Post by Heliotrope on Oct 20, 2015 4:40:25 GMT
Name: Heliotrope
Alias: Blood
Appeared Gender: Female
Actual Age: 14375
Appeared Age: Mid-Twenties
Gemstone: Heliotrope (Bloodstone)
Gemstone Location: Middle of the Bottom Lip
Corrupted: No
Appearance: A mixture of black and dark red for her skin tone, she is tall and slender but curvaceous. Her wavy black hair is long and luscious with red tips. She wears seductive clothing which only amplifies her appearance. Her gem is rather small and sits in the middle of her bottom lip.
Personality: Flirtatious by nature, she tends to manipulate others to do as she pleases using seduction and coercion. She makes herself appear to be weak in order to seem non-threatening, but has been known to have a bit of a vindictive side, holding tight grudges and concocting elaborate revenges. She loves to use fusion to her advantage but refuses sustained fusions, seeing the act of trusting others too difficult and dangerous to keep a fusion longer than needed. She has an easy time making allies, however she has many trust issues so does her best to be aloof or not let others into her life for long. Because of Heliotrope's trust issues she doesn't often give or give back what she takes. Preferring to internalize it and brood in angry silence or make something like a rock explode. She doesn't like to get her hands dirty, having others fight for her before fighting for herself. That's not to say that she can't hold her own. She will distract and keep her enemy at bay while siphoning their energy before going in for the strike.
Likes:
Fusion
Dancing
Getting Her Way
Cold Things (winter, snow, ice cream, etc.)
Pretty Things (colorful lights, fireworks, herself)
Dislikes:
Long-term Fusion
Relationships
Gems immune or ignorant to her charms
Fears:
Commitment
Being Alone
Fusions:
- Hübnerite (fusion with Obsidian )
-Serpentine (fusion with Fuscite)
Weapon:
She uses small black throwing quills (about 6" long and 1/2" thick) that she can also grow into javelins or a lance. Thin but strong red cords (sometimes ribbons or banners, depending on the size of her weapons form) connect Heliotrope to her weapons, allowing her to siphon or transfer energy as long as the connection is made, if the cord is broken, the connection is broken. When she summons her weapon, she blows a kiss with either or both hands, forming the cords to tie around her fingers or she takes hold of the ribbon or banner end, maxing out around 15 meters or about 45 feet. She usually keeps her distance, throwing her quills at her opponent, once weakening them and strengthening herself, she moves in. She creates javelins or a lance that she tends to use as a pole for leverage to unleash a barrage attacks until her opponent yields.
Ability 1: Energy Sapping
Heliotrope can siphon energy out of gems by touching or embedding her weapon into their body. While attached, she can slowly drain energy from them. She siphons energy not power. She does not become more powerful, she becomes more energetic. The process is realtively slow and weak but by having multiple weapons embedded into a target gem, she can sap more energy and at a faster rate, however she is physically unable to siphon more energy than her body can withstand, so she cannot sap all or even half of a single gem's energy without causing herself to burst. She has to either transfer the energy out of her body or burn it off physically. She can siphon from multiple targets at once, but this makes the amount that she can take from each target significantly less, because she is still taking in the energy. Once her energy level reaches around 130% she will become unstable and will most likely burst instantly, any amount over 130% would make her explosively volatile and do significant damage to her gem. For her own safety she does not take more than she needs to even the battlefield, making her enemy weaker and herself stronger but making sure not to sap too much in fear of bursting or even breaking her gem. She can also sap energy through physical contact. She must have contact either physically or through her weapons for her ability to work.
((Think of this ability with the physics of filling a balloon with water, it can take only so much water before popping, it can take from multiple sources but still only holds the relatively the same amount of water before it will pop. Heliotrope starts most situations at 90% energy unless rested enough to be at 100%. She can only siphon energy to a maximum of 135% before becoming volatile. Each regular sized quill siphons at a rate of 3% per turn, larger weapons like javelins and her physical touch siphon at a rate of 5% a turn. She must constantly burn off of transfer the energy before it piles up on her, however most physical movement and action only burns around 1%-3% energy a turn. Creating weapons or using active abilities also drains energy but at a relative rate. Still she has to keep track of how much she takes in to avoid her overload cap, so she doesn't set many sipohon sources to keep herself from drawing too much.))
