Post by Princess Ozma on Jan 4, 2015 12:05:53 GMT
PRINCESS OZMA
Character Info
REAL NAME: Hannah Williams
REAL GENDER: Female
GAME GENDER: Female
AGE: 13
SEXUALITY: Heterosexual
FACE-CLAIM: yuzuki yukari, VOCALOID (RL face-claim: tama, SELECTOR INFECTED WIXOSS)
PLAYED BY: BIyori!
RACE: Race of Ritual
FACTION: Adventurer
Appearance (Ozma in Full + Ozma Pre-Corruption + Hannah) Elder Tale- Princess Ozma used to be a perfectly healthy looking avatar before she became infected with miasma. Once appearing the picture of health, this avatar is now that of a fifteen year old girl with skin that might as well have never seen the sun and containing a barely detectable yet still literal glow in the back of her slightly manic eyes. Once a rather respectable level 25 Summoner, Princess Ozma the Heretic Sage does not look like she is doing well in the slightest. Oddly enough, the pale skin and frail appearance of Ozma now makes her look much more like Hannah in real life. Her hair is limp, even in its customary twin tails, eyes a little sunken in under her ever present hood. She’s got a predilection to short skirts with frills, long sleeves and socks to hide the lingering remnants of miasma poisoning and her own frailty. Her brother gave her Ritual marks for Wings and Suns, Ivy curling up her legs and Petals on her fingers. She has the Sun for her third eye; twin Wings under her eyes and a repeat of the pattern across her clavicle. Her brother gave her a spiral of Ivy growing towards the Sun even as Wings opened across her shoulders, her whole spine a reflection of her brother’s greatest wish. Her marks where a discreet light purple once, but now they glitter and shine with the changes of her miasma. The more she falls to depravity the darker and more sinister her marks become. Real Life- Hannah Williams is a sick girl. She’s delicate and frail in ways no thirteen year old should be, milky skin soft as a baby and eyes impossibly wide. Hannah has never been outside, not since the one drastic trip outside that left her with a permanent burn all down her back. She looks like a fairy princess, all soft smiles as she sat in front of boarded up windows. And always, always, Hannah lets someone else dictate the course of her life. Her medicine and diet is by order of a slew of doctors, her hair and clothes selected by her caretaker. Hannah’s last sundress was chosen by her brother, as always, white as snow and just enough frills to hide the fact that it’s for her examination later that day. | Personality Fluorouracil cut down on her body’s suicidal tendencies, an irreversible drug balanced out with constant need for fluoxetine to cut down on her mind’s need to end it. Hannah Williams has been medicated up to the proverbial gills and beyond since she was eight and beyond, a necessary evil to balance the terror of a life cut short. She grew up knowing her own demise was soon to come, but balanced it out with an insatiable need to know. Hannah was going to die; so the least she could do was to be polite about it as she could be. She always wanted to see the sky, to run through a field of grass and see the sun set. But she would never have that. Hannah and her brother coped as best as they could, but it wasn’t enough. She covered her walls in photos of the sky, painted her ceiling with clouds and cried herself to sleep at night. Elder Tale was an escape from reality that she grabbed with both hands. The realization that this body, this avatar called ‘Princess Ozma’ was hers, was met with frantic panic and then rapturous joy. She spent half an hour waiting for her skin to peel and crack, the pain to start and her medicine to wear off. Hannah watched the players panic as she stared up at the clouds, and when she realized that she wasn’t dying, something broke inside Hannah. Ozma has no fear, not in this world where she can resurrect after every painful process. Pain is immaterial when faced with the unknown. (Hannah is very good at dealing with pain without crying and Elder Tale will be no different.) She forgot her brother in her rush to chase the sun, never learned how to ask for directions and found herself unable to figure out the complexities of a party system. Ozma is a solo player out of ignorance, not out of preference. She doesn’t understand the game and has no idea how to keep up with news, blissfully ignorant of most facets of the world as it stands. Ozma was a good Summoner because she didn’t have the burden of the system weighing down on her, and her new Heretic status is just another catch of being able to see the sun. Hannah and Ozma are almost two separate people, much easier to determine with more and more miasma corruption. Hannah is a quiet girl, kind and polite no matter what. Ozma would like nothing more than to burn the world down so everyone else will suffer just like her. The miasma makes her hate, that pretty drug that she spent six unending months traversing. Starvation and sensory deprivation changed the darling girl into a twisted wreck, one who has no concept of human worth left. Death is a minor inconvenience to someone who starts her mornings with a dose of corruption-laced pain. After all, this is just a game… a game Ozma would prefer if it never ended. Myers-Briggs: ISFP; Introvert(56%) Sensing(25%) Feeling(75%) Perceiving(22%) |
Extra
Height: RL- 4’8”; ET- 5’6”
Weight: RL- 80 lbs;ET- 130 lbs
Blood Type: AB
Hair color: RL- platinum blonde; ET- lavender
Eye color: RL-grey; ET- purple
Character Song: Yuzuki Yukari – Setsu-Getsu-Ka
Battle Song: Drakengard 3 OST – Four Battle Theme
Birthplace: Cardiff, Wales.
