Abilities: As a Duskwight Elezen, Merisia possesses very keen hearing. However, her vision is relatively weak. She is by no means blind without a pair of glasses, though she does have a hard time seeing details or reading without them. She is also light on her feet and has a relatively fast reaction time, yet her physical strength is lacking. She makes up for this by being quick-thinking, and able to improvise on the fly, an important talent for a strategist. She's also very dexterous, and a capable pickpocket. However, having grown up in the desert, she has a noticeably low tolerance for colder weather.
One of Merisia's most peculiar abilities is the Echo, a strange ability bestowed upon many adventurers. This ability allows her to see the memories of others via visions. When doing so, she is often caught in a brief, momentary trance. Merisia does not have full control over when these visions occur, although fortunately they do not occur often, and they only occur when standing near the one whose memories she ends up seeing. These visions often cause Merisia a bit of dizziness or vertigo, although in rare cases - usually particularly powerful memories - it can knock her out entirely. The Echo also has a few passive effects, one of which allows Merisia to understand (but not speak) virtually any language. It also acts as a layer of protection, preventing her from being brainwashed or controlled by external forces or powerful entities. The Echo also gives Merisia a link to the mothercrystal, Hydaelyn, allowing her to hear Her voice when She speaks. (I doubt this will have any particular effect on her in the game since Hydaelyn is not here, but I figured it's still worth noting due to plot significance.)
To cast spells, Merisia utilizes arcanimae, a method of magic which requires the use of the aether-manipulating geometric patterns within her grimoire. Although she is capable of sending out smaller bursts of (sometimes temporarily blinding) energy as a basic offensive spell, most of her spells focus on slowly sapping away the target's energy, be it a single target or anyone within several feet of her, with most of them also capable of weighing down a target and reducing their ability to recover. She can also conjure a virus to temporarily weaken strength or mindpower. If that weren't enough, she can envelope a circular area of the ground in arcane shadow, slowly damaging any enemies that enter in the same way her health-sapping spells do.
Among this arsenal of arcane magic, Merisia also has a single healing spell. It's not immensely powerful, but it's respectable enough and gets the job done all the same. She can also wake those that are unconscious, though it takes time to complete the spell and those wakened will remain weak for a short time. Using an ability called Aetherflow, Merisia can also summon three bursts of aether to replenish her magical energy, and then expend them to spread her energy-sapping spells to nearby targets or to drain an enemy's health to restore her own. She also possesses the ability to place a protective barrier around an ally that may weaken any foe that strikes it. Oddly, she cannot place this barrier on herself.
One of Merisia's most important spells allows her to summon a familiar known as Carbuncle, whom is essentially her arcane magic given life and form. Carbuncle has a very good nose, and can pick out (and possibly even track) scents much like a canine. Although Carbuncle is more or less an extension of Merisia, he does have some limited sentience and can act entirely on his own, though Merisia is completely capable of manually controlling him if she needs to at any time, from what abilities he uses to where he's standing. Merisia's combat effectiveness heavily relies on Carbuncle aiding her; without him, she is only half as effective in battle. She is capable of temporarily bolstering his power using archanimae, giving him resistance to detrimental effects in the process, and can slowly regenerate his health when needed with a spell made specifically for him. If Merisia moves too far away from Carbuncle, loses consciousness, or if Carbuncle takes enough of a beating, he will dissipate. He can be easily re-summoned, but the spell takes time and considerable magic energy to cast, so Merisia often opts to simply keep him in top shape instead.
Carbuncle comes in two forms, which cannot be changed at will (Carbuncle must be dismissed for the other form to be summoned, as Merisia can only summon one of him). Emerald Carbuncle focuses primarily on slinging out both single-target and wide-area wind-elemental attacks, though he also possesses a strong shockwave that knocks back the target a considerable distance (roughly fifteen to twenty feet, although larger/heavier targets may not budge) as well as an ability that aids Merisia's spells by lengthening their duration. Topaz Carbuncle focuses on melee attacks rather than spells and bolstering his own defense. Topaz is also deceptively hardy, possessing far more defense and endurance than Emerald. One specific attack of his is a rather swift headbutt that's strong enough to momentarily stun whomever is unfortunate enough to be hit by it.
Magical and physical abilities aside, Merisia is also a skilled weaver. Though making entirely new garments from scratch isn't something she does frequently (or as well as the particularly famous weavers), she is learned enough to perform maintenance or even replace entire parts of various pieces of clothing with little to no issue. Merisia also has a basic knowledge of cooking, although this tends to boil down to cooking meat over a fire while in a makeshift camp more than doing anything fancy in a kitchen.
Alignment: Piphron. Many of Merisia's actions and reactions when interacting with others stem from her slowness to trust them, not necessarily from malice but to protect herself (and her emotional state, being unwilling to care about someone she may later lose). Once earned, however, she puts much investment in those she does trust, though this has caused her great emotional pain in the past several times.
Questions: As listed before, Merisia does have a familiar of sorts - he has two forms but it's essentially the same creature - summoned from her own aether. Will he be allowed in as well or will she be unable to conjure him?
