Map & Compass | OOC

Sketching101

Coup de Gravy!
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Writing Levels
  1. Intermediate
  2. Adept
Preferred Character Gender
  1. Male
Genres
Fantasy, Scifi, Mystery
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|| Lore || IC || Character Index || OOC ||

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Credit to tyleredlinart

  • Rules
    1. Follow the CS guidelines on the bottom. If you need any clarification, don't shy away from asking.
    2. Color-code dialogues "like this" in any colour you want. (However, keep in mind that most people use the default layout! So try not to use colours that are too dark.)
    3. Do your best to avoid meta gaming and power gaming.
    4. Short posts are acceptable-don't feel obligated to write extremely long posts on your own- but try to have at least one good paragraph that adds to the situation somehow.
    5. Try to post regularly - or if you can’t, try to keep in touch about your situation so we can plan accordingly.
    6. All IC posts must be written in third person.
    7. Romance is great! But if things get too 'heated' then please fade out and take it to PM's.
    8. No photos: for all character descriptions, use drawings, please. If you struggle to find anything, I could try to make something or give you some references to use.

  • WIP



  • CGLRIjb.jpg

    Art credit to Min-Nguen
    Welcome to the RP! This is a brief guide for what to look out for when creating your first character. First, I’d suggest going over the three places you can start from: Ithya, Enia, and Aepia. You can find information about these in the Lore page (along with most of the stuff we’ll be talking about here). Briefly: Ithya is a large commune of anarchists fled from Enia, Enia is a powerful and prosperous kingdom, and Aepia is another kingdom in the midst of a civil war. You can have your character be from any of these countries. After deciding on a name and general idea on what kind of character you want to play, it’s a good idea to build your character’s backstory, skills, and appearance around that core idea. Once that’s done...

    The story starts as many do, on a prisoner transport airship headed toward a prison world. How were you caught? Were you a noble in the academy, showing off their abilities to their lowly classmates? Or perhaps you’re a royal whose polymorph birthmarks grew on their face, and the Templars finally had the gall to take you in. Or if you’re an Ithyan, were you out on Irve on an excursion? Or perhaps the Templars came to Ithya looking for trouble with the anarchists, and found you.

    Next step, one of the most fun bits: What kind of extravagant magic does your character use? Are they acrobatic? In that case, perhaps they can use magic that helps them show that off! Are they a musician? Why not use magic like the magic bards do! Or perhaps you want to do something completely different with your magic, than your character’s past. Be creative! And remember, one school of magic isn’t necessarily one function, but simply a theme. That is to say, if your theme is time magic, you don’t have to be limited to slowing time. You can add any kind of magic that would be reasonable and thematically fitting. Say, one thing you could have as part of time magic is healing wounds, by restoring something small to its previous state. This doesn’t have to be through the manipulation of time, but rather applying the logic used to manipulate time to healing magic. Or a geomancer could alter their skin to harden like a magic stone armour, without necessarily using earth magic.

    Do you want your character to start with the essence of a creature? If so, what kind of creature is this? Is it a canine beast, a sea serpent? Or is it a dragon? And what does the Sopia they have do for your character? Perhaps your character can now sprout wings, breathe fire, turn semi-invisible, see in the dark, grow giant claws, breathe underwater… Or perhaps you can turn into the creature! As a polymorph, these are your greatest advantages over those that imprison you.

  • Code:
    [center][img]*Appearance image here* (If you have difficulty finding images, you can come to me. I might be able to help you find one, or draw one for you!)[/img] 
    [font=Courier New][color=]*Name *[/color][/font]
    [/center]
    [spoilerbb=*Character Name*]
    [color=][b]Name :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Gender/Sex :[/b][/color] (whichever you prefer to mention)
    [indent]
    [/indent]
    [color=][b]Age :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Physique :[/b][/color] 
    (Is your character ginormous? Tiny? Do they have horns, wings, tails, extra limbs, extra eyes…What’s their build like? Their height, weight, etc. No need to go into detail unless you want to!)
    [indent]
    [/indent]
    [color=][b]Backstory :[/b][/color]
    (Where did your character grow up? What events lead to them becoming who they are now? Go into as much detail as you feel is necessary, but don’t feel pressured to write an enormous backstory! Just try to have some substantial events about your character’s past that had an impact on how their personality developed! One question that’s worth answering is how they were caught as Polymorphs by the Templars? [If your character is from Ithya, refer to the character guide in the previous tab])
    [indent]
    [/indent]
    [color=][b]Affiliation :[/b][/color]
    (Is your character part of an organization? Optional: If yes, what’s their role within that organization?)
    [indent] 
    [/indent]
    [color=][b]Personality :[/b][/color]
    (This is usually the least fun part, but try to think of how your character would have turned out after living through their lives. This isn’t a strict guide for how your character will behave, as that will likely change quickly once you get a chance to test them out. Just write whatever you want here.)
    [indent] 
    [/indent]
    [color=][b]Skills and Talents :[/b][/color] 
    (Includes non-combat abilities as well. Does your character sing? Are they a good cook? Can they solve a Rubix cube in under a minute?! Go nuts!)
    [indent]
    [/indent]
    [color=][b]Schools of Magic :[/b][/color] 
    (Describe the kinds of magic they specialize in. You can have 2-3 specializations, for fun combos. For details on how magic works, I would refer you to the Lore page [you can find a link at the top of the OOC page]. Otherwise, you can come to me with your questions!)
    [indent]
    [/indent]
    [color=][b]Sopia :[/b][/color]
    (Is your character a polymorph? If so, what kinds of Sopia do they have? What do these essences allow them to turn into, or what buffs/debuffs do they get from them? You can have one Sopia active at a time, but you can have up to two non-active Sopia.)
    [indent]
    [/indent]
    [color=][b]Gear :[/b][/color]
    (A musical instrument? Weapons? Notebooks? Motorbike keys? Clothes?)
    [indent]
    [/indent]
    [color=][b]Other :[/b][/color]
    (Anything else you want to mention? You can also make your own categories like this, if you want to expand on something specific, say, your character’s [color=][b]Relationships :[/b][/color])
    [indent]
    [/indent]
    [/spoilerbb]
 
Last edited:
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kyNo7yT.png

* Silbur Dei Allinari*
Name : Silbur Dei Allinari

Gender/Sex : Female

Age : 19

Physique :
Silbur stands at an unimposing 5'2" with a petite frame that deceives many into thinking her younger than her 19 years. However, she's wiry with lean muscle. Blue-patterned butterfly wings sprout from her shoulder blades, translucent but sturdier than they look. Still, they are not strong enough to carry her weight and are purely cosmetic. On each of the palms of her hands, Silbur has an extra blue eye. Though she normally keeps them closed, she can use them to see. Over the empty eye socket on the right side of her face, Silbur's skin is marred by a deep violet birthmark like a comet, its tail curling behind her ear and extending down the back of her neck and spine.

Backstory :
Silbur was born as one of the legitimate children of the king of Enia, to the small noble family of Allinari, and to the chagrin of her mother's husband, who was a clandestine supporter of Ithya's anarchist non-government. Her birthmark showed on her right eye immediately, and her mother begged her husband to do something about so that Silbur would be spared. Before she could be seen in public, he used his magic to remove her right eye, covering it with bandages and claiming illness had taken it from her.

As Silbur grew, the birthmark spread to her eyelid, and eventually over the entire socket, but it was easily concealed by an eyepatch. She showed an immediate affinity for magic concerning electricity, as well as an inability to ever do as she was told. She wandered into the territories her family oversaw, befriending the lowborn children despite her parents' repeated orders not to. Eventually, guards were ordered to accompany her. Silbur's best friend was a young, lowborn girl named Teiya, who had strong, dragon-like wings. The Templars caught them, one day, flying around. Teiya could manipulate the winds, allowing Silbur to fly even on her gossamer wings, and for this infraction, the Templars executed Teiya. Soon after, Silbur was sent to the royal academy.

The incident with Teiya and the Templars stuck with Silbur. She refused to cooperate with most of her magic lessons, preferring instead to sharpen her skills by fighting with the other royalty and nobility. Her birthmark continued to spread down her neck and back, but she consistently wore her hair down to hide it. She did excellently in her non-magic lessons, announcing her intentions early on to return to her family's territory and lead, but most of her instructors were convinced she lacked the skill and control to ever be a noteworthy mage. Silbur did a great deal of sneaking out during her time at the royal academy, and her position gained her many acquaintances and informants at nearby academies.

When Silbur finally graduated, she returned home and began to slowly accept more and more responsibility over the territory. However, with this, she also gained access to her family's funds and resources, and she began to secretly send support to the Aepian anarchist rebels. Inevitably, the Templars came to their lands to investigate. To save the family name, her father turned in his unrepentant daughter as a polymorph and a traitor.

Affiliation : None.

Personality :
Silbur is a spoiled, imperious brat, used to getting her way. She speaks and acts like the princess she is, hard and indomitable as steel. Quick to anger, she is known for her short temper and reluctance to forgive even the most trivial of slights, seemingly willing to carry a grudge to her grave. Her stubbornness is close to limitless, and it enables her to endure most of the hardships her privileged life did not prepare her for, but you can bet she’ll be complaining. Silbur is not the type to suffer in silence, nor is she the type to let one forget they’ve wronged her. Still, she’s an excellent ally in a pinch. She has no qualms helping people who need it, even if it doesn’t further her interests, and if someone has earned her friendship, she will move mountains for them. On the other hand, for those who’ve earned her ire, she will throw everything away to oppose them. Her sense of humour has a bit of a cruel edge to it, but she wants the world to be fair and is willing to fight dirty until it gets there.

