Elise The Devil Cheats [PATCHED]
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The Devil and Daniel Webster is a folk opera in one act by American composer Douglas Moore. The opera's English-language libretto was written by Stephen Vincent Benét who also penned the 1936 short story of the same name upon which the work is based. Composed from 1937 through 1939, it premiered on Broadway at the Martin Beck Theatre on 18 May 1939. The first opera by Moore to achieve wide success, it has remained a part of the opera repertory. Containing spoken words as well as sung material, Martin Bookspan stated that \"the opera is really a 20th-century American singspiel, with extensive stretches of dialogue alternating with the musical numbers.\" The opera is set in 1840s New Hampshire within the fictional town of Cross Corners. Described as an \"American Faust\" for its similarities to the German tale with an American milieu, the opera tells the story of the farmer Jabez Stone who sells his soul to the devil. When the devil comes to collect his soul he is thwarted by the statesman Daniel Webster whose clever tongue outmaneuvers him.
The farmer Jabez Stone has experienced great hardship and believes he is doomed to a future of bad luck. He makes a bargain with the lawyer Mr. Scratch, the opera's antagonist and devil figure, in which he sells his soul in exchange for prosperity. After a period of prosperity, Mr. Scratch comes to collect Jabez's soul on the occasion of his wedding to Mary. Contesting the claim on his soul, a trial ensues in which Jabez is defended by the statesman Daniel Webster. Mr. Scratch selects a judge and jury for the trial made up of the ghosts of famous historical American figures who are now residents of Hell; including the pirate Blackbeard and the British loyalists Walter Butler and Simon Girty. Webster successfully defends Stone, and the jury returns a verdict of not guilty.
After Elise received Issei's Dragon-Blood to save her from dying and help her with pre-emptively unlocking some of her potential, Elise can use the \"Self-modification\" ability to alter her appearance, it allows her to alter any of her physical attributes to for example make her more combat proficient or give her small bonuses in various situations. She can take on the forms and traits from a great deal of supernatural beings such as: devils and dragons. She can also turn off her vampire features so she can walk around in broad daylight without any problems she would otherwise have.
Immense Strength: Due to training she was put through as a child by her father. She is now able to easily kill a low class devil with her bare hands. However, she refrains from doing so as she would rather not get her hands dirty. She is strong enough to break pavement and cause a hole to form by stomping her foot on the concrete in a tantrum. She possesses a physical prowess to rival High-class Dragons in pure strength alone. In the night, she is somewhere between the two, though she is no slouch - she is believed to be at the level between a Mid-class Devil and a High-class Devil.
Immense Durability: Elise is able to take hits from High-class devils and come out with a few scratches. She has also able to take being hit head on by a few explosions and come out unscathed. However, despite all this if she were to be under direct sunlight her durability would suffer a immense power-down, however, Elise can take several attacks from even a Dragon and only come out of it with light scratches.
