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Silvefied — [PQ] Jhudiel Ashtoret

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Published: 2018-09-15 05:01:57 +0000 UTC; Views: 4308; Favourites: 22; Downloads: 4
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Description




edit 3.12.2020.  I can't believe I failed to put Aether Refulgence on the app, omfg


General Information

Name:  Jhudiel Ashtoret
Nickname(s):  Jhu, Juju, Jude, Pastel One
Race:  Evas
Birthdate:  September 24th   [Virgo-Libra Cusp]
Age:    25  (OOC, as of September 2019)
Gender:     Demifemale
Pronouns:    They, She
Height/Weight:    5'6 1/2  /  128 lbs
Statistics and Magic

Guild Info

Guild:    Phericio
Guild Rank:    Sentry
Character Rank:    6
Character Stats

VIT:    ✦✦⭒⭒⭒⭒⭒    [2]
DEF:    ✦✦⭒⭒⭒⭒⭒    [2]
STR:    ✦✧⭒⭒⭒⭒⭒    [2]
INT:    ✦✦✦✧✧⭒⭒    [5]  (SSSSSSUCK IT TATSU)
SPD:    ✦✦✦✧⭒⭒⭒    [4]
DEX:    ✦✦✧⭒⭒⭒⭒    [3]


Equipment Set

Helm:    Adventurer’s Helm    +1 INT
Upper Body:    Adventurer’s Armour    +1 DEX
Lower Body:    Adventurer’s Trousers    +1 STR
Weapon:    Adventurer’s Weapon    +1 INT [Weapon B]
Accessory:    Adventurer’s Accessory    +1 SPD


Weapon Description

⦑ Blunt Polearm-type Weapon ⦒
⦑ Nascent Crosier ⦒
A shepherd’s crook, blessed with holy water.  It is made with a strong, magical wood acquired from a quest to withstand harsher trials, and reinforced with metal.   While normally effective on metal and glass materials, Prismatic Quartz Lakewater had been mixed with other ingredients to treat the wooden staff for not only an icy finish, but also leaves the Crosier more magically sturdy as well as physically.
Bioluminescent orchids grow on the Nascent Crosier, providing natural illumination as well as a decent supply of magic to draw upon for Wood Affinity spells in a pinch.

Ultima Type:   {Type O} Magic Affinities: {Electric Element}  {Wood Element}  {Locked}  {Locked}

Skills

Starlight Shower
Electric    ||    DoT AoE Damage    ||    DUR:  3    ||    CD:  2 - 4 Turns
Starlight shimmers above, illuminating the area and raining damage to enemies below.

Jhudiel summons many sparks of electric light above-head, spanning an approximate diameter of 5-6 meters, mostly depending on how much space above there is in the environment.  This skill illuminates dark areas while active, and deals damage each turn to enemies within its range.  The attack is like fireworks falling down, causing mild to moderate burn damage on hit targets.  There is no knockback or pushing; it just chips away at the opponents' HP like any Damage Over Time skill would, so to speak!)  The skill's area of effect is immobile, so enemies can move out of range.
  • Jhudiel uses the initial turn to cast the spell, but thereafter can act or use other skills while Starlight Shower is active.  Skill takes effect as soon as it's cast.
  • Damage occurs at the end of each turn, starting from the turn it is cast.
  • Illuminates whatever room/space the skill is activated in
  • Cooldown begins on the turn after the last wave of damage has been dealt
  • This skill does not hit allies, but enemies can block or dodge the attacks even if they are in the attacks' range.
  • Requires minimal attention to prevent Friendly Fire, but Jhudiel may be compromised to where the skill may hit allies.  Any status effects (stun, knockback, paralysis, sleep, KO, etc.) inflicted on Jhudiel may cause Starlight Shower to misfire for as long as the condition lasts.  Simply taking damage does not cause misfire, however.
  • At this point, Starlight Shower's casting range is only a maximum of 10 meters.  Jhudiel can try for 20 meters away, but this adds an extra 2 turns in Cooldown

