Concept: A cunning and vicious survivor, Vasarius came from a family that one might call "worthless and broken." His mother both the abused and an abuser, showing to him only weakness when he needed anything, but, and the women of his life serving similar roles, one might say that Vasarius was fated to be isolated. Now a wandering Hunter of beasts, be they men, mer, or true monsters, Vasarius has been through far more than a rough upbringing--not to mention an unfortunate chain of romances, each ending in their own tragedy. Having gained quite the reputation in Olias and lands beyond, Vasarius is something of a figure of infamy, standing above common Hunters as example to what a man can achieve when truly driven. However, much to the chagrin of more noble souls, Vasarius is not exactly the image of honor and valor, but instead is a crass, ill-spirited man with a grudge against the world, and a distrust of practically anything and everything with a modicum of sentience.
However, despite his personality, Vasarius is rather intimidating, with his dark clad armor, one remaining eye, and stature of six(6) feet and five(5) inches. While his key talents are a mixture of a keen memory and strong resilient body, Vasarius has nonetheless dipped his hand into the art of magic. However, much to the chagrin of those mages who know of him, the hunter has twisted it to his ends, perverting it from an art and turning it into a mere instrument to be played for his benefit. Through this it is revealed that Vasarius' Sway is quite considerable, covering a maximum of 10 meters in a sphere around his person. However, his true strength comes from his Élan, which has taken most of his Sway due to his continued use of Augmentation magic on his physical form. As a result his body is suffused with mana even when at rest, mana which he can influence on an instinctual level to impart himself with greatly enhanced physical capabilities.
While his ranged magical capabilities could not be said to be higher than the 3rd Order(Tier), his ability to physically augment his own person, objects--given time--and even others could be said to be at least of the 5th Order(Tier). Perhaps second most notable of his talents is his ability to work spells inside of things within his radius, though the effect is far stronger when imparted via physical contact. In essence, this ability allows him to enchant objects by altering them on a surface level. While he does not do so often, the Hunter is just as capable of altering things at their root, so as to permanently change their nature.
Equipment: Carrying only what he must, Vasarius often wears his signature armor, though not with his helm donned oft times. This armor has been influenced by the Hunter's magical talents, making it far more durable than it ought to be as well as quite flexible, doing little to restrict his range of movement. However, as a result of his tampering with the core structure of the metal it has become heavier, gaining mass due to the mana that has solidified within it, becoming an essential part of its make-up. Nonetheless, due mostly to his physical prowess, Vasarius more often than not shrugs off the weight of his armor, moving almost as if unimpeded.
Aside from his armor, Vasarius carries a fair amount of miscellaneous ingredients, which he uses for poisons or to damage more complicated beings such as demons and fae. Additionally he possesses a horse which carries implements for travel and sustenance as well as the occasional trophy. It should be noted that despite his relative infamy, Vasarius is not wealthy by any stretch of the imagination, as he has the tendency of spending his coin on brief escapades, gambling, or drink in alternating order. The rest goes towards the upkeep of his equipment most times.
Last and perhaps most notable of his belongings is his spear, which is his Implement. The item holds its own symbolic meaning, initially leading people to believe that Vasarius is entirely single-minded in nature. However, when it is revealed that the spear is composed of mana-infused metal as well as some technology straight from Vaemia, its symbolic meaning becomes somewhat more muddled. Regardless, the weapon's abilities are relatively simple. It cuts and it pierces, but not just flesh as the weapon can shear through mana as well, parting it along the path of its movement and pulling it inwards as it passes. The weapon is durable, infused repeatedly with mana over years of continuous usage, and taken care of quite regularly by its owner. The weapon, as his implement, strengthens his workings of magic in the realms of the physical world. Conversely its mechanical components reveal a complexity to these actions, thus subverting the spear's general meaning of directness, allowing for more complex and nuanced workings to be achieved with its use. Last among its notable properties is the spear's ability to retract into just its handle, though the bladed segments remain visible. Vasarius calls the weapon Dhaerym.
Displayed Aspects of her personality(outwards)[1]King of Pentacles: Pragmatism and mastery of the material world, generally without the arrogance or greed that comes with this. Feeling of security in one's own deeds and wealth, rather than a lust for more.
Internal Aspects of her personality(inwards)[2]The Fool: Naivete, but also with a powerful creative force and self assurance. Stubbornness and a general inability, or lack of want, to listen to the cautioning words of others.
Her True Self[3]Page of Wands: An arbiter of change, not held down by the material world, with high ambitions and a powerful creative mind. Passionate and loyal. One who reveals fears and shows that they are not external, but that they are part of oneself, and to be integrated and conquered.
History/Personality Tarot information:
[3] [1] [2] [4]
[5] [6]
[1]Five of Wands: Arrogance that can get the better of her, but she does watch it.
She is cunning and while she likes to win, tends to find those victories are hollow and meaningless.
[2]The Tower: Way she must progress -- An alteration of old habits and beliefs must take place. Related to her zanpakuto ability is the idea of casting away the old to be reborn better than before. Evolution/progression/change.
[3]Eight of Swords: Fear of moving away from what is comfortable. Fear of abandoning her trophies and place in the world to gain assurance in her self.
Challenge: She must harness this fear to free herself and progress forwards.
[4]Judgement: End result of progression?
Clarity of mind in situations where she is in line with moving forwards(her sword spirit?).
[5]The Hierophant: A person in her life who instilled in her a particular set of beliefs/traditions, but lives on only in those traditions. They have died or moved on to somewhere else and she has lost contact with them almost completely.
[6]Six of Swords: Sword spirit.
Card of transition. Sometimes the only way to deal with a problem is to leave it behind and start anew.
Boat symbolism denotes the power of a rational mind over the intuition.
“Instead of ruling the emotions, the Six of Swords actually offers a highly controlled balance of logic and intuition. This is how true mental clarity arises; you can use your intuition to guide you through easy situations and call upon your impartial and analytical nature when it is needed for a more complex decision. Do not seek to suppress your emotions any more than a sea captain would want to eliminate the water. Rather, respect their presence and their power in your life, and use them to your advantage. When a balance between head and heart is achieved, truly great things can be accomplished.”
Name: Yōki(Keeper), Kōunora(Rainfall on fields). Alias: Gender: Female. Age Appearance: Race: Plus-->Shinigami. Rank & Division: Captain of the 7th Division.
Personality: Kōunora is a compassionate woman with an effortless elegance to her actions and an air of wisdom. Caring deeply for those taken under her wing, the women protects them just as fiercely as she teaches and cultivates them. A worldly woman, Kōunora is not one to shy away from any task, no matter how mundane it may seem or how others might look at her as a result. She cares little of the opinions of others, thus revealing her own assurance of self. While she does her utmost to temper this confidence, it can sometimes get away from her where it can become arrogance for a time. Yet, while Kōunora may appear totally sure of herself to others, internally she is somewhat more plagued by the troubles of the common folk; namely indecision and a sense of being empty or lost.
In essence, Kōunora is a woman in transition, attempting to fully embrace the creative spark within her so that it may become a roaring flame. However, for now that flame is but embers and her hidden passion and creativity remain largely untapped. As a result of this she appears pragmatic and strict to many, perhaps even overbearing at times, though most who know her have come to understand that oftentimes she is this way only because she cares.
Shikai: Body sideways, her sword arm held out behind her, blade horizontal, and eyes closed, Kōunora prepares to release her shikai. As she assumes the stance, her lips move, and the blade's command is uttered, [color=]""[/color]. As the inaudible words are spoken, a flash of gold and silver light engulfs her blade. For a moment it is blinding, but soon after the light disperses, the gold becoming trapped within the blade even as the silver surrounds her. With her blade revealed, Kōunora's voice pierces the near silence, proclaiming the name of her blade's elegant form, [color=]"Tsubame ken-kyō(燕検鏡'Swallow's Speculum')."[/color]
Abilities:
With abilities that elude the understanding of many, Kōunora's shikai is an enigmatic thing.
takes the form of a conductive silver light, which in reality is the visible manifestation of her rather unique reiryoku taking on visible form when passed through reishi.
is the creation of a strange conductive reiryoku, taking the shape of silver or gold light. While the true nature of the golden light is that of amplification and purification, it is the silver light that takes precedence during her shikai's manifestation. Surrounding and following Kōunora throughout the duration of her release, this silver light
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[url=http://]Bankai:[/url]
[color=]""[/color]
Abilities:
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“You really shouldn't have struck one of mine,” she said, voice filled with assurance, her body language tense. While her blade may have not been drawn, the look in her eyes, and the pulsating aura that surrounded her was threat enough to more than compensate. On the ground behind where she stood lay the motionless form of a seated officer, one of hers. Her hand moved to her blade as the arrancar smiled in response to her anger.
The being closed the distance, meaning to strike her, but too late he noticed her other hand grasping a cube of white reishi. “Chōten seigen,” said the captain as her palm opened upwards, releasing the cube into the air before her, where it unfolded, thus revealing a smaller black sphere. Immediately upon its unveiling, the sphere shot outwards expanding around her. The arrancar retreated, but not before it touched him. As his sonido ended he found ribbons of black reiryoku where his finger and toe had touched the sphere.
He looked up, but found the orb of energy impenetrable to his senses. It only last a moment, suddenly cracking and then shattering to reveal Kōunora's glittering form, the air about her shimmering with silver light, a light which seemed to refract off of thin air. Her blade was drawn at her right side and it shone with a subtle gold, as if a muted light had been trapped within it.
Eyes locked with his, Kōunora pushed forwards into a shunpo and at the same moment two tiny shockwaves blossomed from beneath her feet. In that instant she vanished, reappearing two feet from the arrancar who, in response, stabbed his blade at her torso. She spun to the right, dancing around his strike, blade reversing grip, before it plunged at an angle, behind her back, and into the hollow's side.
Immediately the arrancar howled in agony before he was sent flying as a powerful wave of kinetic energy washed over him, sending him into the wall of a building, which formed a crater as a result.
He had no time to recover as he saw her lightly jab her blade into the air five times, tiny blades of silver light pinning him to the wall as she did so. Her red eyes gleaming, the captain crossed the distance in an instant, placing the tip of her blade before the throat of the arrancar as she did so. “Have you any last words, hollow?”
“I hope my fello--...” he began, before the blade sliding slowly into his neck interrupted his words. In moments he was unable to breath, and after long minutes of gagging on his own blood, his convulsions ceased and the light left his eyes. There was no empathy or remorse in the actions, not a single shred of a compassion in her fierce crimson eyes.
Pulling her blade from the hollow's corpse as it began to dissolve, the captain watched the process till the last shred of reishi dispersed into the air, and only after did she flick the blood from her glowing blade and sheath it.
Name: Yōki(Keeper), Kōunora(Rainfall on fields). Alias: Swan-song. Nicknames: Nora. Gender: Female. Age Appearance: 23. Race: Plus-->Shinigami. Rank & Division: Veteran Captain of the 7th Division.
Additional Appearance Information: An elegance about her every movement, Kōunora wears her shihakusho and haori with pride, having modified the latter not at all. However, her Shihakusho possesses less folds, and instead hugs her figure more closely, resembling the garb of the second division captain in its way. More often than not, Kōunora wears her striking silver hair tied into a long pony tail largely keeping it out of the way during her daily duties and should she need to engage in combat. The woman's elegant form stands at 5'3 and weighs roughly 138 lbs. Her hair is silver and her eyes are a stirring red.
Footnote: There is no flower in her eye.
Personality: Kōunora is a compassionate woman with an effortless elegance to her actions and an air of wisdom. Caring deeply for those taken under her wing, the women protects them just as fiercely as she teaches and cultivates them. A worldly woman, Kōunora is not one to shy away from any task, no matter how mundane it may seem or how others might look at her as a result. She cares little of the opinions of others, thus revealing her own assurance of self. While she does her utmost to temper this confidence, it can sometimes get away from her where it can become arrogance for a time. Yet, while Kōunora may appear totally sure of herself to others, internally she is somewhat more plagued by the troubles of the common folk; namely indecision and a sense of being empty or lost.
In essence, Kōunora is a woman in transition, attempting to fully embrace the creative spark within her so that it may become a roaring flame. However, for now that flame is but embers and her hidden passion and creativity remain largely untapped. As a result of this she appears pragmatic and strict to many, perhaps even overbearing at times, though most who know her have come to understand that oftentimes she is this way only because she cares.
However, it is perhaps her loyal and caring nature that makes her so feared by her enemies as any harm done to those she cares for is seen as a terrible harm done to her. As such, when those around her are hurt, she will, in whatever way she can, seek retribution. So overzealous are the punishments she has doled out in the past, that few dare to cross her or hers—most doing their best to show due respect for the captain, her friends, and her entire division for she is not a woman whose pride one mars without consequence.
History: WIP.
Relationships:
WIP
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Reiryoku – Possessing less reiryoku than some captains, Kōunora has comparatively less endurance than most captains. However, her internal well of power is more refined, allowing her to use less power for greater result more often than not. As such she has managed to largely circumvent this weakness of hers, though it becomes quite evident when fighting foes with far greater stamina than her own. Her energy takes on a faint bluish-silver hue.
Reiatsu – Generally possessing less of a presence than most captains in the strictest sense, Kōunora prefers to keep her reiatsu contained, so as not to waste undue energy. Her reiatsu, when it does manifest, feels like a soft breeze, or a soft fabric lightly grazing skin, appearing visually as ghostly thin ribbons draped around the captain's form and drifting off behind her.
Zanjutsu Master – Will update.
Hakuda Master – Will update.
Kido Master – Having mastered all manner of the art, Kōunora is known, though not as prominently as some, for the kido she has created and popularized, particularly within her own division. Skilled enough to be a teacher to many others, the woman has even managed to create an art known as Kido-giri, thus allowing her, and any who learn it, to channel kido their their zanpakuto, using it as a catalyst for their spells.
Hoho Expert – On par with her fellow captains, Kōunora's shunpo is of average make, though do not be fooled for her ability to avoid, evade, and position herself is stellar in its way. She is agile and her movements are endowed with a refined grace making her fights, when she is truly engaged, more a dance than a battle.
Reiryoku Perception: A latent talent further honed after its discovery by her mentor, Zume Tatasuko, Reiryoku perception is an ability allowing the user to detect and visualize reiryoku, the internal power and lifeforce of any living being. Unlike reiatsu, which can be concealed and hidden away, reiryoku is seldom hidden through any efforts, as such is a difficult task, thus allowing the captain to detect any given individual with greater accuracy than most. However, while this detection allows for greater accuracy, it can be hampered if too many reiryoku signatures are present in a given area, thus overwhelming the user. In the interest of preventing this, Kōunora, like her mentor before her, uses this ability almost solely when her eyes are closed. It should be noted that Kōunora, due to this ability, could still fight almost as well as any captain, with her eyes completely closed, as a person's reiryoku is shaped like their body, not to mention any energetic assault contains the energy. Lastly, zanpakuto, as technically living beings, also possess reiryoku, which is intertwined with that of their wielder, thus allowing Kōunora to see the strength of the bond between shinigami and zanpakuto, as well as to visualize the weapon even with her eyes closed. Kōunora cannot detect inanimate objects bereft of reiryoku with this ability.
Kido-giri: The art of using kido through one's zanpakuto, thus refining their spells and allowing for another avenue of attack.
Will add more as they come to me (though only after they've been accepted).
Kido-giri, Sho. Level: Proficient. Chant: N/A.
Effect: By channeling sho through one's zanpakuto, they imbue force unto it, allowing a slash to release said power. Conversely, the force may be aimed in to induce movement in the user via a shockwave of force in a given direction. This spell is often used in tangent with the user's shunpo, allowing a movement with increased speed, but decreased finesse—though such does depend on skill.
Bakudo #29, Gyaku shibari(逆縛り'Reverse bind'). Level: Proficient. Chant: Etching words into the world, a river flows, a dam blocks its return....
Effect: A relatively simple kido, Gyaku shibari must be utilized on a surface, be it living or otherwise. When placed onto something it creates a sort of dam or filter through which reiryoku, reishi and reiatsu may only pass in one direction. While the kido can be broken by a significantly powerful influx of any of the aforementioned things, it can also be bolstered by supplying it with more reiryoku, making it particularly useful.
Bakudo #82 Chōten seigen(頂点制限'Vertex Restriction'). Level: Forbidden. Chant: The sun is eclipsed, the moon made absent, a presence vanishes and the world stops. Time is made still, movement surrenders, and bound are the energies of life. Cease time and stagnate space....
Effect: Creating a white cube in the user's hand, this spell is activated by crushing the white cube of reishi. Upon being crushed, an opaque black sphere will engulf a 4 meter radius, with the user being the central point. This opaque sphere does not allow reiatsu, some reiryoku, sound, smells, and even light to pass through it, making it a sensory dead zone. However, its true purpose goes beyond this, as should someone be caught within it, they will be rendered unable to move—the sole exclusion being the user. Should the user move, the sphere will remain in the same location it was activated in. As only certain forms of reiryoku may escape it, the sphere will persist for a potentially indefinite amount of time, as it is a closed system, never losing or leaking the energy that maintains it.
Should someone simply be touched by the black sphere, rather than being wholly trapped within, they will find that whatever part of their body was touched, becomes incapable of channeling or manipulating reiryoku as if the pathways which it travels along in the body have been sealed. Until the material is removed from their body or the kido deactivated by its user, this effect will persist.
Sealing Art #75, Shibari - Han kyoten kinshi(縛り - 半拠点禁止'Binding: Half point restriction'). Level: Master. Chant: Influence and refine, predict and divine; condense, make cease for brief time. Through connection intrude, passing beyond the wall, from within break the castle, make fall. Entrap and embrace....
Effect: A kido initiated by first manifesting a fair amount of the user's reiryoku and spreading one's reiatsu out to coincide with the dimensions of what one is sealing, this spell is activated by the utterance of its name. Upon activation the caster's reiryoku will rapidly spread through the substance, reaching its edge in a moment's time. Once it has done so, the reiryoku creates a film over the surface of the object or substance and then promptly condenses inwards into a single point designated by the caster. The sealed substance or object will take the shape of a small marble, which can be carried around nigh indefinitely so long as the caster retains trace amounts of reiatsu to spare. Reason being, this kido takes a tiny amount of reiatsu to maintain itself, suffusing the trapped substance with the caster's reiryoku as the reiatsu becomes dense enough to surpass a pressure and become energy within the marble. At the user's choice, the kido can be released, unleashing the substance or item(s) sealed within.
Key: Name of Skill - Rank needed to learn Seated level - Proficient Lieutenant level - Expert Captain level - Master Forbidden level - A Skill only a select few Captains know.
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Zanpakuto Spirit Personality: A proud and regal being, Tsubame Ken-kyō could be described as a wise and impassioned spirit, always looking to improve its wielder and foster a greater bond between them. Unlike many zanpakuto, who most be utterly conquered for their wielder to gain the full extent of their abilities, Tsubame is far more kind and understanding, having allowed Kōunora her bankai by simply bowing to her will. Perhaps because of this, their relationship is one of great respect and endearment, with the captain seeing her spirit as everything that is good about her, a being without flaw. While she is in part correct, Tsubame would disagree, and views her in a light that perhaps she is blind to in her current state. He hopes that, with time, he can bring out the same light that makes him, out from where it hides in the deeper recesses of the woman's heart. Perhaps he will even succeed.
Zanpakuto Spirit & Inner World Whilst typically a man, as depicted, Kōunora's zanpakuto spirit, at some times, appears to her as a golden and silver phoenix, its eyes red, and its form composed of many shining ribbons of light. The world around it paling in comparison to its brilliance.
Shikai: Body sideways, her sword arm held out behind her, blade horizontal, and eyes closed, Kōunora prepares to release her shikai. As she assumes the stance, her lips move, and the blade's command is uttered, "Focus, refract; connections reflect, through action collapse and enact. Fly forth...". As the inaudible words are spoken, a flash of gold and silver light engulfs her blade. For a moment it is blinding, but soon after the light disperses, the gold becoming trapped within the blade even as the silver surrounds her. With her blade revealed and hands adorned with silver, Kōunora's voice pierces the near silence, proclaiming the name of her blade's elegant form, "...Tsubame Ken-kyō(燕検鏡'Swallow's Speculum')."
Abilities: Manifesting physically as a layer of silver reiryoku about her hands and in the form of an elegant silver and blue katana, the capabilities of Kōunora's shikai lie almost entirely within the brilliant silver light that surrounds her. This “silver light,” is in actuality hundreds of tiny particles of reishi that have been imparted with great quantities of the captain's unique reiryoku. This reiryoku possesses the traits of an energetic lens, allowing it to reflect, focus, refract, or scatter various energies—though the most notable of these are kinetic energy, light, and reiryoku. At rest, the silver light acts much like a harmless gas, the reiryoku passing like potential energy between particles of reishi, impossible to inhale or absorb by most passive means. In this state the light is merely aesthetic, pure potential without much purpose aside from illumination. However, when manipulated by Kōunora's will via her reiryoku covered hands or her blade, the light may take form. When influenced by the aforementioned implements, her shikai's channeled reiryoku either contracts into the reishi it inhabits, or expands outwards. While the former is the natural state of her shikai, the latter causes, as the reiryoku becomes more intertwined, to shift the light from a more gaseous etheric state to a more physical one, first becoming something akin to a mist, then an outright fluid before it reaches its final state as a solid.
While her shikai's ability to alter the state of this silver light is notable the more important of its abilities is the redistribution of the reishi which her reiryoku inhabits, as gathering such particles into closer proximity effectively increases the focus of the “lens,” making it possible to reflect foreign elements, or even its own light. As a result, Kōunora's shikai is considered not only one the seireitei's most beautiful, but also its most mysterious as the captain has yet to reveal just exactly how it functions to others, leaving them to marvel at its capacity to surprise and astonish those who witness it in use be it turned against them in training, or drawn to slay their enemies.
Note: While Kōunora may chose to proclaim Tsubame ken-kyō's entire release command, more often than not, she simply whispers “Fly forth,” which appears to serve her just as well, not that any would know it.
Techniques Haemasu(栄えます'Flourish'): A technique utilizing the reflective properties held within the reishi of her shikai, Haemasu alters the angle of each particle and focuses the light which surrounds her into a blinding aura of reiryoku. This aura can be further aimed to reflect and refract through other materials and off of other surfaces. Additionally, due to the light actually being composed of potent reiryoku, its light will not simply blind, but also disorient those who look upon it, becoming particularly effective if they are surrounded by it. While this technique has no true limitations in regard to its duration, it tends to only last 30 or so seconds unless Kōunora chooses otherwise. Additionally, while the disorientation caused by Haemasu can be overcome when not surrounded by the light, taking a maximum of 5 seconds for most to recover, being engulfed in the 3 meter aura of reiryoku crafted light will continue to refresh the aforementioned effect, disrupting the balance and physical equilibrium of those within it, excluding Kōunora herself.
Hishō gin uyoku(飛翔銀羽翼'Flight of silver wings'): Gathering her shikai's light onto her blade, Kōunora initiates this technique, creating thin ribbons of silver reishi that trail behind and along her blade. These ribbons, though they appear fragile, are in fact capable of cutting just as any blade might, as their movements follow those of the captain's blade, allowing them to attack from alternate angles, while moving in similar patterns. While Kōunora cannot guide the movement of these ribbons while they remain connected to her blade, she can use skillful swordplay to attack in a variety of manners using the ribbons of reiryoku infused reishi to strike from unexpected angles. However, perhaps the more dangerous aspect of this technique, is its second stage, which is simply activated by Kōunora willing one or more of the numerous ribbons to detach from their source. Once detached, these ribbons mirror the movements of her weapon and allow Kōunora to transfer kinetic energy between the ribbons and her zanpakuto, increasing the force or speed of either essentially at will. Most deadly though is the result of a ribbon striking true, as when such occurs all of its kinetic energy is released as tiny feather shaped blades, that shear and eviscerate flesh. Last among this technique's traits is its increased ability to hold or channel kido, as Kōunora may store a kido in each feather of each wing once they have been released. It should be noted that while she may continue to generate additional ribbons, prolonging this technique, it may only have up to 20 ribbons at any given time, whether they are detached or not. The creation of additional ribbons past this point will cause a single ribbon to automatically detach and then release its kinetic energy in a small localized shockwave.
Taremaku(垂れ幕'Hanging screen'): Drawing a horizontal line of silver reiryoku with her right hand before parting it with fingers and thumb, thus expanding the line into a plane of translucent reiryoku, Kōunora initiates this technique. Once the aforementioned is done, Kōunora may proceed to touch the expanse of clear reiryoku with her blade, at which point the energy will respond as if it were made of fabric, though far more durable. The expanse of reiryoku is essentially a flat curtain of reflective energy, capable of weathering a fair amount of force, and simply being pushed rather than outright cut by a blade. While it possesses no single purpose, the sheet of reiryoku can be turned to both defensive and offensive purposes via skillful manipulation of her blade or her hand. This fabric-like film of reiryoku, it should be noted, is attracted to the point of Kōunora's blade, though the shinigami can alter how strong this attraction is.
Kussetsu keiro(屈折径路'Refraction path'): One of her more powerful techniques Kussetsu keiro is a rather taxing ability, taking such a toll even on the captain that she can only use it four times and maintain it for two minutes. Upon activation, a hollow column of silver reiryoku manifests in alignment with the edge of her blade, its form positioned a foot or so in front of it. This column fades at its edges, as if it continues invisibly into the air even where it is not seen. The purpose of this column is to channel and reflect reiryoku through its hollow when it makes contact, allowing the captain to redirect more powerful techniques by moving the column's opening to face in the general direction of an attack as it approaches, or as she approaches it. Upon being captured, the reiryoku is condensed and amplified, before being released out the other end of the column, typically erupting into a massive blast.
Kyōzō - Hansei tsubame(鏡像 - 反省燕'Mirror image – Reflection swallow'): A technique that the captain may only use once in a 12 hour period without forcing her shikai to permanently seal for a day after the cessation of the technique. Activating the technique by holding her blade vertically, in both hands, before her and proclaiming its name, the ribbons that trail behind her blade will glow a bright golden light before shattering. These shards expand and mould themselves into eight silver swallow's, with golden eyes and trails of light that follow their movements. Each Swallow contains 1/8th of her total reiryoku and has several abilities. First and foremost these silver swallows possess the reflective effects of her shikai in distilled form, allowing them to fly through or be struck by attacks without harm, reflecting or scattering them as if they were refracted light upon contact. The trails of light they leave behind can cut those who run into them, though unless layered over one another, they cannot outright dismember or decapitate. Additionally, the each bird may be expended to release a burst of reiryoku covering 18 meters. This reiryoku burns with a purifying golden light, which lasts for 8 seconds after initial formation. This golden light, via manipulations with her gauntlet or zanpakuto, can be utilized as attacks for the duration of its brief existence.
