Name Arnett Ashdane
Nicknames "Art"
Alias Arthur Corvid
Age 25
Birthday June 14th
Gender Male
Species Druid - WIRE Tribe
Ethnicity Danish
Nationality American
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Personality
-Unapologetically cheerful and casual under most circumstances, Art shows little fear when meeting people and is happy to integrate himself into any crowd that's not outright trying to kill him.
-Whimsical to a T, prone to acting the jester with jokes, gags, and puns in the same breath as a serious discussion. Not above throwing out compliments towards others frequently that sometimes come off flirtatiously.
-Hyperactive, and a little attention deficit, often spends his free time playing games on his phone (with a stylus to accommodate the prosthetic), tinkering with his gestalt, or dancing. Art has a slight habit of swinging from slightly good moods to extreme highs in an instant and back again, often in reaction to the level of energy from those around himself. Prone to wild antics in particularly high phases.
-Daydreamer. Has formed a definite habit of checking out from reality often in order to explore more creative ideas elsewhere.
Height 5'7"
Weight 132lbs. (Min of 66lbs., max of 198lbs.)
Notable Features
-Talks fast
-Caffeine addiction
-Regularly stays awake for up to 36 hours
-Ambidextrous, leans left
Hair
Brown, long, sometimes worn in braids or tails. A small, tightly edged beard lines the jaw.
Eyes
Blue.
Voice
Excitable with an often playful or lighthearted tone to it. Reasonably deep, with some slight rasp.
Appearance
Often appears pale and slightly sallow, Art suffers from a condition that regularly leaves him feeling weak. He's able to mitigate it by using the Vigor of Life to reach more healthy conditions. During them, Art has the appearance of a somewhat short but lithe individual with a fair complexion. His body is lean and muscular, with a bit of pudge around the hips and belly.
Art has a preference for long-sleeved shirts and baggy coats that help to hide the prosthetic left arm and hand, which he wears a glove on in public. Blue jeans, windbreakers, and flexible slacks are common legwear for him, along with a pair of tennis shoes whose grips have long been worn down.
Has three piercings in both ears. The tattoos that cover his upper right arm consist of "WIRE" along with a raven on either side of the word on top of a series of tribal art with small cogs and wheels mixed in the empty spaces.
Art's prosthetic/gestalt that makes up his left arm below the elbow consists of a metallic hand for its appendage, each finger is segmented and designed to be used much like a regular human hand. Has rounded fingertips to allow a softer touch without scratching others by accident. The forearm features a wind funnel surrounded by vertical fan blades that spin as Arnett channels his magic.
Languages
English
Biography
[WIP]
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Powers
Druidic Magic:
Arbor Scry – The ability shared among druids to leave messages where others can read them, and the ability to read such messages themselves. Using the Scry causes ones’ irises to take on an amber color, and their vision will be coated with a green shimmer. Messages appear as a gleaming, fiery orange sequence of letters that changes to suit the reader without losing its meaning. Leaving a message is often as simple as writing in thin air.
Communion – A meditation technique practiced among Druids. While different from tribe to tribe, or even individual to individual, Communion is very often begun with an offering. Offerings can be as simple as an exchanging of words, or can be more physical with items relevant to the Druid’s wishes. While in Communion, a Druid opens their mind to the feelings of natural forces and converses with them, exchanging information relevant to the environment. In this way, a Druid may receive knowledge of insect, bug, and animal lore, incoming weather patterns, and such factors as openings into other realms. Natural forces communicate via smells, sounds, emotions and sensations, but lack any grasp of actual languages. Where one may hear a natural sound such as leaves cracking, or the voice of an individual who recently traveled through, they would not hear any words said in a specific language through this method.
Living Machine – Channeling ambient aether allows a properly-trained Druid to control their prosthesis like it was a part of their own body. These prosthetics, dubbed “gestalt”, are as good as any focus for magic and are frequently used as the primary tool for many WIRE Druids.