Aether Refulgence
 Electric    ||    Single or Multi-target Damage    ||    Instant Cast    ||    CD:  2 Turns
Aether crackles in the air around Jhudiel, ready to defend and strike at a moment's notice.
Lightning magic fills the air around Jhudiel, gathering and preparing for attack.  Jhudiel fires this magic at a target, striking it and any nearby enemies for Lightning magic damage.  It has a chance to stun or paralyze opponents.  
This attack is, as one might think from its element, is like getting hit by an electrical shock- nonlethal, but definitely burns and zaps like one.  Aether Refulgence does not knock opponents away, but it does deal decent damage for a beginning skill.
  • Upon hitting a target, enemies within a 1-2 meter radius may take damage as well.
  • 20% chance to stun opponents (1 in 5 chance)
  • Attack range is 10 meters.

Celestial Sentinel
Electric    ||    Multi-Turn    ||    Single Target Damage    ||    DUR:  1-4    ||    CD:  1-3
A shining conjuration materializes on the field, seeking out enemies on the battlefield's perimeter.

Jhudiel summons a large conjuration that appears as an electric-based sigil shaped like a four-pointed star. The sigil is 3-4 feet tall and hovers above the ground like a projection. Immobile and fragile, the Celestial Sentinel may persist endure up to 4 turns so long as it is not targeted and attacked by the enemy- it takes three hits dispel the Sentinel. Its purpose is to auto-attack enemies on the battlefield, targeting 'stragglers' and immediate threats on the battlefield by firing a radiant, electric blast at the target. The skill feels like pressurized liquid smacking into the target (about the same force as a punch or kick) paired with an electric shock upon contact.
  • Once summoned, the sigil will start attacking an enemy, one per turn.
  • The skill's cooldown depends on how long the Celestial Sentinel manages to last.
  • Ex: A Cooldown of 1 Turn if it is dispelled the 1st turn it acts. CD starts at 2 if it successfully lasts 2-3 turns, and a CD of 3 if the darned thing miraculously lasts 4 turns.
  • The Celestial Sentinel will target one enemy per turn. Targets are prioritized by proximity to the edge of the battlefield. Enemies closer to exits or the perimeter will be priority rather than enemies in the center of the battlefield. The stars are watching you, you conniving little long-range attackers.
  • The casting range for the Celestial Sentinel is approximately 10 meters, but the sigil's attacking range spans 15 meters

    〖 Ultima Upgrade 〗
  • While still immobile, Jhudiel has improved upon the Celestial Sentinel's stability and capabilities, now allowing it to take up to 3 hits from enemies instead of just 1.
  • In addition to its regular single-target attack per turn, the Celestial Sentinel will interrupt up to 1 single-target attack for an ally per turn by firing a projectile blast at the enemy. The target enemy takes damage and the blast that may jar the target enemy's physical and magical faculties to interrupt their attack during that turn. [Interruption Chances: 50/50]
  • This branched ability activates automatically and preemptively upon the 1st damage-dealing attack targeting an ally that turn. (think of it like the Sucker Punch move in Pokemon, taking Priority to attack the opponent before the opponent attacks)
  • Will not activate for AoE attacks targeting allies, nor for non-damaging skills (such as sleeping spells, binding spells, poisoning spells). The attack's primary function has to be damage-dealing in order for this ability to trigger.
  • Although the blast interferes with the enemy's body and magic temporarily, the power and type of blast is about the same as the Sentinel's regular attack, and will not cancel out any pre-existing skills, statuses, buffs/debuffs or other physical or magical enhancements the target already has in effect. It only interferes with the attack being attempted during that turn, nothing more, nothing less.
  • Will not activate against non-sentient targets. For instance, it does not interfere with automated traps, nor is it able to intercept Blood Magic Affinity skills (i.e.: golem craft and blood summoning). In spite of being improved through blood magic affinity theory, the Celestial Sentinel ironically harbors a disadvantage against users of Blood Magic Affinities, it would seem!



