Post by Manah on Aug 30, 2018 13:09:49 GMT -5
DOROTHY
Immeasurably powerful Witch
turned Maid
Immeasurably powerful Witch
turned Maid
QUOTE: "They say failure is the greatest of teachers... face me and get ready to learn a lot."
Full Name: Dorothy Gale
Age: 18
Other aliases: Dorothy of Wind, The Queen's Bane, The Kaldean Witch
Occupation: Witch, ÄRM Thief, ÄRM User, Veteran of the Chess Wars
Marital Status: Single
Height: 5'7"
Weight: 141 lbs
Eye color: From Deep blue to Red; color changes with her emotions
Hair color: Pink
Species: Human (Kaldean Witch)
Notes: Appears to be Lvl 60 when in Seiri Fukiyose's party.
ABILITIES
Int: 6
Str: 5
Agl: 7
Spd: 5
Dur: 6
HEALTH: 6
ENERGY: 36
REGEN: 15
ACTIONS
Close Combat: 7
(Agl.bonus and Wpn.modifier)
-Efficient
-Martial Arts
-Broom of Zephyrus
-ÄRMs
-Dodging attacks
-Acrobatic Combat
-Fighting larger/multiple opponents
-Using powers in combat
Ranged Combat: 6
(Agl.bonus and Wpn.modifier)
-Efficient
-Thrown weapons
-Thrown objects
-ÄRMs
-Acrobatic Combat
-Fighting larger/multiple opponents
-Using powers in combat
Acrobatics: 5
(Agl.bonus)
-Efficient
Thieving: 5
(Agl.bonus)
-Stealth
-Search room/areas
-Pickpocket
-Sleight of hand
-Escape artist
ÄRMs Lore: 6
(Int.bonus)
-A mystical version of Technology mostly focused on the maintenance/repair of broken ÄRMs
-As a highly powerful Kaldean Witch, Dorothy is one of the only people alive in her world capable of such a skill; for most people, broken ÄRM means lost ÄRM.
ÄRMs Crafting: 4
(Int.bonus)
-As Inventing, specifically to create new ÄRMs. Since the end of the Second War Games, Dorothy has focused her magical studies on the construction processes of ÄRMs, intending to create her own eventually. She is so far failry inexperienced in said craft, but intends to improve herself at it.
-Alternately, to create Guardian ÄRMs, each stone played may yield up to 5 Character Creation stones to 'build' the Guardian with. Eventually, she will be able to pay for a +2 CL advantage to make this go up to 10 stones per stone played.
Medical Healing: 3
General Knowledge: 5
(Int.bonus)
-Efficient
-MÄR-Heaven
-Kaldean Lore & Culture
-ÄRMs
-Folklore
-Team MÄR/Chess Pieces
Dance: 5
Housework: 4
(Agl.bonus)
-Cleaning
-Cooking
-Dishwashing
-Laundry
Iron Will: 6
-Heal Self
-Leadership
Social Skills: 6
-Beautiful
-Playful
-Charm/seduce
-Foxy
-Intimidate
-Witch
MODIFIERS
Extended Lifespan
-It is unknown just how long, but Kaldean witches live much longer than normal humans, remaining in their prime for quite many years as well.
Kaldean Witch
-Dorothy is a Witch from the Kaldean country of the MÄR-Heaven universe. Unlike other worlds' witches, she hasn't learned actual magic per se - as no 'official' magic exists in her world - but she has a formidable, essentially immeasurable amount of magical potential and power, unusual skill with ÄRMs, and can use any number of ÄRMs of formidable level of power as opposed to most people who do have a limit. Still, were she to come across actual, regular magic, Dorothy would easily be able to learn and master it thanks to her own innate mystical potential.
