Name: [i]Eika Munashii[/i] Age: [i]17[/i] Gender: [i]Female[/i] Appearance: [hider=Picture!] [img]http://i1084.photobucket.com/albums/j419/Anagami/ko_zps2de863c8.jpg[/img] [/hider] [i]Black hair flows to a crimson at the tips, traversing down her waist and reaching just above her knees in total length. Crimson eyes gaze out over the opposition before her -- the entirety of her life as a whole. This is Eika. She has fair skin, the average complextion one could receive from spending a chunk of time outside each day for training. Her attire when not being forced into the official uniform of Balamb Garden is that of a festival-like yukata/dress decorated with blossoming flowers. Stopping at the knees, she wears black lace-up boots with red stockings underneath-- mostly in order to try and up her 5'6'' height to a 5'10'' to the best of her capabilities. Her hair is tied back with both a ribbon and a tie consisting of light and dark red beads as a good luck charm.[/i] Nationality: [i]Hails from Dollet[/i] Trained At: [i]Balamb[/i] Weapon/Combat Style: [b]Orb Junctioner Specialist:[/b] [i]Eika uses a quartet of junctioned orbs that she is able to channel magic through. She has a minor lack in physical combat, and thus makes up for it with range. These orbs also enable her to junction magic into beams in order to concentrate their power (and element) into specific areas, rather than rendering them wild attacks. Should magic be unavailable to her, she is able to manipulate this quartet of orbs in order to provide blunt damage in order to keep enemies away from her.[/i] Limit Break: [b]Paranoia[/b] - [i]Upon reaching a state of Crisis, Eika enters a "Calm Time", rather than inducing panic into herself in a negative fashion. Raising three of her orbs up behind her, she forms a triangle with them that junctions and ceases time around her for a series of moments. During this time, she consciously shatters her fourth orb to release the pent-up magic in it in order to induce major damage to surrounding enemies and inflict "Hexes" onto them, alternatively placing them on allies. Depending on what the element of her last attack used, the Hex she casts has a different effect: Damaging/Negative-based Hexes are applied to enemies. Curse of Rage - Fire-based. Inflicts targets with Berserk and Blindness. Curse of Drowning - Ice-based. Inflicts targets with Slow and Silence. Curse of Terror - Thunder-based. Inflicts targets with Stop. Curse of Gaspless - Wind-based. Negates buffs currently present and pierces through wind defenses/reflect. Curse of Boundaries - Gravity-based. Negates flight and ground resistances by sending all targets around her into zero-gravity. Able to stop channel times as a result. Positive-based Hexes Soothing Voice - Cure-based. Begins to slowly Regen any damage that afflicted targets have suffered. Cheering Voice - Speed-based. Casts Haste on all allies. Worried Voice - Defense-based. Casts Protect/Shell on all allies. Cleansing Voice - Remedy-based. Removes debuffs from all allies. God's Voice - Applicable at any time. Reawakens KO'd allies. [/i] Personality: [i]Pride is a factor in regards to her Specialization. As one who junctioned not one, but four magic-eating conceptual sources to herself. Eika is a girl that has the capacity to be a leader, but has two flaws that make her suffer from it: a terrible time talking to people in normal conversations and unconventional concepts of normality. As a result, she is rendered unable to lead a conversation -- nervous ticks including her hugging her Orbs or squeezing Nom-Nom in order to gain up the ability to speak on her own methods that she'd like to give a shot. Rarely is she provoked into outbursts, but it's considered to be quite scary when she is. There's a defense mechanism that she developed because of this -- nervousness is overcome in combat situations or Garden-related activites by inducing a "Calm Time" into herself. This "Calm Time" is a method of literally wiping thoughts from her mind in order to act efficiently and without morals. While able to be snapped out of this, it's a bit...harder to do than one would think. Should she be snapped out of this, she will to the job to the best of her abilities, but she becomes much more "cautious" -- careful, despite the fact that some would call it cowadice. Outside of that, she is actually quite protective of her fellow classmates, even if most use her little "guru" occupation within the school for details of their love lives. ...She doesn't mind it. She likes having the ability to talk to someone in those instances without being afraid that her words will be judged too terribly.