Arc 1 of The Origin was approximately 787 pages long with a word count of about 341,730.
Those numbers do not count the character profiles or anything discussed in the OOC. All of that copying and pasting into good docs I just did also caused google docs to crash after about page 670. So. Just fun facts for anyone interested.
And yes, I will do this again when Arc 2 is completed because why the hell not.
Full Name: Alice Isabelle Leon Nicknames/Titles: Nickname: Leon, Ali, Short Stuff, Snake Charmer Occupation: Hired Gun Birthday: July 15th Height: 5' 00 Weight: 130 pounds Race: Human (Westerner) Sex/Gender: Female Age: 26 years old Sexuality: Heteroflexable Place of Birth: Small village in the West Biography: Through her childhood and up until the time Alice Leon left her home in the West she was taught to look to The Gifted and their Leader, Kuraihi, when times were scary or hard. Each night she would pray to them, hoping and wishing for things in her home land to get better. When the war got to her village it was all she could do to not lose faith. If anything her essentially idolizing of them only grew stronger. When her home and family went up in smoke Alice ran as far as her, then, small legs could take her. She arrived in the next city over- one far larger and more secure than her little village in the woods. She did what she had to do to raise money and leave to the West. She realized very early on that she had a gift for persuasion of others, focusing it so that she could make her life easier. Calling upon the magic into her eyes Alice grew capable to overtaking a weaker person's mind and bending their will to do as she pleased. Upon arriving in the Eastern countries she found herself traveling between the various land, typically as a secrets broker. An investigator of sorts. It became very clear that over time she was to learn to defend herself. Aside from her gift of persuasion Alice realized that she had no real magical talent; with that in her mind she turned weapons. Mostly projectile weapons of the gunnery sort. Over the years Alice has honed her skills to that of a master level- her favorite weapon being her compact sniper rifle. With those weapons she has done less than savory things but one must do what they must to survive. Since meeting the Sentinels during a competition within Guarata she asked to join the group with herself and with her partner Stark. Upon arrival to the Capitol Alice began to continue her travels with the Prince and his group of warriors to Barcea. After a series of events that lead to the attack upon the castle and the ride to Lady Karin’s home Alice was graced with new weapons by The Lady herself. Being fully invested Alice continued travels through the war against Gartian and his army all the way through to the fight against the Advisor. During said battle against the Advisor she received several broken ribs and torn muscles and ligaments from a brutally dislocated arm before being knocked out entirely. Personality: With new groups of people Alice comes off as being the quiet observant type of person. Should she find the chance there may be remarks of sass and good natured joking. When she becomes trusting and comfortable with the group she tends to be loud and thrives on making others laugh. She does have a hot button on discussing the God Kings of The West and when people disrespect the Gifted and their Leader. Alice also has an affinity for cute things, both items and people, and tends to dote on them. Despite the trusting nature of the woman, Alice has no fear in drawing her weapon and pointing it point blank at a potential threat and pulling the trigger without a second thought. Her kill count was stopped being kept track of after she marked her two hundredth kill...she’s been doing what she does for a long time. Likes: Cute things, retelling the stories of The Gifted, her weapons, being surrounded by friends/trusted companions. She also adores the bush viper she carries with her as a companion- Hissy. Dislikes: God Kings and their servants, the cold, seeing any of her companions/friends being hurt (severely enough to where her blind rage might take over), deep waters. Skills/Strengths: She is gifted with a high level of mental persuasion; this allows her to delve into the minds of those with mental guards weaker than her own and either control their actions or delve into their memories. Alice also has skill with long range rifles and sharp shooting with handguns- her eye affiliated magic enhancing her scoping abilities. Her current weapons are all tech from Jasi- infused with magics. This means it allows her to make several impossible shots with just a bit of magical exertion. She tends to use this when at long range with her rifle (taking out several targets at once) or with her shot gun (taking out dozens of close range targets). Her hand to hand/short range combat is up to snuff but nothing too special. Flaws/Weaknesses: Her past with the God Kings is always her biggest weakness. It is the key way to get her to lose focus and make mistakes. Her anger and her lack of being able to swim are also quite damaging to her should the time arise. Alice also has little training with most other weapons such as spears, axes and swords. Weapons/Equipment: One compact sniper rifle that is carried on her back, four handguns, several small blades (one in each boot, on her belt and one in her chest harness), a short single handed blade at the small of her back below the rifle case and brass knuckles with claws/hooks on the underside of them. Her gun ownership is quite vast and ranges from antique to the newest tech straight out of Jasi. She has also been known to carry an extendable bo staff in the moments she needed to keep it at mid to close range without her guns. Power Bullets: 7/8 Healing Bullets: 39/40 Appearance: Alice stands at five foot tall with an hourglass figure. She has deep green eyes that lighten when she is using her persuasion magics and wavy tawny hair that goes down to the lower curve of her back. Alice is also very top heavy, meaning she has quite the chest on her. She does tend to bind it but they are still quite prominent. The pink flower she wears in her hair was a gift given to her by none other than Kuraihi himself at a chance encounter in her childhood. Theme Songs: Trouble by Neon Jungle / Ready Aim Fire by Imagine Dragons Other: She is currently traveling with the Sentinels. Main or Side: Main Username: PetiteAmbivert
