Post by frostflare on Nov 4, 2012 22:47:23 GMT -5
Name: Rheya Ronso
Nicknames/Alias: The walking sphere, The Old One.
FF (Even OCs have to originate from a certain FF): X(spira)
Age: Rheya was trapped in Mt. Gagazet, and has only recently awakened(with little and no memory). Spheres she has found date her back to the Zanarkind war.
Height/build: Typical Ronso standing at 7 foot 4, tall and strong. Her frame is slightly thiner then a typical Ronso, and a tad frailer. This can be attributed to both her years in the ice, and that she is female. Female ronso tend to be less strong and more agile.
DoB: Unknown, she has forgoten it.
Race: Ronso
Weapon: Rheya weilds 3 diffrent weapons, depending on the DressSphere she is currently in.
Hunter: Rheya weilds an Arm-Bow named Demeter. The arm-bow attaches at her wrist(at the guantlet) and is pretty self-explainatory. The wrist-bow has shorter range then a longbow or a shortbow would have. It does although have a much higher firerate.(she can attack very fast). it also is very uncombersome, and she can move about very easily with it and not have to worry about it getting in the way.
Evoker: Rheya wields the Scythe "Sense". Sense is a pretty unique scythe(weapon). It lacks the shear damage output of the other two weapons, but Sense has the power to harm MP directly. Those struck with its blade feel there spirits and mind struck as hard as thier body.
Guardian: Rheya weilds the Grand Hammer "Arbitor". Arbitor is large, and heavy hammer. Humans even with great strength would have trouble weilding it...But Rheya can weild it with one hand even. She does not suffer at all whilst weilding the great hammer. Arbitor is the judgement of the Guardian. It deals very heavy damage when it hits(its heavy), and naturaly ignores certain armors. Metal armor and Shells do nothing to truely stop the impending hammer from just crashing through.
Level (Anywhere between 1-100): 50
Strength: 150
Physical: 50
Magical: 40
Agility: 60
(*Do Note that this is her Natural Stat Distrabution. Upon Changing to any of her spheres these stats increase and decrease to suit the job. Guardian Haveing Higher Physical and Magical, less Agility. Hunter having Higher Agility and Physical and less magic, and the Evoker having Higher magic and agility and less Physical).
Special Skill(s):
Dresspheres/Garmet Grid: Whilst gaining popularity in spira, The garmet grid was not something that existed back in Zannerkind. When she was reawoken at the end of Sin's demise, she sought refuge in the strange new world. She found that she could glimpse moments into the past through spheres. And thus began her desire to find spheres off both her past, and her origin. As she had forgotten both(mostly). This began her days as a sphere hunter..and through recognition was rewarded a garmit grid. Rheya weilds 3 dressspheres, each one in partition to a moment of her past that she holds dear.
DressSphere:Evoker: The cracked sphere. The Evoker is the ultimate Manipulater of combat. Lacking the downright physical power of the Guardian and Hunter, the Evoker instead has her wits. The Evoker manipulates Sensations, perceptions, and emotions to her whim. She can make a person feel sick, or blind them. SHe can take effects on allies and turn them to boons, or posatives on foes and redirect them around. Evokers can manipulate Pyreflies to create Illusions of themselves(Rheya sacrafices life, and thus unleashes pyreflies). They can also manipulate the fabric of magic itself(drain it from allies or enimies, and manipulate it around). The evoker focuses on the aspect of Control. She can increase status effects lenges, make foes succeptible to elements(she can make a fire breathing dragon fear flame), and even teleport and turn herself invisble all by manipulating the mind, the senses, and magic around her.. The cracked sphere unfortuently does come with a drawback. Whilst also haveing a low strenght, the Evoker dresssphere itself is missing a hunk of itself. Whilst still functional, it sevearly dampens her sight. Makeing her accuracy very low. The Evoker can still see via "aura"(emotions, and feelings that radiate from living entities) and has a very dim view of things close to her. Otherwise she is blind as a bat.
