Elmindreda Kalenia Cray-Talec
Jan 15, 2020 10:29:19 GMT -5
Post by Ziya on Jan 15, 2020 10:29:19 GMT -5
Member Information
Player Username: Ziya
Current Character List: See signature below
Random Character Notes: New update!
Character Basics
Character Name: Elmindreda Kalenia Cray-Talec (Mink for short)
Character Age: 18
Character Race: Celderatian/Gale Hybrid
Character Gender: Non-binary (they/them pronouns)
About the Character
Character Personality: Mink is often described as the literal embodiment of an eye roll. Sarcastic, sassy, and blunt to a fault, they simply don’t care enough to mince words, even with those they care about. Despite this, they are utterly devoted to their family and friends, showing no mercy to anyone or thing that threatens them.
Mink is very crafty, often a step or two ahead of their enemies at any time and waiting to exploit any weaknesses along the way, a trait that they believe makes up for the fact that they have no Aspect. Their lack of a transformation is still annoying to them, preferring to focus on other strengths.
Character Appearance: Mink is very androgynous, standing at 5’ 4” with a slender body of about 100 pounds. They have a surprising amount of muscle, though it is often hidden by the baggy clothes they wear. They inherited their father’s dark green hair, messy and almost to their shoulders, and their mother’s violet eyes, though theirs are natural rather than an after-effect of an Element.
Loose, baggy clothing is Mink’s style of choice, and they are almost never seen without their crimson headband and matching pull-over hoodie. They also have their mother’s silver necklace with its onyx inlay duality pendant, though it is heavily tarnished after years of neglect.
Battle Statistics
Character Position: Neutral-Hero
Character Spells:
Waterga (Black Magic): Launches a raging column of water from Mink’s hand that can put out almost any blaze, magical or not, and deals moderate damage on impact. Instant, with a two post cooldown.
Short-circuit (Waterga+Thundaga): Mink traps Thunder magic within the water, electrocuting anything that touches it for one post and dealing heavy damage instead. Cooldown four posts.
Blizzaga (Black Magic): Either freezes a nearby body of water or launches five arm sized shards of ice at up to five targets, dealing moderate damage. Cooldown two posts.
Diamond Dust (Blizzaga+Thundaga): Mink uses a massive burst of wind to shatter the ice after firing it, creating a super-chilled fog that covers a three foot area and freezes anything it touches for one post at each shard. Lasts two posts, with a four post cooldown after dissipation.
Firaga (Black Magic): Launches a total of three ten inch wide fireballs at up to three targets, which then explode on contact to deal moderate damage. Cooldown two posts.
Aeroja (White Magic): Summons three ten foot tall and half again wide tornados within two feet of Mink that they can control mentally and deal moderate damage on contact. Lasts up to three posts, with a three post cooldown after dissipation.
Hellstorm (Aeroja+Firaga): Mink channels fire into the tornadoes to create swirling infernos instead that burn hot enough to melt steel in two posts and deal heavy damage. Lasts up to three posts, with a six post cooldown after dissipation. This spell adds 3 White Magic Charges and 3 Black Magic Charges.
Stonega (White Magic): Allows Mink to reshape up to three times their volume of earth, stone, metal, or crystal into a barrier or platform. The material must maintain the same volume, and is not more durable than its natural state. The material itself shakes and rumbles for a few seconds before moving. Four post cooldown.
Stonega Armory (White Magic): Allows Mink to reshape up to three times their volume of earth, stone, metal, or crystal into up to three weapons and/or modify their armor in minor ways. The material must maintain the same volume and is not more durable than its natural state. The material itself shakes and rumbles for a few seconds before moving. Four post cooldown.
Thundaga (Black Magic): Fires a total of three blasts of electricity at up to three targets, dealing moderate damage. Cooldown two posts.
