Mar. 30th, 2026

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sage's spells & abilities.

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While Alphinaud has since shifted jobs from Academician to Sage, after being gifted his father's old set of nouliths (the Sage's weapon, consisting of four short staves), his role within the party remains consistent as a support focusing on barrier mitigation and passive healing to keep his team reasonably healthy. He remains careful and deliberate in a fight, and his style of healing (that is: shielding) becomes more key as he uses these Sage spells to protect his team before resulting to more offense/physical attacks. (Though the Sage does have those too.)

As a full Sage and once he has relinquished his grimoire, he will no longer have the aid of his carbuncle, and instead will have the use of his in-game made nouliths, once acquired. Ultimately, the plan is for Alphinaud's Sage arm to become a specifically customized product of the game's in-universe technology while still having the ability to channel his aether for his new skillset.

In the meantime, before Alphinaud acquires a set of nouliths (or nouliths-similar) in-game, he'll maintain his Academician's skills, his grimoire, but also due to his canon-point will have a Sage's knowledge and practiced skill with a weapon he does not currently possess.

For future reference once he obtains his proper weapon, the below spells in healing, shielding, and offensive/damage attacks are outlined.

HEALING
Diagnosis: A single-target healing spell, allowing Alphinaud to use his magic energy to restore someone’s health in part with a finite potency. In Diadem, this can be used in situations that require any other characters in his team/party to receive a boost of energy and strength against some bigger, Eldritchy Bad. This spell also only works on one person at a time and cannot be dealt across a party. This will appear in Diadem like a glowing blue-green, sparkling aura, granting a feeling of comfort and warmth to the person taking on the spell.

Prognosis: A spell that will reduce the damage done against both him, as well as other members in his party, and provide a slow regeneration of their health during the duration of this spell at a max 15 seconds. This will also appear like a glowing blue-green light as a shield-like shape briefly appears to signal its use.

Pneuma: Both an attack spell and a healing spell, this is a double-whammy in a pinch (or a giant 'boss' fight) that Alphinaud can bring out at great cost to his own energy. While it can bring damage to any enemy he faces, it is mostly used as a very strong healing spell. It will start off as a direct blast of light in a single line, and then fade out into a shield-like shape in bluish light.

Egeiro: A single-target healing spell that raises a party member from very low health/near death, and used during a fight. Alphinaud can help to pick a team member up from an incapacitated state to partial health, but this does not mean he can raise the dead. This spell also takes a great deal of energy and effort to cast, and only applies to a teammate who might be on the brink. This doesn't serve as a regular heal or a top-up. Its effects will appear similar to Taurochole, in that it appears like a glowing blue-green, sparkling aura, and it will feel like ones wounds are being carefully stitched back together again — not entirely pleasant but still evoke a feeling of relief.

Druochole: Will have very similar effects to Diagnosis, but with a little more boost of healing power.

Ixochole: Will have very similar effects to Prognosis, but with a little more boost of healing power.

SHIELDING
Haima: Alphinaud will retain his ability to magick a single-target heal through shielding. This essentially provides a little less healing magic at first but over a short duration of time will apply a quick boost of healing energy when cast. This spell also takes a great deal more energy and magic from Alphinaud than a Taurochole, and is used when a team member is in more grave danger and requires a stronger form of protection in a fight. In Diadem, this will take on the form of a translucent physical diamond-shaped shield in blue light, and then continue to linger over his target with a faint blue glow until the spell’s effect fades away. Duration will only last up to 15 seconds.

Panhaima: This spell works similarly to Haima, but provides a larger breadth of cast to include more than one target. If a number of his team are injured, Alphinaud will turn to using this spell in order to slowly heal them but also provide a shield to protect them from further injury. This will appear in Diadem in the form of a physical translucent diamond-shaped shield in blue light and will fade to a lingering faint blue glow until the spell’s effects fades away. The duration of this spell will be up to 15 seconds. In addition, it’s fair to say that Alphinaud will use a lot of his own energy and strength to cast a spell that can help more than one teammate and will take some time afterwards to recover before he can use it again.