Guardian: The Protecter sphere. The guardian has a vast amount of defense, magical ability, and active defenders. The gaurdian is the best sheild in the world. Physicaly the Guardian can withstand most attacks with ease, but her magics allow her to "increase" her survivability. This can be through the means of nulyfying attacks compeltly, creating bubbles to reflect projectiles, makeing sheilds to eat damage and etc. Guardians come into battle as the Support of the group. Whilst they lack debilitating effects, and heavy damage(they do damage, but not as high or as fast as they hunter) they act as the mediater in combat. They can buff allies with shouts and auras, radiate health and spiritual healing(Mp). They can mend wounds with a call, and even create barriers of magical force to stop oppenents from getting through for a short time. The guardian is in all respects designed to be played in a group. They are plenty capable of outlasting any fiend...but they lack the damage to really take a fiend out on their own.
Hunter: The agile solo-class. The hunter lacks specilization like the other two spheres, and isntead is capable of a little of everything(with a high accuracy to boost). The Hunter is Rheya's Solo class, and on most one on one occurences she is better of with this Dress Spheres random but wide assortment of abbilites then her other two dressspheres.. Weilding a bow capable of unleashing several attacks in a moment, with extreamly high accuracy, and a high critical rate, the hunter hits hard and fast. The hunter has more to offer then just pure damage through the attack. The hunter also weilds powerfull magics over the natural world. These magics are costly(high mp), often come with negative effects on the caster, but grant powerfull abbilites and tactics. The ranger can call to the ground and it will shake and quake. She can make tides ebb and flow at the wave of her hand, and wind will always be at her back and her arrows when she needs it. THe natural magics are linked to the area's she is in. For example, in a snow and ice covered area the Hunter can pull ice from the earth and create blizzards. But in a dessert she would be forced to use sand and wind. With no water present she can not make water appear. The Hunter can also pull the "fundementals" of elements out into the open. For example she can make water heal an ally(a little bit), or make earth fortify an allies defense and stability. She can make wind taker her off the ground, and it aids her. Besides just the planet, natural animals and critters will not harm her, but they will come to her aid. Bears and birds, monkies, dogs, cats etc etc. Natural animals will always be passive to her, and she can calm a raging beast with only a stare. She can whistle to the forest to ask natural animals in the area to come to her aid. The animal depends on the natural area, and the distance. She could whistle and no animal come becuase she is near no natural beast. Fiends are not Natural and thus are not under her jurisdiction.
SphereBreak(s): Rheya lacks the abbility of some dresssphere users to activate "special" spheres. Instead Rheya can unlock the full potential of her spheres for very brief moments. This happens via overcharging her spheregrid, which means that she has to move through every sphere on her grid at least once. (the sphere changes in a battle). Upon reaching her desired Sphere, after the charging Rheya can unleash a sphere's "memory" or "power". This means that each dress sphere has a diffrent Sphere Break. Unfortuently, useing a spherebreak causes the sphere to "break" for a short time. Rendering Rheya unable to utalize it's dress or its abbilites whilst it recharges. SphereBreaks are incredibly powerfull moves, and some of them have special mechanics that alter how they work. Rheya is carefull to not unleash a spherebreak unless it is neccacary, otherwise she could be caught between only two dress spheres..and that in itself is a weakness.
Evoker: Phantasm- Through the manipulation of senses and magic, Rheya pulls of a nightmarish spell. Phatasm creates a looming figure of smoke above the target. The smoke constantly changes shape and form, from butterfly to dragon to stick to castle. The smoke itself is fear, and as it billows around the target and enters them it starts to inflict its devious effects. Phatasm naturaly harms any creature caught in its "area of effect" little by little. But its real effect is its random chaotic nature. Phatasm is pure etheral hell. It inflicts any and all status effects, all across the spectrum. It can make a man into a toad, or shrink him to the size of a bug. Make a singer mute, and turn a fighter into a stone statue. Every few seconds the phantasm strikes, billowing an effect outwards and randomly inflicting status effects on targets. The phantasm also drains targets physicaly as well. It weakens their bodies, thier minds, and souls. It reduces thier stats whilst they are effected. Do not running from the cloud is no good, as the Phatasm will follow the target. The Phantasm lasts for a good 5 minuetes or so before it dissipates into nothing-ness. Upon leaveing the cloud has one last finishing effect. It extends the durrations of al status effects on creatures for a few more moments. The cloud gets even more dangerous the more status effects are upon the Evoker. For each status effect(negative) that rends Rheya, the cloud will inflict one more random effect every moment it lives. Rheya has been none to debilitate herself with her own magic just to release this cloud of plauge and pestilance. All status effects are cured upon casting the phantasm as it eats them.
