Come to think of it, Hasta is literally on top of (or right next to) Paris. Sure, most of humanity's cities got wiped off the map and the Sanctum cities were built to house people, but it would be hilarious (and yet heartwarming) to see the City of Lights not only survive the apocalypse, but thrive (even if they changed the name for some reason).
OK ok ok, I wasn't happy with my first Minako pass either. I made another one, let me know what you think.
The Mundane Name: Minako "Koka" Kaiyo
Age: 16
Sanctum City: Palmyra
Description: A round faced, pale japanese girl standing at about 5'4. Her black hair is always tied up into a bun, and her bangs are dyed a dark blue. She is athletically toned, though she had few sharp edges in her physical form. Koka's casual wear is very goth or 'emo'. Blacks, greys, dark blues. She likes a brand of clothing called Girilla and owns several pairs of sneakers, hoodies, and shirts from their collection.
She wears chokers and earrings. Her belly button is pierced with a small blue plastic crystal. She has a gold crucifix tied into her hair. She also has a tattoo of a pyramind with an eye on her upper left arm. A traditional Buddhist swastika, colored blue, is marked on her right ankle, with the words "well-being" drawn in a circle around them. There's also a pentacle on the small of her back, and the wiccan symbol of the triple goddess on her left shoulder blade. Finally on the outside of her left calf is a symbol of the sun, and on her right calf is a symbol of a crescent moon.
She's usually standing with her hands in her pockets and a little pursed-lip smirk on her face, with her shoulders and posture relaxed and comfortable, eyes casually half-lidded. If something catches her attention she will furrow her brow and tilt her head up, pursing her lips slightly in an expression similar to the one in her image. Overall she comes off as being very approachable or very strange depending on if you're cool or not.
Personality: Minako is lazy, a rule breaker, and a lethargic rebel against authority who hates being told what to do. She's also usually quite grumpy, rarely smiling except a smug smirk when she's trying to be humorous. Expressing her emotions was never really her strong suit. She speaks bitterly and sarcastically most of the time, and though her spite can be hurtful, she doesn't mean to hurt others feelings unless she thinks they deserve it. She dislikes people who she thinks don't think for themselves or are too stiff and self-serious. In order to knock someone down a peg, they have to be standing on some, after all.
Koka's miserable front rarely drops. But she likes people, and believes most are good at heart. They just need to be shaken from their bad habits sometimes. She isn't a hateful person at all, though she'll probably say how much she hates things.
Koka has thought a lot about death, having experienced a decent amount of it in her youth, and has what she feels a fairly good understanding of it, having read a lot of different books about a lot of different religions. It's a topic that fascinates her, considering everyone is going to face it one day but no one really knows what happens afterward.
Minako believes in freedom and altruism, which is why, despite everything, she hates the poisonous disease that has driven humanity to the brink more than she dislikes stiff upper lips and school uniforms.
Background: Koka was born in a poor sector of Palmyra. Her father died when she was young, and her mother tried her best despite her drug habit. Minako rightfully blamed society for her predicament and has been a rebel ever since. She became a free-spirited, if sour, young girl. She made a small group of friends who were much more bitter than she was, though one probably couldn't guess it. Together they stirred up trouble and skipped class. Quite early on she began dealing and using pyschedellic drugs, though she was never caught unlike her friends who were arrested a few times.
Unfortunately for Koka, she wasn't happy just looking out for herself and being a rebel. She was born with an innate sense of compassion that she couldn't ignore, aswell as an inclination towards magic she felt responsible to do something with. More than just cheap parlour tricks of turning water into black goo. There was something Koka thought of as a disease, the Nox, that plague that had driven everyone into these cramped cities and gave the sacred night a bad name. She also wanted to prove everyone who said she would always be nothing but a useless drifter wrong, and as much as she loved her part of town, get away from it aswell. But even before she knew what she was getting into, she knew it was gonna suck. If there was one thing to look forward to it was that, unlike regular school, she might actually want to succeed enough to become an Ars Magi.
The Magical Armgaus Name: Pitch Black Obsidian
Gladius: A threaded cane whip. The bottom is an edge bludgeon, and the handle at the top becomes razor sharp and remains connected via a sharp chain.
Parma:Her skin goes from pale to marble white, and her hair becomes completely blue. Steel gauntlets and bracers manifest themselves around her outfit. Her hoodie lengthens into a flowing trench coat, her jeans into heavy trousers tucked into boots. The trench coat is unzipped, and a black crop-top underneath reveals the large black gem in her navel.
Elementum: Darkness
Elementum Abilities: Minako's ability manifests itself with a pitch black tar she can summon out of the ground or walls after she punctures the surface with the bottom of her cane. The amount of tar she can control increases vastly if there is an alreayd existing water source she can corrupt. She can use it to slow down enemies or speed herself up, or create limited constructs out of it by creating sticky black threads. It can coat the threads and chain links of her cane for even more advanced control over the long extremity.
The darkness also has a healing property should Minako choose. It can fill most wounds and increase regeneration. Minako however, cannot use this ability on herself.
Description: Five foot nothing and 100 lb. soaking wet, Jenny doesn't exactly cut a heroic figure. Her red hair falls in a waterfall to her shoulders. Her clothing is usually in loud colors, far past tasteful but just short of obnoxious.
Personality: Jenny can summed up in three words: Over. The. Top. Everything she does, she does big. She is steadfast and loyal, but has a raging temper- her childhood nickname was Strawberry Shortfuse for a reason. She enjoys athletics and can often be found in the gym or out on the track.
Bio: Life ain't easy in Bellanum. Situated in the frozen middle of nowhere, at times it seems like nature is a bigger enemy than any void. Jenny's family wasn't well off, but they did what they could to spoil their only child absolutely rotten. She grew up playing basketball and soccer, and got quite a bit of attention for her skills on the field, even if her grades were less than stellar.
The problem with living in what used to be Canada is that if something goes wrong with your heater during the winter, you need to find a place to go, quick. As they piled on the blankets and headed for her grandmother's, a shivering Jenny just wished she could be warm again, and a little fire appeared in her hand. That was when she knew.
The Magical:
Armagus Name: Blazing Crimson Ruby
Armagus Description: A 3 foot, basket-hilted rapier. When she draws it, it transmutes into flame from tip to hilt.
Parma: Her physical features don't change, only her outfit- but what a change! Gleaming white boots and gloves, a short red skirt, white top, white cape with emblem of a silver heart containing red flames, and a gold tiara with a ruby.
Elementum: Fire
Elementum abilities: Jenny is the queen of heat and flame. Fireballs, walls of flame for area denial, beams of heat- all are within her domain. She can even breathe fire like a dragon for extra style points.
Personality Chie is social yet distant. She keeps a cool, collected but not unfriendly aura around her. She's willing to listen to the problems of others, but much less so to share her own. Chie likes keeping her relationships to small talk, though she isn't afraid to tease other girls. It's hard to get a read on her because of her constant, slightly playful smile. It doesn't indicate her good mood, but just acts as the veil of mystery hiding her true thoughts and emotions. It's the disposition of someone who observes before others are allowed to observe her. She just has a naturally closeted personality.
Background Chie is from a middle-class family in Calcaria. She used to be an energetic child, playing and socializing with other kids until her breath gave out. Chie was a far-cry from the cool girl she would later become. A common thread through her evolution would be loss. It started small enough, only losing a pet at a young age, which would give her an initial lesson in how to cope. Chie got along great with her grandmother, who she spent a lot of time with as her parents weren't always around, but her grandmother passed before Chie could reach double digits in her age.
Her mom and dad weren't home a lot of the time, so she felt lonely and distant from that point. Chie grew out of her cheery demeanor and put space between her and her friends. When her mom didn't come home again one day, and with dad refusing to tell Chie why, she completely closed off her heart to those around her. She started to listen instead of speak, to bottle up instead of cry. Chie was used to being alone, and maybe thought it was better that way. She wouldn't be tied down to people. It's that kind of unfettered disposition that made her fearless of joining Nova Lux. She promised herself that she wouldn't care for the friends she leaves behind, and that they wouldn't care for her.
Parma Chie's hair loses its colour as her eyes change to gold. Her clothing is replaced by a white dress with no strings and black stocking on her thighs. Both her hands turn black, that same effect continuing a bit into her forearm, and past that spot on the left arm she has the same fabric as her dress extending out to her shoulder. Her hair is adorned with a red hair accessory housing three diamond-shaped protrusions as her neck is covered by a warmer in the same colour of her hands.
