Appearance: Rigger stands roughly four-foot-seven, or one hundred and forty centimeters, in height. When he isn't covered from head to toe in oil, grease, or metal shavings, his skin can be seen to be rather pale. He always has goggles over his eyes, and as a consequence, nobody actually knows what color they are. His scalp is devoid of hair. His eyebrows appear to be brown or black, but are in a constant state of growing back. He has a beard and moustache, and they are long enough to tuck into his belt. His facial hair appears to be made exclusively of precious metals. Rigger typically wears a cotton t-shirt, denim overalls, Mithril-toed work boots, a heavy leather apron, and leather gloves. He has been observed to wear any hat given to him at least once.
"Stop gawking and hand me the spanner. No, the three-eighths. No, that's the thirty-eight millimeter."
Race: Dwarf
Gender: Male
Magic:
Fire: 20 Mind: 6 Earth: 20 Nature: 7
Technique: You want automata? He makes them. Need a ninety-pound sledge that is as light as a feather? He's got twelve in the back. Want to make a stone glow in the presence of clocks, or vice versa? He'll teach you how it's done. Explosions? EXPLOSIONS!!! Rigger's mastery over Earth and Fire magics allow him fine control over various properties of nearly all mundane metals, and several arcane metals.
Skills: Rigger is highly skilled as an artificer and as a machinist, and can fabricate from raw materials many different kinds of devices, gadgets, gizmos, and the occasional macguffin, which he can then turn around and enchant. He has also developed a handful of spells for detecting impurities in materials, purifying molten metals, and for keeping the temper of steel.
Bio: Rigger grew up somewhere in the western United States, plying his craft even before the Divines War. He taught himself most of what he knows, in secret before The War, and openly during and after. Rigger generally keeps quiet about his past. It is widely known, however, that Rigger was responsibly for creating several hundred partially functional replicas of famous legendary artifacts. He suspects that this is why he was approached by Arthur Wick shortly before Arkangrad was founded. Rigger is currently employed at Arkangrad as the professor of Artifice and Machinery.
Personality: Rigger seems to regard everything with some amount of amusement.
~Rune's Character Tab post of characters certified to be best characters~
~Students~
"Oho...aren't you adorable, thinking you compare to me? I shall grace you with my name, human...you may call me Najwa. Make no mistake, I am a proud being from the few remaining Ifrit tribes and will suffer no insult at the hands of your kind. I however, am not as...domineering as my tribesmen, so I will tolerate your funny little presence so long as you remember your place. Do make it entertaining, hm?~"
Name: Najwa Attar
Race: Ifrit
Gender: Female
Appearance: Naj stands at a fairly tall five foot ten, about the average height for men in some areas. Naj is also surprisingly light for her size and build. She has long black hair that falls to her back and by most standards would be considered to be quite attractive. Shapely legs, a fairy impressive hourglass shape that is free from any blemishes. She has bright green eyes and is often seen wearing a confident, somewhat smug smirk or knowing grin. Her skin is a lighter shade of bronze, suggesting some middle eastern origins. A few tattoos cross her facial area, noticeably under her eyes and forehead.
Her clothing, most would find to be somewhat extravagant and luxurious looking. Light, soft silken fabrics adorn her upper body, with long tassels and adornments. Typically, green, gold, and white in color. Various expensive looking pieces of jewelry can typically be seen adorning her hands, neck and ankles. On her legs, she typically doesn't wear much. Stockings and comfortable to move in shoes, with only short pants covering her legs that do not extend past her thighs. A series of cloth belts and loops are the only other coverings on her legs.
Oddly, she never seems to be cold, and the area around her seems to be around five degrees warmer, and a times little sparks of fire can be seen coming from her hair. She often smells of some spicy scent, to those within a foot or two of her and is uncomfortably warm to the touch. This however, is merely a human guise developed to help fit in with humans.
Naj is a young Ifrit, a creature born in ancient times of a devilish flame, and her actual appearance tends to strongly indicate her less than human and more demonic nature. Long, black hair falls from her head that never seems to settle and disappears into smokeless flame. Red colored demonic eyes with flame leaking from the edges of them watch the world curiously. Two massive gold colored horns jut from the side of her head, making a 'v' shape. Her arms and legs are made of a scale like material, and are adorned with sharp talons. A long sinuous tail extends from her backside, capable of being manipulated as easily as another arm.
It should be noted, as a being made entirely of malleable fire this is merely the appearance she feels the most comfortable in. She however, has yet to 'earn her wings' so to speak, so she is currently incapable of manifesting her flame fully as her brethren might.
Magic: N/A
Schools: N/A
Abilities: Ifrit's are always created with several innate abilities, though some do not always manifest until they are older and more powerful. Young ones such as Naj for example, can't manifest their ability for flight nor can they manipulate their flame to appear something that isn't at least human in some aspect. Still, even young ones boast some fairly powerful abilities once they have decent control over their abilities. Naj herself is young for an Ifrit and is not entirely fully capable of controlling or manifesting her ever growing flame and is one of the reasons she is at school - to learn more about humans in hopes the remaining Ifrits who wish, would develop a better relation with them and as to control her abilities much better.
However, because of this they also are created with several weaknesses as well - specifically weakness to magic, and a clever mage could easily make use of this or force a magic contract of sorts onto them should they be beaten. Or perhaps, willingly or unwittingly enter into one.
Soul of Flame: Mundane Resistance Most conventional weaponry made of steel, iron, or other things are well, fairly ineffective against Ifrit. While older ones boast complete immunity, Naj isn't quite there just yet. However, she does have quite a bit of resistance to normal weapons such as swords, guns, knives, unless they are possibly enchanted in some way. They will still damage her, but do not expect her to bleed - only spew fire from her wounds. If one could harm her physical shell enough with normal weapons, her flame wouldn't be able to sustain itself however, and be able to drain her strength.
Soul of Flame: Malleable Body Naj is able to at least altar her appearance somewhat at will. While she can't take completely inhuman forms with her flame as of now, her flames are able to change shape ever so slightly to suit her tastes or what is needed. Facial features, eye color, height, body build, etc. Once her flame grows in strength however, it will actually be more difficult to maintain a more humanoid appearance. She will eventually default to more inhuman ones in private, as well as be able to take much more inhuman and likely more demonic looking forms. She is still fairly easy to identify in any form however - the area around her is noticeably warmer thanks to her flame, and small embers can sometimes be seen floating from her shell.
Soul of Flame: Infernal Strength Rather oddly, or perhaps not so odd, despite being a physical manifestation of fire she is naturally much stronger than humans could be without the aid of magic. She is easily able to lift around 300lbs (136kgs) fairly easily without breaking a sweat, about the average human weight lifter. With her current strength, she could lift up to somewhere around 600lbs (276kgs) - around the average human strong man with great difficulty. So yes, she hits rather hard and would require some superhuman feats of strength to match her, or some sort of magically enhanced physical ability.
Soul of Flame: Infernal Fires Rather expectedly, she has fairly good control over her own flame. She can't create flame from nothing, but rather can control any fire from her own soul as well as absorb most forms other flame, natural or magical in origin - so long as it isn't being directly manipulated by a mage more powerful than she. As a young Ifrit her fire is not extremely strong, nor does she have it in vast amounts. She can exhaust her own flame and weaken herself by expelling vast amounts of it. At times, it could look like she's manipulating wind as well, but she simply has full control over her own fire and is able to manipulate it as long as it's within a certain radius.
Soul of Flame: Infernal Winds Fire and air typically go hand and hand, at least a little. While Ifrits are not by no means master of the element, they are born with a natural affinity for it. That said, most don't grow into this ability until long after gaining fairly decent control over their flame. Perhaps it's not wind at all, but rather manipulating their flame to create air currents to carry their own flame and to fly. Either way, while she can theoretically do something such as this she is far, far, from able to do this.