Lodestar
Electric    ||    Utility/Search    ||    DUR:  2    ||    CD:  3
A compass and map of star-like light guides the wandering soul toward that which they seek, and may reveal that which does not wish to be found.

An Inquiry Sigil, shaped like a constellation with four large 'stars' (each in a north/south/east/west position) surround Jhudiel to provide guidance and insight.  The sigil can find out foes or npcs- visible, hidden or invisible alike, and probe already-identified magics.  The sigils bestow a blessing of divination upon Jhudiel and those nearby, providing insight and guidance to better enable characters in their efforts.
Benefits:  
  • Out-of-Combat:  Enables the caster and up to 2 people within 1-2 meters to navigate or locate certain people, creatures or locations.  It can detect nearby Ultima magic, and examine the properties of already-identified magics.  Illuminates a small area surrounding Jhudiel.
  • In-Combat:  Casts a spell of divination in the area, detecting any hidden Ultima magic (be it from a living creature or an enchanted item/area from a spell) throughout the skill's duration.  If a perception check is made on any magic or target, that perception check gets an Advantage Roll (roll twice, the higher number is the result).  Illuminates a small area surrounding Jhudiel.
Details:
  • While Jhudiel can move and perform other actions while this skill is active, only those who are within 1-2 meters of Jhudiel upon first casting it can benefit from the boon of the Lodestar.
  • The Lodestar sigil is more like a stabilizer and signal booster for the spell's effect rather than the effect itself.  The star sigil's directional glowing is more aesthetic than anything, as the spell works by providing the beneficiary(/ies) a 'sense' of direction and insight- a sixth sense, in more ways than one.
  • The biggest 'star' always faces north.  Who needs a compass when you have magic, right??  The directional 'star' will glow brighter the closer Jhudiel is to the detected target.  Like a dowsing device, but magical when it is used like this!  Again, this aspect is mostly aesthetic since the magic functions as a sense rather than a display).  That being said, those not under Lodestar's boon can see the sigil, so could discern general directions- but not sense them, like the beneficiaries can.
Drawbacks and Limitations:
  • It can only give general directions, and cannot pin-point the exact location of targets.  This is even more true the farther away the target is.  Example:  Just as how one can hear someone cough and know it's two seats ahead and one seat to the left in a classroom without having to look where they are, but the farther from the cough they are, the more vague that location/direction is- that's how Lodestar's divination works for the beneficiaries.
  • While the sigil reveals the direction/general location and presence of hidden targets, it does not directly remove the target's 'hidden' or 'invisible' status- if a monster is invisible, for instance, the sigil says what direction it is in, but does not make it visible!  Likewise for hidden things, one must still seek out and reveal its location.  
  • Can't work on targets that don't have Ultima.  A man-made trap with no Ultima magic attached to it, for instance, will not be detected by Lodestar.  
  • Prevents Jhudiel from hiding in darkness when active.  Also not a good idea for enemies that are keen on attacking bright things.
  • If more than 2 people are within 1-2 meters of Jhudiel when they activate this skill, only the first two will gain the boons of the Lodestar.  There is only so much magic this spell can infuse to others at Jhudiel's skill level!  
  • Call it fate's hand or magical interference, or just some weird mess-up on account of the spell's instability, Jhudiel may fail to locate, navigate or investigate certain targets.  This is to protect the mods' and members' discretion in having certain information or other Content™ revealed.  In the same vein, 'glitches' or backfires may occur that lead Lodestar's in-combat capabilities to fail or activate with penalties at the moderator's discretion.



Aurora Blessing
Electric    ||    Party Status Immunity Buff    ||    DUR:  2    ||    CD:  4
A prayer sets the air alight with devoted energy, warm and shining with blessings and protections.

