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[style=letter-spacing: 3px; line-height:17px;]Délise LeFer Architect of Worlds[/style]

[style=letter-spacing: -0.5px; font-size:15px; line-height:22px; font-family:Times;] Gender Female D.O.B. 11/3/1996 (16 [24] years) Nationality Canadian  Race Magi ♫ Theme - Guilty Gear XX #Reload – Blacklight Babe[/style] | [style=letter-spacing:8px; font-family:Times]-GO TO-[/style][style=line-height:20px;][go2=P1]Powers[/go2] [go2=T2]Training[/go2] [go2=I3]Inventory[/go2] [go2=C4]Credits[/go2][/style] |
[style=letter-spacing:3px;font-size:40px;line-height:16px;font-family:Times]Appearance[/style][sbar=580,200]At 5’8” and 147 pounds, Délise has the stature of a full-grown woman. Curvature was not spared on her either, a foil to Fleur’s more narrow body with shaped hips and a DD-cup chest. Délise sports a more roundish face than her sister, and there lies a bare hint of pudge in it as well.
Délise’s hair is almost black in hue, a small hint of dark brown to show its true colour. Délise’s hair is kept much shorter than her sister’s, rarely passing her shoulders in length. As such, Délise doesn’t go out of her way to style it, usually only adding a hair clip to keep it out of her face and the rest droops straight around her head behind her ears.
Délise has brown eyes like her other siblings, usually kept sharp and attentive, though not narrowed as to look eagle-eyed. Despite this, Délise can express softer eyes as well, almost cloning the same look as her sister’s. Délise sports a more plump mouth as opposed to her sister’s thin lips, though they share a relatively similar nose, one of the few things to actually allow a connection between the two. Délise does not smile by default, instead usually keeping a straight poker face, but when she does it is a lot more expressive than Fleur’s. She is not afraid to bare teeth, either, and the wider it is, the better.
Délise’s skin is fair, much like her sister’s. She also has a bare hint of freckles on her face, all of them around her nose, but she does not have many other marks on her face aside from that. Délise opts to wear close-fitting t-shirts and jeans, simply because they are what she feels best in. On colder days, Délise will not hesitate to throw on a hoodie or other baggy overwear to hide her figure. Délise prefers dark coloured t-shirts and sticks with blue jeans, though she is not very picky about what she wears, as long as it’s tight fitting. She has an...issue with loose clothing. [/sbar] |
[style=letter-spacing:3px;font-size:40px;line-height:16px;font-family:Times]Personality[/style][sbar=580,200]For what Fleur lacks in down to earth interaction, Délise makes it up as a more realistic, slightly cynical character. When speaking, Délise will always look at her target in the eye, and she won’t stray unless she changes her attention to someone else. I bit of an odd habit, but it also shows her ability to keep focused attentive, even when her speaking partner is utterly dull. It’s not quite easy to bore Délise however, as even if you are boring, she may pass her thoughts instead on picking out every fault you have. Délise is a sort of blend between introvert and extrovert: she is willingly social and doesn't mind meeting new people and places, but at the same time is not much of a talker, and her emotions are usually kept to herself.
Délise has a bit of a mischievous streak to her, not afraid to gently poke fun at someone’s predicament, or embrace schadenfreude from time to time. Though not nearly as bad as her brother’s prankster streak, Délise doesn’t mind being a little snarky or sarcastic on occasion. Interestingly, Délise has notably insecurity with her own body. Growing into a womanly figure much faster than normal, and still continuing so, Délise is not at all comfortable with the glances she receives from male peers, especially those much older than her. At the same time, Délise suspects would-be suitors of her own age, thinking they would rather have her for her body than the rest of her. As a whole, Délise is not necessarily rude to males, but she is very cautious and sceptical when interacting with them.
As with all LeFers, Délise is a natural-born genius. Like Falque, Délise is academically gifted, and with her ability to keep focused and committed, Délise does not find much challenge in her studies, even advanced ones given enough dedication. Délise is also especially fond of puzzles, particularly graphic puzzles like mazes and mapping problems, and has a soft spot for architecture. As such, Délise chose to focus her studies in time-space, a difficult yet rewarding subject, allowing her to create entire spaces of her own design. Délise, like the rest of her siblings, has musical skill, specifically with the violin. Interestingly, Délise’s favourite genre is metal, particularly power metal and symphonic metal, and has occasionally egged Fleur about forming a band of their own sometime, once they find willing members.
Délise shares a mutually strong bond with her sister, Fleur. She does not see Fleur as a burden when they stick together and her sister acts spaced-out, and in fact will occasionally use it as well as their non-identical appearance to evade would-be suitors. Délise also holds some fond regard for her brother Eric, but is not particularly on good terms with Falque, who Délise (as a double-standard) sees him as a bumbling, detached fool. [/sbar] |
[style=letter-spacing:3px;font-size:40px;line-height:16px;font-family:Times]History[/style][tabs][tab=Past][sbar=580,300]On November 3rd, 1996, a pair of girls was born. They looked nothing alike, yet they were twins in both age and blood. One such girl was named Délise LeFer, born into one of the wealthiest and oldest families to have survived for a millennium. Though for her siblings, this would be the end of their backstory, Délise’s history has a little more to it.
The LeFer family, though untraceable, was born over a thousand years ago in a place now known as France. The clan itself was not quite a family back then, but rather a community of magi who followed the studies of Morgan le Fay. Familiar name, no? Whether the LeFers are direct descendants of Morgan or if they were merely one of the students to the family is an ancient discussion long lost, and even to those who survived those years the answer was not clear. Nonetheless, this group of mages eventually built stronger ties in marriage, and eventually the single cohesive family now known was created, though with the name LeFay.
The LeFay’s possessed superb influence in western Europe, acting as courtiers and puppeteers controlling monarchs, and even occasionally were monarchs themselves. However, the LeFay’s were more absorbed in research than politics, though what short periods they had as world leaders was nothing scornful. Eventually, the LeFay family thinned out and centralized in France, becoming a powerful and influential Aristocracy in the French court. This itself did not last for long, as the beginnings of the French Revolution began to stir. Before the outbreak of major violence, the LeFay’s fled to New France, or French Canada as one would now consider it. There, they changed their family name to LeFer, and quietly shrunk into obscurity before the British Empire had taken control and unified Canada. Using their money and local political influence, the LeFers were spared major damage in exchange of aiding Britain’s conquest.
With the rage of France coming down on their heads, the LeFer’s quickly vanished from the political faces, hiding in seclusion. Over these hundreds of years, the LeFer’s stunted their magical bloodline, usually by marrying into nonmagi families and distilling their bloodline. By 1923, there were no known LeFer magi, and in the same year, what last remaining connections they had to France were destroyed.
Because of all this, Délise did not immediately know of her own powers, nor were they active enough to accidentally occur. Instead, she lived a relatively normal life with her siblings, particularly with her sister Fleur. While Fleur picked up a signing talent, Délise focused her own efforts on the violin. However, Délise also developed a taste for the metal genre, and learned some limited electric guitar before reverting to her fiddle.
As with her other siblings, Délise was homeschooled for most of her life, sheltered for the most part in the LeFer mansion and surrounded by her studies and music. As such, her only friends were really her siblings, but even then, she did not get along well with Falque, and were frequently at odds with each other. Some suggest it was because they were rivals in both musical talent as well as intellect, and Délise disliked her age being a factor against her. Whatever the issue, Délise looked to towards Eric as her role-model, instead of her bigger brother.
When Eric left to head south, Délise was nearly devastated from her loss, and her relationship with Falque distanced even further. They rarely spoke to each other, and Délise spent most of her time with Fleur. Since Fleur was absorbed into botany, Délise resorted to the same, picking a similar interest in gardening. Eventually, however, she could not keep up the interest, and Délise found herself very much alone in her family. This only worsened with the Dawn, when her other siblings developed another bond to share between them.
When the Dawn occurred, Délise did not realize any new powers. Instead, she realized puberty at an oddly accelerated effect. Being thirteen in a older teen’s body was not helpful for Délise’s esteem. Many would-be suitors of hers were older men, and her experiences with them quickly led to a load of discomfort and insecurity. She realized that many of these men were after her body moreso than herself, and as such, puberty only became more difficult as she changed faster than her peers, especially Fleur, who merely resembled a larger version of her child self.