Skills and Talents :
Close range knife fighting, sleight of hand, jewelry-making, dancing, mimicking accents

Schools of Magic :
Her specializations are metallomancy, the manipulation of metal, and electric magic.

Sopia :
Active Sopia: Giant ursine creature. It allows her to turn into a 3m tall brown bear.
Non-active Sopia: Giant butterfly, giving her wings the strength to carry her, but gives her a significant weakness to cold. When the temperature drops too low, she becomes unable to move. And, a shadow cat, giving her stealth in the instinct to move without sound, and heightened hearing and smell. Her ears change shape to become more feline, and her nose gets wetter. The pupils of her eyes thin to slits, and she becomes nearsighted and unable to see most colours, but she gains improved night sight and a wider peripheral vision.

Gear : Her eyepatch, jewelry (earrings, two necklaces, three rings, three bracelets), two fighting knives, six throwing knives, a deck of cards, a small coin purse, her jewelry-making equipment (metal cutter, pliers, small hammer, tweezers, a small metal file.) However, everything except her eyepatch and deck of cards was confiscated upon her arrest.

Relationships : PM me if you'd like to plot something out~



Here's what I got so far. If I made any incorrect assumptions about your world, or if you just don't like anything, lemme know and I can change it. :)
 
kyNo7yT.png

* Silbur Dei Allinari*
Name : Silbur Dei Allinari

Gender/Sex : Female

Age : 19

Physique :
Silbur stands at an unimposing 5'2" with a petite frame that deceives many into thinking her younger than her 19 years. However, she's wiry with lean muscle. Blue-patterned butterfly wings sprout from her shoulder blades, translucent but sturdier than they look. Still, they are not strong enough to carry her weight and are purely cosmetic. On each of the palms of her hands, Silbur has an extra blue eye. Though she normally keeps them closed, she can use them to see. Over the empty eye socket on the right side of her face, Silbur's skin is marred by a deep violet birthmark like a comet, its tail curling behind her ear and extending down the back of her neck and spine.

Backstory :
Silbur was born as one of the legitimate children of the king of Enia, to the small noble family of Allinari, and to the chagrin of her mother's husband, who was a clandestine supporter of Ithya's anarchist non-government. Her birthmark showed on her right eye immediately, and her mother begged her husband to do something about so that Silbur would be spared. Before she could be seen in public, he used his magic to remove her right eye, covering it with bandages and claiming illness had taken it from her.

As Silbur grew, the birthmark spread to her eyelid, and eventually over the entire socket, but it was easily concealed by an eyepatch. She showed an immediate affinity for magic concerning electricity, as well as an inability to ever do as she was told. She wandered into the territories her family oversaw, befriending the lowborn children despite her parents' repeated orders not to. Eventually, guards were ordered to accompany her. Silbur's best friend was a young, lowborn girl named Teiya, who had strong, dragon-like wings. The Templars caught them, one day, flying around. Teiya could manipulate the winds, allowing Silbur to fly even on her gossamer wings, and for this infraction, the Templars executed Teiya. Soon after, Silbur was sent to the royal academy.

The incident with Teiya and the Templars stuck with Silbur. She refused to cooperate with most of her magic lessons, preferring instead to sharpen her skills by fighting with the other royalty and nobility. Her birthmark continued to spread down her neck and back, but she consistently wore her hair down to hide it. She did excellently in her non-magic lessons, announcing her intentions early on to return to her family's territory and lead, but most of her instructors were convinced she lacked the skill and control to ever be a noteworthy mage. Silbur did a great deal of sneaking out during her time at the royal academy, and her position gained her many acquaintances and informants at nearby academies.

When Silbur finally graduated, she returned home and began to slowly accept more and more responsibility over the territory. However, with this, she also gained access to her family's funds and resources, and she began to secretly send support to the Aepian anarchist rebels. Inevitably, the Templars came to their lands to investigate. To save the family name, her father turned in his unrepentant daughter as a polymorph and a traitor.

Affiliation : None.

Personality :
Silbur is a spoiled, imperious brat, used to getting her way. She speaks and acts like the princess she is, hard and indomitable as steel. Quick to anger, she is known for her short temper and reluctance to forgive even the most trivial of slights, seemingly willing to carry a grudge to her grave. Her stubbornness is close to limitless, and it enables her to endure most of the hardships her privileged life did not prepare her for, but you can bet she’ll be complaining. Silbur is not the type to suffer in silence, nor is she the type to let one forget they’ve wronged her. Still, she’s an excellent ally in a pinch. She has no qualms helping people who need it, even if it doesn’t further her interests, and if someone has earned her friendship, she will move mountains for them. On the other hand, for those who’ve earned her ire, she will throw everything away to oppose them. Her sense of humour has a bit of a cruel edge to it, but she wants the world to be fair and is willing to fight dirty until it gets there.

Skills and Talents :
Close range knife fighting, sleight of hand, jewelry-making, dancing, mimicking accents

Schools of Magic :
Her specializations are metallomancy, the manipulation of metal, and electric magic.

Sopia :
Active Sopia: Giant ursine creature. It allows her to turn into a 3m tall brown bear.
Non-active Sopia: Giant butterfly, giving her wings the strength to carry her, but gives her a significant weakness to cold. When the temperature drops too low, she becomes unable to move. And, a shadow cat, giving her stealth in the instinct to move without sound, and heightened hearing and smell. Her ears change shape to become more feline, and her nose gets wetter. The pupils of her eyes thin to slits, and she becomes nearsighted and unable to see most colours, but she gains improved night sight and a wider peripheral vision.

Gear : Her eyepatch, jewelry (earrings, two necklaces, three rings, three bracelets), two fighting knives, six throwing knives, a deck of cards, a small coin purse, her jewelry-making equipment (metal cutter, pliers, small hammer, tweezers, a small metal file.) However, everything except her eyepatch and deck of cards was confiscated upon her arrest.

Relationships : PM me if you'd like to plot something out~



Here's what I got so far. If I made any incorrect assumptions about your world, or if you just don't like anything, lemme know and I can change it. :)
Looks terrific! You can add her to the Character Index if you want.
 
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UPDATE: There's more information available about Ithya and Irve on the Lore page now.

Also, for those of you who would like to (and again, it is NOT a requirement), you can join the Discord through this link.
 
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You have put a lot of effort into this, Sketching. It looks very wonderful. I will try to think of a character, throughout the day, and join the Discord.
 
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Martin Cortez
Name :
Martin Cortez​
Gender/Sex :
Male/Male​
Age :
28​
Physique :
A man of average physique and toned though not terribly muscular body. Martin is about six feet tall and weighs about as much as one would expect a healthy man his age and height to weight. At a glance he is but an average man though undressed it is clear that he is somewhat of an athlete.​
Backstory :
Started from the bottom all alone and curious. Martin grew up on the streets of Enia very quickly coming to terms that he will likely never use magic that he was so accidentally been gifted with. That is to say, he would never use it the way others do as it took a while for even him to realise some of the things he did were magical and not natural talent. As a cadre to a gang of street urchins, he was there to round up and teach the youngbloods to keep their heads down, look straight and never deal with a dragon*. He was taught the same way and so he passed on the lessons faithfully. Best friend of the leader, Billy, he was seen as the right-hand man and sidekick to the big and tough guy. Few knew that Martin was responsible for most of the decisions being made as Billy relied on him to give him the best information and advice.​
This was how his first steps towards his journey began. Running errands and listening in on particular parties meant that a lot of whispered secrets would find their way into Martin's pocket which allowed him and his boys to move before anyone else. Before too long he was trading one secret for another and another for something more substantial. When the coin started rolling in he knew he had found his calling. Before too long people were coming to him with requests and requests turned to expectations and significant amounts of money. Enough money to make his friends jealous and become a threat to him. He departed from the city, letting only a few most loyal ones know how to contact him.​
His profession expanded, he traded in secrets and information and moved too often to be caught or tracked by mundane means. What he failed to realise, as well as his pursuers was that he was almost always channelling some amount of magic through his body. He always seemed to move just a bit faster or just a bit longer than anyone else. He was always just that better at sneaking and eavesdropping or spotting details. Even the way he was thinking seemed to make strange leaps in logic. He figured it was nothing more than natural talent but the truth was his body was always running full of magic and in small amounts improving all of his bodily functions. Eventually, he learned of this when he entered an anti-magic zone and found it harder to focus and move. So used to constant enhancement it felt like he put on a few pounds in an instant.​
He was always careful and prepared, he had ways of just disappearing from the minds of his pursuers as well. No longer bound by the rules and eyes of the kingdom he travelled between Aepia and Enia with illusions and disguises alike keeping him safe. When he had to use magic he made it subtle enough to trick even a Templar. Eventually, though he was caught and his days as an information broker came to an end. No one was going to buy information from someone who was busted. There was no sense in beating himself over it. He did everything he could to isolate himself. They just took some extreme measures to track him down through people who used his services often. Now he was left with a sense of liberation and curiosity for what new ventures there could be for him.​
*lowspeak for Royal​
Affiliation :
Solo - Formerly a member of Billie's Boys​
Personality :
Martin is the kind of person to take the challenge with a smile and push right back no matter what it takes. He takes advantage of various situations sent his way and he makes sure to always come out on top in things. He isn't concerned with petty things such as morality or ethics so long as he can establish several degrees of separation. He cares not what people do with the services he provides for them, only that he is compensated for his trouble. Failure to do so results in prompt and quick administration of painful incentives. He is not without heart or loyalty. His friends and companions always learn that despite the brutal and heartless exterior he is a highly emotional one. The smile on his face when negotiating isn't fake nor is the furrowed brow when he needs to punish the offender. They also know the length to which he would go for their sake and can only respond in kind, unless they happen to be a bigger lowlife than he already is, in which case he rarely even lets such people get close to him.​
Skills and Talents :

