Equipment & Valuables ↳ Staff of Ngma; Aside from the basic silk robes, pants, and straw sandals Daos wears at all times, he wears no special equipment or armour, for he feels his hardened body needs little more protection. What he does have is a weapon, the magical staff of Ngma, which is said to be an ancient artifact that was once held by a powerful deity, who governed the earth and sky alike. Wielders of the staff first notice how it weighs nearly a ton, making it an incredibly difficult item to use in combat. Daos is one of the only people across the land who trained himself solely to be able to brandish such a weapon, and has been training with the staff for over twenty years now. Ngma has the power to mitigate the weight of anything its five charms dig in to, turning it in to a maul if a boulder is attached to the staff’s end. Only at the handle will such a maul seem to weigh only one ton, even if the boulder itself weighs several. The charms are also capable of changing the direction in which the wind travels, and if swung in certain ways, that wind can become dangerously sped up, or forced still.
Personality ↳ The teachings of the great gods have bound themselves to Daos' changeless personality. Zealous to a fault, he upholds the way of the Nazahyra, his now forgotten people, most of whom have died during the war against Calxus. If there is one trait to his personality that defies his teachings, it would be his regret, and desire for revenge. Though he would convince himself and those around him that his actions are meant to uphold the ideal of balance, between light and dark, life and death, it does not explain the hatred he still harbors deep within.
Daos' eyes are on the horizon, to which they rarely stray. He can be seen as patient, however he does not waste any time, he is constantly pursuing his goals and does not allow anything to stand between him and them. Few things can distract Daos, as he is a very focused man, he puts the entirety of his brain towards an objective, and does not allow himself to be persuaded often. Sometimes Daos can be seen as stubborn, self-righteous, or even aloof when his focus is not divided between his goals and those around him. The only concept he can multi-task on is his surroundings, given that he is a very powerful elementalist.
As high priest of Nazahyra, Daos' reserves the right to be pious and proud. Those who disbelieve in his gods have their opinions ignored outright, those who speak ill of his gods may earn the priest's preaching or blatant threat for blasphemy. As a devout follower of the old and new gods, there are many paradigms to his will; balance is important to Daos, and he believes chaos is becoming of the world in its current state. He righteously seeks to purge the world of its true evils, such as the Calxus regime's leaders, as well as the demons working behind the scenes. Daos tries to be proud and humble at the same time, but hispride often overshadows some of his other emotions, and he may let it govern his actions as well.
Talents & Powers ↳ Spiritual Enlightenment: As high priest of the Zarmidian people, Daos is highly attuned to the spirit world, allowing him to sense good and evil within a man. His spiritual aura reflects his hardened senses, and his longing to understand the earth and sky. By concentrating his spirit outwards, he is able to sense things within the earth and wind all around him, at an estimated maximum of two hundred feet in any direction. This sensory aura is disrupted in water, and weakened by fire. Daos’s aura is so powerful that it can often be felt by anyone within it.
Geomancy: Mastery over the element of earth came naturally to Daos; given his home region of Naisis was a barren waste with little else besides air, sand, and stone. Much of his powers come from hardening his own body to resemble that of his beloved earth, however he is also capable of freely manipulating earthen bodies within his spiritual aura. Daos’s skin is hardened to the point where it resembles stone, making him quite physically resilient. Knowledge of tectonic pressures and kinetic force are not unknown, and the high priest has trained himself to manipulate these forces to his advantage. The power behind just one of Daos’s punches is enough to reform steel armour with ease, and combined with his many earth-controlling spells, he is capable of forming earthquakes, landslides, and otherwise reshaping a battlefield if need be.
Aeromancy: Mastering the forces of wind was not a simple task; however it was necessary to survive in a land constantly ravaged by tornadoes and sandstorms. Over a long period of time meditated, Daos is able to stand his ground completely unmoved by tornado level winds, due to his incredible physical girth. These tornadoes can also be summoned and banished by the high priest at any moment, for he has also trained himself to subjugate the element. A testament to Daos’s constant and rigorous training regime is his wandering wind technique, which constantly pressurizes the air all around him, creating a powerful whirlwind that follows him at all times. Anyone who enters the wandering wind will either be pushed aside if they are weak, or depending on how Daos is controlling his aura, they may feel themselves being squished in to the ground or lifted in to the air.
Signature Abilities
Tectonic Rattle: Daos punches at a foe, or stabs at them with the back-end of his staff, with an attack meant to penetrate any defense. This attack applies delayed kinetic force through solid materials, of which destabilizes shortly after being absorbed by a wall, shield, or armour. The result depends on what is stricken; rocks are given a timed explosion, whilst ribs will merely shatter without any bruising of the outer body.
Let The Stars Fall Down: This ability is a hybrid earth and wind spell, requiring many rocks, or even small boulders to be hurled in to the sky, only to rain back down on the earth shortly after. Variants exist, such as replacing many rocks with one humongous hill-sized boulder, or redirecting the rocks to take on a diagonal or horizontal path. Without the Staff of Ngma in hand, Daos is unable to lift boulders weighing over five tons.
Sky Splitter: Powerful sweeps with the razor edge of the staff of Ngma are capable of sending pressurized wind blades towards an opponent at high speeds, which cut through flesh with ease, but have difficulty penetrating armours. With a stabbing motion, Daos can shoot gale bullets which can dent armours, or pierce them at closer range. Using the flat of the staff-head, Daos can entirely bat away projectiles by redirecting his fierce gales.
Wandering Wind: This ability is passive, for a fraction of Daos’s constant magical and spiritual concentrations, he is capable of surrounding himself with a powerful whirlwind. In combat, the high powered winds can be used to redirect projectiles, or completely mask his presence. Variants of this spell exist, and in a moment’s notice, Daos can transform the whirlwind in to a much more powerful tornado, or a more widespread mini-hurricane, all of which he has trained himself to walk through. More advanced whirlwinds manipulate upward or downward travelling winds, with the force to uproot trees, or make a man feel as though he is five hundred pounds heavier.
Disparity: This is one of Daos’s most powerful techniques, and was designed as a last resort defense. At a moment’s notice, the great elementalist will focus atmospheric pressure in to a small area, such as condensing his hurricane, and immediately unleashing the entirety of it in a single blast, capable of sending projectiles, enemies, and even large buildings in the immediate vicinity flying away from Daos’s location. This technique will temporarily disperse the wandering wind, and create large craters in the earth beneath Daos. There is a cooldown on this ability, for it absolutely requires a tornado or whirlwind to be sacrificed.
