Name:
Vera SolacladAge: 16
Appearance:
Personality: Quick to anger, quick to act; Vera is confident in her abilities as a Seeker. Even if she is the irritable and, in the current Scenario, somewhat unhinged, she strives constantly for what she believes is right. Bitter and of venomous tongue, Vera rarely keeps her thoughts private; unless the situation calls for it. Is strangely capable of admiring enemies as deeply as she does certain allies; though her loyalties, once decided, do not sway.
Affinity: Steadfast (East)
Abilities:
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Shelling: Where many see the dominion over Steadfast Resonance as a way to rip up streets and cause massive amounts of collateral damage, Vera has developed a technique that pulls Resonance into her body; creating a protective layer of semi-solid Steadfast Resonance around vital points. This makes her incredibly tough, but can cause slowing of movement the longer it is used.
Releasing this skill can allow Vera to reform, while simultaneously launching the Resonance at up to four nearby enemies.
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Bullheaded: She is stubborn, that much won’t be argued. However, she did not name this technique after herself; but rather what she had seen. A creature with horns could more easily scoop, throw off balance and perhaps even gore an addled foe. Vera can grow four horns on her head, and a thick protective helmet is formed to ensure her eyes are not gouged or her otherwise sensitive neck area easily targeted.
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Patient Fury: Gathering Steadfast Resonance and implanting it, as a trap is something that often gives Vera an edge. While she seems the berserking sort, almost every move when Patient Fury becomes involved becomes a pure game of strategy. If an enemy steps on a spot marked with a Patient Fury stomp, they will immediately become the target for dormant Furies in the area. Vera can place up to five at a time, though these constructs can be quite dangerous.s
Oracle Emblem: A crystal. A Prism. Non-Euclidian thing that seems all too malleable in the hands. Activating it requires sacrificing a small bit of blood and then aiming the prism toward your enemy. Once the blood touches the crystal, it begins to take on a large an imposing form; riddled with spikes, ribs and dire bladed implements. If inert, it simply hands around her neck on a leather thong.
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Suit’s Support: Once the Prism Thrall is formed from his Emblem, Vera has the ability to remotely control the creature’s actions; guiding it as if the body were her own. It is considerably stronger than her mortal form and doesn’t tire nearly as easily. While she prefers Steadfast Resonance for this form Data Resonance has proven equally effective.
Essentially, she is given a suit of armor that follows her command and greatly increases combat capabilities and Resonance Resistance; at the cost of using Suit’s Affinity.
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Paradox Moment: It couldn’t have happened, like that. How could they have lost so easily. Suit’s Data capabilities truly frighten Vera, so she tries to avoid indulging him. Paradox Moment eliminates a course of action from a single opponent; leaving them trapped in a thick haze of existential horror. That’s usually when the Rocket Cleaver comes through.
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Mannequin Maestro: Another Data Resonance utilization that touches and twists the mind of an unguarded creature, once the spell has taken hold; Vera can give two commands to her new subordinates. This is an ability that requires physical touch to take hold. After a short ’incubation’ period, the afflicted will be subject to Vera’s will.
Does not work on Seekers, Shrouds or other ‘Higher Entities’.
Honest Blade: Similar to the Rocket Hammer Vera often has summoner, the Sucellos is a merciless thing. When summoned, it is immediately obvious who the source of the Emblem signal is. Vera finds the release of her Honest Blade to be exhilarating, and hopes to cross a worthy contender while wielding an earth-shattering striker.