:p It's fine! I was thinking of something along the lines of the Sylvari in Guild Wars 2 or the Foreas in Blood (another RP here). Like, full on sentient humanoid plants are a relatively rare thing to come across these days, and I can't get enough of playing as them!
another question: what are the Magical Schools? other than that part i have the CS done.
Body Character Sheet
Gender: Female
Alignment: Chaotic Neutral
Race: Mer-folk
Equipment: Many small knives and Daggers, a small sword in a scabbard on her back, light armor on her upper body.
Combat Skills: Preferably using Knives and Daggers, she is very adept at stealth kills both in the water and on land. Very agile, and quick-thinking.
Non-Combat Skills: Swimming, endurance, cooking any type of food with few ingredients, good at puzzle-solving.
Mana: Potent General Magic
Magical Schools:
Techniques:
Song of serenity: Causes everyone in the area to become lethargic and generally calmer for a small amount of time. once the effect is over, the calmness will often linger.
Berserker rage: Creates an aura of rage around her and grants strength to all allies within. Trades sanity for power, so she may even attack allies in this state.
Summon familiar: Summons one or two large creatures, or a whole horde of small creatures, to follow whatever commands the user gives. The stronger the creature, the less likely it is to listen. Causes dehydration.
Artificial Spirit Sheet
Name: Isa Nicolai
Personality: Never gives up, is kind and likes to help people. Is kinda ditsy when she's alone, and talks to herself a lot.
Talents: Psychic ability (Like mind-reading), control over the elements of water and air.
another question: what are the Magical Schools? other than that part i have the CS done.
If there's anything in specific you have in mind magic wise, just PM me and I'll go over it with you. In your case you'd want summoning as a magic skill, so PM me and I'll update you on how it works for Mer-folk.
Equipment: Thornblade knife, often coated in a natural poison. Wears light tunic and pants made of animal skin lined birch bark, also wears sandals with birch bark soles.
Combat Skills: Very handy with his blade, the equivalent of a short sword for him. His skill lies in mobility and speed. Non-Combat Skills: Can cook simple meals for himself, is an excellent yeoman, or herbalist, knowing the flora and fauna of many lands, and their uses, almost instinctively.
Mana: Limited mana, potent spells. Resurect: Up to 3 hours after death, may revive fallen comrades. Wither: Causes beings to dry out, and objects to corrode/decay. Consuming them at a rate of 1.5 sq ft per 30 sec for three min. Stasis: Prevents aging and death, until end of stasis, but leaves subject completely unaware of their surroundings. Dispel Magic: Attempts to remove magical effect or summoned creature. Prisms: Creates 5 marble sized prisms out of water droplets. Growth: Increases growth rate, and subsequently also the natural heal rate, of an animal, plant or person by five hundred percent. Symphony: Produces any sound the caster can remember hearing, at up to a moderate volume(slightly loud inside voice), for up to five minutes. The sound emanates from a point Specified by the caster for the duration of the spell.
Techniques: Areal Acrobatics(self explanatory): extended use causes exhaustion. Animal Affinity: can communicate with animals, and is often considered a friend by animals. Finicky Fey: often looses focus, is easily distracted.
Artificial Spirit Sheet Name: Boris Egon Personality: Caustic, Incisive, Snarky Talents: Spark: able to generate small amounts of energy, like a spark, with careful concentration.
Gender: Asexual Alignment: Lawful Good Race: Slime
Equipment: A Large suit of armour which is worn at all times, even during sleep. Also carries with it a greatsword and a shield.
Combat Skills:
"The Killing Blow" - a swordfighting style which emphasizes a constant, overwhelming offensive in order to force the enemy off if his guard in preparation for a great blow which tears through any defence the opponent can make.
"The Stalwart Defence" - a second swordfighting style which emphasizes, in contrast to "The Killing Blow," a defensive tactic allowing the enemy to create an opening through his own offence to exploit.
"Actually I'm a slime but shh they don't know that" - the use of its attributes as an acidic slime to its advantage; usually through coating Musana in its slime to use its acidic property to eat away at the opponent's sword, armour or other form of defence.
Non-Combat Skills:
Hand gestures, polishing of armour and swords.