Elementum Gravity
Elementum Abilities Chie's control over gravity manifests itself in the modification of its pulling properties. By changing the rules of how dense an area's matter is, Chie can create a field wherein objects collide faster or slower with each-other. Designating an area, its gravitational pull will either gradually increase or decrease depending on Chie's intent. She cannot instantly make something pull harder than it did before, as her power needs to ramp up over time. However, like a snowball rolling down the mountains, the longer she keeps it going the faster and stronger the effect will increase. To reverse her own magic requires the same kind of effort in reverse. Examples of practicality are making objects collide with each-other or jumping high into the sky while coming down slowly.
Penny is a slightly short, slim young girl with long, brown hair tied into a long braid, a heart-shaped face, and inquisitive green eyes hidden behind her glasses. A generous sprinkle of freckles decorates her cheeks and the bridge of her nose. Penny's physique is slender yet toned from years of work and helping out the family in chores and work. She usually has a cheerful, helpful expression on her face unless she is deeply focused on something (like work), in which case, she assumes an expression of concentration and determination, and generally becomes inattentive to the world except what she's currently working on. She generally prefers practical work clothes, though she takes pride in her new school uniform.
Penny is rather strong for her size, able to lug around 90 lbs without slowing down.
Personality: Penny is a smart, well-meaning girl who tries to be the best she can be in order to help the people around her. Always ready to lend a helping hand and a keen intellect, Penny can come off as a bit of a know-it-all, but doesn't intend to show off, merely help and explain. She is rather passionate about magitech, and will explain at length if allowed. However, she is still a friendly sort, willing to make new friends and acquaintances and will gladly help when asked. She's also a hard worker who believes in putting the effort, and does her best in anything she puts her mind to.
In many ways, being at Nova Lux is a cultural shock to her; while not poor, the grand architecture and spaciousness of the academy is a far cry from the practically claustrophobic neighborhoods she's familiar with, and the idea of luxuries being not rationed is impressive to her. Also, she can come across as a bit of a penny(hah!)-pincher, mostly out of habit as back home, every bit of cash brought to the house was measured against the bills and necessities of nine people living under one roof.
Background: The third child of seven, Penny comes from a bustling household. Her mother is a sargeant in the Siscia Self Defense Forces, and her father is a local mechanic, granting her a low-income home but a loving family. Her two elder sisters (twins) are couriers in the city, and have taught her how to rollerblade (she's not as good as they are, though) as well as certain parkour skills she's developed further after her approval to Nova Lux, her remaining siblings are not of working age but help around the house. Her oldest brother (a year her junior) does have a peculiar habit of trying to make a living offering his services as a courier, message boy, or open various stalls with varying degrees of success, with big dreams of making it big to rise up in the world. Her remaining siblings are two brothers (twins) and a youngest sister. While the house is cramped and money is often tight, it's a good life with the family not lacking in necessities.
For her part, Penny is a smart, studious girl with an emphasis on practical applications of knowledge, having picked up a flair for machine work from her father from a young age and had wanted to grow up to follow in his path. Penny grew up with precious little free time, between schoolwork and helping her father in the workshop, sometimes having to fix something her siblings broke given her skill as a handyperson. One of the few luxuries she's enjoyed aside from the pleasurable rush of a successful repair, is the TV show Divine Magical Maid Altea, a government-sponsored animated show generally designed to be propaganda but generally a decent show. Growing up watching the show, she had often wished to grow up to be a magical girl, but knew the chances of that were slim, so she focused on her other love; machines and magitech, and intended to grow up to be a Magitech engineer when she grew up. While she generally relied on public access terminals for knowledge and reading, Penny has taken to reading and supplementary self-education with a zeal, generally reading whatever scientific articles on magic and magitech she could. She intended to study up to prove herself at the local university, that she might get in on a scholarship, given her family's limited funds.
Some time after her 13th birthday, however, Penny started having trouble around the workshop. Equipment she'd work on suddenly developed issues with static and feedback, making repairs and work difficult. Anti-static equipment helped, but the problems persisted. Eventually, around her 14th birthday, the problem returned stronger, and she was sent for a medical checkup. What began as a routine checkup soon unveiled magic potential, and she was sent to a military hospital to confirm that yes, she does indeed have magical potential. That changed her life, and she changed her life goals to become an Ars Magi, as that would help open more doors for herself and her family, and more importantly, allow her to help more people with her abilities.
Armgaus Name: Bright Emerald Spark
Gladius: Grand Eisen
Grand Eisen is a 6'6", 70 lb two-handed power hammer with rocket boosters that can be turned on or off for additional attack power. It was designed and built by Penny once she learned of her magic potential and was awaiting her transfer to Nova Lux. While a sizable and effective instrument of blunt trauma on its own, Penny can channel her lightning powers into it, granting her the ability to do massive melee damage with lightning-boosted, rocket-propelled slams, or can focus her magic into one big "Meteor Slam" where she smashes Grand Eisen on the ground (or a suitable target) and causes a massive shockwave in a large (10') radius around her. She can also use Grand Eisen's rockets to propel her forwards on the battlefield, giving a couple spins in place to increase her speed before she lets the hammer pull her forwards with its boosted momentum.
Parma: Aside from a change of outfit, Penny's bangs become green, and her eyes become a more brilliant green color, with small lightning sparks visible in them when she's emotional or determined. Her outfit changes into something similar to her favorite show, Divine Magical Maid Altea, with a white/green color scheme, with her glasses becoming more futuristic in their design, more akin to a visor.
Combat Role: Penny's role in combat is generally that of assault, using her strength, speed, and toughness to mix it up close while swinging Grand Eisen to crush her enemies.
Elementum: Lightning/Electricity
Elementum Abilities: Penny can user her lightning ability for ranged combat, firing arcs of electricity at a target. However, she prefers to use her lightning abilities to power up her own physical abilities and attacks, emphasizing an assault-heavy style. She can either boost her physical strength or durability, and can focus lightning into her attacks to give them a powerful shock effect. Her preferred use of her Elementum abilities is to channel them into Grand Eisen for devastating heavy attacks.
Penny seems good! The only thing I should note is that magical weapons generally manifest as part of your transformation.
That said I think I'd be fine making an exception and letting Penny using Grand Eisen as her weapon. It'd just be that it becomes far more effective in her transformed state. Untransformed she could still use it to help her channel her magic, but she'd run out of juice pretty quickly.
The Mundane
Name: Nicole Cognoscenti
Age: 17
Sanctum City: Hasta
Description: Nicole is a girl of average height, a slender build, and irrepressible good cheer to cram inside it. Blue-eyed and always grinning, her sharp features are framed by scarlet hair, cut fashionably to the bottom of her neck with bangs that occasionally fall into her eyes.
Hasta is one of the world's most fashionable Sanctum Cities, with all but its poorest denizens dressed beautifully in casual, flowing fashions and bright colors. Nicole is no exception, although she does her best to dress fashionably casual. Whether oversized hoodies or cropped tops, tight jeans or her school uniform's skirt, one of her only sartorial mainstays is the peach colored tassel scarf she's almost always thrown haphazardly around her neck. Sometimes she'll top her head in a cute little beret.
Personality: A laid-back and cheerful girl who always tries her best at everything. Nicole may not be the most zealous fighter or the most charismatic presence, but she's a stabilizing force among what may otherwise be a chaotic ensemble of students. She exudes a quiet calm about most things, a playful energy often expelled through practical jokes, and a willingness to laugh at herself and others. She's grown up into a fairly privileged life and tries to keep that knowledge in the back of her mind, so it allows her some measure of empathy for other girls who may not have had it as easy as she did. It makes her a solid, unifying presence among friend groups and just a generally good time to be around.
Though she plays it close to the chest, Nicole is a deeply idealistic, romantic girl, with notions of true love and eternal good vibes that she tries not to espouse too often. She has a headful of dreams about some kind of nebulous "better life," although what that life would be like and how it would be an improvement over her own free-flowing existence is something she hasn't quite figured out.
Background: Nicole was born among the upper middle class of the beautiful, fashionable, (sort of) sunny Sanctum City of Hasta. One of the cultural capitals of the world, her childhood was cosmopolitan and largely peaceful, with a large pool of friends across all walks of life. Her parents did what they could to shelter her through much of her childhood, but they were politically active people, often taking up the causes of the downtrodden and unfortunate who were unable to share in Hasta's joys. Eventually, as she grew older, Nicole came to share their passion for altruism.
For a time, like most girls, she dreamed that she was a secret princess - some long-lost member of a Duodecim family, someone who could achieve great heights and make a difference in a scary world. Eventually, she had given up on that dream and resolved to make change in meaningful, realistic ways somehow. It was realizing her magical potential at the age of thirteen that helped give her a sense of wonder again, made her dream of stopping Voids and serving as a paragon for all the world's helpless - someone with the power to make people listen.
Having decided her dream was worth pursuing once again, in a decidedly more fantastical direction this time, Nicole applied to Nova Lux Academy with stars in her eyes, and was overjoyed to be accepted.