2x Natural Healing Rate
Immeasurable Magical Power +6
-As Energy Battery and Deep Reserves
ÄRMs Master +2
-Adds to all uses of ÄRMs other than Guardians ÄRMs and other 'external use' ÄRMs
Reflexive Dodge +4
Toughness +3
Flexible Skeleton +2
Mental Defense +5
Magical Defense +7
Targeting +3
Immunities
-To Fear
Wealth: 3
CHALLENGES
-Psychological (-2; battlethirst. While she is friendly, kind and sweet in general, Dorothy is a wicked, ruthless opponent in a fight. She simply loves fighting, is incredibly effective at it, and is absolutely unafraid to face even the strongest of foes on the battlefield.)
-Psychological (-1; mild cruelty. Dorothy may be a good person, but at the same time, she used to have no problem with killing or grievously wounding evil or deserving people. She has been shown to remorselessly order her Guardian ÄRM Toto to devour multiple opponents, for example. If her enemy is evil, she finds nothing wrong in making them suffer. That being said, she made a promise to Ginta two years ago that she would refrain from killing her opponents if there is a way around it.)
-Psychological (-2; mild lechery, and flirty nature. Dorothy has proven to be fairly flirtatious and to commonly use her charms and beauty to manipulate others, usually successfully.)
-Psychological (-1; mild exhibitionism. Dorothy is far from shy when it comes to her body, often proving to be fairly unconcerned when her clothes get destroyed - which tends to happen quite often - or when she otherwise ends up exposed to others for some other reason. She wears quite revealing outfits without shame, and is very open about the fact that she doesn't wear any underwear at any time, claiming she doesn't find bras and panties comfortable, and that they are restricting in a fight. She does have her limits, however, having been shown to be embarrassed in the past when she ended up immobilized in a very embarrassing position, legs spread with her entire lower body exposed against her will during a fight with one of the Chess pieces two years ago.)
-C.T.S.U.F.U (-3; for her few flaws, Dorothy is a really good, selfless person who often goes out of her way to help others.)
-Loyal (-3; to her friends from Team MÄR; Ginta, Babbo, Jack, Alviss, Alan, Nanashi and Princess Snow.)
-Duty (-3; to her country, Kaldea.)
-Love magnet (-2; Dorothy has a tendency to attract the attention of many men, and a surprising number of women due to her beauty, personality and her natural charisma. This isn't always the good type of attention, however, as several of her opponents have threatened to rape her if victorious in a fight over the years. That being said, it has never been an actual problem as she has also never lost a fight, but still.)
-Fame/Infamy (-2; on one hand, Dorothy is famous as an heroine and former member of Team MÄR, who defeated the Chess Pieces during the last War Games under Ginta Toramizu's leadership, saving all of MÄR-Heaven from their tyranny... but on the other, she is also a terrifyingly powerful - and somewhat merciless in battle - witch from the secretive and isolated country of Kaldea, as well as a renowned ÄRM thief. Sometimes, even the mere mention of her name scares people due to her reputation.)
-Haunted past (-2; Dorothy has had a difficult past, having had to deal with her older sister Diana's betrayal of their country of Kaldea, with the duty of hunting down said sister to make her pay for her crimes, and actually managing to execute her at the end of the Second War Games. Additionally, Dorothy was truly in love with Ginta Toramizu during his stay in MÄR-Heaven, but he eventually favored Princess Snow/his childhood friend Koyuki over her, leaving her heartbroken for a while. She got better, but it still hurt a bit.)
