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Chryseis "Crisis" Estoban

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Post by Crisis Mon Jun 02, 2014 3:56 am

CRISIS

Chryseis "Crisis" Estoban Crisis2

[Attributes]
Power **
Agility ****** (+1 from Rank, +1 from Requip)
Toughness **
Intelligence ***** (+1 from Requip)
Willpower ****(+1 from Requip)

[Basic Information]
Full Name: Chryseis Estoban
Alias(es): Crisis
Gender: Female
Age: 25
Birthday: May 27
Sexuality: Heterosexual, but asexual

[Characteristics]
Height: 5’6”
Weight: 140 lbs.
Hair: Black
Eyes: Green

General Appearance: Crisis has a swarthy complexion and generally wears her hair in a ponytail that reaches all the way down to her lower back. Her bangs are usually tucked under her cowboy hat, but a pair of chin-length locks frame her cheeks. A lavender poncho with purple and violet filigree drapes over her shoulders, barely covering her leather crop top in front and draping down to the middle of her back to conceal her weapons. An ankle-length, open-front, lavender skirt with violet and purple filigree hangs low around her hips, revealing her leather skirt that also partially covers her leather leggings. This ensemble is rounded out by a pair of cowboy boots and fingerless leather gloves. Arms and stomach are usually bare, revealing lean musculature, but she will wear a leather jacket in colder weather, or at least wear the poncho and open-front skirt over snow gear. She tends to prefer flowing garments that accentuate her movements. The mark of her former guild is emblazoned on the back of her left hand, and she hasn’t been able to remove it since she was cursed. It is a black skull with four tentacles.

Personality: Crisis likes to put on mysterious airs, but in short order may prove herself to be quirky and irreverent. Her tendency to make sardonic, sometimes inappropriate, comments occasionally gives the impression that she doesn’t take things seriously, but this is mainly something she does on instinct and at times to lighten the mood. However lighthearted she may seem, it serves as a facade covering a past filled with regret, sorrow, and shame, and especially a darkness she fears threatens to swallow her very soul and turn her into the monster she secretly thinks she is.

Crisis prefers to make quick decisions before indecision takes hold and cripples her. She generally wants to make up for bad decisions she made in the past by focusing on what’s best for those around her. She wants to help everyone she can, if at least in some small way, and will focus on those she believes are suffering the most when needs conflict. The harder the choice becomes, however, the moodier and more impatient she gets, especially if her allies are being indecisive, unhelpful, or both.

However, she is also known to be enthusiastic in dire situations, a regular swashbuckler laughing the face of impossible odds. Her banter has been known to infuriate opponents, playing well to her strategy of keeping opponents off-balance both physically and mentally. However, she currently finds herself becoming more and more guarded and doubtful, trying not to revel in the slaughter of her enemies or be unnecessarily violent. She fears the dark forces welling up within her, compelling her to take lives that displease or inconvenience her.
Likes:

  • Freerunning
    • Crisis had always been a slippery kid, clambering and climbing over everything to explore her environment, looking for hidden places and shortcuts to get around in record time. Nothing tickled more than going from point A to point B so fast people could swear she was in two places at once. Today, she incorporates it into her battle style, using acrobatic feats the move around the battlefield and baffle enemies.

  • Witty Banter
    • Crisis likes clever comebacks, especially when she’s making them. Even better is engaging in a duel of words or infuriating an opponent to the point of distraction.

  • Bad Puns
    • Not so much the puns themselves, but everyone else’s reactions to them. It really cheeses them off, especially when they’re not every Gouda. Some may call her a Muenster since they Camembert it, but she prefers to think she has a very Limburger sense of language.

  • Condiments
    • Crisis compulsively drowns her food with whatever condiments are on hand, often without tasting it first. Even if the food tastes good on its own already, even if it’s perfectly prepared, even if it’s served with condiments already on it, it will always seem to be lacking something to her unless she’s added something herself. The condiments themselves don’t even matter, as long as she doesn’t have to pay extra for them. She’ll add grape jelly to pasta primavera if it’s on the table. She even carries a secret case full of condiments (including packets stolen from restaurants) just in case none are provided.

