The concept of power scale for Nyssa is that as a B level, she can only call elements that naturally occur to use for her dances. As she gains more control and power, she will be able to create elements to use for her dances. She also has very little knowledge in Sand and Ice/Snow, so she can't call or use them. Yet. [hider=Nyssa, “The Kitsune"][center][img]https://cdn.discordapp.com/attachments/780260163251732510/784420317308387338/Konachan.com_-_191604_animal_ears_brown_hair_foxgirl_long_hair_original_sukemyon_tail_thighhighs.jpg[/img] [hider=Her actual dress][img]https://cdn.discordapp.com/attachments/780260163251732510/786604968496070706/unknown.png[/img][/hider][/center] [color=peachpuff][u][b]Name:[/b][/u][/color] Nyssa [color=peachpuff][u][b]Age:[/b][/u][/color] 16 [color=peachpuff][u][b]Birthday:[/b][/u][/color] November 20th [color=peachpuff][u][b]Magic:[/b][/u][/color] Elemental Dancer [color=peachpuff][u][b]Magic Level:[/b][/u][/color] B [hider=Spells] Elemental Dancer is a rare magic that allows certain movements to be combined with magical properties to summon up elements. These are able to be combined in different ways - some acting as buffs, others as debuffs, and some as attack spells of their own. Users of this magic have the ability to manipulate existing forms of their element, or create the element of desire on their own. This ability grows with practice and power, first starting as only able to manipulate existing (natural) elements of that type before being able to summon up that element without any existing around them to eventually being able to utilize elemental attacks of that type and return the attacks toward the original caster. Elemental dancers are skilled at using their movements and dances to fight whether they’ve used these dances to increase their natural speed or strength or not. Many elemental dancers fight with only their body, using no weapons, though some have adapted these movements to include physical weapons which they lace their magic into the weapon to have it become an extension of themselves. [hider=Fire] [color=peachpuff][u]Call the Flame:[/u][/color] A very basic spell, this consists of mostly hand movements to summon up fire to the caster. The spell can create fire if there is no natural fire present, so long as the caster is skilled enough to do so. It can also be used to manipulate natural fire (say from a campfire) to be under the caster’s control. It is generally used to start the fire dance, but can be used for such simple means as starting a campfire should one need it and the dancer be able to create fire. [color=peachpuff][u]Fire’s Tale:[/u][/color] Another basic spell, using existing fire typically from a small campfire or larger, allows the dancer to perform movements to draw out fire and help illustrate a story through their dance. Talented Elemental Dancers are capable of using smaller motions and flames to be able to do the same thing. The fire cannot affect anything, and loses the potential to set flammable material on fire during the dance. Upon completion of the dance, the flames dissipate harmlessly if not returned to the original source. [color=peachpuff][u]Fire’s Reach:[/u][/color] As the dancer moves, more fire builds up around them, coiling like snakes around them and their arms. This eventually starts to take the form of a large whip or chain as they move, and can be used to lash out at opponents as a slightly long range. This spell will last as long as the dancer maintains the ability to continue their movements; should they be restricted, the flames will dissipate harmlessly. [color=peachpuff][u]Life of the Wildfire:[/u][/color] As the dancer moves through the area, their movements become faster and grow more unreadable. This eventually coats the dancer in fire, and adds fire/heat damage to attacks. As the fire swells, the attacks can land harder than before and flammable material runs a chance of catching fire. If left unimpeded from movement, the fire will grow until the dance culminates in an explosive burst of flames - shooting out with the dancer at the epicenter - to blind and knock objects back like a shock wave from the pressure; this can injure objects and beings based on how close they are to the center, with heat burns and or potentially catching fire. Any fires burn naturally, though the flames directly from the dance dissipate naturally in a puff of energy.