Mana: Average for a slime
Magical Schools: Acidic/poison magic, highly skilled in body forming.
Techniques: An emergency "dissolving" of its body into its natural slime state; its slime will pour out of every single crevice in the armour and reform very quickly. Doing this severely disorients it, leaving it with usually one opportunity but much too dizzy and disoriented to do more. This serves as its trump card.
Artificial Spirit Sheet Name: Airan Vasilly Personality: Cautious, very, very careful, wants to be left alone. Talents:
Unified Language - Airan can understand any spoken language (writing not included). As an offset for this, it is completely mute.
To be clear everyone, Talents are something you don't have right now. They're just something your spirit can learn and work at to slowly get better at until it becomes a genuine skill or ability one day.
I'd also recommend including clothing, armor, and basic supplies in your equipment- it will make the start of the RP easier on you.
Appearance - without shield or plate armour (outlined below)
Body Character Sheet
Gender: Female. Alignment: Lawful Evil Race: Dark Elf ("Drow", if you're being technical) Appearance: Personal plate armour (fitted to drow size):
Helmet – worn under hood (no horns):
Equipment: Two-handed greatsword w/ scabbard, map, compass, preservable food (such as kept bread and the odd apple or bit of cheese), whetstone, polishing cloth and rucksack.
Combat Skills: Unable to rely on the grace and speed elvenkin are renown for, she is forced to rely on both brute force (what she can muster, that is) and any magic she could bring to bear, if at all.
Her primary expertise is with two-handed swords, longswords, maces and polearm weaponry. Conversely, she has little experience with any bowed weaponry and no experience with any other forms of weapon.
Unexpected Angles To a veteran warrior, every possible part of a weapon could be another avenue for attack or defence - the flat of a blade, a mace's pommel, the shaft of a glaive and so on. All one needs is to recognise an opening, time it perfectly and, of course, practice, practice, practice.
Ambidexterity Constant training and use of her two-handed weapon has given the wielder the ability to wield her cumbersome 'zweihander' with either her right or left hand in the predominant "control" grip of her weapon. This can allow her to counter-attack or defend against blows to either side of her body that a lesser-trained individual with a dominant hand (as well as no other form of defence, such as a shield) might find more difficult to compensate for.
Non-Combat Skills: Lowlight vision (inherent trait), intimidation (goes without saying, considering who she is and likely what she does), recognition of Dark Elf language and sigils, repairing and maintaining her arms and armour.
Mana: Mid-range mana-retaining capacity, though only usually enough for the abilities that are listed below. Magical Schools: Demonic/Evil (major) Magical Abilities:
Smite Good The very antithesis of do-gooders, such as warrior-priests or knights who serve those deities of heroes, the Blackguard draw on the magic of the world not to uphold the ideas of justice, but to strike down these weak-minded and naive fools. With a powerful blast of magic, the Blackguard could bring any character of Good alignment - at least, those unprotected by any higher power or enchantments against evil - screaming to their knees in abject agony.
Neutral or Evil character will remain unaffected.
Corrupt Blade Just as a Paladin or warrior-cleric can invoke the name of their god to divinely empower their blade before facing the diabolical, so too can a Blackguard prepare their own blades before facing their opposite numbers.
At its simplest form, corrupting a blade would allow the Blackguard to inflict an incremental higher amount of damage against an opponent, reflecting the infusion of vile magics or runes into the weapon about an hour before the battle.
At its most powerful (and provided the necessary rites and work is done at least 48 hours in advance), the defiled blade can banish an enemy's soul to the hells if the weapon can inflict a single fatal wound, such as running it through the heart or by decapitation.
In both cases, however, the corruption will fade away as soon as the battle has concluded; the Blackguard must begin the rites again if he or she wants to corrupt their weapon again.
Techniques:
Unbridled Rage Whether it is due to a trigger that sets off something within them or a sudden surge of fury imparted from their deity, the Blackguard suddenly feels their limbs cloaked in demonic fire and their soul filled by rage. Infuriated, the Blackguard immediately rushes towards the target of their anger, their strikes now enscorcelled by the power they serve and hitting harder then they could have before.