Bereft of Foundation: This ability can be used both offensively and defensively, and requires incredibly physical strength to accomplish. Similar to the power of his punches, Daos’s kicks can shatter stone, and crush strong armours with more ease than his fists. The technique’s name is based on a variant use which instead can send him flying in to the air, leaving only a crater where his liftoff began. Upon landing, Daos can manipulate his gathered momentum to cause incredible devastation upon a landscape, in the form of a large area earthquake.
History Synopsis ↳ The youthful years, and Daos' upbringing are but long forgotten and far in to Eraolia's past. For what amounting synopsis mankind can staple to his title, he was the high priest of Zarmid for as long as its people could remember. He appeared to be almost ageless, twenty years he would sit on that golden throne in the grand chapel, his bishops and advisers all aging as they did whilst time refused to ascertain its grasp on him. It was assumed that either Daos was an immortal being, that the god of life and death had blessed him, or that he simply learned of a powerful form of magic that stopped his aging process.
Daos would watch from beginning to end, the war between his beloved country, Zarmid, and the militaristically advanced country to the north, Calxus. And over the many years he sat in that throne, he watched as his country fell in ruin at the hands of these northerners, and their conquest of unity. Daos saw through the lies, though, he saw that this war was not meant to unify mankind, but to slaughter them against one another. Time passed as it always did in Daos' ageless life, and soon the armies of white men would arrive at his own front door. The great chapel of Nazahyra was his home, its many priests and scholars all his family, but unlike the capitol, he was not protected by the great mountainscapes or endless deserts. They ransacked the chapel, destroyed monuments and lives, and stole what they could from the treasuries. Daos was a powerful mage, moreso than any throughout all of Zarmid, however his magic was not enough to save his men, a thousand dead Calxans at his feet were not enough, more would come.
The chapel of Nazahyra had to be abandoned, after a month's siege, and the last of his kinsmen departing from this world, Daos would be driven from his home. The only thing he would take with him was the artifact that once secured his rule over that chapel, the haronite staff; Ngma. As long as the staff was in his possession, not all was lost. Though there was still loss, enough that Daos could never forgive, nor forget. The desire for vengeance or at least justice stemmed a blackened root in the deepest sanctuary within that high priest's mind, it tapped at his conscience with every ticking moment of a clock's hand. Justice, it was all Daos ever thought about, as he traveled the world in a daze. People would come and disappear, bandits taught lessons, Calxan fleets vindictively wiped out. No matter what, Daos only found more bloodshed as long as he stayed on the continent of Vitaia.
There were other artifacts similar to the staff of Ngma, Daos knew a few of them by name. He knew they could correct all that had gone wrong in his life. Among them, two became the focus of his new life mission. First there was the Mythos Arcanum, a powerful history book said to possess control over time itself; in his hands, he could rewrite history so that his people didn't have to suffer. Then there was Dammerung, remnants of the god of death, a powerful necromantic artifact that could resurrect his fallen kinsmen, without forming a time paradox. Daos searched far and wide for these two sacred treasures...
Goals & Aspirations ↳ To obtain one of the legendary Haronite artifacts, Mythos or Damnerung, so that he may resurrect his fallen kinsmen.
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Personality ↳ The eccentric personality belonging to Zweig is not easily described. His actions have been enigmatic for as long as they have been observed, and to question any of them is pointless, searching for answers from the engineer will only merit more questions.
Spite is a trait distinguishable and consistent in Zweig's personality patterns. In spite, you can always count on him to react. When angered, upset, annoyed, or taken through any ill feeling at all, Zweig's true personality will surface. He is a brilliantly sadistic individual, who is quick to gauge a scenario and make use of it as he sees fit. Technologically ingenious, Zweig always seems to have a device best suited to fixing his problems, or perhaps creating problems for those he sees worth his time and punishment. A scientist at heart, as much as Zweig may say he hates everything, he absolutely loves to study all those things he despises. He would test you if you ever met him, he enjoys finding the breaking point in a persons willpower, those who know him fear his endless studies.
Talents & Powers ↳ Genius level intellect, etc etc etc, taking a break, got invited in to a game. 4th wall shattered.
Personality ↳ Loud, obnoxious, and headstrong. Vaan is chaos incarnate, and has enough energy to fight for several days straight. Together with his knack for destroying everything in his path, the man has been nicknamed the 'Bryn Tornado.' Vaan also has a certain interest in women, all women, as long as they are beautiful. He is quick to flirt or boast about how amazing he is, and equally ready to fight and prove that about himself. Vaan tends to throw violent temper tantrums when he does not get what he wants, which makes him even more dangerous because he is not that bright, and tends to jump to conclusions very quickly.
Talents & Powers ↳ Strength of Angels: The Athryn lineage is thought to be angelic, due to their incredible superhuman strength when compared to other birds of civilization, thus helping them gain rulership of Avelcas. Vaan inherits this physical makeup, allowing him to easily bench a half ton, with one arm, whilst wildly swinging about his great-sword with the other. At most, with strenuous effort, Vaan is capable of lifting five tons, before his veins begin to show stress. (Albeit, this is still less than some elephants!)
↳ Imperial Cantos: Normally, a monarch or ruler will use cantos in order to empower his people, to promote courage, and to relay tactics. Vaan uses his voice to boast his own greatness, and get in verbal disputes with anyone opposing his views, which is roughly everyone. A well placed battle shout can deafen an opponent at close range. (Roughly 10-20 feet) And at closer ranges, it can rupture the ear drum.
↳ Aeromancy: To compensate for his wounded wing, Vaan taps in to his magical prowess to harness the wind around him, since his flight is hindered. At the peak of his wind-mastery, he is capable of summoning a tornado by spinning in place, or angle a tornado outwards by spinning his greatsword. With the help of his wings, he is capable of summoning powerful bursts of wind to dispel some projectiles, or imbalance lighter foes. Normally, Vaan just uses aeromancy to enhance his physical attacks with ranged power; punches and kicks enacted by the brute can summon short bursts of air, and he has trained hard in order to create a slicing wind to travel roughly fifty feet away from where he slashes.
Equipment & Valuables ↳ Adamant Greatsword: Vaan has a bad habit of breaking things, and not a single sword of iron or steel has not been bent or shattered by the force of his swings. This adamant greatsword is his only heirloom from the kingdom of Avelcas that exiled him. It is roughly five and a half feet long, with several serrated ridges near the base.
↳ Leather Brigandine: Heavy armour is not something Vaan can wear, mainly because most armourers don't make equipment for birdmen, and most birdmen can't fly in heavy armour! The prince prefers a brigandine of hard leather, fastened by steel studs, allowing him near-perfect combat mobility.
Other Features ↳ Myron's eyes change colour frequently.
