(Now Playing: "House on Fire" - Rise Against)
About Rumi
♫ I can see the storms... In her eyes now♫
Appearance
(Rumi's new 3D models made with a hentai dress up game. I don't know if I'm allowed to mention which one, but the point is, the models aren't technically mine. I just posed them in Studio Mode.)
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2F13b698651bdb0b71688b34729243092e705963fbr1-1080-1079v2_hq.jpg)
Rumine is not the most intimidating-looking person ever. On the contrary, it's easy to mistake her for a tall child or a short teenager, but underneath her petite exterior is a quite literal harbinger of explosive death.
Cute, but deadly, her long, reddish-purple hair extends down to her hips, a shiny luster brought to it by high quality alchemic shampoos, with which she is more than happy to share with anyone interested in shiny, healthy hair.
Her face is encomed by large purple pools of violet that are capable of staring into someone's soul, not that it would look too intimidating, a tiny pointy nose that, quite frankly, isn't the best at smelling anything thanks to years of her getting used to the smell of her cauldron: burnt paper and lychees, and a tiny set of lips that somehow manage to speak for an impossible amount of time. They've also rarely seen any lipstick in their existence.
She typically wears mass-produced versions of the same outfit. Her closet contains exactly four versions of said outfit, each for the seasons of the year. A cream colored blouse (with a similarly-colored jacket in the winter) and a red skirt (its longest length now that winter approaches), her long black stockings cover the rest of her legs, punctuated by a custom-made set of canvas shoes, deceptive in their looks, and capable of taking her very far, with little stamina used up.
♫Like a house on fire, we're wrapped in flames!♫
Personality
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2Ffe68c8fd5eb8f926796aad91e037df7212315094r1-1080-1920v2_hq.jpg)
Rumine is one of the most extroverted introverts out there. While most comfortable when locked alone in her workshop with her cauldron and her books, Rumine is also quick to start a conversation and say hi to strangers. She enjoys making friends, and keeping them happy, trying her hardest to go above and beyond anyone she deeply cares about, whether she considers them family, friends, or a significant other.
However, her energetic demeanor is a double-edged sword. As an understatement, Rumine can be quite overwhelming. She can rant quite literally for hours, if the topic allows it. When she gets started, it usually takes someone's interruption to stop her from talking.
Rumine's favorite color is red. Her favorite food, she will claim, is anything with cheese, but deep down, her favorite food is a big ol' block of mild cheddar, and is a mild alcoholic in denial, with whiskey being her drink of choice.
♫I'd burn here if that's what what it takes... to let you know, I won't let go of you~♫
Background
((I know that this is already way too long, but, believe it or not, it's still missing a lot of details, for brevity's sake. More information can always be learned from asking her in mid-roleplay or me out of character!))
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2Fc26a50ebb47ed07859afa3ee0d5a55634d23484fr1-1080-1920v2_hq.jpg)
Rumine has no idea whom she was born to. She's never met them before, and can't form any significant memories of them. Instead, what she does , is being put in a room with a bunch of other children, primed and groomed to be sacrificed to an evil goddess. Instead rescued by a pack of adventurers bent on stopping that evil goddess's cult.
Part of that pack of adventurers was an alchemist named Claire, who chose to adopt her, and teach her all she knew about alchemy. Before long, she found her natural calling in the art of putting one thing into a cauldron, and pulling out something else. This allowed Claire to dump all her responsibilities on the young Rumine. She was six when she begun learning alchemy, and nine when she finally managed to learn to use the cauldron efficiently. Since then, she'd help run the store.
Over the years, as she helped run Claire's shop, she learned the ins and outs of not just the magical science of alchemy, but also the social aspects of dealing with customers. Her perpetually bubbly nature made her perfect for customer service, after all.
Just a few days before Rumine's 14th birthday, she decided to go out in an small adventure into the forest. It was meant to be a quick excursion into a cave for a few mushrooms. What was supposed to be a routine gathering quest became a turning point for her life.