Nicknames: Moon Child, Little Fairy, Nucking Futs Scythe Girl
Life expectancy: 19
Special skills: Origami, whistling, wall murals.
Weight: RL- 80 lbs;ET- 130 lbs
Blood Type: AB
Hair color: RL- platinum blonde; ET- lavender
Eye color: RL-grey; ET- purple
Character Song: Yuzuki Yukari – Setsu-Getsu-Ka
Battle Song: Drakengard 3 OST – Four Battle Theme
Birthplace: Cardiff, Wales.
Nicknames: Moon Child, Little Fairy, Nucking Futs Scythe Girl
Life expectancy: 19
Special skills: Origami, whistling, wall murals.
Biography
Xeroderma pigmentosum was and is a terrible disease for any living being to have. Hannah Williams had always had it and would have it for the rest of her life, as it would kill her before she turned twenty. Her body wasn’t able to repair itself when faced with the light of the sun, ultraviolet light causing her excruciating blisters and burns. Hannah’s entire world was confined to the boarded and shuttered expanse of her home. Mama called her the moonlight child and kissed her forehead before she drove off with Papa and never came back. Her brother said they fell into a ditch and died when Hannah was only four, and he would never lie to her. Hannah’s world was covered in butcher paper and crayon scribbles, the sad attempts at a little girl trying to make her world brighter. And her brother did his best with what he had, but he could only afford so many treatments before it wouldn’t be enough. There was no cure for XP, no solution for the moonlight child save to let her walk into the sun and burn until she couldn’t feel pain anymore. So he filled her room with all sorts of pieces of the outside world, until one day it just wasn’t enough. Hannah wanted to see the sun, the stars, and even the moon. Just once and she’d be good.
He gave her star charts and nightlights and she was happy. But then Hannah wanted to go outside and watch the stars. The Williams family couldn’t afford the suit that would let her walk outside without hurting herself, not with bills as tight as they were and three jobs to make even that happen. So instead he bought a game, two copies no less; two copies of the new expansion of Elder Tale on the day of its release. They would go together to explore this new place, and look at how quick he set himself up before helping her make a character. Princess Ozma, like the story books, all shining and pretty with her summoned friends to keep her safe. He left for the rest room and Hannah just couldn’t help it, settled in to play her shiny new summoner. And when she woke up there was something bright and shining in her eyes and she cried because she wasn’t ready to die yet.
Hannah was sorry she had bothered her brother, wandered around from party to party trying her best to find her brother. And one day she walked into the darkness to sleep forever and walked back out something completely different. But Ozma will find her brother, come hell or high water. She has seen the other side of death and she laughed, and woe to the fool who stood in her way.
Inventory
EQUIPMENT
Left Arm N/A. | Armor Starter Cloth Armor: A basic set of cloth armor made from cheap fabric. They are not really protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it. | Right Arm Starter Scythe: A starter weapon designed for novice adventurers, made out of cheap iron and wood. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can. |
Accessory #1 Leave blank | Accessory #2 Leave blank | Accessory #3 Leave blank |
Accessory #4 Leave blank | ||
Vanity #1 Leave blank | Vanity #2 Leave blank | Vanity #3 Leave blank |
CLASS SKILLS
Main Class: Heretic
Humoral Stigma : The Heretic infuses an open wound with Miasma. As a natural antagonist to Anima, the energy of life, the Miasma lingers around the wound and prevents it from healing naturally. As such, this is a bleeding debuff curse that causes open wounds to continuously bleed. The target loses HP over time as long as their HP is less than full. If the wounds should somehow be fully healed, however, the curse is easily expelled. This skill has a casting time of 4 seconds and a cooldown of 40 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 3.
