@Exit I can get why PvP stuff can be a little unappealing, nonetheless, I appreciate the thread bump! And if you have any questions, send me a PM or ask me here.
@Exit The summon sheet is there to basically create a hero pool. Depending on how people want to do it, we can either assign all of the heroes a number and then have all of the summoners roll for them RNG style- or we can have preset teams. It's up to the players, but you're numero uno with interest so whatever you prefer will definitely be considered.
As for knowledge of Fate/Re:Creators, it's just inspirational sources more than anything.
The first stage of any roleplay is a gauge of interest, so here I am. Mirror Fantasia is kind of a Re:Creators RP, kind of a Fate RP, kind of neither of those. The premise is that a new game has come out advertising itself as an AR game similar to Pokemon Go and others of that ilk, the plot of which is that your character must summon heroes of various media franchises, OCs, etc, and use them to walk around your city and close ooky spooky rifts in reality to stop their world from being destroyed. The "twist" is that, when you go to summon your starter hero they are actually brought into the world alongside you- "though only you, and other summoners can see them". You then battle for real stakes to prevent the apocalypse in Mirror Fantasia, and on Earth.
- I'm looking for 10 people, 5 Summoners - 5 Heroes - Collabs will be mandatory between your fellow players and the GMs - Writing level will be Casual to Advanced, no babyposting. - Posting Schedule will be weekly/biweekly depending on circumstances.
T h e G a m e
Mirror Fantasia is an Augmented Reality PvP Game that has taken the world by storm with its mobile launch. Upon downloading the game and creating an account, the player will be prompted to roll from a "Hero Gacha" before they are able to participate. The rates of specific character rarities are listed before you roll, but it's your one and only chance at getting some high quality characters. Speaking of which, many of these characters are from popular anime/manga/games "with a twist" that they must fit the criteria of the class system within Mirror Fantasia. You pull "Goku - The Legendary Saiyan" as a Fire Mage, or perhaps you pull "Cloud Strife - Shinra SOLDIER" but now he's a Motorcycle Riding Knight, but there are also characters original to the world of Mirror Fantasia as well. Once you've summoned your Hero, you are able to travel around your city battling other players and gathering Reality Shards which can be used to purchase customization items, summoning stones, and even entries to the Grand Fantasia Tournament where the top players battle against eachother for a chance to have themselves immortalized as a hero in Mirror Fantasia. The ultimate goal however is find out what is disrupting the reality of Mirror Fantasia, and bringing it to an end.
T h e S u m m o n e r s
The players of Mirror Fantasia are called Summoners and their role in the story of Mirror Fantasia is bringing peace to the "Weave of Mirrors" that holds the threads of reality together. In the game they are gifted three types of spells, a cantation, an enchantment, and a trump card, along with the ability to call forth heroes from various other worlds. In every city, town, and suburb, dimensional rips will form called "Frays" where reality begins to fall apart and it is up to the summoners to close them. At these Frays, countless summoners will gather, rising to the challenge to close the rift. But only one summoner can close these tears in reality and reap the benefits, which brings these summoners to compete among eachother until only remains to close the Fray and receive the Reality Shards.
Summoners are categorized by five elements in which they choose after summoning their first hero. Fire: The element of fire, lightning, and destruction. Earth: The element of earth, nature, and wind. Water: The element of water, mind, and ice. Light: The element of light, faith, and creation. Dark: The element of dark, science, and death.
T h e H e r o e s
The heroes summoned into Mirror Fantasia are from countless other worlds, or unique altogether. Each hero knows only bits and pieces of their past incarnation, specific skills, specific lessons, specific memories that are molded by the Classes they are summoned as. One thing they all have in common is a drive to protect their summoner and the ability to sense nearby Frays when they open. One summoner can control up to three heroes at once though extra summons cost the hefty cost of 500 Reality Shards, which in itself is a mission to grind up. Heroes are also affixed in their stats, meaning the only room for growth between a summoner and their hero is the application of their teamwork together.
