[hider=Salia Kyrie]Name: Salia Kyrie Appearance: She is 19 years old. Stands at 166cm tall, weighs 54kg, and has a slim build. She's fragile-looking but healthy. She has some curves without being exuberant. She has very light brown wavy hair, down her mid back, and turquoise-colored eyes. Tends to wear fancy clothes. Her voice is high-pitched, without being squeaky. It is beautiful and rather smooth. [img=http://www2.picturepush.com/photo/a/6987040/img/6987040.bmp] Bio: Born in a family with a fair amount of money, although far from being rich, Salia has lived a comfortable life. She was usually able to obtain what she wanted, but still learned that nothing in life comes without effort. She therefore has a certain personality conflict, tending to be spoiled sometimes, but still acknowledging the efforts of those who fight for what they want, as well as her own efforts. She is the older of two siblings, her sister being only 16, and lived with her parents until her mother passed away due to an illness when she was 17. At that point, Salia, her sister and her father moved with other members of the family and they lived there from that moment onwards. A year after that, Salia's father, never having overcome the disappearance of his wife, succumbed to an illness as well, and at that point, Salia decided to change her life and find a good job that would help her live on her own. It was during that time that she first communicated with her Spirit, which gave her comfort in those dark times by sharing his moral code with her. Seeing she was a holder of a Spirit that shared her view of her world was a reason to rejoice. However, upon being seen talking on her own on the street, she was abducted by the Library, which afterwards forced her to join their ranks. Seeing that as the only viable option, Salia decided to join them instead of resisting and suffering a fate worse than death. After joining the Library, her intelligence was recognised and she was assigned to the branch of the same name, as well as the Mercenary section. Branch: Mercenary - Intelligence Holder: Rook (was born as a holder). Spirit: Arthur Pendragon. The righteous noble king of knights from another world. Has a strict moral code and believes in loyalty and leading a virtuous life. Respects any opponent's skills, and accepts his position as Salia's spirit as a knight's duty that he has to fulfill. Weapons: * EXCALIBUR: King Arthur Pendragon's legendary sword, the Excalibur shines with light, blinding the darkest creatures in the land. It is the fabled sword that took the King of Britain to the victory in countless occasions, thanks to its sharpness, light weight and material quality. Only Salia can use it. [Active: Sylph Blade Expands on Excalibur: Salia's AGI multiplies by 1.25 and through the blessings of a sylph, the air surrounding the sword sharpens. This way, her sword gains the ability to cut a lot easier and remove air resistance when swinging the weapon. Therefore, the movement of her sword is slightly faster, even. These effects last for 4 turns, during which Salia can only use her sword. Cooldown is 5 turns.] * NIMUE'S SCABBARD: This scabbard was given to Arthur by Nimue, The Lady of the Lake. The Scabbard, accompanying Excalibur, is said to have powers of its own. Originally, it would prevent the user from losing blood when wound. Now it can return some spells due to its prevalent magic. [Active: Full Release Expands on Nimue’s Scabbard: For the duration of the skill, Salia’s cuts won’t bleed. Of course, any crushing damage will still be a potential danger, as well as ripping, etc. For her to be able to use the Full Release on Nimue’s Scabbard, Salia needs to have used the scabbard at least once to dispel or return a spell. The duration of the skill will depend on how many uses she has on the scabbard -how much magic it has ‘stored’-, at a rate of 1 enemy turn per usage. Cooldown is 5 turns.] * RHONGOMYNIAD: The spear Arthur used multiple times. It was bathed in poison so many times that its blade can poison the enemy. [Active: Toxic Transference Expands on Rhongomyniad: Through this skill, Salia can transfer whichever type of poison is affecting her at the moment to the foe, effectively healing herself and poisoning the enemy. POW multiplies by 1.25 for 4 turns or until the attack connects. Cooldown is 5 turns. Note: the Toxic Transference only applies to poison or similar.] Skills: Binocular 1 Heatvision 1 Night Vision 1 Telepathy 1 Dash 2 Stats: * POW: 7 * SPI: 6 * AGI: 12[/hider] [hider=Remia Kyrie]Name: Remia Kyrie Appearance: She is 16 years old. Stands at 164cm tall, weighs 52kg, and has a slim build. She's relatively fragile-looking, but not as much as her sister. Her hair is blond and goes down her neck. Her eyes are of a very light blue color; so light that her blue-turquoise colored eyes tend to go unnoticed, as the color is not intense at all. The main trait of her eyes is that they are the polar opposite to dark eyes. She usually wears fancy clothes. Her voice pitch is a bit lower than her sister's. [img=http://www4.picturepush.com/photo/a/9017927/img/9017927.bmp] Bio: Born in a family with a fair amount of money, although far from being rich, Remia lived a comfortable life. She was usually able to obtain what she wanted, and unlike her