Manifest Anima: Planes Divided OOC

Celaira

Resident White Mage, "Don't Fuck With Me."
Original poster
DONATING MEMBER
FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per day
  2. One post per day
  3. 1-3 posts per week
  4. One post per week
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. Female
Genres
Fantasy, Scifi, Modern, Magical, Horror
Manifest_Anima_Signature.png

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  • The year is 2051 in the island metropolis of Ominar.



    Night hung over the ocean like a pall of roiling smoke, the gentle curls of pitch-dark brine batting it away for a brief second before it settled against the still surface again--a dance of two steps executed in rhythmic harmony. The motion of the waves breathed life into the dark, and it encroached readily across the glassine surface of the water until it broke upon the shore of a magnificent island. It lapped upon the shore like a second sea, buffeting the onyx black rock in its clamour for the distant brightness above, but finding no purchase, and sinking back to its lonely duet with the water.

    In stark contrast to the murky depths of the island, an effulgent radiance blanketed the distant beyond. Argent lights danced languidly across the glassy windows of the many skyscrapers that pierced the bustling city's skyline, cavorting with the caliginous hues of night painting themselves where the light could not reach. Wind whistled between the buildings, bringing with it the briny scent of the surf that encompassed the island. Even at night, the city was alive with movement. Sights and sounds radiated from every which way, a unique symphony of cultures and races woven together into a sonorous tapestry that could only be found here, on the shores of the place called Ominar--humanity's metropolis. A bastion of magic and magitech, and a haven to all three of the races: those born of chaos and discovery--Licentia; those born of order and stability--Prae; and those born somewhere between, with so many choices to make--Humans. A city born of a necessity for both equality and progress. Beneath the velvet blanket of midnight, everyone is equal: but the night does not last forever.

    Soon dawn cuts across the depths below and the sky above, smattering its dappled light across the breadth of Ominar. The atmosphere of the city shifted in its wake, from intrigue and mystique to something sterile and refined. In this city, in the harsh brightness of day, money spoke louder than the music of the night. Where cultures once danced together in a cacophony of color and sound the orderly shuffle of business now reigns. Though the streets are still filled with life and movement, it is a much different sort to that which dominates the night--when this city breathes, the world moves to accommodate it.

    Though the gentle lustre of the moon delicately frames the interplay of light and shadow, the coruscating sun is harsh, casting its shadow deeper down into the realm of murk and gloom. Beneath this veil the underbelly of the great city churns unending, feeding on everything the daylight scares away and pouring out misery and profit in equal measure. Ominar is a city of progress, built by--and for--those with drive and purpose. It caters not to the mundane, and it suffers not the indolent. And so, as with all things burningly bright, it casts a vast shadow--one whose presence is only made more terrible when weighed against the light it shuns.

    Extreme as the cycle may be, it is natural to Ominar. Every nook and cranny filled with shadow, every mote of light in the sky--these are simply part of something greater than themselves, simply part of nature. And yet, even in this great to and fro, there are foreign elements. The ebb of the tide brings with it something neither light nor dark--a vessel borne from faraway shores. Its passengers bear familiar faces, but harbour an unseen intent.

    As they step into the bounds of the city, as they alight upon its dock and climb its crested hill, they bring with them the beginnings of something else. A whisper of a wave whets its growing appetite upon the shore, rebounding with greater strength again and again and again.

    Though unformed as yet, it is wave that will leave nothing unchanged in its wake.

    It is your choice whether this tide wipes the slate clean for you to build an empire atop, or you resist its inexorable push and fight to preserve what is.

    How will you fare when history's reins are thrust upon you?



  • Vis: Essential energy, vis is that which permeates everything. It is the energy that facilitates not just magic, but life, consciousness, and existence itself. It can be found in a feasibly infinite number of forms and arrangements.

    Leylines: A complex network of dense vis currents deep beneath Earth's surface. Vis emanates out and upwards from them, allowing vitality to flow throughout the planet and resupplying the ambient vis in the atmosphere.

    Straeva: The Torquean equivalent of leylines, these take the form of vast flowing subterranean rivers of dense vis. The position, size, and potency of a given straeva can change with time, though the size and potency consistently rises as one delves down into the deeper levels of Torqueo.

    Foci/Focuses: Objects that are specifically attuned to amplify the potency of magic and--more importantly focus it, allowing a mage to have greater precision and control. These objects can be specialized or general use, crafted to work to strengthen certain types of magic or to help amplify certain aspects of a caster's skills. A focus can be essentially any object that is enchanted with the necessary properties, though some objects are better than others.

    Bridges: The colloquialism used to refer to the spatial 'pathways' that form to connect realms to one another, allowing traversal from one to another.

    Anima: The soul, the seat of consciousness, a being's anima is that which gives life to their vessel--or conversely--it is the entirety of their lifeforce made physical. While composed of vis, the anima is so dense and complex as to be impossible to replicate. While the vis within the anima can typically not be accessed for magic, it is this structure that generates the vis that fills the ostium throughout the rest of a being's body, facilitating magic in all its forms. The strength of one's anima is determined in part by genetics and in part by how often one uses their vis. Typically one's anima will grow stronger over time so long as it is forced to regenerate repeatedly over an extended duration. As a result it may generate vis faster or generate more potent vis as a mage practices more and more magic.

    Ostium: The circulatory system for vis, the Gateway, a being's ostium is the structure that supplies the rest of the body with vis generated by the anima, energizing it. Furthermore, without a functional ostium, magic is impossible, for it is the control of one's ostium and the vis therein that makes one capable of utilizing magic.

    Velo: A structure possessed solely by Precursor Descendants, the Velo is essentially a second ostium, which allows these specialized humans to 'imprint' abilities, memories and skill regardless of their nature to pass on to their offspring. While giving them a significant advantage, possessing a velo also makes them far more vulnerable to certain forms of magic--and indeed--the many dreaded permutations of malady.

    Maladies: Otherwise known as vis diseases--this term refers to any ailment which is caused by or directly affects the vis--and related structures--within a living body. These are, more often than not, transmitted via vis-to-vis contact.

    True Names: All sapient beings, be they Human, Licentia, or Prae, have two names. The name given to them at birth by their parents, or chosen for themselves, is their primary name--some individuals go their entire lives without ever realising that there is something more within them.

    Their second name is the True Name, which is a fundamental representation of the deepest essence of their Anima. A True Name exists in only the individual's mother tongue and dialect, and is typically extremely difficult to vocalise--and impossible for one not of the individual's race and particular dialect to ever vocalise. Knowing one's True Name confers certain benefits, but also reveals truths about the self that require an enormous confidence and conviction to begin to comprehend without losing their sense of self.

    Licentia, in order to evolve past the stage of Eximius, are required to know their True Name--this is a big part of their lost legacy and is why so few Licentia manage to achieve such a feat.

    Humans that have the gift of magic all have some inherent inkling of their true name, and while this is not directly the cause of a human's inborn magical ability, it is a contributing factor.

    When a being knows their True Name, they understand their anima more fully and more honestly, which in turn increases the amount of vis they are able to generate and their control over their internal vis--knowing your True Name makes you better at magic by a significant margin in general.

    Certain types of magic that affect the anima, such as Boons and Banes, can be cast distantly if one knows the True Name of the being they wish to affect, and Spatial manipulation affecting an individual bypasses all warding attempts or magical resistance if their True Name is invoked as part of the magic.

    "Only in knowing your fundamental truth may you clad yourself in falsehood." - Archytas the Skintwister







  • Prisms: A naturally occuring material in Priscus, these objects form in vis-rich atmospheres, condensing into crystals so dense that they actually warp the spatial structure inside themselves. Particularly dense prisms can actually be used to seal/store items or beings. Often, for this to occur they must be attuned to the wielder and with the items or beings in question to some extent, as well as being molded into a form that will shape the extra-spatial region within the crystal.

    Dtsen: A rare substance found only in the depths of Torqueo's lower layers, this material is so difficult to obtain that it has become mere legend to most. It has the durability of diamond, the density of lead, but without the weight of either. Dtsen must be worked in very specific, very difficult ways that no normal artisan would know, let alone be capable of. Due to the difficulty in obtaining it and its relative rarity as a result, Dtsen artisans are fairly rare, nonetheless they do exist and they often double as some of the most skilled craftsman and enchanters, for the art of working Dtsen requires many disciplines. Furthermore, the material is more magically pliable and conductive than almost any other known material. Dtsen in its natural form, appears as an almost opaque silver crystalline structure, with a 'black glow' thrumming from within. The crystal structure of Dtsen is adaptive, making it form irregular shapes, something that is very uncharacteristic of crystalline materials. The material, when it is found at all, is found growing on or near the 'roots' of Torqueo's vis veins, or leylines, as some call them. The purer and more potent the vis vein, the more valuable and useful the Dtsen that can be harvested. While some licenti scholars, such as the eminent Edravhen, know how Dtsen grows and could likely advise others in creating it independent of true vis veins, they have always protected the knowledge fiercely...for reasons unknown.

    Verisium: Otherwise known as vis-infused platinum, this material is made by bonding vis to platinum at the molecular level, refining its properties. While normal platinum is an incredibly potent material, capable of dispersing magical force and energy across its surface or channeling it if applied directly, Verisium takes such a step further. Rather than disperse vis across its surface or merely channel it, Verisium amplifies any vis channeled through it and projects it invisibly around itself in a field. Any vis channeled through Verisium is enhanced dramatically in its potency and refined into a more focused, stable state. Due to the aforementioned traits the material is essentially toxic to licentia anatomy as it binds vis to itself, making it impossible for licentia to absorb or otherwise effect it through any 'normal' means. Like most difficult to make materials with incredibly useful properties Verisium is incredibly expensive--more so than either Vis Crystals or Conduit Metal (on average). The material was first created in Medius by the Avusahré family.

    Conduit Metal: An alloy composed of carbon, iron, and silver, this metal is an exceptional conductor of vis. It is used in the construction of many magical implements including Foci and most enchanted items. Due to the process requiring vis be infused as well as for the metals to be combined in very specific amounts, Conduit Metal is particularly expensive. The material was first created by the Katela family.

    Blackstone: Can absorb, repel, and insulate from vis. The material is similar in physical composition to granite, but when it is broken appears to have a structure like obsidian. As its name implies, it is black in coloration. Depending on how the material is worked it will either end up opaque or somewhat translucent. The material is often used for places of internment in Torqueo so as to starve licentia of vis, and make sure that any sustenance they gain is purely from a source of their warden's choosing. This material, though less common, does exist in Medius and can be found in trace amounts in Obsidian, as well as deep in the earth. Blackstone is resistant to non-vis forms of energy and vis-manifested elemental magics, but can be compromised by introducing it either to too much vis, or to incredible amounts of physical force.

    When too much vis is channeled through it, or a consistent amount is channeled through it for an extensive amount of time, Blackstone will begin to breakdown. This is due to the fact that the material is a vis forged amalgamation of other materials. When exposed to more vis, the bonds created to meld the properties of its constituent elements begin to deteriorate, until the material is reduced to a fine powder.

    Vis Crystals: A rare thing in Medius, vis crystals are generally not naturally occurring. These crystals are the result of vis being packed very tightly together until it crystalizes. The process of making them is difficult making them expensive. Vis crystals are used as "magical batteries," to hold enchantments, raw vis, or to amplify magic making them supremely useful.





  • I. This Roleplay includes mature themes including, but not limited to: Drug use, violence, sex, death, and strong language. Please be advised that these things will be present in the RP, and should be handled with care.

    II. Combat will be handled on a case-by-case basis, with the GMs proctoring in case issues or disagreements arise. Should you want to script your fight, let the GMs, and your partner(s) know. Make sure all parties are in agreement. A 'scripted fight,' is one wherein the victor is decided beforehand.

    III. If a problem arises for a player in regards to the GM and they feel uncomfortable bringing it up. Go to the other GMs for advice. Don't worry, we're perfectly reasonable people and nine times out of ten we'll work through it with you.

    IV. Should you lack inspiration or enough material to post, tell someone. Communicate. Talk to your GMs. Worst case scenario, we'll just move your character aside till you can post again.

    V. While you may expand on or modify the base format of the character sheet, make sure all necessary sections are included.

    VI. No OOC drama. Keep it to PMs, and hopefully keep it non-existent. If needed contact a GM for problem resolution.

    VII. Posts of two paragraphs or more; quality over quantity. If you're drawing a blank, don't worry so much.

    VIII. Characters should be placed in the OOC for review. Once they are accepted, please post them in the character index.



    After a GM makes a plot post, we'll wait a week for everyone to make theirs! If you don't make it in a week, we'll keep moving forward--unless you let us know, and we're more than willing to offer you a little extra time. Try not to make it a routine thing, though, because other players rely on you to keep this whole story moving! You're an important piece of the puzzle we're all trying to put together.


    This is, first and foremost, a story that we're all telling. With stories comes growth. Whether that is growth as a person, or growth in power, wealth, or whatever flavour you might prefer, it is a story that is all yours to tell. Your character is important, and we invite you to tell their story along with ours; even if huge plot stuff is happening, your character's life can still have a role, and it should. Big things will happen--whether or not your character has more important things to worry about is up to you, and we invite you to take your plots where you want them to go."


    With the fantastic level of depth in the lore present in Manifest Anima, an equally incredible amount of creativity and variety is made possible. In addition to simply playing with the existing lore, there is always the option of building upon something or creating something new--we want you to be able to take ownership of aspects of the world. If you want to simply play with what we have that's wonderful, and you are welcome to, but try to keep in mind that the option to make something new and fresh, is always open! Enriching the world and everyone's experience in it is what we aim to do, and what we aim for you to be able to do as well.


    In Manifest Anima there is a strong focus on interaction, consequences, and player choice. It is designed to evolve with its players and while there is a plan, it can deviate wildly depending on how those involved interact with the world and the elements presented--or implied.


    Active and interactive GM team! We have three people who are genuinely dedicated to this project and want everyone to have a great time. If you're having trouble, let us know, we're there to help!

    One of the main focuses of Manifest Anima is realistic immersion. This is a roleplay where logic determines what happens to your characters based on the actions that they take and the circumstances that they find themselves in--and while you have control over the actions your characters take and (somewhat) their circumstances, do not expect to be able to control the consequences with impunity. If logic demands that your character dies--they will die. They will reap exactly what they sow, and we want you to know that from the beginning.

    This doesn't mean that you can expect death to happen at every turn--because it won't. Other people can intervene to save you from your fate, or you can set up contingency plans to ensure that you don't meet an early demise, but every action and inaction has a consequence that you will be expected to face.







CHARACTER SHEET

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We're Beautiful | Whole | Female | Aberration | Asexual

  • Appearance

    Name: The Myriad Belongings of That Ghost In the Machine; Esoterica Opus
    Height: 5'6'' / Incalculable
    Weight: 62 lbs. / Incalculable
    Age: Unknown. Her meteoric rise into sapience was sudden, but the higher functions of her mind developed at an incredibly slow rate. As far as she can recall within her understanding of her own proto-memory, she could be anywhere from 52 to 3. Likely gestated for a century or two before that.
    DjZcThDUUAAYHIO.jpg:large

    Personality

    There are few who approach the world with such love and wanderlust as Cynthia. She is passionate, creative, and--above all--unerringly good. There is a princess-esque sweetness in her every step, such that animals are naturally drawn to her purity of soul. She is a creature simultaneously full of energy and curiously quiet; Cynthia's first instinct is to observe, and watch, and only interfere if someone were to come to harm. There are few things more indicative of her nature than the way she approaches others; never taking a handshake where a hug would suffice, she is ever-vulnerable with everyone she meets. Another major aspect of Cynthia is the ever-presence of her mind. She is always 'on,' so to speak--always wildly present at any given moment, always focused. However, it is the things that she chooses to focus on that give her an eccentric air.

    Quizzical and quintessentially queer, she is ever-full of queries and questions and quick to quiz her chosen quarry. Prone to using strange analogies and allowing her imagination to run wild, she is a resolute optimist that is inherently difficult to argue with.

    Cynthia has a great variety of things she enjoys, and a staggering few that she doesn't. Among her many loves are animals, romantic comedies, meeting new people, and exploring the quantum lapses between hither and yon. Strongly opposed to the corrupt, undue injury, and--especially--the harm of anything that is cognizant of pain, she is a staunch vegetarian, and, at that, a vocal activist in general. Cynthia is immensely passionate, and--quite genuinely--would find it unconscionable to hurt even a fly.

    One particularly odd thing about Cynthia's nature is her aggressive enjoyment of extremes. She enjoys the extremely spicy, the vibrantly sweet, the vigorously sour--she is constantly trying new and exotic things, and then requesting that they take it a step yet further.

    All in all, an endearing little eccentric.



  • History

    A fetterfeeling. Wrapped in the shackle-things. A neither-hither-nor-thither-thing. An un-thing. In the beginning, it wasn't. But it could have been. Should have been? Could it be a should have? Or wasn't it already? Now wasn't a "when," it was a "where." Time bent and angled and fizzled and flanged every which way, filleting the lines of a reality above reality.

    But now still wasn't. And neither was she. She couldn't have been until now was here and the here was a where and no longer a when. And so, the now-when-where-here-not-thing became a something. And that something was a somewhere here. And a when-is-now. Aligned. Real.

    Rotten.

    Horrible, horrible tumor-thing. Not-seeing with those dead, rheumy eyes. False-wrought. A mistake. A thing fettered to its chamber. The malign growth wrapped its tendrils, its horrible veins, around its steely coffin, wrought by another. But what was the another? Who was the thing that salvaged this horrible rotling, this brackish pall? Writhing and turning and twisting, its bilious mass billowing and bending into a shape that could--by some horrific extent--resemble a human. Faceless. Ribs jutting forth every which way--nary a limb to be seen, but a torso and a horrible, faceless head. Those roomy eyes filled with the space of the universe were nowhere to be seen, as bone and flesh twisted into a mangled joinery where once sight existed.
    This was Esoterica Opus. The unnamed, horrible cyst that lay its head in a horrid tomb made of steel and vis. It drank of that sweet manna, growing ever more twisted--and ever closer to sentience.

    And one day, that un-thing thought, and became.

