Post by SERAPHINA HERODOR on Jun 22, 2011 16:36:50 GMT -5
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Seraphina Herodor
Blazing Champion
RACE,Human
GENDER,Female
BATTLE ROLE,Magic DPS
AGE,21
ALLIANCE,All will become clear…
PERSONALITY,Positive
- Passionate
- Intelligent
- Self-reliant
- Inventive
- Friendly
- Driven
- Dedicated
Negative
- Volatile
- Hot-headed
- Arrogant
- Ineloquent
- Unsubtle
- Impetuous
- Stubborn
APPEARANCE,Seraphina, in essence, personifies fire. At times, she actually IS fire. Her hair, a shimmering mass of red, orange and yellow seems to radiate a light of its own, her eyes, unusually for a human, likewise seem to shift through a spectrum of reds and browns. Her skin, pale as it is, only serves to further emphasise her flame-like appearance, magnifying the colours that surround her, much like fire to paper. Should you catch her whilst she is enraged, you‘ll quickly discover that far from just looking like her hair and eyes are on fire, they actually do blaze with a magical flame.
Her compact frame, slender, lithe and athletic, is usually clad in an all-too-recognisable blending of leather and arcane gizmometry of her own design, and generally exposes far more flesh than is entirely necessary. Her range of leather gloves, jerkins, skirts, leggings, shirts, boots and all manner of other general wear is staggering, but whether she wears a short skirt and cropped leather top, or her full-body combat garb, she is never without her goggles. She adores her goggles, to the point where she actually sleeps with them on her head. Touch them without permission, and there‘s likely to be an inferno. To some, her goggles are her motif, her truly identifying feature. Aside from the fact that her head periodically catches fire…
WEAPONS,Weapons? What a novelty…
ITEMS,Herodor's Garb of Pyretic Mastery
Seraphina is currently in the process of crafting armour that better enhances her abilities as a Pyromancer. Each piece she hopes will serve to emphasise her idea of the harmony of magic and science, each complementing the other, completing it, making it a machine far greater in power than the sum of its parts.
Herodor‘s Gauntlet of Spontaneous and Enduring Ignition: Despite the comparatively long name, Seraphina‘s gauntlet (Usually worn on the right hand) is a simple device that further aids her ability to manipulate all things fiery. The gauntlet has, upon one of the facings, a topaz focussing crystal, that means that all of Seraphina‘s abilities are imbued with a further measure of pyretic power. Whenever Seraphina casts a damaging spell from her ability pool, the target will take an additional Low amout of environmental fire damage over the two subsequent posts (Damage calculated as a Low level every odd post of Enduring Ignition), as various items of clothing, hair, and other combustibles continue to smolder. The spell must deal damage in order for this effect to trigger. Extinguishing these flames requires a single action slot, and may be done via an external source. This ability will stack with other ‘burn effects‘ (For example, Immolate), and the target is classed as ‘on fire‘. Regardless of how many times a target it set 'on fire' by this trigger, only one instance of Enduring Ignition may exist upon each target. Subsequent triggers will simply refresh the duration.
Goggles: It‘s just a pair of goggles really. Each one is an individual, surprise surprise, red-tinted lens, that simply facilitates her eyes not being blinded by the various experiments and practises she tries out.[/size][/blockquote]
ABILITIES,
Pyromancy (Leader Slot)[/size]
Seraphina, without a doubt, is one of the finest fire wielders in Hyrule. Able to manipulate flames as though they were another limb she was born with, Seraphina can work absolute wonders with flames, whether as a utility, through being able to focus fire so effectively she can actually fuse metal objects together in spots, a process she names ‘Localised Thermal Metallic Fusion‘ (The name needs work), a source of entertainment, through altering colours and shapes (Did she say no purple dragons? Did she?), or as a weapon.