Learning she had magical ability, in comparison, was almost a massive relief for Délise. It would be lying to say she did grow to have some envy for her other siblings, all of whom developed fantastic powers instead of some over-aged body. Despite the LeFer’s destruction of their magical heritage, much of their old work survived, especially their artificer research. Délise did not interest herself in those, however, but in a much more obscure art: Time-space. After attempting her first spells, Délise quickly learned of another gift, something that did not quite die amidst the purge. Délise could cast spells she learned instantly, without components or rituals.
With Eric and Falque already enrolled, and Fleur wanting any excuse to head there herself, Délise’s parents spared no worry in sending her to Avalon alongside her sister Fleur in Azura. Though their schools differed, they were inseparable in any other way. Besides, Délise could not revive the LeFer bloodline by studying from dated and even obsolete texts. Even if it was a Red Claw school, an old rival of the LeFay’s cabal, it was still the best place for Délise to learn magic, and to be with her sister among similar friends. [/sbar][/tab][tab=2010][sbar=580,300]10[/sbar][/tab][tab=2011][sbar=580,300]11[/sbar][/tab][tab=2012][sbar=580,300]12[/sbar][/tab][/tabs]
Edited by Falque, Dec 6 2012, 11:16 PM.
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Connection established, We're reading you, Eastern Front.
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| [School to Attend:] | [Years in Attendance:] | [Designation:] | [Secondary Designation:] | | Avalon | FirstYear | Time-Space Fabricator Of all the magical studies she took a liking too, extra dimensional fabrication was Délise's favorite. Using typically large spell circles, Délise can create entirely new areas of various purposes out of nothing, using extra-dimensional space to contain it, instead of the universe's space. These rooms are almost always large, and can come in various shapes. Délise has a fondness for puzzles and mazes, and she is currently studying how to implement this sort of architecture into her spells. | Protosuccubus Délise’s heavy exposure to certain demonic and lusftul influences have granted her a new branch of power. Any ‘Succubus Aspect’, specifically ones that concern with flirtation or sensuality, fall under this PMP. |
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| [Délise’s Spells:] | [Taught Spells:] | [Metamagic:] | | 1 | 0 | 1 |
| Délise’s Spells |
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| The Storage Room The storage room is just that: a large empty room, ready to be filled with whatever Délise so desires. The storage room has six, and only six, barriers: four walls, a ceiling, and a floor. The material of these barriers is the same as whatever material the spell circle was drawn onto. The storage room can be at most 3240 metres cubed in dimension (Bag of Holding Lv. 3), and a minimum of 30 metres cubed. A magical ambient lighting keeps the entire room lit up, although Délise can specify on her spell circle how much lighting she wants, from none at all to a well-lit room. Délise can change the size of the room every time she enters it anew, but she cannot lower the volume of the room to that lower than the volume of the objects inside.
For Délise, drawing a proper spell circle takes about two minutes, and once she activates it, the circle itself becomes a sort of doorway into her storage room. The circle itself must span one meter in radius. By pressing on it, the material the circle is written on seems to give way, rolling off to the side to open up to an entirely different room. Once inside, Délise can then close the doorway, causing the spell circle to fade into a dark outline against whatever material it was used on. Though hard to see at a glance, anyone who touches this spell with some magical ability can activate and open the door, as well as close it. No matter what orientation the circle was drawn (for instance, on the ground), anyone entering the room will enter as though it were a regular doorway.
A doorway may last up to 1 hour before closing permanently. Once the door closes, another door cannot access the Storage Room for a time proportional to the amount of time spent inside it, with a minimum of thirty minutes. Délise can close the door on her own, but only if she is outside of the door at the time. The door is also susceptible to dispel magic, and can be easily detected by anyone with the ability to detect magic. However, dispelling the spell circle or damaging the surface it is on will cause the door to rupture and forcibly eject any living creature inside it. Closing the door through a rupture forces the door to be inaccessible for double the proportionate time (two minutes for every one spent inside).
It takes Délise 10 seconds to open and close the door completely, and the door may not open if anything is currently sitting on top of the spell circle or leaning forcibly against it. The surfaces in which the spell circle may be drawn on are also limited. As a principle, the surface must be nearly flat, though not necessarily smooth, and the material of the surface must be something that could feasibly be used as the foundation of the room…that is, the floor would not give way to the amount of weight pressed on it inside the Storage room. Because of this, Délise cannot cast the spell on, say, bedsheets or a thin piece of plywood. A stone wall, however, or a flat part of a rock plateau or asphalt road, would be acceptable. Quick-Cast Variant Should Délise forgo the spell circle, the doorway will instead last only 6 minutes before closing, though the rest remains the same. If the door is forced to stay open under this condition, Délise may not cast the spell again for an additional 10 minutes for every minute it is kept open. Xanadu - Quote:
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In Xanadu did Kublai Khan A stately Pleasure-Dome decree, Where Alph, the sacred river ran Through caverns measureless to man Down to a sunless sea.
Xanadu, its name borrowed from the description above, is a wondrously beautiful pocket dimension designed by Délise. Rolling lush hills guide a great blue river through this world, its waters filling the moat surrounding the palace (or as she prefers to call it, her pleasure-dome). Snow-capped mountains of great height span the view all around, as though Xanadu was a massive valley. Inside the great stone and gold palace are furnishings and constantly rejuvenating food of every variety and luxury, and ghostly servants wander about in passive servitude, giving the palace the divine peace and feel of a lovely vacation as the great warm sun rises and sets each day. And indeed, Xanadu is much like a vacation, for every minute, second, or hour that passes in the true world Xanadu is connected to, twenty four passes within. Seven hours is suddenly seven days, and those who are whisked away into Délise’s little paradise will feel this effect on themselves, replenishing their powers, their health, anything else that would be healed over time, rest, and hearty meals. The exception however, is Délise, whose intricate link the spell circle outside forces her body’s mana to stay regulated in its timeline. In other words, only her “guests” will be treated to this special form of healing, while Délise's spells are forcibly regulated to the outside time. Délise can only ever allow three guests into her pleasure-dome, and she must be inside for the whole duration. Should either Délise or the guests walk out, the spell collapses and the others are ejected from the dimension. Should someone forcibly enter besides them, the spell will also collapse, and be treated as if it were dispelled. For Délise, drawing a proper spell circle takes about five minutes, and once she activates it, the circle itself becomes a sort of doorway into her storage room. The circle itself must span one meter in radius. By pressing on it, the material the circle is written on seems to give way, rolling off to the side to open up to an entirely different room. Once inside, Délise can then close the doorway, causing the spell circle to fade into a dark outline against whatever material it was used on. Though hard to see at a glance, anyone who touches this spell with some magical ability can activate and open the door, as well as close it. No matter what orientation the circle was drawn (for instance, on the ground), anyone entering the room will enter as though it were a regular doorway. A doorway may last up to seven hours before closing permanently. Once the door closes, another door cannot access Xanadu for a time proportional to the amount of time spent inside it, with a minimum of three hours. Délise can close the door on her own, but only if she is outside of the door at the time. The door is also susceptible to dispel magic, and can be easily detected by anyone with the ability to detect magic. However, dispelling the spell circle or damaging the surface it is on will cause the door to rupture and forcibly eject any living creature inside it. Closing the door through a rupture forces the door to be inaccessible for double the proportionate time (two minutes for every one spent inside), base 6 hours. Whenever Xanadu is closed/dispelled, ALL things that were not originally inside it are expelled, and NO items that were within may be taken out, else they dissipate into nothingness. It takes Délise 10 seconds to open and close the door completely, and the door may not open if anything is currently sitting on top of the spell circle or leaning forcibly against it. The surfaces in which the spell circle may be drawn on are also limited. As a principle, the surface must be nearly flat, though not necessarily smooth, and the material of the surface must be something that could feasibly be used as the foundation of the room…that is, the floor would not give way to the amount of weight pressed on it inside Xanadu. Because of this, Délise cannot cast the spell on, say, bedsheets or a thin piece of plywood. A stone wall, however, or a flat part of a rock plateau or asphalt road, would be acceptable. Quick-Cast Variant:Should Délise forgo the spell circle, the doorway will instead last only 7 minutes before closing, though the rest remains the same. Thus, Délise could only have a maximum of 168 minutes (2.8 hours) inside Xanadu. Once the door closes, Délise may not cast the spell again for an additional hour for every minute it is kept open. Inferno Breath As potent as the given name would make it seem, this firey spell is quite standard for an elemental attack. Inferno Breath, basically, allows the caster to breathe a constant stream of “fire” for a brief period of time. The spell itself uses somatic components, basically requiring a large breath of air, as well as a series of basic hand movements to cast the spell and reinforce the magical properties behind it.
