@Ponn Ohhoho! A warm welcome to our other bookworm in the cast~ I wonder how she will react to someone who loves stories just as much and is wielding a tale that has been Altered - but in the exact opposite way! Wilhelmina will certainly be an interesting contrast to her. And possibly a friend in making, as long as Olivia doesn't mention bugs.
She's just become a Magical Girl and will basically be her first week in an entirely new country having to rely on her middle school knowledge of English to get by, assuming there aren't translation spells. So she's gonna need a friend to keep from freaking out.
On a scale of one to Itary, Iesu and Rabu, how good is her English going to be?
<Snipped quote by Villamvihar>
I don't typically discuss story beats openly in the OOC, but I would be up for working on this further once we get a few posts in and have a better grasp on the situation.
<Snipped quote by The 42nd Gecko>
Sure, sounds great! I for one look forward to annoying the heck out of Silvia with good-natured cheer, warmth and hugs.
Is it pure coincidence that Grand Ministry and Game Master share the same initials?
Anyway, sounds good.
<Snipped quote by Izurich>
I'm reading through the other character sheets more completely now, and that is pretty funny. I'm also pretty sure this is going to be one of those situations where she's my favorite character and Silvia's least favorite one.
Imagine the extra delicious irony of Silvia learning an ability from the Flying Dutchman's Kindness, given that there is a heavy altruistic theme to the tale. Maybe it could even affect her negatively overall, such as disabling another one of her spells temporarily due to the essentially clashing stories. As if to make matters even worse, Wilhelmina would likely feel sorry for her and try to figure out how to make the whole thing work better.
Their opposition could be a really interesting side plot, given that they are basically the opposite both in Grimoire and personality.
I figure that Lucette, Bonnie and Wilhelmina would make for a good team! Or at least that is how I planned it in my mind. Come to think of it, do Magical Girls prefer to work alone or in teams? Because Wilhelmina is best when she is a part of one, due to her lack of offensive abilities.
Personality: A kind, warm girl raised by a loving family, Wilhelmina is easy to get along with. Despite her youth, she tends to take life in stride and with a certain sort of warmth. Make no mistake though: While she is an optimist who always gives people a chance, she is by no means naive. Should someone try to exploit her repeatedly, they will soon find themselves lacking her assistance along with her presence. She is also a voracious reader, a lover of stories who always has a book at hand.
On the flipside, Wilhelmina is very inexperienced. With only a year under her belt as a Grimoire Wielder, not to mention her peaceful upbringing, she finds the more frightening aspects of the Magical Girl World - such as the Pageless - difficult to stomach. She wears her heart on her sleeve, making her easy to read and manipulate to an extent. She also tells the truth most of the time, even when keeping her mouth shut or lying would serve her far better.
Opinion on the Ministry: Despite her bearing an Altered Legend, Wilhelmina finds the Ministry useful and she willingly cooperates with it. In fact, she is enrolled as a full student, one of the few of her kind to do so. She views it as an essential instution of support and is quite starry-eyed about it given her positive experinces so far. If only she did not have to fight the Pageless! But everything comes at a price, right?
The Netherlands is a nation with a proud naval history, which Wilhelmina's father seemed keen on maintaining. Having served as a sailor for nearly a decade before he found his wife, one of Wilhelmina's fondest memories is her sitting on her father's lap and listening to the stories of the sea. From the brave Odysseus who took twenty years to journey home through the legendary journey of Columbus and even the tale of the Flying Dutchman when she grew older, Wilhelmina loved them all. She also loved her fairy tales of course and her parents shared the duty of storyteller, alternating every other day.
Needless to say, she grew up in a loving household. Surrounded by older and younger siblings alike, she found herself supported where it counted and gently guided where she had to be. While her upbringing was by no means flawless, her parents gave it their all when it came to their children and it showed brilliantly with all of them. In the case of Wilhelmina, their care mainifested as excellence in all things literature, whether it be prose or poetry. Her successes came one after another; she even got accepted to a prestigious high school in a relatively remote location.
Saying her tearful goodbyes to her parents, Wilhelmina set out to live in the dormitories and immerse herself in the school's grand library. She set her sight on becoming a librarian, a professor of literature or perhaps even a great author herself, but fate would have other plans for her. For shortly after she set foot in the library she so wished to see, the Pageless struck.