After stumbling into the wrong area of the cave, she stumbled upon a series of pillars next to statues of the fire goddess, Flamia. Instead of incinerating her into ashes as it had done others who interacted with it, the pillars reacted to her unusual and unstable mana, instead blessing her with an affinity and resistance to fire and heat (but also a catastrophic weakness to water and ice).
From there on out, Rumine became a well-equipped adventurer, often helping out other adventurers, slowly breaking into the shoes of Claire. She'd juggle the act of ing adventurers, running her shop, and tending to her personal desires until two years later, when her original team would invite her to overthrow nothing less than a tyrant.
The mission was a success, but at a heavy cost. Rumine managed to escape unharmed, even killed the mad king in a conclusion to one revolution (one of many, that would encom the never ending conflicts of her homeland). For as long as people's attention span allowed, Rumine was heralded as a revolutionary, while her friends, who were killed in the battle, were forgotten to the sands of time, not even managing to be footnotes in the history books.
Rumine's focus on her alchemy took a soft turn. She'd honor the memory of her fallen comrades by providing as many goods as she could to help other parties from meeting such untimely ends. For about three years, she'd take a break from adventuring and fully focus herself on building what was once called Atelier Claire, who at this point, remained MIA.
Sadly conceding the fact that she would never see her teacher ever again, she took complete ownership of the store by giving it her own name. Atelier Rumine was born, at first a small shack in ths outskirts of town, it would soon begin to gather steam.
In the present day, it's easy to forget that Rumine did not do everything in a simple potion format. When she crafted explosives, bombs came out. When she crafted healing items, bandages came out; salves and tonics too. In fact, what was to become Rumine's first crowning achievements was a process she named "Condensation."
The vast majority of her current potions, are instead items that have been condensed into tiny liquids. Foods become drinkable, explosives become easy to carry, and medicines... well, salves and tonics just become easier to carry; bandages become topical solutions that only cover the area that they're poured in.
After experiencing the convenience of Rumine's potions and vials of stuff, the population was quick to demand more, and as such, Atelier Rumine began to grow into a large conglomerate. Eventually it begun to branch out into several subsidiaries: the standard Atelier Rumine brand that produced the potions most adventurers needed to heal and refresh mana, but also Rumi's Cafe: the subsidiary that focused on (non-medicinal) food and drinks, Rumi's Closet: A purveyor of the finest clothes and armors one could produce with mana, alongside several others in charge of all sorts of research and development.
This wasn't done alone, however. Necessity is the mother of invention, and what better way to create artificial life, than to need hundreds of workers capable of withstanding all sorts of situations. Months of hard work, and dangerous treks, and Rumine would find herself capable of crafting homunculi, albeit with some very difficult to find ingredients.
Rumine would then be fully equipped with what was essentially a large potion corporation. For miles upon miles, the Atelier Rumine brand was known for its quality and value. You couldn't step into an item shop and not see the logo of the workshop everywhere. This allowed her to live a cushy life for quite some time, the potions instead serving as a ive income, while she went off with different parties of adventurers in search of artifacts, ingredients, and other treasures.
But everything has to come to an end. It happened as quickly as a flash of light, all overnight. Buildings were destroyed, lives were lost, and communities torn apart, before anyone could react. Thanks to an alliance between corrupt politicians and an evil goddess, armies of demons destroyed Rumine's homeland, and the nations around it.
She refers to those events as The Collapse. She hasn't found anyone else who survived them, to help corroborate the tale. Instead, she searches for a second chance at life, no matter how humble.
It was then, when she came across an academy for the supernatural students, in search for a professor. And everything after that... is what's to be experienced.
---
Parameters
Combat Stats
(STR)Strength: E
(DEF)Defense: D
(MAG)Magical Attack: S
(RES)Magical Resistance: B
(DEX)Dexterity: S
(AGI)Agility: A
Elemental Affinities
Fire: Amplified by 1250%. Does not consume HP or Stamina only when channeled through a staff.
