Name-
Rooks37
LJ-
On file
Email address-
on file
AIM/MSN/YIM (optional)-
on file
Character, series-
Shanoa, Castlevania Order of Ecclesia
Character journal-
ecclesiawarrior Character type-
Main
Digimon partner-
Puttimon <- Cupimon <- (Starts off as) BlackPlotmon <- (stays at) Witchmon -> Lady Devimon -> Ophanimon
D-Comm colours/symbol-
Black, Blue - The symbol on her back.
Imported from another RP?-
No.
Character appearance-
Character age-
20
Character history-
Century after century, the Belmont clan continued to fight Vlad Tepes, the notorious count Dracula, using the holy whip Vampire Killer. However, the Belmont clan eventually disappears without a trace, and the holy whip is lost. Realizing that the world would be destroyed without a method to counter Dracula when he resurrected again, several orders were formed to find a new method to counter him. The Order of Ecclesia was one such order.
Shanoa was orphaned at a young age, and was forced to wander the streets until Barlowe of the Order of Ecclesia noticed her peculiar power with glyphs, magic symbols that contained focused magical power. He quickly took the girl in and raised her alongside boy named Albus. Albus quickly adopts Shanoa as his younger sister despite there being no blood ties between them.
Several years later, Shanoa is now twenty. Albus has been raised as a researcher for Ecclesia, while Shanoa has been trained as a warrior for the order. Albus, along with Barlowe, soon discover a powerful set of glyphs called Dominus. Albus makes Barlowe promise that when the time comes, that he will be the one to bare Dominus, and not Shanoa.
Shortly after the discovery, Shanoa has been called by Barlowe to the main chamber. On her way there, Albus attempts to playfully scare Shanoa. However, she catches him before he can jump out at her. Shanoa asks Albus why he was present at Ecclesia at this time. Albus had been assigned a mission by Barlowe and was suppose to be far away at this time. Albus says that he was just stopping by quickly to check on things. He then asks Shanoa where she was off to. She then explains that Barlowe had summoned her so that she could be the bearer of Dominus. This sets off Albus, who States that Barlowe had promised him to be the bearer. Shanoa shakes this off as Albus trying to be a glory hound, and proceeds to the camber where Dominus is held.
When Shanoa enters the room, Barlowe explains to her that she is the only one who can bare Dominus. As Barlowe and Shanoa start the ritual, Albus busts in stealing the books containing Dominus. This also botches the ritual causing Shanoa to lose consciousness, her memories, and her emotions. Albus then flees Ecclesia with Dominus.
A few weeks pass and Shanoa has had to be retrained by Barlowe in order to be able to find and deal with Albus. After Shanoa completes her final trial, Barlowe starts to explain the situation to Shanoa, what her mission is. Barlowe explains that Albus was jealous of Shanoa receiving Dominus and wanted the power for himself. Barlowe also explains that Albus was the one responsible for her losing her memories and emotions. Shanoa then leaves for the first lead they have, the monastery.
When Shanoa arrives she finds the place filled with monsters. After Progressing through the haunted interior Shanoa soon finds herself face to face with Arthroverta. A fierce battle ensues, and Shanoa eventually comes out victorious. She then moved on to the next room where Albus was waiting. After a quick exchange between the two, Albus gives a pretty clear message that he is not going to go back to Ecclesia without a fight. The rouge agent of Ecclesia then leaves before Shanoa can come after him. However, Albus accidentally (or was it an accident?) left a map behind marking the village of Wygol.
Shanoa travels to the village and discovers a man trapped by a torpor glyph. Shanoa absorbs the glyph and frees father Nikolai. Nikolai explains that the other villagers had been kidnapped by Albus. He then pleads to Shanoa to rescue them. She agrees, and asks where Albus had headed off to. Nikolai tells Shanoa that before he was imprisoned, Albus had spoken of heading off to Minera Prison Island.