Uncaring, unfeeling, horrible monstrosities, they started to devouring the library like a swarm of locusts. Ripping out page after page, destroying tome after tome, they cackled and danced as they destroyed humanity's greatest works while Wilhelmina stood, frozen in terror at their sight. This could not be happening, she thought. Why were they so cruel, she asked. Why did they not leave her beloved stories alone? It was unacceptable. She could not bear it. She wanted to defend these stories, to make sure they get passed on, just as her father passed his stories onto her and she would be willing to pay any price for that.
But nothing happened. All hope seemed to be lost as the Pageless flooded the premises until...
A brilliant pillar of light. Eight wings of gold. The choir of angels.
Magical Girl Lumiére had arrived. And as that dazzling figure fought against the relentless tide, something clicked within Wilhelmina's mind: she realised that no matter how deep the storm, no matter how dark the clouds... hope waited for her at the end. As though hearing this thought, her Grimoire Manifested in her hands, transforming her in a blinding show of light and colours. Her heart throbbing in her chest, the newly-born Magical Girl overcame her fear to stand beside Lumiére. With the older girl's experience and the younger girl's support, they managed to defeat the Pageless menace.
After that, Lumiére invited Wilhelmina into the Ministry, promising an explanation for everything that happened so far. Confused, lost and honestly curious, Wilhelmina accepted and she got moved to Britain under the guise of a scholarship; not a surprise given her general performance in the literary arts. This was one year ago and since then, she served as one of the Ministry's many Magical Girls.
Title: The Flying Dutchman's Kindness
Classification: Altered Legend
Description: The Flying Dutchman was a common tale amongst the sailors of the seventeenth century, with as many versions as the number of mouths that retold it. However, two elements remain consistent between all versions: the existence of a ghost ship cursed to forever wander the sea and the Cape of Good Hope being the place responsible for its tragedy.
In the most popular version, the Flying Dutchman is a vessel which got embroiled in a storm near the Cape of Good Hope. The captain swore that he would make it home "even if he had to sail until Judgement Day" and the Devil took him at his word. He cursed the captain to forever wander the seas along with his crew. However, an angel appeared before him, revealing how he might save his crew along with himself: Every seven years, the waves would bring him to shore. There, he would have to find a wife who remains true to him no matter the cost.
When he finally finds a hope for his salvation, the captain learns that the woman whose hand he sought in marriage, had been promised to another man. Succumbing to despair, he interprets this as a sign his curse would never end, so he and his crew return to his ship to sail the seas forevermore. But as Flying Dutchman leaves the harbour, his chosen wife swears eternal loyalty to him as she casts herself into the sea. Thus, the captain's redemption is earned: the Flying Dutchman, her crew and his wife ascend to heaven as one.
The Grimoire tells a much different story.
As written in The Flying Dutchman's Kindness, the captain is approached by one of his sailors, who has learned that his mother had been stricken with illness. Touched by the sailor's tale, the captain vows to make it home as soon as possible. He is even willing to brave the dangers posed by the Cape of Good Hope, which is also known as the Cape of Storms.
The other sailors are all too happy to get home again and merry tales fill the ship's hull as they leave port. They sail the seas with high hopes, however, they are struck by a terrible storm at the Cape of Good Hope - the very thing they wished to avoid. As the ship rolls, creaks and starts to shatter, the captain prays to God and His angels for salvation.
In his sincere prayer, he professes his foolishness and begs for the life of his sailors as he names all the prices he is willing to pay for their safety. An angel soaring in the heavens hears his prayer and just as the storm is about to rip the vessel into tiny pieces, just as a hope seems lost, the angel rescues them by lifting the ship out of water before delivering it to safe shores.
The angel delivers the price of his intervention: For seven hundred and seventy-seven years, the captain will have to wander the sea, saving seven sailors every day without fail. Humbled by the angel's appearance, the captain accepts the deal and swears an oath to live by it no matter the cost. The angel then ascends back to heaven as the storm dies down and the captain makes his way home - but he makes sure to fulfill his promise to the angel.
Since that day, he and his crew have saved countless sailors. Appearing as the faint light in the distance, they have guided many a ship to safety. They took mercy on the shipwrecked, rescued those trapped on uninhabited islands... even today, they continue to help the unfortunates of the world. For the captain shall never forget the kindness of God, nor will he ever forget his oath. He will faithfully accomplish his duty until his debt is repaid, whereupon he will take his rightful place by God's eternal throne.
