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And with a regular mage came a dark mage.
This is also my first mershark in quite sometime.
Name: Delma
Age: 17 (Day younger than Pasha)
Gender: Female
Race: 1/2 Human, 1/2 Mermaid (Mershark)
Character Class: Dark Mage
Affinity: Darkness
Design Inspiration: Noire from Hyperdimension Neptunia (Main Body, Hairstyle, and Personality Basis), Raiden Shogun (Dark Mage Uniform), Erlina from Sea of Stars (Sorcerer Uniform), Impa during Ocarina of Time (Dark Knight uniform), Yohane the Parhelion (Casual Clothes), Yozakura from Senran Kagura (Physique), Great Hammerhead Sharks (Mermaid Tail)
Height: 5'2''
Weight: 120lbs.
Skin Tone: Light
Eye Color: Reddish Pink
Hair Color: Blue with black streaks
Hair Length: Hip Length
Measurements: B35''-W21''-H32''
Distinguishing features: Crescent Moon birthmark on right side of face by the right eye
Good Points: Intelligent, Kind, Caring, Honorable, Insightful, Sisterly, Observant, A Good Cook
Bad Points: Tsundere Attitude, Snobby, Arrogant at times
Likes: Mud Baths, Quicksand, Bloodmoon Nights, Meaty Foods, Refined & Rich Foods, Nighttime Strolls, Cookouts, Beaches
Dislikes: Duma Faithful, Garon Loyalists, The Grimleal, Sombron, Bitter Foods, Vegetables, Zephia, Griss
Biography: Delma is one of the many 1/2 mermaids born to Junichiro & Palutena, being born a day after Pasha was born, making her part of the 4th line of 1/2 mermaids born into the family. Like so many of her siblings, Delma was ever present whenever her father came back with stories to tell of his travels in different realms, and he often had plenty to tell. Delma at one point, after listening to so many of her father's tales, decided that she wanted to be an adventurer like he is & fight off evil. She was one of the few who made her mind up instantly, and upon learning that she had a penchant for magic, decided to take up lessons in learning how to utilize it. However, in stark contrast to Nadia who uses solely anima magic & sought to use arcane power as well, Delma eschewed the magic of order & instead turned to learn how to utilize dark magic, setting her on the path of the Dark Mage. Unlike Nadia, who had trouble trying to utilize arcane power, Delma had absolutely no trouble mastering dark magic & soon became a professional with it, but was outclassed in power by Styx, Elysia, and Delphi who got the hang of it themselves quickly, and was even further outdone by Charybdis who got the hang of it even faster than they did & was named a Druid as a result of it. Still, Delma had enough skill with dark magic to be named a Dark Mage, but sought to continue improving her skill with it. Even so, she joined her other Fire Emblem themed sisters (Except Eurydice, who initially stayed home) on the continent of Gaia, becoming a part of the Gaian Army & she quickly rose through the ranks, becoming one of its top soldiers. But on one training exercise, Gaia Castle came under attack from the Supreme Forces, with a large invasion army being personally lead by the Supreme Archduke. Delma fought back as best she could, but she was unable to fight off the never ending waves of monsters unleashed & was forced to retreat with her family, causing Gaia Castle to become lost in the process. Shellshocked, Delma considered returning home, but changed her mind when the Gaia Alliance was proposed to replace the decimated Gaia Army, quickly throwing her hat into the ring to join up, vowing to not rest until Gaia was freed from the darkness that gripped the land around the castle. And even after that, Delma is always ready to lend a helping hand if asked. As is to be expected from those in Juni's family, Delma is a kind & caring girl and is usually not afraid to show it. However, she has a Tsundere's attitude. But it is only openly displayed to those she does not trust, but the attitude will drop in time as Delma opens up to others. Being a mershark, Delma absolutely loves meat regardless of where it comes from. She'd even happily eat bear meat if it comes to that. However, she does not like vegetables all that much as eating too much doesn't agree with her system, which is true with all mersharks. Has the best electrical senses.