EQUIPMENT
-Currently worn: Maid Uniform (Shin-length, long-sleeved black maid dress with a white apron and headdress with black 3-inch high heels)
-Garment Grid, Ultimate (A metallic plate equipped with empty nodes for dresspheres to be set into, granting its user the ability to 'Spherechange' into various Dresspheres, which in turn grant the user special powers, abilities and power boosts. Spherechanging from one Dressphere to the other requires 1 action, and can be done once per panel. User can improve the Dressphere's A/A/M at a cost of 4/5 the usual cost, or permanently learn them up to the Dressphere's level at Half the cost. This specific Grid is an Ultimate type, created by Yuna herself for Dorothy, and can hold literal dozens of Dresspheres at once. It holds the following Dresspheres, divided into four types:
- Lesser Dresspheres: Freelancer, Warrior, Archer, Gunner, Black Mage, White Mage, Thief, Monk, Alchemist, Blitzball Player, Schoolgirl, Slave Girl
- Intermediate Dresspheres: Heavy Knight, Dark Knight, Dragoon, Berserker, Red Mage, Gun Mage, Mystic Knight, Songstress, Trainer, Gambler, Engineer, Choco Knight, Military General, Scholar, Festivalist, French Maid, Beach Goddess
- Greater Dresspheres: Paladin, Samurai, Ninja, Necromancer, Chronomancer, Geomancer, Summoner, Psychic, Mimic, Mascot (Chocobo), Nightwear
- Ultimate Dressphere: Ozymandias
-Multiple ÄRMs of various levels of powers and effects. Dorothy is a powerful ÄRMs user as well as a witch, having recovered multiple high-power ÄRMs in her life as well as during the Second War Games against the Chess Pieces. Unless mentioned otherwise, using the ÄRMs' powers require stones and an action to use, except for Weapon ÄRMs which are used exactly as a normal weapon, and Guardian ÄRMs, which once summoned only need to be maintained and commanded, although the user normally cannot physically move from the location they stand on while they perform the summoning (although there are ways around that in some circumstances). Those she currently owns are as follows:
- Broom of Zephyrus (Weapon/Nature ÄRM. Appears as a besom with adorned handle which is almost always seen around Dorothy (held, sat on, etc). It can be used as a melee weapon, to fly, or to shape her favorite element, wind. In effect, the Broom acts as a +4, 2x damage melee weapon capable of Flight 6 (Agl.bonus; May hover in place at no cost and carry up to 3 stones of Weight without additional effort). If used to manipulate Wind, functions as Mastery of Air/Wind 8 (Int.bonus, Efficient, Create/Manipulate, Force Blast (2x damage, AP or Area Effect), Combine with Close Combat, Accumulate Energy for greater effect.) When not in use, the Broom of Zephyrus can be made to turn into its inactive form, a pretty silver ring.)
- Ring Dagger (Weapon ÄRM. A simple Celtic dagger Weapon ÄRM which also turns into a ring when inactive. While seemingly weak and of limited power, it is actually quite a deadly blade, acting as a +2, 2x damage, Limited AP weapon. Dorothy is just as adept at fighting with it in close range as she is throwing it. It is a significant weapon to her, since it is the one she used to finish off her evil sister Diana with.)
- Antidote Tonic (Holy ÄRM. A powerful Holy ÄRM shaped like a pendant with a cross-shaped brooch at the end. When held in one's hand, it has the power to heal most poisons both natural and supernatural as per Magical Healing 10 (Can only cure poisons, Renders user immune to the cured poison for 1 day). It is usable both on the user themselves, or onto others.)
- Andata (Dimension ÄRM. Again shaped like a ring, this Dimension ÄRM holds the power of Teleportation, allowing one to travel alongside others if they so please to any location she has previously visited in the same universe, as long as the location is recorded in the ring. The spoken command must include the destination and who will be teleported, although the user must always be included in said teleportation. As Teleportation 9 (Interstellar Travel, Can only teleport to places user has already been to, Requires vocal command to activate, Must go along to teleport others, May teleport up to AN people at once, Someone else may activate the ÄRM as long as its intended location was programmed in by the true user and the true user doesn't mind).)
- Zipper (Dimensional ÄRM. Appears as a ring with a skull engraved on it when inactive, or a large zipper hanging in midair when active. Functions as Hammerspace 8; Dorothy mostly uses it to store away equipment, clothes, food and ÄRMs she doesn't immediately needs.)