Stormcaller (Thundaga + Aeroja): Mink uses Wind magic to fire the electricity into the sky instead, summoning a storm cloud that fires a bolt of lightning at up to three targets each post to deal moderate damage. Lasts three posts, with a four post cooldown after dissipation. This spell adds 2 White Magic Charges and 2 Black Magic Charges.
Rays of Light (White Magic): Channels Light into a dozen arrows which then lance out at the targets before detonating into one foot wide explosions on contact, dealing light damage. Cooldown one post.
Dark Wave (Black Magic): Channels Darkness into a 10 foot wide shockwave that begins at Mink’s location and rapidly expands. This shockwave deals heavy damage to anything it hits and throws back anything that survives an additional 5 feet. Cooldown four posts.
Curaga (White Magic): Channels magic into up to three targets to heal them fully. Instant, with a three post cooldown.
Reflega (White Magic): Creates a magical barrier five feet across that blocks any damage heavy or less for one post. Cooldown two posts.
Character Abilities:
Duality Mage: Mink can combine a spell with an additional element to create a new effect on top of the original, at the cost of changing the cooldown of the spell. Mink cannot do this more than once every two posts. (Duality effects of spells are marked with the same color title as this ability)
Dualcast (Passive): Mink has such a grasp of the elements within them that they can utilize the magic of one spell to cast a second immediately after. When they cast a spell normally they can cast another available for use with an equal or lesser cooldown without triggering the second spell’s cooldown. The second spell still adds Charges as usual.
Father’s Wings (Passive): Mink inherited their father’s speed, allowing them to move twice as fast as an Olympic sprinter normally.
Pure Augmentation: Mink can infuse themselves or a single target with energy to double their strength and speed for two turns. Once dissipated, Mink cannot use this again for two posts.
Auric Sight (Passive): Mink inherited their mother’s ability to see the auras that surround living creatures. This allows them to know the creatures Realm of origin (by how much Light and Darkness show up in the aura), and also shows them where any injuries are. This can also be used to get a glimpse into the mental state of an intelligent being, though Mink mainly uses this to detect lies or sense emotion. This ability does require line of sight, but allows them to “see” living creatures even in total darkness. Note that Nobodies do not have an aura, as they have no heart. Since acquiring their keyblade, Mink’s Auric Sight evolved, enabling them to sense Heartless and Nobodies within a half mile of them.
Flash Step: Mink can instantly teleport to a location within eyesight, with a two post cooldown.
Elemental Charge: Mink can channel any element they have an offensive spell for into their current weapon for two posts, causing it to deal moderate damage of that element on contact. If using Crystal Celica or Shattered Shroud they will also fire blasts of that element instead of the normal blasts. Once dissipated, Mink cannot use this again for two posts.
Elemental Nova: Mink can charge Duality’s Divide with any element they have an offensive spell for before throwing it at a target and releasing it all at once, triggering an explosion of the element used 5 feet across that deals heavy damage. They can only use this once every six posts.
Crystal Genesis: By touching the Duality’s Divide against a surface, a wave of two feet tall diamond hard spikes erupt in a straight line for ten feet, impaling anything that is above them and dealing moderate damage. The crystals also act as a barrier, capable of withstanding and light or moderate damage, while heavy damage will break them after two hits and finisher/fatal in one. The ground rumbles for a few seconds before the spikes appear, and they disappear after two posts. Once dissipated, Mink cannot use this again for one post further (total of three post cooldown from activation).
Elemental Rain: With a swing of the Duality’s Divide Mink can launch up to ten hand sized shards of non-elemental energy at their target which embed themselves in the first thing they hit to deal light damage. These shards can be imbued with an element before launch, which create small explosions of the element upon impact instead, dealing moderate damage. Once used Mink cannot fire more for two posts, or three if imbued with an element.
Character Forms/Command Styles:
Corps-a-Corps (Command Style): In order to access this style Mink must gather a minimum of 10 White and 10 Black Charges. Each spell cast adds Charges to the total equal to its cooldown, and the style eats one charge of each type per post active.