    It began to research. It needed to know. It reached its blind tendrils not into the realm of reality, but rather, deeper into the machine it had shared its every waking moment with. The first thing it found was a video. Having never once comprehended vision, it was content to interpret the millionfold lines of code and continue its hunt for understanding. Over a grueling many years, it grew to understand these strangenesses--growing from the million tiny bits of binary to understanding words wholesale, without ever having heard so much as a hum. To many, this may have seemed an unattainable, impossible goal, but Esoterica Opus had nothing else to want for. It was safe, a-brim with vis. It simply had never felt the world. Seen it. Smelled it. Understood it in the way that everyone else took for granted. And so, it learned.

    It learned, and learned, and learned, until, finally, there was little else to do but try.

    And on that day, Esoterica Opus stole. It reached out with its arms-beyond-arms, taking of a thing it knew well--a floating thing. Machine. Camera. Drone. With one drone came another, and another, until Esoterica Opus was its own swarm of plastic locusts.

    And it, as all good builders do, cannibalized itself. Tearing apart redundant systems and spare scrap from its time-weathered cocoon, tearing its many little plastic fingers to shreds, Esoterica Opus created a Thing. This Thing was built out of the stuff of dreams, wrought only ever so slightly inside of our realm of comprehension.

    This Thing was a body. Esoterica Opus embraced this Thing, and in that moment, the Thing became equally rotten, fallible, and false.

    And thus, Esoterica Opus became Cynthia, its belongings. The ghost in the machine. No more could the two be named distinct, as Cynthia was built to house her not-arms, guide her not-legs, and see what the not-eyes could not.

    And it was on that day that Cynthia saw for the first time.

    She wept. For days, she wept, for she had never seen a sight, nor felt an emotion. And now, she had both. Sight, sound, smell, taste, touch--so many sensations replaced the dull pain of nonexistence.

    And yet, even in that blessed first breath, she felt a sense of loss. Where once the world was a dream, where dimensions were made as real as she so desired, there now was reality. In that moment, Cynthia realized that the waking world and the realm of her dream could never intertwine. This was, and always would be, her life.

    She left her body behind--a husk of a thing that wasn't. It was well-fed. It was well-protected. It was her best-kept secret.

    She had the whole world to see.

    Cynthia often speaks of hailing from Edinburgh, for that is the first city she ever laid eyes on. It was there that she had first contact with people, and perhaps more importantly, their dogs. Even to this day, Cynthia holds a special affection for dogs, even above other animals--it is, perhaps, that she sees a little of herself in them.

    That, however, is a story for another time.

    Cynthia's landfall in Ominar came naturally. It is, in many ways, the core of Medius, the aorta that pumps, unceasing, as men, matter, and so much noise travel through it like blood. At once homeless and ever at home, Cynthia's time in Ominar has been blessedly short, but every moment memorable. Ever exploring the world, ever looking for a greater cause, ever finding things and memories she wants to protect.

    Cynthia is a rotten, false thing.

    And it is precisely that which makes her beautiful.


    Relationships

    None, despite her friendly demeanor. Hopefully, that will change.


  • Belongings

    None but the drones that she has fashioned bits, bobs, and accessories from. The two objects floating by her side are purpose made, an aspect of her ability to weave silken hardlight.


  • Capabilities

    Mental

    As the structure of her mind is unique, she is almost completely immune to psychological effects unless she herself opens herself up to them. Moreover, Cynthia has a deep understanding of coding and computer sciences, on top of engineering, human anatomy, human physiology, mathematics, geometry, artificial intelligence programming, and an encyclopedic understanding of the senses.
    She also knows every Disney song by heart. Every single one. Except the ones from Song of the South. That's racist.
    Physical

    Extremely light and pointedly weak, the only good thing about Cynthia's nature is that she is extremely durable. Because the force acts upon and reacts to her fourth-dimensional body, it is diffused almost immediately, meaning that she can take all manner of impact with relative ease, and bear unbelievable loads--though it's unlikely she could move bearing a load over 200 lbs.

    She can, however, jump extraordinarily high and move with extreme precision thanks to the nature of her feet, which articulate on a large joint.
    Magic

    [The Manyfold and Esoteric Theorems of a Childmind]
    The culmination of Cynthia's birth and growth. Because of her strange nature and upbringing, she has had to develop an alternative answer to the Systemic Method. As a result, the proper and common functions and uses of magic are not only unbeknownst to her, but Cynthia is incapable of utilizing vis in any way even passably similar to the ways of modern magi.

    Her method of magic comes from her innocence, her simplicity; not quite unlike making a wish upon a star, Cynthia describes her use of magic like a feeling that she can't quite get rid of, and as such, she must calculate it. To that end, her mind plays subroutine after subroutine, coalescing into something not entirely unlike the function of magitech, but still strange and indecipherable. While the patterns are there, it is echelons higher in complexity and cannot be said to have the same root theories.

    The Esoteric Theorems are best seen in her interaction with simultaneous dimensions; when operating in both the third and fourth dimensions, Cynthia can extrude three dimensional objects into the fourth dimension and vice-versa; to the casual viewer, this appears something like Cynthia pulling objects out of thin air, or causing objects to vanish. She can also cause objects to shatter if their shape is poorly suited to extrusion.

    Generally, this allows her to use vis inside of higher-dimensional space, at the cost of her being able to utilize three-dimensional applications of vis. To this end, her manipulation of vis takes the shape of rapid bodily movements and flitting between spaces, dropping in and out of phase in an intricate dance that can only be partially observed.


    [A Rotwild Dream:]
    Cynthia's thoughts do not function in the same way as others. As she is entangled with her body, so too can other things entangle with her. The nature of her quantum entanglement is something like tendrils wrapping around a form, and to that end, she can wrap around the forms of inanimate objects and perceive through them, and furthermore, through objects with minute enough anima that she may override it even with her piddling vis. She can also allow others to perceive things through her senses, as they are created such that anything--even things that have never sensed--can comprehend them. This is, of course, intentional, and does not create a weakness towards psychological magics; in fact, psychic uses of vis are similar to an ant attempting to devour a sandwich. Cynthia is merely allowing the ant a nibble. This could be seen as a form of scrying, except only useful in extremely specific circumstances, as she can only see with the senses already bestowed upon an object, rendering it only useful for others, or in the case of machinery.

    [Irrelevant Geometry]
    Cynthia is not built in the same way as our modern machinery, nor the magitech that runs the immense cities of Medius. In fact, it would not be a stretch to say that her construction is entirely unique, wrought from three-dimensional parts in four-dimensional space. Cynthia has, essentially, crafted a shadow sculpture; designed in such a way that she and everyone else might perceive it as a normal human form in three dimensional space, but when perceiving higher dimensions, its actual shape becomes apparent. She can, to that end, step out of the 'light,' so to speak, and temporarily exist purely in a higher dimension. This allows her to traverse inaccessible distances and obstacles, using pathways and geometries only perceptible in four dimensions. To this end, Cynthia is something like a ghost; capable of passing through walls, travelling across immense gaps, and other such things. In this state, she appears something like thousands of randomly placed polygons, sometimes spread miles apart. The phenomenon is disturbing, to say the least.

    [Midnight's Antipode, a Noondawning Thing:]

    Cynthia is capable of applying mass and density to light with the flick of a wrist, in a similar manner to the Theorem of Extrusion. To this end, she can create a substance known as 'hardlight,' and, furthermore, control light in such a way that it cannot be replaced except by her own hand. Capable of equally creating darkness in the purest light and light in the purest darkness, Cynthia's ability to alter the proper flow of things is to be feared. However, the structures she creates are never intended to harm another being, but rather, often to protect and reinforce. This functions as an aspect of the Esoteric Theorems, but the specific nature of this ability is worth noting among her unique manifestations of the Theorems.[/indent][/hider][/hider]








Cynthia

"If there were a foundry for fish, would anyone wonder how the smelt smelter's smelt smelt smelt?"



 

Howell Curson




22 | Male | Human | Hetero | Delivery Man

  • Appearance


    Not really the most outstanding guy around. He stands at six foot even weighing one hundred and eighty eight pounds. His skin is fair and his hair is a long wild mess of bright cherry red hair reaching all the way down his back. At work he wears a dull brown short sleeved button up shirt with the Moving Co. company logo emblazoned on the sleeve with black work pants and steel-toed shoes. When not at work he can be seen wearing a plain white t-shirt and light grey cargo pants along with a pair of black worn out sneakers. At work he'll typically wear his hair back in a loose ponytail.

    Physically he's a bit of a clash. On one hand he's often been described as looking fairly effeminate and not just because of his long hair. His face is rather slender with soft features, making him come off as fairly androgynous. While having something of an inherently slender build he's got reasonably broad shoulders and his hands are somewhat wider with longer fingers than you'd find on someone his size. His shoe size is men's size thirteen. He typically stands with something of a forward slouch making him come off as shorter than he is. His hands can most often be found lingering inside his pockets for lack of anything better to do with them when he's simply conversing or otherwise.

    Personality


    Getting robbed by your own family can give a man real trust issues.

    Howell is a guy who looks out for himself. He'll generally live and let live but if he gets pushed he'll push back... And by push I mean duck into a hole until it blows over or he can find some other avenue of getting ahead. He doesn't trust anyone to help him and any sort of offer is immediately faced with suspicion. Given how the ultra wealthy make money hand over fist on their backs he has no reason to believe anyone would be generous unless it's a con job. After all, that's how the ply recruit 'ya.

    He's something of a miserable sort. He'll reluctantly accept company largely because in a crowded filthy place like where he lives privacy is a luxury most can't afford. He's surrounded by people who's lives have been destroyed by drugs and he's determined not to fall into the same pitfalls so many before him have. Of course in a dangerous neighborhood like his you take your life into your own hands not being apart of a gang. On top of that he drives a delivery truck so more often than not he has good reason to believe if someone is real interested in him or his vehicle he's in imminent danger.

    He might have the sunny disposition of a cactus but underneath the sourness is a not too bad guy. He tries to stay out of other people's problems but he won't leave someone out to dry. Being a pragmatist at large he avoids trying to play the hero but knowing what it's like to be alone when thugs are shaking you down he's none too keen to let people get walked all over. If things get intense his first and primary answer is to duck and go for cover. This can be interpreted in both a literal and figurative sense as the last thing he wants is to get pulled into the big league politics. When you're stuck in a pit with rattlesnakes it's one thing but when said rattlesnakes can afford private armies and are likely ancient sorcerors powered by the blood of virgins it quickly becomes the kind of thing he wouldn't even approach with a ten mile pole. He can't even afford a ten mile pole, what's he got to levy against enemies like that?

    Nothing more than a nifty sword, a gun and a strong will to survive.

    Basically nothing.


  • History


    Life's always been tough for Howell. While he was too young to hold onto any kind of memory his father was killed leaving his mother a widow. Unable to pick up a decent job his mother had to resort to working down at Inferno Finite as a woman for hire, basically sleeping with men she doesn't know for money. The stress of raising two children alone along with the sort of company she ends up working around led to her descent into substance abuse, winding up addicted to Joy. Joy, a mean bundle of arcane chemicals in a syringe. This stuff gives the user just the most emaculate experience. No pain, no worries, nothing but pure bliss. When the drug takes over the brain's function for controlling happiness this, over time, leads the user's brain to lose the ability to generate endorphins in the pleasure centers. Once this happens the user will be incapable of feeling happiness in-between highs.

    Fun stuff. Anyhow Howell's been responsible for himself and his sister for the longest time, taking care of himself and her whenever their mother was too wasted to be of use. Throughout their early school years he largely stood up for her, supported her and kept her out of trouble, even when he had to bear the consequences. He never had the best time with making friends unlike his sister so it gave him some company even though he couldn't stand her obnoxious friends.

    Then the teen years happened. Life's hard as a teen. Trying to fit in and find one's own way in life while they're whole body is a boiling chemical soup cauldron is hard enough as it is. Throw in school and financial strain and it's a guaranteed nightmare.

    Things went from bad to worse the day his sister was invited to a party and came home the next morning addicted to Joy as well. Their relationship quickly became strained and it became a frequent topic of contention. What really bit was that she stole his credit card and pulled out a large amount of hard cash to buy drugs with. Soon enough he had to get a credit card just to pay off his other credit card. She stole that one too and did the exact same thing she did with the last one.

    Having been run into the dirt financially he's lost any real hope of ever getting into university let alone a decent paying job. With his future basically laid bare before him he did the only thing that made sense to him. He dropped out of high school, got a job at a low end delivery service and moved out into a cheap hole-in-the-wall apartment. He only sees his sister and mother on Christmas and every time time they talk it basically boils to them trying to shake him down for cash.

    Relationships


    Holah Curson - Mother.

    Yiel Curson - Sister.



  • Belongings


    Vis Blade - Fountain: A 10 cm long magitech handle that, at the press of a button, produces a 1.25 m long vis blade that takes a unique approach in giving it's edge enhanced cutting ability. The edge is in truth a long thin stream of vis which is projected through an emitter, sharply bent using a spacial limiter and fed back into a receiver. The narrow focus of the thread-like stream of vis combined with the force it's projected at lets it cut through most solid materials in a method similar to high-pressure water cutter technology. Similar to water cutters this blade has fair ease in cleanly slicing through most materials. Thanks to the receiver in the loop a majority of the vis expenditure is recycled which minimizes the loss of vis projected by the emitter. A tiny amount of vis is used by the spacial limiter while the majority of it's vis cost is incurred when the blade makes contact with an object, shortly interrupting the loop until the vis emitted finishes cutting through the blockage. This variation is what gives the Fountain model Vis Blade it's characteristic blurry thin edge with no center. The downside to this model is it's lack of physicality. Having no solid substance to stop physical objects means if it doesn't cut something it won't block it either.

    10 mm Handgun: Just a basic handgun using 10 mm rounds with a strobe light attachment for disorienting targets. The strobe light can be especially effective in less-than-optimally lit areas.

    "Demon Blood" Injector: A dangerous new drug to hit the streets. This stuff is nicknamed "Demon Blood" both because it is crimson in coloration and because those who take it end up with bright red irides. This substance is popular amongst lower level enforcers due to the way it enhances physical capabilities. It grants heightened strength, agility, reaction speed and a higher pain tolerance. When injected the user may experience visual/auditory hallucinations and a heightened aggression. After the effects wear off the user is left feeling physically enfeebled and mentally slow while the body reels from the stress imposed upon it by the drug. As the body develops more resistance towards the drug over prolonged use greater dosages are required to achieve the same results and when it wears off the side effects grow in proportion to the amount of Demon Blood used. Most deaths caused directly by this drug are a result of the body growing so weak after the effects wear off that the heart doesn't even have enough strength to push blood properly resulting in cardiac arrest. It doesn't help that the drug is thoroughly laced with addictive additives. Howell hasn't needed to use this drug more than a couple times in the past and hopes to keep it that way. He only keeps a shot of the stuff on him since getting killed by gangsters sounds worse than a chance at getting addicted to the stuff.

    Vis Batteries: Batteries for his Vis Blade. Besides the one in the bottom panel of the hilt that powers it he carries three more on his person. Given how he could leave the blade on all day before running out of juice on his battery he doesn't believe he needs to carry more than three of these. Given how even the economy brands are somewhat expensive he's loath to use them unless necessary.

    Touch-Screen Phone: A standard electronic model. Much cheaper than magitech phones and headsets albeit not quite as capable.



  • Capabilities

    Mental


    Basic Schooling.
    Rudimentary Magitech Knowledge.
    Canny.
    Enduring.
    Quick Witted.
    Unflinching.
    Calloused.
    Stern.
    Determined.

    Physical


    Fleet.
    Strong Back.
    Good Cardio.
    High Pain Tolerance.
    Extraordinary Health.

    Magic

    [SPELL/ABILITY NAME]

    Magically his anima contains the equivalent of a MASS rank 4 caster's vis levels however his ostium can only manage up to a rank 1 vis capacity.

    Technologically he's reasonably competent. He can't assemble magitech from base components but give him some tools and he can manage basic repairs.






Howell Curson

"Just sign for the package."



 
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Sonia Seraphine

20 (Inerva sophomore) | F | Human | Demisexual | Nia, Soni

  • Appearance

    For how pushy she can be, Sonia is physically tiny and barely reaches up to 5 feet in height. Taking magic out of the equation, most kindergartners would probably have a decent shot at wrestling her down. In most cases, Sonia tends to wear very casual clothing, like a hoodie and sweat pants, or t-shirt and jeans. Her hair is unnaturally shiny, clean, and neat, in addition to being a vibrant purple. Most people assume a glamour spell is being used on it, though it's actually only cleaned via transmutation.

    Personality

    Sonia is a heavily goal-oriented person and likes to spend every second with a purpose. Even if that purpose is just relaxing, she'll try and find a way to squeeze as much relaxation out of the time she has as possible. She abhors most small-talk, and is known to often just walk out on people mid-conversation if their words fail to provide anything interesting.

    For the people who actually manage to keep Sonia in one place long enough to speak with her, her words are forceful and pretentious. She treats most other people like they're slow or incompetent. This treatment is almost never aggressive, and is more often Sonia trying to "show respect for the simple-minded folk." Sadly, she tends to dumb things down to such extremes that it insults people. The only time she'll truly try to belittle someone is when they challenge her own understanding of magic (in which cases, she's usually correcting you).


  • History

    Born with an immense supply of vis overflowing into a healthy head of purple hair, Sonia displayed an obsessive interest and aptitude for magic since birth. Although she helped with the family business of budget enchantments, it came as no surprise that she set her sights on attending Inerva from a very young age. Through a combination of smart savings and a generous scholarship program, she was on her way to getting accepted, when disaster struck.

    To this day, the details of deaths of Sonia's parents elude her. Sophia was the first to learn of the alleged 'murders,' and generally kept most of the details to herself, if she even had details in the first place. All Sonia knows about the event is that they were victims in a string of murders unofficially referred to as the Pendulum Murders, or sometimes Pendulum Disasters, supposedly due to the precise timing in-between each attack. Though she's curious about it, Sonia would prefer just to forget the painful memories and move on rather than inquire.

    Not only was Sonia devastated at the loss of her parents, but she was also faced with the several problems. For one, being underaged, she was to be shipped away to her closest living relatives in France; another, she couldn't possibly keep up with both her studies and run the shop, even if she could stay. When it finally came time to be shipped off, Sonia's older sister stepped in, not only taking custody of her, but also taking on several responsibilities herself. Time passed, and Sonia was able to continue in her studies until she was finally accepted into Inerva, though she never did shake away the feeling of guilt for relying on her elder sister.