In order to reach Minera, Shanoa had to cross through Ruvas Forest, and then Kalidus Channel. Upon reaching the entrance to Minera Prison, Shanoa was immediately introduced to a giant skeleton that tried to stomp her into the ground. After infiltrating the prison further, Shanoa comes across Albus in an abandoned laboratory. Albus willingly parts with one of the Dominus triad, Dominus Hatred. Shanoa asked Albus why he gave her the Glyph. His answer was cryptic, "Figured... With that much power, it's impossible to conceal its source." Albus then teleports away.
Shanoa purses Albus to the nearby lighthouse where she faces off against Brachyura, a giant enemy crab (Oh, come on, you know you wanna say it). After Shanoa dropped an
elevator on it's weak point (if that is not massive damage, I don't know what is), Shanoa proceeded to the lower levels of the light house where she found a serpent scale that would allow her to breath underwater.
The serpent scale would prove very useful considering her next stop, the lower half of Kalidus Channel. The path she had to take was literally on the floor of the channel. After leaving the channel again, Shanoa climbed through the Tymeo Mountains and eventually reached Skeleton Cave.
In Skeleton Cave our heroine was confronted by Maneater. Luckily for Shanoa, she was able to destroy the monster before it could figure out what it was suppose to do with it's tentacles. In the room past the Maneater awaited Albus who had just freshly sealed the composer named George with a glyph like he had done with Nikolai and many of the other villagers. Shanoa demands that the man be freed, and Albus relinquishes him with out putting up any kind of a fight. Shanoa then asked Albus what his intentions with the villagers where. Albus answered saying that she would find out all in due time.
After freeing George from the glyph, Shanoa asked him what Albus had done to him before he was trapped by the glyph. George answered saying that Albus had just drawn some of his blood, and was about to head back to Wygol. Shanoa then heads back to the village to find out from Nikolai that Albus had just passed through and had taken similar blood samples from all the village members. Nikolai also reveals that Albus has left for the Giant's Dwelling.
After passing through Somnus Reef, and facing off against Rusalka, a powerful water demon, she finds herself at Giant's Dwelling. Making her way through another monster infested area, Shanoa comes across Frankenstein's monster's big brother, Goliath. After sending the behemoth to the afterlife, Shanoa finds Albus waiting for her yet again. Albus acknowledges that he let Shanoa find him, saying, "Just like when we were children playing tag. Once you started to cry,
I'd feel terrible and let you win." Albus gives Shanoa another piece of the Dominus triad, Dominus Anger. Albus then asks Shanoa if she knows what Dominus is. Shanoa replies saying that it is the ultimate power to destroy Dracula. Albus then corrects her. He states that Dominus was created from Dracula's remains -- that Dominus is Dracula's power. Albus then leaves once again.
Shanoa makes a quick detour back to Ecclesia to talk with Barlowe about this revelation. Barlowe acknowledges what Albus had told Shanoa, but also goes further in explaining the reasons for such a drastic measure. Barlowe explains about the Belmont clan's disappearance and how if Dominus had not been created, the Ecclesia would have been disbanded. Barlowe then reveals to Shanoa that a statue containing Dracula's very essence was within Ecclesia. The plan was to use Dominus to destroy Dracula before he even got a chance revive. Shanoa then left Ecclesia to once again pursue Albus.
Shanoa made her way through Tristis Pass to Oblivion Ridge. She once again found a monster there waiting to try to make a meal out of her. Gravedrcus, A giant fish that swims through sand, attacked Shanoa but was quickly dealt with. Shanoa then continued through out Oblivion Ridge until the found Albus hiding in a Church. Upon entering, she finds Dominus Agony floating freely and approaches it, only to spring a trap set by Albus. Albus then marches onto the scene and absorbs the glyph in front of Shanoa. Shanoa was suppose to be the only one capable of this power, but as Albus explains he had let Shanoa Absorb the other two Dominus glyphs to see how it is done. However, almost immediately Albus starts to succumb to madness from the glyph and retreats.
Shanoa once again returns to Ecclesia to speak with Barlowe. The leader of Ecclesia is troubled to find out that Albus has learned to absorb glyphs, and has even absorbed Dominus. Barlowe then explains to Shanoa that Dominus will consume the soul of those that bear it, in other words, Albus is being driven mad by Dominus as Dracula's will slowly takes over. Barlowe tells Shanoa that there is now no hope for Albus, and that she must put him out of his misery.