Ice: Nerfed down to 1%. Causes massive HP and Stamina exhaustion.
Thunder: Nerfed down to 50%. Causes gradual HP and Stamina exhaustion.
Water: Nerfed down to 1%. Causes massive HP and Stamina exhaustion.
Earth: Nerfed down to 20%. Causes gradual HP and Stamina exhaustion.
Wind: Nerfed down to 20%. Causes gradual HP and Stamina exhaustion.
Light: Normal effectiveness. Causes gradual HP and Stamina exhaustion.
Darkness: Normal effectiveness. Causes gradual HP and Stamina exhaustion.
Elemental Resistances
Fire: Fully nulled and absorbed.
Ice: Causes 200% extra damage.
Thunder: Normal effectiveness.
Water: Causes 500% extra damage.
Earth: Normal effectiveness.
Wind: Resists 50% of damage.
Light: Normal effectiveness.
Darkness: Normal effectiveness.
Primary Equipment
Main Weapon: Discipline - Staff
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2F053c440f3bea480ed29aee91be95db30f9cbf8car1-1080-1920v2_hq.jpg)
Boosts/Defbuffs: STR+ MAG++++ RES++
Alchemical Properties:
*[MAG Boost IV]: Highly enhances base Magical Attack of an item.
*[Cracked]: Lowers aesthetic (and resell) value.
*[Fire Soul]: Raises power of fire-attribute skills; also communicates sporadically about arson to wielder.
Discipline is Rumine's signature weapon, an old-looking splintering staff that is more than meets the eye. As her primary caveat with the alchemist's unstable mana is that using magic taps into her life force, using a magical weapon allows her to channel mana more efficiently, and is the best way for her to mitigate (but of course, never completely cure) the nosebleeds. Rumine crafted the staff herself using alchemical synthesis, quite literally the strongest weapon she's crafted to date, despite its old, weathered look. It's quite thick and still packs a bit of a punch, but its ability to utilize the alchemist's magical potential and protect her from the aftermath of magical exhaustion are second to none, worthy of being one of the Great Alchemist's main sources of protection.
Secondary Weapon: Dimensional Satchel - Other
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2F31730b61a8578772b74c552f82c37f4b29b577f5r1-1080-1920v2_hq.jpg)
Boosts/Debuffs: DEX+++++
Alchemical Properties:
*[Dimensional Pocket]: A small wormhole connects the satchel to a large room in Rumine's atelier, allowing a theoretical infinite amount of storage.
*[Alchemist's Choice]: Weapon-only property. Synthesized with a high margin of quality. Raises DEX greatly.
A vast update over Rumine's old satchel, this improved version seems to be empty at any given time. A hidden portal lies at the bottom of the bag, activated only by the alchemist's touch alone. Anyone else holding the bag will see nothing but a high quality leather bottom. It goes without saying, but she does not attack with the bag itself, serving instead as the vessel with which the alchemist's main strength is conjured. Every vial within the satchel (or rather, the room that is connected to the satchel's portal) is tailor made for Rumi's combat needs, most of them much more potent than the ones found in her shop(s).
Bodygear: Alchemist's Attire.
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2F2d47625066204b09903f1d8678f71bf8d6981c59r1-1080-1920v2_hq.jpg)
Boosts/Debuffs: DEF+++ AGI++
Alchemical Properties:
*[DEF Boost III]: Greatly increases the DEF boost of an item.
*[Breathable]: Clothing-only property. Allows for greater body temperature regulation. Increases AGI boost of an item.
*[Sun-Magnet]: Increases Rumine's absorption of fire-based spells, projectiles, and explosions, causing them to prioritize her over their initial target.