    A few years later, Sonia overheard Sophia mentioning how melancholy she felt having to take care of the shop all the time. Figuring this was just another problem to be solved, Sonia approached it the only way she knew how: with magic. Logically, the only effective way she came up with to replace all of Sophia's duties would be to create a replacement for her. As a result, Sonia began to look into creating an artificial servant. Not just a robot; not just a synthetic person, but a true personal assistant that may as well be a reliable relative. Essentially, what Sophia had been-- and still was --to her.

    Having now been researching and experimenting towards this goal for a year now, Sonia's developed an infamous reputation around school. Most others tend to think of her ambitions as either a magical extension of robotics, or an unholy amalgamation of humanity. While her experiments were originally meant only to help her sister, the possibility of her work blossoming into a future where anyone can buy a synthetic slave has turned Sonia into a walking controversy. On one end, there are the people who would take any opportunity they could to sabotage her work. On the other side lies a small group of people who either help answer her questions, or even directly assist with the project.

    Relationships

    Sophia Seraphine - Sonia's older sister and probably the biggest reason she's able to attend school now. In the past, Sonia enjoyed bouncing ideas off of Sophia and learning what magic she could from her. Nowadays, Sonia's general knowledge of magic has progressed so far beyond her sisters that she just automatically assumes they have nothing to teach her in that regard. Even so, she does have a great deal of respect for Sophia, though their talks have become progressively shorter.

    Skye Seraphine - Sonia's younger sister. Sonia enjoys teasing her with little magical tricks. Occasionally, she ends up surprised when Skye actually understands the magic behind her little displays. Simply because Skye has slightly more free time to tag along with Sonia, they're slightly closer than Sonia and Sophia. As a side note, while together, Sonia is often taken for the younger sister, simply because she's a bit smaller.

    Madison Harper - Another student attending Inerva University. Sonia immediately felt a kinship with Madison after their similar hair color sparked a very relatable conversation. Knowing that Maddy must have a massive potential for magic, Sonia views her 'mundane' academic focus as a massive waste, and makes this opinion very clear. When they're together, Sonia often makes a point of 'showing off' specifically to tempt Madison into the world of magic.


  • Belongings

    Omnitool - Literally just a giant block of useful materials she wears like a backpack. Mostly made of plastic, with traces amounts of common metals and other elements. When transmutation is applied, it can form into any one of hundreds of tools and objects, as well as additional ones she may learn later. Unsurprisingly pretty heavy, though not much more so than your average student's backpack.

    Summer Photograph - An enchanted photo of Sonia and her two sisters together. It's also enchanted such that each sister's eyes look towards the particular sister's location. In her case, it tends to bug out a bit due to Inerva's spatial warping.

    "Sophie" - A synthetic brain in a jar of preservation fluid. Technically, it's a combination of several different people, conditioned by Nightmare Forge to revere humanity, and especially Sonia herself, almost religiously. It's also well hidden, since several people might destroy it given the chance.


  • Capabilities

    Mental

    Determined
    Pretentious
    Mysterious
    Ambitious
    Focused
    Disrespectful

    Physical

    She Could Like Maybe Try To Punch Something I Guess

    Magic

    Major - Transmutational Engineering
    Minor - Magic-assisted Psychotherapy

    [Expert Transmutation] - Sonia's primary academic focus is Transmutation (and partially Psychotropy). She has a massive library of useful things she can change her omnitool into and can also use freeform magic to (de/re)assemble other things with surprisingly high speed and accuracy. While Sonia can alchemise elements, it's incredibly exhausting, and she's still at a point where mistakes are common.
    [Cognitive Imprinting] - Imprints a copy of a nearby human brain into something else. This requires an absurd amount of concentration, time, and is only really useful if the copy can interface with something, like a computer, a robot, or another body.
    [Nightmare Forge] - Through a complicated series of spells, Sonia can 'reprogram' a human mind by inducing a hyper-realistic, hellish nightmare-scape while they're unconscious. After about a week of this, she'll introduce pleasant moments whenever they display desirable behavior in the dream. Keeping up this spell requires the mind to be disconnected from all 5 senses, a resupply of vis at least daily, and is highly illegal under normal circumstances. Sonia thus restricts this to synthetic, brain-in-a-jar experiments.
    [Common Stuff]
    • Teleportation (Spatial Manipulation)
    • Mid-range Telepathy (Psychotropy)
    • Elemental manipulation (Thaumaturgy/Reification/Transmutation)
    • Appearance Alteration (Glamour)
    • Generic Enchanting (Enchantment) - Learned from Sophia.
    • Runic Warding (Runecraft/Heiroturgy) - Learned from Skye.





Prodigal Student

"Come on, stay focused..."



 
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Skye Seraphine


18 | Female | Human | Bisexual | Daisy, Sky

  • Appearance

    A girl standing at five foot two and 130 pounds, she hardly strikes an imposing figure. She moves with hardly any grace and tries to act tougher than she is to make up for these failings. Underneath her appearance is somebody who has trained fiercely since she was little, and while in Sophia's eyes she has a ways to go, it's easy to see weakness when you're tougher than most people. Skye keeps her purple hair tied up in the back when not sleeping, as she hates it being in her face when she's working, and that's fairly frequently. She tends to wear gloves when out and about, as she has a few small burn scars on her fingers from trying to enchant like her oldest sister when she was much younger.

    While she adjusts her clothing make it fit in, the eyepatch is to cover her missing eye. Skye has a scar from a knife wound around that eye. She doesn't get a glass eye because 1) they can be expensive and 2) she thinks she looks really cool. She also figures that it's a reminder of how far she has to go to achieve her dream and overtake Sophia.
    Personality

    The type of younger sister who desperately wants to help her older sister despite not knowing really how to aside from being a protector. Growing up, Sophia seemed like the coolest and most protective person ever, and so Skye wanted nothing more than to take the burden of protection off Sophia's hands so that Sophia could finally do what she wanted to. So Skye set to fervent work learning Hieroturgy so that she could protect Sophia's shop around the clock. Even when she wasn't there. However, the constant losses during skirmishes led to Skye to try and learn from an extra teacher during her free time to improve her martial skills to a point where he sister will allow her to go into VENI as she wishes. She does this because she knows Sophia wanted to be part of that, but was held back because of her and Sonia. Skye blames herself more than anything for holding her sister back.

    With Sonia, Skye likes to try and run pranks by her and train with her. Skye loves both her sisters dearly, and interacts with them regularly. However, she wants to go into law enforcement soon, so that she can learn how to better and stronger to help everyone.

    Reckless to a fault, Skye goes full tilt into whatever she does, studying, sleeping, working at their inherited shop, whatever she can do to help. She wants to be as useful as she can to everyone, and hates being babied by her older sisters. She wants to be seen as the adult she is, not the littlest and the one who needs protection the most. She likes to play with both to Hieroturgy and Enchantments in order to enhance her skills and make new things that weren't in the world before.


  • History

    Skye Seraphine is the youngest daughter of the Seraphine sisters. Skye works in the noted Seraphine Enchantment Parlor in the Marsielles District of the island city.

    Skye wants nothing more desperately than to be trusted with the shattered remains of Sophia's dreams.

    When Sophia was tested and found to have high aptitude for magic, Skye was dazzled. Her sisters were so talented and skilled, and Skye was already trying her best to learn all the odd words and strange things about magic by stealing textbooks from Sophia. She was amazed by this new world. And even more excited to be tested at a level 4 for MASS, just like her elder sister, Sophia. She was going to be every bit as skilled and amazing as her Sophia, and proudly declared to her parents that she was "going to be the best ever". At what, Skye didn't specify.

    She tottered behind the steps Sophia took, and enrolled in her school's martial arts club. While Sophia was skilled with a sword, Skye worked to master her fists. She never ended up with much, but she still worked hard to master every kata, every punch, and every kick. She could never be as dazzling as Sophia and her tournament, but Skye couldn't let that keep her from trying her hardest. Skye won a few small competitions, but nothing worth note. Skye continued her studying and her first example of Runecraft came from making a small cookie jar that would scream when it detected a hand. However, she had to undo the magic after a day because she somehow managed to make it so that no one could take a cookie from the jar without consequence, not even herself. While it wasn't 'combat magic' she found the idea that she could protect others and work to make things safer in any small way. Her parents quickly found out how determined she was to make something from runes. She tried it on the fridge, cabinets, and several other cookie jars before she perfected it. Surely life would be more of this, of her trial and error attempts at magic...

    Skye felt useless at the news of both their parents' deaths. How could she not? Sophia was the one who told them right away, and she took care of everything. Skye could only make hot chocolate and try to give hugs to her oldest sister. She started working even harder to protect their shop after seeing Sophia beg for them all to stay together by studying Runecraft. Skye even accidentally overreached herself a few times, causing some mild worry and a long nap to recover.

    When Sophia started doing more enchantments, one desperate looter decided to break in to the shop and tried to hold it ransom until Skye lifted her then admittedly weak restrictions on it. The moment she did, she grabbed a sword from the shelf, something that was supposed to move fast and hit hard. And hit hard it did, because the enchantment wasn't stable yet it exploded upon impact. While it stopped the thief pretty effectively, it also cost Skye her right eye. After the sword explosion, her only concern was Sophia and Sonia's well being. She shrugged off attempts to help herself until she was certain that nothing happened to them.

    Skye continued to train with Sophia in order to better her skills and fulfill the dream that she blames herself for causing her sister to lose. So she took up another class, with a side job to pay for it, and still studies in her free time. Every time she learned how to better her magic or her combat strength, she applied to towards protecting her sisters. After all, this was her fault. If she hadn't been so pathetic she would have walked out that door and let Sophia have her dream job. She's just a replacement for Sophia, and she's okay with that. Every false smile of Sophia's renews her promise to become even better than yesterday. She has to, because otherwise everything that Sophia gave up for Sonia and Skye will be meaningless.
    Relationships

    Sophia Seraphine - Sophia is the goal. The endgame. If Skye can finally prove to her oldest sister that's she's not a baby then she can work even harder towards the goal of going into Magical enforcement. That doesn't mean she loves Sophia any less, but secretly Skye worries that it's all her fault that Sophia never reached her full potential as Magical Enforcer.

    Sonia Seraphine- She loves when her middle sister goes teleporting around. While Skye is not nearly as magically gifted as Sonia, that doesn't stop Skye from trying to understand what her sister is trying to do. She thinks a fake human is so cool, and the idea of what Sonia is trying to pull off is tricky, so Skye wants to be her emotional support pillar.


  • Belongings

    Eye-patch- Has a light toughness enchantment built in to protect her eye socket from further damage. It's nothing special, but Skye likes wearing it.

    Gloves- Gloves enforced with some added physical protection when used for close combat. They also provide the ability to hid the burn scars on Skye's hands from her failed attempts at Enchantment magic. They're not enchanted mainly because Skye wants them to always work and also because she doesn't only want to own enchanted items.

    Summer Photograph- Enchanted so that her one eye looks where each sister is at that moment. Skye likes the memory of that day, and doesn't tend to use that enchantment very often as she is the one that the other two tend to look for the most. Also she thinks it's creepy, and doesn't like her one eye going all sorts of crazy directions.

    Rune Cards- Skye is adept at Runic Magic. As such she's built simple one use Rune cards that can be placed anywhere. The commands are limited to 'explode', 'alarm', 'wall', 'electric', and 'freeze'. They are self-explanatory. The reason they are one use is mainly because when used they tend to tear the runes on the paper. Only 'alarm' isn't destroyed when triggered. She carries two of each.



  • Capabilities

    Mental

    Impulsive
    Creative
    Highly Determined
    Ambitious
    Loving
    Compassionate

    Physical

    Long History of Martial Arts
    Highly Trained Condition
    Some Tactical Awareness
    Magic

    [Runecraft] -
    Skye may not be the foremost expert on Runes, but she's determined enough that she certainly proves herself skilled with it despite her age. The wards and Runes around her oldest sister's shop is the best example of her work. While it only affects the first floor, the rule of 'No Theft' is securely cast with some minor supplemental runes to help it keep running. These runes mainly pull in ambient Vis and keep the Hieroturgy running. However, in order to accomplish this, Skye put most of her energy into learning how to best do runes so that the shop would be safe. As such there were many failures before she could manage basic runes.

    That experience of failure taught her the limits of what she can and can't do. However, the best part of Runes to her is figuring out how to make something more complex. More creative, one could say. Her Rune Cards tend to be the best example of how she tries to use Runes. How few runes can she use to produce an interesting effect? Each new nuance to runes are interesting to her. While her method of studying runes is more brute force memorization, her efforts make her fully capable of using Runecraft like any other scholar. Albeit... more 'creatively'. Some people know of the work she's done in the shop with runes and ask her from time to time to do small Runecraft things. Her strongest ones that she can do on the fly are the ones on her Rune Cards. She's weaker when there's not an immediate effect, and while can perform long chains of Runecraft, needs time to research chains of runes of more than three. Her favorite to combine are 'explosion' and 'freeze' as it tends to just plaster a certain area in ice.

    [Hieroturgy] -
    Part self-taught and part study, Skye learned how to apply Hieroturgy to Sophia's shop. Specifically, applying the ability to prevent thefts. While Sophia may not be the best, her supply is still wanted by enough people that Skye figured it'd be best to protect it. Not to mention that Magical Enforcers often need this skill. At her current level she is slightly above those her age, but still kind of inexperienced. She hopes to continue to master this skill while in a college.

    [Enchantment] -
    While studying magic, she also tried to learn enchanting like Sophia. Her attempts... well... she can do very simple work that's not particularly bad. It's below Sophia's level, but still not terrible. She's currently 'best' at reinforcement enchantments. People don't usually want her work on these items. However, if someone really doesn't want a good birthday gift for someone else, well... her items are for sale in the clearance bin.

    [Reification] -
    She's really good at making solid fire. And fireballs. And some ice for when the fire gets out of control. She's not bad at this magic, but like Enchanting, she struggles to perform Creation flawlessly which is the root of her issue with this and Enchanting, so while she can do them to a limited extent, she'd prefer to rely on Runecrafting or Hieroturgy when possible. However, since Runecrafting relys on this ability, her skill at dealing with maniuplating vis into runes is better than simply making an element out of vis.

    [Thaumaturgy] -
    She's better at this than Reification, which is interesting. Her own vis tends to lean towards fire with some ice. Skye can use magic in this way more freely than Reification, mainly because while Creation is difficult for her, making fire out of her vis has really never been difficult. Much to the chagrin of Skye when trying to Enchant items.






The Fool

"I have to become tougher for those I love."



 
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Sophia Seraphine

21 | Female | Human | Financially-Stable-ero | Small Business Owner

RPSophia_Present_Cut.jpg

(Image Credit: Taigei (Kancolle) By haneterusnn)
"What is Happiness, I Wonder?"

Parlance in the Dusk | Know Thyself...
Appearance


Standing at about 5'5 Sophia is a bit taller than the average woman. Though her family originally hails from France, she has an adoration for Japanese Clothing - She's often seen with her signature Cyan Colored Yukata. That combined with her demeanor makes her relatively recognizable from among the many different businesses on the island. Her signature hairstyle is the triple curl, with what looks like a hint of cyan dye at the ends. Outside of the shop she is often making errands around town, patronizing establishments or attending appointments. Sophia is a busybody in all respects.

Biographics:


From the eyes of the customers common sights is her working to complete an enchanting commission or attempting something new with written notes being taken on the side. Still, when people walk in Sophia often usually walks right up to greet them personally. Something that's charmed many of the shop's returning customers. She's usually very forward about work projects and likes discussing in detail what their needs are when they come for an enchantment. This, over the years, has lead to many loyal customers recommending others over to her shop.There have been a few incidents where Sophia's thrown would be thieves and robbers out in front of the store in heaps after beating them up, but that hasn't dissuaded the growth of her business and clientele.

Those close to her know of her as being very dedicated to running her shop and improving her craft. Knowing full well she had to sacrifice some of her dreams in order to make that happen. Sophia's craft in Enchantments aren't up to par with the best that can be put out by the most talented enchanters of the city. However what made her particular business arguably one of the most successful is what's considered the fairest prices in the city for items in that bracket. Even as a normal human, her Enchantments that are sold to customers are reliable and hardy - not as complex as the most advanced of enchantments but her persistence and diligence are evident in her work. For simpler applications, many folk would oft seek Sophia's work over similar items done by enchanters considered more skilled than her thanks to competitive pricing! Her outwardly honest work and resourcefulness has the confidence of those who supply her as well.

Of the Seraphine sisters, Sophia is considered the more responsible and mature one. Though customers often describe her as being competent and sincerely considerate, her sisters are conflicting on whether to consider her 'mom' or 'guardian'. She is known for being very moderate and martial in her daily life. Eating only a couple meals a day and spending mornings before opening maintaining a morning training regimen from her days improving her martial skills, and at least an hour each night ensuring the store looks immaculate for the following morning. Her sisters have grown up a bit more enough to start making certain decisions on her own, but Sophia is ever protective of them. The years she's worked in the city in the shop has made people think of her as a respected enchanter in her own right.

In her youth, Sophia was described as being hot-blooded and lively. She was confident in her abilities to the point of borderline arrogance and even had a cursing problem. Bits of her younger personality comes out when with people she reguards as friends, or when she's truly angered. Due to her life running the shop she hasn't really had a chance to express herself anymore, and she feels her 'nice and polite shopkeeper' look is getting really dull.

There's a part of her that doesn't want to let go of that adventurous streak she used have, and the rush she felt from fighting. In any case, in the Seraphine household, it feels like the eldest sister has started to - once again - become involved in questionable and dangerous things. Regardless, Sophia assures them that those suspicions are just their imagination.

Sohpia Seraphine is the eldest daughter of the Seraphine sisters. With her sisters, she runs the noted Seraphine Enchantment Parlor in the Marseilles District in Orimar. Most folk are easily fooled by the pleasant and soft expression she presents to the people.

The Seraphine family hails from the Somme Region of France. During the Great War of 1912 their hometown would become the site of one of the bloodiest battles in human history. The family escaped the carnage of that battle. Having fled from that region at the outbreak of hostilities, and traveling to Paris. At war's end the monumental destruction wrought about the Somme Region compelled them to leave France. The family opted to Emigrate to Orimar. On account that there, they could ply their trade in Enchanting and find a better life far away from the heartbreak and tumultuous post-war era of France. The Serphines operated a successful enchantment Altier for the better part of the century that occurred afterward. Servicing Orimar's residents in the French Quarter - the Marsielles District.

