Personality Radiating a whimsical face & sublime nonchalance, Guen treats all in an objective manner, leaving no tolerance for favouritsm & scheming snakes. However, this temperament is paradoxical, Guen is tender to the guild yet ruthless those related to the Magic Council; sick & tired of their crap. Guen urges all her guildmates to surpass themselves & ensure the stability of the guild, at least in her "Ur" persona. The real her is entirely something else.
Guen is a reincarnating phoenix angel, her current vessel belongs originally to Ur Milkovich. This angel also go by the human alias of Guen Fushimiya — among the many names that her S-Class circle only know. As Ur, Fenix Tear rose to fame in X786: its holy fortress rebranded & history rewritten, masquerading under the renown of Ur.
This is the origin story of the unknowing angel, forever so unfallen yet leases the lives of those untimely since the Draugnova Aegies, giving their reputation some reprieve. An era that the Fareastern, people of Hizuru call as the platinum age of magic, the Heian Era, in their tongue, where the Ryūōsei aka Ragnarok, Walpurgisnacht or better yet Dragon King Festival took place. Zerode is the name of this angel, formerly human, turned angel since the Temujin Era, where Craïs united the divided lands of Hizuru. Guen Fushimiya is Zerode & a long line of historically renowned female magi and the former general of Craïs. History's footnote engraved the battle of Mahabarata, where Craïs & Guen valiantly fought over the throne of the Firelord at 18 Day Civil War.
Akatsuki was the former platoon that Guen led, which Craïs and her Hono-ra platoon, destroyed. The survivors went to hiding with Guen, and eventually Fenix Tear was formed — the founders were Guen Fushimiya, Sera Starling, Arius Vortigan & Kitai Kuzunoha, these were the four founders.
Guen's magic centers around the alchemic nature of ice molding magic, she transmutes her surroundings into ice & with a natural attribute to ice, she can transform her body into ice and sew the atmospheric space, distorting it to conceal her aura & intangibly negate attacks.
Ice Phoenix (Ether Gear)
Guen's Ether Gear, reduces the momentum of attacks against her to ¼ of its original capacity. With enough accumulated damage; it heals her to full health & magic power - undoing imaginary spells against her as well. A Passive Ether Gear, her tears can heal and transmigrate her soul to a vessel.
Ice Devil Slayer Magic
Guen as Zerode is the originator of the Ice Devil Slayer Magic & it is her ability as an Angel.
Stats S-Class Mage | Third Origin | Alchemist Modifiers
Third Origin Third Origin is fully developed magic power, branding the Mage with a permanent Ether Gear.
Magical Pressure Guen's magical pressure is absolute zero, whereby in her mere presence sends multifaceted shivers to her surroundings, her aura is cold and things slows down upon mere contact with her skin.
Magical Discipline Guen is proficient in all etherbound disciplines, she can use Mana, Cursia and Spiria at equal proficiency.
Name: Grae Starling | Age: 18| Race: Human | Rank: Second Class Mage | Height 4 feet 10 inches | Personality Energetic. Bubbly. And a little smug, that bright smile and fluffy air to him that most could only assume him a coddled rich mage, staying far from the sparks of blades and fists in lax. And while there is plenty truth to that, a rich background rarely comes with comfort. So when Gray comes in with a smile and a snack in hand, do keep in mind that he's still keeping an eye out for trouble. And an edge ready to surge.
Fairytale Fairytale
In any city, one has to expect trade to bring in fresh faces and fresher produce. From fresh reagents for expecting alchemists to new tools for wielders to seek, all is a roiling tide of interests. Something that everyone with a hint of political hunger would seek to grab, even a shred of.
It is in that view that the Starlings roost. Merchants at their core, they’ve reached into many businesses and have their roots in many corners. Officially, it's peacekeeping and mediating. To anyone who looks closer, they're a family in the backstreet sense.
On the surface, one might know them by brand, guaranteeing the quality of their associates in sharing their name. But any old folk with blood on their hands knows they make that guarantee with more than just their own blood…emphasis on old folk, however.