sister, she generally didn't understand that things in life come with effort. She can still work hard for her goals, but will complain for that. She can be extremely demanding, because she's self-centered, but she is nonetheless a good person who will do almost whatever it takes for her friends... but not as much as she will for her sister. She is the youngest of two siblings, her sister being 19, and lived with her parents until her mother passed away due to an illness when she was 14. At that point, Remia and her sister moved with other members of the family and they lived there from that moment onwards. A year after that, their father died. At that moment, Salia found a job which she wanted to use to earn money to live on her own. Soon, she disappeared, and despite how much Remia saw Salia as her rival in life, she decided to go look for her, once she felt she was mature enough. Her first investigations were only around town, and despite wanting to join the Library, without having a Spirit, it was impossible for her to do that. But she was so convinced that she would be able to make it, that one day she was talked to by someone inside her head... Soon, she could join the Library, in hopes of finding her sister, or at least finding out what happened to her. Branch: Mercenary - Public Relationships Holder: Rook (was born as a holder). Spirit: Lancelot du Lac (Lancelot of the Lake). The "perfect" knight who served another world's king. He is confident and sometimes even cocky, although he would never flaunt his skills. He works hard for the desired goals. He generally believes a righteous goal may justify less righteous paths. He respects any opponent's skills, and believes that being Remia's spirit is a new challenge to overcome. Weapons: * ARONDIGHT: Lancelot's famous sword, the Arondight's particularity is that it has the right size and the right weight for the user. Therefore, as Remia's POW and AGI increase, the sword will continue to adapt in order to ensure it's always as perfect for her. It is said the materials are the same as the Excalibur, and was crafted by the same people, which means it's just as sharp. Only Remia can use it. [Active: Undine Blade Expands on Arondight: Remia's POW multiplies by 1.25 and her sword gains the ability to manipulate water and freeze it to hinder the enemy's movements. These effects last for 4 turns, during which Remia can only use her sword. Cooldown is 5 turns.] * NAMELESS LANCE: This lance was used by he who was called White Knight, Lancelot. Given to him by The Lady of the Lake, who adopted him after he was abandoned by his mother, the lance is faster than normal lances would be, and it becomes more powerful in the presence of water, thanks to its magic. Therefore, under the rain, the Lance will reach its full potential. [Active: Kyrie Lance Style Expands on Nameless Lance: The family style is strongly recognised when using this specific skill. Remia's AGI multiplies by 1.5 for the next 3 turns and her lance gains ice claws which add additional pain and can cause frostbite, depending on where the hit lands. While the skill is in use (3 turns), only the Lance can be materialised. Cooldown is 10 turns.] * ICE CROSSBOW: This crossbow is silent when attacking, and it can use two bolts at the same time. The particularity of this crossbow is that it does not need normal bolts, as they are re-stocked magically. The bolts' heads are made of ice, resulting in additional pain depending on what the bolt hits. [Active: Mirror Bolts Expands on Ice Crossbow: During the next three turns, every bolt that Remia's crossbow shoots becomes three mid air, taking different trajectories each, which makes them harder to dodge. If the three of them land successfuly, a magic triangular mirror spawns and serves as a marker, provided that there is light for it to reflect. During the three turns this skill is active, Remia can't use any other weapon save for the crossbow. Cooldown is 4 turns.] Skills: Jump 5 Parachute 1 Traction 1 Wallflower 1 Stats * POW: 7 * SPI: 7 * AGI: 8[/hider] [hider=Diane Whimle]Name: Diane Whimle Appearance: She is 18 years old. Stands at 160cm tall, weighs 53kg, and has an average build. Her looks tend to stand out but rather than having an incredibly thin figure (she’s not overweight, either) or a perfectly beautiful face, she achieves this with a relatively cute face and her ever-present friendly smile. She has long brown hair, slightly curly. Some say her hair’s curled because straight hair would not be able to keep up with her active personality. Her eyes have a cheerful green tone. Usually wears things that are comfortable and that she considers cute, although her dressing sense can be odd, sometimes. She has, however, a beautiful voice, which she uses to sing, something that she is good at. [img=http://img.ctrlv.in/img/52dc7560a1892.jpg] Bio: When she was a little girl, a big fire destroyed her village, and just as the rest of the kids that survived, they were sent to various orphanages. Diane was sent to a far away place, where of course she didn’t know anyone, but also where the way they lived was completely different. In a normal situation, any kid would have had problems with such a different life, but she soon became the most cheerful girl of the orphanage. She had