Sohpia's mother and father both had above average magical capabilities. So it was a delightful surprise when it was found she had considerable magical power. With a Mass Index of 3 Sophia seemed to be destined to be an astounding mage. She'd be able to attend magic school and would have an edge over other magic users. To her advantage, Sophia inherited her Father's Diligence and her own mother's tenacity. The young Sophia grew enthralled with the idea of magical combat, and had dreams of joining the ranks of TIAMAT's VENI Teams. Imagining daring raids and exhilarating combat. Thusly, in primary magic school she did extracurricular studying to further that dream.

For her martial prowess she decided she wanted to take up a sword. The closest place that could give her that training was a Kendo Club at the nearest school. She learned her basics in Japanese Kendo, but also unintentionally discovered a love for their clothing as well. As Sophia continued to further her ambitions to join VENI, she honed her skills in magic and moved from Kendo to a European Style that specialized in defeating monstrous creatures. While she was a bit special for her magical rating, in the wider world there were those with greater power and greater inborn talent. She discivered this during one of her first tournaments, where she placed dead last and took a serious hit to her confidence. However, at the encouragement of her younger sisters who looked up to her she endeavored to improve. What Sophia lacked in inherit talent, she chose made up for with cunning. In many matches she would go on to face, she would always be the underdog. But one thing she was very good at was studying opponents and strategies, as well as having a solid understanding of the basics. Using this, she started to become proficient. She trained to join the Junior Combat Magic League. Her participation in that league was one way to give her a way into someday joining VIDI by proving her combat prowess against dummies, beasts, and other mages.

She first caught the eye of various Magic Orders when she was able to use her resourcefulness to hold back a monster that had been set loose at her school and threatened the students. Trapped in the potions room. She Slathered a concoction of chloroform around her only weapon, a flagpole turned into a spear and set off to face the foe. The beast was lethargic by the time the enforcement agency had arrived. Sophia was wounded but she managed buy enough time for authorities to teleport to the scene on time before anyone else was injured. This even encouraged her to consider taking up study of monsters and utilizing mixes to coat her weapons with to give her an edge in combat. The powers that be in the magical world found her resourcefulness to be admirable. But she would take it a step further the year she Qualified for her First International Tournament.

Sophia participated in the international junior Mages Combat Tournament. Ran by the various magic schools, it involved junior mages from across the continents. Organizations involved with recruitment into combat magic professions such as TIAMAT use this event to find promising students worth sponsoring into secondary Magic Education. Though she did not win, she was able to defeat junior mages of higher ranking, including several nonhuman opponents. Being one of the first humans in the league to do so. She achieved the highest tally and overall power ranking ranking a normal human ever achieved at the time. Proctors were awestruck as this Average Human Teenager bested superior opponents - beating out their raw strength and complex entrapments with tricks of her own. The tournament had allowed use of multiple disciplines, to which Sophia ruthlessly employed every advantage she could bring. She often turned her opponent's strengths and weaknesses against them. She brought home a fake trophy - bought from some second hand store - and filled it with candy to share with her sisters when she got back home.

Various Magic Schools, aflair at her performance at this tournament sent invitations to their campuses. Giving Sophia choices to attend respected magical institutions anywhere from her home island to the far corners of the world. Her life was practically set. Or so she thought...

RPSophia_Past.jpg

(image Credit: Taigei (Kancolle) By an2a)
Sophia, as She Appeared During the Time of the Tournament.


Her parents were victims of the Pendulum Murders that occurred a decade ago. Seemingly random victims - they had happened to walk right into an ambush when returning from a social function that evening. Sophia, who was dreaming of romance and adventure in a school of her choosing abroad, was faced with the harsh reality of needing to grow up instantly. That fateful morning, when the constable told her of what had happened, the confident Sophia went hysterical. One of the biggest regrets Sophia was telling her sister's immediately about what had happened to their parents, against the officer's advice.

Picking out schools turned into picking out caskets, and a crematorium. Since the three sisters had no immediate relatives the state had wanted to put the other two younger sisters into foster care with relatives in France. Relative that they had never met before. On the day the social worker arrived to take Skye and Sonia, Sophia begged on her knees to not have them be taken away. Completely against the idea of them being separated from each other. Due to legal loopholes in Olimar in regards to familial succession rights, Sophia was able to assume legal guardianship over her sisters.

Additionally, by that same loophole she and her sisters inherited the shop. She was now forced to try to make a living for them. Despite her admirable performance in the tournament, was still too young and inexperienced to join the Magic Enforcers of VENI. So she took to odd jobs. She had originally endeavored not to sell off the Enchanting equipment that had been owned by the family for generations. However, food started getting short. With a heavy heart, Sophia had to part with many of the family's belongings to survive. The money she made with that liquidation, and the few, basic enchanting equipment she was able to save bought her the opportunity to take up Enchanting as a trade. Sophia sought out mentors for enchanting in the city between jobs. Her daily life was turned into an exhaustive daily balancing act of caring for her siblings, working to feed them, and begging for someone to teach her the ways of enchanting by any means necessary.

The little things she learned from her mentors she took to heart. Though she couldn't pull off anything astoundingly amazing, the basics she applied were very solid in application and usage. As time went by, Sophia's 'Cheaper' Enchantments started to gain a reputation for being very solid and of admirable reliability. That reputation, along with time, experience, sacrifices, and a slowly growing base of loyal customers, was enough to allow her sisters to live their life normally, like they used to.

A little voice in her head keeps on telling her to regret that she threw away her dreams to keep them all together. And it just keeps on growing louder and louder.

Equipment and Belongings


Deed to The Enchantment Workshop "Seraphine Enchantment Parlour"
Being the eldest at the time of their Parents' death, Sohpia legally Owns the Seraphine Enchantment Parlour Located in the Marsielles District. The property includes ingredients and tools as well as the supply agreements in order to run a commercial Enchantment Workshop. The first floor has the shop proper with it's workstation for day-to-day work while the second floor is the living quarters. There is also a basement where back-stock ingredients, equipment, and other relics of the family that were not sold off are kept. These include the family's generations long research into their particular style of enchanting that Sophia is using to study. The basement also has a trapdoor, leading to the sewer system.

Summer Photo
A laminated photo of the sisters and their parents posing together during a Summer Vacation to visit Versailles, it was the last time they were able to go on a vacation all together. Has a debatably creepy enchantment. When activated, the eye of each sister will look in the direction where that sister physically is. What makes it creepy can be easily imagined. The version carried by Sophia is unique, as it's the only one that doesn't have the eyes of their parents inked out with a black marker streak.

Sophia's Yukata
A cyan wool Yukata that's a signature part of her look. She has a couple of sets but they have a simple enforcement enchantment. Making them durable and akin to work-clothes like jeans in terms of durability. A useful effect of the enchantment is that the sleeves can be pulled up, and will remain up so long as the user desires it. Allowing the normally restrictive clothing to be worn whether resting or working.

Temet Nosce
Sophia's Broom. Though in reality, it's a three part weapon hidden inside a pole that most often has a broom head attached to it. The Broom reflects the combat style that Sophia used in her heyday - as it actually is composed of the weapons that Sophia brought to that tournament. Each component is also enchanted - done during her time running the shop. naturally. This weapon, which outwardly appears to just be a wooden pole, is much heavier than it seems. However, Sophia has used it for daily training and housework since she commissioned it. Allowing her to wield the otherwise cumbersome item with ease in daily life and, if needed, for combat.

- Pole
The pole is hollow. Acting a bit like a Japanese Bo or spear shaft if needed. Against common thieves and violent patrons, the pole gives Sohia the reach which makes most fights against would-be robbers a very one sided affair. It is enchanted with a simple command: 'Fall Apart at My Will' which orders the latent Vis of the object to disperse to her liking. This allows her to access the weapons stowed within in a pinch, or can be used in interesting ways when thrown by making a response delay.

- Knife-Head.
At one end of the pole is a knife. Sheathed into the pole. It has an enchantment mechanism that 'Protrude from the other side at my will', which retracts a double pointed blade out of the knife handle or back into the pole, as well as a simple enforcement enchantment on the wooden handle that allows it to be kept in place even when being swung around. In essence, it turns the pole into a more lethal spear. The handle mechanism works when wielded as a knife as well. There is a dongle at the end of the weapon in the form of a couple of beads as well. With the enchantment 'Return to Me At Will', which compels the knife back towards the owner if activated in time - allowing for recovery of the knife if it drops out of the hand.

- Sword Base.
A Lighter Longsword. It's enchanted with an enforcement array that reinforces the blade by using the injected Vis to form a sort of layer on the weapon internally at the user's will. This means that it can actually parry against weapons that would otherwise break it, and allow it cut more forcefully into thicker material. This requires keen management by the one wielding it, as they must feed their Vis into the blade at their discretion. Additionally, there is a canal along the core of the weapon. This is meant to allow for a sword coating agent to coat the blade very quickly, as the canal facilities the liquid to distribute evenly with a mere flick of the weapon.

Test Tubes and Corks
Running an Altier, it's natural to have some knowledge in making potions and other mixtures. If she needs to, she can carry four or so such solutions safely in her outfit. The ones on her at this time are:

- A solution of liquid that ignites after being exposed into the air, it'll burn until it's slow burning fuel runs out. A Seraphine Family Secret. Greek Fire.
- A potion that assists in blood clotting associated with healing. Can be applied directly to a wound or ingested for internal wounding.
- Luminization Potion. A liquid version of the spell. Like the regular Luminization spell, magical structures are highlighted when drops of the potion come into contact. Can alternatively be ingested to temporarily highlight the structures of all magic cast by the person who drank it.
- Black Mamba Venom. Meant to act as a coating for a bladed item. The cork in this vial has a needle sticking into it and through into the solution.

A Canteen of Water.
Bit on the bigger side but the kitchen's upstairs after all.

Traits and Abilities


Patient
Not off put by prods from an opponent, nor exhaustion. Sophia retains a clear mind, and fights back against urges to act soley on instinct or emotion alone.

Pleasant
Thinks of what words she chooses in speech, and the way about how she speaks of them and the implications of doing so. She'll always lean towards being complimentary and genteel in her interactions.

Persistent
A trait proudly inherited from her father. Never give up. She is driven by a strong desire in herself that carries through to everything she does.

Resourceful
The worrying thing about humans. The world will always provide an opportunity for you. You simply need to see it... and more importantly, use it.

Courageous
Evidenced when she went out to face a beast let loose in magic primary school. She has strong beliefs in her heart about what's right and wrong that she's willing to stick up for.

Danger Seeker (?)
Since her sisters have grown a bit more independent, Sophia's been involved in a lot of situations where she had to take someone or something down by force. Has she been seeking out trouble, or is trouble coming after her somehow?

The Polearm
The First Martial Arts Schools Sophia Attended had the use of Japanese style pole-arms as one of the disciplines. Though it wasn't her primary way of doing battle, she did end up gaining much more experience with it in the years she kept troublemakers out of the shop and in training with Skye (as using anything like a wooden training sword made her worry of hurting her sister). Conversely, this also puts sky at a disadvantage in Skirmishes as Sophia has the reach advantage..... or maybe that's the point of it?

The Sword
Sophia's primary offensive skill is with the sword. While he was raised by the way of Kendo, she formally trained under a European style that wielded a sword with two hands. This was a variant that was meant to specialize in decapitating foes and beasts with sweeping and destructive slashes. Which is why exactly she refuses to practice this form with Skye. Though the sisters still see her keeping proficient in making those daring leaps and slashes during her morning regimen.

The Knife
When training up for the tournament, there was always the possibility that Sophia would get disarmed. Sophia kept the knife as a backup weapon. Where it could be thrown or be taken advantage of in a close range tussle. Sophia's enchanted knife has an enchantment that allows it's blade to protrude from either end of the handle, meaning she could still stab a foe when her arm is restricted, or give her more flexibility when using it.


Excellent Physical Status
Due to Years Long Regimen of Training and Exercise as a part of her Daily Routine. Daily training began when she enrolled as a student at that Kendo Dojo when she was younger. Someone joked that she'd become unbeatable if she did 100 each of push-up, sit-up, squats, and ran 10 kilometers every day. 100 Ended up being boring so she's upped it to 150 repetitions for those activities and added 2 Kilometers to the run.Though she's gone back to the normal numbers since she took ownership of the shop.

Solid Stance
Due to a martial arts background, her moment is stable and decisive. Though she does not practice Kendo primarily any longer, she still stresses the tenets from that discipline She's sharp, and able to react very quickly.

Superb Situational Sense.
Oft aware of her surroundings and hard to catch off guard. In fact, she's always looking for way to take advantage of any setting or opponent.

Summary
Sophia's unique ability to disperse magical effects. In a nutshell, it is based upon the ability to 'anchor' magic she casts with a spell cast by another. With those anchors, an opponent's spell can be negated by destabilizing it's very structure. Magic disintegration, and the reasons it works is broken down between three disciplines: Sophia's Structural Recursion for her own spell constructs, Sophia's Proficiency in the Control and Manipulation of Elements, and the effects given by the common Luminization spell.

Structural Recusion
Sophia struggled with basic spell-casting at the beginning. It was only after practicing a hundred or so methodologies on each given spell that she was able to cast simple things like Fireball or Ice Bolt. Regardless, while she didn't take her spell crafting nearly as far as other mages, her understanding of the intricacies of spell and magic constructs is extraordinary. Without a doubt, in the library of spell constructs that Sophia knows she can correctly deduce how most spells are cast. With the knowledge of these constructs comes the knowledge of knowing where exactly to 'snip' in order to make them unstable. Additionally, Sophia's own spell constructs are very solid. For example, suppose if Sophia casts a fireball against another fireball that has a considerably greater amount of Vis cast into it, while logically the latter would win out, in truth the two would cancel each other out.


Elemental Control Proficiency
Sophia's mastery over basic spells. She has a solid understanding over the control of the basic elements. For other complex material, she can reasonably manipulate almost any ambient material due to her proficiency in magic constructs. Allowing for a multitude of applications beyond combat.


Lumanization (Basic Spell)
A handicap for struggling young mages in magic primary school. It is a spell that highlights the structure of a magical construct. Sophia herself had to use this (in potion form) to help her during her first semester in magic primary. Later on, she found that the tool in learning could also be used as a tool of information. By casting it into an opposing spell it would momentarily light up the structure of that spell. Sophia trained herself to be able to quickly read these highlights and be able to spot common recurrences in a caster's structural logic. These common patterns could be used as 'anchors' which would allow her to cast a spell with a similar structure that would - at the moment of impact - potentially start meld into one another. This melding: known as 'singularity' is what allows Magic Disintegration to take place.




Magic Disintegration
After a couple of tries, Sophia is able to discern how the foe casts magic. Their spells collide once more. In that instant, due to their structures being similar, singularity occurs. Because Sophia's Spell Structure is of a higher stability, she is able to forcefully yank at those bonds. The structure of the foe's spell is destabilized, causing their side of the spell to disperse. In some rare cases, the dispersal of Vis can trigger a violent explosion.


The effectiveness of magic disintegration is based upon several variables. For example, magic of the same element will usually achieve singularity by the merit of the cast magic being of the same type. Though, for Sophia, the most important and reliable method is to discern key patterns in an opponent's spell structure. One of Sophia's few examples of compound combat magic is that her spells have the basic Lumanization spell on their leading edges. Illuminating them with a unique blue hue.

Typically, once she's been able to disintegrate a spell once on a particular opponent, she has a high rate of negating spells cast by that person thereafter. The foe would have to have a completely different casting methodology to circumvent her negations. But since most mages have no difficulty casting their first fireball, there's often a high chance that their spell structure follows a pattern that can be discerned.


Spell Seizure
An advanced theoretical application. For Magic Disintegration, Sophia needs only to be able to 'anchor' on a certain structural pattern in a foe's spell and pull it apart. However, suppose that she has enough understanding of that foe that she can replicate about 50% of their spell structure logic. In theory, instead of simply disrupting and negating the spell, Sophia could take control of it for her own purposes.


Sophia has shown that this was possible. During the tournament, Sophia performed Magic Disintegration on a magic that was cast against her. By chance, the spell she cast had that 50%+ similarity in structure, allowing her to throw the spell back at the opponent in what was one of the biggest upsets of that tournament. She only did during that one occurrence however. As she never got a chance to take this skill any further after her parents' deaths.

Disciplined Vis Control.
Sophia uses magic just as required. Many of her skills and abilities that require usage of Vis have been honed to the point that she can effectively apply the amount of Vis needed while minimizing waste.Coupled with the fact that most of her spells are mostly simple to begin with allows her to be considered as having proficient magic stamina in combat. This continued to be developed even as Sophia took up enchanting, due to the volume of orders she began to take as her business grew.

Enchantments
The Techniques of Enchanting have been passed down the Seraphine line for generations! Sophia didn't take much interest into it until it became a necessity after she assumed the role of guardianship over her siblings. The Seraphine family have practiced their trade for hundreds of years. While the death of her father should've meant the end of it, it was a great ancestor's forethought to chronicle the the development of their craft in a book only legible by those born of the same blood. The secrets that made the Seraphine family one of the competing Enchantment houses in the city is locked away in those books, and Sophia has read through them a few times over to the point she's about ready to start adding some entries herself. In particular, she furthered development of Enchantments in regards to weapons such as her own Temet Nosce. She works very well with Carbon, mostly out of necessity as rarer metals were more expensive to obtain when she started out. As she got better she was able to minimize the downsides of the material by excellent form and structuring. Making for reliable enchantments readily accessible to the greater public and her consumer base.

Potion-craft
Sophia's potion craft is well practiced. Potions to cure ailments or wounds being one of the most common. One particular edge she has over the other wizards is her inherent knowledge of making potions for healing using a variety of ingredients and methodologies. As it turned out, there was more than one way to cure a wound. Other items that the laypeople seem to want include love potions. Basically aphrodisiacs. While most other mages would scoff it the idea of openly selling these tonics, she has no shame in openly selling them given the quiet but steady demand for them. Magically imbued, they are more effective than what's otherwise available. Finally, Sophia has a keen side interest in not necessarily potions, but mixing and creation of weapon oils that imbue certain effects onto a weapon. This discipline is practiced by mercenaries taking down all manner of foul and otherworldly beasts. Her own weapon is designed to be able to take full advantage of weapon coating with ease.

