Post by Cherche Du Âme on Feb 15, 2017 21:11:00 GMT
Cherche Du Âme,
a mother does what's best for her children
Lesbian | 173 | Female |
Water Magi | Haven governor/Religious leader |
[PTabbedContent]
[PTab=PERSONALITY]
we are hurt, wounded and lost
POSITIVE TRAITS -Motherly -Confident -Humble -Selfless -Intelligent -Willing to Listen STRENGTHS -Master of her magic -Experienced Leader -Merciful -In Control of Emotions -Fit for age (Endurance) -Military Firearms training (Coast Guard) | LIKES -Simplicity -The Gods (Except Kalidas) -Children -Tea -Swimming -Books -Fireplaces/Campfires DISLIKES -Violence -Impulsive Behavior -Humans/Cyborgs -Technology Dependence -Screaming -Hot days -Hard food | NEGATIVE TRAITS -Sharp Tongue -Stubborn -Overprotective -Keeps her pain silent -Lonely -Racist WEAKNESSES -Lost one eye -Joint aches -Has not fought for years -Slow walking/running -Pushes self past limits -Has not used a gun in over a century |
Personality overall
Cherche (Pronounced with a “Sh” on both ends and “Air” in the middle) is a very down-to-earth woman, despite her occupation. She prefers things how nature intended: Simple, beautiful, and balanced. There is no need for silk, gold-trimmed robes or jewelry or anything that one might expect of a leader, both in spirit and law. Nature’s elegance was in its simplicity, and she strongly connects to those roots. She is the type of woman who can be found around town, conversing in the market, taking tea with residents, and playing with children. She does not demand reverence or praise, and in fact humbly turns down any attempts; a leader she may be, but first and foremost she is a magi like anyone else.
She is a motherly person and cares first and foremost about the safety and well-being of the magi race and residents of Haven. She opposes violent actions and calls for war, and promotes peace first. She does not forgive the humans and dislikes them greatly, but also believes the path to securing the future of Magi is not through violence. As such, she butts heads frequently with the Equalist movement. Despite Haven being split on the issues, Cherche’s demeanor and connection to the temple means she is still well-liked as a figure and person, even by many of those who disagree with her. She is careful to maintain this fragile balance, and not divide her people by openly attacking or insulting her opponents.
As one might expect, she is an extremely religious person, favoring their patron Arithelia but also paying respect to other gods (And urging her followers to do the same). She has had an audience with most deities (Arithelia, Kupiec, Irilys, and even Tatara) and shows them nothing but respect.
She is a trustworthy and kind woman to confide in, and has a knack for bringing comfort and calm to those who need it. One might call her a “wise woman,” but she would humbly disagree and say that only the gods were truly wise. She only wishes to ease the wounds so freshly inflicted upon her people.
She is not flawless. Despite her open ears, she is a stubborn woman. She dislikes most technology, and simply will not be swayed by the Equalists’ ideas. She is also a planner, which can lead to many periods of inaction, delaying help to those who need it quickly. And while she would never suggest vengeance, she holds fiercely racist views on humans and cyborgs as a whole, and only begrudgingly allows them into her city, at the request of her people. It will take her some time to warm up to individuals, but they will be hard-pressed to change her mind on their race. She will not pass any laws against them in Haven; such race-based laws are what put Magi near extinction, and Cherche believes herself above human brashness and shortsightedness.
Despite her many friends and close acquaintances, Cherche feels very alone, having lost almost all of her family, save her brother-in-law Elijah (With whom she is always butting heads) and her niece Stella (Who was just found to be alive). She yearns for family once more, for that close bond, but fears she may never feel it again (Or that it may be taken from her, as before), and she would rather internalize her own suffering than reach out; she is the rock of her people, and must be strong for them. She will not display her weakness, her personal suffering, or the tremendous stress put on her by being responsible for the future of her entire race in their most dire hour. Cherche is strong, but she is a magi like anyone else.
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[PTab=APPEARANCE]
we are hunted, hated and feared
appearance
Cherche is a plain woman who aged gracefully. Her dark skin is wrinkled but otherwise with minimal flaws, and her hair is completely white (or light gray, depending on who you ask), which she keeps in a long braid. She does not wear makeup to cover herself day-to-day, or even for special personal occasions, only donning traditional face-paint for holiday ceremonies at the Grand Temple.