As for the breath itself, the caster exhales a cone of fire much like a dragon’s breath, dissipating after three metres of distance and expanding up to two metres in diameter by the end of the breath. This stream of fire last for only two seconds, and after the expulsion the caster is obviously out of breath. The spell can only be cast 6 times in any 24 hour period. The spell itself requires five seconds of preparation/breathing inward before the breath may be expelled, and another (magic) breath cannot be taken for at least five minutes.
The fire itself uses magical properties rather than normal rules of combustion to catch objects on fire. The initial heated flame does not actually burn, but rather after one second of exposure the affected material will catch on fire. So while the flame itself is not incredibly useful for incinerating enemies, it's somewhat decent for melting or igniting incoming projectiles. Targets too stupid to move from the flame will also face some nasty burns, however.
Quick-Cast Variant: Instead of the five second preparation, Délise can instantly expel any breath and turn it into an Inferno Breath spell. However, if done this way, the breath doesn't cause any initial burns, but it will catch things on fire magically. The fire begins to behave normally after ten seconds. The breath itself lasts for as long as Délise had breath in her lungs, never reaching past two seconds duration. Wormhole Many people enjoy the luxury of teleportation and other forms of extremely convenient travel. Délise, sticking to her specialities, has worked out a form of travel of her own, utilizing a collapse of time-space to drag two points in space and time together and enable travel between them much easier. Thus, Délise can open a portal in her own room, set the destination to her class room, and travel a portal that takes ten seconds for her to arrive as opposed to ten minutes. No matter the distance between her point of origin and her destination, it takes a mere ten seconds via Wormhole to travel to it unless it is within a hundred meters, in which case the transportation is instant. Several people can travel through the wormhole at once, unfortunately Délise is incapable of discriminating who can and cannot. As well, anyone can go between each end of the portal for as long as it is stable.
For Délise, drawing a proper spell circle takes about five minutes, and once she activates it, the circle opens up like a portal to the other side. The circle itself must span one meter in radius. By pressing on it, the material the circle is written on seems to give way, collapsing inward and creating a sort of funnel to its connected destination. No matter what orientation the circle was drawn (for instance, on the ground), anyone entering the wormhole will enter as though it were a regular doorway.
Délise can only open a wormhole once every six hours, with a maximum distance of 10 kilometres between the origin and destination portals. Délise does not need to know where the portal will go to, since she only needs rough coordinates, but the spell will fail should her chosen destination be either unstable or blocked by solid matter. A wormhole remains stable for up to three minutes, and only with proper dispel magic or physical damage to the portal's surface can it be forced shut in that time. Thus, anyone in that time frame can use the wormhole to go back and forth between the two nodes of entry and exit. Should one side of the portal shut, anyone inside will be ejected from the open side. Should both sides somehow shut simultaneously, the wormhole will forcibly eject them from their target destination, only it will launch them somewhat comedically into the air several feet.
It takes Délise 10 seconds to open the portal completely unless the destination is within 100 metres, in which it takes one second, and it may not open if anything is currently sitting on top of the spell circle or leaning forcibly against it. The surfaces in which the spell circle may be drawn on are also limited. As a principle, the surface must be nearly flat, though not necessarily smooth, and the material of the surface must be something that could feasibly be used as the foundation of the portal's bridge…that is, the floor would not give way to the amount of weight pressed on it inside the wormhole (assuming they were walking on it. Think of it as a sort of gauge for the portal's sturdiness). Because of this, Délise cannot cast the spell on, say, bedsheets or a thin piece of plywood. A stone wall, however, or a flat part of a rock plateau or asphalt road, would be acceptable. The same goes for the destination portal, wherever it is. It can only open up on a solid surface. Quick-Cast Variant: Should Délise forgo the spell circle, the wormhole's maximum distance is instead 100 metres, though the rest remains the same. Once the portal shuts, Délise may not cast the spell again for 12 hours. Lagrange Zero Point Field With further study of Lagrange’s Point Dynamics, Délise has learned to compress whole subsets of space-time in the material planes by applying her talents borne from quick-casting metamagic. By setting up a similar compressor node (or rather in this case, a whole sphere), Délise can collapse the nearby space to design a hyper-compressed barrier that effectively insulates Délise and her surrounding area from our plane of existence.
In order to create the zero point field, Délise must first create a spell circle and stand in the centre of it. Thus, except under more peculiar circumstances, Délise can really only make a circle on the ground. So long as the ground under Délise can support her weight and the surface is relatively flat, it will be sufficient for harbouring the anchor of Délise’s spell. The spell circle itself must be a metre in radius, and it takes five minutes for Délise to draw out the circle and its necessary details.
When the spell is activated, the field itself is set up almost immediately. The field itself is one metre in radius, centered close to one meter above ground on Délise. All space inside the sphere collapses towards the surface of the field, while the outside of the field is weakly gravitated towards the field. Thus, anything inside the radius of the field except for Délise will be forcibly pushed outside of the field, though not at any high velocity. If said object is very large and immobile, such as a concrete pillar or wall of some sort, then its matter will distort onto the edge of the shield, but will not break it. Instead, the shield will act as part of the foundation. So say Délise quick-casts the spell beside a wall. The shield will bulge outside of the wall and the wall itself will be absorbed by the field, but the structure itself will not be damaged and will be reverted to normal once the shield goes down.
Effectively, the surface of the field acts somewhat similarly to an event horizon, in that anything that hits it doesn't bounce off, but rather 'sticks' to the shield and is absorbed. Energy from the impact will be dissipated into the spacial warp. Anything that can’t pull away from the shield will be slowly disintegrated as opposed to simply deflected, including projectiles or high-velocity objects that just can’t turn away in time. Magic spells that collide against the field will be similarly obliterated. A person walking into it by accident, on the flipside, will not be hurt much more than accidentally bumping in to a glass wall.
As for Délise, she exists in a temporary stasis set apart from the material universe. The Zero Point Field insulates her from virtually every form of sensory, as well as any effects from spells and powers that would otherwise catch her in their radius of effect (including communication powers). Basically, the shield puts Délise hidden away in some pocket of reality. This also means Délise can’t take any action that would affect the outside world, including communication.
The field itself is pitch black, having absorbed any light that collides with it. The space around the field is not distorted like with a normal black hole however, though if one has extremely acute vision (100x) they may notice a very slight distortion at the surface of the field. The field can, at most, last for 10 minutes. For every minute the field is left up, Délise cannot use the spell for an extra hour (round up to nearest minute).
The shield isn't perfect. Any kinetic impact stronger than an anti-tank missile will rupture the field and destroy it. Furthermore, the field is vulnerable to countering from other time-space distortion spells and powers. Casting something like a 'haste' or 'slow' spell, or trying to cast a teleportation or gravity well spell against the field (the examples are non-exhaustive) will eliminate the field but also nullify the spell that targets it.
Quick-Casting Variant: Should Délise forgo a spell circle, she may activate the field within a second. She can do this twice within a five hour period (with a two minute cooldown between each use), but if she does it at least once then she cannot make the full spell. The field will only last for a second (long enough to knock people away from her or defend against certain incoming attacks), and Délise will be unable to use the spell for 5 hours after the second use. Temporal Recall Délise's improvement with her own spells has opened up new applications and skills with her power, allowing for more potent yet more specialized designs for her spell circles. This particular spell borrows from many spells, its spell circle incredible intricate in its design and incredibly specialized. The spell itself is a sort of temporal and dimensional anchor, fixing each and every target by a small package of mana to Délise's spell circle. When the spell is activated, those who were imprinted with Délise's mana will simultaneously teleport from their location and be sent to Délise's spell circle.
First, to create the 'anchor', Délise must create a spell circle. The spell circle itself requires heavy intricacy, and Délise needs to make her spell about 3 metres in radius in order to safely prepare the spell. Generally, this limits the creation of the spell to either outside areas or large chambers inside. The surface of the spell circle need not be perfectly flat, and so long as the surface can hold Délise's weight then it does not matter whether it can hold those imprinted with her spell. It takes about 1 hour to create the anchor circle.