Last among the effects of this technique is those that may only manifest upon the captain's release into bankai. If utilized in bankai, this technique may only be utilized once and, unlike the shikai form which may last for 8 minutes, the bankai format can only last for 4 making it considerably less lengthy. However, the technique makes up for its lack of length with an incredible amount of power. Once activated, the golden songbird which surrounds Kōunora will expel silver reiryoku. This reiryoku is far more reflective than her shikai's silver energy. So reflective is its surface that one's visage can be seen in it as if it were a solid mirror. Following its manifestation, the energy will reflect its maker, Kōunora, thus creating three silver winged beings, made from silver energy, which mirror her appearance. These ethereal figures, for the duration of the technique, may fight at Kōunora's side and while they cannot utilize kido, they can use shunpo, are lighter and more flexible than a normal shinigami, and can utilize all of her shikai techniques. These silver effigies can however be destroyed by being torn apart or evaporated by a sufficient amount of damage.
Bankai: Prefaced by a gradual increase in her reiatsu, which flows back from her form, a silver hue present in the air as it meets its zenith, the captain will sheath her blade, body relaxing, eyes taking on a golden hue. Then, as her reiatsu peaks, her voice rings forth and so is sung the sacred word, "Bankai." With her proclamation made, ribbons of silver light emerge from her reiatsu, even as golden light spills from her form, zanpakuto dissolving to create it. Yet, while the reiryoku obscures her like fog, her shining red and gold eyes remain visible throughout, as if no power in all the realms can stifle the light that dwells within her.
Golden light unfolding from her, the motion reminiscent of wings as feathers spread forth and the solemn call of an unknown songbird echoes through the air. Like an ocean wave, the sound of the call rushes forth, drowning the senses of all who hear it and, for a moment, suppressing their reiatsu regardless of its strength. As the song continues, the light gains definition and Kōunora strides forth now wreathed in silver and golden light, her garb altered. As before her release, the woman's eyes now glow however, now the red hue that is their typical color has receded, overtaken entirely by golden and silver hues, which dance and swirle around her pupils, undulating with a steady rhythm.
The visage of the golden bird remains, its form now surrounding her own, wings spread wide at her sides, its golden body engulfing her, its size dwarfing the captain's. The bird's tail trails out behind her for several meters, the golden ribbons that compose it drifting weightlessly in the air.
In her left hand is grasped a blade of pure light, its outline silver, and its core composed of the same golden light that surrounds her. Eight ribbons trail behind its form, and aside from the silver edges of the weapon, it is difficult to distinguish the blade from the light that surrounds it.
As her bankai's manifestation completes, Kōunora's voice—more song than simple spoken word—rings out. However, this time it is accompanied by a strange ethereal voice, which unlike the her own, sings every word. "Tasogare ken-kyō – Hanayaka tsubame(黄昏検鏡 – 華やか燕'Twilight Speculum – Resplendent Swallow')."
Abilities: Amplifying her speed, physical strength, durability and stamina, the captain's bankai is just as impressive as it appears. With the golden reiryoku of her song bird possessing healing properties and the silver light maintaining reflective ones, the scope of Kōunora's abilities increases drastically. In particular is the purifying and restorative effects, the captain is capable of healing herself and allies, just as she might burn away the imperfections of her adversaries, only to reflect their strengths. While those few living souls who have witnessed her bankai believe her physical attributes to be outright enhanced by its release, the truth is that all of these traits are amplified not by an increase in physical stamina or strength, but by the silver light hidden throughout the songbird that wreaths her form. As with her shikai, this silver light can redirect and amplify kinetic energy however, unlike it the silver light of her bankai can also convert reiryoku into kinetic energy and vice versa. This allows Kōunora to seemingly take more damage, as the force of most attacks is diminished by this conversion and also reflected, not to mention healed by the golden light.
Another startling ability which is brought to light by her bankai is Kōunora's ability to visualize reiryoku, which in this state is amplified greatly, thus allowing her to better predict her opponents due to increased ability to ascertain their location at any given point in time. While unlike the bankai of other captains who possess techniques, Kōunora's bankai more than makes up for it in sheer power, burning away or reflecting reiryoku and reishi around her, allowing her to fly, and making her already fairly impressive skills even more difficult to handle. While Kōunora's bankai is incomplete, as her sword spirit has told her it possesses two techniques, it in no way is a thing to be underestimated or looked down upon. After all, it is a rare thing to see, and should one think it insufficient to strike them down, they are likely to soon find themselves burnt, battered, and laid low before the magnificence of this woman's power.
==== Title: ~[TRAD]~ The Razing of Ash and Dust Number: 31981 Date: Aug 19, 2013 at 8:40 PM ====
That which was lost The Old Continent: Echria'el
"That which is...will not."
~Ortuis, The Lost.
- - - - "Sought out and plundered were the riches of Echria'el, yet none sought out that which was truly hidden. Why did you abandon us?
"I watched, I heard, my senses overloaded as my village ignited in fury and became a burrowed vertical cavern. What was once home is now their breeding grounds.... Why did they abandon us?
"Mountains leveled as passing commenced, many a mind shattered by the sheer scope of such...things. Why!?! Why did you abandon us!?"~ Ortuis, The Lost. - - - -
"Your eyes and mind wonder aimlessly -what could make any man so frantic you might ask?
Well, let me tell you, let me tell you why and who has dared betray those who waited for them so blindly in their naivety. Let me tell you of the 5th wave and what followed its coming."~Ortuis; The Lost
Breathing winds blow and yet the man's sigh, his mournful glance, and the power of his weakness does let him speak in such tragedy.
"You wonder, yet do not know of what and of why? You come to me with curiosity but I will tell you...once you know who has abandoned you, you will no longer wish to know what I have told you. You see for this is a story of a world's terror both in body and in mind of man and beast alike.
“This...this is the story of what we call 'The Razing of Ash and Dust'. This is how I have seen it:
“Through many ages our land has moved and been churned from its beginning slumbers. None, man nor women, child nor adult had seen the entirety, the wholesomeness of these lands nor did they know of their vastness. In our ignorant naivety we reached out with our minds, sword in hand, shield in other, and trudged out into the unknown. It was an idea, a journey...an adventure, but now, if we were here, if we truly knew...we would regret our choices.
“Soil and air, ground and sky covered we moved the land with our feet and our actions. We shaped it with our minds -though unbeknownst to us- and the 1st wave was felt. The wave of explorers, the boom of discovery. New lands, new resources, new peoples, new nations AROSE and became part of the world making what was still unknown, not. Flourish, prosper! We thought it right for nations to rise and fall and war and make treaties for the better. It was an era, the era of awakening, but near the end of the day, the sun's setting, dusk of this era the land shook and cities crumbled, mentally their people shaken, and so it was that nations were crippled.
“Fear engulfed us, we could not understand nor take the harshness of our land, our planet, Echri. We fled the soil of nations, thinking to return to our homelands, the native straits...we were wrong to ever think that that which was...would still be. We walked in familiar directions, but met only unfamiliar land, for though it should have been, nothing was the same. The same distance traveled, a different destination met, the 2nd wave begun. What we thought, what the world thought, was cataclysm struck. Echri awoke, its eyes opening, like the eyes of a drunken father, maddened.
“They were two gaping pits which delved endlessly to unknown depths. The nations, those few who remained, made piece and came together as if to unite against a common enemy. They stood together and prayed to all they knew, to whatever might be out there...to the unknown. Their actions a mistake, though their prayers were indeed answered. The 'eyes' of Echri spewed forth ash and searing puss, magma roiling from their depths to engulf not all...but many of the previous peoples. My companions and I could do naught but watch, yet strangely we felt no remorse, nor despair at what we saw. We could do nothing 'cept turn away and walk, forwards, where we would release the latter half of the 2nd wave.
“Nation's mostly fallen, one super-nation rose in the time of the 2nd wave. Rapturous were the people, thinking that they had finally found safety in numbers, life seemed to begin again but they should not have shouted, exclaimed, and expressed such joy.... Years, ages passed before our eyes and yet age we did not; we could only trudge on and watch. Our bodies carried as if by an unseen force, across what should, nay MUST be familiar land...but was not.
“The 2nd wave, the era of peace and joy...ended, innocence lost. Rest, it was all we could do for no more could tears fall from our dried up ducts. Powerless we looked on. Rivers, where cities drew life from, shriveled to the depravity of 'the Dust'. Lakes were swallowed whole, bodies were ravaged and torn by the storms of the insidious substance. The once great super-nation reduced to a wasteland of deadly searing particles.
“The people had hope...but that which was...would not.
“Those of us who remained, persisted and we reached what caused the 3rd wave. The great vertices of my village, an abyss now, lay before our eyes. Sadly...it was the only thing familiar to us but still in its familiarity it was terrifying. We were right to fear it. Seeking down into its depths, we scaled its vertical walls. Seconds, minutes, hours, days, weeks, months, years, ages, an era...could have passed without us knowing before we reached its reversed summit, its bottom. For some measure of time -which no longer could we measure- a dark, molten light had emanated from deep below us and now we knew what had become of the lost.
“Heaving earth and lungs--we were pushed further down, though there was no way for us to go. The heart of Echri...a pulsing molten heart filled with utter wrongness bombarded our eyes.”~ Ortuis, The Lost. - - - -
“Emerging from the chasm, time had passed, but no longer did my comrades in despair cease to age. Their minds had withered before the eldritch heart and no longer were they capable of anything but a form of horrible stasis. I had escaped, but by what whim, for what reason?
“I had to stop the cycle, to warn the rest and warn them I did...though 'twas in vain. The 4th wave hit, a massive shuddering of the lands, an earthquake of tremors over the entirety of Echri. For the 1st time in ages...I wept for though all around me were shaken and dissolved into dust...I remained, untouched.
“I realized again, in my despair that which was...would not, and I fell only deeper into myself.
“Yet nothing, not even my own body, would stop for me and so the 5th wave came. No longer could I feel or comprehend what happened around me. I only know now as I awaken. The world shifted again, though unfelt to its people. It began to fall into slumber and so those few who had survived sought to escape.
“Leaving the home continent they traveled to new ground thinking the unknown would have something better, what fools they were. How colossally wrong they would find themselves to be, but alas all I can do is follow them wishing that hope existed in the face of such horrors. It is in these lands, now that the 5th wave begins, please...make it not as it has been...
...For that which is...will not. Break the cycle, for I...cannot.”~ Ortuis, The Lost.
- - - -
The Razing of Ash and Dust
"That which is…will not.”
~Ortuis, The Lost
Words spoken from the mouth of a person who was once a man, “That which is…will not” is a phrase that has resounded continuously through the ears of men. It is here on this planet of Echri -where many a tragedy has tormented and struck the people- that FINALLY a chance for true change can emerge into the world.
The promises of a new continent are many but only so much can be expected from the planet of Echri. Ravaged oh so often by disasters of unexplainable origin, Echri’s people have lost most hope and with no gods or religion left there is nowhere left to turn but to the next generation and to the same individuals who may or may not have brought about the cataclysm’s in question.
Now considered an ancient, Ortuis, The Lost, is being sought out for advice as it is said that all the tragedies of Echri have been witnessed by his weathered, tired soul. However it is not in Ortuis that salvation or hope will be found, but rather in the youthful eyes of today’s generation. You are this new generation, try and make it last.
Additional Plot information
As shown on the map of the New Continent, Jshitan Echri, your players will start either upon the settler's ship, or on the shore of their destination. The ship is in sight of the shore and is soon to drop anchor and allow its occupants to disembark and travel to shore. I will act as their guide and as the world around them, while you the settlers will be tasked with making new lives for your characters, with all the challenges that entails in a new and dangerous land. The goal will likely be to set up a settlement, obtain food, and become familiar with the land and its inhabitants, be they the flora and fauna, or the Viikin and any other races that may, or may not, reside there.
While I will help to progress the plot by providing interesting options and literal guidance via the many NPCs at my disposal, it will be impossible for me to drive the plot entirely by myself. After all, this is a Roleplay, not a novel. As such, have fun, feel free to ask me any questions, and enjoy the hope brought about through the new continent!
Should you the player decide to play a non-human character, please do ask any clarifying questions that you may have in regards to their society and/or abilities. This way the base information remains very accessible, and we can forge a community through lore and character discussion! Furthermore, I'm entirely open to the creation of additional races for you to play and I do love to see non-humanoid species. Should you wish to do the aforementioned please contact me and we can work it out together!
General Scenary: Known as the Old Continent by its inhabitants, Echria'el was once a land of variety, but now after the passing of four waves of calamity, it has been reduced to swamps, scarce forests and deserts, sand, dust, and dirt perpetually thrown about by fierce winds of unknown origin. While still rife with resources it has now become a dangerous place to live with a pitifully small amount of edible vegetation and only dangerous monstrosities to hunt for meat, thus making it a barely hospitable wasteland for the most part.
Sheer village: The remnants of the village that was once the home of Ortuis The Lost. It is has since sunken into the ground, becoming a massive town-sized vertical cavern, which upon observation is so deep that one can scarcely see its end. It is located south of the southernmost Entsh Ruin situated near a river, which leads back into the Alka-in sea and what Echria'el's former and remaining inhabitants refer to as the Native Straits. Sheer village was once one of many villages from which many of the original races of Echria'el set out to discover more of their homeland. Currently this village and its neighbors have been avoided as Ortuis has stated that they too have succumbed to the same fate as his home. Only at their own peril should one tread close enough to sea the vertical caverns that these villages have become. Any who choose to descend their walls and head down into their depths is almost sure to never be seen again.
Emeijen-The Vacuous Dust: Once the home to thriving countries, the life has been drained from the once lush forests and plains of Emeijen and where these landmarks once more, remain only arid plains and dry, desolate deserts. While there remains some vestiges of life, they are but a shadow of what the land once contained. The entire region, which encompasses both the ruins of the once great countries of Entsh and Kuhjh'it, is now ravaged by a phenomenon known only as 'The Dust'. Deadly Dust storms periodically pass through the region and even when relatively untouched by the strange phenomena, the place is a scorching wasteland, with barely any wildlife or water in sight. Emeijen is perhaps the most inhospitable region of Echria'el.
The Entsh Ruins: These ruins are what is left behind of the capitol city/states of the old nations. Plentiful and not all too far between these would serve as moderately safe places to hide/rest if one were travelling through the old continent. These are by far safer than the Kuhjh'it ruins and are seldom filled with the more unsavory inhabitants of the Emeijen region.
The Kuhjh’it Ruins: Recent as ruins go, this once great city is all that remains of the great Kuhjh'it Empire, which was a nation created for the sake of survival above all else. Nonetheless, like its predecessors, the Empire too met its end, with over half of its population dying off as the Dust swept through their dwellings, killing most, and infecting many others. The vast capital city of the empire is all that remains of their once expansive reign, but it is no shelter for travelers as those who would be foolish enough to enter, let alone rest, among its abandoned structures, would surely not wake the next day. Perhaps the most ominous aspect of these ruins is the vast impenetrable haze that surrounds its center, obstructing sight and scrambling both magical and technological implements. While travelers may every so often escape the city's outer reaches alive, no man nor beast has ever entered the haze and come back unchanged--if they came back at all that is.
Jshitan Echri-The 2nd Continent
Map
original pic This will be edited as you explore it.
To be updated
- - - -
Known Sentient Races
Humans:
Humans are much the same as they are hear and have not been particularly skilled in any specific area except possibly…survival. Ironically they are the smallest percentage of survivors out of all the races. Humans are incredibly adaptive and are able to change their ways to a certain extent in order to survive. They are not skilled in any area generally but are completely capable of learning almost any skill. In the past the humans were the most tenacious of the races and they almost always won any form of conflict and thus did indeed have the largest nation out of the others.
However this was precisely their downfall as they had too many cities and people’s to protect and so the majority of them were killed off due to lack of defenses. Both the spreading of magma over the lands and the infamous ‘Dust’ plagued their people and eliminated the bulk. Some were able to survive and it was indeed they –along with the Majdraan- who thought of how best to react after the ‘eyes’ of Echri and what came to be known as the 2nd wave.
A race hailing from the Old continent of Echria'el, the Shar'ren are sharp tongued individuals, standing at around 5 feet average. They have a very quick thought process and can be capable of high level of thought, however generally they have moderate-high violent tendencies. They enjoy the thrill of battle and are skilled in the art of crafting the world around them in a rather interesting fashion. They are one of the few races from the old continent that have any form or measure of magic. Rather then utilize it normally they are only capable of infusing their spiritual energies into objects or weapons that they craft.
Shar’ren are not particularly strong physically but they are incredibly durable, quick, and utterly filled with energy to utilize in battle and otherwise. As mentioned they are quick witted and their society, or what is left of it at least, is filled with filled with honesty, though sometimes sharp, as well as whom can quickly out pace the other. To Shar’ren status is dictated almost entirely by how honorable and quick witted you are in various situations. Their eye sight and sense of hearing is particularly keen and they have a very dulled sense of taste which can make them more prone to poison. Additionally Shar'ren mature a lot faster than humans with the average physical maturity being reached at the age of 16 for both male's and females. Their minds however, mature around the age of 18-21 though in comparison's to humans they are still superior mentally.
In the past the Shar’ren were among the ruling nations and their skillfulness in trading as well as crafting of generally brilliant inventions for both war and practical matters. They were among the richest of the nations and so they were able to use their genius to largely protect themselves against the ravages of Echri’s unexplainable fury. For them…it was ‘The Dust’ that forced them to flee their lands for it took many of their people leaving their race devastated by its coming.
Shar'ren names and generally mannerisms and culture can vary greatly but they all have a kind of kinship. For example their language which is called Shari is a rather strange language which has a sound much like that of the Asian languages on our earth. They however do not have the same kind of accent and mannerisms but are rather closer to the Irish. The Shar'ren tend to use names like Grover, Sairena, Letzine, but they can widely vary. Generally Shar'ren females are more refined then their more headstrong and aggressive male counter-parts. The females tend to enjoy a good competition of skill or intelligence rather then a generalized arguement or show of strength. It is common that the females have higher ranks than their husbands, however they are less likely to exert their social power than the males are. Interestingly enough Shar'ren are a rather polarized species though there are of course the odd ones out. Generally though Shar'ren are either very honest or very cunning. The two things are very difficult mannerisms to be composed in one individual but some nonetheless manage to do so.
The Viikin are one of the few races who hail from the new continent and they have only recently been discovered by the migrating races of Echria’el, the old continent. Among the races they appear to be one of the most dominant as they have not gone through the waves of the old continent and have been allowed to cultivate their cultures and technology. They are adept users of both magic and tech and mix the 2 freely with much skill. Their bodies are very unique as the 1st layer appears to be something like magma though its heat does not burn to the touch. The reason for their skins lack of intense heat is that it is channeled into varying organ in their bodies in order to supply a maximum amount of energy. The body heat is heavily transformed into their plentiful spiritual energy supply.
The outer plates that coat over their heated under layer acts much like an exoskeleton as well as a coolant to their skin. This layer is not static and is actually capable of moving in order to protect the small exposed crevices all over their forms. These plates have been seen to be able to block even a rather heft iron blade but when encountering the weapons of the Shar’ren seem mostly useless. Despite the fact that some of them have been killed by the Shar’ren’s mistaken quick thoughts they are actually a rather peaceful race unless openly and hostilely provoked.
They generally are cool headed, though exceptions of course exist, and are rather philosophical in nature. They –unlike the Shar’ren- are completely able to bend and manipulate the world around them with their Spiritual energies. They believe –with some skeptics among- that all is made from something called ether. Their sense are rather strange and unique in comparison to most of the other races with the obvious exclusion of the Altrori. When speaking of their eyes they 1st see spiritual energy and then from that cognant forms. They can smell things that most cannot even understand as smells…such as colors or sounds. They perceive most everything s ether which is synonymous with spiritual energies…or magic as the races of Echria’el call it. In this way most of their senses are highly attuned and depending on the individual they may or may not be more or less susceptible to various stimuli. Viikin are known as one of the longest living races along with the Majdraan and Altrori. Its not yet known to those of Echria'el as to how long they are capable of living.
They are a pseudo-hivemind. All of their minds are linked, but they are not all one mind, in a sense. They have a leader, but the leader is more like an especially receptive individual who is chosen as a spokesperson for the entire race. When large decisions must be made, the leader will cause the entire race to enter a state of 'communion' in which they will all decide on what to do. With smaller issues the leader will merely send out a subconscious message to the race and the majority response will be the action, unless it is unbeneficial to the whole.
The law enforcement system in Viikin society are called 'Rangers' and these help keep the cities and villages safe from the creatures that live in the wild as well as taking into custody anyone who kills or steals from another. However, crime rate is very very low, especially murder, because killing another of their kind actually hurts them mentally, they can feel some of the pain and fear and very few Viikin 'get off' on that sensation.
Stealing tends to not be a problem as while there is a currency, it is an unspoken rule to help ones neighbor.
The 'capital' punishment in Viikin society is not to be given the death penalty, instead it is to be banished. When banished the leader of the Viikin will cause a communion and then will remove the offender from the race collective, which is somewhat painful...and then horribly traumatic afterwards, not to mention they will never feel like they 'belong' anywhere or with anyone afterwards.
(Unplayable currently, though this may change. There mght be exceptions, but you’d have to find some plausible reason and I’m a bit picky.)
Altrori(Depth Seekers): The 1st link is an Altrori in its malleable form while the 2nd is an Exine Altrori which is in a mostly physical form. (Link 1, Link 2)
Living in underground cities and desiring nothing but to foul the world with their devious trickery, the Altrori are a devious -though not technically evil- race of shadow beings. Literally born from shadows they are shunned by the light. Writhing shadows given souls they revel in the dark and shrink into nothingness when exposed to too much sunlight. Their bodies are surrounded by a cloak of darkness and if they must go into sunlight or light of any kind they thicken this with their magics and surround themselves in a literal cloak of darkness. Altrori are natural masters of forbidden magic, shadow magic, and stealth. They are easily able to merge with and blend in with other shadows and can change the shape and form of their malleable bodies. Their main limitation is the fact that sunlight and flames are incredibly fatal to their race.
Almost no Altrori can be exposed to sunlight for more than a max of 30 seconds before they melt into a shadow and then fade into the Haharmyo(Stream of shadows) that they originated from. They are not necessarily physically weak but because of their primarily ethereal nature it is rather difficult for them to wield normal weapons. However, it has been seen that they can still be hit by physical attacks and weapons. An upside to them is that only golden weapons or weapons with light or fire type enchantments will have any effect on their bodies. Magic is one of the banes to them, as anything other than those they are born with are unreachable to them and are also capable of harming/effecting them.
Though this is usually the case for Altrori, there are the rare exceptions known as Exine Altrori. Exine Altrori are similar in every way, except...they are considered mutations and abominations of the Haharmyo. They are mistakes. Exine Altrori are shadows that are strengthened by the light and endlessly seek it out. They cannot help themselves and because of this their personalities are usually even more messed up than the normal Altrori. Twisted by the light and turned into something half evil and half good, they are confused beings. They are natural born masters of twilight, light, AND shadow magic’s but cannot ever touch on the forbidden magic’s.
As Altrori are ethereal beings they have exceedingly long potential life spans but very short actual ones. Most Altrori are killed by their kin or by the Majdraan in skirmishes. Altrori are essentially immortals and if unbothered could live forever. They are known to create strange weapons from what they call Myo ore(Shadow ore). Altrori are capable of absorbing other Altrori which is often mistaken for a courting or mating attempt by other races unknowledgeable of them.
The Altrori follow something called the Cridomyo. This Cridomyo consists of 5 crid(codes) that, upon separation from the Haharmyo, every Altrori must swear to follow and uphold.
1.) Never speak in straight lines, leave your listener thinking. 2.) Keep your secrets...secret and only reveal within encrypted writings or words. 3.) Never seek the light. 4.) For all your nights spread the shadows of knowledge. 5.) Teach of deciet and be of trickery.
Something to note is that any and all Exine Altrori are instantly exiled and excluded from any protection or knowledge of their race. If ever encountered by another Altrori, they are almost surely to be attacked and killed on sight.
In regards to the Altrori their race was never particularly involved in anything even before the coming of the 2nd wave and since they live mostly underground they were largely unaffected by both magma and ‘Dust’ alike. However they realized and felt foreboding from the lands and since their race was already few in number they decided it best to vacate and leave with the others. They generally get along well with the other races due to their deceptive nature and them making themselves seem more…appealing.
Majdraan(Reaching Siblings): Both picture show a basic look of a Majdraan though modifications can be made widely. (Link 1, Link 2)
Strange creatures of an unknown origin -at least to those outside their circle of knowledge- they are scholarly beings with incredibly intelligent and focused minds. If they were to have an alignment they would be Neutral with variations of such occuring. Majdraan are far more versatile in their types of magic and specialize in shadows, forbidden magic’s, and nature magic’s. They use these magic’s to create their upside down settlements.
Majdraan are more social than the more devious Altrori but are not necessarily less or more secretive. They tend to research the environment around them as well as the animals and plants that live in it. They frequently make trips to the surface of the cavern to explore. Their social standing, power levels, and uniqueness are not represented by names but instead by the symbols on their heads. These symbols have their own names and meanings and the name of these specifically crafted symbols is similar to their name.
Majdraan tend to use nicknames and are almost always complete atheists though it is unknown exactly why. A Majdraan's name is their very essence and as such they trust very few individuals with their name. Majdraan are rather inquisitive and interested in things they have not seen before.
Unlike the Altrori, the Majdraan are perfectly capable of living in sunlight and other kinds of light as well. Majdraan are far more versatile in their types of magic and specialize in shadows, forbidden magic’s, and nature magic’s. Majdraan are physically more able and can wield normal weapons but cannot lay a hand on holy weapons as they are beings created by coincidence and thus are not favored by the gods all too well. Their main eye is for sight and is a receptacle for their magic as well as their other sight related abilities.