Any subsequent strikes inflicted by the Blackguard would hit harder then they would have under their own strength until the target falls. Once the opponent lies dead, however, this strength fades away.
Oh, I was just about to close the RP to new roleplayers until we got to the second wave of characters. However, I think it'd be pretty bad if someone wanted to join and couldn't because they were three minutes late- So you'll be our last member for now.
Gender: Male Alignment: Chaotic neutral Race: Undead (skeleton) Appearance: He looks like a skeleton. He wears an eyepatch and pirate captain clothes, sporting a cred and gold pirate coat and a swag-as-hell pirate captain hat. Equipment: Old cutlass, hand crossbow, old bombs that sometimes work, old pistol that works, old telescope that works pretty well.
Combat Skills: Pirate fighting. Somewhat skilled offensive swordplay, honed to fight multiple enemies at once. It employs ‘dirty tricks’ like sucker punches and kicks, but hey – anything goes. Able to use pretty much any one handed weapon to a certain degree of skill. He’s also pretty good at parrying and using a one handed ranged weapon in either hand. Non-Combat Skills: Excellent sense of direction, adept at climbing ship rigging. Good at navigation, able to use the stars for direction. Good leadership skills. Good at jumping high because he has no flesh, also good at going fast. Quite good at free running. Ambidextrous as a result of necessity but his preferred hand is his right hand.
Mana: Not a lot. Less than a standard human. Magical Schools: None
Counter stance Counter stance is a move that drains mana the longer one is in it. It allows the user to react to single-target attacks with inhuman reflexes, deflecting bullets, arrows and swords with ease. If the attacker is attacking with a melee weapon, counter stance allows the user to land a free riposte. Counter stance counters every attack launched at the user within its time frame but drains mana really fast. Also, the user can’t counter area of effect attacks and they can only counter targeted spells if their weapon allows them to do so. The user can move while using counter stance and even use it in the air, but it takes a lot of mana still.
Mana steal With the ungodly power of the undead, the user can suck the life force of things that live. It’s a technique that buffs the user’s attack with the power of stealing-people’s-mana, so this particular ghost pirate can add mana to the list of stuff he pillages. The mana stolen is converted to mana usable by the user, but bleeds out slowly.
Blade of avarice Blade of avarice is a move that draws on the user’s monetary possessions and worth of their belongings to increase damage. What the user is considered to ‘own’ varies on the user, and the worth of their belongings is rounded to a standard market price. Basically, the richer you are, the more blade of Avarice does. It takes a bit of mana and is only applicable for a single strike. It is unknown how the ability knows how much your stuff is worth relative to the modern market.
Artificial Spirit Name: Jimmy Lonsby Personality: Jim likes shiny stuff and is curious. Is a realist to a point. That said, he's a free spirit and likes to do what he wants. He's rather mischievous at times. Talents: Minor telekinesis, minor chameleon abilities.
I might edit it later if I find stuff I forgot to add.
Edit: Turns out I did forget stuff, kinda. Tweaked Jim's personality.
Long, partly braided platinum-blonde hair spills over his shoulders and covers most of his back, framing a face with sharp features, including an aquiline nose, bright green eyes that stare unwaveringly, and high, pronounced cheeks to give the slightly triangular facial shape so common to those of the Elven race. A respectable, lean musculature, with all its swells and curves, is consistent throughout his body, hidden almost at all times by a silken robe of white decorated at the chest area with golden filigree depicting a story of mortality, from an elf's birth to his inevitable passing. Comfortable leather sandals hug at his feet, and in his right hand is a long, golden staff topped with an ornate, stylized depiction of a horned skull. Reaching behind his lengthy ear, he pulls his hood down to shadow his face, giving an eerie darkness to everything above his lips. Hanging by a long strap from his shoulders is a large satchel containing traveling essentials and less important baubles.
Combat Skills: An elf of books and letters, he may not be able to give that good of an account of himself with a sword, but if need be, he can whack someone with his staff as a last resort. Ultimately, he prefers to stay at range, abusing the enemy with gratuitous spellcraft, and letting his undead minions do the bloody work of melee.