Ability 2: Energy Transference
Heliotrope can transfer or displace her own or siphoned energy into objects or even either gems. She transfers/displaces energy not power. She does not make things more powerful, she makes them more energetic.She can return or augment energy into other gems or even make things, like her weapons, burst from an overload of energy. However, in order to make something as complex or large as a gem, she would need to use more energy than she could take in before she would burst herself. While she can just return the energy she saps, she can also transfer it to another gem. She rarely does this though, preferring to keep all the energy inside. But she can only hold so much until she would burst. It is possible to siphon more quickly than she can transfer the energy, making it a very possible threat that she could not displace or burn the energy in time before her body bursts from overload. This is all the more reason why she does not siphon more energy than she can withstand, but because of this she doesn't siphon energy as quickly or abundantly as physically possible, she only siphons enough to put her and her target on the same terms when it comes to strength and endurance. She must have contact either physically or through her weapons for her ability to work.
((Let's use a balloon analogy again, think of this as two nearly full latex balloons attached together and with a pressurized hose. By pushing air from a balloon on one side, it fills the other balloon with the transferred air. If a smaller balloon is attached to a bigger one this way, the bigger balloon can not push as much air without making the other pop. If one of the balloons are under-inflated or deflated, the other balloon can push the air to equalize the two balloons or deflate itself to inflate the other. Heliotrope's Energy Transference works very similarly. When she displaces the energy into something small and atomically simple, in this case meaning it doesn't produce or use energy, it will only hold energy enough before exploding. So her common quills only need to have 3% of Helitotrope's energy to explode like a cherry bomb. However, gems, living beings, matter that creates/uses energy, would take substantial amounts of energy, over 135% energy at once to cause them to burst. Obviously she does not, if can not, use that side of the ability on anything more complex than her weapons or rocks. She also can return the energy she takes, but to keep both sides safe from overload , she equalizes the energy levels between herself and the target. But she can also give her own stored energy to another gem through contact. If she gives more than 25% of her energy remaining: she'll colapse unconscious, 5% energy remaining: she'll retreat to gem form, 0% energy remaining: gem goes dead, non-physically shattered.))
History:
Heliotrope once was mercenary for hire, working with a group of fellow mercenaries. Her seductive nature and quick persistent thinking made her a valuable ally both on and off the battlefield. She had even developed a close relationship with one of her partners, Obsidian. They were inseparable, quite often literally. They would fuse constantly or just stay fused for centuries. But one day, on a mission, her group was ambushed and overtaken. Only too late did she discover that Obsidian had betrayed them all, giving even her up for vast wealth. Her comrades were shattered and she left behind to rot with a cracked gem. However, luck smiled upon her as she was saved by a mysterious gem. She only saw her blurry silhouette, but when she came to her gem had been restored.
For the next thousand years or so, she hunted down every gem responsible and shattered them into dust. Including her past love, Obsidian. (Probably) Now she is a fuse for hire. She will fuse with nearly any that will have her, but will not stay fused for longer than needed, having almost nervous break-downs at the idea of a long-term fusion or even a friendship.
Heliotrope seeks only to better life for herself, so in order to find a path that would be the least bother and hassle for herself, she agreed to be an agent of the gem homeworld to destroy Rose's army from the inside out. However she is not very driven without any overwhelming forces baring over her to act.
Time Line:
-Breaking Up the Band
-
-
-Reaching Down
-Why the Sun Sets Red
-Introductions are In Order
-The Golden Temple
-
- Warehouse Revelry
-
-To Fool a Gem
-Strawberry Feilds Forever
-It Could Have Been Worse
-Bad Blood Ties
-Blood Lost
-Pebbles on the Beach
-
Theme Music:
Porn Star Dancing
Dance Styles:
-Exotic Dancing (solo)
-Pole Dancing (solo weapon assisted)
-Bachata (couple/fusion)
Font Color:
font color="#ca133f"
Character Arcs:
-Infiltrate Rose Quartz army
-Is poofed and held captive for several months
-Returns, gaining new Homeworld allies
-Turn Labradorite into an Artifact to keep undercover
-Discover Obsidian is alive and attempt to kill her *possibly become corrupted*
-Finds someone to trust/love
-Is discovered as a spy of the homeworld
-Joins Rose's Army as an actual rebel
Alias: Blood
Appeared Gender: Female
Actual Age: 14375
Appeared Age: Mid-Twenties
Gemstone: Heliotrope (Bloodstone)
Gemstone Location: Middle of the Bottom Lip
Corrupted: No
Appearance: A mixture of black and dark red for her skin tone, she is tall and slender but curvaceous. Her wavy black hair is long and luscious with red tips. She wears seductive clothing which only amplifies her appearance. Her gem is rather small and sits in the middle of her bottom lip.