Majdraan have a total of 8 eyes and can have up to 3 main ones. Most of them only have 1-2 main eyes which means that they have higher perception abilities and a larger magical amount stored within their bodies. The secondary eyes each have their own filters. Some can see magical energy, or heat energy, or act like an X-ray or a cat scan to see bones and muscles. It all depends on the individual and their eyes and symbols. Majdraan are quick on their spindle-y feet and are very capable of stabbing with said feet as well as climbing vertically and on ceilings if they choose to.
‘The Dust’:
Less a race and more an unexplained, incredibly dangerous enigma of Echri. ‘The Dust’ -as they've been dubbed the name- is a phenomenon seen in the entirety of the Vacuous Plains. These are not often seen in any true, cognant form, bur rather in the form that has given them their name...the form of numerous dust particles or something with similar appearance. In truth anything coming into contact with any measure of the dust is better off isolated from everyone as they become contaminated. ‘The Dust’ have properties that inseminate some form of wrongness into those who have made contact of any kind. This wrongness can take on many different forms but is often characterized by the formation of what at 1st appears to be dirt and grime but escalates to form spikes and spreading amounts of infected looking rust-like material over the surface of the body. Depending on how long and how much contact has been made with ‘The Dust’ in question the speed at which they are changed. The final effects of ‘The Dust’ are unknown as the people infected are quickly left behind or isolated and sent away after discovery of the stuff.
In terms of ‘The Dust’ being a conscious entity...or entities all things are in question but it has indeed been witnessed to act in a cognant way where there is clearly no room for coincidence. You see for ‘The Dust’ has been observed to form cognant shapes all of which have been witnessed and described in eerily similar fashions by multiple survivors.
Rules
- All character applications are posted in this thread. - No god-modding. Don’t go around and controlling other people’s characters, that’s just annoying. - No instant death. Actually links to the previous rule, since it requires that you control another character to kill it. Another player-controlled character can only die if the RPers agree beforehand. - Kissing, hugging and such is allowed, and so is mating to a certain extent – but do NOT go around and describe the entire act of mating. If anything, make a time-skip from when the act begins to when it ends. We don’t want any vulgarities here. Take it to PMs if you really need to type it out. - You may have only two characters, but you can create and control as many NPCs as you want, although you should remain aware that these are NPCs, not your personal characters. This rule is subject to change later on. - While there are no direct limits on how powerful your character may be, please refrain from being completely invincible. Remember, there are others playing here too. If your character is too politically or personally powerful, I reserve the right to require you to change the character or outright deny it. - Posting is not allowed until I have approved your character. - Each IC post should maintain a decent length and should offer at least some development for your character or the plot. The current minimum length of IC posts is two proper paragraphs, but I retain the right to change this at any time. Exceptions can be made as quality over quantity is the name of the game - If you are unable to post for a longer period of time (more than two days, for instance) tell us first. - A maximum of six posts can be written by two players taking turns at posting without anyone else posting in-between is allowed (that is, three posts per player). If two days pass without input from anyone else posting, this maximum is reset. After another two days another six posts are allowed, and so forth ( hopefully such long periods of inactivity will be avoided). - People are allowed to create and use races other than those mentioned, however, they will have to discuss such with me. Additionally, I will bluntly make it known that I have intentionally not added things like elves, dwarves, or the other classic fantasy races and i do not intend to do so. If you have something unique to contribute to the races, go ahead and propose such!
IC INTEREST CHECK
- - - -
Name: Nickname: (Optional). Alias: (Optional). Age: Gender: Race: Birthplace: (Echria'el[Old Continent] or Jshitan Echri[New Continent]. If its the Old Continent you can specify the ruins you came from). Occupation: (what you did for work). Class: (Not Always Applicable). Appearance:
Personality:
Biography:
Relations: (Family if any are alive etc etc).
Physical Abilities: (What you're capable of physically, try to be realistic to your race and generally).
Mental Abilities: (How intelligent you are and how you think/the extent of your thoughts).
Magical Abilities: (What you are capable of magically, if at all).
Strengths and Weaknesses: (Lay out what you're good at and what you're not good at even if already mentioned, this gives everyone an easily accessible list. This also includes psychological weaknesses(personality flaws) but only if they are truly notable).
The RP will be set in the city of Ominar, a formerly human-run city, which was non-violently taken over by the Prae just a year and a half prior. Now ruled by the regal beings, the Licentia have been driven into the slums, into hiding, or even out of the city entirely. While humans have been largely left to their own devices, they are nonetheless expected to step aside for their new rulers--whether it benefits them or not. With news traveling fast in this age ruled by magic and technology, a wave of unrest has made its way through Medius. With knowledge of the Prae’s unfair treatment to the citizens of Ominar, the murmurs of war have begun. In response, or perhaps preparation for further action, the Prae have, as of 6 months ago, begun releasing propaganda regarding the Licentia, calling them parasites and murderers, whilst using one of their prominent figures, a certain eximius as their scapegoat--though with good reason.
So it is that a small band of dissenters begin to gather, not content to simply protest against the Prae’s imposed order. Many of you will be among them and by and large, you believe it’s high time you do something about the state of affairs, whether the Prae like it or not.
⊰ Starting Off
For those who joined at the beginning or down the line, this is where I joyfully get to tell you WELCOME to MA! Furthermore, if you're wondering where to start ICly once you've got your character(s) figured out, then look no further. Should you be joining as this begins, then you will more likely than not be a part of the forming resistance in Ominar and as such your introductory post should detail your character heading to the first official meeting of the resistance. Your characters might know each other already from previous protests or they could've heard of the resistance from a friend and so decided to show up, your choice.
Now, on the off chance that you're joining later down the line or with a character that is not part of the resistance, well, either work with the other players and see who wants to have a run in with your character, or failing that come to Ganryu and I, we'll help you find your way. Regardless, we hope you enjoy your stay, but enough of that, let's get on to the RP!
⊰ Ⱦerminology
Priscus: Described as a paradise by those humans who have seen it, Priscus is the Prae's realm of origin as well as the place in which the vast majority of their kind reside.
Medius: The realm of man, reminiscent of our own, though its cultures and societies differ. While the Prae and Licentia have appeared prior, their most prominent entrance into human history occurred in 1563. From then onwards the realm of Medius found itself populated by increasing numbers of all three races.
Torqueo: The realm from which the Licentia originate, Torqueo is, in its own way, bountiful--though perhaps not in the same way as its counterpart, Priscus. Instead, Torqueo is a resource-rich location full of exotic, and often dangerous, flora, fauna, and materials.
Pylae: Colloquially known as 'the Rift', Pylae is a pseudo-realm possessing inconsistent space-time, which due to the difficulty of properly exploring it, so far lacks definition . Pylae is located in all space wherein Medius, Priscus and Torqueo are not.
Anima: The common term among the three races for the soul or internal life force. The term is also often used to refer to the pool of internal power utilized for magic.
Vis: A term used to describe both energy in general, as well as to refer to a being's external energy, sometimes called the aura by humans.
Ostium: While few but the most knowledgeable of magical researchers understand it, Ostium is the term used to describe that which connects a being's Vis and Anima. To utilize magic at all, one must learn to control the Ostium, so that the power of their Anima may be released.
River Metaphor-- If the Anima is the river source and the Vis is where river meets ocean, then the Ostium is a dam which can be opened and closed to regulate the flow of the river and the connection of the user's control to the user's external energy.
Manifest: An ability unique to the Prae, the Manifest, or Manifested State, is the term used to refer to a Prae's ability to manifest their Anima through their unique set of markings. Every Manifest is different, having a wholly unique appearance, though they are most often wing-like in appearance. The Manifest is an enhanced state for Prae, making their imbuing more powerful and allowing them full access to their capabilities--provided they have trained sufficiently. While all Prae--with extremely rare exceptions existing--possess a Manifest, they are not born with the innate ability to properly control it. So it is that they must train to use it properly.
Prisms: Crystals harvested from Priscus by the Prae for use by 'Mirage-type,' Prae. Prisms, as far as the world is aware, cannot be used by other races. These items are used by Mirage-type Prae to capture and store beings or objects of import for ease of storage or safety.
Licenti: The term used to refer to an individual Licentia, rather than their kind as a whole.
Growth Stage: Licentia in a state of physical and magical flux, their primary abilities being those of shapeshifting. Licentia in this stage have one surefire weakness: A solid Anima that resides somewhere within their body.
Trial Stage: Licentia who have, often temporarily, exited the Growth stage, entering a period of more stable existence wherein their form typically remains the same and their magical abilities expand to compensate.
Eximius: The third stage of development for Licentia in which they cease to cycle between the Growth and Trial stages and gain a stable form with stable magical abilities--these are often enhanced in comparison to other Licentia. Most Licentia deify them and so it is that they act as the leaders for their kind, when such are needed.
God-Queen: The name used to refer to the Grand/High Queen of the Prae, who is central to their social structure and continued prosperity. A God-Queen is chosen and created by no less than eight hundred Prae choosing a single individual as a host before sacrificing themselves to imbue the host with tremendous power.
Exeo: Essentially lesser God-Queens, the Exeo, or Queen-sisters/daughters, are Prae who have been given a portion of the God-Queen's Anima so as to empower them. The Exeo act as the voice and hands of the God-Queen in realms abroad.
Mirage: A classification made by humans after continued observation of Prae. Mirage Prae are individuals who use their innate magic to manipulate/spawn elemental effects, or whom specialize in telepathic abilities and healing. While all Prae can train to become a Mirage, sometimes individuals are born with talent in the three aforementioned areas. Some rare Prae of this type are born in a more etheric or elemental state, which they cannot exit. Such individuals lack a Manifest and cannot survive without their element for long. The reason these individuals are born at all is unknown to even the Prae. It should be known that Prae do not use this term to describe themselves.
Gypsy: A classification made by humans, Gypsy-type Prae are individuals with specializations that give them enhanced psychic capabilities. More often than not, Gypsy-type Prae can both be born, but they can be trained as well. These Prae are capable of advanced telepathy and allegedly clairvoyance--which is exceedingly rare among Prae. Some Prae with such abilities are born with more intricate markings and crystals, with their Manifested state being far more unique in comparison to their peers. Occasionally, a born Gypsy is capable of using their voice alone to ensnare/hypnotize both humans and licentia. It should be known that Prae do not use this term to describe their own kind.
Paladin: A term of human make used to refer to Prae who have trained themselves to both bond with the Anima and participate in combat. Prae with specializations which fit into the Paladin category are the rarest of the three more common specialties--Paladin, Guardian, and Warrior respectively. The abilities of a Paladin typically involve healing, of both self and others, as well as damage absorption/redirection, advanced enchantment/imbuing, and touch initiated telekinesis. Many Prae with these skills are chosen to serve the God-Queen and occasionally her Exeo. It should be known that Prae do not use this term to describe their own.
Guardian: A term used by humans to describe Prae who specialize in a form of imbuing which allows them to bond with the Anima of another being. This ability allows them telepathy and/or empathy with the bonded individual and they may take on pain or various levels of damage, as well as intuitively knowing where their ward is. Guardians also typically specialize in healing, allowing them to mend the wounds of both themselves and their ward, if necessary. Once bonded, a Guardian is bonded forever, even if their ward dies as their link to the Anima as it passes on remains. Unless a Prae Guardian is already close to their ward, the bond they form with them starts shallow and gradually deepens, eventually intrinsically linking the two in most ways. The Prae do use members of their kind with this skillset to watch over and protect individuals they deem important--though some bond of their own volition. Becoming bonded requires that the Prae physically split their crystal, imbuing half of it into their chosen ward--this process requires both a rather involved ritual and is typically very painful for the Prae. It should be known that Prae do not use this term to describe their own.
Warrior: A term used by humans, and some Licentia, to refer to Prae whose trained specialty allows them to better engage in combat. Warrior Prae have trained themselves to be adept at using their imbuing to enchant armor and weaponry so as to amplify their movement speed and combat efficacy. Prae do not use this human terminology to describe themselves.
Bridges: The colloquial term used to refer to the points where the three realms connect. Bridges do not form from Priscus to Torqueo and all Bridges tend to be well guarded on both ends--though those to Torqueo are less guarded on the Torqueo end. These 'Bridges,' will, typically switch locations randomly every decade or three, though the shortest period of time in recorded history was two years.
Rift Storms: Bridges can spawn anomalous time-space storms that spontaneously cause vis eruptions, and distortion of space. Typically, Rift Storms do not last more than two hours, though there are rare exceptions.
Focus: An object used, typically by human magic users, to better focus and channel one's vis. A focus is typically made from crystal, metal, or biological material such as bone, or liquids.
⊰ Ⱦhe World
Ominar: A city recently conquered by the Prae, Ominar is a thoroughly industrialized coastal city, its surroundings largely bereft of nature's touch. While not a capital city, Ominar is a port city and thus a center of trade, making its capture by the Prae a rather important matter to the rest of the world--humanity in particular.
The Prae:Prae are lithe human-like beings with markings on their back/arms and crystals on their foreheads. Prae are capable imbuing others, themselves, and objects with their vis, by way of contact, thus facilitating telekinesis and healing abilities. The crystals on their foreheads pull in ambient energy of any sort so as to sustain them. Prae are physically weak, but their Vis is densely packed onto their body, defending them from damage to a point. Should they manifest their Vis, it tends to take the form of wings, exuding from their markings. While manifested, a Prae's 'wings' impart them with greater telekinesis, healing, and the possibility of other abilities depending on their chosen path.
The Licentia:The Licentia are a physically and magically diverse race. They are predators who consume the Anima, both internal and external to sustain themselves. Licentia possess a 'solid soul,' which takes the form of a crystalline formation within their body. While Licentia can have vital organs, all will be crippled, injured, or killed by damaging or destroying their soul core. The Licentia cycle between two stages till the end of their life, these being known as the growth and trial stages. The former is typified by fluctuating physical form and weakened magical abilities excluding shapeshifting while the latter is typified by a more permanent form, and expansive magical abilities. A Licenti who has reached this third stage is known as an Eximius.
Humankind:Humans are the race with the greatest population, shortest lifespan, and most expansive potential. While they tend to live only to 100 or so unaided, humans possess the ability to increase the strength of their Anima over time as well as the scope of their Vis. Additionally their Anima is uniquely impressionable, making them both more easily corrupted by internal magics or fooled by illusions. Yet, this acts as one of their greatest strengths, allowing them to harness the energy around them regardless of type and manipulate it in ways that only they are capable of.
Priscus:
The realm in which the vast majority of the Prae population resides, not to mention their plane of origin, Priscus can be described as a plane suffused with a tremendous amount of ambient energies, lush with life of all kinds some humans might even call it a paradise. However, as with all things, Priscus is not quite as innocuous as it first appears. Under the surface of the alleged paradise that the Prae present to visitors is a place so rich with Vis that one might say that the realm itself is almost aware.
While its landmasses are constant over a shorter period of time, their orientation and location shift much more rapidly than the continents of Medius. Furthermore, while many creatures of Priscus have little to no need to hunt other beings due to the energy rich atmosphere, it cannot be said that they will not overzealously defend themselves from outside threats. Perhaps most frightening about the flora and fauna of Priscus is the fact that most of it is either capable of magic or magical in some way, shape, or form.
The Prae are very protective of their realm, allowing only trusted friends, or those whom the God-Queen or the Exeo approve of to enter. This in part because of their fierce instinct to defend their nigh-defenseless God-Queen, and also because should the unworthy discover the true bounty of their realm and come to covet it, it would put their kind at great risk. Yet, despite their efforts, rumors of a secret treasure have slipped into Medius. So it is that many begin to wonder what the Prae are hording to themselves. So are born the greatest adversaries that they may ever face: Greed and curiosity.
Medius:
A realm of slow and steady development in regards to its make-up, Medius is possessed of more vis than Torqueo, but far less than Priscus. Inhabited by all three races, though Humans are the one who truly call it home, Medius is sometimes thought of as the melting pot realm, wherein all manner of things mix. Its development, once slow, was rather suddenly sent into overdrive with the introduction to the more magically adept Licentia, and the technologically adept, Prae. As a result of their introduction, Human society first went through a period of intense conflict wherein they expanded over the surface of the world, before the introduction of greater magical and technological knowledge was truly accepted and began to rapidly speed up the development of society at large. So it is that the world reaches its current state, where rather than smog and oil spills, vis eruptions and quantum instabilities can occur, affecting large regions before they are cleaned up--if such is possible.
Humans, while they have not colonized other planets, have managed to expand into Torqueo some, with several small populations of humans having been allowed to take up permanent residence in Priscus, them and their descendants slated to never return. While humans are by and large the most plentiful race inhabiting Medius, this is not to say that there are a small amount of Licentia or Prae, the latter of which account for at least 20% of the sentient population, with the former being about 5% of the total population.
Torqueo:
A resource rich realm inhabited by all manner of strange, and often dangerous, beings--not the least of which are the Licentia themselves. Known as the harsh homerealm of the Licentia, this realm despite some humans having come to call it home, yet remains the domain of the the latter race. While not overly tumultuous in its geography, the weather and social climate could certainly be described as such. With many of the Licentia's rulers, the Eximius, dwelling herein, it is no wonder that the place would be filled to the brim with conflict of a varied sort.
Most intriguing is the environment of Torqueo, which rather than have its atmosphere be suffused with vis, finds that the soil, flora, and fauna themselves have absorbed much of it. So it is that in some places vast deserts or craggy plains form, while in others flora and fauna alike pull the precious energy from the ground, twisting it to their own ends. In this way, the Licentia are no different, with much of their infrastructure relying on the energy of the land itself to function properly. Like Medius, Torqueo is home to a vast assortment of cultures, despite being largely populated by the same race.
With the continued mixing of races within Medius, some Eximius have begun to turn their eyes to the realm, while others turn their attention to the realms of their kind's absent leaders. Going forwards, conflict is sure to break out in one realm or another. The question is; which will be first?
Pylae; The Rift:
Pylae is widely thought to be the source of all energy, and so far both scientific and magical research has made clear a correlation between vis and this strange realm between realms. The leading theory is that energy is constantly exchanged between Pylae and the three realms, likely entering via quantum methods not yet understood by scientists or mages of any race. Yet, there are those who have found ways, if dangerous, to harness its power in fits and bursts.
Perhaps the most studied correlation are the points from which an individual may travel between realms. These locations are typically surrounded by unexplainable phenomena, be they magical or otherwise. Due to it being thought, despite there being no evidence of such, to be a realm torn between realities, Pylae is often called 'the Rift.' While rare, every so often, the gateways between realms, colloquially known as 'Bridges,' shift location in a seemingly random fashion for no apparent reason.
Additionally, there are the known, but exceedingly rare occurrence, known as 'rift storms,' which may take place around these 'Bridges,' making them impassable and spawning a temporary field wherein any manner of dangerous and unpredictable phenomena take place. These storms typically involve fluctuating fields of ambient vis as well as warped space-time within their confines. Luckily, these storms do not travel far from their sources, nor do they typically last any longer than a few hours, if that. Nonetheless, they are a dangerous occurrence, if one which allows great opportunity for those few who would dare study something so dangerous and unpredictable as the Rift. However, with the efforts of these brave souls, perhaps one day the world will have no reason to fear Pylae and its mysterious nature. Perhaps one day it will not be a mystery at all.
Perhaps.
Prae:
Appearing as lithe humanoids with markings adorning them, this proud race hails from the realm of Priscus. When in their normal guise these lithe beings are graceful, light, and acrobatic, typically giving off an aura of purity and calm, though they can control this. While incapable of any truly impressive magic whilst in this state, Prae are capable of healing minor wounds, energizing others or themselves, moving smaller objects through the manipulation of their Vis. However, perhaps their most distinguishing features in comparison to Humans or even the Licentia, are the small crystals located somewhere on their foreheads in addition to their ability to condense their internal energy and exude it into the form of wings, or otherwise formations of energy, which manifest from the markings on their back and/or arms. The crystals located on a Prae's forehead are effectively invulnerable to all physical damage and a great deal of magical damage as well. A Prae pulls in energy through these crystals, using it as sustenance, this process only works if there is energy within the surrounding area. However, almost any form of energy works, as long as it is not held within a living thing.
In addition to these crystals, as mentioned, is a Prae's ability to manifest constructs of pure energy, which are a direct extension of their being—typically in the form of wings. When manifested a Prae's magical ability is greatly amplified, making them capable of greater telekinetic feats, either to manipulate their own person, those around them, or objects, depending on the specialty of the individual. However, while the abilities of a given Prae can vary somewhat, all of them stem from their inherent power, which has come to be known as “Imbuing.” This ability must be activated by contact between the Prae and that which they wish to manipulate.
Perhaps the most notable and intriguing use of a Prae's imbuing, is that which is performed upon their death. Essentially, when a Prae is near death they will, either consciously or subconsciously choose an individual who they have made contact with in the past—typically another Prae—and upon their death the entirety of their energy will be imparted to the chosen subject or subjects. The Prae may choose as to whether their consciousness is merged with that of the subject or not. When this is done the receiving individual's Anima is permanently empowered, allowing them a greater pool of energy to draw from. This is the only natural circumstance in which a Prae's Anima may significantly grow.
The Prae are ruled by several Queens, some of which are known as the Exeo. The Exeo have been imparted with sufficient power so as to facilitate the birth of true Prae. This is notable due to the fact that the children of Prae are born without the pure Anima of their kind—though they possess their crystals and markings. As such, by imparting Prae children with a small portion of pure Anima, the Exeo, or their greater counterpart, the God-Queen, allows the child to develop into a fully mature Prae later in life, rather than simply allow the equivalent of a half-breed, which would do nothing to further increase their numbers.
As mentioned, all Exeo are dwarfed by the God-Queen, who imparts them with the necessary energy to perform their function in the first place. The God-Queen is the single most important member of Prae society, being the only Prae capable of nigh infinitely absorbing ambient energy. This God-Queen comes to be when several hundred or a thousand Prae choose a member of their own whom they consider worthy of leading them. Once chosen, the Prae who have chosen her all simultaneously sacrifice their Anima, imparting their chosen Queen with such a tremendous amount of magical energy that her body's limits are exceeded, effectively rendering her incapable of any magic aside from giving her energy to others. The minds of the thousand Prae reach a state of cohesion with that of the God-Queen's allowing her a tremendous understanding of her kind and what is likely to be best for their continued wellbeing.
Due to her tremendous magical power and importance to their culture and social structure, not to mention her safety, the God-Queen remains in Priscus so that her tremendous soul and the vis that extends around it does not crush her subjects, and so that she remains far away from potential threats to her health.
Licentia:
Beings of diverse physical appearance and magical ability, the Licentia are considered 'shapeshifters,' borne of Torqueo. However, the truth to their sometimes shifting forms is somewhat different in most cases. Rather than all Licentia being true shapeshifters, they instead remain in an impressionable state for a portion of their lengthy lives, during which they decide on their form and abilities going forwards. While a Licentia's growth period has a great amount of influence on what their abilities and appearance will be, it is their lineage that decides the pool of magical abilities they have to choose from. In this growth period a Licentia's Vis is rather small so long as their form is in flux, allowing them to manipulate their physical form to a great degree, though weakening any other magical abilities they might later develop. When a Licenti is not within a growth period, their true magical abilities manifest, and they are typically as impressive as they are diverse. Yet, while Licentia are indeed very individualistic in both culture and physical appearance, they share several notable traits, both magical and physical. The most notable of these are their 'solid souls,' in addition to their expansive Vis, and largely predatory and/or parasitic nature. Licentia reproduce parasitically, by in some form splitting their Anima once it has reached a certain density and placing it within another being—though the method can vary between subspecies.
While Licentia do technically regenerate their energy, the process is so slow that the energy generated would always be far less than that used in any notable physical activity, let alone magic. The energy is essentially only enough so as to give them just enough to survive should their Anima be depleted for whatever reason. Licentia, should they feed often enough, do not age, instead continually alternating between their growth and trial stages till they reach a certain level of self-awareness and understanding. Largely due to their longevity and parasitic reproduction, the Licentia are often demonized because of their nature, leading to many of their young being killed off, thus ensuring that their population never explodes.
While an exceptionally rare occurrence, Licentia can attain a third stage and even fourth stage of development, though the fourth's nature has long been considered a myth by both their kind and others. Nonetheless the third, and allegedly final, stage of Licentia development is characterized by the further stabilization of a Licenti's individual form and magical abilities. Only Licentia who have attained a sufficient level of personal understanding can attain this stage, which—should they reach it—affords them the title of Eximius. Aside from their form stabilizing in a more permanent manner—with few exceptions—an Eximius Licentia gains enhanced magical power as well as an effectively limitless lifespan so long as they keep themselves well fed.
Intriguingly enough, the rarity of Eximius licenti has led to the vast majority of their kind raising them to a deific status. As a result many consider Eximius to be more powerful than they truly are, resulting in them being feared and respected by both their own kind and others—if grudgingly at times. While Licentia tend not to choose defining leaders, but rather form small communities due to their individualistic nature, if there were any that they would consider their leaders, it would be those few Eximius.
Humans:
Possessing the greatest population density of the three races, but the shortest average lifespans, humans tend to find themselves in positions of diplomacy with other races and situations of conflict among their own. They are not physically very impressive, though they tend to be hardier than the lithe Prae as well as naturally stronger. While the average human is of little consequence, all humans have within them inherent potential, which is far reaching in its scope. This on its own has allowed them to make incredible technological discoveries, as well as to learn to wield magic and of course to have expanded over the vast majority of their home realm, Medius.
While the Vis of Prae is limited to the surface of their form, and that of most Licenti is expansive in size, the human Vis is typically only a meter or two in radius, making it relatively small. However, true to their potential, this Vis can be expanded with practice and as an individual's Anima grows as, unlike Prae, humans can naturally increase their capacity magic over time and with due diligence. More interestingly, humans are capable of harnessing the energy of the world around them almost regardless of its nature. This is achieved by way of their uniquely impressionable Anima, which can easily meld with foreign energies. This ability is however a double edged sword as while it allows them to bend the world to their will, it also makes them more vulnerable to outside influence to a much greater degree than the Prae or Licentia. It is this and their short lifespans, which tend to be no longer than 100 or so years on average that act as their greatest limitations. However, with the advent of more advanced technology, and the continued development of magic, perhaps this too will fade into obscurity.
