with warming up to people, if she manages to decide that she likes someone and keep them as a friend, she will remain very loyal to that friend and often start trusting them blindly. Being betrayed however would leave a permanent scar.
Despite her conscious effort to avoid people, she thus suffers from a natural loneliness. She often interacts with animals to comfort her disposition for being lonely and therefore she finds most furry creatures adorable and will prioritize her emotional value in them over other people. She considers humans valuable but depending on whether or not she can overcome her shyness it would be difficult to intervene and help them avert danger. She would of course blame herself and feel bad about herself if she couldn't prevent something from happening due to her disposition.
However she is not pessimistic. She will try to look for the bright side of things and think hard for solutions to difficult problems and often turn out to be quite the analytical - it's just unfortunate that not many people would be graced with access to her intellect as it is very difficult to form any sort of acquaintanceship let alone a friendship with Kendra. And even though she is analytic and optimistic, her confidence sometimes struggles to match her thinking. While she won't often doubt herself in typical situations, whenever a doubt starts it most likely will spiral out of control.
Character Appearance:
Kendra is a small girl for her age, only 5'2" and rather frail with a weight of 108 pounds. She has a tan complexion which stays pretty consistent and actually gets much darker with exposure to sunlight. She has a light coating of freckles on her face, beautiful blue eyes and a small mouth. Atop her head is a long, poofy lock of brunette hair halfway down her back, that usually ties up into a super-long pony tail with an orange hair band. Despite that, it usually appears messy.
She wears a long light-blue (almost cyan) frock with big white fuzzy buttons but usually undone showing her standard-shaded blue tank top with very thin and spread-apart black vertical stripes. Beneath her waist is a long pair of tight navy-blue skinny jeans that reach just above her ankles, where she regular black and blue converse-style shoes. Very simple outfit, adorned in blue to show her affinity with water but not clashing such that she stands out any more than she has to.
Battle Statistics
Character Position: Neutral Good
Character Abilities:
== {} Passive {} ==
(1)=--Wetness: Based on how 'wet' an enemy is, Kendra's spells will do additional damage AND/OR have an additional effect [listed in the ability itself]. Also, certain spells require an enemy to have a specific amount of wetness.
[Dry: No wetness. No additional effects.]
[Wet: Basic amount of wetness. Spells do 10% additional damage.]
[Dripping: 2nd tier of wetness, becomes applied after 3 consecutive spells that inflict 'Wet'. Spells do 20% more damage.]
[Soaked: 3rd tier of wetness, becomes applied after 'Dripping' has been inflicted twice. Spells do 30% more damage. No additional stacks of Wet may be applied at this point.]
[After 4 posts, an enemy will naturally lose 1 stack of wetness. Using fire, air or super-speed abilities will reduce stacks of wetness by 1 per use. Additionally, if a character removes clothing, they lose 1 stack of wetness per article or if they remove everything (but undergarments!) they become totally dry. If a character has no clothes on, they can only have 1 stack of wetness maximum (If the character naturally never wears clothes, the maximum state they can attain is dripping). If a target is water-based due to affinity or race, they are treated as a constant-dripping, and effects that apply/remove wetness are nullified.]
(2)=--Surf: Kendra can us her water magic to generate a small current of water underneath her and move at high speedsas if she were surfing on a strong current in a river. She cannot torrent this water to make her go any higher than simply levitating.
== {} Water Spells! {} ==
(3)=--Water Missile: Basic level water magic, a spike of water the size of her arm is manifested and shot in a linear path at her enemy. On contact, gets the enemy Wet. [1 post cooldown]
(4)=--Icicle Spear: Kendra creates an entity similar to her Water Missile only its frozen solid for a deadly impact. If this strikes an enemy who is wet at all, they become frozen short a brief moment [Allows time for quick follow-up strike that becomes extremely hard to react to. Enemy becomes completely dry after.] [2 post cooldown]
(5)=--Aqueduct Barrage: After concentrating for brief moment, Kendra releases a series of three waves, which are twice the width of her armspan. The first wave bounces up to her waist, the second reaches her neckline and the third topples her head in height. Each wave gets the enemy Wet. [4 post cooldown]
(6)=--Uncouth Rain: Casting a very dark cloud within sight range, heavy rains take place [for 3 posts] over a medium-sized area [radius of 12 feet]. [Each post the enemy remains in the rain they become Dripping] [4 post cooldown after duration]
(7)=--Aqua Torrent: If an enemy is at least dripping, Kendra can take how wet they are and make a small torrent for light magical damage and a short sensation of 'choking'. [Additional stacks of Wet after the initial dripping mean 5, 10 and 15% bonuses on top of the initial bonus for every additional stack of Wet (with the max being 3). Enemy becomes Dry after use.] [4 post cooldown]
(8)=--Channeled Invigoration: So, living bodies are often composed of some bit of internal water, right? Kendra can enchant the flow of water within someone to heal herself or allies a fair bit. If an ally happens to be wet, this effect is hightened by the standard measure of spell effectiveness [Ally, if wet, becomes dry after use]. [4 post cooldown]
(9)=--Wonder Wall: Kendra can raise a solid wall of water the width of her armspan and height just over her head, with a torrent so strong and dense that physical objects and lesser magical spells that come in contact merely shoot upwards and slightly back toward the sender. [Lasts 1 post] [3 post cooldown]
(10)=--Drench: Kendra creates a bubble of enchanted water and launches it at high velocity at her opponent. Upon impact, it does not do any damage but causes them to become instantly Soaked. [4 post cooldown]
(11)=--Permafrost: If an enemy is at least dripping, Kendra can cause their wetness [they become dry] to freeze, slowing the enemy's movement, attack, reaction time and cast speed by fifty percent for a short while [2 posts, shortened if they use an effect which could get also get rid of wetness]. [3 post cooldown after duration]