Abilities: Being 1/2 Mermaid, Delma is capable of taking on her mermaid form at any given moment she enters the water, but primarily transforms in fresh, or seawater. And like her mother & siblings, Delma strongly prefers the water to be clean before she thinks about transforming. In the water, Delma enjoys the same +10 increase to her avoid/dodge, and the doubling of movement that her other 1/2 mermaid siblings enjoy while beneath the waves. Like Delphi, Delma starts the party as a Dark Mage, which gives her natural access to Dark Magic. In contrast to Delphi however, Delma has slightly better Defense & Resistance with just as serviceable Luck & Skill to boot. She also has decent growths in those areas. Nonetheless, her Magic & Speed make her a decent threat, and her growth rates are quite good in those areas. The only real issue she has with is her Strength. In addition to dark magic, Delma is also able to use anima magic as well to give her an advantage over users of light magic. Like all her other magic using sisters, she has a big MP pool, enabling her to cast spells on a whim, even stronger ones, and barely come close to running out of MP before needing to recharge. Promotion wise, Delma can become a Sorcerer to continue being a pure magical threat, or she can become a Dark Knight to give her access to swords while retaining dark magic usage, and to give her Strength & Defense a boosting. She begins with the following magics & skills.
Flux: Standard Dark Magic.
Nosferatu: Dark Magic that absorbs HP from foes. Restores (damage dealt / 2) HP to the user.
Fire: Standard fire magic.
Thunder: Standard thunder magic.
Wind: Standard wind magic. Deals effective damage to fliers.
Black Smog: Delma's personal skill. This magic art uses 10MP, and 5SP to activate. When activated, Delma shouts out "Choke on this!" before unleashing a great purplish black poisoned cloud that spans an 8 square radius ahead of Delma. Enemies that are caught in the smog, or enter it, will immediately be poisoned & steadily lose HP the longer they stay in it, and will take more damage from weapons. The poison is permanent so long as the smog is active, but it will disappear after 5 turns once outside the smog. The smog itself lingers for 5 to 8 phases. Allies are unaffected by the smog.
Heartseeker: −20 avoid to all adjacent foes.
Fire Emblem: Nintendo, Intelligent Systems
Delma was made by me, and belongs solely to me
This is also my first mershark in quite sometime.
Name: Delma
Age: 17 (Day younger than Pasha)
Gender: Female
Race: 1/2 Human, 1/2 Mermaid (Mershark)
Character Class: Dark Mage
Affinity: Darkness
Design Inspiration: Noire from Hyperdimension Neptunia (Main Body, Hairstyle, and Personality Basis), Raiden Shogun (Dark Mage Uniform), Erlina from Sea of Stars (Sorcerer Uniform), Impa during Ocarina of Time (Dark Knight uniform), Yohane the Parhelion (Casual Clothes), Yozakura from Senran Kagura (Physique), Great Hammerhead Sharks (Mermaid Tail)
Height: 5'2''
Weight: 120lbs.
Skin Tone: Light
Eye Color: Reddish Pink
Hair Color: Blue with black streaks
Hair Length: Hip Length
Measurements: B35''-W21''-H32''
Distinguishing features: Crescent Moon birthmark on right side of face by the right eye
Good Points: Intelligent, Kind, Caring, Honorable, Insightful, Sisterly, Observant, A Good Cook
Bad Points: Tsundere Attitude, Snobby, Arrogant at times
Likes: Mud Baths, Quicksand, Bloodmoon Nights, Meaty Foods, Refined & Rich Foods, Nighttime Strolls, Cookouts, Beaches
Dislikes: Duma Faithful, Garon Loyalists, The Grimleal, Sombron, Bitter Foods, Vegetables, Zephia, Griss
Biography: Delma is one of the many 1/2 mermaids born to Junichiro & Palutena, being born a day after Pasha was born, making her part of the 4th line of 1/2 mermaids born into the family. Like so many of her siblings, Delma was ever present whenever her father came back with stories to tell of his travels in different realms, and he often had plenty to tell. Delma at one point, after listening to so many of her father's tales, decided that she wanted to be an adventurer like he is & fight off evil. She was one of the few who made her mind up instantly, and upon learning that she had a penchant for magic, decided to take up lessons in learning how to utilize it. However, in stark contrast to Nadia who uses solely anima magic & sought to use arcane power as well, Delma eschewed the magic of order & instead turned to learn how to utilize dark magic, setting her on the path of the Dark Mage. Unlike Nadia, who had trouble trying to utilize arcane