- Ring Armor (Guardian ÄRM. A relatively weak, non-sentient Guardian ÄRM which Dorothy mostly uses to test the might of an opponent. It manifests as a living suit of Steel Armor, and turns into a ring with an engraving representing a helmet's visor when not in use. Summoning Ring Armor costs 4 stones of energy and requires 1 per panel to maintain.)
- Flying Leo (Guardian ÄRM. Taking the form of a silver bracelet when inactive, this ÄRM appears as a powerful, large flying blue lion with yellow eyes. It is quite powerful and very mobile. Summoning it costs 6 stones and requires 1 per panel to maintain.)
- Toto (Guardian ÄRM. One of Dorothy's most powerful ÄRMs, and an extremely rare, actually sentient Guardian ÄRM, Toto appears as a giant three-tailed dog-like beast of formidable power, ferocity, and a ravenous hunger. Toto has the ability to eat anything, including normal food, metals, ÄRMs, summoned Guardian ÄRMs and their users along with them. It has devoured foes much larger than itself and outpowered ÄRMs that seemed much more terrifying in appearance. Toto requires 9 stones to be summoned and 2 per panel to be maintained, and takes the form of an amulet at the end of an ornate chain when inactive.)
- Watching Bird (Dimension/Guardian ÄRM. Appears as a large, purple hummingbird. While not especially powerful in and of itself, nor meant for combat, the bird has the ability to fly, and send back a holographic projection of what it sees to the ring worn by its user which she can use to her advantage to spy on others. The bird itself requires 3 stones to summon and 1 to maintain; but activating the Holographic Projector AN 6 costs nothing since it is part of the bird's own powers. The projection is only a yard in diameter, but shows the scene as seen by the bird with quite decent accuracy.)
- Rock Giant Golem (Guardian ÄRM. Nicknamed 'Birkin' by the young witch, this huge, powerful rock armor Guardian ÄRM is extremely strong and resilient, although not especially fast and nimble. It was originally used to guard Babbo until Dorothy defeated it and took it as her own. it costs 7 to be summoned, and 1 per panel to be maintained, and appears as a bracelet when inactive.)
- Crazy Quilt (Guardian ÄRM. A female, sentient Guardian ÄRM appearing as a floating puppet-like doll in a dress with a large needle below her waist instead of legs. Crazy Quilt has the ability to generate ultra-loud sounds in the form of a song, rendering opponents and anyone in the vicinity senseless. Her power is, however, ineffective against opponents of upper levels of magic. Crazy Quilt costs 4 stones of energy to summon and 1 to maintain, taking the form of a ring when inactive.)
- Crucified Scarecrow (Guardian ÄRM. Also simply called 'Scarecrow', this large scarecrow Guardian ÄRM can paralyze with its gaze, and turn its hat into a drill, proving surprisingly lethal and brutally effective. It requires 5 stones of energy to summon and 1 per panel to maintain, appearing as the brooch on Dorothy's collar when not in use.)
- Ring of Ends (Nature ÄRM. A simple ring with the ability to manifest wide wheels of poisonous mists, which can be lethal, harmful, or have a multitude of other effects. Act as Mastery of Poison 9 (Efficient, Area effect Atk VS Durability, Either causes red stones of damage equal to the stones that get through the defenses per panel, or can have multiple other effects such as dizziness, making targets sleep for 5 minutes per red stone that got through, cause target to hallucinate, and so on.)
- Dahlia (Ghost ÄRM. Appear as earrings when inactive, that fuses with the user's body to manifest giant white feathery wings and transforming their lower legs into the wicked talons of a harpy, granting Flight 5 (Str.bonus), and +3 (2x damage) Talons while active. 1 stone per panel to maintain.)
- Octopus (Guardian ÄRM. A powerful, giant Octopus Guardian once owned by Dorothy's sister Diana. Costs 8 stones to summon, 2 to maintain. Takes the form of a pendant when inactive.)
