[center][img]https://i.imgur.com/nmKBMt0.jpg[/img][/center] [b]Name:[/b] Erisse Augusta Narrativia. [b]Age:[/b] 25 [b]Grade:[/b] N/A [b]Biography:[/b] The Narrativias were a family tasked by the God of Stories to record the ongoing tales and epics of the world; heroic and villainous both, and guide worthy warrior's hands to their victory, romantics to a chance at true love, and those who yearn for redemption for an opportunity to get it. This has made them masters of infilitration and magical surveillance, explorers of the physical and spiritual worlds, and translators of a hundred languages. And above all, mentors of a hundred heroes, crafters of five dozen magical relics, and healers of a hundred fatal injuries, sicknesses, and disorders. Erisse was all right with that, but her brother, Kyros Narrativia, was not. Kyros wanted to be a hero himself, to use his knowledge of how Narrative worked to solve others' problems for them. He knew better than they did, can glimpse tropes and plot devices at work and even invoke them. Why shouldn't he have a turn saving the world? The answer was that someone who thought like that was not worthy to be a hero, that he didn't realize that heroism meant [i]something[/i], and he'd only cause more damage to people than he actually fixed. Neeedless to say, Kyros ignored the advice he was given and went off on his own. Whenever Kyros went, he caused disasters in his wake, and Erisse had to clean up after them. Broken relationships, revealed secrets, lost trust and a trail of dead people and destroyed neighborhoods, that was the damage her brother caused. However, she was going to find him and put a stop to it, going to find him and... And... What would she do? Reason with him? Fight him? Maybe even kill him? Or should she just yield to her own desires and join him in trying to make things right? Let Fate be the judge. [b]Powers:[/b] [i]Core Power: Narrative Role of the Fairy Godmother[/i] - The specific blessing given her by the God of Stories, Narrative Role of the Fairy Godmother allows her the power to vaguely sense a person's current needs, whether it be food and water, good advice, clothing and weapons, and grants her a mystic reserve of energy which allows her to conjure any mundane item she has seen, read about, or personally handled. However, she needs her other powers in order to produce anything with magical attributes. [i]First Power: Workshop of Heroic Desire[/i] - Erisse, by talking with a potential Hero or Heroine about their hopes and dreams for thirty minutes or an hour, is able to establish a mental bond with them which allows her to craft a magic item, not necessarily but often a weapon, which allows them to achieve their hopes and dreams more quickly. However, the hero/heroine has to be sincere. [i]Second Power: Bottomless Storage[/i] - Erisse has access to a lifeless parallel plane that exists alongside the real world and universe as a whole. Because of this, its size is effectively bottomless, and it exists in concert to all other places at once. Erisse can transport herself or items to or from this plane at will, but not other living beings. She is unable to transport a singular object larger than a tank in this way, and targets must be freely movable and not nailed down or otherwise physically tethered to the world in some way. For example, she could transport a chain link or the shackles linked to it but not an intact fire hydrant that is built into the ground. Because the pocket dimension is connected to all places at once, Erisse can teleport anything inside it, including herself, to anywhere else that she can remember or visualize well. This cannot cause the phenomena known as "telefragging", so the transportation will only succeed if the destination is sufficiently spacious. In this way, she can easily clear vast distances, and merely being able to see the horizon is sufficient to burn it into her memory well enough to jump there. [i]Third Power: Narrative Role of Familiarity[/i] - To get a story, sometimes one has to get close to people. This power makes doing that easier by making people think Erisse Augusta is part of their inner circle. For example, Erisse can use NRoF to give herself the 'Narrative Role' of 'School Teacher', making people beleive that Erisse is genuinely a Teacher in any of the Schools in Rhea, including the ones with Magical powers. That said, there are drawbacks: Narrative Role of Familiarity does not alter one's abilities, powers, or physical capabiliites. That means that you can make yourself part of a paratrooper unit yet not be able to use a parachute right. Or join a world-class chef competition yet not be able to cook. So Erisse has to be careful. Not just that, but Anti-Magic can break NRoF when Erisse is touched by someone with this power. Narrative Role of Familiarity is stronger when: 1.) There is a set number of 'slots' in the organization to be infiltrated and one of them is empty. 2.) A member of the said organization or someone that said organization trusts vouches for Erisse. 3.) If false evidence supporting the altered memories of the infiltrated organization is planted; the more believable, the better. 4.) The infiltrated organization does not have a set limit of members at all. However, Narrative Role of Familiarity is weaker when: 1.) There is a set number of roles in the infiltrated organization and all of them are filled up. 2.) If a member of the infiltrated organization is naturally paranoid to the point of distrusting their own memories. 3.) If Erisse is called upon to use skills expected of a member of the organization, but she does not have. 4.) If [i]someone else[/i] uses memory-altering magic on the infiltrated organization. Erisse can reflexively exempt any person she wants, preferably an ally, from the effects of Narrative Role of Familiarity, preferably if they can keep their own mouths shut. Also, this power is ineffective against anyone who actively realizes that it is being used; that's why the second set of conditions weakens the power's potency.