Sylph Jade Icaron
May 23, 2013 7:15:27 GMT -5
Post by Sylph Icaron on May 23, 2013 7:15:27 GMT -5
SYLPH, JADE, ICARON
TWENTY - MUTANT - FEMALE - BISEXUAL – ANTI-PRAVUS - FUGITIVE
ABOUT THE PLAYER:
OOC Account: Kazza
What do you wish to be called?: Any nicknames are also fine
Other Characters: Rinn, Susurrus, Lithre (Articuno), Horace, Yow, Kazza, Sidney
Link to your previous character: N/A – Revamp
BASIC INFORMATION:
Full Name: Sylph Jade Icaron
Nickname(s): Sylph or Soot to most
Gender: Female
Age: Twenty
Allegiance: Anti-Pravus
Occupation (Position) : Fugitive / Unemployed
Species: Mutant
Powers: Sylph has the ability to generate and manipulate electric currents and fields. It requires a lot less energy to utilise a pre-existing source of electricity than to generate one, and she can only sustain a self-made one for under a minute. She can also withstand more powerful electric currents than a typical human, and can, in rare cases, absorb electricity as energy. Sylph can also use her power to short out any nearby electric circuits. As she has not had many opportunities to practice her powers, even a small task can leave her exhausted but with practice her ability is sure to improve.
PHYSICAL APPEARANCE:
Face Claim: Re-L Mayer – Ergo Proxy
Hair color and hair style: Sylph’s hair is a very dark brown, bordering on raven. She alternates between having her hair tied up in a simple ponytail or just leaving it down, depending on the availability of something to tie it up with, or how quickly she has to get up after sleeping.
Eye Color: Dark grey eyes match her hair quite well, although neither characteristic is in common with Sylph’s direct family.
Height: Sylph comes in at 5’9” – a bit taller than the average height for a woman
Build: Due to a lack of food, Sylph is thin, bordering on malnourished, although even when she had easy access to plentiful food she was never that much heavier, leaving her with an almost anorexic appearance. Still, what little of her that there is, the majority is muscle, leaving her with a wiry, surprisingly strong build.
Skintone: Typically, Sylph has a fairly pale skintone, but constant exposure has given her something of a tan.
Other Appearance Information: Sylph has quite the collection of scars – she’s been shot, stabbed and burned. She has a stab scar beneath her ribs, and on her back just above her right kidney, as well as another through her left hand and one slight, barely visible one across her right cheek. She also has two bullet scars – one through her left shoulder, and another through her stomach. The last of her obvious scars are the cigarette burns and accidental match burns. The scars from the matches are mostly on her fingers and palms. The ones from the cigarettes are numerous and spread across her body. There isn’t a limb without at least one, and along her collarbone has the highest concentration. Aside from these inflicted scars, she also has scars on her knees and elbows from continually grazing them as a child, and a final, ragged scar along the sole of her right foot. The last of her scars is a burn on the back of her neck, underneath which the outline of an older set of scars is just visible, faintly spelling out the initials, “I. H.”.
As well as her extensive scars, Sylph has several tattoos. On the edge of her shoulder-line near the top on her back, she has an Icarus tattoo, a family tradition from her mother’s side. Beneath this tattoo, she has three other tattoos on her back; on her right shoulder, she has a sylph, for her namesake; on her left shoulder, Sylph has a simurg, for her little sister’s namesake; at the small of her back, there is also a raven tattoo for her brother, Fechin. Finally, she has a feather dream-catcher tattoo over her heart.
As for the rest of Sylph’s appearance, she has no piercings, although she used to, and her clothes are plain and simple, and typically black. She is most often seen in a long-sleeved black shirt with a sleeveless black leather jacket over the top, with tight-fitting black pants which have a black leather belt threaded through the belt loops, and black leather boots. She dresses for practicality, and for warmth, and, as she rarely has the chance to go into a town to buy new clothes, they’re worn and tattered, but not so badly as to compromise the fabric. Her boots, also black, are sturdy and made for hiking.
Instead of the usual jewellery that people wear, Sylph has a flint on a strip of leather around her neck, as well as a few black feathers left on the ground by ravens.
Aside from that, Sylph also has a pocketknife attached to her belt and pant-loops by a chain, a knife hidden in her right boot and one strapped to her left calf, a gun holstered at her hip, her sword and sheath attached to her belt, and her bow and quiver slung over her shoulders. She also has numerous lighters hidden on her person. Armed to the teeth is, in this case, a rather accurate description, as her perfect white teeth are her last line of defence.