In this style Mink loses access to any spells and Doublecast, instead gaining the ability to rapidly move into and out of melee range with high-speed attacks. All melee attacks deal one tier higher damage in this style and are about 50% faster than usual, and Mink can close, attack, and distance themselves again all in the same post. This style lasts until Mink uses one of the two finishers listed below or either White or Black Magic Charges reach zero.
Holy (White Magic Finisher): Mink channels massive amounts of White Magic into a single area, causing a massive explosion dealing heavy non-elemental damage to anything within 30 yards. Ends the Style and refreshes all White Magic cooldowns.
Flare (Black Magic Finisher): Mink channels massive amounts of Black Magic into a single area, causing a massive explosion dealing heavy Fire, Ice, and Lightning damage to anything within 30 yards. Ends the Style and refreshes all Black Magic cooldowns.
Character Weapons:
Murgleis Astraeus: A long rapier made of crimson and black steels with an ornate basket weave guard. Also features a floating crystal of the same crimson hue within a black filigree cage that floats above Mink’s left hand. This weapon glows a bright red when drawn.
Crystal Celica: A crystal version of Jennifer’s Dawn Celica, boosting Mink’s speed and power by half when used and allowing them to maneuver midair using the recoil. Fires Light blasts.
Shattered Shroud: A crystal version of Jason’s Dusk Shroud, boosting Mink’s attack range when used and allowing them to precisely control the weapon midflight using the recoil. Fires Darkness blasts.
Keyblades:
Duality’s Divide: Mink’s keyblade. The intertwining White and Black glow as they utilize various spells, the glow becoming crimson when they gain access to Corps-a-Corps. Once every two posts this keyblade can allow Mink to bypass a target’s Elemental Immunity/Resistance.
First Transformation – Shining Shadow Star: Duality’s Divide becomes a four bladed Fūma Shuriken with an extendable ribbon made of Darkness attached to the center circle that can be controlled mentally. It is also silent and cloaked in Wind magic, preventing it from being deflected by other physical projectiles. Once every two posts Mink can add another Element to the Wind Magic, replacing whatever Element was there before. The Wind Magic cannot change.
Second Transformation – Duality Perfected: Duality’s Divide splits into six blades, three of pure white and three of perfect black. These blades float behind Mink and can be controlled mentally. In addition, once per post Mink can sacrifice one of the blades to cast a spell of the corresponding magic type without triggering its cooldown, though it still adds Charges. Lasts four posts with a six post cooldown.
Shotlocks:
Day-Night Blitz: Mink cloaks themselves in both Light and Darkness before rushing at the target five times. Each rush deals moderate damage. Cooldown three posts.
Character Summons: None
Character Racial Ability: Mink inherited their father’s ability to float and fly freely.
Character Strengths: Crafty, quick-witted
Character Weaknesses: Extremely sarcastic, blunt and tactless at the worst times
Character History: Mink is the child of Lucia “Mizan” Talec and Seamus Cray, born only six years before a massive battle to prevent Cefious –an immortal Heartless capable of mass destruction- from being released resulted in the death of both parents. Now an orphan, Mink raised themselves alongside Hannah and Zane O’Malley as they struggled to survive, watching helplessly as world after world fell to Cefious. Eventually they learned how to fight using simulations of the past and discovered they had inherited their mother’s keyblade. However, without a living Celderat to teach them their Elemental Aspect lay permanently out of reach, leaving them weaker than any before them.
Some parts of Minks heritage were still accessible to them, namely the Duality gene that had allowed their mother to use Twilight. Through experimentation they discovered how to use that ability to alter elemental spells, thus becoming a Dusk Mage. They forged the Murgleis Astraeus using these spells, preferring to use it rather than their mother's keyblade, though they did learn how to use Weapon Shift to create imitations of their Aunt and Uncle’s weapons.