Equipment & Valuables ↳ Magic Tome: A large book of a hundred or so unfinished or locked runes. Written in blood ink, the 'Account of Symbols and Stories,' Myron's personal compendium is his most prized possession. At a moment's notice, he can turn to a designated page and finish one of his many runes, giving him a means of quickly using runelore spells, which are otherwise more difficult to manage under the pressure of time limits. These quick spells are limited in size and power.
↳ Quill Wand: Part writing utensil, part wizardly channeling device, this two-foot long feather was plucked from the back of a giant raven, and inscribed with runic enchantments to act as a catalyst of magic. Written in Myron's blood ink, the wand only works for him, and allows him to channel magic with minimal strain on his own resource or psyche.
↳ Enchanted Bottles: With gateway runes engraved on the inside of each bottle, they are nearly bottomless, Myron's vials can pour forth a lake's worth of water, which he has been amassing over many years. There are a total of twenty two of these bottles on him at all times, ten are located at his waistline strapped to his belt, here is included a variety of different coloured inks. Two more are tilted sideways at either side of his hips, which hold his specialized blood-ink. Six more are strapped to his chest. The last four bottles are hidden in his utility pouch, he keeps extras because they can be used as a projectile, when they explode they release a burst of ink. After applying purified blood to each vial, and some alchemical tastes afterwards, most of Myron's vials produce a strange silver liquid, which is reflective to the eyes.
↳ Deck of Cards: Various other unfinished and locked runes are written upon a deck of seventy cards, which Myron has trained himself to be able to flick over great distances. The power of his runes are highly limited due to the size of each card, however many still serve their purpose, such as creating small explosions, or mini gravitational fluxes to deflect enemy projectiles.
Personality ↳ Quirky is one way to describe Myron's rather unorthodox way of carrying himself. Eccentric, or straight up weird might be better words, but for now we'll say he's a very quirky individual. Jam packed with tons upon tons of useless, irrelevant, and absurd random facts and knowledge about the world, one can only question how Myron ever learned of such things. He really doesn't understand the practicality of certain knowledge forms; he could recite to you each city in a country he's never visited, yet if you ask him the order of the months, he'll be lost. Perhaps his sarcasm adds a bit of weight to his eccentricity, though it makes him very honest and upright with people, sometimes when he's annoyed he may accidentallymock people through sarcastic phrases.
Playful by nature, Myron has a friendly and adventurous side to him that often gets him in to trouble. The world is a playground, a beautiful form of art that must be experienced fully and through immersion. Myron's mind is constantly on, not a single second could pass without a stream of thoughts coming and going. On the outside he may appear calm at times, but deep down, he is submerged in an endless and chaotic thought pattern. If there's a problem he's facing, he will not be able to keep his mind off of it until he has rationed several options, solutions, and outcomes. Myron is always daydreaming.
At first, and perhaps for a while, Myron will come off as a timid and nervous individual when experiencing new things or meeting new people. Though still quite friendly, he'll often and quickly expose his more eccentric side, which makes or breaks that first encounter. As chaotic as his nature might be, Myron can be quite easygoing, modest, and patient. He is perfectly comfortable with his own inner chaos, it is however only when that confusion surfaces for the world to see, does he become skittish.
Last but certainly not least, Myron suffers from Stendhal Syndrome, which has various affects on his mental state. When subject to great forms of beauty, the young wizard experiences an increase in heartrate. Dizzy spells haunt him frequently, and there have been two incidents where he has passed out when witnessing something marvelous, once in particular when he gazed upon the book of ages. Because of this, Myron has a lot of trouble trying to communicate with beautiful women.
Traits ↳ Quirky ↳ Playful ↳ Easygoing
Likes ✔: Magic ✔: World History ✔: Adventures
Dislikes ✖: Boredom ✖: Hypocrisy ✖: Machines
Talents & Powers ↳ Runelore Mastery: A rune comes in three major categories; seals, glyphs, and marks. A seal is often used as a container of sorts, as they are used to conceal or compress something within pockets of space, or release something that was once trapped. Glyphs are the opposite, their effects are cast upon whatever it is they’re facing, and often have their own set boundaries when written. Marks effect what they’re written upon, and can generally effect an entire object made of one material, marks rarely if never effect multiple materials. Idioms are powerful rune combinations, used in synergy with the effects of multiple runes. Myron has spent much of his life studying runes, his control over them is mastery level. There are hundreds of different runes, the ones Myron memorized are...
↳ Seals:
► Rift: This sealing rune has a myriad of uses, the most common being a means of transportation. By connecting the rift with a pathing phrase, two-way portals can be created between long distances. An initial sum of energy is required to write the rune, however if it doesn’t feed on a continuous supply, it will deactivate after a day. If a path rune is not written, the rift will lead to a ‘void pocket,’ which has no gravity or air, the void can be used as a deadly trap to anyone without any anchoring abilities.
► Absorb: This seal is simple and deadly, for once it is written on a person, it will gradually begin to sap them of their magical and physical energies, trapping that essence in to the seal’s written word. The absorption seal can only extract energy that passes within its boundaries, however, and thus cannot sap anyone dry without multiple applications.
► Echo: Sealing sound within its confines, to be released later – this technique is useful for long distance communication. When paired with a path rune, direct telecommunication is made possible.
► Envision: This rune is more complex than it should be, however is incredibly useful when understood. By sealing a certain point of view and pathing it to another rune, this seal can be used to scout far away locations. The first rune must be written upon the user's eyelid.
► Lock: Perhaps the simplest and most widely used seal to date. Myron most commonly uses this rune in synergy with others, forcing completed runes to become dormant until the lock rune is removed. This is the only safe way to activate runes beyond reach of Myron’s quill wand. When the lock is smudged, it will break within a few seconds.
► Reflect: This seal instantly absorbs and matches the amount of kinetic force applied to it. Due to the initial force being absorbed, the rune does not budge when struck, however objects that connect with this rune almost always get reflected backwards, hence the name.
► Time: It's relative to all things, but seemingly useless by itself. This rune can set limits, timers, and objectives to other runes, allowing extensive traps to be made. It's also highly useful in balancing the effects of two runes in one idiom. Using time paths, an idiom might seemingly have the effects of two normally opposite effects, when truly both are being activated rapidly on millisecond intervals.
↳ Glyphs:
► Divide: Strangely named, this glyph is actually the most powerful defensive spell among Myron’s arsenal. It requires a circle to be drawn around the rune, which would then divide everything within the squared circumference of the rune from what’s outside. The ‘division’ comes in the form of an invisible barrier that cannot be breached by the corporeal. Myron himself is unable to tap in to world outside of his barrier until dispelling it.