The heroes are all categorized into one of the following classes, W a r r i o r - A powerful class that relies primarily on the their physical prowess or a melee weapon to get the job done. They are granted a + modifier to their Strength stat making them more suited for feats of raw power. K n i g h t - A protective class that relies primarily on their shields, armor, perhaps even a noble steed to get the job done. They are granted a + modifier to their VIT stat making them suited for long battles of attrition. T h i e f - A sneaky class that relies primarily on stealth and subterfuge to get the job done. They are granted a + modifier to their Speed stat making them far more suited for hit and run tactics or infiltration. R a n g e r - A skilled class that relies primarily on careful aim with a ranged weapon to get the job done. They are granted a + modifier to their Dexterity stat making them mores suited for ending battled with a single lethal shot. M a g e - An insightful class that relies entirely on the lost knowledge of the world and its mysteries. They are granted a + modifier to their Intelligence stat making them more suited for casting devastating spells that change the flow of battle.
T h e S t a t s
The stats of Mirror Fantasia are STR, VIT, SPD, DEX, INT, and RES. When a Summoner pulls a character they will have a ranking of E through S in each stat based on their origination. These stats each cost points with every character having an allowance of 150 Points to expend. E - Rank cost is 5 points. D - Rank cost is 10 points. C - Rank cost is 20 points. B - Rank cost is 40 Points. A - Rank cost is 60 Points. S - Rank cost is 80 Points.
You may choose to not allot any points in a Stat which grants you F Rank. The + modifiers granted to each class increase the stat a good amount but not quite to that of the next letter of rank. D+ is not quite a C, and A+ is not quite an S.
S t r e n g t h -This parameter dictates the level of physical strength a character has and the destructive capability of their melee weapon. V i t a l i t y -This parameter dictates the level of endurance a character has and the level of damage they can take till death. S p e e d -This parameter dictates the level of movement speed a character is capable of and their ease maneuvering the battlefield. D e x t e r i t y -This parameter dictates the level of skill a character carries in their abilities and weapons. I n t e l l i g e n c e -This parameter dictates the level of effectiveness a character has casting spells and their destructive force. R e s i s t a n c e -This parameter dictates the likelihood of brushing off unique conditions and affects of enemy abilities.
IMAGE
N a m e
I n s e r t Q u o t e H e r e
A g e :
How old is this NEET?
P e r s o n a l i t y :
Keep it as brief as you want, or tell me every little quirk and detail.
E l e m e n t :
What element did they choose.
Why did they choose this element.
C a n t a t i o n :
A basic attack spell that all summoners use to assist their Hero in battle.
E n c h a n t m e n t :
A spell that enhances allies or curses enemies.
T r u m p :
The most powerful spell a summoner can cast. A trump spell that is restricted to highly specific conditions and only able to be used once a day.
IMAGE
N a m e
I n s e r t Q u o t e H e r e
O r i g i n :
The media you come from.
P e r s o n a l i t y :
Keep it as brief as you want, or tell me every little quirk and detail.
C l a s s :
What class they fall under.
Why they fall under this class to receive the benefits.
S t a t s :
STR - VIT - SPD - DEX - INT - RES -
T a l e n t s :
Passive constant abilities always applied to the character. Note that this will be influenced by the character stats above.
S k i l l s :
Activated skills, spells, and abilities that aren't a constant and require some form of activation to utilize.
S a g a A b i l i t y :
Each character is granted [one] saga ability unique to themselves. The Saga Ability allows the character to [surpass] their former limits and activate a grand and powerful feat momentarily. Saga Abilities require two things, [a lock] which is a rare item or circumstance that they may come across, and [a key] which is the difficult action in which they must enact to bring about the Saga to reality.
Asa stands at the average height of 5'9 which is enhanced a few inches more by her special-crafted heels she struts around in. She has a gymnasts physique, her muscle tone is lithe with each fiber of muscle taut and springy with her diet and workouts focusing on increased agility more than anything. Her complexion is pasty ivory with peach and pink undertones, though most of that is covered with flashy clothing from various provinces of Rassvet.
Asa's facial profile is youthful as each feature is rounded and full, the only telling of her age being the carnivorous golden eyes imbued in her almond shaped sockets. Her hair is a long, well-maintained mane of flowing raven strands that are routinely brushed every morning and often tied into twin-tails with fancy elastics decorated with red hued oriental flowers. Red seemed to be this WARDEN member's color of preference when she wasn't in the unit's typical uniform- which was dyed cooler grays and blues, to her dismay.
