Jeu (Diana Quinlan)

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6 years, 10 months ago
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The Game Master

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Basic Info

Name: Jeu (Diana Quinlan)

Pronunciation: Here

Nickname: Legs, Legless, J, Player, My Lady

Alias/Title: The Game Master

Gender: Female, She/Her

Species: Altered Human

Age: 23

Birthday: April 19th, 1993

Sexuality: If she had to have a preference, it’d be guys.

Nationality: Irish

Religion: Respected but doesn’t hold one herself.

Currently lives: Eventide, Washington

Languages spoken: English

Relationship Status: Dating Bitterness, a Data Demon

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Appearance

Height5’4” (6’ due to floating)

Weight: 75lb (115lb with legs

Figure/build: Slender and delicate

Hair color: Teal

Hairstyle: Straight and Wavy with long bangs that cover her eyes.

Eye colour: Black Sclera, Glowing Bright Blue Iris

Skin: Navy (White)

Tattoos: None

Piercings: None

Scars/distinguishing marks: Her legs end just above the knee

Preferred style of clothing: Long and flowing, comfortable, dark, simple

Frequently worn jewelry/accessories: Cracked Crystal heart of a dragon

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Personal Info

Personality:  Cold and aloof to those she does not know, but she’s polite enough. She clearly doesn’t have an interest in you unless you’ve already proven otherwise. Quiet spoken. More talkative to friends, but she’s never been a girl of many words. 80% of the time her default emotion is passive. It’s very hard to get her visibly angry, but you can tell if she’s annoyed right away from her scowl. She’d hard to read because she covers her face, and she likes it that way. Rarely smiles but that’s because there’s usually not a lot to smile about in her life. She’s actually more shy than anything, she’s just not the cute kind.

Likes: Games of all kinds that involve skill, books, chocolate, defeating opponents, gathering intel, overcoming challenges, logical issues, control

Dislikes: Games of luck, cheating, liars, overly exuberant/ affectionate people, being touched in a familiar way if she isn’t incredibly close to you or has allowed it, idiots (especially people who act like idiots), nonsense, helplessness, her lack of legs

Fears/phobias: Losing whatever she deems important to her, losing a game to someone who definitely doesn’t deserve to beat her, dying now that she can.

Favorite color: Green

Hobbies: Reading, playing online chess games, playing video games, monitoring her house

Taste in music: Classical and Electronic music

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Personal Skills

Master at nearly any game involving strategy or skill, outside of physical things like sports.  Very accurate memory, trained from playing hundreds of games of chess and learning different tactics. She’s highly observant and can gather information on situations quickly. She’s also quite stealthy since she doesn’t make footsteps. She’s vulnerable to games that are based more on luck than skill.

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Food Stuff

Favourite food: Banana custard

Favourite drink(s): Sour, fruity soft drinks

Disliked food(s): Dry foods by themselves, overly salty snacks

Disliked drink(s): Bitter drinks

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Living Situation

Jeu lives in the old, abandoned, and trashed Candle Cult Mansion, Kynttilä Kartano (Tilä for short). The building is a standard mansion on the outside, with a main section and two branching wings. An old garden makes up the back, and the surrounding land is cleared in a respectable radius around the manor. Beyond that is nothing but pine trees for miles. The house itself is currently in a state of disrepair. A civil war between the higher powers of the Candle Cult Jeu was a part of left whole areas of the building overgrown and smashed in by tree roots. The once clear radius of land is now marred by hastily and violently grown trees, roots, rocks, and earth that had been tossed aside as the vegetation began to sprout. Other areas are damaged from the in-fighting, but the main body of the mansion is still intact. Charms once gave the house a measure of protection against intruders, and magically expanded its halls and residency rooms. Without them, the building is back to normal size within. Halls are littered with leaves and fallen ornaments, windows are smashed in in some places, and the catacombs are completely sealed off. The grand chandelier that once graced the main entry way is fallen and smashed into hundreds of glass shards, but was cleared away and gathered by the mansion staff.