Guardian: Sanctuary: The guardian sphere relies on support to keep itself alive and its allies. Sanctuary is a very powerfull last ditch defensive move. Through the sacrafice of the dressphere Rheya is capable of expanding forth from her position a Sphere of white magic. This sphere is a combined effort of many diffrent abbilies in her repitioure. The Sanctuary spell is large enough to hold at least 10 people and completly covers the area from below and above. Magic and projectiles cast at the sphere will be nulified(and upon contact disperse into healing magic that heals allies inside the bubble). Whats more the Bubble protects from melee attacks as it forces back all enemies who come in contact with its white shell. Even the most powerfull fiends are forced back. Allies inside the bubble recieve more then just protection. There wounds slowly mend(Regen), they are randomly buffed of thier stats(like better accuracy and defense) and these effects last even after the bubble is down for a short time. Status Effects are cured every few seconds, and Shell and Protection wave over anyone who exits the bubble. Allies inside the bubble are able to launch magic and projectiles through the bubble without fear of it being absorbed. The short and brief time that Sanctuary is up requires Rheya's constant attention, and it constantly drains her magical energy, and then health after that is exhuasted. The bubble lasts very briefly, less then 15 seconds...but it too has a special mechanic. The more allies in critical conditions upon castign the sanctuary(and those inside it), the stronger it gets and the longer she can maintain it. Sanctuary is a protection spell, and it does better one there is a geniune "NEED" to protect.
Hunter: Nature's Wrath: Whilst not being nearly as Supportive or Debilitating as the Previous two abbilies, Nature's wrath makes up for it in shear uniqueness. Nature's Wrath allows the Ranger to pull from nature a beast. The beast is made of the element most pressent around her. For example she could make ice transform intoa living bear. Water could warp into a slithering snake or fish, Air intoa great bird, and rock into any nature of creature(from wolf to deer). The main point of Nature's wrath is that it calls into being a very powerfull, living, breathing elemental. These are the spirits of nature and as such are incredibly powerfull. There mere pressence boosts all of Rheya's stats. But what is unique about them is the utility of the beasts change as the element is. A rock wolf is slower then a wind roc, but It posses unbelivable health and defense. The rock wolf is also cappable of calling upon the planet for more aid(makeing up to 4 more wolves) with a howl. The elemental creatures are capable of manipulating thier elements repsectivly well. The rock wolf can make earth quake with a snarl, and these beasts act like a summon would at Rheya's command and call, and can even be ordred to do as they wish. Rheya will remain her Hunter form until the creature is slain*its not on a timmer*. Which upon defeat she would of course twist into one of her other dresspsheres. Whats more she can sacrafice her animal at any time to unleash a truely powerfull and versatile attack. Sacraficing the wolf coats her arrows in the power of force and rock...foes struck are not only knocked back and down, but also are turned to stone instently for a breif time. This of course kills the pet early and thus ends her spherebreak.
Magic: All of Rheya's Dressspheres contain thier own "Magic" sub-list. Refer to the Section below for a more detailed look.
Summon:None
Appearance: Rheya is 7 feet tall with 4 inches to spare. Standing on the pads of her feet, Rheya easily towers over commen men and man, and stands just above avarage females of her species. Rheya is a ronso, and as such shares traits of her kind. The fur, feline-bipedal appearence. Rheya is in all regards a ronso physicaly. her fur is a lighter tinge of blue then many ronso, although it is still quite stark against the blonde hair that tuffs along her ears, her hair, and shoulders. Rheya's snout is much softer, and her features are also much less defined then other ronso. Giving her a very calm appearence. Rheya's eyes are also a bit bizzare among her kind. One Eye is a very Deep green, but the other is a bright blue. The Right and Left respectivly.Rheya unlike many ronso Let's her top her down. She lets it stand free from many burdons. Only takeing the time to braid two of the front sections, and a ponytail on the back. Her hair is a vivid blonde.
Rheya has thee diffrent dress spheres, each balanced on the theme of clothing that would suit her. One class wears an asortment of Leathers, one clothes, and one uses a heavy amoutn of plate and scale. Rheya can at will Switch between her DressSpheres in a special Little scene.