PERSONALITY:
Likes:
- Fire –Sylph is a pyromaniac
- Drawing – Putting pencil to paper soothes her nerves and calms her down
- Smoking – Again, the nicotine calms her down
- Her weapons – They’re her equivalent of a safety blanket
- The outdoors – After all that time spent indoors, she’s developed a renewed respect for being outside
- Alcohol – She quite enjoys a few beers when she can get her hands on them
- Her mother – She was raised by her, after all
- Her sister – Sylph has always cared deeply for her younger sibling and was rather protective of her
- Her Pokemon – They’ve always had her back and they’ve spent so much time together that they’re practically family
- Biology – It was her favourite subject at school, after art of course
- Ravens – Sylph finds them to be fascinating and intelligent creatures
- Being around sources of electricity – Proximity to electricity tends to make her feel wide awake and incredibly focused
Dislikes:
- The cold – While Sylph loves snow, she can’t stand being cold; it makes her feel miserable and grumpy
- Maths – She’s never understood it, and she doesn’t see the point past the basics
- Authority figures – All the ones she’s encountered abused their power
- Feeling weak or helpless – Sylph does not enjoy being at a disadvantage
- Drugs and their effects – Not the kind people take of their own volition, more so the ones that are given forcefully – Medication
- Restraints – She hates having her movement restricted, or feeling trapped; it brings back bad memories and she tends to panic
- Her father – Even when she was a child she hated the man, and it’s only gotten worse with age
- Dr Ivan Heron – Sylph would like nothing more than to watch the man squirm and beg for mercy
- Being imprisoned, for obvious reasons – Nobody likes being trapped
- English – She never was very good at the subject, and she doesn’t read that many books either
- Spiders – Something about them just creeps Sylph out and she’d prefer to avoid them if she can
- Being talked down to – Sylph might not be the most intelligent person, but she takes issue with anyone who can’t at least speak to her like an equal
Strengths:
- Archery – She’s been using a bow since she was eight. She rarely misses
- Knives and swords – Her technique with these weapons is almost flawless, and she has excellent aim with the knives, although she rarely throws them in combat because, if you miss, you’re down a weapon
- Fire – Sylph excels at both creating and controlling fire. She understand the logistics of a flame, how to make a campfire or a wildfire, and how to keep them from getting too out of control
- Drawing – She’s quite the artist, and all the time she’s spent practicing shows in her drawings
- Stamina – As someone who’s been on the run for over a year, Sylph is quite fit
- Her mutant ability – While Sylph is still only just beginning to control her ability, when she’s threatened it often subconsciously kicks in for her, making her a force to be reckoned with
Weaknesses:
- Fire – Although Sylph might be able to ‘tame’ fire, she’s can also be easily distracted by it. Often, despite her love for it, she’ll avoid it, or otherwise things can get out of hand or she can become entranced by the flames
- Needles – As soon as Sylph sees one, she fixates on it and she can begin to panic and lose control of her breathing, especially if she can’t get away from it
- Restraints / Restricted movements – Again, Sylph will panic as soon as she’s restrained, or can’t move, as her mind immediately jumps to the worse-case scenario
- Feeling trapped or cornered – In such a situation, she’s likely to be unpredictable and potentially violent
- Physical strength – While Sylph is not weak, she simply lacks the build and muscle to overcome enemies by strength alone, especially as she rarely has enough to eat
- Maths – She struggles quite a bit with large numbers and complex equations
Personality:
- Rebellious, Independent; Sylph began her rebellious and independent stage early – when she was about five, to be exact – and she hasn’t left it yet. She has trouble with authority figures, and won’t respect someone she doesn’t think has earned it. She dislikes having to depend on others and enjoys being able to take care of herself and do as she pleases. These are both especially true when it comes to her father, and, in fact, they are compounded – she resents him and will do anything she can to disobey and annoy him, and will, up to the point of dying or having someone she loves die, will not accept his help under any circumstances.
- Suspicious, Untrusting; Considering her past, it’s hardly surprising that Sylph has trust issues and can be acutely suspicious of other people. She has trouble trusting anyone, except for those closest to her, and getting in to her inner circle requires patience and quite a bit of effort on the other person’s half. Instinctively, though, she has an easier time trusting Pokemon.
