Jun 9, 2020 1:25:25 GMT
Post by Deleted on Jun 9, 2020 1:25:25 GMT
ZOA
OVERVIEW
NAME: Zoa
ALIAS: Z, Captain
GENDER: Male
AGE: Looks 14, Acts 30
SPECIES: Human
SEXUALITY: Asexual
GUILD: Rune Knight - Captain
GUILD MARK: An earring in the form of the cross of life
CLASS: B
APPEARANCE
HEIGHT: 4’ 11’’ / 1,50m
WEIGHT: 110 lbs / 50 kg
EYE COLOR: Green
HAIR COLOR: Blonde
SKIN COLOR: Pale
BUILD: Built
ABNORMALITIES: Although he has the face and frame of a child, his proportions and voice are those of an adult. There is a tattoo of a serpent eating its own tail on his right shoulder, but despite seeming insignificant, it has a feint reaction to magic.
FACE CLAIM NAME: Meliodas
FACE CLAIM SERIES: Nanatsu no Taizai
Aryan, in the furthest sense. From head to toe Zoa possesses an innocent, unblemished appearance. Taking from the top, his ash-blonde, neck-long hair is the first thing that defines his figure. They are usually unkempt and stick out to all sides, but although he very rarely cuts it or takes care of it properly it keeps a relatively silky texture and remains soft to the touch. His eyes are fit with large emerald colored pupils that are framed by child-like features befitting his overall stature. From his slender neck his proportionally broad but gently rounded shoulders extend with his proportionally burly limbs. Below his shoulders rises an unusually toned chest and strong abdominal muscles. In a similar manner his legs appear toned and trained. Overall, he looks much like a burly gladiator shrunken down to the size of a child. He usually wears rather simple clothing, shirts, vests and shorts with leather boots to round it off. Overall, he looks and far too young for his age and acts fat too mature for his youthful image.
PERSONALITY
POSITIVE TRAITS | NEGATIVE TRAITS |
Loyal | Naive |
Purposeful | Insensitive |
Poised | Conceited |
Richteous | Prejudiced |
LIKES | DISLIKES |
Pastry | Onions |
Research | Waiting |
Puzzles | Boredom |
Humility | Self-righteousness |
Mischievous, reckless, upfront and with confidence en masse, Zoa is someone people feel difficult to approach. He seems overwhelming in his being, zealous to a fault and generally too determined to have an engaging conversation with. In short, he behaves too much like a leader for others to want to engage him properly. And since he does not feel the need for personal relationships, friends are kept to a vague minimum whilst having countless acquaintances. He is a Samaritan by nature, but a maverick at heart. As someone who decided on a profession rooted in the desire to aid people in times of crisis, he is a just and righteous person engulfed by the pursuit of good. However, inner conflict and personal discord coming from past experiences often prevent these qualities from allowing him to put these values into practice.
Zoa is not easy to trust people, nor is he especially interested in the lives of others. Albeit practicing enough self-reflection to understand he has this lack of sensitivity; he often overlooks his own flaws due to his single-mindedness and knack for tunnel vision to satisfy whatever mission he has. Owing this shortcoming to the perfectionist that he is, Zoa is not quick to admit mistakes. And although he is quick to compensate for his flaws, it is the courtesy of his profession that does not allow him to make the slightest mistake. On the contrary, his inability to accept failure regardless of the circumstance has made Zoa into a reliable person who is prepared for anything life throws at him and refuses to let life wear him down.
HISTORY
Zoa's life started a long time ago, far away from Fiore. A place and time he fails to remember properly, but feels a strong connection to. The day he woke up within unfamiliar territory with nothing but the clothes on his back and a curious grimoire clutched in his arms marked the start of the life he knows about. In the middle of nowhere in an uninhabited area of Fiore with little to no knowledge of what had happened or why he was there, his options were limited. All he he felt he could do was to try and find out about the circumstances that got him to where he was now. But with a virtually non-existent memory there were no real clues to go off of. The grimoire in his hands was written in a language he could not speak, apart from an array of letters he took to mean his name. Even stranger, he had woken up in a child-like body, seemingly reverted to a physique of someone far younger than him. The only choice was a quest through this foreign land he soon learned was named Fiore.