Rheya in the Guardian DressSphere takes a much more Crusader approach to her clothing. With a Stiched Leather top, fited with sleaves lined with scales, her chest is probably the least protected of her bodies. Guantlets of plated metal cover her for-arms, and leather "shoes" plated with interlaping plates decorate her. She wears garters on both of her legs that drape scales for a short length downward. She wears a gurdle of metal, leather and scales that cover her abdomen. Scales form a protective Simi-skirt that covers a portion of both legs and the back of her legs leaving her groin open. her groin is covered in a thick-leather underwear(similar toa body suit but without a top). She of course wears underwear underneath it.
The Hunter Dress-sphere is far more primal. Stiched is an understatment. Her boots reach up to just above her knees, and each boot is stiched with a seam down the inner and outer sides. The Middle of her boot can be unclasped to allow her feet to fit into it, but are quickly clasped back tight. She wears pants made of leather stiched haphazzardly in random directons and pieces. A garter with a knife in it makes itself home on her left leg. Several belts hang aroudn her hip, and legs interconecting to form a unique network. Bags and leather pockets linethemselves along her main center belt. A leather tabbard falls itself inbetween her legs, though the leather is boiled and softed to allow it to flow better in combat. A mini quiver hangs from a belt that reaches her right thigh, carrying many of the essential arrows for her tiny bow. Her Mid section is exposed to the elements..but once to reach to just below her breasts she dons a jacket. The Jaket itself is stiched along the major seams and is of course also leather. Its middle clasps over her rather large bussom, a undershirt of cloth makes itself home under the jacket of course. A fur collar lines her throat. Ohh, and the jaket has a hood hand stiched into its coller, that in a very lovely way she can pull over her head to cover her eyes but not her sight. Her ears do have little holes to poke through, that also happen to keep the hood in place in most elements. Fur lines her jakets inside. An armband lines her left arm that carries her lovely armbow.
The Evoker dress-sphere is the least protective. Being entierly made of silks and other clothes, with a minor amount of metal and decrotive gems. Her boots are shorter then her other spheres, ending just above her Du-claw. Whilst the boots are mainly a soft leather, cloth sitches and decorates the binding. 2 bells fall of braided cloth and chime as she moves. Stockings of Thin fabric flow up her legs, with a lovely tie-up on the fronts of both. Ruffles expell themslevs from the tops of both stockings. A skirt of leather covers her groin. The leather splits at both the sides in a triangle, where string crosses at the points. Her underwear can be seen rising and sitting on her hips. A tabard of thin cloth falls just at her belt and just below her knees. Her bra is strapless, and is tied up in the middle. A capelet hangs itself on her shoulders an dfall sjust to the area obove her tail. A braided twine keeps itself attached to her kneck. Armlets decorate both her arms, each hanging several sphere-like gems. An armbad covers both her arms, although on the Right arm a Mirror-like bucklet does make itself known.
Personality: Rheya shares traits with other ronso, but at the same time is very diffrent. She is well spoken, and has a very keen mater on manerisms. She is down to earth, and homely. A kind hearted beast. She is noble, and full of pride. Unlike most ronso, she is slow to anger. She is calm, and motherly. Her attitude takes people aback when the realize she is not some indimidating, furous and powerfull beast. She is majestic, alive and breathing. She seeks fun, and enjoyment, and seeks only to better herself. She has a very strict sense of honor and code, and absolutly abides by her morals. Those that insult her code believe they can get to her that way. It would be wrong. Rheya is resolute in her path, and tries in all maners to reserve the beast lurking inside of her mind.
Rheya in the past was a brash youth, and some of that still lurks under her hide. In times of danger or extream curciumstances she can act without thought or rationality. She can unleash her inner beast, and can become fearsome in a matters moment. She is bestial and maternal, and those she befriends she is fiercely defendend off. Thos that threaten her friends soon find themselves face to face with 7 feet of pure rage. Rheya is against her bestial nature, and does try to "reserve it". She is offened when she sees other Rhonso act like animals. As such she has the tendency to be a bit harsh on others who act childish and brash. She may not remember her younger days much, but from what few spheres she has, brashness in her youth led to very bad results. As such she was one of the Few Ronso who sidded with Elder Khimari against haveing a war against the Guado.
She is a matured and gracefull ronso, with a calm and collected demeaner. She talks as little as she can manage(words should not be used carelessly..as one wrong word can cause all the wrongs). She tries to keep her head out of the clouds, and sticks to her pragmatic mind. She is inteligent, and resourcefull. She is a proud creature, and one does well to remember that.