Now fifteen, Mink fights alongside their friends in an attempt to drive back the Heartless and Nobodies and save what few worlds remain. Secretly they also are hunting down information on the origin of Cefious, convinced that something in the past held the key to its defeat. They long for a day when they can stop fighting, though what they have lost might never give them a normal life even then.
Mink found a way to travel back in time to prevent the fate they knew, and somehow succeeded in helping to destroy the god Null once and for all back then. Upon returning to their present they discovered it radically different, with everyone alive and happy. Unfortunately, while they gained memories from this happy life those of the old timeline lingered, leaving them with severe insecurities and fears that they hoped to alleviate by becoming stronger.
At the age of sixteen they began travelling back to shortly after Null was defeated, hoping to gain strength in a time where their mother would view them as an ally rather than a child. This resulted in several defeats and a friend taken before they stumbled across their Aunt Éirín, who pointed them on the path to proper strength.
Determined, they traveled to the near future to train under their Aunt Jennifer to learn Light and how to deal with anxiety about the future, then their Uncle Jason for Darkness and how to forgive the past. Two years have passed since then with them mastering those in secret before they came back to their Aunt Éirín and Uncle Rand, hoping to help them avoid the worst of their fate at the hands of Ailill.
Having helped Ailill remember who he was, they traveled with him and several others back to their mother’s homeworld of Celderat to find Ailill’s wife, Tamara. Immediately after landing both his mother and aunt lost their powers as their pregnancies progressed, forcing Mink to confront their own fear and perceived failures to save them. In doing so, they acquired their proper keyblade, Duality’s Divide, and gained access to their true power that had been blocked by their lack of self-acceptance.
Writing Portion
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
Character Relationships: Child of Lucia “Mizan” Talec and Seamus Cray, friend of Hannah and Zane O’Malley
Character Accessories: Crimson Headband and a tarnished silver and onyx duality pendant on a similarly tarnished silver necklace.
Favorite Foods: Anything they can get
Preferred Pets: Dogs
Strongly Attracted By: Determination and honesty
Strongly Repulsed By: Lying and cowardness
Player Username: Ziya
Current Character List: See signature below
Random Character Notes: New update!
Character Basics
Character Name: Elmindreda Kalenia Cray-Talec (Mink for short)
Character Age: 18
Character Race: Celderatian/Gale Hybrid
Character Gender: Non-binary (they/them pronouns)
About the Character
Character Personality: Mink is often described as the literal embodiment of an eye roll. Sarcastic, sassy, and blunt to a fault, they simply don’t care enough to mince words, even with those they care about. Despite this, they are utterly devoted to their family and friends, showing no mercy to anyone or thing that threatens them.
Mink is very crafty, often a step or two ahead of their enemies at any time and waiting to exploit any weaknesses along the way, a trait that they believe makes up for the fact that they have no Aspect. Their lack of a transformation is still annoying to them, preferring to focus on other strengths.
Character Appearance: Mink is very androgynous, standing at 5’ 4” with a slender body of about 100 pounds. They have a surprising amount of muscle, though it is often hidden by the baggy clothes they wear. They inherited their father’s dark green hair, messy and almost to their shoulders, and their mother’s violet eyes, though theirs are natural rather than an after-effect of an Element.
Loose, baggy clothing is Mink’s style of choice, and they are almost never seen without their crimson headband and matching pull-over hoodie. They also have their mother’s silver necklace with its onyx inlay duality pendant, though it is heavily tarnished after years of neglect.
Battle Statistics
Character Position: Neutral-Hero
Character Spells:
Waterga (Black Magic): Launches a raging column of water from Mink’s hand that can put out almost any blaze, magical or not, and deals moderate damage on impact. Instant, with a two post cooldown.
Short-circuit (Waterga+Thundaga): Mink traps Thunder magic within the water, electrocuting anything that touches it for one post and dealing heavy damage instead. Cooldown four posts.