► Element: A very popular array of runes among enchanters and wizards alike, Myron has memorized several of them. Blaze, which creates a burst of fire. Rain, which pumps out a spout of water. Sparks, which sends shocking electricity outwards. Stalagmite, which pretty much erects a mini-mountain. These runes are said to actually be portals to lands with abundant resources.
► Gravity: This rune word means exactly what it controls, gravity. If written face-up, it will suck in everything it faces directly, with extreme pressure at close range. Treading the vacuum will make any man feel twenty times heavier than they actually are. If written in an inverted fashion, the rune will negate gravity, creating a powerful anti-pressure capable of lifting grown armoured men high off the ground in an instant.
► Wither: This strange rune creates a pressurized dome encompassing the squared circumference around its written area. Treading through the zone would feel similar to attempting a deep-sea dive, since pressure is heavier within the area. The bigger the rune, the more dangerous its center, since the pressure stems from there, and at a mere width of fifty feet, the core becomes a lethal trap.
► One: Once written, this rune will attune itself to its surroundings. Writing the rune is simple, and there is a trick to expanding it at will. Anyone who stands at the very center of this rune will feel as if they are one with the world, allowing greater perception of an area, or better meditation circumstances.
► Twinkle: Emits a rather bright light and energy once written. It is easy to write, and additional rigid curves on the rune can enhance the brightness of the rune to retina-damaging levels.
► Greater: Enhances the force, magical presence, or energy output of anything passing through this ring-shaped rune. Very useful in enacting the effects of larger runes, in tighter knit quarters. This rune can be used as a means of accelerating the speed of projectiles, doubling the effects of enchantments, or adding a second source of energy to blasts. This rune has its own quantity of stored energies that, when used up, cause the glyph to disappear, it can supply multiple accelerations, but only singular buffs to enchantments or high-energy output spell runes.
► Path: The bread and butter of idioms, the path rune is to advanced runelore what punctuation is to common language. It's a simple looking marking, however it can be added on to itself, cut short, prolonged, or stacked sevenfold for a plethora of effects. It can apply basic motion control to runes, in the same way that mages use it to control elements, or ensure the effects of two runes do not cross paths and cancel each other out. It has its uses when alone, too, such as the ability to turn every day items in to extremely long ranged projectiles. High leveled pathing runes can cause an arrow to continue pushing onward even when halted, only stopping when the rune or material is destroyed.
↳ Marks:
► Adamant: This powerful rune enchants an object’s fortitude to endure almost anything. Physical attacks bounce off the item with ease, as its edges become sharper than diamonds, and its solidity makes folded steel look flimsy. High grade adamantium weapons, and antimatter / particle altering techniques still effect on adamant enchanted items, though.
► Enchant: Practically any variant of the Adamant rune, the enchantment rune alters the makeup of a material to resemble the word written. Walls can be torn down after being rendering as if clay, and trees fortified to extremes when enchanted to steel-like strength. Particular high-tier rune enchantments can be extremely dangerous, such as an 'air' enchantment, which forces the particles in an object to disperse.
► Erode: The most common mark used by assassins, thieves, and spies. This rune seeps in to whatever it’s written upon, and deteriorates the surface, boring a hole relative to the size of the mark. There are very few substances existing that can withstand the erosion, and all of them are heavily enchanted beyond anything natural.
► Agony: Simple and effective, this mark burns whatever touches it, and hurts like hell for anyone unlucky enough to have it written upon their flesh. A sensory overload is possible if written on the base of an individual’s neck, at the back.
► Ecstasy: Think pain medication on pain medication. This mark numbs pain where it is written, and can cause full body ecstasy if written on the base of the back of one’s neck.
↳ Runic Idioms:
► Ignorance is Bliss: This combination of Ecstasy, Love, and absorption runes creates a powerful idiom when properly applied, capable of turning your brightest pupil in to a vegetable in minutes. If written on the spine, neck, or head, this idiom will sap the victim of their ability to process new memories or thoughts properly. The simple effect? Short term memory loss, until the idiom is lifted.
► Time-Space Paradox: Wither time, erode gravity, divide from reality, and what do you get? The time and space altering rune, which can speed up or slow down time within its field of control, depending on what order its supplementary runes are arranged in.
► Beacon of Nihil: Amplify gravity, and erode everything caught. This idiom is by far the most dangerous in speedy combat, for the minute it is unsealed, a powerful material-disintegrating beam of pure energy will be let loose in the facing direction. The beam will last for a second, maybe two, before the rune itself will evaporate. The laser beam can eat through metal with ease, and annihilate flesh instantly if caught within the first fifty feet, beyond that will leave searing burns, that are just as lethal if not immediately treated. The laserbeam explodes against the first thing it makes contact with after one hundred feet. The above mathematics takes in consideration that the rune is about the size of someone's head. Larger variants are much more dangerous, and smaller ones only leave burns.
► Nowhere of Importance: Combine a pressure space, nullified, and altered to only absorb from a vicinity, and you wind up with an anti-magic area of effect ability. The rune itself is immune to nullification, thus saving from self-disruption, while fully disabling any and all magic based manipulation within its boundaries. Merely standing within the area can be dangerous, as it starts to block and sap its victims of their energies.
► Eye of the Storm: Among the most important zone-controlling runes in Myrowyn’s arsenal, this technique allows him to negate the effects of one of his other runes, in a small compact space within the actual effects of said rune.
► Fountain of Youth: A complex and advanced variant of the time-space paradox idiom, this rune phrase created an area of focused power, where time is completely reverted, rather than slowed down or sped up. Requiring a lot of energy to sustain, this technique can be used to heal wounds that are otherwise impossible to remedy any other way. The Fountain of Youth cannot heal any injury dealt over a few days prior. Locked for combat reasons.
► Event Horizon: True chaos, and hell – this idiom will likely kill anyone caught inside. It is an idiom created from each and every one of Myrowyn’s most dangerous runes, threatening the entrant’s life through leeching their spirit, pressure crushing their body, eroding their flesh, and even sucking them deeper in to the zone if they’re already caught. The downfall of this idiom is how much time it takes to write, making it only truly useful as a trap, and not an in-combat technique.
► Stare in to the Abyss: Simple but deadly, a combination of gravity runes and outward pathing surrounding a one-way rift rune to create a vortex. Anything caught within the first forty feet will begin to feel a powerful vaccuum, and up close the suction is extremely difficult to resist. Uncommonly, the abyssal vortex works unlike a traditional vaccuum, in that heavier objects are sucked in with more ease than the lightweight, and high-speed projectiles shot too close to the vortex's borders aren't immune to its effects. Resisting this idiom requires mind of its direction, and some form of continuous tether to the ground.