Next, Délise must leave a small imprint of magic on her targets. She can imprint someone with physical touch, usually little more is needed than a handshake or a push against their arm. A kiss would do as well, along with any other physical contact. An imprint is easy to detect with magic, but it does not describe what it's there for, and the imprint itself is nontrivial to remove. The imprinting lasts indefinitely, or up until Délise fully casts her spell. Délise can imprint up to six objects.
Finally, to activate the spell, Délise must stand in the centre of her spell circle and complete the ritual. Empowering the spell circle with her mana takes about a full minute, but once Délise has completed the empowering, the spell can no longer be disrupted even by terminating either the spell circle or Délise herself. The anchor will already pull those inscribed by her mana to her location.
Once the spell is activated, anything that was inscribed by the spell will be transported from their location to Délise's rough location. They will arrive as close as possible to her so long as there is a safe area for them to arrive. The transportation takes generally about fifteen seconds. The spell's power largely comes from where it can pull people from. There is no limit on the distance, nor even the time, that the anchor can pull from. Thus, someone who somehow ended up on another galaxy 2 billion years into the future will still be affected and teleported by Délise's spell, so long as their inscription was not dispelled.
Generally, any possessions or attachments to the target will also be transported through the mass recall. If the area imprinted on the person has been removed (e.g. Someone's imprinted hand was amputated) then only the area with the imprint would return through the recall. |
| Metamagic |
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Quick-Casting A sub-designation of Délise's power stems from old LeFer magical theory, which bolsters her abilities in a more unique way. Along with magic-casting, Délise has an ability to cast any spell she knows almost instantly without incantation (about 3 seconds), spell components, or any other necessary tools, as though it were some Evotelluric power. The downside of this is, however, that the spell itself takes a steep penalty in its potency, but it is still a very useful ability when in a pinch. The more complicated a spell, the less powerful it is when cast this way, though the exact effects vary from each individual spell. Mana Inscription Using miniscule traces of her own mana, Délise can mark walls and other surfaces with a pale blue coat of luminescent magic. Délise can inscribe on any solid surface from a distance of up to three meters, allowing her to remotely mark down text and even working spell circles from a small distance. There is no somatic or verbal component to the inscription, just the use of her willpower and the ability to see what she is writing on.
Inscribing this way as opposed to using hands and markers is a bit slower, however. Délise takes 50% longer to inscribe mana over drafting, which means any spell circle designed this way takes longer to complete. For instance, while by hand it would take her 5 minutes to complete a spell circle, it would take her 7.5 minutes to inscribe with mana.
There is no (practical) limit to how much mana she can use to inscribe, since the cost is not significant compared to any of her spells. The mana inscription can be removed with a little bit of rubbing and elbow grease, water, other solvents, or pretty much any cleaning material. After ten minutes however, the inscription will fade away, so if she had a spell circle that needed 12 minutes to complete, she wouldn't be able to design it with mana. |
| Succubus Aspects |
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| Succubus Form - Imp Hybrid Form With a bit of help from Silver, Délise tapped deeper into her mutated race, allowing her to transform into the likeness of a demoness, or more specifically a succubus. By hybridizing with a demonic imp, Délise borrows some of the aesthetic traits of a minor demon and compounds it with her own internal lusts, creating a convincing image of a demonic temptress.
The form is not entirely aesthetic however. Délise is twice as fast and strong in this form than in her human body. She can lift up to 250 lbs. and hold it for a few seconds without moving, the limit of her strength, and the rest of her body is proportionately stronger in comparison to an average teenage girl. Thus, she isn't super-humanly strong, she just punches and lifts a lot more than is expected for someone like her. Additionally, she can use her bat-like wings to manoeuvre with increased aerodynamics, so each of her strides is twice as quick and long, allowing her to move much faster, about 30 mph for a short sprint. She is not any more fit however, so she does not have the endurance to outclass most athletes.
As mentioned before, Délise sports a pair of leather black bat wings, each four feet in span. They are far too small to allow Délise to fly, and they serve poorly as a shield, but they can cover her back from splashes of liquid and whatnot. She can flap them a little bit, but only for a few seconds at a time before she gets sore. They don't serve as an effective weapon.
Furthermore, Délise sports a black prehensile tail about three and half feet long, with an arrowhead tip. It can be used to loosely grab small objects, and has a grip about as strong as her own hand. Délise has small pointed horns at the top of her head, but they are too small to effectively use as a weapon. Her nails grow black and lengthen, as well as her canine teeth, and they both can be used in self defence. However, both can easily be chipped and broken, so they are best served for self-defence.
Délise's eyes turn yellow in this form, and her hair grows darker and lengthens by a few inches. Her body is partially covered in a black leathery hide, covering mostly her chest and pelvis, though it doesn't add much defensively. Her skin is silken smooth and contact with bare skin will cause a sort of pulling sensation. Her sweat while in contact with her skin also serves as a natural aphrodisiac that can affect people she is touching. Thus, simply her touch can drive someone to lust.
Délise cannot cast spells in this form, but she can use any Succubus Aspect or other learned powers in this form. She can transform into this form at most 3 times a day, and it takes one minute to complete the transformation when she is not threatened. It takes up to five minutes to transform otherwise. The transformation lasts up to three hours as long as she is never threatened, otherwise it only lasts 15 minutes when she engages combat, is surprised, or similar. Thus, if she was in the form for an hour, and something shocked her, she would immediately revert. It takes a full minute to revert back to human, and there is a 30 minute cooldown on each transformation.
Particularly lustful or jealous, envious emotions will trigger this transformation. Because of the intense animalistic mindset in this form, Délise's primary desires and goals are geared towards a sexual nature, and it overrides most other concerns for her. She retains all of her human senses and reasoning however (albeit geared to a more primal desire), and since the form is effectively similar to her body, all wounds transfer between states. Délise can move while transforming, but only at a relatively inactive walking speed.
On the flip side, rumour has it her bedroom behaviour is unearthly amazing. Succubus Aspect - Suggestive Glance Five times per day, at a single glance, should Délise catch another person’s eyes, she can intuitively implant a sentence or suggestion in their mind. The eye contact must be direct (i.e. not through reflections or recordings, or magnification) and the target must be clearly able to see Délise's eyes, giving this a range of around 9 metres at best. The recipient will thus feel as though Délise had spoken to them, but will not remember the conversation, only her words. With this, she can cross language barriers, but she can only supply one sentence, or rather, up to 20 syllables. A very subtle trick for those times when one benefits from being…discreet. This power cannot be used more than twice in any fifteen minute period, however. Succubus Aspect - Lilith’s Enslavement Born from Délise’s…strange….influences, another special form of power is derived out of Délise’s lust. Much like a prolonged hypnosis, a person who is…fully intimate…with Délise will find themselves rather predisposed towards her opinions, thoughts, suggestions, and requests. In other words, her victims feel all the more compelled to do her bidding after she’s had some fun with them.
At the peak of this enslavement (right at the "beginning", in which the moment of origin is...rather obvious), Délise can ask her victim one question. The victim, beyond their reason, will feel very compelled to tell her not only the truth, but all of it. They will feel as if they want to tell her what they know. Those with particularly strong will or resistance to mind-altering effects will not find themselves to vulnerable to Délise's questioning, but the threat is always there. It's just that they are inclined to tell her, but a careful person can override this desire. It's important to note, Délise can only ask one question this way. To ask another one, she would need to reset the enslavement, which isn't always the easiest thing to do when she just asked for a state's nuclear secrets.
But overall, the strength of this ‘enslavement’ is not actually that potent. Her victim may easily refuse her requests, even the smallest of ones, and most certainly they will never be any more influenced to take on a dangerous task for her. What does happen, however, is that the victim will either feel a pleased sensation, or a disappointed sensation, depending on whether or not they follow her suggestions. A pleasing feeling is stronger the more a person is already predisposed to following Délise’s suggestions, causing a slight vicious cycle, while the disappointing feeling is always minor and sometimes unnoticeable.