The Magic
Armgaus Name: Twinkling Scarlet Emerald
Gladius: Vedfolnir A blued steel sabre balanced to Nicole's hand, with a small, polished chunk of red beryl at the hilt. Its size belies the potential reach of the blade, as combined with her Elementum Nicole's slashes can seem to extend three times longer than the length of the blade would suggest.
Parma: Nicole's eyes and hair glow a brighter orange, her skin begins to twinkle slightly, and she wears an all-white ensemble of her normal beret, a midriff baring top and shorts, with thigh high boots and a holster.
Elementum: Wind
Elementum Abilities: In keeping with her elementum and her own breezy personality, Nicole has a great degree of agility and levity, often joking that she can dodge any attack thrown at her as long as she's not feeling lazy. It may not be an entirely empty boast; though not a particular powerhouse, her agility makes her a capable duelist with her sabre. She can also use her ability to make great leaps, bordering on sustained flight if she can keep her concentration - although doing so obviously limits her effectiveness in combat.
Also looking good!
Various answers:
@Inedible just for the record, what exactly are the Six that founded the NOI? Separate entity from the Duodecim, right?
Whoops, that's from an old draft. It should be the Twelve, who the Duodecim families consider their originators. I'll fix it!
@Inedible How fleshed out are the individual sanctums in your view of the universe? Reason I ask is primarily wondering how much freedom/lewee we have to shape the sanctums when drafting a character, assuming of course nothing is contradictory to what someone else has already done.
EDIT: Also are we allowed to have characters that are a part of a Duodecim family?
It's perfectly fine if you want to make up some details about whatever city you choose.
Likewise you can also be from a Duodecim family and make up details about them.
@Inedible What are the names of the Jupiter cities? I'm not sure if they were left off or if I'm just not able to read them on that map
I forgot to name them! I've fixed the map, they are now respectively Danaster (North) and Norba (South).
<Snipped quote by shadowsaint007> Penny seems good! The only thing I should note is that magical weapons generally manifest as part of your transformation.
That said I think I'd be fine making an exception and letting Penny using Grand Eisen as her weapon. It'd just be that it becomes far more effective in her transformed state. Untransformed she could still use it to help her channel her magic, but she'd run out of juice pretty quickly.
I had re-read the setting and tried to edit that part out. Basically, it manifests like any other Gladius now. If I missed a part of the background and didn't edit that part out, point out where; I knew I forgot something.
Penny is a slightly short, slim young girl with long, brown hair tied into a long braid, a heart-shaped face, and inquisitive green eyes hidden behind her glasses. A generous sprinkle of freckles decorates her cheeks and the bridge of her nose. Penny's physique is slender yet toned from years of work and helping out the family in chores and work. She usually has a cheerful, helpful expression on her face unless she is deeply focused on something (like work), in which case, she assumes an expression of concentration and determination, and generally becomes inattentive to the world except what she's currently working on. She generally prefers practical work clothes, though she takes pride in her new school uniform.
Penny is rather strong for her size, able to lug around 90 lbs without slowing down.
Personality: Penny is a smart, well-meaning girl who tries to be the best she can be in order to help the people around her. Always ready to lend a helping hand and a keen intellect, Penny can come off as a bit of a know-it-all, but doesn't intend to show off, merely help and explain. She is rather passionate about magitech, and will explain at length if allowed. However, she is still a friendly sort, willing to make new friends and acquaintances and will gladly help when asked. She's also a hard worker who believes in putting the effort, and does her best in anything she puts her mind to.
In many ways, being at Nova Lux is a cultural shock to her; while not poor, the grand architecture and spaciousness of the academy is a far cry from the practically claustrophobic neighborhoods she's familiar with, and the idea of luxuries being not rationed is impressive to her. Also, she can come across as a bit of a penny(hah!)-pincher, mostly out of habit as back home, every bit of cash brought to the house was measured against the bills and necessities of nine people living under one roof.
Background: The third child of seven, Penny comes from a bustling household. Her mother is a sargeant in the Siscia Self Defense Forces, and her father is a local mechanic, granting her a low-income home but a loving family. Her two elder sisters (twins) are couriers in the city, and have taught her how to rollerblade (she's not as good as they are, though) as well as certain parkour skills she's developed further after her approval to Nova Lux, her remaining siblings are not of working age but help around the house. Her oldest brother (a year her junior) does have a peculiar habit of trying to make a living offering his services as a courier, message boy, or open various stalls with varying degrees of success, with big dreams of making it big to rise up in the world. Her remaining siblings are two brothers (twins) and a youngest sister. While the house is cramped and money is often tight, it's a good life with the family not lacking in necessities.
For her part, Penny is a smart, studious girl with an emphasis on practical applications of knowledge, having picked up a flair for machine work from her father from a young age and had wanted to grow up to follow in his path. Penny grew up with precious little free time, between schoolwork and helping her father in the workshop, sometimes having to fix something her siblings broke given her skill as a handyperson. One of the few luxuries she's enjoyed aside from the pleasurable rush of a successful repair, is the TV show Divine Magical Maid Altea, a government-sponsored animated show generally designed to be propaganda but generally a decent show. Growing up watching the show, she had often wished to grow up to be a magical girl, but knew the chances of that were slim, so she focused on her other love; machines and magitech, and intended to grow up to be a Magitech engineer when she grew up. While she generally relied on public access terminals for knowledge and reading, Penny has taken to reading and supplementary self-education with a zeal, generally reading whatever scientific articles on magic and magitech she could. She intended to study up to prove herself at the local university, that she might get in on a scholarship, given her family's limited funds.
Some time after her 13th birthday, however, Penny started having trouble around the workshop. Equipment she'd work on suddenly developed issues with static and feedback, making repairs and work difficult. Anti-static equipment helped, but the problems persisted. Eventually, around her 14th birthday, the problem returned stronger, and she was sent for a medical checkup. What began as a routine checkup soon unveiled magic potential, and she was sent to a military hospital to confirm that yes, she does indeed have magical potential. That changed her life, and she changed her life goals to become an Ars Magi, as that would help open more doors for herself and her family, and more importantly, allow her to help more people with her abilities.
Armgaus Name: Bright Emerald Spark
Gladius: Grand Eisen
Grand Eisen is a 6'6", 70 lb two-handed power hammer with rocket boosters that can be turned on or off for additional attack power. While a sizable and effective instrument of blunt trauma on its own, Penny can channel her lightning powers into it, granting her the ability to do massive melee damage with lightning-boosted, rocket-propelled slams, or can focus her magic into one big "Meteor Slam" where she smashes Grand Eisen on the ground (or a suitable target) and causes a massive shockwave in a large (10') radius around her. She can also use Grand Eisen's rockets to propel her forwards on the battlefield, giving a couple spins in place to increase her speed before she lets the hammer pull her forwards with its boosted momentum.
Parma: Aside from a change of outfit, Penny's bangs become green, and her eyes become a more brilliant green color, with small lightning sparks visible in them when she's emotional or determined. Her outfit changes into something similar to her favorite show, Divine Magical Maid Altea, with a white/green color scheme, with her glasses becoming more futuristic in their design, more akin to a visor.
Combat Role: Penny's role in combat is generally that of assault, using her strength, speed, and toughness to mix it up close while swinging Grand Eisen to crush her enemies.
Elementum: Lightning/Electricity
Elementum Abilities: Penny can user her lightning ability for ranged combat, firing arcs of electricity at a target. However, she prefers to use her lightning abilities to power up her own physical abilities and attacks, emphasizing an assault-heavy style. She can either boost her physical strength or durability, and can focus lightning into her attacks to give them a powerful shock effect. Her preferred use of her Elementum abilities is to channel them into Grand Eisen for devastating heavy attacks.
Re-write for Penny looks good, don't see anything that needs to be changed there.
OK ok ok, I wasn't happy with my first Minako pass either. I made another one, let me know what you think.
The Mundane Name: Minako "Koka" Kaiyo
Age: 16
Sanctum City: Palmyra
Description: A round faced, pale japanese girl standing at about 5'4. Her black hair is always tied up into a bun, and her bangs are dyed a dark blue. She is athletically toned, though she had few sharp edges in her physical form. Koka's casual wear is very goth or 'emo'. Blacks, greys, dark blues. She likes a brand of clothing called Girilla and owns several pairs of sneakers, hoodies, and shirts from their collection.
She wears chokers and earrings. Her belly button is pierced with a small blue plastic crystal. She has a gold crucifix tied into her hair. She also has a tattoo of a pyramind with an eye on her upper left arm. A traditional Buddhist swastika, colored blue, is marked on her right ankle, with the words "well-being" drawn in a circle around them. There's also a pentacle on the small of her back, and the wiccan symbol of the triple goddess on her left shoulder blade. Finally on the outside of her left calf is a symbol of the sun, and on her right calf is a symbol of a crescent moon.