Merisia Thenel | Final Fantasy XIV (OC) 4/4
As a Duskwight Elezen, Merisia possesses very keen hearing. However, her vision is relatively weak. She is by no means blind without a pair of glasses, though she does have a hard time seeing details or reading without them. She is also light on her feet and has a relatively fast reaction time, yet her physical strength is lacking. She makes up for this by being quick-thinking, and able to improvise on the fly, an important talent for a strategist. She's also very dexterous, and a capable pickpocket. However, having grown up in the desert, she has a noticeably low tolerance for colder weather.
One of Merisia's most peculiar abilities is the Echo, a strange ability bestowed upon many adventurers. This ability allows her to see the memories of others via visions. When doing so, she is often caught in a brief, momentary trance. Merisia does not have full control over when these visions occur, although fortunately they do not occur often, and they only occur when standing near the one whose memories she ends up seeing. These visions often cause Merisia a bit of dizziness or vertigo, although in rare cases - usually particularly powerful memories - it can knock her out entirely. The Echo also has a few passive effects, one of which allows Merisia to understand (but not speak) virtually any language. It also acts as a layer of protection, preventing her from being brainwashed or controlled by external forces or powerful entities. The Echo also gives Merisia a link to the mothercrystal, Hydaelyn, allowing her to hear Her voice when She speaks. (I doubt this will have any particular effect on her in the game since Hydaelyn is not here, but I figured it's still worth noting due to plot significance.)
To cast spells, Merisia utilizes arcanimae, a method of magic which requires the use of the aether-manipulating geometric patterns within her grimoire. Although she is capable of sending out smaller bursts of (sometimes temporarily blinding) energy as a basic offensive spell, most of her spells focus on slowly sapping away the target's energy, be it a single target or anyone within several feet of her, with most of them also capable of weighing down a target and reducing their ability to recover. She can also conjure a virus to temporarily weaken strength or mindpower. If that weren't enough, she can envelope a circular area of the ground in arcane shadow, slowly damaging any enemies that enter in the same way her health-sapping spells do.
Among this arsenal of arcane magic, Merisia also has a single healing spell. It's not immensely powerful, but it's respectable enough and gets the job done all the same. She can also wake those that are unconscious, though it takes time to complete the spell and those wakened will remain weak for a short time. Using an ability called Aetherflow, Merisia can also summon three bursts of aether to replenish her magical energy, and then expend them to spread her energy-sapping spells to nearby targets or to drain an enemy's health to restore her own. She also possesses the ability to place a protective barrier around an ally that may weaken any foe that strikes it. Oddly, she cannot place this barrier on herself.
One of Merisia's most important spells allows her to summon a familiar known as Carbuncle, whom is essentially her arcane magic given life and form. Carbuncle has a very good nose, and can pick out (and possibly even track) scents much like a canine. Although Carbuncle is more or less an extension of Merisia, he does have some limited sentience and can act entirely on his own, though Merisia is completely capable of manually controlling him if she needs to at any time, from what abilities he uses to where he's standing. Merisia's combat effectiveness heavily relies on Carbuncle aiding her; without him, she is only half as effective in battle. She is capable of temporarily bolstering his power using archanimae, giving him resistance to detrimental effects in the process, and can slowly regenerate his health when needed with a spell made specifically for him. If Merisia moves too far away from Carbuncle, loses consciousness, or if Carbuncle takes enough of a beating, he will dissipate. He can be easily re-summoned, but the spell takes time and considerable magic energy to cast, so Merisia often opts to simply keep him in top shape instead.
Carbuncle comes in two forms, which cannot be changed at will (Carbuncle must be dismissed for the other form to be summoned, as Merisia can only summon one of him). Emerald Carbuncle focuses primarily on slinging out both single-target and wide-area wind-elemental attacks, though he also possesses a strong shockwave that knocks back the target a considerable distance (roughly fifteen to twenty feet, although larger/heavier targets may not budge) as well as an ability that aids Merisia's spells by lengthening their duration. Topaz Carbuncle focuses on melee attacks rather than spells and bolstering his own defense. Topaz is also deceptively hardy, possessing far more defense and endurance than Emerald. One specific attack of his is a rather swift headbutt that's strong enough to momentarily stun whomever is unfortunate enough to be hit by it.
Magical and physical abilities aside, Merisia is also a skilled weaver. Though making entirely new garments from scratch isn't something she does frequently (or as well as the particularly famous weavers), she is learned enough to perform maintenance or even replace entire parts of various pieces of clothing with little to no issue. Merisia also has a basic knowledge of cooking, although this tends to boil down to cooking meat over a fire while in a makeshift camp more than doing anything fancy in a kitchen.
Alignment: Piphron. Many of Merisia's actions and reactions when interacting with others stem from her slowness to trust them, not necessarily from malice but to protect herself (and her emotional state, being unwilling to care about someone she may later lose). Once earned, however, she puts much investment in those she does trust, though this has caused her great emotional pain in the past several times.
Other: Nothing for now!
Sample: TDM Threads!
Questions: As listed before, Merisia does have a familiar of sorts - he has two forms but it's essentially the same creature - summoned from her own aether. Will he be allowed in as well or will she be unable to conjure him?