► The Witch's Judgment: Essentially ripping out the guts of the absorb rune's fundamentals, by pathing it outwards, giving it erosive capabilities, and applying gravity to it, its possible to extract an advanced effect from it. Once written, the Witch's Judgment idiom expunges an aura of antimagic which travels out from the rune, as opposed to sealing the magic away. Anything caught by the aura is afflicted similarly to a hex, wherein magical and physical energies will be extracted with some force, and destroyed by the progressive erosive power in this rune. The erosion effects all things, and gives this idiom an additionally lethal attribute.
↳ Aquamancy: A proficiency beyond mastery explains Myron's control over water, advancing in to some blood-magic, and cryomancy, the transformation of water in to ice. It all began when he tapped in to the art of alchemy in order to create health potions, his studies taught him the importance of water in the body, his first blood magic spells were actually means of healing people. Eventually over long spent years, he found use in altering various liquids in order to control them better, and eventually came up with a blood-infused ink that worked for any and all rune spells. The ink has been honed and amassed over several years in various magic bottles, and since it is his own blood, only himself and other more powerful blood mages are able to properly utilize it, and he always wins control over his own blood. Myron's dexterity with water magic is precise, he is able to create imagery using multiple coloured inks, between petty illusions and large scale monstrosities made of water & ink. Myron is easily able to control four to five creations at once, however the further they get from him the more difficult they become to manage. Once frozen, Myron can apply his special blood-ink to a sum of ice to enchant it, creating a myriad of artistic possibilities, which he is renown for.
↳ Geomancy: Myron cheated during all his tests in the mystic academy revolving around geomancy; he does not control the element well, but instead uses its absorbent powers to seep water in to dirt, and control mud, or vines. Creating a large mud golem, or sucking an opponent in to quicksand is the likely capacity of his earth magic.
↳ Alchemy: A versatile form of practical magic, Myron has memorized the effects of countless elements when combined, or treated under certain conditions such as heated or cooled. This knowledge lets him create various forms of mixtures, aiding in an individual's recovery, giving them a burst of energy, or the opposite effect entirely. Knowledge of Alchemy has on-spot uses, Myron is well aware of the reason behind various natural phenomenon, and can react with logic if ever trapped on the butt-end of mother nature's prodding stick.
History Synopsis ↳ Myron's backstory is something that explains why he's so quirky and weird, compared to most human boys. He never knew how he came to be, who, where, or what about his real parents. His earliest memories he could recite were when he was a child being raised by the fairy, Terra'ma. He would come to think of this little fairy as his mother, but he was convinced he himself was still a human. The idea of being adopted wasn't so bad, many children had it much worse, because of the wars and diseases of the world. Terra'ma was a fierce and loving guardian to the boy, teaching him humility, respect for all life, and how to have fun with what he's been given. She was never very restricting, however frequently had to use force to pry him out of tight situations during his adventurous youth.
Like all children born in Tresiel, it was mandatory for Myron to attend school in the Mystic Academy where he would discover a father figure in the likes of the headmaster, a wise and seemingly ageless elf named Reio. The two would get along very well, especially considering the headmaster was the only one who taught the almost lost art of rune writing, which seemed to fascinate Myron greatly. To learn from the best was something, it made Myron appreciate and love magic, and his interest in it saw fit to seclude him from the world for long periods on end. Of course his adventures never ceased, but studying the art of magic became integral to Myron's daily schedules. You could not find the boy without a blank paper or quill, he would write down every theory, doodle, or rune idiom he could think of. He was a studious sort, and the Mystic Academy became his second home. It was also somewhere he could go when he needed to hide from his guardian mother, Terra'ma, since she was not allowed in libraries, being a fire fairy and all.
Like all men, Myron aged, he became very intelligent in the ways of the world and magic. Although the Mystic Academy had an endless array of knowledge for him to soak up, he would eventually require a real job that could pay for his survival and prolonged studies. Myron's first job was to become a wizard for the elementalists guild, where he'd use his knowledge of aquamancy and geomancy to help build aquaducts for the city, and create various sculptures to be sold to nobles. The young man took a liking to the arts, and since the city of Tresiel saw so little war, it was a perfect time to explore a cultural and artistic lifestyle. Myron found himself many jobs, as his adventurous and curious side to a liking to anything he felt was creative. His third job saw him as an alchemist under the teachings of Soldrin, a homely dwarf who ran the Artisan Union. Over the course of few years, Myron would have joined at least five different major guilds, applying himself to all of them, the last and most recent among them being the Survivalist Association. The medical corps of Tresiel was renown for its aid in the skirmishes against Lycarua, and the many diseases cured by its trained medics. Myron knew some healing in aquamancy, and could brew a good elixer, and so he thought himself a perfect applicant for the guild.
On his first real mission with the Survivalist Association, a stream of unfortunate events pushed Myron to the center of what would become a war between Laein, and the overseas country of Calxus. The original mission he was given became lost, when the village of Eucelid was attacked by a fleet of Calxan infantry. One of the leaders of the survivalist association, and a few friends he knew within the town would die before his very eyes, and he could not save them. The village would be overrun, and logically he knew he could not stay, else he himself die or be captured. The young man fled back to Tresiel, but not before being forced to kill two of the Calxans pursuing him. Having never murdered another man before, the entire conflict would put him in to a state of shock, which he is still enduring now. These events only transpiring recently. Upon returning to his port home city of Tresiel, Myron would be one of the first to bring news of the attack to Laein officials. He would have to brace himself for a war he never expected, and hardships he could never have prepared for. His peaceful life was over.
Goals & Aspirations ↳ ...
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Other Features ↳ A scar runs over his face, from his right eyebrow to his left cheek.
Equipment & Valuables ↳ Kusarigama: Two chained sickles are wrapped around Yorishiro's wrists until needed for combat. He's learned to tuck them in such a way that the kama points outwards, or unknotch the sickle completely to be equipped elsewhere.
↳ Oumagotoki: No amount of training can prepare anyone enough to properly wield Oumagotoki, the blade of Twilight. Death is the only way to embrace its power, and it becomes soul bound to the first individual to perform seppuku with it. The fusion of the wielder’s chakra to the blade binds soul to sword. The weapon’s blade appears as an incorporeal shadow, of which can pierce all matter, but cannot effect anything except chakra. Blocking the weapon is possible with a chakra-based shield or sword, however Oumagotoki devours chakra, and will eventually eat through most resistances. The best way to defend against attacks from the Twilight Sword is by aiming for the sword’s guard and pommel, which are corporeal, or Yorishiro’s arms mid-swing. If Oumagotoki is sheathed, the user will enter a spectral state, where ghosts and demons will eat away at their chakra until the sword is unsheathed; in this state, the user is rendered completely untouchable, and upon exiting it, horrific echoes will expunge from the spectral rift traveled.