Shanoa returns to her pursuit of Albus and passes through Argila Swamp to Mystery Manor. She soon confronts Albus in a hidden cave below the building. Shanoa asks Albus if all he really wanted was the power of Dominus, and that he was willing to trade his home and family for the darkness. Albus instead of answering coherently, fights through a fit of insanity to tell Shanoa to flee from him before it is to late. Albus finally completely loses his mind and lets loose a wild laugh while saying that it would be hopeless for her to try to escape from him. Dracula is now in control. A fight breaks out, and Shanoa is forced to kill Albus.
While Albus lies still on the floor of the cave, the glyph for Dominus Agony floats above him. Shanoa absorbs the glyph, but also something extra. Dominus Agony now also carried Albus' spirit. Albus' memories start to flow into her as she remembers the first time they met, an accident where Albus was servery injured trying to protect Shanoa, and the promise Barlowe made to Albus. Albus knew the risks that Dominus possessed, and had wanted to protect Shanoa from it. Albus' spirit then made an appearance to Shanoa explaining that the villager's were decedents of the Belmont bloodline, and thanks to them Albus' soul was pulled to into Shanoa along side of Dominus. Also thanks to Shanoa's connection to the villagers, she is able to resist Dominus now. This connection was forged when Shanoa absorbed the glyphs that Albus had used to imprison them. He then explains that her emotions had not been sealed by himself, but had instead been used a a sacrifice for Dominus. Albus begs Shanoa to promise to him that she never will use dominus, because it will kill her if she does. Shanoa promises.
Shanoa returns to Ecclesia to face Barlowe who has been lying to her all this time. Keeping her promise to Albus, Shanoa refuses to use Dominus on the statue holding Dracula's essence. She then calls Barlowe out on his lies. Barlowe reveals his true nature. He attempts to kill Shanoa so he can take Dominus from her. Shanoa fights back and defeats her old master. Barlowe then explains his plans in a little more detail. Barlowe didn't want to kill Dracula, he wanted to awaken him. The dream of all mankind as he put it. It turned out Ecclesia's true motive was to awaken Dracula. As he continued to profess his desire to awake Dracula, darkness from the statue come and lands on him giving him the power to undo the seal. However, it kills him just like it would have killed Shanoa.
With Dracula's essence freed, Castlevania rebuilds itself. Shanoa feels a moment of despair (She is suppose to be emotionless damn it!) as she realizes just how much as she has lost. Shanoa manages to pick herself up and head towards Castlevania. Once there she realizes that there is one thing left that she needs to do, destroy Dracula. "Hear me, Dracula! I am the morning sun, come to vanquish this horrible night!"
Shanoa charges into Castlevania and starts laying waste to every monster she sees. She confronts and defeats Wallman, Blackmore, Eligor, and Death in succession all the while collecting pieces of the Cerberus triad of glyphs. Once Shanoa finally collected the final piece, she frees up the path to Dracula's chamber, and proceeds on to Dracula's throne room.
Dracula, noticing Shanoa barging in asks what is her reason for invading his domain (as if he didn't already know). He even invites her to join him. Shanoa rejects his offers without a second thought. Dracula makes light of the fact that Shanoa plans to kill him, and the pair engage in battle. Shanoa quickly discovers that nothing she has in her arsenal really could harm Dracula, that is other then Dominus. Shanoa is forced to use it when Dracula is about to make his final move. It works, Dominus completely consumes the count with his own power and destroys him.
However, Dominus still had it's price to pay. Shanoa collapsed as she slowly faded away. As she drifted, memories started playing for her. She figures that these are Albus' memories considering that she had lost her own. However, Albus' spirit returns and explains the memories are Shanoa's. He had searched through Dominus for her emotions and memories, and found them when she had used it's power. Shanoa was happy that she now could die with her fond memories of Albus. That was when Albus gave her one more surprise: He was going to take her place a as the soul Dominus needed. Albus made one last request of Shanoa, that she would smile one last time before he slipped away. She granted that request, and gave him a tearful smile as he disappeared.