Full Name: Stark Nicknames/Titles: None Occupation: Traveler Birthday: January 1st (She has no idea when her actual birthday is) Height: 5'03" Weight: 115 Race: Nonhuman Sex/Gender: Female Age: 18 years old Sexuality: Pansexual Place of Birth: Jasi Biography: Stark was born to a rather poor woman in Jasi. Due to their poverty Stark's mother sold her as a babe to a group who specialized in training guardians of the upper class of Jasi. It was soon discovered that Stark had an affinity for water magic; they focused upon that affinity until she was about 13 years old. From there she was sent to be a guardian to Sonya Youn-Bae, a young Lady of the Upper Class who was very heavily involved with the scientific side of life. The pair grew up together, Stark always being a shield to the Lady and accepted that it was her life's goal to keeping her safe. Sadly that mission was failed when Sonya's carriage was attacked by thieves of a rival group. Stark wasn't able to control the carriage when the driver was killed while she was trying to defend their position. The carriage shot off the passage they were on, tumbling several dozen feet. When Stark came around she had somehow been ejected from the carriage and escaped with a minor concussion and various scrapes and bruises. She raced towards the carriage only to see a mangled -very dead- Sonya. The thugs that attacked their carriage became nothing more than dried out husks next to them as Stark used her power to its utmost ability. When Stark came back out of her blacked out attack she didn't know what else to do. So she ran. She ran as fast as she could...that was about 9 months ago. She's currently just blindly following where the wind takes her, learning new things but not all there. She's come to realize she is a creature of purpose and right now she's got nothing. -> Upon running from bounty hunters coming for her head Stark met Alice Leon head on. Alice, also looking for the wanted ‘murderer’ from Jasi, knew that there was more to the story and rather than cash in on the girl she did something she had never done before and helped her flee. Stark had no money and nowhere to go and asked to stay with the sniper in exchange for working for her and doing whatever she asked. Alice consented and away they went-traveling wherever Stark got curious about. Which is how she and Lady Leon came to Guarata and met up with the future King of Barcea and his Sentinels. Upon traveling to the South with them Stark came into contact with not only the Divine Paladin- the man who is currently helping her with her studies of the Divines- but also came into contact with Lady Karin Renate (someone Stark is fearful of due to the immense power lurking just under the surface. The Lady gave a ‘gift’ to Stark of two bracelets on either wrist of a delicate almost fragile silver chain with a silver-blue. These bracelets would be the first steps of Stark discovering just what the Divine’s she really is and why her arms are able to shift into massive scaled claws and why she finds killing almost thrilling. After several battles Stark met her match against the Advisor who severely broke not only her nose but several bones in Stark’s face when the Advisor used Alice to beat Stark. Personality: Stark has no real identity of her own, because of this she not only has no last name and is a bit socially awkward. She is capable of making jokes and sassing people but only until she deems them as being someone she can trust. When she is nervous or frightened she tends to speak exceptionally fast. When fighting Stark is the type to observe and strike as well as mimic (meaning if she sees a style or fighting that is working she will copy it to an extent and add her own flavor to it). It is also in her nature to come up with off the wall combinations that get the job done faster. Since she received her bracelets her personality turns almost into something entwined with blood lust. She hunts the enemy with no mercy. Likes: Swimming, large bodies of water, pulling pranks, making people smile/happy, learning about the world around her and especially learning about the Divines. Dislikes: Forced into isolation for extended periods, creatures of the darkness, being rejected, the ‘too full’ feeling when she shifts Skills/Strengths: Due to having a gift of water manipulation not only does Stark have a large range but her control is on the higher end nearing mastery. With her increased brute strength and durability with the shift of her arms Stark is far more capable with close range attacks and magics. She does still have much to learn but when it comes to focus she's second to none. She is also an extremely skilled swimmer, also due to her control of water. Stark is astonishingly quick on her feet and even quicker in high stress situations- improvising could be called a specialty of hers. When she does actually speak she tends to have a knack for combining attacks to create something far more