Soul of Flame: Mana languor Unfortunately, for all her strengths she has nearly just as many weaknesses. While mundane, non magical weapons will almost always fail in effectiveness...magic of any sort will find itself being much more effective than they think. All Ifrit have the unfortunate side effect of being extremely weak to most forms of magic. As they are basically an incorporeal being made of nothing more than a soul and fire, Mana has a tendency to react much more potently against them.
Ironically, Pyromancy would be the most effective form of fighting them - so long as the pyromancer is clearly stronger than the Ifrit. They could easily wrest control of the infernal creatures own flame from them, and either use it to bend the Ifrit to their will forcibly or extinguish its flame altogether. Even if they're not clearly stronger, an Ifrit can not control flame outside of the fires produced by its own body while a Pyromancer would likely be able too. Once the flame leaves the Ifrits body and control - the Pyromancer has just been given free ammo.
The next most effective, would be Spirit magic. As a purely spiritual being their souls are large and quite...malleable. A strong enough spirit mage could easily use that to their advantage - going so far as to forcibly bind, seal, or force the Ifrit to serve them.
This also holds true for most forms directly damaging magic.
Bio: Naj's history begins in the remnants of what was once the Middle Eastern countries, many years after the Divine War ripped the earth to shreds. But to gain a bit of understanding of Naj and her upbringing, you must understand what Ifrits are. In ancient texts, most are well known for being creatures of vengeance, cunning, strength, and trickery. Wicked, Ruthless, Evil and the most powerful sort of Djinn in existence in their ancient culture. Of course, there are exceptions and not all followed this rule. There are tales of them being benevolent, as well as believers in God.
That said, when the Divine War began, many Ifrit tribes were the first to lead the charge against humans. Driven by their desire to dominate humans and bring them under their rule. As most Ifrits are resistant or downright immune to conventional weaponry due to their slightly incorporeal nature, and are only able to be contained or permanently harmed with magic. Most humans hardly stood a chance against a single one. Thankfully, Ifrits and their cousins never were large in number and a small group of decently skilled mages could take them down easily enough. Unfortunately, while they contained or destroyed ones fire, another was wreaking havoc elsewhere. Needless to say, during the war Ifrits caused much destruction and violence. Being killed by one was a blessing - those they took prisoner and hauled back as magically bound slaves was a fate no one wanted. By the end of the war, many humans that were left and mages wanted to nothing more than to eradicate these beings. Even to this day, the horrors some of the Ifrits put people through are recorded, though not well.
In the final days of the war, the Ifrits retreated back underground to their lands and tribal dwellings, their already small numbers and tribes diminishing even further, to barely a handful left in number.
Ifrits are not the type to have children easily. In fact, most are too proud to ever even consider the notion. After all, more Ifrits that exist mean more competition for power. Not to mention, there was no telling what exactly the child would even do. Young Ifrits were difficult to deal with. Often times, their fire was sometimes too difficult for them to deal with and at times could go out of control - and that would be something that could only bring Ire to them after the war.
However, a council of the few remaining Ifrits left was held a number of years after the war. After their subsequent losses in the Divine war, either those fighting with the humans to protect them or those fighting to enslave and dominate, there simply weren't many of them left. So after some lengthy discussions (including a few fights and displays of power and dominance in their culture) and talk, they decided they would slowly raise their numbers.
Eventually, Naj was 'born' some seventeen years ago. As all Ifrits are not physically born, but rather made of the same smokeless fire that they were birthed from initially. Typically by way of one Ifrit diminishing their own flame temporarily and using various ancient rituals to give the parted flame new life. Most, are indeed birthed fully grown.
And just as some others feared, she had terrible control over her flame for most of the start of her life. Explosions, fiery tornadoes, sandstorms, and she even once blew up an entire dwelling. She had power though, that was for certain. Many feared what she might do with it, however. She spent most of her first few years attempting to get some semblance of control over her flame, and otherwise pursuing academic subjects. Math, history, and other similar things.
Thankfully as time went on and after careful tutelage she was able to gain respectable control over her flame. That said, she still had incredibly far to go. Most however, agreed that it was perhaps time the Ifrits and their cousins came out of hiding. Test the waters to see what had become of the world, as traveling to the surface had been restricted for a time. After a bit of investigating, it was discovered someone was running a school for humans with the ability to use magic, as well as any creature that wished to attend.
Seeing this as the perfect opportunity for both diplomacy as well as getting information about the world, they decided to send Naj to attend.
other: - Extremely skilled dancer - Holy relics of any sort, and reciting scripture verses makes her uncomfortable.
~Teachers/Staff~
"Do I know you? No, I don't think so, But do you want to play anyways? No? Waaah? You'll make a little girl cry...That's too bad...I am Viola Rifei, pleasure to make your acquaintance. And don't worry about the...chill in the room, dear. Just my...friends, having a little tea party. Care to join us, hmm?~"
Name: 'Viola Rifei'
Race: Human...?
Gender: Female
Appearance: You would be forgiven, for believing this teacher to be a child attending the school. In fact, she likes to go around introducing herself as 'headmistress' for giggles, but that'll be discussed elsewhere if you can get her to open up to you. Viola appears to be a young girl, somewhere between the ages of 14 and 17 with long blond hair typically tied back into long braids. She can often be found wearing elaborate dresses ranging from some gothic style ones to more simple, yet elegant ones typically being purple, blue, black, or red in colors. She has bright ember colored eyes and an overall not too impressive build, standing at an incredibly short four foot ten.
Personality: Viola...definitely does not behave the way her appearance might suggest. At first impression, she'd come off as incredibly formal and polite. Talk with her long enough though, and you'll find a somewhat self-centered, cynical, mischievous, somewhat playfully aggressive person who has a rather large seeming ego. However, this is just her attempting to be 'cute' or 'cheeky'. Truthfully, she doesn't take her own words to heart, and would never consider herself better than anyone.
After that, she is fairly friendly and likes meeting people and being around people, and also simply likes watching them for...entertainment purposes.
Another thing to note, would be an insatiable curiosity about anything and everything. Magic, history, technology...everything. While her physical skills are lacking, her academic studies and focus on such things likely make her one of the smarter persons in the school.
However, like with everyone, she does have her own vices and sins. Hers, is curiosity and a lust and love of all knowledge, and her rather cynical and logical outlook on life and people, despite her seeming playfulness. She, would do anything for the sake of knowledge, and her curiosity drives her to meddle in quite a number of affairs, especially ones that offer the most entertainment value. For the most part, they are likely to be harmless...but perhaps, it could get everyone into trouble one day.
Magic:
Schools: Mana - 20 Spirit - 20 Spatial - 14
Technique: Spirit Crafting: Mana and Spirit Class Her most notable usage of her magic. To put shortly, this allows her to take power from a number of souls, and give them shape and form much a craftsman would for metal or wood. The spirits will be able to make use of whatever skills given to them in this form, whatever they may be.
Viola has an almost preternatural affinity for the spirits of the dead. She's always had it, even when she was a child. It's no surprise that as such, the spirits of the dead are naturally drawn to her. She functions as almost a conduit for lost souls, spirits, and other such entities with nowhere else to go. Those that flock to her, she can give temporary form via infusing them with magic. This is not necromancy mind you since it is not raising the dead - though it could easily be an offshoot of it. She simply gives the spirits a desired form, effect, and abilities and uses them to the full of her ability. She could also change the appearance and abilities of a spirit mid-battle, should she need too. The limitations of the ability are indeed, quite few. It is fairly versatile and powerful if used correctly. All she needs is time, a little creativity, and she could theoretically give a spirit any sort of form possible,
Don't assume spirits have to take the form of animate objects either, or you will quickly find yourself surprised.
The spirits are faithful servants, lost souls who refuse to move on and will give anything for the ability to linger for even awhile longer. The time these spirits can last is typically limited, and one could endeavor to outlast them. If they use up all of their 'life force' they will dissipate into raw mana and the spirits will return to Viola, where they must rest to be used again.
Attacks from these spirits differ greatly on a case to case basis, though none of them are ever physical in nature, and most unless specialized in something else harm the persons soul directly. Blue, destructive flames made by burning a soul are the most common that her spirits will wield, if anything.