She's usually standing with her hands in her pockets and a little pursed-lip smirk on her face, with her shoulders and posture relaxed and comfortable, eyes casually half-lidded. If something catches her attention she will furrow her brow and tilt her head up, pursing her lips slightly in an expression similar to the one in her image. Overall she comes off as being very approachable or very strange depending on if you're cool or not.
Personality: Minako is lazy, a rule breaker, and a lethargic rebel against authority who hates being told what to do. She's also usually quite grumpy, rarely smiling except a smug smirk when she's trying to be humorous. Expressing her emotions was never really her strong suit. She speaks bitterly and sarcastically most of the time, and though her spite can be hurtful, she doesn't mean to hurt others feelings unless she thinks they deserve it. She dislikes people who she thinks don't think for themselves or are too stiff and self-serious. In order to knock someone down a peg, they have to be standing on some, after all.
Koka's miserable front rarely drops. But she likes people, and believes most are good at heart. They just need to be shaken from their bad habits sometimes. She isn't a hateful person at all, though she'll probably say how much she hates things.
Koka has thought a lot about death, having experienced a decent amount of it in her youth, and has what she feels a fairly good understanding of it, having read a lot of different books about a lot of different religions. It's a topic that fascinates her, considering everyone is going to face it one day but no one really knows what happens afterward.
Minako believes in freedom and altruism, which is why, despite everything, she hates the poisonous disease that has driven humanity to the brink more than she dislikes stiff upper lips and school uniforms.
Background: Koka was born in a poor sector of Palmyra. Her father died when she was young, and her mother tried her best despite her drug habit. Minako rightfully blamed society for her predicament and has been a rebel ever since. She became a free-spirited, if sour, young girl. She made a small group of friends who were much more bitter than she was, though one probably couldn't guess it. Together they stirred up trouble and skipped class. Quite early on she began dealing and using pyschedellic drugs, though she was never caught unlike her friends who were arrested a few times.
Unfortunately for Koka, she wasn't happy just looking out for herself and being a rebel. She was born with an innate sense of compassion that she couldn't ignore, aswell as an inclination towards magic she felt responsible to do something with. More than just cheap parlour tricks of turning water into black goo. There was something Koka thought of as a disease, the Nox, that plague that had driven everyone into these cramped cities and gave the sacred night a bad name. She also wanted to prove everyone who said she would always be nothing but a useless drifter wrong, and as much as she loved her part of town, get away from it aswell. But even before she knew what she was getting into, she knew it was gonna suck. If there was one thing to look forward to it was that, unlike regular school, she might actually want to succeed enough to become an Ars Magi.
The Magical Armgaus Name: Pitch Black Obsidian
Gladius: A threaded cane whip. The bottom is an edge bludgeon, and the handle at the top becomes razor sharp and remains connected via a sharp chain.
Parma:Her skin goes from pale to marble white, and her hair becomes completely blue. Steel gauntlets and bracers manifest themselves around her outfit. Her hoodie lengthens into a flowing trench coat, her jeans into heavy trousers tucked into boots. The trench coat is unzipped, and a black crop-top underneath reveals the large black gem in her navel.
Elementum: Darkness
Elementum Abilities: Minako's ability manifests itself with a pitch black tar she can summon out of the ground or walls after she punctures the surface with the bottom of her cane. The amount of tar she can control increases vastly if there is an alreayd existing water source she can corrupt. She can use it to slow down enemies or speed herself up, or create limited constructs out of it by creating sticky black threads. It can coat the threads and chain links of her cane for even more advanced control over the long extremity.
The darkness also has a healing property should Minako choose. It can fill most wounds and increase regeneration. Minako however, cannot use this ability on herself.
Personality Chie is social yet distant. She keeps a cool, collected but not unfriendly aura around her. She's willing to listen to the problems of others, but much less so to share her own. Chie likes keeping her relationships to small talk, though she isn't afraid to tease other girls. It's hard to get a read on her because of her constant, slightly playful smile. It doesn't indicate her good mood, but just acts as the veil of mystery hiding her true thoughts and emotions. It's the disposition of someone who observes before others are allowed to observe her. She just has a naturally closeted personality.
Background Chie is from a middle-class family in Calcaria. She used to be an energetic child, playing and socializing with other kids until her breath gave out. Chie was a far-cry from the cool girl she would later become. A common thread through her evolution would be loss. It started small enough, only losing a pet at a young age, which would give her an initial lesson in how to cope. Chie got along great with her grandmother, who she spent a lot of time with as her parents weren't always around, but her grandmother passed before Chie could reach double digits in her age.
Her mom and dad weren't home a lot of the time, so she felt lonely and distant from that point. Chie grew out of her cheery demeanor and put space between her and her friends. When her mom didn't come home again one day, and with dad refusing to tell Chie why, she completely closed off her heart to those around her. She started to listen instead of speak, to bottle up instead of cry. Chie was used to being alone, and maybe thought it was better that way. She wouldn't be tied down to people. It's that kind of unfettered disposition that made her fearless of joining Nova Lux. She promised herself that she wouldn't care for the friends she leaves behind, and that they wouldn't care for her.
Parma Chie's hair loses its colour as her eyes change to gold. Her clothing is replaced by a white dress with no strings and black stocking on her thighs. Both her hands turn black, that same effect continuing a bit into her forearm, and past that spot on the left arm she has the same fabric as her dress extending out to her shoulder. Her hair is adorned with a red hair accessory housing three diamond-shaped protrusions as her neck is covered by a warmer in the same colour of her hands.
Elementum Gravity
Elementum Abilities Chie's control over gravity manifests itself in the modification of its pulling properties. By changing the rules of how dense an area's matter is, Chie can create a field wherein objects collide faster or slower with each-other. Designating an area, its gravitational pull will either gradually increase or decrease depending on Chie's intent. She cannot instantly make something pull harder than it did before, as her power needs to ramp up over time. However, like a snowball rolling down the mountains, the longer she keeps it going the faster and stronger the effect will increase. To reverse her own magic requires the same kind of effort in reverse. Examples of practicality are making objects collide with each-other or jumping high into the sky while coming down slowly.
You know what, call me interested. Are the entirety of the Sanctum Cities urban, or do the fields cover some less-developed terrain such as, for example, very forested mountains?
Hopefully this works and doesn't step on any toes, especially for the people who are still writing their CSs.
The Mundane Name: Crystal von Caelestis
Age: 16
Sanctum City: Norba
Description: Crystal stands at 5 feet 7 inches and weighs 143 pounds. She has above-average musculature, built from good genes and rather extreme physical training. She has black hair usually tied in twintails and hazel eyes that seem to pierce through what they look at. She tends to be slouched somewhat when she's not taking something seriously, which is most of the time.
Personality: Crystal is a mixed-bag of personality traits, according to the psychologist she visits on a monthly basis. She is not shy, but is quiet and keeps to herself. She is not outgoing, but can become overexcited by the things she enjoys. She is usually calm, and often confident, but the times when she's not she tends to reach the other extreme of hyperactive or pessimistic, respectively. She tends to spend her free time drawing or reading, often both being based around manga, though she also enjoys drawing more realistic styles as well. She is also almost always preoccupied with writing stories to go with her art. Crystal has the bad habits of chewing gum and, strangely, blowing air up from her mouth towards her forehead, usually messing up her bangs. She has the affliction of obsessive compulsive disorder, though with her medication one would never know it. When she is unable to take them, however, she becomes a nervous wreck and her habits explode in severity.
Background: Crystal von Caelestis is a part of the extended family of the Jupiter family of the Duodecim. That is to say, she is a cousin of the heir to the family. Or rather, she would be if her uncle had a child. As it stands, she and her cousins are all later in line than a nonexistent relative for purposes of succession. Once her uncle marries and has children, they will be the next generation of the Jupiter family line. As such, she was raised in a very noble-esque environment in which she was given great freedom to pursue her interests while also being taught and trained at a higher level than most. She is skilled in the arts not because she wished to be, but because she must be in order to properly represent the Caelestis family. She is in good physical shape and skilled with weapons not because she has passion for it, but because she must be able to defend herself and others if necessary. She only recently discovered that she has access to magic, and was very quickly enrolled in Nova Lux Academy. As such, she feels rushed and out of place.