⊰ Magic
So far as any of the races are aware, no being is capable of the manipulation of time, and while space can be manipulated to some degree, it is not something that is typically done easily by any race. However, aside from this, magic is capable of a great deal, its limits not being fully understood or known by any of the races as of yet. Still, as with most things, the more complex and more grandiose the scale or purpose of a given spell, the more difficult it is to preform.
In short, don't expect to throw a magical nuke without a whole team of several powerful magi and don't expect to actually bring back the Anima of those who have passed on entirely intact, if at all. If a simple term need be applied to describe magic, it is that the magic of Manifest Anima is of the 'High Fantasy,' sort. Just know, that the greater the power, the greater the responsibility required to wield it.
⊰ Tech
In terms of tech, the world of Manifest Anima does have things such as nanomachines, minor gravity manip tech, and what is becoming the true advent of body modification (yo cyborgs). While there are global teleportation networks, which are an incredible feat even in this day and age, people do not have personal teleportation devices or the like--in fact none such devices exist, or rather no non-prototype versions exist and trust me, I wouldn't suggest trying those prototypes...that is unless you want to end up merged with a brick wall on a quantum level.
As for weaponry things such as railguns exist, though devices such as laser rifles do not--at least not those that are fueled by entirely scientific/technological means. So don't expect light sabers or plasma weaponry for the most part. Even if they do exist, it's unlikely that most people would be allowed to carry around such dangerous devices. For further clarification, feel free to suggest your idea(s) to your local GM(s) and we'll see what we can do.
Oh yeah and magitech is a thing.
⊰ Rules
It should be noted that this RP will have mature themes. Fade to black will be applicable to sexual situations, but don't expect situations including drugs, gore, or some taboo subjects to garner the same treatment. This is not to say that any of the above will be done in excess, just that they may be done.
Combat will be handled on a case-by-case basis, with the GMs proctoring in case issues or disagreements arise. Should you want to script your fight, let the GMs, and your partner(s) know. Make sure all parties are in agreement. A 'scripted fight,' is one wherein the victor is decided before hand.
Burning house rule--if you're gone too long and holding things up, expect your character to either be moved aside quietly, or killed to further plot. To avoid the burning house rule, keep us updated, a hiatus can be arranged.
If a problem arises for a player in regards to the GM and they feel uncomfortable bringing it up. Go to the other GM for advice. Don't worry, we're perfectly reasonable people and nine times out of ten we'll work through it with you.
The GMs have final say on all matters--this does not mean that I cannot be swayed or convinced. Still, if something must be resolved, we will resolve it and that'll be the end of the discussion.
Should you lack inspiration or enough material to post, tell someone. Communicate. Talk to your GMs. Worst case scenario, we'll just move your character aside till you can post again.
While you may expand on or modify the base format of the character sheet, make sure all necessary sections are included.
No OOC drama. Keep it to PMs, and hopefully keep it non-existent. If needed contact a GM for problem resolution.
Posts of a paragraph or more; quality over quantity. If you're drawing a blank, don't worry so much.
Posting expectations of once, at the very least, every two weeks barring extenuating circumstances.
Only accepted characters go in the character tab.
Standard Guild rules apply.
IC swearing will occur.
⊰ What to Expect
Interactions with at least semi-realistic cause and effect. If you kill someone, expect there to be an investigation or at least it be on the news.
Medium scale in terms of character power, unless you've got good reasons/you prove you can be trusted with more.
Posts of a paragraph or more; quality over quantity. If you're drawing a blank, don't worry so much.
Posting expectations of once, at the very least, every two weeks barring extenuating circumstances.
A GM who is willing to work with you, hear you out, but not break his back to suit your every need.
Good communication be it player to player, GM to GM, or GM to player.
Some measure of political intrigue.
Multiple plotlines if possible.
Group world building!
Collaboration posts.
Some dark themes.
Some slice of life.
Some combat.
⊰ Character Sheet
The way the title section appears below, the existence of hiders for organization, and the sections therein are necessary. Aside from that code your CS how you want, if you want it pretty, but aren't amazing with BBcode, feel free to come to Celaira or myself, we're code wizards I tell ya, wizards! Skill may vary~
For clarity's sake, Celaira is likely to do her code offsite, because she's a Journeyman wizard. She doesn't mind doing the same for others, in fact I'm sure she'd be thrilled if you asked her to do so. I on the other hand strictly use Guild BBcode, but I'm damned good at it--so there's that.
[center][color=COLOR][h2]【[u][b]Name[/b][/u]】[/h2][/color] [img]picture[/img] 【[url=link]Theme I[/url][b]/|\[/b][url=link]Theme II[/url]】 [h3][color=COLOR][i]~[/i][b]"A quote from your character."[/b][i]~[/i][/color][/h3][/center] [hider=Necessary sections]Name Nicknames Gender Sexuality Alias Age Apparent Age Race Sub-Race/Lineage or Nationality/Specialty: Sub-race if Licentia; Lineage/Nationality if human; Specialty if Prae and if applicable.
Appearance: Description and/or additional pictures are welcome. Please give height and weight.
"Which will it be, your pride...or your life?" Theme I ♦ Theme II
S Z AY E I S A K A ' A E R I A (Zay-is Ah-kare-ia) Two-thousand.♦ Male. ♦ Licentia. ♦ Eximius-Nightwalker.
[ ⊰⊱ ] Ⱥppearance
A shapeshifter by nature, Szayeis' form various from moment to moment, day to day however, there are two forms of note, the first being his favored human guise, which stands at six feet with a lean build and charming facial features. This guise has startling ice blue eyes and tends to wear rather fancy clothing and a hat to top off the outfit--as seen above. Beyond this, there is Szayeis' shadow state, which is an ink-black silhouette with glowing white eyes, and markings that extend up from his hands. This form is anywhere from 5'8 to 7 feet in height and seems to almost absorb light, garbing it in a veil of wispy grey light, interspersed with snaking patterns of shadow throughout. It should be noted that while Szayeis favors male forms, he does not limit himself to them, after all, all nightwalkers are effectively genderless.
[ ⊰⊱ ] ℬ io
Szayeis is, plain and simple, a manipulative, charismatic, devious bastard with a sadistic streak and a fondness for chaos. He is the sort of man you might see from across the room and think, “man he looks like trouble,” before, despite yourself, being wrapped around his finger and played. Yet, even after he's used you, provided he's not abused you, he's the sort to leave an impression, and not one you can necessarily call negative. He's cunning, he's clever, and he's a force to be reckoned with, yet...despite all his masks and the way he portrays himself to others, he is certainly far from perfect. At his core, he's an angry man displeased with the status quo. He's a licenti on a mission to disrupt those that have hurt him and get his revenge. He's driven and he's relentless and nigh merciless in a way seldom seen even among his kind. He's been through trials and tribulations both and for his past many of his kind revile or look down upon him, but rather than hate them, he takes it all in and returns only a devious, knowing smile. After all, at the end of the day, he intends to end up on top and their hatred, ignorance, and disdain for him only makes each step of his plan easier. He intends to keep it that way...until it's too late that is.
To be seen.
To be seen.
[ ⊰⊱ ] ℭ apabilities
ℓncredible ℓntellect: Possessed of a certain cunning and exacting intelligence, Szayeis has a mind not to be scoffed at. His time in Priscus has given him a measure of resistance to psychic intrusion and his long life has given him ample time to expand his mind and learn himself. While not beyond human in his intelligence, Szayeis does have beyond human memory, as most Licentia do, so as to retain the majority of his life within his mind, rather than forget and let his past drift into obscurity.
ℙsychological ℳastery: Szayeis has spent a great share of time in each realm and so has been exposed to, and devoured, a wide variety of individuals from all three races. As such, he has gained considerable insight into the psychology of all three. This coupled with his rather sadistic streak and endless desire to learn has allowed him to delve deep into the psyche of each race and pick them apart...piece by piece. Still his own species is something that he understands only to a certain degree as the amount their psychology can vary is vast. With the other races things are easier, but he is certainly not infallible.
Ѵast ℰxperience: Szayeis has lived for two thousand years and as a result has accumulated an understandably vast amount of experience. This coupled with his memory and intelligence makes him an utter bastard to deal with as he has seen so much that one might think he's seen it all...though they'd be wrong. Still, his experiences also weigh on him, influencing his decisions and sometimes causing him to stumble where he may not have without them, such is the burden of memory.
ℵightwalker ℙhysiology: As with all nightwalkers, Szayeis is weak to light and purification magics, though as an Eximius he does have enhanced resistance to such—granted this does not extend to platinum weapons. Beyond this, his body is ultimately just a collection of vis and nine crystal-like soul cores that compose his Anima. This unique physiology allows him, like all nightwalkers, to easily shift his form so long as he has sufficient vis to accommodate its size, mass, and complexity. Beyond this any physical traits are largely variable, though his base nightwalker form is effectively ethereal unless he chooses otherwise. Beyond this, he is capable of possessing others, though he must override their consciousness to do so, and can assimilate both vis and shadows into his form, increasing his stores of energy and/or mass respectively.
ℵightwalker Senses: As a member of the nightwalker sub-genus, Szayeis has the five normal senses as well as the ability to detect vis and in its various forms, allowing him to differentiate vis signatures with relative ease after he's encountered it before. Beyond this, he possesses the well known' shadow/darkness sense, which allows him to detect things in darkness with supreme ease, as if he were touching them. While most nightwalkers leave this trait as is so as to develop others, Szayeis has developed his shadow sense to the point that he can see through shadows, and at night, even expand his awareness over large tracts of space, using his vis as a catalyst and shadows as a medium. As with all nightwalkers, Szayeis has exceptional night vision that is entirely separate from his shadow sense, allowing him to see even with an almost total absence of light.
ℳartial Ҝnowledge: In his years, Szayeis has acquired an above average amount of combat experience, both in the beginning to survive, and then later on during his time trapped in Priscus. He has managed also to assimilate the experiences of countless others, which has not only enhanced his normal knowledge base and informed his understanding of magic and psychology, but has allowed him a certain level of understanding regarding martial skill. Nonetheless, he is no martial artist, and fights more like a mage or a common street fighter than anything else.
The Systemic Method: Otherwise known as Formulaic magic, or Systemic Magic, this is a method of utilizing magic that involves the creation of magical constructs which exploit and interact with physics. While most spells could be cast without it, most that do not use this form of magic tend to expend more energy to do less, whereas Systemic magic greatly expands both the possibilities and the subtle nuances of one's spellwork. It is a magic developed by Licentia and it is one of the few things they have shared with humanity, though that was oh so long ago by human standards. Szayeis basically utilizes this form of magic to enhance all of his other spellwork, which include his shapeshifting, his shadow manipulation, his base vis control, and of course...his illusion magic, which is rather infamous.
Aura: Using a mixture of all his talents, including, but not limited to, his shadow manipulation, illusion magic, the systemic method, telepathy, and empathy, Szayeis is capable of exuding what amounts to emotions or feelings in an area around himself, by exerting his external vis into an invisible, ethereal aura. This ability can be 'coded' with various complex emotions and it is something he tends to use to manipulate people, either enhancing people's impressions of him or to downplay some of his actions, while building up others, basically manipulating the focus and tone of a situation.
ℳ a i r y e ll Ҝ a s i o. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .s ᴀ ɴ ɢ ᴜ ι ɴ ᴇ
"I'll let you off easy this time, but don't be surprised if next time things don't end so cleanly." Theme I ♦ Theme II ♦ Theme III
M A I R Y E L L K A S I O (Mare-yell Kos-eo) Two-hundred-twenty-four.♦ Male. ♦ Licenti-human hybrid. ♦ Greater Vampire.
[ ⊰⊱ ] Ⱥppearance
Standing at 5'11 and weighing in at roughly 190 lbs, Mairyell has a solid, but lean msuculature with typically purple eyes that emit a subtle glow. His fairly handsome features typically overcast by relatively short brown hair, while the rest of his form is typically garbed in his hunter attire. At his hip he carries one of his three weapons, whilst the others remain hidden within his duster he exudes an air of relaxed confidence, with just the slightest trace of a predatory nature. While not typically out unless required, Mairyell does possess two dark red bat-like wings, composed primarily of blood, with a smattering of grown muscle and bone on rare occasion. When spread, these wings have a rather vast wingspan of roughly twelve or so feet from wing tip to wing tip. Beyond this, the only other notable feature of his body are his teeth, which can mimic those of a normal human, or become reminiscent of canines so as to allow the vampire to feed--not to mention his eyes, which glow more red when his blood manipulation is in use, and more blue when Brisn is in use.
[ ⊰⊱ ] ℬ io
A rash and easily angered boy in his youth, Mairyell has matured greatly since those far off times, having become much calmer and analytical than he once was. Having learn to harness his emotions where he cannot keep them in check, the hunter has made a point of making sure that his fits of rage never return to plague him and his loved ones again—let alone the world.
Having long grown used to his rather unique situation, Mairyell has embraced his Licenti side allowing him to be more true to himself than ever before. As a result, the infamous hunter is well known both for his passionate and fiery determination and his calm and almost detached attitude towards most things. He's the sort of person who can't stand being looked down on, and who won't stand by while the innocent are unnecessarily brought into the crossfire. This, and his fiercer side often seems out of place when put alongside his relatively relaxed state of mind as, on most days, he'd much rather spend time with his friends and loved ones than fight the world's battles for it.
Nonetheless, in part due to his fierce loyalty for those who earn it, and in part due to his inability to stand idly by while others are hurt, Mairyell tends to find himself on the battlefield defending others—more often with his fists than with his words. Strangely, despite his tendency to fight for what he believes in, he has been known to occasionally take on jobs that are contrary to his morals. More often than not this is because the job has to be done by someone, and doing it serves a purpose which he's willing to, for a time, sacrifice his personal comfort for the better of the many.
Moral dilemmas aside, Mairyell is a man with an eccentric, and not infrequently dark, sense of humor—which is largely due to the similarly dark experiences in his past, not to mention his own abilities. In direct contrast with his humor is his anger which, while not seen so often as it was in his youth, is something not to be trifled with. A fiery thing, Mairyell when driven into a rage is a force to be reckoned with, who is often willing to go to the extent of hurting himself to make sure that whomever provoked him either learns never to do so again, or never lives to get the chance. Just hope that you never have to be on the receiving end of such rage.
Basic summary:
>Prior to birth, his mother, Layna Kasio was infected by the influence of a Nightwalker. >Born in 1829, his biology altered from the Licentian influence within his mother during her pregnancy. >Layna remarries, having been courted by a man by the name of Maurice. >At the age of 5, Mairyell gains a younger sibling, Aeris, and their mother--having caught the scarlett fever, but also still resisting the influence of the Licentian vis within her, gradually declines in health. >At the age of 7, Mairyell and Aeris lose their mother to the fever. >In grief, their father lashes out at Mairyell, attempting to harshly groom him to succeed his company. >Finding his hybrid physiology disgusting and alien, the man attempts to find "cures." >After continued abuse, Mairyell is eventually sedated and locked in the family basement, where his father attempts to ignore the young hybrid. >Around Aeris' 19th birthday (a year later) she is kidnapped. >Neglecting to give his son the sedation treatment, the boy fully wakes, regaining his strength before promptly destroying his restraints and eroding the metal bars of his cage. He escapes. >Mairyell, certain that his sister is in danger, tracks her down with his prolific sense of smell. >Mairyell finds her just before the Licentia succeeds in devouring her, killing the creature and devouring its Anima to sate his long ignored hunger. >Mairyell and Aeris return home to an angry father, Aeris only wakes to see Mairyell and his father arguing, the man threatening to put him down again. >Aeris puts an end to it by snatching the syringe and breaking it against a wall. >The two attempt to leave home, but are stopped in their tracks by the appearance of a particular Licentia by the name of Szayeis. >Aeris is taken from both brother and father once more, trapped within the Nightwalker's body before being whisked away. >Unsure and distraught, Mairyell goes out into the world, running from his father, and trying to carve a place for himself. >Constantly trying to find leads to locate his sister, Mairyell grows in strength and experience, taking on the job of a hunter due to the connections it affords him. >Over the course of the next 150, or so, years, Mairyell gains an international reputation as the hunter "Sanguine." >Eventually finds himself in Ominar and eventually settles in a small apartment with his human girlfriend, Claire. >The two are close, but there are some difficulties surrounding his past and occupation. >Then, in 2043 Aeris, out of the blue, shows up. >Relieved, happy, but also confused by her return into his life, Mairyell is sent into a storm of confused feelings. >His relationship with Claire becomes more strained over time until the two have a rather bad argument before Claire heads off to work. >The woman dies in a car accident on her way there. >Distraught and feeling guilty, Mairyell finds his sister's shoulder to grieve on and the two grow closer--their past bond rekindled. >From that day onwards they become closer till their relationship goes beyond family and becomes romantic. >The two move in together. >News regarding Szayeis reaches Mairyell, setting him on edge. >The Prae begin their gradual take over of Ominar. >Take over is officialized and Mairyell grows more suspicious, noticing the disappearance, but not taking much mind to them. He's seen too much to be too spooked by it all. >Present day.
Aeris: His younger sister, Mairyell and Aeris are not just abnormally close for siblings, but are actually romantically involved due to the circumstances of their past and their general inability--as a result of such--to connect properly with others on as deep a level. As a result the two are happily together in a relatively stable relationship with all that entails.
ℬ ree: Having dealt with the man in the past, Mairyell is tentative friends with the Broker, and the two are on good terms even if those terms are shaken up from time to time by the Broker's chimeric personality.
S zayeis: To be added.
[ ⊰⊱ ] ℰ quipment &ℬ elongings
ℭ ellphone: A rather advanced piece of machinery, Mairyell's cellphone, while appearing fairly normal for the age, is actually significantly more advanced than average. This is a result of his requiring it to be hyper durable--entirely because of his line of work. As a result the phone is fire proof, water proof, and could be rolled over by a fully laden semi without being crushed. Rather than be charged by normal means, the phone absorbs ambient vis, making, which also facilitates its ability to gain Vis readings. The device is exceptionally expensive and thus not something most people would own. Luckily for Mairyell his job rakes in pretty large sums of cash.
ℋ unting Log: While not something he stores on his person, but rather keeps hidden in a secret compartment at home, Mairyell's Hunting log is just that, a book that keeps track of various goals of his in addition to targets he might consider hunting for their bounties or those who want them dead or alive. The log is, contrary to what one might believe upon looking at the seemingly mundane object, capable of transmitting its information to Mairyell's phone wirelessly. Nonetheless, the log cannot be altered unless Mairyell is physically writing on it or dictating to it.
523 Ѵitaro "ℛend": A dangerous item that he picked up one-hundred or so years back, the 523 Vitaro, or Rend as he calls it, is a weapon containing only empty bullet casings marked with sigils. These empty bullets are supplied with vis from the user or atmosphere and are designed to penetrate. However, upon piercing a target, the sigils on the casing react and small holes open. This allows the energy within to violently release in spiral patterns through these holes as the bullet spins, typically continuing through its target. This has the effect of leaving lacerating patterns of vis within the target that rend flesh and then remain in place, disallowing normal healing until excised by magical means. The casings, following their exit of a body should they successfulyl pass all the way through them, return via teleportation to the ammo cartridge resulting in effectively infinite shots. Nonetheless, it only has a 6 roung clip and the gun overheats relatively easily, meaning that every twelve shots it must not be fired for a full thirty seconds. Mairyell typically only uses Rend against targets with high regen rates or to cause massive trauma.
ℳay and Able: A pair of twin pistols holding a twenty round magazine with bullet caliber ranging from 25 to 50 depending on the occassion, May and Able are the Hunter's weapons of choice should his prolific abilities not be necessary or should he deem the weapons more useful in a given circumstance.
Ammo: Fairly straightforwards, Mairyell tends to bring along a fair deal of ammo should he be going on an assignment. However, in normal circumstances he carries one clip of 50 cal ammo for May and Able as well as two clips of 30 cal. just in case he needs to fire for an extended period. These amounts do not include the twenty, 30 cal. bullets already housed within each pistol.
[ ⊰⊱ ] ℭ apabilities
Given his physiology, Mairyell's mind is capable of faster processing speed than a normal human in addition to allowing him to learn things faster than average. His mind is trained against some psychic intrusion due to his run ins with Szayeis, but he is by no means immune to it, and should someone pierce his defenses he is hard pressed to push them out. Still, he is largely resistant to psychic and emotional manipulation, even if he is vulnerable to psychic intrusion.
ℋ ybrid ℘ hysiology: A form suffused with the vis of a Licentia while in utero, Mairyell's genetic make-up, and thus physiology, have been altered greatly by this non-human influence. intriguingly some portions of his anatomy are more human than others, while some are just outright alien in nature--though a Licentia would likely consider them normal. Notable is his fluid nervous system--including his brain--as well as his exceptionally durable muscles, but only slightly stronger bones--which must be constantly regenerated and enhanced via his vis--and Brisn--so as not to break under the pressure of his powerful muscles. Within his heart rests a crystalline soul core, which acts as the sole part of his body that will surely kill him should it receive significant damage. This core stores a great amount of vis, which is constantly metabolized by his body, resulting in it being suffused with microscopic fragments of his Anima. As a result of this, Mairyell must feed more often than a normal Licentia, though he can slow and control this hunger by using Brisn to heal his Anima--thus reducing the amount that it is being metabolized.
Due to the dispersed particles of his Anima and the strength of his muscles, Mairyell is capable of lifting a small car(2,979 lbs/1.4 tons) with minor difficulty, and a mid-sized car(3,497 lbs/1.7 tons) with great difficulty--though he has been seen to leverage larger or heavier objects or knock them over. In terms of the force behind his strikes, he has been noted to be capable of easily denting metal no thicker than four inches, though he can only tear through it provided it is less than this. In terms of speed he has been seen to reach around 80 mph on foot, while well exceeding that in flight. His nervous system supplements this speed due to its conductivity allowing for faster reaction time and information processing--not to mention making him less vulnerable to electrical assaults--though something like lightning would still be quite damaging to his person.
As alluded to, Mairyell's most striking physical attribute, aside from his enhanced senses, would likely be his regeneration and durability in general. On one hand, Mairyell's muscles are capable of absorbing a larger amount of force than your average human making him easily capable of surviving a car striking him at roughly 60 mph with only minor scratches and small bruises. To supplement what damage he does take is his regeneration which is a result caused in part by his Brisn, metabolism, and inherent Licenti magics. The final product allows him to heal fractures and breaks in bone in seconds, for muscles to swiftly grow in the space of minutes, and for even complex organs like his eyes, liver, kidneys, and stomach to heal themselves in the space of 10 or so minutes. More impressively, this regeneration makes Mairyell exceptionally difficult to kill unless one strikes his soul core, which is his only true vital area. While the destruction or damaging of other organs will temporarily hinder him, it will not stop him in his tracks. Should one cut off his head they will find that his body goes limp and becomes incapable of movement, but that he will not die. nonetheless, due to the complexities of his neural systems--despite their fluid nature--it will take a week or so before he regenerates something as essential to his head thus making it remain as a weakness.
>All of Mairyell's teeth are capable of injecting or extracting blood and whilst doing so, they become sharp.
ℰ nhanced S enses: An extension of his enhanced physiology, Mairyell possesses excessively enhanced senses, specifically his sense of smell, which is so powerful that he can track a single individual across a country so long as they have not sufficiently disguised their scent or vis. His smell is strong enough to allow him to smell blood through a person's skin as well as pick up on the distinctive smell of their vis. Mairyell also has perfect night vision, which is a sort of inherent magic, meaning that he can see even if there are no light sources. His sense of touch can be dialed up or down to allow him a greater sensitivity to various textures as well as allowing him a better awareness of his surroundings by way of airflow. His hearing is enhanced by way of a passive inherent magic which adjusts it, thus allowing Mairyell to pick out specific voices or sounds in a room at will, but not to be easily overwhelmed by louder noises. However, this does come with an inherent weakness, as Mairyell's hearing will dial down if a sound is dangerously loud, meaning that he can effectively deafen himself temporarily if a loud enough sound is made.
ℒ icenti ℬ lood: His blood, as mentioned, is suffused with particles of his Anima, making it an incredible conductor of vis. This blood is the primary reason for his prolific regenerative abilities, which are in part due to the inherent magic of his Anima and partially due to the strangely prolific amount of stem cells found in his blood--which do in fact reproduce. As a result, Mairyell's body is capable of rapidly reforming lost structures by stimulating the production of his stem cells and the specialization of them into the cells necessary to repair, or reform, that which has been damaged. Still, with this comes some weaknesses, as should Mairyell's body be affected by disruptive magics his healing will be stunted or outright stopped. In his cases, disruptive magics include those with the traits of purity, or with the element/aspects of light or sound. Additionally, while electrical assaults do not cause lasting damage, they can still slow or offset his regeneration for a short time, or indefinitely should an electrical current be run through his body constantly.
Moving onto the nature of his blood, which has taken on acidic properties due to his Licenti-nature. His body, having adapted to these qualities, is largely immune to acids, thus allowing him to be submerged in his own blood without harm. Nonetheless, this blood is capable of searing through flesh with ease in a similar manner to chemical burns, and can even damage and erode metals and stone--though not crystal or silver.
ℬ lackℬ lood: The designation Mairyell has given to refer to his blood at its highest acidity levels, wherein it is capable of dissolving most materials at a steady rate. The existence of this blood also reveals that Mairyell can control the acidity of his blood to a degree.
ℬ lueℬ lood: On the opposite end of the scale from his Black Blood, Blue Blood is the designation used to describe Mairyell's blood when it has been infused with Brisn, giving it a blue sheen and slight glow. This blood is capable of propagating gradually as well as absorbing greater amounts of damage and healing himself--though not much faster than he already can.
ℭ ombat Ҏ roficiency: Having been in the Hunting business for barely less than two-hundred years, Mairyell has picked up an exceptional amount of martial skill. His movements are energy efficient and precise, allowing him to fight hand-to-hand at an adept level. While he has not mastered any particular form of martial arts, he is still well versed in the art of melee combat and understands how to position himself in a variety of combat situations. He is agile, fast, and flexible. Last, but not least, he does possess some arms training, allowing him a fair deal of precision with his two weapons should he deign their use necessary. His enhanced senses and reflexes additionally expand the range and accuracy of his shots making him dangerous both up close and at a range--though more the former than the latter.