effective. Flaws/Weaknesses: Mentioning her lack of knowledge on not only the world but about religion on basic concepts such a family tend to be hot buttons for her. She doesn't like to be called stupid or naive. If she can’t keep focus when she is fighting Stark will cross the threshhold into blacking out and all out brutalizing the enemy(it’s only happened once but she refuses to let it happen to her again) Her biggest fear is being burned alive, fire users are far from her favorite people but skilled users are her biggest threat. Weapons/Equipment: She currently carries a Jasian shotgun as a second means of protection on top of the four water skins strapped to her body. She uses them when no water is available or as a quick resource. Since visiting the Renate home Stark’s newest prime form of attack after her water magics are the matching bracelets she wears. When coming into contact with blood, not necessarily her own, they activate something lingering within Stark’s own genes that allows her arms to shift to something non-human. Her arms grow and elongate with large claws at the fingertips and scales that seem to substantially block oncoming magics and block against standard weapons such as swords or spears. She doesn’t know why she is able to shift like this. Appearance: Since joining with Alice and the other Sentinels Stark has been able to put on weight to look closer to lean rather than underfed. Stark has long gray/silver hair that is usually kept in a tight bun atop her head. When it is down her hair is well passed her hips. Her eyes are a reflective silver- in some lighting they are almost like a mirror. Her pupils are slitted, something apparently passed down in her family line from when one of her ancestors mingled with a nonhuman. She also has something of slightly sharper more prominent incisors than the standard human but that too comes from her ancestors mingling with non humans. She also has a scar under her right eyes and a freckle under her left eye. She's got a dusting of freckles over her nose and cheeks that stand out the longer she remains in the sun. When she shifts over with the bracelets her eyes seems to stay slitted in their thinnest form and she seems to snarl and bare her teeth more. The scales cover from her fingertips all the way up and over her shoulder and taper out going towards her neck. The scales themselves range from being fist sized to as small as a pinky nail and all of which flex and shift with the muscles underneath it. When normal the bracelets remain as though they were just trinkets-when activated the chain seems to disappear and only the jewel is seen on the inside of her wrists amongst the scales themselves. They range in color depending on the light and how much blood is on them. The scales seem to have a silver/grey base with an iridescent blue tones shine that can look from baby blue to deep cerulean to teal and among the whole range of the blue and slightly green spectrum. Theme Songs: Midnight City (Instrumental) by M83 / Dracarys-Game of Thrones OST (Season 3) / Renegades by X Ambassadors Other: Stark has no family, no home and no last name. She is currently just a lost soul looking for some kind of direction-she is finding it in her studies of the Divines and within the group known as The Sentinels...or at least she is hoping she is. Main or Side: Side Username: PetiteAmbivert
Full Name: Vi Talbot Nicknames/Titles: Fives. Tal. Bartender. Hostess. Card Magnus. Occupation: Hostess at The Hermit’s Abode Birthday: December 21st Height: 5’ 10” Weight: 150 lbs Race: Human Sex/Gender: Female Age: 24 Sexuality: Pansexual with a preference to females Place of Birth: Jasi Biography: Vi was born the eldest of the main family of the Talbot clan. From a very young age it was clear to her family that she was going to be a strong mage; having flown through the tutors her family provided and showing no sign of stopping. They groomed her to be the next head of the clan and for quite a few years she was willing to do so. However, about three years ago from present day, she discovered that her family was doing shady dealings with those who claimed to be ‘cleansing’ the world and has ties to things that Vi was against. She fought her family to break of all ties but they wouldn’t listen...so she stepped down as the heir of the clan and left. She left with nothing more than her staff, the strongest deck that the Talbot family had, and her dignity. She traveled to the closest port of Jasi, called in a favor, and never looked back as she boarded the boat. The next stop she got off at was the town of Kyora. She took the sack of coin she’d earned at the various stops between Jasi and Kyora, people like a good magic show, and went for the bar. Next thing she knew she had a job as a bar keep at the Hermit’s Aboade. Since then she’s made a simple living as the lively barkeep who keeps the travelers entertained and the booze flowing. She does still practice her magic daily and aids the town where she can-she likes it in Kyora but something in the back of her mind whispers of changing times. Especially with the cruelty that recently happened a few villages over. Personality: Vi is usually very quiet but in the instances she opens her mouth one of two things comes out-flirtatious innuendos or sarcasm. She’s got a quick wit and a quicker tongue. Vi enjoys making others happy and making others laugh but will do what needs to be done to keep the peace and ensure that others are safe before anything else. Vi is intelligent, always has been, and prefers to use her magic to aid others in battle rather than fight directly-though she isn’t against it. She’s got strong feelings about recent events to a near fault and has been itching