Non-combat Skills: He is adept in alchemy and, surprisingly, the culinary arts. He is able to recite many Elven liturgies off the top of his head, and apparently knows a bit of midwifery. Well-read, he is knowledgeable on many topics, from theology, to history, to matters of the arcane and biology. He can also read the stars and skies to discern direction and navigate the world solely from that.
Mana: High.
Magical Schools: Necromancy, Pyromancy
Magical Abilities:
Raise Dead: Breathing unlife into a corpse, it is animated and enthralled to the casting Necromancer to be at his beck and call.
Preservation: This spell halts the decomposition process of the raised dead, should the Necromancer require such a thing for some reason.
Scroll of Holding: The Necromancer writes down glyphs of power on any writable surface, enabling them to store individual objects not heavier than a full-grown horse. While usable on anything where ink can be applied, he most often uses this spell on pieces of paper or parchment to store raised dead. Deactivating the spell will cause stored objects to be regurgitated and the container to be destroyed.
Freeform Low-level Pyromancy: The Necromancer is able to use basic pyromancy with little casting involved, and thusly can create, shape and even fling at dangerous speeds fires no larger than a bear's paw at anything that may warrant it.
Dispel: Dissipates and otherwise damages the targeted mana structure, eliminating a troublesome spell or stunning a magical construct.
Techniques:
Vindication: When Lichdom is still so far away, how can he falter now? The spell of Vindication asks for but a little mana in exchange for painlessness and a burst of energy, leading to a stamina and strength enough to rival that of centaurs. But whether his body can keep up with this magically-imbued vigor is another matter entirely.
Inspire the Dead: A variant of Vindication that applies only to the raised dead. He may grant the boons of the spell on one or more thralls, making them hit harder and faster. Maintaining this technique is done at the cost of the Necromancer's body, which tires and fatigues, and in prolonged use, hurts.
Name: Vaul
Personality: The newborn, rather stoic Vaul knows of his ignorance of the world, and seeks to know more. Having a code of honor, he seems to excuse his liberal use of his host's arcane talents on the argument that what he's controlling now are but mere shells, and not souls. He thinks before he speaks.
Talents:
Life-giver: Vaul is perhaps the antithesis of his host as in his presence, plants seem to be a bit greener, complexions seem to be a bit fairer, and weary bodies tend to be relaxed and feel weariness being siphoned off from them. Vaul can use this healing energy into a more active form, channeling it to cure minor cuts and bruises, or aid however little in the treatment of more grievous injuries.
Here's the CS. Sorry if it's a little crude, I posted most of it from my phone.
Body Character Sheet
(Sorry for big image, it was the only one I could find with clothes on.)
Gender: Female Alignment: Chaotic Good Race: Dryad Equipment: Several fruits, A long bow, A small pouch full of herbs, A cloak.
Combat Skills: Prefers long range combat and magic. Most used weapon is long bow, as her aim an focus is better than her physical strength. Prefers using magic because it is easy and convenient.
Non-Combat Skills: Gardening, Playing flutes and panpipes, Tree climbing.
Mana: High I guess? Magical Schools: Nature Magical Abilities:
Growth: Causes accelerated growth in plants. Control: Gains control over nearby vegetation and the ability to use them, almost like an extra limb. Natural Defense: Creates a large wall of vegetation (Usually tree or thorns.) Around allies. Has a chance of causing exhaustion.
Techniques:
Briar Thorns: Poison thorns appear around her body, almost like an armor. However, they also are poisonous to the user, and the longer they stay on, the longer it takes to recover.
Suggestion: Allows user to plant a suggestion or doubt in an enemy's mind. This causes makes their loyalty sway and continued exposure could lead to insanity. However, this affects her as well, so the more effort she puts into controlling someone, the less control she has over herself.
Artificial Spirit Sheet Name: Alida Varga Personality: Nervous and jittery. Prefers peace, is scared of almost everything. Talents: Beast taming, Camouflage.
"What the...the hell's with these sleeves? What sort of fashion genius designed this trash?"
Gender: Female
Alignment: Neutral Evil
Race: Homunculus
Equipment:
Light Armor: "I'm not some kind of barbarian, thank you."
Short Sword+Scabbard: "...a-at least I can lift it."