ℬ lood ℳanipulation: Mairyell's chosen magic, this ability allows the vampire to manipulate both his own blood and that of others, provided it is not within a living being. He is capable of manipulating it with great efficiency within a range of 12 meters(40 feet). So long as the blood remains within his control he is capable of crystallizing it, or simply giving it solid traits, as well as dispersing it into a vapor--though not into an outright gas. It should be noted that Mairyell's blood manipulation allows him to telekinetically move it so it is capable of levitating and movement even without physical contact with a surface or his own person.
ℬ risn: A non-elemental energy that's been passed down on their mother's side of the family for generations, Brisn, takes the form of a bright blue vis, which in Mairyell's case flows something like water, though it can defy gravity like most vis. This energy possesses within it the ability to absorb the properties of things which it comes into contact with, though to a somewhat limited degree. Though, unlike some energies of this nature, Brisn can only affect living beings and elemental energies. However, it effects elements and beings very differently, with the former being absorbed, and the latter having their wounds and pain pulled into the energy, before being dispersed—this due to Brisn's ability to transfer the user's vis into the vis of the receiver passively. Brisn has also been seen to be capable of fending off the influence of intruding influences, such as the parasitic children of the Licentia, or to weaken or break a Licenti's hold on a possessed individual. While his sister, Aeris, is exceedingly capable with the magic, Mairyell is considerably less so, using it only to heal himself, alter the effects of his blood, and occasionally to heal or defend others. When utilized, the energy causes Mairyell's typically indigo eyes to turn a bright blue reminiscent of Brisn's own color. Mairyell's most common use of this energy is to diminish the intensity of his hunger.
"They say there is bliss in ignorance, but in it I have found only stupidity." Theme I
D R A N A I L L A M A N T (Drah-n-eye La-mant) Thirty-One.♦ Male. ♦ Human. ♦ British/American.
[ ⊰⊱ ] Ⱥppearance
Standing at 5'10 and weighing in at around 150 lbs, Dranai is fairly thin, though not overly lanky. Carrying himself with an imperious air as if constantly judging the world, the man has excellent posture and walks with a sense of purpose. His three most defining qualities tend to be listed as his distinctly silver eyes and hair, as well as his nose, which is slightly curved, giving him an almost hawkish appearance from some angles. However, as a result of this and the way he carries himself, Dranai is only average in the looks department--though he more than makes up for it in intelligence. Often overlooked are the golden flecks in his eyes if one looks closely. Only Dranai and his now rather elderly parents know their significance.
[ ⊰⊱ ] ℬ io
A man who believes in evidence and science, Dranai could be described as an empiricist, this scholarly professor is a man who appreciates efficiency and intelligence. Often seen as rather impatient and even easily irritated—if not angered—Dranai goes about his life with purpose, never satisfied to idle about when he could be making a difference in the tumultuous chaos of society. Having dedicated a large part of his life to both teaching and studying the ways of the world, Dranai is both a scientist, a mage, and a teacher—if a harsh one. Unforgiving of stupidity, Dranai has little patience for the mentally incapable, and even less so for the pointlessly verbose. While he has no problem listening to someone speak on and on with purpose to their words, he finds that listening to someone ramble on irritates him greatly. Furthermore, the professor is not one to simply take someone on their word, preferring evidence be supplied almost regardless of the claim as he is of the belief that—by and large—a thing without evidence is a thing without substance or meaning.
Almost certainly as a result of this mentality, Dranai is not a particularly empathetic person, though while he is not uncaring to the problems and disparities of others, he would rather move forward than dwell within such squalor. So it is that he can seem insensitive when giving advice to the downtrodden, as his words are often harsh, if honest and heartfelt. So it is that while most consider him uncaring, Dranai is in reality one who cares for others, but simply finds that coddling them would be a disservice. In simple terms it could be said that he simply lacks of the necessary traits for adequately comforting others, and while this has served as an unfortunate truth at some points in life, it has done little to make pause his seemingly endless drive for self improvement; nor has it ever stopped those students of his who keep up their studies from becoming well respected men and women in their own right.
While not the least notable of his quirks, Dranai has a particular frustration with the fact that magical and scientific theory do not entirely mesh. This particular fact is one that he, though only in the safety of his mind, refuses to believe the truth. It is his life's mission, one could say, to reconcile the theories of magic and science so that no longer will the world find it necessary to differentiate the two. It is surely no simple task and through it one may come to realize that Dranai's ambition is no force to be laughed at or disregarded.
Born into a relatively normal family in Britain, Dranai--even as a child--was always rather detached. Finding it difficult to get along with other children his age, not to mention deal with large crowds, the boy had it rough growing up, eventually gravitating to a more isolated relation with the rest of humanity at large. However, if one thing stands out it would be his inquisitiveness, skill with numbers, and love of stage magic--imparted to him by his father who worked as a stage magician even in this day and age. As he continued his education, going into highschool, he found himself either isolated from the various cliques, or involved with the clique of outcasts themselves. It was here that one of his fellow outcasts, a nerd obsessed with the sciences, came into his life. Troy was his name, constantly blabbed on and on to Dranai and the group about biology and even physics and while most ignored him, Dranai took notice. Eventually the two became friends and took to studying various subjects together.
However, sadly, in their just before their junior year, Dranai's parents moved the family to Ominar and enrolled their son in a private school. Keeping contact with Troy via the internet, Dranai continued his studies in science at his new school in Ominar, but soon found out that there was something else of interest to be observed: Magic theory. Enrolling in the class first out of curiosity--though with his reservations--Dranai soon found that he could see some similarities between Magic in science. It almost seemed like the Vis, Anima, and Ostium had some inherent mechanics to them, even if the teacher did little to explain them. Finding this to be far from satisfactory, Dranai began practicing magic in his free time alongside his scientific studies.
Rather swiftly this got him to a dead end where he couldn't seem to get his hands on further information. So, desperate after searching various libraries--both digital and otherwise--the young man arranged a meeting with a rather shady individual. Taking along a taser just in case, the untrained teenager headed out into the streets of Ominar.
However, when he arrived at what had to be the address, he found himself confused as what stood before him was a shack in a rather seedy neighborhood. Hesitantly he knocked on the door, but what answered was no man, but instead a trio of children. Brows knit, Dranai asked to see the Broker. The children looked between one another before one retreated out of sight. Minutes later Dranai met a man he later regretted interacting with, a man whose name even he had forgotten. The Broker having coined the nickname, "Bree," for himself, Dranai was finally able to get his hands on some useful information for his studies. However, little did he know, he had signed a deal with the Hundred Headed Demon.
Having obtained some useful tomes, Dranai expanded his repertoire and understanding of magic rather rapidly and upon graduating he immediately enrolled to a local college, one that had magic related classes, not to mention those related to teaching. So it was that Dranai spent several years in college earning two degrees, one for teaching, and one in magic. He went on to become a professor at that same college several years later at the age of 26. Since then he has become well known throughout Dranai and in some small circles internationally as "The Professor," due to his odd and enigmatic teaching style especially due to the fact that it often involves his giving his students homework which involves them ambushing him with illusions.
With rumors having spread throughout the city about him, and with him having held lectures about the connection between magic and science, he is well known in both the scientific and magical community. Truly he is an odd man, doing as he sees fit--if within the bounds of the law.
Still...he never did pay back that favor.
To Be Updated.
[ ⊰⊱ ] ℰ quipment &ℬ elongings
Cellphone: Always kept on his person, Dranai's cellphone allows him to communicate through text or voice hands-free once he has answered a call or opened the necessary window due to a bluetooth-like device placed behind his ear, which detects his voice and flawlessly transfers his dictation to the device. He may also operate his cellphone entirely hands free if he so chooses.
Pocketbook: A book he uses for notes related to various things. While it would seem entirely mundane should another open it, this Pocketbook is actually engraved inside the narrow hollow between the leather sides that make up its front and rear covers. This rune engraving allows for the Pocketbook's contents to be stored within it so that they may only be accessed with the application of the user's Vis--willing or not. Who knows what the Pocketbook might truly contain within it once the rune has been activated.
Focus: As depicted, Dranai's Focus takes on the form of a sterling silver locket/pocketwatch. On one side it opens to reveal a set of complex engravings and an array formed from crystallized Vis, whereas the other side opens up onto a timepiece. Reflecting his nature, the professor's Focus facilitates some of his sleight of hand as well as acting as an amplifier for his magics, both defensive and illusionary. This Focus is also a larger part of the reason that people consider the man capable of temporal magic, even though this is not at all the case--not that he intends to correct their misunderstanding, after all, the misinformation can be quite useful.
Falseshot: A functional handgun enchanted with defensive magics, "Falseshot," as he calls it is never loaded with true rounds, but instead with rubber rounds or blanks. As such he can use these rounds as a scare tactic or, if he chooses to enchant the rubber bullets, he can use them to disable by way of pain and surprise. Dranai does in fact have a license to carry a concealed weapon, so he's hardly going to be accosted by police for having a weapon in his possession.
Crystal Dust: Dust composed of Vis crystal fragments harvested and formed from Dranai's own Anima, this material is one that many mages use as an additional magical amplifier. The substance is useful as it has a density equal to that of air despite being a solid, thus causing it to float in the air where the mage may manipulate it freely. In Dranai's case, this dust is utilized largely for the purpose of more easily casting his illusion magic, and when necessary, creating more powerful defensive spells and barriers. Due to its more solid state, Licentia have greater difficulty absorbing it and due to it being linked directly to his own Anima, Prae are incapable of absorbing it. Humans mages on the other hand are capable of manipulating it if they have a fair deal of skill.
Undercoat: Due to having past run ins with a particular information broker, the professor has taken to wearing a bulletproof undercoat. It's not a vest, mind you, it's a garment enchanted with sufficient resilience to protect him from body shots. This is not to say that it entirely protects him from guns. The garment can be overwhelmed if the weapon has too much spray, or too many hits per second. Additionally, the force of the bullet is not entirely mitigated, leaving the possibility open for a sudden strike knocking the air from his lungs or unsettling him enough to allow for a second strike while his guard is down.
[ ⊰⊱ ] ℭ apabilities
Intellect: Dranai is incredibly intelligent, it being one of his strengths, and has a mind equipped to handle advanced mathetics and magical mechanics both. Yet, oddly the area in which he is lacking is creativity, so it is that he treats magic much like he does science, something which ought to follow fairly rigid rules that can be laid out via equations in his head. This has led to his skill in defensive magics rising, but illusionary magic growing somewhat dull in some ways. Dranai's intellect is one focused on logic as well as being capable of considering up to three possibilities at once, with any greater amount drastically decreasing his ability to process anything further. Granted should he use all three "trains of thought," at once, it tends to slow down his reaction to stimuli in real time--that is if it doesn't cause him to space-out entirely. Lastly, it should be noted that despite his understanding of psychology, and his notable intelligence, Dranai has trouble understanding people, finding it difficult to see why people become so attached to people and things around them when those people and things are not beneficial to them in the long run.
Knowledgebase: Having studied the sciences for a good part of his late teens and early twenties, Dranai has developed a better than average understanding of physics as a whole, though more complex forms give him issue--often requiring reference material and something to write on for him to puzzle out solutions to his problems. Additionally, due to his having delved into the deep well of magic to study illusion, Dranai has an excellent understanding of human psychology, and while his recall is not perfect he has gained an understanding that bleeds into his subconscious, allowing him to employ methods in his work and everyday life without much thought. Still, he is no master of psychology and could be considered to still be learning--something he works at every day. Last, Dranai has a measure of streetsmarts and due to his higher education, has studied Licentia biology. He's come across a fair amount of their kind and this allows him to adapt his magical methods depending on the species. Still, he doesn't know even a notable fraction of the thousands upon thousands of species which exist so there are bound to be huge gaps in his knowledge of Licentia. As with psychology, he makes an effort to learn more every day.
Selective Memory: Likely due to his rather dismissive and impersonal nature, Dranai has developed a fairly selective memory, which keeps only the things that he works to recall or assigns great importance to. The useful part of this however, is that he has trained his mind over the years, allowing him an understanding of how to make certain memories stand out, thus making it fairly easy for him to make some memories stick, and others fade away. Still, the man is human and so this does not always work, leading him to occasionally forget things of great importance--hence the existence of his pocketbook.
A Teacher Am I: Having gone to school to become a college professor at the Institute for Scientific and Magical Learning, Dranai has the skills to teach anything he considers himself to have sufficient grasp of. Due to having been a teacher for roughly five years now, one could say that he has a fair grasp of the discipline. It almost goes without saying that he is skilled in this area considering the fact that he has come to be known as "The Professor."
All in all, Dranai is perhaps least developed in the physical sense as while he keeps himself in shape enough to be considered healthy, he in no way has gone above the call of duty to work out, build muscle, or physical stamina. He can lift things that a human man of his size and weight generally can as well as run at equivalent speeds. He's not even particularly resilient in the face of pain in comparison to another human. As such, if one wishes to find him at a disadvantage, all they need do is close the distance and strike directly at his person. It is also worth mentioning that due to the way that Dranai's mind processes information, that his senses can be overloaded more easily than a normal person's as he is hypersensitive to certain things.
Illusion Magic: Dranai's own art form, the man is skilled in the creation of illusions—though not in the same way as other skilled illusionists. While many illusionists utilize a vast and creative imagination, Dranai instead uses his intense attention to detail, understanding of psychology and biology, and various formulae to create his illusions. The result is less unique and interesting illusions with the trade-off of more illusions that succeed, which in Dranai's opinion, is far better than the efforts of his often lackadaisical peers.
Barrier Magic: A form of spellwork used primarily for protection, this magic is capable of solidifying Vis into defensive structures. While some merely structure theirs according to what seems the best defense, Dranai uses math and geometry to gauge the best defensive structures he can. Additionally it should be noted that Barrier magic can be used to shield against non-magical threats, including psychic threats and physical acts of violence.
Let it be known that "Bree," is a nickname. Thirty to Forty. ♦ Male. ♦ Human-Prae Hybrid.
[ ⊰⊱ ] Ⱥppearance
Standing at 5'10 and weighing in at 168 lbs, Bree--as he's called--is a well built, but not overly muscled man with a swagger to his step, a smirk often on his lips, and a twinkle in his hazel-brown eyes. Having Prae blood running through his veins due to relation twice removed--making him only a 1/4th Prae--Bree's most striking attribute is his odd eyes, which while appearing mostly brown, seem to glitter and refract light. Aside from his unique eyes and tousled dark brown hair, Bree is fairly average in appearance--though many women might attribute him a sort of roguish charm.
Aside the aforementioned, Bree tends to wear jeans and long, high collared black shirts, with no buttons fastened, giving him a relaxed or even lazy air practically all the time. On assignments he is known--if only as a bold fashion statement and almost-parody of hunters--to wear a Duster, which is black and without the typical straps to hold it in place. Aside this are his relatively normal looking boots, which while reminiscent of "cowboy boots," are far less flashy. This perhaps sums him up well, a man who possesses a classy and infrequently outlandish sense of style. No exception to this is his fairly plain black cowboy hat, which he has given the name Volgaris for some interesting and...sentimental reasons.
[ ⊰⊱ ] ℬ io
"That's a rather difficult question to be answerin'. Regardless, I'll try my hand in explainin' a thing or two 'bout me. First rule, don't cross me, second rule, don't listen to the first rule because that'd be pretty obscene. What? You don't believe me, well I guess that's pretty warranted considerin'. I mean I ain't exactly a simple guy, and calling me easy ta understand'd be the fraud of the century, don'tcha think?
Don't answer that. Second, no it was third, rule to note, s'that ya ain't never to make a deal with the devil. You still readin'? I hope so, cuz these're some seriously true facts.
Anyways, rule ninety six
What? How'd we get to ninety six?
C'mon, didja forget, the rules are on a needtaknow basis, and trust me ya don't need to know."
A long long time ago, in a little town in New Orleans literally named Backwater a man named Austin died, and two children were born, twins—though not identical in the least. Named by their parents, so came to be a child who grew up as one boy, but became many men and a girl whose name was Anastaesia. Leading relatively tame lives, the two children went to school, played with friends, and lived in relative peace with their parents, Louis and Maryyna. However, it appeared that fate decided to play its hand, throwing a joker into mix.
So it was that a string of murders occurred in the small town of Backwater, and so it was that the final two to fall were the parents of the poor naive children. Thus at tender and impressionable age of twelve, Anastaesia was tainted by trauma and the boy lost his name and had his mind torn to pieces. Lucky each in their own ways, the two survived, one with Anima altered, and the other with a mind permanently at war with itself, shifting about from one boy and into another in random fashion.
Seeking sanctuary after a long lonely walk through the swamp and country, the two children were taken in by stranger who offered them kindness, expecting little in return. So it was that they were adopted by the man, who they came to know as Grandpap. It was only later after he'd brought them up and even taught the scatterbrained boy a bit of magic that they were let out on their own and told the man's real name: Dorin Katela.
For a time the three traveled together, only to be joined by Dorin's true grandchild, a younger fellow named Vaihrn. Soon after, the siblings departed the two Katelas and decided to leave the U.S behind to make their way in a new land. However, before they departed, the young man used his newfound skills, along with his sister's wolfish persuasion, to garner more than a little money.
Following this, the two left the states and traveled to Europe, where they eventually settled in Ominar. Having been an orphan himself, the man who had come to be called Bree by his sister, started a little operation, setting up bunkers around the city, and employing the homeless and orphaned so long as they chose not to waste what they were given. With time his business expanded and he came to be known as the DealBroker, or conversely the DealBreaker, by those who were not so friendly following his execution of their assignments.
So it is that the Broker's watched the years pass, and it has come to this, Prae ruling his city and villainizing Licentia no matter their stories. It's been twenty years since he started his operations, and man he's never been so angry--at least some of him that is. Perhaps one day he'll be in agreement with himself.
As unlikely as that'd be.
Bree is a broker of deals, he's an informant, he's a mercenary, and he's a wanderer. He is infamous, and famously, known for breaking, and making, a variety of deals with a variety of clients. He works on a need to know basis, and is highly unpredictable...but reliable when he feels like it. While that'd seem to directly contradict the concept of reliability, it doesn't, as his skillset and track record make him one of the best, if not the best, in his line of work. It should be noted that he makes three types of 'deals'. It should be noted that the Broker has small bases in all the major cities, including Echetus. He of course keeps his angelic origins secret, and makes deals with even Judas' faction.
Deals: Can be made and broken, are sealed only by one's own word and an agreement of sort. These can really entail anything, but when making these one should know that they are completely subjective and debatable between the Broker's many personalities. This means that any one of them can and will have different ways of achieving, or sabotaging, any given deal according to their own wishes.
Binds: These are deals which he binds either himself or his client to via the Art applied in a way that is not typically used--not that the Art is at all common. These are not entirely subjective, but are not entirely objective either in terms of his personalities and their meaning. However, since these deals are written out they can be worded in such a way as to not give his personalities any wiggle room. Still, one has to be almost as careful with these, as if you write them wrong...you could end up in a ditch somewhere, making love to an elephant on a tricycle.
Promises: These deals have been agreed on between all of his personalities mutually in some fashion and as such will be fulfilled, regardless of the methods --unless it has been stated what methods must be used-- and as such are considerably less subjective than the two previous types of deal. Broker never breaks his promises, but he also almost never makes them. They are a rare commodity and if they are made, you better be careful what you're asking for...because the Broker always pays his dues. “Guy's got connections”: Due to his many years in the profession of Deals, the Broker is quite well connected. It's even rumored that should someone say something, somewhere, three cities away, in a dark alley, he'll hear it given a day or two. No one is quite sure how he does it, but the Broker manages to know more than he lets on, or let on more than he knows, quite often.
[ ⊰⊱ ] ℰ quipment &ℬ elongings
Dustkickers: These heavy duty boots have small compartments in them, allowing its user to kick up 'black dust,' otherwise known as gunpowder. These boots have a thin metal lining too, as well as running spikes reminiscent of track shoes to allow for a high level of traction. He has enchanted these boots slightly using the Art, so as to make them lighter, but only to him, so he can move with less restriction than would normally be allowed but still dish out a good ole asskicking.
Volgaris: Volgaris is a hat, a plain, but stylish, stetman hat that happens to be the Broker's favorite. It is the one item on his person that isn't enchanted to be useful in battle. Its sole enchantment has something to do with augmenting itself with absolutely insane levels of good luck. Considering the fact that Broker has been in numerous situations where it could've been lost, destroyed or damaged, yet against insurmountable odds it remains in perfect condition, as such Bree assumes that its enchantment is working, but he's still not quite sure....
Dustproof: This particular portion of his garb, his Duster, has gained its name from the fact that he continually adds enchantments to it and it has hit the point where the Duster itself is immune to most things with the exception of getting dusty. It can shield him somewhat from things like heat and slashing attacks, not mentioning its ability to contain air, allowing him to close it around his head to give him a very limited air supply in areas where he'd otherwise be unable to breath. While the Duster itself is pretty much invulnerable, being mostly capable of blocking piercing attacks, not to mention elemental assaults, it in no way protects him from the force behind these blows. This is why he will tend to get bruising and broken bones, rather than getting stabbed, burned or drowned. Crushing attacks are particularly dangerous to him for this exact reason. It should be noted that this duster is not actually invulnerable as it does take some of his own energy, and the energy from the environment, to fuel its various enchantments. He has stated, to Anastaesia, that it can only last so long in any given conflict if he doesn't want to exhaust himself just to keep its effects active.
Silverchains: These twin Colt 1911's, aka M1911's, are named as such due to both their silver coloration and because of their unique enchantments. The 'chain' part of their name comes from the fact that at the base of each pistol's grip --on the bottom part that'd normally face the ground when firing straight ahead-- is a small sigil. These sigils can be activated by a small influx of vis, allowing chains to spawn from within them and connect the two pistols. This chain, or rather the silver utilized to make it, is stored within the sigils themselves. There is a decent amount of silver, in fact there is enough silver within the sigils to create a twenty-two foot chain that connects the two weapons. This chain is extremely sharp to enemies, but completely dull to allies. How it differentiates between the two is a mystery. Other than this, there is a small secondary “trigger” on each gun. This trigger is more of a “button” mechanism that has been enchanted so as to link to the opposite pistol. This allows the Broker to fire a pistol without actually touching it, as long as he is touching its twin. This is particularly useful when he is using the chain.
Black Beauties: With enough power to do a significant amount of damage wherever it hits, the Black Beauties can teleport to one another, as there are small sigils on his finger tips which allow this. The sad part about this is that the Broker must be somewhat aware of the position or location of the guns so as to summon them to him. Otherwise they can randomly appear in different locations, or he'll accidentally summon “similar” energies to himself rather than the guns themselves. Additionally, the golden markings on the Black Beauties allow the guns to fire not only normal ammo, but to fire vis as well. In fact, the guns have been modified so that the portion of the gun directly corresponding with the hole in the barrel, but located on the rear-facing portion of the weapon, can fold open to pull vis into the gun to be fired through the barrel. Last, but not least, the Black Beauties gain their color not from a natural metal, but from being continually exposed to choice vis of particular Licentia. This makes them not only more durable and sturdy, but also means that, should he have to fight one of the other races, he can damage each of them in unique ways. The Black Beauties transfer some of this unique vis into the bullets giving them a minor siphoning ability, or the chance to erupt into loose fragments upon contact with their target.
Impression Sheathes: These gloves, though they are more like a strange kind of fingerless leather gauntlets, have had the very surface of their forms altered so that they can shift shape somewhat, though to a very limited degree. As such, the gloves can cover his fingers completely if needed, in addition to the fact that he can overlay sigils onto their form and the fabric will remember the sigils for later use. While the fabric can “remember,” as many sigils as can be reasonably fit on its surface, it can only do so for an hour or two for simple sigils, and three minutes for complex ones.
RedShine: A weapon that might as well be composed of enchantments, RedShine is made of a metal that was crafted through the use of the Art. This metal has a mixture of properties, giving it the sturdiness of steel, but the conductivity of silver. The properties of the elastic rapier, and the hard piercing longsword have both been augmented into this blade and can be switched on and off by altering the pressure being placed on the grip of the blade. To increase the blade's elasticity the pressure must be light, to decrease the elasticity the pressure must be greater. There exists a third function to this blade and that is to channel the vis of silver or to pull the blood of other beings into the blade. When the blood is pulled in it can either be purified or its traits can augment the blade to harm a particular race depending on who, or rather what race, the blood belongs to. RedShine can only contain foreign vis for a maximum of ten minutes after which point it will disperse into the surrounding environment. RedShine can replicate, but only once, allowing him twin blades rather than just a lonely sword.
BlackLeech: As its name implies, BlackLeech is capable of pulling trace amounts of vis from biological, or inanimate, materials that it comes into contact with. BlackLeech works primarily with biological matter, but can be used on inanimate matter as well. It should be noted that BlackLeech has four other notable traits. Firstly that it is composed of the same metal as RedShine; Secondly that it can only hold up to one Anima signature at a time; Thirdly, BlackLeech cannot hold vis for more than twenty seconds; Last of all, when it cuts a living thing the process of vis being absorbed causes a rushing and burning sensation on the cut area.
Tuner: The sheath to Bree's dagger, Tuner can pull any vis from the BlackLeech and store it for later use. Tuner can store or combine up to six different separate Anima signatures, allowing it to be a container for vis that requires analysis at a later time or to serve as a conduit for BlackLeech or Bree's magic.
The Sniffer: This object works much like a compass and a yard stick in that it detects vis as well as pointing to Anima signatures that are imputed into its apparatus. Additionally, the Sniffer is capable of detecting the predominant type of vis in any given area, as well as the levels of each less dominant kind, meaning it can tell how much Prae, Human, and Licentian vis is in any given area. Last, but not least, is the fact that the Sniffer can point to the most potent source/congregation of vis. The device has various 'hands' and the like to point to these locations, as well as a meter or two on the back, covered by the metal, which can easily be opened for the Broker to see. The device is enchanted so that it is essentially indestructible (though not entirely so), and will vanish from perception when not in use leading Bree to sometimes forget it's on his person at all.
[ ⊰⊱ ] ℭ apabilities
The Hundred-Headed Demon: One of Bree's well known aliases, this particular title relates to his chimeric personality, which due to the accident in his childhood, was left permanently altered. This is not to say that he was merely changed as a person, but instead to say that he seems a man whose mind shifts tacts like a model changes clothes. Yes, for rather than a man united by singular purpose and a set of well defined mental traits, Bree's mind is instead disjointed, possessing possibly hundreds or thousands of personality permutations each with their own set of beliefs, morals, and attitudes. If this were not difficult enough to deal with, Bree has no control over which “him,” is active at any given time, nor does he control when a switch between an active persona and one of many many dormant personas occurs.