Holos: A spell that will heal both himself and also the rest of his party members, but is mostly focused on creating a magicked shield that nullifies any damage done that equals the amount of energy restored. A burst of bright light in the form of wings will appear behind Alphinaud when he casts the spell, as well as a little bit of fancy footwork. This spell will last for about 20 seconds. This is one to have in his back pocket but won't be commonly used.

OFFENSE/ATTACK
Dosis III: Alphinaud's main attack spell, it will deal a fair amount of unaspected damage to a single target, like a strong physical punch. It will appear like a bright hit of targeted blue-white light that fades into purple, and leave an enemy sorely regretting their decisions.

Phlegma III: An offensive magic attack that deals unaspected damage, with a strong kick for the first target, and about half of the power of the first hit for the rest of the remaining enemies. This will obviously not kill or greatly harm, but can be akin to a strong physical punch. This magic will appear like a spherical explosion with a purple-blue glowing aura.

Eukrasia: The use of this spell will upgrade Dosis III, Diagnosis, and Prognosis into alternate versions of their original spells; either through changing them into damaging over time, or pulling up a shielding effect for the latter two spells while also offering some healing abilities. This is more of a gameified ability and is not likely to be used so literally, but in-game can be a spell used in an emergency situation where Alphinaud may need to call upon some deeper magic within him to offer one last ditch attempt to help his fellow party members against a very strong enemy. It will appear like a brief burst of light in an 'X' shape behind him.

Toxikon II: A spell that will deal unaspected damage to a target and all of its nearby enemies with a strong hit for the first enemy, and then about half of its potency for the remaining.

Dyskrasia II: Similar to Dosis III but deals damage not only to one target but to all nearby enemies as well. They will appear like blue pinpoint blasts that land on Alphinaud's enemies in spheres of light before disappearing.
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Player Information

Player: mimi
Contact: pinkwestood @ discord | [plurk.com profile] fuels
Invitation OR characters played: Newt
Are you over 18?: Yes


Character Information

Character: Bruno Bucciarati
Canon: Jojo's Bizarre Adventure | Golden Wind: End of series post Bruno's death
Age: 20
History: Here
Possessions: His entire outfit, hair accessories.
Weapon: n/a

Powers/Abilities:
In the world of JJBA, there are individuals born with the capacity to summon stands and there are individuals who gained the ability to do so through the use of a stand arrow. Stands are the manifestation of its users energy and personality, through the form of a humanoid or symbolic figure. Bruno is one of the many individuals in the series who gained this ability through the use of a stand arrow. His stand is named Sticky Fingers and has a humanoid appearance. Through the use of his stand, Bruno is able to do a number of things that manifest in the form of a zippered pocket or zipper chain. Some of those abilities are:

» The ability to create zippers on any and all surfaces including on humans, and the ability to open and close them at will.
» The ability to store things within these pockets created, including himself and objects/liquids of all kinds.
» The ability to transfer from one location to the next through the creation of these pockets throughout various surfaces.
» The ability to turn any part of his body or his stand's into a zipper and pocket, or pocket. An example is Bruno's stand turning its arm into a zipper chain, allowing it to punch an enemy from affair/shooting its arm forward. Another was when Bruno was inflicted with an aging chemical (as in this stand was able to turn people old through a chemical they released) and he was able to turn every single part of his body into a pocket/zipper to prevent him from dying.
» The ability to repair certain body parts. Bruno is shown to approach individuals in his squad who lost a limb, touching them and allowing them to reattach the limb with no remaining zipper on them. This seems to mostly work on fresh wounds/injuries.

Sticky Fingers is one of the many stands who is unable to speak, only crying out Ari, Ari, Ari during battle use. One rather strange Bruno happens to have that isn't correlated with stand abilities, is his ability to determine if someone is lying by tasting their sweat.