- Stubborn, Fiery; Sylph is also rather stubborn and pig-headed – she will fight to get what she wants, and she doesn’t easily give in or change her course. Added with her fierce temper, as fiery as the flames she cherishes, she often ends up getting burnt, or burning those around her. This makes for a dangerous combination, set to go off at any second, as she’s now somewhat more unhinged than she used to be, and prone to exploding at the slightest provocation, although she typically only expresses her anger verbally if she can help it.
- Carefree, Lively; The front that Sylph puts up is one of carefree ease, and, for the most part, she even manages to convince herself. Her reasoning is that there’s no point worrying over what might or could happen, and, so long as she’s free and outside Nada, that’s likely how she’ll stay. She can also be rather lively, especially later in the day and at night, although she’s slightly less so in the mornings. Still, she’s learnt to be ready to move as soon as she’s awake out of necessity.
- Dark, Moody; As for Sylph’s sense of humour, it’s rather dark, much like her world-view can be at times. She’ll often say something quite dark, and it’ll be impossible to tell if she’s joking or not. Adding to this, she can be incredibly moody, especially in the morning or if she hasn’t slept much, or, alternately, if she’s cold, even more so if she’s also soaked. During these times, she’s at her most likely to snap at anyone around her, and it’s best to just leave her be until she warms up a bit.
- Cynical, Realist; While Sylph often acts as though she couldn’t care less and isn’t at all worried, she’s quite cynical and a realist. She has trouble accepting that people might be motivated by something other than their own self-interest, and she often faces situations knowing full-well the likelihood of anything good coming out of it, and how low that may be. Even so, no matter how hopeless she knows a situation to be, she’ll battle on regardless, if only because she’s too proud to admit defeat, or simply to spite someone.
- Unpredictable, Rash; Sylph can be unpredictable and rash, rushing into things without thinking them through. This is especially true when she’s been backed into a literal, metaphorical or figurative corner – once she feels trapped or threatened, it’s impossible to know how she could react, although a general assumption can be made that it will be violent and not at all thought through.
BACKGROUND:
History:
- One of two; Sylph Jade Icaron was one of two – a twin. Her biological father, however, had left before their mother, Adarna Elise Icaron, discovered she was pregnant. Despite this, before Sylph and Fechin, her twin brother, were born, Adarna had found new love and even married. The lucky suitor’s name was Iskander Borisknov, and the couple were completely smitten. The birth left Adarna confused and depressed though, as Fechin was stillborn. Still, Adarna pulled herself together to be strong for her newborn daughter, who she named Sylph in keeping with her family’s tradition. Fechin, meanwhile, was given a name and a burial on the same day.
- Svoloch'; As soon as Sylph was old enough to form complete sentences and understand what she and others were saying, she took an instant dislike to her “father”, as he and her mother insisted she call him. Instead, she called him by his first name, much to his annoyance and frustration. In turn, he would call her Svoloch', Russian for bastard. Adarna was clueless, as she had yet to learn Russian, and Sylph only discovered the meaning of the word by asking the son of Iskander’s friend. This kindled a spark of resentment between the two, and so began the bad blood between them that would explode into a full-blown hatred later on.
- Simurg; Sylph was four when her little sister, Simurg, was born. She was excited by the prospect of a baby sister, and while she was jealous at how much time her mother spent with Simurg at first, she came to genuinely care for her, and promised to be the best big sister she could be.
- How to skin a cat; A month before Sylph’s eighth birthday, she came across a stray Glameow on the walk back to her house. While Iskander hated cats, and anything like them, she couldn’t help but feel sorry for the poor creature, and fed it what was left of her lunch. This became a ritual and continued for almost four months, before the fateful day that the Glameow decided to follow Sylph home. She didn’t realise that the Pokemon had followed her into the house until it was too late. With her mother not home, there was no one to reason with Iskander, who seized the creature and, retrieving a knife from the kitchen, dragged Sylph and the Glameow to the garden before demonstrating to Sylph just how one goes about skinning a cat. Her hate and fear of her step-father blossomed from this point on. This was also the time when she discovered her mutant ability – the streetlights shorted out and sparks of electricity flew along the front gate after Iskander had gone back inside the house.