Still, no matter the shift, the individual is considered “Bree,” with one exclusion that the man refuses to talk about or allowed to be documented aside from it being referred to by all his various persona as “The Devil.” Beyond this, it should be known that Bree loses no memory or awareness as his shifts can occur at the drop of a hat, the turn of a shoulder, or the flip of a coin. So it is that people have come to call him the Hundred-Headed Demon, as what else could be so terrifyingly confusing?
The “Perfect” Conman: Once again deriving from his personality, the Broker is often called the “Perfect Conman” because while his myriad personalities do not all get along, almost none of them will try to get in the way of their own collective well-being. This is one of his many rules, and is likely one of the rules that truly holds him together as a functional person in society. Without it he'd fall to shambles.
The Nasty Macgyver: Outside of the abilities that primarily originate from his divergent personalities, Broker has exceptional skill at improvisation and this even comes into play when he is in a sticky situation and has to make the best of a small amount of resources. He has earned this title, of a sort, from getting himself in and out of situations with tools and objects that would not typically be helpful in those situations, but nonetheless got him out alive and (mostly) in one piece. Because of this, those who have dealt with him on the opposite side before know to try and take as many of his valuables, trinkets, and otherwise belongings when trying to keep him tied up, or in captivity in general, because if they don't they might just end up on the pointy end of a toothpick.
Psychological Knowledge and Manipulation: Due in part to his Personality, which can be described as that of a hundred headed demon, Broker is quite good at manipulating people to do what he wants. At the very least he can typically turn situations to his favor in some way, allowing him to masterfully switch gears and sides pretty much instantly. Additionally, he has dabbled in the study of the psyche in order to attempt to understand his own shifting personality better, and while it didn't help him too much in that regard, it has given him some useful tools. It should be noted that because of his shifting disposition, the Broker can very easily deal with and understand a wide variety of people. Many people who have observed him actually think him to be able to perfectly understand nigh anyone due to this shifting syndrome of his, this is however an overestimation of his abilities, which are impressive nonetheless. This skill is often seen when he ends up gaining a relatively clear picture of someone's barebones personality based on short interactions between himself and others. While fairly accurate, this is at the end of the day guesswork mixed with actual psychological know how.
Minor Explosive Knowledge: Since watching pretty explosions is fun and some of his more...dastardly clients want rather big Deals fulfilled, he has learned how to properly use various hand-held, or otherwise, explosives. Some of these include grenades, flash grenades, and C4...also pipe bombs, lots of pipe bombs.
Hybrid Anima & Vis: A vis altered due to a grandmother who was Prae, Bree's Anima is more dense and pure than that of a normal human—though too a minor degree. Additionally, while his diluted blood does allow him to use magic as a human would, his use of such is hampered in some ways as his vis does not flow so freely or grasp so easily onto the energies of things outside of himself. To supplant this, Bree absorbs ambient vis at a slow pace on top of regenerating it like a human. This increases his physical stamina and alters his biology slightly due to his crystal having been metabolized into his blood and suffused throughout his body. As some of the tiny dust particles have settled in his eyes, he is more aware of vis in his surroundings, and since it has settled everywhere else he channels the energy more easily through his own form if not outside it. This allows him to use a form of minor telekinesis in the form of biological augmentation, making him slightly more durable than the average human—rather paradoxical due to the typically fragile nature of a Prae's body. So it is that Bree recovers from beatings more swiftly, retains consciousness for longer, and can sustain more damage than your average joe. Of course, it helps that he's used to it too.
Swordsmanship: He sure as hell ain't a master swordsman, but he is far from amateur in the art of swordplay and can hold his own against most of decent, or considerable, skill. He prefers light fast blades, allowing him high maneuverability, a bending unpredictable strike, or a solid defense by way of offensive prowess. At the same time, some of his personalities like to switch gears and use his blade(s) as a defense, allowing him to trap his opponent and then use one of his other abilities to finish 'em off.
Marksmanship: While he's no soldier and he's no pro, the Broker has sufficient skill to get by when it comes to marksmanship, though he does prefer revolvers and Desert Eagle pistols to get the job done most of the time, he will sometimes don more heavy weaponry to do the dirty deed. It should be noted that some of his personalities dislike the use of firearms and so will not use them traditionally, or even at all depending on their opinion(s).
Trickshot: While he is no master, his skill with his weapons of choice, mentioned above, are considerable, allowing him to pull some pretty miraculous stunts sometimes.
Juggler: Having learned it just for the heck of it, also to amuse his younger sister when they were both kids, Broker has since turned it into a useful ability. At this point in time he'll use it to wield multiple sets of weapons at once, or quickly switch between different tools or the like in difficult situations. Lastly his hand-eye coordination is improved by this greatly, allowing him to easier keep track of multiple variables, objects, and individuals in any given situation.
DualWelding: Because he is ambidextrous, though he started as left handed, the Broker has developed a high level of compatibility to dual wield not only two of the same weapon, but two completely different weapons or tools. In addition to this, the Broker can 'weld' two skillsets together almost flawlessly. Combined with his ability to wield the Art, he can even combine two objects together for rather interesting contraptions, though he doesn't do this last bit too often since it can be rather taxing.
The Art of Athriohm: While he did find his own master to study under at one point, the man died tragically at the hands of a now quite dead Licenti prior to the completion of his apprenticeship. He has since managed to scrounge up information on the Art, do his own research, and plenty of experimentation. This has allowed him to gain just enough skill at it that he can manage himself. However, his skill with the Art is not strong enough on its lonesome (in most situations or if used traditionally) to serve as his primary fighting skill. It does however, give him a lot of variability, as it can easily augment any of his other skills.
Constractsman, the Smithy of Deals: Utilizing the Art and some rather tricky methods, the DealBroker is capable of writing binding contracts that are not upheld by something as flimsy as a government, but rather by the very vis of the individuals who sign it with their signature. While he will sometimes call these contracts, he will more often refer to them as 'Dealbinds,' 'Binds,' or 'Binding Deals.' Their overall categorization falls somewhere between his definitions of 'Deal' and 'Promise' which can be seen far above.
"If...if you don't mind, maybe I can help?" Theme I ♦ Theme II ♦ Theme III
M A D I S O N L I L Y H A R P E R Twenty-Two.♦ Female. ♦ Human. ♦ Caucasian.
[ ⊰⊱ ] Ⱥppearance
While she doesn't have an athletic build, Madison is very much in shape and well nourished, and it shows in her hourglass figure and good genetics. She has startling ice blue eyes and naturally purple hair—despite what anyone else says. She's 5'4 and is at a healthy weight for her age and height. She prefers to wear clothes that, while flattering, give her essentially full coverage as she's not the sort to show off, though she does care very much about her appearance. She's the type of girl who, despite her insecurities, doesn't need much make-up to look good. Perhaps one day she'll believe it.
[ ⊰⊱ ] ℬ io
Madison is a compassionate, if somewhat shy, woman with a love for people and a naturally optimistic disposition towards life. She believes in seeing the best in people, or at least not letting their faults overshadow all else. She is a responsible young woman with a strong sense of morals, though not black and white at all in her outlook on life. Still, despite the passion in her heart, her strong sense of responsibility, and her loyal nature, Madison does not do well under pressure from people—though she does fine if that pressure is largely self-imposed. She has a fear of deep water and has a measure of insecurity, and thus vulnerability, about her. While she's the sort to come off as innocent and pure, one shouldn't let that fool them for Madison is as human as anyone else. After all she may be studious and loyal, but she can be irrational and moody; self deprecating or fake; and whiel she is often a role model she is still a full grown woman who has not so appropriate thoughts about passing strangers. At least not all the time.
In short, Madison was born a rather sickly infant to a Mary Harper-Galagher and James Galagher. Soon after, her grandmother Lily Harper died at the ripe old age of 140, giving over her own jewelry, the family heirlooms, to Madison. Following this Madison's health improved greatly, as did her responsiveness and from then on she was a healthy little girl.
Madison's formative years taught her plenty, as she was bullied to a degree, particularly during the summer when she went to camp. From these experiences she learned a great deal of compassion for others and she grew strong too...though she also gained herself a strong fear of deep water, something which she cannot remember why. As she moved on into highschool she had her first several boyfriends, but only one of them lasted, and his name was Finnic. The two of them were together for almost a whole year, before they split because of a rather violent argument, which landed Finnic in the hospital and Madison a little traumatized. She later found that she couldn't remember exactly what had happened, but she figured she'd rather forget that terrible affair anyways.
She grew and grew, taking a passing interest in magic as she grew older and pursued higher education, enrolling in Ominar's local, and most prestigious Institute. While she mostly took normal classes, pursuing a degree in Creative Writing as well as secondary focuses on Editorial work. She studied magic on the side, learning its history and even taking a class on its mechanics, mostly for fun and on a whim than for any other reason—lucky for her that her grandmother had left behind quite a bit in her will. Today Madison still lives in Ominar, taking classes and living life while sometimes taking her young cousin for the weekend. She's generally happy, but little does she know...that things are about to become...well, complicated.
Charles & Dranai are both teachers of hers at the Institute.
[ ⊰⊱ ] ℰ quipment &ℬ elongings
Heirlooms: As seen in the 'Heirlooms,' link, these paired earrings, bracelets, a pendant and a single ring are part of a set of family heirlooms that date back so far that they ought to have fallen apart. Yet, through some miracle, they have not aged in the slightest and continue to resist any and all attempts to destroy them. Always on her person, though the ring she never wears, this set of jewelry was, upon its creation, imparted with powerful enchantments, which have only been bolstered with their passing between descendants. Their purpose is simple, keeping the vast amount of vis within women of the family from destroying them...or at least, that would appear to be their function. Oddly, the ring appears to do nothing at all, at least for Madison, so she has foregone wearing it, especially since her mother told her that she had no need to.
As to how these heirlooms work, they act to cycle only some of the vast stores of vis throughout their wearer's body, as well as to amplify the strength of their Ostium so that even the incredibly dense vis of the Harper line will not harm the wearer as it would most people. While Madison is unaware of this, the jewelry has one other long term effect, it gradually strengthens the wearer's Ostium, otherwise known as their vis pathways, with the intent to eventually make their body naturally strong enough to hold the energy they were born with. As for the ring...well, that will just have to remain a mystery for now.
Cellphone: An entirely mundane every day item, Madison has a cellphone for contacting her various friends and family, as well as other less integral people in her life. It is of course a smart phone so it does have other uses.
Purse: Wherein lie her wallet, hygiene products, some make-up, moisturizer, pepper spray and some other miscellaneous items.
[ ⊰⊱ ] ℭ apabilities
Enhanced Processing: Madison is a relatively intelligent woman, but even more pronounced is her skill with organization and the processing of different sorts of information. While she takes it largely for granted, while also thinking her abilities far more humble than they truly are, Madison in truth has a powerful mind, even if not in the magical sense. This trait is a result both of her latent magic and of her mysterious guardian—with the former being more responsible than the latter.
Normal Resistance: For a human, Madison has decidedly average psychic resistance, being capable of fending off minor threats with great effort, but failing to subdue or repel anything greater despite the latent energy she could one day bring to bear, for now she is vulnerable.
Human Physiology: Madison is clumsy when she's not paying attention and has average physiology by human standards, though she is in relatively good shape and keeps it that way. Nonetheless she does not have incredible durability, strength, or speed, though she has found that the further she pushes herself, the more stamina she seems to discover. Beyond this she has noticed a very slight regeneration factor, but it is not anything to write home about, allowing her to recover from minor injuries quickly, while anything major takes a maximum of one week less time to heal from with the average being about three days less time. While she's had no experience with such, this regen factor scales with the lethality of an injury, meaning she is more likely to survive/pull through if an injury is closer to being fatal. It also keeps her from having long lasting disabilities and keeps her more healthy than is normal. This trait relates to her latent magic.
Kinesthetic Sense: Plain and simple, Madison's latent magic and the way her Grandmother's heirlooms operate have resulted in her having, when she focuses or is physically active, an enhanced awareness and ability to utilize her physical body. This includes balance, the status of her body—hungry, thirsty, tired, healthy etc etc—as well as to her ability to move about with accuracy. This is something she can train, but for the moment it is only an advantage when she is focused as at any other time she tends to be rather clumsy.
Guardian's Bond: Due to her bond with a Prae she's never met, Madison is protected by a mixture of abilities that, until recently, she was essentially unaware of. First among these protective measures is a danger sense which increases in intensity the nearer danger looms and also helps her ascertain the source of said danger via what she thinks about. When this danger sense meets a peak and is accompanied by a fear or thought of harm to her person, the secondary protection shifts into place, forming shields of vis around her person. The nature of these shields is dependent on the threat and will be more suited to said threat depending on if she figures out what it is or even the vague direction or nature of said threat. Should she not know a threat's nature, but her danger sense reaches a certain level of danger, it will utilize her vis, along with that of her unseen guardian, to manifest a powerful set of barriers with full coverage. This however, for the moment, only lasts for a brief time, and takes a fair amount of Madison's own vis to work. Should she already be tired, or having used too much vis already, the shield will manifest, but weaker than it otherwise would. Beyond this, her bond allows her a sort of communication with her ethereal guardian, making it possible for her to share impressions with one another, making it more in line with empathic communication than telepathic. At current time, Madison, when “communicating,” thinks she is merely talking to herself. While the bond might afford her other abilities, it does not at current time.
Latent Magic & Ancestral Inheritance: While Madison has no notable skill in the realms of magic, she has what any magus or scholar with even rudimentary knowledge of magic, anima, and vis would call 'latent potential,' and a huge degree of it at that. In essence, Madison's anima is both dense and vast, her soul packed with a tremendous amount of life force that, in fact, is actually troubling. While normally this would not be a problem, as most powerful magus attain such, it is worrisome in Maddie's case due to the fact that her Ostium is decidedly underdeveloped and thus not suited to transporting and maintaining such enormous amounts of vis. This would normally lead a human to die young, typically of heart failure, as the energy would cause undue strain to their system. However, Madison's case is unique due in part to her unseen guardian and in part to her grandmother's dying gifts. Yet, this is not the truly incredible thing about Madison's anima, no, that is revealed when one looks through her family tree and finds that every other generation or two...a powerful female magus is born. This is even more intriguing when one considers that not once has a man of the same caliber been born to the women of her family, which can trace its lineage back to at least the tenth century after which point reliable records become scarce, if not non-existent. Why this is exactly is anyone's guess, but it is said that somewhere the knowledge is written, if only one could figure out where.
Dusk, Freeway 86, 10 miles west of Ominar, 1 mile from the larger town of Eichan. Scatterings of buildings, businesses such as gas stations, and restaurants abound, parks are present here and there.
Madison is driving her young, 7 year old niece Avery home after a weekend visiting in Ominar.
Sunset was quiet, with only the hum of the car's engine, the sound of air whistling in through the barely open windows, and the faint relaxing music of the radio stirring the pair from their reverie. While Freeway 86 was used often on the weekends, it was less frequented around sunset during weekdays when less people had time to leave the city in lieu of school, work, and responsibilities. Madison and her niece were not held back by such things though and as Madie worked as a freelance novelist she didn't have as much of a schedule as some. Of course, it helped that Avery was home-schooled too.
“Are you excited to see mom again?” Madison asked, glancing at the mirror to see her niece nod quietly before her eyes returned to the road, hands planted firmly on the steering wheel. “I know you missed her, but at least we had plenty of fun, right?”
Avery smiled at the mirror, “Mmhmm. This week was great Lily!”
Madison smiled at the happiness in the young girl's voice, glancing at her smile in the mirror, before looking back again. After a few minutes of silence, Avery piped up, her voice toned with an innocent question, “Lily...what's that sound?”
Madison tilted her head slightly, “Hmm, you mean the music hon?” She glanced at the mirror just as Avery shook her head from side to side.
“It's kinda like a hum. I dunno,” the girl replied, a frown knitting itself on her face as she failed to find the proper words. Madison restrained a chuckle at the cute expression, though she wondered what Avery was talking about.
“Well, I'm sure it's nothing,” she said. Avery's expression softened some, but the frown remained as she tried to figure out the sound.
Madison turned her attention away, glancing down at her phone to check their route, before she turned off into a small outpost-like rest stop. The place was even outfitted with some fast food places and restaurants, as well as a small park—though there wasn't a jungle-gym or the like, just trees and shade from the sun. “Do you need to go to the bathroom?” Madison said, turning in her seat after they'd parked. Avery nodded vigorously and Madison smiled a little, “Alright, unbuckle, let's go.”
After a brief wrestle with her seatbelt, Avery exited the car, where Madison already stood, hand outstretched.
Hand in hand the two walked to the main building of the rest-stop and Madison led her niece to the bathroom before letting go so she could take care of her business. While she waited outside, she lightly ran her fingers through her hair, ideas for her current novel running through her head as she did so. In fact, she became so preoccupied that she didn't notice when a strange man walked past her on his way to the men's room, a shadowy trail shifting behind him almost imperceptibly.
It was only when she heard Avery's voice call out from the bathroom that she was pulled from her reverie “Ima be a lil while auntie!” The girl called, seemingly unaware of what people might think.
Madison chuckled to herself and called back, “Alright hon, take your time.” Just about to turn her mind back to its former aim, Madison was prevented from doing so when the same man walked past her a second time, when he had never left the bathroom the first time.
“I'm sorry if I'm bothering you,” he said as he looked down at the shorter Madison, “...but I couldn't help but notice you over here brightening this place.” The man's eyes stayed on hers as he spoke, a small smile on his lips. The attention caused her to lightly pull at her hair where it trailed over her shoulder, a slight blush coming over her cheeks.
The man's confidence swelled at her reaction and he continued on, leaning in just a bit. “So what brings you here? Other than travel of course.”
“U-um, you know, just taking a break from the road. My niece was visiting so I'm taking her back now,” Madison replied, swallowing a bit and brushing some of her hair behind her ear as she met his hazel eyes again. She had to admit he wasn't a bad looking guy, if a little imposing, she considered as she glanced down before meeting his eyes again.
He seemed to notice, “Oh? I bet she's cute, being related to you and all,” he said, backing off a bit and smiling genially at her.
She laughed a little, “Yeah, though she can be a real hand full at times.”
“Aren't all kids?” He asked, half joking. Madison's expression shifted, becoming thoughtful, “Well, some more than others,” she said absently. “I mean, Avery's mostly just a bit difficult to communicate with sometimes. She's shy.”
The man nodded and rubbed the back of his neck, “Well, I suppose I oughta leave you alone haha. I'm probably just being a bother and I'm sure you're in a hurry.”
Madison, not minding the company while she waited, shook her head, “No you're fine, I just...eheh, share some traits with my niece,” she looked away a bit, pushing her hair back despite it already being behind her ear, causing her to fumble slightly and resort to twirling a lock of hair around her finger. “Sorry, I'm just a bit awkward with strangers.”
The man's eyes widened and he opened his mouth, “I...oh I'm sorry. Wow, that's insensitive of me, I haven't even introduced myself. My name's Aean. Just call me Ean, I'm sure it's easier to say.” He paused for a long moment, as he held his hand out for her to shake. She took it and smiled at him, some of her nervousness dissipating.
“I'm Madison,” she said in a friendly tone as she met his eyes. He was kind of nice, she mused as her eyes strayed briefly from his face before she consciously brought them back. He really was rather attractive....
The two continued talking for a time, but as time went on she realized that Avery was still in the bathroom. Glancing at Ean, she smiled a bit awkwardly and held up her hand, “Um, sorry. I'm going to check on my niece, it's been awhile.” He nodded and she entered the girl's bathroom and called for her niece, but gained no reply.
A frown tugged at her lips and her eyebrows knit with worry. “Avery,” she called out questioningly, trying to figure out which stall the young girl was in. After a few moments she realized that there were no feet under any of the stalls and it was at this point that she began to panic—if only a little. Where was she?
Rank: S. Position: Adviser. Chakra Nature: Onmyouton.
Additional Appearance Details: Tending to remain hidden to those who will live past their encounters with him, or at the least conceal his face, Syu-lerne stands at 5'5 and weighs 125 lbs on his lonesome. He is of lean build, and has hazel eyes whose coloration is a combination of light amber brown and small flecks of green. The man wears no head protector whatsoever and carries only four foot long scrolls on his person, most concealed beneath his billowing black and sand yellow cloak.
History: Revealed Icly.
Personality:
[url=http://]Theme:[/url] Optional.
Base Weapons & Items: X explosive tags. X smoke bombs. X kunai X shuriken X wire
Specialized Weapons & Items:
Name of Weapon or Item: Ami no Jussaku(網の術策'Network of Intrigue')
Description: Perhaps the largest of Syu-lerne's puppets, Ami no Jussaku is not one body, and is instead hundreds, which are all connected through seals and chakra. Controlled through the use of the Enkaku sōsa no jutsu and chakratic programming, Ami no Jussaku is composed of roughly one hundred to two hundred puppets in total, created over a period of twenty years. Each singular puppet is referred to as a Chiten(地点'Point') and these individuals all look identical aside from the location of the Enkaku sōsa no jutsu's seal being located in one of six different locations.
While these puppets are numerous, they are far from something one would use for combat, but this is supplemented by the fact that the puppets are capable of erasing their presence via the use of Mujin Meisai, Tōton Jutsu, Meisaigakure no Jutsu, and of course the chakra suppression technique. However, unlike a biological shinobi, the Chiten are capable of condensing their chakra signature into a single point within their “body,” and then concealing it within a seal. Aside from this capability, each Chiten is capable of sensing chakra of any kind and can, when stationary expend larger portions of its chakra to obtain perception roughly equal to the Kagura Shingan in the level of detail and with an effective range of 100 meters. This allows the puppets to detect even killing intent, though they can only do this when in their active state, while stationary.
These puppets were created through Syu-lerne's unique brand of fuinjutsu combined with his kekkei genkai's capabilities—specifically his technique Keiro shinten. This allows the Ami no Jussaku to sense even when not being directly moved or controlled.
Moving on to their physical form, the Chiten of the Ami no Jussaku collective look like fairly basic human puppets constructed with wood, miniscule amounts of metal, and a fair amount of cord. These wires are extremely difficult to damage and are inside the puppet's primarily wooden body. The small amounts of metal utilized on the puppet are placed on the internal hollows where the cords run through. The metal is as such used to preserve the internal workings of the puppet, but so as not to weigh it down greatly the rest of it is not composed of the material, but is instead treated to be fire and water proof in addition to being infused with traits similar to rubber. This makes the wood a good deal more durable than normal, but not so strong that a well placed strike can't pierce or crack the substance.
Each puppet being about 5'6, they do not stand out in a crowd due to being constantly garbed in either cloak and hood, or hood and civilian wear. This is perhaps the point upon which there is contention in regards to the “identical,” appearance of the puppets as they are not all dressed exactly the same. Some of the Chiten are however, not dressed at all and these are typically placed in small settlements and put into a sort of standby mode wherein they will only activate if killing intent is detected or they are disturbed.
As with all of his puppets, the Chiten of Ami no Jussaku are capable of being summoned or reverse summoned so they may retreat. All of the seals on a given Chiten only respond to the proper “key(primer) seal,” when it is utilized with Syu-lerne's chakra. Additionally, if any single seal is tampered with in any way the whole system will override it, destroy it, rewrite it, and begin altering all of their keys simultaneously and continuously. Tampering with any seal at any point will also immediately notify Syu-lerne.
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Name of Weapon or Item: Kōdai Kaichū(高大回虫'The Grand Worm.').
Description: Syu-lerne's massive, mobile, seperable lab. Its location is deep beneath the sands of The Land of Wind and it is always moving.
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Name of Weapon or Item: Shison(子孫'The Descendents').
Description: A multitude of condensed labs, which typically “orbit” Kōdai Kaichū. These are considerably smaller and can be utilized for combat. Mobile. 20
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Name of Puppet: Sekimiru(堰見る'Watchlock').
Description: Comprised of 365 primary parts and 800 miniscule connecting parts, Sekimiru is one of Syu-lerne's most complex combat-based puppets. Most of the construct's parts are composed of various metals, with small amounts of wire and crystal here and there, all of it chakra conductive. Perhaps the scariest thing about this puppet is the fact that each individual part possess a small custom made chakra system all of which can connect to one another in a variety of different configurations. This moves us to how Sekimiru's many parts are connected, which is to say through magnetic fields, electrical energy, chakra, and small doses of heat at times. The puppet has an internal heat regulation system allowing it to focus and disperse heat or electrical energies through altering its own conductivity via chakra.
Due to its construction and mechanical nature, the puppet is capable of shifting its form by falling apart and putting itself back together in different configurations on the fly. Furthermore the puppet can levitate, magnetically or electrically charge things, and it can, to a limited extent, diffuse heat in and around its body. Nonetheless, a simple Goukakyuu no jutsu would scatter the puppet, forcing it to pull itself back together, and anything stronger is likely to damage at least some of its parts. Additionally, isolating or slowing down its various parts is the best way to disable it. Still, the puppet is far from something one would want to underestimate as while Syu-lerne can control it with chakra strings, the puppet is typically manipulated through three totally seperate means all at once.
The first means of control is a huge amount of Migotona hairetsu seals, at least 3 for each part, including even the smallest of them.
The second means of control are a set of seals that the puppet has “anchored,” to a field of sorts, which it projects over a 15 meter sphere. These seals manifest as pure chakra, or under ground, primarily and allow the puppeteer to extend threads of nearly invisible chakra to control the puppet from within. This also allows Syu-lerne to reassemble the puppet as long as all the parts remain within the area. When Sekimiru is in one piece this field moves with its main body. When dispersed outside of the main field each piece transmits a much smaller 2 meter field.
The third method of control stems from a physical control mechanism that manifests when the puppet is in no more than 3 main bodies. This system manifests a highly complex seal within its chakra system that acts as a projection field for physical chakra threads that extend through the puppet, and outside of it, only to reattach to its outer body.
If Syu-lerne himself is present, there is a fourth method, which is him manually controlling the puppet with any of his chakra string techniques.