Délise may only ever “enslave” two people at a time, and the enslavement passes on to the latest person she is intimate with from the oldest one. The enslavement slowly wanes over time, eventually wearing off after around 24 hours. Of course, such a timer is restarted should they choose to be intimate with Délise again. Succubus Aspect - Energy Drain Normally, when one notices the terrible consequences of overusing something, likes drugs or spells, they curb down their use or stop using them altogether. Délise, unwilling to give up the incredible amount of time thrown onto her plate thanks to Xanadu, decided to remove the human issue altogether. That is, counterbalance her fast aging by reducing the effects of it.
The power itself is very simple, and an elementary extension of her previous capabilities. Through intimate physical contact, Délise can consume lustful energy and use it to rejuvenate her body, maintaining her youth to whatever degree she chooses (as low as 16 years old). Once she’s consumed enough energy to bring her down to her desired age, she cannot simply age herself. She would need to age properly to appear older.
As for the consumption itself and the effects on the ‘victim’, usually the only noticeable effect is increased drowsiness, which can be shaken off without much trouble. Very prolonged and serial contact (i.e. several hours) will, however, leave the victim exhausted and nearly immobilized for up to six hours, pending on one’s endurance and willpower. Beyond this, however, there is no other threat to one’s health.
The rejuvenation only affects Délise's age and age-related illnesses. Organ failure can be prevented this way, but wounds and diseases are not. As long as she has the proper "supply", Délise is immortal, but she is still vulnerable to being killed like any other person.
With further training, Délise can now concentrate this passive draining into a more potent and immediate effect. With a single passionate kiss, Délise sucks straight from the life force of a living being and leaves them substantially weakened. They will experience severe drowsiness and difficulty in concentrating, and will have lowered willpower (thus susceptibility) to any of Délise's powers for the next fifteen minutes. The drowsiness itself wears off after an hour.
Délise can only utilize the kiss on each person once per day, and needs ten minutes of cool-down before applying the kiss on another person. If a full kiss is successful and she is in her succubus form, Délise may last in her succubus form for an extra hour, or five minutes depending on the situation of the kiss (1 hour for stressless befroom fun, 5 minutes for tense situations). Délise must successfully apply a passionate kiss for three seconds for the full power to take effect, otherwise the person is only partially drained. Succubus Aspect - Induce Fantasy It is said the largest sex organ is in fact your brain. With a powerful imagination, a brain can creatively simulate whole worlds and experiences that people consistently lose themselves in. Sometimes, a particularly vivid dream can be mistaken for a real memory, and it is rare that when one dreams, they realize it is not real. Of course, people may dream about anything, and not the least of which may be a particularly sultry fantasy.
Délise can telepathically turbo-charge this part of her victim's brain, kicking their imagination into overdrive to the point of near-hallucination. When affected, the victim will have intense and occasionally all too vivid thoughts, to the point they may not realize what they are dreaming about isn't real. It takes but a single, deliberate touch of Délise's hand to their head, and the victim will imagine having their way with her (or the inverse, depending on their inclinations). For the particularly strong-willed and disciplined, this imagination may be a simple distraction, making concentration difficult as part of their brain is stuck 'turned on'. For those that are weaker-willed, the experience may drive them catatonic, their mind fully convinced they are somewhere else, presumably in a bedroom.
Whatever fantasy they conjure, it must be involved with Délise. Thus, this power only affects those that consider Délise attractive. They do not necessarily have to want to be close to Délise in reality (for instance, this power may work on a fighting opponent), but they do need to at least find Délise attractive enough that they'd possibly accept her induced fantasy in the first place. In the same vein, those that have intimate with Délise in the past are far more vulnerable to the effects of this power. It also means that those that have had bad intimate experiences with Délise will be less affected.
There are a few stages to just how badly caught up in a fantasy one could be. Each stage has its own effects, limitations and durations. What stage a victim is placed in depends on their past experience with Délise as well as their mental and sexual disciplines. Even the most hardy, as long as Délise is attracted to them, will be at least fall under the first stage. If the player chooses, they may worsen the effects of the Succubus' touch and increase the severity. After all, it is not an entirely harmful power.
The first stage is the Day Dreaming stage. Those with prior bad 'experiences' with Délise or with strong discipline will generally only day dream a little, along with anyone she is up against in a combat situation. They understand and recognize their thoughts as nothing more than idle fantasies, and do not have the urge to act out on them. However, because it can't be set aside in their mind, they find it distracting altogether. It may take twice the effort to cast their spells or use their powers, and it might be impossible for them to use some of their hardest ones. A person in this stage may also be inclined not to attack Délise, though such an effect is largely optional. This stage lasts for at least five minutes.
The second stage is the Fantasy stage. This is the default stage for those afflicted, particularly those that already fancy Délise a bit. The line between reality and imagination is blurred in their minds, and the victim starts to act out their fantasy. They no longer recognize their surroundings, and are immersed in their little mental smut. These victims are too busy acting out their fantasies, and any powers that require sustained concentration are immediately disrupted. The brain is very capable of fooling itself, and thus while Délise herself may not be close to the victim as this stage kicks in, the brain still acts like she's with them, and the concrete floor beneath them may be a soft pillow. Sudden loud noises, a push from some other person, or any other drastic interaction with the real world will wake them from this stage and drop them to the Day Dreaming stage. Because the brain is fooled, so is the body, and...certain physical reactions may occur at this point. This stage lasts for at least ten minutes, and should the victim be interrupted and drop to stage one, the remaining time carries over. Thus, although stage one normally only lasts five minutes, a person that was in stage two for two minutes and is interrupted will experience stage one for an extra eight.
The third and final stage is Catatonia. This stage is reserved for those Délise has already been happily intimate with, and those with weak wills. Or those that want to fall under this stage. The victim is immobile, no longer aware of the world surrounding them, and utterly lost in their fantasy. Nothing short of physical pain, free fall, or strong G-forces will wake them from this stage. All the same points in the Fantasy stage come back here, particularly about how the brain fools itself. This stage will last for at least 30 minutes, though it is not uncommon for a more willing victim to leave themselves in reverie for hours.
Délise can perform this touch only once, and must sleep with someone before she can use it again. For every day cases, this allows her to use it about once per day, though this can change depending on extended circumstances. She can only use it on the same person every three hours.
The fantasy itself is also relayed to Délise's memory, no matter her distance from the victim. It allows Délise to collect a sort of metric on each individual, seeing their deep fantasies and kinks. It doesn't improve the potency of the next fantasy induced on a person, but it does allow Délise some extra leverage in the real world should she interact with the victim more directly. Succubus Aspect - Pheromones With Claire's unique and unorthodox, teaching methods Délise's body has begun to produce pheromones. However, they can only be spread through the air so the user has to guide them with his/her hand(s). Délise simply blows out of her mouth (as if she were blowing out a candle) with the base of her hand at her chin to guide the pheromones. The pheromones then travel through the air and into a person's nose and mouth. Once those babies hit the bloodstream, the poor sap will be left in a tizzy. The senses go hazy, their body becomes warm, the thoughts become sluggish, and their movements are impeded. They are effectively stunned and disoriented, those being affected taking on the appearance of a love sick baboon.