[/hider] [hider=Water] [color=peachpuff][u]Call the Water:[/u][/color] A very basic spell, this consists of mostly hand movements to summon up water to the caster. The spell can create water if there is no natural water present, so long as the caster is skilled enough to do so. It can also be used to manipulate natural water to be under the caster’s control. It is generally used to start the water dance, but can be used for such simple means of getting fresh water to drink should one need it and the dancer be able to create water. [color=peachpuff][u]Serenity’s Sway:[/u][/color] A dance that will build up to make vague humanoid figures out of water, Serenity’s Sway is generally used as a sort of mass hypnosis dance. Calm movements, and subtle shifts that can be considered hypnotic, are used to lull watchers into a sense of peace. To calm angers, wash away sadness, lighten burdens - dancers use this as a form of entertainment more than not as it takes time for the dance to lure the viewer into lowering their guard. [color=peachpuff][u]Flow Like Water:[/u][/color] This dance causes water to influence their allies like other buffing magic. As the dancer performs, the water charges with energy to help their allies deliver their own attacks more swiftly as well as react to incoming attacks faster. When the dance finishes, it sends the water to the dancer’s allies to be absorbed by them through their skin/clothes - almost like magic circles. The effects of this spell can last for upward of an hour, depending on how strong the dancer is. [color=peachpuff][u]Soothing Waters:[/u][/color] A dance that is more movement of arms than of the whole body, this can be converted into full body movements for effecting masses. Traditionally, it is a series of movements over an individual that empowers the water they manipulate to have healing properties, and sculpts the water into the same general size and shape as the individual it is being performed for; en masse, the motions lead the water to spread out from the dancer to climb up the targets to shape around them. This does not do much to heal serious - or even moderate - injuries, but can wash away minor scratches and abrasions - ones that are likely to heal and go unnoticed by the next day. The main property to this dance is to grace the water with properties to ease pain and help ease exhaustion after a fight. [color=peachpuff][u]Dance of the Rapids:[/u][/color] A dance that causes the water swirling around the dancer to froth, it contains a lot of rapid and almost erratic movements that appear both chaotic and controlled at the same time. Dancer tends to stay close to a target of the move, channeling the speed and power of water flowing through rapids and uses it to hit the target in rapid succession with increasing power and ferocity. Under-trained dancers tend to be tired afterward.[/hider] [hider=Wind] [color=peachpuff][u]Call the Wind:[/u][/color] A very basic spell, this consists of mostly hand movements to summon up wind to the caster. The spell can create wind if there is no natural wind present, so long as the caster is skilled enough to do so. It can also be used to manipulate natural wind to be under the caster’s control. It is generally used to start the wind dance, but can be used for such simple means of calling wind to help do things like put wind in their sails. [color=peachpuff][u]Leaf on the Wind:[/u][/color] As the dancer moves, they don’t do so seemingly quickly, but they appear to float through the space they’re in. It isn’t meant for speed, but pure mobility - the moves guiding the dancer though their surroundings to avoid injury from traps, attacks, and other injury. This will last so long as the dancer is able to continue moving. [color=peachpuff][u]Strike of the Whirlwind:[/u][/color] The dance summons up wind around the dancer as they move, and it grows in intensity throughout the course of the dance. The dancer delivers this dance as part of a series of attacks. While the attacks gain no extra power or swiftness, the wind around them has chances of blowing things away from the dancer, starting at small and light objects and growing in how large or heavy an object is until even the target of the attacks has the potential of getting blowing away from the small tornado built around the dancer. [color=peachpuff][u]Pull of the Zephyr:[/u][/color] Much like Strike of the Whirlwind, the dance summons up wind, which grows in intensity throughout the course of the dance. The dancer builds up the winds in front of themself, then launches the wind in the direction of a target when it is a moderate tornado roughly 60 feet high. The whirlwind attack will travel in a straight line, pulling items and/or people toward and into it as it travels across land, and will dissipate either if it strikes a surface taller than it, is struck with a magical attack directly targeting it, or has traveled a distance of up to 600 feet. People and items sucked into the swirling vortex could be injured or destroyed (respectively) by other items within it, but can be pulled upward while inside. When the twister does disperse, things and people within it fall back to the ground - which can destroy or kill depending on how high up it is.