She is thin, though not to the point of being sickly or frail, and stands at 5’5” (with her natural hunch) or 5’7” (Straightening her posture). She is actually rather fit for her age, though she doesn’t have the body or muscle definition of a fighter.
She walks slowly, partially from age, partially from her “slow down and smell the flowers” attitude. She is hunched slightly forward when standing or walking, and when not busy, keeps her hands behind her back. She almost always has a smile on her face by default, and will constantly wave greetings at her people. When sitting, she crosses her legs and folds her hands over her knees. She has a subconscious, idle habit of rubbing her hands, fingers, and wrists; joint aches from many years are a constant plague for Cherche.
The eyepatch covers an old wound, which mostly healed but left a scar. Still, she was accustomed to it, and people are accustomed to seeing her with it, so she wears it at all times, except when home alone. The symbol under her eye is a tattoo, one of religious significance to display her connection to Arithelia.
Magi Traits
Cherche takes after a leviathan.
Reference that image for these descriptions because I am bad at them. Her scales and fins follow the same coloring, but are slightly lighter in hue due to aging.
Starting from her cheeks and going back, her skin gives way to blue and purple iridescent scales. Long, blue fins start from in front of her ears and end nearly a foot from the back of her head. Her ears are rounded and stuck to the side of her head, rather than protruding somewhat like a human's. She can also flatten her fins against the side of her head.
Starting at her temples, dark purple horns follow the curve of her head and extend to the same length of her facial fins, where they curl skyward. They angle very slightly so the gap between the horns ends up being wider than her head at the tip of their length.
Her teeth look mostly human, save that they taper into sharp triangles, and they are wider (and thus fewer) than standard teeth. Her eyes are a deeper blue than the sea, with a cat-like (or dragonlike) vertical slit for her iris.
Dorsal fins flow down her back in one row, from the base of her skull down through the length of her tail. They are somewhat rigid, somewhat clothlike, and a mixture of the same iridescent cool colors as her scales. These can fold neatly down against her back, which is very convenient for clothes.
And yes, her tail: fortunately, she has legs, but she has a dragonlike tail that tapers down until the end, which widens into a flared fin (which, surprise, can fold like a chinese fan). Her tail, when relaxed, sits about half a foot over the ground when she walks.
Her hands and arms are mostly human, save for the scales and webbing between her fingers. Her nails grow slightly pointed and much thicker than normal. Clothlike fins, less rigid than the rest of her traits, are attached to her forearms, more like permanent loose sleeves than fins. Her calves have the same fins, and her toes are webbed as well.
Most of her body is covered in scales, save for the front of her face, chest (from the top of her breasts to her shoulders), random small patches all over, and the front of her abdomen and pelvis region.
Fashion
Cherche does not dress as one might expect from a leader or high priestess; her clothing is without frills and almost always the same. She wears a blue and black hijab (wrapped carefully around her blasted, inconvenient horns) at almost all times, pushing it back off her hair only when in close company. Over this, she wears a long brown jacket, which looks more like an open-front robe that ends past her knees, with a high collar that covers her neck. The clothes underneath are slightly baggy and comfortable, if thick material. The color matches her hijab’s.
While she leaves the temple in care of the monks, there are times, celebrations, holidays, and cultural events that require her presence. In these instances, she will wear a simple dress or robe and makeup, all in accordance to whatever is expected from that holiday (For instance, the Harvest Celebration requires only a simple brown robe and flower crown, while for an important funeral she would wear mourning garb and face paint.
