Rita Mordio (
blahblahblah) wrote2012-01-28 10:48 pm
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Entry tags:
Application: Per Caligo Video
Per Caligo Video requests that applications be posted in the applications post fulltext, so this is here for reference.
>PLAYER
NAME/HANDLE: MaxSalsa
PERSONAL JOURNAL:
maxsalsa
ARE YOU OVER 16? Yep.
CONTACT: [AIM] UltimateSalsa
OTHER CHARACTERS: None here. I've got a character list in my journal, for the curious.
>CHARACTER
CHARACTER NAME: Rita Mordio
SERIES: Tales of Vesperia (Xbox 360/US version); game information from Aselia, the Tales wiki.
CANON POINT: Shortly after she joins the canon Vesperia party; right before the party goes to Ehmead Hill.
APPEARANCE: I'll pull the one from Aselia's page for Rita.
PERSONALITY: Rita's life is her research. She lives for blastia, to study them, use them, and figure out how to make them work even better. Her parents were out of the picture since she was very young, and she grew up as a scholar in Aspio with little care for people. She often could care less if someone's talking about something unimportant to her; she'll be working out a new formula or reading a white paper on some new use for a blastia core. Her disdain for human contact shows in her lifestyle; she lives in a wooden hut on the outskirts of a town of stone buildings, and her only valuable personal possession (books and blastia for study excepted) is her necklace bodhi blastia.
Rita is an exercise in extremes. She dives into whatever she does without restraint, whether it's research, battle, or whatever other mystery is presented before her, and it takes someone dragging her away to get her to move on in some cases. As for mysteries and research, though, Rita thrives on the scientific method - form a hypothesis and test it until it breaks. It's ironically such a thing that gets her to leave her hut in the first place; she'd have never bothered to go to the Shaikos Ruins if she didn't have a hunch on why some random guy from the capital barged into her house and claimed she'd stolen something. She never stops seeking answers, though she's skilled enough to realize when she's ill-equipped to solve a problem.
Outside her own head, Rita's loud and sarcastic to the few people that will actually talk to her, although even she can be excited about certain things. She's a bit slow to build friendships due to lack of experience, but once she starts to warm up to a person she'll follow them to the ends of the earth. She occasionally comes across as something resembling a tsundere, worrying or caring about a situation right up until she's confronted about it, at which point she'll become defensive and angry (and hit Karol, her punching bag/stress reliever, if he's around). She'll prioritize the safety of her friends over all else, up to and including herself.
Rita's got a number of insecurities behind her tough exterior. She's got a lingering fear of anything that she can experience but that can't be explained by science (she hates ghosts), and her general disdain for humanity stems from her growing up without parents. It takes time for her to make friendships because she hasn't really had friends before. She throws herself into her research to keep herself occupied so she won't think of things she doesn't want to remember. And somewhere in the back of her mind, there's a little voice that reminds her that she's nothing without her blastia research.
ABILITIES: Rita's only notable ability is her offensive spellcasting, although it indirectly gives her other skills. Spellcasting for almost everyone in Terca Lumireis is based on formulae that control manipulation and conversion of aer (mana) into energy for artes. Rita, being a researcher at an imperial blastia laboratory, naturally does a lot of research into formulae and how blastia interact with aer. Thus, Rita's got strong math and science skills for her age. As for her magic itself (which will very much be sealed for this game!), it channels aer through Rita's bodhi blastia to cause various effects, ranging from fireballs, to rocks suddenly forming and attacking enemies, to localized instant tidal waves. Unless she's packing an overload of energy (usually from Over Limit) she needs incantations to cast spells, and if she's interrupted before the spell finishes she'll lose concentration and be unable to perform the rest (though some spells continue without her once they start). Rita's spells show an affinity for fire, water, earth, and darkness, with ice and wind being introduced via altered artes; she will notably never gain light magic. It's worth nothing she loves Fire Ball, as she seems to pull it out about every third cutscene.
POSSESSIONS: In game terms Rita's normally decked out in a light cloak, providing minimal defense, and wears circlets or ribbons for a bit more; obviously these won't be visible on her person in a safe place, but they're nice to note for later. Her typical weapon at this point is a sash, being wielded as a scroll; that will of course not be coming either, but she's used to its weight on her back. Based on when she's being pulled from canon, she's carrying a rather large tome on human combustion (she whacks people with it on occasion in canon, but it's not a weapon per se, as she's just as likely to actually be reading from it), her necklace bodhi blastia (if it'll come across; it's useless without aer to power it), some gels and magic lenses, a small amount of gald, paper and writing materials for research, a few extra changes of clothing, and... that's about it. Rita travels light.
>PERSONA
MAJOR ARCANA:
Magician - Pretty self-explanatory. Rita is majorly self-assured and has always been willing to do whatever it takes to make the next discovery. Doesn't hurt that she was a mage before she came here.