Negotiation, Appraisal, Trade, Sneaking, Breaking and Entering, Eavesdropping, Quick and Creative thinking under pressure, out of the box thinking, hand to hand and other close quarters combat​
Schools of Magic :

Bodily Enhancement - The ability to channel one's magic inwards and improve bodily functions to a greater or lesser extent based on the cost. Could improve reaction time, make one stronger or allow them to think faster and make unexpected logical connections more quickly and even make certain injuries heal faster through coagulation and limited regeneration.​
Illusion - Ranging from small visual tricks that anyone could see to deeper mind penetrative nightmares this school allows one with enough time, focus or energy to weave realistic images and sensations to trick creatures and clockworks alike. Tricking both at the same time however is impossibly difficult as they both see the world in different ways and one must understand how the creature experiences the world to properly trick its senses.​
Mental Invasion - Beyond the natural magical resistance there lies a second barrier. Person's own will beyond which their secrets are left open to the world. Pushing past these defences is no easy task but every now and then one can make certain things fall out of place if the defender's focus is distracted with other matters. Most common utilization of the magic is to extract secrets from within one's mind but if the mind is not alert and in full defence mode one can make it omit certain stimuli from registering. Something that is very clearly there can be made to appear absent and easily overlooked unless it's being sought after.​
Sopia :
None - Not a polymorph​
Gear :
Black book, set of non-distinct clothes, several smoke bombs, set of lockpicks,​
Other (Knowledge):

Several textbooks worth of knowledge on Magic and Natural Science, Countless unspoiled secrets regarding people of Enia and Aepia, social structure details of Enia, important figures of Aepia, important figures of Enia​

Relationships :
All the past bridges have been burned when he got caught, those he was loyal too will never hear from his out of danger of incriminating them.​


Humm humm, here's an idea, let me know if it works. for your plans.
 

Martin Cortez
Name :
Martin Cortez​
Gender/Sex :
Male/Male​
Age :
28​
Physique :
A man of average physique and toned though not terribly muscular body. Martin is about six feet tall and weighs about as much as one would expect a healthy man his age and height to weight. At a glance he is but an average man though undressed it is clear that he is somewhat of an athlete.​
Backstory :
Started from the bottom all alone and curious. Martin grew up on the streets of Enia very quickly coming to terms that he will likely never use magic that he was so accidentally been gifted with. That is to say, he would never use it the way others do as it took a while for even him to realise some of the things he did were magical and not natural talent. As a cadre to a gang of street urchins, he was there to round up and teach the youngbloods to keep their heads down, look straight and never deal with a dragon*. He was taught the same way and so he passed on the lessons faithfully. Best friend of the leader, Billy, he was seen as the right-hand man and sidekick to the big and tough guy. Few knew that Martin was responsible for most of the decisions being made as Billy relied on him to give him the best information and advice.​
This was how his first steps towards his journey began. Running errands and listening in on particular parties meant that a lot of whispered secrets would find their way into Martin's pocket which allowed him and his boys to move before anyone else. Before too long he was trading one secret for another and another for something more substantial. When the coin started rolling in he knew he had found his calling. Before too long people were coming to him with requests and requests turned to expectations and significant amounts of money. Enough money to make his friends jealous and become a threat to him. He departed from the city, letting only a few most loyal ones know how to contact him.​
His profession expanded, he traded in secrets and information and moved too often to be caught or tracked by mundane means. What he failed to realise, as well as his pursuers was that he was almost always channelling some amount of magic through his body. He always seemed to move just a bit faster or just a bit longer than anyone else. He was always just that better at sneaking and eavesdropping or spotting details. Even the way he was thinking seemed to make strange leaps in logic. He figured it was nothing more than natural talent but the truth was his body was always running full of magic and in small amounts improving all of his bodily functions. Eventually, he learned of this when he entered an anti-magic zone and found it harder to focus and move. So used to constant enhancement it felt like he put on a few pounds in an instant.​
He was always careful and prepared, he had ways of just disappearing from the minds of his pursuers as well. No longer bound by the rules and eyes of the kingdom he travelled between Aepia and Enia with illusions and disguises alike keeping him safe. When he had to use magic he made it subtle enough to trick even a Templar. Eventually, though he was caught and his days as an information broker came to an end. No one was going to buy information from someone who was busted. There was no sense in beating himself over it. He did everything he could to isolate himself. They just took some extreme measures to track him down through people who used his services often. Now he was left with a sense of liberation and curiosity for what new ventures there could be for him.​
*lowspeak for Royal​
Affiliation :
Solo - Formerly a member of Billie's Boys​
Personality :
Martin is the kind of person to take the challenge with a smile and push right back no matter what it takes. He takes advantage of various situations sent his way and he makes sure to always come out on top in things. He isn't concerned with petty things such as morality or ethics so long as he can establish several degrees of separation. He cares not what people do with the services he provides for them, only that he is compensated for his trouble. Failure to do so results in prompt and quick administration of painful incentives. He is not without heart or loyalty. His friends and companions always learn that despite the brutal and heartless exterior he is a highly emotional one. The smile on his face when negotiating isn't fake nor is the furrowed brow when he needs to punish the offender. They also know the length to which he would go for their sake and can only respond in kind, unless they happen to be a bigger lowlife than he already is, in which case he rarely even lets such people get close to him.​
Skills and Talents :

Negotiation, Appraisal, Trade, Sneaking, Breaking and Entering, Eavesdropping, Quick and Creative thinking under pressure, out of the box thinking, hand to hand and other close quarters combat​
Schools of Magic :

Bodily Enhancement - The ability to channel one's magic inwards and improve bodily functions to a greater or lesser extent based on the cost. Could improve reaction time, make one stronger or allow them to think faster and make unexpected logical connections more quickly and even make certain injuries heal faster through coagulation and limited regeneration.​
Illusion - Ranging from small visual tricks that anyone could see to deeper mind penetrative nightmares this school allows one with enough time, focus or energy to weave realistic images and sensations to trick creatures and clockworks alike. Tricking both at the same time however is impossibly difficult as they both see the world in different ways and one must understand how the creature experiences the world to properly trick its senses.​
Mental Invasion - Beyond the natural magical resistance there lies a second barrier. Person's own will beyond which their secrets are left open to the world. Pushing past these defences is no easy task but every now and then one can make certain things fall out of place if the defender's focus is distracted with other matters. Most common utilization of the magic is to extract secrets from within one's mind but if the mind is not alert and in full defence mode one can make it omit certain stimuli from registering. Something that is very clearly there can be made to appear absent and easily overlooked unless it's being sought after.​
Sopia :
None - Not a polymorph​
Gear :
Black book, set of non-distinct clothes, several smoke bombs, set of lockpicks,​
Other (Knowledge):

Several textbooks worth of knowledge on Magic and Natural Science, Countless unspoiled secrets regarding people of Enia and Aepia, social structure details of Enia, important figures of Aepia, important figures of Enia​

Relationships :
All the past bridges have been burned when he got caught, those he was loyal too will never hear from his out of danger of incriminating them.​


Humm humm, here's an idea, let me know if it works. for your plans.
Straight to the character index with you!
 
Pyke_concept_3.jpg
Name:
Omen Bridger

Gender/Sex:
Male
Age:
32


Physique:
A tall and well rounded frame, Bridger stands at 6'6 and 210 lbs. His unnaturally blue eyes stick out, along side scars that line his face, chest, back and arms. Unlike the scars that lighten up sections of his skin, both of his eyes have dark streaks that come down from his eyes as if they were dyed. These are his Half of his hair is shaved down to the skin, while the other side is long and an odd grey color. He has various tattoos on his arms, most notably a tentacle tattoo on his right forearm and various tribal tattoos on his left arm. While a mask normally covers his mouth, and when it not he rarely smiles, those with sharp eyes might notice his shark like teeth when he talks.

Backstory:
Born in the slums of a coastal city in Enia, Omen Bridger was the son of a fisherman and a stay at home mother who did what she could to raise him up right. His father was often gone on fishing trips, or off at bars drinking with the crew. He was a slightly abusive man, and showed little affection towards his son and wife. While his mother would scold him for stealing food and getting into scraps with other children, his father would always be indifferent. It was this indifferent that kept his father from finding out about the birthmarks that dotted his sons arms. His mother did well to keep them secret. It was his mother who taught him magic, though she wasn't proficient at it, Omen felt stronger using it.

Despite being somewhat neglected as a child, Omen's father took him aboard his fishing vessel when he was finally of age. It was there Omen quickly found his love of life on the sea. No worries, no laws and no Templar's to take him in for using magic. For a while he did well too keep his magic and birthmarks hidden from his father and the rest of the crew. But the more Omen would go on trips and spend time with the crew, the more comfortable he felt with his fellow fisherman. Him and his father finally started to have somewhat of a relationship, forming a bond over a common love of the sea. As the years past, and it was clear that Omen's birthmarks were more than just markings and burn marks on his skin. It became harder and harder too hide the truth, and eventually the crew and his father found out. One evening, shortly after the secret was discovered, a friend and fellow crewman warned Omen his father had sent a letter turning him into the Templars.
While not believing his friend at first, he confronted his father. It was clear his father was lying, and after they got into it Omen ended up strangling his father. Fleeing the city with nothing but what little belongings he had on him, Omen didn't even get to say goodbye to his mother.