P E R S O N A L I T Y
Asa is a firecracker. Explosive, energetic, loud, it's difficult to find a moment of peace with her around and honestly she is fully aware that it can be off-putting for some and she doesn't care. Typically she falls into one of two states of being: abrasive raging lunatic, and hyper-emotional crybaby. Though, this does not prevent her from being an effective member of WARDEN and Asa's high energy go-go-go mindset is fully taken advantage of by the strategists of her team. She is fully aware that she is seen as a tool and plays her role in whatever mission she is tasked with to her highest potential, and does so happily to keep her position intact.
While her time in time in Aporia was short, she also carries a lot of traits found in its citizens. She's incredibly materialistic and enjoys glamorous items and things of high monetary value that may not even have use to her, and Asa has even responded to someone taking these things from her with hostility. But she's cunning to a degree, and knows when to don the facade of whatever her supervisors wish her to be- until they turn their heads and she's right back to normal. Despite everything, she sees the Barghest Squad as her family and wouldn't sell them out despite any of her tendencies mentioned.
B A C K G R O U N D
Aporia, a bustling metro-city filled to the brim with people of every walk of life. There are spires towering into the sky, red light districts open all night long, all of which are mostly owned and controlled by the Etherium Barons that turned the city into the capitalistic hub that it is today. Which has its boons and drawbacks, there is no shortage of jobs in Aporia and if you're willing to slave yourself away to the whim of the elite you will have food on the table with little-to-no issue. But should you decide to try and take a piece of the pie they enjoy hoarding among themselves, they'll hire deathdealers to invade your home in the middle of the night and take what you have and what you love.
There are those who stand their ground against the status quo, like the Mata Clan for instance. They've been around since the founding of Aporia, Yuta Mata even refined the mortar that was used to build many of the oldest walls in the city. Currently Shiro Mata runs the Mata Arms Company in its shanty little corner of the city slums, but despite the location- the company is pretty well known in Rassvet for their reliability and "classic mechanical look". They clan can't afford to innovate or branch out due to the tendrils of these Etherium Barons reaching so deeply throughout Aporia, higher quality resources are sold at higher premiums to non-surrogate businesses they control and thus Mata must utilize scrapped metals and Levistone that they find themselves. Shiro's wife Rika typically hires a team to head out into the boonies and seek out what she can scrounge up, returning to the Mata Arms Shop with what she finds to produce their products. Weapon aficionados call these armaments "Artisan Weapons" due to the fact that they are still made by hand, forgoing the manufacturing em-masse that a lot of other companies have turned to for efficiency.
Shiro and Rika are Asa's grandparents, and the shop is where she was raised for the early years of her life alongside her mother and father who worked there. Her time in the slums wasn't bad though, kids there build cliques early on and learn to find fun where they can make it- resourcefulness is good for building character. Her grandfather was definitely someone she looked up to in her youth, he had pride in his work and despite his age worked his greasy arms off from dawn to dusk without taking any breaks and was meticulous with every detail of each sword, gun, or explosive he created. Grandma Rika called him an artist, constantly experimenting with different minerals to find some breakthrough in his work to keep customers enticed in the company name and his craft. If Asa perhaps lived in a parallel universe where the establishment hadn't hounded out gifted youths at the ripe age of ten years old, perhaps she would have risen to be some weaponsmithing prodigy like her grandfather! The old geezer once even said that "If anyone steals this company from under me, it'd be you Asa."
But the suited men did arrive on that fated day, and Asa passed all of their evaluations.