[/hider] [hider=Lightning] [color=peachpuff][u]Call the Lightning:[/u][/color] A very basic spell, this consists of mostly hand movements to summon up lightning to the caster. The spell can create lightning if there is no natural lightning present, so long as the caster is skilled enough to do so. It can also be used to manipulate natural lightning to be under the caster’s control. It is generally used to start the lightning dance, but can possibly be used to help restore lost electricity/energy from devices or generators. [color=peachpuff][u]Jolting Dance:[/u][/color] While channeling lightning around the dancer, they can move in sporadic bolts from one target to another, or simply bounce from place to place around the target, to make an attack. While the movements are classified as sporadic and may seem chaotic, there is still a beat and a very clear rhythm to how and when and where the dancer will move. The more skill a dancer has with this dance, the faster these movements can become, from first just being quick like bolts of lighting moving from one place to another to ultimately moving like the blink of an eye. This dance does take a lot out of even a skilled dancer, but can last as long as the dancer keeps up the dance. [color=peachpuff][u]Chaining Lightning:[/u][/color] For this dance, the dancer moves across the field, with every step leaving an imprinted path of sparking electricity. Motions of the arms help control the flow of electricity, with quick touches helping lock targets of the spell. By the time the dance culminates, the lightning built up over the time shoots from the dancer and strikes against the targets touched during the dance; this strike feels like a standard jolt of lightning entering at the point of the contact. [/hider] [hider=Air] [color=peachpuff][u]Call the Air:[/u][/color] A very basic spell, this consists of mostly hand movements to summon up unpolluted air to the caster. The spell can create air if there is no unpolluted air present, so long as the caster is skilled enough to do so. It can also be used to manipulate unpolluted air to be under the caster’s control. It is generally used to start the air dance, but can be used for such simple means of summoning unpolluted air to allow those within a room (or space of up to 20 feet) to breathe normally. [color=peachpuff][u]Dance of the Copycat:[/u][/color] The dancer uses hand and arm motions to send the called air toward a number of targets relevant to their skill - dancers just starting out generally can only target 1 or 2 individuals, while masters of the dance could potentially control up to 10. Targets of this spell will find a bit of pressure from the space around them as the air condenses against them, before their motions are taken over by needing to mimic that of the dancer’s. This spell can last for as long as the dancer is able to move, but can be broken should the target overcome the air around them. The difficulty of this also varies by the dancer’s skill, being easy for beginner Elemental Dancers, to nearly impossible for masters of this particular dance. [color=peachpuff][u]Hiding in the Veil:[/u][/color] This dance allows more skilled dancers to be able to hide up to 10 people in a coating of air that will make them invisible to the naked eye. Those that can see through illusions or other magical effects can see the targets without impediment. From simple movements of the hands and arms to sways of the body, the dancer manipulates their summoned air to cloak each target individually. They are still able to manipulate objects and move without breaking the magic; however, this does not mean they do not make noise and can still be tracked by sounds of them interacting with the environment around them. This can be used to target the user as well. This invisibility will end should the target of the spell cast magic, or after an hour. The dancer can dismiss the effect as well, but calling the air back to themselves. [/hider] [hider=Smoke] [color=peachpuff][u]Call the Smoke:[/u][/color] A very basic spell, this consists of mostly hand movements to summon up smoke to the caster. The spell can create smoke if there is no natural smoke present, so long as the caster is skilled enough to do so. It can also be used to manipulate naturally occurring smoke to be under the caster’s control. It is generally used to start the smoke dance, but can be used for simply pulling smoke out of location and directing it to disperse elsewhere. [color=peachpuff][u]The Smoke Maiden:[/u][/color] Another basic spell, using existing smoke typically that billowing from a recently doused flame, allows the dancer to perform movements to draw out smoke into the rough shape of a humanoid female; skilled dancers are able to