A few limitations - are that the more powerful, more ability she gives a spirit, means the longer time she needs to craft it. It also means it will likely have a shorter lifespan. Plus, her supply of 'souls' if you will is not infinite, and she can run out which means she would be quite vulnerable. After being used, spirits typically need to rest a bit before being re-used. Plus, it could take time to craft something truly terrifying and powerful that could match another mage in something.
Hexes and contracts: - Spirit Class While fighting dozens of incorporeal spirit beings that can go through walls, jump you at random intervals can be a fair bit hazardous, what is even more frightening is her ability to use hexes to hinder her opponents. Essentially, she crafts a hex into one of her soul creatures and has it deliver it upon its attack. These hexes, while temporary are incredibly potent and can be more than a simple nuisance. A few hexes include:
'Mark' spell which allows her to always know the location of someone, 'Confusion hex' in which a foe is temporarily possessed by the spirit in question, making their movements erratic and having to constantly fight against it. 'A Hatred of the Damned hex' In which ones body is weighed down by seemingly countless numbers of souls, slowing them and making movement difficult for the duration of it.
It should be noted that any hex is fairly short lived thanks to the delivery method. Still, they can be a hazard in a fight and make it difficult to fight cleanly.
She is also able to 'Contract' a number of spiritual beings by binding them either forcefully to her will or entering into a mutual, temporary contract. She has a number of spiritual entities she is well acquainted with, most are spirits of the dead in some manner.
We are Legion - Spirit Class, Contract. Spatial class, Demon Summoning. Once Upon a time, Viola contracted a powerful, obscene amalgamation of spirits that were beings of vengeance, hatred, and envy. Even today, it still lives with her. She can make use of this spirit in two ways.
One way, is that she allows it to temporarily possess herself. A spell she doesn't make use of often, since it is rather dangerous to let any spirits, even those you have contracted to have any degree of control over your body. Essentially, this will grant her physical abilities proportional to the number of spirits she 'consumes' in the process. Enhanced Strength, levitation, and a few other spirit-like traits. The downsides however, are quite...numerous. She will lose control over her body for a time, or at least have trouble controlling it as the hundreds of vengeful specters vie for control over their host. To put simply, the more spirits she has - the stronger she is, but the less control over herself she will have.
The second, is to summon it to the battlefield itself in all of its horrific glory. The beast normally resides in a space somewhere between life and death, normally unable to bring itself outside of the confines of its ancient prison. It is quite strong to be sure and something most mages would have great difficulty dealing with...however, the beast is thankfully immobile, relying on Siphoning energy from Viola's soul to move in any capacity. When summoned in this capacity, it will feed off of her own supply of 'souls' as long as its active. The spirit itself, can summon minor spiritual specters to aid it in combat along with Viola's own spirit crafting.
She doesn't make use of Legion often, but whens he does you can assume either you will be added to the obscene creatures souls, or you'll have to kill her. Some say 'Viola' isn't a person at all, but this spirits 'Proxy' if you will, and that may not perhaps be far from the truth.
Skills: - Excellent Tea maker - Is fluent in a number of dead, ancient, and inhuman languages. - Likes to play pranks on the students. Hope you don't mind a good haunting. - In many ways, comes off as innocently harmful, almost as if she doesn't particularly know any better.
Bio: Viola's history is fairly difficult to pin down, as she never gives a straight answer. She either answers with vague responses that leave one with more questions than answers, or riddles that would make the ancient Norse god Loki scratch his head. She really doesn't like talking about her past at all, and gets cranky if the subject is lingered on for any number of moments. At worst, you'll find yourself being assaulted by a number of mostly harmless spirits that will nibble on you until you shut up about it.
What is known however, is that once upon a time she was a part of the Divine War, making her one of the oldest humans living to this day - if she is even still human in any capacity. That said, no record of someone by the name of 'Viola' can be found in whatever records of the wars exist, meaning she's either telling a blatant lie or there's some missing piece of the puzzle. It seems her and Headmaster Wick perhaps may have had some relation in the past, but at the moment the two don't seem particularly well acquainted.
Whatever the case with her history, she's not talking without someone prying it from her. Even then, she'd rather choose death than talk over secrets she has no inclination to let others know.
Gerald is by no means intimidating to look at, if not pleasant. It's not until you notice he's practically see through does the creepiness of looking at an undead creature start to sink in. Thankfully, he looks (and acts) sweetly enough to curb the churning butterflies in your gut. He's only ever really dressed in the clothes he died in, as they're kind of always there and disappear briefly if he's not wearing them for whatever reason (wink wonk). Under his shirt is a giant scarred area on his chest where he was shot with a shotgun when he died. Otherwise he's got the ghost-powers of being pimple free and without any real blemish.
Magic: Spirit: 10 Spacial: 8 Mental: 6 Fire: 4
Technique: -Telekinesis: Unlike popularized folklore, ghosts don't come naturally with this ability, it is instead a magic skill that must be learned. Gerald is at the academy to further his control over spacial magic as his particular race has an affinity for it. He can pick up objects equivalent to his physical strength with his mind.
-Dream-Hopper: Gerald has been studying how to enter and control dreams at the academy, and can currently enter dreams of another person for 15 minutes real-world time. He accomplishes this with his limited mental magic and his naturally incorporeal form .
-Mage Hands: Gerald can conjure ghostly, floating hands to do his bidding, and can currently maintain up to 4. Said hands last up to an hour currently before he loses control over them and they evaporate. As an added bonus, the hands can become invisible for 2 minutes once per use.
-Spirit Fire: Using his spirit magic with fire magic, Gerald can create a spirit-fire that for all intents and purposes functions just like normal fire, but cannot be put out by water or suffocated. He can keep a stream of it from his hands/mage hands for up to 10 second spurts.
Abilities: Incorporeal Form: As a ghost-creature, Gerald is generally immune to un-charmed physical attacks. Electric, mana, and spirit based attacks are extremely effective on him.
Phasing: Gerald can phase through walls, but can only do so if the wall takes less than 5 seconds to traverse, or else he is shunted back to where he entered it.
Ghost-Sight: Gerald can see other undead-creatures that can't be seen by mortals, can witness souls leaving bodies, and converse with spirits not quite passed but not quite still here.
Mana-Based Lifeform: Gerald's body is completely maintained by mana and his soul's sheer force of will, sufficiently depleting mana sickens him. He cannot enter mana-free areas, and similar to walls, will be shunted through space to the other side if he tried to enter such an area.
Bio: Gerald grew up in a small town in the southeastern portion of the United States, home to a very stereotypical group of devout conservative churchgoers and small town stores. This, however, is no inclination to who he is in actuality. Gerald never really meshed with those around him, mostly because he was different.
He didn't put much stock in the gods who almost destroyed the world and garnered most of them with loathing, instead leaning more towards Gods nobody speaks of, that many would often shy away from. Gods that let their followers run wild, "do what thou wilt harm none." Such gods were often associated with lower, darker forms of witchcraft and wizardry that most believed would damn you to hell. These gods were the same gods that the town, even his parents, saw as evil incarnations from hell?
Gerald simply didn't care what the town thought. He went his own way and denounced the blind loyalty that most of the townspeople gave to their so called supreme gods that made the rivers of earth run red with their slaughter of sinners. Gerald sought to be who he was and not let anyone tell him who he should be. That, however, is what got him killed.
Gerald was eventually run down on the side of the road on his way home from school and gunned down with a shotgun. Someone yelling something about the doers of evil belonging in one of the nine hells or something like that. Gerald didn't rightly remember. He just knew that when he woke up he wasn't human anymore, and that his heart burned with vengeance.
Gerald, in a sort of afterlife hangover, stumbled down the road after the man who shot him. Charles was his name. The hick heard something like the shuffling of feet and turned around only to have the color drain out of his face. The shotgun went off again as he tried to defend himself but the bullets just went through Gerald's revenant form. Gerald tore into the man spilled his blood. The body was found the next morning but Gerald's body was missing.