  • Naturism
    • Crisis is very comfortable with her body, and likes to hang out au naturale when alone in her home or around others in suitable situations. Most of the time (including when it’s cold and every other time being in the buff would be inappropriate), she will be fully dressed since there’s nothing less comfortable than being the odd man out. She and her sister, Coyote, got into it after discovering and visiting a nude beach on a island they had just finished a mission on, and they both have been loving it ever since. It doesn’t embarrass her and she feels nothing sexual about it, but she’s not about to compulsively strip down like a certain ice wizard (although she’d probably think it’s funny when he does).

Dislikes:

  • Cameras
    • Raised as a black ops agent, Crisis has been trained most of her life to avoid being seen. While she is fine around people, cameras and other forms of surveillance technology and magic make her uncomfortable. She does not like having her picture taken or being recorded on video. She can’t just ignore them, either, as her training makes her constantly aware of even hidden cameras and scrying magics of her rank or lower. She is not necessarily aware of where they are if they are hidden by magic that renders them undetectable. Posing for cameras is unnatural to her, to the point of making her feel guilty when appearing in a photo, and in anything other than a profile photo she will look stiff and uncomfortable.

  • Drugs and Alcohol
    • Crisis is pretty straight-edge. Her guild was pretty dry when she was growing up, or at least that’s how she remembered it, but even when her guild changed in this regard she remained the same. She experimented with it a bit, but it wasn’t to her liking and, quite frankly, if she wanted to act like an idiot she doesn’t need booze to do it. Which she will do, having become adept at pretending to drink and be drunk at parties. It’s more fun than you would think. Other times, she will take a drink or drag and immediately gag on it, usually because she thinks it’s funny. Drugs she won’t hold truck with, and stoned people are boring anyway.

  • Killing
    • While violence is unavoidable in her line of work, she wants to avoid killing people. This isn’t necessarily an issue, especially since many opponents seem to survive her attacks despite the lethality of her weapons, but since the curse she has been extremely conscious of how easy it can be.

  • Loneliness
    • For far too long, Crisis had given her guild a higher priority than the people in it. Her realization that her unhappiness came from not knowing or liking anyone in her guild was a major factor in her leaving it. Hopefully, she’ll make some new friends so she doesn’t feel alone in a crowd anymore.

  • Sex
    • Crisis is asexual. It’s not that she doesn’t understand what sex is or is holding off on it until the right someone comes along at the right time. She has been there, she has done that, and found it not worth her time. Unfortunately, she wasted too much time figuring this out, and in the process has gone through a number of failed sexual relationships that would have gone swimmingly otherwise. She’s still open to romantic relationships, but her partner has to accept that she will not willingly have sex with them. Making out is acceptable, though.

Motivations:
  • Lifting the Curse
    • There is a curse placed upon Crisis that threatens to destroy her, turn her into a monster, or both. If she learns of a way to have the curse removed, she will pursue it and likely give it a higher priority than other objectives.

  • Repentance
    • Whether it will lift the curse or not, Crisis seeks to redeem herself for past misdeeds and atrocities, both committed by herself and her former guild.

Fears:
  • Becoming a Monster
    • Dying may be a frightening concept, but she is terrified of the prospect of losing her soul. If she must die, she’d rather die a hero than live long enough to become the villain.

  • Dolls[i]
    • Crisis has Pediophobia (the Fear of Dolls) and, to a lesser extent, Automatonophobia (Fear of Human Figures). Generally, any inanimate object or mechanical automaton designed to look human gives her a severe case of the heebie-jeebies, but dolls and puppets in particular freak her out. The more human they look (or, rather, the further into the Uncanny Valley they are) the more terrified she will become, and more likely she is to rant about them trying to eat her soul. She may even recoil like a vampire presented with a cross. If the object or automaton is perfect enough to fool most people into thinking it’s human (like Michelle/Imitatia of the second Oracion Seis), it won’t terrify her (at least initially) but she will become [i]incredibly suspicious of it.


