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- #327
- Joined:
- Sep 2, 2013
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× General Information
Name: Obeisa Arkarida Gender: Female Age: 20 Height: 165cm / 5’5” Weight: 61kg / 135lbs Species: Humans Appearance: Obeisa is a young woman of average height. She does not appear to be a very physical person at all, given by her body which bears only muscle enough to ensure that she can hold her own in the big world around her. Her dark brown hair hangs just past her shoulders with her bangs brushed back to expose her blue eyes.
Her mane of normally unkempt hair is held back by a bandanna patterned with red and black and displaying designs remnant of her home village. The bandanna is tattered in places and bears many signs of wear and tear and many more places of repair, making obvious that it is a well-loved article of clothing she refuses to discard or lose. Because this is the one article of clothing she'll wear regardless she tends to match the rest of her clothing to the bandanna. Her general color scheme follows red and black variations, if only for the sake of having an outfit that looks cohesive and good.
Outfits are weather-dependent and activity-dependent, many of which she carries with her in a bag she carries on her back while traveling. Due to the bag's size she has to discard or resell outfits that no longer fit, not willing to carry clothes she will not wear until months in the future. Her boots are made for long distances and traveling, showing signs of constant wear and use.
Specifically when Hobby Box is active, the box is clipped to her belt for security.
Image
Profession: Grade 5 Hunter Applicant Reputation: 0 (Rank H)
Background
Birthday: November 26th Personality: Eager for adventure and journeys, Obeisa pounces on opportunity enthusiastically. The prospect of treasure or glory is quite tempting to her, having lived in an area where such things were hard to come by and often didn’t exist at all. She is similar to many people in her village in that the things she couldn’t have before she indulges in while free. This is particularly true of foods she’s never tried before, and Obeisa is very willing to try most things at least once. If she hasn't tried something chances are she won't turn her nose up at it, and she'd be willing to test-taste even the most repulsive of foods if there was no real danger of it killing her. She has standards, you know.
Opportunities to obtain or discover new artifacts, particularly the ones she has shown interest in, are almost never passed up. Money may be an issue initially, but she has made a promise to herself that it will never stop her from getting what she wants in the end. Her collection is important to her enjoyment of life, and if there is something she does not yet own, she will want it until the end of time and still not stop until it is hers. This is a girl that doesn't know the meaning of the word "obstacle" except in the sense that it is an annoying distraction that seeks to get in her way.
Excitement and passion are two words that describe the fervor with which she pursues her goals. Always moving, planning, and excitedly documenting where things can be found for later, it wouldn't be surprising if all of her notes together could equal the thickness of a small book. Her adventures are pursued with a smile.
Although Obeisa loves adventure, she’s careful and thinks over choices carefully, particularly when very obvious danger is involved. The immediate threat of death or capture is immediately discouraging, and she won't go anywhere without help. She is not an inherently violent of combative person, as proven by her hatsu (which is hardly useful for fighting or defending herself). She functions especially well in a team, and fears the prospect of facing danger without back-up.
She is quite talkative and charismatic, seemingly oblivious to the concept of an "inside voice." Her gift of observance and her attention to detail allow her to pick up on subtleties in conversation, which she may bring up or not depending on how certain people feel to her. she doesn't seem to inherently distrust other people, but rubbing her the wrong way isn't an impossibility, especially in the stage when she is just getting to know someone.
On teams she is a neutral player that prefers compromise to taking sides. Fighting against enemies that very obviously want to kill her or her companions is a relatively simply issue to take a side on, but determining which of her friends is correct in an argument is a decision she does not like making, out of the suspicion her insight will only make the conflict worse.
This is an aspect she does not budge on, and she doesn't appreciate being bullied for not wanting to answer a question or take a side. That just isn't something she likes to do, preferring to let people discuss things than hurt one side by making them feel like they're outnumbered. She's rather stubborn like that, and don't expect to really make any sort of impression by trying to force her into something she disagrees with.