SaberReal name: ArtoriaCharacter Data 001Affiliation:True Identity:Gender:Height: Weight: Three sizes:Image Color:Talents:Likes: Dislike: Worst enemy:Origin:Nasu Kinoko & Takeuchi Takashi Discussion>The catalyst for Saber's birthTakeuchi: Saber's character is rooted in the specific desire to draw a petite, blonde female knight. As we developed her character concept, we decided to aim for something that was fresh and stimulating. I guess the best analogy to illustrate what I mean is to say that if the archetypical characters you find in bishojo games are like juice, we wanted Saber to be more like pure spring water.>Changes that developed over timeNasu: It's pretty commonly known that Saber was a male character in the original work, so the only major change we made to the character on the concept side of things is the gender. In terms of the character's design aspect, we really didn't change much.Takeuchi: I don't know if this would really count as a change, but I did propose putting the Pendragon crest on Saber's loincloth. The idea was rejected, though.Nasu: You're right, she did look a bit more extravagant during the early stages.Takeuchi: In all honesty, I still believe the very first sketch I drew of Saber was the best one. It's something I sketched while I was working for another company prior to this one. (Said while looking at Fate/side material)Nasu: I remember... you gave her this distinctly supple firmness. Now that I think about it, you were drawing Sion from \"Melty Blood\" at the time, and she had the same look to her. According to Takeuchi, Sion was made up of the parts that were left over after he designed Saber.Takeuchi: More specifically, the leftover parts from designing Saber, Rin, and Sakura. One thing I can say about designing Saber is that I never really had a specific image in mind, but I did have ideals that guided me. I simply did my best to give those ideals a physical form. I didn't really like female characters who had their hair up, but I had to admit that Saber just wasn't as appealing with her hair down. I think exposing the nape of her neck was a key element in conveying that \"purity\" concept I mentioned earlier. The little stray bits of hair that look like antennae were also an important part of illustrating her character. I even had those stray hairs in my original sketch.Nasu: Oh look, you did! (laughs)Takeuchi: It's a bit off-topic, but I do believe that the devil is in the details when it comes to character design. You can give this character a totally different vibe just by adding one strand of extra long hair to an otherwise bland or common hairstyle.Nasu: I see...Takeuchi: I swear Saber looks like an ordinary girl without those tiny strands, but once you add those strands she magically becomes Saber. I recall someone referring to such stray strands as \"evidence of the king\", and I think they were really on to something. The horns on Gundam characters are another excellent example of how the smallest details can be the epitome of characterisation.>Designing Saber's outfits and armamentsTakeuchi: I basically infused every part of Saber's design with my own personal tastes and preferences. Her overall design is quite simple and decidedly rudimentary.Nasu: If you think about it though, Saber is a rather rare design... in fact, you could say it's really quite daring! I mean, when was the last time you saw a main heroine in a game like this who wasn't showing any skin!Takeuchi: Exposing skin may be a reliable way to go in terms of design, but I guess I thought emphasising the knighthood aspect of her design made her appealing enough. If Saber shines as a character to an unusual degree, I would say it's because of the game's excellent writing, which really brought out the best in every character.Nasu: When the character was brought to life visually, it really reaffirmed for me the beauty of Saber as a concept and I fell in love all over again.Takeuchi: It was only afterward that I realised just how much of an impression this character design made. Oh, and I was delighted when you told me you thought she looked great without her armour too.>Standing pose variations for the gameNasu: It's great to have a wide variety of standing poses for the game, of course, but as a writer that very same variety can be a cause for distress. I feel so much pressure to make the best use of every pose and facial expression in terms of the text I provide for the game, which leads to hours of staring at these images in hopes of some inspiration. I had plenty of experience with this dilemma from the days of working on \"Tsukihime\", so at least I was prepared this time. I don't think there's anything wrong with games that only use about six different standing poses and leave the rest up to the player's imagination, but the driving concept behind \"Fate\" was to further evolve the methods we had refined with \"Tsukihime\", so it was important that we have as many facial expressions as possible to best match a wide variety of dialogue. Even the most basic human emotion like \"happiness\" can be expressed through multiple facial expressions, and working through these subtle differences can be quite taxing, but in the end it is precisely these details that really bring the characters to life. I know I may be repeating myself at this point, but as a writer, the multitude of poses and facial expressions is both a blessing and a curse. (laughs)Takeuchi: One thing I learned was that people adapt very quickly to any luxury provided, and the more you offer, the more it emphasises the specific things you are not offering. I suppose the lesson here is that moderation is key in all things. (laughs)Nasu: That's true. For example, when the player sees that we created an exclusive facial expression for a certain event, they might turn around and ask why we didn't provide one for this other event...Takeuchi: Something I will say is that I wish we had given Saber a little more variety in terms of her costumes.>The message Saber carries as a characterTakeuchi: Blondes are hot!Nasu: Hahaha yeah, totally... ...Seriously, this guy needs help...Takeuchi: There's definitely something hot about golden locks, but I think the true allure of blond hair is in the way it also carries a sense of style and nobility.Nasu: Now that I think about it, both Arcueid and Saber are blondes... I'm starting to worry that you intend on drawing even more blondes in the future...Takeuchi: Is there anything else we can say about SaberNasu: I shouldn't ha