pull out more humanoid forms to a maximum of 5. Talented Elemental Dancers are capable of using smaller motions and sources of smoke, even smoke that is not from a recently extinguished fire, to be able to do the same thing. Upon completion of the dance, the smoke releases it’s form to dissipate naturally. [color=peachpuff][u]Covering the Grounds:[/u][/color] As the dancer moves, they slowly leave trails of the smoke behind. The movements are fluid, but slow and methodical to help cover as much space as possible. By the end of it, up to a 20 foot square space may end up concealed in smoke. This is helpful to hide individuals and things, and impair fights, but even Elemental Dancers cannot naturally see through the smoke. The cloud of smoke will dissipate naturally if given a way to escape if in an enclosed space, or if significant wind blows it from the area in an open air environment. If neither of these occur, it will begin to fade after 5 minutes in an open air environment or 30 minutes if in an enclosed space.[/hider] [hider=Storm] [color=peachpuff][u]Call the Rainstorm:[/u][/color] A very basic spell used to summon up storm clouds in the sky. As the dancer moves, clouds will move together or form in the sky, darkening to a light grey until the spell culminates in a gentle rain storm. The spell can create storm clouds that will produce rain if there are no natural clouds present, so long as the caster is skilled enough to do so. It can also be used to manipulate naturally occurring clouds overhead to condense and produce the storm. [color=peachpuff][u]Call the Monsoon:[/u][/color] A slightly more advanced spell than Call the Rainstorm used to summon up storm clouds in the sky. As the dancer moves, clouds will move together or form in the sky, darkening to a dark grey until the spell culminates in a soaking thunderstorm with clashes of thunder overhead. The spell can create storm clouds that will produce rain if there are no natural clouds present, so long as the caster is skilled enough to do so. It can also be used to manipulate naturally occurring clouds overhead to condense and produce the storm. [color=peachpuff][u]Call the Thunderstorm:[/u][/color] A slightly more advanced spell than Call the Rainstorm used to summon up storm clouds in the sky. As the dancer moves, clouds will move together or form in the sky, darkening to a near black until the spell culminates in a torrential downpour with boisterous thunder and clashes of lightning overhead. Skilled dancers can use this to summon up hail instead of rain.[/hider] [hider=Earth] [color=peachpuff][u]Call the Earth:[/u][/color] A very basic spell, this consists of mostly hand movements to summon up rocks and dirt to the caster. The spell can create rocks and dirt if there are no natural rocks or dirt present, so long as the caster is skilled enough to do so. It can also be used to manipulate naturally occurring rocks or dirt to be under the caster’s control. It is generally used to start the earth dance, but can be used to coat an area in solid earth for stability and support. [color=peachpuff][u]The Warrior’s Preparation:[/u][/color] A spell that can be cast over multiple targets based on dancer’s skill, this can affect up to 5 people. As the dancer moves, they pull more earth to them, and can push it toward their target(s) to mold a fortification layer around the target(s). When the dance culminates, the fortification is completed and grants the target(s) physical armor that will chip away but protect from physical attacks. Powerful physical attacks could shatter the fortification away in a single blow, while it may take a series of minor attacks to fully break away the armor - exposing the body beneath bit by bit. The target(s) can still maintain full mobility while the fortification is in place, and will have their senses or ability to talk impaired. This fortification will only last for 10 minutes even with a skilled dancer, though the skill of the dancer will allow for either faster casting, fortification that is capable of withstanding more powerful hits, or both. Strictly magic only attacks will bypass this armor as if it weren’t present. [color=peachpuff][u]Mudwalker’s Prance:[/u][/color] A dance of odd but still rhythmic movements, this dance alters the terrain around the dancer. Each step spreads the called earth around the foot of the dancer, spreading out in a 2 foot diameter, as the dancer moves; if done in an area that naturally has dirt, each movement spreads out more to touch other mud pockets. Each location then becomes a 12 inch deep pocket of mud that can cause whatever places weight on it to sink in and get stuck. It takes significant effort to pull free from it, as the mud creates a suction like lock on whatever sinks into it. This dance can continue for as long as the dancer continues the movements. The effects of this dance can last for up to 20 minutes after the dancer has completed the dance, fading back to whatever surface it was before the dance, or the dancer may dismiss the effects at any time.