power, Delma had absolutely no trouble mastering dark magic & soon became a professional with it, but was outclassed in power by Styx, Elysia, and Delphi who got the hang of it themselves quickly, and was even further outdone by Charybdis who got the hang of it even faster than they did & was named a Druid as a result of it. Still, Delma had enough skill with dark magic to be named a Dark Mage, but sought to continue improving her skill with it. Even so, she joined her other Fire Emblem themed sisters (Except Eurydice, who initially stayed home) on the continent of Gaia, becoming a part of the Gaian Army & she quickly rose through the ranks, becoming one of its top soldiers. But on one training exercise, Gaia Castle came under attack from the Supreme Forces, with a large invasion army being personally lead by the Supreme Archduke. Delma fought back as best she could, but she was unable to fight off the never ending waves of monsters unleashed & was forced to retreat with her family, causing Gaia Castle to become lost in the process. Shellshocked, Delma considered returning home, but changed her mind when the Gaia Alliance was proposed to replace the decimated Gaia Army, quickly throwing her hat into the ring to join up, vowing to not rest until Gaia was freed from the darkness that gripped the land around the castle. And even after that, Delma is always ready to lend a helping hand if asked. As is to be expected from those in Juni's family, Delma is a kind & caring girl and is usually not afraid to show it. However, she has a Tsundere's attitude. But it is only openly displayed to those she does not trust, but the attitude will drop in time as Delma opens up to others. Being a mershark, Delma absolutely loves meat regardless of where it comes from. She'd even happily eat bear meat if it comes to that. However, she does not like vegetables all that much as eating too much doesn't agree with her system, which is true with all mersharks. Has the best electrical senses.
Abilities: Being 1/2 Mermaid, Delma is capable of taking on her mermaid form at any given moment she enters the water, but primarily transforms in fresh, or seawater. And like her mother & siblings, Delma strongly prefers the water to be clean before she thinks about transforming. In the water, Delma enjoys the same +10 increase to her avoid/dodge, and the doubling of movement that her other 1/2 mermaid siblings enjoy while beneath the waves. Like Delphi, Delma starts the party as a Dark Mage, which gives her natural access to Dark Magic. In contrast to Delphi however, Delma has slightly better Defense & Resistance with just as serviceable Luck & Skill to boot. She also has decent growths in those areas. Nonetheless, her Magic & Speed make her a decent threat, and her growth rates are quite good in those areas. The only real issue she has with is her Strength. In addition to dark magic, Delma is also able to use anima magic as well to give her an advantage over users of light magic. Like all her other magic using sisters, she has a big MP pool, enabling her to cast spells on a whim, even stronger ones, and barely come close to running out of MP before needing to recharge. Promotion wise, Delma can become a Sorcerer to continue being a pure magical threat, or she can become a Dark Knight to give her access to swords while retaining dark magic usage, and to give her Strength & Defense a boosting. She begins with the following magics & skills.
Flux: Standard Dark Magic.
Nosferatu: Dark Magic that absorbs HP from foes. Restores (damage dealt / 2) HP to the user.
Fire: Standard fire magic.
Thunder: Standard thunder magic.
Wind: Standard wind magic. Deals effective damage to fliers.
Black Smog: Delma's personal skill. This magic art uses 10MP, and 5SP to activate. When activated, Delma shouts out "Choke on this!" before unleashing a great purplish black poisoned cloud that spans an 8 square radius ahead of Delma. Enemies that are caught in the smog, or enter it, will immediately be poisoned & steadily lose HP the longer they stay in it, and will take more damage from weapons. The poison is permanent so long as the smog is active, but it will disappear after 5 turns once outside the smog. The smog itself lingers for 5 to 8 phases. Allies are unaffected by the smog.
Heartseeker: −20 avoid to all adjacent foes.
Fire Emblem: Nintendo, Intelligent Systems
Delma was made by me, and belongs solely to me
Category Story / Portraits
Species Humanoid
Size 50 x 50px
File Size 5.5 kB
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