Soon Castlevania started to collapse, and Shanoa made her escape. In the distance Shanoa watched as Castlevania return to the dust is was constructed from. She left the sight and never told a soul about the event. Soon the world would even forget about Ecclesia.
Character personality-
Despite having her emotions back, Shanoa can still be pretty stoic around most people. However, unlike before, it is now not impossible to get her to smile. If a person were to work at it, Shanoa will eventually open up to them. Shanoa is a surprisingly patient individual as can be seen when she puts up with Abram's demands and actually fulfills his requests. She has no problem assisting others when they ask, and has been known to go significantly out of her way for complete strangers.
Shanoa hates vampires, werewolfs, and other creatures of a night with a deadly passion. She will initially have a hard time believing that there are good versions of these creatures. If an encounter were to happen be between the two without Shanoa being educated about them prior to their meeting, her prejudice against them would cause her to attack them on sight. This extends also to creatures who may only have the likeness of these nightmarish creatures (i.e. Shademan, Bakemon, Vamdemon).
It should go without saying, that because she comes from the 1800s, that Shanoa has little to no familiarity with advanced technology. A lot of the machinery Shanoa did encounter during her adventure was powered by Dracula's magic which gave her a bad first impression.
After just freshly coming off of the battle with Dracula and losing Albus for good this time, Shanoa slipped into a bit of a depression. She lacks a real goal in life, and has essential lost all of her family to the fight against Dracula. As a result, Shanoa now has a bit of a death wish.
Digimon personality-
Witchmon was just a city girl who wanted to know more about life's mysteries, and was looking for something greater then herself to be part of. She turned to learning magic as a way to find meaning in her existence.
Witchmon is a city girl who is used to all the comforts of civilization, but is reaching out for something out of the ordinary. Which also happens to be something she is not truly ready for. Witchmon is familiar technology, perhaps a little to familiar for her coven's comfort. Her attachment to technology is what many in her coven think is holding her magic potential back.
Witchmon is far from being a fighter. She'd prefer to just sit back and practice rituals from the safety of her home instead of getting into battles. Witchmon is a willing victim when it comes to social confrontations with her peers. She lacks the backbone to speak up for herself and stand her ground when in a tense situation, and will let others trample over her. Someone like Shanoa is a shock to Witchmon's complacency.
Character abilities-
Shanoa's combat abilities come from her ability to use glyph magic. Glyphs are inscriptions infused with magic power allowing objects and magic to be cast quickly, and in Shanoa's case instantly. Glyphs, thanks to their nature, can allow someone to access magic that they would not normally be able to use. In other words, anyone who can use magic can call on the power of glyphs. Shanoa is a prime example of this, as while she has plenty of magical power herself, all of her glyphs come from other sources.
Shanoa, thanks to her special skills in glyph manipulation, can merge glyphs for a powerful glyph union. Glyph unions require a special magic energy (it will be referred to as heart energy) from Shanoa that can not be readily restored like usual magic power. Most glyph unions, while powerful, will not exceed adult level power.
Shanoa's most notable skill is glyph absorption. Shanoa, using the markings on her shoulders and back, can absorb glyphs and use their power. Unlike others who have to cast a glyph in order to use it, once Shanoa absorbs a glyph she can use them instantly. Absorbing a glyph can also boost Shanoa's heart energy, allowing her to use glyph unions. Shanoa's glyph absorbing power is not necessarily limited to glyphs, it can also absorb other magical inscriptions (Magic circles, runes, and the like) as well as some magic that is in the process of being casted. While back in her own world this could sometimes result in a glyph being created, Shanoa cannot gain any new abilities from this that she did not already have before coming to dive. This ability also can generally cancel an opponent's magic, but it also leaves Shanoa wide open as she has to focus. While at first it appears that Shanoa is the only one who can absorb glyphs, others can learn this power by observing her (like Albus did). Shanoa has no clue on how to teach this ability though.