Gerald went on to haunt his old tormenters in town, spurred on by some darkness inside of him that couldn't be named. The town eventually hired an excorcist, a man with intense study behind spirit magic. He hunted down Gerald and attempted to exorcise him, and instead ended up purifying the boy's spirit
Gerald had been resurrected as a revenant by the hatred he had felt for his town and his burning disdain for the ignorance he faced. With the lack of gods caring for a spirit's passage Gerald was one of the ones that had become corrupted by his own lingering emotions and fell through the cracks to wreak chaos on the planet.
The excorcist had seen Gerald didn't deserve his death, so when the man purified Gerald's spirit of the dark energies his loathing had caused, the excorcist sent Gerald on his way to the academy. The hope was that the teachers could stabilize the boy's existence and give him a second chance, even in death.
"Its never that serious, sometimes you just have to go with it.
Name: Yuu Akihito Race: Kitsune Gender: Male Appearance: Yuu is a young male with an lean swimmers build. He stands at 5'11 and has pitch black hair and red eyes. He has 5 tails and all of them are the same color as his hair, his fox ears are usually hidden and come out when he gets excited. He has cream colored skin with a glow and his eyes are a crimson red. He has black claws, and his hair and claws are colored at the tips are red.
He likes to wear black and red clothes, kimonos and yukata. His tails can be seen all of the time and flicking with mischief. He has a red mask he wears when he turns into a fox or wants to hide his face. His ears are pointed and fluffy, he has two tattoos, a binding tattoo on his neck that keeps him in human form and a fox tattoo on his right pectoral.
Magic Schools:
Mana: 1
Lighting: 9
Spirit: 6
Mental: 1
Fire: 1
Technique: Flex Bolt: Yuu summons a bolt of lighting that he can change the size and shape of to what ever fits his needs. The bolt, no matter the size will still contain the same amount of power that he originally put into it. It take more skill and concentration to compress more powerful bolts. Using stronger bolts drains his energy quickly though so he tends to leave this until then end of a fight.
Arc Shot: Yuu will make a fake gun with his hand and fire off shots of pure energy. These shots of energy carry the same force and average distance as a 9mm. This is Yuu's favorite technique.
Spiritual Phasing: Yuu can phase his body for 15 seconds at a time in and out of the spirit realm, when he phases, Yuu turns into a red specter of his former self, ghostly and made of eldritch energy. He does not like to go on in this form longer than 15 seconds because he could get lost in the spirit realm.
Abilities: Fox Form: Yuu can remove his bindings and dawn his fox mask to turn into his fox form. He does not gain anything he did not have before, except he uses his tail instead of his hands to shoot lighting, also there are three wisp that follow him.
Fox Fire: He can summon a small wisp. to light his path, send messages, or spy on someone. If the wisp is more than 10 feet Yuu must enter into a meditative state to keep the wisp alive, in this state he controls the wisp and makes it do what he wants. The fire itself cannot harm anyone, even though it can set things on fire they do not burn.
Skills:
Japanese & Chinese: Yuu speaks fluent Japanese and Chinese.
Slight of Hand: Yuu has a knack for cheating, with his slight of hand he has won many card games, dominoes, board games etc.
Charisma: Yuu is a great people person, he can read most and can wear many different "mask" to fit any situation.
Bio: Yuu Akihito comes from the Kyoto Prefecture, where the Akihito clan reigns from. His mother is the famous 9-tailed Lighting fox Chie Akihito. She took a mate and gave birth Yuu and raised him alone. His clan is not royalty but simply famous for being called upon to do work for the gods, and they have produced more 9-tailed Kitsune then any of their cousins.
The Akihito clan was called upon numerous times to do espionage missions and assassinations. The Akihito clan played both sides of the Chinese and Japaneses pantheons, and never turned away a job from anyone. It was these acts that made them disliked by the other Kitsune clans, and gave them the title of "sell-outs", but it was in the act of selling out that the Akihito Clan is one of 6 remaining Kitsune clans and the most prosperous.
Yuu spent most of his early childhood in his fox form, he was the youngest of his litter, and he has 5 other siblings. It is a custom in their clan to learn and live in the older traditions of the Kitsune, they feel it makes for better clansmen. Yuu grew up a mamas boy ans stuck close and learned from his mother personally, she taught him her magic and showed the real ways of people and mischief.
As Yuu got older he wondered more and more about his father and soon asked for permission to go out and find him. Chie permitted it only in the grounds that he attended Arkangrad Academy, to learn more control and about the world, and that he not return until he earned his all 9 of his tails. He accepted her demands and set out with only 5 tails and to Arkangrad Academy.
Persephone is about ten feet long, and can rear up to a little over five feet. She's a little chunky by human standards, but normal size for a lamia. Her hair is indeed purple, but it's a dye job- she's a natural blonde. Her eyes are blue, and she has a tiny scar on her right cheek. Her clothing is usually a cotton top in various light shades, with nothing on her tail. She moves like a snake, so her belly scales need to be able to grip the floor.
Magic:
Mana: 4
Mind: 10
Spirit: 2
Techniques:
Enchanting: Persephone is trying to learn basic enchanting. It's slow going, but she's been able to make a few small trinkets, like a purse that is somewhat lighter than its contents.
Telepathy: While Persephone is not a master at this skill yet, she could probably hold her own against virtually any other student. She can see well beyond surface thoughts to a person's darkest fears and innermost secrets, and has shown hints of being able to influence minds. The influence will be felt as a nagging sensation in the back of the mind, trying to get the target to do whatever it is she wants them to. It's fairly easy to resist right now, but as she gets more experienced, resistance will take more work.
Spirit calling: A recent interest of hers, Persephone has been able to summon a few very minor spirits. She's very new to this particular skill set, though, and it shows.
Abilities: Persephone's bite contains a fairly potent hemotoxin, causing extreme internal bleeding. She can deliver much more venom than a normal viper, due to her larger head, but with prompt healing magic or antivenin, the victim at least has a fighting chance of survival.
Bio: Lamia live in isolated communities in deserts around the world. Persephone grew up in a small clan in New Mexico. Their relations with a nearby human town were rather cordial, often working in human-owned businesses and shops.
Persephone was six when she found her magic. She accidentally brushed up against her mother's tail, and found she could see into her mind. She was understandably freaked out, and at first, didn't want anything to do with it. It was only after a long, calming discussion with her parents that she decided to make magic her career path. She's become somewhat more confident in her magic, and wants to do research into turning thoughts into three-dimensional illusory "mindscapes" for psychological treatments.
Appearance: Naturally blessed with the fine features and heart-aching good looks of the elves in general, Maia has honed them to the modern pinnacle of beauty. Flawless skin, spectacular cheekbones set in a heart-shaped face, curves in all the right places and sardonic green eyes dancing with mischief, her appearance is a not-inconsiderable weapon. She is, for all her elegance, somewhat short, standing at five foot three, and – perhaps as a consequence – is almost never seen without a pair of vicious heels, moving with an ease and elven grace many envy.
Flesh, fur, silver and silk – these are the things that come to mind when contemplating Maia's preferred wardrobe. Pale to the point of bloodlessness, even for an elf, she has embraced the icy good looks nature's palette provided and, with the aid of modern cosmetics, a dash of magic and the best tailors around, enhanced it even further. Artfully draped, close to skin-tight, dancing with intricate silver embroidery, her clothes are glitteringly intricate and draw the eye from far and near.
Magic:
Spatial: 16 – A prodigy in the field, Maia has always had a knack for spatial magics far beyond any usual affinity. Complex spatial dynamics, space-time continuum modelling, esoteric n-space interactions between intersecting metaspace branes...all of it so much meat and drink to her hungry mind.
Mana: 6
Lightning: 4 – Useful for artifice, and also less catastrophically lethal than the Molecular Mincer, Maia finds it very suitable, along with its other purposes, for discouraging wandering hands.
