Yay! Thank you. Also here's my CS for the attention of the GMs.
- - - - (Personal Details)
First Name: Birthname: Garnet, but in recent years she is better known for her Diver alias Onweer.
Last Name: Daybreak
Age: Late twenties.
Sex: Female
Home Nation: Hyznia
Appearance:
Onweer has a slim built with just enough lean muscle to shatter a skull with the right stick in hand. With her height of 1.70m without the platform boots, 1.80 with them and a weight of 55kg. it’s sometimes hard for her not to stand out, especially in less cosmopolitan places. For that matter, her face is easily overlooked as completely average – pretty but not striking, with dark mahogany eyes and hair. As if to compensate, Onweer cut her dark hair short like a man’s, leaving just a few long strands at the sides of her face and the back of her head.
Since becoming an official Junker, she couldn’t help the temptation of displaying her new status by standing out a bit more and bought herself a set of comfortable but pretty revealing shorts and top and a small jacket she thinks should become the official female Junker uniform.
All this is making poor armour but in contrast, the gloves and boots she wears, are quite practical. They not only provide protection for her brittle bones but also increase the circulation of her arcane network, thus making it easier for her to conjure spells.
Personality: Generally, Onweer seems happy-go-lucky, and easy-going, always up for adventure and on the lookout for hidden treasure. She is friendly with a hint of witty sarcasm and the friendly jab to someone’s ego. She seems to have no secrets and loves talking about all sorts of things with just about anyone.
Few who know her would suspect that she became a diver for any other reason than to find the gleamiest gem of them all. However occasionally she can also be very reclusive and secretive, especially when it comes to her past. On the inside, there is a part of her that is very bitter and very motivated to fix all the injustice she has witnessed and experienced.
History:
Growing up in Hyznia, Garnet had the luxury of growing up in a family that loved and cared for her and strived to give her the best start in life. They invested a lot into the girl’s education in both the arcane and in defending herself through the application of various martial arts. Her talents were quickly established to lay in air-manipulation and the art of sōjutsu, the art of the spear. With her parents expressing their love through education rather than affection, the girl grew up to be a meticulous fighter, easily combining her abilities to overpower any enemy, be they human or monster.
As her skills grew so did her ambition and soon enough she was accepted in the local branch of CMAS as one of the city’s most promising, and youngest combat mages. She seemed happy to serve and did so with little complaint, quickly rising through the ranks. Inside her, however, the uneasy feeling was growing, that the world couldn’t be as black and white as CMAS and the government presented it to be. She started wondering why divers were so discriminated against, and yet so seemingly unaffected. Soon, she was convinced of two things: CMAS knew more than it was willing to say and so did the divers.
With time Garnet became more and more worried about what was right and sought alternative truths in the stories of divers visiting the city. Having grown up in a nation with very fluid moral concepts, it only seemed natural to embrace mind-magic as soon as she heard about it, as it was the one certain way of extracting reliable information out of some less talkative divers. With the CMAS’ opinion of such methods in mind, she continued doing her official duties while secretly studying the mechanics of the controversial art and practicing them at night on mostly unwilling victims.
It was a good few years until the CMAS finally decided to address the growing number of complaints and investigate one of their most loyal servants. By the time they realised there was truth to the divers’ words, the girl had already fled to Illon where she managed to mingle with the crowds and stay under the radar for a while. In a way, it was fortunate that she was there when CMAS and the local authorities finally caught up with her. It provided plenty of places to hide and a host of characters willing to help you for a fee. The silencing ritual was only half-done when she managed to break free and once again go underground, this time for good. She changed her name and her face and found a new goal in life: break the seals placed on her own arcane network and restore her powers.
In the meantime, Illon provided not only a good hideout but also a bundle of useful new knowledge. Onweer learned a bit about alchemy and even joined a few trials that aimed to improve and expand the circulation of arcane networks in the human body. She got her body modifications so as to make use of the limited access she still had to wind magic and learned how to use A/Bs more efficiently. She became a diver herself, venturing further and further into no-man’s-land and eventually, when the dust had settled, applied to join project S-S. She’s not sure if anybody in CMAS still recognizes the woman she was in her earlier years but despite the occasional fit of paranoia, doesn’t let that hinder her stride for success and knowledge. One day she’ll lift her seals, break into the minds of CMAS higher-ups and find a way to assure a better life for everyone under the government of the Quadra-Powers.