↳ Nisseki: The sheath to the legendary weapon, Oumagotoki, it is crafted from the bones of demons, and inside of it lies a portal to the otherworld. When Oumagotoki is fully drawn from Nisseki, dark chakra stolen by the sword will begin to pour out of the sheath; the corrupt spiritual energy is dangerous to touch, and will weaken any chakra-based technique that enters the veil. Being bound to the sword and sheath makes Yorishiro immune to corrupt chakra outside of the spectral plane, however he too will have his chakra devoured when the sword is sheathed.
Personality ↳ Dark and mysterious, Yorishiro was never one to speak out or allow himself time in the spotlight. Even as a child, his parents were amazed when the young boy never cried once. You will only hear Yorishiro speak when something needs to be said, but never because he'd need to say something. The instinct of ninjas runs through this boy’s veins: Silent, cunning, swift, and merciless, Yorishiro is the embodiment of a true assassin. Those that get to know the boy realize his cold personality runs deep, and earning his friendship or trust is not a simple task. A common assumption is that he has no emotions, that he is a robot, or merely lost his humanity in the process of being trained.
Traits ↳ ↳ ↳
Likes ✔: ✔: ✔:
Dislikes ✖: ✖: ✖:
Talents & Powers
↳ Otherworld Eye: A reddish hue to the iris is the only visible way to determine if an individual possesses this curse. Those with the Anoyogan are tortured throughout their lives by visions of apparitions and spirits, which are as real as can be, wandering through the limbo between worlds. With these near-godlike eyes, Yorishiro is able to witness the spiritual energies and chakra of whoever he gazes upon, quickly allowing him to gauge their prowess. These eyes are able to see spirits on the other side of stones, and can differentiate between the auras of those who are good, and those with evil intent.
↳ Spirit Guidance: It is dangerous to stay in Yorishiro's line of sight, for the light of his eyes guide lost souls astray. Those caught in his glare find themselves chilled to the bone by a mysterious presence, a ghost or daunting spirit is likely passing through them. If Yorishiro stares at someone for too long, the hungry spirits will fester and feed off the tethering of an individual's soul.
↳ Demonic Empathy: Activated through eye-contact between Yorishiro and his foe; a temporary and uncontrollable version of the Anoyogan's powers are bestowed upon the individual, leaving them haunted with visions of demons, and the otherworld.
↳ Demonic Irony: An illusion that reflects the hopes and overestimations an individual has in battle. To create this subterfuge, Yorishiro must first guide a spirit to his exact spot. Using strict shadow discipline, Yorishiro shrouds his movements and relocates, leaving behind an image of himself taking what his opponent would hope to be a lethal blow.
↳ Picture of Hell: After eye-contact is made between the Anoyogan user, and their target, a powerful illusion can be cast upon the individual. Meant to horrify, the technique begins by bestowing spirit sight upon the target, allowing them to see all the ghosts and wandering demons. Hell's picture requires the target then be marked, by constant fixation of the eye. Eventually, the hungry ghosts will be lured towards the mark, and begin feeding off of the individual’s chakra. The target will witness themselves being devoured alive by demons.
↳ Shadow Phantom: This technique binds wandering souls to three dimensional shadows, which will fight for Yorishiro, since a fraction of his chakra was used to shape them. Technically advanced shadow clones, these physically real poltergeists fight by either flying in to their opponent with scratching attacks, or tossing minor elemental spells from the sidelines.
↳ Offering to Pandemonium: This technique is signature to Yorishiro, and requires he perform seppuku (ritual suicide) using Oumagotoki to pierce his stomach. He will not die from the stab, however initially activating this technique will extract a minimal fifty percent of his entire chakra pool. This is the only way to sate the demon blade and conjure upon its final form. Once sated, the sword will become a rift between the living and spirit realms, allowing demonic entities to freely expunge from the blade and seek out living beings to feed upon. Attacking and landing a blow on anyone is much deadlier in this state, since demons will freely enter an individual’s body through any wound. The next time Yorishiro sheaths Oumagotoki within Nisseki, the cost of travelling through the otherworld will be greatly mitigated, as the hungering spirits will instead be lured to the amassed chakra.
↳ Shadow Weapon Creation: This technique is used to create physical weapons using the shadow gathering technique. These weapons are sharp enough to cut through flesh and earth, however do not pierce steel as easily.
↳ Shadow Tail Whip: This sneaky technique utilizes shadow manipulation in close quarters combat by attacking from two angles, the first being a weapon, or body part being swung at the enemy, the second being the shadow beneath that weapon or limb, which will immediately trip the opponent if they duck or do not dodge both the weapon and shadow.
↳ Ecliptic Spiteful Gaze: This illusion consumes the area directly in front of the caster, purging it of light for a short period of time. Nothing can be seen in the target area for ten seconds, before a low-light pierces the veil for the next twenty. The illusion usually lasts a total half-minute, and can be mitigated by producing light.
History Synopsis ↳ Out of all the shards of Damnerung strewn across the world of Eraolia, and all those who have succumbed to its dark fate, Yorishiro is perhaps the only person to truly master its powers for his own benefit. Hailing from central Tasogare, at the base of mount Nahirunotsu, Yorishiro was born in to the Nara clan of reapers and demon hunters. It's fitting, really, since the boy - who is still young - was raised to fight nether beings through his own spiritual magic, that he would be the one to tame Damnerung. His early life, before even reaching a double digit age, Yorishiro was trained to fight like a demon, with deceit and darkness, yet with a strict moral code that would compensate most evils in the world. He was taught shadow manipulation, assassination of possessed humans, and exorcism, for when the demons could not be killed through traditional means.
At age sixteen, Yorishiro and his clan encountered the demon of Zarest, after hearing rumors of a dark beast of incredible power roaming the eastern shores. The first fight would be won by the demon, whom had currently possessed a sailor from Dragvandil, who attacked the port in a blind rage. The man slew the city's people, all of them, as well as the first squad of exorcists sent to kill it. Upon receiving no word from the first squad, in came the clan heralds, as well as a small legion of shadow warriors called Ninja, trained to fight demons like this. Among them was Yorishiro, and although over half of his clan would perish on that day, including his own father, he would not falter, he would be the one to slay the possessed man, and exorcise him of the demons that may surely have revived him.