In LS style, her abilities as a pyromancer manifest in a number of sub-abilities:Flamestrike: The catch all name for any fiery projectile that she uses, whether it be the over-used fireball, to throwing a flaming javelin, an axe seemingly made of lava, or a torrent of fire. Flamestrike deals a Large amout of magical damage, with the elemental attribute of fire. Underwater, Flamestrike still works, through instead, it manifests itself as large gouts of steam, and will function in the exact same way in terms of damage and attributes. Flamestrike, being magical, also does not require air to function. This ability is a ranged magical ability, and therefore may be used while ‘out-of-range’, and may also be used while ‘in range’. [2 post cool down]
Immolate: Put simply, this ability sets the target on fire. A sort of ‘encouraged’ spontaneous combustion. Naturally, however, she is the sole reason behind the sudden inflamed nature. Immolate deals a Moderate amount of magical damage, with the elemental attribute of fire. The initial damage dealt by Immolate, like Flamestrike, will work in natural circumstances that would preclude fire from existing. This ability is treated as a magic missile for purposes of avoidance and targetting. Furthermore, Immolate will actually set the target ‘on fire’ for an additional 2 posts, dealing a Moderate amount of environmental fire damage per post. An Immolated target or an ally may douse or otherwise subdue the flames, requiring a total of 2 action slots to completely extinguish, or 1 post reducing the duration by 1. The target may take other actions that are environmentally applicable (Such as jumping in a river) to douse these flames, which will take up their regular 1 action slot. This ability is a ranged magical ability, and therefore may be used while ‘out-of-range’, and may also be used while ’in range’. [3 post cool down]
Greater Pyromancy[/i]Pyroblast, in essence, is a much larger, much more destructive version of Flamestrike, a vast, ravening torrent of fire, that bathes the target in flames of such intensity that few can hope to survive it unaided. Pyroblast deals a Massive amount of magical damage, with the elemental attribute of fire, then the following post, deals an additional Low amount of magical damage, also with the elemental attribute of fire, as the sheer power behind Pyroblast continues to assault the target. Pyroblast costs two action slots to cast, and also places Flamestrike on cool down. This ability is a ranged magical ability, and therefore may be used while ‘out-of-range’, and may also be used while ’in range’. [4 post cool down][/blockquote][/blockquote][/size]
One of the things that marks Seraphina out above many other fire-users is her even wider knowledge of how to use fire. Simply throwing fire around is not enough. Simply setting someone on fire, or causing catastrophic infernos are not enough. For Seraphina, the true art of pyromancy is the manipulation of fire to feed upon itself to catastrophic results. Combined burns, after-burns, backdraft induced flash fires, these are the hallmarks of that which she has named ‘Greater Pyromancy’.
In LS combat terms, this manifests itself in a number of sub-abilities:Pyroblast:
RACIAL ABILITIES,
Incandescence
Seraphina has always had an affinity for fire. Even as a child, she seemed strangely enervated by its existence, and would, in her room, have multiple candles and oil burners lit, just so she would feel the effects of them. While Seraphina is in the presence of fire, her skin seems to glow with a radiance far beyond a normal persons, and she is filled with a vibrancy that few can match.
In LS combat terms, whenever a spell Seraphina casts targets a character that is ‘on fire’, Seraphina may immediately reduce the cool down of a single ability by 1, representing the energising effect that comes with her magic feeding off of other flames. Area effect spells will only trigger this ability once, regardless of number of ‘hits‘, and the spell that triggers this effect may not be targeted by Incandescence.
HISTORY,
Since her birth, Seraphina has been somewhat rebellious. Born into a family of reasonably high standing, being armour and weapon merchants within Hyrule Castle Market, she has been brought up alongside both the wealthy in the fellow merchant families, and the dregs in the bar brats and wastrels offspring. Seraphina seemed to take more to the more common children, their freedom and general behaviour sparking something within her. The need to rebel.