In regards to his powers and the high failure rate, my biggest nerf would be to not allow him to travel/remain in his zippered pockets like he used to. If he attempted to use it, he will 8/10 times be trapped in the wall of the surface he was using, unable to get out until his stand power broke. Naturally any healing/returning of limbs to other people either won't work or will require him to be near them and his zipper would be visible. Additionally, while I still want his stand to be able to appear and be visible to other stand users/individuals who can see ghosts/spirits, it won't be able to turn parts of its body into a zipper.


Application Questions

Who is the most important person in their life and why? What might be different if this person hadn't been around?
Throughout the course of Golden Wind, Bruno is shown to have several people in his life that he views as important or dear to him. Every member of his squad within the mafia is an outcast of society, rejected, whether inflicted upon themselves or by the situation they were born in. His kind, nurturing, and emotional intelligence allows him to see the real person beneath the role they take on, and he is shown to truly bring these people to their full potential. Everyone he knows and cares for is viewed by him with a deep appreciation, understanding their physical, emotional, and even childish wants. An example is Mista, who is terrified of the number four due to the Japanese superstition behind it (despite them being Italian); instead of making fun of him, Bruno accommodates this little phobia by avoiding it when in his proximity. He's also shown to take an almost maternal role with the people in his life, adopting Trish Una (a girl he'd been tasked with protecting and bringing her to her father, the head of the mafia) when he found out her father wanted to kill her. He risked life and limb for a girl he owed nothing to, even dying in the process technically (Giorno was able to revive his soul within his body through the use of his own powers, but as the series went on, Bruno's body began decaying/falling apart). Additionally, as a high ranking member of his mafia, even before he became capo, the people of his area felt safe enough to approach him for favors, and he is shown to have an incredible and trust worthy relationship with them.

However despite him having many people in his life that he truly cares for and even outright loves in his own way, the one person I truly feel has come to be Bruno's most important person is Giorno Giovanna. They first met in 2001 when Giorno was suspected of causing the death of Leaky-Eye Luca a fellow member of Passione. Bruno came to interrogate and kill Giorno in revenge, despite him not personally caring for the man. The two get into a fight that nearly left Bruno dead, but Giorno ended up sparing his life due to Bruno's beliefs and morals, with the two coming to a mutual understanding. The respect and appreciation born from their mutual understanding that they were both good people in the roles of gangsters, led to Bruno guiding and helping Giorno infiltrate Passione for his own goals.

The two throughout the series are shown to have each other's backs— anytime any other member of Bruno's squadra called into question Bruno's decision to allow Giorno to join them, he'd defend him and assure them he had complete faith in the younger man. Additionally as the series progresses and Giorno has 'saved' Bruno from death twice, Bruno feels comfortable only confiding in Giorno about his imminent death as the other noticed his decaying body. Bruno knew this was too much to ask of Giorno but that he only did it because he knew that Giorno could be trusted and could handle this truth. At the end of the series, Bruno is shown to be dying as his soul escaped Diavolo's (his boss and Trish's father, a stand ability caused everyone's souls/bodies to be switched at this point). As his soul moved onto the after life, he left Giorno a few parting words: "I'm leaving the rest up to you Giorno. I was reborn, thanks to you. This is what true happiness is, this is how it should be, don't worry." These are the most impactful and passionate words Bruno has ever spoken towards anyone, showing that any fears and worries he had about his outcome were quelled by Giorno.

If Giorno had not been around, whether he succeeded in killing Bruno during their first encounter or if they had never met, I believe Bruno would have not gone through with sacrificing his life for Trish or would have betrayed Passione for her sake. He would have continued on with his own personal goal of eradicating drug sale within the organization as he would have felt he couldn't have passed this goal onto anyone else. The reason he brought Giorno in, was okay with dying was because he knew the other could be trusted to handle his goals and dreams. This does speak about how Bruno might not be living for much else other than on-going revenge and this controversial goal, but clearly without Giorno in his life, he would not have taken on bigger and more noble goals.