Through powered word of prayer, electric magic charges the air to cause an aurora effect, emitting a warm display of light.  Allies enveloped in these skyward lights receive its blessings to help prevent various maladies, curses and corruption.
Benefits
  • [In-Combat]  Party-wide status buff:  Prevents any magical status condition-affecting actions against the party/allies (Ex: Poison, burn, sleep, berserk).  Lasts for the skill’s duration.
  • [Out-of-Combat]  Casts a blessed aurora to ward off maleficent energies.  Cleanse, bless or even exorcise a small area (a room in a church, for instance, but not an entire structure/building).      

Details
  • [Aesthetic]  When cast, the skill appears much like an aurora field cast over the area around Jhudiel, with small sparks of electricity here and there as it remains.  Allies enveloped in this light will near a faint crackling sound of electricity, and the temperature will feel warmer as if under sunlight.
  • [In-Combat]  Affects any debuff rolls that are activated through Ultima.
  • [In]Combat]  Skill’s Effective Range:  Upon casting, allies within 5 meters of Jhudiel receive the Aurora Blessing.  Moving in or out of range after the spell is cast does not add or remove the blessing for allies.
  • [Out-Of-Combat]  Cleansing/blessings include magic that rots or decays organic matter, or magic that actively corrupts the body, soul or Ultima.  General blessings to protect against earthly energies, Jhudiel knows- but how do you truly stop forces from beyond the ether?
  • [Out-Of-Combat]  With extra set-up and/or casters to join in the spell through spoken prayer, larger or stronger blessings could be cast.

Drawbacks and Limitations
  • Cannot prevent death or other permanent maladies, and skills that are meant to break through barriers or shields will still take effect.
  • Can be dispelled by others’ abilities.
  • Does not apply to Damage Over Time skills/spells from enemies.
  • Does not apply to Roll Modifier debuffs (-1 to stats/rolls).
  • Does not affect physical debuff actions that have no magical/Ultima affiliation (kicking sand in allies’ faces to Blind them instead of using any magic skill, for instance).
  • For out-of-combat exorcisms, the Aurora does not affect specific spirits/corrupted souls/other magical anomalies, especially if manifested in a form that can influence the corporeal world.
  • For out-of-combat effects:  When exorcising any spirits, undead or otherwise supernatural/spiritual/corrupted entities, the results can be unpredictable, and success is by no means guaranteed.



Edenic Floruit
Wood    ||    Single/Multi Target Heal    ||    CD:  3
Spiritual power is called forth from nature by the devout of heart and woven together, enveloping the injured in Evacrest’s healing embrace.

Jhudiel sends a prayer to call upon the land’s power of growth and healing to treat the wounded.  Flowers shaped of ethereal light blossom from plantlife and scatter in the air, then land on the wounds of the target(s), healing them.  In the presence of nature, many allies may be healed, but when no plant life is nearby, Jhudiel can only heal one target with whatever plant life they have on their person (such as the flowers on Nascent Crosier).
Benefits
  • Minimal plant life present:  20% HP Recovered to 1 target.  Heals mild to moderate cuts and scrapes, bruises, and minor fractures.  Slows heavy bleeding.  Eases 1st degree burns.
  • Moderate plant life present:  25% HP Recovered to up to 3 targets.  Heals mild to moderate cuts and scrapes, bruises, and minor fractures.  Slows heavy bleeding.  Heals 1st degree burns, eases 2nd degree burns.
  • Abundant plant life present:  40% HP recovered to up to 5 targets.  Heals moderate wounds and minor fractures, and temporarily stops severe bleeding, heals first and second degree burns, and partially mends severe fractures.  

Details
  • The skill works by Jhudiel charging nearby plant life with their Ultima to amplify and direct the latent magical energies in life forms toward healing for allies.  As Jhudiel is using their magic as a catalyst and conduit in this spell, the main ‘source’ or ‘base’ is plant life, and thus is required to be present in the spellcasting.
  • “Minimal plant life” = No plant life present; primary source of Wood affinity is the Nascent Crosier
  • “Moderate plant life” = Potted plants, a tree, or small gardens nearby, but does not fill up the average room space.
  • “Abundant plant life” = Enough plants to fill a room, a large garden, greenhouse or outside among grass, trees, or  forestry.
  • [Aesthetic]  As previously described, Jhudiel casts the spell by speaking a prayer to call upon nature’s power.  Small flowers made of a gentle light blossom from plant life in the area, which soon floats into the air.  These blossoms of magic drift over to the target(s), and fall upon the wounds, and heals.

