Howaito Taiga

☆-нσωαι’ѕ-☆

**Howaito Taiga** *(吉律子 Slient Child)* is a Beastkin, Howai’s Mother, named Laura met Shoku, Howai’s Father, one day while each of them were taking a stroll through Veshasu’s cold snow, observing the nice scenery that they never got tired of. Laura approached first, and the two of them began to converse, later leading into the two of them going back to Shoku’s abode. Laura and Shoku were no strangers to the people of their living area, so when people saw them together, they happily smiled.

## **Personality**

Howaito’s personality doesn’t match her appearance whatsoever. Overall, she is an impulsive and mostly inconsiderate person, but if she realizes a fatal situation she will quickly adapt and change to fit what is needed. She acts on her thoughts, whether they be harmful or helpful to others and herself. She is only kind to those she has formed a strong bond with, but that doesn’t mean she won’t voice her opinion to them.
Howai is exceptionally **bossy**. She usually finds herself in troubled situations due to her controlling nature. She will yell at some, and silently force others with her piercing gaze and stern expressions. Another part that can add onto her bossiness, she is very **aggressive** to those she sees as able to match her energy. She doesn’t even notice that she’s being excessively rude unless told, though no one has ever spoken to her about it.

  Over everything, Howai is extremely **competitive**. She will try to turn almost everything into a competition, even if it’s obvious no one else wanted it to be such. However, this personality trait can be used as an advantage. During “competitions,” Howai is focused and completely engaged in them. She will focus solely on her objective, which can be used to retrieve, defeat, or overcome obstacles she otherwise wouldn’t even bother with.

She is very **energetic**, as a cat, this is expected of her. She barely gets tired, and can outdo most people due to her energized body. She is lively and active, and there is barely ever a dull (nor quiet) moment when she is around. She is high-spirited and very vibrant in the things she does. Adding more onto her positive traits, Howai doesn’t consider failure when she is striving to complete something. In short, she is **fearless**.

Even if there is something she feels afraid of, she will overcome it head-on and proceed with her plan. Another way to understand this is in a Freeze, Fight, or Flight situation most would tense up or run in a dangerous situation, instead Howai will relax and assess the situation while others will freeze. She doesn’t recognize “Flight,” unless it’s shoved in her face. Even then, she will do everything in her power to avoid fleeing, and sometimes this stubbornness can cause her immense pain.

Lastly, Howai is a **sensible** and **realistic** person when dealing with potential bad situations. She is able to see a situation for what it is, and doesn’t bother with sugar coating nor trying to make a bad situation seem better than it is. She deals with them in a practical way, but this doesn’t mean she will run if it’s the best decision. Yes, she’s realistic in most situations but this can be overridden by her extreme stubbornness.

## Appearance

This outfit also consists of a mid-calf length white dress which splits at the middle of each of her thighs, revealing her legs when she moves. She wears a triple wrap black hilt around her waist. At the top of her outfit, she has a thick turtleneck that fully covers her neck. For footwear, she wears dark gray thigh high socks and tall black boots.

## Backstory

Howai’s Mother, named Laura met Shoku, Howai’s Father, one day while each of them were taking a stroll through Veshasu’s cold snow, observing the nice scenery that they never got tired of. Laura approached first, and the two of them began to converse, later leading into the two of them going back to Shoku’s abode. Laura and Shoku were no strangers to the people of their living area, so when people saw them together, they happily smiled.

Laura and Shoku clicked the very moment they began talking, realizing that they loved and disliked the same things. For days, and days, they would meet up in the area they met to talk about everything. Soon, Shoku proposed to Laura, to which she said, “Of course.” Once they had gotten married, Laura decided she wanted to have a child with her new husband. To which, they did. Unlike many cases, there were no life-threatening complications throughout the birthing process. Howaito Taiga was born on a warmer than usual night.

As an infant, Howai was known by everyone who knew her to never cry..unless splashed with water. Growing up, Howai was barely ever mean to the other children of the village, getting along with them quite well. One girl in particular, she was very fond of. The girl gave Howaito a nickname. “Howai.” One day, Howai ventured off into the darker parts of Vashesu, claiming to be brave. Looking around, she found a spider in one of the pine trees. Howai was never scared of spiders, because she never knew that they bit when messed with, at least not at that point in time, so she began to play with it like it was some sort of toy. While she was moving the spider around, it suddenly bit her, sending her into a wild panic. She quickly ended their “playtime” by killing the spider then running back home. Howai has despised and feared spiders with a burning passion ever since such an encounter.