The effects of the pheromones only last five minutes, so the user must move quickly in regards to a dangerous situation. Now a person's height and weight can effect how fast it takes for their bodies to process the pheromones and recover from lovesick syndrome. Smaller people will be afflicted for the full duration, where as bigger people will only be afflicted for roughly three and a half minutes. As for willpower, it'll take a strong and powerful level of awareness to snap out of the trance. Also a sudden adrenaline spike due to fright, will snap the afflicted from their dopey trance. In addition, human-animal people (furries) are unaffected by the pheromones so long as they are in they're in animal or hybrid forms. In the end, Délise's pheromones can only affect those attracted to women. Another drawback to her pheromones is that she has to be directly in front of a person with a maximum distance of one foot between them for the pheromones to have an effect. Any further away, and the user is merely blowing ineffective pixie dust. Délise can only produce enough pheromones to use them effectively three times outside of her succubus form. In Délise's succubus form, she may constantly exude pheromones from her breath at will. Passive Regeneration (Délise) One of the more notable abilities of one skilled in transformation is the ability to recover quickly from injury, shifting the skin and other body parts to undo damage dealt to them. Even those without a true transformation can learn to take advantage of this ability to enhance their body’s natural healing abilities. Even forms of damage that are normally irreparable can be healed given enough time. At this point, Délise can regenerate from broken bones, cuts, and gashes at a higher rate, but only in her Succubus Form. This, however, also means that his bones, if needed, need to be set quicker than the average human's does as well, so that it grows back correctly. The pain of the injury is still there until the wound is fully healed and all the effects of the wound (i.e. pain, fatigue, etc.) are in effect until the wound is healed. Also if the wound is large enough (i.e. anything that takes more than minutes to heal) causes Délise exhaustion and requires her to rest and/or 'feed' on lustful energy (see Energy Drain) in order to keep up with the regenerative metabolism. Délise can heal at an accelerated rate up until she has received more than 5 medium size wounds, her accelerated healing will heal an infinite amount of small wounds; however only up to 10 small wounds can be healed at an accelerated rate at a time. Even after the pain is gone, it can still be uncomfortable depending on the injury type. If he isn’t careful, there’s also the possibility of the injury being re-opened. As a further consequence, the regeneration in Délise's succubus form well also drastically accelerate healing of her brain tissue, slowing down her mental aging and allowing her to use her succubus energy to feed its repair. This allows her to also be as young in the mind as in her body, further improving her quality of immortality. Healing Table | Healing Table |
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Types of Injuries
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Blunt Damage Bruises, cracked bone, etc. | within 30 seconds | Slicing Wounds Sword wounds, scraps, pocket knife wounds, etc. | Small to Medium- 1 - 1.5 Minutes Medium to Large- 5 - 7 minutes | Burns Caused by fire, duh. | 1st Degree- 2 minutes 2nd Degree- about 1 - 1.5 hours 3rd Degree- about 3.5 days | Bullet Wounds* Getting shot? Come on, people. | Grazing- around 15 minutes Penetration- around 50 minutes | Internal Bleeding Caused by broken bones, guns shots, anything that can rupture the internal status of the body. | 1 hour | Deep Tissue Damage Internal Bruising, Cut organs, etc. | 5 hours | Head Trauma Blunt damage to the head, i.e. concussions | 5 days | Broken Bones For those painful moments | 3 weeks | Limb Regrowth For those EXTREMELY painful situations | 2 months | *= This counts for bullet calibers less than 9mm, or .357. Anything higher doubles, or triples the time, and other forms of damage may come into play.Definition of Wound Sizes Small - Anything minor. A slight bruise, a small cut, a very tiny bone crack, anything that you could go around not really hindered by.
Medium - Someone punching you hard, a cut over an inch long, a cracked bone. These wouldn't be life threatening, but they would definitely hurt.
Large - Larger wounds that are pretty bad. A longer or deeper than average cut, a broken bone, minor internal bleeding beyond a bruise level, a bullet in a non-lethal area. These won't kill you outright, but the side effects, such as bleeding out, could over time.
Major - Life threatening wounds. A bullet in to a vital area, being stabbed through by a weapon, a large amount of broken bones. These are the type that going to a hospital immediately maybe can save you. Maybe. |
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Connection established, We're reading you, Eastern Front.
- Posts:
- 681
- Group:
- Red Claw Commander
- Member
- #205
- Joined:
- Jun 22, 2010
- Gender:
- Male
- Characters:
- Irvine Ceralius, Seth Blake, Senger Dine, Ryu T'an, Disc Romero, Val, Viz Kali, Gabriel Ardelan
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| Trained Skills |
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| [Number of Combat Trainings:] | [Number of Knowledges:] | [Number of Skill Trainings:] | | 1 | 0 | 1 | Combat Training Advanced Brawling/Jiu-Jitsu Hybrid Brawling is an unarmed fighting style that focuses on doing the most damage is the least time. It’s the sort of fighting one sees in an alleyway or a bar – no holds barred, all out fighting. Délise, however, is not all that suited for this sort of rampant beating. Though trained to fight aggressively and lawlessly, Délise incorporates Jiu Jitsu techniques to make up for her weak athleticism. Jiu Jitsu focuses on pressure points, arm and head locks and light grappling and strikes, emphasizing Délise’s better aspects (her cunning) and downplaying her need to use her weaker (physical). Délise focuses on the upper body, with locks, pressure points, and other methods of incapacitating the opponent as her primary method of attack. Punches, arm strikes and head-butting are also used by Délise, but only sporadically and mostly for striking soft spots on a target. Délise also uses her surroundings to fight, grabbing a nearby object off the ground or simply taking advantage of the terrain. Ground-fighting, or informal wrestling, is also a common feature of brawling, with Délise’s Jiu Jitsu training formalizing it moreso. Kicks are rare, and the legs are used primarily for stabilization, or, obviously, movement.
This style of fighting uses offensive rather than defensive tactics. It focuses on attacking maximum-damage targets, hitting strategically rather than relying on brute force. A basic knowledge of the sensitive parts of the human body allows Délise to target places that will do the most damage, generally in the hopes of ending the fight quickly. There is also a focus on fighting dirty, breaking fingers, hitting an opponent in the groin, aggravating an existing injury, sticking a thumb in their eye – all of these are taught as perfectly acceptable tactics, although the main emphasis is on hitting. In terms of the defensive, Délise knows some of how to lessen some of the damage of a strike, as well as how to dodge or evade strikes.
Jiu Jitsu Brawling takes a heavy toll on Délise’s body. Though the combination reduces Délise’s need to use her strength, the style in general leaves her very open to straight up fist fighters and kicks, meaning she must endure damage before she can generally close in on an opponent. Délise can at best fight for thirty minutes before she is completely exhausted, and usually only for twenty minutes at top performance.
Speed-centric fighters can generally outmanoeuvre Délise, reducing her ability to grab onto a part of them to pin them down. Strength-centric fighters and those with hard strikes can potentially cripple Délise from a few blows, due to her low pain tolerance. It’s when an opponent grabs onto Délise, or lets themselves be grabbed, that the girl is suddenly in her element, whether it is on the ground or standing. While stylistically, ground fighting is not well done for brawlers, Délise’s Jiu Jitsu incorporation allows her knowledge of pressure points and focus on locks to take down larger opponents, though those with dedicated skill in the matter or significant strength could still outperform her.
Many of Délise’s disadvantages as a brawler can be made up for her in her succubus form. Her strength and speed are greatly improved, but she also comes equipped with an arsenal of disabling melee powers. Though she can certainly deal punishment out as a normal human, her succubus form really shines with this training. Knowledges None Skill Training Violin Virtuoso At four years old, Délise picked up the violin. Ten years later, she rivals her oldest brother in sheer skill. Délise learned much of her talent in the early years from her mother, who was also a violinist. Later, a private tutor was hired to work with Délise until recently.
Much like Falque, Délise can play most melodies she hears. She is not quite as dextrous as Falque, and so she needs a little more practice than he to perfect her music, but the difference is rather nominal. Délise can play an excellently clean sound without any effort, and there is effectively no difference between her playing and most professional violinists.
Though Délise personally enjoys metal, she is very knowledgeable of classical and symphonic music, mostly since she was trained that way. Despite this, Délise is looking to expand her talent into the metal genre, and is actively seeking people to form a group with, including her sister.
| Outfitting |
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| [Number of Weapons:] | [Number of Store Items:] | [Number of Special Items:] | [Number of Fluff Items:] | | 1 | 5 | 0 | 0 |
Weapons Geas of Newborn January Weapon Form: Gold sceptre Pocket Form: A Drafting Pencil
The sceptre remain most of the time in its smaller, more mundane form of a pencil. It will not change into its full weapon forms unless willed to do so by Délise. If damaged, it repairs itself over the course of one week.
The Geas cannot be lost. This of course, does not mean it instantly returns to Délise. It just means that if she doesn't know where they are and can't find them, then it will return to her. If she knows that they are in someone's pocket but is not sure where to find that person, then it will return to her. If she drops it into the ocean and searches and can't find it, then it will return to her. If she drops it on the ground and goes back and checks where she thinks it was, but for the life of her cannot find it, then she will find it in her pocket. Essentially, if there is no way that she can find it (bottomless pit) or she has tried very hard and just cannot find it, then it finds her.