Drawbacks and Limitations
  • Due to the functional nature of the spell, the presence of plant life is required for the spell to work.  The plant(s) must be alive.
  • Much to Jhudiel’s dismay, Alluin and their bodily flora do not qualify as the necessary “nearby plant life” for this spell.
  • When little to no plant life is present other than the ones on Jhudiel’s Nascent Crosier, only 1 target may be healed.
  • Jhudiel has to have Nascent Crosier equipped, and not any other weapon.
  • When some plant life (such as potted plants or a nearby tree, or a tiny garden) is in the area, up to 3 targets may be healed.
  • When plant life is plentiful in the area (in a greenhouse, outside in a courtyard of grass, or in a forest), up to 5 targets may be healed.



Personal Information

Personality

⦑     🗸    Agreeable    Reliable    Gentle    Conscientious    Altruistic    🗸    ⦒
⦑     ∓    Introspective    (Too/)Generous    Sentimental    Selfless    Pious    ∓    ⦒
⦑     🗴     Malleable    Melancholic    Softhearted    Hypocritical    Emotional    🗴     ⦒

Jhudiel is quite the altruist at heart.  Jhudiel has a lot of compassion to give to others, and goes out of their way to help those weak or in need.  They act with fairness and humility, even though they are not very sincere.  They are ruled more by their emotions than Jhudiel likes to admit, and acts impulsively against their own beliefs at times.  They have been known to deceive or acting dishonorably, if they feel justified in it- but will regret it later.  That being said, they're surprisingly brave and emotionally independent.  Jhudiel remains steadfast in dangerous or difficult situations, unafraid of physical harm or emotional turmoil on their own part.  Jhudiel is confident they can handle whatever hurts come their way with time, reflection, and lots of prayer.  In this way, Jhudiel is very selfless.  As one might guess from someone who's lived most of their life in an abbey, Jhudiel is more low-key in social interactions.  They enjoy company and talking with others, but Jhudiel has difficulties in speaking up on issues and feels awkward in social functions.

Their thoughtfulness with others also extends into their work most often, as Jhudiel was raised in climate of high work ethic.  Jhudiel takes their tasks seriously and is not one to spare details, although emotional impulses yet again lead to mistakes for Jhudiel.  They eventually forgive themselves for such mistakes, just as they do for people.  It is far too difficult for Jhudiel to be harsh on others when it is so much easier to put oneself in another's shoes, and understand where they were coming from.  This level of understanding gives Jhudiel a great capacity for flexibility and forgiveness...but that is exactly why they get walked all over.  Jhudiel is too accepting and tolerant most of the time.   Jhudiel has a lot of emotional ups and downs and is prone to fits of melancholy when something is bothering them.  They get easily depressed by their own failings, especially when they fail to live up to their own lofty expectations.

For someone so saintly and righteous, Jhudieul sure gets stuck in a lot of vicious cycles.  Sure as the sun will rise, however, Jhudiel will get back up on their feet, ready to strive onward with their beliefs and grow into the kind of person they wish to become.


Biography

TL;DR:
[Jhudiel was born with humble origins, but was given to a monastery of Evacrest at an early age as an offering by their family.  Jhudiel adapted well to monastic life and values, and took up vows as an oblate once they came of age.  Jhudiel showed a talent for offensive magics, so the churches assigned them to other monasteries, and later to religious travelers such as acolytes, abbesses or pilgrims, to keep holy grounds and people safe.  Jhudiel eventually felt that they could not live up to their own lofty ideals of sainthood after interacting with the outside world, and left monastic life.  From then on, they decided to pursue life as an adventurer to become a part of the myths and legends they were so inspired by throughout their life.]