"I'm not carrying this junk separately in my hands or something. Use your head, clod."
Granola+Fruit: "A healthy snack on the go!"
Torch: "Look, special eyes don't give you night vision, okay? What if there's a cave or something? Dammit."
Well-Insulated Blanket: "No, you're not allowed to share it. This is mine, you pig."
Cloak: "...I don't want to get wet if I don't have to. Stop giggling."
Combat Skills: Nil.
Non-Combat Skills:
Eyesight: Has never and will never need glasses. Short and long-distance vision is exquisite. She has special eyes.
Homunculus: Traits innate to homunculi of her make and model. As a magic-centric design, magical and mental aptitude is immense but physical specs are abysmal. Can consume food and drink, however requires them in far smaller amounts than a natural living being to continue standard functions, to the point that sustenance can largely be ignored; breathing operates similarly. Consumption of food/drink can be used to restore mana, though.
Rhythm: Highly conducive to feeling and picking up "patterns and flows" around her. Basically just a high aptitude for patterns and cohesion; like this, disruptions in established patterns are easier noticed. Would also make her a decent singer, if she could carry a tune. Ah well, there's always percussion instruments.
Mana: An existence built around use of magic; as a homunculus, her mana is appropriately high.
Magical Schools:
Laws of Velocity- Basic: The magic school that is the sole specialization of this body. On face, a wind-style magic school. In fact, to one who is not a practitioner, that is what it will certainly seem as. In truth, it is a magic of "velocity" that often uses a conduit of wind. Operates upon two precepts: slow and fast. The fast aspect is often used for what would be called conventional wind magic; "blades" of wind, propelling oneself with wind, and the like. Something like "starting a fire" is possible, but is inefficient, comparatively nonpotent, and cannot be innately controlled as fire magic allows; thus, it is largely useless save for something like lighting a torch. The slow aspect is often used for such things as "slowing the descent of one's fall" or "altering air pressure". Both aspects can be used outside of the conduit of wind, simply applying "slow" and "fast", but wind is a general go-to for ease of magnifying effects.
Laws of Velocity- Advanced: The "higher level" of the Fast and Slow aspects, revolving around accessing the terminus of their aspects. At the current state, it is horribly inefficient to actualize and so, while powerful, use is largely inadvisable. At this level, the fast aspect may reach a level where it gives way to Spatial Folding, blurring space under the speed of an attack. The slow aspect's current limit is Spatial Slowing, a "slow attack that slows space around it"; Slowing is not the true terminus of the slow aspect, but as it is the peak of current Slow Aspect abilities, it is placed here. For the laws themselves and not merely the aspects, there may even be a higher level still that could be reached, but it is impossible to be certain at this moment.
Techniques: Nada.
Artificial Spirit
Name: Diana
Personality: Abrasive, brash, and a bit of a bully on the whole. Has a propensity to slang in casual conversation. When acting nice, it's generally a sickly sweet chiding mockery that will fade away once she gets bored with it. Is a pure maiden regardless.
Talents:
Human Observation: Not limited to humans, but called this anyway. A talent to read others. In latency it is little more than the general ability to read things like body language, rather than being something obscene such as gauging one's alignments, nature, and ideas at a glance.
Business: Propensity for "capitalism, ho!". Stepping over the corpses of others, making money from nothing, spending money to make money, and so on. Even if not explicitly applied to running a business, business sense is nonetheless valuable.
Equipment: Winged mace, wood and iron banded kite shield, Book of Deiwos, Hymnal of the long March, icon of Deiwos, coin purse, satchel, flint, dagger, Confessor’s armor.
Combat Skills: Prefers blunt melee weapons, usually those which are one-and-a-half handed so that he might use them alone or accompanied with a shield. The beauty of maces, war hammers, and picks, is their simplicity and deadly efficiency, one needn’t be a master of some hidden or grand technique of fighting, merely possess the will, strength, and fury to crush any foe beneath his might.
Smite Guilty- The child of Deiwos calls upon the god of justice to deliver retribution through steel. The caster's weapon becomes imbuned with the holy might of Deiwos, ready to strike down the guilty. This holy strike deals immense holy damage to those who have committed sins in the eyes of Deiwos.