Hermit - Rita's the brain but has no capability for social interaction. Before she met Yuri and Estelle she didn't think that would be a problem.
Moon - Only Rita could come up with some of the spells she uses (Ivy Rush?), and she's obsessed with her research, perhaps to extreme.
SHADOW: I have absolutely no idea how to build Rita's shadow. If it turns out to be necessary, I'll come back to it later.
PERSONA: Undine, Ruler of the Waters, as she appears late in ToV. Water affinity means a bias toward ice-elemental skills, with high magic, moderate agility and luck, and low endurance and strength. I'm not entirely certain how her build will look, but I can sure guess... No clue what her resolved Persona would be, and I'm leaving space at the end of her list for that reason. Rita is liable to make her spell calls as spells she recognizes from Terca Lumireis.
Undine, as applied by Rita, is all about offense, and having the stamina to show for it. She's also well-versed in the use of a well-timed Backstep to get her out of danger, though it's a skill she'll take some time to pass on to her charge. Her strongest powers are in application of ice, though she's skilled in beating on things too, echoing Rita's bad habits in a pinch.
Resist: Ice | Weak: Fire
Final loadout: Bufudyne, Mabufudyne, Nifelheim, Cruel Attack, Mind Charge, Ice Amp, Evade Physical, Invigorate 3
PERSONA ACQUISTION: It's a toss-up whether Rita would accept her own shadow or not, depending on which in particular of her issues it feels like dragging out. I think I'm gonna default to Rita getting her Persona in town from the totally unimportant gas station attendant because her Shadow probably wouldn't be interesting enough as an event, and because half her personal issues don't make sense outside her own canon.
>SAMPLES
FIRST PERSON ACTION, JOURNAL, OR PHONE SAMPLE: I've got a few samples in the testdrive meme; I can supply more if needed.
THIRD PERSON SAMPLE:
"Gah!" The girl barely caught herself about to throw her book at the wall; the innkeeper probably wouldn't take well to abuse of the room, and she needed it for the moment. It wasn't like she could go anywhere else. No money that would be recognized in this world, no notable personal possessions, and no useful skills that worked here. As if to remind herself of the fact, she closed her eyes for a moment, frowning, before growling in frustration, the red gem in the middle of her shiny golden necklace dim as it'd been since she came to on the train a day or two ago. Unsettled, she took off the necklace with a shaky hand and looked longingly at it.
"'A spell always works,' they said. As long as you put aer in and ran the formula properly, you'd get something, even if it wasn't right." She shook her head and put the necklace down on the side table. "I never thought I'd see the day I took off my bodhi blastia because I wasn't going to use it." All her research, all the hours of her childhood she'd spent on research rather than making friends or talking to people about anything other than research, and all she was getting for it was a golden necklace and a dream unfulfilled. A sad smile crossed her face. "Or the day I'd have to go to school again." Indeed, a school uniform hung in the dresser, crisp from lack of use; that would change tomorrow, when she'd have to join the high school as a freshman.
That would be a new experience for her; she hadn't gone to school for years, as smart as she was, and as important as she was to blastia research. She didn't know anyone her own age in Aspio, and frankly she didn't care. Blastia were more interesting, lasted longer. They didn't complain when she wanted to keep discussing the same thing for hours while she got her research straight. And they most definitely didn't leave her. No, she'd been doing just fine until that fateful day when that stupid knight came to visit. No thank you, she didn't want to help Flynn with his research. That involved going places and dealing with people. People were something that she avoided unless necessary. She'd had to go with Yuri to clear her name, but she wasn't interested beyond that... until Karol had mentioned the Great Tree.
Rita let out a sigh. That all felt so far away... Technically, it was, since she barely knew anything about this "Inaba" place. Or how anything worked. She picked up the alarm clock on the desk, having noted when she first arrived that it kept time as long as its cord was plugged into the wall. A cursory examination still didn't show that the thing used aer, from either the device or the cord, and she suspected the innkeeper would be angry if she started dismantling the thing to find out how it worked. That meant she knew about as much about the blastia here as Yuri did about the blastia back in Terca Lumireis, and that was something she refused to accept. Standing, that became her mission for the day: to go figure out how blastia worked in this world without aer. If only to wipe Yuri's annoying smirk from her mind.
>PLAYER
PERSONAL JOURNAL:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
ARE YOU OVER 16? Yep.
CONTACT: [AIM] UltimateSalsa
OTHER CHARACTERS: None here. I've got a character list in my journal, for the curious.
>CHARACTER
SERIES: Tales of Vesperia (Xbox 360/US version); game information from Aselia, the Tales wiki.
CANON POINT: Shortly after she joins the canon Vesperia party; right before the party goes to Ehmead Hill.