History:
Nicknames/Alias: The walking sphere, The Old One.
FF (Even OCs have to originate from a certain FF): X(spira)
Age: Rheya was trapped in Mt. Gagazet, and has only recently awakened(with little and no memory). Spheres she has found date her back to the Zanarkind war.
Height/build: Typical Ronso standing at 7 foot 4, tall and strong. Her frame is slightly thiner then a typical Ronso, and a tad frailer. This can be attributed to both her years in the ice, and that she is female. Female ronso tend to be less strong and more agile.
DoB: Unknown, she has forgoten it.
Race: Ronso
Weapon: Rheya weilds 3 diffrent weapons, depending on the DressSphere she is currently in.
Hunter: Rheya weilds an Arm-Bow named Demeter. The arm-bow attaches at her wrist(at the guantlet) and is pretty self-explainatory. The wrist-bow has shorter range then a longbow or a shortbow would have. It does although have a much higher firerate.(she can attack very fast). it also is very uncombersome, and she can move about very easily with it and not have to worry about it getting in the way.
Evoker: Rheya wields the Scythe "Sense". Sense is a pretty unique scythe(weapon). It lacks the shear damage output of the other two weapons, but Sense has the power to harm MP directly. Those struck with its blade feel there spirits and mind struck as hard as thier body.
Guardian: Rheya weilds the Grand Hammer "Arbitor". Arbitor is large, and heavy hammer. Humans even with great strength would have trouble weilding it...But Rheya can weild it with one hand even. She does not suffer at all whilst weilding the great hammer. Arbitor is the judgement of the Guardian. It deals very heavy damage when it hits(its heavy), and naturaly ignores certain armors. Metal armor and Shells do nothing to truely stop the impending hammer from just crashing through.
Level (Anywhere between 1-100): 50
Strength: 150
Physical: 50
Magical: 40
Agility: 60
(*Do Note that this is her Natural Stat Distrabution. Upon Changing to any of her spheres these stats increase and decrease to suit the job. Guardian Haveing Higher Physical and Magical, less Agility. Hunter having Higher Agility and Physical and less magic, and the Evoker having Higher magic and agility and less Physical).
Special Skill(s):
Dresspheres/Garmet Grid: Whilst gaining popularity in spira, The garmet grid was not something that existed back in Zannerkind. When she was reawoken at the end of Sin's demise, she sought refuge in the strange new world. She found that she could glimpse moments into the past through spheres. And thus began her desire to find spheres off both her past, and her origin. As she had forgotten both(mostly). This began her days as a sphere hunter..and through recognition was rewarded a garmit grid. Rheya weilds 3 dressspheres, each one in partition to a moment of her past that she holds dear.
DressSphere:Evoker: The cracked sphere. The Evoker is the ultimate Manipulater of combat. Lacking the downright physical power of the Guardian and Hunter, the Evoker instead has her wits. The Evoker manipulates Sensations, perceptions, and emotions to her whim. She can make a person feel sick, or blind them. SHe can take effects on allies and turn them to boons, or posatives on foes and redirect them around. Evokers can manipulate Pyreflies to create Illusions of themselves(Rheya sacrafices life, and thus unleashes pyreflies). They can also manipulate the fabric of magic itself(drain it from allies or enimies, and manipulate it around). The evoker focuses on the aspect of Control. She can increase status effects lenges, make foes succeptible to elements(she can make a fire breathing dragon fear flame), and even teleport and turn herself invisble all by manipulating the mind, the senses, and magic around her.. The cracked sphere unfortuently does come with a drawback. Whilst also haveing a low strenght, the Evoker dresssphere itself is missing a hunk of itself. Whilst still functional, it sevearly dampens her sight. Makeing her accuracy very low. The Evoker can still see via "aura"(emotions, and feelings that radiate from living entities) and has a very dim view of things close to her. Otherwise she is blind as a bat.
Guardian: The Protecter sphere. The guardian has a vast amount of defense, magical ability, and active defenders. The gaurdian is the best sheild in the world. Physicaly the Guardian can withstand most attacks with ease, but her magics allow her to "increase" her survivability. This can be through the means of nulyfying attacks compeltly, creating bubbles to reflect projectiles, makeing sheilds to eat damage and etc. Guardians come into battle as the Support of the group. Whilst they lack debilitating effects, and heavy damage(they do damage, but not as high or as fast as they hunter) they act as the mediater in combat. They can buff allies with shouts and auras, radiate health and spiritual healing(Mp). They can mend wounds with a call, and even create barriers of magical force to stop oppenents from getting through for a short time. The guardian is in all respects designed to be played in a group. They are plenty capable of outlasting any fiend...but they lack the damage to really take a fiend out on their own.