Captain's Prayer: Locking her hands together and uttering a prayer to the Lord Himself, Wilhelmina calls upon His aid just as the captain did in her Grimoire's Legend. Unlike the Grimoire, however, the aid comes not in the form of an angel, but in the form of a blessing that she may convey to any ally or herself. Capable of healing all wounds and ailments, whether they be physical, mental or spiritual, its potency is only limited by how much magic she pours into it.
Captain's Oath: Whenever one of Wilhelmina's allies swears to accomplish a goal, she can choose to bestow a blessing on them by calling upon the captain's goodwill and determination. In turn, the captain smiles upon them, granting a pinch of good luck, an increase of skill and a general increase in power to the person in question. The blessing lasts for as long as Wilhelmina maintains it and she may bestow it to a maximum of three people at this time, with each blessing taking a toll on her magic reserves.
The Flying Dutchman's Crew: Much like the blessed captain of her Grimoire, Wilhelmina does not act alone. She is capable of summoning a maximum of five spectral sailors, all dressed in fine livery and appearing almost completely human. Veterans of countless years, they follow her commands to the best of their abilities, which are beyond that of any mortal man. Should the need arise, they can also summon magical muskets into their hand to deal with Wilhelmina's enemies.
Aaaand done with the edit! I reworded some sections, finished her backstory, decreased the amount of her powers and hopefully made them more in theme with the Legend itself. Have at it!
Here I go! Backstory is still in the works, but it should be nothing too out of the ordinary.
Wilhelmina Anholts - Captain Goodhope
Age: 16
Nationality: Dutch
Personality: A kind, warm girl raised by a loving family, Wilhelmina is easy to get along with. Despite her youth, she tends to take life in stride and with a certain sort of warmth. Make no mistake though: While she is an optimist who always gives people a chance, she is by no means naive. Should someone try to exploit her repeatedly, they will soon find themselves lacking her assistance along with her presence. She is also a voracious reader, a lover of stories who always has a book at hand.
On the flipside, Wilhelmina is very inexperienced. With only a year under her belt as a Grimoire Wielder, not to mention her peaceful upbringing, she finds the more frightening aspects of the Magical Girl World - such as the Pageless - difficult to stomach. She wears her heart on her sleeve, making her easy to read and manipulate to an extent. She also tells the truth most of the time, even when keeping her mouth shut or lying would serve her far better.
Opinion on the Ministry: Despite her bearing an Altered Legend, Wilhelmina find the Ministry useful and she willingly cooperates with it. In fact, she is enrolled as a full student, one of the few of her kind to do so. She views it as an essential instution of support and is quite starry-eyed about it given her positive experinces so far. If only she did not have to fight the Pageless! But everything comes at a price, right?
The Netherlands is a nation with a proud naval history, which Wilhelmina's father seemed keen on maintaining. Having served as a sailor for nearly a decade before he found his wife, one of Wilhelmina's fondest memories is her sitting on her father's lap and listening to the stories of the sea. From the brave Odysseus who took twenty years to journey home through the legendary journey to Columbus and even the tale of the Flying Dutchman when she grew older, Wilhelmina loved them all. She also loved her fairy tales of course and her parents shared the duty of storyteller, alternating every other day.
Needless to say, she grew up in a loving household. Surrounded by older and younger siblings alike, she found herself supported where it counted and gently guided where she had to be. While her upbringing was by no means flawless, her parents gave it their all when it came to their children and it showed brilliantly with all of them. In the case of Wilhelmina, their care mainifested as excellence in all things literature, whether it be prose or poetry. Her successes came one after another; she even got accepted to a prestigious high school in a relatively remote location.
Saying her tearful goodbyes to her parents, Wilhelmina set out to live in the dormitories and immerse herself in the school's grand library. She set her sight on becoming a librarian, a professor of literature or perhaps even a great author herself, but fate would have other friends for her. For shortly after she set foot in the library she so wished to see, the Pageless struck.
Uncaring, unfeeling, horrible monstrosities, they started to devouring the library like a swarm of locusts. Ripping out page after page, destroying tome after tome, they cackled and danced as they destroyed humanity's greatest works while Wilhelmina stood, frozen in terror at their sight. This could not be happening, she thought. Why were they so cruel, she asked. Why did they not leave her beloved stories alone? It was unacceptable. She could not bear it. She wanted to defend these stories, to make sure they get passed on, just as her father passed his stories onto her and she would be willing to pay any price for that.