Blizzaga (Black Magic): Either freezes a nearby body of water or launches five arm sized shards of ice at up to five targets, dealing moderate damage. Cooldown two posts.
Diamond Dust (Blizzaga+Thundaga): Mink uses a massive burst of wind to shatter the ice after firing it, creating a super-chilled fog that covers a three foot area and freezes anything it touches for one post at each shard. Lasts two posts, with a four post cooldown after dissipation.
Firaga (Black Magic): Launches a total of three ten inch wide fireballs at up to three targets, which then explode on contact to deal moderate damage. Cooldown two posts.
Aeroja (White Magic): Summons three ten foot tall and half again wide tornados within two feet of Mink that they can control mentally and deal moderate damage on contact. Lasts up to three posts, with a three post cooldown after dissipation.
Hellstorm (Aeroja+Firaga): Mink channels fire into the tornadoes to create swirling infernos instead that burn hot enough to melt steel in two posts and deal heavy damage. Lasts up to three posts, with a six post cooldown after dissipation. This spell adds 3 White Magic Charges and 3 Black Magic Charges.
Stonega (White Magic): Allows Mink to reshape up to three times their volume of earth, stone, metal, or crystal into a barrier or platform. The material must maintain the same volume, and is not more durable than its natural state. The material itself shakes and rumbles for a few seconds before moving. Four post cooldown.
Stonega Armory (White Magic): Allows Mink to reshape up to three times their volume of earth, stone, metal, or crystal into up to three weapons and/or modify their armor in minor ways. The material must maintain the same volume and is not more durable than its natural state. The material itself shakes and rumbles for a few seconds before moving. Four post cooldown.
Thundaga (Black Magic): Fires a total of three blasts of electricity at up to three targets, dealing moderate damage. Cooldown two posts.
Stormcaller (Thundaga + Aeroja): Mink uses Wind magic to fire the electricity into the sky instead, summoning a storm cloud that fires a bolt of lightning at up to three targets each post to deal moderate damage. Lasts three posts, with a four post cooldown after dissipation. This spell adds 2 White Magic Charges and 2 Black Magic Charges.
Rays of Light (White Magic): Channels Light into a dozen arrows which then lance out at the targets before detonating into one foot wide explosions on contact, dealing light damage. Cooldown one post.
Dark Wave (Black Magic): Channels Darkness into a 10 foot wide shockwave that begins at Mink’s location and rapidly expands. This shockwave deals heavy damage to anything it hits and throws back anything that survives an additional 5 feet. Cooldown four posts.
Curaga (White Magic): Channels magic into up to three targets to heal them fully. Instant, with a three post cooldown.
Reflega (White Magic): Creates a magical barrier five feet across that blocks any damage heavy or less for one post. Cooldown two posts.
Character Abilities:
Duality Mage: Mink can combine a spell with an additional element to create a new effect on top of the original, at the cost of changing the cooldown of the spell. Mink cannot do this more than once every two posts. (Duality effects of spells are marked with the same color title as this ability)
Dualcast (Passive): Mink has such a grasp of the elements within them that they can utilize the magic of one spell to cast a second immediately after. When they cast a spell normally they can cast another available for use with an equal or lesser cooldown without triggering the second spell’s cooldown. The second spell still adds Charges as usual.
Father’s Wings (Passive): Mink inherited their father’s speed, allowing them to move twice as fast as an Olympic sprinter normally.
Pure Augmentation: Mink can infuse themselves or a single target with energy to double their strength and speed for two turns. Once dissipated, Mink cannot use this again for two posts.
Auric Sight (Passive): Mink inherited their mother’s ability to see the auras that surround living creatures. This allows them to know the creatures Realm of origin (by how much Light and Darkness show up in the aura), and also shows them where any injuries are. This can also be used to get a glimpse into the mental state of an intelligent being, though Mink mainly uses this to detect lies or sense emotion. This ability does require line of sight, but allows them to “see” living creatures even in total darkness. Note that Nobodies do not have an aura, as they have no heart. Since acquiring their keyblade, Mink’s Auric Sight evolved, enabling them to sense Heartless and Nobodies within a half mile of them.