Earth: 3 – Maia dreams of silver swords and golden machines dancing to her tune. Alas, reality at this point is struggle and concentration to manifest even a clump of dirty iron, and her stonework has a tendency to fall apart into fine silver sand unless her focus is absolute.
Mental: 1 – Despite the best efforts of her mother and the rest of the Neon Court, Maia steadfastly remains a complete novice in the arts of glamour and illusion so favoured by her peers. It's not exactly that she has no ability, as per se, more a staggering lack of interest. All her lessons and education have managed to instil is a basic, rudimentary sense of when illusions and glamour are being worked on her.
Technique:
Queen of Gates:- Maia loves to teleport, ripping open the fabric of reality as easily as breathing. She rarely actually walks anywhere unless she has to. For her, eased by her skill and talent in the field, lunch involves a quick trip to Italy, and getting a snack means paying a visit to a patisserie in Nouveau Paris for her favourite macaroons. She has an impressive range for each jump, but as the distance increases the time and focus she needs also rises exponentially. A mile or less, and it's almost instant, the span of a couple of breaths, but hundreds of miles in a single leap needs far, far longer in perfect concentration, undisturbed lest the backlash twist her and her surroundings, usually in ways inimical to health and life.
Molecular Mincer:- Always keen to experiment and innovate, Maia's Molecular Mincer sends forth a shimmering network of ribbon-portals, hair-thin and effortlessly slicing through almost anything in their way. She adapted it from a spell in a cookbook.
Magesmith:- Still very much a novice in the complex field of enchantment and automation, Maia still enjoys it almost as much as she does the space-twisting complexity of her favoured school. Incapable of making much more than trinkets at present, she's keenly anticipating making more complex devices to do even more with magic.
Electromancer:- Able to work with weak flows of electricity and to direct more minor sparks and shocks, lightning magic is a recent interest of Maia's, mostly for its synergy with the more complex forms of artifacts and machines both mundane and arcane.
Skills:
Bonjour, monseiur, madame et neutre...:- Maia is naturally fluent in French and almost as at home in Nouveau Paris as she is in London.
Lady of the Dance:- Maia's childhood upbringing included dance, etiquette and deportment along with everything else. Of them, dance is one of the few she's kept and enjoys.
Bon viveur:- Used to the finer things in life, Maia knows the value of such things and, critically, where to find them. It is a rare moment indeed to find her without fine wine and good food, and still rarer to find her without at least a route to such things.
Bio: Extremely young by the standards of the elves, Maia is a scion of the Neon Court. Founded by her mother in the wake of the War, with all the old sanctuaries split open by warring gods and mages, the Neon Court took to the cities and the limelight both, revelling in the adoration of the human masses and turning that into money and power. From its capital base in London, the Court's reach is long; it has a presence in most major cities, from the streets of Nouveau Paris to the skyscrapers of Tokyo to the thrumming bazaars of Mumbai.
The elegant, sophisticated elves of the Neon Court have changed with the times. No longer as in-tune with the rhythms of the earth as their isolationist counterparts, they have instead found different callings. From glittering socialites to the most in-demand courtesans, from the finest modern arcano-chemists and their delightfully narcotic concoctions to the most captivating dancers, the Neon Court's elves are masters of their craft. Better than you will ever be, more beautiful than you will ever be, more powerful than you will ever be, is the silken whisper of the colour-drenched Court. Come dance with us and be a part of it, even for a moment.
Maia's mother is the Lady Neon, the queenpin of the Court. A past master of mental magic, her glamours and illusions were turned to protection and defence in the dark days of the War, and in the immediate turbulent aftermath they twisted the mortals of London to adoration rather than fear. These days, her powers enrich the halls of the Neon Court to a splendour undreamt-of even by emperors.
Maia herself, though, seems cut from a rather different cloth. Despite all the efforts of her mother and a legion of Court mages both, she remains steadfastly indifferent to the mental magic that is the Court's greatest strength, preferring instead to talk to the artisans and crafters who maintain the Court's homes and weapons. Acutely sensitive to space, keenly intrigued by the building blocks of magic, constantly tinkering with one device or another, whether mundane or arcane, she is an oddity in the colour-drenched halls of the city elves.
This is perhaps why she's been sent to Arkangrad – partly to fly the flag of the Neon Court, partly for its prestige and the education it offers, but mostly for want of anything better to do with her.
We'll need to keep a short leash on the pyromancers in the library, and I do mean that literally Arthur. You especially.
Name: Crispin Glass
Race: Human, though Crispin's studies have lead him to suspect he has ice dragon ancestry
Gender: Male
Appearance: While certainly not as old as Arthur, Crispin is a good deal older than he appears. Ice is an element of preservation after all. So while is long white hair could be tied to his manner of dress, which seeks to bare his connection to ice as clearly as possible, it is just as likely that it is the one part of his aging that his magic could not slow. Flamboyant to a fault Crispin dresses exclusively in fine robes, all within a chilly blue range of dyes.
Magic: Ice: 20 Mana: 12 Mental: 15 Water: 4
Technique: Cryomancy: Crispin is skilled in the creation of ice, able to draw water out of the air, flash freezing it in nearly any shape he wills; walls, spears, statues, shields, all of it is within his abilities so long as there is liquid in the air. Cryotherapy: Crispin is able to stall the physical aging of his body from the inside out, staving off the deterioration of both major interior organs as well as exterior signs of aging such as wrinkles. While Crispin's studies in this field mainly focus on self preservation it also allows him to be fairly useful as a medic in times of crisis, slowing progression of wounds in others. Temperature control: By combining his mental and ice magics Crispin is able to sustain a constant temperature control of the library and archives, keeping the room cold and free of moisture at all times, even when not focusing, out of the immediate area, or even while asleep. On extended trips away from the school Crispin can add his knowledge of Mana to this process, enchanting the rooms to remain at a chilled state for a specified amount of time. Internal Library: Crispin has focused his Mental magics not on illusion but rather memory and psychic connection. Crispin is able to retain a vast amount of knowledge about the library and archives, able to recall the title, subject, author, and location of every book, scroll, and artifact in the facility. Furthermore Crispin has developed a psychic connection to the magical field the spell tomes generate allowing him to track their movement, use, and even draw more specific information out of them that his memory cannot store.
Abilities: Crispin is able to survive extremely cold temperatures with little to no protective clothing.
Skills: Crispin is exceptionally well read, as one could expect from the school archivist and librarian. He is also quite skilled in making extremely detailed and beautiful statues with his cryomancy that he regularly displays in open sections of the library.
Bio: Born in a chilly northern village of Scandanavia, Crispin, being the latest in a long line of ice mages, was trained in ice magic from a young age. Crispin was sent to an English magic school where he was isolated for his bookish attitude. The experience certainly changed Crispin, but rather than allowing it to defeat him he took great pride in his knowledge and became a leading sorcerer in his field. Determined to retain his love for knowledge and books while simultaneously ensuring that he was never as lonely as he once was, Crispin forced himself to adopt a number of extrovert personality traits, becoming a flamboyant and excitable intellectual. His abilities led him to play a major role in the Magic War, where he eventually met and bonded with Arthur Wick. While the two only saw each other sporadically their friendship was long lasting and Crispin was one of the first that Wick called upon when founding his school. Crispin agreed, with a few conditions. First, he would be in charge of the library and archive that the school would undoubtedly require. Magical tomes and artifacts, when stored in close confines, were known to generate vast amounts of heat, while regular books, especially the older ones, required a constant cool and dry climate. Crispin's abilities were perfectly suited to the task. Second, he refused to teach classes, at least not in the traditional sense. "I'm a scholar, Arthur," he had said. "I'll tutor students who share a similar drive in research. I'll work with them in an independent study format, but otherwise I would prefer to act more as a resource than a teacher. I will not spend my time forcing knowledge into those who are not willing to learn."