But nothing happened. All hope seemed to be lost as the Pageless flooded the premises until...
A brilliant pillar of light. Eight wings of gold. The choir of angels.
Magical Girl Lumiére had arrived. And as that dazzling figure fought against the relentless tide, something clicked within Wilhelmina's mind: she realised that no matter how deep the storm, no matter how dark the clouds... hope waited for her at the end. As though hearing this thought, her Grimoire Manifested in her hands, transforming her in a blinding show of light and colours. Her heart throbbing in her chest, the newly-born Magical Girl overcame her fear to stand beside Lumiére. With the older girl's experience and the younger girl's support, they managed to defeat the Pageless menace.
After that, Lumiére invited Wilhelmina into the Ministry, promising an explanation for everything that happened so far. Confused, lost and honestly curious, Wilhelmina accepted and she got moved to Britain under the guise of a scholarship; not a surprise given her general performance in the literary arts. This was one year ago and since then, she served as one of the Ministry's many Magical Girls.
Title: The Flying Dutchman's Kindness
Classification: Altered Legend
Description: The Flying Dutchman was a common tale amongst the sailors of the seventeenth century, with as many versions as the number of mouths that retold it. However, two elements remain consistent between all versions: the existence of a ghost ship cursed to forever wander the sea and the Cape of Good Hope being the place responsible for its tragedy.
In the most popular version, the Flying Dutchman is a vessel which got embroiled in a storm near the Cape of Good Hope. The captain swore that he would make it home "even if he had to sail until Judgement Day" and the Devil took him at his word. He cursed the captain to forever wander the seas along with his crew. However, an angel appeared before him, revealing how he might save his crew along with himself: Every seven years, the waves would bring him to shore. There, he would have to find a wife who remains true to him no matter the cost.
When he finally finds a hope for his salvation, the captain learns that the woman whose hand he sought in marriage, had been promised to another man. Succumbing to despair, he interprets this as a sign his curse would never end, so he and his crew return to his ship to sail the seas forevermore. But as Flying Dutchman leaves the harbour, his chosen wife swears eternal loyalty to him as she casts herself into the sea. Thus, the captain's redemption is earned: the Flying Dutchman, her crew and his wife ascend to heaven as one.
The Grimoire tells a much different story.
As written in The Flying Dutchman's Kindness, the captain is approached by one of his sailors, who has learned that his mother had been stricken with illness. Touched by the sailor's tale, the captain vows to make it home as soon as possible. He is even willing to brave the dangers posed by the Cape of Good Hope, which is also known as the Cape of Storms.
The other sailors are all too happy to get home again and merry tales fill the ship's hull as they leave port. They sail the seas with high hopes, however, they are struck by a terrible storm at the Cape of Good Hope - the very thing they wished to avoid. As the ship rolls, creaks and starts to shatter, the captain prays to God and His angels for salvation.
In his sincere prayer, he professes his foolishness and begs for the life of his sailors as he names all the prices he is willing to pay for their safety. An angel soaring in the heavens hears his prayer and just as the storm is about to rip the vessel into tiny pieces, just as a hope seems lost, the angel rescues them by lifting the ship out of water before delivering it to safe shores.
The angel delivers the price of his intervention: For seven hundred and seventy-seven years, the captain will have to wander the sea, saving seven sailors every day without fail. Humbled by the angel's appearance, the captain accepts the deal and swears an oath to live by it no matter the cost. The angel then ascends back to heaven as the storm dies down and the captain makes his way home - but he makes sure to fulfill his promise to the angel.
Since that day, he and his crew have saved countless sailors. Appearing as the faint light in the distance, they have guided many a ship to safety. They took mercy on the shipwrecked, rescued those trapped on uninhabited islands... even today, they continue to help the unfortunates of the world. For the captain shall never forget the kindness of God, nor will he ever forget his oath. He will faithfully accomplish his duty until his debt is repaid, whereupon he will take his rightful place by God's eternal throne.