Occupation: Junker.
- - - - (Power Matrix)
Primary Focus: Arcane
Magical Capabilities:
• Air control. Before her access to the arcane was restricted, Onweer was a highly skilled combat sorceress specialising in wind magic. She could summon gusts strong enough to hurl a man over a wall or carry him harmlessly halfway across Hyznia. As part of the local branch of CMAS she’d regularly be called in to support the city’s barrier and repel any trouble threatening the citizens – a position she took a lot of pride in. It allowed her to experiment with her abilities and develop ways of propelling objects through the air and manipulating it so as to create blades and beasts made of nothing but pure wind-force.
Now her abilities are severely crippled and largely dependent on her proximity to a node or the charge of her A/Bs. Currently she mostly uses her air-magic for is to ride the wind, relay messages. The creation of windblades is extremely taxing and the creation of beasts – nigh impossible.
• Mind-manipulation with a focus on the visual and spatial information. As she hasn’t had enough time to fully develop her skills in the field of mind-magic, Onweer is unable to completely control a person’s mind as she pleases. However, she’s invested enough effort to be able to dabble into and affect the arcane network in the visual cortex, the hippocampus and, less successfully, the temporal lobes. What this means is that she’s able to read a person’s visual memories quite clearly, and their spatial memories – less so. It also means that with enough pressure applied she is able to feed information into those areas of the brain thus causing a variety of visual malfunctions: from simple visions to causing severe illusions, disorientation or even blindness. She is hoping to expand her knowledge into the auditory parts of the brain in order to make her extraction of memories more complete but due to the silencing, her research is currently on hold.
She can still utilise her skills in the field as the bodies of both herself and the other party act as accumulators that provide a steady flow of arcane energy to fuel the magic. Unfortunately it’s much less reliable as it used to be, sometimes leaving the victim completely unaffected but Onweer has figured out ways to work with what she’s got and, if anything, with more finesse than before. She is able to extract visual memories with nothing more than a few simple touches with her skin or staff before anyone even realises, and can still cause a whole deal of trouble if she decides to.
Body Modifications: Clinging to the hope of having her arcane network restored one day, Onweer hasn’t fully embraced the idea of body modifications yet. However, she has made use of it in a small but dangerous way. She volunteered to have the bones of her limbs hollowed out in order to be able to glide with the limited amount of air-magic she has left. She uses those as hidden A/B batteries when she’s expecting to be away from a node for a long time despite the health-risks that could arise from such unnatural undertakings.
She has a big tattoo of something resembling a lotus or a blade on her abdomen but that has no arcane value whatsoever.
Weapons and Equipment: Stave: a simple wooden staff, roughly as tall as herself when she has her heels on. It’s made of dark polished redwood and aside from the spiral of poetry running down its length, seems like a simple bo staff. And in reality, it is. The secret is very subtle and only obvious to the few who can compare the arcane network of both Onweer’s body and the wood. They are a complete match with the fibres and hollows in the wood’s structure making it the perfect limb-like extension. When used as a weapon it can not only cause crippling pain but also conduct energy between her body and that of the person she’s touching, thus allowing her to apply her mind-magic easier than at a distance and much more subtle.
She’s wearing a few garnet stones on her equipment, usually positioned on her belt, thighs, heart and ears. Their function is not only decorative and sentimental, but practical as well as they’re attuned to finding sources of arcane energy. Although useful, they are relatively useless in the mage circles as practicians are usually capable of sensing those with their bare skin and don’t need any outside help.
Additionally Onweer has a pair of boots made of extremely durable animal hide with a pair of A/Bs built into the platforms and a belt with another one, disguised as a buckle.
Lastly, she has a mantle made up of jay feathers that she uses for protection against the elements when she travels. It provides the perfect insulation adapting to her body temperature to either keep her cool or warm depending on her needs. Additionally, it’s good disguise and compact as well as she can wrap it around her neck as a scarf when in a bigger city.
Specialties: Mind-magic, air-magic, martial arts (bojutsu, sojutsu, naginatajutsu), windriding and some basic knowledge of alchemist potions and arcane conductivity. Lastly, she's not bad when it comes to hunting-gathering, cooking and thinks she has an incredible fashion sense.