Howai’s parents were beginning to get old, grow gray hair, and move slower. Soon, they could barely even take care of Howai anymore due to their old age and progressing sickness. When her parents began getting sick, Howai was just a child in her mid-teen years. According to her, nothing would take away her family, so she never worried about losing them. With time, their health was in such bad shape they were bedridden. Even throughout their terrible conditions, they always talked about the family seeing the world. That was their dream. Howai promised to her family that she would take them to see the World once they got better, but despite her uplifting thoughts, Laura and Shoku never got better. Instead, they continued to get worse.

Howai stayed close to her parents through their final moments. Holding their hand, she silently sat in the middle of them with her eyes closed. She didn’t wanna see them die, nor did she wanna hear it. She still sat there, and tightly held onto them, hoping maybe if she begged hard enough that they would get better. With their last breath, they told Howai, “Travel, my Dear.” As she heard these words, she immediately felt a strange feeling wash over her. Was it dread, depression, or even guilt? No. It was determination. Howai decided then and there her life goal would be to see the world, for her parent’s. She would be their eyes. Their eyes to witness the world they could never witness for themselves.

## Divinity

**Spell 1:**  The Bell Tolls.  (10%. [Can be used 3 times per battle.])

When her bell is rung, any enemy who hears it will become disoriented based on the distance of how far they are from the bell.

Going further into the disorientation, enemies close to the bell will be overwhelmed with a deafening ringing noise. Their vision will also be affected, possibly inflicting an effect similar to if a camera was trying to focus. They will most likely fall from how loud the sound is, taking a good while to come back to their senses. If the enemy has enhanced hearing, all of these effects will be amplified based on how enhanced the enemies hearing has become.

If an enemy is at a medium distance from the bell and they are to hear it ring, they will experience a loud sound, but not as amplified as if they were at a close distance. The sound will be loud enough to make most people cover their ears, and it will leave a quiet ring in their ear for a small amount of time.  In extreme cases, though, if the enemy has  amplified hearing they may feel as though their head is slightly splitting from the massive headache they will most likely receive.

If an enemy is at a longer distance from the bell and they are to hear it ring, they will most likely pause for a few moments from the shock of hearing a bell, but the sound will be amplified enough to sound like a large church bell going off in the distance. It will not cause much after effect, but enemies may still seem off edge after hearing the sound.

The effects usually last around 1 post, but if the enemy has enhanced hearing or is close to the bell it can last up to 3 posts.

**Spell Passive Ability 1:**  This spell will not affect those the user has formed a bond with.

**Spell Ability Limits 1:** This spell can be easily dealt with if her bell is taken or if the enemy cannot hear  it ring. If this spell is constantly used the user may suffer mild dizziness and her senses may be slightly lowered due to it. If the string around her bell’s handle is taken off, the amplification will be cut in half.

**Spell 2:**  Tiger Snow. (10%-20%. [Can be used twice per battle.])

The user will release multiple small tigers, made from snow, towards the enemy. The effects of this snow will vary based on how many are released and where the target is hit.

The amount of power this takes from the user’s divinity pool is based on how many snow tigers are created. If two are created, the spell will only take about 10%. If 6 are created, this spell will take about 15%. If 8-10 are created, this spell will take 20%.

If the target was hit in their limbs, the effect will start off as a slight frosty layer appearing around the landing point of the snow. This frost will advance the more the enemy is hit (on their limbs.) For better understanding, if 8-10 snow tigers were to hit the enemies limb(s), at that point the body part(s) that was hit will be encased in a thick ice. At this point, those/that limb(s) would be at around 40°.

If the target is striked in their head or torso, they will suffer a heavy coldness across their entire body (As it spreads to the limbs, it will slightly decrease the further it is from the initial spreading point.) and as the severity of this will increase based on how many snow tigers hit the enemy in their head or torso. Like before, if 8-10 snow tigers were to hit the enemy, at this point they will suffer an intense frostbite across their entire body (The decreasing effects still apply, but to a lesser degree.) Their body temperature would have dropped below freezing by now, around 19°. This also brings a big chance the enemy will suffer from severe Hypothermia, which in most cases will lead to death.