Shanoa can only equip three glyphs at a time, two for her left and right shoulders, and one for her back. The ones that go on her back are red colored. Those that go on her shoulders are blue. The glyphs on her back are generally support glyphs that Shanoa does not use to directly attack. The the ones on her shoulders are usually weapons or spells that are direct attacks.
Here is a list of glyphs, and glyph unions from Order of Ecclesia that Shanoa should have obtained prior to coming to the Digital World.
Dominus glyphs:
While Shanoa still has Dominus with her in the digital world, However its power has been locked away by Yggdrasil. The following is just for the sake of completion and reference.
Dominus Hatred - Fires a a green beam into the sky that rains down green bolts of energy.
Dominus Anger - Fires a large rotating globe of fire at the target.
Dominus Agony - Shanoa is cloaked in a Dracula's magic, and significantly boosts her power. Downside? It will kill her in six seconds from activation.
Dominus Glyph union - This could very easily be called Shanoa's self-destruct. It requires the bearer of the Dominus glyphs to sacrifice their soul. It kills everything in area in one humongous fiery blast.
-Weapon Glyphs-
Almost all weapon glyphs come in three levels: Basic, mid-level (Vol), and high-level (Melio). The only exception being Redire. To preserve the sanity of the apper and app reviewers, I am only going to have Shanoa use Melio versions.
Rapier Glyphs:
Confodere - A simple attack glyph that creates a rapier to attack with.
+
Confodere glyph union - Summons a large rapier temporarily to attack with.
Sword Glyphs:
Secare - Manifests a sword to attack with.
+
Secare glyph union - Summons a giant sword temporarily.
Lance Glyphs:
Hasta - This glyph generates a lance for Shanoa to attack with.
+
Hasta glyph union - Creates a gigantic lance to attack with temporarily.
Hammer/Mace Glyphs:
Macir - Macir creates a large hammer or mace that enables Shanoa to smash through armor that slashing weapons can not.
+
Macir glyph union - This creates a giant hammer temporarily that Shanoa can wield.
Axe Glyphs:
Ascia - Creates a throwing axe. Multiple instances of this weapon can be created and thrown.
+
Ascia glyph union - Creates a giant axe that Shanoa wields instead of throwing.
Crossbow Glyphs:
Arcus - This glyph creates a crossbow for Shanoa to use.
+
Arcus glyph union - A large crossbow is manifested, and shoots a bundle of arrows into the sky. Arrows then proceed to rain down from the sky.
Throwing Knife Glyphs:
Culter- This glyph shoots a set of throwing knifes from its user's hands.
+
Culter glyph union - A stream of knives shoot from Shanoa's hands.
Scythe Glyphs:
Falcis - Creates a Scythe for its user to wield.
+
Falcis glyph union - Creates a giant scythe for Shanoa to wield temporarily.
Shield Glyphs:
Scutum - This glyph creates a shield in front of it's user to deflect attacks.
+
Scutum glyph union - This glyph union temporarily makes Shanoa invunrable to all attacks for about two seconds.
Spinning Blade Glyph:
Redire - Shoots a spinning metal blade with a magnetic core.
-Spell Glyphs-
Cubus:
Cubus - This Glyph generates a cube that petrifies those who touch it. (Petrification status is simply a weak layer stone that can be broken up easily if the trapped person struggles enough.)
Torpor:
Torpor - This glyph creates a yellow crystal that will trap the target that it is thrown at in yellow crystals.
Lapiste:
Lapiste - This glyph creates large stone fists that it's user punches with.
+
Lapiste glyph union - This glyph union creates a two giant fists that smash together in front of Shanoa.
+ Weapon Glyph - This glyph union creates a giant stone hammer temporarily.
Pneuna:
Pneuma - Creates a quick powerful gust of wind. If equipped to both slots the gust power is doubled with out need of a union.
+
Pneuma glyph union - Creates a powerful vortex of wind around Shanoa.
+ Weapon Glyph - This glyph union creates a powerful piecing gust of wind.
Ignis:
(Note: Either glyph can be used for unions, the vol version is just used as an example.)
Ignis - Fires three fireballs in separate directions.
Vol Ignis - Creates a pillar of fire that bursts from the ground.