He stowed away on an airship heading too Aepia, where he quickly fell in with the anarchists. He become a prominent figure of the rebels, using his Sopia and pirating crew to be a viable rebel faction in the war for freedom. He often butted heads with other factions, but eventually he looked to better relationships. He, along with his crew, went to meet another rebel faction at the edge of Aepia where they were ambushed. While most of the crew managed to avoid capture by fleeing on 'the Galley of the Drowned', Omen was captured fighting off his captures.

Affiliation:
Anarchists of Aepia:
The Galley of the Drowned
Captain of the Infamous 'Galley of the Drowned', Omen constantly made life difficult for supporters of the throne and statists alike.
Personality:
Cold and unfavorable, Omen's joy left long ago. While he has love for his crew, he would rarely participate with festivities before his capture. He has a temper, but he is just as quick too cool off. This however doesn't stop him from acting rash and without thought, often getting him into unneeded fights. He has a love for commoners and the lower class, while having a distrust and dislike of any higher class people. While he normally doesn't stick his nose into other peoples business, he will step up to prevent others from getting hurt.

Skills and Talents:
Pirates Life
Living life on a ship has taught him many things. Fishing, navigation, map reading and how to pilot a ship is among them. And of course he can hold his drink.
Scrapper

Fighting since child hood, Omen has learned how to hold his own. He's skilled with a blade and gun, but won't hesitate to start swinging his fists.
Coastal Explorer
He has knowledge of many aquatic species of plants and animal life, coastal cities and villages and various islands scattered in the sea.

Schools of Magic:
Hydromancy

His proficient and only school of magic, he specializes in water magic. He primarily uses it offensively, though it has it's utility uses

Sopia:
The Shark

Active Sopia: A transformation in it's entirety, Omen becomes a purely aquatic hunter. Gaining the ability to swim at high speeds, breath underwater and able to peer through the murky deeps. He can sense blood far off in the water and his teeth regrow quickly if they were to break. His skin hardens and fills similar to sandpaper. In this form Omen looses all rational thinking and goes on the attack. This can be dangerous as he drops any strategy and only goes for the kill. He may also attack allies if they aren't careful, or if they are bleeding a lot.
The Drowned
Nonactive Sopia: Consuming the essence of something that was no longer human, activating this Sopia allows him to become nearly transparent. This allows him to excel in stealth situations and untouched by non-magic things. He gains an ability to pass through some surfaces, such as thin wood or glass, but not thicker surfaces like rock or metal walls. In this form, magic of nearly all kinds is more effective on him.

Gear:

Cutlass Sword and two daggers
A strange curved blade, specializing in cutting.
Flintlock Pistol
His trusty side arm, while it isn't accurate at long ranges it can punch through most armor with ease. Came along side normal bullets.
Fishing Net
A specialized weapon, a compact net that explodes open once magic is channeled into it. Useful for capture or throwing off opponents.
Shark Tooth Necklace with Blue Gem
His good luck charm. The talisman is a blue gem in the shape of a raindrop and is slightly transparent in natural. It seems to react to magic.
Clothing and Armor
When he was captured he was wearing green pants and brown boots. A sleeveless tunic with various pouches and bullet holes. His left arm had a bladed gauntlet. Around his chest and shoulders is the mouth of a large, sharp toothed fish that he wears as armor. Finally his signature face mask he uses to hide his mouth.
Relationship:
None ATM, feel free to message me!

Other
Color Code: #0067a5

Let me know of any changes :D
 
Pyke_concept_3.jpg
Name:
Omen Bridger

Gender/Sex:
Male
Age:
32


Physique:
A tall and well rounded frame, Bridger stands at 6'6 and 210 lbs. His unnaturally blue eyes stick out, along side scars that line his face, chest, back and arms. Unlike the scars that lighten up sections of his skin, both of his eyes have dark streaks that come down from his eyes as if they were dyed. These are his Half of his hair is shaved down to the skin, while the other side is long and an odd grey color. He has various tattoos on his arms, most notably a tentacle tattoo on his right forearm and various tribal tattoos on his left arm. While a mask normally covers his mouth, and when it not he rarely smiles, those with sharp eyes might notice his shark like teeth when he talks.

Backstory:
Born in the slums of a coastal city in Enia, Omen Bridger was the son of a fisherman and a stay at home mother who did what she could to raise him up right. His father was often gone on fishing trips, or off at bars drinking with the crew. He was a slightly abusive man, and showed little affection towards his son and wife. While his mother would scold him for stealing food and getting into scraps with other children, his father would always be indifferent. It was this indifferent that kept his father from finding out about the birthmarks that dotted his sons arms. His mother did well to keep them secret. It was his mother who taught him magic, though she wasn't proficient at it, Omen felt stronger using it.

Despite being somewhat neglected as a child, Omen's father took him aboard his fishing vessel when he was finally of age. It was there Omen quickly found his love of life on the sea. No worries, no laws and no Templar's to take him in for using magic. For a while he did well too keep his magic and birthmarks hidden from his father and the rest of the crew. But the more Omen would go on trips and spend time with the crew, the more comfortable he felt with his fellow fisherman. Him and his father finally started to have somewhat of a relationship, forming a bond over a common love of the sea. As the years past, and it was clear that Omen's birthmarks were more than just markings and burn marks on his skin. It became harder and harder too hide the truth, and eventually the crew and his father found out. One evening, shortly after the secret was discovered, a friend and fellow crewman warned Omen his father had sent a letter turning him into the Templars.
While not believing his friend at first, he confronted his father. It was clear his father was lying, and after they got into it Omen ended up strangling his father. Fleeing the city with nothing but what little belongings he had on him, Omen didn't even get to say goodbye to his mother.

He stowed away on an airship heading too Aepia, where he quickly fell in with the anarchists. He become a prominent figure of the rebels, using his Sopia and pirating crew to be a viable rebel faction in the war for freedom. He often butted heads with other factions, but eventually he looked to better relationships. He, along with his crew, went to meet another rebel faction at the edge of Aepia where they were ambushed. While most of the crew managed to avoid capture by fleeing on 'the Galley of the Drowned', Omen was captured fighting off his captures.

Affiliation:
Anarchists of Aepia:
The Galley of the Drowned
Captain of the Infamous 'Galley of the Drowned', Omen constantly made life difficult for supporters of the throne and statists alike.
Personality:
Cold and unfavorable, Omen's joy left long ago. While he has love for his crew, he would rarely participate with festivities before his capture. He has a temper, but he is just as quick too cool off. This however doesn't stop him from acting rash and without thought, often getting him into unneeded fights. He has a love for commoners and the lower class, while having a distrust and dislike of any higher class people. While he normally doesn't stick his nose into other peoples business, he will step up to prevent others from getting hurt.

Skills and Talents:
Pirates Life
Living life on a ship has taught him many things. Fishing, navigation, map reading and how to pilot a ship is among them. And of course he can hold his drink.
Scrapper

Fighting since child hood, Omen has learned how to hold his own. He's skilled with a blade and gun, but won't hesitate to start swinging his fists.
Coastal Explorer
He has knowledge of many aquatic species of plants and animal life, coastal cities and villages and various islands scattered in the sea.

Schools of Magic:
Hydromancy

His proficient and only school of magic, he specializes in water magic. He primarily uses it offensively, though it has it's utility uses

Sopia:
The Shark

Active Sopia: A transformation in it's entirety, Omen becomes a purely aquatic hunter. Gaining the ability to swim at high speeds, breath underwater and able to peer through the murky deeps. He can sense blood far off in the water and his teeth regrow quickly if they were to break. His skin hardens and fills similar to sandpaper. In this form Omen looses all rational thinking and goes on the attack. This can be dangerous as he drops any strategy and only goes for the kill. He may also attack allies if they aren't careful, or if they are bleeding a lot.
The Drowned
Nonactive Sopia: Consuming the essence of something that was no longer human, activating this Sopia allows him to become nearly transparent. This allows him to excel in stealth situations and untouched by non-magic things. He gains an ability to pass through some surfaces, such as thin wood or glass, but not thicker surfaces like rock or metal walls. In this form, magic of nearly all kinds is more effective on him.

Gear:

Cutlass Sword and two daggers
A strange curved blade, specializing in cutting.
Flintlock Pistol
His trusty side arm, while it isn't accurate at long ranges it can punch through most armor with ease. Came along side normal bullets.
Fishing Net
A specialized weapon, a compact net that explodes open once magic is channeled into it. Useful for capture or throwing off opponents.
Shark Tooth Necklace with Blue Gem
His good luck charm. The talisman is a blue gem in the shape of a raindrop and is slightly transparent in natural. It seems to react to magic.
Clothing and Armor
When he was captured he was wearing green pants and brown boots. A sleeveless tunic with various pouches and bullet holes. His left arm had a bladed gauntlet. Around his chest and shoulders is the mouth of a large, sharp toothed fish that he wears as armor. Finally his signature face mask he uses to hide his mouth.
Relationship:
None ATM, feel free to message me!

Other
Color Code: #0067a5

Let me know of any changes :D
Off to the CI, cap'n!
 
4SV2loS.png


Name
🌑 Neoh Alistair Von Emris

Gender/Sex
🌑 Male.
🌑 Neoh is, however, very often mistaken for being a female.
🌑 This is due to his small, and dainty nature.

Age
🌑 Visually, Neoh is fifteen.
🌑 Chronologically, Neoh is nineteen.

Physique
🌑 Before you, stands a youthful creature.
🌑 By sight alone, Neoh would appear to be a very androgynous young entity.
🌑 He stands at a mere five feet, with little more to claim.
🌑 His weight does not exceed sixty pounds.
🌑 This can be clearly elevated by the fact that despite his background as a noble, he appears incredibly scrawny.
🌑 If one was to see Neoh without his shirt on, each individual rib would display themselves on full view.
🌑 His skin is quite pale, which might indicate a lack of work, beneath the sun.
🌑 Equally so, Neoh's skin stands entirely without blemishes, the result of a wealthy life.
🌑 Due to a lack of physical labor, Neoh has smooth, soft hands, without any calluses.