Captain's Prayer: Locking her hands together and uttering a prayer to the Lord Himself, Wilhelmina calls upon His aid just as the captain did in her Grimoire's Legend. Unlike the Grimoire, however, the aid comes not in the form of an angel, but in the form of a blessing that she may convey to any ally or herself. Capable of healing all wounds and ailments, whether they be physical, mental or spiritual, its potency is only limited by how much magic she pours into it.
Captain's Oath: Whenever one of Wilhelmina's allies swears to accomplish a goal, she can choose to bestow a blessing on them by calling upon the captain's goodwill and determination. In turn, the captain smiles upon them, granting a pinch of good luck, an increase of skill and a general increase in power to the person in question. The blessing lasts for as long as Wilhelmina maintains it and she may bestow it to a maximum of three people at this time, with each blessing taking a toll on her magic reserves.
The Flying Dutchman's Crew: Much like the blessed captain of her Grimoire, Wilhelmina does not act alone. She is capable of summoning a maximum of five spectral sailors, all dressed in fine livery and appearing almost completely human. Veterans of countless years, they follow her commands to the best of their abilities, which are beyond that of any mortal man. Should the need arise, they can also summon magical muskets into their hand to deal with Wilhelmina's enemies.
Personality: A kind, warm girl raised by a loving family, Wilhelmina is easy to get along with. Despite her youth, she tends to take life in stride and with a certain sort of warmth. Make no mistake though: While she is an optimist who always gives people a chance, she is by no means naive. Should someone try to exploit her repeatedly, they will soon find themselves lacking her assistance along with her presence. She is also a voracious reader, a lover of stories who always has a book at hand.
On the flipside, Wilhelmina is very inexperienced. With only a year under her belt as a Grimoire Wielder, not to mention her peaceful upbringing, she finds the more frightening aspects of the Magical Girl World - such as the Pageless - difficult to stomach. She wears her heart on her sleeve, making her easy to read and manipulate to an extent. She also tells the truth most of the time, even when keeping her mouth shut or lying would serve her far better.
Opinion on the Ministry: Despite her bearing an Altered Legend, Wilhelmina find the Ministry useful and she willingly cooperates with it. In fact, she is enrolled as a full student, one of the few of her kind to do so. She views it as an essential instution of support and is quite starry-eyed about it given her positive experinces so far. If only she did not have to fight the Pageless! But everything comes at a price, right?
The Netherlands is a nation with a proud naval history, which Wilhelmina's father seemed keen on maintaining. Having served as a sailor for nearly a decade before he found his wife, one of Wilhelmina's fondest memories is her sitting on her father's lap and listening to the stories of the sea. From the brave Odysseus who took twenty years to journey home through the legendary journey to Columbus and even the tale of the Flying Dutchman when she grew older, Wilhelmina loved them all. She also loved her fairy tales of course and her parents shared the duty of storyteller, alternating every other day.
Needless to say, she grew up in a loving household. Surrounded by older and younger siblings alike, she found herself supported where it counted and gently guided where she had to be. While her upbringing was by no means flawless, her parents gave it their all when it came to their children and it showed brilliantly with all of them. In the case of Wilhelmina, their care mainifested as excellence in all things literature, whether it be prose or poetry. Her successes came one after another; she even got accepted to a prestigious high school in a relatively remote location.
Saying her tearful goodbyes to her parents, Wilhelmina set out to live in the dormitories and immerse herself in the school's grand library. She set her sight on becoming a librarian, a professor of literature or perhaps even a great author herself, but fate would have other friends for her. For shortly after she set foot in the library she so wished to see, the Pageless struck.
Uncaring, unfeeling, horrible monstrosities, they started to devouring the library like a swarm of locusts. Ripping out page after page, destroying tome after tome, they cackled and danced as they destroyed humanity's greatest works while Wilhelmina stood, frozen in terror at their sight. This could not be happening, she thought. Why were they so cruel, she asked. Why did they not leave her beloved stories alone? It was unacceptable. She could not bear it. She wanted to defend these stories, to make sure they get passed on, just as her father passed his stories onto her and she would be willing to pay any price for that.
But nothing happened. All hope seemed to be lost as the Pageless flooded the premises until...
A brilliant pillar of light. Eight wings of gold. The choir of angels.
Magical Girl Lumiére had arrived. And as that dazzling figure fought against the relentless tide, something clicked within Wilhelmina's mind: she realised that no matter how deep the storm, no matter how dark the clouds... hope waited for her at the end. As though hearing this thought, her Grimoire Manifested in her hands, transforming her in a blinding show of light and colours. Her heart throbbing in her chest, the newly-born Magical Girl overcame her fear to stand beside Lumiére. With the older girl's experience and the younger girl's support, they managed to defeat the Pageless menace.