Obeisa is no stranger to improvising or creativity. The very basis of her personality and ability is luck and making things work even if things aren't going as planned. Obeisa is observant and conscious of her surroundings and is quick to make up a Plan B is the initial plan doesn't pan out-- and with Hobby box at her side, this happens very often. Defense and escape are hardly ever impossible as long as Obeisa is capable of observing the world around her, or capable of using the Box to her advantage.
Obeisa has the patience of a saint, gifted unto her by her early years of working with crafts that require such a thing. Capable of sitting around for hours with little more than a piece of fabric and a needle to keep her occupied, she is able to tolerate others and their faults with a high degree of respect and understanding. She'll listen for a long time and unless you're inhumanly boring you don't have to worry about her snapping or telling you to shut up.
She's a durable companion and loyal to the end, assuming you don't somehow betray her trust and leave her to the wolves. She doesn't like the idea of abandoning her companions and is the type of person to never leave a someone behind if there's any sort of chance she can drag them along for an escape, and she won't bail out when combat is inevitable. She fears failure, to be frank. Expect all avenues to be covered in case of failure. If her companions can grant her the same courtesies, she'll stick by them until they part ways inevitably.
Her moral compass tends to bend itself to allow for her obtain items of interest (within reason, she won't commit murder for the sake of it,) but her actions typically hover around "lawful."
Origin: Obeisa's family, with few exceptions, is rather plain and unextraordinary. Both of her parents originate in a small village far from civilization, where glory is won by bringing in a staggering trophy from a hunt, or growing the largest vegetable. With little to keep the occupants of this town busy (or entertained,) it soon became quite common for men and women to leave and seek their fortunes, many seeking to become Hunters.
In Obeisa's family in particular, success in the profession seemed to skip generations, in this case her grandfather was the successful gentleman he was, having been a professional for several decades. Writing his memoirs in journals and sending them home to his family, he hoped to inspire his children and grandchildren to the life of greatness he grasped and conquered.
Watching her father and her aunt leave the town at her young age, Obeisa was not able to comprehend exactly the weight their journey carried. She listened to her father read his own father's journals to her at bed, and in her childhood they struck her as merely stories to be enjoyed and taken with a grain of salt. Large, magical beasts were mythical for the most part, and those that were very obviously real lived in relative harmony with the people of her home, seeking trade with them when sources for either side were desperately low and a profit could be scored. But her aunt and father were missing for years after the fact, until only her father returned to speak of their failures.
He spoke of the hunter exam and how difficult it was, how it seemed impossible-- how it took his sister's life. Realizing he had too much to live for and no glory to gain by a meaningless death, he dropped out of the exam and returned home, returning to a lifestyle of "hunting" in the forest.
As she listened to his despondent tone, Obeisa realized in that one moment a rather curious thing: many people had left their village and possibly died, all for a chance at adventure. Becoming a Hunter was a difficult task, one many people did not survive becoming or the subsequent being. Of all who had left, only her father bothered to return, but she was unsure if this meant everyone else had died, or if any were actually living life elsewhere in the world, finding incredible treasures and fighting powerful opponents for gold and glory.
This was something she decided she wanted to herself. She desired the chance to be great, to become something incredible that her family and friends could look up to and respect, in the same way they respected her grandfather - though granted, the man hadn't appeared in several years and many believed he was dead, if not for the steady arrival of journals with recently signed dates to prove otherwise.
She had no teacher and no combat skills, and the majority of her talents lay with the crafting of fabrics and clothing, or items of similar purpose with many of the village's own specific styles. Her grandmother was a local talent whose designs were apparently famous in the outside world, and with enough learning their replication would be relatively simply.
Biding her time, she waited until she was fourteen to make known her intentions: She was going to leave home and pursue a career as a Hunter. The entire three years thereafter had been spent obsessively learning what she could from her neighbors, from basic blade techniques to cooking, herbalism, and first aid; things that would help her get by, that she would likely never master without dedication. She saved money as well, and had a stash of coins hidden in her room away from sight.
She mailed in her application to the H.A.B., which was later accepted. She had confirmation, and she was going to leave.