🌑 The boy's hair is a thick mane of raven black strands:
🌑 His bangs often cover his eyes.
🌑 If one was to touch Neoh's hair, they'd likely call it incredibly silky.
🌑 His ears are pierced, and it isn't difficult to deduce that Neoh is wearing real silver.
🌑 As for facial hair, he has none.
🌑 The same appears to be the case for his pale skin.
🌑 When speaking, one can note that Neoh has a soft, quiet, and somewhat raspy voice.
🌑 Despite this, the boy does not shy away from expressing himself, in abundance.

🌑 Neoh's eyes are clearly larger than what would be considered normal, on a human.
🌑 While some might consider their proportions cute, others would likely call it disturbing.
🌑 Equally disturbing, if Neoh was to open his mouth, an onlooker would see a row of razor-sharp, shark-like teeth.
🌑 Where it would be easy to mistake his green nails for being painted, they are, in fact, natural.
🌑 Neoh eyes are neon green, and glow dimly in the dark.

7AvP2GC.png

Backstory
🌑 Neoh grew up in luxury, since birth.
🌑 He was the oldest son in the Emris Household, or rather, the Emris Circle.
🌑 This noble house was quite small, but prevalent.
🌑 They are a well noble family known within Enia, and act as elite soldiers in the army.
🌑 Due to the Emris bloodline's magical ability, they rarely ever reproduce, which makes an air incredibly rare.
🌑 Even more so, when Neoh was born, he was blessed by a twin brother.
🌑 An identical twin brother.
🌑 This totaled the Emris bloodline in the current era to four.
🌑 It included Neoh, his brother Nello, and their parents.
🌑 The Emris bloodline acted as commanders and sergeants within the Enia army, leading troops in times of war.

🌑 Out of the two brothers, Neoh was born first.
🌑 This made him the rightful heir to the house, and second in command, under their father.
🌑 Nello was, as is a common result within the noble families, dissatisfied with his lot.
🌑 He had, after all, only been born mere moments after his older brother.
🌑 Additionally, Neoh's Polykinetic powers had resulted in a stasis of his age, which left him appearing far younger than nineteen.
🌑 Answering to such a child, in Nello's words, was unacceptable.
🌑 This, along with the fact that Neoh was first in line for all manner of privileges, ultimately accumulated in a deadly decision from the twin brother.

🌑 Neoh was framed, the crime in question revolving around his position as a military commander.
🌑 Nello had presented the case, with falsified evidence, that Neoh had, in fact, abandoned his duties in lieu of greed, and a pursuit of power.
🌑 He was shamed for the accusation of various war crimes against his very own units, which was, in truth, carried out by his identical twin.
🌑 The scenario prompted a trial, where evidence was presented in Nello's favor, evidence he had orchestrated, himself.
🌑 Stripped of his position, his name, and his house, Neoh was exiled from Enia.
🌑 This is where the young soldier's story continues, on a prisoner transport, towards a prison world, as a result of falsified claims by a jealous brother.

JPaLxdU.png

Affiliation
🌑 None.
🌑 Previously, Neoh was a part of the Emris Circle.

Personality
🌑 Neoh is a bit of a rascal.
🌑 Despite being raised a noble, Neoh is not your typical, stuck up aristocrat.
🌑 He does not shy away from getting his hands dirty, and does not avoid the front lines when required.
🌑 Neoh is quite fun-loving, and rarely views others as beneath him.
🌑 This could be attributed to the fact that he hails from a militaristic family.
🌑 He values others based on their actions, rather than their birth, which is not a popular opinion among his kin.
🌑 Though Neoh appears dainty, and fragile, (which he is), the boy does not act the part, at all.

🌑 In fact, Neoh is incredibly fiery, displays impressive bravery, and would likely be the first person to spearhead a revolution.
🌑 Considering the fact that he is rarely ever taken seriously, Neoh can be easy to anger.
🌑 While the soul of a warrior burns within this young noble, he is not above signs of affection.
🌑 Neoh rarely ever recoils from an embrace, and enjoys the company of others.
🌑 There are few things Neoh despises as much as liers, and deceivers.
🌑 While he has no specific code of conduct which he adheres to, Neoh could be considered honorable.
🌑 Neoh, being the tiny little shit that he is, will never back down from a fight.

🌑 He hates brutes.
🌑 He loves animals.
🌑 Cute and fluffy things will cause his heart to flutter.

🌑 Neoh is an impulsive individual.
🌑 Sometimes, he might act before thinking.

722VOi3.png

Schools of Magic
rPHXSv9.png

🌑 A magical force which allows the user to replicate any inanimate object within a frame of limitations.
🌑 This ability also allows for a passive adjustment to the user's frame which is described below.
🌑 Each replica created by the mage in question is by all intents and purposes identical in structure to the real article, meaning it's an exact copy.
🌑 The replication is nearly instantaneous, and this is a Polykinetic hyper-specialized ability on a cellular level.
🌑 Every item replicated in this manner takes the form of a ghostly and spectral version of the original item.
🌑 The replica's color varies depending on the individual mage.

rMKTbZt.png

cKM9JRB.png

Imprint
🌑 For an item to be replicated by a Polykinetic, they have to manage a process dubbed 'Imprinting'.
🌑 Upon touching an object, the mage can connect with it, and then conjure forth replicas of the item, at will.
🌑 Once the Polykinetic has Imprinted an item, he can manifest a replica of this item wherever he finds himself and no longer needs to have the original item in his possession to manage the feat.
🌑 This is, of course, until he needs to Imprint with the item again, if another Imprint finds itself made, following the first.

HeS8SpG.png

Time
🌑 Each replica is permanent until the mutant allows it to disappear or until another replaces it.

pqfb6AK.png

Telekinetic Control
🌑 The Polykinetic is able to control his replicas telekinetically.
🌑 Summoning them into existence, he can move them about and launch them with the power of his mind.
🌑 Hand movements make the process much easier.
🌑 The mage can, however, not use this ability on anything beyond his replicas.

vIjIRL5.png

Item Flight
🌑 Through this ability, the mage is able to sit on one of his creations, if it is large enough, and use it as a traveling device.
🌑 However, the concentration required for this prevents the mage from using his powers in any other manner, while flying on one of these manifestations.

bJIecb5.png

Weight
🌗 The item cannot weigh more than five pounds, for this specific mage, at his level.

Quantity
🌗 The Polykinetic can Imprint, and replicate one item at a time.
🌗 He can make up to twenty copies of this item, but is limited to the one, single item which he is Imprinted with.

Substances
🌗 The user can only replicate solid items.
🌗 No substances to speak of.

Biological Material
🌗 A Polykinetic of this level cannot replicate anything which isn't inanimate.
🌗 Biological material is beyond their ability.

Usage
🌗 Unlike many magea and powered individuals, a Polykinetic's powers are entirely reliant on external forces.
🌗 Their abilities cannot further any goals by themselves, as would be the case for a fire slinger or ice breather.
🌗 In other words, the mage requires an ingredient in the form of an object for their ability to be useful.

Integrity
🌗 A Polykinetic's manifestations can only aid the user as far as the inanimate object he has imprinted with is possibly capable of stretching itself.
🌗 An imprint with a weak item will result in a weak execution.

Structure
🌗 The mage needs to understand the structure of the item he replicates, which means that more complicated objects require in-depth studies before the Polykinetic is able to use them.
🌗 Due to this, simpler constructions with a sturdy core are preferred.

Other Magic
🌗 Polykinetics have displayed an incredible difficulty in using magic from other schools, as if their bodies reject it.
🌗 Additionally, only the strongest Polykinetics can replicate enchantments, on magical items.

Bio-Organic Cellular Duplication
🌗 Those born attuned to Polykinesis are quite unique in the way that their cells do not split, but rather they replicate.
🌗 A cell deteriorates every time it splits which in turn causes aging. This appears entirely vacant in these mages' biological construction.
🌗 Additionally, due to this, their bodies are frozen in time and cannot shift, evolve or form in any manner beyond the point of evolving this ability.
🌗 In Neoh's case, (my character), this was at fifteen, which will more than likely cause some issues down the line.
🌗 Where he can no longer age, neither can he gain muscle, or weight.
🌗 He is effectively stuck in stasis.
🌗 This part of a Polykinetic's powers usually takes hold in their late teens, or early twenties.
🌗 For it to have happened at fifteen for Neoh is incredibly rare.

Individual Weakness - Strength
🌗 Neoh is very physically weak.
🌗 He hasn't had to go through physical labor a day in his life, which has left him without muscles.
🌗 This is clearly visible, due to his scrawny frame.

Indivudal Weakness - Agility
🌗 Due to his lack of physical training, Neoh is not at all athletic, or agile.
🌗 He relies entirely on his powers for defense, offense, and utility.

S8gLrd4.png

Sopia
🌑 None.

Gear
🌑 After his capture, all of Neoh's equipment was taken.
🌑 What he does have, however, is the weapon he is Imprinted with.

AZ7oSwv.png

🌙 The Emris War Spear is a well-crafted weapon, used by the Emris family through their powers.
🌙 The spear is six feet tall.
🌙 It weighs five pounds.


Other - Theme Songs
🌑 "I might be shamed, but I am not broken."
🌑 "Stand, and fight!"
🌑 "Nothing will keep us from advancing!"