Appearance: Short, petite, and fragile in appearance, Meruin looks more childlike than her actual age. An elfin face with pale skin and eye-bags from countless hours of missed sleep, she isn't going to be winning beauty pageants any time soon. Her silky black hair is cut into a short bob, and is probably the only thing about her appearance that she puts effort into maintaining. Most often the clothes she wears are over-sized or not put on properly - an unbuttoned shirt here, a skirt loose there, etc. - and she even has a habit of forgetting to put on shoes. Constantly sleepy looking.
If there is one thing that can be considered physically attractive about her it would be her eyes - wide, with beautiful lashes, and a clear, glittering emerald color, with another, inexplicably attractive quality that one would be hard-pressed to find even among other races, and is capable of surprising expressiveness.
Wears blue-rimmed reading glasses.
Bio: From an early age, Meruin had been fascinated with magic. A fascination that grew over the years as she realized how utterly boring her mundane family was. Everything about them was so normal and mediocre, and none of them had any drive or aspirations - for her, it was living among the dead, and as her aspirations grew, so to did her interest in the magical arts. Her goals in studying them were academic in theory, but in practice, they were grand. However, there was only so much she could do while she was on her own and with her personal resources. Frustration began building up as she realized that she needed to further her education if she wanted to break through to the next level.
It was around the time she had reached a bottleneck in her research that she found a master.
Her name was Reina Wisdom, a prodigious mage, with talent and skill that were known world wide. She was a known participant in the Divines War, and a not insignificant one. "The Silver Witch" was her moniker, and she was known as the premier Spatial Mage, for ability to shatter space and time for her own ends, and pull things from across dimensions as easily as picking up a glass of water, and even back then, Meruin considered her the pinnacle of how a mage must be.
It turned out that the mage was in fact looking for an apprentice, and it just so-happened that Meruin was in the first place she looked - ready and willing, with all the requirements befitting of an apprentice to someone of her caliber. Meruin could not have accepted the offer any faster.
Her first years as her apprentice were spent travelling the world, to widen her experience and broaden her mindset - a requirement for Reina's particular brand of spatial magic. Meruin herself proved to be an avid student, eagerly (perhaps even greedily) absorbing everything that she was taught. While she wasn't totally compatible with her masters magic, she did blossom into her own talents.
Her attendance at Arkangrad was purely at the behest of her master, who would be going away somewhere - apparently, wherever she was going and whatever she was doing would be both time consuming, and too dangerous for Meruin to accompany her. However, she didn't wish to stunt her apprentices growth.
Meruin's time in Arkangrad is mostly spent in the library or in the bedroom, usually going over books or experimenting with her magic.
Magic and Skills:
Schools:
Earth: 1
Water: 1
Air: 1
Fire: 1
Ice: 1
Lightning: 1
Mana: 9
Spatial: 6
Mental: 6
Spirit: 1
Natural: 1
Technique:
Omni-mage: Well learned, with practical and theoretical knowledge of every magic school. She has rudimentary knowledge of all of them, although she seldom has time to advance her studies and skills in them, due to her own preference in magic. Her skills in other branches of magic extend to performing small feats - usually, she uses them to experiment different effects they would have on her preferred specialties spells, although she's not above using them for minor, daily things, such as making ice for her drink or picking up a book from her bed.
Sealing: Spatial Magic is her masters specialty, and while Meruin doesn't have the same natural affinity as her Master does, she does have a great deal of interest, out of respect for her Master if anything else. Her employment of her Masters magic involves paper tags that she can use to seal things - from magic spells to mundane objects. These talismans have a limit to what they cans seal before breaking. Also anything sealed in the talismans is released in the state it was sealed in - so objects that where sealed in flight will keep its inertia and trajectory. With her current level, she can maintain her seals only up to four hours before they degrade and break, regardless of what was sealed.
False Sensations: As a mental mage, her illusions are focused on tricking the body into feeling things that it isn't - she can also influence emotions on a lower level, getting someone who's angry to calm down, or cheering up a sad person. Her illusions are hard to see through, however she's only capable of influencing one person at a time.
Magic Disruption: From a distance Meruin can weaken a spell, or strengthen it, as the case may be. With Magic Disruption it is also possible for her to 'hijack' a spell entirely, turning it against its user or use it for other purposes.
Mana Break: A spell that requires direct contact to work. Mana Break clogs the circuits of a mage with excess mana, preventing them from casting spells or using magic for a period of time. Mana Break can also be used to disable magic constructs or cancel summons.
Spell Trace At a glance, Meruin can tell the particular make-up of a spell - how its constructed, individual parts, its creation process, etc. Replicating the spell is another thing entirely.
Spell Dismantle: Meruin is capable of dismantling spells - even those not her own - into component parts. This allows Meruin to skip steps, thereby creating entirely new effects than those intended. The more powerful and complex a spell, the harder it is to break dismantle. Meruin can only focus on one spell at a time, and after dismantling one spell, there is a cool down time before doing at again, with the length depending on how powerful and complex said spell was.
Skills:
Little Chef: Perhaps it is a result of her meticulously studious nature, but she is good cook, capable of making all manners of food from a healthy serving of lamb-chops, to a deliciously frosted cake.
Songbird: Meruin is a talented singer, with a beautiful voice and excellent control. Of course, she rarely performs for anything outside her own pleasure, but she doesn't really keep it a secret either.
Well-Researched: A finely-honed mine rarely forgets. The time poured into her studies has it so her thoughts are so organized that any information absorbed is rarely forgotten. She has memorized entire libraries of books, and her teachers can never recall a moment when she's forgotten a lesson.
Polyglot: A side effect of never having stayed in one place for too long. Meruin has been to different countries and spent enough time there to learn how to commune with passable skill. While she has yet to master a single language asides her home country's, she is more than capable of having a conversation with someone without feeling lost.
”Oh my, aren’t you a lovely girl? Don’t ‘swing’ that way? Not for long~~~.” Name: Ghislaine Race: Alraune Gender: Female? Appearance:
Ghislaine has two bodies, her human body and her plant body. Her human body is a little on the small side by human standards with a green tint to her skin. In addition, on her head is a flower. Typically, she doesn’t wear much. She really just wears enough to fit in with whatever society she is currently with or, rather, just enough to cover her special parts.
Her plant body looks like a weird moving leafy stump with little tentacle like roots for legs and a beautiful flower on top. There is also room in the center for her human body to enter if she so desires. There is also another flower like the one on her head that wraps around her human body while she is near her plant one.
Magic:
Natural - 4 - Ghislaine has a basic tribal knowledge of how to use magic. before, they used their magic to make it so humans would never make it or see into their home area. Now they half-heartedly teach it to their young just as tradition. This can manifest as the rapid growth of shrubs, vines, and other things ones would consider small obstacles in a forest.
Abilities:
Nectar: Ghislaine’s subspecies of Alraune excretes a wonderful Nectar from their flowers that they produce in high quantities when they are in a state of heightened emotions. For example, when they get scared by someone, or when they feel great lust, very happy, etc. This Nectar has the effects of a relaxant or anti-depressant and is extremely delicious. Some say that one can get addicted to it, but it’s only as addicting as good food. Tends to have a greater relaxant effect on males than females.
Nectar Injector: This is mostly a defensive tool. It’s a tentacle that extends from the flower on her head. When frightened or fearful, some of the excess Nectar automatically goes to this regrowing appendage that allows the Alraune to inject a subject with her Nectar. It allows for the Alraune to sedate an enemy so it can make an escape.
Tentacle Arms: The plant body of an Alraune has a number of tentacle arms that allow this body to grab and pull and other things. They may look weak or fragile, but they are rather strong though cutting them off is pretty easy.
Bio: Ghislaine is a younger Alraune from Germany, at twenty. She comes from a tribe of high Nectar producing Alraune in an isolated forest area not far north from the Rhine. Within the aftermath of the war, the number of Alraune didn’t change much, but it did make them a bit more wary of knowing little about the world around them. They sent many of their youngest out to learn of the world that now knew of them, or what was left. Ghislaine, just so happened to be picked for Arkangrad Academy.