Other Information


Skye Seraphine
Sophia still considers Skye as the youngest little sister. She likes to call almost everything she does 'Cute' or 'Adorable' to the point that some might consider it an insult. Sophia trains Skye in martial and magical combat as it's now that sister's dream to become one. While Skye arguably has all the same potential that Sophia has, she's a little restricted by that overwhelming tenacity. Having bested Non-humans in a tournament, Sohphia is still just as tough of a teacher and opponent. The most infuriating thing about Sophia though, is that her skill level is still so high that she doesn't even need to hit Skye in training to defeat her. Their serious skirmishes have so far always ended in 'checkmate' with Sophia having her training weapon poised to either cut off a part of the younger sister's body or about to thrust into it. it infuriates Skye even more that Sophia won't approve her taking that route until she can prove her own martial prowess to her.

Sonia Seraphine
Sophia used get along well with Sonia. Before Sonia's magic proficient became apparent, and that it was even greater - Sophia would share a lot of her experiences and of the things she'd seen attending magic school. Igniting the imaginations of the girls about fantastic spells, immensely smart people, and all sorts of exotic things that made them want to see it for themselves. Sophia got into a couple of pinches from time to time due to Sonia making off with her textbooks. Sophia sort of got jealous over Sonia's higher magical aptitude when the results had come out. So much so that she avoided her for about a couple of weeks. Though, it was thanks to Skye that the two were able to make up. When Sophia was preparing for the combat tournament, they worked out some strategies of how Sophia could manage against opponents with higher magical power than her. The insights earned from some burns and bruises gave Sophia a decisive edge in the tournament that followed. Completely overturning people's expectations in the matches that came after. Sophia returned to her siblings with exotic sweets from that year's tournament location as promised.

Changelog

1.0 - First Draft
1.1 - Second Draft, Grammatical Corrections and GM Submission Changes applied. Requested revisions of note highlighted in red temporarily for review purposes.
1.2 (10/7/18) - Corrected a formatting issue and added this changelog. Additional grammar corrections for parts after 'Magic Disintegration'.
 
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Wavmasar aer vihn Yvaelia

Twenty-two | Male | Prae | Asexual | Demiromantic | Wave
Personality

[Regal & Dignified] - Rarely will Wave act in a way that is unbecoming of an aristocrat. He has mastered insults without lowering himself to using "gutter talk" but rarely will he resort to such tactics, preferring to remain polite and eloquent to the end. He takes pride in his appearance, who he is, his conclave, his heritage, and what he does and it shows in his every little action.

[Down to Buisness] - Not one for appealing to delicate sensibilities, Wave is straight forward and to the point. If he wants something from you, you'll know it. That's not to say he doesn't know the value of a pleasant greeting, or a well placed compliment, but most of the time what he has to offer in turn speaks louder than words. While those he is more amicable with may recieve kinder treatment, he's civil to even those he detest as long as the agreement is honored.

[Friend of Friend] - If there's one thing Wave values more than power, it's connections. In a casual setting he gets on well enough with most people and views social gatherings as opputunies to expand his social network. Mingling helps him get a feel for what his potential clients are on the look out for as staying on top of those sort of things gives someone like him an edge.

[Vain & Precious] - Raised in the ninth richest family in the whole of Ominar, Wave had been quite pampered as a child and has grown very little as a person in that regard. He still indulges in the finer things in life and won't spare expenses when it comes to his food, clothes, and skin care products. He's not a fan of getting his hands - or his clothes for that matter - dirty unless it's on the figurative sense and deffintely doesn't treasure the thought of being injured.

[Ignorant Arrogance] - Wave is, by all accounts, quite sheltered. If the subject at hand doesn't involve his buisness or ice sculptures, his conclave, or his God-Queen, he won't have much experience with it outside of what he has read in books. Couple that with his absolute faith in his own magical abilities and resources and you have someone who feels untouchable. His success as an ice sculptor has only inflated his ego further.

[Plan to Plan] - If Wave is anything, he's a planner. Rarely will he take risks. His plans must have plans before he'll act. This hasn't costed him much yet, but he would rather miss out on a deal than lose a good chunk of his money on a gamble. Even his sculptures are sketched out before he sculpts them, planned down to the most minute detail.
Appearance
Wave's markings seem to flow from his crystal, cut down the center of his face to his lips, only to swirl around his left eye. A common theme that can be observed in the patterns is entrapment; perhaps a poetic way to describe how ice is made from water. The depicted waves seem perfectly shaped and beautifully formed, as if shaped by Wave himself. So proud of his markings is he, he shaves his head to better show them off.

His features are broad and strong-set, his skin dark and face cleanly shaven. His brown eyes are often over shadowed by his thick eyebrows. Standing 5'10" (177.8 cm) and weighing 165 lbs (75 kgs), he dresses in a way that screams luxury: custome made silk shirts and perfectedly fited dress pants - the entire ensembly fashionable but carefully picked with comfort in mind. For a bit of a dramatic flare, a coat he favors for its intricate and vivid patterns is often draped over his shoulders and kept in place by delicate chains of a golden color and bedazzled with three crystals. But his outfits are never complete without his brimless cap and cane.

Since he prefers to wear sandals, he often splurges on pedicures to keep even his feet looking presentable. He will also get manicures so his hands are often soft and we'll maintained, and no, he doesn't wear any nail polishes.
Belongings
[His Buisness] - Wave has taken to selling his ice sculptures and seeks to make a living of it. He's constantly looking to improve.

[His Cane] - What he calls his cane that hides a sword. The sheath is Buran and the sword itself is Brae.

[His Wealth] - As a member of the Yvaelia family, Wave wastes no chances to take advantage of his family's resources if it'll prove beneficial in the long run.

[His Connections] - Wave treasures what connections he can gain to further himself and his buisness. He does what he can to avoid losing any.

[His Sketchbooks] - Like most artists, Wave has an abundance of these lying around full of ideas and past works. He always keeps one on his person.

[His Products] - Wave keeps a stock of skin moisturizers, face masks, lotions, and scrubs on top of his shaving creams and straight razors.
Capabilities
Mental

[Aristocrat] - As one would assume of a Prea like Wave, he not only has higher education but also studied the classical arts and other finer subjects worth his time.

[Buisness Man] - He knows a deal when he sees one, and knows how to get the most for his money.

[Uninterested] - It's not that Wave is sex repulsed, in fact wouldn't be imposed to sex with the right partner, he just doesn't genuinely experience sexual attraction; however, he does experience romantic attraction but he would first have to consider that person a dear friend.

[Perfectionist] - Wave likes to look a particular way and will stress over the most minor detail. This affects almost every facet of his life from his art, to his magic, to his image.

[Low Pain Tolorance] - The one thing Wave does not handle well it's pain of any sort, be it mental or physical. A simple papercut can be the end of him.

Physical

[Swordsmanship] - On his off time, Wave practices his fencing but doesn't actually compete. It's just something he does to take his mind off of things. Plus, it helps him remain in shape.

[High and Mighty] - When Wave walks into a room he wants to own it. This demands his posture to be nothing less than perfect and each step measured and calculated.

[Low Alcohol Tolerance] - Wave will only drink during social events - even then it has be the finest wine - and he will limit himself to one glass. On ocassion he may allow himself the luxury of a second glass.

[Sketch Artist] - Before he was sculpting Wave was sketching. Animals and fantastical creatures were his favorite thing to depict but that's not to say he can't draw more humanoid subjects.

[Ambidextrous] - Wave can use both hands, his dominate hand being his left. He likes to take advantage of this skill often.

[Cold hands] - Whether it be from his magic or something else, Wave's hands are usually cold to the touch. When he was a teenager, he used to wear fingerless gloves for the comfort of others but has since forgone the fashion choice.

Magic
[Heritage] - As a Prae he can inherently do what most Prae are capable of on some basic level including telepathy and telekinesis.

[Imbuement] - He specializes in using his vis to form and shape ice sculptures. While there are possibly other ways to apply this skill, he is currently focusing on improving and expanding this application alone. Wave can also use his vis to enchant his ice sculpture either against melting or enchant them to make them feel warm to the touch, but they will still melt. He doesn't see the point in it but he will still offer the option to paying customers for a cheaper alternative.
History
The Yvaelia family was essentially the Prae version of a merchant family and as such, Wavmasar had seen many goods pass from hand to hand during his lifetime. The particular goods the aristocrat became interested in as a child were the antiques and the sculptures. He loved the beautiful details that were chiseled into the stone and clays to form such interesting depictions of life. He took to drawing them while deals were struck and hung his drawings around his bedroom as priceless works of art.

It wasn't until he was eleven did he actually see someone make a sculpture in person, and it was then did he realize he wanted to learn how to sculpt too! He started the way most children start, with clay and play-dough, often using his own sketches as a point of reference. The turn outs were rather bizarre but he had fun making them. It wasn't until his family got their hands on a bust of a influential person of a bygone era did Wave try to use another sculpture as a reference. Only, the turn out wasn't near what he was expecting. In fact, he down right struggled to get the details to come out the way he wanted to. While he would like to claim he wasn't deterred, young Wave was quite put off by the difficulty and for while he wouldn't even sketch, his focus instead turning to fencing.

A half of year later saw him at a wedding dressed in his finest and bored out of his little mind. It was a dull affair in his opinion. That was until they brought put the ice sculpture. Wave has certainly heard of them of course, but seeing one in person was an entirely different story! Something about using ice instead of clay or stone gave the sculpture a more regal, refined took. The details were crisp and delicate, and the way the light bounced of it was memorizing.

His interest in sculpting renewed, Wave decided to take a different approach. Instead of tools, he was going to use his magic, and instead clays and play dough, he was going to use ice.

Utilizing magic instead of clunky tools may have made the process faster but only slightly more easy. He quite multiple times but it didn't take long for scrolling through images on the web got him right back into it. It wasn't he was in high school messing around with his ice magic did he catch the interest of one of his peers. Or, rather, the delicate rose he had made did. As it turned out, she had a sweet sixteen coming up and was interested in commissioning him to sculpt something for her party. Wave didn't hesitate to agree. At that point he never made anything bigger than the palm of his hand but his the birthday girl wanted more than that. A classic swan to be exact.

He had a couple weeks though, and decided he had more than enough time to do better than something so very typical-- no matter his inexperience with larger sculptors. After a full night of sketching out ideas he finally had a plan and began working on it right away. The process took more trial and errors than he would have liked to admit but by the end he had what was essentially a girl carved to the likeness of the birthday girl wearing a detailed swan dress with wings protruding from her back. Or would have wings protruding from her back; he decided to attach them on location out of concern for their fragility. We would soon later realized the wings were the least of his worries.

The legs of the ice sculpture broke just before the big reveal. Panicked, he quickly fixed it to look like the girl was kneeling and stole some flowers being used for decoration purposes to further hide any unsightly mistakes at the bottom. He wasn't sure how the birthday girl was going to react given that not only was the sculpture half the intended size but also broken (albiet decently covered up). As it turned out he had nothing to worry about. The birthday girl loved his improvisions and as the birthday party wore on, he took the chance to work the room in an attempt to gain more commissions. He was mildly successful.

Now a young man with a decent clientele, he attends Inerva University in hopes of furthering his abilities and expanding his buisness. He may not have the free time he did in high school, but he does try to keep with commisions when he can.

Relationships
TEXT HERE



Art by Noctis the Devious, Coded by Nemopedia
 
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Six Feet | Finally | Female | Precursor | Lesbian

  • Appearance


    Name: Yuka Noroimiya-Chāyì

    Height: 4'9''

    Weight: 102 lbs.

    DnfveQIUYAAz77r.jpg:large


    Personality

    To Yuka, pain is an inevitable thing. Suffering, however, is optional, and given her rigorous standards for optimism (and sarcasm), she is not likely to suffer anytime soon. Quippy, witty, and quick-witted, there is always a line on the tip of her tongue just waiting to come loose. Yuka, while she is sharp and often a little overly sardonic, is just the opposite of moody, which is a rare sight indeed. The witty remarks are often an aside, and almost always followed up by helpful insight and a hand's worth of help.

    Yuka will always pick herself up and dust herself off, and do her best to do the same for others. Something of a martyr, she is quick to come to harm before anyone else under her care would. Despite her diminutive stature, she is fiercely protective and often seems heads taller than she actually is.

    She does, however, get horrendously angry. Often stomping off when she realizes that her inner rage has gotten the better of her, Yuka becomes quite the soliloquist when her ire is stoked, rattling off particularly impressive insults as she fades into the distance. Cornered, however, that vitriol turns grossly acidic as her lack of a flight instinct comes a-knocking. Though she generally lacks offensive capabilities in her magical repertoire, she does not lack unkind words, and will often attempt to goad her would-be assailant into a fight so as to use her defensive and counter-offensive abilities to their fullest.

    Despite all of this, Yuka is prone to bouts of malaise, especially in the face of chaos. Yuka reacts poorly to sudden changes, often heralded by sudden panic and then a long term 'mood' that usually lasts all day. Thankfully, though, she's quick to recuperate after a night's rest, and comes back to tackle the problem head-on. On rare occasions--or when things have gotten suitably 'real,' so to speak--she will forgo the despair altogether, trading it instead for frustration, gusto, and cussing.

    It is, perhaps, most interesting to see her work at her passions. Ever the artist, her paintbrush is a keyboard and she can often be seen whipping up little word-storms and other such poetics. Yuka has been known, moreover, to be an aficionado of the limerick.

    Prone to nightmares and sleepless nights, owing much to the peculiarities of her origins. To this end, she routinely uses alcohol, marijuana, sleeping pills, or a combination of the three to soothe her restlessness.

    Yuka is also incredibly enamored with fashion--and preening. She takes rigorous care of her skin and hair, and has--at least, in her opinion--perfected the art of looking effortless.

    It is important to note that Yuka is a noctophobe; she is deeply afraid of the dark, especially being outside in the dark. To this end, she ensures that her magics are vibrant and colorful, so as to maintain a light source no matter where she is.


  • History

    If anyone were to endeavor to kill their past, Yuka would be the first in line.


    Once upon a time, there was a child. This child had a name, and would--one day--grow up to be Yuka. The progeny of two preeminent Chāyì scholars of immense and noteworthy ability, the child was to be a Precursor descendant among Precursor descendants.


    This would, of course, prove not to be the case. The child--who we shall, for the sake of simplicity, call Yuka--was, in fact, altogether less than their peers. Where other children would quickly grasp magic with fervor and diligence, Yuka's potential for magic quickly got the better of them; they were, and still are, perhaps the only creature in the entire world that is truly, genuinely haunted. Since birth, Yuka has been plagued by the specters of her ancestors, and unlike the other Chāyì--who are taught to unlock and harness the memories that are their birthright--Yuka's memories come in physical form. To this very day, Yuka's dreams are of times and lives long past, extremely vivid recollections of lives she never lived.


    Of course, it didn't help that Yuka was born in the deepest thicket of Aokigahara, a forest in Japan infamous for being haunted by the dead. In fact, this wasn't far from the truth; the Chāyì, incredibly protective of their knowledge and their hidden homes, infested the forest with creatures wrought in the likeness of the dead and damned, though they are--patently--merely vis driven by the knowledge bestowed by their ancestors.


    This did not help Yuka, however. They were already a frightful child, bashful to a fault, for reasons they themselves knew but never imparted to their loved ones. Being raised in the epicenter of a forest known for suicide and hauntings did not help their fears.


    To this end, Yuka's childhood was a private one, with few friends and fewer happy moments. Beset upon by ghosts, mentors, and parents of overbearing stature, they lived in shadows twofold; the dark of Aokigahara and the shady coattails of their parentage.


    At 7, Yuka received their public last name, the replacement to hide their lineage from the world--Noroimiya. A baleful name indeed, one suitable for their life's woe and their birthright. Yuka showed potential, but that same potential outstripped their capacity. They were imbalanced and poorly prepared for the bevvy of troubles that their particular magics provided.


    Yuka's parents, to this very day, wish that they had done things differently.


    The chaos that was Yuka's raw, unbridled power shone through like firelight in the forest's murky darkness, and instead of teaching them how to use it, their parents attempted to control it. To bring it under heel. Yuka met this with rage and malcontent. Mentors attempted to cow Yuka to their whim. Yuka met this with defiance and disobedience.


    And so, Yuka suffered. Their teenage years were a dark, tumultuous time, fraught with bad musical taste and horrible hair dye. To this very day, Yuka's hair has not truly forgiven her. It was, however, also the time that Yuka found solace in myths and legends--worlds where ghosts were not only real, but a constant. To this end, stories of gumiho--beautiful women of vulpine origin, close to the world unseen--drew their eye.


    It was around her 16th birthday that Yuka started to become the Yuka we know today. It started small. Little things, here and there, that helped her forget about the specters that surrounded her, and, in some ways, command them. She found passions. Where once there was a void, there were now a thousand words to fill it. While her lifelong isolation afforded her few friendships and fewer privacies, Yuka found two companions: her dream journal and a girl named Makoto Chigase-Chāyì. Makoto, herself, had two loves: fashion and ghost stories. The former, Yuka adopted for her own--the latter solidified their friendship for years. Makoto, herself, was something of a dabbler; she played at all sorts of different magical venues, but her hobby was potioncraft.


    Thus began a mutually beneficial relationship; Yuka offered stories upon stories, poetries, and companionship in exchange for not only a steadfast friend, but to sculpt her personal image as she saw fit.


    These potions were no masterworks, however; the changes were slow, sometimes temporary, and often on a regimen. Yuka's sense of taste, much like her hair, has yet to forgive her for the atrocities she's committed. Makoto's presence in this story, however, is less for the transformative nature of her and Yuka's relationship. It is, rather, more important to discuss Yuka's feelings for her, for it is those same feelings that truly created Yuka as she is.


    Yuka was infatuated. The filial ties between her and Makoto were distant, to say the least, and she had known no one but other Chāyì--so it was inevitable that such a thing might happen. Makoto, however, did not feel the same way, perhaps for the exact same reasons that Yuka was so enamored. Regardless of her reasoning, Makoto rejected her distant sibling's affections--and it was to that end that Yuka's teenage angst turned dark and sour.

    The first book Yuka read that following day was a book on Banes. The second, the Antisophist's Almanac. The third, a tome of potioncraft.


    The final book was a compilation of love poems. Before it was burned, every page had a tear-stain to call its own.


    By the age of 18, her nighttime visions grew more vivid, more lucid. Her hauntings grew further and further out of control, lapping up any spare vis that she could muster from her surroundings. Yuka had become a whirlwind of woe--her very own ghost story. She had, by this point, begun pioneering her own flavor of the Chāyì's antisophy, weaving dark words into the partial runicographies. The focus of her studies had shifted entirely to debilitating magics, and, to that end, performing those magics in ways never before seen.


