Post by Beaver Dude on May 17, 2009 22:01:15 GMT -5
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~Basic info~
Behind every great individual, there is that voice which keeps them going onward and toward their next great adventure. [/center][/i]
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Username ~ : Dei Ex Machinis
Other characters ~ : None yet
Is this character canon? ~ : Nope
Link to audition thread ~ : Nope
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~Character Info~
Waking up in the morning, your thoughts are cluttered. It takes a moment for you to fully become aware of your surroundings, but once you do, everything about your life comes back to you.[/center][/b][/i]
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Name ~ : Devil Dance 1 [Goes by the name of ‘Dee Dee’ or simply ‘Dee’] or, alternately, Black Mage No. 1088
Age ~ : 7
Birthplace ~ : Black Mage Village, Outer Continent, Gaia
Gender ~ : Male
Race ~ : Black Mage [From FFIX]
Special Class ~ : Tech
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~Appearance~
As you are heading out the door of your house, a small glimmer of light catches your eye. You turn around and see a mirror, putting you face to face with your reflection.
[/b][/i]As you are heading out the door of your house, a small glimmer of light catches your eye. You turn around and see a mirror, putting you face to face with your reflection.
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Physical appearance ~ : Dee has the characteristic yellow eyes, four foot body and ridiculous fashion sense of all Black Mages. There’s something vaguely human hidden beneath all the shadow but it’s twisted and scarred – full of grit and muscle and the taste of ashes and he doesn’t reveal himself willingly. One of his most notable traits is an Ace-shaped tattoo that is clearly magical as it is visible through even his gauntlets.
Strip away the outer layers and there’s actually not much (if you ignore the giant glowing eyes and the umpkempt hair that desperately needs cutting. Or at least washing) that makes him look any different from a remarkably thin and sinewy eight-year old though he does have small, vestigial red wings that are usually hidden beneath all the clothing; size-wise they’re perhaps equivalent to a doves’. He weighs about eighty pounds, sopping wet.
Clothing/Accessories ~ : Dee has always like the soft blues that Black Mages were given as uniforms way back when they were still naught but war machines. Though his ensemble may change depending on the wear and tear and necessity he still favours those colours. The only things that never change are his gloves and his hat which are both [weapons] and he repairs them as best as he is able. If push comes to shove though he’s not terribly picky at all about what he wears as long as it covers and has, for instance, waltzed around in floral print wallpaper.
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~Personality~
As you're walking through the door, you see many sights that influence your mood. The different feelings that suddenly wash over you are many, leaving you with a strange mix of emotions.
[/i]As you're walking through the door, you see many sights that influence your mood. The different feelings that suddenly wash over you are many, leaving you with a strange mix of emotions.
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Alignment ~ : Neutral
Behavior ~ :
”You tried your best,” Number twelve-hundred-and-forty whispers softly. Kindly. Kindly, even as he sinks into Dee’s arms, losing mass and energy; kindly, even as each word cracks and heaves like silent boulders being slotted into place on a mountaintop. It won’t be long now.
Dee refuses to cry.
The others are here too. They always are when, when one of their number is about to Stop. They are children, but they are adults too because they have no time (no blasted, vivisecting time) but to be something that approaches both and neither. Just a year. Just a year.
Dee refuses to cry. But he wants to.
The newest batch, having only stumbled into existence a week ago are watching quietly, only vaguely aware that something is wrong. Dee’s pretty sure that no other race gets to appreciate death quite so intimately quite so early. But he wants them to… he wants them to… know. To remember.
(It’s selfish but he wants them to start traveling, to start enjoying, to… do something. Anything. Everything.)
(1249 gardens. 1253 paints. The Genomes are happy to teach what they know and Dee doesn’t know if it’s fair to give them only one chance at what they like because gardening, painting, anything – takes much, much more than one year to learn. He just wants them to be happy.)
“You… tried your… best,” twelve-forty whispers again before Stopping, the little bits and pieces that made the Black Mage vanishing into the starry sky like a sigh in the wind. It’s something hauntingly beautiful and achingly real. And it hurts. It hurts because it’s wrong, it hurts because there’s nothing he can DO, and, finally, because they’re all so perfect and if they had another day, another week… another year…
Dee refuses to cry. But he wants to. So much.