It was assumed by the villagers that she was merely an eager learner, but when the time finally came for her to announce her desire to depart, she then had to face the burden or watching the heartbreak of her parents. She wasn't the youngest, being only the second-to-last child, but she was still their baby. This was an especially harsh blow to her father, who survived many near-death experiences to return home.
He tried to talk her out of her decision, but failed. This conversation mirrored one had a decade earlier, when his wife begged of him the very same things. She shook her head quietly, smiled weakly, and her father then looked defeated. Patting her shoulder lightly, he asked her to follow him into the back room where all the books were kept. Peeling up a loose floorboard, one she noted she had tripped over many times, and removed from the depths a book. It was the fabled Volume 1 of her father's memoirs, the beginning of his career as a Hunter. Obeisa's farther claimed it had been lost, and she believed him. The book was, after all, older than she was. She'd never seen it, though she asked about it often.
"This book begins where his exam period ended," her father held the book out to her. "There is a lot of knowledge inside of it that you need to know. This is what will be expected of you. This... this is what you can expect."
"You know nothing of the outside world, Obeisa..." Her mother whispered through her tears. "That terrifies me."
It wasn't entirely true. Part of that three-year preparation was learning a little bit about other places. True, she wasn't familiar with everything by any meaning of the word, but neither was she naive or stupid. There were enough bad people in her village alone to prove that the outside world was probably a lot worse, considering how some of the elderly folks still called it a paradise regardless.
With luck in one hand and a guarantee for success in the other, Obeisa followed the complicated process of becoming a Hunter - which she discovered wasn't exactly as easy as she thought it would be, despite what she thought was generation-skipping natural talent.
Using her grandfather's book, she taught herself what she could. She had plenty of time. ... Yes, plenty of time, right? But even still, she'd need a teacher. The finer details still escape her and she's no master.
This was an unsuspecting blow to that developing ego of hers, but not unwelcome. This turn of events illustrating things that she wasn't going to simply climb up in ranks the way she thought her grandfather did (the man did contact her later after she'd left, inviting her to come visit him when she had her license) giving her some incentive to try even harder.
Things weren't going to just fall into place. There were pieces missing she needed to find...
History:
Backpack Jenni: Leave this area blank. Equipment: Cell phone, Laptop, Survival Kit Arsenal:
× Physical Statistics
[0/0] [50/50] Aura: 12 Might: 8 Agility: 9 Endurance: 10 Accuracy: 11
× Nen Techniques
Basic Nen Techniques
Hatsu Affinity: Materialization
[5/6] [0/0]
Hatsu Theme: Item Materialization General Hatsu Description: Obeisa's abilities typically are themed after forms of crafting, or are somehow related to such forms of crafting. Art and creativity are very important to their function, so their uses will likely be improvised as situations can go from bad to worse if luck (which plays a large role in her hatsu as well) decides to throw Obeisa a curve ball. General Hatsu Conditions: Each ability will have a set of conditions to follow. Depending on the ability, there may also be conditions set for functions within the ability (Such as the Hobby Box.)