It takes a village to raise a child, so they said, but fate seemed to have decided more was needed for little Jhudiel.  Aside from it being tradition, families of all classes in the region would gift local churches and abbeys their children as a way to honor and show gratitude to Evacrest, bringer of all life.  Jhudiel was the third child among what was about to become four children.  Too young to help and too old to be helped, Jhudiel was gifted to an abbey at an early age.  There, they would live isolated from society to labor and learn as a dedicated oblate of the church of Evacrest.

Years passed peacefully in the abbey, where Jhudiel learned how to read and write, how to work and how to live under vows of humility, silence and obedience.  When puberty hit, Jhudiel was given the option to leave the monastic life.  They chose to stay, for by then, the Abbess was mother and religion was more home than the one Jhudiel was born into.  In spite of this choice to remain as they were, Jhudiel's life progressively changed, and so did they.  Jhudiel showed promise in offensive magic as a child, and a distant abbey was in need of help in protecting the livestock- and by extension, the abbey's livelihood.  Jhudiel was assigned to that location to develop their magic for the defense of the abbey, even though the dearly loved their sisters and brothers in their 'home' abbey.

Jhudiel diligently trained to stave off wolves and other creatures invading for the sheep and chicken, and slowly warmed up to the religious peoples at the new location.  But the aftermath of every attack still found its way to Jhudiel; seeing fellow Sisters and Brothers of the church injured brought emotional wounds atop physical.  Sometimes, goods were ruthlessly stolen or destroyed, inciting Jhudiel's fury and regret.  It was hard to find any love or forgiveness for such villains, but Jhudiel's superiors insisted on it.  More importantly, scriptures and stories of Evacrest's blessings and heroes' good will inspired Jhudiel to stay true to the morals of those legends.

These problems only persisted as work at the abbey continued.  Life consistently tested Jhudiel's faith, from violence to corruption- both in and outside of the abbey.  Jhudiel discovered two fellow oblates were intimately involved with one another, breaking their vows of celibacy.  This discovery was only made more upsetting due to Jhudiel's own attraction to one of them, having fought away their feelings for months by then.  Tortured by their own guilt for harboring romantic interest, Jhudiel stood by and did nothing about the infraction.  Eventually the couple was found out and reprimanded, however.  Jhudiel soon after sought out the Abbess to come clean about their feelings.  The Abbess's reaction was lighter thanks to Jhudiel coming straight to the higher authority rather than acting on inappropriate desires...which only made the matter more guilt-inducing for the young Evas.  They never confessed to knowing about the couple's indecent behavior.

Jhudiel threw their all into modeling the perfect holy person, and grew spiritually thanks to these relentless efforts and the superiors' guidance.  Once they came of age as an adult, they took their solemn vows to become a full-fledged acolyte of Evacrest.  To make the most use of their talents in magic, Jhudiel was assigned as escort or attendant for traveling religious peoples- fellow sisters and acolytes, abbots, and even pilgrims- toward other destination abbeys or locations of religious or mythical interest.  The roads were dangerous and even pilgrims were untrustworthy.  Jhudiel was supervised by a superior acolyte during travels, for the road was long and Jhudiel still required direction from superiors.

Life on the road was indeed taxing, and tested Jhudiel's faith and obedience regularly.  Banditry was rampant, accommodations were few and far, and even their travelling company could not be trusted.  Jhudiel's horizons nevertheless widened with every new town, landmark and person that they encountered.  The world was grander than Jhudiel could ever appreciate inside an abbey's walls.  Friends were made and lost between travels, stories heard and told.  People, in spite of everything, were inspiring.  Jhudiel could not let go of such attachments easily.  Jhudiel was not the same person as the one who had first left the Abbey.