After that, Lumiére invited Wilhelmina into the Ministry, promising an explanation for everything that happened so far. Confused, lost and honestly curious, Wilhelmina accepted and she got moved to Britain under the guise of a scholarship; not a surprise given her general performance in the literary arts. This was one year ago and since then, she served as one of the Ministry's many Magical Girls.
Title: The Flying Dutchman's Kindness
Classification: Altered Legend
Description: The Flying Dutchman was a common tale amongst the sailors of the seventeenth century, with as many versions as the number of mouths that retold it. However, two elements remain consistent between all versions: the existence of a ghost ship cursed to forever wander the sea and the Cape of Good Hope being the place responsible for its tragedy.
In the most popular version, the Flying Dutchman is a vessel which got embroiled in a storm near the Cape of Good Hope. The captain swore that he would make it home "even if he had to sail until Judgement Day" and the Devil took him at his word. He cursed the captain to forever wander the seas along with his crew. However, an angel appeared before him, revealing how he might save his crew along with himself: Every seven years, the waves would bring him to shore. There, he would have to find a wife who remains true to him no matter the cost.
When he finally finds a hope for his salvation, the captain learns that the woman whose hand he sought in marriage, had been promised to another man. Succumbing to despair, he interprets this as a sign his curse would never end, so he and his crew return to his ship to sail the seas forevermore. But as Flying Dutchman leaves the harbour, his chosen wife swears eternal loyalty to him as she casts herself into the sea. Thus, the captain's redemption is earned: the Flying Dutchman, her crew and his wife ascend to heaven as one.
The Grimoire tells a much different story.
As written in The Flying Dutchman's Kindness, the captain is approached by one of his sailors, who has learned that his mother had been stricken with illness. Touched by the sailor's tale, the captain vows to make it home as soon as possible. He is even willing to brave the dangers posed by the Cape of Good Hope, which is also known as the Cape of Storms.
The other sailors are all too happy to get home again and merry tales fill the ship's hull as they leave port. They sail the seas with high hopes, however, they are struck by a terrible storm at the Cape of Good Hope - the very thing they wished to avoid. As the ship rolls, creaks and starts to shatter, the captain prays to God and His angels for salvation.
In his sincere prayer, he professes his foolishness and begs for the life of his sailors as he names all the prices he is willing to pay for their safety. An angel soaring in the heavens hears his prayer and just as the storm is about to rip the vessel into tiny pieces, just as a hope seems lost, the angel rescues them by lifting the ship out of water before delivering it to safe shores.
The angel delivers the price of his intervention: For seven hundred and seventy-seven years, the captain will have to wander the sea, saving seven sailors every day without fail. Humbled by the angel's appearance, the captain accepts the deal and swears an oath to live by it no matter the cost. The angel then ascends back to heaven as the storm dies down and the captain makes his way home - but he makes sure to fulfill his promise to the angel.
Since that day, he and his crew have saved countless sailors. Appearing as the faint light in the distance, they have guided many a ship to safety. They took mercy on the shipwrecked, rescued those trapped on uninhabited islands... even today, they continue to help the unfortunates of the world. For the captain shall never forget the kindness of God, nor will he ever forget his oath. He will faithfully accomplish his duty until his debt is repaid, whereupon he will take his rightful place by God's eternal throne.
Captain's Prayer: Locking her hands together and uttering a prayer to the Lord Himself, Wilhelmina calls upon His aid just as the captain did in her Grimoire's Legend. Unlike the Grimoire, however, the aid comes not in the form of an angel, but in the form of a blessing that she may convey to any ally or herself. Capable of healing all wounds and ailments, whether they be physical, mental or spiritual, its potency is only limited by how much magic she pours into it.
Captain's Oath: Whenever one of Wilhelmina's allies swears to accomplish a goal, she can choose to bestow a blessing on them by calling upon the captain's goodwill and determination. In turn, the captain smiles upon them, granting a pinch of good luck, an increase of skill and a general increase in power to the person in question. The blessing lasts for as long as Wilhelmina maintains it and she may bestow it to a maximum of three people at this time, with each blessing taking a toll on her magic reserves.
