Seia Lucain

2,106 YearsFemaleValhalirCeridwen149 Profile ViewsPlayed by Huli

Awards and Merits

This member has been a part of Embers for a full year. Thank you for the memories!

Suite Skills

Parent: Ceridwen ( 700 / 1300 )
Apzu will be initiated if all opponents are trapped. A jolt of electricity passes through Creirwy's chains, paralyzing all opponents for three turns and dealing 3x the rolled damage for each of those turns.
Level 15 [ 700 / 1400 ]
Parent: Force Control ( 950 / 1100 )
Seia is very, very, very practiced at Blinking, seeing as she's constantly hopping between Valhalla and Asgard.
Level 21 [ 1000 / 1100 ]
CeridwenCeridwen, in release, takes the form of a golden glaive. When sealed, it takes the form of a combined hairpiece and necklace. Seia doesn't get the chance to release her much, and so she is not as practiced in using her as she could be. Even in release, Seia relies a lot more on Ceridwen's abilities and augmenting them with sorcery than actually fighting with Ceridwen herself.
Level 15 [ 700 / 1300 ]
Parent: Ceridwen ( 700 / 1300 )
Creirwy will always be active in Ceridwen's complete release. Ceridwen takes the form of large chains that encircle the battlefield, constantly shifting and attacking enemies and protecting allies. Along with visibility, Ceridwen’s mist also affects Force. Sorcery or any techniques that rely on Force cast by her opponent will be halved in strength, while those cast by Seia or her allies will be doubled. Neutral parties are included with the enemies. Ceridwen’s chains will attack anyone Seia considers an enemy, dealing melee damage; from this, neutral parties are exempted.
Level 20 [ 950 / 1400 ]
Defensive Sorcery
Parent: Force Control ( 950 / 1100 )
Sorcery in general comes easy to her, and defensive sorcery comes the easiest.
Level 21 [ 1000 / 1100 ]
Parent: Ceridwen ( 700 / 1300 )
Invisible "bombs" appear around the battlefield. They don't affect her allies or neutral parties, but if someone that Seia recognizes as an enemy steps on them or even appear above them they explode, dealing damage. This lasts even after Ceridwen reverts back to its sealed form. If Seia sets them off under herself or an ally instead of an enemy, the bombs heal them rather than dealing damage.
Level 21 [ 1000 / 1300 ]
FirearmsNo one will ever know that she can handle a gun, if she can help it. It's the element of surprise working to her advantage again, because, well, she can use them, but not very well.
Level 9 [ 400 / 1100 ]
Force ControlSeia actually has a lot of Force, mostly by virtue of how old she is. Seeing as how she spends all her time around Valhalir in training, she's learned to have very fine control over this Force. If she were so inclined, Seia can probably learn how to use it offensively, but... if she were so inclined. She isn't, not really.
Level 20 [ 950 / 1100 ]
Healing Sorcery
Parent: Force Control ( 950 / 1100 )
Many of the Valhalir she finds on Asgard, she finds from them getting in a fight and having their Force rage out of control. As such, she gets a lot of practice with healing. And also a lot of practice rolling her eyes at dumb impulsive idiots who need to Chill. Go read a book or something, geez.
Level 18 [ 850 / 1100 ]
Parent: Force Control ( 950 / 1100 )
Seia is actually pretty fast in short bursts, but she can't really sustain the movement. A cheetah. She's a cheetah. She does get a lot of practice zooming around Asgard, but she gets more practice in being quiet and discreet.
Level 17 [ 800 / 1100 ]
Parent: Ceridwen ( 700 / 1300 )
A wall of white and blue fire surrounds Seia and her allies. This acts as a protective barrier, nullifying all sorcery and Force attacks. Lupa’s flames are stationary, however, and if anyone ventures out of its range they will be vulnerable again and can no longer re-enter Lupa unless Seia pulls it down. Usually, this is a passive ability. However, if anyone tries to enter the barrier while Lupa is active, the flames will grow in height and deal them damage whether they be ally or enemy. Those who are fire-aligned will suffer less damage. Once they are inside the barrier, Lupa will not attack them even if Seia views them as an enemy. This is mostly used if, say, Seia and her allies need an emergency strategizing session in the middle of battle. The flames are opaque, and what is outside the barrier cannot see them, but they cannot see outside, either.
Level 15 [ 700 / 1300 ]
Parent: Ceridwen ( 700 / 1300 )
This one isn't much for precision. Seia sends a jolt of electricity through the point of Ceridwen, paralyzing all enemies within ten meters for one turn. Allies will be unaffected. There is a chance of this causing minor damage.
Level 19 [ 900 / 1300 ]
Parent: Ceridwen ( 700 / 1300 )
Ceridwen splits into five golden collars, leaving Seia without a weapon. Those collars attach to her allies, and whoever wears those collars will get a 150% boost on rolled damage. Obviously, this is limited to only five people, and Seia cannot wear them herself. … she actually really hates using this, as the collars sort of resemble Roman slave collars. What the fuck, Ceridwen.
Level 9 [ 400 / 1300 ]
Offensive Sorcery
Parent: Force Control ( 950 / 1100 )
Offensive anything isn't her strong suit.
Level 13 [ 600 / 1100 ]
Parent: Ceridwen ( 700 / 1300 )
Ceridwen’s chains completely wrap themselves around an opponent and paralyze them. Rán will only deal damage if they attempt to use their Force, and the strength of their attack will be quartered instead of halved.
Level 18 [ 850 / 1400 ]
SwordsmanshipSeia is usually a non-combatant, but she tries to maintain at least some skill with sharp, stabby things, especially with how often she's down on Asgard. ... unfortunately, she is too cute and pretty, and many view her as easy prey. Usually, though, she uses the element of surprise to her advantage and runs while they're stunned instead of actually engaging an attacker.
Level 11 [ 500 / 1100 ]
Unarmed CombatNo. Noooooo. No. Just no.
Level 6 [ 252 / 1100 ]