Jhudiel's supervisor saw these changes in their charge, but sympathized.  Rather than turn Jhudiel in himself, the acolyte convinced Jhudiel to confess their feelings to their superiors.  Jhudiel later opened up to their brothers and sisters of the abbey over their growing concerns- their attachments, their own arrogance to act of their own will- and the abbey was surprisingly kind and understanding.  Jhudiel was sent to quiet reflection and prayer in isolation at the abbey for a while.  They could not speak to others, could not join public prayers, and worked solely on their own introspection and salvation.  

While this was, by the books and by anyone else's view a punishment, it turned out to be what Jhudiel needed.  By the time the isolation period was over, Jhudiel had come to a resolution.  The abbey and Evacrest were as dear to them as ever, but Jhudiel realized that a monastic life was not meant to be.  Freedom, desire, attachments and pride were important to Jhudiel, or at least enough to not live entirely without.  The world Evacrest created was beautiful, flawed but perfect, and Jhudiel wanted to participate in it, not deny it.

After many regards and goodbyes, Jhudiel took on simple vows for that of a lay person, and left the abbey.  It was not out of spite, nor failure or despair, but out of love and understanding.  With the abbey's blessings, Jhudiel was pointed in the direction of Roseshire, where two guilds lay waiting for bright-eyed adventurers.  There were countless tales boasting of legendary adventurers who helped those in need and became a part of history.  Jhudiel thought the guild was a better way than any to truly explore their own potential in the world, and hopefully become another name in history's next chapter.  Jhudiel headed for Rosenshire to apply as a member of Phericio, a guild where people sought after their fates.  It was time for Jhudiel to find out what fate has in store for them- or what Jhudiel has in store for fate!


Trivia

Likes:
  • Domestic work (cooking, cleaning, repairs, etc.)
  • Confections with fruits and chocolates
  • Reading fiction
  • Watching theater acts or street performances
  • History (books, landmarks, folk tales, etc.)
  • Travelling in a large group (safety first!)
  • Helping others
  • Religion and history topics
  • Sparring (they’re careful to admit this)
  • Flowers and herbs

Dislikes: 
  • Politics
  • Getting put on the spot for an opinion
  • Writing
  • Moving around without a light
  • Deep water
  • Reading things out loud or repeating what someone else had said because someone else didn't hear or listen well enough
  • Forest and road predators
  • Leftover/uneaten food


Extras:
  • Jhudiel learned how to speak in signs while in the monastery, as it was against the rules to speak aloud in most cases.  Sometimes, they do this while they speak anyway.
  • They have a bad habit of agreeing to requests before hearing it out
  • They swear up and down that violence is bad and you should not resort to it, but Jhudiel still slaps people and impulsively jumps into battles in spite of what they say.
  • Naughty beans will get a whopping from Jhudiel's shiny staff!!!! (not hard; they'd feel too bad if it actually hurt someone)
  • They're the kind of person to cry if they see another person start to cry.
  • The Phericio guild tattoo is placed on the inner side of Jhudiel's left wrist.  Easy to access with just a slip of their glove or sleeve!
  • When in doubt, they shut the hell up
  • Jhudiel spent a year transitioning into laity with the help of their superiors, and had their support and recommendations upon leaving.
  • Even if Jhudiel did not resolve to leave the abbey, the Abbess would have sent Jhudiel out seeing Jhudiel as no longer suitable or called to monastic life.  It was fortunate for all parties that Jhudiel had come to the conclusion before the Abbess would force Jhudiel to leave.
  • Jhudiel is working on a master’s degree in Divinity and Divine Magics!  They’re going on their last year, which means finishing up their thesis, and gaining priesthood experience as a Deaconess before being promoted to Priestess.  They’re so mcfreaking excited and tired at the same time.  
  • Jhudiel’s father is Ailluin, mother was Evas.  Among the 8 children he has sired with Jhudiel’s Evas mother, only 3 of them are Ailluin-leaning.  Jhudiel will age slower and live longer than a full-blooded Evas, but still features a lifespan shorter than Ailluins.  They do not know of their familial bloodline, and thus are not aware that they have Ailluin blood.
  • Touhou.se Link ⟭
  • Tumblr Inspiration Blog ⟭
  • Spotify Playlist ⟭