APPEARANCE: I'll pull the one from Aselia's page for Rita.
PERSONALITY: Rita's life is her research. She lives for blastia, to study them, use them, and figure out how to make them work even better. Her parents were out of the picture since she was very young, and she grew up as a scholar in Aspio with little care for people. She often could care less if someone's talking about something unimportant to her; she'll be working out a new formula or reading a white paper on some new use for a blastia core. Her disdain for human contact shows in her lifestyle; she lives in a wooden hut on the outskirts of a town of stone buildings, and her only valuable personal possession (books and blastia for study excepted) is her necklace bodhi blastia.
Rita is an exercise in extremes. She dives into whatever she does without restraint, whether it's research, battle, or whatever other mystery is presented before her, and it takes someone dragging her away to get her to move on in some cases. As for mysteries and research, though, Rita thrives on the scientific method - form a hypothesis and test it until it breaks. It's ironically such a thing that gets her to leave her hut in the first place; she'd have never bothered to go to the Shaikos Ruins if she didn't have a hunch on why some random guy from the capital barged into her house and claimed she'd stolen something. She never stops seeking answers, though she's skilled enough to realize when she's ill-equipped to solve a problem.
Outside her own head, Rita's loud and sarcastic to the few people that will actually talk to her, although even she can be excited about certain things. She's a bit slow to build friendships due to lack of experience, but once she starts to warm up to a person she'll follow them to the ends of the earth. She occasionally comes across as something resembling a tsundere, worrying or caring about a situation right up until she's confronted about it, at which point she'll become defensive and angry (and hit Karol, her punching bag/stress reliever, if he's around). She'll prioritize the safety of her friends over all else, up to and including herself.
Rita's got a number of insecurities behind her tough exterior. She's got a lingering fear of anything that she can experience but that can't be explained by science (she hates ghosts), and her general disdain for humanity stems from her growing up without parents. It takes time for her to make friendships because she hasn't really had friends before. She throws herself into her research to keep herself occupied so she won't think of things she doesn't want to remember. And somewhere in the back of her mind, there's a little voice that reminds her that she's nothing without her blastia research.
ABILITIES: Rita's only notable ability is her offensive spellcasting, although it indirectly gives her other skills. Spellcasting for almost everyone in Terca Lumireis is based on formulae that control manipulation and conversion of aer (mana) into energy for artes. Rita, being a researcher at an imperial blastia laboratory, naturally does a lot of research into formulae and how blastia interact with aer. Thus, Rita's got strong math and science skills for her age. As for her magic itself (which will very much be sealed for this game!), it channels aer through Rita's bodhi blastia to cause various effects, ranging from fireballs, to rocks suddenly forming and attacking enemies, to localized instant tidal waves. Unless she's packing an overload of energy (usually from Over Limit) she needs incantations to cast spells, and if she's interrupted before the spell finishes she'll lose concentration and be unable to perform the rest (though some spells continue without her once they start). Rita's spells show an affinity for fire, water, earth, and darkness, with ice and wind being introduced via altered artes; she will notably never gain light magic. It's worth nothing she loves Fire Ball, as she seems to pull it out about every third cutscene.
POSSESSIONS: In game terms Rita's normally decked out in a light cloak, providing minimal defense, and wears circlets or ribbons for a bit more; obviously these won't be visible on her person in a safe place, but they're nice to note for later. Her typical weapon at this point is a sash, being wielded as a scroll; that will of course not be coming either, but she's used to its weight on her back. Based on when she's being pulled from canon, she's carrying a rather large tome on human combustion (she whacks people with it on occasion in canon, but it's not a weapon per se, as she's just as likely to actually be reading from it), her necklace bodhi blastia (if it'll come across; it's useless without aer to power it), some gels and magic lenses, a small amount of gald, paper and writing materials for research, a few extra changes of clothing, and... that's about it. Rita travels light.
>PERSONA
Magician - Pretty self-explanatory. Rita is majorly self-assured and has always been willing to do whatever it takes to make the next discovery. Doesn't hurt that she was a mage before she came here.
Hermit - Rita's the brain but has no capability for social interaction. Before she met Yuri and Estelle she didn't think that would be a problem.
Moon - Only Rita could come up with some of the spells she uses (Ivy Rush?), and she's obsessed with her research, perhaps to extreme.
SHADOW: I have absolutely no idea how to build Rita's shadow. If it turns out to be necessary, I'll come back to it later.
PERSONA: Undine, Ruler of the Waters, as she appears late in ToV. Water affinity means a bias toward ice-elemental skills, with high magic, moderate agility and luck, and low endurance and strength. I'm not entirely certain how her build will look, but I can sure guess... No clue what her resolved Persona would be, and I'm leaving space at the end of her list for that reason. Rita is liable to make her spell calls as spells she recognizes from Terca Lumireis.