Hatsu Techniques Technique Name: Hobby Box Type: Typically Supportive Technique Category: Materialization Technique Rank: Rank 1 Description: The Hobby Box is a small box carried by the user, from which they may retrieve one of a number of items to aid them in situations – but items are drawn at random. Such items might include needles or twine, a paint brush, cloth, feathers, etc. The box itself is materialized and will dispel if removed from the user's possession, requiring them to make another. The percentages of any item being drawn will increase or decrease depending on certain conditions within the ability and the amount of items in the box. A total of six items will mean each item has a 16.66% chance to be drawn, while ten items will mean an even 10% across the board. The total percentage will always equal 100%, even with Gift of the Lady. Due to the nature of the ability, Hobby Box functions most effectively in a team situation. Most items listed are not useful in a combat situation and the user will need support or defense in order to use them to their full potential and effectiveness. --- Items --- Not-So-Safety Scissors: This large pair of scissors functions as the user's main "Weapon." They are rather large, with each arm being three feet in length. The scissors begin fairly dull, but get sharper as they cut through more items. Due to the nature of the item it does not need to directly be used against an opponent to count as being "used," and cutting items to gain sharpness will prolong the item's existence. However, its use as a weapon depends on being within a fairly close range and being able to either thrust the point(s) accurately or pin a target between the two blades. Consequently, mishandling the scissors runs the risk of the user injuring themself if they are not careful, especially if they become sharp enough to effortlessly slice flesh. There is a maximum sharpness that can be reached, equivalent perhaps to a sword. When first conjured, the scissors are unable to cut flesh. --- Glitter Dust: This fine, shiny dust is contained within a small, sealed jar she can remove from the box. Highly reflective and small, the dust functions as an effective blinding agent and a quick get-away if used in close range. The dust is very ineffective if used from a distance and blows away in slight winds. It's also pretty and useful for class projects and gifts for mom. Due to its uncomplicated nature, the glitter dust is relatively simple to use and lacks conditions for its use, except for the fact that once used a single time the jar will dispel. Use, in this case, simply means throwing the dust into the air, as this tool is easy to dispose of. --- Cross-Stitched Shield: Conjures a shield of canvas locked in a holder that absorbs incoming attacks. As attacks are absorbed the shield becomes larger, but more fragile. Number stitched into the the canvas is determined by the difference in aura between the attacker and the user and will determine the percent chance the attack will break the shield. The percent chance of an attack to break the shield is determined by the following: 1) Both might and aura are taken into consideration when determining the initial strength of the shield and the subsequent weakening as the battle wears on. The defender's aura (in number only) is doubled to accommodate the adding together of both might and aura to determine the strength and percent decrease of the shield's strength. Defender: 15 Aura Opponent: 20 Aura / 18 Strength 15x2=30 20+18=38 The difference in aura is multiplied by four to give the percent decrease in the shield's strength per hit. This reflects the chance of the shield breaking when a dice is rolled. In this case, 8x4=32%. After the first hit, 32% of numbers on a ten-sided dice would mean breaking if landed on (3 numbers in this case.) If the second hit does not destroy the shield, the resulting percent chance of failure will be 64%, meaning 6 numbers on a ten-sided dice. Using aura in attacks will also influence the multiplier used to determine the percent increase of breaking as well. Starting from attacks with 60% aura the multiplier will increase by .5. At 70%, the multiplier will be x5, at 80% x5.5, at 90% x6.0, before finally capping out at x6.5 with 100% aura. 2) If the opponents aura and might are both lower than the defender's, the percent decrease will sit at 8%. However, the shield is bound by the time limit imposed by the ability's condition and thus will eventually dispel manually. In addition, there is a total of six successful absorbs before the shield will dispel. --- Artist’s Brush: Using colors carried on the user’s person, the Artist’s Brush can paint certain effects onto fabrics or fur, but not directly on skin. The brush cannot paint effects without the use of color and cannot produce its own color. Effects can bleed through clothing and affect skin provided the paint is not directly applied to that skin. Paints may be washed off with water (except the purple one. That’s permanent.) The Artist's Brush requires either close combat or an extremely sneaky hand to paint unsuspecting victims. Yellow - Burning sensation. Burn will persist until the paint has been removed. Green – Numbing sensation. Like the burn it can be treated with water and removed from the afflicted area. In excess, it is possible to numb entire limbs. Blue – Feeling of cold. Perhaps not damaging, but it can get pretty annoying and debilitating if used in excess. (Example: Painting over a blanket can create a cover that makes the user colder instead of warmer.) Purple – This one is just regular paint and it’s a permanent stain on fabric and fur. It doesn’t do anything else. Perfect for revenge on someone