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[PTab=BIOGRAPHY]
but despite all of their efforts, their anger, their power
family relations
Mother- Letricia, Water Magi (Deceased from old age)
Father- Michael, Zero Magi (Deceased from old age)
Sister- Diavanna Du Âme, Water Magi (Deceased)
Sister- Serena Kingsley (Deceased during Relocation/Genocide)
Brother-in-Law- Elijah Kingsley (Alive)
Niece- Stella Kingsley (Alive)
Wife- Moira Du Âme, Fire Magi (Deceased 30 years ago during relocation)
Daughter- Letricia Du Âme, Water Magi (Deceased 30 years ago during relocation- Illness)
Daughter- Hetal Almeda, Fire Magi (Deceased in 2542 resisting relocation camps)
Son-in-Law- Samuel Almeda, Air Magi (Deceased along with wife, Hetal)
Grandson- Michael Almeda, Unknown Magi (Deceased along with parents, Hetal and Samuel)
Aunt and Uncle LaVenne (Deceased, Old Age)
Cousin- Ophelia LaVenne (Magi, ~150, Status Unknown, Presumed Dead)
Cousin-in-law- Bertrand LaVenne (Deceased, pre-relocation due to accident)
First Cousin Once Removed (Ophelia/Bertrand’s child)- Robin LaVenne (Magi, ~90, Status Unknown, Presumed Dead)
Cousin- Frederick Polonski (Magi, ~140, Presumed Dead)
Cousin-in-law- Roland Polonski (Human, ~65, Status Unknown)
biography
Early Life (Birth -> 40’s)
Cherche was born under unremarkable circumstances to unremarkable parents. She is the eldest of three children, and has her sisters to thank for her nurturing and motherly personality. Religion also played a part, even at a young age; her parents were religious, and Cherche found the stories of Arithelia and the other gods to be rather fascinating. She was a believer from the start. There were few religious schools that accepted magi, but she was lucky enough to get such an education through a high school level.
At that point, she took a break from school, not sure where to go with her life from there. After a few years, she went to a low-level religious college, where she pursued education in counseling, therapy, and priesthood. However, she never completed her schooling, dropping out just beforehand due to a rough patch in her family's economic situation due to her mother's deteriorating health. Her parents wished her to continue her education, but she said she could always go back later.
Ever the caretaker, even to her own parents, Cherche joined the coast guard, as that was the best-paying job a magi could hope to get without a complete formal education; there were even benefits to help ease the load from her parents. As it turned out, she enjoyed it tremendously! Water everywhere, a sense of duty, and more about protecting nature and busting smuggling operations than anything else. She learned how to use weapons there, but her powers took care of most troubles; she learned a lot about her own magi through constant use and practice in her job.
Unfortunately, her mother's condition was terminal, but at least Cherche bought her almost a dozen years. She decided to stay with the guard, and accept a post on the other side of the country. She stayed in touch with her family, visiting when she could, but mostly getting close to her sister Diavanna, who moved not long after Cherche did.
Early Adulthood (40’s -> 70’s)
She stayed in the guard for a long time, and life looked good (Despite a run-in that cost her an eye). Unfortunately, magi tensions and suspicion were on a rapid rise, and soon she found herself unfairly ejected from the guard (as much as her immediate commander wanted to keep her). What's more, any severance or benefits were also gone! She was furious! She had uprooted her entire life, stayed apart from her family, and given almost forty years of her life to them. And now... she had nothing.
It was then that she found herself being drawn back to the shrines. What could she do but pray? And fortunately, her prayers were answered; the caretakers could use someone who had experience with priesthood to help with the shrines around the small town. The earnings were meager, but she had a job now. A future. And what's more; she found that even though she missed the excitement of the coast guard, she rather enjoyed being the one to tell the stories, hold the services, and console people in their time of need. She had respect, even for a magi, something that was stripped so easily from her not long ago.
Around this time, she also learned an interesting fact: Diavanna, who lived just a town away now, was, ahem, "close" friends with the deity Kupiec. Friends with benefits, it seemed. Cherche was shocked for some time, but eventually came around to the idea. If anything, it made her more comfortable around deities. Soon, the god became just like any other part of the family to her.
Adulthood (70’s -> 130’s)
Time passed. For thirty years, balance was maintained. Of course, things happened; her father passed away from old age. Serena was happily married to a magi named Elijah Kingsley. Her cousin Frederick would marry a human not too long afterwards (In secret to all but her and Diavanna). Her cousin Ophelia had a child of her own. And those weren't the only marriages around this time...
It was a vivacious fire magi named Moira who stole Cherche's heart when she was around 100 years old. Sure, she had her girlfriends in the past, but Moira was the one. She was as lovely as a fireplace on a cold winter's day, yet wild like a forest fire; in her, Cherche found a perfect mix of tenderness and energy, softness and excitement. Moira also saw something in Cherche, making wild declarations of love and vows to make her happy, even from their first meeting. Until Moira, Cherche was simply living. After her? Cherche felt alive once more.