The Black Mage, the only Black Mage since Vivi to survive past the first year, gathers the clothes, the boots, the gloves, the hat and tries to remember what this particular one wanted – cremation or burial. It’s important that he remembers; it’s important that he remembers without having to write it down. They matter, they matter – if not to anyone else, than at least to him.
And then, without shaking and without pause, he begins the funeral service. Today is his three hundredth and fourty-second.~~~~~~~~~~~~~~~~~~~~~~~
Dee has a child’s logic and curiosity wedded to an adult’s snarky pessimism. He is fragile, mentally and physically but can be surprisingly tough depending on the circumstances: while he cares very little about himself he has a strong sense of responsibility when it comes to the welfare of others. If he seems overly familiar with death, well, that is not something that should come as surprise to anyone remotely knowledgeable about his world his and race.
(Admittedly, the closest thing that resembles him these days are Blue Rhapsodies.)
Dee is used to being needed, to being wanted, to being necessary. Traverse Town is slowly but surely revealing the not-so-nice parts of him that he had buried when every month brought fresh tragedy. He can be rude, inconsiderate, unhelpful, mean and petty. He can also laugh, play, bubble with excitement, and ever so slowly and patiently learn how to use needle and thread as he repairs his clothes and learns a slower pace.
As of right now he’s suffering from partial amnesia: the things he does do he does instinctively without knowing the exact reasoning behind it. There’s a lingering sense of urgency about his actions but without a focus or an outlet he can’t do much about it. His clearest memories are about Black Mage Village and while the memories can be sweet, they are rarely happy which no doubt contributes to his mood.
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~Weapons~
Suddenly, a Heartless appears in front of you, brandishing its claws and threatening to attack. You reach for your weapon and equip it, ready to defend yourself.
[/i][/b]Suddenly, a Heartless appears in front of you, brandishing its claws and threatening to attack. You reach for your weapon and equip it, ready to defend yourself.
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Primary Weapon(s)
ID: DeeDee’s Gloves
Quality: Fine
By all appearances, DeeDee’s gloves are standard Black Mage gloves: bulky miner mitts, that appear far too coarse and unwieldy for something as delicate as the harnessing of magical firmament. While heavily reinforced by some of the toughest leather available and by thin metallic strips that were inserted at various choice places the gloves are not terribly durable, much like DeeDee himself and he finds himself having to constantly repair them. They are close enough in composition to gauntlets that they can resist the blows of lighter weapons (rapiers, some types of swords, daggers, etc.) but heavier weapons can be troublesome. He has yet to lose fingers, however.
[Fine Minor Ability (Flame Aura): DeeDee’s Gloves can wreath themselves in harmless magical flames when the fingers are snapped. While the level and color (orange, yellow, red, blue and white) of the light can be mentally adjusted, its brightest output would be equivalent to that of a gas lantern. When covered in this aura the temperature of the gloves are roughly five degrees Celsius above room or body temperature, whichever is highest. When the fingers are snapped again, the flame aura switches off.]
Secondary Weapon(s)
ID: DeeDee’s Hat
DeeDee’s hat acts as his magical focus. The distance spell Fire I (and possibly other distance spells*) will issue out of its zippered mouth (or whatever other hole is available). DeeDee is capable of using magic conventionally though, without the silly thing. Whenever it becomes damaged Dee repairs the hat by using rags and scraps. While it may have started as a normal tan, wizard’s hat it has become something else altogether now complete with rainbow hues, stars and moons, and hints of cotton candy.
*Feasibility to be determined upon purchase of said spells.
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~Abilities~
Just as you're about to fight the creature, you feel the power of your ancestors filling you. The strength of a thousand men courses through your veins as you prepare for battle.
[/i][/b]Just as you're about to fight the creature, you feel the power of your ancestors filling you. The strength of a thousand men courses through your veins as you prepare for battle.
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AP left: 0
Items
1. None
2. None
3. None
Equips
1. High Jump - 100 Munny
Jump up to 20 feet high.