She was peeled away from her family, and while there was some resistance- they all knew the repercussions of trying to keep her from the WARDENs and eventually pushed the girl to go to the Citadel peacefully. Her training started quite rough seeing as Asa didn't really want to be there, and thus resulted in a lot of pressure from the instructors who were already quite harsh on the new recruits. Asa constantly whiffed a lot of the courses in the first year and there were moments when she intentionally tried to thoughtlessly be removed from the program, but it was seeing the perseverance of people like Lance Bennett and Ray Hopkins that actually influenced her to apply herself in the program. When she actually began to push herself in training she quickly rose to be one of the best students in CQC, her body was unusually flexible and she could take a hit- due to stubbornness or not. Knife Combat in particular seemed to be her calling as she even in her earlier years take on some of the more athletic instructors on in mock knife fights. She was good with her hands making martial arts come easy, and mechanical work a breeze as well. When it came to magic she at first didn't seem to have much talent for it, the concept of harnessing mist and utilizing it wasn't something that the loudmouth could wrap her head around. But eventually she felt something like thread, difficult to even detect and it was fleeting- sometimes it was there and others it wasn’t. The instructors in Citadel told her that many mist sensitive detect via different senses, seeing it, hearing it, smelling it even, and sometimes through touch.
When she told one instructor Ada Matic, she was pressed to do everything she could to grab hold of that thread and eventually she found that this was all it took to be able to procure a result from harnessing the mist. At first she would be able to move things using the mist with some simple telekinesis, she learned that if she visualized the thread of mist touching what she wished to move it became easier to manipulate. Then came teleportation, which came from visualizing a location that the thread touched, mentally equating to “pulling herself” to the location. The last thing that she really shined with was lightning magic, which was a hot tip from the same instructor Asa hit it off with before. Thinking of the mist thread as a wire to guide lightning projected to a target, though she utilized this more as a stunning deterrent rather than a purely offensive option. Nonetheless! Finding all these skills and working hard at mastering them really warmed Asa up to the lifestyle as a WARDEN, and now she happily works alongside her companions to the best of her ability.
C O M B A T
Asa is a close-to-mid range fighter with an emphasis on quick and lethal actions to dispatch numerous targets in high efficiency. Her firearm of choice is two Mata Pistols that utilize coarsely-refined levistone to project small concentrated blasts into opponents in close proximity. While not relying on typical ammunition the concoction that fuels these firearms is prone to overheating the weapons, meaning that while highly effective in short bursts- they cannot be used excessively in long duration and if pushed too far can even backfire causing damage to Asa herself.
What Asa is more so known for are the twenty thin blades strung around her person, of which are where her magic prowess comes into play. Teleportation, telekinesis, and lightning emission are where Asa shines bright. She is able to freely manipulate these blades freely and launch them up to fifty yards away, each blade is imbued with a levistone attuned to Asa which she can quickly teleport to freely- blinking between different locations over short periods of time. She’s also able to guide lightning to these blades and also produce a strong electromagnetic pulse from her hands, both of which are good for stunning enemies and deterring their equipment. What this combination amounts to is a highly-mobile assailant capable of swiftly navigating the battlefield and disposing over numerous low-defense enemies at a time. This makes her incredibly optimized for infiltration and other covert operations, though some of her personality barriers do hold her back in that regard.
N O T E S
• Asa keeps in contact with her whole family and many of the friends she left behind before joining WARDEN. • She is also known to be incredibly prone to getting into other people’s business and documenting gossip in a journal she keeps in her quarters. • Over the years her grandfather has sent a few experimental ideas to his granddaughter in the citadel. The Mata Pistols and her four Levistone Imbued Blades are both made by him, donning the Mata Clan emblem.
Family: - Shiro Mata "Grandpa" - Rika Mata "Grandma" - Hiei Mata "Father" - Ari Mata "Mother"
R E L A T I O N S H I P S
Galahad : Mr. Know it All, Mr. Fancy Pants, Mr. "My Dad's Influential". But he's a good dude, and I honestly couldn't see anyone else leading me into battle but him. Gal's a genius when it comes to magic, so he's -super- useful on the battlefield too!
Zak : This fucking guy. "Lance" as he calls himself now, name changing in your twenties dude, come on. Buy I love him, honestly we met a party where he introduced himself and proceeded to hit on me- and then I kicked him in his gingerdick. He's a kindred spirit to me though! We have very complimentary personalities and he's my wingman when I go on the prowl!
"Well I'll be, ya'll been up' inna mountains lately haven'cha?" Cresta cried out to the group of ten or so orcs sitting around the shanty wooden tables they had set up around their stagecoaches and mercantile carts on the less paved pat of Hillhaven. Most orcs liked the feeling of grass and dirt between their bare toes.