First Name: Birthname: Garnet, but in recent years she is better known for her Diver alias Onweer.
Last Name: Daybreak
Age: Late twenties.
Sex: Female
Home Nation: Hyznia
Appearance:
Onweer has a slim built with just enough lean muscle to shatter a skull with the right stick in hand. With her height of 1.70m without the platform boots, 1.80 with them and a weight of 55kg. it’s sometimes hard for her not to stand out, especially in less cosmopolitan places. For that matter, her face is easily overlooked as completely average – pretty but not striking, with dark mahogany eyes and hair. As if to compensate, Onweer cut her dark hair short like a man’s, leaving just a few long strands at the sides of her face and the back of her head.
Since becoming an official Junker, she couldn’t help the temptation of displaying her new status by standing out a bit more and bought herself a set of comfortable but pretty revealing shorts and top and a small jacket she thinks should become the official female Junker uniform.
All this is making poor armour but in contrast, the gloves and boots she wears, are quite practical. They not only provide protection for her brittle bones but also increase the circulation of her arcane network, thus making it easier for her to conjure spells.
Personality: Generally, Onweer seems happy-go-lucky, and easy-going, always up for adventure and on the lookout for hidden treasure. She is friendly with a hint of witty sarcasm and the friendly jab to someone’s ego. She seems to have no secrets and loves talking about all sorts of things with just about anyone.
Few who know her would suspect that she became a diver for any other reason than to find the gleamiest gem of them all. However occasionally she can also be very reclusive and secretive, especially when it comes to her past. On the inside, there is a part of her that is very bitter and very motivated to fix all the injustice she has witnessed and experienced.
History:
Growing up in Hyznia, Garnet had the luxury of growing up in a family that loved and cared for her and strived to give her the best start in life. They invested a lot into the girl’s education in both the arcane and in defending herself through the application of various martial arts. Her talents were quickly established to lay in air-manipulation and the art of sōjutsu, the art of the spear. With her parents expressing their love through education rather than affection, the girl grew up to be a meticulous fighter, easily combining her abilities to overpower any enemy, be they human or monster.
As her skills grew so did her ambition and soon enough she was accepted in the local branch of CMAS as one of the city’s most promising, and youngest combat mages. She seemed happy to serve and did so with little complaint, quickly rising through the ranks. Inside her, however, the uneasy feeling was growing, that the world couldn’t be as black and white as CMAS and the government presented it to be. She started wondering why divers were so discriminated against, and yet so seemingly unaffected. Soon, she was convinced of two things: CMAS knew more than it was willing to say and so did the divers.
With time Garnet became more and more worried about what was right and sought alternative truths in the stories of divers visiting the city. Having grown up in a nation with very fluid moral concepts, it only seemed natural to embrace mind-magic as soon as she heard about it, as it was the one certain way of extracting reliable information out of some less talkative divers. With the CMAS’ opinion of such methods in mind, she continued doing her official duties while secretly studying the mechanics of the controversial art and practicing them at night on mostly unwilling victims.
It was a good few years until the CMAS finally decided to address the growing number of complaints and investigate one of their most loyal servants. By the time they realised there was truth to the divers’ words, the girl had already fled to Illon where she managed to mingle with the crowds and stay under the radar for a while. In a way, it was fortunate that she was there when CMAS and the local authorities finally caught up with her. It provided plenty of places to hide and a host of characters willing to help you for a fee. The silencing ritual was only half-done when she managed to break free and once again go underground, this time for good. She changed her name and her face and found a new goal in life: break the seals placed on her own arcane network and restore her powers.
In the meantime, Illon provided not only a good hideout but also a bundle of useful new knowledge. Onweer learned a bit about alchemy and even joined a few trials that aimed to improve and expand the circulation of arcane networks in the human body. She got her body modifications so as to make use of the limited access she still had to wind magic and learned how to use A/Bs more efficiently. She became a diver herself, venturing further and further into no-man’s-land and eventually, when the dust had settled, applied to join project S-S. She’s not sure if anybody in CMAS still recognizes the woman she was in her earlier years but despite the occasional fit of paranoia, doesn’t let that hinder her stride for success and knowledge. One day she’ll lift her seals, break into the minds of CMAS higher-ups and find a way to assure a better life for everyone under the government of the Quadra-Powers.