At this age, it was her hate for Iskander and her burning desire to be able to stand up to him that drove her to take up archery and martial arts.- Teenage truant; As Sylph went through school and entered her teenage years and high-school, she became something of a teenage truant, often skipping school and flunking almost all of her classes. By the time she was thirteen she was drinking and smoking. By fourteen she had joined a small gang made up of the likely future drop-outs of her school. From the money she earned in the gang, she was able to pay for her tattoos – by the time she was fifteen, she had four of her five total inked onto her skin, all bar her feather dream-catcher. Anything she could to annoy Iskander, to garner his disapproval, she did. Still, at her sister and mother’s pleas, she reluctantly began attending enough classes and doing enough work to pass. It was during this phase that she discovered the true extent of Iskander’s criminal side – he was a mob boss who orchestrated crimes and offered his services for whoever could pay the fee. The influx of refugees because of the war only improved business and because they lived in Nada Citadel, while the war did reach them, it had nowhere near the effect on them that it had on others.
- The gang; As time went on, Sylph became more entrenched in her gang. While they weren’t all that large a group, nor that serious, only selling drugs to people looking for a bit of excitement, there was a sense of comradery between the group, and exhilaration in the thought of defying Iskander. Of course, as they had no official territory, they were operating in the no-man’s land and they constantly came into competition with other small gangs not unlike theirs. Usually any fights were only posturing, although occasionally they would come to blows. As she had now been training in martial arts for seven years, Sylph generally fared fairly well in any scuffle, although once she had been careless and not seen the knife being wielded by the other gang member. She’d ended up with a slash on her cheek, shallow stab wounds in her back and front, and a knife lodged in her hand. She’d taken herself to the emergency room, refused to identify herself, and left the next morning. She’d made up some weak excuse for her mother, and hadn’t even bothered with one for Iskander.
- Conflict; Still, they were only a small gang, not overly powerful or influential, and they knew it. They didn’t bite off more than they could chew. With the steady profit they were earning, Sylph was able to buy herself proper weapons – knives, a bow and quiver, even a sword – as well as the last of her tattoos. The relative peace and prosperity was not to last, however, as the gang grew bolder and bolder, until, almost without realising it, they stepped onto another gang’s territory and into a little war of their own. Sylph had just turned seventeen at the time. It had been a fairly typical night, right up until it wasn’t. The first sign that something was off was the dark figures, a whole group of them, walking down the street towards them. The other gang had decided to make an example of them. By the time they had realised what was going on, it was too late, and the other gang was upon them. They might have stood a chance, if not for the fact that they were taken by surprise and out-gunned – before they had the chance to react, the other gang was already shooting. Sylph was hit in the shoulder and stomach and went down. Her friends charged the other gang as she lay on the ground, barely conscious. Then, the brawling broke out, using fists, knives, knees, teeth, anything, firearms and logic forgotten. Someone spotted her on the pavement and came at her with a knife. The burst of electricity that she generated sent him flying into a wall, and he slumped to the ground with an eerie stillness about him, his clothes smoking slightly from the shock. The last thing Sylph heard as she began to slip out of consciousness was the sound of distant sirens.
- Cover-up; When she woke, Sylph was lying in a hospital bed, covered in bandages, her thoughts fuzzy from the drugs that were not quite masking the pain of her injuries. Still, she remembered exactly what had happened. Adarna, Simurg and Iskander came to visit her the day after she woke, and when Adarna and Simurg went out, Iskander stayed behind. Sylph was confident that he couldn’t do anything, not here in such a public place, but when he said that she was to be facing criminal charges, she knew something wrong – he normally wouldn’t have given a damn about the trouble she was in. His eyes glinted mischievously and her blood ran cold as he leaned in close and whispered into her ear that he was going to bury her so deep that she’d never see light again. She didn’t doubt it, either, but when she had recovered enough for the court case to be brought forth, she didn’t expect what Iskander had orchestrated. As he was now loyal to the currently ruling body, Pravus, he called in a few favours to both keep the case from the public and to rig the trial, and had the lawyer submit an insanity plea on Sylph’s behalf without her even knowing. Then, he bought off the psychologist who was supposed to analyse her mental state. Before Sylph could do anything, she was labelled as a paranoid schizophrenic with an anti-social personality disorder, and was committed to a high-security mental institution.