"Mmn, we have to see what exactly what resources are available. There's leftover scales, loose teeth, and some dragonstone as well, but a few draka have remained and probably will be staying til winter so we only go once every few days." The tallest orc of the group spoke out, he was dressed in ceremonial orcish garments with an exposed torso which was marred by three deep claw marks.
"Ah, ah well ya'll be careful. Ye' greenies are good strong-bodied peoples. We can't ford'a lose ya'." Cresta tipped her hat to To'ki'to the alpha orcish man.
"I appreciate the concern mayor, you take care of yourself as well." To'ki nodded back before returning his attention to the table where him and other orcs were fiddling with the dragon parts on the table.
Cresta patted the side of her white-black speckled stallion giving him the signal to tread deeper into their little corner of the town, two boys and a little orcish girl had been chasing eachother and roughhousing in the soft tilled soil along the rear of their of the encampment. The mayor clicked her tongue and shook her head at the little ones, then looked at the largest structure of orcish design in Hillhaven. It was a mobile structure, it's design includes large wheels set outside the body, each side sloped outward a great amount as they rise toward the eaves. Beyond this characteristic, there were tightly strung animal hides around it displayed out to the summer sun to tan- and very large rib bones stuck into the ground almost like a fence around the structure.
The mayor slid off the side of her horse and stroked her hand along his neck a few times before whispering to herself, and him "Real quick, I promise." in which the stallion just huffed out before clacking over to a small man-made pond to begin drinking water. Cresta then slowly approached the orcish vardo, knocking on a small wooden post near its entrance before entering past the rib fence to make her presence known. As she reached the barkwood door, she pressed it open to enter. Inside the vardo was smoky, a gray haze filled it entirely as if someone had been cooking all day without venting the place out. But the smell was nice. herbal, a shamanistic ritual was taking place here. As Cresta pressed deeper inside the residence, navigating past tables with various bones and herbs on them and other orcish furniture she eventually found a really-really-really-really large Orc woman sitting in front of her stonefire oven with her eyes rolled back. Her skin was paler than many of the other orcs, her hair matted into long dreads that reached the wooden floor.
"C- C- C- C- C- Cresta~ Whadda'ya'doin'ere?" The shamaness asked still in her spirit ritual.
"M'glad ye' finally made it Ba Ba. Iz figured ye' woulda' swung by the town hall when ye' got'ere. Guess'n ye' still getting used ta' Hillhaven life?" The mayor asked with a much more relaxed town, looking around before leaning back and resting her elbows on a nearby tabletop.
The extra large orc shamaness snapped back into reality, her big brown eyes now glossy as they regained focus as she turned around to look at the head honcho of the little pioneer town. Ba Ba reached for a large drinking skin full of firewater taking a few sips before standing walking over the table herself, the weight of her footsteps creaking the floorboards. She let out a large grunty exhale, offering the skin to Cresta who widened her sights at the opportunity of some fine home-brewed drinking.
"Justa'been'doin'dis." Ba Ba canted her head to the ritual tapestry laid across the floor, which had the old heart of some creature laying atop of it- along with some black wax candles.
Cresta took a big of firewater before handing it back to the shamaness. "Looks grim, guess'n that's over now'e?" The mayor raised one loft eyebrow as if egging Ba Ba on, the hat dipping back as she looked up at her.
"Fine. Da'saloon'll do." The orc shamaness finally admitted defeat, accepting the mayor's invitation to actually set foot in the town of Hillhaven.
Asa stands at the average height of 5'9 which is enhanced a few inches more by her special-crafted heels she struts around in. She has a gymnasts physique, her muscle tone is lithe with each fiber of muscle taut and springy with her diet and workouts focusing on increased agility more than anything. Her complexion is pasty ivory with peach and pink undertones, though most of that is covered with flashy clothing from various provinces of Rassvet.
Asa's facial profile is youthful as each feature is rounded and full, the only telling of her age being the carnivorous golden eyes imbued in her almond shaped sockets. Her hair is a long, well-maintained mane of flowing raven strands that are routinely brushed every morning and often tied into twin-tails with fancy elastics decorated with red hued oriental flowers. Red seemed to be this WARDEN member's color of preference when she wasn't in the unit's typical uniform- which was dyed cooler grays and blues, to her dismay.