The Magical
Armgaus Name: Frozen Blue Sapphire
Gladius:
Parma:
Elementum: Ice
Elementum Abilities: Crystal can both form ice from nowhere and remove heat from an area, causing coldness to form. She is able to freeze things with a touch, or with some effort do so without physical contact. While she cannot do things like throwing spears of ice telepathically, she can certainly create them in such a way as to pierce a target without needing to be moved. Her ability to remove heat from an area usually manifests as control of the temperature surrounding her, and a distaste of heat means that she often uses this trick when she is able to use magic at all to help keep her cooled off. Somewhat strangely, her magic has minor purifying properties; freezing water with her magic will also remove most impurities from it.
Elegance. If one was pressed to produce but a single world to describe Vanna, elegance might be their best bet. Vanna’s every move exudes confidence and nobility, and indeed her tall stature and brilliant silver hair definitely makes for a striking figure. But the honor of her most captivating feature likely extends to Vanna’s eyes. An oft muted shade of red, her eyes are usually mistaken for a more mundane light amber, but in her rare moments of passion and emotion they’ll take on a blazing sanguine luster.
As for clothing, there is a casual sense of wealth in Vanna’s wardrobe. While not one to flaunt fancy gems and meticulous embroidery, there’s no doubt that even Vanna’s casual clothing is high class. Dark tops with floral patterns on the sleeves, royal purple skirts fading to white; there will always be nobility in what Vanna chooses to wear. After all, Vanna understands better than anyone that she must never bring shame upon her family name, and the first step is making sure to dress the part.
Personality: Defeat is a foreign concept to the young lady of the Diana family. Sooner may swine take to the sky before Vanna bows down to a challenge. Victory is sacrosanct to the lady, and she will always work hard to achieve her goals. That is after all the duty bestowed upon her through her family line. This self assuredness has granted Vanna a confidence many have mistaken for arrogance. But the simple fact of the matter is that Vanna can’t afford to lose, because losing would mean betraying the expectations that have been placed upon her. Thus at all times Vanna has complete confidence in her abilities, and it matters not if others fail to keep up. She’s perfectly content to achieve victory all on her lonesome.
This degree of self assuredness has often led others to view her as aloof, and indeed Vanna rarely makes time for others outside of what is strictly necessary. Many have mistaken Vanna’s lack of caring as a sort of smugness or at worse disdain for others, but truthfully Vanna just doesn’t see the point in wasting time or energy on wasteful and weak people. It’s not that she hates others, she just doesn’t care, her duty to protect them all remains unchanged either way.
At all times Vanna makes sure to remain polite and respectful to others, while remaining deeply focused and driven towards achieving her goals. Away from the prying eyes of others Vanna may spend hours working towards improving herself. A perfectionist to the end, Vanna holds herself to a higher standard than anyone else. It is only when backed into a corner that deeper emotions can come flowing forward. In those moments, there is brimming intensity belaying a sense of utter joy as Vanna finds a way to yet again emerge victorious.
For after all: Vanna can never lose.
Background: Since the night of the First Void the Diana family has always stood steadfast. Ardent defenders against all incursions from the Void; little has changed for the family over the years. Now and forever they are humanity’s front line. Few know this better than Diana Khay Vanna, V to her friends, Lady Vanna to most others. As the second daughter of the Diana family this legacy has been etched into Vanna’s very being. From a young age Vanna has been cognizant of the cross she must bear.
Thus while she may have been born into a life of luxury in truth it was never a leisurely lifestyle for the young girl. Etiquette, politics, history, and of course practical lessons in combat have all been drilled into Vanna over the years. Simply put Vanna knows she has a role to fill, a duty to her family, and she’s always strived to put 200% into reaching that pinnacle. She was taught to be the epitome of a Duodecim Lady and that is the summit she always seeks to maintain.
Outside of constant lessons, Vanna hasn’t experienced much of what life has to offer. Sure she’ll take breaks in the forest behind her country manor, or visit the greater city of Potentia with her younger siblings, but these short reprieves can hardly be considered anything else. That said, as surprising as it may be, many of Vanna’s dearest memories stem from traveling with her father or elder brothers to the outskirts of Potentia to inspect the city’s defenses against the Void.
Vanna has always appreciated her responsibility as a daughter of the Diana family, and getting to take a small part in her family’s legacy never fails to bring an unmatched sense of fulfilment. Her recent enrollment into Nova Lux, where she will train to truly shoulder the duties of her family, has brought a new feeling of excitement to the young girl.
Of course she’ll never allow such excitement to exude outwards. After all, a lady must keep her wits about her at all times.
The Magical
Armgaus Name: The Victorious Crimson Garnet
Gladius:Asi - By all accounts a rather simple gladius, Vanna’s weapon of choice is a basic "hand-and-a-half" sword in servitude to the people. A simple cross guard hilt, a basic leather wrapping on the grip, Asi is a fairly straightforward weapon. The intoxicating scarlet garnet inlaid in the pommel and the dazzling silver blade that seems to reflect moonlight at all times are the main features that would clue one into the true magical nature of the gladius.
Parma:
Perhaps a sign of her constant acceptance of her duty, but little about Vanna’s appearance changes when transformed. Her eyes glow a brighter shade of red, her silver hair appears to gain even more luminance, but ultimately that’s about all there is in terms of an outward change in appearance. And outside of a shimmering, long, red and purple shoulder cape, her magical armor is surprisingly simple. Most definitely still noble and high class, but far from the ostentatious armor one might otherwise suspect. Fitting for a weapon of the Duodecim.
Elementum: Aether
Elementum Abilities: Being an ever present element, Vanna’s control over Aether upon first transforming is limited. But as time progresses Vanna begins to absorb more and more of her elementum therein illustrating the true powers behind the quintessence. At first this manifests as simple boosts to Vanna’s strength and speed gradually getting to a point of achieving basic levitation. As she absorbs more Aether Vanna gains the ability to project its power outwards, be it in the form of weak blasts of energy or small defensive shields. Aether can even be used to heal wounds once a suitable amount has been absorbed by Vanna. Ultimately Vanna’s strength manifests best in prolonged combat, and at the beginning she must rely on her own skills, not her elementum, to find victory.
Elegance. If one was pressed to produce but a single world to describe Vanna, elegance might be their best bet. Vanna’s every move exudes confidence and nobility, and indeed her tall stature and brilliant silver hair definitely makes for a striking figure. But the honor of her most captivating feature likely extends to Vanna’s eyes. An oft muted shade of red, her eyes are usually mistaken for a more mundane light amber, but in her rare moments of passion and emotion they’ll take on a blazing sanguine luster.
As for clothing, there is a casual sense of wealth in Vanna’s wardrobe. While not one to flaunt fancy gems and meticulous embroidery, there’s no doubt that even Vanna’s casual clothing is high class. Dark tops with floral patterns on the sleeves, royal purple skirts fading to white; there will always be nobility in what Vanna chooses to wear. After all, Vanna understands better than anyone that she must never bring shame upon her family name, and the first step is making sure to dress the part.
Personality: Defeat is a foreign concept to the young lady of the Diana family. Sooner may swine take to the sky before Vanna bows down to a challenge. Victory is sacrosanct to the lady, and she will always work hard to achieve her goals. That is after all the duty bestowed upon her through her family line. This self assuredness has granted Vanna a confidence many have mistaken for arrogance. But the simple fact of the matter is that Vanna can’t afford to lose, because losing would mean betraying the expectations that have been placed upon her. Thus at all times Vanna has complete confidence in her abilities, and it matters not if others fail to keep up. She’s perfectly content to achieve victory all on her lonesome.
This degree of self assuredness has often led others to view her as aloof, and indeed Vanna rarely makes time for others outside of what is strictly necessary. Many have mistaken Vanna’s lack of caring as a sort of smugness or at worse disdain for others, but truthfully Vanna just doesn’t see the point in wasting time or energy on wasteful and weak people. It’s not that she hates others, she just doesn’t care, her duty to protect them all remains unchanged either way.
At all times Vanna makes sure to remain polite and respectful to others, while remaining deeply focused and driven towards achieving her goals. Away from the prying eyes of others Vanna may spend hours working towards improving herself. A perfectionist to the end, Vanna holds herself to a higher standard than anyone else. It is only when backed into a corner that deeper emotions can come flowing forward. In those moments, there is brimming intensity belaying a sense of utter joy as Vanna finds a way to yet again emerge victorious.
For after all: Vanna can never lose.
Background: Since the night of the First Void the Diana family has always stood steadfast. Ardent defenders against all incursions from the Void; little has changed for the family over the years. Now and forever they are humanity’s front line. Few know this better than Diana Khay Vanna, V to her friends, Lady Vanna to most others. As the second daughter of the Diana family this legacy has been etched into Vanna’s very being. From a young age Vanna has been cognizant of the cross she must bear.
