I'm working on a potential new character. I'm gonna post it here because linking a text file in the discord seems a little mean for people's eyes. Still tweaking bits and pieces. [hider=Andras, Lady of Despair] [u][b]Name[/b][/u]: Alexandria Sova AKA Andras, Lady of Despair AKA Alex [img]http://puu.sh/zPzWK/f2342bbf5f.jpg[/img] [u][b]Age[/b][/u]: 17 [u][b]Grade[/b][/u]: High 2nd, Vigilante [u][b]Biography[/b][/u]: Alexandria holds a portal to the source of all magical knowledge, past, present, and future. She calls it Perfect Alexandria, and it is sealed within her left eye. To prevent the raw magical energy from tainting the world around her, she wears an eyepatch that holds impossibly powerful magical seals to prevent Perfect Alexandria from seeping into the third dimension. That's what she'd say, at least. To an outside observer, her power seems to blend the lines between her somewhat delusional worldview and reality, as she clearly has SOME connection to a deep well of magical power, but it is uncertain if what she says about Perfect Alexandria has any actual proof to back it up. Alex is actually a fairly outgoing person, perhaps as a result of the unique quirks of her power. However, at the same time, her childish delusions also have tended to keep some people away from her. If she's given a task, she takes it fairly seriously. If given a painfully mundane task, she'll most likely try to fit it within her delusions: Delivering a book to the library becomes stealthily sneaking a forbidden tome back into its rightful place in the eldritch archives. She likes learning about people. Despite her obsession with heaven-and-hell struggles, she is fairly carefree, and doesn't really take her studies seriously. If anything, she sees mundane life as a game. A game that can be boring at times, but has some fun characters if nothing else. For that reason she decided that taking the definite sides of good and evil was foolish. Instead, she chose to work as a Vigilante, so she could see the most of the people on both sides. She also insists that people call her by her demon name, Andras. Very few people oblige her. [u][b]Powers:[/b][/u] [b]The Root of All Magic: Perfect Alexandria[/b] Andras was touched with the powers of two gods - One of light, and the other dark. The dark gave her visions of the unimaginable well of magic - the Root. The light focused her vision, giving it a lens to look through and manifest in the world. [b]Akashic Tarot[/b] Andras's connection to Perfect Alexandria allows her to pull from the library any spell ever created by man. These spells manifest as quasi-real cards, essentially thoughts given a more physical form. Andras is unable to index the spells, however, making them essentially completely randomly procured. The cards themselves are only projections of her ability, and they can not be interacted with physically or magically, as they are essentially just thoughts given a visible form. [b]Mana Contract[/b] The Akashic Tarots, although being spells manifest from Perfect Alexandria, require anchors to reality to be actually "cast." Perhaps due to some trickery of the gods, Andras has found casting spells of higher power require several points of anchoring. As the power increases, the violation of the rules of reality becomes more flagrant; in order to break the rules, the spell must be anchored to reality. Essentially, the path of least resistance must become "breaking the rules of reality." To a spell, which is normally part of Perfect Alexandria, returning to the Root through Andras's eye is usually the path of least resistance. However, the closer the spell is anchored to reality, the harder it becomes to return through her eye; eventually the easiest method of return is by breaking the laws of reality. (Andras could explain the mechanics of this for days if prompted.) To put it in simple terms, Andras requires friends to cast magic beyond the most simple types. If a willing friend agrees, Andras can initiate physical contact with the willing party to form a mana contract (she prefers to hug to do this). This will allow Andras to cast spells of higher power than normal by using her friends as anchors to reality. Mana contracts do not impose anything upon the friend, so casting spells will not sap energy from the contractee or drain their power or anything like that. [b]Cards from the Sky[/b] With her own abilities, Andras can only reach into Perfect Alexandria once per day. Spells may allow her to draw from the library or even search for a specific spell, but by default Andras only gets to draw one spell a day. Additionally, if she has more than seven spells available, she has to throw away spells until she is back to seven. [hider=OOC Ability description (for those who don't like chuuni nonsense)] [OOC description of abilities: She plays Magic in real life. She has a hand size of 7, draws one card a day. Spell effects that last a turn last a day (though the GM probably can override that if it's particularly heinous). Drawing a card gives her a random card from the magiccards.info or gatherer (if magiccards.info is down) database. I'll run it by the GM if I think it's an iffy card; if it's decided it's not permissible, then I'll just random again. Her friends supply her mana, and by default she provides a single mana of any color for her own uses. Some particular card effects that may pop up and need to be fluffed: -Drawing a card: Gives her another random card. -Looking at the top of library: Checks the random card but doesn't draw it. From then on, that card is set in stone unless something shuffles the library. -Searching for a card: It lets her declare any spell to search for. I'll try to keep her tutoring within reason; it's unlikely she knows the entirety of Perfect Alexandria so she couldn't realistically know every card ever to look for. -Discarding cards: For her, it's a standard discard. Making enemies discard probably is akin to halting a current action; making them stutter for a moment. If by some twist of fate the enemy has magic cards as well, she can discard those. -Destroying Creatures: Player Characters aren't creatures. Destroying target creature probably means killing an NPC enemy, like the imps or perhaps creatures summoned by magic. It doesn't kill a Player Character. If the NPC is particularly powerful it may be ruled to survive kill spells. -Creature Cards: It summons them, obviously. Completely translating power and toughness to reality will be hard; I feel like this will have to be played by ear. -Enchantments and Artifacts: These magical constructs or lingering spells stick around after being cast. However, magical constructs, powers, and attacks can destroy enchantments, and both magical and physical attacks can kill artifacts. -Planeswalkers: What's that? I don't believe in this card type. It's dumb. She can't draw them. -Damage spells: I plan on fluffing them based on their flavor. Lightning bolt is a lightning bolt! It hurts! Doesn't really have any killing power, though, it only deals less than 1/7th of a player's life! -Pump/Weaken spells: Normally these only target creatures, but being able to target players makes sense in this situation. Buffs to power and toughness increase, well, the strength of someone's attacks and their ability to withstand damage and exertion, respectively. Decreasing stats accordingly weakens the target. Other players drawing cards: In this case, they draw the spell and have a vague understanding of how it works, but it's also unlikely that they'll be able to cast it without asking friends for help in anchoring spells. Land Cards: Drawing a land card lets her spend that card to get a mana of that type. It's not permanent. Basically just provides a little boost to her mana, but can't possibly replace the permanent mana that friends offer. Paying Life: I don't think I'd be able to abstract a life total for Andras. However, I'd say that paying life for cards directly affects her stamina and strength. If she is already hurt, it's unlikely she'll be able to pay life without passing out. Gaining Life: Basically the opposite of paying life. A heal spell can cure wounds and rejuvenate friendlies who are hurt. If they're winded or tired out, healing can also help with that. -Countering spells: Can cancel invoked magical abilities. Magical effects that are already lingering can not be countered. Countering abilities (not spells, there's a difference!) allows her to briefly stop a magical or physical ability. -Bouncing/Returning things to hand: If targetting her own cards, it returns them to spell form. If targetting something else, it can be considered some kind of telekinesis for the purpose of moving something away. If she cast a spell that returns an enemy's weapon to hand, it would (ironically) disarm them by making their weapon fly out of their hands. There's probably more that need to be fluffed. I'll figure them out as I see them.] [/hider] [b]Relationships:[/b] Brutus - Due to the varied nature of Vigilante work, Andras has usually paired up with Brutus for work purposes. She's also interested in getting past his stoic side. However, they know each other well enough to have a Mana Contract. William Ascot - Andras is interested in his catalogue of the human story, and often run into each other in the library. Ascot has an interest in her ability, and often gives her insight into how to use it herself. They have a Mana Contract. Masami: Cute! But no Mana Contract. [/hider]