Relationships
🌑 None, so far.


j28WnJD.png
 
4SV2loS.png


Name
🌑 Neoh Alistair Von Emris

Gender/Sex
🌑 Male.
🌑 Neoh is, however, very often mistaken for being a female.
🌑 This is due to his small, and dainty nature.

Age
🌑 Visually, Neoh is fifteen.
🌑 Chronologically, Neoh is nineteen.

Physique
🌑 Before you, stands a youthful creature.
🌑 By sight alone, Neoh would appear to be a very androgynous young entity.
🌑 He stands at a mere five feet, with little more to claim.
🌑 His weight does not exceed sixty pounds.
🌑 This can be clearly elevated by the fact that despite his background as a noble, he appears incredibly scrawny.
🌑 If one was to see Neoh without his shirt on, each individual rib would display themselves on full view.
🌑 His skin is quite pale, which might indicate a lack of work, beneath the sun.
🌑 Equally so, Neoh's skin stands entirely without blemishes, the result of a wealthy life.
🌑 Due to a lack of physical labor, Neoh has smooth, soft hands, without any calluses.

🌑 The boy's hair is a thick mane of raven black strands:
🌑 His bangs often cover his eyes.
🌑 If one was to touch Neoh's hair, they'd likely call it incredibly silky.
🌑 His ears are pierced, and it isn't difficult to deduce that Neoh is wearing real silver.
🌑 As for facial hair, he has none.
🌑 The same appears to be the case for his pale skin.
🌑 When speaking, one can note that Neoh has a soft, quiet, and somewhat raspy voice.
🌑 Despite this, the boy does not shy away from expressing himself, in abundance.

🌑 Neoh's eyes are clearly larger than what would be considered normal, on a human.
🌑 While some might consider their proportions cute, others would likely call it disturbing.
🌑 Equally disturbing, if Neoh was to open his mouth, an onlooker would see a row of razor-sharp, shark-like teeth.
🌑 Where it would be easy to mistake his green nails for being painted, they are, in fact, natural.
🌑 Neoh eyes are neon green, and glow dimly in the dark.

7AvP2GC.png

Backstory
🌑 Neoh grew up in luxury, since birth.
🌑 He was the oldest son in the Emris Household, or rather, the Emris Circle.
🌑 This noble house was quite small, but prevalent.
🌑 They are a well noble family known within Enia, and act as elite soldiers in the army.
🌑 Due to the Emris bloodline's magical ability, they rarely ever reproduce, which makes an air incredibly rare.
🌑 Even more so, when Neoh was born, he was blessed by a twin brother.
🌑 An identical twin brother.
🌑 This totaled the Emris bloodline in the current era to four.
🌑 It included Neoh, his brother Nello, and their parents.
🌑 The Emris bloodline acted as commanders and sergeants within the Enia army, leading troops in times of war.

🌑 Out of the two brothers, Neoh was born first.
🌑 This made him the rightful heir to the house, and second in command, under their father.
🌑 Nello was, as is a common result within the noble families, dissatisfied with his lot.
🌑 He had, after all, only been born mere moments after his older brother.
🌑 Additionally, Neoh's Polykinetic powers had resulted in a stasis of his age, which left him appearing far younger than nineteen.
🌑 Answering to such a child, in Nello's words, was unacceptable.
🌑 This, along with the fact that Neoh was first in line for all manner of privileges, ultimately accumulated in a deadly decision from the twin brother.

🌑 Neoh was framed, the crime in question revolving around his position as a military commander.
🌑 Nello had presented the case, with falsified evidence, that Neoh had, in fact, abandoned his duties in lieu of greed, and a pursuit of power.
🌑 He was shamed for the accusation of various war crimes against his very own units, which was, in truth, carried out by his identical twin.
🌑 The scenario prompted a trial, where evidence was presented in Nello's favor, evidence he had orchestrated, himself.
🌑 Stripped of his position, his name, and his house, Neoh was exiled from Enia.
🌑 This is where the young soldier's story continues, on a prisoner transport, towards a prison world, as a result of falsified claims by a jealous brother.

JPaLxdU.png

Affiliation
🌑 None.
🌑 Previously, Neoh was a part of the Emris Circle.

Personality
🌑 Neoh is a bit of a rascal.
🌑 Despite being raised a noble, Neoh is not your typical, stuck up aristocrat.
🌑 He does not shy away from getting his hands dirty, and does not avoid the front lines when required.
🌑 Neoh is quite fun-loving, and rarely views others as beneath him.
🌑 This could be attributed to the fact that he hails from a militaristic family.
🌑 He values others based on their actions, rather than their birth, which is not a popular opinion among his kin.
🌑 Though Neoh appears dainty, and fragile, (which he is), the boy does not act the part, at all.

🌑 In fact, Neoh is incredibly fiery, displays impressive bravery, and would likely be the first person to spearhead a revolution.
🌑 Considering the fact that he is rarely ever taken seriously, Neoh can be easy to anger.
🌑 While the soul of a warrior burns within this young noble, he is not above signs of affection.
🌑 Neoh rarely ever recoils from an embrace, and enjoys the company of others.
🌑 There are few things Neoh despises as much as liers, and deceivers.
🌑 While he has no specific code of conduct which he adheres to, Neoh could be considered honorable.
🌑 Neoh, being the tiny little shit that he is, will never back down from a fight.

🌑 He hates brutes.
🌑 He loves animals.
🌑 Cute and fluffy things will cause his heart to flutter.

🌑 Neoh is an impulsive individual.
🌑 Sometimes, he might act before thinking.

722VOi3.png

Schools of Magic
rPHXSv9.png

🌑 A magical force which allows the user to replicate any inanimate object within a frame of limitations.
🌑 This ability also allows for a passive adjustment to the user's frame which is described below.
🌑 Each replica created by the mage in question is by all intents and purposes identical in structure to the real article, meaning it's an exact copy.
🌑 The replication is nearly instantaneous, and this is a Polykinetic hyper-specialized ability on a cellular level.
🌑 Every item replicated in this manner takes the form of a ghostly and spectral version of the original item.
🌑 The replica's color varies depending on the individual mage.

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Imprint
🌑 For an item to be replicated by a Polykinetic, they have to manage a process dubbed 'Imprinting'.
🌑 Upon touching an object, the mage can connect with it, and then conjure forth replicas of the item, at will.
🌑 Once the Polykinetic has Imprinted an item, he can manifest a replica of this item wherever he finds himself and no longer needs to have the original item in his possession to manage the feat.
🌑 This is, of course, until he needs to Imprint with the item again, if another Imprint finds itself made, following the first.

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Time
🌑 Each replica is permanent until the mutant allows it to disappear or until another replaces it.

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Telekinetic Control
🌑 The Polykinetic is able to control his replicas telekinetically.
🌑 Summoning them into existence, he can move them about and launch them with the power of his mind.
🌑 Hand movements make the process much easier.
🌑 The mage can, however, not use this ability on anything beyond his replicas.

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Item Flight
🌑 Through this ability, the mage is able to sit on one of his creations, if it is large enough, and use it as a traveling device.
🌑 However, the concentration required for this prevents the mage from using his powers in any other manner, while flying on one of these manifestations.

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Weight
🌗 The item cannot weigh more than five pounds, for this specific mage, at his level.

Quantity
🌗 The Polykinetic can Imprint, and replicate one item at a time.
🌗 He can make up to twenty copies of this item, but is limited to the one, single item which he is Imprinted with.

Substances
🌗 The user can only replicate solid items.
🌗 No substances to speak of.

Biological Material
🌗 A Polykinetic of this level cannot replicate anything which isn't inanimate.
🌗 Biological material is beyond their ability.

Usage
🌗 Unlike many magea and powered individuals, a Polykinetic's powers are entirely reliant on external forces.
🌗 Their abilities cannot further any goals by themselves, as would be the case for a fire slinger or ice breather.
🌗 In other words, the mage requires an ingredient in the form of an object for their ability to be useful.

Integrity
🌗 A Polykinetic's manifestations can only aid the user as far as the inanimate object he has imprinted with is possibly capable of stretching itself.
🌗 An imprint with a weak item will result in a weak execution.

Structure
🌗 The mage needs to understand the structure of the item he replicates, which means that more complicated objects require in-depth studies before the Polykinetic is able to use them.
🌗 Due to this, simpler constructions with a sturdy core are preferred.

Other Magic
🌗 Polykinetics have displayed an incredible difficulty in using magic from other schools, as if their bodies reject it.
🌗 Additionally, only the strongest Polykinetics can replicate enchantments, on magical items.

Bio-Organic Cellular Duplication
🌗 Those born attuned to Polykinesis are quite unique in the way that their cells do not split, but rather they replicate.
🌗 A cell deteriorates every time it splits which in turn causes aging. This appears entirely vacant in these mages' biological construction.
🌗 Additionally, due to this, their bodies are frozen in time and cannot shift, evolve or form in any manner beyond the point of evolving this ability.
🌗 In Neoh's case, (my character), this was at fifteen, which will more than likely cause some issues down the line.
🌗 Where he can no longer age, neither can he gain muscle, or weight.
🌗 He is effectively stuck in stasis.
🌗 This part of a Polykinetic's powers usually takes hold in their late teens, or early twenties.
🌗 For it to have happened at fifteen for Neoh is incredibly rare.

Individual Weakness - Strength
🌗 Neoh is very physically weak.
🌗 He hasn't had to go through physical labor a day in his life, which has left him without muscles.
🌗 This is clearly visible, due to his scrawny frame.

Indivudal Weakness - Agility
🌗 Due to his lack of physical training, Neoh is not at all athletic, or agile.
🌗 He relies entirely on his powers for defense, offense, and utility.