Zoa scoured far and wide to find anyone who might have been able to give him a hint, a clue or a shred of information as to who he was and why he was here. Wandering on his own through Fiore, hopping across the cities, towns, villages, settlements and any form of civilization, trying to find any lead, any sign that might have aided him in his journey. To no avail. But soon enough he found that although he did not uncover his past, he learned many things about his future. About the country he found himself in, the world and the people that inhabited it, about culture and custom. Making allies and acquaintances throughout his pilgrimage, he ultimately came to the conclusion that if he failed to find anyone who knew about him, he would have to makes that special someone find him. Making a name for himself was what an alternative, and what better place to do that than to rise the ranks of the military and become part of the magic council.
Despite his youthful appearance and mischievous attitude, his ability spoke for itself. And although first impressions were always a little odd, he was far from the strangest thing you could find in Fiore. A little unusual, maybe, but in a world filled to the brim with magic, out of the ordinary carried a different meaning than not looking your age. He made the rank of captain thanks to his accomplishments in no time at all. And despite not having found any more leads on his past during his time rising through the ranks, giving up was not something written in his dictionary. And with the passing of time, he had begun seeing the land that he had journeyed far and wide as something of a new home. A home he wanted to protect. With newfound feelings of duty and responsibility towards his country and peers, his desire to continue uncovering his past became a reason for internal strife. He is still not quite sure how to handle both the pursuit of the truth, as well as the pursuit of justice. But one thing he is sure about is that time will tell.
INVENTORY
NAME: Grimoire
RANK: n/a
DESCRIPTION: A leather bound book with the name "Zoa" engraved in common tongue. The rest of its pages are written in a foreign language that neither Zoa nor anyone he has met can decipher properly. The bits and pieces he has deciphered revealed the secrets of time magic to him.
ITEM NAME: Shortsword
RANK: n/a
DESCRIPTION: In Zoa's hands, a short sword appears regular sized. This is a Rune Knight standard-issue model that can be replaced
ITEM NAME: Communication Lacrima
RANK: n/a
DESCRIPTION: A small round marble-looking device that is used to magically communicate with the military.
MAGIC
NAME: Epoch - Time Magic
TYPE: Caster / Lost
RANK: B
DESCRIPTION: The manipulation of time is an extremely versatile practice that boasts a variety of effects that, although complex, can be an incredibly useful tool in and out of combat if mastered properly. It attempts to analyze, comprehend and manipulate the passage of time and how it relates to reality. Time Magic has no potential limits in what it can affect, but is limited by how a mage experiences and understands time. Meaning people can't be suddenly reduced to nothingness, and the user isn't simply free to traverse past, future and present at a whim. But manipulating the passage of time of all matter and energy, living or dead can be achieved. The smaller the scale, the more potent the manipulation can be.
The only caviat would be knowledge of the magic. Which, in Earthland is, to put it lightly, basically non-existent. The only real work on time magic is in Zoa's hands, written in a foreign language not even he can read fluently. But with Zoa having only cracked a couple pages of the grimoire, he is sure there is still a lot more to find out about the usage of Time Magic.
Unique Abilities: A side-effect of studying and practicing Time Magic is that the user begins to develop a deeper understanding of the passage of time. This gets to the point where a user of Time Magic has absolute awareness of the passage of time. He can accurately count seconds, minutes, hours and days, always knows exactly what time it is, and has an extremely concise biological rhythm. The user can also recall exactly for how long certain events took place and at precisely what point they started and ended in relation to other events.
Characteristics: Time Magic doesn't have a color, nor can the manipulation be visually or audibly perceived like most magics. However, there are certain features that makes the use of spells recognizable. For one, most spells are accompanied by a dull booming noise, that although rarely giving any insight as to what is being done, does give insight that something is being done. In addition, seals, circles and runes have a unique appearance of intricate circular patterns enclosed within one larger circle that are constantly moving around like the gears and hands of a clock.
DRAWBACKS: Time Magic is difficult to use and requires a lot more precision and control than other magics. Users are required to precisely understand and visualize how they are going to manipulate the world around them for spells to function. Even a slight deviation could send spells haywire. As such, every spell associated with Time Magic loses on mod slot to accomodate a mod that denotes how the spell affects time.