Occupation: Junker.
- - - - (Power Matrix)
Primary Focus: Arcane
Magical Capabilities:
• Air control. Before her access to the arcane was restricted, Onweer was a highly skilled combat sorceress specialising in wind magic. She could summon gusts strong enough to hurl a man over a wall or carry him harmlessly halfway across Hyznia. As part of the local branch of CMAS she’d regularly be called in to support the city’s barrier and repel any trouble threatening the citizens – a position she took a lot of pride in. It allowed her to experiment with her abilities and develop ways of propelling objects through the air and manipulating it so as to create blades and beasts made of nothing but pure wind-force.
Now her abilities are severely crippled and largely dependent on her proximity to a node or the charge of her A/Bs. Currently she mostly uses her air-magic for is to ride the wind, relay messages. The creation of windblades is extremely taxing and the creation of beasts – nigh impossible.
• Mind-manipulation with a focus on the visual and spatial information. As she hasn’t had enough time to fully develop her skills in the field of mind-magic, Onweer is unable to completely control a person’s mind as she pleases. However, she’s invested enough effort to be able to dabble into and affect the arcane network in the visual cortex, the hippocampus and, less successfully, the temporal lobes. What this means is that she’s able to read a person’s visual memories quite clearly, and their spatial memories – less so. It also means that with enough pressure applied she is able to feed information into those areas of the brain thus causing a variety of visual malfunctions: from simple visions to causing severe illusions, disorientation or even blindness. She is hoping to expand her knowledge into the auditory parts of the brain in order to make her extraction of memories more complete but due to the silencing, her research is currently on hold.
She can still utilise her skills in the field as the bodies of both herself and the other party act as accumulators that provide a steady flow of arcane energy to fuel the magic. Unfortunately it’s much less reliable as it used to be, sometimes leaving the victim completely unaffected but Onweer has figured out ways to work with what she’s got and, if anything, with more finesse than before. She is able to extract visual memories with nothing more than a few simple touches with her skin or staff before anyone even realises, and can still cause a whole deal of trouble if she decides to.
Body Modifications: Clinging to the hope of having her arcane network restored one day, Onweer hasn’t fully embraced the idea of body modifications yet. However, she has made use of it in a small but dangerous way. She volunteered to have the bones of her limbs hollowed out in order to be able to glide with the limited amount of air-magic she has left. She uses those as hidden A/B batteries when she’s expecting to be away from a node for a long time despite the health-risks that could arise from such unnatural undertakings.
She has a big tattoo of something resembling a lotus or a blade on her abdomen but that has no arcane value whatsoever.
Weapons and Equipment: Stave: a simple wooden staff, roughly as tall as herself when she has her heels on. It’s made of dark polished redwood and aside from the spiral of poetry running down its length, seems like a simple bo staff. And in reality, it is. The secret is very subtle and only obvious to the few who can compare the arcane network of both Onweer’s body and the wood. They are a complete match with the fibres and hollows in the wood’s structure making it the perfect limb-like extension. When used as a weapon it can not only cause crippling pain but also conduct energy between her body and that of the person she’s touching, thus allowing her to apply her mind-magic easier than at a distance and much more subtle.
She’s wearing a few garnet stones on her equipment, usually positioned on her belt, thighs, heart and ears. Their function is not only decorative and sentimental, but practical as well as they’re attuned to finding sources of arcane energy. Although useful, they are relatively useless in the mage circles as practicians are usually capable of sensing those with their bare skin and don’t need any outside help.
Additionally Onweer has a pair of boots made of extremely durable animal hide with a pair of A/Bs built into the platforms and a belt with another one, disguised as a buckle.
Lastly, she has a mantle made up of jay feathers that she uses for protection against the elements when she travels. It provides the perfect insulation adapting to her body temperature to either keep her cool or warm depending on her needs. Additionally, it’s good disguise and compact as well as she can wrap it around her neck as a scarf when in a bigger city.
Specialties: Mind-magic, air-magic, martial arts (bojutsu, sojutsu, naginatajutsu), windriding and some basic knowledge of alchemist potions and arcane conductivity. Lastly, she's not bad when it comes to hunting-gathering, cooking and thinks she has an incredible fashion sense.