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Sopia
🌑 None.

Gear
🌑 After his capture, all of Neoh's equipment was taken.
🌑 What he does have, however, is the weapon he is Imprinted with.

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🌙 The Emris War Spear is a well-crafted weapon, used by the Emris family through their powers.
🌙 The spear is six feet tall.
🌙 It weighs five pounds.


Other - Theme Songs
🌑 "I might be shamed, but I am not broken."
🌑 "Stand, and fight!"
🌑 "Nothing will keep us from advancing!"

Relationships
🌑 None, so far.


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Guess what bud? Your character goes to the CHARACTER INDEX! :D
 
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9ZFvs88.jpg

Theo Russell
Name :
Theo Russell
Gender/Sex :
Male
Age :
21
Physique :
Compared to many Troubadours, Theo falls short, at 1.85m tall. He has a lean build, but no particularly outlandish features. He has emerald green eyes, matching the twirling birthmarks that reach from the lower part of his left cheek down to his chest.
Backstory :
Theo spent a large portion of his life with the Troubadours, along with his twin sister Elodie. Their mother was a conductor with the travelling band of mages, and so the two started their lives when they were camped out on their way to a settlement. They didn’t get a chance to live sedentary lives until much later. Throughout their early years, the two were inseparable. Theo had a relatively calm childhood, barring the numerous encounters with some of the more dangerous species of Ithya’s fauna.

Soon after he first started properly learning magic in the largest settlement on Ithya, rather than just tossing rocks into the sea from afar, he became more skilled in applying various enchantments on items. One of his earliest enchantments is something that he still uses: his short wooden staff that follows him around. At first, he wanted to get rid of the thing, as it kept hanging over his shoulder, and he couldn’t figure out how to undo the enchantment. Over time, however, he came to feel more comfortable with it. As he grew older, and he and Elodie became conductors and joined in some of the performances put on by the poets and musicians in the caravan after rejoining the Troubadours, the baton became part of their little shows.

When Theo and Elodie were 19, the caravan was raided on the road near the southern edge of Ithya. They’d been patrolling, looking for those very same raiders, after hearing some reports about some pirates kidnapping people from the way between a village and the village’s farms. They were able to repel the ambush without much trouble. Once the dust cleared, and the raiders were routed, Theo realized they were missing one person. Elodie.

For the last couple of years, Theo has been down on Irve, trying to find leads on who the raiders who attacked them were. He learned that there was quite the market for anarchist slaves in Aepia, particularly among military men. He made a deal with the captain of a ship for passage to the war-torn kingdom, but they were ambushed by the Templars.
Affiliation :
Troubadours - Conductor
Personality :
Theo can come off as a bit daft on Irve. He has no concept of respect for elders, rank, stature, title… Even after living on Irve for almost two years, his stomach still turns every time he exchanges money in return for items or services. He’s often quite a cheerful and playful person to be around, a habit he got from his time performing part of the actual musician troupe of the Troubadours. He has a strong sense of family, and usually is quick to attribute that role to people he gets close to, as his entire life his “family” has mostly been people who have no blood relation to him. He’s a bit of a showoff, with nearly anything he does well, even if it can sometimes be inefficient to be so.
Skills and Talents :
Acrobatics, musical ear, mid-to-long ranged archery, painting, lute playing, magical enchanting
Schools of Magic :
Spatial Magic
Spatial Magic manipulates the impact and direction of the force of spatial distortions on objects, that is to say, gravity. This allows the caster to change the direction and intensity of gravity on beings without magic barriers. When used together with Temporal Magic, Spatial Magic can be used to open portals between two previously marked anchors.
Temporal Magic
Temporal Magic manipulates the speed and direction of the passage of time in small areas. Reverted time can’t bring back the soul of a dead being, but it can be used to revert the wounds of a living being, as long as they were alive when time was moved. None of these effects affect beings with even mild magic barriers, including the caster.
Sopia :
Active:
Rabbit: Allows the polymorph to turn into a small rabbit.
Non-Active:
Farrow: Allows the polymorph to transform into an armored ground dwelling Farrow.
Gear :
A short, enchanted baton-like wooden staff that follows him around everywhere, a pair of rectangular glasses, a notebook and pen, lute. Everything was confiscated except his glasses, a single lens of which is cracked.
Relationships :
Would love to have some prior relationship with other characters, be it as friends, family, or otherwise!


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Willow Howst
Name :
Willow Howst​
Gender/Sex :
Female​
Age :
29​
Physique :
Willow seems unassuming at first, under all her clothing. However, she has an athletic build with toned muscles. She stands at an average height of five foot five and weighing around average. Her birthmark has consumed her right hand up to her elbow which she covers up with her leather gloves ever since it had appeared.​
Backstory :
Willow spent most of her childhood with a nomadic tribe as per usual in Ithya. She had to learn how to survive quickly or risk the various fauna creeping up to them. Nevertheless, it was still a normal childhood and she looks back at it fondly. Her parents were mainly hunters for the group but also skilled mages so she learned a lot from them. When she turned fourteen, their family decided to settle down on the recently made largest settlement. From there on out, Willow had started to join her parents for hunting trips as well and this becomes on of her jobs alongside just helping around the settlement and sometimes helps the guard.​
As she grew older, Willow started to go further and further from the settlement during her escorts. Despite the dangerous Fauna, Willow had begun to seek out more and more adventures. When she was twenty, she joined the Troubadours - intent in seeking out more adventure and helping people out was just a bonus. After bidding farewell to her parents, she set out with the group of travelers.​
In her time with the Troubadours, she managed to hone her conjuration and began to learn more about healing magic. Though she would much prefer to be in a fight and protect villages, she does stay and help out with rebuilding and healing. She was known for her skill as a hunter - much like her parents. She sometimes disappears when the group settles down for a while inside a village. Often, Willow would be hanging in the outskirts of the town and hunting smaller critters. She does make sure to take care and alert someone where she would be doing.​
However, when she turned twenty-six, Willow had bid farewell to the Troubadours to travel to Irve. Her reasoning was flimsy at best but she had left when she received a letter from home. It had been three years into her stay in Irve when she was caught by the Templars while she was out as a mercenary for a small band of merchants. It was supposed to have been a small wares check gone wrong.​
Affiliation :
Troubadour - Conductor​
Personality :
Often seen as kind and compassionate but ultimately merely living by the rules of her homeworld, Willow often goes out of her way to aid people in their struggles. The culture of Irve had certainly been quite a shock as she suddenly found herself in need of money to survive when people were off living the high life with enough space in their mansions to house a traveler for a day or two. She had adjusted slowly but surely into the custom and fell into mercenary jobs for merchants who often paid well. Nevertheless, she still keeps true to the lessons of her childhood even if others do not.​
Willow, as a person, is an adventurous fellow. While you wouldn't necessarily call her an adrenaline junkie, being on the move is the place where she is most comfortable at. She makes friends easily because of her usual cheery and easygoing demeanor when the situation isn't dire. Though she can be very honest with her opinions regardless of the insensitivity of said opinion which sometimes lands her in hot water. She is usually the first one to jump into action.​
Skills and Talents :
Survival skills, Archery, Marksmanship, Tracking, Cooking, Stealth, Dagger proficiency, Fauna and Flora knowledge, Hunting​
Schools of Magic :
Conjuration
Conjuration deals with the summoning of arcane beasts and monsters. But they also can be used to summon arcane weaponry and items that can be used by conjurers so long as imagination permits. Versatility is often the key for conjurers, especially those who prefer to get up close and personal with their enemies. Conjuration mixed in with defensive abjuration can make conjured beasts and weaponry hardier than they usually are.​
Abjuration
Abjuration deals heavily with defense and healing magic. Erecting barriers and curing wounds are few of the uses of the abjuration. Mainly used for support when in a group but also used to create a thicker magical armor on oneself if need be.​
Sopia :
Active:
Feline: Allows the polymorph to completely transform themselves into an average sized cat.​
Passive:
Dragon: Allows the polymorph to sprout the wings and hardened scales of a dragon on their body. However, this also makes the polymorph more susceptible to the element opposing the dragon's natural element. For Willow, she is more resistant to heat and fire but is more susceptible to the cold and ice as well as water.​
Gear :
She carries around a bow and quiver with a total of sixty arrows which are enchanted to pierce through even armor, two daggers, a silver necklace from her parents, knapsack with essentials (herbs, bandages, rations, water, blankets), map, compass. Everything was confiscated aside from her necklace.​
Relationships :
(I'm completely open to these, guys. She's been travelling all around so come at me mates)​
 
Sketching, your character looks good. Accepted. You can put him in the character index page.
 