Repentance- Confronts the guilty with their sins, causing them to either fall in guilt over their actions, or flee in terror of punishment. Live or dead, good or evil, none of the unjust will escape divine punishment.
Bless item- The warrior-priest may lay his hands upon an item, be it a weapon, charm, water skin, etc; and bless it by invoking the lord of justice and righteous might, allowing it to strike down or reveal the guilty, unclean, and unholy.
Techniques: Righteous Fury- Zeal and hatred work in conjunction to push this mortal flesh beyond its limitations. Just as Deiwos strikes down his foes, so too shall his faithful messengers. Pain is what grounds the soul and mind to the body, with it removed, even for a short time, one becomes a fragment of the grandeur of the divine. Let not the innocent fall prey to your righteous fury, for Deiwos is a just god, only the wicked, guilty, and unclean will the war-priest smite, never forgetting the tenants of his faith.
Judgement- Innocence is an illusion, there are simply degrees of guilt, and situational trials. Franz has a knack for discovering who is and isn't deserving of punishment. A good judge of character, little goes unnoticed or without suspicion from him.
Demagogue- Franz seems to have an affinity to rile and frenzy those around him, drawing strangers of all kinds behind him and whatever cause he might be associated with. Playing to the mob, their fears, wants, hopes, dreams, without any real sort of logic, he can turn the lowliest of farmers into a force of pure fury and zeal.
In an a few hours, I'll be creating the OOC, where you will move your sheets. After you do that, I'll be sending out any PMs about any edits that need to be made. Before that, there will be some edits to the sheet to improve its organization and give a better idea of each characters powers and abilities. They'll be minor changes, but I will also put up an example sheet to give you something to follow so this will be a lot more simple and easy to understand.
I'll also be sending out some basics on magic to those that use it so they have a good idea of what exactly they're using, and I'll send out information about particular gods to those who use divine abilities.
Appearance: As pictured, though he will dress down depending on the occasion, as well as generally toting around a hooded cloak.
Equipment: Two large iron daggers, ten black powder bombs, quite ornate brass compass (not entirely his), rope w/ grappling hook, cloak, pipe, flint and stone, twist of tobacco, kobold food rations
Combat Skills: Dual-wielded (offensive, assassination oriented) dagger fighting (High), throwing (Medium), explosives use (High), crossbow archery (Medium), hand to hand (Medium)
Non-Combat Skills: Climbing, lockpicking, demolitions, species physiology, species knowledge, tracking cooking, tobacco curing
Mana: Your capacity to store magical energy for use in both spells and techniques. Race is a huge part of this. Above-average for a kobold Magical Schools: Impromptu Magical Abilities: Dispel Magic- Allows for the dispelling and negation of magical effects on objects (esp. things like traps) Shadowmeld- Effectively full invisibility (including clothes) for a limited amount of time. Also serves to block against detect spells, but drains mana. Night Vision- Allows for the ability to see in the dark at percieved light levels similar to a bright room. Basically it's night vision but with true color. Detect Life- Allows for the spacial detection of living beings in the nearby area without visual sight. Detect Magic- Detects enchantments and other magical phenomena in an area.
Techniques: Chameleon Scales- The ability for the scales on Irmo's skin to shift color depending on the enviorment to some degree, allowing for a degree of natural camoflogue that changes with his surroudnings. Biologically toggleable (if off, returns to pictured color) Assassin Strike- A powerful lunging vital strike with Irmo's daggers that does significant damage and can disable unarmored or weak foes outright. Artful Dodge- Irmo can evade an attack at the last minute in a springing sidestep that launches him several feet away, though this is quite bothersome to him.
Name: Irmo Muskerra Personality: Irmo is a somewhat flippant and morally ignorant type of soul who would often drift into crime or at best the gray areas of society no matter where he was placed. However, if something interests him enough he is willing to take it seriously, no matter how much he may not act like it on the outside. Talents: These are potential skills that your artificial spirit is good at. Rather than the skills that the body your borrowing has, these are just the natural, latent abilities of your spirit. You may have only two at a time, and when they are used and trained in enough, they will be added as legitimate skills or magical abilities in their respective sections. This is to simulate the growth of your character as they learn their own abilities. Ultimate Observer- Irmo can discern everything from the minor injury leading to a brief pause in a man's stride to the casual tic of a horse to veer ever so slightly left every few seconds. Whether or not he can use this is up to the situation and the smarts of Irmo himself. Haggling- Irmo flippancy towards all but the highest people allows him to not take any price as something worth accepting, and combined with a natural charisima brewing deep within him allows him to be suprisingly good at getting him way in such a case.