Thus while she may have been born into a life of luxury in truth it was never a leisurely lifestyle for the young girl. Etiquette, politics, history, and of course practical lessons in combat have all been drilled into Vanna over the years. Simply put Vanna knows she has a role to fill, a duty to her family, and she’s always strived to put 200% into reaching that pinnacle. She was taught to be the epitome of a Duodecim Lady and that is the summit she always seeks to maintain.
Outside of constant lessons, Vanna hasn’t experienced much of what life has to offer. Sure she’ll take breaks in the forest behind her country manor, or visit the greater city of Potentia with her younger siblings, but these short reprieves can hardly be considered anything else. That said, as surprising as it may be, many of Vanna’s dearest memories stem from traveling with her father or elder brothers to the outskirts of Potentia to inspect the city’s defenses against the Void.
Vanna has always appreciated her responsibility as a daughter of the Diana family, and getting to take a small part in her family’s legacy never fails to bring an unmatched sense of fulfilment. Her recent enrollment into Nova Lux, where she will train to truly shoulder the duties of her family, has brought a new feeling of excitement to the young girl.
Of course she’ll never allow such excitement to exude outwards. After all, a lady must keep her wits about her at all times.
The Magical
Armgaus Name: The Victorious Crimson Garnet
Gladius:Asi - By all accounts a rather simple gladius, Vanna’s weapon of choice is a basic "hand-and-a-half" sword in servitude to the people. A simple cross guard hilt, a basic leather wrapping on the grip, Asi is a fairly straightforward weapon. The intoxicating scarlet garnet inlaid in the pommel and the dazzling silver blade that seems to reflect moonlight at all times are the main features that would clue one into the true magical nature of the gladius.
Parma:
Perhaps a sign of her constant acceptance of her duty, but little about Vanna’s appearance changes when transformed. Her eyes glow a brighter shade of red, her silver hair appears to gain even more luminance, but ultimately that’s about all there is in terms of an outward change in appearance. And outside of a shimmering, long, red and purple shoulder cape, her magical armor is surprisingly simple. Most definitely still noble and high class, but far from the ostentatious armor one might otherwise suspect. Fitting for a weapon of the Duodecim.
Elementum: Aether
Elementum Abilities: Being an ever present element, Vanna’s control over Aether upon first transforming is limited. But as time progresses Vanna begins to absorb more and more of her elementum therein illustrating the true powers behind the quintessence. At first this manifests as simple boosts to Vanna’s strength and speed gradually getting to a point of achieving basic levitation. As she absorbs more Aether Vanna gains the ability to project its power outwards, be it in the form of weak blasts of energy or small defensive shields. Aether can even be used to heal wounds once a suitable amount has been absorbed by Vanna. Ultimately Vanna’s strength manifests best in prolonged combat, and at the beginning she must rely on her own skills, not her elementum, to find victory.
Description:A little above average height with a fit, limber build and long, long hair. The last is the first thing anyone will notice considering her tendency to dye it whatever color strikes her, most recently a deep purple. It hangs down past Rivka’s back and she keeps it neat and styled despite how much maintenance it takes her. Her skin, despite their necessary emigration, reflects her northern ancestry; a pale starting point that is hard to miss regardless of any given month's tanning. Despite her vibrant hair her attire skews towards the darker, more muted end of the color spectrum; blacks, maroons, navies, and such. Rivka has a dark jacket she wears as soon as the air is cold enough and even sometimes in stubborn defiance of the heat.
It’s uncommon to see Rivka in her own time without a firearm case or an instrument, both belonging to pastimes that she greatly enjoys.
Personality: Stoic and resolute, with a contrasting penchant for the arts and a disposition that borders on lazy. A mix that seems at once abrasive and contradictory becomes much more understandable if you persevere past her standoffish exterior. The decline of humanity to a handful of cities is a tragedy, one to be endured, but not to be endured without release; art is a way to process the world, to bolster the spirit, and to defy the monsters that would burden humanity. Music is her own preference, but she enjoys the expression found in all the arts. But the world is a harsh place too, and competitive shooting gives her another outlet. One that makes her much, much harder to take out than the average danger manages.
Endure, she says, but never in silence.. To suffer in silence is to suffer alone, and that path is simply a longer road to madness. To speak of your experience is to be a beacon of strength for others, and what is an Ars Magi but a beacon of strength?
But that doesn’t mean she can’t take a break, either. Nothing recharges the soul like a day off with some close friends. If she can manage to make any.
Background: The Sokolovs, many years back, hailed from the northern reaches of the continent. When the Sanctums were established they traveled south, taking their name, language, and many of their customs with them. It was a hard journey after the First Void, and a harder life adjusting to their new home. But they were Russian, when there still was such a place, and they endured. They left behind anything they could not carry, they sold much of what they could, and in the end they clung only to the clothes on the back and their instruments. To leave them behind would have been to surrender, and that was unthinkable. They arrived in Baeterrae penniless and took generations to claw their way to the meagre finances they now possess. But they had their talent and their experience and in their art they found solace. Music kept them sane, and volunteering their services to defend the fledgling city kept them sheltered and fed.
That has been their lot since, and the life to which Rivka was born. She mastered her art, she worked the jobs that she could find, and on her own volition she took up sport shooting. A skill that at once made her more capable and gave her a chance to pad the family coffers with prize money. And she got very, very good at it. The art of a rifle proved just as natural to her touch as an instrument, and she loved it. It was an empowering thing to excel at and her admittedly pessimistic demeanor tilted, just a little, towards hope.
And when she found out that she had the potential to be an Ars Magi she didn’t hesitate to apply. It was a chance to provide hope that she could never match on her own.
Gladius: A semiautomatic, over-under double barreled magitech rifle with flip up leaf sights and a detachable bayonet. A gleaming, ornate weapon in blued steel with red-hued opalescent inlay.
Parma:A stylized uniform with a royal purple shoulder cape on her right. A pair of shooting glasses with lenses like opals appear over her eyes, and the highlights in her hair take on a similar hue. These points, and the inlay of her Gladius, begin to fluoresce faintly red when using her Elementum.
Elementum: Fire
Elementum Abilities: Fire, combustion, and general heat are aspects of the Elementum at Rivka’s disposal. She can fire or control flame, heat objects, and generate some lift with these flames. In time she might learn some degree of flight with them. More directly she can channel her Elementum through her Gladius, firing rounds equivalent to truly incredible HE or HEAP shots depending on whether precision or sheer force is more important. She can also superheat its bayonet, be it attached or in her hand, to cleave and pierce much more easily. The lenses of her Parma help protect her eyes from the light produced by the extreme ends of her Elementum.
Whew, we've got a lot of magical girls. I'm probably not going to be able to take everyone, but I like all the submissions so far.
I'm going to walk back my earlier statement and close a bit earlier than planned. All submissions will be due by Wednesday the 14th. I'll pick 4-5 from that group.
That said, on to the ones I've missed so far:
Name: Jenny Malone
Age: 17
Sanctum City: Bellanum
Description: Five foot nothing and 100 lb. soaking wet, Jenny doesn't exactly cut a heroic figure. Her red hair falls in a waterfall to her shoulders. Her clothing is usually in loud colors, far past tasteful but just short of obnoxious.
Personality: Jenny can summed up in three words: Over. The. Top. Everything she does, she does big. She is steadfast and loyal, but has a raging temper- her childhood nickname was Strawberry Shortfuse for a reason. She enjoys athletics and can often be found in the gym or out on the track.
Bio: Life ain't easy in Bellanum. Situated in the frozen middle of nowhere, at times it seems like nature is a bigger enemy than any void. Jenny's family wasn't well off, but they did what they could to spoil their only child absolutely rotten. She grew up playing basketball and soccer, and got quite a bit of attention for her skills on the field, even if her grades were less than stellar.
The problem with living in what used to be Canada is that if something goes wrong with your heater during the winter, you need to find a place to go, quick. As they piled on the blankets and headed for her grandmother's, a shivering Jenny just wished she could be warm again, and a little fire appeared in her hand. That was when she knew.
The Magical:
Armagus Name: Blazing Crimson Ruby
Armagus Description: A 3 foot, basket-hilted rapier. When she draws it, it transmutes into flame from tip to hilt.
Parma: Her physical features don't change, only her outfit- but what a change! Gleaming white boots and gloves, a short red skirt, white top, white cape with emblem of a silver heart containing red flames, and a gold tiara with a ruby.
Elementum: Fire
Elementum abilities: Jenny is the queen of heat and flame. Fireballs, walls of flame for area denial, beams of heat- all are within her domain. She can even breathe fire like a dragon for extra style points.
Sorry I missed this the first time, this looks good to me.
There we go.