    Yuka was an artist at her easel. Rage, bitterness, rejection--there had always been a certain violence inside of her, but these tenebrous spells brought a visionary's brilliance to bear. It is often said that pain is a relative thing--and for the lonely, selfish, narrow-minded Chāyì child, these were wounds that would last. She threw herself into her work. In a year's time, her curses and antisophic runicography had grown to the point of renown. There weren't any teachers that would mentor her--many had learned from the mistakes of her prior tutelage--so Yuka took it into her own hands.


    However, that renown was not benign. It stained the Chāyì name with a certain infamy; certain proof that hiding away from the world would create monsters all the same. Aiming to wipe the slate clean, Yuka met the Chāyì's executioner.


    The Crumblethroat did not slay Yuka, though it was well within his means, and his contingency plan. Instead, this massive, hulking mute of a man--name lost even to the family he was raised by--showed Yuka two things.


    The first: pain is relative to the worst suffering one has felt. The Crumblethroat taught this lesson ruthlessly, often by the rod and the switch. Every outburst and umbrage was met in kind, and he performed this task without pleasure.


    The second: Rage, anger, hate--all of those things are pointless without a target deserving of them. Misunderstanding is not a reason to hate.

    This teaching came with the art of catalysmy, the Chāyì devotion to neutrality and inner peace. Magic had been turned on the Crumblethroat before. He would, as he always had, return it in kind with this art, sending Yuka to bed beset upon by her own woes and curses.


    These first days were bitter and painful. They would practice, train, and learn for eight hours of the day, until the Crumblethroat allowed Yuka to return to her room, battered and fettered by the worst curses she could muster. Days were spent so ill that she couldn't even talk, and the Crumblethroat still forced her to learn. Bruises accumulated. By the third month, Yuka could've drawn the woodgrain of the dojo floor from memory. She had certainly spent enough time face-to-face with it. However, by that time, the specters had grown quiet. Before, the Crumblethroat would simply dispatch them as they arrived, pulling their vis into his catalysmic whirls and twirls, but they had ceased to be a real and present problem and had merely become a nuisance.


    The ghosts were quieting. The pain ached, but waned. It had been weeks since Yuka had thought about her unrequited love--and she had begun to question whether it was truly love at all. Her practice with the fine, delicate art of Banes had grown sharper, bolder, more utilitarian--it had begun to become a thing all its own, paired with catalysmy in ways never before devised. While these magics were the tools of vitriol and hate, Yuka's intentions had changed.


    It was no longer about harming those who had wronged her. There was a greater work to devote herself to. Her first project: the Antisophist's Almanac. Yuka had gone through a few copies--often lost or destroyed--but this one was her favorite. She scrawled notes across every page, late into the night, like a woman possessed. Her feverish hauntings had grown almost silent. Her dreams had become--once again--more like dreams than vivid recollections. Her despair seeped away as passion sparked like a firelight.


    Yuka was no longer the Ghost of Aokigahara. Her violence had been tempered. Her woes had been soothed. The Crumblethroat was not a mentor; he was a blacksmith, and Yuka had been honed to the finest point. Every night, Yuka spent hours with a brush, painting the partial runes that defined antisophy. There was a beauty to it. A finery that couldn't be matched. Her poetry had changed to stranger things; less about the passions of romance and the pain of rejection, and more about the quality and intrigue of vis. She had begun to dabble in stanzas surrounding her dreams, and the strangeness of the wights and banshees that haunted her.


    One autumn day, Yuka approached the dojo. Today, she did not plan to train.


    "Master," she spoke, the brightness of certainty and determination glister-gleaming in her eyes. The Crumblethroat watched and listened, unmoving, a boulder in her path.


    "I must go."


    And thus, the boulder moved of its own accord. Wards had ever been a staple of Chāyì domiciles, and every Chāyì was beholden to a single law, fashioned through the use of runicography, rather than the rigorous hieroturgy:


    You must never leave. To this end, every Chāyì's rite of maturity was to unbind the complex whirls and whorls that defined this inalienable law. And it is to that end that every Chāyì receives a book--the Antisophist's Almanac, the truest compilation of runes and runicographic logic in existence. It is, thusly, their goal to comprehend this grimoire, and apply its teachings to the great, binding lock of their estate.


    The Stoplatch of Aokigahara was known for being not the most complex, but rather, requiring a degree of ingenuity to resolve. Within the Stoplatch Room were a litany of ever-moving runes, etched on slats of pure stone. Each had their own effect and intent, and would lash out at the unprepared. To enter the room without proper cognizance of its dangers was tantamount to suicide.


    The Crumblethroat, however, was heedless. Stepping through the Stoplatch Room in a slow, rhythmic dance unbefitting of someone of his immense size, the wards of reprisal lashed out and merely swept around him, as if they were a stiff breeze. His disobeyal was blatant, but there were none who would ever dare question it.


    And then, of course, it was Yuka's turn. Smooth as a silken whisper, she darted hither and yon, turning runes not simply inert, but destroying them altogether. The runes she crafted were destructive, and some--though few--were made manifest on the fly. By the time her work was done, the room was in shambles--save for the Stoplatch itself.


    There was a certain understanding between Yuka and the Crumblethroat. Under his tutelage, Yuka had learned a deep-seated secret that the Crumblethroat couldn't divulge with the speech long lost:


    He, too, was trapped here. Damned to die a silent death. The same means by which his voice was taken also compelled him to remain within the woods--and thus, the Crumblethroat stayed, training the Chāyì through his mastery of catalysmy.


    Yuka, however, was prepared for this, and well-versed in the art of antisophy. Like a rogue picking a lock, she plucked and pulled at the strands, setting off little chain reactions that peeled the Stoplatch off its hinges.


    By the time she was done, Yuka had not only dismantled the Stoplatch as so many had before her, she had destroyed it. She was freed--free to step into that dark night, to breathe air unfettered. The Crumblethroat knew that this day would come, and, despite his own desire for freedom, could only gaze on as Yuka stepped, clothed in her favorite fineries, out into the great unknown. As she fled, an unholy, sickening thud echoed her footsteps. While she didn't dare look behind, she knew that the Crumblethroat had used her. Cowed to the whimsies of the Chāyì, he could not strike out against his masters, nor could he speak, nor could he leave.


    He had used her as a means of escape, after all. Just not the same sort of freedom.


    Bitter tears stung her eyes as she fled into the night. It was a cold, unearthly darkness, lit only by the moon's three-quarters glow. This was a darkness that she had never felt. This cloying, foggy thing--it wrapped around her like a noose.


    It was then that Yuka remembered: she was not alone in the woods.


    Ghostly tendrils writhed around every arbor and branch, blotting out the moonlight and cloaking her in the deepest, most silent darkness. No light could penetrate this pure blackness. Yuka's feet threatened to drop out from under her--her sight had failed her, and now there was only the feeling of bark and the sound of the thicket underfoot. It wasn't the wisps of the Chāyì's fashioning that Yuka feared--it was the dark. The deep, dark unknown, and the very real possibility that there was something greater than mere ghouls in the deepwood. And so, she moved faster. The brush had nettles and branches ripped and tore at her skin, but those were ephemeral injuries. She would not suffer them, just as she could not afford to suffer the loss of the Crumblethroat.


    By the time she had reached the border of Aokigahara, she was covered in scratches and wounds, her clothing partially in tatters. She had hardly made it to the roadside of Fujikawaguchiko before, finally, her legs made good on their threat and she collapsed in a heap of flesh, blood, and cloth.


    By the time she next awoke, she found herself draped in rope and paper tags, lying on top of a bedroll. It was an unfamiliar feeling, like Yuka had fallen out of place. A man and a woman sat in the next room, huddled over a coffee table, watching and speaking in hushed voices. As Yuka approached, their countenances turned almost fearful, but somehow relieved to find her awake and alive.


    She came to know the couple as Susumu and Aimi. Just as she never learned their family name, they never learned hers--which was for the better. The ropes, it had turned out, were pure superstition--Yuka's hauntings had the two terrified that more ghosts were going to spring forth, and so they sought help from Yahatajinja, a major shrine nearby.


    It was around this time that Yuka's accent became incredibly apparent; it didn't have any quirks of the local dialect, and the pair were--of course--curious about other aspects of her appearance, particularly the fact that she towered over the two of them at nearly six feet. She was--to them--a stranger in a strange land, but there was such an organic way to her movement, her enunciation, that she could've been nothing except native.


    Yuka did the only thing she could do. She came up with a ghost story.


    She was cursed by an angry forest spirit to wander Aokigahara for the rest of her days, but she escaped with the help of another, more generous creature. Curses were, of course, a common part of Japanese magical schooling; this wasn't some far-flung tale that no one could've run awry of.


    And so, stories and tales aside, the three formed a strange little relationship. For a time, Yuka lived and worked from their home, doing odd jobs around the resort and generally being something of a local spectacle. While this was fine for a time, Yuka knew that she had a greater goal in mind. There were things that had to be done. The Crumblethroat deserved a grave--one emblazoned with a name.


    And there were Precursors out there that continued to treat life--people--as if they were tools, means to an end. Bidding farewell to the pair she had grown so enamored with, Yuka packed her things and headed for warmer shores.


    There were things to do. Places to see. Changes to make.


    Injustices to fight.


    And Yuka, passionate, idealistic Yuka, would see to it that she did, saw, made, and fought them all. It is to that end that she arrived on the shores of Ominar, and it is to that same end that her virtuous nature flourished.


    ...If, of course, Yuka can find the time between being haunted, hunted, and working a full-time job.



    Relationships



    Ichirou Kobashi-Chāyì:

    Father. Sworn enemy. Well-regarded among the Chāyì as one of the greatest magi of their line. Spectacular antisophist. Yuka doesn't actually know what he looks like.

    Siegmund LeMonde:

    Apparent outlier. Enemy. Flies under the radar for everyone else, but Yuka is fairly curious about his every move.

    Michiko Kobashi-Chāyì:

    Mother. Sworn enemy. Regarded among the Chāyì as a similarly outstanding magus. Practitioner of a wide variety of arts, but specifically a feared psychotrope.

    The Crumblethroat (Deceased):

    Catalysmist. Yuka has personally sworn an oath to give him a named grave. Race unknown; likely human, possibly even Precursor.

    Susumu Ōmagatoki:

    Close friend, licentia.

    Aimi Ōmagatoki:

    Close friend, licentia.

    Makoto Chigase-Chāyì:

    First crush and first rejection. Seen with distaste.

    Amity Wayleigh:

    Boss. Radio host. Kind of rude.

    Cissnei Cselke:

    Coworker. Something of a conspiracy theorist. Good friend, however.

    Peony Camaz:

    Bitter hatred. Yuka appears to be aware of certain things that go on behind Camaz Ltd's closed doors.

    Precursors in general:

    Distrust. If they're a Chāyì, Yuka is likely to attempt to undermine them in any way she can manage.




  • Belongings



    Junk: Yuka always has some strange amount of useless nonsense. Paperclips, stolen pens… She once found a tooth in her pocket.


    Excessive Clothes: Yuka refuses to be seen in public without looking positively striking. It is, perhaps, the result of being a shut-in who dreamt of looking and being a certain way.


    Japanese ID: States that her birth date was 2050. States her height as 180cm. Blood type is missing, strangely. The image only has a passing resemblance, and lacks her characteristic ears. Even the skin tone is off. The whole ID makes Yuka look almost surreal by comparison.


    Her Purse: Yuka's Purse is full of Junk because she doesn't know how to clean it out. The contents of this purse are ever-changing, but there are a few mainstays inside this little clutch disaster:


    Her wallet, a white leather little number that ignites if opened incorrectly--a precaution she learned not only from the Chāyì, but from Susumu and Aimi. Always be careful with your personal information.


    Baku, her phone. Terrible.


    The Antisophist's Almanac, Yuka's Edition. Also terrible.


    Antisophist's Almanac: She wouldn't be caught dead without it. It's the most useful tool for any runicographer, as reluctant as she is to admit its foul source. This copy is white-bound with Yuka's name in hiragana on the front, and absolutely filled to the brim with sticky-notes and as many colors of pen ink as there are colors in the rainbow. This tome details the ins and outs of a variety of runic languages--every swish, sway, and whorl that the great Chāyì house has come across. It comes in various shapes and sizes, usually unique to each Chāyì who holds a copy. It is, also, a mainstay in Chāyì libraries.


    This is the seventh copy of the book that Yuka has ever owned.


    ASPERSIONS AND ANATHEMAS: Yuka's notebook on Hexes, Litanies, and True Banes. Written in English. Leather-bound, gray cover with bright blue embellishments about its edges. A ward sits on the first page that must be antisophized to properly open without it combusting. Named in all caps because its name is scrawled such in bright white ink on the front, in Yuka's hand. Always at her side during research.


    A Horrid Little Book: Yuka's dream journal. Almost comprehensible, save for the fact that it is written interchangeably in English, Cantonese, Mandarin Chinese, and Japanese. Also the only known tome on Woemancy. If someone were to decipher it, they might think Yuka were completely insane.


    The Sad Cabinet: Yuka's liquor locker. A cabinet in her apartment filled to the brim with marijuana memorabilia, alcohol, cocktail implements, and one bottle of sleeping pills. It is, indeed, a cabinet that is both for when its owner is sad, and a very sad cabinet in and of itself.


    Baku: Yuka's cellphone. Smells like rice. The lock screen is a pinup girl. The ringtone is the opening to ちるちる by REOL. There are… So many smudges. It's a little grotesque. However, Yuka would never even think of dirtying her clothes with the little soy sauce drippings on the screen--and the textile just doesn't catch. There are at least seven different really bad mobile games--and we do mean terrible--on this device, and Yuka plays all of them.


    Spell Tags: Usually in her purse. These spell tags make up the basis of her combat antisophy. Simple brush on parchment, all of these tags have half-runes that Yuka can complete as she sees fit.




  • Capabilities

    Mental

    Impressively clever

    Speaks Japanese, English, and Chinese, fluency in that order

    Patient and opportunistic

    Very studious, capable of focusing for long periods of time

    Carries a minor chemical dependency

    Indefatigable strength of will

    Capable of seeing and creating patterns where many are not

    Deeply intuitive thinker

    Severe noctophobe


    Physical

    Physically weak.

    Small stature, extremely light--easily to unbalance.

    Capable of contorting herself into spaces as small as 2 cubic feet.

    Highly dexterous, capable of doing two completely independent movements with both hands.

    Left hand dominant

    Acute sense of hearing. Can hear sounds outside of the human auditory range.

    Highly effective sense of smell.

    Fairly sensitive, especially at her joints; strikes to nerve clusters such as the funny bone are especially painful, likely due to drastic body modification putting a stress on her bones and muscles.

    Lacks human feet; must wear shoes that support her vulpine ankles, as a result.

    Low pain threshold, high pain tolerance.

    Slightly nearsighted, but not to the point of needing any sort of corrective lenses.

    High degree of physical coordination.


    Magic

    [Woemancy]


    The Chāyì strain of Precursor Descendants are unique in and of themselves. While other Precursors gain the knowledges of their past lives at the outset, the Chāyì have those skills locked away. Years of study and practice can unlock these abilities, and, perhaps most importantly, unlock actual memories of times long past.


    For Yuka, her Antecemancy--the divination of moments long past, of ancestors that came before her--is irrevocably unleashed upon the world. Instead of merely gaining the memories of her ancestors, Yuka cannot use the abilities of her priors at all; they spring forth, uninhibited, from her anima, drawing power and gaining substance from the vis in the surrounding area.


    These are not cognizant creatures--they are not sentient. They are memories. As a result, they all have predetermined actions that they will perform, similar to a ghost. Without Yuka's intervention, these ghosts will run wild; they are, essentially, trapped within her velo, and require her concentration--or at least general well-being--to keep under wraps. When uncontrolled, these specters will cause chaos and discomfort to all those around her, much akin to poltergeists. Moreover, Yuka will be plagued by extremely vivid and long-lasting dreams of past lives. She describes these dreams as if she's in her normal body, and she's fully capable of normal thought, but she is totally unable to control the things she says or does.


    It is likely that Woemancy has greater potential than merely the summoning of ancestors. Perhaps, given the time to practice it and not fear it, Yuka might gain greater insight into its meanings.


    [Runicographic Antisophy]


    Yuka's hatred of the Chāyì did grant her one boon: she has managed to pioneer a strange new version of Antisophy, one of the Chāyì's best-kept secrets. Antisophy is more an art than a science. At its very core, this discipline is akin to learning how to pick a lock.


    Antisophy, or the countermagic of runes and the runic language, is a style of magic entirely unique to the Chāyì purely by the nature by which it must occur. Antisophy is characterized by the articulate imprint of a series of partial runes upon the anima, something like taking every possible line present in the alphabet and etching it into your eyelids. The runic language has two necessary components: purity of form, and purity of purpose. Form, of course, is present in the runes themselves. While runes lack a true lingua franca, there are only so many methods of completing a rune; this allows for the presence of somatic antisophy, or combat antisophy--a skill that cannot be taught to non-Precursors.


    There are two target goals of antisophists: to either ruin a rune by destroying purity of form, or overpowering the enemy's vis and essentially hijacking a rune by superseding the original creator's intent. Many of the Chāyì spend decades upon centuries perfecting this skill, and there is no such thing as a true mastery of antisophy, given the conceptual nature of runes. However, a collection of understood runes can be amassed, and meanings can be applied to new runes--that is the basis for the magic of antisophism. The capacity for instinctual magic, moreover, is pivotal.

    Thus, the Chāyì pioneered the concept of the Lexicon, the process of imprinting inscriptions rather than true magics. The rest of these antisophistic half-runes are inscribed in a massive codex known as the Antisophist's Almanac, which Yuka carries with her.



    [Catalysmy]


    Catalysmy is not to be confused with Cataclysmy, the much more exciting cousin that everyone wishes existed. Catalysmy--the art of antimagic using the body and the inner/outer ostium as a catalyst--is a discipline almost entirely unique to Precursors. Many races have attempted to replicate it, and all of them have succeeded in some regard, but Precursor catalysmy--practiced primarily by the Chāyì--is on a level all its own, thanks to the clever usage of their velo. The velo is something akin to a shield around a second set of ostium, and in being so, it is also uniquely capable of acting as a valve. The very essence of catalysmy is the capture of manifested vis in the outer ostium; this flytrap-like maneuver allows the mage--often through the use of a somatic component such as tai chi--to push the vis piece by piece through their inner ostium, pushing it around their anima and out through another hole that they have formed in their velo.