WIRE Pact Magic – Arnett has made pacts with the Surges of Gravity and Attraction, as well as Elementals of Air and Lightning, and a Vigor of Life. With a medium (the gestalt), the powers granted by these pacts find new uses.
*Surge of Gravity – Under their current pact, Arnett can freely change his own weight within the range of x0.5 to x1.75 normal gravity. He primarily enjoys going around at about half his normal weight, allowing him to be lighter on his feet and making it far easier to move using his gestalt. (Art’s Notes: Thought I'd still have to worry about my mass requiring the same amount of strength to move, but there's gotta be something else about these pacts. An elder once said “physics is a series of agreements between friends.” Surges make deals with one another too?)
*Surge of Attraction – Enables a selection of two points to become attracted to one another in an effect akin to magnetism. For this to work, Art must be able to touch the first point, while the second has to be clearly defined within his mind for the connection to be established, if he can’t touch it. The force of the attraction is highly dependent on the mass of the first object in relation to the second (or vice versa). Using this, Art can generally pull most small objects lighter than himself to his hand, or cause himself to be attracted to something larger, such as a building. Selecting a living being as the first point and binding them to a nonliving object can be quite effective, but binding them to another person can lead to some unusual results. (Art’s Notes: Study ongoing. For the current best effect, one point needs to be an inanimate or dead object. Dead, defined here as lacking its own will to resist the Surge. Binding two people is almost always weaker unless I can touch them both. A mental connection is uniformly easier to resist than a physical one, that’s why it’s easiest to link a person I’m touching to something inanimate that I may not.)
*Air Elemental – Under their current pact, Art has limited control over air itself. While capable of causing small gusts or filtering air around in a small space, the primary point of negotiation was allowing Art to maneuver himself freely while airborne. (Art’s Notes: Got pretty lucky with this one. Some might say it’s useless, but what kind of acrobat wouldn’t like more control over their actions in the air?)
*Lightning Elemental – Under their current pact, Arnett can generate electricity through his body or redirect channels of it without causing himself deathly harm. The voltage is highly variable and, using the Fulminare, can be used as a defibrillator or used to charge devices. (Art’s Notes: Who said wireless charging was a bullsh*t gimmick?)
*Vigor of Life – An incredibly fortunate pact, for a WIRE member. In spite of the name, Art cannot use this Vigor to bring things to life. It does, however, give him the ability to transfer life force from one body to another. He is capable of extending the life of a dying individual by giving of his own or another’s, to an extent. To give or receive of life force, Art has to have direct contact with a giver and/or recipient and can safely serve as a conduit between two individuals. Art often uses this among passersby in order to keep himself in good health, stealing small bits here and there without pedestrians noticing. (Art’s Notes: It doesn’t rez. It doesn’t heal either, but it can give a person a chance to receive medical attention and possibly survive! I bound the wrong fucking Vigor and it cost me!)
Fighting Style
Art approaches combat the same as a game, using flashy and fancy footwork to bob, weave, juke, and pivot his way through a fight while earthbound. The Fulminare's primary use will be to propel Art forward and upward through arcs to place himself in unexpected positions or to gain extra momentum for some actions. The Surges of Gravitation and Attraction find use as Art constantly use them to change the weights of enemies or cause them to be pulled this way and that among the environs, or to attract objects to them to provide obstacles. Whoops, hollers, and quips are common in Art's encounters as they're treated lightheartedly.
When stakes get risen appropriately, the playfulness drops and the knife comes out. Art takes the Fulminare to its full effect, becoming a storm of lightning and steel on the battlefield. In this, he favors single, well-placed strikes intended to do as much damage as possible while using the Surges to keep foes off-balance and open opportunities to capitalize on.
Combat Abilities
*Gestalt/"Fulminare” – Art's favored left arm and a priceless medium of Druid Pact Magic attached below the elbow. Using this glorious amalgamation of magic and machinery, Art can enhance and amplify the abilities granted to him by the Elements and Surges under pact. Sadly, this doesn't extend to Vigors.
