Name Meaning:
Sylua means 'Holy Fey'
Tyrundlin means 'Mistress of The Lover's Kiss'
Pronounciation: Sy-lua ty-RUN-dlin
Age: 210
Race: Moon Elf
Height: 5'6'
Weight: 119 lb
Bust: 36 C
Occupation: Gun Cleric(Mage)
Deity: Aerdrie Faenya
Backstory: Someone had to do it...
It seemed with the inclusion of new weaponry, firearms, the application of magic in its construction was soon to follow. It began with the gun mages, then following up soon by Bards, seeing the fact that a gun is a rather simple weapon to fire, allowing for more versatile skills. Soon after, even Clerics who were not bound by weapon restrictions were allowed to wield the newfound weapons, even learning ways to infuse spells into them themselves.
Sylua is one of these new breed of cleric, following under the carefree goddess Aerdrie Faenya, she began her training as a Gun cleric at a young age, and although she did learn how to use a sword also, she is primarily trained in the art of long range fighting.
She is a rather flighty girl herself, plagued both by wanderlust and love for adventure, and though those things do get her in trouble more often the not, she always seems to come out on top, and even further ahead then before. Other then that, she is also very caring for her race, enjoying the company of many different races then herself, and does not hold herself up on the pedestal that most elvish beings do.
As a Cleric, she is generally on the side of the light, though takes a more 'good over the law, light over order' take upon her devotion, choosing not to allow any law or official get in the way of her doing the right thing.
Description of Gun mages:
Those who choose to follow the path of the Gun Mage are usually those who have knowledge and access to black powder and other fire arms or accessories, often amongst the arcane the mystery of the powder can draw them in. Part alchemist and part archer the thrill of honing the power of ones arcane talent into a single pin point shot can be more then some can avoid. The greatest challenge is the crafting of the gun, those who become Gun Mages pour themselves into the crafting making it more then just an arcane firearm but also a work of art. In all the worlds and all the lands no two magic guns will ever be alike and usually price very high in almost any market for the craftsmanship alone. For a Gun Mage certain feats and abilites can play a large role in their mastery of the firearm, often adaptations of archery feats are required as well as some that are tuned especially for firearm use.
Specific abilities:
Channel Spell Power: Instead of using a bullet a Gun Mage can use its own magical power, or Mana, to shoot bullets made of pure magical force, increasing in power based on the ability of the gun mage him/herself. This skill, however, cannot be performed in conjunction with Imbue Bullets, as the nature of each skill will conflict with each other.
Imbue Bullets: A gun mage gains the ability to place an area spell upon a bullet. When the bullet is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the gun mage to use the magic gun’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the bullets. The bullets must be fired in the round the spell is cast, or the spell is wasted. The bullet must be fired with the Gun Mage's Magic gun, and require twice as many charges to cast as a normal spell.
Mana Beam: the Gun Mage gains the ability to channel the full extent of their power into a single devastating blast. As a standard action the gun mage may expend a single spell slot and unleash a powerful beam.
Mana Mastery: This ability once learned allows the Gun Mage to increase the number of spells active on any one bullet, it also allows them to enchant bullets previous to the moment the spell is cast, allowing for for said mage to prepare specific 'spell bullets'.
Arcana Aim: This ability allows the Gun Mage to infuse mana into their eyes, allowing them, barring interruption, to zoom one eye for longer shots. This does, however, leave the gun mage horribly disadvantaged at close range combat.
Delayed Shot: The Gun Mage when using the Imbue Bullet ability can imbue an area effect spell into the bullet but may place a delay on the time the spell takes effect. Before the shot is fired the Gun Mage can determine how long it will take, with a limit of two hours, and at the end of this time the spell becomes effective.
Split Shot: This ability allows the gun Mage when Channeling Magic power to split the shot between two target, or even multiple targets, each split taking longer time to prepare the shot. Upon a successful attack, all targets receive the full damage of the shot. For this to be effective targets must be within the Gun Mages line of sight and not behind cover.
Gun Cleric Specific abilities:
Healing shot: With a simple shot of magic, a Gun cleric can actually heal someone by shooting them with their weapon. This skill allows for healing spells to be imbued into their magic shots, though it requires two charges to be used, instead of one.
Turning shot: Clerics are the warriors of the light, and ultimately can cause the undead to flee by their very presence. With a number of shots into the air, a Gun Cleric can increase the range and effectiveness of their turning exponentially with each shot fired.
Spells:
Cure Light/Medium/Critical/All Wounds: 40 Charges: Each spell will heal a persons wounds by a certain percentage based on the amount of time took to cast the spell and which spell is used. Each spell itself is tied into each other, using the same charge pool of 40. Light costs 1, Medium 2, Critcal 5, and all 10 charges.
Flare(Light):20 Charges: Though they are the same spell, they have different abilities technically. Flare is a bullet only spell, which causes a shot bullet to be lit up brightly, as powerful as a torch. Light, on the other hand, causes an object or the caster to be lit up in the same way. Both use the same charge pool, though as Flare is a bullet spell, it costs 2 charges instead of one.