Age: 17
Sanctum City: Baeterrae, Vesta
Description:A little above average height with a fit, limber build and long, long hair. The last is the first thing anyone will notice considering her tendency to dye it whatever color strikes her, most recently a deep purple. It hangs down past Rivka’s back and she keeps it neat and styled despite how much maintenance it takes her. Her skin, despite their necessary emigration, reflects her northern ancestry; a pale starting point that is hard to miss regardless of any given month's tanning. Despite her vibrant hair her attire skews towards the darker, more muted end of the color spectrum; blacks, maroons, navies, and such. Rivka has a dark jacket she wears as soon as the air is cold enough and even sometimes in stubborn defiance of the heat.
It’s uncommon to see Rivka in her own time without a firearm case or an instrument, both belonging to pastimes that she greatly enjoys.
Personality: Stoic and resolute, with a contrasting penchant for the arts and a disposition that borders on lazy. A mix that seems at once abrasive and contradictory becomes much more understandable if you persevere past her standoffish exterior. The decline of humanity to a handful of cities is a tragedy, one to be endured, but not to be endured without release; art is a way to process the world, to bolster the spirit, and to defy the monsters that would burden humanity. Music is her own preference, but she enjoys the expression found in all the arts. But the world is a harsh place too, and competitive shooting gives her another outlet. One that makes her much, much harder to take out than the average danger manages.
Endure, she says, but never in silence.. To suffer in silence is to suffer alone, and that path is simply a longer road to madness. To speak of your experience is to be a beacon of strength for others, and what is an Ars Magi but a beacon of strength?
But that doesn’t mean she can’t take a break, either. Nothing recharges the soul like a day off with some close friends. If she can manage to make any.
Background: The Sokolovs, many years back, hailed from the northern reaches of the continent. When the Sanctums were established they traveled south, taking their name, language, and many of their customs with them. It was a hard journey after the First Void, and a harder life adjusting to their new home. But they were Russian, when there still was such a place, and they endured. They left behind anything they could not carry, they sold much of what they could, and in the end they clung only to the clothes on the back and their instruments. To leave them behind would have been to surrender, and that was unthinkable. They arrived in Baeterrae penniless and took generations to claw their way to the meagre finances they now possess. But they had their talent and their experience and in their art they found solace. Music kept them sane, and volunteering their services to defend the fledgling city kept them sheltered and fed.
That has been their lot since, and the life to which Rivka was born. She mastered her art, she worked the jobs that she could find, and on her own volition she took up sport shooting. A skill that at once made her more capable and gave her a chance to pad the family coffers with prize money. And she got very, very good at it. The art of a rifle proved just as natural to her touch as an instrument, and she loved it. It was an empowering thing to excel at and her admittedly pessimistic demeanor tilted, just a little, towards hope.
And when she found out that she had the potential to be an Ars Magi she didn’t hesitate to apply. It was a chance to provide hope that she could never match on her own.
Gladius: A semiautomatic, over-under double barreled magitech rifle with flip up leaf sights and a detachable bayonet. A gleaming, ornate weapon in blued steel with red-hued opalescent inlay.
Parma:A stylized uniform with a royal purple shoulder cape on her right. A pair of shooting glasses with lenses like opals appear over her eyes, and the highlights in her hair take on a similar hue. These points, and the inlay of her Gladius, begin to fluoresce faintly red when using her Elementum.
Elementum: Fire
Elementum Abilities: Fire, combustion, and general heat are aspects of the Elementum at Rivka’s disposal. She can fire or control flame, heat objects, and generate some lift with these flames. In time she might learn some degree of flight with them. More directly she can channel her Elementum through her Gladius, firing rounds equivalent to truly incredible HE or HEAP shots depending on whether precision or sheer force is more important. She can also superheat its bayonet, be it attached or in her hand, to cleave and pierce much more easily. The lenses of her Parma help protect her eyes from the light produced by the extreme ends of her Elementum.
Another fire user! That's fine, and this looks good.
The Mundane
Name: Diana Khay “V” Vanna
Age: 17
Sanctum City: Potentia, Diana
Description:
Elegance. If one was pressed to produce but a single world to describe Vanna, elegance might be their best bet. Vanna’s every move exudes confidence and nobility, and indeed her tall stature and brilliant silver hair definitely makes for a striking figure. But the honor of her most captivating feature likely extends to Vanna’s eyes. An oft muted shade of red, her eyes are usually mistaken for a more mundane light amber, but in her rare moments of passion and emotion they’ll take on a blazing sanguine luster.
As for clothing, there is a casual sense of wealth in Vanna’s wardrobe. While not one to flaunt fancy gems and meticulous embroidery, there’s no doubt that even Vanna’s casual clothing is high class. Dark tops with floral patterns on the sleeves, royal purple skirts fading to white; there will always be nobility in what Vanna chooses to wear. After all, Vanna understands better than anyone that she must never bring shame upon her family name, and the first step is making sure to dress the part.
Personality: Defeat is a foreign concept to the young lady of the Diana family. Sooner may swine take to the sky before Vanna bows down to a challenge. Victory is sacrosanct to the lady, and she will always work hard to achieve her goals. That is after all the duty bestowed upon her through her family line. This self assuredness has granted Vanna a confidence many have mistaken for arrogance. But the simple fact of the matter is that Vanna can’t afford to lose, because losing would mean betraying the expectations that have been placed upon her. Thus at all times Vanna has complete confidence in her abilities, and it matters not if others fail to keep up. She’s perfectly content to achieve victory all on her lonesome.
This degree of self assuredness has often led others to view her as aloof, and indeed Vanna rarely makes time for others outside of what is strictly necessary. Many have mistaken Vanna’s lack of caring as a sort of smugness or at worse disdain for others, but truthfully Vanna just doesn’t see the point in wasting time or energy on wasteful and weak people. It’s not that she hates others, she just doesn’t care, her duty to protect them all remains unchanged either way.
At all times Vanna makes sure to remain polite and respectful to others, while remaining deeply focused and driven towards achieving her goals. Away from the prying eyes of others Vanna may spend hours working towards improving herself. A perfectionist to the end, Vanna holds herself to a higher standard than anyone else. It is only when backed into a corner that deeper emotions can come flowing forward. In those moments, there is brimming intensity belaying a sense of utter joy as Vanna finds a way to yet again emerge victorious.
For after all: Vanna can never lose.
Background: Since the night of the First Void the Diana family has always stood steadfast. Ardent defenders against all incursions from the Void; little has changed for the family over the years. Now and forever they are humanity’s front line. Few know this better than Diana Khay Vanna, V to her friends, Lady Vanna to most others. As the second daughter of the Diana family this legacy has been etched into Vanna’s very being. From a young age Vanna has been cognizant of the cross she must bear.
Thus while she may have been born into a life of luxury in truth it was never a leisurely lifestyle for the young girl. Etiquette, politics, history, and of course practical lessons in combat have all been drilled into Vanna over the years. Simply put Vanna knows she has a role to fill, a duty to her family, and she’s always strived to put 200% into reaching that pinnacle. She was taught to be the epitome of a Duodecim Lady and that is the summit she always seeks to maintain.
Outside of constant lessons, Vanna hasn’t experienced much of what life has to offer. Sure she’ll take breaks in the forest behind her country manor, or visit the greater city of Potentia with her younger siblings, but these short reprieves can hardly be considered anything else. That said, as surprising as it may be, many of Vanna’s dearest memories stem from traveling with her father or elder brothers to the outskirts of Potentia to inspect the city’s defenses against the Void.
Vanna has always appreciated her responsibility as a daughter of the Diana family, and getting to take a small part in her family’s legacy never fails to bring an unmatched sense of fulfilment. Her recent enrollment into Nova Lux, where she will train to truly shoulder the duties of her family, has brought a new feeling of excitement to the young girl.
Of course she’ll never allow such excitement to exude outwards. After all, a lady must keep her wits about her at all times.
The Magical
Armgaus Name: The Victorious Crimson Garnet
Gladius:Asi - By all accounts a rather simple gladius, Vanna’s weapon of choice is a basic "hand-and-a-half" sword in servitude to the people. A simple cross guard hilt, a basic leather wrapping on the grip, Asi is a fairly straightforward weapon. The intoxicating scarlet garnet inlaid in the pommel and the dazzling silver blade that seems to reflect moonlight at all times are the main features that would clue one into the true magical nature of the gladius.
Parma:
Perhaps a sign of her constant acceptance of her duty, but little about Vanna’s appearance changes when transformed. Her eyes glow a brighter shade of red, her silver hair appears to gain even more luminance, but ultimately that’s about all there is in terms of an outward change in appearance. And outside of a shimmering, long, red and purple shoulder cape, her magical armor is surprisingly simple. Most definitely still noble and high class, but far from the ostentatious armor one might otherwise suspect. Fitting for a weapon of the Duodecim.