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Willow Howst
Name :
Willow Howst​
Gender/Sex :
Female​
Age :
29​
Physique :
Willow seems unassuming at first, under all her clothing. However, she has an athletic build with toned muscles. She stands at an average height of five foot five and weighing around average. Her birthmark has consumed her right hand up to her elbow which she covers up with her leather gloves ever since it had appeared.​
Backstory :
Willow spent most of her childhood with a nomadic tribe as per usual in Ithya. She had to learn how to survive quickly or risk the various fauna creeping up to them. Nevertheless, it was still a normal childhood and she looks back at it fondly. Her parents were mainly hunters for the group but also skilled mages so she learned a lot from them. When she turned fourteen, their family decided to settle down on the recently made largest settlement. From there on out, Willow had started to join her parents for hunting trips as well and this becomes on of her jobs alongside just helping around the settlement and sometimes helps the guard.​
As she grew older, Willow started to go further and further from the settlement during her escorts. Despite the dangerous Fauna, Willow had begun to seek out more and more adventures. When she was twenty, she joined the Troubadours - intent in seeking out more adventure and helping people out was just a bonus. After bidding farewell to her parents, she set out with the group of travelers.​
In her time with the Troubadours, she managed to hone her conjuration and began to learn more about healing magic. Though she would much prefer to be in a fight and protect villages, she does stay and help out with rebuilding and healing. She was known for her skill as a hunter - much like her parents. She sometimes disappears when the group settles down for a while inside a village. Often, Willow would be hanging in the outskirts of the town and hunting smaller critters. She does make sure to take care and alert someone where she would be doing.​
However, when she turned twenty-six, Willow had bid farewell to the Troubadours to travel to Irve. Her reasoning was flimsy at best but she had left when she received a letter from home. It had been three years into her stay in Irve when she was caught by the Templars while she was out as a mercenary for a small band of merchants. It was supposed to have been a small wares check gone wrong.​
Affiliation :
Troubadour - Conductor​
Personality :
Often seen as kind and compassionate but ultimately merely living by the rules of her homeworld, Willow often goes out of her way to aid people in their struggles. The culture of Irve had certainly been quite a shock as she suddenly found herself in need of money to survive when people were off living the high life with enough space in their mansions to house a traveler for a day or two. She had adjusted slowly but surely into the custom and fell into mercenary jobs for merchants who often paid well. Nevertheless, she still keeps true to the lessons of her childhood even if others do not.​
Willow, as a person, is an adventurous fellow. While you wouldn't necessarily call her an adrenaline junkie, being on the move is the place where she is most comfortable at. She makes friends easily because of her usual cheery and easygoing demeanor when the situation isn't dire. Though she can be very honest with her opinions regardless of the insensitivity of said opinion which sometimes lands her in hot water. She is usually the first one to jump into action.​
Skills and Talents :
Survival skills, Archery, Marksmanship, Tracking, Cooking, Stealth, Dagger proficiency, Fauna and Flora knowledge, Hunting​
Schools of Magic :
Conjuration
Conjuration deals with the summoning of arcane beasts and monsters. But they also can be used to summon arcane weaponry and items that can be used by conjurers so long as imagination permits. Versatility is often the key for conjurers, especially those who prefer to get up close and personal with their enemies. Conjuration mixed in with defensive abjuration can make conjured beasts and weaponry hardier than they usually are.​
Abjuration
Abjuration deals heavily with defense and healing magic. Erecting barriers and curing wounds are few of the uses of the abjuration. Mainly used for support when in a group but also used to create a thicker magical armor on oneself if need be.​
Sopia :
Active:
Feline: Allows the polymorph to completely transform themselves into an average sized cat.​
Passive:
Dragon: Allows the polymorph to sprout the wings and hardened scales of a dragon on their body. However, this also makes the polymorph more susceptible to the element opposing the dragon's natural element. For Willow, she is more resistant to heat and fire but is more susceptible to the cold and ice as well as water.​
Gear :
She carries around a bow and quiver with a total of sixty arrows which are enchanted to pierce through even armor, two daggers, a silver necklace from her parents, knapsack with essentials (herbs, bandages, rations, water, blankets), map, compass. Everything was confiscated aside from her necklace.​
Relationships :
(I'm completely open to these, guys. She's been travelling all around so come at me mates)​
Looks great! You can move her to the CI :)
 
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Oooooo I'm super interested
 
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[IMG]
Name: Alexandra "Sasha" Petrovna


Gender/Sex : Female


Age : 22


Physique :
Sasha is 5'8" and 130lbs. She has a well muscled body. Her hair is dark and cut short into a messy bob (without the long bits and messier than in the picture). Her birthmark is large and starts on her stomach and wraps around and up her back. Both of her arms have tattoos of knives on them, which she can use with her magic.

Backstory :
For her whole life, Sasha has only known war. She was born in Aepia to anarchists and grew up fighting in the civil war. Her parents were extremists and taught her and her two older siblings from an early age that her life belonged not to her, but the future of Aepia and that they were tools meant to help win the war. Despite receiving little affection from her parents, she was very close to her siblings. The three were constantly getting into mischief much to the chagrin of their parents. At first, she found the fighting exciting and it always gave her something to do. As the years passed though, she soon found her routine monotonous. Yes, there was fighting, but it was always the same, and even the pranks she played with her siblings couldn't occupy her mind long enough. She also tired of her parents' constant preaching about sacrificing herself for the future of Aepia. When she was 17, both of her siblings were killed in a raid gone wrong. Realizing there was nothing left tying her to her parents, she left and stowed away on a pirate ship. She didn't really have a plan when she snuck on the ship. Her only thought was that she wanted to leave her current life behind. The captain put her to work and she eventually joined the crew after proving herself useful with her Sopia and magic. She was among the captured during an ambush.


Affiliation :
Aepian Anarchists
The Galley of the Drowned.


Personality :
Sasha can never sit still and is always looking for something to do. Despite her upbringing, she has an extremely cheery personality and is a chatterbox. She's friendly to everyone she meets. However, this doesn't mean she is naive or that she has strong attachments to others. Betray her trust and she will throw you to the side without thinking twice. Sasha has little regard for her own life and will jump headfirst into danger without thinking. She is very indifferent to death, both hers and others. She values her freedom above all else.


Skills and Talents :
Knife combat, painting, stealth,


Schools of Magic :
Creation Magic
Sasha's magic allows her to bring the things she draws into the real world. She can only have 3 drawings manifested at once. The drawing must be "put back" or destroyed before she can take out another. If the drawing is destroyed she can reuse the paper. She can only create inanimate, solid objects. For example, if she drew fire when manifested it would just be a solid object that looked like a fire, not an actual fire. Her magic also depends on her creativity. For example, a solid circle could be manifested as a shield, a disc, or even a pillar (if she imagines it as the top or cross-section).


Sopia :
Active - Octopus. Grows 8 tentacles from her waist. They can each be moved independently. They are fairly tough, but can still be cut off. She can regrow them but it takes time. Only one until I think of more.


Gear :
A belt that holds an assortment of paper scraps and scrolls, pens, brushes and ink. She also keeps pre-drawn pictures in small hidden pockets sewn into her clothes for easy access.


Other :
Color code: #ff0000
She does not like being called Alexandra

Relationships:
Omen - Omen is her captain but she treats him more like an uncle. She's a thorn in his side.
Silbur - Sasha would often act as a messenger for Omen to communicate with her
Willow and Theo - Sasha became friendly with them after they came aboard the ship.
 
Last edited:

[IMG]
Name: Alexandra "Sasha" Petrovna


Gender/Sex : Female


Age : 22


Physique :
Sasha is 5'8" and 130lbs. She has a well muscled body. Her hair is dark and cut short into a messy bob (without the long bits and messier than in the picture). Her birthmark is large and starts on her stomach and wraps around and up her back. Both of her arms have tattoos of knives on them, which she can use with her magic.

Backstory :
For her whole life, Sasha has only known war. She was born in Aepia to anarchists and grew up fighting in the civil war. Her parents were extremists and taught her and her two older siblings from an early age that her life belonged not to her, but the future of Aepia and that they were tools meant to help win the war. Despite receiving little affection from her parents, she was very close to her siblings. The three were constantly getting into mischief much to the chagrin of their parents. At first, she found the fighting exciting and it always gave her something to do. As the years passed though, she soon found her routine monotonous. Yes, there was fighting, but it was always the same, and even the pranks she played with her siblings couldn't occupy her mind long enough. She also tired of her parents' constant preaching about sacrificing herself for the future of Aepia. When she was 17, both of her siblings were killed in a raid gone wrong. Realizing there was nothing left tying her to her parents, she left and stowed away on a pirate ship. She didn't really have a plan when she snuck on the ship. Her only thought was that she wanted to leave her current life behind. The captain put her to work and she eventually joined the crew after proving herself useful with her Sopia and magic. She was among the captured during an ambush.


Affiliation :
Aepian Anarchists
The Galley of the Drowned.


Personality :
Sasha can never sit still and is always looking for something to do. Despite her upbringing, she has an extremely cheery personality and is a chatterbox. She's friendly to everyone she meets. However, this doesn't mean she is naive or that she has strong attachments to others. Betray her trust and she will throw you to the side without thinking twice. Sasha has little regard for her own life and will jump headfirst into danger without thinking. She is very indifferent to death, both hers and others. She values her freedom above all else.


Skills and Talents :
Knife combat, painting, stealth,


Schools of Magic :
Creation Magic
Sasha's magic allows her to bring the things she draws into the real world. She can only have 3 drawings manifested at once. The drawing must be "put back" or destroyed before she can take out another. If the drawing is destroyed she can reuse the paper. She can only create inanimate, solid objects. For example, if she drew fire when manifested it would just be a solid object that looked like a fire, not an actual fire. Her magic also depends on her creativity. For example, a solid circle could be manifested as a shield, a disc, or even a pillar (if she imagines it as the top or cross-section).


Sopia :
Active - Octopus. Grows 8 tentacles from her waist. They can each be moved independently. They are fairly tough, but can still be cut off. She can regrow them but it takes time. Only one until I think of more.


Gear :
A belt that holds an assortment of paper scraps and scrolls, pens, brushes and ink. She also keeps pre-drawn pictures in small hidden pockets sewn into her clothes for easy access.


Other :
Color code: #ff0000
She does not like being called Alexandra

Relationships:
Omen - Omen is her captain but she treats him more like an uncle. She's a thorn in his side.
Silbur - Sasha would often act as a messenger for Omen to communicate with her
Willow and Theo - Sasha became friendly with them after they came aboard the ship.
Awesome! Off to the CI!
 
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Hmmmm... any room for a thief?