Obscuring Mist: 20 Charges: This spell creates a vaporous mist, similar to fog, that envelopes a 40 foot area around the caster. This fog cannot be blown away, except by other magical means, and conceals the caster and the caster only. If fired from a bullet, the fog treats the bullet as if it were the caster. The caster, if it wishes, can expend further charges to allow others to see through the fog, otherwise the caster is the only one who can see through it.
Status: 20 Charges : This spell cannot be fired from a bullet. Status allows the caster to monitor the condition and position of an ally around him/her, giving the knowledge of all vitals and the basic mood of any ally around her.
Mega Flare (Daylight): 10 Charges: Similar to Flare in all ways, except that it fires out light of immense radius (100 ft) in all directions, and can cause immense damage to a target if fired inside of them, as the bullet has high heat. It can also set objects on fire if they come into contact with the bullet itself.
Flame Strike: 5 Charges: Gun Clerics only shoot this spell. Flame strike causes a cascade of fire to smite a foe with divine fire from the heavens, engulfing them in it along with causing immense holy damage to any enemies/Evil aligned beings around the target.
Implosion: 1 charge: Gun Clerics only shoot this spell. Implosion is exactly that, it causes any matter in the area of the bullet to begin compacting in on itself, much like a black hole. Any being caught in the radius of the implosion is sucked in, more often then not killing them in the process.
Gun Cleric only spells:
Zeus Taunter: 30 charges: A funny little bullet that only works outdoors, when fired it must strike an objects before it can activate. Once it strikes a foe/objects, said object is immediately shot with a bolt of lightning, regardless of its ability/inability to conduct electricity, as the metallic bullet acts as one.
Gravity Bullet: 6 Charges: A bullet is fired, and the bullet itself is encased in a field of gravity, causing the bullet to slow down significantly, 10 ft/s, But anything caught in the 6ft field radius has its gravity increased by 20X normal. The bullet iself is immune to the Gravity change, though the ground underneath it is not, eventually causing the bullet to sink into the ground at a slow, but noticible rate. Gravity bullets, depending on ground type, can only last for 60 ft at most.
Magnetic Bullet: 6 Charges: Similar to Gravity bullet, but it affects metallic objects, causing them to rapidly fly toward the bullet, if caught within the range of the 6 ft. magnetic field, excluding anything owned by the Gun Cleric herself. Any objects in the field will continue to follow it till the bullet either hits a solid object, or the spell dissipates after 100 ft.
Sylua-Only Skill:
Tyrundlin (Mistress of The Lover's Kiss): Similar to a charm ability, If Sylua presses her lips onto a living creature while focusing, she can create a euphoric feeling of calm, adoration, lust, or obsession in a living creature, which will last for 2 hours before waning in power.
Aerdrie's Fancy: 1 Charge: This bullet is literally a banishing bullet, causing any object struck by it to be immediately teleported 2000 miles in any diection from the gun mage, along with anything attached to said object! This spell ALWAYS repulses the object and anything attached 2000 miles, and nothing shorter or longer, and does not prevent said object from being teleported into the middle of a wall, rock, etc etc etc.
Items seen in picture:
Holy Vestaments: Her uniform, along with her choker and earrings, are incredibly holy objects, protecting her similarly to chainmail where it covers, while also giving her the freedom of movement normal cloth does. Her choker and earrings specifically give special shielding against missle based attacks, causing them to be deflected for a period of time if activated. They can only be activated five times per day.
Templar Rifle: A Sacred gun designed specifically for Gun clerics, it allows her to use her various abilities as a gun cleric, along with giving the ability to attack with melee strikes, equivelent to a holy dagger.
Templar Sword: Rarely used, This saber like weapon is infused with divine magic, but Sylua rarely even wields it, learning only the basics of swordplay.
Items not seen in picture:
Bag: Her bag, yep it holds stuff.
Ammunition: Specially blessed bullets, generally held in her bag till she needs it, they are easy to draw out when nessicary and barring extenuating circumstances, or someone taking her bag, she always has some ammo ready. Specially consecrated for Gun cleric magic.
Rope (50 Ft): You never know when you can use some rope.
Holy Water: You never know when you can use some holy water, it can also be used to consecrate ammo. Also good for drinking...because its water...duh
Food Supplies: Everyone needs food.
Extra clothing(Fancy): On the odd chance she needs to go to a ball, or look a little less...Cleric, she has a beautiful white full length dress that looks marvelous on her.
2000 GP: You never know when you can use some gold, and her goddess does not call for its clerics to forgoe material posessions.
Ivory Comb:...for brushing her hair?
Bath Kit: Actually a nessicary thing in her order, all clerics must prepare baths each night, using special oils and soaps to cleanse their bodies in the proper fashion. Leaves her smelling like lavender and rose, especially her hair.
OOC Notes:
This character is designed for story-based RP, and though she can be used in quick scenes, your going to get the full effect of her character in such an RP. With that said, if you have an idea for an RP with her, don't be shy on approaching me. Keep in mind though, the player is looking for more relationship/Sexually oriented RP, and less on the vore side.
Sliders are nonexistant because you should be getting to know her through her, not a silly set of sliders.
A possibly ecchi book in
Manga_Shop_Yukari.