to find out who did it so she can beat them into the ground. She’s usually for cruelty but she’s to the point she could make a one time exception. Likes: Music. A stiff drink. Discussions with other magic users. Traveling. Doing what is right for the masses. Actually being able to sleep. Flirting to her heart’s content. Dislikes: Being degraded. Being forced to remember her place as heir to the Talbot name. Those who wish to inflict harm on those around her. Cruelty. Those who kill for sport. Skills/Strengths: Vi has a massive store of magic that she was trained to grow since she was old enough to walk. Despite being a mage Vi has no problem being in the heart of battle though she does have a preference to give support to as many of her allies as possible-able to help most with her wide range of magics. Flaws/Weaknesses: Vi does suffer from insomnia and though she tries to remedy it with sleeping potions or simply meditating if it’s a hard bout of insomnia she is going to be affected in her magical performance. She does have a limit as to how long she can use certain cards or how many times as some of the beasts contained are far stronger and hard willed than others. Weapons/Equipment: Vi’s primary weapon is a deck of intricately designed cards. It looks to be a standard deck of tarot cards-upon closer inspection the face of each card is a different beast or object with a different name. Due to a long line of scholars and mages making up the core of the Talbot family; Vi inherited a lot of the latent magical ability and was taught from a very young age how to nurture that magic so that she could fully control her families strongest deck of beasts. As an added assist to her own magic-and a weapon she has been known to use in battle- Vi also carries a tall mage’s staff with a single large clear crystal seeming to levitate between a series of rotating disks at the head of the staff.
Now in order for Vi to use certain cards there are different levels of concentration and magical ability needed to properly form and control these cards. The cards listed below will be described from easiest to most difficult to control with the symbol (+). One (+) being easier while Five (+++++) being the most difficult ones to control.
+Blossom- The user is able to summon up flowers. Has also been shown to allow the user to lightly rain down flower petals in the immediate area. Non offensive card.
+Bubble- The user is able to create a large amount of non harmful bubbles. Was originally developed to allow the user to wash large objects or just to have something to pop. Non offensive Card +Glimmer- Allowed the user to create a soft glowing orbs in the immediate area. Useful for night time travel while keeping undetected as the lights resemble fireflies. Non offensive card. +Flight- The user is able to produce a set of functioning wings that allow for prolonged flight. Wings are known to produce on a mage’s staff-allowing it to be ridden- or on the back of the mage. The latter taking just a little bit more concentration unless regularly used. Verstitle Card +Scales- The user is able to tell if the truth is being told or not. This card does not take a physical form and acts as an intuitive sense to the user or the one it is being used on. Non Offensive Card +Rest- The user is able to cast a spell of sleep on another or another group of people depending on the level of concentration. This has been known to last from a few hours of sleep to several days. Does no work on the caster. Technically non combative card +Cloud- The user is able to conjure up anything from a bit of light clouding to all out storm clouds. Will not actually rain unless utilizes with the other associated cards like Rain or Storm. This card is known to be a bit mischievous when in use (such as opening the clouds over random people so they have the sun in their eyes). Non combative card. +Rain- The user is able to bring about a downfall of rain upon a desired area. This card must be used in junction with the Cloud card as rain doesn’t appear out of thin air. The rains can range from a light sprinkling of rain to an all out torrential down pour. Classified as a non combative card but can also be classified as a versatile card. +Haze- The user is able to change the initial environments visibility by summoning up anything from a light mist to a haze so thick those within the affected area cannot see further than their own hands. However, the control of this card is classified on the lower end, if a skilled user is willing to put forth the extra effort it can turn the Haze into something of a harmless fog into a plume of corrosive acid able to eat away at just about anything-including flesh. Versatile card-usually non combative. +Sweet- The user is able to turn non sweet substances into sweet flavored items. This is one of the few cards with a physical form much like a little pixie with a wand. This card is generally used when cooking or to add more sweetness to desserts. Extremely docile card. Non combative. +Gravity- The user is able to float objects with general ease. The larger or heavier the objects, upwards of multiple hundreds of pounds upwards to the thousands, the more concentration it takes but with proper training prior to use this card is easy to master. Versatile card. +Melody- The user is able to play back vocal songs exactly as they were heard originally. This card is another card with a physical shape- a young girl with soft features and simple short dark hair; she looks translucent depending on the lighting- and can recall songs from it’s creation. It’s said this card was originally a siren but the original has been muddled through out time. Good for morale boosting. Non combative card.