- Mind games; Once she had been committed, Sylph was largely left alone and given time to adjust and grow accustomed to her new schedule. It was almost peaceful, save for the occasional outburst from another patient and Sylph, determined to prove her sanity, behaved herself. That is, she tried to, until her own personal doctor came to visit her in her room for their first session. His name was Ivan Heron, and he was the head of the asylum. He made it perfectly obvious that he had been paid by Iskander to ensure that Sylph remained buried deep, but alive. He also made it very clear that she belonged to him now, and, so long as she didn’t escape or end up dead, he could do with her as he pleased. And so began the games – illegal experiments with different drugs and treatments, as well as any other things Dr Heron saw fit to do. Sylph soon dropped her pretence of good behaviour, lashing out at anyone who came too close, including her “doctor”. As a result, she was often confined to her room and restrained. Heron fitted her with an electric bracelet that served a double purpose as a heart-monitor and shock collar – despite her mutant ability, the shocks still hurt her. All this time, Sylph was going through nicotine withdrawal and she grew increasingly violent and internalised. Heron knew about her smoking and, disabling the smoke detector in her room, would toy with her, smoking a cigarette a metre from her while she was restrained and unable to move, stubbing the cigarette out on her skin when he had finished. Her only escape was her sketchbook, where she would draw anything but the things around her, as well as keeping a tally of the days spent in the asylum in the back pages.
- Fugitive; Sylph had been in the asylum for two years when the infection escaped into the wild. She remembered distinctly that day – Heron had been toying with her, as usual – this time, he seemed to be in a somewhat inebriated state, and had brought a knife with him. For once, Sylph hadn’t been in any kind of restraint, although the collar was often enough of a caution. He’d held her still while she struggled, until she felt the blade on her neck, as he carved his initials into the flesh, marking her as his. He’d released her hold on her and let her slump to the floor in agony. That was when all hell had broken loose – by a series of coincidences, a swarm of infected attacked the compound, which was situated on the very outskirts of Nada, at the same time as several inmates staged a riot. The alarms threw Dr Heron off for a second, and Sylph seized her chance, and the knife, cutting off her collar, and stabbing him through the chest. Without waiting to see if he was dead or not, she grabbed his key-card and ran, narrowly avoiding the lockdown that would have left her trapped in her room. Fortunately, a convenient hole had been torn in the wall by the infected, and she slipped out into the night, running away from the asylum and into the city. She knew that, once they had the situation under control, it wouldn’t take them long to find Ivan Heron stabbed and her missing, so she moved quickly, retrieving her weapons, backpack and a change of clothes from where she had stashed them, along with the only pokeball that she had left with them (the others had been at home) before fleeing into the wilds.
- Wanderer; As she was considered a dangerous escapee from the high-security psychiatric hospital, Sylph stayed as far from civilisation as she could. At the first available moment, she heated the blade of her knife until it was red-hot and burned the initials from the back of her neck. While an agonising deed, Sylph saw it as an acceptable price to at least mask the claim of ownership made on her own flesh. After she had recovered from the self-inflicted wound, Sylph cautiously reached out to her few remaining contacts in the citadel in an attempt to gather information about her mother and sister, who she missed dearly, and her team. She discovered that Adarna andSimurg were alive and well, although unaware of the truth about what had happened – as far as they knew, Sylph was a mentally unstable and dangerous criminal – and that, while most of her team had been sold off, some had not survived the change of ownership – her Ninjask and Buizel were dead. The others were scattered across the citadel and region. Sylph searched as she travelled, but to no avail.
- Sinner and Saint; During her time in the wilds, Sylph has killed more than once, and not just the infected. Her first human kill since the man in the gang fight was another fugitive who had attempted to steal from her – a fatal mistake. When his lifeless body had slumped to the ground as she pulled her sword from his chest, Sylph had been faintly surprised by her lack of emotion. Then she had quickly accepted it. She hasn’t just killed though – on one of her rare ventures to the outskirts of civilisation, she came across a young pup, a German Shepard. She hadn’t been able to bring herself to leave the starved pup behind, and the dog, nicknamed Wisty, now travels with her.
- Epilogue; Currently, Sylph has aligned with the anti-Pravus side of the divide, although she has yet to join any group. Sylph devotes a lot of her time and energy to searching for her surviving Pokemon. As of now, she knows the exact location of only one – Blaise, her Quilava. She has also now accumulated all that she needs to survive in the wilds of Remoor and has become a tough and accomplished survivor, hunter and scavenger.