Seraphina, at the age of eight, discovered her fascination with fire. It started with her watching candles burn. Then incense. Then both at once. Before long, her room was a maze of lit candles and oil-burners, her sat in the very middle, upon her bed, smiling, watching each flame flicker, her skin aglow with a light that echoed her surroundings. It was at the age of ten her love of fire directed itself into more intellectual pursuits. She developed a system for her fathers forge that would allow heat to be more focussed, hitting the blade or armour specifically, rather than radiating around the whole entity.
She did, however, deviate somewhat from this pursuit of making things that were just useful for her father. At some point, she discovered her talent for pyromancy. It‘s not always clear how it manifests, but for Seraphina, that didn‘t matter. All that mattered was that she had the gift. And she used it. A lot. She began to combine her natural flair with fire, with her considerable intellect and practical know-how, with some unusual, and often destructive results. One of her experiments into focussing heat ended up melting a hole through her fathers furnace, and another accidentally fused two great swords together, almost inseparably. Of course, this was a small price to pay for the wondrous discover of Localised Thermal Metallic Fusion.
Since then, she has not only refined and honed her pyretic abilities, but also created several (Often questionably effective) devices. The most successful of these being the gauntlet she wears. This fusion of science and magic is both her passion and her livelihood, or at least, it would be had it not been for a turn of events that placed her in a position far above her standing as the daughter of merchant parents.
She was noticed controlling flames by one of the guilds, specifically, the Guild of the Archmagi. She was thrilled to be invited to study under them, but quickly, her own rebellious nature caused her to fall into ill-favour. Few students, if any, displayed such raw talent, and such an innate grasp of the principles of Pyromancy as Seraphina. But unlike the other students, she did not consider magic to be ‘The Art‘ that the Archmagi perceived it as, to her, it was a tool, incomplete, striving to blend it with ’unholy sciences’. She was cast from the guild just two years after her induction, and the fit of rage that accompanied it razed the Tower of the Magi to the ground. She showed not a shred of remorse.
Following her eradication of the Mages Guild, if not the mages themselves, she wandered, using her newly heightened skills with fire to her advantage. She roamed freely, visiting the Goron, the Zora, the Faeries, even the Minish, who regarded her with some mistrust, being a wielder of that which so rampantly destroys their forests. With fresh inspiration came fresh ideas. She refined her Gauntlet of Ignition, and suitably lengthened the name, and began to appreciate some of the Archmagi‘s teachings. In some ways, Pyromancy is an art. However, it is not THE art. It is one of many, and one better displayed upon the canvas of science.
Following the death of the long-standing human champion, she, like many other would be aspirants travelled to Hyrule, to bid for the right to stand as the pre-eminent combatant of all humans. Three days later, and her curious blend of magic and science had defeated all but one. Her opponent was a brute, an enormous, hulking mass of musculature, clad in armour, wielding a great sword as large as she was. According to the rumours, he was born and raised in the mountains, and was said to be able to stand toe to toe with a Goron in the wrestling rings of Death Mountain.
All in all, a typical brute. The two opposites, of magic and science, however, care little for common conceptions that someone so large could break such a small individual like a twig. With her customary bravado that had accompanied her, she caused his clothing to combust, his blade to becoming unbearably hot, heating the ground to the point where it cracked and splintered, the moisture in the air evaporating under her intense magical firestorm. He struggled all the way over to her, lurching forward barehanded, silently, unable to shout so parched had be become, so weary was he. She pushed him over as though he were little more than a bothersome child, before being declared the Human Champion.
Two months have passed, her inaugural period of meet and greet passing over with little upset, her legendary temper recognised and accounted for by the other great names of Hyrule. New threats had begun to awaken in Hyrule. New threats, that required new solutions. She has approached these challenges in the same way she always has. With innovation, determination, and without any regard to the norms that people have come to expect of the ruling classes.
EXTRAS,
N/A
FACE CLAIM,
[b]MAGIC; THE GATHERING[/b] chandra nalaar
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