Rumine does not oftenly wear armor, as it tends to be too heavy and slows her down. Instead, she wears a mass-produced (by herself) attire, that she cycles through seasons, but will make exceptions depending on the temperature outside. A typical "set" of clothes, consisting of typically a blouse, a skirt, and black stockings, her two usual colors of choice are usually yellow and cream, with white stockings accenting her red skirt. During the summer, her blouse is typically short-sleeved and her skirt takes a shorter length, alongside her stockings, which are still a tad too long to be considered socks. They are not the best, defensively, but they were synthesized with alchemy nonetheless, and as such, tend to have interesting extra effects.
Footgear: Running Shoes
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2Ff1b64c4a013f8f2e079e9310bfb2b8d703197618r1-725-725v2_hq.jpg)
Boosts/Debuffs: AGI++++++++++
Alchemical Properties:
*[Speed of Skanda V]: Infused with a godly level of agility. Fully Upgraded.
*[Very Light]: Aerodynamic. Increases AGI moderately.
*[Comfortable Soles]: Shoe-only Property. Allows standing for extended periods of time.
As continues to be the pattern, her equipment is a series of custom synthesized items, and her shoes are no different. While they seem like your common, run of the mill low-top canvas sneakers, the alchemical traits kept within the creation of the shoes make the wearer (honestly, anyone with the alchemist's small shoe size, really) lighter and more aerodynamic than standard shoes of similar variety. This, added with the alchemist's flexibility and swiftness make it easy for her to escape danger efficiently, if the need arises.
Accessory: Mysterious Fiery Pendant
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2F5cd62f5888c2520728348064efcc182841715e57r1-699-699v2_hq.jpg)
Boost/Debuffs: RES++++
Alchemical Properties:
*[Instant Spark]: Capable of igniting a Flame Cloak even while completely wet.
A strange pendant that Rumine refuses to talk about. It's very useful, allowing her to null her Flame Cloak's most obvious casting flaw, but that's about as much as she will open up about it. When not out in the field, it is stored in a small box within the atelier's work bench.
Equipped Skills and ive Abilities
[Fire "Nuke"] Active Attack Skill - Fire Element - Power: ✦✦✦✦✦
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2F7c49b084ad9d5673057a64a5889ec868cee850d6r1-1080-1079v2_hq.jpg)
A large oblong shape emanates from the alchemist's staff or hands, capable of breaking off into multiple blobs of fire, each exploding extremely harshly upon . The name is purely colloquial, based on the sheer destructive power of the explosions themselves. They may not exactly leave nuclear fallout behind, but it's still capable of leaving areas barren for months or years to come. If used without a magical weapon, it causes harsh nosebleeds.
[Flame Whip] Active Attack Skill - Fire Element - Power: ✦✦✦✦✧
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2F5b23e8f113d9f65d5f30543508d40949b3d7cce2r1-1080-1079v2_hq.jpg)
Usable only with a staff or wand, the alchemist produces a large "rope" of concentrated lava from her weapon, capable of turning lesser and weaker beings into ash with a single strike. To larger beings, it still potentially causes caustic burns and is arguably the strongest "physical" attack in her disposal.
[Alchemic Blast] Active Attack Skill - Fire Element - Power: ???
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2F235a8821c1af8bafac1eade073707688269b492fr1-1080-1079v2_hq.jpg)
Usable only with satchels or vials. The alchemist rummages through her satchel (if she hasn't already) to take out vials of several, varying effects. The effects are usually sporadic and random, but most often than not, always ends in an elemental explosion of sorts (and in fact, is the only method for her to cause non-fire damage without succumbing to her nosebleeds). If used at full focus and concentration, the alchemist can use whichever vial she sees fit. If she is disoriented or otherwise out of focus, completely random vials are produced, a less optimal (but more unpredictably fun) route to take.