[Life]
Occupation: [s]Guild[/s] Mage
Family: Jakob Sukarno Estoban (uncle, missing, presumed dead), Chryses Estoban (father, deceased), Angie Callagaris-Estoban (mother, estranged), Archihippos Ramazan Estoban (brother, deceased), Yumi Leelo Estoban (sister, deceased), Kirke Theresea Estoban (sister, estranged), Mohana Vera Estoban (sister, estranged), Davorka Phoenix Estoban (sister, deceased), Romana Krystiana Estoban (sister, estranged), Allan Eshe Estoban (brother, estranged), Burt Uthyr Estoban (brother, estranged), Berahthram Prochoros Estoban (brother, deceased), Orso Zorka Estoban (brother, deceased), Coyote Estoban (sister, estranged)
Medical Conditions: None
Pets: None
Hometown: Talisman, Desierto
Secrets: There are a few things that, while not secret per se, she doesn’t like talking about because she either feels stupid discussing it or people get all weird around her when they find out about it. This includes her naturism (makes people think she’s a pervert or sex freak, and/or ask really dumb questions), asexuality (which utterly baffles some people to the point they think she’s lying or confused), camera shyness, and fear of dolls (both of which are simply embarrassing). She also does not like to discuss the jobs she undertook at her old guild, how she became cursed, or the events leading up to the destruction.of her old guild.

History:

[Guild & Magic]

Guild: Undecided, but I intend to put her in one.
Guild Tattoo: Back of right hand, white.

Magic: Re-Equip: Defenestrator
Caster or Holder: Caster
Description: Re-Equip magic allows the user to store their weapons in a pocket dimension and summon them at a moment’s notice. Unless you’re Crisis, in which case you use Re-Equip magic to start with two weapons you carry on your person at all times to avoid having to pay the MP costs of actually summoning them, which you only do if you’ve been disarmed or somehow misplaced them. Of course, she only has the two for now, so her views on this may change once her collection significantly expands. The weapons in question are the Defenestrators, a gun and a sword that allow the user to manipulate space and time by use of Chthonic Gates (that, ironically, look like stained-glass windows, hence the “Defenestrator” moniker of the weapons) that objects and spells can pass through. It is considered a form of Support magic, and people other than the user can take advantage of the Gates once they’ve been set. The basic spells involve bending space to teleport between two Gates, slowing or speeding up time within a Gate to decelerate or accelerate objects or spells, and displacing space to enlarge or diminish objects. It’s also possible to manipulate reality on a quantum level, opening Gates into other dimensions or replicating things that pass through the Gates. One of the Defenestrators, Nightfall, is also cursed and causes her physical and mental pain.

Strengths: As a form of support magic, it can be used to benefit others. Allies and enemies alike can attack or pass through Gates to use their effects. The range of the spells are effectively unlimited, as the Gates can be placed at any point the user can see or within their melee range. It’s also possible, at a higher cost, to place a Gate where the user cannot see directly, such as through a mirror or over a live broadcast. At the highest levels, a Gate can be erected permanently and accessed by other Gate users. A handful of such Gates are currently in existence.

The curse’s effects (see below) have an odd side benefit: she can continue casting spells even if she’s out of MP. However, this doubles the spell’s cool down period, and thus their HP penalties. If the spell has no cool down, it has to cool down for one turn and deal her one damage.

Weaknesses: Gates must either be placed within line of sight of the user or within melee range, but can be oriented in any direction. It is not possible to place a gate at a point the user cannot see. Each individual Gate shatters on contact, and thus may only be used once per casting (certain effects may be shared, however). There are also limits to the number of Gates that can exist at once per spell and the user may not recast the same spell while its Gates are still active. Cool down for a Gate begins on the turn it shatters, rather than when it is cast, potentially extending wait times.