[/hider] [hider=Plant] [color=peachpuff][u]Call the Plant:[/u][/color] A very basic spell, this consists of mostly hand movements to summon up plants to the caster. The spell can create plants if there is no natural plantlife present, so long as the caster is skilled enough to do so. It can also be used to manipulate naturally occurring plants to be under the caster’s control. It is generally used to start the Plant dance, but can be used for simply encouraging plantlife to flourish around the dancer. [color=peachpuff][u]Constrictions of Vines:[/u][/color] As the dancer moves, vines move along the ground out away from the dancer. While many would believe the dancer might trip with the vines, their careful steps allow them to avoid the vines that are quick to latch onto and restrain any that they do touch. For as long as the dancer moves, the vines will latch around feet first, then climb up along bodies until an entire thing is constricted. These vines will only stop movement when the dance is performed by an inexperienced dancer, but masters can use this constriction to cause physical harm to those encased in the vines. While the dance could possibly continue for as long as the dancer moves, the dancer can only truly continue moving so long as there is a safe place to step; once the space reaches a certain point, the dancer will no longer have space to move and the constricting will stop. Those entangled in the vines will need to be cut free, or wait until the plants wither and fall away after 5 minutes of the end of the dance. Magical and physical attacks can slow or stop vines from approaching individuals.[/hider][/hider] [color=peachpuff][u][b]History:[/b][/u][/color] Like all other true Kitsune, Nyssa was born on Kitahmasune. She never came to know who her biological parents were, born to a couple that had not settled on becoming permanent mates, and was raised like many other children in the communal children’s hut. Life for her wasn’t so different from other Kitsune. She spent her days playing with the other Kitsune or listening to the history and lessons from the high elders - Kitsune that were well past their 750th cycle and held knowledge of times of old. As she grew older, she cycled through the jobs on the island as others did, getting a feel for what role she would like to play in the community. Nothing at all different from many of the others. But when other children of two or three were summoning up elements, or casting illusions, or manipulating the plant life around them, Nyssa felt pulled in all directions at once but could never harness those powers on her own. It wasn’t until she was seven that she realized why. While she had an affinity for magic, it wasn’t simply something she could summon up like other children could do. The advice the high elders gave her was to listen to within, and her magic would speak. She didn’t hear words when she listened within; she heard music, and found that when she danced to the rhythm, she could manipulate the elements around her. A magic unlike what many had witnessed before; the high elders called it a lost art. While others had teachers to help them cultivate their magic, Nyssa had tried to learn from other dancers, but none offered advice that fit the music she heard within. They were far more rigid than the water needed, too flexible for the earth, too grounded for air, and too smooth for fire. The free time she had from her chores were spent at different locations on the island, locations she could better feel the elements and learn to call them, then further develop her dances. With the difficulty she faced at getting an instructor, none found her whimsical ponderings odd. Many of her peers may have mused over what they might do during a visit to the mainland, Nyssa truly dreamed of what the mainland would be like. In her eyes, the wider world was not simply a place to visit but to explore. She wanted to see what there was and learn more about other magics that might be waiting out there. None of the adults minded her questions, but none of the answers sated her appetite for knowledge of the world beyond their waters. Finally, it was her turn. After waiting for 16 long years, Nyssa had become of age and was ready to set out. Roughly a month ago, she was dropped off and parted ways with her guide. In the time since, she has found her way to Magnolia Town, but her funds and tradable commodities are now running scarce, and she has yet to figure out what to do about it. [color=peachpuff][u][b]Personality:[/b][/u][/color] Chipper, naive, and