Undine, as applied by Rita, is all about offense, and having the stamina to show for it. She's also well-versed in the use of a well-timed Backstep to get her out of danger, though it's a skill she'll take some time to pass on to her charge. Her strongest powers are in application of ice, though she's skilled in beating on things too, echoing Rita's bad habits in a pinch.
Resist: Ice | Weak: Fire
Skill | Effect | Level |
Bufu | Low Ice damage to one enemy | -- |
Bash | Low Phys damage to one enemy | -- |
Mabufu | Low Ice damage to all enemies | 13 |
Dodge Physical | Passive: Evades Phys attacks more often | 22 |
Bufula | Moderate Ice damage on one enemy | 20 |
Skull Cracker | Low Phys damage to one enemy, chance of Confusion | 25 |
Invigorate 1 | Passive: Restores 3 SP/turn (except 1 More) | 29 |
Mabufula | Moderate Ice damage to all enemies | 35 |
Ice Boost | Passive: 25% higher damage for Ice skills | 39 |
Cruel Attack | Moderate Phys damage to one enemy; bonus vs. Down | 42 |
Mind Charge | 250% higher damage/accuracy for next spell | 46 |
Invigorate 2 | Passive: Restores 5 SP/turn (except 1 More) | 49 |
Bufudyne | High Ice damage to one enemy | 53 |
Evade Physical | Passive: Evades Phys attacks much more often | 59 |
Mabufudyne | High Ice damage to all enemies | 64 |
Ice Amp | Passive: 50% higher damage for Ice skills | 70 |
Invigorate 3 | Passive: Restores 7 SP/turn (except 1 More) | 75 |
Nifelheim | Massive Ice damage to one enemy | 82 |
Final loadout: Bufudyne, Mabufudyne, Nifelheim, Cruel Attack, Mind Charge, Ice Amp, Evade Physical, Invigorate 3
PERSONA ACQUISTION: It's a toss-up whether Rita would accept her own shadow or not, depending on which in particular of her issues it feels like dragging out. I think I'm gonna default to Rita getting her Persona in town from the totally unimportant gas station attendant because her Shadow probably wouldn't be interesting enough as an event, and because half her personal issues don't make sense outside her own canon.
>SAMPLES
THIRD PERSON SAMPLE:
"Gah!" The girl barely caught herself about to throw her book at the wall; the innkeeper probably wouldn't take well to abuse of the room, and she needed it for the moment. It wasn't like she could go anywhere else. No money that would be recognized in this world, no notable personal possessions, and no useful skills that worked here. As if to remind herself of the fact, she closed her eyes for a moment, frowning, before growling in frustration, the red gem in the middle of her shiny golden necklace dim as it'd been since she came to on the train a day or two ago. Unsettled, she took off the necklace with a shaky hand and looked longingly at it.
"'A spell always works,' they said. As long as you put aer in and ran the formula properly, you'd get something, even if it wasn't right." She shook her head and put the necklace down on the side table. "I never thought I'd see the day I took off my bodhi blastia because I wasn't going to use it." All her research, all the hours of her childhood she'd spent on research rather than making friends or talking to people about anything other than research, and all she was getting for it was a golden necklace and a dream unfulfilled. A sad smile crossed her face. "Or the day I'd have to go to school again." Indeed, a school uniform hung in the dresser, crisp from lack of use; that would change tomorrow, when she'd have to join the high school as a freshman.
That would be a new experience for her; she hadn't gone to school for years, as smart as she was, and as important as she was to blastia research. She didn't know anyone her own age in Aspio, and frankly she didn't care. Blastia were more interesting, lasted longer. They didn't complain when she wanted to keep discussing the same thing for hours while she got her research straight. And they most definitely didn't leave her. No, she'd been doing just fine until that fateful day when that stupid knight came to visit. No thank you, she didn't want to help Flynn with his research. That involved going places and dealing with people. People were something that she avoided unless necessary. She'd had to go with Yuri to clear her name, but she wasn't interested beyond that... until Karol had mentioned the Great Tree.
Rita let out a sigh. That all felt so far away... Technically, it was, since she barely knew anything about this "Inaba" place. Or how anything worked. She picked up the alarm clock on the desk, having noted when she first arrived that it kept time as long as its cord was plugged into the wall. A cursory examination still didn't show that the thing used aer, from either the device or the cord, and she suspected the innkeeper would be angry if she started dismantling the thing to find out how it worked. That meant she knew about as much about the blastia here as Yuri did about the blastia back in Terca Lumireis, and that was something she refused to accept. Standing, that became her mission for the day: to go figure out how blastia worked in this world without aer. If only to wipe Yuri's annoying smirk from her mind.