The curse, which is not a property of the Chthonic Gates or the original design of her weapons, is constantly draining Crisis’ life force and sanity. She cannot get rid of Nightfall, as it will simply re-equip itself to her, nor can it be permanently destroyed. Whenever she casts a spell, it causes damage to her equal to its cool down. Nightfall is also constantly taunting her, trying to provoke her to violence or corrupt her towards evil, and can also give her a surge of pain whenever it feels like.



RP Sample:

Username: Avernale

Face Claim: Crisis (drawn by myself)

Desired starting level: 3


Last edited by Avernale on Tue Jun 10, 2014 1:20 am; edited 1 time in total (Reason for editing : Added additional Attribute Points, added description of Urban Legion mark, changed Gunblades to a gun and a sword, editted magic to focus on Requip)
Crisis
Crisis
Guildless C
Guildless C

Posts : 151
Experience : 104
Primary Magic : Requip: Defenstrator
Secondary Magic : N/A
Age : 43

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Post by PatriotArrow Mon Jun 09, 2014 4:09 pm

From top to bottom. Since you are going for a limited magic, you get 18 stars to assign to attributes, instead of the normal 15, and an extra from level 3, so you should have 19. You only used 16, you can add three more.
As far as her appearance, you mention she has a mark on the back of her hand from her old guild, but don’t describe it at all there. It would help if you give at least a mention to what this tattoo she wishes to remove looks like.
Your magic is problematic though. You cannot have two weapons in one. You can have a gun and a sword, but not both in one. If you’re using requip, you need to just explain requip. If you want the gate type magics, you will have to drop the requip weapon and focus on that instead, changing from a limited magic. Bump when edits are done.
PatriotArrow
PatriotArrow
Admin

Posts : 441
Experience : 81
Primary Magic : Admin Magic
Secondary Magic : N/A

https://fairytailrevolution.rpg-board.net

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Post by Crisis Tue Jun 10, 2014 1:29 am

Three stars added. Check.

Urban Legion mark described. Check.

Gunswords changed to a gun and a sword. Check.

Removed Gate Magic from Magic section. Check, I think. I looked at the other Requip users and saw their magic descriptions included what their equipment could do, so the description of Gate Magic is still there but now it describes the weapon's functions. Is that alright, or would you rather not know anything about Gate Magic until I submitted the weapons and spells?
Crisis
Crisis
Guildless C
Guildless C

Posts : 151
Experience : 104
Primary Magic : Requip: Defenstrator
Secondary Magic : N/A
Age : 43

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Post by PatriotArrow Tue Jun 10, 2014 11:54 pm

Now, to be sure, are you saying the weapons are what produce these gates? If so, that will probably work. I need to make sure though.
PatriotArrow
PatriotArrow
Admin

Posts : 441
Experience : 81
Primary Magic : Admin Magic
Secondary Magic : N/A

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Post by Crisis Wed Jun 11, 2014 1:20 am

Yeah, the weapons will be creating the Gates. I'm just a little unclear as to whether I have to divide up the Gates between the weapons or if both weapons could use all three.

Also, just so I don't get my hopes up, if I treat both weapons as individual weapons with their own Attributes, Lacrima, MP Requip costs, etc., can I mount a sword on a gun like a bayonet on a rifle? I would pay the MP costs of both weapons when Requipping them simultaneously as if I were summoning them to different hands, but the sword would be summoned onto a mounting on the gun instead of my other hand. I'd also be able to summon the sword onto the gun even if I didn't have a hand free as long as nothing was blocking the mounting.
Crisis
Crisis
Guildless C
Guildless C

Posts : 151
Experience : 104
Primary Magic : Requip: Defenstrator
Secondary Magic : N/A
Age : 43

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Post by PatriotArrow Wed Jun 11, 2014 6:43 pm

Your question about requipping is fine with me. As for the gates, seperate them between which weapon should be able to do what. Meaning if you want one to be able to do all of them and just have the other one be a weapon for now, that's up to you.

As for the character, APPROVED
PatriotArrow
PatriotArrow
Admin

Posts : 441
Experience : 81
Primary Magic : Admin Magic
Secondary Magic : N/A

https://fairytailrevolution.rpg-board.net

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