Hunter: The agile solo-class. The hunter lacks specilization like the other two spheres, and isntead is capable of a little of everything(with a high accuracy to boost). The Hunter is Rheya's Solo class, and on most one on one occurences she is better of with this Dress Spheres random but wide assortment of abbilites then her other two dressspheres.. Weilding a bow capable of unleashing several attacks in a moment, with extreamly high accuracy, and a high critical rate, the hunter hits hard and fast. The hunter has more to offer then just pure damage through the attack. The hunter also weilds powerfull magics over the natural world. These magics are costly(high mp), often come with negative effects on the caster, but grant powerfull abbilites and tactics. The ranger can call to the ground and it will shake and quake. She can make tides ebb and flow at the wave of her hand, and wind will always be at her back and her arrows when she needs it. THe natural magics are linked to the area's she is in. For example, in a snow and ice covered area the Hunter can pull ice from the earth and create blizzards. But in a dessert she would be forced to use sand and wind. With no water present she can not make water appear. The Hunter can also pull the "fundementals" of elements out into the open. For example she can make water heal an ally(a little bit), or make earth fortify an allies defense and stability. She can make wind taker her off the ground, and it aids her. Besides just the planet, natural animals and critters will not harm her, but they will come to her aid. Bears and birds, monkies, dogs, cats etc etc. Natural animals will always be passive to her, and she can calm a raging beast with only a stare. She can whistle to the forest to ask natural animals in the area to come to her aid. The animal depends on the natural area, and the distance. She could whistle and no animal come becuase she is near no natural beast. Fiends are not Natural and thus are not under her jurisdiction.
SphereBreak(s): Rheya lacks the abbility of some dresssphere users to activate "special" spheres. Instead Rheya can unlock the full potential of her spheres for very brief moments. This happens via overcharging her spheregrid, which means that she has to move through every sphere on her grid at least once. (the sphere changes in a battle). Upon reaching her desired Sphere, after the charging Rheya can unleash a sphere's "memory" or "power". This means that each dress sphere has a diffrent Sphere Break. Unfortuently, useing a spherebreak causes the sphere to "break" for a short time. Rendering Rheya unable to utalize it's dress or its abbilites whilst it recharges. SphereBreaks are incredibly powerfull moves, and some of them have special mechanics that alter how they work. Rheya is carefull to not unleash a spherebreak unless it is neccacary, otherwise she could be caught between only two dress spheres..and that in itself is a weakness.
Evoker: Phantasm- Through the manipulation of senses and magic, Rheya pulls of a nightmarish spell. Phatasm creates a looming figure of smoke above the target. The smoke constantly changes shape and form, from butterfly to dragon to stick to castle. The smoke itself is fear, and as it billows around the target and enters them it starts to inflict its devious effects. Phatasm naturaly harms any creature caught in its "area of effect" little by little. But its real effect is its random chaotic nature. Phatasm is pure etheral hell. It inflicts any and all status effects, all across the spectrum. It can make a man into a toad, or shrink him to the size of a bug. Make a singer mute, and turn a fighter into a stone statue. Every few seconds the phantasm strikes, billowing an effect outwards and randomly inflicting status effects on targets. The phantasm also drains targets physicaly as well. It weakens their bodies, thier minds, and souls. It reduces thier stats whilst they are effected. Do not running from the cloud is no good, as the Phatasm will follow the target. The Phantasm lasts for a good 5 minuetes or so before it dissipates into nothing-ness. Upon leaveing the cloud has one last finishing effect. It extends the durrations of al status effects on creatures for a few more moments. The cloud gets even more dangerous the more status effects are upon the Evoker. For each status effect(negative) that rends Rheya, the cloud will inflict one more random effect every moment it lives. Rheya has been none to debilitate herself with her own magic just to release this cloud of plauge and pestilance. All status effects are cured upon casting the phantasm as it eats them.
