[center][h3]Note : Profile is subject to change for each iteration.[/h3][/center] [hider=The One Who Walks][center][h3][b]Character Sheet for Lyra[/b][/h3] [img]http://txt-dynamic.static.1001fonts.net/txt/dHRmLjcyLmEzODJkZS5USGx5WVEsLC4w/the-eighteenth-amendment.light.png[/img] [img]http://txt-dynamic.static.1001fonts.net/txt/dHRmLjcyLjkwMzhmZi5ZV0lnUVdKNWMzTjFiUSwsLjAAAAAA/the-eighteenth-amendment.bold-caps.png[/img] [hr] [img]http://txt-dynamic.static.1001fonts.net/txt/dHRmLjcyLmEzODJkZS5NVE13SUd4aWN5NGdmQ0ExSnpVLC4wAAAAAAAA/the-eighteenth-amendment.light.png[/img] [hr] [h1][color=8882be]Ambulor Youngling[/color][/h1] [b][h2]Race : Ambulor[/h2][/b] The Ambulors aren't so much of a race as they are an accounted league of varied entities; they do, however, sport the same metaphysical functions and are compatible with one another in terms of succeeding and perpetuating personalities -- mainly being multi-dimensional travelers while being fully capable of retaining multiple personalities under a single archetype. The fact that quantum tunneling seems to work by pure instinct has thusly earned them several names (free souls at times, but as far as any Ambulor would know, there is no such thing as a permanent residency in any sort of state of position and/or being), but those from civilizations of Type 3-5 (refer to Kardashev Scale) have preferred the name of Ambulors (or the rough equivalent, in any given language) because of their traveling capabilities (though it usually requires the death and/or a strong output/input of energy to activate, and only for that one archetype). Type 1 and 2 civilizations all too often disregard Ambulors as impossible existences, with many potential innovators cast out by society or killed by the all-too ignorant. Ambulors, in this respect, are more likely to be identified as repositories of information across multiple worlds and lifespans due to their immense knowledge. The usual Ambulor clocks in at around several dozens of millenia of age, and for good reason; it takes a multitude of lifetimes to finally be able to shed the discrepancies between incarnations, and it takes longer still for the underlying archetype to establish a stable foothold across both the more and the less mundane dimensions. After this point, the mature Ambulor may wish to maintain the single archetype for an indeterminate amount of time, or at will may perform a merging process to combine personalities with another Ambulor, at which the resulting entity will become an "elder" that will most likely be unable to live as a singular mind (which in itself breeds another set of problems, like random stellar disasters, black holes, nebulae becoming supernovae, areas where time is incongruous between centimeters, etc). It takes a great deal of power and time to do so for both parties, so elders are few and far between...though their numbers may as infinite in number as the size of the galaxy, given the amount of dimensions and entities to account for. Ambulors vary widely at any given stage of development; some may be almighty, near-unstoppable anomalies too difficult to comprehend by even by fellow elders (Cthulu makes a great example, but it's unproven as to whether or not he relies on an archetype over sheer power and a single personality as many High entities tend to do), and others (as in Lyra's case) may be vulnerable, fleshy creatures prone to death at every turn. As such, no two Ambulors should be comparable to one another except by similarity of the archetype(s) and the utter futility in trying to capture or contain a single specimen for research in cross-dimensional physics or magic. In short, they are an existence best left acknowledged and borrowed, but never truly manipulated or studied. Several of Lyra's first iterations came from forming into an organism in the emptiness of space, which later died from being vaporized by a nearby star. Upon maturity, the title "ab Abyssum" will be christened to classify where she was first located. [h2][b]Tier : Variable (See Iteration)[/b][/h2] [h2][b]Appearance:[/b][/h2] [Hider=First Iteration]First Iteration : Red Hair | Blue Eyes | Fair Skin | Siren - Carnivorous, magic-based creature that utilizes incantations and song to cast spells; known to have weaker bones and vestigial growth of feathers. [img]https://s31.postimg.org/pv25hg8t7/AA7_AA69_B_3_C8_F_4_E4_C_B08_E_AF24_E0801_F91.jpg[/img][/hider] [h2][b]Personality:[/b][/h2] [i]Archetype Not Established[/i] [Hider=Iteration 1] A free-spirited wanderer guided by her own instincts and the compassion her mother raised her with. She aims to have a fulfilling life helping the people at large to the best of her ability.[/hider] [h2][b]Abilities, Talents, Traits, Powers:[/b][/h2] [hider=Ambulor Abilities | Tier Not Applicable] Reiteration - Displaces the Ambulor to another world to be born again as a completely different species. Quantum Continuity - Allows the Ambulor to be able to overcome any and all barriers during Reiteration, so as to preserve the Ambulor's existence regardless of location and circumstance. (Not to be confused with traveling via quantum mechanics like wormholes, teleportation, dimensional gates, etc.). Archetype - Retains key personality traits over multiple lifespans; later iterations will also retain memories. - Unavailable at the current time.[/hider] [hider=Iteration 1 | Tier 4] Healthy Body (Tier 1) - Able to perform the functions of an average mundane person, and should be physically treated as such. Acutely Arcane (Tier 4) - Able to learn and perform magic of any sort, as long as said magic is based in words. Siren Song (Tier 4) - Casts magic verbally; magic casted verbally will have about double the effect of that of an average mage's casting. Effects and powers of spells can be created and amplified by combining spell words. Hollow Bones (Tier 1) - Intense physical strain is likely to break bones. No marathons, no bludgeons, and especially no getting crushed, unless you want her in a cast for a good year. Arcane Abilities : Sano (Tier 4) - A short verbal spell that encourages and accelerates natural healing according to the target's own biological capabilities. Will not work if the target's body cannot repair itself to the extent desired. Usually treated a starting prefix to prime up other, more sophisticated and powerful spells. Engur (Tier 4) - A short verbal spell that allows manipulation of freshwater. Usually treated as a starting prefix to prime up other, more sophisticated and powerful spells.[/hider] [b]Items:[/b] [Hider=Iteration 1]Clothing (Tier 1) : White blouse, black trousers, shawl, socks, leather boots. Equipment (Tier 1) : Satchel, Steel Knife, Steel Canteen, Whetstone, Quarterstaff[/hider] [b]History:[/b] [hider=Iteration 1]Lyra was born originally in an archipelago to an unnamed siren, but fell into the ocean during a rather heavy hurricane. Despite suffering multiple fractures from tumbling in the waters, she survived and was found by a fishing crew. After some convening, they decided to bring her back to their hamlet to undergo treatment by the local apothecarian (a recent widow). Said apothecarian raised Lyra as her own child, but assigned her to be an apprentice to the local mage because the girl held more promise. Said mage, an older man by the time Lyra came to him, could only teach her a few healing spells and water-related spells before he croaked. Because the spell made to protect the village was tied to his life, the inhabitants all went their own ways to find a better life elsewhere. Lyra eventually settled down with her mother in a city (we've got mainly hub worlds, so I'm waiting to decide whether or not I'll put her in a user-generated world), where her mother later died of some sort of illness. Being the younger, healthier individual, Lyra survived the same illness and sold everything to go find her own purpose, with no one and nothing holding her back.[/hider][/center][/hider]