Shackles of the Sentenced : Miasma takes a tangible form in the shape of violet-black chains which erupt from the ground and wrap around a target. These chains root the enemy in place for 5 seconds. During this time, if the target should be afflicted with any skill that inflicts Corruption, their Corruption is increased by 1 additional point. This skill has a casting time of 1.5 seconds and a cooldown of 20 seconds.
Black Operon : Toggle skill. Heretics are the primary manipulators of Miasma and it is no surprise that they are able to extract excess Corruption from their body whenever it is needed. When this skill is toggled, the Heretic selects a Corruption Stage. If the Heretic should then enter that Corruption Stage, they will gradually lose an amount of Corruption points equal to the Stage selected, at the beginning of each post cycle. For example, selecting Corruption Stage 1 will cause the Heretic's Corruption points to decrease by 1 each post. Selecting Corruption Stage 5 will result in their Corruption points being decreased by 5 each post. As soon as the Heretic's Corruption Stage drops below the designated stage, their Corruption points will stop decreasing. This skill may be untoggled in order to select a new Corruption Stage.
Oblivion Claw-
A Heretic skill that conjures Miasma to shroud a melee weapon up to 1 meter away in a purple mist-like animation. It may also be cast on a character's bare hand, creating a purple mist silhouette resembling a demon's claw. A direct contact between the enchantment and the target's body deals minor darkness-attribute damage and places a harmful curse upon the target. When this skill is cast, the Heretic may select one of the following effects: [Increase the animation or cast time of this skill by 1 second], [After activation, increase the cooldown time of this skill by 5 seconds], [Reduce the duration of this skill by 10%], or [The user takes 5 points of Corruption immediately after this skill is used]. If a target was damaged by this skill, the selected effect will activate immediately when the target uses their next skill. If the user does not damage an opponent within 10 seconds of this skill's activation, it is canceled. This skill has a cooldown of 20 seconds, a minimum casting time of 3 seconds, and a maximum casting time of 8 seconds. For every second spent to charge the casting time, increase the curse's effect by 10%. A target currently affected by this skill's effect is treated as though their Corruption was increased by 5.
A Heretic skill that conjures Miasma to shroud a melee weapon up to 1 meter away in a purple mist-like animation. It may also be cast on a character's bare hand, creating a purple mist silhouette resembling a demon's claw. A direct contact between the enchantment and the target's body deals minor darkness-attribute damage and places a harmful curse upon the target. When this skill is cast, the Heretic may select one of the following effects: [Increase the animation or cast time of this skill by 1 second], [After activation, increase the cooldown time of this skill by 5 seconds], [Reduce the duration of this skill by 10%], or [The user takes 5 points of Corruption immediately after this skill is used]. If a target was damaged by this skill, the selected effect will activate immediately when the target uses their next skill. If the user does not damage an opponent within 10 seconds of this skill's activation, it is canceled. This skill has a cooldown of 20 seconds, a minimum casting time of 3 seconds, and a maximum casting time of 8 seconds. For every second spent to charge the casting time, increase the curse's effect by 10%. A target currently affected by this skill's effect is treated as though their Corruption was increased by 5.
Roleplay Class: Sage
Sense Element: Sages are sensitive to the different forms of mana once it has polarized into the eight main elements. Sense Element allows the Sage to home in onto a specific element and obtain a vague impression of that element's location. This can be useful for searching for water sources when traveling through a dry desert or for being able to navigate oneself through a dark cave by following the trail of light or wind mana. Of course, based on the context of the environment, this skill may not be particularly helpful at times. Using it while sailing on the high seas to search for water mana, for example, will probably overload the Sage's senses. Sense Element has a casting time of 10 seconds, a range of 25 meters, and a cooldown of 60 seconds.
Crafting Class: Tailor
Needlework: Due to the dexterity from which they perform their tasks, tailors are able to make up for any compromises in their ability. Any dexterity debuffs to a tailor can be recovered from twice as quickly.
Change Log
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