Many tried to understand the shard and its powers, it was truly indestructible, and anyone who dared touch it, even as exorcists, they would feel its sting. It was the entire right side of Damnerung's blade edge, albeit missing the tip and part of the base, it held the strongest presence of Zarest's will. Yorishiro's glory from that battle, together with his stoic mindset, strict moral compass, and the oath he took all would guide him to becoming the one who would shoulder Damnerung's legacy. The boy had to find a way to kill the demon, for that was his duty. Regularly he would perform exorcisms on the sword shard, trying to kill it that way, but it seemed impossible, even if he could extract tons of spiritual energy from the void of the sword, it never dissipated, and often it refused to let go of the spirits it harbored. After a year of struggling with the blade, even nearly being taken over a few times, the elders decided it would be best if Yorishiro left Tasogare, to find a way to get rid of the sword, or perhaps to simply hide it at the bottom of the ocean. The latter was the lazy option provided by the elders; Yorishiro ignored it, staying true to his oath, and a promise to slay demons.
To this day, Yorishiro travels the world with one of the most dangerous weapons known to mankind. He seeks to destroy it, but must first learn more about it.
Goals & Aspirations ↳
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Equipment & Valuables ↳ Flintlock Pistols: The new and deadly weapon developed by Calxus, these weapons pack a deadly punch, by shooting metal balls at extreme speeds. The pistols are good for one shot before requiring a reload, so it's only natural that Locke keep at least four on him at all times.
↳ The Dark Vial: A shard of Damnerung, which is the hollowed tip of the sword that pierced the eye. The demons are constantly trying to possess Locke's body, however for some reason, even in his drunken state they cannot. Due to the eyepatch on Locke's left eye, the spirit of Zarest cannot see through him. This vial is what secretly grants Locke his regenerative powers.
↳ Tickle's Trunk: It looks like a normal treasure chest, albeit four three tall, and four feet wide. Many sealing runes have been engraved across the chest, enchanting it to become a treasure hoarder’s best friend. At the bottom of the chest lies a powerful space-time pocket boasting several acres of open space. This treasure chest was looted from a marooned shipwreck ten years ago by Locke, and it has served as his personal treasure hoard ever since. In it he keeps an arsenal of swords, daggers, guns, beverages, and piles of gold, silver, cutlery and tupperware that deny sight of the chest’s true floor. Weight is mitigated by seals, and etched runes enforce the chests bindings to near invincible durability. Tickle's Trunk is by far the most magnificent treasure ever looted by Locke’s fleet.
There are three keys to the legendary Tickle Trunk, each opening a different space. Locke is currently in possession of two, and actively seeks the third. The first key opens a portal to his treasury, which is the one most used. The second keyhole opens a pathway to the very depths of the sea. If tipped sideways while the second portal is open, a continuous stream of water will pour out until the chest is stabilized upright.
Personality ↳ Some see Locke as a disgusting pig, others see him as an inspirational hero, but everyone could agree when they say he is just plain eccentric. Erratic describes how the pirate captain is during one of his drinking binges, where he becomes much braver than he should be. A fan of any drunken brawl, Locke earns his share from robbery, mugging the innocent and strong alike, for he does truly believe this world is a kill or be killed kind. It's survival of the strongest, and any pirate with an ego would see themselves as a higher member of that food chain. Though to counter his evil, Locke has a strange sense of generosity, which is sparked every time he makes a fortune bigger than his coffer can carry. In turn, the pirate also can't help but find a blind spot where children and women look. His lust filled love of women lure him astray when dealing with him. Children are adorable and make lifelong friends if captured, sometimes they're even worth money and can be bargained among certain folk!
Traits ↳ Belligerent ↳ Greedy ↳ Forceful
Likes ✔: Treasure ✔: Women ✔: Alcohol
Dislikes ✖: Authorities ✖: Weaklings ✖: Deserts
Talents & Powers ↳ Damnerung's Curse:
↳ Baron o' Booze:
↳ Trial by Storm:
↳ Aquamancy: First and foremost, to brave the Zarmidian seas it is necessary for a good sailor to practice the elemental control over water. Having sailed for many years, Locke has mastered this element down to a core. He can propel himself in water when he fancies a swim, and has no trouble summoning tsunamis to capsize his opponents ships. The advancement of his aquamancy goes as far as to allow him some regeneration, as most aquamancers realize they too are water. Flesh wounds are nothing to Locke, however a broken bone or loss of brain cells is still hard to repair.
↳ Aeromancy: To guide the Cruel Knave to new shores, Locke has studied the wind endlessly, and adapted his elemental control to it as well. The second among his three elemental powers, his ability to guide and control the wind gives him an incredible advantage at sea. His ship always seems to sail at high speeds, and his opponents know fear when the typhoons he summons fall upon them.
↳ Iomancy: One of the most difficult elements to master, Locke has only begun dipping his toes in to this magical art. To brave the storms found at sea all too often, it has come to Locke's attention that control over lightning is necessary if he is to become the greatest pirate ever. He can enhance his speed through absorbing electricity from around him, or channel it in to a bolt of pure lightning to annihilate his enemies. As strong as those abilities are, they are the peak of his control over electricity at this current point of time.
Talents & Powers ↳ Grappling: A talent that comes natural to any Rajan; Silash is highly skilled in close-quarters combat, allowing her to overpower opponents several times her size. Her hardened claws can pierce through some metal armours, and she is extremely lithe and mobile.
↳ Magic Dander: A common inherited power only available to the females of the Nekoxua tribes. Normally the dander is kept under their locks of fur, and since it is their main form of magic storage, it regulates their sweat in a way that allows most Rajan to fatigue much slower than any other race. When in combat, the dander expunges and clings to the battlefield, nullifying many other forms of magic by disrupting the link between a wizard and their spells.
↳ Superior Archetype: The feeding ritual of a magical Rajan is extremely important, the phrase 'you are what you eat' applies well to them. When a Rajan devours an warm-blooded animal, the physical essence of whatever is consumed becomes absorbed and intigrated in to their bodies at a much more advanced level. Silash in particular has an incredibly strong bone structure from eating a dragon in Xai; and more durable hide from how many dinosaurs she has consumed within Gaia.
Equipment & Valuables ↳ Ornamental Earings: Protects Illiam's ears from cantos, or high pitched noises.
↳ Evyldivae: One of three legendary song-bows made by the elves of Ilyanen. Crafted from greater lignum branches, the arches of the bow are blood red and engraved with powerful runic enchantments that require elven song to activate. Being made of blood wood makes the bow naturally immune to damage associated with nature, the bow will not burn, splinter, or break if struck physically. Evyldivae's powerful bowstring cannot be pulled back by even the strongest of men, when the bow is sung to, it is capable of shooting arrows across entire continents. A whisper is needed to draw the bow for traditional arrows, and a unique trait about Evyldivae is that it can fire powerful gusts of wind by just strumming the bowstring.