[/i] Biography: [i]Born in Dollet Town, Eika was raised in a family of people that believed moreso in spiritual concepts than technology. Her life was simplistic. Her time was spent reading of the many scriptures, books, files, notes that her mother and her father wrote. It was a humble little existence in a humble home with a humble atmosphere. Of course it changed. Of course it was aggravated by the pitiful excuses of human beings that came from the woodworks and did their deeds. A terrible thing, isn't it? To wave goodbye to the father that raised you in the morning, and hold to the disappointing news that he had been assaulted -- nearly lynched to a point -- for the unconventional beliefs that he held. Technophiliacs, obsessed with the ideal that technology could and would sustain the world, held contempt for the man and his family that believed that spiritualism and greater powers would inevitably be the cause for humans to advance in the world. It was because of this that Eika joined the Garden. Because she grew up ridiculed for what she was taught, for the pains her father went through, and for the pity that she felt for her parents for having to live in fear of what would happen to her if they were harmed. She couldn't stand being coddled for her own safety -- being trapped in her home in order to keep her away from the bad people that disliked her family's old-fashioned ideals. So she joined Balamb Garden, only to find her first year rather disheveling. So much technology around, her inability to find a Specialization of her own, the general lack of friends from not being able to speak to anyone out of lack of experience in associating with others...It was a lonely year, to say the least. But...there was one instance that made it better for her. A complex amalgamation was found -- a singular Sphere that was kept contained for a time due to its strange nature of junctioning any Draw Points found on the campus or from students unaware. Most left it alone -- technology unable to explain it for the life of what it could be -- and she begged, and she begged, until her pleas bounced from instructor to instructor to allow her to see it. Knowledge of her own culture taken into account, the Headmaster allowed it for the sake of not wanting to crush the poor girl's desires. And that is what made the connection between her and this inexplicable existence that the Garden had found. A single touch -- her hand placed on the surface of the Sphere -- Junctioned it to her and her alone. The Sphere broke into four pieces when it hit the floor, reforging into four orbs that circulated around her body at the mere gesture of her hand or the thought of where she wanted it to go. Yes, like a Guardian Force, the orb acted. It was a condensed physical manifestation of the magic that every student in the Garden was able to draw from natural resources, yet for her...It functioned with actual purpose. Through them, she could draw magic, condense it into a more powerful form, and release it faster, quicker, more efficiently than mere normal Junctions were allowed. And thus, she became the first Orb Specialist, with this new "weapon" taken into account. It was a blessing in the strangest of ways, at that. A way to defend herself. A way to prove that her beliefs were not something to be tossed aside. If technology could not explain and control the existence of such, yet her capacity to Junction it into four separate entities and turn it into something combat-able, the spiritualism she held dear to the heart moreso than most had some kind of basis to it, did it not? Her goal as of then on was to become a SeeD -- to graduate from Balamb Garden and become a high-standing figure in order to show her family back in Dollet Town that there would be no need to fear anymore. To not call her beliefs idiocy. Quite literally so, to have what her life had grown on be something that others could accept as a potential reality.[/i] Additional information: [i]- Owns a Pupu [b]voodoo doll[/b] named Nom-Nom that was junctioned to her. He is able to carry a single item on him that can be used on Eika in the event that she's too busy. She loves him very much. - Has a fascination with Chocobos. - Suffers from a combination of nerve disassociation with her skin (at times rendering her unable to feel) and hypersensitive skin. - Many people believe she's some sort of "voodoo priest" or "shaman" and ask for her to tell them their fortunes in life. Her payment comes in the form of either gil or junctioning over magic into her orbs. The catch is that she's always right.[/i] GF: [i]Visionary[/i] Appearance: [img]http://i1084.photobucket.com/albums/j419/Anagami/sample_f35aa7032ed56b0e80c750fb92c91119_zps194ef783.jpg[/img] Elemental Affinity: [i]Non-Elemental; Status Ailment: Silence[/i] Junctions: [i]Visionary offers Magic-related benefits and gives it's user better resistances to status ailments. When Summoned, Visionary's eyes act as a "basilisk's" gaze, causing damage to enemies and attempting to Petrify them. While Visionary is summoned, Eika is immune to being Blinded or Silenced.[/i] Abilities: [i]Extraction - Allows Eika to Junction from four enemies at once, rather than being limited towards one. She is able to Junction four times as much against a single target, twice on two targets, etc. Mid Mag-RF - Used to make mid-level magic from low-level magic.[/i]