Zyle (Syrill)

Arkraiden

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Created
2 years, 6 months ago
Creator
Arkraiden
Favorites
4

Basic Info


BEACON ID#

0612

DTV ID#

0612

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[ MIRSTONE RESIDENTIAL PAPERS ]

✧ ✧ ✧ ✧ ✧

Zyle Edmund
NICKNAME(S): ZyBIRTHDATE: 05/05/1987HEIGHT: 7'0"
GENDER: FemaleORIGIN: Silutika
WEIGHT: 210 lbs
PRONOUNS: She/Her
ALIGNMENT: Chaotic Good
OCCUPATION: "Student"


PERSONALITY:

Blunt and bold, yet the occasional relapse into extreme caution and regret, Zyle's one that finds herself still struggling to keep things in check. She trusts herself in her physical capabilities, in things that she can see, and yet wishes to better understand the things that she can't hold. She makes friends quickly but keeps them at arm's length until she can be completely sure with herself that they're alright to be around. She can often be seen doing reckless things and in the next seconds mumbling out curses to herself or whatever she deems the cause of her rashness at the moment. If truly deeming someone a friend, she'd go the distance and back to help them. She can be loyal to a fault at this point and trusts that they would do the same back for her.


HISTORY:

The life of a changeling depends on whether they let themselves known and be accepted or shunned, or live a life of lies till the end, at least as far as the sisters knew. If Zyle and her sister, Lee, had anyone before the wood elves, they would barely remember. A caring couple took them in after finding the changelings wandering aimlessly near their settlement, raising them as if they were one of their own. Though they cared for the children's wellbeing, if the community knew the true nature of the kids, they were scared at the dangerous possibilities that could happen to them.

So from then on, Zyle and her sister often went out as the wood elves "Syrill" and "Lian" respectively, being taught just like them and having to match the ages of those around them as well. They made friends with some, Zyle more outgoing than Lee, and played around, whatever children could do at least. One friend in particular, Elkien, was a sweet boy that grow closer to Zyle, finding time to look for the prettiest flowers to weave into her hair every now and then. It was a peaceful time living in the woods as if they were always what they pretended they were.

Of course, that couldn't completely last. Something happened to Syrill's dear friend one day. Found Elkien strangely overgrown with vines and weak. He first said that he just got tangled up while exploring their surroundings, then the next day he seemed weaker and the vines still remained on him. The more pestering, the more he got upset, and soon she witnessed the vines grabbing at her harshly as he yelled at her. The next day, he was just gone. House was as overgrown as she had seen him, and no one seemed to dare mention him again. It was disturbing and upsetting, and she wanted to go looking for him. Her family didn't want her to go, didn't want for her to follow after the danger.

She made a decision that day.

They wouldn't let Syrill out, but no one knew of Zyle.

Didn't care about hiding from the people she knew at the time when they'd never really seen her before, and so running out the changeling went into the wild. Young and rash she was for sure, later coming to regret this decision yet didn't want to go back on it now that she was out. She could've sworn that she kept finding traces of him but to no avail. Zyle eventually encountered a group of people...investigating something. Conversation was made after attempts of introductions, and she eventually gathered that they were checking out some kind of magical portal. Beacon...

She learned about the company and what they did. Another world... Could he have made his way through there? Zyle kept learning, wanting to become a part of this whole thing, protecting worlds and all. Maybe she could get two birds with one stone- seeing all the more the universe had to offer beyond the forest she used to know while also looking more for her friend... Maybe even find out what happened and help him more...

Years passed as Zyle learned more under Beacon, joining it and deciding to tap into the magic she realized she had the potential for. Searches for that old friend weren't going so well, but she wanted to hope that he was still alive somewhere. Her wish would be useless if he died after all. Though, one day, a young girl stumbled into the pocket dimension. Zyle found her weakly trying to pick herself up and get her bearings. The girl was Ruriko. It was only supposed to be a drop-off to the healers and let her be, But the girl found her and stuck by her. Got attached a little too quick and couldn't help herself. Zyle dressed her up in a way to be a better fit in Silutika so that Ruriko would be fine coming with her there, but more time got her thinking.

For Ruriko's sake and to be able to see more outside, Zyle went moving into Mirstone. New place, new life, yeah? Maybe this can ease her mind for a bit...


WISH: To cure her friend and bring him back the way he was

HOBBIES: Exercising and stargazing

LIKES: Punching things, purple

DISLIKES: Guilt, flowers, vines

EXTRA INFORMATION: Zyle's a "student" because still studying the ways of wizardry. Some things are just hard to grasp for her mind but she really wants to do this.



[ D&D CHARACTER PAPERS ]

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Zyle (Syrill)
NICKNAME(S): Sy, RillGENDER: FemaleHEIGHT: 7'0"
Race: ChangelingPRONOUNS: She/HerWEIGHT:  210 lbs


STATISTICS:CLASS: Wizard
HP: 6/6
Armor Class: 10
STRENGTH: 16 | +3
INTELLIGENCE: 11 | 0
DEXTERITY: 11 | 0
WISDOM: 12 | +1
CONSTITUTION: 14 | +2
CHARISMA: 8 | -1


EQUIPMENT:

Weapons:

✧ Spellbook - Blunt Weapon - 1d6

✧ Dagger - Small Piercing/Slashing Weapon - 1d4

Armor: Studying Wizard Robes


ACTIVE ABILITIES / SPELLS: 

1. Absorb Elements (Type: Single Target | Dice: 1d6 - support)

Using a reaction, the spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

2. Tasha's Mind Whip (Type: Single Target | Dice: 1d6 - ranged)

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 1d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

3. Evard's Black Tentacles (Type: Area of Effect | Dice: 1d6 - ranged)

Squirming, ebony tentacles fill a 20-foot square on the ground that you can see within range. For the duration (a minute with concentration), these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 1d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

4. Jolt (Type: Single Target | Dice: 2d6 - ranged)

A spark of electricity jumps from your hands to a creature within range. On a successful hit, the first target takes 2d6 points of lightning damage, and a spark jumps to another creature of your choice within 15ft dealing 1d6 damage.


PASSIVE ABILITIES:

1. Shapechanger

As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.

2. Languages

You can speak, read, and write Common and Elvish.

3. Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

4. Keen Senses

You have advantage on Perception checks.

EXTRA INFORMATION: Zyle has adapted to some of the Wood Elf lifestyle, leading to some of the traits being from it as a result. Her main form change for the shapechanger trait is her wood elf identity, but has occasionally attempted a few other races temporarily.