Jeu shares the residence with the newly rekindled Lanterns, servants of the house that appear as well dressed butlers or maids without heads. Instead they all bear glowing lanterns. When the house was first abandoned, and its magic disappeared, these Lanterns all dropped where they stood and were completely immobile. Jeu’s return has brought them back, however, because the house once again has a resident. Her continued presence has slowly but surely begun the slow process of restoring the house's magic. As such, smaller amounts of damage have begun to repair themselves, while the Lanterns keep busy by cleaning and repairing larger areas and serving Jeu, much to her discomfort. She also has her pet/adopted son, Azzan, a jeuvenile Cambion whom she agreed to care for at an old friend’s request. He is the result of an unhappy coupling between said friend and a human woman; her friend is a demon hybrid of sorts, which allowed him to create offspring of the same type as the demon who turned him. As such, Azzan is technically more human than cambion, but his genetic make-up takes over his appearance, and he does not bear any human characteristics, traits, or thoughts. He is entirely animal, albeit a highly intelligent one. Lastly, her partner, Bitterness, occasionally visits, but he hates how the place is and frequently leaves via Jeu’s electronics, as he can travel inside of and through electrical devices.

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Powers

Game Master—Jeu issues a challenge, or is challenged herself. If accepted, both players are locked into the match and cannot forfeit. Play or lose automatically. In most cases, Jeu challenges others for their souls, while they challenge her for various prizes. With her powers, Jeu conjures an illusory version of a game, and the challenged party choses what to play. Most of Jeu’s life revolved around honing her skills at strategy and observation. As such, she’s almost unmatched when it comes to games and puzzles. She has yet to lose a match since receiving this power. 

  • With this power comes certain insight, as this is a legitimate power over games as a domain. Jeu is naturally capable of identify when someone is cheating, and passively, when someone is lying to her. Opponents can make it impossible for her to see how they cheated, but she will sense any foul play, and respond accordingly. Cheating is not tolerated in her games. Ever.
  • Gaming Plane-- Jeu has a small pocket dimension-like space where her illusory games take place. This allows for large scale illusions without interrupting the real world. and prevents outsiders from interfering. This is also where Jeu keeps her winnings here to keep things tidy and inaccessible. This space can only be accessed by Jeu, because it itself is not actually real. 
    • Jeu did not make this place. She doesn't have the power for such a feat. She can only access it by opening a portal with her power over illusions. An illusory space will have an illusory door, after all.
  • Winner's Lot--Not so much a power as a buff, Winner's Lot soulbinds anything Jeu has won in a game to her for a set period of time. During this period, no one, no matter their ability, can forcibly take Jeu's winnings from her. (Think of it like a keyblade in a sense; if someone tried to take Jeu's prize, it simply goes back to her until Winner's Lot runs out).
  • Her greatest weakness in playing games is her confidence. She often underestimates her opponents due to her own skill, and her lack of actual challenges has given her a false sense of superiority. An opponent with a few choice tricks up their sleeve stands a fighting chance.

Illusions—Jeu has a general ability to conjure illusions to trick and deceive opponents, or to project an image or a memory to others like a hologram. 

Ghosting-- Jeu can appear and disappear at will, and she can pass through solid objects, or allow solid objects to pass through her. 

  • It should be noted that while Jeu has this ability, she is not dead and retains her soul.
  • Her ghost powers are limited by her stamina and by how long she uses them. Passing through things and having things pass through her is more draining, and costs more energy the more it happens consecutively.

Mana Manipulation- Jeu can manipulate the energy that exists within all things to her own purposes, and can make mana constructs to fight with and to defend herself. Her constructs take the form of playing cards and small game pieces. The cards can slice an opponent and be made larger to form shields, while the game pieces function as mana projectiles. They can be conjured in varying sizes, but no bigger than 3 feet in length. They appear almost holographic in nature, and are the same shade of blue as Jeu's flames.

  • Jeu needs to gather and concentrate the mana around her to give it form, which takes time. Shields produced as a reflex are naturally not as structurally sound as a shield that took time to create. She cannot keep a mana structure in existence for long periods of time, and she currently has enough trouble actively making mana constructs. It takes a large amount of concentration for her to properly channel mana because she is unwittingly holding herself back due to a lack of understand of the force.

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Family, Friends, and Foes

Parents: Olivia and Maxwell Quinlan, Alive

When she was still Diana, Jeu was kidnapped as a young child to become the heir and protégée of a sociopathic game master, Mark Granovsky. He changed her name and groomed her to be quiet, obedient, and to rely on him and games as a whole for her means of social interaction. Her parents have been looking for her for 19 years, but at this point have moved on with their lives, keeping her in their hearts. Jeu is aware that she could go find them, but her memories are altered from her time as a child, and with her less human appearance, and a genuine lack of connection from her absence in their life, she has never pursued this. 

