Ellenore McClane

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Ellenore McClane
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Appearance:
Age 18
Birthday  ??????
Height 5'7"
Weight 110 lbs.
Blood Type  ??????
Eye Color Grey
Hair long flaxen hair, tied back
Clothing Student Uniform, mostly
Student Information:
Student ID # 41076
Dorm # 136
Combat Information:
Weapon(s) Handgun/Knife

Contents

Background Information

Full name: Ellenore Joanna McClane

Ellenore was born and raised in a moderately-sized village in the snowy plains of Trabia. Her mother ran out on the family when she was three, and she lived with her father, her grandfather (whose wife left him, too, this was becoming a pattern), and her older brother (unmarried for the obvious reasons). With no strong female influence, Ellenore grew up to be a bit of a tomboy. This experience also shaped her whole perception about commitment and marriage – as in negatively.

She came from a long line of healers and medics. Her father, grandfather, and great-grandfather had a stint as an army doctor before opening or joining the family practice. Her older brother should’ve been the one to continue the tradition, but he was an aberration: he became a vet instead. The argument lasted three nights.

Luckily, there was young Elle.

Ellenore had always been fascinated with a doctor’s work. She gobbled up her father’s texts, watched him fix people up and asked endless questions. By the time she was nine, she was cleaning and patching up her own skinned knees. At fourteen, she successfully stitched up her own calf. The work was a little shoddy – she was half-high from the morphine – but she’d gotten better over the years. Her great-grandfather always said that a doctor wasn’t a real doctor if they never experienced warzone. Somehow Ellenore didn’t think her great-grandfather had a female progeny in mind when he said that (he was a grouchy old chauvinist, but a damn good doctor nonetheless).

She went to Balamb Garden anyway.


Appearance

Student attire, otherwise a light-colored tank top, a pair of corduroy shorts, and combat boots. She’s never seen without her battered jacket with its endless pockets for her potions and first-aid gadgets. She also carries around a bag full of supplies, extra ammos, and an electronic tablet. And a small silver hip flask with her last name carved on the bottom.

She has pale grey eyes and long flaxen hair tied back more for practicality than style. She has a scrawny built – long arms and legs, standard garden-student kind of muscles – but she is quite fit. Her skin is pale and she’s mastered the art of looking sleep-deprived even when she isn’t. By virtue of being young, Ellenore might be called pretty if she puts in the effort to take care of herself, but alas, she prefers to bury herself in medical texts and endless cups of coffee.

There’s a gap between her front teeth. She doesn’t feel any particular emotion about this.

She wears contacts, but when she’s not out in the field, she prefers a pair of glasses.


Analysis

Ellenore has strong guts; not many things faze her. She’s usually too preoccupied to concern herself with much apart from doctoring people, good coffee, and good sex; but those things she cared for, she throws herself at with reckless abandon. Elle is a good student – as long as she’s interested in the subject matter. As such, she excels in subjects that would help her understand how to do her job (as a medic) better. Everything else, she puts in just enough effort not to fail. She is also notoriously avoidant of weapons training, especially if she’s not paired with a physically strong cadet.

Ellenore is bisexual. She’s not picky – she’d sleep with the manliest guys and the girliest girls and everything in-between, as long as they’re legal and consenting. She has no reservations about most kinds of sexual practices. She’d try anything at least once. She has, one might say, loose morals about sex. But she ain’t touching people who are attached to others and/or anyone who might cause drama, yeah?

(She’s probably made that mistake once or twice, though. Unintentionally.)

Chivalry is not something she laughs at, although she’d probably wonder why anyone would want to defend her honor: she doesn’t feel like she has one.

What she has deep, abiding reservations for is commitment. Ellenore is like that good, quiet friend whom you probably know little about but would somehow earn your trust. She is loyal, though not overly helpful. She would carry your secrets to her grave. She doesn’t shy away from friendship (her favorite kind is the one with benefits), but the idea of an exclusive relationship would send her running to the Marlboro-infested forests of Grandidi.

Elle’s not brash or abrasive, but she is honest and doesn’t sugarcoat her words when she speaks. She’s quite easygoing – hard to provoke and too lazy to provoke, conceals her insecurities well and most of the time too preoccupied to notice your insecurities.

She likes to pore over medical journals in her free time and she runs as a form of working out. Growing up in a perpetually-snowy place also teaches her two things: to hold her liquor (everyone in her family is a functioning alcoholic, it’s in their genes), and to love the sun. Her relationship with pants is a love-hate one. She sees wearing one as a necessary sacrifice for staying in Garden.

She hangs out in the infirmary a lot. Otherwise, one can probably find her in her (messy) dorm or camped out in the medical section of the library. She makes *really* good coffee (her favorite kind is the laced ones).

(( Aaaand, since Elle’s been in Garden for three-four years now, does anyone want to have pre-planned CR with her? Friends? Friends with benefits? Ex-friends with benefits? Classmates? Infirmary frequenters (she hangs out over there a lot)? I’m especially looking for those who’ve been in Garden for as long as her, but newer, younger students are totally a-ok (though she might not have slept with you if you’re more than two years younger than her). If you are a member (or head) of library committee, she’s prepared to trade sexual favors to be allowed to smuggle in coffee (and possibly stay overnight) in the library. Researching is like her happy place.

Just let me know if you wanna hook up. ))

Combat Data

She is utterly useless as a fighter. She has a few aggressive spells stored, but the bulk of her arsenal is made up of defensive, status-related, and curative magic. She’s fast; one has to when one needs to outrun monsters and/or tend to one’s injured teammates. For obvious reasons, she refrains from walking around alone in monster-infested areas.

In the field, she functions mainly as a medic. She works best when she doesn’t have to worry about attacking or defending herself and just flits about patching up wounds. She has all the painkillers, the epinephrine, the adrenaline shots. She can build a fully-functional cast for your broken bones in two minutes, stitch up your bloody gashes in one. She knows how to bandage your leg the right way so you don’t feel the pain for another two hours (and roaring in pain afterwards, but hey, would you rather be roaring in pain through the thick of the battle?)

She’s probably good to have if you have a team of aggressive fighters who can’t be bothered about learning better healing magic than the standard Cure. Just, you know, make sure to keep her in the back and let her do her job

Limit Break Information

Four individual levels and a wild card. She has low HP, which could mean two things: she reaches her limit break quickly, or she’s unconscious in a few medium-strength hits. This is why you should protect her, guys.

Level 1

50% drain of all Enemy’s HP to be stored to herself and allies. Only works for enemies Level 16 or weaker.

Level 2

Level One plus Blind and Confuse to all enemies. Only works for enemies Level 26 or weaker.

Level 3

Level One plus an equivalent of Bad Breath to all enemies. Only works for enemies Level 36 or weaker.

Level 4

Fully restore all alies’ HP plus and equivalent of Bad Breath to all enemies. Works for all levels of enemies, but she’s not sure she’ll be fighting long enough to reach this stage.

Wild Card

Resurrect all KO’d allies; only 1:10 chance of encountering this option.

Weapon Variants

Twelve-round handgun

A basic twelve-round handgun.

KA-BAR knife

Standard issue.

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