characters must have a consciousness and at least some capacity for emotion/desire. If they normally do not, the goddess will grant them this ability.
no immortality that renders a character immune from death
no instant kill abilities
no true invincibility
no long range teleportation
no mind control powers
no world ending stuff
time control is banned
future sight is banned
no angels allowed.
your power is always beneath the gods.
No permanent copying of powers
No infinite scaling of magic power, strength, stamina, etc.
> if you wanted your character to have any of the above, you can simply add flavour to them by stating that these powers have been locked away by the powers of Mother Mercy. You wont get them back, but the character can be salty about it... maybe even relieved.
overviewAppearance: (picture required. Description optional)
cause of death:
archetype: (a fancy title that sums up your character)
What is their driving motivation? The core of their being:
What do they hope to achieve in this new life?:
Magical capacity: _ (the sheer amount of supernatural force contained in your character. Think maximum mana as well as connection to the magic of the world.)
Magical Ability: _ (control and prowess in magical abilities. Determines the intricacy and reliability of magic ability)
Combat expertise:_ (this is your combat style. It applies to magic and/or non magic combat capabilities)
finesse: (speed and cunning)
power: (might of attacks and force)
defence: (ability to protect self and others)
endurance: (how long combat can be sustained without drawbacks)
Leadership: _ (team work, ability to sway others, understand social situations, and uniting others for a cause)
Skill/crafts: _ (the mastery over your character's skills (this list will come later!) and their understanding of crafting, repairing, etc.)
In the beginning of the RP, your character's limitations are as follows...
pure offensive ability= no greater than destroying a single story house
max strength= tossing a car
max speed= 130km/hr (short term)
max defensive ability= reinforced steel
if the character you imagined should be stronger than this, you may say that these potential powers are locked away by the Mother Mercy's power for now...
Powers (a list of everything your character can do. If its not stated here, it can't happen!)
Weaknesses (must be equal in number to strengths -1. Can have more weaknesses than strengths. DIFFERENT FROM PERSONAL WEAKNESSES. )
skills (these are things such as cooking, alchemy, hunting, etc. Generally things that are not related to combat)
Name: Sarah Christin-Landale
Age: 70's (appears to be 40)
Cause of death: Battle against a hostile god that ended in mutual death.
PersonaPersonality: Possessing a strong will and a thirst for exploration, Sarah has traversed across numerous multi-verses and the individual universes contained within them for the majority of her life. She encountered many things during her adventures, both good and bad. But despite even the worst of the situations, she never lost her love for exploration and continued to find things to enjoy about her life. Since becoming married and having a family she had toned down her adventures to be able to devote time with them, especially when the kids were younger. While she'd never seek out a battle with others for no reason, she does greatly enjoy friendly sparring matches when the opportunity presents itself.
Personal strengths: Decades of experience with exploration and combat means that Sarah is not easily surprised anymore and hardly anything is capable of intimidating her.
Personal flaws: While she has gotten better with it, Sarah has a short fuse at times, especially when friends and loved ones are being insulted or slandered. Provoking her anger typically causes a violent response.
Likes: Grape milkshakes, sparring, exploring interesting worlds, relaxing with her family
Dislikes: Evil things (they get stabbed), diplomatic functions and any other type of formalities
A few years before Sarah's birth a powerful evil survived the destruction of the solar system it was sealed within, in the process seizing the ability to travel to not only other universes, but other multi-verses. It spent the next couple of years gathering power and minions from countless realities before returning home with the goal of destroying its native multi-verse. If it succeeded, there was no doubt it would continue on to do the same to every other reality. Thankfully powerful heroes, inter-dimensional military groups, and myriad gods worked together to thwart this 'Supreme Darkness'. Sarah's father was a hero who had been corrupted and twisted to the will of the Darkness, but he was saved during the course of the final battle. His soul however was damaged, leaving him little time to live. But it was enough for him to find love to have a single child, but unfortunately he would die on the day of Sarah was born.
The man who had saved her father, Ganora, belonged to a group called the Freedom Army and was heavily involved with negotiations with the planet Neilgo. Neilgo had been settled by the refugees of the destroyed solar system the Darkness had been sealed in, and before long the two powers banded together in an Alliance for mutual aid and protection. As Ganora had also worked to help Sarah's mother raise her in place of her deceased father, she had many chances to get to know the Neilgo royal family whenever Ganora went there for diplomatic reasons. Sarah soon became friends and sparring partners with Prince Siegfried, who at the time was heir to the throne. At the end of a tournament the two took part in her feelings for him came out, but he had a situation that prevented anything from happening at the time.
Not much later Sarah found herself suddenly pulled to another world, a planet known as Ravenloft which served as an inter-dimensional prison of sorts for a great many entities. She would find that several friends of hers as well as others who's parents had fought against the Supreme Darkness. The group had fought against many evils and faced many horrors while trapped on that world. Of particular importance to Sarah, an alternate version of the floating island of Ys was found in the skies above Ravenloft. One of the more powerful demons living on Ys, a fiend by the name of Dalles, had cursed and then later captured her. Twisted and turned into a demon, Sarah was sent against her friends multiple times, but they were able to purify her soul. To fully save her however, a trip to Ys was needed to destroy the source of its demons, a powerful source of magic known as the Black Pearl. The group succeeded in destroying the artifact and the demons protecting it, in the process saving the precious few survivors of the nation who had taken up shelter in the Goddesses Palace, including the twin Goddesses themselves.
Accomplishing all of this granted the group favor with a nation that had been attacked by the demons of Ys, giving them access to an item that might be able to serve as a key to get off the planet. Some pursued this lead, while others went to check other avenues. Sarah, thanks to the efforts of a few that did manage to escape Ravenloft, managed to make contact with the Alliance and a plan was hatched to get Ys and its survivors off the planet. The island came under attack by numerous evils during the evacuation process, and despite her best efforts Sarah didn't have enough power to do it on her own. To ensure the survival of their remaining people, the Goddesses of Ys sacrifice themselves and gave what little power they had left to Sarah, a gamble that would pay off and the island is pulled off-world to safety.
Upon getting home, she found that the Alliance was involved in a war against a race that had launched surprise attacks against them. She had thrown herself into the worse of the battles, reuniting with Siegfried in the process. After the war ended, the two left for a number of years to handle the situation he had been dealing with. Once that had been resolved, the two would start to make arrangements to get married, and around that time he would abdicate in favor of one of his siblings which made things easier as everyone knew that Sarah did not have the temperament to be a queen. The next few decades were largely peaceful with them having a pair of children and largely being able to enjoy life. Unfortunately that didn't last as an Alliance unit came under attack from a god during an exploration mission. Sarah left to buy time until reinforcements could arrive to destroy or seal the god. Thankfully the god wasn't one of the more omnipotent ones found in some universes, and she was able to fight it to a standstill, the battle eventually ending with the god's destruction and Sarah bleeding out from her wounds. The thought of death didn't bother her however, she knew once the newly arrived reinforcements reached her location that she'd simply be resurrected. Or at least that is what would have happened if Mother Mercy hadn't decided to take her...
What is their driving motivation? The core of their being: Exploring new and interesting locations was her primary passion for much of her life. Despite her frustrations with her new situation, there is a certain thrill to being able to freely explore a new world without any restrictions once again. However her primary goal remains finding a way home to her loved ones if at all possible.
What do they hope to achieve in this new life?: To slay any evil she finds and to have words with whatever asshole decided to drag her here instead of leaving her body at the place of her death where she could be resurrected by her allies.
D&D alignment: Neutral Good
Magical/Spiritual capacity: _ C
Magical/Spiritual ability: _ B
Combat expertise:_ A
Leadership: _ D (While Sarah has plenty of experience fighting alongside others, she's absolutely abysmal at anything leadership related and there are reasons why she's generally kept away from diplomatic and most social functions.)
Skill/crafts: _ F (While she has basic skills for taking care of herself in day to day life, she's never been able to develop any skills that would be useful for tricky situations other than combat.)
Magic: The magical abilities Sarah got from her mother's side differs from most other mages in that she's able to rapidly absorb mana from the environment around her, replenishing her stock in a matter of moments so long she's not actively casting any spells. However, the amount of mana she can hold is much smaller than normal. Capacity is currently capped at a maximum of 10 points with a restoration rate of 1 point per turn spent not using her own magic. Unfortunately Sarah is not able to fully utilize her magical heritage in the sense that the power of her offensive spells is rather lackluster to the point they are not worth using against stronger enemies, and that is after the boost that comes from her wedding ring. No chants or complicated gestures are needed to cast any spells.
Eyes of Fact: These twin 'eyes' essentially function as physical manifestations and extensions to Sarah's magic. She's able to make them move to different spots and orientations around her and cast a variety of ranged spells through them. If attacked, they simply disperse and reform over her shoulders. When not used to cast spells, they are capable of firing weak mana blasts at a rapid pace, but this attack is only sufficient in dealing with regular human warriors and other enemies of that caliber. Stronger foes can simply ignore this, making it a waste of Sarah's concentration in most battles.
Fire Beam (2 point cost): A simple beam of fire emitted from either Sarah's hand(s) and/or the Eyes of Fact. Medium range and low damage.
Fire Orb (2 point cost): An explosive orb of fire suitable for medium to long range foes, but the damage is not any better than the fire beam spell and the travel time of the attack means that it is more easily dodged. Can be cast by hand or the Eyes. The wedding ring allows her to charge this for extra damage, but doing so gives the enemy plenty of warning.
Lightning (2 point cost): Sarah can call down bolts of weak lightning against a target. Each hand/Eye used increases the number of bolts by 1, but also increases the mana cost.
Blinding Light Sphere (1 point cost): The first spell Sarah ever managed to cast. It is a simple orb of light magic that explodes outwards away from Sarah, possibly blinding enemies who were looking in its direction for a few moments. Can be cast normally or via the Eyes.
Wind Dash (1 point cost): A basic movement spell from the Fact part of Sarah's family. Normally it would simply propel the user a short distance forward at incredible speed with wind mana, but her wedding ring allows her to use it to travel in any horizontal direction.
Wind Barrier (1 point cost): An almost translucent barrier of wind magic that is able to protect against a single attack before shattering. The wedding ring augments this barrier, allowing it to slow the rate she falls through the air, allowing for safe landings from great heights. This part of the spell will be made useless once she gets access to her boots.
Shield Magic (1 point cost per hit):
A spell inherent to Sarah's family, in particular her mother's side. Normally the spell would sustain an aura around the caster, upon which a fixed amount of mana would be drained for each attack it blocks, regardless of its power. However Sarah was never able to use the spell in its intended form, instead the best she can do is channel it through the Cleria Shield to project a barrier right in front of her for protection. Useful when dealing with powerful attacks, but nigh useless against multiple weaker blows due to Sarah's extremely limited mana capacity.
Spiritual Powers and Altered Sword Skills: Unlike her magic, which draws energy from the world around her, Sarah's spiritual abilities rely on energy produced by her own body. She is capable of storing a large amount of spiritual energy, but the rate it replenishes itself is much more normal than her magic. To fully restore it she often needs a good night's sleep, though shorter rest periods can help recover smaller amounts of energy. These abilities fully benefit from Sarah's stats. A few of her sword skills can be enhanced by the Cleria Sword if she's in the correct emotional state at that moment. These attacks use no additional energy as the enhancements come from the weapon itself.
Airslash: A simple move where spiritual energy is used to release a blade of energy after a slash from the sword, capable of hitting multiple adjacent enemies out to medium range. While the attack deals wind damage by default, the damage type changes to match whatever energy the Cleria Sword is emitting at the time.
Hurricane Slash (Aggressive feelings such as anger): The Airslash becomes a swirling storm of energy, not only cutting into the enemies, but also buffeting them with kinetic force that can knock them off balance or possible disorient them.
Ocean Slash: It's a defensive sword technique. The wielder focuses their spiritual energy in their blade and then unleashes it in a wave that shoots out a short distance until meeting an energy attack, at which point it will explode and split the energy in half and divert it to the sides, causing it to miss Sarah.
Tempest Slash (Desire for packback or vengeance): Instead of exploding, the augmented energy of the Ocean Slash will continue to cut through the opposing energy attack until it strikes the offender for moderate damage.
Arc Blast: Sarah first channels spiritual energy into her blade, and then strikes the ground with the tip of the weapon. Upon impact the energy is released outwards as a dome that will inflict heavy damage and push back any enemies in a short distance from her.
Rayblade: A simple move where Sarah's spiritual energy takes on the Light element and is released from her sword a single, high powered attack that is especially useful against enemies of the Darkness element.
Divine Blade (resolute will to destroy evil): The energy of Rayblade alters to the Holy element and is infused with a drop of Divine energy, allowing it to deal extreme damage to an evil being and to harm those who would normally have protection against attacks from mortals.
Piercing Strike (1 point per use):
A move devised by Sarah that incorporates Airslash, Ocean Slash, and Shield Magic into a single powerful ranged attack that is specialized for use against enemies using energy or supernatural barriers. At the core of the attack is the Airslash energy, compressed into a sphere via a casing of Shield Magic, which is in turn covered by the Ocean Slash. When the attack hits a barrier, the Ocean Slash energy splits it, allowing the rest of the attack to slip through. When it hits the enemy directly, the bubble of Shield Magic collapses, releasing the Airslash against a single part of the enemy for high damage.
Spirit Strike (1 point per use): Combining Wind Dash with a concentrated use of her spiritual senses allows Sarah to almost instantly close the gap with an enemy and deliver an incredibly accurate sword strike. The stronger the enemy's spiritual signature, the more accurate the attack.
Shockwave: Sarah is able to send a wave of spiritual energy through the ground over a short distance to throw off her target's balance. Requires a decent chunk of spiritual power for each use, which prevents the ability to be easily spammed.
Flash Move: When narrowly avoiding an attack, Sarah sometimes gets a jolt of energy that allows her to move at increased speed and thus allowing for an extra action next turn.
Spiritually Enhanced Body (weakened): Sarah's spiritual power enhances her physical abilities, allowing her body to perform at far past its normal limits. Normally her physical parameters would all be at about the same level, but something about being brought to this world has disrupted the flow of spiritual energy in her body, preventing her from augmenting everything evenly.
Iron Will: In the event that Sarah would suffer mortal wounds, she is able to use her spiritual energy to keep fighting for another turn before the wounds have their expected effect and she falls unconscious.