It didn't take long before they were wed. Moira's hasty declarations were made in earnest, and Cherche simply could not get enough of her affections. Some said it was too soon, but they didn't care. They knew love when it hit them. They were a wonderful match- Moira brought out the fun and snarky side of Cherche, and Cherche kept Moira from going headlong into half-thought-out impulses.
Soon after, they had their first child, Letricia. Not long after that, they were blessed with their second child, Hetal. It was fortunate that Moira was born ambiguous; Cherche would not have minded adopting, but she always had dreams of having kids in the traditional way. Sadly, Letricia was born with Cherche's mother's chronic illness, but fortunately, thanks to medical advances, it was not longer the death sentence that it was a century ago; it could not be cured, but it could be managed for the length of her life.
Life was at its highest point for the next twenty-five years. Hetal was wed to a magi named Samuel, and had a child of their own, whom they named after Cherche's father, Michael. Letricia was doing well, and the love between Moira and Cherche burned as vividly as the day they met. Cherche was happy with her religious duties, tending to all the shrines and helping everyone who needed guidance and comfort. The only truly sad note during this time was Diavanna’s death, due to a vehicle accident. It hit Cherche hard, given how close they were, but in time the pain passed.
Then the relocation camps were enacted.
Old Age (133 -> 165)
Cherche’s life, like many Magi, took a sharp downwards turn at the relocation. She did her best to offer comfort and support to her community, and advocated for peaceful protest and action. Unfortunately, they would not be stopped. Her daughter Hetal inherited Moira’s fiery attitude, and Cherche begged her not to do anything rash when it came time to round up their town for relocation. She would not be calmed, however, and lashed out violently against those responsible for rounding them all up. Apparently she got her hands on some Uppers, and even downer doses weren’t going to tranquilize Hetal’s show of force. In response, they killed her, and her husband and young child, too; whether it was crossfire or just to make an example, all three died, and Cherche’s life was shattered before she even put one foot in a camp. The only reason Moira didn’t kill them immediately was because Cherche nearly passed out on her, crying, begging her not to go, too.
That set the tone for their stay in the camps; she didn’t even get time to bury or mourn her daughter’s death. She tried her best to remain strong for her family, and her community. It was sad that they were not sent to the same camps as her cousins, or as Serena and Elijah, but they were able to exchange letters, at least. The next ten years passed in moderate comfort, as much as one can be in a camp. It wasn’t as bad as the conditions in many, but it was far from paradise.
Letricia’s condition worsened. Cherche and Moira begged, pleaded, petitioned… over and over and over for medical treatment for their daughter. It was treatable! They would do anything, give up anything for it. However, due to “misplaced” paperwork, red tape, and general racism, they never received necessary aid, and Letricia died in their arms. Now both of her daughters were dead, and in such a short time.
Moira would not let their last daughter’s death go unpunished. This was the first time her and Cherche had arguments that lasted days. Cherche was losing her composure to despair, and Moira’s was lost to anger. Without telling Cherche, she plotted with other camp members to rebel. Unfortunately their attempt was short-lived, and they were all put down roughly a month after Letricia’s death. Now Cherche was alone, and her last words to her wife were not ones of love.
She was not the only one to lose family, and the ones who did stood together. Cherche became quick friends with many of the camp inhabitants, and they supported one another. Cherche led prayer rituals for all worshippers, comforted others, and received some in kind. The best support, though, came from the constant letters from Serena. With time and love over years and years, Cherche’s wounded heart began a slow recovery. There were still many cold nights full of tears, and still are today, but she was able to resume some sense of normalcy.
The only good news she received while in the camps was an excited letter from Serena about her new daughter, Stella. She spent so much time losing family, it made her heart swell to gain a new niece. Letters increased in frequency, and she even got a few drawings from Stella included in them.
She didn’t learn until after the breakouts what happened to her.