While the elders of her community had good, whole-hearted and pure enough reasons to send out the young, Ghislaine had a different reason in mind. . . To hit on all the cute girls and find a lifetime partner or two or three. The men she met were all dull and boring and she wanted nothing to do with their ugly faces. No, ugly bearded faces. Instead, she could go to an academy where girls (and guys but Ghislaine didn’t care about that so much) of all races and species would meet together. Perhaps she could pick up a wife or two.
"Hmmmm, What would Loki do? Hide all their clothes on the other side of campus, or turn their entire room upside-down?"
Name: Elyris Nilsdotter Race: Pixie Gender: Female Appearance: Elyris stands about 5 inches tall, about average height for a female pixie. She has dark green hair that she keeps short, so as not to distract her when flying. Her wings (The picture is a bit weird here, but she just has two of them) are an off-white color, with a lighter green shading down towards their bases. She has fair skin that is kept constantly clear and unblemished no matter what by a good dose of illusion magic. She has large, dark eyes, and is usually seen either keeping her expression as neutral as possible or smiling widely after prank goes well.
Elyris wears the white dress of a priestess-in-training and holds her footwear to a very fancy, formal, standard. Elyris does afford herself a few pieces of casual wear, mostly because she loves making and wearing flower crowns. She also often weaves flowers into her outfits or makes necklaces and sashes out of them with her nature magic. Finally, Elyris always wears her favorite armband, which was a gift from her mother before she went to the Academy.
Magic:
Spatial: 7 Nature: 3 Mind: 11
Technique:
Illusions: While Elyris never quite got the hang of the telepathic part of mind magic, she has always had a knack with illusions. She can make a fake version of nearly anything, provided it's not too big, and can turn things invisible at will. The main limitation of these illusions is that they are much more effective when the illusions are something people expect or want to see. For instance, it would be a piece of cake to conjure a an illusory piece of cake on someone's birthday, but it would be very difficult to invisibly hide from someone who is actively looking for her, since they expect to see her.
Me two: Whenever you find yourself talking to Elyris, it's very seldom actually her. More likely, she is hiding invisibly nearby while an illusory duplicate does all the hard work of interacting with others. It works in conversations, battles, and pranks! What's not to love?
Bait and switch: To keep people on their toes, Elyris has been known to frequently make an illusion of an object, then after someone realizes it's an illusion, she teleports the real object to the exact same location. Elyris's teleportation skills currently only extend to inanimate objects, but it keeps people around her constantly wondering what's real and what's not, which is exactly how she likes it.
Instant karma: One of Elyris' favorite combat tricks to play is to hide invisible thorns on her arms, hands, and various other parts of her body. Thus, when she's attacked, her opponent will regret it instantly.
Green Thumb: While she's not too great as the healing part of nature magic, Elyris seems to have an natural (Ba tum tshhh) affinity with growing plants. Poisonous or thorny plants are the easiest to grow, of course, but she can manage the occasional flower or two
Abilities:
Flight: Not only can Elyris fly, as all Pixies can, but due to her little tiny legs she barely ever walks anywhere. Why bother walking when you can just fly?
Pixie dust: Flight's not just for Pixies! They can also make other things fly, to a certain extent. Just sprinkle a bit of pixie dust on an object or unsuspecting stranger and watch them float away!
Skills:
Bookish: Elyris' training required her to know quite a bit about the gods and the divine war, but even so, she's gone above and beyond the requirements. Elyris is genuinely interested in the adventures and peril of mythology, especially when it coincides with history, and has made a great effort to read as much of it as she can.
Lyre lyre, pants on fire: Ironically enough, the illusion mage is good at playing the lyre. What do you know?
Bio:
Once upon a time there was a church of pixies in southern Norway that worshipped Loki as their patron god. They told each other stories of Loki's legendary plots and schemes that proved beyond a shadow of a doubt that he was far superior than the other gods whom he so often tricked. These pixies aspired to be as clever and witty as Loki and their priests and priestesses were famous for their guile and cunning.
Then, one day, the divine war came about and amidst the many battles and terrible danger, Loki was killed. The pixie church descended into confusion and infighting broke out among the high priests and priestesses. Eventually, there was a schism in the church that lead to two different sects being formed. The first, the (self-named) Faithful Sect believed that Loki was playing the biggest trick of all time on the world, and that they must prepare for his return. The other one, the Mourning Sect, believed that Loki was truly deceased and went on to mourn his greatness and carry on their religious work in his name.
It was to this second sect that a young pixie named Elyris Nilsdotter was born. Elyris was born at a somber time, to two high priests of the Church of Loki, and began her training to become a priestess almost immediately. Most of the older members of the church, her parents especially, had never really gotten over Loki’s death in the Divine Wars, while many of the children were inducted into their own training programs, making Elyris’s childhood a quiet, serious time. This was severely at odds with the material she was being taught, which mainly consisted of silly pranks and jokes that Loki pulled on his fellow gods in times of old.
Despite the inconsistencies, Elyris devoted herself to her training and studies, reading all the books she could get her hands on and practicing the rites of the Church of Loki to perfection. As she read more and more about the deeds and adventures of Loki, however, she began to question the churches teachings.
“Loki, being as great as he was, just up and dying just because of some war? Surely this was some sort of joke,” she thought to herself. Over time, she began to develop her own theories. “What if this really was just a big joke that Loki was pulling? And if that were true, wouldn’t it be grand if she, a mere pixie, were to turn that joke around? Pretending to believe him dead so that he would come back to laugh would be the ultimate counter-prank! And what if the rest of the Mourning Sect was also just pretending to believe he’s dead?” They weren’t, of course. The rest of the Mourning Sect were just as morose as ever. But Elyris, unaware of this, continued on with her studies, keeping her musings on the nature of the Church to herself, and training with a new energy and a new hope.
Elyris learned illusion magic and teleportation, as was the tradition within the church, but, to her severe disappointment, had difficulty with reading the thoughts of others. In order to complete her training and gain the powers she needed to become a full fledged priestess of Loki, Elyris’ parents sent her off to Arkangrad Academy, a place they were assured would help her gain the proper skills. Elyris herself is looking forward to this new adventure with hope in her heart. Maybe, just maybe, this will be the key to the “secret” of the Mourning Sect and her own family.
"I have seen the greatest beings of this world at their least, and the least of them at their greatest. War is an art that shows a man such things, and though the war is over, its lessons remain true no matter the circumstance. Now, prepare to learn."
Name: Professor Glynn Nictirion Race: Elf Gender: Male Appearance: Mere physical characteristics take form in dark hair, dark eyes, a slim and athletic build, narrow eyebrows...easily mistaken for a relatively young human when his ears are hidden. But the look is all in the execution...those eyes behold all they touch with a piercing, almost accusatorily analytical gaze under nearly perpetually narrowed eyebrows. His narrow face wears a scowl most of the time, and those who do not know him may easily believe him to be a harshly critical man...and not a little scary, leastwise by looks alone. In his chosen outfit, he is nearly never found without his hooded, black-leather trench coat, with gloves either covering his thin fingers, or tucked into his belt. Black utility pants and leather boots complete the look indoors, with added red-lensed sunglasses outside, and upon such things one might guess with a certain amount of ease his former career field.
Technique: Glynn was once one of an elite few worthy of the name God Hunter. While naturally not nearly as powerful as an actual divine being, these individuals were mortals who specialized in killing the divine...be it through subterfuge, sabotage, sudden overwhelming force, the exploitation of a weakness...if it could help to destroy such a being, Glynn and his fellows became experts in the field. As such, his entire skill set is designed around such a craft. Perhaps his signature ability is that of ethereal shifting, turning himself into shadow to pass unscathed from place to place. His magical perception is similarly honed, which he uses to spot weaknesses or nuances in magical entities around him. His mental defense is nigh-impregnable, though he doesn't tend to use mental attacks. He uses magic often to enhance his physical characteristics...speed, strength, durability, and so on. His ability to counter magic is also on the level of masters, making him a veritable black hole in a spellstorm. In stealth and deception he was unparalleled amongst even his fellows, cloaking himself in darkness and obscuring his mind while creating illusionary phantoms to distract and confuse. Lastly, he manipulates magical energy to create or empower weapons...conjuring magic blades in the blink of an eye to use against his enemies...an ability that had several more mundane purposes too, along with telekinesis.