--Air - Able to concentrate the gusts of wind, Art can launch and propel himself about at will at relatively high speeds and across distances up to a several yards at once. As an acrobat with a flair for the dramatic, Art likes to make his movements look flashy as he gets airborne, but his landings will always be solid and stable. The same gusts can also be used to redirect projectiles within range (Art's notes: DON'T TRY IT WITH BULLETS AGAIN!)
--Electricity - Manifests most often as a focused "shotgun"-like discharge from the palm that can push lighter foes away and cause severe electrical burns in the process.
--Gravity - Using this Surge, Art can make an instantaneous increase or decrease in the pull of gravity on a single body of mass through touch. Useful for forcing one person down to the ground under their own weight (up to x1.75 their normal), or making someone just light enough for tactical purposes (down to x0.5 their normal).
--Attraction - Attraction is a fun one with multiple purposes. Able to bind two points or bodies together, of which only one needs to be touched, Art can throw projectiles such as rocks and provide a slight homing factor to them by designating their point of attraction as a nearby person. Selecting two people as bodies to be attracted can often put them off balance, and increasing the weight of one while augmenting the Surge can lead to comically effective results.
Daily Skills
Anything asked of him.
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Equipment
*Smartphone - Comes loaded with a multitude of video games and numerous PDFs of manuals whose pertinent contents range from household utilities to tabletop RPG handbooks and the occasional E-book. Kept on person at all times, with suspiciously full battery.
*Multi-tool - A repurposed bracer styled after medieval armor. Within the layer between metal plate and leather cushion lies a jury-rigged mechanism housing a series of tools, to include screwdriver bitheads, lockpicks, and wrenches that can be unsheathed with a flick of the wrist and stored again with a second flick.
Weapons
*Druid's Iron Edge - A short dagger with a thin, leaf-shaped blade. Druidic script on both sides read "It's a beautiful day/Watch someone mess it up."
*Gestalt "Fulminare" - See above.
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Likes
-Dancing
-Video games
-Drawing schematics
-Daydreaming
-Coffee
-Tinkering with machines
Dislikes
-Sitting still
-Having nothing to do
-Being bored/understimulated
Fears
-Living a boring life
-Losing his gestalt
Aspirations
-Having fun
Quotes
Theme Songs
Bring Me The Horizon - 1x1
Wrought Iron Rebels (WIRE)
“Vita Propter Machina” – Official motto of the Wrought Iron Rebels, meaning “life through machine”
-Controversial among druids are a tribe of machinists. Mixing magic with mechanical aspects, these druids are notable for crafting false limbs that can act as good as any naturally-grown body part if not better. Sometimes called “Junkers”, “Iron Heathens”, “Fulgurists”, “Grey Leaves”, and “Unnaturalists”, they are not generally held in high regard by other tribes as a result of their mechanical leanings. Perhaps as a result, this tribe has a stronger sense of unity and acceptance about them. Willing to take on all sorts of individuals, but with a less than notable presence leaving their tribe forever smaller than most.
-The WIRE tribe's beliefs are of the idea that everything that exists is natural as it is part of the natural world. So what can be made, synthesized, and done with these parts must also be natural. With this in mind, the WIRE are as much a group of scholars and scientists as they are magic practitioners.
-WIRE is unusual about its tribesmen. With their mechanical inclinations, many take up businesses or jobs as mechanics, machine repairmen, engineers and the like. In theory, they are more like an organization that has an iron in every fire, using their name or motto as a way to recognize one another. In practice, WIRE acts like a series of distant relatives to one another, always with an open home, tasty meal, and a place to lay one's head in a bad time.
-Utilizing the copper alloy, orichalcum for their circuitry, mechanical prosthetics made by WIRE are devices capable as mediums for druidic magic and communing with natural forces due to being magically conductive. Any druid trained by WIRE can channel ambient aether or living energy to power their prosthetic at will (though not all of these tribesmen have or use these prosthetics), allowing them to be used the same as a living muscle like any other. Naturally, these druids have a habit of engineering extra functions into their arms that allow them to utilize their pacts in numerous ways. Prosthetics made and utilized this way are called "gestalts".