This puppet's control scheme is so complex that Syu-lerne is only capable of controlling it on its lonesome. This meaning he cannot manipulate any of his other combat puppets at the same time. This does not include the Ami no Jussaku, Kōdai Kaichū, or Shison puppets.
Sekimiru's perceptual capabilities allow Syu-lerne to see in 320 degrees from the puppet's POV.
As with his lab puppets, Sekimiru is capable of being summoned or reverse summoned so it may retreat. All of the seals on Sekimiru only respond to the proper “key(primer) seal,” when it is utilized with Syu-lerne's chakra. Additionally, if any single seal is tampered with in any way the whole system will override it, destroy it, rewrite it, and begin altering all of their keys simultaneously and continuously. Tampering with any seal at any point will also immediately notify Syu-lerne.
Name of Technique: Sanpu arashi(散布嵐'Scatter storm'). Type of Jutsu: Puppet taininjutsu. Rank: A. Range: 15 meter radius. Nature Type: N/A. Handseals: N/A. Description: By building up or absorbing electrical energy into its body, Sekimiru eventually gathers enough to utilize this technique. Generally utilized after around 3-5 minutes of static electricity gathering, the technique is activated when Sekimiru extends a magnetic field in a 15 meter radius and then slowly detaches its parts every 3 seconds and then allows them to begin spinning. Eventually its whole body is decentralized, traveling at great velocities within the noted radius, each part cutting and/or slamming into, or through, whatever comes into its path.
Weakness: While a powerful offensive technique, it forces Sekimiru to scatter its body out and risks parts being thrown out of the radius either via someone else's designs, or entirely due to accidental collisions. Additionally, Sekimiru cannot reform into a singular body quickly once the technique is over, but instead must take smaller forms so that it can gather enough energy and recalibrate its chakra systems together. This process generally lasts about 2 minutes over the course of which it will gradually recompose itself into larger and more complete bodies. The technique also expends about 1/4th of its chakra.
====================
Name of Technique: Sandan(散弾'Scatter shot'). Type of Jutsu: Puppet taininjutsu. Rank: C. Range: 15 meters. Nature Type: N/A. Handseals: N/A. Description: Condensing chakra in its body onto a linear 2 foot diameter cylinder in one direction, Sekimiru will fire a portion of its parts along the path. This path is often the direction one of its body parts, is pointing. The result is either many small parts used much like shrapnel or larger, sharper parts used like spinning or piercing blades.
Weakness: Travels in one direction and requires the puppet eject parts, which must be pulled back to its body—a process which takes time.
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Name of Weapon or Item: Kawari riron(ひも替わり'String Surrogate').
Description: A puppet resembling Syu-lerne in mask and garb, Kawari riron is, under the cloak, a fairly normal puppet...at first glance at least. Within the thin metal outer framework are a serious of complex mechanisms designed to shift and move wire. The chakra system in the puppet channels through this almost muscle-like system of wires, creating a system much like the human body. Due to these powerful wire-muscles being fed chakra the puppet is considerably faster than a human and many measures more flexible. However, its durability is not terribly great as its outer surface is only about an inch thick. While its chakra system is effective, the puppet is only capable of defending one of its limbs at a time using chakra.
However, the puppet has two uses, one is for combat, wherein it uses the wires as a series of deadly weapons, which may cut or entrap its opponents. The other causes Kawari riron to retract the majority of its wire and instead extend chakra threads to control nearby puppets. It should be noted that Himo riron is only capable of controlling three puppets at once, including Chiten. Should Kawari riron be used to puppet Sekimiru the puppet will not be at its best.
It should be noted that Kawari riron's metal flesh has many small slots which may slip open to either allow wire or weaponry out of its internal workings.
At any given time, Kawari riron has senbon needles, kunai, and shuriken on its person. It has a number of these needles ready to protrude from its metal flesh, and a number more it can summon to it from a storehouse. Kawari riron is capable of being active almost indefinitely if not utilizing chakra, but will tire out at about the same rate as an elite chuunin shinobi in terms of jutsu use.
As with his lab puppets, Kawari riron is capable of being summoned or reverse summoned so it may retreat. All of the seals on Kawari riron only respond to the proper “key(primer) seal,” when it is utilized with Syu-lerne's chakra. Additionally, if any single seal is tampered with in any way the whole system will override it, destroy it, rewrite it, and begin altering all of their keys simultaneously and continuously. Tampering with any seal at any point will also immediately notify Syu-lerne.
Name of Technique: Hikitsugu(引き継ぐ'Takeover'). Type of Jutsu: Ninjutsu. Rank: C. Range: Wire contact. Nature Type: N/A. Handseals: N/A. Description: Extending its wires, Kawari riron latches into something and then spreads its chakra system through its thread and then into the object. This causes the the thing in contact to momentarily be under the false puppeteer's sway. As such, Kawari can tear chunks of rock from the ground, and fling them as if they were an extension of their body.
Weakness: The “weightless,” effect given to the object in question ceases the moment the wire loses contact with the object. This technique, if interrupted via the wire losing contact, wastes more chakra than it is worth.
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Name of Technique: Kōgu-bako(工具箱'Tool box'). Type of Jutsu: Shape-manipulation ninjutsu. Rank: C. Range: Personal. Nature Type: N/A. Handseals: N/A. Description: Channeling chakra through its hands, or wires, Kawari riron can shape it into a physical form, creating things like grappling hooks or blades as long as they are relatively simple in make.
Weakness: The shapes made must be relatively simple. Requires continuous chakra, making them difficult to manifest on many wires or body parts at once or for long periods of time.
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Name of Weapon or Item: Sakyū ryōshi(砂丘猟師'Dune Hunter').
Description: Possessing the largest chakra pool of any of his puppets, Sakyū ryōshi is designed for the hunt no matter the terrain and despite its name. Created with a similar make to Kawari riron in regards to its 'musculature', this feline puppet is so effective at hunting down, capturing, and/or killing its prey that the commonfolk of Sunagakure have taken to telling their children stories about it as a sort of “boogieman-like” figure. Possessing highly flexible and durable “skin” composed of a carbon nanotube weave, which has been treated with chakra to make it a form of super fabric, Sakyū ryōshi is only vulnerable to ninjutsu due to its body being built to withstand incredible physical wear and tear. The puppet is essentially immune to abrasion, piercing implements and being burned to a crisp—though fire can damage some of its metal portions making it more difficult for the puppet to deal damage or move.
The aforementioned durability and the make of its body allow it an elegance of movement, which one might view in a true predatory animal, such as a panther, except with the speed and strength of a shinobi. This of course makes the puppet capable of running straight through the walls, ceilings, or floors of buildings almost without breaking stride. This, like its ability to swim/move rapidly through various substances is however achieved, through the projection of a field of chakra which is designed to break substances down or weaken them at necessary points before the construct even makes contact. Unfortunately for its prey, this field, when not in use to destroy obstacles, is focused around the hunter's claws and the tip of its tail allowing it to cut through a good many substances with relative ease.
Returning to the puppet's chakra system, Sakyū ryōshi has a larger chakra pool not because it utilizes an assortment of ninjutsu, but because of its intended purpose. This being the hunting of that which has been deemed a dangerous element. Effectively making Sakyū ryōshi the hunter to Shinkirō's assassin archetype, the puppet is capable of seeing over 50 miles in a 180 degree field of view, with reduced range, but greater visual acuity within the 40 degree field of view that is its peripheral vision. Additionally, the puppet can visualize, smell, and feel chakra in even its most minute distribution. This allows Sakyū ryōshi to track people down from incredible distances with relentless, seemingly endless endurance.
Moving on to its ability to disguise itself, Suna's Hunter is capable of manifesting an effect that teeters between illusion and reality over the surface of its body. This allows the puppet to appear—to all senses—as if it were a living thing. This also means that it can camouflage itself with its environment by altering its coloration.
Final, and most notable, among its primary abilities are its instincts as, unlike Syu-lerne's other puppets, Sakyū ryōshi is designed to be almost entirely autonomous. Programmed with incredibly complex fuinjutsu and internal chakra mechanisms, this puppet is less mindless construct and more a deadly, thinking, automoton. Possessing the instincts of several highly experienced shinobi—gathered from war prisoners many years ago—and an altered form of its creator's intellect, Sakyū ryōshi is considered an analytical engine with a powerful instinct to capture and then incapacitate or kill its targets. It is capable of multiple lines of thought and, with prolonged tracking, is entirely able to learnt he habits, fighting style, and even psychological tendencies of its opponent making it capable of predicting them to a terrifying degree.
Still. Even with these traits one should not forget the spines which often remain folded against its back. Each of these spines is effectively a reservoir to a different neurotoxin, venom, poison, or harmful gas.
The front two are dedicated to a non-lethal numbing agent which can be drained into Sakyū ryōshi's fangs or excreted onto the surface of the spine or its claws—though the last of these requires the disintegration effect be forestalled. The middle most spine is dedicated to an irritating gass, which only causes numbness to pain with limited exposure, but eventually continues on to scramble the body's ability to properly translate neuro-chemical signals as it is inhaled and passed into the bloodstream and then muscles. This means that while the individual is not paralyze their coordination and bodily control will steadily decline the longer they are within the cloud. The last two spines, unlike the predecessors, are a lethal toxin, which due to its the chakra in it, first blocks tenketsu points, and then eventually damages the organs and important biological structures tied to them. Unless given the antidote roughly two hours after being dosed, the victim is sure to die.
As with his lab puppets, Sakyū ryōshi is capable of being summoned or reverse summoned so it may retreat. All of the seals on Sakyū ryōshi only respond to the proper “key(primer) seal,” when it is utilized with Syu-lerne's chakra. Additionally, if any single seal is tampered with in any way the whole system will override it, destroy it, rewrite it, and begin altering all of their keys simultaneously and continuously. Tampering with any seal at any point will also immediately notify Syu-lerne.
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Name of Weapon or Item: Shinkirō(蜃気楼'Mirage').
Description: A puppet, which passively mixes its chakra system with natural energy, Shinkirō gained its name due to the fact that it uses this energy to manipulate the temperature in a 1 meter radius around its person. One would think that this ability would fascilitate the use of fire affinity techniques without the use of actual flame, but they would be dead wrong. Instead, Shinkirō releases yin chakra into this sphere as well while modulating the differences in heat around itself so as to create...you guessed it, mirages. However, the puppet takes this to a new level, infusing natural energy mixed with small portions of yang chakra into its surroundings. As such, even genjutsu resistant doujutsu will find themselves having to take a second, third, and eventually fifth glance wherever the puppet was when they last looked. The reason for this is a partial physical manifestation of the illusions created by Shinkirō's area of influence making it particularly difficult to discern whether or not the effect was an illusion or a part of reality one hadn't noticed before.
If this was not daunting enough, Mirage is exceptionally fast, able to move as if it was weightless and generated no air resistance...mostly because it doesn't possess a fixed weight at most points in time. This is caused by a space-time ninjutsu, which Mirage almost always has active, effectively making it a passive technique. While, despite the technique, Mirage can be struck by physical attacks, the puppet is effectively immune to traditional ninjutsu as it splits the yin and yang aspects of most techniques which pass into its area of influence redirecting them around the sphere. This makes it particularly difficult to defeat at long range as it is hard to predict and locate, and makes it fatal at close range where its movements are mostly obscured by the mirage around it, and its speed allows it to swiftly strike with the serrated flat blades, which are its appendages. It sure is a good thing it isn't coated with poison.
While one might be lead to believe that Shinkirō has no faults, they would, again, be quite wrong. In fact, the puppet is exceptionally frail as a well placed strike to any of its joints will cause the corresponding body part to seperate from its body. While most of its limbs are connected by wires—in addition to the aforementioned joints—the puppet's limbs can be removed from its person. If it wishes to regain this limb it must gain purchase on it or place the portion of its body to which the lost limb connects. Once the limb's joint is in position it is magnetically attracted to the puppet after which point the limb sends wire into the main body, which is merged with the other wires. It takes roughly 30 seconds for the limb's chakra system to recalibrate.
As with his lab puppets, Shinkirō is capable of being summoned or reverse summoned so it may retreat. All of the seals on Shinkirō only respond to the proper “key(primer) seal,” when it is utilized with Syu-lerne's chakra. Additionally, if any single seal is tampered with in any way the whole system will override it, destroy it, rewrite it, and begin altering all of their keys simultaneously and continuously. Tampering with any seal at any point will also immediately notify Syu-lerne.
Special Traits 2OP4U
How fast, strong, or durable are you? How large is your chakra pool? What types of jutsu are you best at? Do you have good chakra control? Do you possess any weaknesses/limitations?
Name of Kekkei Genkai: Itten no hōsetsu(一天の包摂'Firmament's subsumption').
Clan: Uranaisha.
Description: Granted with the advanced utilization of Onmyouton, inheritors of the Itten no hōsetsu are capable of achieving a great many things. However, the essential traits of this kekkei genkai lie in the amplification of an inheritor's yin affinity chakra, causing them to typically be far more intune with the mental and spiritual aspect of existence. The physical manifestation of this makes members of the Uranaisha clan particularly intelligent, but the Itten no hōsetsu's abilities do not stop there. Rather, they extend to the physical aspect of yang chakra, but not in a way that is typical as rather than grant members of the clan with exceptional life force, durable bodies, or enhanced physical abilities, it grants their mind the ability to, up to a certain degree, manifest concepts and ideas of a sort in a variety of ways.
While an inheritor of the Itten no hōsetsu cannot, for example, create substance without prior materials simply by willing it so, they are capable of creating advanced and incredibly complex chakratic costructs. Additionally, they are very much in control of their subtle bodies, to such an extent that many members of the Uranaisha are capable of altering the composition and arrangement of their own chakra system. This of course lends itself to the fact that they possess supernatural levels of chakra control that have, aside from them, been glimpsed in very few clans, let alone normal shinobi. This of course, is made frightening by the fact that all members of the Uranaisha are born with this Kekkei genkai, but is tempered by the reality that they tend to be largely impotent. This effectively means that, while powerful, their clan is doomed without the assistance of outside parties marrying into the clan, or simply bearing the children of Uranaisha clansman. This Kekkei genkai, while having the potential to pass down to both male and female members of the clan, tends to manifest more strongly in the women.
Nonetheless, there are exceptions, and Syu-lerne is certainly one of these.
Name of Technique: Tamotsu - Itten kyokufu(保つ - 一千曲譜'Sustain: One-Thousand notes'). Type of Jutsu: Supplementary ninjutsu Rank: A Range: Varied. Nature Type: N/A. Handseals: 10. Description: One of Syu-lerne's most innovative techniques, Tamotsu - Itten Kyofuku allows the user to manipulate many puppets with greater precision by rapidly making and breaking thousands of connections via chakra threads per minute. Rather than simply connecting chakra threads to the puppet to manipulate it at all times, this technique does so periodically to connect with specific parts of the puppet, allowing greater multitasking in addition to the aforementioned precision. This also increases the speed of the puppet's movements.
Weakness: The lack of a continuous connection weakens the physical strength of the puppets themselves. Continuous or exceptionally prolonged use of this technique hurts the fingers. Additionally, the technique requires exceptional chakra control.
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Name of Technique: Kyū-ito(仇糸'Hydra Threads'). Type of Jutsu: Ninjutsu. Rank: S. Range: Varied. Nature Type: N/a Handseals: N/A Description: Allowing a puppeteer to send chakra strings from one puppet to the next, Kyū-ito has served as a revolutionary technique for puppeteers with exceptional chakra control who simply need more fingers to manipulate additional puppets. Generally the technique serves to increase the puppeteer's range, but also increase the amount of puppets an individual can control at once solely with the use of chakra threads.
Weakness: The strings still link back to the user, allowing anything that could flow through the strings to hit them as well. Breaking a part of the puppet can jam the technique momentarily as well.
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Name of Technique: Ito ten'i(糸転移 'Thread transference'). Type of Jutsu: Supplementary shape-manipulation ninjutsu. Rank: D-A. Range: N/A. Nature Type: N/A. Handseals: 2. Description: A dual purpose technique, Ito ten'i allows the user to transfer chakra through threads from one thread to another in addition to redistributing the chakra within a given thread or altering its solidity. This technique could be considered the general shape-manipulation technique for chakra threads. The secondary application of this technique allows the user to spawn new threads from already established ones though manipulation of them will be somewhat limited as they will move in roughly the same trajectories though several inches apart. A master can utilize this technique to manipulate far more than a mere 10 threads, even separating the threads by feet but synchronizing their movements chakratically so as to appear to control many more threads than they are in truth.
Weakness: While allowing for use of far more than 10 threads the technique can decrease the accuracy of the utilized threads in addition to the structural integrity of the threads themselves making them more easily absorbed, disrupted, or destroyed.
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Name of Technique: Itoori: Tenteki(糸織り:点滴 'Thread Weaving: Infusion'). Type of Jutsu: Ninjutsu. Rank: B. Range: N/A. Nature Type: Yang. Handseals: 6. Description: Through the masterful utilization of chakra threads this technique is made possible. First utilizing the initial handseals, after which point chakra threads must be manifested, the user will make contact with objects via their threads and infuse chakra into said objects. This chakra, as long as it is connected to the user directly or indirectly, can be transformed into jutsu via additional handseals. If this technique is used on another individual it can either be used to impart them with chakra restoring their stamina or to paralyze a localized area.
Weakness: If contact is lost, the infused chakra will fade slowly over time depending on how much chakra is within the object or material. Activation of infused chakra requires handseals and, at the very least, indirect contact.
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Name of Technique: Migotona hairetsu(見事な配列 'Masterful Arrangement'). Type of Jutsu: Shape-manipulation ninjutsu/kinjutsu. Rank: S. Range: N/A. Nature Type: Yang. Handseals: 3. Description: While requiring very few handseals, this technique is of extreme difficulty and is only possible due to Syu-lerne's mastery of his chakra system in addition to base shape-manipulation and the Chakra thread technique. Upon activation the user gains the ability to specifically direct the flow of their chakra out of particular chakra points(tenketsu). While most shinobi are incapable of controlling chakra not emitted from the hands, feet, or mouth, an ability afforded Syu-lerne by his clan's Kekkei genkai, though it can be achieved through other means. This make him capable of launching jutsu essentially from any chakra point on his body as long as said point is not blocked. Kawatake, in part, has cheated as he has amplified his body's control over his tenketsu via the yang affinity's amplification capabilities.
Weakness: If his tenketsu are blocked or his chakra is sealed he cannot utilize this technique. Additionally, heavy physical damage in areas can prevent him from emitting chakra there. It is particularly dangerous to mold elemental jutsu prior to them exiting the body due to the difficulty in restraining the elemental effects and activating them at precisely the right moment. The last weakness is noted in that he can damage himself if he releases the wrong jutsu from the wrong place making this a potentially hazardous technique if misused.
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Name of Technique: Keiro shinten(経路伸展'Pathway Expansion'). Type of Jutsu: Kekkei ninjutsu. Rank: C-S+ Range: Contact. Nature Type: N/A. Handseals: 15. Description: Preforming the 15 necessary handseals very slowly whilst in contact with the intended object, the inheritor extends their chakra system via their Onmyouton affinity, into the desired object. While initially one is only capable of creating exceedingly simple pathways of chakra within an object, which run out and do not replenish, the advanced user is capable of creating chakra pathways with equal or greater complexity than that found in living things, which also replenish themselves. While these chakra pathways may retain some measure of connection with the user it is not a physical one and so cannot generally be taken care of. Essentially, for all intents and purposes the user and their created chakra systems are seperate unless it is otherwise stated.
Weakness: While C rank usage of Keiro shinten only takes about 30-60 seconds, the highest form of its use can take hours or days of periodic use to complete at which point the user must also be able to stop the chakra systems from breaking down while they're not working on the technique. Otherwise, the technique has few real weaknesses, though Mukouton chakra would nullify it due to its affinity.
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Name of Technique: Enkaku sōsa no Jutsu(遠隔操作の術'Remote control Technique'). Type of Jutsu: Fuininjutsu. Rank: A. Range: Contact, then unlimited. Nature Type: N/A. Handseals: N/A. Description: Placing a seal on the intended target of manipulation, this technique is activated, thus allowing the user to manipulate the object via minute and subtle chakra signals transmitted between the seal on their person and the seal on the object in question.
Weakness: If the seal is disturbed then it ceased to properly function.
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Name of Technique: (''). Type of Jutsu: Rank: Range: Nature Type: Handseals: Description:
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Name of Technique: Type of Jutsu: Rank: Range: Nature Type: Handseals: Description:
Ephithet: Vagrant. Twisted Light. The Wayward Beacon.
Alignment: The Brotherhood(estranged).
Age Appearance: Twenty.
RP Speech Color: Orange-red.
Appearance: His avatar stands at 5'9 and is fairly fit, though not overly so, mostly possessing lean muscle. As to his face, well it's largely a mystery to the general public, despite his identity, of sorts, being well known. However, to those few who do know his visage, well let's just say that it's one that is hard to forget.
Weapon(s): "Verity" is the working name for his sword, regardless to if he changes weapons. He always calls the weapon this. It seems to amuse him for some reason, but no one else really appears to get the joke.
Breaker - Riven Maxim: An ability only possible so long as Kirameku has a bladed weapon equipped. Additionally, Riven Maxim will break any boss weapon if he attempts to equip it, even if its durability would make this effectively impossible. Nonetheless, upon drawing his weapon, Riven Maxim activates, immediately dissolving the weapon and transmuting it into particles of light. Once in this state, the weapon is capable of disassembling and reconstituting into various forms so long as those forms are bladed implements and do not deviate too far from the weapon's original shape. Additionally nothing smaller than a dagger or longer than nine feet can be created--though it should be noted that the same amount of light particles are generated regardless of the size of the weapon drawn.
While these seemingly random limitations do exist, one truly begins to understand the worth of Kirameku's Breaker when they realize that the durability of any weapon successfully drawn is raised by 2-4x with its durability scaling with that of the weapon--meaning that higher durability weapons will not be amplified as much as lower durability weapons. Beyond this the weight of a given weapon is lowered by 3/4ths, making any weapon easier to utilize than normal. Last among his Breaker's effects is the fact that he does not actually have to be holding any of the solid light that his weapon becomes--though he must physically draw his weapon and the light cannot leave a radius of 2.5(7 or so feet) meters.
Appearance: Like all daedri, Ananze has a mostly flat, oval shaped head with eyes circling the sides, as well as two eyes on the top faced slightly forwards. He possesses four primary mandibles, two fangs, and many smaller bits inside his mouth--which houses glands that produce a dangerous corrosive acid, which fill its fangs, but can also be spit from its mouth.
From his head extends a serpentine body, which ends in its abdomen (the round "butt" of insects and spiders). The abdomen houses the glands that create its 'silk', though the silk itself is sent through the body and then properly "spun," through repurposed "pores," in Ananze's eight arms,which originate in the serpentine part of its body. These arms are covered with hairs like that of a spider so it can climb things. Each arm terminates in eight "digits," which have three joints and are spine-like. They are more durable than they appear and are serrated on one side, making them very effective cutting/piercing implements.
A daedri's organs are held throughout its body. Its heart and brain analogues are in its head, and its digestive organs are held within its abdomen and connected through a series of smaller tubes through the serpentine portion of its body. Lastly it should be noted that a daedri's body is covered in chitinous armor, giving them a fair bit of resistance to normal piercing implements unless significant force is exerted. Many a thief or bowman have been felled due to their not having had weaponry, or physical prowess, sufficient to pierce a daedri's hide. Average in terms of size, Ananze is 10 feet long and 2 feet tall at the back if standing on all eight of its limbs.
Personality: Ananze is cunning, inquisitive, and fairly adventurous as daedri go, tending to wander from his territory and explore. If given the chance, Ananze will interact with other intelligent species, though this is often foiled by the monstrous appearance of his kind. The curious daedri tends not to interact with others of its kind unless necessary--as with most daedri as they are not hugely social beings. In regards to morality and temperament, Ananze is not one to anger easily, but will kill without remorse or much thought if necessary--something that humans tend to lack, the daedri has noticed. Nonetheless, Ananze prefers to settle matters peacefully, though it will swiftly abandon this approach if openly threatened or attacked.
Physical Capabilities
Daedrian Physiology: Possessing natural armor capable of resisting the strength of most human weapons including normal sized bows, swords, and daggers daedri have a relatively durable chitinous hide. Additionally their joints, including those in their carapace, are lubricated by a natural oily substance, making their movements silent unless they touch something that would make noise. As a result, daedri are considered fairly resilient though they are known to be weak to blunt force trauma, enchanted weaponry, Aehkaerian copper, and any piercing weapon with significant force behind it. In terms of speed, strength, and maneuverability well daedri are relatively impressive in the first and the third being quite capable of climbing even on stony surfaces, though they prefer to make wooded areas and caves their homes. In terms of strength, daedri are quite capable of tearing through flesh, breaking human bones, or tearing entire limbs off should they have the proper grip. However, due to the sheer length of their fingers and their hard chitinous nature, daedri are not well known for using weapons--though this is not to say that they cannot, just don't expect to see a daedri wielding a sword or a mace.
Daedri eye colors range between yellows and reds with several layers of black 'film,' which act both like lenses and eyelids, protecting the eyes and allowing them to shift their vision between detecting mana and detecting visible light. Despite this, daedri have relatively poor eyesight as they can only see about 3 meters from themselves, though they have other senses to make up for it. In particular their sense of smell is fairly sharp, allowing them to detect pheromones from one another as well as differentiate species purely by smell--though individuals are harder. On the bottom of their oval shaped head are a series of ridges that act much like those on a snake, giving them a sort of thermal sense that extends past their field of view. Last, in regards to their senses, daedri have an almost 360 degree field of view due to the position of their eyes--though their terrible eyesight does weaken this advantage somewhat. Luckily, like spiders, daedri are sensitive to vibrations. Oh yeah, and daedri are sentient, cunning bastards, deal with it.
Note: Daedri are omnivores, but prefer meat. Note: Daedri are incapable of human speech due to their differences in their vocal cords and mouth structure.
Acidic Venom: Due to the tough prey that daedri tend to hunt, as well as the creatures larger than themselves, the arachnoids have developed an acid that is created in glands within their mouth. these glands are attached to two parts of their mouth, one being a pseudo tongue with a long tube/hole in it, which allows them to 'spit' the acid forwards up to twenty(20) or so feet. The second part that these glands are connected to are their fangs, thus allowing them to inject the terribly corrosive substance directly into their prey typically resulting in a very painful death. In short, don't get bitten.