Elementum: Aether
Elementum Abilities: Being an ever present element, Vanna’s control over Aether upon first transforming is limited. But as time progresses Vanna begins to absorb more and more of her elementum therein illustrating the true powers behind the quintessence. At first this manifests as simple boosts to Vanna’s strength and speed gradually getting to a point of achieving basic levitation. As she absorbs more Aether Vanna gains the ability to project its power outwards, be it in the form of weak blasts of energy or small defensive shields. Aether can even be used to heal wounds once a suitable amount has been absorbed by Vanna. Ultimately Vanna’s strength manifests best in prolonged combat, and at the beginning she must rely on her own skills, not her elementum, to find victory.
I figured we'd get a noble or two, so that's good. Aether isn't an element I expected, but I think it'll work. I like it!
Hopefully this works and doesn't step on any toes, especially for the people who are still writing their CSs.
The Mundane Name: Crystal von Caelestis
Age: 16
Sanctum City: Norba
Description: Crystal stands at 5 feet 7 inches and weighs 143 pounds. She has above-average musculature, built from good genes and rather extreme physical training. She has black hair usually tied in twintails and hazel eyes that seem to pierce through what they look at. She tends to be slouched somewhat when she's not taking something seriously, which is most of the time.
Personality: Crystal is a mixed-bag of personality traits, according to the psychologist she visits on a monthly basis. She is not shy, but is quiet and keeps to herself. She is not outgoing, but can become overexcited by the things she enjoys. She is usually calm, and often confident, but the times when she's not she tends to reach the other extreme of hyperactive or pessimistic, respectively. She tends to spend her free time drawing or reading, often both being based around manga, though she also enjoys drawing more realistic styles as well. She is also almost always preoccupied with writing stories to go with her art. Crystal has the bad habits of chewing gum and, strangely, blowing air up from her mouth towards her forehead, usually messing up her bangs. She has the affliction of obsessive compulsive disorder, though with her medication one would never know it. When she is unable to take them, however, she becomes a nervous wreck and her habits explode in severity.
Background: Crystal von Caelestis is a part of the extended family of the Jupiter family of the Duodecim. That is to say, she is a cousin of the heir to the family. Or rather, she would be if her uncle had a child. As it stands, she and her cousins are all later in line than a nonexistent relative for purposes of succession. Once her uncle marries and has children, they will be the next generation of the Jupiter family line. As such, she was raised in a very noble-esque environment in which she was given great freedom to pursue her interests while also being taught and trained at a higher level than most. She is skilled in the arts not because she wished to be, but because she must be in order to properly represent the Caelestis family. She is in good physical shape and skilled with weapons not because she has passion for it, but because she must be able to defend herself and others if necessary. She only recently discovered that she has access to magic, and was very quickly enrolled in Nova Lux Academy. As such, she feels rushed and out of place.
The Magical
Armgaus Name: Frozen Blue Sapphire
Gladius:
Parma:
Elementum: Ice
Elementum Abilities: Crystal can both form ice from nowhere and remove heat from an area, causing coldness to form. She is able to freeze things with a touch, or with some effort do so without physical contact. While she cannot do things like throwing spears of ice telepathically, she can certainly create them in such a way as to pierce a target without needing to be moved. Her ability to remove heat from an area usually manifests as control of the temperature surrounding her, and a distaste of heat means that she often uses this trick when she is able to use magic at all to help keep her cooled off. Somewhat strangely, her magic has minor purifying properties; freezing water with her magic will also remove most impurities from it.
And here's the other noble. This also looks pretty good, nothing to correct.
You know what, call me interested. Are the entirety of the Sanctum Cities urban, or do the fields cover some less-developed terrain such as, for example, very forested mountains?
I missed this question too, my bad. To answer: Mostly urban. There's some agriculture on the ring, but it's not really 'countryside'. Most of the available land is used and built on, so no very forested areas.
Description: Selma stands out without really trying. As one of the most statuesque young women you could ever meet, her tall and robust frame likens her more to a tree walking around than a teenage girl, but her goofball demeanor quickly undercuts any potential intimidation that stature may induce. Her speech patterns are more "coarse" than "rough", and a genuine frown is hard to find on her gentle features. More often it's simply the terse, grunted scowl of hard work than true displeasure. Her straight shoulder-length hair and eyes are both the color of the pines of her ancestral home, and her casual attire consists of a seemingly endless supply of loose work shirts in dark colors and long jeans. Her most prized accessories are the small, unassuming black ribbon perched in the back of her hair, and the silver pendant upon her neck.
Personality: Selma Rosmarie is first and foremost a throwback. A traditionalist raised by traditionalists, her pointedly rustic upbringing produced a girl all but convinced she'd be most at home in the thick forests and surrounded by nature rather your usual cityscapes. The family business of contributing to Valentia's agriculture is, unfortunately, as close as the towering young woman could hope to get. Her appreciation for a hard day's work, an honest character, and deep respect for innocent life permeate her to the core, plainly expressing themselves in (almost) faultless integrity, unassuming candor, and drive to protect people from any foes, be they from without or from within. While not well-read, and at times admittedly simple, she also carries with her a folksy wisdom that can only be cultivated by long days tilling what little fields mankind has left, alone with one's mind and the greenery. While technological integration is impossible to escape, she's definitely below par when it comes to utilizing it.
Her honesty is the source of her unshakable self-assurance, completely willing to speak her mind and open about all that she is. Hers is the uncomplicated pride of refusing to lie to herself, or anyone else. She likes what she likes, talks as she talks, and thinks what she thinks. You have to be strong and resilient, sure, but you also have to be true to your heart. Simple pleasures like dancing to a pleasant tune, making a friend laugh, and the rush of fighting for the good of the world are food for the soul. They deserve to be shared with any who'll have them.
Background: Selma was born at the outskirts of Valentia, to a humble family of farmers that emigrated during the First Void from the heavily wooded mountains of the Black Forest. Devastated by the loss of their ancestral home, the Rosmarie clan clung covetously, perhaps even desperately to every tradition they had— while they could no longer exactly be people of the countryside, they could remember it as dearly as possible. They dove into the role of agriculture as a means of both living off the land humanity had left, and recapturing what they could of their lives deep within the woodlands of what was once southern Germany. They did everything they feasibly could by hand, passed on old stories left behind in a single book of fairy tales, and spoke reverently of the old country, accounts from the past known by heart to each member. It was not easy to transmute a family from a forest of wood to the outskirts of one built from concrete, but they were mountain folk: hardy, rugged, and resilient enough to weather it.
In this environment, Selma was introduced very early to work on the fields, picking root vegetables come time for harvest, sorting them by hand, and resting beneath the shade of the family oak, planted and nurtured as an acorn by the first generation of Rosmaries to find safety behind the Sanctum. Her respect for these traditions is healthy and unwavering, even in the face of the confusion of her more normal peers and friends. Over the years, the family had become just about comfortably middle-class again by a combination of frugal living and a few exceptionally good harvests after a begrudging "modernization" of their equipment. This coincided with Selma's first purchase of a phone, and perhaps more importantly her discovery of magical aptitude. Within this hardworking young woman was the potential to become one of the Ars Magi.
Her family could afford to let her take this to Nova Lux Academy now. She could go out and fight for what they had lost. Their land. Their home. The ground where they were meant to live and die. They gave her their well-wishes and unconditional support. This was bigger than them all. The big girl barely hesitated.
The Magical
Armgaus Name: Verdant Moss Emerald
Gladius:A heavy, robust axe, cheekily named 'Kleinbruder'. Its weighty head is bearded, and equally suitable for chopping down trees and Voids alike, whilst its sturdy wooden handle is curved to maximize force delivery in either one or two-handed grips. Etched into the sides of the head are fullers that form a runic pattern.
Parma: Very much the same unmistakable Douglas Fir of a girl. When transformed, Selma's mistletoe eyes gain a faint, arcane luminescence, and her hair grows a truly vibrant green. As for her attire, it hearkens to an idea of almost barbarism, tanned leathers and steel replacing the usual loose work shirts.
Elementum: Earth
Elementum Abilities: Ripper of soil, breaker of stone, maiden of mountains. The first thing about Selma is that she is strong, large frame and a lifetime of labor bolstered by the very earth she strikes. As indomitable and everlasting as the Black Forest range her family hails from, the girl's force of will and connection to the earth manifest as seismic tremors, effectively the ability to create crevasses, violent upheavals, and even the odd localized earthquake on contact. Her bones are hard, her skin tough, and her spirit endless, she's about as easy to knock down as the Alps even when not transformed. A lifetime of feeling soil beneath her feet has given her a good sense for how it vibrates, allowing her to pick up on most land movements larger than those of a vole. Seems to have some form of kinship with all but the most violent beasts of the wild. That, or errant birds genuinely do mistake her for a tree.