The Flying Dutchman's Crew: Much like the blessed captain of her Grimoire, Wilhelmina does not act alone. She is capable of summoning a maximum of five spectral sailors, all dressed in fine livery and appearing almost completely human. Veterans of countless years, they follow her commands to the best of their ability, their abilities beyond that of any mortal man. Should the need arise, they can also summon magical muskets into their hand to deal with Wilhelmina's enemies.
SRN-33 Rail Pistol - A high-powered pistol with a magazine of eleven shots, the SRN-33 and its rounds are specifically made to maim enemy soldiers if they survive the initial impact.
SRN-82 Rail Assault Rifle - A weapon that is as tough as its owner, the SRN-82 is famous for its relatively simple construction, which makes it able to survive even rough environments. Otherwise, it is quite standard as far as assault rifles go.
Mauler Gauntlets - Shineyd's specialised melee weapon, which is a series of short, serrated knives built into an armoured glove. It eviscerates naked flesh, but struggles against most forms of personal protection.
Spell List:
Listed as Name | Disciple | Keywords
Hydra's Body | Change | Passive, Regeneration, Self: The spell that is Shinyed most known for, Hydra's Body can not be cast or toggled at will, as it is a constantly active regardless of circumstance. This is not surprising given its sole purpose: the preservation of her bodily integrity at all costs. No matter how grievous – or insignificant - a wound is, Hydra's body ensures that is heals in a matter of seconds at most.
Of course, the greater the injury, the more magical energy it drains from her reserves. Furthermore, the spell does not prevent her from feeling pain and she experiences both the pain of the injury and the pain of healing at the same time, condensed into as much time as it takes for her to recover. Regardless of the agony it causes, the spell is a potent tool in Shineyd's arsenal, as it gives her a physique capable of withstanding heavy firepower. Needless to say, this can be quite demoralising to her opponents.
Maws of Charybdis | Change | Instantaneous, Offensive, Area: A dedicated offensive spell, Maws of Charybdis affects a sphere of roughly four metres in diameter around Shineyd. When cast, it rips apart all nearby material on the molecular level and anything that survives the onslaught will have teeth marks left over the surface which contacted sphere. These marks appear as though a massive, fang-filled jaw had taken a bite out of the object. Needless to say, this spell is highly effective against most targets, but it can not effect anything protected by High Magic barriers.
The Chimera Lives Again | Change | Duration, Combat, Self: This spell creates a sphere of roughly four metres in diameter, harvesting all available material in the area at a steady speed. This material is then transformed into a grotesque alloy of flesh and metal, which is grafted onto Shineyd's body as ablative plating. She can control the speed of the harvest and move the sphere at will; a quicker harvest means a greater toll on her magical reserves. Likewise, moving the area also costs her, but not as much as recasting the spell.
The Chimera Moves Again | World | Duration, Combat, Tactile: After Shineyd has gathered enough material for her purposes, she may use this spell to control and shift it as long as she can maintain this spell and the following conditions are met: 1.) She is in direct contact with the material. 2.) The material has been gathered and shaped using The Chimera Lives Again. 3.) The material has not been affected by other spells before she has cast The Chimera Moves Again. The third condition applies to all spells, not just those which would control the material. For example, in case of a fireball, Shineyd would not be able to control the molecules which have been excited or carbonised by the spell's heat. She can bypass this limitation by casting this spell again.
The Chimera Feeds Again | Change | Duration, Support, Area: This spell creates a sphere of roughly four metres in diameter, in which all available material is converted into magical energies at a steady speed. Unlike her other spells, Shineyd can not control the speed at which this conversion occurs and while the spell nets more energy than it consumes, it is by no means free. Converting the mundane into the magical is an incredibly taxing process which leaves Shiney utterly exhausted after a few minutes at most.
Charon Spits on Your Coin | Underworld | Ritual, Immortality, Self: Using an elaborate ritual that takes several minutes, Shineyd can ensure that her life will not be extinguished when she takes fatal damage... but the same does not go for her consciousness or her vital functions. Should she be mortally wounded, she will eventually or instantly collapse on the spot, depending on the severity of the injury.
This spell also ensures that her Hydra's Body remains active in her dormant state, restoring her to full functionality over time. This can take from anywhere between a few seconds to several weeks or months depending on the damage, as Shineyd's regeneration slows down to the degree that it will not overwhelm her natural accumulation of magic. As recasting the spell takes time and focus, Shineyd is very much capable of dying straight after her resurrection.