[Flame Cloak] Active Defensive Skill - Fire Element - Power: ✦✦✦✧✧
![Rumine T’Shlea-[c] (Now Playing: [](https://image.staticox.com/?url=https%3A%2F%2Fpm1.aminoapps.programascracks.com%2F8301%2F1f22234b18b8f689e4b3264754f916ab98ac214br1-1080-1349v2_hq.jpg)
Rumine envelops herself in a large pillar of flames meant to ward off attackers and hurt those hostile to her within a 5 meter radius. Does not activate when soaking wet, but is capable of evaporating water and melting ice attacks if already activated. The flames are based on Rumine's mood, and as such, both grow and shrink based on her level of adrenaline, and can by damage on friendlies, a privilege that can be revoked in real time, while the spell is still casted.
[Mana Veil] Active Defensive Skill - Light Element - Power: ✦✦✦✦✧
Rumine becomes covered in an invisible shroud of light that deflects any and all physical attacks, regardless of source, or initial strength. This does not nullify the gravitational impacts, and are still capable of sending her flying away. It is essentially a mana shield, drawing the sustained damage from her mana resources instead of her physical vitality, but breaks once the alchemist's abnormally high mana reserves are depleted below half. Once broken, the veil becomes visible and explodes, shooting small shards of concentrated light in all directions. As this is not a fire skill, the alchemist will suffer severe nosebleeds once her mana reserves are tapped, causing in spurts of blood with each impact of the shroud, until broken. The veil flashes colors on impact depending on how strong it is. Going from a deep green, to orange, to finally a menacing red when it's about to break.
["A Little Help Please?"] Active Defensive Skill - Non-Elemental - Power: ✦✦✦✦✧
The alchemist "summons" her two bodyguard homunculi into battle, both serving to defend the alchemist at any cost. Their attack power is superior, but are more tailored for defense, only attacking in a pinch, instead serving as the heavy tanks they are, capable of sustaining superhuman levels of damage before retreating. Prior to the events of The Collapse, only three homunculi have succumbed before successfully retreating, a small monument erected in their honor within the forest clearing housing the alchemist's old atelier. Nowadays, Rumine contains the ashes of her fallen homunculi in an urn she hides within the new atelier.
[Metamorphie Faciesse] Active Skill - Non-Elemental - Power: N/A
A highly complex metamorphosis spell, the alchemist focuses her mind and transforms her physical shape to the object or creature she envisions within her head. One of the few non-fire spells at her disposal, it has a horrendously high level of failure, often turning her into a completely different animal than expected. Interestingly, rodents have the highest probability of success, mice, specifically, being the one she can transform into with no difficulties. Despite this, the transformations are still imperfect, the creature she takes the form of adopting her distinct reddish-purple hair color within the fur, scales, or any other defining feature of said transformed creature.
[Spiteful Resurrection] ive Skill - Non-Elemental - Power: N/A
The "accidental immortality" of the alchemist. Upon reaching death, the alchemist's body is appraised in the afterlife, to determine whether her soul is tossed back into the same body, or if another one is produced for her. After about seven minutes, the alchemist's body convulses violently, and returns to the land of the living, banned from the afterlife by the Goddess she annoyed beyond comprehension. Irregardless of the amount of Mana and Stamina she had upon death, she always "reapawns" with a minimal amount of each, leaving her heavily disoriented and weak, usually open for another death-blow. Dying is not without consequences, as the pain and suffering that led to the death itself resumes the moment that her body's central nervous system begins to react, each one of her senses returning to her slowly, but painfully. If her body is destroyed or maimed beyond recovery in the process, a new one is provided for her, with the post-death pain effects amplified nearly tenfold.
[Blaze of Glory] Ultimate Skill - Fire Element - Power: ✦✦✦✦✦✦✦✦✦✦
Usable only when HP is critical. The alchemist curls up into a small ball, allowing herself to sustain as much damage as possible. This damage, regardless of source, or elements, is absorbed into kinetic, explosive energy. Upon reaching a breaking point, the alchemist's body unleashes a series of explosions, each expelling a barrage of purple Flames in eight directions, capable of causing caustic burns capable of piercing through unprotected skin, usually leaving behind only charred remains. The alchemist dies once the explosions end (see section on Spiteful Resurrection).
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