-Any member of the tribe that uses a mechanical prosthetic carries the unfortunate exclusion from shapeshifting, meaning that most tribesmen never have a spirit animal, further separating them from other druid tribes. Most WIRE members tend to pick up another form of magic to complement their particular series of pacts.
Unique Traits:
WIRE Pact – Likely a result of WIRE’s more technological standpoint on Druidism, most members have difficulties making pacts with Vigors. However, their unique stance and use of machinery gives them a natural affinity for binding Surges, as well as Elements of electricity. Thus, WIRE druids often have pacts with several Surges and a couple Elements, one of which will always be electricity and another for something more relevant to their job or prosthetic’s function. Very rarely will one have a pact with a Vigor.
Living Machine – A form of magic that resembles a Vigor, yet requires no pact to perform. The druid channels ambient aether at will into their gestalt’s orichalcum circuitry, allowing it to be used much like a living body part. For most druids, this provides a way to use their spells as though they were flexing a muscle, but limitations can exist as a result of contractual obligations. Somatic and verbal aspects are sometimes still required.
“Vita Propter Machina” – Official motto of the Wrought Iron Rebels, meaning “life through machine”
-Controversial among druids are a tribe of machinists. Mixing magic with mechanical aspects, these druids are notable for crafting false limbs that can act as good as any naturally-grown body part if not better. Sometimes called “Junkers”, “Iron Heathens”, “Fulgurists”, “Grey Leaves”, and “Unnaturalists”, they are not generally held in high regard by other tribes as a result of their mechanical leanings. Perhaps as a result, this tribe has a stronger sense of unity and acceptance about them. Willing to take on all sorts of individuals, but with a less than notable presence leaving their tribe forever smaller than most.
-The WIRE tribe's beliefs are of the idea that everything that exists is natural as it is part of the natural world. So what can be made, synthesized, and done with these parts must also be natural. With this in mind, the WIRE are as much a group of scholars and scientists as they are magic practitioners.
-WIRE is unusual about its tribesmen. With their mechanical inclinations, many take up businesses or jobs as mechanics, machine repairmen, engineers and the like. In theory, they are more like an organization that has an iron in every fire, using their name or motto as a way to recognize one another. In practice, WIRE acts like a series of distant relatives to one another, always with an open home, tasty meal, and a place to lay one's head in a bad time.
-Utilizing the copper alloy, orichalcum for their circuitry, mechanical prosthetics made by WIRE are devices capable as mediums for druidic magic and communing with natural forces due to being magically conductive. Any druid trained by WIRE can channel ambient aether or living energy to power their prosthetic at will (though not all of these tribesmen have or use these prosthetics), allowing them to be used the same as a living muscle like any other. Naturally, these druids have a habit of engineering extra functions into their arms that allow them to utilize their pacts in numerous ways. Prosthetics made and utilized this way are called "gestalts".
-Any member of the tribe that uses a mechanical prosthetic carries the unfortunate exclusion from shapeshifting, meaning that most tribesmen never have a spirit animal, further separating them from other druid tribes. Most WIRE members tend to pick up another form of magic to complement their particular series of pacts.
Unique Traits:
WIRE Pact – Likely a result of WIRE’s more technological standpoint on Druidism, most members have difficulties making pacts with Vigors. However, their unique stance and use of machinery gives them a natural affinity for binding Surges, as well as Elements of electricity. Thus, WIRE druids often have pacts with several Surges and a couple Elements, one of which will always be electricity and another for something more relevant to their job or prosthetic’s function. Very rarely will one have a pact with a Vigor.
Living Machine – A form of magic that resembles a Vigor, yet requires no pact to perform. The druid channels ambient aether at will into their gestalt’s orichalcum circuitry, allowing it to be used much like a living body part. For most druids, this provides a way to use their spells as though they were flexing a muscle, but limitations can exist as a result of contractual obligations. Somatic and verbal aspects are sometimes still required.