+
Ignis glyph union - A powerful stream of fire bursts from Shanoa's hands.
+ Weapon Glyph - A sword made of flames manifests itself in Shanoa's hands.
+
Fire and ice glyph union - A crystal is formed in the palm of Shanoa's hands and is shot off with fire and ice orbs revolving around it.
Grando Glyphs:
(Note: Either glyph can be used for unions, the vol version is just used as an example.)
Grando - A spike of ice is formed in the user's hand and shot off.
Vol Grando - Jagged spikes made of ice burst from the ground in front of it's user.
+
Grando Glyph union - This union calls up a sudden powerful blizzard around Shanoa.
+ Weapon Glyph - An ice sword is formed in Shanoa's hands.
+
Fire and ice glyph union - A crystal is formed in the palm of Shanoa's hands and is shot off with fire and ice orbs revolving around it.
Fulgur Glyphs:
(Note: Either glyph can be used for unions, the vol version is just used as an example.)
Fulgur - Shoots a large electrically charged orb.
Vol Fulgur - Shoots a lightning bolt from it's user's hands.
+
Fulgur glyph union - A ball of lightning forms over Shanoa's head and continuously zaps all enemies nearby until it depletes its energy.
+ Weapon Glyph - This glyph union creates a lance out of lightning energy temporally.
Luminatio Glyphs:
(Note: Either glyph can be used for unions, the vol version is just used as an example.)
Luminatio - Casts two orbs of light that revolve out, and around its user.
Vol Luminatio - This glyph casts a homing orb of light from its users hands.
+
Luminatio glyph union - This union envelops all the enemies close by in a damaging ball of light.
+
Nova - Darkness first envelopes the area, then light energy explodes forth from Shanoa.
+ Weapon Glyph - A sword made of light is created for Shanoa to wield temporarily.
Umbra Glyphs:
(Note: Either glyph can be used for unions, the vol version is just used as an example.)
Umbra - Calls up a wisp of darkness that hunts down and strikes at a target.
Vol Umbra - Fires off a globe of darkness that travels a distance then stays stationary.
+
Umbra glyph union - Forms a damaging ball of darkness around all nearby enemies.
+
Nova - Darkness first envelopes the area, then light energy explodes forth from Shanoa.
+ Weapon Glyph - A scythe made of darkness is formed in Shanoa's hands temporarily.
Morbus Glyph:
(Note: This glyph counts as a Umbra glpyh for unions.)
Morbus - This glyph fires off a bloody sphere that may curse those who come in contact with it. (Curse status makes it more difficult for the victim to call up the will to attack for a very short time. For magic users, this will drain your magic energy while afflicted.)
Nitesco Glyph:
Nitesco - Fires a beam of focused fire and light energy.
+
Nitesco glyph union - Fires an even larger beam of energy.
+ Weapon Glyph - Shanoa swings a powerful nitesco beam as if it were a sword.
Acerbatus Glyph:
(Note: This glyph counts as an umbra glpyh for unions.)
Acerbatus - Fires a giant ball off lighting and darkness energy. Can cause the cursed status.
Globus Glyph:
(Note: This glyph counts as an umbra glpyh for unions.)
Globus - Fires two quick ricocheting spheres of magic energy.
Custos Glyphs:
(Note: This glyph counts as an umbra glpyh for unions.)
Dextro Custos and
Sinestro Custos - Summons a head of Cerberus to bite the target.
Arma Custos - Summons the strength and endurance of Cerberus. Physical strength and defense are boosted based on the amount of damage this glyph's user takes.
-Movement Modifying Glyphs-
Magnes - This red glyph will create a powerful magnetic field around its user that causes them to be attracted to magnetic materials.
Paries - Allows its user to pass through certain walls.
Volaticus - Causes a pair of wings to sprout from its user's back allowing them to fly.
Rapidus Fio - Enables the user to run at superhuman speeds. A shock wave is also formed around the user that causes damage upon collision with other objects.
-Stat Boosting Glyphs-
Vis Fio - Boosts physical strength while active.
Fortis Fio - Boosts physical defense while active.