Flash Step: Mink can instantly teleport to a location within eyesight, with a two post cooldown.
Elemental Charge: Mink can channel any element they have an offensive spell for into their current weapon for two posts, causing it to deal moderate damage of that element on contact. If using Crystal Celica or Shattered Shroud they will also fire blasts of that element instead of the normal blasts. Once dissipated, Mink cannot use this again for two posts.
Elemental Nova: Mink can charge Duality’s Divide with any element they have an offensive spell for before throwing it at a target and releasing it all at once, triggering an explosion of the element used 5 feet across that deals heavy damage. They can only use this once every six posts.
Crystal Genesis: By touching the Duality’s Divide against a surface, a wave of two feet tall diamond hard spikes erupt in a straight line for ten feet, impaling anything that is above them and dealing moderate damage. The crystals also act as a barrier, capable of withstanding and light or moderate damage, while heavy damage will break them after two hits and finisher/fatal in one. The ground rumbles for a few seconds before the spikes appear, and they disappear after two posts. Once dissipated, Mink cannot use this again for one post further (total of three post cooldown from activation).
Elemental Rain: With a swing of the Duality’s Divide Mink can launch up to ten hand sized shards of non-elemental energy at their target which embed themselves in the first thing they hit to deal light damage. These shards can be imbued with an element before launch, which create small explosions of the element upon impact instead, dealing moderate damage. Once used Mink cannot fire more for two posts, or three if imbued with an element.
Character Forms/Command Styles:
Corps-a-Corps (Command Style): In order to access this style Mink must gather a minimum of 10 White and 10 Black Charges. Each spell cast adds Charges to the total equal to its cooldown, and the style eats one charge of each type per post active.
In this style Mink loses access to any spells and Doublecast, instead gaining the ability to rapidly move into and out of melee range with high-speed attacks. All melee attacks deal one tier higher damage in this style and are about 50% faster than usual, and Mink can close, attack, and distance themselves again all in the same post. This style lasts until Mink uses one of the two finishers listed below or either White or Black Magic Charges reach zero.
Holy (White Magic Finisher): Mink channels massive amounts of White Magic into a single area, causing a massive explosion dealing heavy non-elemental damage to anything within 30 yards. Ends the Style and refreshes all White Magic cooldowns.
Flare (Black Magic Finisher): Mink channels massive amounts of Black Magic into a single area, causing a massive explosion dealing heavy Fire, Ice, and Lightning damage to anything within 30 yards. Ends the Style and refreshes all Black Magic cooldowns.
Character Weapons:
Murgleis Astraeus: A long rapier made of crimson and black steels with an ornate basket weave guard. Also features a floating crystal of the same crimson hue within a black filigree cage that floats above Mink’s left hand. This weapon glows a bright red when drawn.
Crystal Celica: A crystal version of Jennifer’s Dawn Celica, boosting Mink’s speed and power by half when used and allowing them to maneuver midair using the recoil. Fires Light blasts.
Shattered Shroud: A crystal version of Jason’s Dusk Shroud, boosting Mink’s attack range when used and allowing them to precisely control the weapon midflight using the recoil. Fires Darkness blasts.
Keyblades:
Duality’s Divide: Mink’s keyblade. The intertwining White and Black glow as they utilize various spells, the glow becoming crimson when they gain access to Corps-a-Corps. Once every two posts this keyblade can allow Mink to bypass a target’s Elemental Immunity/Resistance.
First Transformation – Shining Shadow Star: Duality’s Divide becomes a four bladed Fūma Shuriken with an extendable ribbon made of Darkness attached to the center circle that can be controlled mentally. It is also silent and cloaked in Wind magic, preventing it from being deflected by other physical projectiles. Once every two posts Mink can add another Element to the Wind Magic, replacing whatever Element was there before. The Wind Magic cannot change.