++Leap- Versatile card that, when casted, typically allows the caster to jump high into the air. Can range from a few feet in the air to leaping great bounds. Is considered a two mark card due to the precise release of magic needed upon the upward motion. ++Shadow- This card allows control over an entity made of shadows-typically one of the casters. It is not a sentient creature but is able to draw beings or items into itself, move, and deposit said person/item. Takes concentration to keep the form and even more to move items. Versatile Card. ++Quiet- This card allows the user to silence any and all sounds within a selected range. Typically used for a stealth application;has been known for other more creative uses. Does not travel with the caster-area based magic. It takes exceptional knowledge on how sound works in order to full cancel out all sounds. Non combative card. ++Lock- An odd little card that is typically used when protecting items. No key other than the users own magic, is able to break this spell. Can keep anything closed from a box to a book. Takes constant steady flow of magic to maintain for extended periods. Non combative card. ++Snow- Enviromental changing card that can be used in combination with the Storm card to create a blizzard. As the name says it is able to bring forth snow from anything of a light dusting to a full on white out. Can sometimes be summoned as a legendary ‘Snow Woman’-a woman clad in all white with skin of ice. Non Combative-creative versatile card. ++Wood- Gentle card that allows the user to bring forth a massive tree. If used in combat it appears as a gentle motherly looking woman before branches and leaves do their job. Caster usually needs to be stationary to cast this card as it needs to be in contact with the ground in order to be summoned. When fully summoned it takes on characteristics of a standard tree. ++Sand- Environmental change card that allows the caster to change the surrounding areas into sand. Does not apply to buildings or people. Can be used to create sand trips and quick sand. Non combative card. ++Mirage- Caster is given the ability to cast something of an illusion on a person or thing. This card is also used as a stealth card but it does not cancel out sound but can be used on a mobile object. Non combative. ++Large- This card requires a burst of magic to increase the size of an item and, if the caster is good enough, of a person. Heavily recommended the caster knows how the item works in order to proper grow it in size. Non combative. ++Small- The sister card to the Large card. Allows the Caster to shrink items. Recommended the caster keeps an explicit eye on the item or person casted up due to only the Large card being the only thing to properly bring them back. Non combative card.