Is there an event in your character's life that they'd do differently? How so and why?
If there is an event in Bruno's life that he'd do differently would absolutely be the affair involving bringing Trish Una to her father. He'd been tasked with his first assignment as capo to bring Diavalo's daughter to him (the mysterious head of the mafia), under the belief he was protecting this girl from being kidnapped and harmed by other members of Passione for the sake of getting on Diavalo's good side. He was under the understanding that he was bringing her to be reunited with a man who loved her and did not know about her prior to her mother's death; that she was in good hands and would be taken care of. Upon bringing her to the boss and seeing him attempting to kill her, he took it upon himself to protect her.

With this information at hand, Bruno wouldn't have brought her at all and would have straight up just protected her from anyone and everyone coming at her, even if it meant betraying his gang and putting his own life at risk. This is something he does regardless, so the result of this affair would just mean he would have done it sooner to spare her the troubles of being smuggled to her father in secret.


What's the greatest challenge you foresee your character facing in the setting? How might this impact their ability to adapt and in what ways will they confront this challenge?
I believe one of the greatest challenges Bruno might face in an environment like this is the lack of laws and rules. Despite being in the mafia, a capo of all things, Bruno is a man who strongly believes in rules and morality. The main reason he joined the mafia was because his father had been a witness to a drug deal and was nearly beaten to death to silence him. Bruno saw the way the police were bought out by the mafia, unable or refusing to do anything to prosecute the men who assaulted his father despite Bruno knowing who they were and where to find them. This event deeply changed and affected the kind of person he was, forcing him to mature and grow up faster than he needed. Seeing as the law was unwilling to even protect his father, Bruno decided to be his father's body guard while he was in a coma, and murdered the men who came back to the hospital to finish the job.

Almost immediately Bruno joined the mafia with an intent to bring change, end the sale of drugs to children and to end these types of assaults on regular civilians. I can see him bringing this belief to the game and its people, trying his best to become a type of leader of peace and unity among people. This would lead to him being in constant conflict with characters/events that would push him to go outside of his morals, even stirring him to act violently to impose them. He's shown to even downright be willing to die for his beliefs through his relationship with Trish Una— the daughter of his boss who tried to kill her. Bruno ended up rescuing her and devoting his life to killing his own boss to protect Trish.


What's the easiest thing you foresee your character adapting to in the setting?
One of the easiest things for Bruno to adapt to is uncertainty and instability. The events of the series are shown to take place in the span of one entire week more or less, and Bruno is shown to be quite adept at just going with the flow and accepting changes in his life. To begin with, at the start of the series Bruno is shown to have hunted Giorno down for killing a fellow member of Passione and while Bruno did not like nor care for the man, and he was not a member of his squadra, he sought revenge on his sake due to mafia rules and hierarchy. After a battle and revelation of Giorno's wishes, he immediately took him in under his wing and introduced him to the other members of his squad. Almost within a day his capo Polpo was found dead, and Bruno took the gang on a hunt for his treasure, which led to him being promoted to capo. Immediately after he was informed his first task as capo was delivering the mysterious head boss his recently found daughter. In less than a week later, Bruno is on death's door after having to betray his boss. Other ridiculous things went down because it is truly Jojo's Bizarre Adventure, and the week ended in his death.

Despite the true insanity he had been put through in the series, Bruno took everything in stride and even left Giorno with a parting note that this was always meant to be, he cannot fight fate as his soul was transformed, and that everything will be alright. He did not accomplish his true goals, but he was not upset nor struggled with all of these changes to his life. Overall Bruno's nurturing, guiding, and inviting personality makes him more inclined to be open to this kind of setting, focusing on others and their needs to allow him to be fulfilled and feel comfortable with this situation.



Samples

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Mar. 29th, 2026

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