(12)=--Natural Flow: This is how Kendra fuels a majority of her water magic, as she is one with the water. She can direct the flow of water around her as she desires, however it may only maintain itself like a torrent [she can't make things out of the water for example]. This water she directs can be permutated into any one of her spells, to which, if there isn't water she may conjure it with her magical capabilities. Occasionally, instead of using a spell Kendra may simply ebb nearby water sources or conjure her own [Up to three times the size of herself for natural sources, 1/3 of that for conjured sources] and simply dump a significant torrent upon the enemy with basic water flow control which is destructive enough to simulate being hit by a truck [which the opponent(s) become Dripping if a large natural source was used, otherwise just Wet] [3 post cooldown for a torrent dump]
(13)=--High Tsunami: If at least one enemy is Soaked, Kendra can raise a substantial tower of water all around the enemy(ies) and have it come crashing down on them for a heavy impact. [Height is triple the tallest enemy's height, with a minimum size of double her own height for smaller enemies] [6 post cooldown]
(14)=--Drown: Single target spell - if the target has remained Soaked for a short period [2 posts], they will have enough of Kendra's essence influence within them to allow Kendra to cast her most powerful spell, which she only uses in desperate situations. Kendra will raise her staff into the air and suddenly water will form in the direct vicinity of her opponent and then converge on them and completely submerge them, suspending them where they are. If they are caught and succesfully submerged, another layer of water converges and freezes nto a very high density ice-like material which is very difficult to break. The seal is air-tight, and inflict very high magical damage and begin choking the life from them [characters cannot be killed without owner's consent].
After a short while [1 post], the containment ends and the opponent is released, however they will be heavily fatigued from being choked for so long [The target will suffer a large combat penalty to speed and offenses, up to discrection of target's owner]. If the target was never submerged int he first place, the water simply falls back down and the opponent becomes Dry since the water from that opponent would've been used in the attack.
[May be used once per battle IF SUCCESSFUL. If it misses, there is no cooldown. Enemies that can breathe underwater suffer the full effects of the damage and choking sensation due to this being a magical attack and not natural water, under no circumstances would the target be able to breathe if this succesfully lands.]
Character Weapons:
== Aqua Staff ==
[[ref.]]
A medium-sized staff, Kendra uses it to channel her magical energy into powerful spells. If she waves this without casting a spell, she can fire a weak water bolt which does miinimal ranged damage.
Character Summons (Optional field – no canon summons allowed – maximum of 2 allowed and maximum of 2 abilities each allowed): [n/a]
Character Racial Ability: [n/a]
Character Strengths (1 required): Her strong will and intelligence.
Character Weaknesses (1 required): Her abstinence of people.
Character History:
Ever since Kendra was born, she had a natural affinity and fascination with water. She would play in puddles and run faucets just to watch them when she learned how they work. Both of her parents were simple mages, merely manipulated pure arcane energy versus any particular element. They believed that their baby would also have magical talents, but nothing like what they would eventually discover. When Kendra reached the vital age of fourteen, when magic became legal to practice intentionally, her parents began very rigorous training.
But they would initially fail. Kendra had no natural ability to manipulate pure arcane energy as a mage. She went to a school for gifted or inherited magical children (as not everyone was blessed with natural pools of mana or affinity to manipulate magic) and when her classmates found out about her inability to use her parent's inherited powers she was teased and made fun of throughout her schooling. She would try to keep to herself, sitting in the corner trying not to be noticed, but eventually trouble found her.
One of the more well-known bullies thought it would be funny to corner her one day after class and open the lid to a box containing a scorpion, taunted her with it and threatened to have it sting her. After a minute of the torture she cried out and extended her arm, as to tell them to stop, as the bully drew the scorpion near, and something unexpected happened. There was a loud, echoed rattling from behind the wall and then suddenly pipes burst out, spewing strong jets of water from the mains out at the crowd gathered at her in the corner, pushing them all the way to the other side of the room. Of course, one of the more observant professors took notice and decided to tutor the girl.
Her parents were enthralled to hear that she indeed had the ability to use magic, however the rare event occurred that instead of the pure arcane energy, she could manipulate the essence of water with her magical talents. Life turned mostly upside down, however she was still regarded as an outcast due to her shut-in personality, her unique elemental ability was even turned around and used against her in a negative light, commonly referred to as the 'water witch'. The scars she had been set for life and all of the counseling in the world from her favorite professor wouldn't let her come out of her shell. However, the professor knew she had talents. In order to get her to come to life, she would have to be thrust far out of her comfort zone. Without Kendra's consent, she was signed up for a wizard apprenticeship in Radiant Garden.
Despite detesting going off on her own for who knows how long, she eventually gave up and figured there was no use trying to work out of this. Her parents supported the decision tenfold and did everything in their power to get her to go. She was smart and she knew it, she would just hope that her new mentor would end up being as nice as her current best friend, who was a generation older and was one of the only people who appreciated her existence (that she felt). She packed and eventually willingly went on the trip to Radiant Garden, hoping to interact with the least amount of people as possible.
Writing Portion
Kingdom Hearts
Please Answer the following questions using the answer provided; apply the answer to the character you are creating.
1. Which form will you choose?
The power of the mystic
2. What is most important to you?
My prized possessions
3. What do you want out of life?
To be strong
4. What are you afraid of?
Being different