Timezone:  PST (surprisingly flexible though; can probably work with weird times!)
RP Preference:   ☑ 1x1  ☑ Group  ☑ Discord  ☑ Google Docs  ☑ Lit RPs  ☑ Script RPs*  ☑ HCs*  [☑ Open to other suggestions!]
*  Note:  For HCs or script rps, I prefer these only after having done some Lit RPs with a character, or at least having a good premise to start from!



PQ || Application for PixelQuests

To be used by PixelQuests only - please do NOT use, copy, take or redistribute this piece.


Related content
Comments: 14

songssi [2019-11-27 09:56:45 +0000 UTC]

YAAAAAAAAAAAAAAAAAAAAAAA JHUDIEL REVAAAAAMPP!!!!!!!! THEY LOOK SO CUTE WTF!!!! IM SWOONING REVEREND

👍: 0 ⏩: 1

Silvefied In reply to songssi [2019-12-14 18:18:03 +0000 UTC]

AAAAAAA THANK YOU MIZUUUUUU

👍: 0 ⏩: 1

songssi In reply to Silvefied [2019-12-14 19:00:14 +0000 UTC]

SMOOCHES!!!! HEHEHE YOURE WELCOME DEARRR

👍: 0 ⏩: 0

songssi [2018-11-08 00:38:53 +0000 UTC]

LATE BUT MY ANANNANAANANGEEEEELELELLL 😩💖💓💕💗💘 INFINITE KISSES FOR THIS GOOD GOOD CHILD

👍: 0 ⏩: 1

Silvefied In reply to songssi [2018-11-09 22:15:29 +0000 UTC]

AHHH YOU DIDN'T HAVE TO GO THERE, BUT YOU DID, YOU PRECIOUS CREATURE YOU..,,

👍: 0 ⏩: 0

Jokerrin [2018-10-03 11:05:32 +0000 UTC]

PATS JUJU I LOVE THIS BABY I hope they find new love, one that will be mutual and not regarded as an inappropriate thing CRIIIII

👍: 0 ⏩: 1

Silvefied In reply to Jokerrin [2018-10-05 03:44:45 +0000 UTC]

aDFJDKS OMG THAT'S SO SWEET //PAPS YOU

Here's to new adventures and discoveries- in life, love and glory!!  //cackles

👍: 0 ⏩: 0

Tenkana [2018-09-24 06:35:04 +0000 UTC]

I love Jhudiel's hair and mysterious aura!

👍: 0 ⏩: 1

Silvefied In reply to Tenkana [2018-10-05 03:43:59 +0000 UTC]

omg THANK YOU!  Tbh I always wanted an oc with this sort of hairstyle HEEHEEE~

👍: 0 ⏩: 1

Tenkana In reply to Silvefied [2018-10-06 14:03:21 +0000 UTC]

You're very welcome!
And it's a very nice hairstyle indeed hehe

👍: 0 ⏩: 0

Kumano-san [2018-09-24 04:54:30 +0000 UTC]

SO HOLY..SO PURE..MY EYES HAVE BEEN BLESSED

👍: 0 ⏩: 1

Silvefied In reply to Kumano-san [2018-10-05 03:41:21 +0000 UTC]

THIS COMMENT...SO PURE...I'M BLESSED TOO DANG

👍: 0 ⏩: 0

KiyokoAmaya [2018-09-24 03:55:20 +0000 UTC]

WHY HELLO QT :3c //SCOOPS UP JUDE AND SILVE AND RUNS

👍: 0 ⏩: 1

Silvefied In reply to KiyokoAmaya [2018-10-05 02:57:37 +0000 UTC]

slides in to sCOOP YOU UP TOO WITH UR I'LOQUE

👍: 0 ⏩: 0