Note: Due to their injecting acid into their prey prior to eating it, daedri blood is acidic, though it is less acidic than their undiluted venom.
Magical Capabilities
Mana Infusion: A mostly passive magic which all healthy daedri possess, these creatures infuse mana into their silk allowing them to track it as well as to increase its durability. Some daedri can expand their magical capabilities further than this, allowing them the use of true magic, but for most this is all they know or will ever be capable of. It should be noted that their mana 'sticks' to things even if their web does not.
Name: Evelyn Chambers. Alias: Tulpa. Age: 17. Alignment: Hero. Loyalty: Wards. Appearance: Standing at 5'3 and weighing in at none of your business, Evelyn is a relatively slim young woman with short hair framing her delicate features, including almond shaped eyes—with teal irises—thin, well trimmed eyebrows, petite nose, and relatively full lips. Her hair, having been dyed mostly purple, has small amounts of its original chestnut brown at its tips to act as highlights. Beyond this, Evelyn possesses subtle feminine curves, though her hips and legs are particularly developed—something which she is simultaneously proud of and self-conscious about. During every day life, she tends to dress according to her mood, with her using colors that reinforce or offset her mental state depending on if it is negative or positive. Nonetheless, she is often seen in jeans, leggings and shorts, as well as T-shirts and hoodies if the weather permits. Occasionally one might find her in a sundress—on particularly hot days—or a skirt, if she's feeling daring.
On the flip side, Evelyn, when in the guise of Tulpa, wears an outfit of blue and golden coloration, an ornate mask hiding her face entirely. This mask possesses crystal upon its forehead, stylized as a third eye, whilst five feather-like protrusion branch from the right side of her face and curve upwards elegantly. On the left side of her face is but one feather, which curves up and back slightly, revealing an asymmetrical sort of beauty. The entire mask is engraved with gold painted markings to add a flare of variety to its primarily blue coloration. Her upper body on the other hand is garbed in a blue corset-like garment, with a long sweeping overcoat that leaves a train that stops only at her ankles. Upon her abdomen is a tibetan symbol, which acts as her insignia and translates as 'willpower,' or 'control.' Her arms are covered with a thin lacy garment that extends from the thicker blue fabric of her forearms. On her hands are a pair of textured gloves allowing her greater grip.
Meanwhile, below the waist she is garbed in pants down to just below her knees at which point her legs are overtaken by what appear to be stylized boots. However, these boots are actually tinker tech and give her better grip on essentially any substance as well as several other properties. Beyond this a utility belt is typically fastened at her waist, though it is hidden by the designs of her pants and the end of her jacket, with her tools being kept at the back. When in this garb, Evelyn is typically more daring and brave, the costume giving her a certain feeling of empowerment.
History:
Born into the loving arms of Heather and James Chambers on the 23rd of August, Evelyn was a healthy baby, and a happy child as well, growing up. While she went through the normal trials and tribulations of childhood, Evelyn was also strongly influenced by her mother's kind and passionate nature. Brought along to rallies and protests for a variety of causes, Evelyn and her mother were like two peas in a pod—inseparable even if they sometimes fought, as mother and child often do. As she grew up, going through school she was never terribly popular, that was until she reached high school where she decided to reinvent herself, in a fashion.
Taking to fashion design and keeping up with the news because of her mother, she came to be well liked. Still, she was no mean girl and was known as a kind, unless crossed, girl who would help if you asked. Nonetheless there were those who didn't think so well of the mild mannered Evelyn. So it was that the 'popular girl' bullies descended on her, sowing rumors throughout her school. Classmates started coming to her for help, before casting her aside without a care in the world.
Growing fed up with it, Evelyn decided to ask around to see if anyone else was being subjected to the horrible treatment and if they'd be willing to help her stop it. Her search turning up successful, Evelyn even managed to start her little plan and convince the kids to notify their parents. As they did so she went and asked her mother for help. Thus an anti-bullying campaign began at her school, involving the parents, teachers, and a number of students who stepped forwards to help. While the campaign wasn't 100% successful, she still managed to reduce the amount of bullying and the severity of it as well, not to mention the rumors about her stopped.
With that Evelyn turned her focus back to her studies, getting exemplary grades more through hard work, than talent. Still even with the new hall monitors, the teachers, parents, and staff being involved the bullying continued, just in a more subtle fashion. Gradually, Evelyn found herself isolated into a rather small circle of friends, but at least she had them, that way she could deal.
However, as if to make things harder, her home life got just a little more lonely as her father was promoted and so would often be away on business. Unfortunately, things only got worse from there as during one of her father's trips, Evelyn's older brother Gregory received fatal wounds in a car accident and expired after a several hours—no one got to say good bye.
Overcome with grief, Evelyn poured herself into her work. She began looking for local drinking/driving campaigns, hoping to help increase awareness and maybe even reduce the likelihood of others suffering due to the loss of loved ones. With the fires of purpose lit in her belly, Evelyn began attending rallies for the cause. As these things tend to, one thing led her to another and so she found herself, heading to a local protest. While there she comes across one of the organizers for the campaign, a certain Jaymie Schmidt. Excited that she got to meet someone so integral to their cause, Evelyn chats her up and the two, surprisingly of similar age, hit it off. As the event nears its end, the two exchange numbers before heading on home.
In the following weeks the two text back and forth and Evelyn finds herself falling further down the rabbit hole. The two began sharing “girl's days,” on weekends, heading to coffee shops or the local mall to hang out and socialize with the occasional rally thrown in for good measure. The days pass and the two decide to go to a protest scheduled a week later. However, it seemed it was not meant to be for Evelyn realized, only a few days prior, that she had school. However, so excited to see Jay, she heads out that day only to skip out on class and head for Highrock Avenue where the protesters had gathered. All seems well as Jay and Evelyn exchange jokes and call out their slogan, sharing smiles all the while, arms around eachother's shoulders. That is...until disaster struck in the form of Greybox, a local villain.
Having lost his spouse and son in a car accident due to his own choices, and ridden with grief, the villain lashed out at the protestors, wrenching Jaymie from Eve's grasp. Alarmed, but determined not to let her best friend disappear, she lunges forwards and grabs her ankle only for the both of them to vanish into thin air.
Whisked away by Greybox's sinister ability, Evelyn only remembers hurtling down through the abyss, with guilt and panic being her only companions. For what seemed hours, but was only minutes, Evelyn experienced this weightless fall, her emotions overtaking all else leaving her only able to wish herself from the horrible place she'd been sent.
Then, in what seemed the next moment, she found herself surrounded by a comforting warmth and the familiar smell of coffee. It was only later that she learned she'd triggered and that the villain had been apprehended because of her. Though she later found out that Jaymie was safe, Evelyn could never bring herself to meet her, unable to face her guilt at letting her get hurt...even if she'd been powerless at the time. Thus retracting into herself, Evelyn spent many days depressed with guilt biting at the corners of her mind and swallowing any happiness she could find. After much convincing and an argument or two, Evelyn relented to her mother's insistence that she see a psychiatrist. Finally, with someone to talk to, Evelyn began opening up and after a month or two started returning to herself again, but now...things were different.
Her every waking moment had her haunted by what she thought a literal ghost of her guilt and anger at the injustice and evil of the world. Thinking herself insane, and unable to keep it a secret any longer, she told her Harry, her psychiatrist, and it was not a week later that a representative from the PRT paid her a visit. Told that she was not insane in the least, the representative offered her a place among the wards, provided she wanted it. At first, Evelyn was wary of the man, but after some consideration she agreed to join on her 17th birthday. In the mean time, being only 15, she enrolled in self defense classes, specifically Tae Kwon do and Jujitsu so that when she next found herself faced against injustice she could do more than speak out against it.
After a month she ended her leave of absence from school, transferring over to the same school the local wards attended in the process. Six months pass and Evelyn finds herself less daunted by her personal “Ghost,” and, with her confidence and knowledge that she will be preoccupied with other matters soon, she decided it was time to stop avoiding her powers, and start training them. With this in mind she made time, bowing out of her martial arts studies in favor of parahuman studies and practice with her ability to see what she was really capable of.
With six months of practice with her abilities behind her and all the preparation she felt she needed, Evelyn finished her paperwork for the Wards, joining officially. Soon she'll join the real fight and man can she not wait.
Personality
Motivations: As cliché as it sounds, Evelyn is motivated by the ideal justice, as she is unable to sit back and allow people to make others suffer for their own gain regardless of what that individual gains or how little the victim(s) suffer.
Sexuality: Straight/Bicurious. Likes:
Helping People.
Feeling reliable.
Mythology.
Meditation.
Working.
Training.
Coffee.
Dislikes:
Inaction/Having nothing to do.
The 'color' gray.
Being alone.
Injustice.
Bullies.
Derangement: Due to the circumstances that led up to her trigger event and her personality prior to such, Evelyn—since she triggered—has noticed an intense feeling of guilt that comes over her in times where she witnesses or is informed of injustice and is unable to, or incapable of doing something about it. This guilt can sometimes be triggered when she isn't doing anything—even if there is no notable injustice that she ought to be putting right. Additionally, she is somewhat more overbearing than she used to be before her trigger event, making her come off as either nosy, clingy, or overly judgmental depending on the circumstances. It should also be noted that her sense of judgment/justice has been altered making her see things in a considerably more black and white fashion when it comes to morality.
Parahumanism
Skills: Evelyn has a keen fashion sense, keeps herself updated on world news, and is good with people—even if she can be overbearing at times. In terms of useful physical skills, she can sew and has also taken some self defense classes, specifically in Jujitsu and Tae Kwon Do at various points in her life. She's reached the equivalent of a purple belt in both disciplines, but is far from excellent. She is currently studying fashion and graphic design...on top of a few other things she likes to keep up with.
Classification: Master/Trump/Thinker. Details: Appearing as a faint, wavy silver light in the air somewhere near her person, Evelyn's power revolves on the control and manifestation of a projection. This projection when inert is ethereal and formless aside from the aforementioned silver light. In this state, Evelyn is capable of giving mental commands for the projection to move. Due to its ethereal nature, the projection is unimpeded by any and all barriers, be they physical, energetic, or otherwise allowing it to move through and occupy the same space as effectively anything or anyone. Whilst in this state, Evelyn is capable of sensing objects and people within the 'shadow' of her projection allowing her to ascertain their shape, as well as the materials and energies composing them on an intuitive/subconscious level. This information is more or less perceived as properties. In short, she learns what sorts of properties would be emulated by her projection. While in this state, Evelyn is capable of controlling the 'size' of her projection's 'shadow.'
Beyond this, her projection is capable of manifesting into a more physical form by first superimposing its non-physical 'shadow' form over that of other objects and/or individuals before it may scan and copy various properties from the subjects. After scanning, the projection may manifest. This form varies in shape, size, and function greatly ranging in height anywhere from 4 feet to 12 feet at current time—though Evelyn has implied that this is not the biggest she's seen it. Upon manifesting, Evelyn's projection is under her complete control, allowing her to move it as if it were an extension of her own body via subconscious and conscious commands. While Evelyn cannot perceive what her projection perceives, she is capable of “feeling” what it feels thus allowing her to tell if it is damaged as well as its location and what it may be doing.
It should be noted that should a parahuman, or parahumans, be scanned by the projection in its inert state, the manifested state will possess a measure of their abilities. Evelyn's projection, while in its inert state, regardless to how recently it was manifested, can be moved about and used as a minor sensory tool of sorts though it is otherwise largely useless in this state.
Limitations: While Evelyn's projection is capable of incredible feats in various categories, it has some rather unfortunate downsides the first being the fact that it is essentially an accident waiting to happen. This comes in the form of Evelyn only being capable of retaining complete control of the entity for the first five minutes of the projection's manifestation. After this point the entity becomes entirely autonomous. At this point in time her projection is only forced to follow one directive, that being to protect her from harm and assist her as best it can. For an additional five minutes after this point, the projection is generally harmless and relatively stable however, after this point the entity's behavior becomes increasingly erratic, irrational, and unstable. The entity will misunderstand the actions of others around Evelyn and attack them seemingly without reason after a certain amount of time has passed. As a result, Evelyn does her utmost not to allow her projection to remain manifested for more than ten minutes at a time as doing so endangers everyone within her general vicinity.
Additionally, when Evelyn's projection is returned to its inert state it loses all copied abilities and traits as well as being inaccessible for an amount of time equal to how long it was active. It should be noted that if Evelyn loses consciousness the projection will not de-manifest and while it can be destroyed, doing so tends to require a considerable amount of effort due to the entity's disregard for life, property, as well as the amount of power it is capable of bringing to bear.
Lastly, as with most parahuman abilities, Evelyn's projection cannot manifest inside the body of another living thing—not that this amounts to much due to the nature of her abilities.
Bo Staff: A relatively mundane bo staff that is made of metal cushioned somewhat by a tensile material layered over it. The staff is retractable and can be hidden behind her when in costume, where it typically lies in her "secret" utility belt.
Smoke Bombs: Fairly mundane smoke bombs kept in her utility belt. She can only carry four, but they can cover a rather large area in a relatively short amount of time, giving her cover to make her escape.
Protectorate Earpiece: Used for communication with headquarters and her team. Holographic Interface: Integrated into her suit by Decoy.
Name: Jake Krain. Alias: The Outsider. Age: 19. Alignment: Hero. Loyalty: Minutemen. Appearance: Standing at 6'1 and weighing in at 171, Jake is a leanly muscled young man with a typically lazy posture and fairly relaxed, but oddly sinuous and predatory gait. He walks with an air of confidence and unintentional mystery, seemingly aloof, his gaze often appearing bored or disinterested. He's hard to read unless you know him well and he's the sort that most would call conventionally attractive. All in all he's a well built, but not muscly guy with a laidback look and a demeanor to match.
His costume consists of this outfit and a white mask that covers only his eyes and the bridge of his nose. Additionally he wears a pair of black and white gloves.
History:
Born alongside his twin sister, Ashlynn, to their single mother Jake grew up in a stable home with mother and sister both. Jake was what one might describe as an excitable and friendly kid. He did well in school—though not terribly far above average—though he was sometimes rather preoccupied or difficult to corral.
Around the age of 9 he expressed great curiosity regarding his father and that side of his family. His mother told him stories of the man and offered, when he was a bit older, to let him visit his relatives in Japan. He happily agreed, patiently studying the culture and the language over the next four years as something of an obsession while keeping correspondence with his grandparents overseas. Finally on his 13th birthday, his mother allowed him to travel to Kyushu, Japan where his grandparents lived.
As if he'd known them all his life, Jake took great delight in visiting them and quickly grew used to their company. One day, his grandfather decided to take Jake on a tour of the city. It was on that same day, while they were out on the town, that Leviathan attacked. With the city flooding, the two were pushed underwater as the water level rose and waves crashed into them, practically toppling a building on Jake's grandfather. With his grandpa pinned underwater, Jake was panicked, but tried to be brave like the heroes who fought nearby.
However, in an attempt to swim down to rescue his grandpa, Leviathan swam past him in the water and the beast's after-echo struck him hard, knocking the air from his lungs and slamming him back into an exposed pipe, which would have impaled him. However, perhaps out of luck, he triggered, causing his human body to swap out for the one he would one day term his “Second Vessel,” allowing him to survive being impaled by the metal pipe.
Scared, in pain, and confused, Jake instinctively thrashed and eventually pulled himself from the pipe, his body healing rapidly. He nearly balked and swam away, before the image of his grandfather, gasping for air, pulled him back.
So it was that he forced himself to swim towards the drowning man and extricate him from the collapsed building's wreckage. Once freed, he carried the man above water before—to his surprise—flying back to their home where he did his best to protect his grandmother as well. Eventually, the waves subsided, but the damage had been done.
It was hours before a rescue team came for them and it was not until he saw them in the distance that he moved out of sight and shifted back before joining his grandparents. Several days later the three were on a one-way trip to the states where they would stay.
Following the harrowing incident, Jake seemed quieter...withdrawn, but his sister—as she always had—helped him recover, though he would never be the same boy he'd been before Leviathan.
Time went on and the fear of his newfound powers grew less and less even as his curiosity rose—though both emotions were...less intense than he remembered them in the past. Like his powers, this would be just another thing he grew used to. No longer deterred by the watchful eyes of his grandparents—who had bid him not to use the frightening abilities—he began to experiment in secret. Of course, as with all things between twins, he couldn't keep it a secret from her for long.
So it was that throughout their adolescence and the drama of highschool the two practiced their abilities away from the city where prying eyes wouldn't see. This drew him and his sister closer than before, and so she would serve as one of few things that grounded his emotions and made him feel...well, somewhat more normal than he typically did among others.
With some rocky relationships in between, Jake and his sister eventually graduate high school with Ashlynn entering higher education, unlike him. He just didn't have the motivation or those sorts of aspirations it seemed—not anymore at least. Instead, he found himself a part time job, enjoying life as much as he could, and helping to support his family where he could.
More recently he's begun stretching his powers at night, taking out minor criminals, though never anything even vaguely high profile. He's been active for the last two months and has only had encounters with three other parahumans in that time. While he's remained essentially in the shadows, some rumors of a strange creature lurking in the night have begun to spread. While he knows otherwise...he hopes they're not about him.
Personality
Motivations: As per a promise he made to his grandfather, Jake, in all that he does, makes an honest attempt to leave things better than he found them. Beyond this he has a strong wish to protect those he cares about—especially since they are few in number.
Sexuality: Straight. Likes:
Girls with piercings.
Working out.
Parkour.
Coffee.
Curry.
Tea.
Dislikes:
People commenting on his other appearance.
Being inactive for long periods of time.
Cigarettes/smoke.
Monotony.
Boredom.
Dogs.
Derangement: Essentially, following his trigger event, Jake has felt more and more detached from reality, particularly the events and people around him on an emotional level. It became harder for him to form lasting emotional bonds or to just, well, care about most things. Additionally, he's noticed more and more that he only feels 'all there,' emotionally when utilizing his powers—and during a brief period of time after use as if a small part of him was cordoned off into his second body when he triggered.
While Jake has grown used to this, the activation of his power tends to cause an almost 'emotional high,' sometimes resulting in emotions becoming more intense in general—the reality being he's just experiencing the average intensity of human emotion which he is typically denied. Currently, Jake's working theory for why this happens is essentially as follows:
“When I triggered, I think my power cordoned off a small part of my psyche, allotting it to my Second Vessel so that when I inhabited it it wouldn't feel unfamiliar and unnatural, but instead would fit me like a glove. However, this appears to have resulted in a loss of emotional intensity in my...human half. Kinda sucks.”
Parahumanism
Skills: Having been practicing parkour for awhile, Jake is pretty good at getting through almost any environment with great efficiency. This also makes him a very athletic and somewhat acrobatic individual. Beyond this he knows how to throw a mean punch or kick properly, but he's certainly no martial artist.
Classification: Breaker|Brute|Mover. Details: An often misunderstood power, most believe Outsider's ability to be that of a shifter, allowing him to change his physical body drastically however, this couldn't be further from the truth. In reality, Jake's power gives him access to two bodies, namely the one he was born to and one that is typically stored in what he describes as 'an alternate dimension,' or a 'pocket of isolated space-time.' This secondary body is a rather monstrous thing, with its back reaching roughly 6 feet into the air and its body measuring in at 24 feet in length. This body possesses a slew of capabilities, but perhaps its most notable is its incredible metabolism, which consumes energy from an unknown source and generates an incredible amount of bio-electricity and bio-chemical energy thus fueling a considerable regeneration factor as well as the body's flight, not to mention its ability to manipulate and physically manifest, to limited degrees, kinetic energy. In essence this manifests as a kinetic barrier just off the surface of the body's skin, which is capable of absorbing a fair amount of physical damage before shattering—though it is comparatively weak against energy-based assaults.
Beyond this is the body's ability to transform its own bio-electric and bio-chemical energy into pure kinetic energy, which it can channel throughout its form or release in bursts of force. This as well as its size afford it a brute classification as it is capable of a sizable amount of damage if its kinetic bursts, and strikes are well placed. However, the body has other notable capabilities, particularly its senses, which include an electromagnetic perception, enhanced hearing and oddly sensitive skin on its many tendrils. This allows Jake, while in this form, to perceive bio-electricity as well as normal electrical signatures, hear things much further away or with greater clarity, as well as sense subtle shifts in air currents around his adopted form. Aside from this, Jake's second body is really only notable for its significantly boosted regeneration and the durable chitinous armor that protects its torso, head, and arms allowing it to shrug off low caliber rounds, normal bladed implements, and some blunt force trauma. What the Jake's body can't handle, its regeneration can recover from—though this doesn't necessarily mean he can tank just about everything—contrary to what one might think. Nonetheless, all in all Jake's ability is powerful...if monstrous in appearance.
Besides this, there is Jake's trump card—which is something he is quite unaware of—as should Jake's second vessel be destroyed or damaged in a manner that would be fatal to it, the body will not die, but instead go into a stasis—shunting Jake's mind back into his physical body. Over a variable period of time, depending on the extent of damage, the body will pull itself back together and regenerate, or just regenerate if much of it has been obliterated.
Side effect: Something he is faintly aware of, Jake's normal gait and movements in his native human body possess a strange predatory grace and fluidity. It seems that along with part of his psyche being given to his 'Second Vessel,' part of its was given to him. This has little bearing on his physical abilities but does make him either slightly more attractive in motion, or slightly more intimidating depending on the observer.
Limitations: While most would think that Jake's ability ought to make him a powerhouse however, they would be quite mistaken in that assumption as it is rife with exploitable weaknesses. First and foremost, Jake, upon swapping either from his human body to his monstrous one or vice versa, feels a brief, but intense disorientation and confusion as his shard readjusts his physical awareness to allow him to control his given vessel. While only lasting for a maximum of three seconds and not impeding him from switching back and forth, this effect stacks, making him more disoriented for longer should he swap back and forth rapidly.
Additionally, while his second vessel sounds durable, everything beyond its armor is relatively frail, allowing its tendrils to be cut off with relative ease—given the prevalence of parahumans and tinkertech—not to mention that its kinetic barrier is particularly weak against energetic assaults. While the barrier can withstand extended exposure to radiation or high ambient temperatures, it will gradually degrade if sudden temperature spikes occur, if explosive force is applied, or if electrical current is involved, which, while not inherently harmful to the vessel is disorienting and particularly painful. Its senses are another weak point as the vessel does not possess eyes and has no means through which to defend its sensitive hearing and electromagnetic detection from either spikes in electrical activity or exceptionally loud noise—both which can disorient Jake significantly.
While unknown to Jake at current time, his second vessel possesses a crystal-like hyper dense 'heart' within the most armored part of its torso. This core, while highly durable compared to the rest of its body, if destroyed, will permanently render the second vessel inert as it is effectively its only truly vital organ. It is unknown how the destruction of the core, and thus his second vessel, would effect Jake's power or Jake himself.
All of Jake's powers are supplied energy by way of photons, making it possible for him to run out of juice for his kinetic abilities, regeneration, and flight in the absence of light, given enough time.
Cellphone: What it sounds like.
Disposable Prepaid Phone: A cellphone he uses sometimes when 'in costume' just so he can throw it away and not be tracked or the like.
Trigger Event:A survivor of an ocean landing after a failure on his flight over the Atlantic, Homunculus was separated from the rest of the people on his raft when he was thrown overboard. Barely surviving, he awoke on an island somewhere in the Atlantic ocean. Forced to survive alone for months, Homunculus triggers when running from a large wild animal who he accidentally awoke. He trips and falls down a steep hill seemmingly losing his pursuer before hearing ominous growls from his surroundings. His fall triggers a small mudslide, brought on by recent rain and the ground being disturbed. Is trapped and faced with the likelihood of being eaten alive, causing him to trigger.
Classification:Master 6; Striker 3; Shaker 6. Details:A rather scary power Homunculus's ability, on contact with a surface composed of a material he perceives to be uniform, will bind itself to Homunculus's will before moulding into a form then becoming animate. Upon animating, Homunculus's golems will either begin splitting into smaller copies of itself and gain the ability to manipulate anything composed of the same uniform substance as its body, or will retain its base size and instead gather additional material to augment itself over time. Should Homunculus's golems split he loses manual control of them and they will defend him and follow vague directives, while the creation keeping its base form will allow him to perceive through it despite it likely lacking any sensory organs as well as being able to control it with his will. Conversely, while Homunculus loses control of the smaller versions of his creations, he becomes capable of manipulating any material that his golems can so long as they remain within his line of sight. Homunculus has been documented as only being capable of creating 4 tiger-sized golems at a time, with a reduced level of control with each added after the creation of the second. Anything the equivalent size of all 4 tigers combined is treated as a single entity, but disallows Homunculus from creating additional golems leading experts to believe that Homunculus is only capable of controlling a certain amount of material based on its mass more than anything else.
Cape Name: Domino.
Trigger Event: During an earthquake, Domino was caught under debris, part of her body almost being crushed and sustaining considerable damage. Experiencing the pain over several minutes the stress of being trapped and the intense physical pain caused her to trigger.
Classification: Thinker 8; Brute 4; Shaker 7. Details: The crux of her abilities, Domino's power first and foremost gives her the ability to critically analyze the connections between or within physical structures to ascertain their geometric make-up. This ability is applicable on anything physical, meaning both animate and inanimate subjects can be analyzed. While Domino capable of locating the weak points in things she analyzes, similar to Shatterpoint, she has taken instead to locating the points required to cause destructive chain reactions allowing her to maximize her total amount of damage over a wider area rather than focus on disabling weak points. This ability takes anywhere from several seconds to several minutes depending on the size, physical complexity, and amount of the subjects. The fewer subjects, the more information is received on each subject and the faster it seems to come in—implying that the same amount of information is always being processed.
Expanding from this are Domino's two secondary powers, the first being an alteration to her body in that her physical durability has been increased, apparently by altering the density expressed by her body—though her weight seems to have remained unchanged. Due to this increased density, her muscles are stronger, but are not under the same amount of gravitational force as they ought to be—given that she does not weigh as much as she ought to—leading to her being capable of incredible feats of strength...or at least one would think so. Instead, her agility is decreased and her dexterity increased, with her being capable of 'channeling' her strength intuitively into points on her body before releasing it in something akin to a point blank kinetic blast thus leading us to her final classification, earned due to the fact that her power is capable of widespread damage via the combination of her brute and thinker abilities.