Twilight Years (165 -> Present)
The breakouts were a blur. One moment, a normal day, and the next? Chaos. She grabbed what possessions she could and followed the crowd as the camp behind her burned. She traveled with many refugees, and splintered groups became a large congregation the further they went into the woods. Many were lost to hunters, but she was fortunate enough to lead a sizable group to safety. Earth magi spoke to spirits and nature, who helped cover their tracks and keep them hidden. Once they felt safe, there was nothing for them to do but plant their roots and start anew; they knew their old lives were gone. With the hunters killing magi left and right, there was no home to return to.
Haven soon became a vibrant city, a place of shelter and comfort to all magi. People worked their magic day and night to shape buildings, grow food, and once the hunts officially ended, some even scavenged old camps for parts, solar panels, and other modern necessities. Cherche rather enjoyed having only nature, but understood that not everyone was used to living without such technological comforts. Nothing was allowed that could lead humans to them: that was her limit.
Elijah came to Haven not long after they started building, and Cherche learned what happened to her sister and niece. She vowed to protect those that she could now, though her and Elijah seemed to disagree on how to go forward as a people. Once the city grew, and refugees flooded in, once an economy and stability was reestablished, Cherche was the one who people wished to govern them, both in law and religion.
Today, Cherche and the Magi Liberation movement share leadership of Haven. Cherche works for peace, trying to prevent her people from dying out completely. Her interests are wholly for her people, and her life now dedicated to their future.
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[PTab=SKILLS]
and despite our losses, our pain, and despair
Default Skills
Firearm I: Can accomplish fundamental and basic feats with firearm weapons.
Specialized ammunition unlocked:
Hollow Point: a round that causing massive tissue damage
Downer/Upper:round can inject target with a Downer once purchased
Incendiary: a round coated with flammable material
Water I: This allows you to manipulate fifty gallons worth of water that is already clearly in existence to the naked eye. You cannot change its temperature. Nor can you produce a projectile yet.
Ice: Frost, snow, ice. This is the raw ability where water chills at your touch up to turning into ice.
Purchased abilities
Magi Trait Enhancement: The time spent nurturing the magic inside of you has manifested in a new or stronger animal trait. Trait Enhancement can allow scales to be bullet proof, ability to produce venom, poisonous flowers to be grown, etc. However these traits must be a continuation of the magi theme your character already possesses.
Details: Leviathan Scales- Cherche's scales have hardened to the point of being armor-like, much like the sea dragons she takes after.
Magi Trait Enhancement: Leviathan Fins The time spent nurturing the magic inside of you has manifested in a new or stronger animal trait. Trait Enhancement can allow scales to be bullet proof, ability to produce venom, poisonous flowers to be grown, etc. However these traits must be a continuation of the magi theme your character already possesses.
Details: Leviathan Fins- Cherche's many fins, all of which she has fine control over, give her incredible speed while swimming underwater.
Magi Trait Enhancement: The time spent nurturing the magic inside of you has manifested in a new or stronger animal trait. Trait Enhancement can allow scales to be bullet proof, ability to produce venom, poisonous flowers to be grown, etc. However these traits must be a continuation of the magi theme your character already possesses.
Details: Leviathan Breath- Leviathans are fearsome sea-dragons, and have icy breath. Cherche has also developed this ability over time, allowing her to exhale an icy cloud that chills all it touches. It will not flash-freeze anyone, but it will drop the immediate temperature and coat things in a magical frost, similar to a polar winter night.
Bloody Deed: Upon cutting yourself (or being cut) you can now manipulate your own blood. What you are capable of doing with said blood is up to what level of Water you're at. However, the more blood you're using, the weaker you'll be physically and more likely to pass out.
Blood Augmentation (Dexterity): (Upgrade of Bloody Deed) You've gotten so used to controlling your blood that you can control the blood within your own body. In this instance, your manipulation has achieved finesse. Rather than forcing blood to move your body, you coax it nicely. Now you can achieve stretches and flexibility that were originally impossible. This can also improve your ability to dodge incoming attacks full martix style. This is the safest out of all the Blood augmentations but you have a high chance of pulling a muscle.
Boil: You are able to adjust the water’s temperature to heat rather than cool. At this level, you can boil the same amount of water that you can control with Water I, and must be touching (your hand will not be harmed, but the rest of your body would feel the heat).