- Pinocchion II (Guradian ÄRM. Another sentient puppet-like Guardian, a giant version of the former Chess Piece Pinocchion. Its nose grows when it lies, and it is armed with multiple hidden weapons and devices. Costs 6 stones to summon; 1 to maintain.
- Cerberus (Guardian ÄRM. Appearing as a silver choker when inactive, this Guardian ÄRM manifests as a huge demonic hound with 2 other snake-like heads, and five tails. Requires 7 stones to summon and 1 to maintain.)
- World Tunneler (Unique ÄRM. An unusual Unique ÄRM capable of trapping beings in a spherical bubble of energy to immobilize them as per a reverse Force Field AN 9 with double defensive stones effect (Atk of AN VS Agility to trap inside) applying against the person trapped inside, but also with the ability to open a portal to another world if the person trapped inside has a connection with an alternate self from another universe. Said portal acts as Teleportation 8 (Travel to other dimensions, May only travel to a dimension to which a person trapped by World Tunnerler has a connection. It looks like a chain when inactive.)
- Gigant Blade (Weapon ÄRM. A wickedly powerful +6, 2x damage, Limited AP massive sword seemingly made out of the spine of a gigantic monster. Requires Str 4 to wield at all, and 5 to do so with one hand. Turns into a bracer when not in use.)
- Explode (Nature ÄRM. A deadly Ring which can manifest a force field meant to trap a victim inside, before causing a lethal explosion contained within said force field, preventing any escape and most of the collateral damage such a powerful explosion would cause. Acts as an AN 8 (Int.bonus) attack VS Agility+Ref.Dodge. If successful, traps the victim in a AN 8 Force Field (stones doubled, but also applies against the victim trapped inside and their attacks. If they're still stuck inside at the beginning of the user's next panel's actions, the Nature ÄRM causes a vicious explosion inside the invisible sphere of as many stones as the Force Field's Defense stones, namely 16, 2x damage, AP, Area Effect (limited to the Area 2 Force Field's inside area).)
- Raijin Goyles (Nature ÄRM. A simple yet powerful ÄRM firing dual, gyrating blasts of powerful lightning in the shape of a wheel. Act as an AN 9 (Int.bonus, 2x damage, Normal and Stun damage, Area attack, Automatically causes collateral damage) Electrical/Lightning Force Blast. Raijin Goyles appear as a simple silver bracelet.)
- Phoenix (Guardian ÄRM. A powerful Guardian once used by the King of the Chess Pieces. Powerful user of fire, essentially unkillable as a phoenix is since it is reborn from its ashes when it dies. Costs 7 stones to summon, 2 to maintain.)
- Tiamat (Guardian ÄRM. A godlike, extremely powerful Guardian appearing as a voluptuous, naked demon woman attached to a giant dragon skull used as a shield. Costs 12 stones to summon, 3 to maintain.)
- Phantom Glass (Unique ÄRM. An incredibly dangerous ÄRM which traps its victim in a materialized mirror as an AN 8 (Int.bonus) Atk VS Agility+Ref.Dodge. If successful, the victim is immobilized within said mirror, unable to interract with the outside world until they break out (D:8 R: 16, for example with Str to break the mirror, or Speed to run fast enough to escape it, or Thieving to somehow escape artist out of it, and other similar methods. Failing that, they can't escape... and the user can break the mirror at any time, causing a devastating AN 10 Atk VS Durability, 3x damage as their body is broken along with said mirror. Appears as a platinum bracelet.)
- Phantom Cannon (Unique ÄRM. An AN 9 (Int.bonus, 2x damage, AP, Area attack Force Blast with the option to Accumulate Energy for greater effect) full finger ring unique ÄRM which fires powerful blasts of pure energy.)
- Soul Infinitia (Unique ÄRM. A silver hearing in the shape of the sideways '8' infinity symbol, which acts as Energy Drain AN 8 in an Area Effect of 5 around the user, which affects everyone but the user and its intended target... before attacking the intended target with a blast equal to the total amount of stolen stones of Energy, 2x damage.)