**Spell Passive Ability 2:** From using this ability, the user has gained a big advantage against cold abilities, having a natural body able to decrease the effects she sustains from the cold.

**Spell Ability Limits 2:** A constant warming source is the major combatant for this spell. If the user’s hands are too warm, the ice/snow may melt as it is being made. In warm environments, the effects of the ice/snow will be significantly decreased.

**Spell 3:** Infused Zap. (15%-25%.[Can be used based on how long the user charges the attack; but usually it can be used around 3-5 times per battle.]) The user will store/infuse snow and ice throughout their body, then when touching an opponent they will release the snow into the enemy’s body, giving them a cold shock, which leads to moderate (or intense based on how long the user stored up their snow.) discomfort and leaves a gradually decreasing coldness in the enemy’s body. The user can charge this ability even when moving.

When charged for about 15 seconds, the zap will cause mild coldness in the enemy’s body and slight discomfort, but not much else. Each of these attacks do run the risk of the enemy going into shock. This spell will also cause the enemy to stagger if they are moving.  (Takes 15%.)

When charged for about 30 seconds, the zap will cause a somewhat high coldness in the enemy’s body, and may cause frostbite in certain areas. Using this increases this risk of the enemy going into shock. This attack doesn’t cause much damage that the first charge doesn’t do, and it causes discomfort as well. This charge leaves a semi-permanent shiver in the enemy’s body, and causes their movements to slightly slow down and stagger from time to time. (Takes 20%.)

When charged for about 1 minute, the zap will spread throughout the enemy’s body, giving a feeling as if ice was being pushed into their entire body. The charge will stun the enemy for no more than 2 seconds, and it may be less depending on their resistance to the cold. This charge has roughly the same effects as the 30 second charge, just highly amplified. This charge leaves a constant shiver in the enemy’s body, and may cause a thin ice to form over a small layer of their skin. There's a high chance the enemy may go into shock.

**Spell Passive Ability 3:** N/A

**Spell Ability Limits 3:** Similar to the 2nd spell, if the user is warm the effects of the snow and ice will be decreased. If the user’s hand(s) is turned against her as she is about to use her zap, the effects will instead apply to her (Of course, the effects would be significantly decreased if they were to apply to her). She can also not release this spell unless her hands come into contact with the enemy. Lastly, if she overcharges for too long (4 minutes and up), her body temperature will begin dropping.

**Spell 4:** Frozen Armor. (20%.[The only limit is her Divinity Pool.{This spell can be used once the user reaches Tier V.}]) The user can coat any part of their body in a thick and jagged ice, which can be used as a durable armor (As the name suggests), or it can be used to increase the damage done by the user’s regular attacks and spells.

The durability of the ice decreases as the user’s divinity pool decreases. If the user were to use this spell at her full divinity pool, the armor created by it would be extremely durable, and immune to melting. This armor can also be used as a weapon, as it is durable enough to remain even after hitting something/someone with it. The main ways of dealing with this armor is to break it with sheer force, or to cause the user to break it by constantly hitting an immensely dense/durable object, which will eventually cause small cracks in the armor. As the armor cracks, it’s durability will begin to slowly decrease, making it easier to break.

If she uses this attack at around the half-way mark of her pool, the armor will  be durable enough to be used as a shield, and it can sustain even after hitting a person(Though, if the user attempted to smash through something solid, the ice will have a few cracks and eventually break if she continues to smash through solid objects). It will have a slight immunity to being melted, but if it is exposed to a constant heat source it will begin to melt slowly.

If this spell is used towards the lower parts of the user’s pool, the armor will be weakened and slightly cracked from the get go. It will be able to sustain a few hits (To and from people and thin objects), but after that it begins to break even more. If the user were to try to hit through something solid(such as a wall), the ice will begin to immediately crumble.

**Spell Passive Ability 4:** The user’s skin has higher durability than normal Beastkin due to the buff she sustains when using this spell.

**Spell Ability Limits 4:** The spell’s limits were listed in the spell description.