Sapiens Fio - Boosts intelligence (magical power) while active.
Fides Fio - increases magical defense while active.
Felicem Fio - Increases luck while active. (How this can be applied to Dive, I don't know. May just end up staying inactive.)
Inire Pecunia - Increases money gained when monsters are destroyed. (Bits drop when Digimon are tama'd?)
Refectio - Speeds up healing of injuries.
-Transformation Glyphs-
Arma Felix - Transforms its user into a werecat.
Arma Chiroptera - Transforms its user into a succubus-like werebat.
Arma Machina - Transforms its user into toy robot.
-Familiars-
Fidelis Caries - Calls up zombies that fight for the user of this glyph.
Fidelis Alate - Summons flying skeleton guards.
Fidelis Polkir - Summons a Polkir that will fly around and blast things with a lazer from its eye.
Fidelis Noctua - Summons an owl familiar that will attack specific targets when ordered.
Fidelis Medusa - Summons Medusa heads that encircle the user of the glyph. Medusa heads will cause petrification on contact.
Fidelis Aranea - Summons skull spiders to attack. Skull spiders carry a powerful venom with them.
Fidelis Mortus - Calls up a Jiang Shi to attack the enemy of the glyph user. Jiang Shi can cause the cursed status when it comes in contact with a target.
Despite her attacks being mainly focused on magic, Shanoa is no slouch in the physical ability department. Shanoa is able to run fast, jump high, and land from exceedingly high distances. She is also able to deliver powerful kicks in order to attack as well.
Shanoa is also sensitive to supernatural forces, and can sense the power of others. She can tell if something is unnatural or not just by proximity to it. This means she can sniff out vampires, werewolves, demons, and other creatures of the night.
Sample RP-
"Ugh... what am I doing here...?" Witchmon thought aloud as she lifted her head and started to look around groggily. One moment she was in Neon and at the entrance to her cuven's headquarters, the next she was in the middle of a graveyard. Was this some sort of joke being played on her by her sisters? Witchmon then looked down at her wrist. A Rise Bracer. Did she just get a tamer? Witchmon looked around for who it could be.
A black haired woman in a dress that looked like it came out of the nineteenth century was leaning against a tombstone. The dress itself was odd, even for the time period it looked like it came from. Sure enough, in this woman's lap was a D-comm.
Witchmon slowly approached the woman, and gently patted her on the cheek, "Hey, sister. Time to wake up."
First the woman groaned, then she open her eyes. her's vision was off; all she could see was a blurred figure in front of her. The woman rubbed her eyes as she tied to wake up.
"Looks like we're partners now. So whats your name sister?" Witchmon asked as she waited for the strange woman to fully come to her senses.
"Shanoa..." Ecclesia's warrior answered. She tried to get another look at the person who was talking with her.
This time she saw Witchmon clearly.
"Umm, is there a problem?" Witchmon asked as she saw her tamer's gaze settle on her and narrow.
"Yes," Shanoa answered with a half growl.
"What?" Witchmon spoke as she started to back away slowly.
"You."
That was the last thing she remembered hearing before the woke up... as a BlackPlotmon.
Sample journal entry-
Subject line: [Accidental Audio]
*Exasperatedly* Damn it, Shanoa! There was absolutely no need to slaughter those bakemon!
I disagree.
Oh really? So it just as necessary to revert them as it was to revert me to a Plotmon, huh?!
I already apologized about that, I didn't realize you were here to help me.
*Whines* Now look at me, I'm no longer an elegant witchmon. I'm now just a mangy blackplotmon.
I personally find it an improvement, you look adorable like that.
The girls back at the coven at never going to let me live this down... *Sound of the D-comm hitting the ground.* *sigh* Shanoa you dropped your D-comm again...
...I don't like the looks of it.
Shanoa, for the last time, there is nothing dangerous or magical about the D-comm! Please quit trying to get rid of it. *Sound of teeth against plastic as plotmon picks it up. Then the sound of the D-comm once again hitting the dirt.* Hey it's on!
What... ?!
Yeah now we can ask for hel -- *ack!* SHANOA! PUT AWAY THE RAPIER!