2. Flaming Impact - 1750 Munny
Whenever the user of this equip deals physical damage to another character or object a burst of flame can be released dealing a significant amount of magical damage. Equivalent to a strong ability. The user can choose if it takes effect or not. No usage limit.
3. Fire I - 150 Munny
Allows the user to shoot a head-sized fireball at high speed with slight homing ability. Very difficult to dodge at medium range. Explodes on contact and deals weak fire-elemental magic damage. 10 uses per battle.
4. Sonic Thrust - 200 Munny
The user can perform a thrust with their weapon or body which propels them at Strong-level speed across a distance of ten feet. A slipstream surrounds the user that dulls any attack made on them from the front or sides during this movement but it also dulls their attack if it involves a bladed or piercing weapon to only cause blunt damage. The propulsion can only move the user in a straight direction and only over a surface, not through the air. 4 uses per battle with no other limitations.
Sonic Thrust's damage is equivalent to a Weak ability.
5. Ars Arcanum - 450 Munny
The user's weapon attack speed is tripled for three turns, allowing them to strike with an increased power and success rate.
Two uses per battle, maximum of one weapon attack combo per turn.
6. Dream Shield - 200 Munny
This equip boosts the power of the Shell Aura class ability, allowing it to completely guard against even strong-level attacks. In exchange this equip enforces a period of three of your turns between each use of Shell Aura. Guardians with a Dream Shield must only wait one of their turns between uses.
Special Abilities
N/A
Minions
N/A
Summons
N/A
[/blockquote]
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~History~
As you slay the last of the beasts, you put your weapon aside, and walk away, knowing your tale of bravery will be told for thousands of years to come.
[/b][/i]As you slay the last of the beasts, you put your weapon aside, and walk away, knowing your tale of bravery will be told for thousands of years to come.
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Devil Dance was born quite by accident, just another one of the many Black Mage experiments. His naming scheme is probably another unpleasant attempt at a joke: It’s an ancient reference, one which Devil Dance is unfamiliar with, much like how his brothers (or cousins) – the Black Waltz line – are unfamiliar with the particulars of their own name. Dee, in the purest sense of the term, was an all-encompassing failure.
(He's still not certain if Kuja built him. His construction seems too different)
At the time of his activation he had the same basic lifespan as the first prototype but none of its power, worse he was restricted to the use of a single element (fire). He did have something that someone was looking for, preventing him from simply being trashed and instead placed into stasis for future experimentation. Somehow, one way or another, he made his way into Kuja's lab still in stasis.
And then the heroes arrived and Kuja, being the villainous villain that he was, was killed in a suitably dramatic fashion. When all was said and done, someone (Vivi, or a close associate? Dee never did know) woke those in stasis.
It’s at this point Dee’s memory starts becoming tangible, but memory’s a fickle, whimsical thing and he’s not entirely sure what’s real and what’s fake. He’s fairly certain that when he was restarted it took a while for the others to realize that there were other differences besides his wings and lack of magical prowess. That later, he became the de facto leader of Black Mage Village because no one really wanted to speak with someone who would be gone in less than a year and Vivi had disappeared.
And then there’s a blank. He knows that something bad happened and that he’s here, here in Traverse Town for a reason that extends beyond the Heartless taking over Gaia: he was sent here. But for what purpose and what reason he hasn’t the faintest idea.
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~Class~
Before you embark on your journey a vision comes upon you. You see three weapons in front of you.
~ A sword of terrible destruction - The power of the warrior: Invincible courage.
~ A shield to repel all - The power of the guardian: Kindness to aid friends.
~ A staff of wonder and ruin - The power of the mystic: Inner strength.
You know that one of them must be chosen. What power will you seek?
[/b]Before you embark on your journey a vision comes upon you. You see three weapons in front of you.
~ A sword of terrible destruction - The power of the warrior: Invincible courage.
~ A shield to repel all - The power of the guardian: Kindness to aid friends.
~ A staff of wonder and ruin - The power of the mystic: Inner strength.
You know that one of them must be chosen. What power will you seek?
[ Dee picks up the shield, watching the sun glint off its surface and nods without trembling: this is how it should be.]
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~Other~
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