"What the...the hell's with these sleeves? What sort of fashion genius designed this trash?"
Gender: Female
Alignment: Neutral Evil
Race: Homunculus
Equipment:
Light Armor: "I'm not some kind of barbarian, thank you."
Short Sword+Scabbard: "...a-at least I can lift it."
"I'm not carrying this junk separately in my hands or something. Use your head, clod."
Granola+Fruit: "A healthy snack on the go!"
Torch: "Look, special eyes don't give you night vision, okay? What if there's a cave or something? Dammit."
Well-Insulated Blanket: "No, you're not allowed to share it. This is mine, you pig."
Cloak: "...I don't want to get wet if I don't have to. Stop giggling."
Combat Skills: Nil.
Non-Combat Skills:
Eyesight: Has never and will never need glasses. Short and long-distance vision is exquisite. She has special eyes.
Homunculus: Traits innate to homunculi of her make and model. As a magic-centric design, magical and mental aptitude is immense but physical specs are abysmal. Can consume food and drink, however requires them in far smaller amounts than a natural living being to continue standard functions, to the point that sustenance can largely be ignored; breathing operates similarly. Consumption of food/drink can be used to restore mana, though.
Rhythm: Highly conducive to feeling and picking up "patterns and flows" around her. Basically just a high aptitude for patterns and cohesion; like this, disruptions in established patterns are easier noticed. Would also make her a decent singer, if she could carry a tune. Ah well, there's always percussion instruments.
Mana: An existence built around use of magic; as a homunculus, her mana is appropriately high.
Magical Schools:
Laws of Velocity- Basic: The magic school that is the sole specialization of this body. On face, a wind-style magic school. In fact, to one who is not a practitioner, that is what it will certainly seem as. In truth, it is a magic of "velocity" that often uses a conduit of wind. Operates upon two precepts: slow and fast. The fast aspect is often used for what would be called conventional wind magic; "blades" of wind, propelling oneself with wind, and the like. Something like "starting a fire" is possible, but is inefficient, comparatively nonpotent, and cannot be innately controlled as fire magic allows; thus, it is largely useless save for something like lighting a torch. The slow aspect is often used for such things as "slowing the descent of one's fall" or "altering air pressure". Both aspects can be used outside of the conduit of wind, simply applying "slow" and "fast", but wind is a general go-to for ease of magnifying effects.
Laws of Velocity- Advanced: The "higher level" of the Fast and Slow aspects, revolving around accessing the terminus of their aspects. At the current state, it is horribly inefficient to actualize and so, while powerful, use is largely inadvisable. At this level, the fast aspect may reach a level where it gives way to Spatial Folding, blurring space under the speed of an attack. The slow aspect's current limit is Spatial Slowing, a "slow attack that slows space around it"; Slowing is not the true terminus of the slow aspect, but as it is the peak of current Slow Aspect abilities, it is placed here. For the laws themselves and not merely the aspects, there may even be a higher level still that could be reached, but it is impossible to be certain at this moment.
Techniques: Nada.
Artificial Spirit
Name: Diana
Personality: Abrasive, brash, and a bit of a bully on the whole. Has a propensity to slang in casual conversation. When acting nice, it's generally a sickly sweet chiding mockery that will fade away once she gets bored with it. Is a pure maiden regardless.
Talents:
Human Observation: Not limited to humans, but called this anyway. A talent to read others. In latency it is little more than the general ability to read things like body language, rather than being something obscene such as gauging one's alignments, nature, and ideas at a glance.
Business: Propensity for "capitalism, ho!". Stepping over the corpses of others, making money from nothing, spending money to make money, and so on. Even if not explicitly applied to running a business, business sense is nonetheless valuable.