+++Wave- Typically used around large bodies of water. The caster, in combination with the Water card, can create a large tsunami like wave(s) depending on their control and strength. Heavily recommended that the caster stay still and clear of the affected zone when casting. Versatile card. +++Gaia- Referenced to the ancient name of the land underneath the Casters feat. Allows the user to bend the earth to their will-takes quite a bit of concentration, direct contact with the Earth and difficult to manipulate. Versatile card. +++Fight- This card is is a full combative card that allows the caster to temporarily gain the abilities and skills of a master level martial artist. However, this card doesn’t give the user durability so it should be used with extreme caution as hits can be delivered but not received. Combative Card. +++Twin- A tricky card that makes a clone of the caster. This is one of the few cards that can be cast upon another individual. The Twin card only copies the caster/casted in image only. This is not a card that can speak on it’s own nor is it able to pick up on the habits of the caster/casted. This card can technically be used with the Voice card but casting both cards does cause quite a bit of strain on the caster. Versatile Card. +++Power- This card grants the caster immeasurable amounts of strength for the duration of the spell. It does not increase durability but it does help with lifting objects and throwing objects. The longer the spell is cast the more strain it puts on the muscles and could potentially destroy the muscles and bone of the caster. Offensive card. +++Voice- The Voice is a card that is able to record the voice of a being and repeat it back. However if the caster is skilled enough to rearrange the phrases and words said by the recorded then the spell duration needs to be longer. This card can only be casted on one being at a time; if the caster changes who is being listened to then the recorded amount returns to zero- nothing being recorded at all. It’s a tricky combination when paired with the Twin card and takes quite a bit of concentration to keep a steady flow of magic. Versatile Card. +++Shield- A heavily defensive card that can manifest itself as a literal shield on the arm of the caster or as a clear wall/dome around a selected area. It’s strongest against physical attacks but can hold steady against magical attacks. This card takes a strong heavy slow of magic from the caster to properly protect from hard hits but it can be thrown up in quick bursts to protect in short notice. Defensive Card. +++Aqua- The caster gains a heavier hand in controlling the water around them. As it is a fluid magic it could be very hard for a caster to control like an actual water mage as it’s not just water but the base of the card is a water elemental. It tends to be about as temperamental as the Fire Elemental. This card can also summon up a mass of water into the environment for any other mages to use. Versatile card. +++Loop- A bit of a harder card that allows the caster to create a change in the environment, typically on paths or on roads, that leads beings around in a loop over and over. If done correctly it is extremely hard to see the seam lines on where the road technically begins and ends. If beings attack the seams the Loop tends to be broken. The caster needs to practice this card to perfect it. Versatile card. +++ Dash- The caster or the casted are given a heavy increase of speed. This card is recommended in small bursts as it does wear out the stamina of the caster/casted to the point of exhaustion. This card is typically used for escaping or getting out of poor situations quickly. Defensive Card.
++++Ignis- This card is the opposite of the Aqua card and is a rank higher due to the pure destructive nature of this fire elemental. This sprite takes a firm bod and even firmer control in order to get this sprite to do as it’s told and not just burn anything that looks flammable. The less attuned to the element the caster is the less likely they will have control on it. Offensive Card. ++++Blade- The Blade gives the user the knowledge and abilities of a master swordsman. The style appears to be like that of that used by single handed sword users-as that is what appears to be on the picture of the card. This card is a level four due to the fact that the manifested card contains the soul of a master swordsman who will attempt to control the caster/casted. A strong mental guard and physical fortitude is required to even begin thinking about using this card. Offensive card only. ++++Freeze- This card is typically used in combination with the Aqua or Wave card as it brings about a sudden harsh freeze. This is card is a dangerous card as it can be used to freeze everything from water to human bodies-without proper control it could devastate a general area. Offensive Card. ++++Aero- Much like the Ignis and Aqua card the Aero card is a wind elemental who can bring about savage wind storms or can be articulated to form tornados-with the help of the storm card. For obvious reasons this is a dangerous card that can kill the Caster if not properly controlled. Offensive Card. ++++Arrow- Akin to the Blade card the arrow card is a dangerous card that is on the cusp of the level four and five card. This card can be summoned as a true bow and arrow for a strong minded wielder to use but this card has been deemed cursed due to a loosed arrow never failing to find it’s mark in the chest of a target. If a wielder’s mind wavers the arrow could reroute from an intended enemy to the back of an ally. Even more mental fortitude and magical control is deemed necessary to this card as the caster could simply say where they want the arrow to go but if they are not specific then, again, the arrow could go anywhere. Use with EXTREME caution. Offensive Card. ++++Thunder- This card is the sister card of the Lightning and Storm card. This is typically used as a distraction towards the enemy or used to lower morale. The caster is easily have this card in use for a few days on end with proper training but it will drain them with overuse. If control is lost over this card it could result in ear splitting thunder claps that will damage anyone’s ear drums-ally and enemy alike. Versatile Card. ++++Storm- This card is the card that will produce the thick deep grey clouds of a storm or the light grey rolling clouds of a thunderstorm. Much like the Rain card this card is mischievous and has been known to follow it’s cousin’s antics of opening random spots of clouds on targeted peoples just to annoy them or to prevent favorites from being rained on. Versatile card. ++++Through- Yet another tricky card. This card can be used to pass through walls but it’s heavily recommended that the caster know what is on the other side of the wall or door for a variety of reasons. The path through only stays open as long as the caster keeps it open so they will need concentration in order to properly keep a path open if multiple beings need to pass through. Defensive card.