In recent times, many find an odd absence in the Starlings' usual presence in their quiet deals and heavy-handed promises. Those outside might be in the dark, but anyone familiar with them knows the only reason it could be: the absence of their heir.
For every generation, it is their leader/head that sets the stage for what the Sterlings are set to do. From tying knots with alchemists and building up their wares, to expecting war on the horizon and gathering weapons for a tidy harvest, all of it is led by their whim. And more importantly, tied to their campaign when they remain a prince, as opposed to their rule as king.
So when that heir leaves them in silence, no one was prepared for the silence that came with it. But make no mistake, the role is not empty. All others who are qualified can attest to this with the dismembered hands of those who lost said qualifications, thinking otherwise.
It is in the silent waves and caution when they have unexpected encounters with him where one may see the true figure of Gray Starling. Even if it is a scenario made, in truth, by a boy intending to spoil himself while he’s still young.
Artisery Artisery
For some, one might expect a keen wit and sharp reputation to be the best tools in a merchant's repertoire. But that is for small-scale trade, where deals are done in person and set in paper. And in the big leagues, where Gray walks, something becomes far more important: Nobility.
Do not mistake this for a vague concept of highbrow attitude; this is intentional highbrow attitude. This is the grease in the gears of socializing and the evolution of reputation, where you no longer have to worry about finding new products; you now sink or swim according to your ability to out-flirt your way against every group.
And it is without doubt that Gray is noble...Maybe a little too noble in all honesty, judging by him having more dresses than a lady and his ever-expanding social contacts. Some of which are too personal to discuss at that. "Hey, I can't help it if I'm prettier than a princess! Every handsome or beauty has to start cute, and I'd much rather it be on my terms."
Magecraft Magecraft
Alchemy, Enchantment, Farmagia, Requiper- All public magic is refined and best in the hands of their specialists, but nobody can deny the artistry in knowing who’s the best at what. With a keen mind and wide connections, Gray is usually one of the first within the guild to hear news, whether within or outside. And with that, parsing knowledge of an absolutely monstrous repertoire of knowledge of every step of life.
This isn’t a specialty at everything, though, make no mistake. This is a specialty in understanding anything thrown his way and, in turn, in notifying the better hitters where they’re needed and poke them especially where it stings when they flop. After all, it's easier to get people to trust him when they know he's on the same vibe~.
An acquired set of eyes, granted via ethernano-alchemy surgery, these grant Grae enhanced vision naturally, seeing far, in the dark, and even in slow-motion down to a subatomic fineness. Always active, but the boy can choose to perceive those details rather than simply let them pass. They also grant the boy resistance to illusions as well as perception over the flow of Ether.
Ignoring C-class illusions entirely, reversing B-rank back at its user with minimal choice, while A and S-class illusions are possible, albeit with great focus required.
These are the Sterlings' pride and joy, the prize the boy took as his with his dominion over his generation.
Magnesis Magics
Spells themed around the attribute of Lightning Magnesis, an attribute comparable to Gravity in effects.
Polaris: His signature spell that, for most, will be understood as a simple enchantment of applying magnetism to a target, allowing Gray to manipulate its strength in pushing/pulling things around. And while that's a simple way of understanding it, it is a much scarier spell to experience when he applies it aggressively and, more importantly, silently, as he doesn't need a chant for it, just contact.
Even if one is strong enough to resist being tossed around, fighting against attacks being accelerated and homed in on you while your own end up twisting him away is a nightmarish scenario. And in large part, how Gray's managed to avoid needing to learn personal combat skills, as his win condition is the moment contact is made.
Surge: What people assume his signature spell is, this is a modification of Polaris that effectively sets two lines of magnetism along the ground to railgun things forward. Projectiles, allies, anything that he taps to apply Polaris to, or just straight up metal, gets launched. Simple, efficient, and flexible to apply at any moment.
For many Holders, one would tend to rely on a brief of requips to cover all angles and many counters. Inevitable, as due to the nature of their magic, it would normally require one to find and acquire those tools to do so.
The exception is for those with access to alchemy and, more importantly, the background to forge their own path.