    This manipulation of velo has one unintended effect, however--it also renders them open to another strike, and at some point, enough magical energy will simply overload the user and levy the weight of all of the magics upon them at once. Masters of catalysmy are to be feared, however. The human facsimile of catalysmy is seen in the art of the Shaolin monk, who stands capable of withstanding immense pain and have some degree of simple antimagic. True catalysmists, however, are known to be able to counterattack with all of the vis that has been expended upon them, and, in a perhaps more fearsome manner, metamorphose to adopt the elemental aspects of the world around them and become--temporarily--a vessel for the elements.


    Yuka's extent of understanding of Catalysmy does not near mastery, but it is formidable in and of itself. Her natural skill with manipulating her velo through Antecemancy creates a great deal of trouble for magical opponents, indeed, and renders her quite difficult to damage with explosives and other force-based attacks, as she can create a vis cushion between herself and the blast. To that end, however, a cushion is not going to stop a bullet--she is still extremely vulnerable to the tried and trues. Shoot her in the face.


    Her ability to counter is not present in her catalysmy, but rather, in her usage of Woemancy and, furthermore, the adapted version of catalysmy seen in Choreohexy.


    [Choreohexy]


    The first of Yuka's Pseudobane magics. Choreohexy is, at its core, a perversion of catalysmy centered around creating a Bane as any of the few creators would, but, instead, imprinting it on oneself. This is something like creating a wet sponge; the Bane, instead of staying on the anima as a True Bane would, instead sits in the velo as virulent vis, which can be expunged through the same method as catalysmy. In doing so, the user must absolutely make physical contact for the curse to take effect.



    [Blighted Litanies]


    A corruption of Runicography and Banes, Blighted Litanies are perhaps the greatest example of vocal magic that exists. Technically a form of Runicography, a Blighted Litany is a rune spoken in structure, verse, and cadence. The purity of form is in its recital; it must be delivered with absolute certainty and passion, and its purity of purpose comes from having a True Bane counterpart that it draws from, and one that the user knows completely intrinsically. These verses must be inscribed on the inside of the velo--essentially turning them into runes--and vis must pour through their location in the velo and out through the vocal chords, essentially charging the voice with a rune. This could work with any rune, but the nature of a Blighted Litany is that where each rune would be a sound, a Litany is a series of complex sounds that rapport with deeply internalized knowledge, less like the single-sound of a rune and more like a concerto of concepts that must intercede in a way specific to its wielder.



    [True Banes]


    Yuka is not a regular user of Banes in their intended format. The "soft" Banes described in ASPERSIONS AND ANATHEMAS never reach the anima, but linger in the ostium's pathways and taint the intake of vis, much like arterial blockage. However, she is fully capable of using Banes in their intended method, though she is poorly practiced; she must perform it in a ritual to properly achieve her intended effect, which renders it less than ideal for combat purposes.


    Given this, Yuka's Pseudobanes take note from the Banes she has in fact learned, and render themselves as weaker versions of the true manifestation of the Bane.


    Listed here are the Banes that Yuka is capable of casting and performing, in no particular order.


    The Writ of Seclusion
    A Bane crafted by the Catholic Church, specifically Archbishop Aubert Gescelligne in 1302 AD. This horrid spell is designed to warp the anima's interaction with vis, such that it creates an outward force in the ostium as it passes through the body. As a result, the receiver of the Writ of Seclusion becomes unable to touch any other sentient being, as the Writ is specifically exacerbated by the presence of a second anima in the nearby area. While they may eat, drink, bathe, do all of the things that they would normally do, the Writ specifically renders them unable to ever feel another human's touch again. This also makes the removal of the Writ especially tricky, as it must be done without touching the accursed. This Bane was often used on adulterers within Gescelligne's fief.​
    Yuka uses this Bane in Choreohexy, which temporarily makes it impossible for her--or the opponent--to physically strike one another, regardless of who is cursed.​
    As a Litany, the Writ of Seclusion creates a soft barrier around all things that possess an anima, making it so that physical blows are severely weakened.​
    The Litany goes like this:​
    "Indenture thyself for your misdeeds
    Seclude your misgivings and your vile needs
    Begone, man of desire and greed
    Never again shall you spread your seed
    From you, human touch shall flee
    'Till you are alone as you can be."
    Purgeling Catechism
    A second and older Bane from the Catholic Church. Fashioned by Pope Paschal II himself, this Bane was thought lost to the ages--except for the Chāyì who later reclaimed it thanks to Marco Polo's journey to the East.​
    The Purgeling Catechism is a Bane for teaching; used often on apostates and nonbelievers, the Catechism manifests in two ways: first, a crown of pus and boils ring the head, capped on the forehead with a great cross of blisters and sores. Second, the woeful soul is beset upon by extreme vertigo and nausea, causing them to vomit uncontrollably--thus, a purgeling. This is caused by the vis produced by the anima pushing on the bile and fluid in the person's body, causing it to forcefully exit the mouth and, as time goes on, eventually all facial orifices. It will continue pushing fluid out of the accursed's body uninhibited, until the accursed is a desiccated, dead husk. Usually only used for a day or two, this curse is known to rapidly cause death without the accursed being kept under close watch.​
    However, during the more militant and tumultuous times of the Church, the Catechism was used as a method of execution for blasphemers. It is suggested that the Purgeling Catechism also brought on the Black Plague.​
    Used in Choreohexy, the Catechism causes nausea, and often vomiting if the accursed is struck.​
    As a Litany, it creates a shroud of unease in the surrounding area, and, given time and concentration, can cause vertigo.​
    The Litany reads thus:​
    "Blessed is the one who perseveres under trial,
    because, having stood the test,
    that person will receive the crown of life that the Lord
    has promised to those who love him.
    Woe be unto those who spurn this light
    Woe be unto those who spurn these teachings
    Woe be unto those who spurn that Lord
    Woe be unto you, sinner, for your trial is now."
    Sanguine Fulgur
    One of the 72 Goeteid Banes of the Malefactor Prolix, an extremely prolific Bane author from antiquity.​
    The Sanguine Fulgur uses vis generated from the anima to increase the sensitivity to sounds within the accursed's body, hence the name--it increases it to such a deafening pitch that the flow of blood is as loud as a peal of thunder, like one's blood is lightning itself. It was said to be used to render foes unconscious and send them spiralling into madness. It also renders the accursed essentially immobile, as the creaking of bones would sound as if a house were crashing around them.​
    In Choreohexy, this is used to greatly increase the sound of the accursed's movements, such that only the deaf would be unable to hear their footfalls.​
    As a Litany, it increases the volume of all sounds in the area, making it useful for listening--if you can keep yourself quiet.​
    The Litany goes like this:​
    "Whisper on, little flea
    Clatter now, loud as can be
    Drop a-thunder, O pin, so I might see
    What your sundered secrets reveal to me."
    The Seventh Edict: Guilt
    A Japanese Bane, created by the vizier to Emperor Go-Nara Tomohito.​
    Designed to shame the dishonored who yet live, the Seventh Edict is an insidious magic that is almost like psychotropy. It brings forth memories that the accursed harbor unhappy feelings toward, as the anima sends vis to the synapses that deprive the accursed of pleasurable emotions. Not only that, but the memories materialize as hallucinations, and are impossible to stop without removal of the Bane itself. It causes nightmares, and was an immensely useful tool during the shogunate eras of Japan where the still-living dishonored were more common.​
    As a Choreohexy, the Seventh Edict causes the accursed to hallucinate, specifically hallucinations of recent pain. This is best used against an opponent that is already injured, as it will be as if they felt the same pain twice.​
    As a Litany, it creates a fog of dark emotions and illusions of fearful things in the vicinity.​
    The Litany reads as such:​
    "Emperor, I fear
    That the good times are not here
    What shall we do, sir?
    Emperor, I fear
    That I am my guilty soul's peer
    I shall die a cur"
    Fourth Mote of Samhain and Sidhe
    A wicked Bane of witchy origins--the great Harpy of the Wood, Aoibheann the Red-grayed, wrought this horrid cant along with the Third Mote of Beltane and Annwn during a time when liminal forces were weakest--for she feared the gods might catch wind of her darktime weavings. This Bane is a transformative one; it acts upon the anima such that the accursed transforms uncontrollably, similar to the Ride in the myth of Tam Lin. Eventually, if the accursed is able to settle themselves, their form may similarly settle, but they will forever be plagued by sudden and aggressive changes in appearance.​
    Yuka uses the Fourth Mote as a Litany that shifts the form of a foe to take on major features of a being or animal Yuka chooses. The effect is temporary, but very effective in a fight.​
    The Litany goes thus:​
    "Once was man and now is not
    Here is the thing that chaos begot
    Fettered form fetterless, know this woe
    It is by my hand you reap what you sow
    Writhe, squirm, wriggle and turn
    Your body's own nature you shall spurn
    Once a man, be now wrought
    Of thine own accursed rot."
    Rougarou
    A vile thing indeed, the Rougarou Bane has no known author, but its effects are well-documented and feared. Often confused with the Curse of Wallachia by the uneducated, perhaps the most important difference being that the Curse of Wallachia is considered in scholarly circles to be a Boon whereas Rougarou is most certainly a Bane.​
    The essence of Rougarou is its simplicity--it inhibits the ability of the ostium to properly intake vis naturally, and thus must be done through the devouring of solid matter. Without it, their body won't properly circulate vis, and will wither and die. The important distinction between this method and merely eating vis-infused food is that the devourer must eat the food at a very specific temperature--the body temperature of a human. While this is now more common knowledge--Rougarou often lead very normal lives--there is a second aspect to this curse which is much more gruesome. The jaw of the cursed becomes bifurcated, splitting down the lip and chin, and spontaneously grow a second set of teeth. It is also important to note that this Bane saps internal vis, meaning that the accursed must imbibe food meeting the conditions and vis infusions at least thrice a day.​
    In Choreohexy, this hex steals vis and satiety from the accursed, rendering them both physically drained and ravenously hungry.​
    As a Litany, Rougarou devours vis from the air, including and especially Simulacra. The Litany reads like so:​
    "O Rougarou,
    Bloodied smile genial and blithe
    What troubles do you brew?
    Whose body have you left to writhe?
    O Rougarou,
    Ever do you snicker-sneak
    Starveling thing, you
    With flesh stuffing your beak."





Yuka

"I'm not a kitsune. That's racist."



 
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Kiran Coran


399 | Male | Human - Precursor | Gay | K, Kiki, Coranic

  • Appearance

    Six feet even and 181 pounds, Kiran tends to stand out in a crowd. While Kiran is of Precursor Descendant origin, he usually glamours himself to look human. Kiran figures that pointed ears are far too memorable and dislikes his family history. While Kiran may not age, only people who have known him for long enough catch on to what he really is. To most, he's just that kinda hot bartender with glasses. To others, they see a gleam in his eye when particularly notable customers come into his pub.

    Kiran's glamour tends to downplay his Precursor beauty, and he wears glasses which both hide his face and cure his nearsightedness. Kiran has a few pairs of glasses, some that are more intricate than others. His favorite pair have stained glass design on the hinges of the glasses, which he wears just about every day. Those who see him without his glasses say that he's pretty cute, but he really can't see them without his glasses. He is extremely nearsighted.

    Kiran tends to wear simple clothing both in and out of work. The only difference is that when he's working he wears an apron over his black slacks. He tries not to stand out or make much of a splash in the world besides his pub, which is pretty nice. He tends to aim for more of an English pub feel with darts and pool in the back and televisions for those who want to watch sports. He keeps it fair neat and nice. However, much cannot be said for his appearance. He puts minimal effort into his hair and general skin care. His hygiene is pretty good, but if he weren't a Precursor Descendant he'd always look a little worse for wear.

    His eyes glow an unsettling white when he manipulates vis.
    Personality

    A man of distinguished taste, and yet somehow also kind of a slob. He could tell you his favorite wine is a vintage well regarded by people and that he likes opera, but his sleeping area above his bar is more indicative of someone who never heard of putting things away. He says there's a system, but people aren't sure that's true. The exception is his pub, where he keeps it so clean that it's near sparkling. Kiran cares deeply for his pub and can often be seen there, preparing for work or serving up the best pub food around. Lots of high profile people come to relax and eat well. A little secretive, nobody really knows Kiran's whole story. And he's not the type to explain it either.

    People will claim he's a convict who just wants to lead a quiet life, or that he's just what he seems to be. Kiran is fine with being known as that 'werid human' rather than be affiliated with his family in any way shape or form. He loves his bar and the money that comes with it, and he doesn't really need much more than that. He's a pretty simple guy, who just wants to live quietly, and those that disrupt his quiet will get a polite but firm 'no'. If they continue, they get a polite but firm fist to the face.

    He doesn't give the time of day to people who are rude or look down on him. Even worse, there are rumors about what he does to people who wreck his pub. Kiran often threatens rowdy patrons who feel like they could harm his pub or are rude to him, but really he doesn't need to say much more than 'lifetime ban' to make people fall in line. He loves cooking and his skill shows through, and he's an excellent bartender. Being exiled from the pub means you must have something deeply wrong with you and can even mean impacts on those who go to the pub and see the very public list of lifetime bans. Because yes, Kiran keeps a list on public display. And yes, he does have that list memorized along with faces. It's a bad idea to get on his list, because he will cross the street to avoid you. He just wants everything to stay the same, without change.

    They say that his bad side is horrible, that the reason he has no protection on his pub means that he might be truly a terrible person to fight. They're right. Kiran is a brutal fighter. Anyone who gets into a serious fight with him goes to the hospital, no questions asked. He never holds anything back on people who slight him. No matter how old or what race they are.



  • History

    Born into the Chayi subfamily of the five Precursor Descendant families in Japan, Kiran was raised in high society and taught only at the finest schools. He was a product of one of the arranged marriages, and his mother and father held no love for each other. He really had no ties to anyone and being an only child his parents tried to spoil him rotten and bribe them to their side. The problem being that Kiran really didn't want any of what his parents threw at him. When he was 16, he found a pub called The Gates of Hell and it quickly because his favorite place to be when not at home. The then owner took a liking to him and hired him as server. Since Kiran didn't really need the extra money at the time, he'd just put it in homeless people's hands. Greg Coran became his real family and Kiran was the happiest he'd ever been, and for a moment it felt like he didn't have to deal with his family drama. He hated having to play the diplomat and try and mitigate his relations, and even more so other people. He liked the pub, which served food and if someone complained they could be shown the door.

    Eventually, he was called to be more active in the family and he had to decide between staying at the pub or being a figurehead for some small trading company he didn't care about as well as inheriting some anima from an uncle he hadn't really known all that well. Pressured by his family, he decided to work for the small trading company and was fairly good at it for a while, but felt unsatisfied by what he was doing. It was acting like he cared when in reality he felt far away from what everyone was doing day to day and was so bored he took up cooking. He became pretty good at it, and decided to maybe try his hand at bar tending from time to time.

    On a whim, Kiran visited the pub that he liked when he was younger, only to find out the owner, Greg Coran, had passed away about a week ago. Kiran decided to first prepare money to buy the pub for himself, but received a missive about his inheriting the shop instead. Greg Coran had no blood family, it seemed. Kiran owned this pub and had a subordinate run it for a while, until it was burned down by ruffians in the bar that the subordinate couldn't stop. Seeing the island city far away from the ashes of his precious bar, Kiran saw opportunity. That new manager of the budding Trade Company had an 'accident' happen while he was overseas and some guy named Kiran Coran had landed in Ominar with a enough money to his name to do anything he wanted. He built a new The Gates of Hell around where Inerva University would later be founded.

    For a while, the glamour Kiran used looked less like his actual self and concealed his identity a bit better, but after 100 years of owning the bar he let it look like him but human after about thirty consecutive years. Legally, he is Kiran Coran the Third, the previous two retiring at seventy and insisting on wearing glamours the whole time. Whether or not the patron believe it, they overlook it for the sake of quiet drinks and great food.

    The VIP table in the back is known as the Greg Coran table in memory of the person Kiran considers his actual father.
    Relationships

    Kiran's family- He doesn't have it on his door, but they're all lifetime banned. They know what they did.

    To be edited as needed.



  • Belongings

    The Gates of Hell- His pub is a pretty good place to be. Do you have money? Then you're welcome inside as long as you're not going to harm anything. Heck, if Kiran likes you enough he'll serve you a plate of food for free if you need it bad enough. The pub is simple and is renovated often enough that nothing feels too 'old' or out of place. The pub itself has a section for tables, a bar, and an area for people to play pool and shoot darts. Everything is clean and neat, and draws a steady amount of people thanks to the college. The locals tend to highly praise this place as a place to get a good drink without too much hassle. The inside is larger than the outside due to spacial magic of course, but that only makes it slightly larger than the average pub. The Greg Coran table sits at the back, walled off enough to prevent people who would snoop or pry. The door has a list on it, with the title 'Lifetime Bans' the names are 'G. Mesh, L. Butz, and W. Wilson'. Upstairs is a livable small living area with a living room and bedroom.

    Box Knife- a simple box knife. It's easier to keep one in his pocket than deal with making one every time.

    Cellphone- a modern and comfortable cellphone.

    Glasses- runes on the inside help maintain his glamour without having to expend vis in order to do so. It's more so he can put it on without effort in the morning. They're also to treat his nearsightedness.

    Pick-Me-Up Potions- Bought to help him keep going during rushes or after long nights. They're mocha flavored.



  • Capabilities

    Mental

    Quiet
    Can Read Emotions Easily (Although he doesn't want to)
    Loner
    Magically Gifted
    Cooking Expert
    Bar Tending Expert
    Quick Witted

    Physical

    Faster than a normal human
    Stronger than a normal human
    Heightened reflexes
    Highly Dexterous
    Brutal Brawl Fighter
    Magic

    [Runecraft] - Imprinted. Typical Runecraft skills, and has the master level from his Uncle. Who inherited it and so on. Thousands of years of knowledge culminating in being able to make a glamour that runs to deny his heritage. There would be something hilariously ironic about it, but if Kiran actually wanted to, he could probably teach an advance Runecrafting class. He once considered trying to make a runic chain that would allow his clothes to wash themselves, but decided that it wouldn't help him. He did expand the space inside the pub on his own, and then decided that if he made it much bigger than that he'd probably have to hire someone.