+++++Delete- Allows the user to fully erase an object or a being from existence. It is an extremely hard card to use when used on other human beings as their entire existence is erased-not just the person in general. Only one Card User has been able to successfully do this-the one who sealed away the card in general. Deleting objects is far more simple but one cannot simply make something vanish. The magic used for this card is long drawn out and complicated, please see Talbot Deck Master Book for full details upon this card. Use with extreme caution; should a master fail to use their card anything around them could be deleted-including themselves. Offensive Card. +++++Lightness- This is the sister card to the Darkness card. The Lightness and Darkness cards MUST be used in sync with one another. These are the oldest of the deck of cards and even the oldest Talbot manuscripts don’t describe. The picture on this card appears to be a person, neither male or female, with a hidden face standing in black robes with their hands looking to her clasped in front of them against a white background. Unuseable Card +++++Darkness- The other half of the Lightness card. The Darkness card has just as little information on it as the Lightness card. This, just as the Lightness, is the oldest card in the deck. The picture on the front of it is described as a person standing with their hands clasped over their heart and the hood of their white robes pulled low on the face against a black background. Unuseable Card. +++++Creation- This card appears to the caster as a thin blank book. While supplying a steady stream of magic the caster has the ability to write out, in literary words of any language, what they desire-as though spinning a story. However, if the details are lacking or unclear then the item(s) created could be unstable and potentially very dangerous. Typically this is used as a trick and nothing more. If true there is true literary dedication then this card COULD be used for combat-not that it should me. Use with extreme caution as the dangers tend to out weight the safeties. +++++Target- This card gives the user master level marksmanship with any projectile object. This card is extremely dangerous as it will respond to phrases such as, “Aim at…” or “Shoot for…” and if the user doesn’t keep a consistent hold upon the card when it is active then any phrase giving any kind of direction could result in projectiles to be fired off in that direction (even towards allies). It is heavily recommended that this card be used only in clear shooting distance and away from others. Heavily Offensive card. +++++Labyrinth- A pocket of reality is opened that alters the projected space into being something akin to a maze with no end. Should the caster be powerful enough they can even change the initial created walls and paths to their liking. This card takes a stream of uninterrupted magic and concentration. Wavering on either of those could lead to destruction of that pocket reality and potentially the inability to recast the card. Only use if extremely necessary. Technically non combative card. +++++Time- Gives the user the ability to control the present flow of time (stop, speed up, slow down, rewind) within the affected bubble of space. Very hard card to control and should only be used in the battle field if no other option is left. Will leave the user drained and though it is hard to puncture from the outside it is still possible-use with extreme caution. Versatile card. +++++Replay-Allows the user to project themselves through time itself and witness events in an out of body / astral projection experience. An extremely difficult card to control. Takes extensive amounts of concentration and available magical ability. Non offensive card. Use with extreme caution.
Appearance: Vi Talbot is a generally pretty woman with a natural pout to her lips and a beauty mark next to her left eye. Her eye’s are light sunlight through a finely cut sapphire with thick long lashes behind a set of rectangular white glasses. Her skin is naturally tan in color and oddly free of freckles. Her hair is as dark as it gets and is usually pulled half back with the rest down-coming to rest just passed her shoulders. She doesn’t really look it but she is a lean mean fighting machine-she hides it well with her general covered attire. She’s got an infectious smile that she tries to spread to everyone around her. Theme Songs: Levels- Nick Jonas / Literally at any point this and anything similar is playing around her / Sugar- Maroon 5 Other: Don’t try and out drink her. You will lose. Main or Side: Side Username: PetiteAmbivert
@Zi I cant wait ^^ Best of all I am off as well so that means I'll have time to quick post and plot if anyone wants to!
@The Darklight Project By the way, if not tonight after my shift then tomorrow day, I'll have at least Alice and Stark polished off. I'll send a rough copy for Vi as well. The other one I obviously have to wait to being them in lol
@RaijinslayerOne, congrats on the first paycheck! Two, Im introducing a new character into Arc Two who I think Drosil would get along with swimmingly. Shes not going to be showing up for a hot moment as things need to happen first BUT, and I swear I didnt copy, she has similar- ish powers? Itll all be explained in her profile. But Shadar may hate her or enjoy her antics. Who knows!
@The Darklight Project Still pissed with you and your ability to make me hurt over Kori.