Guardian: Sanctuary: The guardian sphere relies on support to keep itself alive and its allies. Sanctuary is a very powerfull last ditch defensive move. Through the sacrafice of the dressphere Rheya is capable of expanding forth from her position a Sphere of white magic. This sphere is a combined effort of many diffrent abbilies in her repitioure. The Sanctuary spell is large enough to hold at least 10 people and completly covers the area from below and above. Magic and projectiles cast at the sphere will be nulified(and upon contact disperse into healing magic that heals allies inside the bubble). Whats more the Bubble protects from melee attacks as it forces back all enemies who come in contact with its white shell. Even the most powerfull fiends are forced back. Allies inside the bubble recieve more then just protection. There wounds slowly mend(Regen), they are randomly buffed of thier stats(like better accuracy and defense) and these effects last even after the bubble is down for a short time. Status Effects are cured every few seconds, and Shell and Protection wave over anyone who exits the bubble. Allies inside the bubble are able to launch magic and projectiles through the bubble without fear of it being absorbed. The short and brief time that Sanctuary is up requires Rheya's constant attention, and it constantly drains her magical energy, and then health after that is exhuasted. The bubble lasts very briefly, less then 15 seconds...but it too has a special mechanic. The more allies in critical conditions upon castign the sanctuary(and those inside it), the stronger it gets and the longer she can maintain it. Sanctuary is a protection spell, and it does better one there is a geniune "NEED" to protect.
Hunter: Nature's Wrath: Whilst not being nearly as Supportive or Debilitating as the Previous two abbilies, Nature's wrath makes up for it in shear uniqueness. Nature's Wrath allows the Ranger to pull from nature a beast. The beast is made of the element most pressent around her. For example she could make ice transform intoa living bear. Water could warp into a slithering snake or fish, Air intoa great bird, and rock into any nature of creature(from wolf to deer). The main point of Nature's wrath is that it calls into being a very powerfull, living, breathing elemental. These are the spirits of nature and as such are incredibly powerfull. There mere pressence boosts all of Rheya's stats. But what is unique about them is the utility of the beasts change as the element is. A rock wolf is slower then a wind roc, but It posses unbelivable health and defense. The rock wolf is also cappable of calling upon the planet for more aid(makeing up to 4 more wolves) with a howl. The elemental creatures are capable of manipulating thier elements repsectivly well. The rock wolf can make earth quake with a snarl, and these beasts act like a summon would at Rheya's command and call, and can even be ordred to do as they wish. Rheya will remain her Hunter form until the creature is slain*its not on a timmer*. Which upon defeat she would of course twist into one of her other dresspsheres. Whats more she can sacrafice her animal at any time to unleash a truely powerfull and versatile attack. Sacraficing the wolf coats her arrows in the power of force and rock...foes struck are not only knocked back and down, but also are turned to stone instently for a breif time. This of course kills the pet early and thus ends her spherebreak.
Magic: All of Rheya's Dressspheres contain thier own "Magic" sub-list. Refer to the Section below for a more detailed look.
Summon:None
Appearance: Rheya is 7 feet tall with 4 inches to spare. Standing on the pads of her feet, Rheya easily towers over commen men and man, and stands just above avarage females of her species. Rheya is a ronso, and as such shares traits of her kind. The fur, feline-bipedal appearence. Rheya is in all regards a ronso physicaly. her fur is a lighter tinge of blue then many ronso, although it is still quite stark against the blonde hair that tuffs along her ears, her hair, and shoulders. Rheya's snout is much softer, and her features are also much less defined then other ronso. Giving her a very calm appearence. Rheya's eyes are also a bit bizzare among her kind. One Eye is a very Deep green, but the other is a bright blue. The Right and Left respectivly.Rheya unlike many ronso Let's her top her down. She lets it stand free from many burdons. Only takeing the time to braid two of the front sections, and a ponytail on the back. Her hair is a vivid blonde.
Rheya has thee diffrent dress spheres, each balanced on the theme of clothing that would suit her. One class wears an asortment of Leathers, one clothes, and one uses a heavy amoutn of plate and scale. Rheya can at will Switch between her DressSpheres in a special Little scene.