Pokemon:
Name: Flint
Species: Skarmory
Level: Thirty–Five
Gender: Female
Ability: Sturdy; The Pokémon is unaffected by One Hit Knock Out moves and cannot be knocked out when it has full Hit Points
Keen Eye; Opponent cannot lower this Pokémon’s accuracy. The Pokémon ignores evasion boosts of the opponent
Current Experience: 0/950
Origins: Sylph found Flint as a chick who had been abandoned by her parents when she fell from the nest and broke her wing. She took the Skarmory to a friend to set the broken wing, and raised her to adulthood. When Flint was fully-grown, she decided to remain with Sylph.
Personality: Flint is tough and more than just a little rough around the edges. She swears every second word, talks shit and will spit at or on anyone she dislikes or disapproves of. Contrary to the usual personality of those who talk big, she’s no liar. She will carry through on each and every threat she makes, or attempt to.
For a steel type, she’s also quite unusual in that she smokes – she’s rarely seen without a cigarette clamped firmly in her beak – and she’s also quite the fan of alcohol. She views Sylph as her best friend more than her trainer, and will not hesitate to tell her the harsh truth. She’ll also go out of her way to help her out, as she feels indebted to the woman for taking her in as a chick.
Attacks:
- Air Cutter
- Swift
- Spikes
- Steel Wing
- Fly
- Sky Attack
Name: Blaise (MISSING)
Species: Quilava
Level: Thirty–Two
Gender: Male
Ability: Blaze; When HP is below 1/3rd, Fire’s power increases to 1.5 times.
Current Experience: 0/875
Origins: Sylph was given Blaise as a gift by her mother and sister on her thirteenth birthday in the hopes that the then Cyndaquil might keep her out of trouble. Their plan failed, but the two became inseperable.
Personality: Blaise is a laid-back, carefree kind of guy. He tends not to worry, and he spends most of his time happily chatting with Sylph and the rest of the team. For a fire type, he’s surprisingly chill, and he very rarely panics, except when a large amount of water is involved. Otherwise, he’s the most relaxed of the group, content to just sit back and see what unfolds. Don’t let his easy-going personality fool you, though – he will protect his friends with brutal efficiency and he doesn’t take well to threats.
Attacks:
- Smokescreen
- Ember
- Quick Attack
- Flame Wheel
- Swift
- Dig
MISSING
Name: Tes (MISSING)
Species: Electrike
Level: Twenty–Five
Gender: Female
Ability: Static; The opponent has a 30% chance of being induced with PARALYZE when using an attack, that requires physical contact, against this Pokémon.
Lightningrod; Electric-type moves are drawn to this Pokémon. Electric-type moves will do no damage and the Pokémon's SP ATK is raised one stage
Current Experience: 0/800
Origins: Sylph bought Tes as a pup when she was fifteen, reasoning that an electric type would be a useful addition to her team because of her mutant ability.
Personality: Tes is very much like an exciteable puppy and she is the youngest of Sylph’s Pokemon. She’s seemingly always full of energy, and she never seems quite able to sit still. She talks almost non-stop, and is always getting distracted by something off in the distance. Tes is also very astute, able to pick up on the emotions of others quite easily, although she’ll rarely alter her behaviour to match. Despite all of this, she’s an able fighter, relying more on speed than strength to win her battles. The rest of the team is incredibly protective of the young girl, and anyone who dares mess with her is in for a nasty surprise.
Attacks:
- Tackle
- Thunderwave
- Fire Fang
- Howl
- Quick Attack
- Spark
- Odor Sleuth
- Ice Fang
MISSING
Name: Shade (MISSING)
Species: Murkrow
Level: Thirty–One
Gender: Female
Ability: Insomnia; The Pokémon cannot be under the SLEEP condition while having this ability.
Super Luck; Raises the critical-hit ratio of moves.
Current Experience: 0/850
Origins: Shade was bought off another kid at school by Sylph to act as a lookout when she was out with the gang.
Personality: Shade very rarely speaks, making it hard to get to know her. She is, however, a loyal bird and she does her job well – no one slips past her sharp eye unnoticed. As such, she tends to be unusually observant, even when she’s not required to be, and she will often alert Sylph to anything that she deems to be unusual. She’s a tough old bird too, and she has an unnerving habit of staring straight into the eyes of anyone she meets or speaks to, often without blinking at all. She gets along with the other members of Sylph’s team well enough, though, and she seems to have a soft spot for Flint, as those who know her could swear that there’s a different reason for her silence around the other bird.
Attacks:
- Confuse Ray
- Astonish
- Pursuit
- Wing Attack
- Night Shade
- Assurance
- Roost