Partner/Spouse: Bitterness, a Data Demon she met when he decided her games were a great food source, and she shook him out of a game cartridge. They had a weird start to their relationship as reluctant friends, more so game partners than anything. Over time they grew closer and now they are an established couple.

Friends: Jeu, due to her nature and her current state of isolation in the manor, does not have many friends, if any at all. Any that she had fled the area when the cult collapsed on itself. She is one of the very few who stayed.

A closer friend is Rev. Mattius, local demonic priest and the father of Azzan. They have kept in contact but over time have grown apart as Jeu continued to spend less and less time outside of the mansion.

Enemies: Jeu’s enemies are few considering she isn’t the type to go out a make a lot of fuss, but she does have a slight issue with a monster hunter, Mooney, who has since been forced to vacate the area as the local town of Eventide that he stayed in was practically overrun during the cult civil war.  She considers the old cult leaders to be her enemies because, truly out of nowhere one day, they all vanished without a trace, and everyone was forcibly given their souls back that had once been in the possession of the cult leader. Most of Jeu’s continued presence in the house is fueled by her spite of them. Her goal is to make what they left behind something that they would regret losing.

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History

As Diana, she lived a rather happy and carefree life with her parents up to the age of six. Her interest in games was her ultimate downfall, as she was kidnapped to become the successor of a single, sociopathic Game Master named Mark Granovsky after she played a few games of chess with him at the local mall. The one time her parent’s looked away, and she was gone. 

After being renamed Jeu to suppress her old identity, she had almost no contact with the outside world for several years. She was kept mostly alone in her bedroom and came to look forward to the times when Mark would bring her downstairs to practice gaming tactics with him, as this was the only human contact she would receive, and often the only way she would get proper meals was to improve her craft. Aside from learning and honing her skills, she was taught all the levels of education that would be required for her to behave properly in public when Mark brought her to tournaments and contests, but not enough to possibly encourage escape. He had always promised that if she could ever beat him at a game, he would take her home, and she lived by this up until age 17, where she did finally defeat him. But he never intended on fulfilling his promise, stating that it had been so long her parents probably had another child already and moved on. Enraged at being cheated out of her life, she began to plot her escape, and after successfully buying a bus ticket and gathering some clothes, she snuck downstairs (now supposedly indoctrinated enough that her captor did not lock her door), smashed a bottle over his head, grabbed whatever funds she could from her tournament winnings, and fled, getting on a bus and pulling away just in time before Mark made it to the bus station. She fled all the way to Eventide Washington, trying to get as far away as possible. She was unable to remember where her family was from, and somewhat believing her captor, she made no attempts to go home.

She rented a hotel room for an extended time and made a living playing drunkards to simple betting games at local taverns up until she was recruited into The Candle Cult.

At 20, she’d won the attention of The Candle Cult, and they challenged her to the ultimate game: win, and she would achieve ultimate existence, or she would lose her soul. She realized too late that this was not something they could give her, and as she ran from the game, they stopped her with an attack that sliced her legs clean off. They took her soul, and in doing so drastic altered her appearance. Her pale skin became a deep shade of navy, her black hair became teal, and her blue eyes began to glow while her sclera turned black. Above all of this, a pair of horns grew on her head, forming a halo with a ring of candle cups, each containing a flame. These flames were the sum of one whole fire that linked her to her stolen soul. Her legs were sealed at the cuts with a magic-forged membrane, allowing one to see all of the muscles within without actually exposing them. This membrane feels cool to the touch and gives slightly when pressed, making it seem organic in nature. After this, knowing she had been cheated out of her life again, Jeu vowed to never lose another game for the rest of her existence, which gave rise to her gaming based powers that she received in the cult. With nowhere to go, Jeu decided the best course of action was to accept her new role and to move forward. Things were fine for a time, she had a few unsavory run ins with other cultists, but proved herself valuable enough to join an elite team of cult members tasked with policing the group to make sure no one broke any rules, or paid the price for failing in their goals. Eventually, the civil war broke out, and Jeu aided the side of the original leader. Her side won, and Jeu went back to her daily life, adding the restoration of the manor to her list of daily activities. Abruptly, the cult was abandoned by its superiors, and the other cultists, in a panic over their souls returning, fled the area, leaving only Jeu and a very small few left. 

Currently she’s taken control of the old manor and is working out the best way to repair and restore its magic so the house can fix itself.


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