Personality ↳ Illiam is a realist, who gauges a situation, and identifies the worst case scenario first. Some may see him as a pessimist, and his expression may lead some to wonder if he is depressed or aloof. Having lived as long as he has, Illiam has suffered greatly during his lifespan, and empathizes for the world which is being torn asunder by war and devil magic, this attributes to his sorrow. Regardless, the elf is a highly skilled tactician, with an acute visual memory, and the rare ability to remember minor details for dozens of years.
Traits ↳ Analytic ↳ Empathetic ↳ Troubled
Likes ✔: Nature ✔: Lifeforms ✔: Autumn
Dislikes ✖: War ✖: Fires ✖: Drugs
Talents & Powers
↳ Master Archer: Perhaps the most legendary archer throughout the rangers guilds, Illiam's skill with a knotched arrow is extraordinary, he's capable of picking flies out of the sky, or shoot an arrow directly up in to the sky to catch it a minute later.
↳ Sung Cantos: Like many empowered words, the elves have a magical vocabulary of their own, which follows beautiful rhythms. The effects and affects of songs depend on their lyrics, some can empower an individual with courage, or strike fear in to a monster's heart, while others are meant to soothe nature's rage. Illiam can recite various empowering songs, in order to channel feelings in to lifeforms, he knows how to whisper to different types of animals, and can project his voice over great distances. For combat, Illiam is capable of nullifying a mage's grasp on nature, by singing to trees and grass, and gaining mother nature's sympathy prior to a wizard's attempt at controlling the element; this has limited effects on already controlled elements, such as only dimming a fireball already having been fired... however to sing to the flame before an opponent can meld it gives Illiam the advantage.
↳ Summoning Contracts: Illiam has struck contracts with several different beasts, most of which owe him their lives, and know to be prepared for combat
↳ Techymos Paragon Rifle EB 2.0: A powerful gun capable of switching between several forms of non-physical ammunition, whilst simultaneously housing a morphing cartridge accepting various common ammunition. Nihaious keeps various forms of bullets ranging from pellet sized, to tankbusters, these require physical allocations on his body. When the Energy Blaster mode is turned on, options appear on top of the gun, these are: Flamethrower, Electropulse, Radiation, Psi-Oscillation, and Antimagicker. A synopsis on each mode is as follows.
Flamethrower: Simple enough, this mode has two switches, allowing for fireball shots, or a steady stream of flame. The oil cartridge lasts a while, up to five minutes of constant fire, and Nihaious keeps an extra canister on him at all times. The fire ball blaster is capable of combination attacks, such as shooting flaming harpoons, or fire coated bullets meant to pierce stronger metals.
Electropulse: Battery charged, this mode shoots extremely powerful vibrations that cannot be easily emulated, or constantly fired by your average mage who requires charge-time. Each pulse is widespread, capable of disrupting electric signals, both electronic and bodily. Most armours are pierced by the wave, but it dulls when travelling through physical bodies, and travels at a mere 40-60mph.
Radiation: A similar mode to the electropulse, however the pulse emitted attaches to whatever struck, further expunging radiation from that point. The point of this form of ammunition is to erode opposing armours, as it is capable of eating through virtually all physical constructs. Even adamantium isn't immune to the radiation, however its fortitude endures for longer than most any other material.
Psi-Oscillation: The most illegal ammunition made my man, it is literally made of captured spirits, fused with psychic energy, and has a very limited quantity of shots. When facing enemies who manipulate spirits or dark arts, the oscillation bullets from this blaster mode are capable of negating or disrupting the raw spirit. Enemies who use spirits to their aid will be confused by the multitude of spiritual energy, and those who devour spiritual energy will find the fusion of unnatural energies suffocating.
Antimagicker: Raw antimagick, in the form of bullets! Useful when countering opposing spells that require consistent raw magic, however a happy trigger is necessary in order to mitigate charged spells. Elementalists may find their chosen element, if sent as a projectile, difficult to negate, however the energy pulse will deny them control over any area shot.
↳ Psion Eyeglasses: When charged, these simple looking eyeglasses radiate psions and electrical pulses outwards at various oscillations, allowing detection of various energies. It's easy to detect lifeforms through walls and solid objects when wearing these, and they come in a variety of fashionable colours. Their primary use is detecting optical illusions, due to the change in oscillations, pulses will ignore and make most illusions appear ethereal.
↳ Hyper-echo-sensitive Armour: A high tech energy armour that automatically emits bursts of kinetic energy outwards from the wearer when certain sound barriers are broken. Gunshots, explosions, and offensive sound-based magic or technologies are rendered obsolete without some kind of silencer. The energy output of this armour is intense, which is why it works best in burst intervals, however it can be activated manually at a cost. The armour itself resembles a hauberk, and equips several extra components such as bracers and greaves for a form fitting kinetic overlay; the armour itself is made of titanium steel, mithril, and copperwire, making it durable enough to endure a couple bullets even if the barrier doesn't erect. The fixed battery is located in front of the heart, and if struck, activation is impossible thereafter.
↳ Shock Nanobombs: These bombs come in various shapes and sizes, they are Nihaious's primary form of a surprise attack. Having nearly a hundred equipped to his body at all times, all of which only detonate remotely through electrokinesis, they are a weapon uniquely designed for lightning style magi. These bombs are known to survive extreme force impacts, such as being shot out of a gun, without exploding prematurely. The shock nanobomb blast can encompass a ten to twenty foot radius electrical shockwave, which paralyzes anyone caught too close, if not sending them flying. The fragments of the bomb are also charged, they travel farther from the initial blast in undefined chaotic patterns, each piece of debris is capable of providing someone a numbing shock, whilst tearing through medium grade armours.
Talents & Powers ↳ Electrokinesis: Nihaious is especially gifted in projecting electrical pulses from his synapse towards focal points concentrated on mentally. A form of psychic power, however more effective on technology. He is capable of many feats revolving around this ability, such as tapping in to an opponent's thought process to gather 'gists' of what they're planning, although he is not able to completely read minds, he can obtain vibes and intentions, and make estimations based on those. If concentrating hard enough, Nihaious is capable of inserting rogue thoughts, or forcing migraines upon enemies who are not mentally guarded, and if they're within a rough thirty foot proximity. The height of this prowess allows activation of electrically charged devices through mindpower alone, and due to its energy based reserve, using electrokinesis on the self allows empowered motion, increased dexterity, and heightened reaction speeds. Akin to most electronics, electrokinesis requires a steady supply of energy, using it whimsically can result in extreme fatigue, Nihaious equips himself with specialized battery packs in order to fuel his abilities. Various minor-to-high-tier spells revolving around electricity can be cast through electrokinesis, such as prestidigitation, static shocks, and even lightning bolts; more powerful spells obviously cost more energy, however to mitigate limitations, Nihaious is capable of absorbing electricity from various sources.