Personality: Flirtatious by nature, she tends to manipulate others to do as she pleases using seduction and coercion. She makes herself appear to be weak in order to seem non-threatening, but has been known to have a bit of a vindictive side, holding tight grudges and concocting elaborate revenges. She loves to use fusion to her advantage but refuses sustained fusions, seeing the act of trusting others too difficult and dangerous to keep a fusion longer than needed. She has an easy time making allies, however she has many trust issues so does her best to be aloof or not let others into her life for long. Because of Heliotrope's trust issues she doesn't often give or give back what she takes. Preferring to internalize it and brood in angry silence or make something like a rock explode. She doesn't like to get her hands dirty, having others fight for her before fighting for herself. That's not to say that she can't hold her own. She will distract and keep her enemy at bay while siphoning their energy before going in for the strike.
Likes:
Fusion
Dancing
Getting Her Way
Cold Things (winter, snow, ice cream, etc.)
Pretty Things (colorful lights, fireworks, herself)
Dislikes:
Long-term Fusion
Relationships
Gems immune or ignorant to her charms
Fears:
Commitment
Being Alone
Fusions:
- Hübnerite (fusion with Obsidian )
-Serpentine (fusion with Fuscite)
Weapon:
She uses small black throwing quills (about 6" long and 1/2" thick) that she can also grow into javelins or a lance. Thin but strong red cords (sometimes ribbons or banners, depending on the size of her weapons form) connect Heliotrope to her weapons, allowing her to siphon or transfer energy as long as the connection is made, if the cord is broken, the connection is broken. When she summons her weapon, she blows a kiss with either or both hands, forming the cords to tie around her fingers or she takes hold of the ribbon or banner end, maxing out around 15 meters or about 45 feet. She usually keeps her distance, throwing her quills at her opponent, once weakening them and strengthening herself, she moves in. She creates javelins or a lance that she tends to use as a pole for leverage to unleash a barrage attacks until her opponent yields.
Ability 1: Energy Sapping
Heliotrope can siphon energy out of gems by touching or embedding her weapon into their body. While attached, she can slowly drain energy from them. She siphons energy not power. She does not become more powerful, she becomes more energetic. The process is realtively slow and weak but by having multiple weapons embedded into a target gem, she can sap more energy and at a faster rate, however she is physically unable to siphon more energy than her body can withstand, so she cannot sap all or even half of a single gem's energy without causing herself to burst. She has to either transfer the energy out of her body or burn it off physically. She can siphon from multiple targets at once, but this makes the amount that she can take from each target significantly less, because she is still taking in the energy. Once her energy level reaches around 130% she will become unstable and will most likely burst instantly, any amount over 130% would make her explosively volatile and do significant damage to her gem. For her own safety she does not take more than she needs to even the battlefield, making her enemy weaker and herself stronger but making sure not to sap too much in fear of bursting or even breaking her gem. She can also sap energy through physical contact. She must have contact either physically or through her weapons for her ability to work.
((Think of this ability with the physics of filling a balloon with water, it can take only so much water before popping, it can take from multiple sources but still only holds the relatively the same amount of water before it will pop. Heliotrope starts most situations at 90% energy unless rested enough to be at 100%. She can only siphon energy to a maximum of 135% before becoming volatile. Each regular sized quill siphons at a rate of 3% per turn, larger weapons like javelins and her physical touch siphon at a rate of 5% a turn. She must constantly burn off of transfer the energy before it piles up on her, however most physical movement and action only burns around 1%-3% energy a turn. Creating weapons or using active abilities also drains energy but at a relative rate. Still she has to keep track of how much she takes in to avoid her overload cap, so she doesn't set many sipohon sources to keep herself from drawing too much.))