Second Transformation – Duality Perfected: Duality’s Divide splits into six blades, three of pure white and three of perfect black. These blades float behind Mink and can be controlled mentally. In addition, once per post Mink can sacrifice one of the blades to cast a spell of the corresponding magic type without triggering its cooldown, though it still adds Charges. Lasts four posts with a six post cooldown.
Shotlocks:
Day-Night Blitz: Mink cloaks themselves in both Light and Darkness before rushing at the target five times. Each rush deals moderate damage. Cooldown three posts.
Character Summons: None
Character Racial Ability: Mink inherited their father’s ability to float and fly freely.
Character Strengths: Crafty, quick-witted
Character Weaknesses: Extremely sarcastic, blunt and tactless at the worst times
Character History: Mink is the child of Lucia “Mizan” Talec and Seamus Cray, born only six years before a massive battle to prevent Cefious –an immortal Heartless capable of mass destruction- from being released resulted in the death of both parents. Now an orphan, Mink raised themselves alongside Hannah and Zane O’Malley as they struggled to survive, watching helplessly as world after world fell to Cefious. Eventually they learned how to fight using simulations of the past and discovered they had inherited their mother’s keyblade. However, without a living Celderat to teach them their Elemental Aspect lay permanently out of reach, leaving them weaker than any before them.
Some parts of Minks heritage were still accessible to them, namely the Duality gene that had allowed their mother to use Twilight. Through experimentation they discovered how to use that ability to alter elemental spells, thus becoming a Dusk Mage. They forged the Murgleis Astraeus using these spells, preferring to use it rather than their mother's keyblade, though they did learn how to use Weapon Shift to create imitations of their Aunt and Uncle’s weapons.
Now fifteen, Mink fights alongside their friends in an attempt to drive back the Heartless and Nobodies and save what few worlds remain. Secretly they also are hunting down information on the origin of Cefious, convinced that something in the past held the key to its defeat. They long for a day when they can stop fighting, though what they have lost might never give them a normal life even then.
Mink found a way to travel back in time to prevent the fate they knew, and somehow succeeded in helping to destroy the god Null once and for all back then. Upon returning to their present they discovered it radically different, with everyone alive and happy. Unfortunately, while they gained memories from this happy life those of the old timeline lingered, leaving them with severe insecurities and fears that they hoped to alleviate by becoming stronger.
At the age of sixteen they began travelling back to shortly after Null was defeated, hoping to gain strength in a time where their mother would view them as an ally rather than a child. This resulted in several defeats and a friend taken before they stumbled across their Aunt Éirín, who pointed them on the path to proper strength.
Determined, they traveled to the near future to train under their Aunt Jennifer to learn Light and how to deal with anxiety about the future, then their Uncle Jason for Darkness and how to forgive the past. Two years have passed since then with them mastering those in secret before they came back to their Aunt Éirín and Uncle Rand, hoping to help them avoid the worst of their fate at the hands of Ailill.
Having helped Ailill remember who he was, they traveled with him and several others back to their mother’s homeworld of Celderat to find Ailill’s wife, Tamara. Immediately after landing both his mother and aunt lost their powers as their pregnancies progressed, forcing Mink to confront their own fear and perceived failures to save them. In doing so, they acquired their proper keyblade, Duality’s Divide, and gained access to their true power that had been blocked by their lack of self-acceptance.
Writing Portion
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
Character Relationships: Child of Lucia “Mizan” Talec and Seamus Cray, friend of Hannah and Zane O’Malley
Character Accessories: Crimson Headband and a tarnished silver and onyx duality pendant on a similarly tarnished silver necklace.
Favorite Foods: Anything they can get
Preferred Pets: Dogs
Strongly Attracted By: Determination and honesty
Strongly Repulsed By: Lying and cowardness