Additionally, spells often only open specific windows during which action needs to be taken or the spell might simply do nothing. As such, ironically, timing is incredibly crucial to using this magic, as even slight mistakes in planning could render spells completely useless.
Magically speaking, any magic that affects the user's perception of reality messes with the user's ability to properly target intended points in time. Being caught in an illusion will disallow the user to properly cast their time magic.
Lastly, Gravity-based abilities, effects and magics are incredibly potent against Time Magic and they are always treated as two ranks above any Time Magic spells when in direct comparison.
SPELLS:
Custom Mods: (mods with a * are specific to this magic)Suspend*: A mod that designates the suspension of the passage of time.
Wither*: A mod that designates the advancement of the passage of time.
Regress*: A mod that designates the rapid regression of the passage of time.
Amplification: A mod that denotes the amplification of damage
Multiple: A mod that denotes multiple of something, such as projectiles, beams or constructs. In summation, multiples are treated as one rank higher (similar to a damage over time spell). Damage or ability to defend is split evenly across all multiples.
Homing: Denotes an attack that seeks out its target. Offensive spells utilizing this mod have their damage output reduced by one rank.
NAME: Vraí
TYPE: Offensive
RANK: B
MODS: Suspend, Multiple, Homing
DESCRIPTION: This spell is used in conjunction with some form of object or attack. The passage of time of the object or motion is suspended, and any potential futures where they hit a designated target are realized and allowed to converge on their target. A simple swing of a sword can be enough to trigger this spell, and allow a multitude of sword slashes to home in on a target. It can also be used in conjunction with thrown items such as rocks or even grenades that the user might have on hand. The projectiles will home in on the target for up to two posts before the attack dissipates. 4 "potential futures" in the form of projectiles can be realized at once.
DURATION/COOLDOWN: 2 posts / 2 posts.
NAME: Eclaír
TYPE: Offensive
RANK: B
MODS: Suspend, Amplification, Affliction
DESCRIPTION: This spell is initiated upon physical contact with a target. The user taps into a target's timeline and opens a time window on their body. This is represented in the form of a small, coaster-sized seal with intricate circular patterns that move like gears within an outer barrier. While the time window is open, any damage the target receives is repeated upon the time window closing and the spell's activation reaching its conclusion. Any wounds the target received may deepen, bruises become bigger, pain is twofold and any impacts experienced are experienced again by the user's body.
DURATION/COOLDOWN: 2 posts / 2 posts.
NAME: Ruîne
TYPE: Defensive
RANK: B
MODS: Wither, Area of Effect (Ranged)
DESCRIPTION: By targeting an instance of energy or matter, the user rapidly speeds up the passage of time for that instance causing it to nearly immediately wither away. While this can be targeted at anything physical, such as a wall, a rock, a block of ice or even the ground beneath someone's feet, it can also be targeted at spells, effectively negating them. Any Construct, Barrier, Beam or Projectile can be targeted for takedown. The targeted spell must be of equivalent rank to this rank's spell or it wont work. This is most effective on elemental magic. Boosts, buffs, illusion-based spells and gravity-based spells and effects are immune to this effect. Essentially, the user has to be able to see the spell they are targeting. It can be targeted at any spell within the user's range of awareness, and will affect an area up to 10 m³ / 33 ft³.
DURATION/COOLDOWN: Instant / 2 posts
NAME: Âme
TYPE: Support
RANK: B
MODS: Regress, Heal, Cleanse
DESCRIPTION: By rewinding the time associated with one's physical body, the user can effectively "heal" themselves from damage by bringing their body back to a point in time where it was not harmed in the first place. Upon first casting this spell on themselves, a coaster-sized seal with intricate circular patterns that constantly move around within an outer barrier appears on the user's body, signifying the opening of a time window (for two posts). Any damage received during this window is then effectively rewound on the conclusion (the final post of duration) of the spell once the window closes. This spell is extremely potent and can undo any damage apart from lethal received within the time winndow, and can even recover lost limbs and purge any afflictions or diseases placed upon him within the time window.
DURATION/COOLDOWN: 3 posts / 3 posts
PLAYED BY Mavroh