Spiritual Senses: Sarah has the ability to detect the spiritual auras of those nearby, however despite decades of training the ability remains largely unrefined. As such she has trouble detecting those with weaker auras, especially during chaotic moments like battle. The stronger another entity's aura is, the more easily and clearly she can sense it, and from greater distance. Typically the range of this sense caps out at a few hundred meters for extremely powerful entities, but there can be exceptions in cases of beings who's strength reaches far beyond what can be found on most worlds. Can be useful at times to determine an opponents strength compared to her own.
Boost Mode (Weakened): Sarah has a second well of spiritual power that typically builds up slowly over time until it reaches full capacity, though taking and dishing out damage accelerates the process. When she's full of this energy, she can release it for a significant power boost for a short period of time, enhancing all of her parameters while reducing mana cost for spells for the duration. However, a significant amount of the Boost Mode ability is sealed for now. Currently lasts for roughly 20 seconds (or about 2-3 posts) while she normally enters battle with it charged, it takes long enough for it to build up again that its unlikely she'd be able to use it for a second time unless the battle is longer or more grueling than most.
The Emelas in Sarah's body normally enhances her Boost Mode, increases the rate it fills on its own, thus making it more likely to be available for a second time during any given fight. It also lasts a little longer, a full 30 seconds (3 or 4 posts). Her abilities are also enhanced more than they already where and she would gain the ability to use her Burst Attack once this portion of her power is unsealed. Finally, there is a strictly cosmetic change in which the white wings of the Goddesses of Ys manifest from Sarah's back for the duration of the ability.
Burst Attack - Blade Storm:
The most powerful of Sarah's attacks, made only possible by the full might of the Boost Mode. She rushes forward and starts striking her target with a frenzied storm of lighting quick sword strikes. She cycles through each type of damage that the Cleria Sword is capable of, instinctively eliminating those the enemy is resistant or immune to after the first use until she is just using the energy that is the most effective. At the end of the attack, she plunges her blade into the enemy and the remaining energy of the Boost Mode is forced through the sword into the target's body where it explodes outwards for horrific damage. Using it earlier in Boost Mode increases the damage as there is more energy, but Sarah must balance the early loss of the Mode's benefits against this extra damage.
Crosscut: A simple sword skill where the user strikes twice in rapid succession, cutting a 'plus' or 'cross' shape into the targets body if performed correctly. Requires no special energy to perform as it is simple the result of training and being physically able to execute the attack. Requires Sarah to be standing still to do correctly, essentially trading some evasion ability for increased damage.
Grand Cross (resolute will to destroy evil): Holy energy given off by the Cleria Sword is released during the Crosscut move, at the end of which it explodes outwards in a highly damaging AoE attack.
Emelas Enhancements: A moderate amount of a crystalline looking material known as Emelas was implanted into Sarah's body. Not only does that grant her control of the shards of the Black Pearl in her Cleria equipment, it also makes her body tougher than before by granting her a small resistance to any attack not from an Emelas source. Her overall physical abilities are also increased (including a longer life span), and finally her Boost Mode is augmented.
Child of Infinity: Born of those who fought in the final battle with the Supreme Darkness, the core of this individual is formed of a myriad of cosmic essences. This grants them an unique ability to adapt to other realities, a quality that even supposedly omnipotent beings lack. The child adapts immediately to the laws of reality governing new environments skipping the often slow and dangerous transition altogether. This quality has both advantages and disadvantages depending on the situation.
Equipment Curse: For reasons unknown to Sarah, she is prevented from using any replacements or substitutes she may find for equipment of hers that is bound to her. As such she can only use her own sword, and can't use any armor or shields until she regains access to her sealed equipment. The restriction also applies to headgear, necklaces, and rings. Same goes for musical instruments should she ever decide to try one other than the harmonica she currently has.
Far tougher to kill than most would expect from a human, though that is currently hampered by several pieces of equipment being sealed away.
Specializes in fighting humanoid enemies one vs one or against small groups of enemies.
Her spiritual sense allows her to more easily deal with invisible enemies than most.
Decades of exploration and battle, not to mention having almost complete access to the Alliance database means that she is surprisingly knowledgeable about about a wide variety of beings, supernatural powers, and other useful topics when finding yourself in a new world.
Has multiple abilities that render single, more powerful attacks near useless against her.
Has limited AoE options. Only two of them, Airslash and Arc Blast, fully benefit from her stats, the magic spells are far weaker and usually not worth it against stronger foes. Fighting at range has the same problems.
Virtually no crowd control abilities. The two she does have are short duration and are generally only good to help provide a brief opening for a sword strike. Furthermore, experienced enough enemies could easily deal with them and the one doesn't even work on enemies that don't rely on eyesight to fight.
As her abilities are geared towards fighting enemies of roughly human size, Sarah has trouble dealing a reasonable amount of damage to monstrously huge enemies such as dragons with a single blow unless she's able to get to something vital like the head.
Does not have any special abilities or resistances that would help her negate the effects of crowd control abilities used against her other than her raw 'stats' and willpower.
Harmonica Playing: Sarah knows one song.
Christin Sword Style: A shield and sword style that she learned about watching and reading records of her father and then adapted for her own use. Specializes in speed and defense.
Algo Sword Style: Two-handed style that Sarah learned from her childhood sparring partner that she would later marry. Trades the defense of using a shield away for much higher power behind each attack.
Inventory Items marked as 'Bound' can't be removed from Sarah without her permission and are magically returned to her if they get more than a short distance from her.
Weapon: Augmented Cleria Sword (Bound): This dark blue sword was crafted with the magic of the Black Pearl of Ys. The blade is supernaturally sharp and durable and possesses several useful abilities, however they are currently sealed by the force that brought Sarah to this world.
The blade is capable of using the emotions of the wielder to augment and change various sword skills, so long the correct emotional state is maintained during the attack. After Sarah helped save the alternate version of Ys that was encountered on Ravenloft, the twin Goddesses implanted shards of their destroyed Black Pearl into the core of her sword, increasing its existing abilities and allowing it to emit various kinds of energy for additional power and different damage types. The energy types that can be used are Magic (as in generic magic damage), Spirit (useful for hitting ghostly enemies), Fire, Ice, Wind, Electric, Earth, or Holy. Altering the damage type in this way also changes the type of damage the Airslash ability does.
Armor: Augmented Cleria Armor (Bound):
This magical armor is incredibly durable and capable of protecting Sarah from a wide range of attacks, including supernatural attacks. With shards of the Black Pearl implanted in the armor, its defensive power is increased even more, capable of standing up to the strongest of blows. Furthermore, it gained the ability to cover itself and Sarah with an aura that provides complete protection against a single energy type at a time. The available energy types are Magic (as in generic magic damage), Spirit, Fire, Ice, Wind, Electric, Earth, or Holy. Some of the energy auras have additional effects, such as Fire and Ice being able to protect her against extreme temperatures in general and Wind providing breathable air in situations where Sarah wouldn't normally have any (such as underwater or in the middle of a poison cloud).
Shield: Augmented Cleria Shield (Bound):
The Cleria Shield is capable of blocking almost any attack and spell, and its abilities were augmented even more by the remaining Black Pearl shards. The ability it gained from the shards was to project a barrier in front to the sides of Sarah that behaves the same way as the armor's aura. This allows her to protect allies from otherwise devastating attacks, but requires her to remain still in a defensive position to use. The energy types the barrier can protect against are the same ones the sword and armor can do. Earlier in her life Sarah had the straps for the shield remade with magitech devices that react to her thoughts, loosening or tightening their grip on her arm as she wills. Once the straps are loosened in this manner, the same devices will quickly float the shield to her back where they will strap it into place there. Largely made redundant by her Storage Necklace, but still has a use when she wants additional protection from surprise attacks from behind.
Wedding Ring (Bound): This ring is a composite of several magical rings that had belonged to Sarah that were carefully mixed together before including a magical metal known as Laconia to the mix. The result is a ring that increases Sarah's physical stats by an additional 25% above what she'd be able to do on her own, grants moderate regeneration when she's at rest, and gives a boost to her magical abilities. Additionally it would normally grant a link to her husband, allowing them to be aware of each other's status and location even across multiverses, but that particular power has been sealed.
Goddess Ring (Bound): This simple gold band is set with a single blue gem and used to belong to one of the Goddesses of Ys. The sliver of the deity's power that remains protects Sarah against corruption and possession of the soul.
Protection Circlet (Bound/Weakened): This silver colored band is a mandatory piece of equipment for Sarah since she is a member of the Neilgo royal family and grants a variety of useful effects. Only the protection against mind reading and control is fully active. The enchantments that would reduce the need for food, water, and sleep are currently suppressed, as are the resistances to poison and disease.
Storage Necklace (Bound): This item previously belonged to one of the Goddess of Ys and could be used to access some of the more secure parts of their home. Now however it's function has been changed by magitech experts to contain a pocket dimension for storing the bulk of Sarah's combat equipment, allowing her to quickly respond to unexpected dangers. It is set to manifest the equipment directly onto her body or in her hands, swapping out with whatever is already there if needed. Its functions are largely sealed at the moment and only the Cleria Sword can be brought out.
Royal Bracers (Bound):
This quartet of golden bracers were originally given to Sarah by the man she would later marry and she's upgraded their functions over the years to keep up with the world's magitech developments. Currently they passively increase Sarah's physical and spiritual abilities by 25%. Additionally they allow her to reduce or increase gravity's hold upon her by 30% with a thought. Reducing her weight allows for greater speed as well as increased jump height and distance, plus it can be helpful when dealing with things like quicksand and marshes to avoid or reduce how much she sinks, finally wall running and other fancy acrobatics becomes more feasible. Increasing gravity's hold offers increased stability and allows her to better resist effects that would push her around as well as increasing the force behind her downward sword strikes.
Pocketwatch (Powers Perma Sealed): Part of the grand prize for winning a tournament in her younger years, this pocketwatch is an artifact with the ability to increase or decrease how quickly time affects Sarah. What exactly it did would depend on how much she wound it, but normally it would be capable of granting a massive haste buff to Sarah for 15 minutes once every 12 hours, at the cost of not being able to verbally communicate with anyone because how how quickly she was moving through time. It was also capable of the opposite, allowing the rest of the world to move more swiftly than her, something that could be useful if she was injured or poisoned and had to wait for aid. Much to her annoyance the watch does not work on this world.
These magitech boots are a product of Alliance engineering taking advantage of the research left behind a specialist in gravity magitech. The outer shell of the boots is comprised by a metal called Acrux, which is immune to kinetic damage and heat, though it doesn't insulate the user from high temperatures. It also provides moderate resistance against most forms of energy damage Protected by this metal shell are advanced components that manipulate gravity to slow the rate Sarah falls from great heights, essentially negating 'fall damage' and to increase her running speed. Finally it also increases jump height, which combined with the Royal Bracers does allow for some impressive jumps. Can't be repaired by means available on this world if damaged or destroyed.
Harmonica (Bound): This musical instrument previously belonged to one of the Goddesses of Ys. Sarah is only capable of playing a single song on it, but the harmonica's magic allows it to ease the pain and suffering of those around her when its being played.
Escapepipe (Disabled): Based on an item commonly used in the Algo star system to escape from dangerous areas, this much more advanced version teleports the user to a previously designated safe location upon activation. It is capable of doing this even if it means traveling from one multiverse to another. However, much to Sarah's annoyance it doesn't work on this world.
ID Communications Unit (Disabled): An Alliance designed and made inter-dimensional comm unit that would normally provide Sarah easy access to friends, family, the Alliance in general, and her personal shuttle. Currently disabled by Mother Mercy, which makes Sarah wish she had an FA designed unit that was under the Null Effect (immunity to anything supernatural no matter how powerful) instead.
Modified Freedom Army Bodysock:
Made up of countless tiny links of metal made from Acrux and Laconia, this garment provides Sarah with protection against kinetic damage for the majority of her body except for her neck, head, and fingers. While the garment itself can't be damaged by kinetic attacks, the impacts can still bruise and batter Sarah's body. Its a similar situation for heat based attacks, her body can't be directly burned through the bodysock, but excessive heat can still be dangerous as there is not much insulation. The Laconia used in its construction offers increased protection against 'evil' and 'unholy' types of attacks. Finally it grants a small amount of protection against a variety of other energy types. This piece of equipment can't be repaired or replaced if destroyed or lost. Has a built in belt with pouches for items and space for the scabbard holding Sarah's sword. It is colored red.
Freedom Army First-Aid Kit x2:
This advanced nano-tech devices can be used to administer medical-grade nanos for rapid treatment of wounds and various poisons and the like. Is operated by the brainwaves of registered users, anyone else trying to use it will cause it to break itself down and vanish. The nano-bots are only able to work on races that the Alliance has anatomical data on. Able to heal up to 25% of Sarah's 'HP' upon use.
Exploration Clothing: Rugged and simple clothes meant for regular exploration and travel. Had a mild enchantment to ensure they stay clean and in good repair, but otherwise functions like normal clothing.
Age: 86 (Mutations causes his life expectancy to increase and his youth is retained)
Species: Mutated Human
Cause of death: Bleeding out from multiple wounds
Archetype: Alchemical Warrior
Personality: Tyberius is a calm and usually patient individual. He shows no clear joy in the actions he does, the culling of the wicked is his duty and as such he doesn’t look to find pleasure in it, instead only doing something that must be done. On the other hand sharing experiences or doing the things he likes, he has a much better time like crafting or cooking as such he is more open to conversation. Tyberius avoids breaking the law whenever necessary only ever doing so whenever it is truly desperate and even then he holds unbreakable codes, such as not willingly killing the innocent or experimenting on anyone regardless if they are wicked or not. If Tyberius feels any sort of emotions during battle it is anger yet he always tries to not allow his anger to cloud him during battle.
Can become doubtful of others
Kind, Caring, and overall good people
Creating potions/Fixing his equipment
Finding rare ingredients/materials
Crimes especially those he deems irredeemable
Experimentation on others (especially against their will)
Prejudice/Injustice based on status or appearance
Punishment for the children of a criminal
Backstory: I do not recall the very early years of my life, my mother was a farmer, a kind and beautiful woman who had only me for company, my father I was told was a soldier. I never met my father and yet in all my years of youth did I yearn for the time that he would return and I would meet the man I shared blood with. The days and nights were always so quiet and so calm, the only distinguishable sound would come from the work my mother put in the fields as I read through each and every book we had stored, learning of the world beyond the fields. I never had friends when I was young, no one lived close enough, thus I would always entertain myself with small animals that snuck into the house, always keeping them in jars until my mother found them out and released them back into the wild before punishing and scolding me. She was a great mother and without her perhaps I would’ve never had the compassion I have now, she was ruthless to her child not because of hatred but because of love, she wanted me to be better.
One day men known as priests knocked on my door, their words spoke of a great evil encroaching upon the land and that they needed all the aid they could. It was then I saw an emotion I had never seen in my mother: distress and worry. These emotions she tried to hide but they didn’t escape me, I knew she was scared and yet I didn’t know what I had to do. The very next day, my mom acted with the most kindness I had ever seen her, yet her expression always had a tinge of sadness and after lunch did the same men appear. That day my mother hugged me and told me that regardless of what I'm told I should do what I believe is right. I was then brought with the men in a wagon, my mother waving me goodbye as the horses began pulling the wagon and my small farm home became smaller and smaller in the distance. It was the last time I saw my mother alive.
The City was vast, a truly alien thing, so many people, so many things, so much noise and in the center of such scale was a mountain of windows, pillars, and statues, I chapel they called it, The Chapel some stated, regardless of names this would be my new home, a feeling unfamiliar to me. It was there I met my first friends, in it’s libraries I found my gift and awe at the world of alchemy, and it was there that the order discovered a weapon in me. Each day was filled with prayers, those who didn’t behave were punished, I was punished, yet never did I feel a semblance of love in the crackling of whips or the searing of hot iron, only now after so long do I realize that the punishers felt pleasure and power from it. The boy I once was crumbled to dust as I became a weapon of the order, to be used for their good. My life was secluded, yet I never felt alone for I had the order with me, the ones I believed to hold all that is good and fight against our enemies, the ones who held all that is evil.
In the time of my first battles my skills with the blade shined, the enemy were cut down before us, their wicked march ceased by our righteous refute, our forces flanking and encircling theirs, rapidly decimating them with no mercy for no mercy could be granted to the wicked. It took years before we finally pushed them to one of their major cities and upon landing and crushing the enemy's army I found myself hesitant. The populace of the city was that of the wicked and yet they gave up, surrendered, they did not wish to fight, they did not wish to die, and yet the soldiers around me charged, ravaging the innocents whose only crime was coexistence with the supposed wicked. Those days left me without a will to fight, my loyalty wavered and yet I did not wish to show it. I returned to our home, I pleaded for the Order to strip my title of warrior and to live my last days as an Alchemist. For my deeds in battle did the Order allow my retirement. The rest of my life could’ve been quiet and peaceful, I could’ve been a well renowned alchemist, perhaps have published a book of my studies.
A sickly man entered my office, he was accompanied by a fellow priest. He was bandaged yet the bandages were red with blood and green around it. The priest had been stabbed and additionally had burn marks on his side. The man told me he’d been ambushed by a gang, I had no reason to disbelieve him and yet his words and statements seemed to contradict themselves as I cured the wound. Something was not right, upon asking where they had been his friend explained they had traveled to many farmer’s homes- the man paused before correcting himself and explaining they went for a routine trip for new recruits to the Order. I appeared as if I did not care, yet a sense of dread washed over me and the day after I set off to my old home. Ashes and cinder are what remained when I arrived, it was a haunting view, the home I was born in was no more, all that was left was a charred body, unrecognizable, and near it was a knife, the same knife that caused the priest’s wounds. I tried to remain calm, yet my breathing only increased, as I gripped the knife harder and harder, the hiccups from the priest must have meant that his actions here were of unlawful nature, blasphemy.
In no time, I returned to the city with a new goal as judge. I had seen firsthand the atrocities and crimes of war by my fellow soldiers, committing the same actions that our order warned our vile and wicked enemies would do and yet no punishment fell to them. I saw as my own mother was a victim to the abuse of a priest’s indulgences and died defending herself. It was at this time I trained with my sword once more, my alchemy skills not inspired by a new purpose, to figure out how deep the corruption spread. Every night I would stalk those in power, judging their actions and then brutilizing them, leaving them in the gates of the Chapel with their sins carved into their flesh and having enough proof spread amongst the people to have them punished, and yet within months these same men would return to their positions and commit their vile acts once more with protection. Through these years did I realize that the corruption was within the heart of the Order. The order was good and pure, it’s ideals sacred and yet the people in the Order would trample and ignore these ideals only bringing them up to further their own twisted ambitions. Sickening, disgusting, repulsive. I had enough, the wicked stayed wicked and thus did I have them face the ultimate price for their actions, death. With my body changed and altered through self testing did I become a menace to the evil in the city. I was hunted for my righteous duty, each attempt a failure like the previous, I was no longer a man, I was a monster to them, a monster who would inspire the people, a monster who would improve their lives, a monster who would charge into the Chapel and take down the order at the cost of his own life. And yet as I lie here, blood spilling from my wounds I protest. NO, the Order is only the first of evils, there’s more out there… I……. I can hardly think, I cannot feel anything, my blade feels heavy… I… I…
What is their driving motivation? The core of their being: Their motivation is to fulfil their duty, that duty being to rid the world of the wicked and evil in a very brutal fashion.
What do they hope to achieve in this new life?: To fulfill their duty, perhaps once their job is mostly finished or they are unable to complete it, perhaps focus more on their alchemy to spread medicine and the such.
d&d alignment: Chaotic Good
Magical capacity: F
Magical Ability: F
Combat expertise: A
Physical ability: A
Increased size (From 5’10 to 7’1)
Greatly increased Strength and denser muscles
Increased Life expectancy and Youth
Increased quantity of required food
Two Heart Burns per day
Stronger and more resilient immune system
Enhanced Hearing and Smelling
Broken taste Buds
Powers (a list of everything your character can do. If its not stated here, it can't happen!)
Description- After constant experimentation on himself, Tyberius has gained mutations both beneficial and harmful.
Limitations- His current mutations are rather tame, he has no new limbs, or have new organs, as such his only real versatility comes from his combat and strategies.
effective/ineffectiveness- The Mutations don’t grant any magical capacity, however some of the mutations are phenomenal, most notably his superhuman capabilities mostly regarding his strength and agility. His strength is comparable to easily being able to kick a car away and his agility being comparable to being able to move short distances and throw attacks at over 100km/h. His muscles also being denser means they can take a lot more punishment similar to metals, however this also causes his natural regeneration to be slower than the average human and relies on healing potions and medical equipment from open wounds.
Superhuman Strength (Able to kick a car away)
Fast Short distance movements (Attacks and short dashes are around 100km/h), Unable to use his speed in a sustained fashion.
Dense Muscles create a natural armor Similar to metal but more elastic and make him heavier
Enhanced smelling and hearing
Unnatural Flexibility allowing him to get out of certain positions with ease even for his greater size
Stronger and denser bones
Increased need for food due to denser muscles and greater strength
Weak and vulnerable lungs which can cause severe exhaustion if pushed to limits. Also vulnerable to gas type poisons that affect lungs.
Daily Heartburn which can cause him to become paralyzed for a short while which can mean life or death in fights.
Weak Natural healing (A wound that would take a person to heal in a week requires four weeks for Tyberius which includes having to eat great amount of food, thus reliance on healing potions)
Absolutely no natural defense or counter against magic
Experienced Armor and Weaponsmith
A Combination of the best armor pieces he could find, combining both defense and flexibility yet keeping it especially light in order to not hinder his movement further or cause extra exhaustion. The Mask in particular works partially as a filtration mask but isn’t fully effective.
Relic Blade (Big, heavy, and very resistant, it’s also somewhat sharp but it’d probably cause more impact damage)
Shortsword (the blade placed on his left waist, it’s light and isn’t as tiring to swing around as the relic blade)
Other Swords (Placed on his back as spares if he loses or breaks his shortsword or if he feels like dual wielding.)
Magical Items (if applicable): N/A
Pouch containing some of his potions and chemical creations.
Backpack carrying the tools for creating more chemical items.
Alchemy tools currently:
Healing potions (x4)
Explosive bombs (x4)
Adhesive freezing gel (x3)
Flash bomb (x3)
Bomb that builds up a corrosive sludge that then shoots it everywhere. (x2)
Blade Powder: sets blade on extremely got fire melting metals easily on contact (x2)
personapersonality: Teruko Jiro is a plain businesswoman who only has work in her mind. The only thing she prioritizes of what she needs to do and what she doesn't need to do. Teruko is very uninteresting to talk to, only wanting peace and quiet for the rest of her life. She speaks softly, barely reacting to most things (that are within the realm of possibility, mind you) and lives by schedules and to-do lists. By all means, she is an entirely normal person...
But this all changes upon transformation.
When out as Luminous Omen Dancer Tracy—Omen Dancer for short—her mindset also takes a change. She takes on a childlike energy and a heroic persona, willing to help whoever, wherever, whenever possible. Omen Dancer has no qualms about speaking her mind, always beaming with positivity and despite how weird her thoughts may often be. Her goals are simple: to beat the bad guys and save the good. This form of herself openly adores "cute girly things" and retains an oftentimes overtly peppy, idealistic yet steadfast charisma. Compared to Teruko's original form, it's easy to see Omen Dancer as an entirely different person; Teruko sure does.
This color means it only applies to Teruko, this color only applies to Tracy; if neither, applies to both! personal strengths:
+ quick-witted and able to comprehend swiftly
+ speaks her mind + always has positive things to say + extremely energetic and hyperactive + moves to help people with no hesitation + analytical and pragmatic
- doesn't know how to limit her power - doesn't want to use her power - weak to peer pressure - has trouble having small talk - has an aversion to conflict - hops into action with no planning, foresight, or thought
likes: + everyone + complimenting people + bright, over the top clothing + flying fast + being alone + sleep
+ fluffy things, mainly cats
+ sweet food
dislikes: - everyone - being surrounded by people - unknown environments and situations - loud noises - the fairy, Sundae - bright, over the top clothing - Omen Dancer
backstory: Teruko's life was something always meant to be normal. That is something she accepted long ago, and still insists on carrying through today. She had a normal, happy childhood; lived a drama-free school life with a few friends, shying away from romance; ending up in a dead-end office job with the same rinse and repeat schedule.
This all changed when a pink and white ferret flew down from the night skies, phasing through her apartment window and landing at the foot of her bed. The creature introduced itself as Sundae, a former magical girl from the realm of Candied Swirl. She arrived with a warning that the human world was on the verge of invasion of the Dark Forces. Sundae was a guardian of Candied Swirl's kingdom, but was bested in battle against the dastardly general of the Dark Forces, Crimson Jackal, a villain whose goal is to bring down the realm's monarchy and take the crown for himself, then moving onto Earth. After defeating Sundae, he cursed her to live as a ferret for the rest of her life. However, Sundae escaped to the Earthen realm to transfer her powers to a vessel of promise: Teruko Jiro.
Teruko promptly went back to sleep.
By morning, the dream seemingly ended; Sundae was nowhere to be seen, and she decided that was the end of that. As she stepped outside her apartment building, however, three gremlin creatures in red armor stood waiting for her. "So you're the one chosen to be the new Guardian?" they said, readying their bizarre weaponry.
Already running late to work, Teruko around the cosplayers and across the street, bowing a quick apology that she wouldn't be able to go along with their roleplay.
When the frustrated grunts fired at Teruko, it was Sundae diving in to save the day, activating the transformation with the fairy's last reserves of power. In 0.1 seconds, Teruko transformed into the one and only Luminous Omen Dancer Tracy! Before she could even comprehend what had just happened, her mindset swayed. Her mind was still hers, but these new urges surged alongside the flashy, pink clothing that suddenly appeared on her.
Brandishing a staff she'd never even seen before, Tracy was bright and cheery; all-smiles as she blasted the grunts with bewildering pastry-related spells.
Since then, Teruko's life has been nothing short of excitement—which she absolutely loathed! Every time she transformed into Tracy, her own mindset would change as well. By the time she returns back to normal, she remembered everything she did as Tracy, and each of those memories were awful! Teruko had to remember herself shouting embarrassing spell names, using cliche lines, being an overtly peppy person who was nothing like herself; and the fairy Sundae seemed to enjoy this!
So why didn't Teruko simply not transform? Though she'd never admit it, and though Sundae knows this is the case… She does have underlying empathy for everything. Before she became a magical girl, she was always powerless to intervene or stand up for anything, leading to the outwardly apathetic attitude she had. And now, when someone is in trouble, it feels as though she's the only one with the power to help… and so "reluctantly" transforms into Tracy.
During the months after, Teruko would find a way to balance her normal life with the "cringe-inducing" magical path. Almost weekly, different adversaries from the Candied Swirl realm would arrive, and it always fell to Tracy to ward them off. Each time followed the same pattern: reluctant transforming, acts and lines that almost made Teruko tear her eyes out, and a questionable aftermath caused by Tracy's various attacks.
One day, however, Tracy met her greatest foe.
Crimson Jackal made his grand appearance, announcing his arrival with an extraordinarily long and widespread speech about how great he was! In fact, Teruko felt like clawing at her ears because of the overtly boastful speech, watching how other people brushed it off as an immature adult playing a joke.
Once he shifted into action, however, it was a different story. There was a dramatic standoff between Jackal and Tracy! Intense dialogue as he and Sundae met once more! Epic villain monologue that Teruko later questioned her Tracy-self for being intimidated by! But once their first battle began, all gloves were off.
Tracy and Jackal proved to be worthy rivals. Where Tracy fought with flashing magic and the unexpected, Jackal fought with overwhelming strength and power. Unfortunately, Tracy only has so much magic reserve for a drawn-out battle. And as it was down to the wire, Tracy remembered one of the more powerful spells that Sundae forbid her from using in regular situations.
"Forces of Omen, bestow the smoldering slice upon this scourge, on top of this hill we sustain and purge, Ultimatum Surge!" Tracy became a blinding light of magenta, aiming her arms at Jackal! Sundae, terrified for whatever reason, tried saying something to Tracy about the Ultimatum Surge’s explosion—but she fired the beam of energy, directly striking Jackal.
The explosion that erupted had flattened everything.
What is their driving motivation? The core of their being: To help the good, defeat the bad, blah blah same old same old. Now, Teruko only shows selfish apathy. Whether the original motives still remain true or not? Who knows...
What do they hope to achieve in this new life?: To live a slow, normal life without a need to fulfill the magical girl's duties; to avoid transforming as much as possible.
dnd alignment: Chaotic Good
Magical capacity: A
Magical Ability: B
Combat expertise: C
"Forces of Omens adhere, color me clear! Illuminate ♡"
Teruko's incantation that transforms her from the plain businesswoman into the bright Luminous Omen Dancer Tracy!
Tracy reverts back to Teruko if her mana runs out or if she shouts "By Omen’s grace and until defeat, Bon Appétit~"
"Omen, take me out of mind and out of sight, grant me Flight!"
Tracy sprouts a pair of angelic wings, enabling simple flight and dexterity. The wings naturally disappear if she touches ground again. They do not feel pain but can be damaged.
If damaged enough, Tracy won't be able to fly for a duration of time.
"Omen Dancer Kick!"
Tracy performs a spinning kick at her opponent!
It's a spinning kick attack! … And nothing else.
"Omen Dancer Double Kick!"
Tracy performs a spinning kick attack twice at her opponent!
It's a spinning kick attack…
"Omen, free us from the chains of despair, cast us Flare!"
The top of her staff emits a blinding pink light, enough to stun anyone nearby or to signal something. Tracy is not affected by the light and can see perfectly through it. She can use it like a marker and draw anything in the air which appears like a normal neon sign, lasting until she erases it with a wave or until a day passes.
Has no damaging effect on anything.
"Omen, note the baker untold, Sweet Puffs Behold!"
Tracy shoots five sweet puffs from her staff. These sweet puffs have regular properties. However, if Tracy shouts "Omen, Puff!" the pastries begin inflating like a balloon. They become durable as a rock, expanding at swift rates until they are as big as a boulder. Eventually, the sweet puffs decay away.
Won't take effect if the sweet puff is damaged prior to puffing (torn in half; small cuts and crumbs have no effect)
"Omen, to these foes I request you assert, on the icy serve is Frozen Dessert!"
Tracy's staff glows a bright pink, now able to shoot out gym ball–sized amounts of strawberry ice cream at high speeds (but slow enough for people to react and potentially dodge). These scoops of ice cream taste wonderfully, but on another note stick like sludgy glue! This spell, if shots land, will trap opponents where they stand or bind them in a freezing mess!
Entirely ineffective in hot environments; the ice cream is able to melt as normally would. There are only 13 shots in this spell. These can be blocked or avoided within an opponent's reaction time; what matters is if they are able to do anything about it.
"Omen, to drizzle over the sweet ice cream, Sanguine Strawberry Beam!"
After dancing for a while, her staff glows white with a pinkish hue. Then, pointing it in a direction, it fires a neon pink beam (same diameter as the staff) which goes for a dozen meters before fading into ineffectiveness. The beam is like a kinetic force, pushing anyone out of its way with tremendous strength.
Tracy needs to perform a dance before firing, and she cannot stop shooting until the spell is fully finished. If the beam goes against bigger objects like walls, it stops there and cannot damage nor pass through it.
"Forces of Omen, bestow the smoldering slice upon this scourge, on top of this hill we sustain and purge, Ultimatum Surge!"
Striking a series of cool poses while yelling the spell name, each part of her body glows a blinding pink. This charges up in a massive explosion spell that is launched from her arms as a large beam of magenta. The explosion itself, rather than fiery orange with smoke, is a kinetic force visible by its walls of neon pink in the shape of a strawberry. It flattens and forces apart all caught in its vicinity.
Since arriving into the new world, this spell becomes fatiguing to perform after a singular cast. Its power has been dumbed down to obliterating nothing more than a house. Not to mention Teruko is heavily reluctant to use it after what happened last time…
This spell wiped out Teruko and the villain she was facing in her original world.
headstrong and persistent
always goes to save lives no matter what
can be unexpectedly terrifying to her foes, sometimes getting them to surrender
lots of bizarre spells that can catch people off guard
over-reliance on magical abilities
can't do anything in original form
lacks control over destructive capabilities
if separated from her staff, Tracy loses many of her abilities
she has to shout each incantation to perform her spells and sometimes perform a small dance
Inventory Armour: Official magical girl attire, hand-woven by Sundae itself! Though it may look like it doesn't protect much, it has been infused with Sundae's magic and provides decent protection against magic attacks. Physical attacks? Not so much! Besides that, Teruko has no armor.
Weapon(s): Omen Shortcake Scepter - Omen Dancer's signature staff! Appears and disappears with Tracy's form. The staff is what she uses to cast abilities. It naturally sparkles pink.
other: a box with strawberry roll cake, bought with her savings for a chance to treat herself.
Sundae is Omen Dancer's fairy who bestowed her powers onto Teruko to fend against villainy (exactly what she said; vague and frustrating to Teruko). With a soft and squeaky voice, the fairy is the size of a regular cat and floats around Teruko, able to fly apart from her and coordinate with simple, physical moves. She lacks the powerful abilities it once had, but is still able to do simple things like turning invisible, disappearing when Teruko tells it to, and teleport.
The fairy serves as Teruko's link to her powers and alter ego, Luminous Omen Dancer Tracy. Sundae is the one who warns Teruko of nearby danger and provides the "missions" for her to take on. Teruko finds the fairy extraordinarily annoying, however—unless she is in Omen Dancer's form, in which obeys Sundae without question and treats it as an equal.
Sundae is extremely squishy; anyone can poke their finger into the fairy and it'll feel like poking into a giant ball of cotton. She doesn't seem to mind, either. Though Sundae doesn't need food, she has a sweet tooth for anything strawberry-related and sweet dairy products like ice cream, milkshakes, or sundaes. She's willing to do whatever it takes to consume these treats if they're available, even if it's by sneakily stealing from someone else's possession.
cause of death: self inflicted
archetype: the world ender
When you look in the mirror what do you hope looks back? porcelain woven with scars of black corruption, consuming the flesh like vines. A pair of dull black eyes that are barely lighter than the pupils they surround. The eyes are sunken in and tired, supported by bags under them that add an ashy shade to the cursed porcelain. He stands at the height of 5'7 covered in layers of clothing that cover almost every inch of exposed skin, even a pair of gloves covering the slim fingers. A body with hardly any fat on it, closer to a skeleton with just enough meat to prevent it from becoming one. Ashy dark hair falls haphazardly across his head, tinted only by a small strand of white on the right side of his face.
amidst his dark tones sit a small pair of black wings that hover just off his back. A consistency of dark sludge or oil rather than that of feathers that chills one to the core if they were to touch the liquid. The small blobs that barely pass for wings can extend for what could be assumed is for the purpose flight. The only colour on the boy is a small silver necklace that sits on his chest at all times. The necklace depicts a small wolf and appears to be hand crafted by some forgotten artisan.
his layers of clothing appear to be fabric woven into what appears to be a kimono highlighted in crimson. His shoes are thin and delicate, more situated for the intent to be similar to barefoot than a pair of functioning footwear. Atop his head is a conical hat woven with dark colours that has a dark vail filled with cuts and holes along it. On the hat sits a small bell on the right side that jingles lightly whenever he walks.
Doesn't it hurt knowing it is all your fault?
Abaddon doesn't know who or what he is. The feeling of a leaf flowing in the wind without a direction of where he is going. He can not bring himself to hurt others any more than he has, not even animals or plants. He eats the bare minimum and has a very strict amount of diet that he is willing to eat. He is unsure how to talk to people or act in situations so he often shy's away from speaking. Even if he were to interact, he has reactions that are strange to most people. He has become desensitized to death and violence, it does not do anything to him other than making him sad that a life was lost.
he is haunted by his past every second he exists, preventing him from enjoying most things. He despises the feeling of being wet as it reminds him of being covered in blood. He can almost never sleep, and lives off of his powers whenever he can with things such as fruit and seeds. He is an anxious mess when it comes to hurting others and panics at the mere thought of himself preforming such an action to another. He despises authority and following orders, refusing to follow others anymore. He acts alone in fear of harming others along with not being able to follow others, resulting in him getting nowhere. He doesn't understand most things including social ques and misses things such as sarcasm.
Abaddon does not value his life and does not care if he dies or if he is harmed. He wouldn't hesitate to die to protect someone and often does this when it is not needed. He takes many risks from both the fact he is used to not having to worry about it but also the fact that he does not care what happens to him. He values everyone above him regardless of who they are and what they have done. He can forgive everyone but himself, living in the hell of his own head. personal strengths: ♥selfless ♥caring ♥values all life ♥even tempered ♥pacifist
personal flaws: ♥self destructive ♥self deprecating ♥shy/awkward(bad with people) ♥traumatized ♥doesn't value own life
likes: ♥dogs ♥processed food ♥fruit
dislikes: ♥blood ♥death ♥chains ♥conflict ♥himself ♥authority ♥being told what to do ♥feeling trapped
amidst the waves of time and space existed a world similar to other worlds. Magic existed here as it did in many other, gifts given to babies on their birth. These gifts ran the world, the most powerful of these gifts being those titled the four horsemen. Four of them existed, each with powers far superior to any normal person. These horsemen were split up between kingdoms, any kingdom without one was doomed to die quickly. They ruled the world, no one could beat them and kingdoms were in a constant war in efforts to get their hands on a second horsemen to win power over the world.
one day a baby was born with an ability unlike any other. Born to a small simple village where an ability like theirs would merely result in no change to the world. It would have went that way, him becoming a farmer or baker, that did not happen. As luck would have it the boy's village was visited by a small revolutionary army who wished to become their own kingdom. Upon seeing his newly developing ability they took interest in him, and his parents traded him away for a pouch of gold.
his powers quickly grew and soon without being above the age of 8 he had killed his first person. With him and his power the army soon grew and became a threat for the kingdoms. They quickly became renowned for never losing a battle, and as time grew they became a feared group. How much of their actions was for good and how much was for power? He did not know, all he knew was how to do what they wanted. As he grew so did his powers. As his powers grew so did the sins that weighed him down.
it was only a matter of time before they faced a horsemen. When they did so, instead of experiencing defeat as the world expected, they won. This changed the way the world worked. Soon the army grew, becoming a kingdom, and the horsemen were no longer invincible. He did what he was told, ignoring how he hated every moment. The army was not satisfied and soon faced another horsemen. He took them down as well, his path continued to be coated in blood. He was their tool and their weapon, nothing more.
years went by but he remained the same, soon he became friends with a child of one of the kings and he felt ok. His friend taught him what it was life to be a living being, what emotions were, he taught him to not be a tool. It was only a matter of time before the king orders lead to the death of his friend and all his hope. His powers grew, the third horsemen died and it became very real that this kingdom hoped for the destruction of all that opposed him.
they wanted the last horsemen's ability, a woman who had went into hiding in an attempt to prevent him from gaining the last horsemen's power. This wouldn't save her. The king continued to search for her, and the king after him, and him. Time proved in their favor as she grew sloppy. The drive for power pushed to her end. Finally the king had the perfect weapon. The only problem was there was no way to control all that power.
the end of the world was near as the powers bubbled over. Soon the destruction of the world came to be, all that was left alive was him. As he gazed out a empty sky he wished that he could be his own person. He wished he wasn't built to destroy the world. As he gazed for many days or years or seconds, a decision was made. With it, all life was extinguished from this world as he too faded into nothing.
what is their driving motivation? the core of their being: to wipe the blood off their hands, learn how to be good and undo all their sins. To atone in anyway possible
what do they hope to achieve in this new life?: redemption
dnd alignment: chaotic good?
Magical capacity: A Magical Ability: A Combat expertise: A
endurance: 2 Physical ability: F
stamina 2 Leadership: F Skill/crafts: F
powers the ability to suck the life force out of those within 1.5 meter cone around him. This allows him to steal traits of what life force he is taking including magic abilities native to the user. This effect is temporary and increases based on the length of time it is used, if used fully-resulting in the death of the person- the effect becomes permeant. While his power is activated the person it is effecting is weakened at an increasing rate until they finally die. This power can suck the life force out of anything that is living, including plants and animals. This life force can increase aspects like strength and agility based on the thing the ability is being used on. Those who have learned magic such as spells can not transfer magic to him, only their life force and mana amounts. Skin contact increases the rate and effectiveness of this ability. It is impossible to use this ability without harming someone. As they grow weaker they experience pain as well as dizziness. This ability allows the user to heal wounds as well as forgo sleeping and food. While it can be used for energy source, the user will still grow weaker without food and sleep, they will merely be surviving.
also has the ability to fly using the pair of wings he possesses unique strengths
the ability to take others powers and abilities
can use power to heal self
can enhance physical capabilities with power weaknesses
refuses to hurt people, therefore can't use power without permission
power only works in close quarters
can't steal learned magical abilities skills
The Scholar king stands at 6'2, a towering man though one of little muscle.
name: Ehmri Adalkhar VI
cause of death: Assassination
archetype: The Scholar King
personapersonality: King Ehmri Adalkhar VI is surprisingly personable. Although he lacks the bravado and force of will that defined the rule of his father, Ehmri is a man who is naturally likable. He naturally leans towards peaceful resolution instead of violent confrontation, though he is not lacking in resolve should the latter be necessary. He tends to be quiet, keeping to himself and his studies unless required otherwise, though in conversation the King is simply a good listener. It is the ability to listen and understand that makes him both a good scholar and a good friend, though he has been criticized by his more bellecose subjects for being unwilling to respond to provocation with force. Although the King does care for his subjects, and tries best to create policy to suit them, he is easily distracted by his studies and inventions.
What is their driving motivation? The core of their being:
What do they hope to achieve in this new life?:
Magical capacity: C (Although Ehmri is attuned to magic, this attunement is not particularly great, so prolonged magical exertion is not something he is capable of)
Magical Ability: B (Ehmri is a capable mage, though his focus in the magical arts is almost solely for the advancement of his creations. Thusly, he is proficient in magics related to conjuration, transmutation, and the mysterious arts that power many of his creations, while he is barely proficient in spells intended to harm others.)
Combat expertise: E
Physical ability: E
Leadership: A (Ehmri was a capable King, leading his people through a productive few decades before his demise. He is capable at leading on and off the field of battle, and has proven to be capable of inspiring others to follow him)
Skill/crafts: A (Ehmri is, by all accounts, a genius. He is a master scholar and inventor, creating magitech machinery for all manner of purposes, singlehandedly revolutionizing his Kingdom with his works. He considers himself a learned scholar in many fields, and delights in nothing more than learning new things. Given the resources and time, Ehmri is capable of producing many great and wondrous things, though he often needs help keeping focus)
Powers (a list of everything your character can do. If its not stated here, it can't happen!)
Although Ehmri is alone, pretty much worthless, Ehmri never fights alone. He either finds allies who can fight for him, or simply makes them.
Ehmri's greatest strength is the potency of his creations, whether they be weapons, tools, or constructs. Ehmri isn't much threat, but a towering construct equipped with magitech weaponry certainly is. Ehmri doesn't win fights, Ehmri wins wars.
Ehmri is not physically capable in any remarkable measure. Although he is fit, his strength is no greater than that of the average man, and he is notably frailer than even normal humans, taking serious injury much easier.
Although Ehmri loves to learn and practice, he never took interest in martial affairs, and having skipped all his swordplay classes to hide away in the library as a child instead, he is borderline incapable in personal combat.
Has little capability in direct magic combat.
Mastery at dozens of board games
Weapon(s): His personal long-knife
An arcane focus, styled in a series of brass rings on each of the fingers of his left hand. Although he is capable of casting without them, the rings enable the King to cast spells and work magic much more adeptly than he could otherwise.
His Seuda, a small brass cube containing a series of intricate gems and magical sigils. The Seuda is one of the King's most treasured creations, for it acts as a store for all his knowledge. Blueprints, recipes, notes and entire books, a dozen libraries' worth of knowledge is stored within the Seuda, and the King is always adding to it.
A set of tools, crafted by the King himself. Although he lacks the largest and most complicated of his tools, along with the customized facilities or resources with which to make his most advanced creations, he carries enough with him to do the sort of metalworking and crafting that can get him by.
overviewname: Elida of south Burrow
age: 138(young adult, equivalent of 18 years for humans)
gender: (the race does not have genders)uses he/they pronouns
cause of death: gunshot to the head
archetype: the protector of nature
theme: ✿AURORA-The Seed ✿BELLE-Gales of Song ✿BELLE-A Million Miles Away
Elida stands at the height of 5'3 with soft green locks that fall past his knees. His skin is a rosy porcelain tone that is highlighted by his pure green eyes. His body is thin and small, a single set of wings on his back the right side of them missing without even a trace of a scar. His face is round and holds about the only baby fat that can still be found on his body.
He can be found wearing a white baggy shirt that reaches his shins along with wearing a pair of tights under it. He has a long necklace with a simple pendent at the end, other than that he does not wear anything else not even shoes. His wings dance in the light like stained glass and can be folded back into ones spine, leaving no trace to the naked eye. Fae can also go into a smaller form that is about 3 inches tall. This form tends to be rather inconvenient since he can not fly.
A small pair of what look like antennas can also be found on the top of his head. They are used in the same way they are for moths and butterflies and can often react similar to ears on dogs or be pushed against his hair to hide them though it is uncomfortable. His ears are large and pointed and poke out from underneath his hair. Whenever he turns into an animal they generally hold the appearance of whatever was the first of that animal he has seen, leading to them having a variety of colours but all of them having his same distinct green eyes.
personapersonality: Elida is the type of person who has spent most of their life without friends, however despite this, he does not thrive whenever he is alone. In fact, he struggles with being alone and they often long for the company of others but he isn't exactly sure how they should go about finding friends. They are inept in social skills and often panic and get flustered around others. They are quite gullible in almost everything including things related to basic life such as social standards and knowing when you are being taken advantage of. He cares about every living thing and things related to nature seem to be the main thing that they have knowledge in.
despite Elida being a very soft person, they are extremely obsessed with one thing- his missing friend. His village had said that their friend had just got up and left one night but they refuse to believe it and have been obsessed with finding them and doing his own investigation into it. This has resulted in him breaking some rules and at times their own village's laws. He is very defensive of his friend and will not stand people talking bad about them, having on a few occasions lost their temper that is normally very level.
this obsession has tampered with Elida's progression as a person, leading them to unintentionally become more isolated and be stuck in the past. They are prone to anxiety attacks and can get overwhelmed easily as well as him also struggling with handling all their emotions and often being sensitive about most things. He may be soft but they will do anything to protect someone deserving of protection or find his friend.
✿too many stimuli
Elida was born into a world where both fantasy and modern worlds exist. Among the clouds, deep in the woods, under the earth, hidden in fires, and everywhere where humans forget to check live those of the supernatural, creatures that once grew alongside humans until they distanced themselves due to humans greed. Each part of the land held a guardian to protect them from harm, one of nature, one of skies, one of seas, one of earths, and one of fire. Each guardian protected their children until many years of peace went by and they decided to pass into oblivion, offering their powers every so many years to a chosen kin to carry on their duty of protecting their realm.
for many, many moons time went by without much issue until the humans grew more curious and began to discover the races of fantasy they had long since forgotten into legends. Soon humans began to want what they didn't have, attacking the supernatural so they could have their habitat, and destroy the land without the consequence from the guardians.
Elida was born during this time, born a weak faeling with only one wing, a mutation most likely caused by the interference of humans on their habitat. Little was expected from them, hardly being able to get around most of their village due to the fact they could not fly. They soon found themselves as the butt of a joke for their village, unable to make true friends as he was often tricked. However, amidst his loneliness he met a half fae who had no wings due to his half human nature who couldn't even turn into their fae form.
the two of them soon became two peas in a pod, finding solace in each other they could not find anywhere else. As they grew older however, one day Elida was chosen as the next blessed from the guardian of nature. The entire village was shocked, how could someone who couldn't even fly lead their forests. Elida soon became the focus of the town and struggled to have time for their old friend.
even as they tried to keep up with their friend, the two of them drew apart, his friend pushing him away and then one day disappearing all together. Elida was crushed and they refused to believe their friend would just leave them. They spent all their free time searching for them, driving themselves into exhaustion as humans soon began to get more bold and the smoothed over attacks would soon become a war.
Elida did not want this war, his friend coming into his mind every time hate was spit at humans. Their friend would always say how lovely humans were, even sneaking out some times to go into the human cities. He couldn't let this war happen, they knew their friend would never come back if they did. So they snuck out like their friend once had, going closer to the humans than any fae ever had. He saw lights not from the sky or fireflies, saw sites he never thought he could as they stood at the edge of the forest. It wasn't until a deafening bang pierced the air and his own blood splattered on the ground from his shoulder, arm, and chest. A shotgun fired at him as they fled in a fear they never new existed.
they ran until they couldn't anymore, finding themselves lost in an area of the forest they had never seen before, one where the trees were shriveled and the animals hid. He did not know how to get home and he was too injured to travel and spent many nights caring for himself and traveling as far as they could before collapsing. Too much time passed in this state as the forest had no protector. When his bare feet singed against the ground in agony as he ran into his destroyed village, the sound of explosions in the air as the trees and plants around him were ablaze.
animals and fae alike slaughtered as they found themself alone. They ran through the burning pain of flames and pushed themself back up after being knocked down by the explosions. But he couldn't find anyone alive, grasping at the ashes of the burning tree gifted as a seed by the guardian did he weep, their tears being destroyed by the heat. It was when he heard the same loud bang from earlier that it all faded away, their last vision being the sight of a familiar face.
What is their driving motivation? The core of their being: find their friend and protect nature
What do they hope to achieve in this new life?: find their friend
dnd alignment: chaotic good
statsMagical capacity: A Magical Ability: B Combat expertise: C
endurance: 2 Physical ability: D
stamina: 2 Leadership: E Skill/crafts: C
abilities✿fae race traits✿ fae form
the ability to turn into a 3 inch version of ones body including clothing made from the silk harvested from the sacred forest. wings
natural wings that are gifted at birth and can carry both their fae form and normal form, they can be damaged by water and can not be used for flight in rain. Due to only having one wing, Elida can not fly.
✿chosen of nature✿ beasts soul
the ability to turn into any animal that Elida knows exists and has seen before. The form will take to what the first creature he has seen or one that has made a large impact on him. If this animal was crippled so will his form, the only difference will be his bright green eyes. He can not talk in animal form unless the animal is capable of speech. Can only turn into creatures classified as animals. The larger the form the more energy it takes, forms not too much difference in size from his he can do for about half a day, however as it increases the time limit decreases
the ability to understand and communicate with animals.
song of the seeds
by singing he can cause plants to be enhanced with magic and become stronger and grow faster
by mixing his own spit, some dirt, and moss, he is able to preform a spell that can heal wounds. This zaps his energy and the bigger the wound the more energy needed. This can kill him if he were to expense all his energy.
armour: cloth(his clothing)
magical Items: n/a
fun facts :] greetings
✿as custom in their village when greeting someone they take their face in their hands and hold it as a sign of greeting.
✿fae do not eat any forms of meat and are vegetarian, honoring the lives of plants that they eat.
Appearance: Often comes across as brooding and at times intimidating. Standing at a height of 6'1" and covered in darkened makeup, fingernails painted black, he is seen as someone that is not to be meddled with lest he adopt an uncaring demeanor. His arms are covered in curling tattoos that relate to the faith of the peoples from his home. Though it is not often seen because of the pitch black cowl he wears over his head, Rae has a head of long hair that hangs below his shoulders. It is greyish in color as most of his peoples hair tends to be.
Though his appearance is at times intimidating, he never assumes a posture that would otherwise be considered threatening. If anything, his body is always open and welcoming to the world and its people, never showing anything other than acceptance to all those around. One could consider it a warmth that is otherwise thrown off by the darkness of his appearance.
Name: Raein "Rae" Prahsk
Age: 28 years old
Species: Greyen -- "Basically a human, but we heal pretty quickly."
Cause of death: Eaten alive
Archetype: The Living Pin-Cushion
personality: Rae has always been a bit quiet and odd. Some would view him as introverted and awkward, but in truth he wishes that he was as outgoing as a lot of other people. He's more than willing to hold a conversation and will even seek to start a conversation with another should the opportunity arise... that is, if they can even hear him over his quiet tone of voice. He does not have the grandest of tones when it comes to speaking, most of what he says coming across as mumbling at times. He always says that he'd try to work on that, but usually his efforts are for naught.
Rae is kind and gentle, enjoying fashion quite a bit, especially when it comes to his efforts in cosmetology. He never uses anything more than black or grey for his own makeup and nail polish, but that doesn't stop him from seeking a wide array of colors to use on a willing participant if they wish to be beautified. His abilities have even shaped his own features to be quite feminine over masculine.
Not easy to bother
More often than not, outspoken
Quick to sacrifice self for the sake of a cause
Working towards a greater good
His own weapon
Getting stabbed / impaled
Other peoples weapons
"I kind of remember home. It's been a while though. I remember how dangerous the wilds were. Even in some of our greatest walled cities you could still have violent wildlife bursting from the stone roads underfoot. I had always been told to fear the ground I walked upon, even if I thought it to be safe. Never know what could grab you from underground or from the skies. I remember my parents telling me that. I think that contributed some to why I became such a timid and nervous child, but I never put much thought into it. Though both myself and my family looked human, we are not quite them. We're known as Greyen. A species of people similar to humans other than the fact that we can heal quite fast. Broken bone? I could probably heal that in an hour or two if I let it heal naturally. We can even regrow limbs, but that takes a while... and it's usually painful for my people. Thankfully though, I have an extremely high pain tolerance."
"I had always known that I didn't feel pain like a lot of others, but when I fell from the ledge of a cliff and woke up with a shard of wood in my leg, I knew something was off. I didn't feal any of it. I remember wrapping my hand around the snapped branch and just yanking it out. The bleeding stopped pretty quickly thanks to my regenerative abilities. Usually the healing hurts my people, but I wasn't experiencing much. The humans of my home used my people a lot in the front-lines of their wars. Armored from head to toe and used as walking shields, an especially thick helmet placed upon our heads. Just like humans, if we take serious brain damage, we'd die pretty quickly. I, however, enrolled into a special city-bound defense force."
"Uh, yeah, I remembered how I died. One day there was an especially aggressive attack on my home city. I remember the holes opening from the ground and the insect-like creatures that poured from them. I watched a lot of people fall victim that day, human and Greyen. I was on the offensive with some comrades until suddenly... the ground opened beneath me. I felt the pincers of a large insect cut into my chest and I was lowered into the darkness. I remembered feeling the crawling and biting of young insects. I think they started eating me. I bled out before long though, so I suppose it wasn't the worst experience. Still, I wonder what happened to my home sometimes. The past is behind me though."
What is their driving motivation? The core of their being: Making sure others see tomorrow and do not suffer misfortune.
What do they hope to achieve in this new life?: Try to succeed further than he did in his previous life. He met a pretty unfortunate end and didn't really get to live long enough to achieve many noteworthy accomplishments.
DnD alignment: Neutral Good
Magical capacity: C
Magical Ability: C
Combat expertise: B
Physical ability: A
Powers (a list of everything your character can do. If its not stated here, it can't happen!)
Racial ability of his kind, granting him the ability to quickly heal from wounds that would, for a human, usually take weeks or months to fully recover from.
Limitations: Does not regenerate blood within the body, thus making Rae vulnerable from death to blood loss.
Effectiveness: Allows for Rae to take a whole lot of punishment as well as healing over wounds to prevent a high amount of blood loss too quickly. A wound created from a blade should heal over enough to prevent blood loss in about a half a minute. (This, of course, depends on the severity of the wound.)
Ineffectiveness: Though the ability heals nearly all wounds, they certainly do not heal lethal damage to the brain. The moment a Greyen's brain takes too much damage they are dead, just as any human would be. The regeneration also is temporarily halted when poison is applied to wounds, keeping them from healing properly due to harmful substances.
A spell cast to increase ones regenerative functions. A spell often used by human individuals to mend wounds. In the hands of Rae, it is an ability that allows him some rather extreme self-healing. A broken and mangled arm could twist back into place and mend in mere moments. A broken spine can even be mended with ease. Even after suffering dismemberment he can regrow the appendage like a lizard. (Granted, this takes a while even with the spell active.)
Limitations: The spell cannot ramp upon itself, meaning that it cannot be cast multiple times for greater effect. With that in mind, the spell has limited usage before exhaustion consumed Rae. He, at most, has about two or three uses of it before he has to stop, lest he be unable to even move during combat.
Effectiveness: The magic of Active Regeneration allows Rae to overcome injuries in extremely short time that would otherwise take a while to fully heal. This can be effective in a situation where he has to take a great deal of damage or is about to suffer many serious wounds in a short amount of time. Simple cuts can heal nearly as fast as the blade cuts through the flesh.
Ineffectiveness: With each use of the spell Rae's strength is consumed a great deal. One use of the spell feels to him like he has just put heavy weights upon his shoulders.
Natural insensitivity to pain. Able to withstand extreme injury without being bothered by the experienced pain.
Abormal stamina and vitality. Has the ability to run for what seems like hours on end without breaking a sweat, although he does not run much faster than any normal person. In regards to his vitality, he can endure wounds that would otherwise kill a human, though to keep himself alive would take treatment with alchemical tinctures and other such goods.
Bears a strong form, good for withstanding the damage he receives.
Not incredibly strong. Though Rae has a strong physical appearance, he is nothing incredible. Certainly not similar to the strength of a hero from a childrens story. He is simply above average.
Clumsy. He has a tendency to not focus very much on where he is going or what he's currently doing and it can at times lead to endangering himself unintentionally.
Poison. Rae is especially wary of poisons. If he even sees a discolored fluid he will avoid it like the plague. His species, though able to regenerate pretty quickly, halt all regeneration if under the effects of a poison, even if it is the venom from a simple bee sting.
Loves all things makeup and clothing. Sometimes wishes he was a female so that he could indulge in his passions in full, but he can't exactly do that or he holds himself back for some reason.
Housework and cleaning
After his father died in war, Rae and his mother were all that was left. To help his mother, he started assisting her with housework as she sought work as a seamstress. He got really good at his chores and became an integral part of his households clean state of being.
His mother had to endure long hours as a seamstress in order to provide for both herself and Rae, but it left her with little time to cook, so Rae took up the mantle in order to help his mother. He learned how to cook and even took lessons from a local innkeeper for new recipes, though he had to repay the innkeeper by performing cleaning duties about his establishment.
Really good at doing simple jobs. Has worked for many different establishments during his life, excelling at whatever work he sought to do.
Reading and writing
Managed to learn to read and to write as well as calculate numbers, a very rare thing for people in his world. Most of the peasantry from his world were not familiar with reading, let alone writing.
Able to use everyday crafting that is seen in most households in his world. This is usually craft involving wood and plant fibers.
Night guard leathers
An exact copy of the leathers that he wore during his time in the city night guard, even bearing the grand eagle plate under his neck and the shadow cowl over his head. His world was a highly religious world, bearing faith in their gods beyond anything else. The guards of Rae's home city served a faithful purpose as well as a protective purpose. Knights of the city guard during the day often look like glorified paladins of their gods, shining armor and all. The night guard on the other hand are protectors in the shadows, bound in dark leathers while they pursue evil that lingers in the night, purging them in the sake of their gods name in order to protect the innocent.
The Blessed Greatsword Haliscorn
Weapon wielded by Rae's father in war and especially before his death. When the blade was found, it was standing on its own, blade stabbed into the ground amidst a field of slain warriors. In Rae's world, a blade that lasts beyond battle, and even stands above all those that it has been used to slay, is a blessed weapon. Such weapons are seen as reliable arms that are holy and enhanced by the praised gods. It was later returned to Rae and his mother by a soldier informing them of Rae's father's glorious passing and his deeds while wielding Haliscorn.
Magical Items (if applicable):
No magical items on person as of yet.
Simple healing potions
Poison cures / Antidotes
Cured meat rations
Worship item from his home (commissioned an accessory maker to create his tool of faith)
OverviewName Leofred Foal
A.k.a. Terminus Bane
A.k.a. The Steel
Unknown, physically 36
A fit man, weary face, dozens of scars over his body.
Cause of Death
Archetype The Warlord
Many hateful words have been said about Leofred, his worst qualities spread and made public. He is unforgiving, blindingly ambitious, and borderline obsessive about proper equipment maintenance. His tactical approach to everything in life causes people to think of him as monotonous and cold.
In reality, among all the deception, Leofred cares deeply for those he works with and has a strong connection to family and his homeland. His dedication to justice, while sometimes misused, comes from a deep respect for everyone above and beneath him.
My birth name was Terminus Quintus, but times have changed. I was born into the military, never really knowing my parents, instead I spent the time fighting other children until I was strong enough to start fighting adults. Our homeland was constantly at war, fighting everything from titanic monsters to rebel factions.
My ascent in government was quick. We may have joined the Imperial Infantry together, but I was the first among them to ascend to the Edge Knights, an elite organisation to combat uprisings on the outskirts of our borders. There I was responsible with analysing potential threats and crushing rebellious thoughts. I know how it sounds, but when for years rebels were the Bogeymen of your growing empire, you’ll do anything to destroy them and defend it. I did my best to promote faith and fealty and to silence those who would speak out against the empire, and it wasn’t too long before my knowledge of people and cunning strategy was noticed. Soon after, I was promoted to Crown Knight, leading both Edge Knights and the fearless Torch Knights into skirmishes with enemy armies and forcefully crushing active rebellions. I made quite a name for myself, decimating freedom fighters and rebuffing those fighting for their land back. It certainly tested my own faith in the empire, but I convinced myself it was for a righteous cause.
I won’t regale you with all my military exploits, but this gives you a sense of the man I was becoming. I’ll skip to when I was working as Blademaster, operating directly beneath a person known only as the Eyes. The Eyes was one of a group of servants of our leader, Ikshand the Blackblood. The Blackblood had many servants with titles ranging from the Eyes — Master of the City Guard —, the Ears — Master of the Imperial Spies — all the way to the Axe — Master of Executions — and many others. While I worked for the Eyes, I trained hundreds of soldiers to expertly use countless types of weapons and armaments, all the while fine-tuning my agility in combat. It was in my position as Blademaster that I was finally noticed by the Blackblood. I was offered an opportunity. Prove my fealty with whatever I deemed to be a great enough sacrifice, and I may rise above my station. I decided that the greatest sacrifice I could give would be one of my arms. I knew a one-armed warrior would be entirely dependent on his master, and I knew the Blackblood knew it too. Sure enough, I was stripped of all names and honours, my entire identity was taken away so that I may become the Steel; Master of Arms. I kept the weapons in check and ensured our empire was constantly up to date on the greatest weapons of war.
That was when I started noticing my own actions. Something about the end of my ambition left room for self-reflection. I thought back on the rebels I’d crushed and the people I had inadvertently subjugated. I told myself it was for a greater purpose, but even my own excuses started to crumble. I tried to keep my mind focused on gardening, weapon maintenance, and research, but nothing silenced the thoughts. I was a monster. That final realisation, that’s what broke me. I couldn’t live with myself. But as always, I had a plan: the empire was on its last legs, everyone knew it, so much so that our enemies had banded together to make a final push against our capital. No supply lines, no reinforcements. Regardless of whether they were desperate or cocky, it worked. They sieged the city and no amount of Torch Knights would keep them at bay. I knew that was my chance. The Ears had disappeared, the Eyes was occupied in the city. Ikshand the Blackblood had very little support left in his tower of black glass. That’s when I made my move. I thought that by slaying the Blackblood I would earn my salvation. It turns out the Blackblood didn’t need armies to be powerful. I was unable to sustain my speed and reflexes and, without an arm, I could not fight him as well as I perhaps once could. When the inevitable happened and he stood over my broken body and the room became dark as night, his voice whispered in my ear. For a man of such expert wordcraft and cunning, all he said was: "Take me with you". My entire body — every piece of my being suddenly became ice cold and I remember for just a second I felt like there was this great hollow space in my chest, like a void trying to draw in anything to fill the gap. But after that moment I... I don't really remember what happened next.
Purge the Blackblooded Ones
Redemption, a fresh start
Magical capacity: F
Magical Ability: D
Combat expertise: A
Strength : 4
Analysis. Leofred takes time to carefully analyse a creature’s strengths and weaknesses. He can make an immediate assessment to judge obvious characteristics (e.g. bulging muscles, magical staff), or he can take longer to fully assess a creature’s abilties. Performing a longer analysis requires Leofred to remain conscious throughout a combat encounter with the creature, or watch it fight another creature for a total of at least 30 seconds. This time is doubled if the creature is not humanoid.
Disarm. Striking precisely at an object carried by a creature or their hands, causing them to drop the object. If Leofred is not currently wielding a weapon, he can take the object if he meets the requirements to do so.
Riposte. If Leofred is missed with an attack, he can immediately counterattack. This attack is extremely fast but is less accurate unless Leofred has made a successful Analysis.
Lunge. A sudden attack that covers a short distance. This attack is faster and more difficult to predict, but it is also less accurate unless Leofred has performed a successful Analysis.
Bait and Switch. Leofred maneuovres himself around another creature and switches place with them. This reduces the likelihood of an attack to hit or even changes the target of the attack to either him or the second creature (his choice).
Trip. Leofred performs a specialised attack to knock a creature prone. Creatures larger or heavier than him require more focused effort. Attacks against prone creatures are more accurate and more difficult to avoid.
Inspire. After speaking inspiring words, Leofred lays a psychological charm over any number of allies. This inspiration lasts for 10 minutes. Any inspired humanoid is more resilient to attacks and is less likely to be intimidated or charmed. Inspiring creatures takes at least 1 minute with attentive listeners and only affects those that can hear him and share a language.
Denounce. After speaking words of shame and doubt, Leofred causes a small number of creatures to doubt themselves. This denouncement lasts for 20 minutes or until the targets have any amount of rest. A denounced creature has weakened defences and slower reactions. Leofred can only denounce creatures that can hear him and share a language. Denouncing a creature takes at least 5 seconds which increases by 10 seconds with every additional creature.
Ensnare Arcane. Leofred targets a creature currently casting a spell or employing a magical effect. This magical effect is immediately interrupted. Minor magical effects may be cancelled entirely and larger effects might be merely inconvenienced. This magnitude of the ability is also dependent on the magical strength of the target. More powerful targets can shrug off this ability while weaker targets may find it more impactful.
Drain Vitality. Leofred touches a creature and tugs on its innate vitality. The creature, depending on its magical resistance, will find its endurance and life force drained substantially depending on how long Leofred held contact.
Inhuman Speed (100m sprint in 3sec) (125km/h attacks)
Lightning Reflexes (can dodge most projectile attacks)
Mastery of all weapons (does not extend to weapons physically altered by magic)
Expert at evading threats
One-Armed. Leofred operates at half the average human strength and can only wield one one-handed object at a time. This also makes him unable to successfully grapple a creature of his size or larger.
Curse of the Voidsoul. Being cursed by the Blackblood has given Leofred a number of supernatural effects, including the abilities Denounce, Ensnare Arcane, and Drain Vitality. It also provides many drawbacks.
The abilities listed above are never guaranteed to work and may fail at any moment.
At a moment of extreme negative emotion, the above abilities may be activated at any time.
Any weapon Leofred grows an attachment for slowly turns into black glass. These weapons are extremely fragile and often break if used to parry an attack or strike at metal armour.
His missing arm can never be healed by magic less powerful than the Blackblood's own curse.
Cause of death: Third degree burns and internal overheating
Archetype: Mage Hunter
Personality: Jareth is a very troubled person. From birth Jareth has been compared to his brother and even downright ignored and dismissed causing him to develop trust issued with people around him and viewing himself as a nobody. Jareth has a constant need to make himself be or even feel important with the approval of others through demonstrating his skill and prowess in magic. Most of his life consisted in the pursuit of Further learning and honing his magic and never had time to socialize with others or make friends as most of the time people he met only used to him to try and get closer to his brother which further developed trust issues and further need to dethrone his brother from his position of power and fame.
Learning more magic
Freedom of choice
Talking about his brother
Being called a nobody
Backstory: Jareth was born into a world of magic and into a family blessed with wealth. From a young age much like his older brother, showed proficiency in magic and the manipulation of the arcane. In these years would him and his brother be taught together the nature of magic both quickly learning it, but it was his brother who was blessed with the gift to use complex magic and spell without aid of channeling tools and staffs and blessed with the rare ice magic. This garnered much attention from the outside as his parents which both kids rarely got to see Paraded the older brother and showed him off to other individuals of power gaining more and more fame whilst Jareth was more hidden away for his lack of raw natural talent and gifts.
The talk that Jareth always heard always related to his brother: His caretakers would ask him to act more like his brother and chat about his brother accomplishments, His teacher would reluctantly teach Jareth always subconsciously comparing him to his brother. New people who'd meet Jareth would either mistake him for his Older brother and use him as a proxy to get to his brother. His parents acted like Jareth didn't exist almost as if he pulled the older brother down. The only who ever gave him attention and comfort was ironically his older brother who'd teach him more about magic and would spar with his younger brother sometimes losing in the process but always holding back which Jareth noticed. His older brother holding back felt to Jareth as a sign that his older brother looked down at him, pitied him, cared too much for him. Soon however Jareth and his brother would be further separated, Jareth being sent to a different estate than his brothers eventually learning that the reason for this was so Jareth would no longer hold his brother back and make an embarrassment of the family.
Learning this revelation Jareth finally decided to abandon the family with a plan in mind. He would travel the lands disguised to learn new magic and hone his craft, hunting mages a mercenary and after years of building a reputation under his guise he saw the opportunity he was waiting for. A tournament were the most prestigious mages in the lands would fight and from inside knowledge he knew his brother would attend.
After having made his way into the semifinals Jareth finally fought his brother with no restrictions. Through the fighting however Jareth's disguise was broken and in shock his brother backed away, raising his arm and forfeiting in an attempt to protect Jareth. In a moment of anger and in violation of the rules Jareth lunged at his brother not obsessed with defeating his brother in a fair fight using a new technique he had developed to casts spells even beyond his limit. In that struggle the older brother simply defended himself hoping that his brother would tire himself but in the fury of attacks a lance of fire managed to pierce the sides of the brother forcing him down to his knees but in return causing Jareth's body to overheat greatly and consuming his body in flames. In his last moments he felt as his brother picked him up to save his life and with disappointment the final breath left Jareth's body.
What is their driving motivation? The core of their being: The desire to become important
What do they hope to achieve in this new life?: Become someone important and if possible defeat his older brother to prove he’s better.
DnD alignment: Chaotic Neutral
Magical capacity: A
Magical Ability: A
Physical ability: B
Fire magic: Jareth is able to create and command fire in various ways, like simple bolts of fire or even shooting a constant stream of fire to propel himself. For more advanced and powerful applications of his magic he created spells which require him to utter the spells name and the appropriate gestures to activate.
Explosion: By uttering the spell's name and swinging his staff around Jareth is able to create an explosion in a desired space as long as he has direct line of sight with it. By expending more mana he can increase the range and potency of the explosion
Burst: By uttering the spell’s name and tapping the ground an explosion emanates from his position leaving him unharmed and pushing back opponents while setting them aflame.
Volley: By uttering the spell’s name and counting up to his desired number Jareth is able to place orbs on the air which shoot out a constant stream of fire to the designated opponent. The number of orbs is determined by how high he counts up (Can summon up to 4 at the moment).
Overheat: By uttering the spell’s name Jareth is able to use his fire magic and spells without consuming mana but instead causes his body to quickly overheat overtime which can and has led to falling unconscious and even dying.
Lance: By uttering the spell’s name Jareth slowly creates a lance of highly concentrated plasma which he may throw at an enemy causing it to explode after impaling or may use it as a lance for a shorter duration without exploding.
Snuff: Able to extinguish fires by uttering the spell’s name and swiping his hand.
Mage Hunter Arts
Silence: By giving a simple shush Jareth can make the area of a sphere complete lack of sound. The size is determined by how much mana is used.
Dead magic: By uttering the spell’s name Jareth is able to either cancel out a singular spell from an individual or create an area in which magic cannot be used (this also affects him)(this doesn’t stop other things like Psychics)
Shield: By uttering the spell’s name Jareth creates a shield of pure energy resistant to physical and magical strikes for a couple seconds.
Magic Sense: By closing his eyes and focusing Jareth is able to see magic within people, objects, or the very land, the effect can also allow him to see magic through walls.
Summon Slime: Jareth is able to summon a green harmless slime which he primarily uses as a cushion when he falls from a high place or when he knows he won’t be able to land safely.
Versatility with magic
Strong against Magic Users
Very experienced Tactician
Non magic based attacks (Like psychics)
No healing magic
Needs staff to channel magic
Ok at cooking
Experienced in Battle tactics
Lightweight Armor covered in rags.
Magical Items (if applicable):
Master crafted Channeling Staff: A Staff crafted to him from his family and later modified to also serve the capabilities as an exceedingly durable Quarterstaff.
Channeling Talisman: Not as powerful as the staff but used in case of the staff breaks. It also can’t handle some spells cast and can break if the potency of spells is too great.
Name: Vanessa "Tornado Queen"
Age: Physically mid to late 20's
Cause of death: Killed by an enemy army centuries ago. Was pulled from the afterlife by a vile ritual a number of years ago and has since been residing in the body of a willing spirit medium, loaning part of her power to him.
Archetype: Wind-empowered spear user
PersonaPersonality: Typically does not talk more than needed. Defender of the innocent, to the point of self-sacrifice if needed.
Personal strengths: Resolute, always ready to act
Personal flaws: No longer used to dealing with people, heedless of danger to herself at times
Likes: Peaceful times, breezes, music, blunt and direct conversations
Dislikes: Violence against innocents, poverty, people who can't get to the point
Backstory: Vannessa used to be a warrior of some renown due to her ability to control the wind. Serving in the military of her nation, her power and fame grew over time until she was given the command of a fort critical to the nation's defense against its enemies. At the same time she acquired an amulet also empowered by the wind, and as she attuned to it she gained the ability to summon and control a multitude of tornados at once. This power meant that she could single-handily defend the fort against invading armies. Combine that with the caring she showed those under her command, and the 'Tornado Queen' became hugely popular amongst the people, a fact that was noticed by the monarchy. They eventually came to deem her a threat to their rule, she was given an ultimatum. Either attack the enemy on her own and die honorably in service of her nation, or be accused of sedition and executed. While the choice she was given angered her, Vanessa knew that the rule of the monarchy had been largely good for their people, and thus chose the option that would help protect her nation. Her attack on the enemy was of course doomed, for even as powerful as she was, Vanessa knew that it was only a matter of time until she was overwhelmed by sheer numbers and enemy magic.
Centuries after her death, Vanessa would find her soul being pulled from the afterlife due to a vile ritual that was supposed to bind her to the will of some cult as a kind of ghostly warrior. However, the ritual was flawed and she was able to kill them before fleeing the area. However, in her world if a soul left the afterlife for any reason then it could not return, which meant that once her energy was depleted that she would simply dissipate and cease to exist. But she was fortunate as she was found by a man with unusual affinity for spirits. This man, Bester, allowed her to take up residence inside of himself. As he explored different worlds in service of a company he worked for, this meant chances to find another afterlife that would accept her, and in the meantime Vanessa would loan a part of her power to him as payment for his help. However, during their travels she grew to respect his work and put her own wants to the side. Eventually, Bester left the company he worked for to serve directly under Princess Sarah Christin-Landale. Now, instead of helping the FreeSoul group with the gathering of data and materials that would aid in their development of items and equipment to help resist and/or break from of mind control and possession effects, he was often given tasks that would help secure the safety of the Alliance. Thus, with Sarah recently going missing he was naturally drafted as one of those searching for the missing swordswoman. Following one of the leads found by a friend of Sarah's who is a specialist in search-and-rescue work, Bester and Vanessa would encounter something unexpected...
Wind mana swirled around the legs of the man as he leaped from tree branch to tree branch, avoiding the murky water of the swamp. One of the visions that Tristessa had seen, known as Fate Weaver to some, had shown a druid of this world dying while trying to protect a swamp from a pair of clashing armies. At the moment of death something happened, but the woman had said that vision grew murky at that point and she had not been able to figure out what exactly was going on. However, as the vision had appeared during the search efforts to find Sarah, the vision was believed to be one of the better leads they had. As such several people had been dispatched to likely worlds to hopefully find the druid in time to get some clue as to how and why Sarah had been kidnapped. The bodies of the soldiers that littered the marsh indicated that the man might indeed be at the right place, but perhaps a bit too late.
Still, Bester wasn't about to give up. He owed Sarah too much to not keep trying. Thus he kept leaping from tree to tree until the air carried the sound of someone coughing to his ears. Abruptly changing course he rapidly closed in on the source of the coughing until he saw a single figure dressed in furs slumped against a trunk of a tree, half submerged in the water. Dropping down into the liquid, he unslung his rifle as he carefully approached, watchful for any lingering soldiers in the area. Thankfully there didn't seem to be any, letting him turn his attention to the figure, noting the bloody wounds covering their face and body, obscuring any details about them. Taking a hand off his weapon, he reached for a medical kit to offer aid to the figure only to hear a long, drawn out sigh as the last of their life left their body. There was a quietly uttered curse from Bester. Even if he called back to the rest of the search team, he wasn't sure anyone could get here in time to resurrect the person, which meant if they had been the druid in question that he had been too late.
Letting out a weary sigh as he slowly looked around, Bester figured he better get back to searching just in case the druid they wanted was still out there somewhere else in the swamp, not that there was much left that he hadn't already explored. With that he slung the rifle back over his shoulder and went to go climb the tree since leaping between branches was quicker and easier than wading through the muck.
It was as he approached a tree, his hands outstretched to grab a branch, that he noticed a strange spot on the bark. In the filtered light of the swamp it glittered wetly and dark. At first glance it looked to be nothing more than a burl in the woody tissue, but as Bester drew closer it became clear that something was terribly wrong. The would-be whorl was unusually bulbous with a dark spot in the middle surrounded by a halo of sicky yellow.
The more he looked, the more he saw peeking out from between stem and leaf until all at once the entire stand of trees was covered in prying, wide eyes. Everywhere he looked there were thousands of tiny pupils staring back. The sensation of being observed was overwhelming, manifesting as an uncomfortable burning in the back of his mind.
The man recoiled from the eye in a mixture of surprise and disgust and started to reach for his rifle again before noticing the other eyes. He froze for a moment, acutely aware of the sensation in his head. This was not at all what he was expecting, which meant that he had hit the jackpot. Bringing his left hand to his ear, he pressed lightly against the earpiece to activate the communications unit, intending to route a message through his ship to the rest of the search team, only to be greeted with static. "Fuck." None of the powers he currently had would be of any help against a threat coming from all sides, and he wasn't even sure it would be possible to run away in time with this terrain. 'Vanessa, I think its your turn here.'
With that he yielded full control to the spirit that resided within him. While it was draining and could not be maintained for long, the soul of Vanessa exerted her full power, her energy wrapping around Bester's body to create a type of glamour over it to seemingly change its form to her own, mana solidifying into a spear and armor she should use. The whole process only took a moment or two, at the end of which she took up a ready stance. She does not speak, her senses alert for any attacks.
Perhaps it was just how alert she was that made the pain unbearable. All at once the endless sea of eyes widened, their once dark pupils now pinpricks of blinding light. The very air itself seemed to sputter and burn with the intense energy that filled the small clearing. It seemed to press against her like the pressure of deep water, creeping into her very soul inch by painful inch through cracks too tiny for the unfathomable force.
A voice emanated from the eyes in such perfect unison it sounded as if the air around Vanessa had become words. "Yes, it is your turn... the time has come, child. Be not afraid...you are saved..."
As if done with a molten-hot knife, she could feel a swift cut into the very core of her being, cleanly and effortlessly severing her connection to the man known as Bester.
As the connection was cut, Bester's body returned to its normal appearance as the man fell down from the shock, momentarily being submerged before he was able to get himself back to a standing position. Gasping for breath, he looked up to see the ghostly form of Vanessa suspended above him.
As the water cleared from his eyes Bester could see someone, or perhaps something, floating in the air just above Vanessa. The harder his mind tried to comprehend it, the less he seemed to perceive. There was nothing but impossibly white wings and eyes that spanned worlds and yet could be no more than the size of his hand if he were to touch it. Perhaps he might have wanted to. Maybe even run or fight. In the end it mattered little, for his actions were no longer his own.
He might have tried to struggle, but he found that he did not wish to. Nothing was wrong, because he could not recall any need to be alarmed. There was no Vanessa. Not now or ever. The wings and eyes and lights and endless love had always been there and it would be there long after he became dust and his name forgotten. That deep, motherly love for all things, especially him. The mother loved HIM. Just him.
Bester's body fell limp, his eyes shut into peaceful sleep. He lay serenely on the top of the water, floating on the surface without a single ripple. The voice spoke once more. "Rest, little one. Seek not what thy eyes shan't ever see."
When he awoke, he would be unaware of the shift in his concept of reality and would find his memories seamlessly altered.
What is their driving motivation? The core of their being: She has spent years as a spirit without a purpose other than finding an afterlife she could go to. Before her death she gave everything to the defense of her people and she may welcome a chance to do something like that again.
What do they hope to achieve in this new life?: To accomplish deeds that will guarantee her entrance to the afterlife for whenever death comes for her again.
D&D alignment: Neutral Good
Magical/Spiritual capacity: _ A
Magical/Spiritual ability: _ B
Combat expertise:_ C
Leadership: _ C
Skill/crafts: _ D
Favored by the Wind: Being closely attuned to the Wind element, Vanessa is naturally immune to that damage type and most hostile air effects such as poison gas.
Wind Dome: A passive dome of wind around Vanessa protects her against a variety of ranged projectiles such as arrows, stones, and some kinds of magic. However, faster moving projectiles such as bullets from modern weaponry and lightning based attacks can ignore this barrier as can projectiles with heavier mass and\or force such as cannonballs and ballista bolts. Allies can take advantage of this dome by staying within a few feet of her. This ability has been altered by Mother Mercy to drain some mana per each attack blocked.
Air platforms: Small platforms appear under the feet of the Tornado Queen at will, allowing her to cross small gaps and walk across water. It is possible for her to bring along one extra person with her, generating platforms under their feet so long they remain adjacent to her.
Air sense: Vanessa is able to feel vibrations in the air, effectively granting her an equivalent to a 'blindsense' in regards to anything moving a short distance around her. This makes it difficult to sneak up on her and allows her to quickly react to anything coming within the range of her spear.
Wind Blade: Each swing of her spear is accompanied by a blade of air that essentially increases the range of her attacks by several feet. The blades are capable of cutting through stone and most forms of metal. Even if the blades meet something they can't cut, the buffeting effect of the impact can potentially knock a foe back and inflict a reduced amount of bludgeoning type damage.
Parry and counter-attack master: Vanessa's combat style primarily relies on either holding her ground or slowly moving forward while swiftly punishing any attempts to close in or attack her.
Twister: High-speed wind is gathered around her spear, and when Vanessa thrusts it forward the wind is released in a twisted funnel towards a chosen target. The enemy is violently pushed back, and should they hit a wall or another object will suffer a significant amount of bludgeoning damage. Other enemies in the way of the twister will suffer lacerations from the wind as they are pushed out of the way to the side. Useful in managing how many enemies are close enough to attack her. It can also be used to punch holes into barriers made out of weaker materials such as wood.
Vanessa's iconic ability that gave rise to her nickname, and later her legend. Without the amulet enhancing her power, she's only able to summon and control a single tornado at a time, but it utterly obeys her will and is incredibly effective against armies and structures as well as larger monsters. However, its incredibly energy inefficient to use against smaller groups of enemies or single targets unless the situation is extremely dire. Reckless use of this ability can leave Vanessa drained and unable to use her other abilities. If needed, she can enclose herself and her allies inside the center of the tornado, protecting them from their enemies for as long as her energy lasts.
Difficult to attack, she excels at a more defensive combat style that punishes those that get within range of her spear. When fighting alongside others this makes her a useful anchor in a formation.
While she's not used to interacting with people directly anymore, her relentless advance in battle and the fact that she doesn't give up tends to inspire others to keep fighting and to follow her into dangerous situations. In addition, the care and protection she gives to her allies can help keep the morale of any followers she has rather high.
Nearly defenseless without a spear
Reliant on her powers to be effective in battle
Is not fleet of foot, unable to catch up to or flee from most enemies. Also not very good at dodging attacks.
Able to manipulate the airflow through wind instruments, allowing her to enhance the sounds coming from the instruments. In addition she can freely control the air going through windchimes, thus is able to use them as a musical instrument if she wishes.
Skilled with first aid medical skills of her home. While limited compared to the knowledge of more advanced societies, she is able to use her wind powers to help compensate to a limited degree by letting her create stretchers of air under a wounded person for safe and easy transit as well as aiding a person's ability to breath despite injuries or illness.
Spear: A regular spear, nothing special of note.
Armor: Medium-weight armor that provides noticeable amount of protection to her torso and legs, but the arms are left more exposed in order to allow Vanessa to more easily swing her spear.
Appearance: Art Credit - (Myself) (sorry, I never quite finished...)
Designation - CM05//J4N3
Cause of Death: Blackout.
Alignment: Lawful Good.
Jane is the type that looks twice before even stepping once forward. Without orders, she has no clear direction.
'How should I go about this?' 'Is this the best course of action?' 'Is this what I really want?'
All actions have consequences. This is an ideology spoken by all in her world. A single thought nearly unraveled all of reality, afterall. This was the lesson learned by the survivors of The fundemental ''Recreation'. Because of this regulated and matter-of-fact upbringing, Jane is as result oriented as it comes. Excessively cautious and worrisome of the outcomes, she can be stuck in a loop of deliberation to no absolute end. Despite her stoic expression, she is constantly fighting all sorts of nagging thoughts. It isn’t far off from saying that she barely functions without the guidance of others. Because of her unique upbringing, Jane has a hard time conceptualizing any devotion outside of her destined 'purpose'. Thus, she is rarely seen doing anything outside of studying and honing her mind by searching for new knowledge. Without a single sense of sociability, Jane can easily flustered and completely falls apart in any form of social situation.
Showing one's face is taboo in her reality, so Jane often finds a way to hide it. Either with the scraps of her old mask, or whatever else comes in handy. Literally.
But if there is anything Jane is certain of, it is the protection of the innocent. Given her past in an apocalyptic reality, she has learned the power of a single selfless action.
'We cannot go forward in blindness. If there is no light, we must make it."
This is the last lesson her mentor bestowed upon her.
‘Do you hear that sound, Jane?’
‘The death-seeking crows come storming from the belltower to mourn, and to call. That means there is a lost child waiting. Are you ready to grant them peace?’
‘...And who will come to pardon our sins, Captain?’
‘There is no peace for us, Jane. Once it is all done… We will continue to watch the empty stars, forevermore.’
In -…- all people are chosen born to a predetermined purpose. They carry not even names, only a string of numbers and letters. The only distinguishing feature is their mask. To signify their role in society. A laborer, a fisherman, an accountant, that which is necessary to the whole. 'An existence without burden, without worry.' So they claim. To be ignorant is to be free of doubt and dark thoughts. It is safer to know nothing than to know the horrible truth.
Only those who have proven themselves exceptional earn the honor of a name.
One such beings are the Maegus, sensitives to the Eclipse.
The dark side of thought.
And in this universe, a thought is a powerful thing.
Maegus spend their entire lives developing and tuning their minds, juggling puzzling algorithms, studying multi-hundred layered equations, imbibing in all forms of logic games. For, losing focus even for the slightest second, a spell template can erupt into something… catastrophic.
‘Lucidity is a dangerous game. You either control the dream or it spirals out of control… Without limit.’
After passing a proficiency test, fledgling apprentices are judged on their tendency. This is the ‘school of thought’ they most fall in line with.
In the case of Jane, her incredibly pragmatic mind fell her into education with the most ‘logical’ of the Schools of Thought. Realization. By enriching her mind in chemical processes, atomic composition, and building a strong visual library, she has been taught how to warp the physical world around her down to the atomic level. To realize and manifest a different reality. In ancient texts, they might have refer to this practice as a form of Alchemy. Though, the current iteration has far overshadowed any ideals one might have derived from such a primitive theory.
Even within this near-limitless school of thought, there is a further specialization. Maegus are tasked with safeguarding reality itself, against the very notion of 'esoterism' and unknowns. Such looming evils where even, with all their firepower, the grand legions of Ferrus Magistry would find mutual devastation in putting down. During field operations to suppress manifestations of 'entangled reality', there is a critical need for emergency medical care. For when imaginations run... wild.
Jane’s designated station on teams is referred to as the ‘Triage’, a maegus who has studied to assimilate and transfer organic matter.
In simpler terms, one could call it a form of… surgery.
What is their driving motivation? The core of their being: 'My purpose? Hm. This one is simple... I am a Maegus. I must protect humanity. That is our purpose.' What do they hope to achieve in this new life?: 'I must return to my reality... There are people waiting for me.'
Magical Capacity: A
Magical Ability: A
Combat expertise: C Telekinesis
Physical ability: F (nerd)
Leadership: F (was the goof of her ‘disposal team’)
Skill/crafts: B (High understanding of biological processes, especially that of organic beings, like humans. Otherwise, completely nothing.)
As a Generation 4 Maegus, she is not a ‘true’ maegus who is naturally able to overcome the Willful Threshold to perform magic. Being the newest generation, they have learned from past experiments to try and create artificial maegus. Recent advancements to neurological nerve-ware has granted individuals who are close to the threshold, just enough of a boost to their brain activity to pass over. But being a ‘fake’ mage, they are heavily limited in scope of possibility when it comes to their manifestations.
Each piece of equipment is therefore, necessary, for her to achieve the full extent of her arcane toolbox.
The most important being the spinal spikes that have been surgically interwoven into the nerves in her spinal cord. If these were to be damaged, she would be lucky to even be alive as they are direct connections to her brain.
Synapse Accelerator - a large rectangular metal box that is incredibly heavy. Within it contains the power source necessary for her equipment to even function. It is connected directly into the spikes located at the sacrum of her lumbar.
Pure Metal- Unable to morph regular metals with speed adequate enough for fast-paced combat, she possesses a large block of seemingly normal metal. Being made of a single absolute pure atomic element, she is able to transform the shape and size much quicker than regular metals, which are much more impure.
She can even section pieces of it into different forms, such as scalpels and implements for ‘special’ surgeries.
Telekinetically-Controlled-Metal-Arm. Jane is able to move and manipulate this strange hulking appendage with just her thoughts. She can use it to perform heavy attacks and pick up heavier objects with it, the power of which depends on her current Lucidity(focus). Can get tiresome, so she has it in ‘stand-by’ mode most of the time.
‘Surgical Belt’. Canisters around her waist, filled with preservatives and antibacterial fluids. They allow her to preserve and store organic matter, protecting it from decay and cellular necrosis. Used for surgery.
When performing an emergency ‘assimilation surgery’, Jane feels every single sensation of the body part being torn apart and stitched together. It is as painful as it sounds.
Without an external source of PP (Principle Particle), relying solely that which exists within herself, Jane's telekinetic abilities have been greatly diminished in this ‘new life’.
As a professionally trained thought-mage, she has developed a near sixth-sense known as the PRF (Perceived Reality Field). This is the extent of her telekinetic influence, and is also the range at which she can detect shifts in the arcane spectrum. Being as it is the extent of her mental aura, so to speak, it protects her from mind-altering abilities and mystical influences. But as with all of her thought-magic, it is only as strong as her mind can compete. A stronger will can overcome this defense.
The PRF range, in a sphere, is about 33 meters. (Due to the severe lack of PP, this range has effectively been reduced by 90%)
When focusing her senses to the particles, she can determine the complete atomic composition of an object within her PRF. (Currently arms length in range.)
The most glaring weakness of her abilities, and all thought-mages, is their innate Ecliptic Response. Though this trait allows a mage to sense magic sources, it does so in the form of an allergic reaction. In her case, her eyesight momentarily becomes heavily blurred if exposed to powerful sources of negativity. Like a flashbang. Her form of thought-magic requires Jane to maintain Lucidity. If Jane tries to perform a feat that is beyond her abilities, or tries to do too many things at once, it can easily overload her mind. When lucidity is broken, it causes unwanted thoughts to seep out unintentionally. These negative feelings, repressed emotions, and buried traumas, triggers an escalating ecliptic response, among other mental breakdowns, quickly causing permanent damage and scarring to their brain matter.
In Jane’s case, her vision has been rapidly getting worse over time, and she has a hard time compartmentalizing new long-term memories. She cannot see without some sort of sight aid, resulting in the need for eyeglasses in lieu of her broken helmet.
Composite Exosuit - Metal armor of advanced composition. It is durable enough to take explosive rounds from ancient vehicles of war. But as she is not an engineer, it cannot be repaired if ever damaged. (currently damaged, revealing most of her body save her chest and parts of her face.)
overview name: The Dark Overlord Crimson Jackal, Beric Dondarrion Emhyr var Emreis Tattersail Celebrimbor Anomander Rake XXXVII, Exalted Herald of Nightmares and the Damned (or just Crimson Jackal / Jackal for short)
age: 57 (considered a child by demon standards)
cause of death: Blown up by Omen Dancer's explosion
archetype: Demon Lord who... does her very best to be evil.
personapersonality: To best describe Jackal, she is a cunning and charismatic leader and general; only hindered by her age and inexperience. She gains confidence in her "leader form," able to play the part of mature villainess to a T. Her anger in this state is not something to be reckoned with, which is what made so many minions follow her in her previous world. However, the form does not last forever; neither does the confidence she gains with it. In her child form, Jackal is as loud and bratty as you would expect a kid her age (relating to the age she appears to be). She is spoiled and arrogant, especially annoying when things don't go her way.
But if there's one thing that both versions of Jackal share, it's determination and ambition. The Dark Overlord always gets what she wants.
- overtly ambitious
- never blames herself
- habit of underestimating
- rarely listens to others' advice
- superiority complex
+ sweet things
+ colorful things
+ cute things
+ good food
+ head pats
- messes (disorganized rooms/stained floors)
- stick things
- not being taken seriously
- being ignored
backstory: Crimson Jackal, the 37th child of the royal Dark Overlord demon family. In other words, someone who was destined to never become anything great. This was reinforced by the fact that, after giving birth to her, she was left in the care of nurses in some distant mansion—far from her parents, who Jackal barely ever saw in her life and never had a chance to speak to.
Still, Jackal was put under the mandatory education that all the Overlord's offspring go through: war strategies, battle tactics, leadership skills, etc. Though her parents weren't around for many of their children, they still saw use in them via conquering other realms for their empire. While Jackal performed exceedingly well in these classes, she still lacked one desire: to be noticed by her parents. When they sent the offspring to lead invading forces, this saw... varying results among the offspring. Some failed miserably. Others did moderately. Many of the forces couldn't even take the children seriously.
Jackal, however, was a natural leader, using her one specialty to her advantage: illusion magic. By changing her appearance to fit that of her mother's, gaining the loyalty of the demon mooks around her was easy. Her regiment rose quickly, amassing forces and organization beyond the rest of her siblings.
She would send her forces to invade the realm of Candied Swirl, a world full of candy-related creatures and society. Why did she choose this dimension? Because she loves candy!
After conquering Candied Swirl and cursing their protector Magical Girl into a flying ferret, Crimson Jackal set her sights on another world: Earth. Unbeknownst to her, though, the Magical Girl she cursed had escaped to this planet, planning to disrupt the invasion by training another valiant hero to stop them in their tracks!
It wasn't long before her troops informed the rising Overlord of the hero, Luminous Omen Dancer Tracy. Jackal wouldn't have it! Conquering these planets were the only things standing between her and gaining her parents' validation and recognition! She wouldn't let some pink, flashy interloper ruin everything!
Crimson Jackal bravely faced Omen Dancer at her home planet, entering a battle of epic proportions with demons flying in at every moment, magical spells being tossed left and right, and witty banter between the foes! It seemed like neither were letting up, and then... Tracy unleashed a powerful spell... that killed everyone around, plus herself.
A very anticlimactic end for the dastardly villain... or was it?
What is their driving motivation? The core of their being: Ambition, attention, validation
What do they hope to achieve in this new life?: Rule the world! And be appreciated
dnd alignment: Chaotic Neutral
Magical capacity: C
Magical Ability: B
Combat expertise: D
Physical ability: E
Crimson Art: Chicanery
Jackal can shapeshift into anyone and anything, even gaining their movesets and assuming all properties of their body! The forms can last throughout the entire day unless she cancels it.
Though Jackal can assume any form, the knowledge of how to use abilities/other functions of the form do not carry over. She could take the form of an alien creature and not know how to breathe unless it's through her nose! These sort of attempts usually results in her resetting herself and reverting to the original form.
Jackal typically uses this ability to assume her "leader form."
Crimson Art: Decree
Requires one or more sentient beings to have trust in Jackal; misguided, falsely placed, or not. With one order, she can send these beings to attack wherever she directs, and they will follow. The sentient beings must be around and have full trust in Jackal, no matter her form. Once she gives the order, they will do whatever she orders them.
Jackal first needs a susceptible group and their trust before using this Crimson Art.
Crimson Art: Fade
Jackal dissipates into a cloud of smoke, able to travel rapidly across the air before rematerializing.
She can only travel up to 10 meters away before rematerializing.
Crimson Art: Fireball
Produces fire in her hands and can be shot. It's just a normal fireball...
Crimson Art: Orb of Dissension
Jackal fires a purple-red orb from her arms that stick on anything and anyone upon contact. These orbs drain the life of nearby organisms, killing plants and animals within its radius in about an hour. Sentient creatures like birds and humans are able to sense its effects and move out of the way to avoid longing consequence. But when stuck to a surface, Jackal can "detonate" the orbs, causing basic destructive damage equivalent to explosions.
The orbs can be destroyed without effect if the orbs' centers are damaged by weapons or other magical attacks.
Crimson Art: Vengeance of the Dark Overlord
Jackal emits a dark aura around her, extinguishing light and creating a cold area within. While sitting down, dozens of silhouette figures mirroring her current form spawn from her body that wildly attack anything except her. These Shades have the same physical properties as her form, though cannot use magic or abilities and only fly around the dark aura and use physical attacks.
The Shades cannot leave past Jacka's dark aura. Also to note, is that attacking the stationary Jackal can put an end to the spell.
Crimson Art: ... RUN AWAY!
The ultimate retreat tactic, only done by the likes of someone as great as the Crimson Jackal.
surprisingly good with words
not good in direct confrontation
has no fighting technique
relies too much on other things/people for combat
good at playing tag
good at playing hide and seeks for both sides
a master at playing tic-tac-toe
can do math equations surprisingly swift and accurately
inventoryArmour: The Dark Overlord's official battle armor (only appearing on Jackal's Leader Form) to protect against harsh magic and physical attacks... despite the fact it leaves the chest wide open—a part of the design even she questions. In her regular form, she only has passed down clothes from her family.
Weapon: Relies on magic; has a durable tail she can control in her Leader Form.