Magical Girl Lyrical Nanoha Character Creation and Discussion
View Single Post
Have a Yasen Problem
Join Date: Jun 2006
Location: Naval Base in the rectum of Pacific Ocean
Age: 22 in Magical Lyrical Nanoha StrikerS (23 after Strikers)
Birthday: February 8th , 1993 (MC 53)
Hair colour: Brown
Eye colour: Gray
Build: Average size, kinda large bust.
Family: Her parents, two sisters.
Affiliation: Time-Space Administration Bureau
Position / Rank in TSAB: Senior Investigator in the TSAB Intelligence Department. Section D.
Device: White Snake
Device appearance: Sealed form - A choker worn around her neck. Unsealed form - A whip.
Magic system: Mid-Childa
Magic element: Water
Magic colour: cyan Blue
Magic Rank: A+
on few occasions.
Personality: Trickster, seductress with a good natured klutz facade.
Seiyu: Mitsuishi Kotono (Mireille Bouquet, Misato Katsuragi)
Rammstein - Engel
Born in the local mid-childa middle class, Diana Dornier has grown as
a beautiful girl who used her appearance to her advantage, hiding her actual
intentions behind a clutz public facade. Knowing that her appearance alone
would not give her everything, she worked hard in magic and academic courses.
She also refused to make a living as a personality of Mid-Childia's entertainment
industry, knowing that celebrity in this niche is a fragile thing. As a consequence,
she worked hard to obtain a post in the TSAB. After a long training, she ended
up in the Intelligence department, her days as a seductress in high school
having come handy in infiltration missions.
Diana has been assignated to the same unit as Roland, she was one of the
people who has the responsibility to give her unit a reasonable public facade
when dealing with the officials, telling the conveniently lies to cover the
shady deals that her unit has gone into. In missions, she often assumed false
identities with a combination of basic illusion spells and make-ups to work
undercover. And when troubles arise, she is the one who use her water spells
for offensive purpose, while Roland and some partners works behind the
Her motivation is rather simple: having a reasonable pay while having a good
time, regardless of the ideals that fuel the TSAB. This could explain why
she has stuck with Roland's unit and has been bearing their unlawful
smuggling for so long.
magic and combat style
Diana's style is mid-childa standard, with an emphasis on ranged spells.
Her elemental affinity is water.
Whitesnake, the Diana's device's unsealed form appears as a whip handle with
a whip tip and a long water-elemental magical cord. The cord's lenght can be adjusted
up to a dozen of meters, it minimum level being three meters. The limit is set by
Going over this limit would make the structure of the water cord unstable and very
hard to upkeep with her magical energy pool.
Diana generally stay at mid-range, using her Walk on Water spell to get out
of range when the need arise. She'll harass people with her whip lashes, then
can unleash her most powerful spell when she need to. Her imprisoning water
bubble spell is used when she has finally wore down her enemy.
* Barrier Jacket: Her barrier jacket is a skin-tight prussian blue bodysuit with
electric blue circuit board-like patterns, and navy blue metallic plates covering the
left breast, her shoulders, elbows and knees. Think of it as similar to Anti-Spiral
* Protection: Generic autocast protection shield, similar to mid-childian's auto-cast
protection spell. Its all-around protection is weaker against sustained assaults.
* Water Wall: Diana cast a high-pressured water shield to withstand the strongest
attacks. It can only protect from one direction.
* Walk on Water: Diana uses this spell to create water under her and glide on
surfaces like the ground, or the walls. It appears as if she is skating on the ground
or the wall. It's a sort of hybrid of Nanoha's flash move and Subaru's Assault Grip,
it require a solid or liquid surface to be cast and used. It cannot be used on the
* Stairway to Heaven: Diana summon a series of water platform that are created
from a combination of magic and water in the atmosphere. Diana can walk on them,
using them as stepping stones to get in the air. She can also use her device to hang
from the mentionned platform and pull a Spiderman. The platform shall disappears as
soon as Diana quit it. It's sorta like a water-based variation of Subaru's Wing
* Liquid Soul Dimension: Diana summons a water bubble that travel toward the
enemy. It will imprison him if it comes in his contact. It's better used at close
range or point blank.
* Slavocracy: Diana's binding spell, water coils appears around the enemy and
ensnares him. It follows the same rules as any binding spell.
* Break: Diana obeys the same rules as everyone else when she has to break
* Sea Dragon's Roar: Diana shoot a dozen of ping pong ball sized waterballs
in a spray fashion. It's her point-blank to close-range spell. It also covers
a wide area because of its shooting pattern. Power is similar to Subaru's
* Piranha Rush: Diana summons a group of tennis ball-sized waterballs
she can fire and guide them control with the help of her device, similar to
Teana's Crossfire Shoot.
* Kraken's Snare: Diana's water cord of her Device disappears in a cloud
of water drops, then spread in a 20 meters radius in all three dimensions.
Whitesnake actually created a web of water thin wires. It's an offensive
barrier spell working in the same way as a spiderweb. Touching a water wire
will cause the closest wires to shoot a spray of waterballs similar to Sea
Dragon's Roar. Like how water drops reveal the patterns of a spiderweb, knocking
dust, dirt or sand off would reveal the water web w/o triggering the shots. One
can also detect the water wire with magical detection and find the pattern to
avoid them. While it's only second in term of power to Leviathan Crush, it's
a spell that surprised a lot of Diana's opponents.
* Leviathan Crush: Diana creates mid-childa-style magical rings in front
of her to power-up her spell. Then she releases five man-sized waterballs in
a near-instantaneous rate at the enemy. It's her most powerful spell, similar
to Teana's Phantom Blazer in term of power. It's kinda similar to being punched
five time in a split second in the same spot by a heavy weight boxer.
Diana is a good tennis player and often has spare matches with Nanoha. It's
actually how she meet her and becomes one of her acquaintances. She is in rather
good terms with the White Devil.
She is one of the few people to not mind Hayate's sekuhara antics, it's unknown if
she support it or not.
She is on neutral terms with Fate, her relationship with her having not gone
beyond the professional level.
She has worked a few times with Admiral Chrono for a few intelligence mission,
that's about it.
The people who have met her has a good impression of her person, this is helped
by her "good natured klutz" outside shell.
- Take Saeko Nogami from City Hunter, twist her into the seductive spy stereotype,
you have Diana.
- Her family name is taken from the German aircraft manufacturer, Dornier.
- Her device is named after the band, Whitesnake.
- Her Barrier Jacket is inspired by Anti-Spiral Nia's suit from Gurenn Lagann.
- Walk on Water is named after a song by Aerosmith. And an attempt to emulate Giacco's
White Album's ability to slide on surfaces, in JoJo Part 5.
- Sea Dragon's Roar is inpired by Kakyoin Noriaki's Emerald Splash from JoJo's Bizarre
Adventure part 3.
- Kraken's Snare take its inspiration from Kakyoin Noriaki's 20 Meter Radius Emerald
Splash, the very last move he pulled in his fight against Dio before to be killed.
- Leviathan Crush is taken from Ragnarok Online, it's the Waterball spell.
Last edited by Sheba; 2008-04-20 at
View Public Profile
Send a private message to Sheba
Find More Posts by Sheba