Ability 2: Energy Transference
Heliotrope can transfer or displace her own or siphoned energy into objects or even either gems. She transfers/displaces energy not power. She does not make things more powerful, she makes them more energetic.She can return or augment energy into other gems or even make things, like her weapons, burst from an overload of energy. However, in order to make something as complex or large as a gem, she would need to use more energy than she could take in before she would burst herself. While she can just return the energy she saps, she can also transfer it to another gem. She rarely does this though, preferring to keep all the energy inside. But she can only hold so much until she would burst. It is possible to siphon more quickly than she can transfer the energy, making it a very possible threat that she could not displace or burn the energy in time before her body bursts from overload. This is all the more reason why she does not siphon more energy than she can withstand, but because of this she doesn't siphon energy as quickly or abundantly as physically possible, she only siphons enough to put her and her target on the same terms when it comes to strength and endurance. She must have contact either physically or through her weapons for her ability to work.
((Let's use a balloon analogy again, think of this as two nearly full latex balloons attached together and with a pressurized hose. By pushing air from a balloon on one side, it fills the other balloon with the transferred air. If a smaller balloon is attached to a bigger one this way, the bigger balloon can not push as much air without making the other pop. If one of the balloons are under-inflated or deflated, the other balloon can push the air to equalize the two balloons or deflate itself to inflate the other. Heliotrope's Energy Transference works very similarly. When she displaces the energy into something small and atomically simple, in this case meaning it doesn't produce or use energy, it will only hold energy enough before exploding. So her common quills only need to have 3% of Helitotrope's energy to explode like a cherry bomb. However, gems, living beings, matter that creates/uses energy, would take substantial amounts of energy, over 135% energy at once to cause them to burst. Obviously she does not, if can not, use that side of the ability on anything more complex than her weapons or rocks. She also can return the energy she takes, but to keep both sides safe from overload , she equalizes the energy levels between herself and the target. But she can also give her own stored energy to another gem through contact. If she gives more than 25% of her energy remaining: she'll colapse unconscious, 5% energy remaining: she'll retreat to gem form, 0% energy remaining: gem goes dead, non-physically shattered.))
History:
Heliotrope once was mercenary for hire, working with a group of fellow mercenaries. Her seductive nature and quick persistent thinking made her a valuable ally both on and off the battlefield. She had even developed a close relationship with one of her partners, Obsidian. They were inseparable, quite often literally. They would fuse constantly or just stay fused for centuries. But one day, on a mission, her group was ambushed and overtaken. Only too late did she discover that Obsidian had betrayed them all, giving even her up for vast wealth. Her comrades were shattered and she left behind to rot with a cracked gem. However, luck smiled upon her as she was saved by a mysterious gem. She only saw her blurry silhouette, but when she came to her gem had been restored.
For the next thousand years or so, she hunted down every gem responsible and shattered them into dust. Including her past love, Obsidian. (Probably) Now she is a fuse for hire. She will fuse with nearly any that will have her, but will not stay fused for longer than needed, having almost nervous break-downs at the idea of a long-term fusion or even a friendship.
Heliotrope seeks only to better life for herself, so in order to find a path that would be the least bother and hassle for herself, she agreed to be an agent of the gem homeworld to destroy Rose's army from the inside out. However she is not very driven without any overwhelming forces baring over her to act.
Time Line:
-Breaking Up the Band
-
-
-Reaching Down
-Why the Sun Sets Red
-Introductions are In Order
-The Golden Temple
-
- Warehouse Revelry
-
-To Fool a Gem
-Strawberry Feilds Forever
-It Could Have Been Worse
-Bad Blood Ties
-Blood Lost
-Pebbles on the Beach
-
Theme Music:
Porn Star Dancing
Dance Styles:
-Exotic Dancing (solo)
-Pole Dancing (solo weapon assisted)
-Bachata (couple/fusion)
Font Color:
font color="#ca133f"
Character Arcs:
-Infiltrate Rose Quartz army
-Is poofed and held captive for several months
-Returns, gaining new Homeworld allies
-Turn Labradorite into an Artifact to keep undercover
-Discover Obsidian is alive and attempt to kill her *possibly become corrupted*
-Finds someone to trust/love
-Is discovered as a spy of the homeworld
-Joins Rose's Army as an actual rebel