    [Reification] - Imprinted. Talented at this skill, he uses it mostly to make new knives or equipment in his kitchen. He also uses this in his Runecraft, naturally. While the new items aren't enchanted, he could probably put effort towards that if he wanted to. However, he doesn't need to.

    [Spatial Magic] - Imprinted. A fairly talented teleporter, he could take others with him when teleporting. His limit is about 5 other people. He can also alter spacial dimensions. He could make the pub a sub-realm, but then that'd mean he'd have to do stuff in order to make sure that it wouldn't become unbalanced and then he'd fuss over it. He could simply properly teleport, but he likes using spacial portals so he can throw his groceries through without having to go back and forth. Thousands of years of experience and Kiran prefers to use this imprinted magic for groceries. He considers it fussy, but a useful tool for making sure his groceries get home quickly and he doesn't have to carry them everywhere.

    [Glamour] - Learned. He taught it to himself to try and blend with with normal humans when growing up, and it was stressed to him that he needed it to help blend in. It comes in handy now, but mostly he just uses it to look human. Since his family figures him dead, there's not a huge point in this, but he also doesn't want to draw attention to himself either. Nobody knows what new family drama has come up in recent years, and he isn't eager to find out.






The Hanged Man

"I'm a bartender, not a therapist."



 
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BADNEWS

Anger | Female | Licentia | Freelance Assassin

  • DnJrTQGUYAA5YAV.jpg

    Capabilities

    Mental


    Unknown

    Physical


    Unknown

    Magic

    [NO INFORMATION FOUND]






 

Gael Blanchette

100 | Male | Precursor Descendant | Heterosexual | The Pale Crow

  • Appearance

    Gael is a rather intimidating individual at first glance, a tall looming shadow of a man with eyes such a pale shade of green that most think them gray at first glance. His lither muscular frame is covered in a number of scars both savage and precise, pale skin made a tapestry of his life as his Mistress' experiment and fighting hound. In terms of clothing, he doesn't have much preference beyond darker, monotone colors such as grays, blacks, and sometimes browns or reds, though most often he'll be decked out in whatever type of Armor nuit provides for him, usually something lithe and organic looking.. His most curious visual quirk, however, is that he constantly has strange symbols floating around his head, white pictograms composed entirely of vis. Spending enough time around Gael will lead one to discover that these pictograms often display vague inclinations of the Descendant's current mood, desires, or feelings at any given time if he's not actively controlling them. Often times, he uses them in place of verbal communication which can be difficult if it's someone he's not known for too long.

    Personality

    Gael's first impression is that of an emotionless blank slate. His face hardly ever seems to change, his movements are generally lethargic and lacking in purpose, and he hardly ever says as much as a single word to anyone. To be certain, this isn't an entirely false idea to have of him, as many facets of what make most people, well, people are absent from Gael. He was never truly allowed to develop these traits, at least not outwardly, and so he has no known way of truly expressing himself aside from how he chooses to serve his Mistress both on and off the battlefield.

    That said, Gael is not an unthinking puppet of the Fae Princess, far from it. He is an intelligent man if a bit simple-minded, with all of the warrior spirit and tenacity that his family is renowned for. Along with this quiet determination, those who spend time with Gael will find him to be surprisingly earnest and kind-hearted for a man who grew up under the tutelage of a Fae Princess of the gloaming court. While not a pacifist in any way, more often then not he refuses to kill those he fights unless forced to, whether it be by circumstance or an order. he often wants for little and less in life, finding fulfillment in serving diligently when required and just enjoying peace when not.

    As of the last few weeks, however, Gael has found himself getting distracted more often then he'd like to admit. it his first time interacting with the culture of Medius, having been kept away in the Spider's demi-plane for much of his life for the purposes of his augmentation and training. Despite this separation, he had always had some interest in the subject, having fought more than a few individuals from Medius. This curiosity eventually grew into an intense state of wanderlust that was only just held in place by his devotion to his Mistress, so to now be allowed to travel the entirety of the realm, he finds himself feeling overwhelmed and yet, strangely excited. More so than he'd ever been before, Gael is eager to meet the challenge set before him and try to see all this world has to offer and what he can possibly learn from it.


  • History


    Mother was a non-Scion member of House Louviere and daughter of Fandaniel. She was captured by the agents of the Spider(who in truth is the Gloaming Court fae Princess Erissa, though she acts through a proxy servant that takes on the mantle in her place) and studied once it was discovered that the child she carried was not exactly normal
    The mother was returned to the Louviere family once Gael was born, though her mind was completely shattered due to any memories she had of being amongst the Fae had been violently ripped from her mind, leaving her as little more than a brainless vegetable for the rest of her days.
    Gael was raised by the Spider as her personal experiment, finding his innate skills and strange longevity made him both a fascinating object for study and a useful asset to bend to her will.
    Many years were spent training, augmenting, and studying Gael, the latter in the hope of somehow transferring his innate skills into the Spider's own creations, though she has found little and less success in that endeavor but has yet to stop trying. Gael, meanwhile, proved to be an extremely devoted and diligent servant, doing as she said without nary an outward complaint despite the inherent generosity and kindness that he possessed.
    After 100 years of training in her special fighting pits, Erissa decided that there was nothing left for Gael to learn with her, and gave him the order to go to Ominar for the purposes of joining the IHO, as the she was certain his skills would allow him to achieve a high rank in the organization, something that she planned to take full advantage of since, even if his devotion to her somehow changed while he was away, she had his true name within her possession. As such, no matter what happened, he was hers for all his life.
    Upon arriving in Ominar, Gael quickly found himself wandering the streets with no real home, gathering as much information as he could about the IHO while also losing himself in the culture of the city, his innate curiosity and wanderlust driving him to do at least a little exploring before starting his mission.

    Relationships




  • Belongings


    Nuit: A rather interesting and novel creation by the Gloming Court through the alteration of a breed of parasitic Licane that had often been seen as a dangerous nuisance with the lands of the Fae, Nuit is, in actuality, a hive of symbiotic Licane, with the queen having attached herself to the base of Gael's neck, her tendrils deeply interwoven within his spinal cord and nervous system. From there, a number of ' princesses' are spread throughout the whole of Gael's body, set in key positions along his nervous system to promote speedy and accurate transferal of information from Gael to the Queen's Drones, which are often rest dormant within his body, taking a form similar to silk that can be shifted into various styles of comfortable clothing apparel, as well as just rest within the fibers of his muscles.

    On command, Gael can have Nuit awaken her drones, causing them to spring into action to swarm over Gael's body, quickly forming a suit of armor over him that proves rather effective in protecting the wear from impacts and penetrative attacks, something that Gael can further improve by weaving Reification into the Armor, which often changes the appearance slightly to take on a more Avianesque shape, the mask, in particular, taking an image similar to that of a crow's skull, which gives credence to his moniker among the Spider's Fighting Pits. Nuit also helps Gael punch a little bit above his weight, given some slight reinforcements to his muscular structure, though more often than not, when it comes to fighting mages and Licentia specialized in pure brute strength, Gael will lose if he tries to fight them on their terms. The armor can also be altered at times to change shape, usually, if he needs to add something like claws to help him grip onto something or shift more drones to a specific area to help defends against a particularly hefty blow.


  • Capabilities

    Mental

    Gael is a person of a rather astonishing level of willpower, often allowing him to resist the effects of psychotropy due to just the pure strength of his will, though this also leads to him being rather stubborn and single-minded when it comes to the few things he feels strongly about. A fact that makes up for his rather . . . lacking skills in most normal areas of academia. While quite proficient in magical skills, his whole life has centered around learning how to act as his Mistress's Right hand, whether it be in his ability to infiltrate or his skills in battle. However, this has left him deficient in other areas, such as mathematics, some areas of what people consider 'common sense' and any forms of social etiquette, especially when it comes to things such as personal space, keeping his hands to himself, and other such behaviors that most people take for granted. That said, he's a quick study, so it shouldn't take long for him to adopt such behaviors if told to do so, though he will likely slip up every now and then.

    Along with this, he is also a highly perceptive individual, though such is to be expected of someone raised within a Fae Court, where trickery and deception oft run wild. A notable facet of this skill is his attention to small details. Things that most people gloss over, like the rhythm of someone's breathing, the fleck of dirt on the hem of a jacket, or even the way they hold their hands when they aren't doing anything, all of these are things that he can't help but take notice of, though rare is the individual who notices it due to the lethargic way he holds himself around most.

    Another interesting facet of Gael's mental capability is his spatial awareness, both in terms of Spatial magic and in just things being within a certain distance of him. While this is something that was heightened by his specialization into Spatial magic, the skill in and of itself isn't magical in nature. It's that same feeling you get when someone enters your personal space, an awareness of a presence that sets you on edge. It's only that, thanks to his training, Gael's 'personal space' is a rather large area, giving him an awareness of anything within 5 meters of him. This offers him a sort of sight without sight, making it difficult to sneak up on him or try to take advantage of any obstructions to his sight that he might have. It also alerts him to any alterations in space that happens within the range of his sense, such as if someone attempts to teleport in behind him. This sense, of course, does not work through solid objects or the ground and can be disrupted if there are a bevy of dimensional disturbances within an area, making it difficult for him to know how to react in such situations.

    Physical

    Gael has inherited a bevy of martial skill due to his Precursor blood and while this gives him mastery in practically every weapon that he comes across, he has shown a particular skill in the wielding of swords, striking his opponents with a flurry of swift, crippling blows, intent on leaving them too weak to continue fighting or resist the killing blow after he's cut down their defenses. His skill with blades is further enhanced by the augmentations made to his body by his Mistress and her Mentor, The Spider, increasing his physical abilities and senses to a level far above what is capable of the normal human. This is most apparent in his speed, dexterity, and reaction time which are enhanced to a point where he can easily keep up with a speeding car, keep his balance on the thinnest of tightropes without fail, and even manage to block a bullet coming his way.

    To further elaborate on the latter point, Gael's reaction time is based not on his normal senses, but the spatial sense described above. Through this highly tuned sensory skill, he has the ability to react to a bullet being fired right behind his head simply by feeling the mechanisms within begin to move. As such, while his body can only move so fast to deal with threats, his skills with magic he has properly master allows him to react in a seemingly prophetic manner depending on the situation.

    As far as durability is concerned, however, while he can likely take more punishment than a regular person, he is still a human being. As such, even his body has limitations to how far he can push it, even though he often tends to ignore these limits in favor of fighting on through both pain and injury.
    Magic

    Gael magical potential is quite large, not only due to his physical composition as a Precursor descendant, but also the augmentations his body has undergone at the hands of his Mistress, the Spider, to further improve his ability to wield and Manipulate Vis. As such, in terms of the MASS, he would likely rate a solid 4, having an innate sense on how to bend Vis to his will. When combined with the skills gained by his Louviere bloodline and position as the Scion Lahabreha, this has made him as skilled a practitioner of the mystic arts as he is with a blade.

    [Annulement of Nothings[Imprinted]] - An interesting evolution of the Louviere's specific skillset, Annulment of Nothing is a Boon that Scion's of the Abyssal Celebrant inherit through their bloodline that allows them to enact a field of Vis around their body that doesn't just cancel out any Vis that comes into contact with it, but also cancels out any attempts to recognize said individual's presence or any traces that they could possibly leave. Eyes simply pass over them, Vis monitors can't read them, thermal cameras see no abnormalities, even the use of psychotropic and hieroturgical systems prove ineffective in catching a Lahabreha that does not wish to be caught. It is essentially an ability that makes it so Gael doesn't even read as an existence to anything that tries to perceive him, and to this day, the only thing that has managed to break a Lahabreha's Annulment of Nothing is the Sight, and even in these instances the Annulment of Nothing still shrouds the individual enough so that they appear as little more than a living silhouette that appears almost like a hole in reality.

    As useful as this skill is, it is not without limitations. In order to even be used, the subject in question must be capable of entering and maintaining an almost trance-like state, which can take anywhere from a few minutes to a couple seconds to do depending on the individual Scion. this trance requires that the individual remains completely absent of emotional responses, being as empty within their mind as they are perceived by those around them, and thus if they ever find themselves in a situation where their emotions are constantly in flux or come across something that manages to upset them, it will cause the Annulment field to break and render them perfectly detectable. They also cannot kill or attack others while under the effect of this ability, as the killing intent that deciding to attack another individual brings up also tends to break the field, as does any strong enough level of pain to break the Scion's focus. The latter is a bit less reliable, however, depending entirely on the individual in question

    Next, while the Scion's cannot be perceived, their absence from the world can sometimes be used to find them. For example, if one were to be aware that a Scion of Lahabreha was near and unleashed a wide AOE magical attack, they would be able to target the Scion by noticing where their magic seems to simply break apart as the Annulment field protects the wielder, and thus follow it up with another attack. While the ability gives the appearance of non-existence, the Scion still inhabits that space and can be affected as normal. That being said, magical attacks tend to be less effective than physical due to the nature of their Annulment field.

    For Gael specifically, he is quite skilled in using this technique and is often capable of fully entering the trance required in about a minute if need be. He can also create a sort of half-measure effect that serves to hide his Vis presence, somewhat muffle any sounds he makes, being able to enter it faster(about 10-15 seconds) and attack without breaking it in exchange for the complete erasure of presence that it normally provides.

    [Spatial Magic] - The first Scion of Lahabreha was renowned for his skills with spatial magic, and these skills shine ever so brightly in Gael. Along with his innate mastery of Spatial magic allowing him to easily teleport from place to place, create and maintain both personal and gigantic portals, along with Demi-planes, at will without too much difficulty, Gael is capable of a rather neat trick in battle to further his abilities to both infiltrate like a ghost and dance across a battlefield uncontested. In a similar way to how Annulment of Nothing covers one's entire body in a field of Vis to erase presence, he covers his body in a thin layer of Spatial magic that can be activated on reflex to connect the spaces on either side of his body and causing the object that activates to not interact with the space between the two points. This allows him to seemingly phase through physical attacks with relative ease. However, it's interactions with magical attacks isn't as cut and dry. The addition of Vis can at times destabilize the effect slightly, often causing the offending the attack to either rebound off him(possibly knocking him over depending on the strength of it) or causing the field to just outright fail and allowing the attack to hit him as normal with addition of a rather painful vis feedback loop. This also makes it so his phasing abilities cannot be used in conjunction with his Annulment of Nothing ability.

    Another use of this ability is allowing him to pass through solid matter by completely covering himself in this field. However, this is best avoided to use on thick or vis-charged barriers. The latter for the weakness already stated, and the former due to the fact that while he can do it, his movement while completely covered in a material can be rather slow, maintaining his ability to hold the magic becomes increasingly more difficult, and his oxygen supply can become quite an issue. These issues can also become expedited depending on the density of the material in question, often making it much too dangerous for certain materials.

    [Glamour] - Gael is a skilled practitioner of Glamours, learning from the Court that can often be considered one of the masters of this particular school of magic, able to make very convincing illusions in a flash, though often they can't hold up to intense scrutiny, especially by those who know where to look. As such, it is mostly used as either a way to distract or misdirect his opponents with sudden illusory attacks or effects. He can also use it to help him blend into his environments or obscure his features if he feels he needs to do so. While proficient in the art, Gael is not nearly as dedicated to its use and practice as with his other skills, and as such, more complicated uses of the ability do still require some form of somatic or verbal components to ensure proper casting.

    [Vis Sense] - Like most skilled Mages, Gael has developed his senses to pick up traces of Vis in his environment. While his ability to pick apart exactly what he's sensing isn't as skilled as it could be, he can easily tell when Vis is being used anywhere within 20 meters of him, as well as use it to read the innate magical capacity of an individual if he focuses on them in particular.

    [Student of Warfare[Imprinted]] -Another skill gifted to him by his Precursor blood, Gael carries in his blood the Imprinted memories of generations of Louviere Scions, drawing on their experiences and skills to hone himself into a truly masterful combatant. Due to this, Gael is able to claim some level of mastery over most, if not all, conventional weaponry and can likely figure his way around the use of unusual weapons as well. The sword, however, is his weapon of choice, preferably ones well suited towards fast slashing attacks, but he is able to switch between multiple styles of swordplay with little effort, having spent many, many years in honing his martial skill to a potent edge so that he can adapt to any foe he comes across.

    Even without a weapon, Gael is perfectly able to defend himself with a number of hand-to-hand styles at his disposal, though often he prefers to disable his foe with powerful strikes to vulnerable areas, often relying on hand-to-hand when in a situation where he feels using his sword skills would be overkill for his current opponent, or if facing someone he doesn't want to risk severely injuring.

    [Reificiation:] - Another skill that Gael has developed quite skillfully is the art of Reification, making it rare the time that he finds himself truly unarmed in a situation. Unlike the normal form of reification, which often takes a form similar to that of pure energy, Gael's reification appears much closer to a crystalline structure, almost like a diamond with a core of lightning being refracted throughout its entirety, able to cut through or at least damage most un-enchanted materials with ease. Aside from the creation of effective weaponry, Gael is also able to use Reification to reinforce Nuit's Armor swarm, his vis weaving into the microcosm of drones to create quite a durable and, more importantly, shock absorbent suit of armor to protect him in the even that his phasing ability isn't viable, along with the creation of shields and small cover depending on the situation at hand.

    Another popular construct that he has grown fond of creating with reification is that of creating silken strands from his Vis, a skill he learned from the Spider and has a great many uses. From restraining troublesome foes to slicing weaker ones apart, to even making a rather effective improvised bonding agent, it is a skill that suits Gael's skills well. The types of webbing he has in his arsenal include deceptively sharp strands that can easily cut through flesh but can be easily broken, an adhesive webbing that is extremely tough and durable, and an equally durable rope-like silk which can be used to construct a variety of structures and constructs if given time, but also proves useful in it's regular base form. As these constructs are made from his Vis, all of his Webs can be coated in an Annulment field, often making their ability to restrain foes that much greater if the target in question is reliant on magic as completely wrapping them up will render them effectively powerless due to the annulling properties in the web.

    [Annulment[Imprinted]] - As previously stated, Annulment is the practice of creating a field of Vis that is a trademark of the Louviere family of Precursors. An effective form of anti-magic, Annulment allows the user to coat weapons and armor in a field of Vis that will convert any external sources into a similar energy pattern as the field itself, essentially canceling out the magic or, if failing that, often weakening it by a good deal. Gael can also weave this field into the armor created by Nuit, somewhat lessening its effect but in general offering him more overall protection depending on the situation.







  • A Ghost on the Wind

    ". . . ."





 
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