Abilities: He possesses the unnatural agility and grace of Elves, along with heightened perception, reflexes, and hand-eye coordination.
Skills: While his magical abilities are extreme, his real skill lies in their application alongside his more physical skills. He is an expert marksman with nearly any sort of ranged weapon, proficient in hand-to-hand combat...or any melee weapon for that matter...and possesses the analytical skills of a biological-speed supercomputer. Finally, his stealth skills were designed to hide from gods such as Athena, Pluto and Heimdall, much less lesser men.
Bio: When the Divine Wars began, war was taken to a scale none could before fathom...with the exception of gamers, game designers, writers, and other such creative folk. The first question that went through men's minds when they beheld the gods descending to their chosen battleground was this: "How do we fight that?" Naturally, the question became quickly answered in every way we knew how...with guns and bombs, nukes and mind-blasts, pyrotechnical magic and knives in the dark...but the gods themselves were on another level entirely. It took the most powerful weapons in the existing arsenal of the Earth to put one down...an army to give one pause. They threw their mortal servants at each other to give themselves an advantage, but it was always a war between them, and we were but weapons. Until we decided to be more. We mortals...the humans, elves, and dwarves specifically...we were among the greatest of races because we learned, and we learned how to kill the gods. We trained our most powerful warriors in our greatest arts...not to equal them in power, that takes godly strength far beyond us...but to threaten them in skills and techniques that could harm them. We became blades in the dark...blades sharp enough to cut deep. A power the gods didn't know how to fight, because none of them were without their weaknesses. But we...we were weak to begin with, it was our strength that killed them. And when we were done, we were far more than mere elves and men and others...we were hunters, and it was up to us to make the world better with the skills we had gained. And I...I set off to prepare the next generation for the next war...and how to avoid waging it.
“Better luck next time” Name: Sultan Race: Human Gender: male Appearance:
Magic: Schools: Mental: 5 Mana: 6 Spirit: 6
Technique: Scry - Peer into distant places, has all limitations of normal vision otherwise Barrier - Solidify mana into a solid barrier Expanded Cognition - Aritifcially improve cognition and awareness through magic Thought Construct - Weave mana and spirit into one semi aware magical constructs with some pre determined effects
Skills: Let us reason together: Profound deductive and inductive skills The scientific method: Enthusiast knowledge in the sciences and their history Let the games begin: A master in all manner of games ranging from poker to chess Discipline: Has achieved mastery over oneself from a young age Bio: Were you looking for the story of an underdog. A story of victory paid by blood, sweat and tears? If so I would suggest you look elsewhere. Mine is of a boy who was born with a silver spoon, or even one might say a golden one.
I was not an accident... I am the result of years of selective breeding within the clan. Which clan particularly is not important. A designer child for the powerful, “perfect” in every way that mattered except one. I was supposed to be supremely talented in magic. In reality, my nascent aptitude in magic was unremarkable. Not a surprise, no one is quite sure what impacts the magical aptitude of an individual, or where in this scope do genetics come into play.
Something of a failed endeavor, I was mostly left to my own devices or those of many nannies. It was a good thing to have so many advantages, otherwise, I would have died from boredom long ago. My parents always off doing business somewhere other than where I was. Funny that… ha ha
Much of my formative years were spent inventing games for myself. There was only so many games of chess I could play against myself, my caretakers had already lost against me by the young age of six.
I did begin to see some differences with normal children and me. I did not quite feel as strongly as other children did. I was far more rational than what was expected of a child my age. I did not fall into the whimsy of imagination. Not that that was required in the current age, the books had become all too real.
As I grew older I began to realize a certain apathy drawing over me, as if I was merely an observer. Looking in from the outside on the people around me. The teenagers around me all glowed with potential. As for me, I could not muster much of any enthusiasm, after all what was the point? What meaning did ambition, dreams or goals have? Maybe I’ll find the answer one day….
Name: Tor Vier Race: Drow (Dark Elves) Gender: Female Appearance: Tor Vier usually has a conspiratorial smirk on her face. Her eyes are a pale Red for seeing at night easier. She keeps her ebony hair short and wavy. She is always seen in dark rich colors usually black and purple. Her skin is a paler shade of grey than the rest of her people. She is always seen wearing a dark pair of shades during the day. Magic: Tor Vier uses Umbral Magic or more commonly called shadow magic.
Shadow Travel: Tor Vier can travel through the dark world to move almost instantaneously between places. The further the distance, the longer time it takes to arrive, and the more draining it is.
Solidify: Tor Vier can use the shadows to conjure an object, as in, weapons, chairs, and so forth. The bigger and more complicated the object the weaker it is.
Dark Room: Tor Vier can cast a wave of shadow out wards from her body, engulfing up to forty feet from where she cast it. The shadow cannot be permeated by any form of light and only she can see through it.
Schools: Mana: 15 Umbral: 14 Cunning: 16 Strategy: 6 Technique: Tor Vier uses her magic in a mostly defense style of battle. She finds that battle magic as a way to focus and center herself. Abilities:
Dark Sight: Having lived underground most of their lives Drown are able to see in the blackest darkness. Able to navigate as if it was daylight. Although this means that during the day, the sunlight hurts their eyes, causing most not to leave the burrows and those that do need heavy glasses to block out the light. Skills: Tor Vier is a minor strategist, usually able to predict with some accuracy what an opponent might do.
She is also a capable lockpick, a skill she picked up from her hometown.
Tor Vier is also able to patch up most minor injuries.
Bio: Tor Vier was born into poverty, even by Drow standards. She had to learn at a young age that Drow are hardly a cohesive people. Must of her people that ventured out of the Burrows became thieves and assassin's. Tor Vier was small for her age and her place skin made her a constant target for bullying. By the age of 5 her powers started developing. Thinking of an object and it would appear pitch black. During a fight a wave of shadows burst from her allowing her to escape her attackers. And she constantly found herself an impossible distance to where she was a moment ago. When some of the gangs in the area learned of her powers they began taking advantage. Teaching her how to break into some of the better Dark Elves houses and other gangs. Teaching her lockpicking and how to fight along the way. Growing up in a gang One night a rival gang broke into Tor Vier house looking for revenge for a string of her break ins. She cast her Dark Room spell to escape with her parents. But in the confusion of her spell the rival gang members stabbed her parents.
Tor Vier ran through the underground City for the rest of the day in fright. After she had calmed down she shadow traveled back home only to find police had swarmed the place. When they saw her they took her in for questioning. Down at the station the police wanted to charge her for her gang activity, almost ignoring her parents murder. When the police took a break Tor Vier traveled once more to the opening of the Burrows. Whilst there she stole a pair of shades to protect her eyes from the sun and made quick her escape. At the age of 12 Tor Vier was an orphaned, runaway, fugitive. Over the course of her years she learned that most people do not trust the Drow, their reputations of the illegal arts proceeding them. But the strongest of the haters were her people's cousins the Elves. They had a distaste for City and Forest elves to begin with. But most didn't even acknowledge the Drow. She was treated as a second class citizen in most even territories. And learned to avoid them all together. Tor Vier got by on mostly scraps from restaurants or the occasional pickpocket and by the time a mercenary named Davalman found her she was thin as a whip and reminescent of a feral animal. He took her in, not caring about her race, teaching her how to fight better, teaching her strategy, and history. Allowing g a semblance of a childhood. He gave Tor Vier a passion for living and when her powers grew stronger he told her about Arkangard, a place where she can learn better control of her powers. She had applied for the last few years being rejected for one reason or an other. But finally at 17 she has been accepted. She is still distant with people, not allowing them to get close to her, but she is hungry to learn and ready to do so.
If any of the GMs find a problem with this, please let me know. I am open to criticize.