Character Traits:
Raised as a Weapon: Intended as a tool to fight against humanity's enemies from the very start, it is no surprise that Shineyd has acquired the skills of a trained soldier. She has a good grasp of tactics, a decent amount of experience with weapons and how her abilities may be applied to combat situations. While lacking actual combat experience, her knowledge and drill is more in-depth than a standard Star Soldier's. Unfortunately, this does come at a price...
A Few Screws Loose: Being raised to inflict violence from the start of her life, it is little surprise that Shineyd feels little guilt about murder or inflicting tremendous amounts of pain. Her moral compass is definitely not in the right place and she does not hesitate to place her allies in danger if it could mean victory. Her ruthless, never-back-down attitude can also be disturbing to see on both sides of the fence. Combine this with her lack of respect for boundaries and you get a tool of terror who seizes all available opportunities for victory.
Short Bio:
The thirst for knowledge and power of certain individuals is truly impossible to sate. The Ascendancy of Man is the very embodiment of this idiom, with the people who created Shineyd being yet another. Scientists and military men with a grand vision, they threw aside petty things such as ethics or decency when it came to their experiments as they united under one name: Medusa's Head. A very fitting moniker indeed, as most people who dare to look at their experiment logs freeze as though they have turned to stone. But for them? Atrocities are merely a step forward in the name of science.
It is also for this very same reason they took part in the Ascendancy's war machine even before the Alien Coalition War started. As one of the key figures in humanity's experiments with Kaisoken dust, they have long wondered what it would be like if they tried to create a person from the ground-up and mold them to their purposes, so they were all too happy to receive the Ascendancy's call for the creation of so-called Star Soldiers.
Their vision for the project involved the creation of human beings tailor-made for war. Birthed in artificial wombs, using the latest genetic engineering technologies, grown under careful supervision, the project could only succeed - or at least so did Medusa's Head think, until they realised that the creation of a human being is not as easy as it sounds. Most of their experiments failed, with only six children making it past the first few months.
The organisation nevertheless pat itself on the back before it started on the next step: separating the wheat from the chaff. They started teaching the children violence, war and conflict as early as possible, instilling in them obedience along with a disregard for life. As the project proceeded, the Ascendancy saw its promise, thus it lent Medusa's Head several drill sergeants to build upon the already strong foundation. But soon, the days of plenty would come to an end.
Because while the eruption of the Alien Coalition War came with plenty of grants and opportunities, the children started behaving in an unexpected manner. The scientists thought they removed the genetics responsible for rebellion and questioning authority figures, but it became increasingly clear that they failed. While the drills kept going well, the children became more questioning and violent in nature, especially towards each other. They started to see their comrades as competition, with violent outbursts becoming commonplace. Two of them even killed each other in plain view of the staff.
This was not quite the result the Ascendancy wished for. Though not a complete failure, the project recieved less funding as more viable alternatives emerged and the Alien Coalition war started up. Less funding naturally meant less resources and so the scientists actually started to encourage competition between the children so as to produce the greatest results. By the end of the War and the training procedures, only Shineyd remained alive from this batch of artificial humans. An individual who proved thoroughly loyal even in the toughest circumstances, the scientist concluded she would be the proof they needed to restore their original founding. After all, Shineyd could not rebel, right?
Wrong.
As it turna out, Shineyd spent a great deal of her time observing both the scientists and her comrades. She observed how the hid their true goals or what sort of punishment disobedience would entail. Learning through example rather than showing herself, she disguised her true intentions beneath a veneer of absolute loyalty. And so, during the battle of Proxima Centauri, she struck with her full might.
As the research facility only had a minimal military presence, no one could stop Shineyd as she marched through the hallways, killing everyone who stood in her way. Scientists along with military personnel fell before her as though they were flies, and with the general situation at the time, she slipped the Ascendancy's grasp. As humanity was stretched thin at the time, they did not have the resources to look for a needle in an interstellar haystack, nor to heed the requests of a failed project.
This allowed Shineyd to seek refuge in more neutral territories and establish a fake identity. Staying low following the war's immediate impact, it was only after several months have passed that she started selling her services as a mercenary who asked no (unnecessary) questions.