- Hexagonal Shards (Unique ÄRM. A very special, versatile and powerful ÄRM, appearing as hundreds of small, exagonal crystals. When active, they can float in the air at Dorothy's command as though she had Telekinesis 8 (Int.bonus, Efficient, 2x damage, Wpn.Modifier using the crystals themselves as +1 weapons) allowing her to manipulate things from a distance via use of the crystals, form an impenetrable shield by gathering the crystals together to protect her as Force Field AN 8 (Defensive stones are doubled), or as a Manipulate option to form multiple patterns with the crystals for many purposes. When at rest, Dorothy can keep the crystals around a limb, like her arm, or worn like clothes on her body, for example forming a crystal cape or something.)
- Sickle Death (Weapon ÄRM. A deadly scythe engraved with a gory vulture's head. Aside from being terrifying to behold, it is a +6, 2x damage, Limited AP weapon which constantly drips blood from the vulture's head as though it was freshly severed. Turns into a ring when not in use.)
- Magic Mirror Ring (Dimension ÄRM. This rare ÄRM allows its user to record events, both visual and audio recordings, for up to AN 7 in Duration - one week - and up to Area 7 at once by paying 7 stones, and then broadcast it to any and every reflective surfaces - like mirrors, glass, a pond, the moon, the sun, other communication type ÄRMs and so on - all over the planet - Area 13 - as the user pleases for 1 stone per panel.)
- Maid Multi-Tool (+2 Multi-tool; grants its bonus for any maid task, including cleaning, gardening, sewing, maintenance/repairs, etc; changes shape as per Metamorphosis to assume whatever form is most useful for the task at hand. The Multi-tool is self-cleaning and self-repairing, and Collapsible when not in use; turns into a silver ring then.)
______________________________________________________________
STORY: Dorothy Gale is an immeasurably powerful Witch from the country of Kaldea in the universe of MÄR-Heaven, a veteran of the Second War Games against the feared and terrifying organization known as the Chess Pieces, and as such an heroine to the people of her world, despite a rather poor, early reputation as a frightening sorceress and a greedy ÄRM thief. She was forced to leave her country in pursuit of her villainous and traitorous sister, who stole hundreds of dangerous ÄRMs from Kaldea's vaults in order to join and empower the Chess Pieces as their Queen, and in search of as many ÄRMs as she could recover in the name of her country, since ÄRMs all originate from Kaldea in the first place.
Dorothy appears as a stunningly beautiful and voluptuous young woman with pale skin, long pink hair styled in braided twintails, with ample breasts and long, sexy legs. She wears a stylish, unusual black witch dress along with a matching cap, boots and gloves, usually seen with a besom - actually one of her favorite ÄRMs. As a Witch, she is an exceptionally powerful ÄRM user and a fearless fighter, having never been defeated in combat except by the true King of the Chess Pieces during the Second War Games two years ago. Once merciless on the battlefield, her love for the hero of MÄR-Heaven, Ginta Toramizu, led her to promise him she wouldn't kill her opponents unless absolutely necessary from then on, even though he later chose princess Snow over her. Despite her fearsome nature in battle and as a Witch, Dorothy is usually a very easygoing and friendly person, often enjoying life and having fun for the sake of it. She can be mischievous and very flirty - and more than a bit perverted at times - but she is genuinely a good person and will go out of her way to help a soul in trouble.
Dorothy fights using the many ÄRMs she gathered during her life, and during the Second War Games. In addition to her own favorite ones - including her broom of Zephyrus, Toto, and several others - she also recovered many powerful ones from her opponents among the Chess Pieces, as well as from her sister when she defeated her.
IMPORTANT NPCS
MASTER
-Travis Howlet Jr.
FELLOW MAIDS
-Erza Scarlet