Furthermore, the Geas is imbued with a destructive magic, serving as a capacitor and by extension a catalyst for more destructive spells. The Geas may cast only one of these spells per battle, or anything that puts Délise under physical duress. She needs about thirty minutes of rest between "battles" to be able to use it again. She can use the Geas' power three times per day. (Powers involving the Geas are purchased separately). | Store Items M.I.N.I.O.(N.) The latest in technology, the Micro Intelligence Necessities Integrated Official (NICAM) is the perfect secretary for the busy NICAM user of today. Interfacing with the NICAM unit, the little droid operates as a personal assistant for most clerical tasks as well as the physical demands of real life that are just not possible with a hologram. He can pick up your dry-cleaning, fetch the coffee, and help shuffle small deliveries across town. The basic unit is a sleek fusion of modern art and the natural human form with special edition case mods available on demand. (Some modifications may require a further charge.) Made of light aluminum and plastic, he stands at a short 3' and weighs about 25 lbs, perfect for traveling. As a standard, each unit comes with the industry's latest software for Basic Load Bearing (15 lbs or less), Basic Movement (lifting/lowering, walking, crouching, standing, and laying down), and the Personality Matrix, a seamless interface of various personalities, languages, and goals. With MINIO(N) at your side, you'll have the extra hands you need to get through your day! Please note: MINIO(N) is not compatible with the Bag of Holding and its affiliate products and cannot be used in combat. MINIO(N) units are restricted in certain areas and must receive written permission from thread creators to be considered active.  M.I.N.I.O.(N.) Template: User: Serial Number: DL070111 Case Mods: Blue and White Upgrades: Hologram Projector-Change the skins and appearance of your MINIO(N) with the click of a button! This software uploads directly to your NICAM in just a few seconds and utilizes all the latest photo-editing software to create custom skins in moments. After your project is done, simply press and hold the Synchronize button on your Hologram Projector and your MINIO(N) to download the skin and start catwalking! The MINIO(N) hologram projects up to a 5 foot cube of fully customizable imaging around the standard unit, however refresh and loading times disrupt attempts at "invisibility" skins and are illegal modifications. However, this technology is buggy at best, so if you attempt to use it at a time you might need it, such as to hide, it will most likely fail. So don't be using this in anything where it's life or death, because 9/10 times it won't work. Standard Load Bearing-And upgrade to the Basic Package, this software is read by the NICAM and uploaded to MINIO(N) in minutes. Utilizing improved drivers and purchase of clearance licenses, your MINIO(N) can now take those heavy deliveries and facilitate your small business grunt work. Able to carry up to 50 lbs, this is the strongest your standard MINIO(N) can carry without wearing out his gears. Take advantage of this great deal on your standard unit! Standard Movement-With the complex demands of our modern age, who wouldn't want a fully capable secretary at their disposal? (But don't dispose! Please Recycle units! Save the planet!) With the Standard Movement package, any capable teacher can start teaching his MINIO(N) how to hop, skip, jump, or any number of fine motor skills from typing to recreating works of art (requires appropriate materials). As long as the hardware can maneuver, it's possible! The Standard Movement Package also includes an updated copy of the Laws of Robotics to prevent your unit from learning the finer points of strangulation and violence. It's the whole package at a great deal! P.L.E.A.S.E.D. v1.0: Poly Linguistic Enlightenment And Service Extension Device This little device comes standard to all students enrolling at either AEA or AMTI. Using a combination of Bluetooth technology and a unique brand of communication magic, this little beauty will translate any known, human language into your native language as it's spoken with only a point-five second lag. Aesthetically, it's either blue or red pending on your school colors and clips onto the ear as if a wireless cell phone accessory. Please enjoy your stay on the Twin Campus. Avalon and Azura Year 2 Uniforms Cost: Earn 18 total Credits and it's Free Avalon Year Two Uniform Image: Azura Year Two Uniform Image: A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned. These uniforms not only notate which school you attend, but the mystic gems on them enhance one's learning capabilities toward their primary magic principle or designation. Any power that falls under one's primary magic principle or designation has a reduced less credit to earn (see table below). This means that you will be required to choose (at the time of requesting your purchase) ONE single branch of your character's powers to improve. For mages this means either a focus upon a single element or a type of magic (summon, destruction, so forth). Skills or even a piece of equipment could be chosen, but we recommend giving yourself enough space to use this uniform a few times. Your selection will become your new Primary Magic Principle or Designation You may shift your primary magic principle or designation once a year after obtaining this uniform. Remember, your PMP or designation does not need to be the cornerstone of your character as a whole, but it should represent a part of them. This can also help with moving toward major enhancements, in fact the uniform's best savings kick in with more expensive purchases. | Cost and reduction applied |
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| Cost | Reduction |
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| 2-6 credits | -1 total cost | | 7-12 credits | -2 total cost | | 13-18 credits | -3 total cost | | 19-24 credits | -4 total cost | | 25-30 credits | -5 total cost | | 31-36 credits | -6 total cost | | 37-42 credits | -7 total cost. |
Avalon and Azura Year 3 Uniforms Cost: Earn 45 total credits and it's free. Avalon Year Three Uniform Image: Azura Year Three Uniform Image: A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned. This year's uniforms not only notate which school you attend, but also notate to the school staff which year you are. This unlocks a few things around the campus and in Fukuoka. [*]First and foremost is a discount within the campus student store. All purchases within the student store will be discounted 1 credit, though not to decrease below a minimum of 1 credit for any given item, even on discount. You've been around here long enough that you deserve a little break. [*]Next is the ability to gift another player's character an item from the student store at half the base price of the item, rounded up. The minimum limit is 1 credit, so no purchases may go below this limit. Discounts do not apply to this. This extends to upgrades to specific components of items, such as NICAM programs and Elemental Cloth upgrades! [*]The ability to make one subforum for your property listing via the property system. All other portions of this fall underneath the property system, so check there! [*]It's also rumored that the uniform will make you sparkle in the sunlight. This has not been verified. Avalon and Azura Year 4 Uniforms Cost: Earn 80 total credits and it's free. Year Four Uniform Image: A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned. This year's uniforms not only notate which school you attend, but also notate to the school staff which year you are. In addition to the normal school uniforms, the Fourth Year Uniform also provides a host of special benefits to the students who've made it this far.
- Credit Transfer Limit - Fourth Year Students can gift up to 6 credits as opposed to four. The same rules apply in regards to gifting credits between your own characters.
- Secondary Magic Principle - Students are eligible for a Second PMP to receive discounts based on the 2YU system. Either PMP may still only be changed once per year, and they do not stack. Students are learned enough at this point, that they are capable of branching out into multiple paths.
- Student Teacher Upgrade - Fourth Year Students are able to teach up to 4 students in the mentor system at a time, effectively doubling class sizes. This is largely in part to the lessons in leadership students have learned by this point.
- Snack Pocket - A little treat from the boys in R&D, the Fourth year uniform comes complete with a pocket purely linked to a special sort of Bag of Holding. When a snack or food item is placed into the pocket, it replicates any time the item is removed. Attempts to place weapons or anything combat effective revert the pocket to a normal pocket. Attempts to place anything non-edible revert the pocket to a normal pocket, until another food item is placed inside. Perfect for the student with munchies when finals time rolls around.
- Morale Bonus -
How it works With the 4th Year Uniform, 4th Year students now have a brand new way to "share" powers with other, more younger students while not necessarily teaching said power to the younger students. This allows the younger students (1st and 2nd Years) to gain a little bit more power and variety in the options that they have while teaming up with the more experienced 4th Year Students. For starters, the Morale Boost power is a 6 Credit version of a main power that the 4th Year Student possesses that is graded like any other power upon receiving the 4YU. This power cannot be a transformation or a training; but it can be a normal Evotelluric power, a Magi's spell, or a passive ability. This allows for the Morale Boost to cover a wide variety of abilities while not becoming overly powerful, such as a basic fire ball, or the ability to talk to animals or trees.
(To specify, the Morale Boost 6-Credit Power CANNOT be loaded with drawbacks. The overall effect of the Morale Boost power should be around the 6-credit level, and must be approved by a Staff Member like any other power. Also, the 6-Credit power must be written out by the person receiving the 4YU and graded normally by a staff member. The Morale Boost can be changed once a year, as if it was a PMP or SMP.)
