[b]Name:[/b] Lucille [b]Number:[/b] 4 [b]Age:[/b] 666. Looks merely twelve. [b]Gender:[/b] Female [b]Appearance:[/b] [url=http://safebooru.org//images/425/3d54a203004aeae9a2099bce0fd9c30ffabd9d6b.png?425465]”If you come any closer, I can’t promise there’ll be enough you left to save.”[/url] [b]Personality:[/b] With age and experience on her side, Lucille has cultivated what is clearly in the running for the world’s best poker face: regardless of her internal emotions, she seems able to remain listless and mildly amused at the world’s foolishness. Thus, it normally comes as a surprise to the uninitiated to learn that she’s often a sarcastic tease. Despite the regular mockery and prodding that the girl’s presence results in, she’s genuinely a caring person, and extremely reluctant to inflict harm on another—from the beginning of her life, Lucille’s purpose has been to help and heal rather than inflict injury. It’s a reluctance that she’s learned to overcome… and with her poker face, those times she’s been forced to be the one finishing things off have earned her a morbid nickname: “Ghost Executioner”. It’s rare to catch her acting childish, despite her appearance, as even the most eager child would find it hard to maintain that sort of enthusiasm when people themselves are the same as ever. New tools and toys are invented, but when you’re more focused on people and mages, it’s hard to not be jaded. [b]Abilities:[/b] Lucille is a homunculus with the affinity of “Plague”: where it comes to spells related to disease, it’s hard to find anyone better. Her direct abilities are a series of heavily-refined chants (by now in a constructed language) that can cure essentially any disease… or inflict it back, and accelerate the stages. The greatest example of this is “Plague Wind”: a powerful, and extremely long to cast, spell that surrounds Lucille and rather a lot of surroundings with a red mist. To step into the vortex is to subject yourself to every disease that the caster is familiar with—in other words, indiscriminate suffering and decay. It is not, by any means, a spell she uses… or one that she’s even allowed to use without getting put on the list with her former teammates’ targets. Its true purpose is only evident places where illness hugely outweighs health—whereas the healthy are essentially wrecked, the ailing find their diseases cured. When the balance of ‘ill’ vs ‘healthy’ is that screwed up, the spell’s purpose is clear. With time on her side, she has also mastered a handful of related concepts: for instance, healing magic, though more difficult, is clearly linked to disease. This, and her ability to communicate with plague vectors such as bats and rats—both making for excellent spies—is why her normal roll amongst the Six is as a support and healer. It’s very, very rare that she has any need to engage in combat. Due to her design, she is by nature impervious to all disease and illness. She’s remarkably resilient in general. [b]Equipment:[/b] None? [b]History:[/b] Before Lucille was created, the mage that would go on to be her father figure—and, indeed, creator—was travelling the Middle East, at the same time that the Black Death was starting to make itself known. Fearing for his own life, he retreated back to Western Europe, and listened in horror as tales of spreading disease became known. It was then that he chose to try and prepare, putting his own particular talents to use to craft a Homunculus that would be able to help those suffering from the plague or other illnesses, and particularly as insurance against his own death from the disease. He was, in a way, too slow: the soul needed ended up coming from someone already dying of the Plague. This probably explained why the created homunculus had such an unearthly, deathly pallor. Not too slow to protect the mage himself from dying from the plague, and keeping her around as a sort of personal physician until age caught up with the man, leaving Lucille wondering “where do I go now?” She ended up wandering, briefly joining mage circles and then leaving after learning a little to move on. Once enough time had passed, she cycled back to the beginning—until, having run out of things to do, she settled down in one of the largest circles, offering her services as a healer, curer of diseases, and source of anatomical knowledge. So she was hanging around The Tower when urbanisation made the need for some sort of effective group to clamp down on a loss of secrecy a priority. The homunculus offered to join, and became number 4—by far too skilled to be outright at the bottom, but playing a supporting role rather than anything more major. She’s rather amused by the number’s connotations in other countries, having heard about that. It fits her, certainly.