P E R S O N A L I T Y
Asa is a firecracker. Explosive, energetic, loud, it's difficult to find a moment of peace with her around and honestly she is fully aware that it can be off-putting for some and she doesn't care. Typically she falls into one of two states of being: abrasive raging lunatic, and hyper-emotional crybaby. Though, this does not prevent her from being an effective member of WARDEN and Asa's high energy go-go-go mindset is fully taken advantage of by the strategists of her team. She is fully aware that she is seen as a tool and plays her role in whatever mission she is tasked with to her highest potential, and does so happily to keep her position intact.
While her time in time in Aporia was short, she also carries a lot of traits found in its citizens. She's incredibly materialistic and enjoys glamorous items and things of high monetary value that may not even have use to her, and Asa has even responded to someone taking these things from her with hostility. But she's cunning to a degree, and knows when to don the facade of whatever her supervisors wish her to be- until they turn their heads and she's right back to normal. Despite everything, she sees the Barghest Squad as her family and wouldn't sell them out despite any of her tendencies mentioned.
B A C K G R O U N D
Aporia, a bustling metro-city filled to the brim with people of every walk of life. There are spires towering into the sky, red light districts open all night long, all of which are mostly owned and controlled by the Etherium Barons that turned the city into the capitalistic hub that it is today. Which has its boons and drawbacks, there is no shortage of jobs in Aporia and if you're willing to slave yourself away to the whim of the elite you will have food on the table with little-to-no issue. But should you decide to try and take a piece of the pie they enjoy hoarding among themselves, they'll hire deathdealers to invade your home in the middle of the night and take what you have and what you love.
There are those who stand their ground against the status quo, like the Mata Clan for instance. They've been around since the founding of Aporia, Yuta Mata even refined the mortar that was used to build many of the oldest walls in the city. Currently Shiro Mata runs the Mata Arms Company in its shanty little corner of the city slums, but despite the location- the company is pretty well known in Rassvet for their reliability and "classic mechanical look". They clan can't afford to innovate or branch out due to the tendrils of these Etherium Barons reaching so deeply throughout Aporia, higher quality resources are sold at higher premiums to non-surrogate businesses they control and thus Mata must utilize scrapped metals and Levistone that they find themselves. Shiro's wife Rika typically hires a team to head out into the boonies and seek out what she can scrounge up, returning to the Mata Arms Shop with what she finds to produce their products. Weapon aficionados call these armaments "Artisan Weapons" due to the fact that they are still made by hand, forgoing the manufacturing em-masse that a lot of other companies have turned to for efficiency.
Shiro and Rika are Asa's grandparents, and the shop is where she was raised for the early years of her life alongside her mother and father who worked there. Her time in the slums wasn't bad though, kids there build cliques early on and learn to find fun where they can make it- resourcefulness is good for building character. Her grandfather was definitely someone she looked up to in her youth, he had pride in his work and despite his age worked his greasy arms off from dawn to dusk without taking any breaks and was meticulous with every detail of each sword, gun, or explosive he created. Grandma Rika called him an artist, constantly experimenting with different minerals to find some breakthrough in his work to keep customers enticed in the company name and his craft. If Asa perhaps lived in a parallel universe where the establishment hadn't hounded out gifted youths at the ripe age of ten years old, perhaps she would have risen to be some weaponsmithing prodigy like her grandfather! The old geezer once even said that "If anyone steals this company from under me, it'd be you Asa."
But the suited men did arrive on that fated day, and Asa passed all of their evaluations.