While you don't need to know the 4th Year Student, you do need the 4th Year Student's permission in order to use it. Said 4th Year student doesn't need to know the student, either, to clarify. This is a security reason so that you can't harm them with their own power without their knowledge, but also so they can grant the Morale Boost to someone in need, even if they don't personally know the student they are granting it to. The 1st or 2nd Year Student must be within eyesight of the 4th Year Student, and also must be able to hear the 4th Year, in order to be granted the Morale Boost power. If there are more than one 4th Year Students with a 1st or 2nd Year student, and they both grant that student the Morale Boost? The younger student gets to pick one. A student can only use one Morale Boost per topic. The Morale Boost last pending on the type of ability that is granted. A passive ability usually lasts a lot longer than an attack ability Morale Boost. [/list] [Morale Boost:] Inferno Breath: As potent as the given name would make it seem, this firey spell does not live up to it. Regardless, it is still more than just an impressive display of prestidigitation, with some useful applications despite its major lack in potency. Inferno Breath, basically, allows the caster to breathe a constant stream of “fire” for a brief period of time. The spell itself uses somatic components, basically requiring a large breath of air, as well as a series of basic hand movements to cast the spell and reinforce the magical properties behind it. As for the breath itself, the caster expulses a cone of fire much like a dragon’s breath, dissipating after three metres of distance and expanding up to two metres in diameter by the end of the breath. This stream of fire last for only two seconds, and after the expulsion the caster is obviously out of breath. The spell can only be cast 6 times in any 24 hour period. The spell itself requires five seconds of preparation/breathing inward before the breath may be expelled, and another (magic) breath cannot be taken for at least ten minutes. As impressive at it seems, the fire itself is rather paltry. Barely even 40 degree Celcius in temperature, it is not even capable of causing burns, and acts more like a puff of hot hair despite its appearance. It is, however, very capable of melting surface ice of need be. The main purpose of the power, however, is it is capable of setting things on fire. Not necessarily igniting however, since the initial flames do not undergo proper combustion and instead consume solely oxygen. Very flammable material such as dry kindling, paper, cotton, and lint would immediately catch on fire, however the fire itself is not yet hot nor does it consume the material it burns, magically relying solely on oxygen for the immediate reaction. The fire is easily snuffed out, however a flame unattended for thirty seconds will start to undergo the normal processes of combustion, consumption, as well as drastically increase in temperature. The fire can initially spread onto very flammable substances, but only ones that would produce open flames. After ten seconds however, the flame behaves normally. The Masquerade A small artefact of spatial manipulation, the Masquerade is a headpiece, from a full on mask to perhaps a simple set of reading glasses, that bears a part of a disguise. When placed on one’s face, the Masquerade instantly makes several minor cosmetic changes to the wearer’s face, including a change of hair colour to any hue desired, a lengthening or shortening of their hair up to a few inches, eye colour change, skin colour, and slight alterations to the facial structure all around. The mask is not powerful enough to make you look identical to anyone else, but it is enough that it could fool most people when you wear it. It takes 60 seconds of intuitive thought to alter one’s face appropriately, and the cosmetic changes instantly disappear when the Masquerade is removed. Naturally, the harder the mask is to take off, the longer it takes to put on, so keep the design in mind. This Masquerade is a simple black frame of lens-filled glasses.T.H.I.N.K.Notes notebook Technology Hardwired to Inspire New Knowledge (T.H.I.N.K.Notes)
The ThinkNotes Notebook uses the latest in magical technology to greatly enhance the student learner's experience. Once purchased, it is customized to its owner by a simple touch on the front of the notebook with their palm, which imprints it to the owner's mind. After the notebook has been customized, the owner will find that, if they so desire, it can directly translate their thoughts to written text on the page (the default, customizable at will, is Times New Roman font). ThinkNotes comes in a default size of an A4 bound (of what appears to be a) 150 page notebook, in either 8mm ruled or grid paper with non-perforated pages. The cover comes in either red or blue, respective of which school the student attends.
The notebook will never run out of space; essentially, there is no limit to the number of pages which the owner can fill. Thoughts, once transcribed, cannot be edited, although pages can be deleted by the user at will. Once deleted, said pages are briefly recoverable for a period of 30 days, and then permanently erased.
The original ThinkNotes format supports not only thoughts in the form of words, but basic diagrams (tables, graphs, etc.) as well, making it superior to a computer, as well as easier to use than a standard notebook. The notebook is fire resistant, water resistant, and flexible, making it generally indestructible.
| Special Items Infinite Journal – A small book that seems to have no end to the amount of pages it has. You can flip from one end to the other and never run out of pages. These pages cannot be torn out or used in powers; however they are very good for writing down something and small ribbons in the book help move from section to section quickly by marking them. | Fluff Items None |
| Credit Tally Total: | 196 | | Current Available Credit: | 35 |
Credit History Earned Credits +2 Revenge: Served Cold (Diss 3/19/11) +10 Chromatic Dreaming SL (Diss 4/14/11) +7 Midnight Carnival SL (Diss 4/29/11) +13 Labyrinth SL (Diss 6/14/11) +2 Birthday SL (Endless 6/28/11) +7 Bachelor Auction (Endless 6/28/11) +3 "A Little Learning" (Vahn 11/21/11) +27 Neverland SL (Vahn 12/11/11) +14 "The Gate" (Vahn 12/12/11) +17 Collecting Your Jar of Hearts (Vahn 2/20/2012) +14 Mayhem At the Festival! SL (Silver 4-26-12) +7 Wonderland SL (Silver 4-30-12) +12 Memory Lane (Silver 5-4-12) +8 Christmas SL (Silver 6/9/12) +26 The Game of Love +9 La Vida Valhalla (Opp 8/23/12) +6 CSL 2.0/CSL 2.5 (Opp 10/5/12) +5 Incomplete Research Team SL (Reverie 1/30/13) +7 Plushie SL (Angeles 4/3/13)
Total Earned Credits : 196 | Gifted/Returned/Referral Credits +3 Credit Gift from Willhelm's Greg (Iron Angel 12/31/11) +21 Refund of Cauchy Dimensional Leak (Silver 8/31/12)
Total Gifted/Returned/Referral Credits : 24 |
Spent Credits -3 Brawling [Trained] (Diss 4/9/11) -6 Credits Inferno Breath (Diss 5/31/11) -12 Xanadu (15, 2YU) (Endless 6/27/11) -12 (-6 Suggestive Glance, -6 Lilith's Enslavement) (Endless 7/30/11) -6 Energy Drain (Diss 10/27/11) -11 (-3 Storage Upgrade, -3 Xanadu Upgrade, -9 Wormhole (2,2,7 after PMP)) (Diss 12/12/11) -1 credit gift to Embody (Naminote) (Opp 12/22/11) -12 (15-3FYU) Induce Fantasy (Diss 12/26/11) -3 Mentored Imp Hybrid Form (Silver) (Diss 12/27/11) -3 Mentored Pheromones (Diss 1/18/12) -3 credit transfer to Alice (Tribby) (Opp 2/4/12) -2 Induce Fantasy upgrade (3, 2PMP) (Opp 2/5/12) -7 Energy Aspect upgrade (9-2 PMP) (Vahn 2/29/2012) -21 Cauchy Dimensional Leak (Vahn 4/24/2012) -6 Mana Inscription (Vahn 5/6/2012) -17 (21-4 SYU) Lagrange Zero Point Field (Silver 6/15/12) -1 Credit Gift to Falque (Silver 6/24/12) -40 Upgrades; Suggestive Glance-3, Lilith’s Enslavement-3, Induce Fantasy-3, Energy Drain-6, Pheromones-6, Imp Hybrid Form-4, Lagrange Zero Point Field-6, Wormhole-6, The Storage Room-3, Inferno Breath- 9 (Silver 6/26/12) -3 Advanced Brawling/Jiu-Jitsu Hybrid (Silver 6/29/12) -6 Month series weapon (Silver 9/12/12) -10 (12 prepmp) Temporal recall (Silver 11/19/12) Total Spent Credits : 185 | Non-credit Additions -New Character Accepted - Diss 10/02/10 Music Training - Skyes 10/08/10 Edited/Fixed Storage Room - Diss 3/19/11 Libyrinth Winner Prize (Endless 04/04/11) SYU added (Diss 6/23/11) Postorama Prizes Added! Enjoy! (Diss 7/1/11) Masquerade gifted from Maurice (Diss 10/14/11) 3YU, 4YU, SMP, Morale added (Diss 12/14/11) |
Edited by Angeles, Apr 3 2013, 08:45 PM.
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