Rheya in the Guardian DressSphere takes a much more Crusader approach to her clothing. With a Stiched Leather top, fited with sleaves lined with scales, her chest is probably the least protected of her bodies. Guantlets of plated metal cover her for-arms, and leather "shoes" plated with interlaping plates decorate her. She wears garters on both of her legs that drape scales for a short length downward. She wears a gurdle of metal, leather and scales that cover her abdomen. Scales form a protective Simi-skirt that covers a portion of both legs and the back of her legs leaving her groin open. her groin is covered in a thick-leather underwear(similar toa body suit but without a top). She of course wears underwear underneath it.
The Hunter Dress-sphere is far more primal. Stiched is an understatment. Her boots reach up to just above her knees, and each boot is stiched with a seam down the inner and outer sides. The Middle of her boot can be unclasped to allow her feet to fit into it, but are quickly clasped back tight. She wears pants made of leather stiched haphazzardly in random directons and pieces. A garter with a knife in it makes itself home on her left leg. Several belts hang aroudn her hip, and legs interconecting to form a unique network. Bags and leather pockets linethemselves along her main center belt. A leather tabbard falls itself inbetween her legs, though the leather is boiled and softed to allow it to flow better in combat. A mini quiver hangs from a belt that reaches her right thigh, carrying many of the essential arrows for her tiny bow. Her Mid section is exposed to the elements..but once to reach to just below her breasts she dons a jacket. The Jaket itself is stiched along the major seams and is of course also leather. Its middle clasps over her rather large bussom, a undershirt of cloth makes itself home under the jacket of course. A fur collar lines her throat. Ohh, and the jaket has a hood hand stiched into its coller, that in a very lovely way she can pull over her head to cover her eyes but not her sight. Her ears do have little holes to poke through, that also happen to keep the hood in place in most elements. Fur lines her jakets inside. An armband lines her left arm that carries her lovely armbow.
The Evoker dress-sphere is the least protective. Being entierly made of silks and other clothes, with a minor amount of metal and decrotive gems. Her boots are shorter then her other spheres, ending just above her Du-claw. Whilst the boots are mainly a soft leather, cloth sitches and decorates the binding. 2 bells fall of braided cloth and chime as she moves. Stockings of Thin fabric flow up her legs, with a lovely tie-up on the fronts of both. Ruffles expell themslevs from the tops of both stockings. A skirt of leather covers her groin. The leather splits at both the sides in a triangle, where string crosses at the points. Her underwear can be seen rising and sitting on her hips. A tabard of thin cloth falls just at her belt and just below her knees. Her bra is strapless, and is tied up in the middle. A capelet hangs itself on her shoulders an dfall sjust to the area obove her tail. A braided twine keeps itself attached to her kneck. Armlets decorate both her arms, each hanging several sphere-like gems. An armbad covers both her arms, although on the Right arm a Mirror-like bucklet does make itself known.
Personality: Rheya shares traits with other ronso, but at the same time is very diffrent. She is well spoken, and has a very keen mater on manerisms. She is down to earth, and homely. A kind hearted beast. She is noble, and full of pride. Unlike most ronso, she is slow to anger. She is calm, and motherly. Her attitude takes people aback when the realize she is not some indimidating, furous and powerfull beast. She is majestic, alive and breathing. She seeks fun, and enjoyment, and seeks only to better herself. She has a very strict sense of honor and code, and absolutly abides by her morals. Those that insult her code believe they can get to her that way. It would be wrong. Rheya is resolute in her path, and tries in all maners to reserve the beast lurking inside of her mind.
Rheya in the past was a brash youth, and some of that still lurks under her hide. In times of danger or extream curciumstances she can act without thought or rationality. She can unleash her inner beast, and can become fearsome in a matters moment. She is bestial and maternal, and those she befriends she is fiercely defendend off. Thos that threaten her friends soon find themselves face to face with 7 feet of pure rage. Rheya is against her bestial nature, and does try to "reserve it". She is offened when she sees other Rhonso act like animals. As such she has the tendency to be a bit harsh on others who act childish and brash. She may not remember her younger days much, but from what few spheres she has, brashness in her youth led to very bad results. As such she was one of the Few Ronso who sidded with Elder Khimari against haveing a war against the Guado.
She is a matured and gracefull ronso, with a calm and collected demeaner. She talks as little as she can manage(words should not be used carelessly..as one wrong word can cause all the wrongs). She tries to keep her head out of the clouds, and sticks to her pragmatic mind. She is inteligent, and resourcefull. She is a proud creature, and one does well to remember that.
History: