Author Topic: Cross Effects 3.0 - The Third Time's the Charm Character Sheets POST SHEETS HERE  (Read 7448 times)

EmbreFrosste

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Name: Lily Hawthorne

Race: Nakama

Age: 21

Height: 1.98m (6'6")

Weight: 68kg

Appearance:



Her hair turns dark grey and her eyes turn very light grey when she is transformed.

Physical Attributes:

Strength: Incredible (Exceptional While Transformed)

Agility: Incredible (Exceptional While Transformed)

Constitution: Heroic (Amazing While Transformed)

Magic: Very High. Lily practices unique Nakama magic called Charms which rely on a mix of magic and a Nakama's semi-magical physiology, powered by Flare, a fundamentally different form of Mana generated by a Nakama's emotions.

Charms:

Unweaving: Unweaving allows a Nakama to prematurely end magical effects not belonging to themselves. This works as a universal counterspell in combat and given a few minutes a Nakama can dismantle a magical effect that has already taken place. Their magic rank must be higher than the creator's for this to work.

Refutation in Arms: This Charm allows a Nakama to understand a person's fighting habits as combat progresses, bordering on precognition with time. 30 seconds of exchanging blows with a single opponent increases Lily's reactions against that opponent's attacks by one Rank and allows Lily's attacks to treat that opponent's reactions as if they were one rank lower by predicting their movements. This effect lasts for an hour, and stacks with itself.

Passion's Light: A Nakama with this Charm can, at any time, fill their eyes with Flare and gain the ability to see emotions. This can be turned on and off like a switch by blinking, but slowly drains Flare while activated.

Hawthorne Portage: The specialty of the Hawthorne Bloodline, Portal Magic. While the Hawthornes aren't paragons of magical excellency among the Nakama families, countless generations of Hawthornes have gone into perfecting the technique of connecting points in space with Flare. Lily would not be a magic-using Hawthorne if she could not consistently utilize Hawthorne Portage with razor-sharp precision.

Lily can create two linked, elliptical portals roughly 2m tall and 1m wide in any two points within her normal range of magic at a moment's notice. These portals do not consume Flare to maintain, but Lily must occupy a large portion of her Flare cycling through her body in the correct patterns to keep the portals open. Therefore, while Lily has portals open, any other Flare-consuming Charms treat her magic as High instead of Very High and time spent exchanging blows for the purpose of Refutation in Arms is saved up and then "cashed in" all at once when the portals are closed.

Lily can also craft magical Runes that act as waypoints for her portals. Lily can maintain a number of Runes as her magic rank allows in Targets, and whenever she creates a pair of portals she can have one end appear within an arm's length of any one of her Runes. This works even if the Runes are outside of her normal range, but exceeding her range in this way causes the Flare being used to keep the portals open to be consumed. At her best she can maintain one continuously for about 15 seconds before she doesn't have enough Flare left to open portals at all for a while.

Other Abilities:

Charms listed in this category are ones that do not require Flare to maintain and therefore are not quite magical in nature.

Magical Eyes: Lily can hear, see, and smell magic. She can tell the difference between different kinds of magic, allowing her to recognize any particular type that she is familiar with. This also applies to the movement and use of magic, and each particular effect using a certain kind of magic has its own sensory signature that can be recognized. This pierces magical concealment created by users of a lower magic rank than her own, and also allows her to see normally invisible beings such as Spirits, Ghosts, etc. if she so chooses.

Speaking Eyes: A Nakama with this Charm does not need words to communicate; they can get ideas across with a sideways glance or a turn of the head as clearly as if they were conversing in their native tongue, and the Nakama can choose exactly which people in the room can understand it. A Nakama need not share a language with others to communicate like this. This also can enhance Lily's ability to express pure emotions and intent, and the unfiltered transmission of pure meaning that this ability creates is never overtly supernatural and people on the receiving end of this power often believe that they read her body language without any help. Even people who are aware of this can't quite always tell whether a Nakama is using it or not.

Valiant Mind: A Nakama with this Charm gains magic resistance equal to their untransformed magic Rank against mind control spells and emotionally manipulative spells.

Magic Physiology: With practice, a Nakama's magical production circuits can adapt to the things they come in contact with instinctively. Lily is completely immune to mundane instances of extreme elements. This does not resist physical impact, but anything else goes. Lungs will create air to resist suffocation. Blood cells will seize control of water to prevent drowning. Heat and cold will barely touch a Nakama's body temperature. Lightning is channeled harmlessly over the surface of the skin. This also provides a Medium Rank magic resistance against Elemental spells. Due to the instinctive nature of this power, it is not nearly as potent in resisting magic when compared to active abilities like Unweaving.

Nakama Transformation: All Nakama possess the ability to transform. By default, a Nakama's magic rank is unaffected and their attributes are high, like normal. However, a Nakama can suppress their magic for a time, reducing their magic Rank to None and preventing the Nakama from using any Charm that requires Flare. However, in this state a Nakama's appearance deviates slightly from normal, and it is truly impossible for anyone to tell a Nakama's actual magical nature using magical detection powers. A Nakama's physical Attributes also decrease due to the flow of Flare being cut off.

Accelerated Potential: A Nakama's Flare is as much a part of their bodies as the arms and legs they were born with, and it breaks several limits of human capacity because of this. This includes both physical and mental pursuits, as learning comes very easy to them and physical training is unnaturally fruitful. When it comes to learning, this is mostly a mindset alteration, as Nakama are nearly incapable of not being invested in learning when the opportunity arises, and distractions, hunger, and lack of sleep have a far less negative impact on their ability to absorb information (or inhale in some cases, even the Nakama have prodigies, though Lily is not among them). As for physical pursuits, a Nakama's muscles do not atrophy unless strenuous circumstances are actively degrading them such as starvation or a disease, and pure training is often more fruitful simply due to the fact that the limit of a Nakama's physical prowess is so much further away than a human's.

Equipment: Lily has acquired enough of a job to get by, but no one thing in particular.

Origin: Back when the Nakama were united as one, they named themselves as such as a show of solidarity and unity. Of course, the Nakama eventually split apart and went their separate ways, acting more like Royal families than a unified city-state. They don't exactly have a reputation for peace or progressiveness anymore, but they stubbornly cling to the legacy of their name just as much as most of them cling to their pride. Lily was born as a Nakama, but she started studying Nakama magic late in her life because her particular Nakama Bloodline was not as obsessed with carrying a legacy as most were, instead leaving her time to discover her passion. She had nearly finished her education when an extraordinarily amateur experiment changed a first-year student and tore a bit of a hole in reality. The student disappeared and while doing some unofficial "investigation" Lily was sucked into a portal to the Nexus that appeared in the same spot as the incident.

Weaknesses: Lily is very reliant on Refutation in Arms in combat and the start-up time has gotten her into trouble when facing Elder Nakama and other opponents in the past.

Likes: Nature, Cities, Soft Rain

Dislikes: Assholes, Needlessly Complex things, people being unable to follow their passions, people making fun of the name "Nakama."
« Last Edit: January 29, 2018, 01:50:36 AM by EmbreFrosste »
EmbreFrosste - Today at 7:58 PM
...
I kid you not
I type "tumblr the ancient magus bride" on google
click the first result
And the second image on the page
Is the image you were looking for

YOLF - Today at 7:59 PM
FUCK MEEEEEEEEEEEEEEEE

EmbreFrosste - Today at 7:59 PM
That is
The hardest oof
I have ever witnessed

francobull3

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Name: Bennett

Race: Mutant

Age: 15

Height: 5’7

Weight: Proportional to his height

Appearance:



Physical Attributes

Strength: Human

Agility: Human

Constitution: Incredible

Other Abilities:

High speed sub-atomic regeneration: Allegedly, Bennett would have once eaten a soap bar that granted its user eternal youth. That probably explains his high speed regeneration on a sub-atomic level and survival despite his very odd diet choices. You could grind him to a pulp, burn him, shoot him, slice and dice him, melt him down with acid (please don't that seriously hurts and is pretty messed up), and while it hurts alright he'd recover before you could clap your hands from a single cell over and over. However, even if he's practically immortal and all damage and physical trauma can be reversed, mental scarring and phantom pain don't just regenerate away. Then again, with his high pain endurance he should be fine.

Enhanced durability: Bennett died and regenerated so many times his bones and muscles got used to the trauma and toughened up.

Trained garbage disposer: It's... in the title. Its about it. Yeah. Oh that also seems to include firearm training and hand to hand combat, but he fell asleep during the lessons and slacked off during training. Who needs knowledge when you have napalm fire!

Knowledgeable chemist: He's knowledgeable enough to work on the field with trained chemists as an assistant and has followed the directives of one of the world's most brilliant minds for some time. So yeah, he knows his science!

Poisonous: Hey, let's eat the mutated undying freak with tons of eyes. That's sure to not backfire horribly! Seriously though don't. I can't stress this enough, do not ingest Bennett. Or if you do, call an ambulance Asap because oh god you're going to need one.

Equipment: His hazmat suit and an incinerator.

Origin: Bennett claims he was a soap company tester for some time until the company closed down due to malpractice and human rights violations. He doesn't remember the rest very well though. Something about landing headfirst on the Nexus must've scrambled his brains real good.

Weakness: Look at that agility. Now look at me.

Likes: Video games, soap, trash talking people, sports, watching tv, explosions, his hazmat suit.

Dislikes: Not having soap, vegetables, being poked in the eye, not getting to blow things up, having to write stuff, reading.
« Last Edit: January 29, 2018, 04:07:40 PM by francobull3 »


SCUmbra - Today at 10:39 PM
Fuck my ass

Sinib

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Name: Mary Be

Race: Sakura

Age: 47

Height: 2 m

Weight: 46 kg

Appearance:


The first is her general's uniform, while the second reflects her casual clothing.

Physical Attributes

Strength: Incredible

Agility: Legendary

Constitution: Incredible

Magic: None

Other Abilities:

Sakura Biology
Homo Sapien Sakuranus is a species closely related to humans, yet very different. Sakuras are superior in a number of ways, being far more physically strong, intelligent, speedier, and more durable than a normal human. They possess an uncanny ability to read a person, and are capable of telling if someone is telling the truth instinctually, and have a naturally persuasive air to them that is capable of swaying normal humans. They age slower than humans, and their figure is always perfect, maintaining a perfect body at all times. If they are injured, they heal at an accelerated rate compared to humans, although they cannot regenerate limbs (Mary’s legs are an exception to this rule.) Wounds that would take days to heal for a human will only take hours for a Sakura, and their bodies close up cuts automatically.

Futanari: Yes.

Authority of the Sakura
In addition to their natural superiority, some exceptionally powerful Sakuras possess further abilities unique to them, partially linked to their personalities. Mary’s ability is tied to her metallic legs and caused them to transform into such a form in the first place. She has impossible control over her body and joints, and can contort herself into physics defying poses. Her balancing ability has grown to the point of impossibility. She can balance perfectly upon any object, no matter how minute and can even balance upon a wall or a ceiling, so long as the bottom of one of her legs is touching the ground. She can stand or ride upon anything she desires to own herself.

Finally, her legs can slice through nearly anything with absolute ease. They cut through absolutely anything mundane as if it weren’t there, and even most supernatural entities would only offer as much resistance as butter does to a heated knife. Only high level magical artifacts would be capable of stopping her legs outright, while mid level ones would break after clashing for a bit with them. Things of Legendary and Heroic constitution would be able to resist her blows for a while, assuming they had some sort of supernatural presence to them. Taking down something with Heroic con doesn't take too much effort, but Legendary and above would require her to attack them repeatedly for at least several seconds(similar to heroic levels of damage). Every blow with her legs would chip away at their forms, and prolonged contact with them would be exceptionally bad.

Were one to completely resist the slicing effects of her legs, they would merely be an indestructible weapon she was hitting people with at incredible strength.

What gives her legs this property is a mysterious power known to the Sakuras as kouhai power, which is infused through her legs, also giving her her insanely high speed.

Experienced Fighter

Mary is a high level general in the army of her city, and has fought in countless battles, against both human revolts and invading armies alike. She has served with distinction, and is keenly aware and alert at all times, almost unnaturally so. It’s almost to the point that some even say she has a third eye in the back of her head...

Equipment: the clothes on her back, a change, her pride medal of honour(she wears it on her head). A small apartment flat, and a fair stockpile of cash in the bank.

Origin: Mary was born the second child to the illustrious Be family. She has grown up in luxury like nearly all Sakuras do, living off the fruits of inferior humans works. When she was a child she was frequently bullied and played with by her sister who had a bit of a nasty streak, she frequently stole Mary’s pets to play with them herself. This abuse lead to her extreme power manifesting such as it did. She couldn’t be bullied if she was the strongest. Her sister ceased her thefts after Mary smacked her up a few times.

It’s been years since then, and she has risen through the ranks in her city’s military, having fought with distinction and service throughout the years. She is the hero of the great human revolt, and along with her sister, led their forces through the jaws of defeat and utterly crushed the human's spirits.

Weakness: For a Sakura, Mary is incredibly fragile. A powerful area of effect attack or trap can easily take her out, and if you were to trap her in place she would have essentially no options left to her. She has no ranged options. If one were to cut her off from her kohai power somehow, she’d only be straight incredible and would probably fall over.

Magic is also troublesome for her. While she can dodge most effects, a bounded field could seriously hamper her ability to fight, as would any other spell that didn't have a physical form for her to melt away.

Likes: Her ideal senpai, humans who know their place, her sisters, people shorter than her, puzzles, crosswords, play, medals and awards,

Dislikes: Humans playing boss, people taller than her, pants(they get in the way and just don’t work with her legs.)






« Last Edit: February 21, 2018, 07:26:51 PM by Sinib »

[5:20:13 PM] francobull III: "I fuck dead animals"

francobull3 - Today at 10:15 PM: when will skeleton bullying day end

Panda

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Name: Charlotte Taylor

Race: Human

Age: Too damn old. Several thousand years before the Great War, a few thousand more since then.

Height: 5’9

Weight: “Well, the gun on you comes in at around seven kilos.”

Appearance:



Physical Attributes

Strength: Fantastic

Agility: Fantastic

Constitution: Fantastic

Magic: None, but she is quite adept at sensing it.

Other Abilities:

The Gunslinger: While Charlotte reached the first peak of her technique fairly early on in her life, she has spent long years honing it since then. She had long since found herself unsurpassed in her use of firearms, but she kept going, still looking for something. In the course of her search, she has surpassed the limits of human abilities, crossed that line through sheer will, and burned it into her body, making it instinctual.

With this skill, she has perfect aim, even when unable to make full use of her senses. She can effortlessly make similarly accurate shots at targets miles off, even with just her revolvers. Other things her skill allows include nigh-instantaneous reloads with most kinds of firearms, barring those with loading mechanisms at or above the complexity of machinegun, firing faster than the guns she uses would normally allow, bouncing shots off almost any surface with perfect accuracy to her target and no loss in speed or striking power, even bouncing her bullets off each other or other projectiles to complicate matters further. If she feels like it, she can instead deflect the projectiles of others with her bullets, and it hardly needs to be said that trying to use a gun against her is a terrible idea.

Her first notable technique, however, was arguably the most important in her early life, that technique being an impossibly fast quick-draw technique, Charlotte being able to have her revolver out and emptied before most people at her level of raw aptitude could even get a solid grip on theirs.

Sleight of Hand: Charlotte's most valued trick is a simple one, sleight of hand refined to the point that she managed to make good use of it against the devil himself.

Knowledge of the Ages: Charlotte, having lived through eons and taken an active part in most of them, has picked up all sorts of everyday skills and knowledge over that time.

Immortal: Charlotte took immortality for herself in a game of chance. As such, neither the ravages of time nor the strongest of poisons or ailments, mundane or otherwise, as she found out the somewhat painful way after her first few forays into the radioactive wastelands. Additionally, when not in a fight, she has what might as well be real immortality. No matter the abuse heaped upon her, any wounds present then will rapidly heal, her body reverting to its uninjured state. In practice, she can only die at the hand of another, and in a fight at that, which she’s fine with, having no plans of taking her own life to begin with.

Enhanced Senses: Through her training and long periods spent surviving the wastes and wilds by herself, Charlotte has honed her senses, both of the mundane and the supernatural, to an edge that might be considered impossible by today’s standards. She can track someone by the residual trace of their power just as easily as she could by physical traces of their presence even when most others might say there’s neither. She can pick out details from miles off in the middle of a moonless night, smell and taste the slightest differences that could indicate the presence of normally untraceable drugs or poisons, pick out any conversation she wants to listen in on within a city block despite the urban noise, and feel the slightest differences in pressure or temperature within a relatively close area of her. With that honing also came the ability to dial back and forth how much sensation she takes in, to keep from being overwhelmed by sensory input.

Mental Fortitude: Charlotte has seen some shit. She’s lived countless years, watched civilizations rise and fall, watched humanity bomb itself back to the stone age and slowly rebuild from the ashes, and through it all, she has remained intact. Whether from some innate magical resistance or from sheer grit and willpower, the gunslinger’s mind and soul are completely and utterly inviolable. Trying to probe her mind, assail it, or to hinder or control her through non-physical means is comparable to trying to walk into a room that’s already been filled with concrete, only there’s more concrete pouring out now that you opened the door, it’s forming into a giant blob monster, and now you’ve got the beastie from Creature from the Concrete Lagoon on your ass. Nice job, dumbass.

Ammo Creation: Through means that gunslinger herself hasn’t really had any luck figuring out, Charlotte can create ammo from thin air, even give the bullets properties they wouldn’t normally have such as increased speed or striking power. Even with her revolvers, her bullets can strike at Heroic speeds and up to Heroic Strength with little difference in the volume of fire she can put out.

Aside from that, more esoteric forms of ammunition are also available to her, including incendiary rounds that can range from coating a small room in flammable material that would be immediately concerning to people of Incredible constitution, cryonic rounds that can freeze a person solid enough that one would need Fantastic strength to easily break free, shock rounds that can drop a rhino, toxin rounds that can drop a rhino, explosives clocking in at Heroic strength, recoil-blast shells packed with enough power flying any given direction at Incredible speeds. Unless the special trait modifies it, these rounds are as powerful as modern military firearms.

Equipment:

Willy Pete and Lenny Nickels: A pair of sizable revolvers, enchanted to prevent damage and general wear and tear.

Harbinger: A divine lune-silver blade reforged into a large revolver. Though the effects of the reforging on the color of the metal weren’t quite as expected, the greater surprise was that the gun kept its property of the death of mystery. As a result, bullets fired from Harbinger will nullify most kinds of supernatural powers and their manifestations up to High level with a single shot, requiring multiple for stronger phenomena, but not supernatural entities.

Being lune-silver, the gun shifts and transforms to accommodate any kind of ammo it’s loaded with and is both extremely tough, even against other mystical weapons, and incapable of suffering permanent damage. Additionally, the gun is unable to leave her hand for more than an instant unless she wishes it. However, the properties of the weapon also interfere with her power, so she can’t use her ammo creation with Harbinger.

Charlotte exploits the properties of the metal by loading it almost exclusively with a kind of round she had made specifically to take advantage of its properties, namely a .950 cal round with twice the normal powder load, resulting in the round coming out at Heroic speeds and striking at Heroic levels of force. Currently, Charlotte only has a few dozen of these rounds.

And, of course, a good old Bowie knife, enchanted to be resistant to damage and never lose its edge.

Origin: This story is true. It begins in a place of dust and wind, wooden shacks, hardy people, and the harsh sun beating down on them all. It begins in a lawless frontier, the order kept by those who were elected to enforce it. It begins with a girl who wanted to be a gunslinger, first for revenge, and then because she enjoyed the life. A girl who honed her skills endlessly and tested against anyone whose death or capture could put food on her table and a roof over her head. One day a man with fancy metal arrived, and she made a gun from his blade. One day, the devil came looking for her and she made a bet. A game of poker. Her soul was her wager, immortality was his, and the game was on. They went on through the night and the next day for what seemed to be an eternity, before a clever bait and switch turned Kansas City Shuffle managed to win her the game.

At first, the gunslinger enjoyed her newfound immortality, reveling in the fact that she no longer needed to fear old age and infirmity. Then everyone she knew and cared about started dropping dead, time continuing its steady march for the rest of them while it left her alone. Her revenge had long since lost meaning, so she wandered the land, honing and testing just as she always had. Her path was marked through eons, through the civilizations that rose and fell, and when humanity finally blew itself back to a wannabe stone age, her path was one of the few things that remained of the old world, one that continued as a new one was rebuilt from the ashes. Her steps finally stopped short when she found them taking her through a strange new city under an unfamiliar sky, figuring that there might be something interesting in this new place, something she was sorely looking for.

Weakness: Charlotte lacks subtlety, in a sense. This doesn’t mean that she’ll go out of her way to announce her presence or not take a shot against an unaware target, but generally speaking, her idea of stealth can be boiled down to ‘Nobody can notice you, if there’s nobody to notice you.’ In short, if she’s coming for you and isn’t trying to snipe you from miles off, you’ll probably notice.

Furthermore, Charlotte is no exception to the properties of Harbinger, and as such has to carry around actual ammunition for it, which limits her usage of the gun to however much ammo she’s carrying, especially since she has particular kinds of rounds she likes to use with it in such situations that she’d actually need it.

Likes: Strong black coffee, hard booze, cute girls, tall guys, strong people, physically or otherwise, people with potential, poker, blackjack, player pianos, comfortable chairs, shiny things

Dislikes: Dubstep, people messing with her hair, shitty steakhouses, the booze being gone
« Last Edit: February 11, 2018, 10:31:39 AM by Panda »
[8:49:50 AM] Daniel Mahan: He can still get RAEG
[8:49:52 AM] Daniel Mahan: Just better at not loosing his marbles over it.
[8:50:09 AM] Helligator:> losing his marbles over it
                                      I seeeee what you did there


[11:00:22 PM] francobull III: elf, will you do rin?
[11:00:33 PM] Jennifer Bratcher: I would love to do Rin!
[11:00:39 PM] Jennifer Bratcher: I'd bend her over and . . .
[11:00:45 PM] francobull III: woah woah

EmbreFrosste

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Name: Gwendolyn Andromeda

Race: Starblooded

Age: 17 (Technically 51 by earth units, but Starblooded take three times longer to age than humans and as such she might as well be 17).

Height: 168cm

Weight: 52kg

Appearance:

Outfit:
Spoiler for Hidden:
(Ignore the lightsaber)
Wings: The feathers on her wings are largely black, but the feathers on the lower half of the underside of her wings are gold (metallic sheen and all). Her full wingspan is roughly twice her height.

Physical Attributes:

Strength: Human

Agility: Exceptional (Amazing while flying)

Constitution: Exceptional

Magic: High. Gwendolyn cannot use her own supply of magical energy outside of rituals. When not in a ritual, this is instead the maximum power she can produce using magical tools where the magical energy is supplied by something else or stored from an earlier ritual. However, if Gwendolyn has the time to access the proper resources, make any necessary preparations, and actually perform a ritual, she can produce any magical effect within the limits of her Magic Rank.

Gwendolyn's rituals are focused around symbolism, effort, and infusion of her own power. The closer the symbolism and the more effort put in, the more powerful the effect can be. When Gwendolyn is preparing a ritual that will infuse an object with power and turn it into a magical tool, many factors contribute to it. Simply setting a jar down outside on a tree stump would only require magical infusion every week or so, but it would take months to make even a basic Life-attuned magical battery in this way. Carefully arranged ritual spaces, rare materials, proper symbolism, increased frequency of maintenance, and simply effort in the form of research on the magical effect to be produced and acquisition of materials will all enhance the end result of the ritual and/or expedite the process. Concentrating Amber in the ritual space will produce a better lightning-based effect than any conductive metal. Sapphire will go a long way further than plain water for water-based effects. Rings, rods, and crowns all lend themselves best to specific types of effects when used as the vessel for a magical tool. At most Gwendolyn can create a Very Low level effect magical tool within a few hours or her peak power capacity of High in two months. Magical energy gathered from other people also acts as an excellent catalyst for such rituals, and the more powerful the original caster, the less of their energy has to be used to achieve the same effect. This still leaves the same time limits, but this cuts down on preparation as Divine-level Mana could make any effect in the same time as normal with just barely enough symbolism to direct the result of the ritual.

Of course, Gwendolyn is not limited to magical tools, and directly casting the spell with the ritual area will severely cut down on ritual time and raw materials. A High level effect might take a day or two to set up, and a Very Low level effect might take 15 minutes of setup and ritual time combined.

The following abilities are magical in nature but (usually) do not require magical energy for Gwendolyn to use.

Witches' Intuition: Gwendolyn can always tell if someone is about to attack, whether or not she was aware of a person's presence. Whenever this ability makes the difference between life and death, she loses a large chunk of whatever supply of magical energy is at her disposal as payment for the protection. She can also comprehend any magical language fluently, but she cannot speak them without training, and reading and writing are beyond this ability. However, this has not stopped her from studying a wide variety of such languages in her time as a Witch.

Blessing of the Enigma: Gwendolyn carries with her the blessing of Autumn, Patron of Magic, Knowledge, and the Occult. Whenever someone uses a magical effect against her, something about the effect will go wrong that is within the limits of the user's ability to fix, in the form of a "riddle." Until they figure out what is going wrong and start to account for it, the riddle (a.k.a. the thing that's wrong with the spell) prevents the caster from affecting Gwendolyn with that particular ability. Each ability has its own riddle, and solving the riddle allows a full cycle of the moon of unhindered use of that ability until the riddle changes. For example, a basic fireball affected by this ability could be forced to contain enough cold in it as well to make the spell harmless. Until the caster realizes they were unintentionally adding cold to their fireball and takes a few moments to concentrate on not making that mistake, any further fireballs aimed at Gwendolyn would be perfectly harmless.

Rhythm of a Thousand Falling Leaves: By humming a simple melody, Gwendolyn allows anyone who can hear her to slip into a sort of meditative trance. People suddenly focus on the task at hand, and are unlikely to break out of that focus unless they have pressing matters to address other than what they were doing when the melody started. In combat, exchanging blows turns from chaos and adrenaline to a rhythmic dance of skill and strategy, where the amateur fall like dominos and true combat prowess shines bright. People's actions fall into rhythms and people can consider themselves evenly matched in offensive/defensive ability against other affected characters of an Agility rank higher than them, and can keep up with people two ranks higher before being overwhelmed.

A side effect of this ability is that Gwendolyn can coerce people into unintentionally repeating the same set of actions by repeating verses of the melody and throw off literally everyone involved by suddenly changing the beat. It's not a perfect distraction, but it will stand in for a trained feint in a cinch. This ability is not compatible with Voice of the Sea.

Other Abilities:

Voice of the Sea: Gwendolyn can make it so that her voice projects or does not project in any directions she desires, and have it carry as far as a mile away if she desires. This far surpasses the abilities of any mundane ventriloquist and more, but the volume of her voice cannot sound louder than it would if she were talking normally from right next to them in a quiet room when using this ability. However, it can sound like it's coming from any distance, and sounds that are just as loud but coming from further away often give the impression that it's louder at the origin. She also has one hell of a singing voice.

Mantle of the Bewitched: Gwendolyn can dissolve into a cloud of smoke at will, including any small objects she is touching. She can remain in this state for as long as she wishes and move at her walking speed, but she still requires basic necessities such as food, water, and sleep, only the latter of which can be achieved without reverting to normal. She can also merge with shadows, hiding in people's shadows or traveling unhindered at night. While merged with shadows she may travel at speeds one rank higher than normal for her Agility, if the shadows cross with others.

Dowry of the Stars' Beloved Heir: As a Starblooded, Gwendolyn carries a sort of begrudging respect from that which is not human. If something is not human, it instinctively assumes Gwendolyn is neither predator nor prey to them. Unless she purposefully does something to change their impression of her, they will sense no hostility nor feel any desire to harm her. No matter how paranoid the individual is, or how little motivation they normally need to attack, they simply leave her alone if she does not actively interfere.

This effect also applies to a limited extent to any humans capable of magic, and works better the stronger the human's magic, but even a human with Divine magic is not as swayed by this effect as much as a demon or fairy.

Mark of the Night Sky: Gwendolyn possesses wings that allow her to fly faster than she can move on foot. When she does not wish for them to be manifested, she can fold them behind her back and they will fuse with the rest of her body to a certain extent, becoming more like feathery patches covering the length of her back in the shape of two wings. Her wings can spring out of this state to their full wingspan at a moment's notice, and her clothing has been appropriately modified to accommodate for her wings.
Gwendolyn's wings can also be made to carry her at higher speeds through specialized magic infusions and enchantments due to their special nature, but she is not yet aware of this and only knows that physical training has produced similar results over much longer periods of time.

Equipment: Gwendolyn is currently in possession of her trusty wand, which cuts down significantly on ritual time by acting as a conduit for her magical energy. Prep time for the ritual is unaffected, of course. She also possesses a collapsible wooden T-shape, because she refused to be so cliché as to use an actual broom. The wooden device is enchanted to move at up to Fantastic speeds, though maneuverability beyond that of an average motorcycle is beyond its capabilities.

Origin: Gwendolyn Andromeda was the second child of a Startouched and a Starblooded. Startouched, unlike Starblooded, can manifest randomly at birth from parents not graced by the Stars' lineage. Startouched are rare and Starblooded even rarer by extension, so Gwendolyn's parents were a very special case. However, only herself and her older brother were born Starblooded; her younger sister was only Startouched. Gwendolyn showed a measure of natural talent in magic, though she wasn't quite a prodigy. She still focused her studies on magic because of this, and she demonstrated respectable skill with time. After 17 years, or 51 years in Earth units, she had acquired a vast knowledge of magic and gathered various extra perks and blessings from practice and the occasional powerful magical entity in her travels. However, things have been quite different since she landed in the Nexus.

Weaknesses: She is quite inexperienced in actual combat and made the probably unwise decision of not infusing her wand with the capability to produce basic magical projectiles.

Likes: Magic things she hasn't seen before, singing, riddles.

Dislikes: Stupid people, recklessness, mindless entertainment.
« Last Edit: February 09, 2018, 07:15:15 PM by EmbreFrosste »
EmbreFrosste - Today at 7:58 PM
...
I kid you not
I type "tumblr the ancient magus bride" on google
click the first result
And the second image on the page
Is the image you were looking for

YOLF - Today at 7:59 PM
FUCK MEEEEEEEEEEEEEEEE

EmbreFrosste - Today at 7:59 PM
That is
The hardest oof
I have ever witnessed

Sinib

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Name: Olga Marie Animusphere

Nicknames: Olga, Marie, Maria

Race: Servant/Human Hybrid

Age: 17

Height: 182cm

Weight: 70 kg

Appearance:



Her bodysuit is blue, not purple, and she doesn't wear a bridal gown.



Physical Attributes

Strength: Heroic

Agility: Heroic

Constitution: Fantastic

Magic: Extremely High

Olga is a prodigious mage from the extremely venerable Animusphere Family, one of the twelve great noble families of the Clock Tower. She would be an extremely powerful mage just from the magics stored in her crest, but also possesses top tier magic circuits in abundance, and an affinity with all five noble elements: fire, water, earth, air, and void, which allows her to use nearly any spell she desires with full effectiveness. All of these factors combined makes her a truly powerful mage only limited by her relative inexperience.

A magic crest is a tool mages from her world use to pass all of their knowledge and research on to their descendants by implanting a magic spell into their heir’s body. Each successive generation builds on the crest, expanding it slowly over countless generations. As a result, age is everything: not the age of the mage in question, but the age of their family. Olga Marie can trace her family tree all the way back to the 14th century, twenty generations ago, making her family one of the most powerful and influential noble families in the world of magic.

The Animusphere crest contains untold amounts of knowledge stored within it, and covers her entire body. While normally invisible, when she casts a spell using the crest, an incredible intricate and complex magical pattern lights up in neon green. Inside of it lies a wide variety of spells for a plethora of different uses. There are many combat spells, allowing her to cast many high level spells without an incantation, barriers, runes, charms, potions, how to make magical objects, and so on. Her father specialized in astronomy, and added many spells related to that topic, such as scrying, farsight, and some summoning rituals.

Olga herself is more interested in runic magic and modification of her body with magic. She has modified the magic circuits in her eyes to allow her to bind people at a glance. Unless her target has the ability to flush her mana out of them somehow or resist her outright, they would be unable to get out of her spell. She has also made some more frivolous modifications to herself as well, and may make more in the future.

Due to her fusion with heroic spirit Cu Chulainn, Marie’s talent with rune magic has skyrocketed beyond what would be normally unattainable to a modern Magus such as herself. She did not so much learn the knowledge as much as it was implanted inside her. She has the ability to peruse any of the 18 original runes Cu could, such as Ansuz, which she can use to set a fire that is able to reduce a castle to ruin. Other runes can be used to aid her in searching and farsight, create a barrier on the fly able to shield her from legendary-level attacks, heal herself, and other various effects. With preparation, she could create even greater barriers that could easily withstand a protracted assault from legendary level forces.

She can easily make basic magical items imbued with the power of this or that rune, and makes it a point to always carry around an assortment of spells for rapid use. The stunning spell she imbues the pebbles she carries around can bind amazing easily by creating large magic circles of light around them, and can even restrain people of fantastic strength for a few seconds.

Furthermore, Marie is highly knowledgeable in the creation of bounded fields and is able to create very powerful defenses on the fly, able to easily withstand a legendary level attack if she uses runes to bolster it, or more given more time. She could also add on other effects as well that strengthens her magic, weakens her opponents, hides objects, etcetera.

As a result of being a demiservant, her magic reserves have become absolutely gargantuan.

Magic Resistance
High, although she can strengthen it further to very high given time to reinforce herself with runes.

Other Abilities

Servant/Human Hybrid
A fusion between a servant and a human. The human gains the powers of a heroic spirit and their strengths but their body remains that of a human with all the weaknesses and strengths implied by such. It differs from a pseudoservant in that they are unable to take spirit form and the personality of the master does not fuse with that of the heroic spirit. Mostly.

Divinity
A measure of how divine an individual is. Cu Chulainn himself was a demigod, and Olga has inheirited his rank in it. Things that are weak against gods are weak against her, and vice versa.

Protection from Arrows
Projectile attacks do not work on her, and are normally unable to hit her. They’ll swerve around her or even stop and fall to the ground. This does not however, protect her from explosions or other area of effect attacks, such as a wave blast.

Battle Continuation
Killing her is hard. Like really hard. Even after sustaining obviously fatal wounds, she would be able to continue fighting for a good while before keeling over and dying. Decapitation would be the only surefire way of putting her down for good instantly. A heart-stab will kill her, but she's able to continue fighting for a little bit before she goes down for good.

Disengage
Olga has a knack for getting away from a battle she doesn’t really want to fight, even when it would normally be highly difficult or impossible to escape from. One would need to magically trap her or utterly outpace her(2 ranks) in terms of speed to be able to prevent her from disengaging from combat and running away.

Futanari: Yes.

Inherited Skill
Olga instinctually understands how to fight as if she were Cu Chulainn himself. She can pull off masterful feats of arms that she doesn’t understand by virtue of his movements being instinctually ingrained in her body. She is quite possibly the best spear user in the Nexus, and isn’t a joke at hand to hand combat either. She's also more effective against beasts and monsters. She also has all his mundane skills, such as hunting and tracking abilities.

Equipment

Gae Bolg

A cursed crimson red spear which inflicts wounds that are difficult to heal. Recovering from wounds inflicted by it requires intense effort or an extended period of time. If she incants its true name aloud, she can throw it to unleash a devastating attack at heroic speed and deals legendary damage with even higher penetrative power, and would destroy nearly anything within a city block. Using it in such a manner comsumes a great deal of prana. She can materialize it at will and call it back to herself whenever she wishes to.

Origin:
Olga was born to immense pedigree, and lived up to the lofty expectations her family set for her. She got top grades at the clocktower, and inherited a lordship at an extremely young age. Ignoring the rumors that her father had been possibly assassinated, she did her best to run Chaldea herself with the help of her friend Lev Lyner, but was humiliated by the fact she seemed to be incapable of summoning a servant. She undertook some various operations in an attempt to circumvent this, but they’d all seemed to fail up until the disaster at Chaldea and the events in Fuyuki. She heard a servant offer her a contract in her final moments, and the next thing she knew she’d found herself in the Nexus.

Weakness:
For some reason Olga seems to be terribly unlucky. Sometimes things will fail due to no fault of her own and despite her greatest efforts, and she even thinks the fates might be conspiring against her.

Olga is bound by Cu’s various Geas that he swore to, and suffers great consequences if she violates them. Too bad she doesn’t know any of them. Examples of geas include a ban on eating dog meat and having to eating any food offered to her by a woman.

Olga is vulnerable to anti divine attacks as a result of her divinity. They deal a little bit more damage to her.

Kick her in the balls. Women don't usually have them.

Likes: Being in control, being cool and collected, cute boys and girls, good subordinates

Dislikes: losing control, looking dumb, fools, dog meat(for some reason just the thought of it makes her physically ill), being betrayed


« Last Edit: February 16, 2018, 02:42:50 AM by Sinib »

[5:20:13 PM] francobull III: "I fuck dead animals"

francobull3 - Today at 10:15 PM: when will skeleton bullying day end

YOLF

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Name: Airyaman (Aliases: Erya, Copper Tower, Tarnished Magus)
Race: Sorcerer/Otherkind
Age: Some hundreds of years
Height: 2,2 m at his tallest and 1,8 m at the shortest, usually.
Weight: Somewhat heavier than his build in any given form would suggest.
Appearance:


Physical Attributes
Strength: Amazing
Agility: Exceptional
Constitution: Amazing

Magic: Very High
Sorcery is the ability to channel the power of the faeries and spirits to perform miracles, creating, transforming or destroying aspects of the world through intuitive disposition. A sorcerer's power can improvise numberless wonders, but it is not boundless. A caster of Airyaman's overbearing strength can perform lesser magics or momentary conjurations with consumate ease, the equivalent to Very Low and ephemeral Low effects, but proper spells are an art of effort and resonance. To cast them you need to make use of something which invokes the result you desire or the method you employ, and the more complex the effect the greater the focus it demands.

For example, a farsight spell requires a crystal ball or a mirror as a medium of vision, and to create a ward that will forcefully keep hostiles away you must physically mark a boundary first. To command a river's stream you call the spirits of the water with a chant or offering, and to curse someone you need a piece of them and a representation of what you wish done, while imbuing an item with magical protection needs the intent to be carved into it by craftwork or ritual. A glamour needs a strong image to use as a basis, and a travel spell requires a link or a medium to the destination.

The exception to these restrictions is a sorcerer's motif, the personal essence of his magic and inclination as a miracleworker. This is the resonance ingrained into a person's body and soul as a channeler of the power of the other world.

Airyaman's motif is "Tarnish", the idea of corrosion spreading over metal and of staining materials through an adverse reaction. This affinity allows him to subject things to corrosion both physical and spiritual, weaken the surroundings with severe metallic erosion that spreads from his person, and cover things with a greenish patina that acts as a medium to more complicated magic. He may also conjure and manipulate metals that are closely associated with tarnish, creating winding thorns of bronze or copper and raising structures of warped, verdigrised metal, while he can cast sorcerous flames from any of these things.

In his motif, he can easily invoke effects of up to High potency without any kind of ritual or notable casting time. He could wind his hand in a circle and conjure a wide cloud of razor-sharp metallic butterflies that could tear a group of soldiers to pieces, or merely will it to create curtains of emerald or brass vines that pursue a target or wrap around him in defense. More potent or complex sorcery still demands more, however.

Lasting creations of sorcery always require a minimal amount of ritual, and the more powerful the intended result the greater the time they demand; from hours to days of work, or efforts over exponentially longer amounts of time for grander and much more complex phenomena, such as those beyond his standard reach.

The Sight: The talent to see magic and the supernatural for what it is, and to perceive and interact with things that common people cannot recognize. Through this ability he can communicate and barter with the spirits and unseen forces that surround everything in the world and flock around him.

Other Abilities

Foreign Kinship: Airyaman is a being extremely close in nature to a creature of the otherworld, but on two points he differs; unlike those beings he is enfleshed and anchored to the material, and there is no land or group that his magic rightfully belongs to. Spirits and faeries feel a relation to him, but cannot recognize his remote origins.

Tarnished Body: Although it has biological functions close to a human being, Airyaman's body is made of living metals and stranger substances in concert with inhuman flesh. His horns or hair are emerald verdigris, his skull and limbs are alternatively formed by brass or run through with agate, and when revealed his scale-like skin is flecked in oxidized bronze. His blood is a silvery compound that is both acidic and toxic. When wounded, vitriol and cracks run from his injuries, but his unique constitution allows him to ignore degrees of organ damage that would be lethal to a human and walk off torn body parts, except for his brain or head respectively. This also means he'll recover from any injury that doesn't outright kill him over time, including regrowing limbs and organs.

Shapeshifting: When you have a unconventional fantastic body, changing shape isn't the most difficult thing in the world. Airyaman can rearrange the structure of his body in a limited fashion, transforming easily between two humanoid forms, one larger and more blatantly inhuman, bearing an animal-like skull, horns, and dark skin, and a smaller one, with a softer, more human-like seeming and mostly pale skin. Or he can assume a shape like a lion statue of stained bronze, adorned with curling horns and exposed joints like copper wires, where his Strength lowers to Exceptional and his Agility becomes Amazing. Of his humanoid forms, the smaller one is easier to assume when damaged, to conserve mass while healing. His voice tends to retain its unusually soft tone regardless of the form taken.

Enchanted Craftsmanship:
Airyaman is skilled with traditional crafts and has extensive experience making enchanted items. Over the centuries he's learned woodcarving, metalworking, and other techniques. His work is made superbly efficient and dispenses with more complex tools thanks to the aid of sorcery, and he imbues objects with enchantments and magical qualities through the inscription of runes. He is also adept at creating simple medicine and magic potions. Crafting more powerful enchanted items requires exponentially more work, as with sorcery, but also unique and mythically significant materials or potent ingredients.

Wisdom of the Magus:
In the time he's walked the earth Airyaman has learned a great deal of magical and mythical lore; he began from Zoroastrian wisdom, and expanded his knowledge into major traditions from Europe to Asia and even into Mesomamerican practices. He knows a lot about the occult, and he's appropriated practices from many magical traditions to round out his own.

Outer Shintai: If pressed, then Airyaman may unleash the inherent magic that holds his body together, reversing the structure of his alien soul to expose the immense power it possesses. He cracks gruesomely, bursting into a sky-reaching pillar of poisonous brilliance, and becomes an eight-armed brassed monstrosity with a mane of brilliant copper and innards of baleful fire spilling from a hollow ribcage. His possessions and clothes vanish temporarily.

His physical attributes become Fantastic/Amazing/Fantastic, and he loses anything resembling vital spots bar the inside of his skull, while recovering from damage that would deprive him of body mass exponentially faster, such that the common eye can observe the regrowth of limbs and bones. In this state he cannot wield sorcery, but his own magic seeps out uncontrollably, and manifests following his instincts. Fire and effects within his motif can spread continously from Airyaman as spontaneously-occurring phenomena of potency equal to High magic, and he is unfazed in the middle of this chaotic conflagration.

Outer Shintai can be maintained for no more than a hour before he collapses back into himself, making the state unusuable for a day, and he is likely to become afflicted with severe sorcerous strain in the aftermath the longer it lasts.

Familiar: A mythical otherworldly creature connected to Airyaman by a magical bond. Familiars partake of a magic user's power in exchange for their loyalty and own magical ability, allowing the sorcerer to make use of them as resonance for their spells and offload excessive strain from magic. When not physically manifest, Airyaman's familiar hides in his shadow or lingers over his aura. They also share each other's senses.

Nills the rakshasa, a tiger-like Hindu devil with clawed hands, vicious fangs, burning eyes and tussled fur.
Strength: Incredible
Agility: Amazing
Strength: Incredible

Magic: The rakshasa may use illusion magic to appear for all effects and purposes to be as small as a housecat, or as large as an 80 feet giant, though its true form is the size of a grizzly bear. The smaller the appearance the more harmless it seems, appearing nothing more than an ordinary animal at its shortest, while the bigger it is the more monstrous it becomes, its tallest like a terrifying devil titan wrapped in shadows and gleaming with power. This masks weight, volume and all else perfectly, acting nearly like transformation magic, but the rakshasa can only rely on its true attributes regardless of how it looks. This also allows it to create or bar passages in architeture and slightly transform the geography of alleys and streets.

Other Abilities:
The rakshasa has sharpened beast-like senses and can see through less than masterful illusions with ease.

Gear

Willow Staff: A staff made from a solid piece of Willow wood ending on an intrincately carved inscrutable canine head. It aids in communicating with the dead or warding them off, and also resonates with magic that treads in-between worlds.

Meteoric Vajra: A three-pronged tip double-sided club forged from meteoric iron. It is a weapon that symbolically resonates with the reinforcement of the mind and spirit, and enhances manifestations of indestructiblity and irresistible force.

Obsidian Knife: A short blade of mirrored obsidian. It is used as a mystical tool in blood sacrifice, and a resonant focus for divination and the casting of omens.


Origin: The sorcerer called by many the Copper Tower doesn't know where he came from. He hazily remembers a world of beauty and pain, and the sight of silver sands giving way to earthern ones amid humid mountains. There is where, a foreigner to himself and the world, he was found and sheltered by a wise one. There he learned truthfulness and will despite his strangeness, and his teacher named him "Airyaman".
(WIP)

Weaknesses
Gold: He's allergic to the touch of gold, being that it is uncomfortable at best and painful with extended contact, while weapons of it leave sizzling, difficult to heal wounds.

Sets of 23: The number 23 has a certain influence over Airyaman. He cannot physically stand against a person brandishing a completed set of 23 objects, and boundaries or seals of 23 parts or which incorporate the symbolism of the number in a central fashion have the power to bind him until someone releases him.

Sorcerous strain: Channeling ambient power the way sorcerers do always demands compensation. The use of large scale sorcery or repeated channeling of power superior to High magic is most visibly draining to Airyaman. While a normal sorcerer might find their physical condition deteriorating with consequences from a high fever to damaged organs or  collapsing into days long sleep, he finds his body growing unstable and its spiritual balance thrown out of whack. At best, this damages the integrity of his form and warps its features, and at worst it locks his body into non-humanoid anomalous shapes and clouds his mind with alien urges. Control over his own magic is hurt relative to the severity. These effects can last for days if enough stress is accumulated, but might be relieved early by significant spiritual care.

Faerie Mischief: Drawing the attention of faeries and spirits means he's susceptible to suffering from willful acts of magic on their part, which sometimes causes inconveniences like pranks or small but impractical distractions.

Likes: Being called "a fairytale sorcerer", long naps, how easy wind spirits are, chewing on things
Dislikes: Hearing his titles, having his origins questioned, being outside the loop, shoddy craftsmanship
« Last Edit: February 21, 2018, 03:20:04 AM by YOLF »
[13:38:37] Helligator: Depends on the god, but gods by definition in Nasuverse are strong because they have divine authority.
[13:38:48] Kat: Even the toilet god?
[13:38:56] Helligator: No one worships toilets.
[13:39:00] Helligator: Don't be a shitlord.

[04:32:08] Helligator: I can't make dragons in power armor like this

[19:50:12] francobull III: [...] why are you being all assive aggressive?

[23:32:37] Helligator: use the narrative as a means to convey an interesting story and cool conflicts with the openness you're allowed
[23:32:43] Helligator: not to CHEAT stories and conflicts

EmbreFrosste

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Name: Raharu "Levina" 011

Race: Stage 1 Human Beta-Thoughtform

Age: 20

Height: 1.70m

Weight: 70kg

Appearance:



Physical Attributes:

Strength: Exceptional

Agility: Exceptional

Constitution: Exceptional

Other Abilities:

Thoughtform Physiology: Raharu can gain sustenance from memories instead of food or water, and doesn't need more than two hours of sleep every day. People often say that men and women do not die until they are forgotten, but this is especially true for Thoughforms. They literally gain sustenance from the Thoughtstuff that coagulates around people who remember them, which Thoughtforms commonly refer to as Ambrosia. Anyone who remembers Raharu will start to grow Ambrosia in their mind, which is only detectable by Raharu due to it being formed by memories of her. The more memories they have of Raharu, the more cherished the memories are, and the more recent they are all contribute to their mind's production of Ambrosia. By looking at someone, Raharu can get a rough impression of how much Ambrosia they contain that is compatible with her, and by touching them skin-to-skin she can harvest the Ambrosia and consume it. This is not a flawless process though, and very commonly causes confusion for a few minutes, and memories of Raharu will feel incomplete for a while, as if they happened to someone else or occurred in a dream. These effects worsen the more Ambrosia is harvested at once.

First Class FRANXX Pilot: Raharu is bound to a complex magitech device known as a FRANXX, and in her home world she was unmatched in her skill with Piloting one. In fact, she outperformed other veteran pilots by leagues, stretching the capabilities of her FRANXX to its limit and beyond. She has also acclimated her senses to the speeds she has to handle when using her FRANXX and as such she can treat her reaction speeds as if her base Agility was Fantastic.

When utilizing her FRANXX, Raharu has the skill to use its force exertion to significantly reduce the impact of blows and velocity changes, maneuver flawlessly with the wires and counteract tension and gravity. When confronted with an attack, Raharu can simultaneously roll with a blow, push the blow away, and dodge it in a single movement, allowing her to reliably dodge and deflect things moving at up to Heroic speed, and only encounter significant challenge with Legendary speed.
By spreading the Impulse of blows across as many moments as possible, Raharu can simultaneously push herself backwards and push against the blow with her FRANXX's force exertion to reduce the injury she receives from blows. She also can exert forces within her body to prevent the displacement of organs. By combining these two together, Raharu can survive attacks as if her Constitution was Heroic, but she becomes significantly more affected by knockback. Raharu also uses her force exertion to effectively increase her Agility to Fantastic, and she is an extremely skilled combatant when it comes to utilizing the wires on her FRANXX.

Dreaming Soul: Raharu suffers from the early stages of Thoughtform Corruption due to spending nearly two weeks straight lost in the Dreaming Roads, an unusually long amount of time to go without reaching Stage 2. However, even at Stage 1, Raharu's Soul has been irreversibly marked by the Dreaming Roads. Her FRANXX and her uniform that she held on to during her "trip" in the Dreaming Roads are extensions of herself, and can be repaired or summoned to herself using the power of any memories she has consumed. If her body were ever to die, her soul would linger and slowly and methodically steal enough Ambrosia from people to rebuild her body. If her body is left mostly intact, this process could take two or three days. This becomes a week if any lost limbs need to be replaced and a month if the body as a whole is ruined (such as with cremation). However, Raharu does not get to choose which people get harvested for Ambrosia in order to repair her body, and as such there is a genuine risk of her waking up to a world that doesn't know her face.

Equipment:

FRANXX: A FRANXX converts a person's untapped magical potential into energy and allows the user to utilize the FRANXX's features as if they were part of the pilot's body. A FRANXX is specifically fueled by *untapped* magical potential, so if a FRANXX pilot were ever to learn magic, their FRANXX's power would degrade.

A FRANXX is custom-built to fit its user's form perfectly, and when in use covers their body like a second skin. They are a delicate fusion of magical matrices, synthetic nervous systems, and living magical materials. This allows the suit itself to have its own sentience and intelligence while still being capable of complete synchrony with the pilot. This allows a competent pilot to achieve a level of precision far beyond that of any normal magical or technological device. Most FRANXX are equipped with the ability to generate force in a short field around its surface, and Raharu's FRANXX is no exception. Raharu's field is calibrated to operate at a range of about 10cm away from the FRANXX's surface, balancing a little bit of extra range while still keeping the power contained in a small area for more force. Raharu can use her FRANXX to exert a force of Fantastic Strength on any object within that range, in any direction. This includes normal matter, as well as anything that could be affected by magic, and she can exert the force on herself. However, exerting this force on herself can only influence the motion of her center of gravity if another affect-able non-gaseous substance that is not attached to her is present in the range.

Raharu's FRANXX is custom equipped with two 10 meter long wires of Fantastic durability that can extend and retract from the arms, and the range of the FRANXX's force exertion extends to cover the wires themselves even when they are outside of the normal range.

Origin: Cadet 011, designation Raharu. 011 joined the ranks of the Mabase Military Academy at the age of 13, and was a problem child from the start. However, 011 also turned out to be a prodigy and despite her occasional hijinx and her near-complete lack of discipline, she graduated from the academy with flying colors and enlisted in the Mabase Military Special Forces shortly afterward. From there, 011 was assigned a FRANXX due to the promise she had shown with it during the academy, and she learned fast. Maybe a bit too fast. A squad mate nicknamed her Levina, from her serial number and the pace at which she learned. She took a liking to it and still prefers to go by Levina even though becoming Second-In-Command of the Mabase Special Forces a few years later earned her the right to go by her real name again. In their most recent mission, Raharu and most of her squad were sucked into the Dreaming Roads. Raharu was the only one to come out into the Nexus; the rest are either Thoughtforms or scattered across dimensions by now.

Weakness: In order to keep her FRANXX operating at peak capabilities, Raharu has not learned any magic at all. Also, despite the magical nature of Raharu's FRANXX, it offers no defense against magic without a physical or ephemeral (Ghosts, Spirits, the Astral Plane, etc.) form, even though the magic of the FRANXX itself is too alive to be dispelled.

Likes: Sweets, Very Spicy food, Messing with other people, Rain, Playing guitar

Dislikes: Very Sour things, People forgetting her, Snow, Losing her FRANXX
« Last Edit: February 24, 2018, 01:39:52 AM by EmbreFrosste »
EmbreFrosste - Today at 7:58 PM
...
I kid you not
I type "tumblr the ancient magus bride" on google
click the first result
And the second image on the page
Is the image you were looking for

YOLF - Today at 7:59 PM
FUCK MEEEEEEEEEEEEEEEE

EmbreFrosste - Today at 7:59 PM
That is
The hardest oof
I have ever witnessed