you hate! If the paint bleeds through clothing onto skin, the skin may be treated with water to remove the paint. --- Phoenix Quill: Using the Phoenix Quill, the user is capable of writing basic commands on an item which it will be forced to obey until the effect is cancelled or wears off. The command can never be more than the object is capable of performing. Only one command can be written on any one item at a time, but the command can be canceled at any time and another can be written in its place. Once a command is written upon an item not even the user can defy the ability's rule. However, unlike everyone else they retain the ability to cancel the command, and only then will the item no longer be bound by the command. Commands cannot branch or consist of more than a single variable or phrase. Commands themselves are not allowed to have conditions. Ex. Writing "Don't Spill" on a bag will prevent it from spilling unless the mouth is opened manually... but considering the bag can be tied this is a rather silly misuse of potential. Ex. Writing "Don't spill when dropped in water," is not an acceptable command as commands cannot have conditions attached. Ex. "Hover" is also not an acceptable command because the bag is incapable of hovering on its own as it lacks wings or magical powers. The effect will last, at most, a day, unless the user removes the effect manually by crossing the command out with any writing utensil, with or without ink/lead, causing the conjured writing to vanish and the command to be withdrawn. --- Needle From the Haystack: The Needle from the Haystack is a close-range "weapon" that allows the user to sew an inanimate object to a different inanimate object. The needle comes equipped with its own thread and does not need to be threaded after subsequent uses. - Items sewn together must be different. - If an item is sewn to itself the threads are dispelled and the sewing does not work. - Attempting to sew organic beings (living or dead) to something will dispel the needle. The threads are broken relatively easily as long as enough effort is used. In general they function as a delaying mechanism than a form of true binding. Conditions: There is no prerequisite set of conditions to govern the activation of Hobby Box save the fact the box must be conjured in order to retrieve an item from the box's interior. If the box is dispelled (perhaps by it being removed from the user's possession, the user is asleep, the user dispels it manually for convenience) it must be conjured again in order to continue use of the box. Removing the box from the user's possession will automatically dispel any item in effect and all active effects of any items prior to the dispelling. The user manually dispelling the box herself will also cancel all active effects. Conjuring the box immediately after all effects are canceled will not reactivate them and those effects must be reapplied through the Box's normal use. Additionally, the Hobby Box and all items therein follow a set of conditions integral to their use:
- 1) Items taken from the box must be used at least once before they can be put back.
- 2) Only one item may be used at a time; attempting to return the item for a second draw guarantees it will appear subsequently until it is used.
- 3) Items that go unused for at least two posts dispel automatically, provided they have been used once already.
- 4) There is a maximum time limit of three posts minutes an item may be out before dispelling, regardless of whether or not is has been used once.
4a) Items that do go unused, however, are given an extra number on the roll for the next item draw. 4b) If the draw does not result in the unused item, the handicap expires and the roll returns to normal. 4c) If the draw does result in the unused item, it must be used and returned to the box or the handicap will continue.
- 5) Gift of the Lady: When active, the Gift of the Lady can increase the chances of getting a specific draw.
5a) This requires an uninterrupted channeling of aura into the box, achieved preferably by standing still. 5b) This requires reciting the name of the item (up to) three times. Each repetition adds a number to the dice roll. 5c) Gift of the Lady does not guarantee a successful roll. It merely increases the chance of one. 5d) This is good for a single draw and carries a 15-post cooldown.
- 6) OOC, the drawing of items is decided by dice rolls with the number of sides corresponding to the number of items currently in the box. The dice size increases by three when the Gift is active. For example, a six-sided dice will turn into a nine-sided dice, giving the item an additional three numbers allotted to its roll. Nine items will result in a 12-sided Gift dice.
- 7) Certain items come equipped with their own set of conditions that govern their function. These conditions must also be followed on top of the conditions of the hatsu overall. Breaking the conditions will result in the items no longer working for their conjure period or being dispelled.
Range: Immediate Effect: Through the Hobby Box, the user is able to use one of several effects, depending on the item removed. Cooldown: 3 Posts
× Non-Nen Techniques
[X/16]Techniques Technique Name: Makeshift Medic Technique Category: Custom/Medical Type: Supportive Range: Immediate Technique Rank: 1 Description: Though by no means a healer, Obeisa is experienced in basic first aid and is a capable medic outside of combat. Her rudimentary knowledge of flora offers her the skill of determining deadly plants from restorative plants, but as this is a skill that is constantly being practiced she may screw up.
Edited by Kain, Sep 17 2013, 12:59 PM.
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