decided to lead a happy life, and so strong was her resolve that even on a subconscious level, she was having fun with every single thing. Soon, stories of how she had planted a hundred trees (the number was possibly exaggerated because this is the natural way rumours work) while singing her songs had spread across the city. It was also during that time, that she decided she wanted to learn how to cook. As a little girl, she stated she was thankful for the food the orphanage gave her, and that she wanted to try the most delicious treats. So, being the extremely active person she was, the natural conclusion was that she would try her hand at it. And just as she was good at singing, she became good at cooking. Despite the fact she seems to be happy all the time, she was never a spoiled person, and she knows how not everything comes easily. However, even for that situation she would find a song in her head. It turns out that she “met” her Spirit for the first time as she was singing, still as a little girl. At that time, everyone thought she just had an imaginary friend, but it was much more than that. Diane thought she was lucky to have a singing partner, but with time, her singing friend became a much more important person to her. She decided to join the Library because she wanted to learn more about singing and cooking, but she also wanted to visit orphanages and spread her way of life. Diane can act in strange ways, sometimes, as she’s always done whatever she wanted to do. It just so happens that the things she wanted to do were good for the others as well, but she never felt she was doing things for other people’s sake, until she was older enough to see the value of helping others. That’s why she can be a bit over the top with the laughing, joking, and similar things. Despite being rather smart, she has a low attention span. She has a soft spot for sweets. Branch: Culinary - Medical - Mercenary as a support Holder: Bishop (was born as a holder). Spirit: Meena. She was a well-known travelling bard of a far away place. Despite not living a life full of luxuries, she always had the basic things one would need to live, and worked in what she loved the most in the world; singing. She believes that songs can heal minds and that everyone could get along. She would never escape conflict, however. Spells: * VANILLA SCHERZO: The spell makes Diane glow in a yellow-like light that makes it harder for her to be hit by an enemy, as well as increasing her AGI 1.5 times. Every 10 SPI points that she earns, she can use the spell for an extra ally. Therefore, 10 SPI means she could use it on herself and 1 ally, while 20 SPI means she could use it on herself and 2 allies. The song that accompanies the spell is fast-paced, carefree and humorous, showing Diane’s own personality. It’s her signature spell. [Active: Ventriloquy Expands on Vanilla Scherzo: Almost like a bad joke for their enemies; while this skill is on use, Diane can talk without her song stopping at all. Likewise, the AGI stat of her spell is multiplied by 1.75 instead of 1.5. Skill goes on during 5 turns and she can't stop it before that. Cooldown is 7 turns.] * SUGAR POLKA: The spell causes sugar grains to appear, and they’re directed towards the enemies at a really high speed. This can cause a variety of relatively small wounds, as well as being particularly troublesome for the eyes and ears. The song that accompanies the spell is party-like and cheerful, although it has a sugary-y touch that makes it sound less march-like than the average polka. [Active: Sweet explosion! Expands on Sugar Polka: The sugar grains that are used on the spell can explode when they hit their target, causing a number of different injuries, particularly if they're able to sneak into the enemy's orifices, such as the ears, nose or mouth. And even eyes. The skill needs to go on during 5 turns and she can't stop it before that. Cooldown is 5 turns.] * CINNAMON INCANTATION: The combination of very thin cinnamon powder in the air along with her magic song causes relaxation and protects Diane and her allies from enemies. The smell would be at its strongest for the enemies, causing them to be less efficient, while the smell would be a lot softer for the allies and her, causing them to feel happier and gain confidence. The song that accompanies the spell is calm and mysterious, with a sweet yet strong touch that relates to the cinnamon. [Active: Drunken Cinnamon Expands on Cinnamon Incantation: Alcohol vapour is released into the air along with the cinnamon powder. Just as with the original spell, a light concentration of alcohol gives Diane's allies 1 extra point in their lowest stat every 10 SPI points she has. These extra points do not substitute the original spell's. A higher concentration of alcohol for the enemies causes them to be less efficient and lose 1 AGI point for every 10 SPI points Diane has. The skill needs to go on during 3 turns and she can't stop it before that. Cooldown is 5 turns.] Note: Since all her spells are songs, they will continue working until she stops singing, she changes spell, or something causes her to stop. Likewise, while she’s using a spell, she can’t speak, and if she speaks, the spell will be broken. Skills: Yell 1 Boon 1 Jynx 1 Stats * POW: 3 * SPI: 14 * AGI: 5[/hider]