inquisitive are just a few of the basic things that one picks up on when talking to her. Nyssa is smart as far as the ways of the Kitsune people, but still has much to learn about the larger world out there. She hasn’t experienced problems with theft or lying or even mean heartedness, and can be quite trusting. But these things can be misleading as the young Kitsune also can be quite shrewd and cunning when it comes to self-preservation once she realizes the danger she’s in. It’s not what she likes to do, though, and would much rather laugh, and enjoy being around all the strange new beings, and make friends or learn, than get into any kind of fights. Like many Kitsune, her inquisitive nature does tend to have her set up little pranks. It’s never meant to be malicious, but some may find them to be such. She just enjoys studying how others react and how they interact with the world around them. These reactions tend to be different from how those back home go about things and finds it quite fascinating to watch in practice. [s]Guild and guild mark location: Team Members:[/s] [color=peachpuff][u][b]Three Strengths:[/b][/u][/color] [list] [*] [color=peachpuff][u]Kitsune Heritage:[/u][/color] Being a Kitsune gives a lot of inherited natural abilities that make her quite the formidable adversary even without her dance movements utilizing nature to enhance her combat skills. [color=FFEFD5]Some of these abilities are above human sense of sight, smell, and hearing; the ability to shapeshift into and out of a fox form; the ability to hide her inhuman features to better blend with the crowd around her; above human strength, agility, and jumping ability; nails that are razor sharp and strong as steel; the ability to communicate and understand certain animals; telepathy in fox form; and a heightened magical resistance.[/color] [*] [color=peachpuff][u]Contortionist:[/u][/color] Not just nimble, but able skilled enough to move in ways most could practice their whole lives and not be able to manage. This is from extensive practice on her dancing craft and becoming extremely limber and more nimble than other Kitsune. It helps her to manage to squeeze out of tight situations, get into and out of places she may need to, and just generally perform more flashy movements. [*] [color=peachpuff][u]Friendly/Kind Heart:[/u][/color] Nyssa doesn’t really understand there are evils in the world; she’s heard there are but has yet to experience any. She’d much rather make friends and be nice than acknowledge there are some out there that might mean her harm. If she sees someone that looks angry, she’d prefer to try to calm them down. If someone looks sad, she wants to cheer them up. [/list] [color=peachpuff][u][b]Three Weaknesses: [/b][/u][/color][list] [*][color=peachpuff][u] Trusting:[/u][/color] Due to being raised in isolation, and despite trying to learn as much as she can about the wider world before stepping foot on the mainland, Nyssa tends to take people at their word so long as they are being nice. [*][color=peachpuff][u] Strange New World:[/u][/color] There are a lot of nuances to human interactions that Nyssa just doesn’t understand. Between the idea of owning things, and paying money for things instead of trading or even just providing food because someone else provided a service, are strange to her. She’s still getting used to a lot of things, which does include lacrima devices and mundane equipment not truly seen on the island. [*][color=peachpuff][u] Touchy-Touchy:[/u][/color] Nyssa has a very bad habit of touching stuff before thinking about it. She likes to hold and examine objects, especially lacrima powered/magical objects and shiny things, and will generally reach out and grab something before the thought that it might be dangerous ever crosses her mind. [/list] [color=peachpuff][u][b]Greatest Love:[/b][/u][/color] Freedom [color=peachpuff][u][b]Motivation:[/b][/u][/color] To explore and learn the world beyond the waters of Kitahmasune Island. [color=peachpuff][u][b]Additional Details:[/b][/u][/color] Like most Kitsune, Nyssa has put no effort into learning to transform her clothing with the rest of her body when she shifts between humanoid and fox forms. Because of this, when she transforms into a humanoid after being in fox form, she appears naked. Nyssa has, in the past month, put more time into her transformation ability that all Kitsune share. She can hide her ears and tails in humanoid form - though her eyes remain a lilac purple color - and can hide the fact she has multiple tails when in fox form. Nyssa is a skilled fighter, using her dance finesse to dodge and counter strikes. While she may not look like much in the way of hand to hand combat, she is quick and strong and unafraid to unleash when necessary. [/hider]