She was peeled away from her family, and while there was some resistance- they all knew the repercussions of trying to keep her from the WARDENs and eventually pushed the girl to go to the Citadel peacefully. Her training started quite rough seeing as Asa didn't really want to be there, and thus resulted in a lot of pressure from the instructors who were already quite harsh on the new recruits. Asa constantly whiffed a lot of the courses in the first year and there were moments when she intentionally tried to thoughtlessly be removed from the program, but it was seeing the perseverance of people like Lance Bennett and Ray Hopkins that actually influenced her to apply herself in the program. When she actually began to push herself in training she quickly rose to be one of the best students in CQC, her body was unusually flexible and she could take a hit- due to stubbornness or not. Knife Combat in particular seemed to be her calling as she even in her earlier years take on some of the more athletic instructors on in mock knife fights. She was good with her hands making martial arts come easy, and mechanical work a breeze as well. When it came to magic she at first didn't seem to have much talent for it, the concept of harnessing mist and utilizing it wasn't something that the loudmouth could wrap her head around. But eventually she felt something like thread, difficult to even detect and it was fleeting- sometimes it was there and others it wasn’t. The instructors in Citadel told her that many mist sensitive detect via different senses, seeing it, hearing it, smelling it even, and sometimes through touch.
When she told one instructor Ada Matic, she was pressed to do everything she could to grab hold of that thread and eventually she found that this was all it took to be able to procure a result from harnessing the mist. At first she would be able to move things using the mist with some simple telekinesis, she learned that if she visualized the thread of mist touching what she wished to move it became easier to manipulate. Then came teleportation, which came from visualizing a location that the thread touched, mentally equating to “pulling herself” to the location. The last thing that she really shined with was lightning magic, which was a hot tip from the same instructor Asa hit it off with before. Thinking of the mist thread as a wire to guide lightning projected to a target, though she utilized this more as a stunning deterrent rather than a purely offensive option. Nonetheless! Finding all these skills and working hard at mastering them really warmed Asa up to the lifestyle as a WARDEN, and now she happily works alongside her companions to the best of her ability.
C O M B A T
Asa is a close-to-mid range fighter with an emphasis on quick and lethal actions to dispatch numerous targets in high efficiency. Her firearm of choice is two Mata Pistols that utilize coarsely-refined levistone to project small concentrated blasts into opponents in close proximity. While not relying on typical ammunition the concoction that fuels these firearms is prone to overheating the weapons, meaning that while highly effective in short bursts- they cannot be used excessively in long duration and if pushed too far can even backfire causing damage to Asa herself.
What Asa is more so known for are the twenty thin blades strung around her person, of which are where her magic prowess comes into play. Teleportation, telekinesis, and lightning emission are where Asa shines bright. She is able to freely manipulate these blades freely and launch them up to fifty yards away, each blade is imbued with a levistone attuned to Asa which she can quickly teleport to freely- blinking between different locations over short periods of time. She’s also able to guide lightning to these blades and also produce a strong electromagnetic pulse from her hands, both of which are good for stunning enemies and deterring their equipment. What this combination amounts to is a highly-mobile assailant capable of swiftly navigating the battlefield and disposing over numerous low-defense enemies at a time. This makes her incredibly optimized for infiltration and other covert operations, though some of her personality barriers do hold her back in that regard.
N O T E S
• Asa keeps in contact with her whole family and many of the friends she left behind before joining WARDEN. • She is also known to be incredibly prone to getting into other people’s business and documenting gossip in a journal she keeps in her quarters. • Over the years her grandfather has sent a few experimental ideas to his granddaughter in the citadel. The Mata Pistols and her four Levistone Imbued Blades are both made by him, donning the Mata Clan emblem.
Family: - Shiro Mata "Grandpa" - Rika Mata "Grandma" - Hiei Mata "Father" - Ari Mata "Mother"
Aporia is a bustling metropolis settled close enough to the port cities for easy shipment access, and close enough to the mainland to implement a towering Levistone spire within the city center. From the outside looking in, Aporia seems to be a lively city full of possibility and most importantly profitability. Inside the city you'd find that the main streets to be quite luxurious. Ivorystone buildings, marble statues, people dressed in clean clothes of vibrant colors who smile and socialize under the glow of the sun. The more commercial areas like the Haida District are tightly packed with large industrial buildings with large smokestacks, the sound of machinery usually heard roaring inside. There are also the extensive factories tucked along the outskirts of the city which are manned mostly by the Aporian citizens who live in the slums which also are found in the outer rings of the city.
The reality of Aporia is that it is a city ruled by the financially mighty few that exploit large portions of the city population for personal gain.
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[h3]Lewds available on request ༼ ಥ ل͜ – ༽[/h3]