Boil II: (Upgrade of Boil) You may now boil water up to your Water level (I, II, or III). You can be up to a few meters from the source, and the boiling water you create will no longer scald or burn you (This does not affect water that was boiling before your influence). Have fun throwing it at enemies!
Bubbles I: Magi can create hardier bubbles that do not burst the same way non-magical fragile bubbles do. At this level, welcome to the concept of landmines! A water magi can have up to 30 of these at one time and have them stay within a certain vicinity. If, say, a hunter were to bump into one or brush against one, it would create a small explosion. Enough to take off a limb? No. But enough to create a nasty looking scar and pain.
Bubbles II: (Upgrade of Bubbles I) You are capable of creating big enough bubbles to actually encompass a person or thing for temporary defensive purposes. It acts as almost a rubbery defensive sphere, causing kicking feet, knives, even bullets if the magi is talented enough to bounce right off of it.
Dissipate: You are able to evaporate an amount of water without the need of intense heat equal to your Water skill level. The larger the body of water, the longer it takes (and the more tiring it is). The water will still be present in the air, making the nearby area more humid.
Distinguish: Though unable to manipulate blood within a living person you can still focus upon it. One can pinpoint a cyborg for instance through searching a person's blood thus detecting nanobots in the blood stream. One can also tell a real limb from a prosthetic limb by sensing a lack of blood flowing through it.
Fog: You are capable of producing fog at a quick rate. Because this is a continuous process the user will be winded after this.
Heavy Fog: (Upgrade of Fog) The fog you’ve created isn’t just obscuring; it’s literally heavy. Anyone except water magi will feel heavy resistance when inside of it. This does not effect breathing.
Ice Sculptor: (Upgrade of Ice) This has become a refined art for you. Ice spears, discus, hooks, gauntlets.
Ice II: You can now be a few meters from the water source to turn it to ice.
Ice III: You can now be much farther from the water source to turn it to ice. Ice created can now be manipulated to the temperature of dry ice.
Ability Mastery: This special ability is only once per character. It also requires 5 purchased magic upgrades and sufficient in character justification. With time, practice, and natural aptitude, you have reached a step above the normal in a specific area within your magic abilities. This amplifies the power of one ability of your choice. This must be magic (No weaponry or human abilities).
Ice Mastery: Cherche is a water magi with a strong bloodline and almost two centuries of experience using her magic. Both her appearance and her powers take after the sea-dragon Leviathans. Cherche's control with Ice allows her to flash freeze and unfreeze water with unnatural speed and precision. Ice created by Cherche is tougher than normal ice of the same thickness.
Materialize: You can form water in an area where there, to the naked eye, was once none. At this level you can collect from the water molecules in the air, clouds, plants and bodily fluids from corpses of animals or people. What you are capable of accomplishing with this gained water is based upon your level of Manipulation.
Purification: You are capable of purifying even the dirtiest of waters of dirt, other natural unpleasantness, toxic pollutants and even poisons. It's quite literally having the pinpoint focus of separating the pure water from the ingredients that are not wished for.
Water Walking: Self Explanatory. You can decide whether or not you sink.
Aqua Surfer: (Upgrade to Water Walking) You can now move water (or ice if you'e purchased that ability) forcefully behind your feet to speed yourself across the water's surface. Allowing you to cross massive lakes in a matter of seconds for high speed water battles or Skate along paths of ice for air combat.
Water II: (Upgrade of Water I) You can now manipulate five hundred gallons worth (reference).
Water III: (Upgrade of Water II) You can now manipulate five thousand gallons worth at one time (reference). Any watery projectiles are going their fastest and most efficient here.
Purchased weaponry levels
- n/a
Purchased Artifacts
Crest of the Kaiju When Magi were first created, it is said that Arithelia granted her first-borns with crest to mark themselves above the rest. The first water magi received a cobalt arm band with a star sapphire in the center. With the arm-band, the magi was said to become invisible in water and rain. This artifact now negates the cancellation effect of hunter weapons.
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[PTab=PLAYER]
we are still alive. we endure. we are here.
played by [Sassy] [28] ♦♦♦ [CST] ♦♦♦ [PM Mod account (Sassy)] |
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[b]Overwatch, Ana Amari[/b] as [i]Cherche[/i]
deltra of gangnam style
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