As requested, posting this again. Name:Katherine Ambrose Appearance:Slightly taller then average, red hair, fair complexion. i.imgur.com/1BFE3Oc.png Backstory: She..was born to nice parents, had a excellent childhood, and all over had a pretty good life so far. She had her own little group of friends, and enjoyed their company very much. Her world, was a bit..deeper then it seemed at first glance of course. Her and her friends were one of the few knowing this, and still claiming the title mortal..for the most part. Her friends are bit strange in their own ways, one has quite the temper, and a taint of the moon. One knows a few parlor tricks, nothing flashy, but more then most people think is possible, and the last sees the echoes of lost lives.She and her friends actually actively sought out the strangeness lurking under the surface of her world, and managed to keep their lives in the process. All in all, pretty good for a group of teens. When she got her Keyblade, and the darkness arrived however..well, her life is still pretty nice, but her responsibilities shifted from being a good friend and caretaker to a group..to being the protector and savior of realms. She's thrilled to be helping so many people. Age:19 Skills:Has a keenly developed sense of empathy, and good people skills in general. She's decent in a scrap, but that's not really her focus. She tends towards agility rather then brute force in combat, and has a few cure spells. She tends to be well stocked for long journeys, and is an excellent cook. Personality:She has a tendency to bear people's problems for them, she, even in her young age, is a motherly and compassionate young lady. She usually is flippant towards authority, tending accente the negative of the people in charge, rather then normal positive view she has on most people.
@Letter Bee A little birdy told me there is an open spot and no healers ; )
Name: Evelyn Heyne Age: 26
Face:
Keyblade: (I have no knowledge on keyblades, but I tried drawing one anyway. I will add it as soon as I figure out how to scan it.)
Personality: Evelyn is a kind and caring woman. She can very well keep her cool during intense or stressful situations, a trait necessary for performing surgery, and helpful in general. Evelyn considers magic a means to an end, rather than the sacred art most others from her world perceive it to be. The reason she decided she wanted to be a medic is relatively simple; she wanted to aid people. Evelyn has a bit habit of losing herself in certain situations, resulting in behavior that is otherwise very unlike her.
Bio: Evelyn was born a channeler; a mage who controls the flow of magical energy. Her doting parents took good care of her, until she was old enough to live on her own. Evelyn has received more than proper education while her parents raised her. After graduating high school, she studied medicine, looking to become a doctor or surgeon in order to save lifes. She passed the course with flying colors, but somehow couldn't get a job anywhere but in the military. Even today she does not know that this was orchestrated by some higher-ups.
Reluctantly, Evelyn joined the army. She was displeased with how healing people who hurt others, no matter their reason for doing so, but it was her job and thus she went through with it. After a few years in service, Evelyn started tinkering with some standard military spells. It took her a while, but eventually she developed her Sanctuary. Naturally, the military demanded she gave up the information on how she created the spell and how to cast it, but she refused and got dishonorably discharged.
Now between jobs, Evelyn returned to her parents' house, and lived in their care once more. The atmosphere was a lot less pleasant than before, as her parents did not understand why she would rather be unemployed than give up the details of her spell. Many nights were passed in awkward silence or loud bickering, but the occasional calm, pleasant nights kept Evelyn anchored.
One night, a heavy storm ravaged the countryside where Evelyn and her parents lived. While the storm wasn't too troublesome on its own, something approached under its cover. Perhaps it was luck that Evelyn had been discharged, for now she was present to defend her home from the intruders. As the mob came into view by a flash of lightning, Evelyn grabbed a pistol from her drawer and went outside. A mob was generally not a good thing around these parts.
After horribly failing to tell them off, Evelyn was charged by the mob. Firing warning shots didn't scare off the mob and even after shooting a few of the people in the mob they continued their charge. What happened after that... Is a mystery. When Evelyn woke up, she found herself on the plains in front of the house beside the odd keyblade, surrounded by craters and scorched ground. According to Evelyn's parents they'd heard at least 74 explosions while they were hiding as Evelyn had (apparently) told them to.
Skills: Sewing...? Practiced on dummies and people, but more than viable for mending clothes, too. Very useful to have during/after surgery, or simply when there's a hole in your sock.
Not on my watch! Being just that little more than a normal medic, Evelyn will go through hell to save good people. Combining her sanctuary with some more conventional medical skills, Evelyn is slowly but steadily saving lifes. (This means she has medical skills.)
The Key. Evelyn makes for a decent marksman and fighter with her Gunkeyblade, and is only a little hestitant about using it. (And even then only against people.) She's not all that much into fighting, but a medic is little good if they get snatched away like some damsel in distress.
Channeling A form of spellcasting which would be more appropriately described as mana redestribution. By touching a surface and concentrating, the caster can create a magical circle on the surface, set to trigger at will or once sufficient the surface is sufficiently pressured. The circle becomes proportionally bigger the more time is spent channeling mana into it, completed circles will remain in place for a set amount of time. Once it becomes bigger than the caster can handle they will lose control and the circle will activate or break.
Sanctuary A circle that slightly reduces fatigue and damage taken, but it's primary function is to stabilize the wounds of those within it. It breaks when control is lost, immediately ending the effects.
Purgatory A largy, fiery explosion. Grows stronger rapidly as size increases, after it grows big enough it will also create painful shockwaves. (As opposed to the normal, weak, not-so-painful shockwaves) The effect is more devastating the closer a target is to the center of the explosion. When control is lost, it will activate and hurt anyone nearby indiscriminately, even the caster.
Hand of God Despite its name, the Hand of God is a rather low-key use of magic. It can push, bend, rotate or otherwise slightly manipulate structures and the mechanisms in them.
Name: Erthris Summary of History: A timeline very similar to earth's save for two things; the witches survived the dark ages and the layout of the landmass is drastically different. Because it was still around, magic was eventually accepted into human culture, in most of its variants. In reality, though, people who can't use magic are common and fearful of those who can, leaving the world in an uneasy peace. Magic often exceeds the efficiency of bombs and guns, making mages a valued asset to the military, but to terrorists as well.
Due to a hybrid of magic and science, some places have technology far exceeding Earth's, but non-magical science is at the same stage. Global travel is fast and efficient due to magical science.
Important Nations (Great Powers, etc.): Imperialus (The Dominion) - The capital of the world. The place to go for accomplishing members of society. It's a densely populated city-nation the size of Australia.
The Snake Pit - A small nation where only scroundels, criminals and terrorists would dare to go. Because it mainly houses bad people, it is in a state of constant war.
Overall Technology Level: modern with a pinch of magic. Map: May or may not add one.