Overskelter is one of the Sterlings' magnum opus, a Cursed Tool potent not in its nature or by how much power it can summon, but in how it's able to take it. Made to take in other Cursed Tools, the weapon has gained many tools sealed within it over his youth and was the main key to how he established such early tyranny over his family.
First Seal
Dojigiri/The Butcher
Incantation: "Ezel"
A short, thick-bladed cleaver attuned especially to Grae, this is one of his earliest acquisitions and is especially used due to its size allowed it to be wielded simply by its pure Ethernano handle, attached to a limb for grappling purposes or attached to another of his tools to enhance them with a brutal blade.
Falcon Slaver
Incantation: "Kyouka
A clawed gauntlet and paired boots, sharp and resembling claws from a bird of prey, Salcon Slaver grants Grae a burst of speed and frenzy to move in for close-ranged blitzes. A natural favorite given his nature.
Soul Shield
Incantation: "Franmalth"
A rare defensive equipment, not just among his tools, but in general, given Cursed Tools' negative dispositions granting them a natural ferocity typically ill-suited for defense. But make no mistakes, Soul Shield can hardly be considered defensive as the cyclops-like shield serves as his Spiritia counter, absorbing them naturally and occasionally firing them right back if he gets lucky.
Second Seal
Macro
Incantation: "Seilah"
Another rarity, not being a weapon or seemingly fitting on any battlefield. Macro is a pen, capable of rewriting solidscripts and runes, allowing the boy to interfere with magic and curses that most others would simply have to brace and attempt to contain.
Hotblood
Incantation: "Jackal"
A conceptual Darkbring, Hotblood grants its effect directly to Grae and its nature by its name: The more hotblooded Grae becomes, the more he's able to bring forth the Explosion Curse and apply it to anything he touches. And when paired with his natural magnesis magic, it becomes that much more deadly...It also gives him wolf ears and sharp teeth, although few will notice either.
Darksea
Incantation: "Torafuzer"
Grae's only other defensive cursed tool, Darksea is an armor set that binds itself to him, allowing him to breathe and fight freely underwater.
Third Seal
Lullaby
Incantation: "Lullaby"
One of his strongest tools and most favored in its potency, Lullaby is a Scythe that attunes itself similarly to Hotblood, but not to Grae's nature, but to his opponent. Where Hotblood grows its power by excitement, Lullaby enhances its nature as a Cursed Tool as the enemy wishes to kill Grae more.
To clarify on what its nature is...that is, on what it is made of: Antimagic, Bane Particles. Normally seen in demons, this nature grants it antimagic properties, and due to how inherent ether is to many things, including armor, this grants it not only a dispelling effect against attacks but also gives it a high chance of penetrating straight through any defense one might try to raise against it.
And even its gashes grant little mercy, as the lingering particles render not just the body with unhealing wounds, but also the soul. That also means methods like intangibility or lacking a physical form are pointless in trying to avoid it.
For most mages, basic elemental spells are something akin to uniforms. Loose-fitted for anyone to wear, but soon enough leave behind once one has grown and adapted to their own style, bending the greater ether within to fit their magic around them once they've established their roles.
However, there is an occasion where one must rely on those basics: When one is operating on themselves as a patient.
Cursed Series: Sin Inversion is a simple spell that relies on fundamental Emotional Magic theorums to convert Ethernano in one's body into Cursia. While that is normally doable without a spell, it typically requires one to reach an extreme in negative emotions to do so, an act that only demons, dark wizards, and exceptions of exceptions can do, as even a hotheaded wizard would find it difficult to reach a level of rage needed without extreme circumstances to push them.
Sin Inversion is intended to bypass the necessary instability and instead catalyze a surge of emotion well past safe boundaries to cascade, turning its user into effectively a dark wizard at the peak of their emotions. It doesn't grant any boost in power inherently, but no wizard would underestimate a dark wizard on a rampage.
Within Sin Inversion, however, there are certain caveats in place that hold it back, as there would be little point in converting oneself into a dark wizard with no means of restraint, let alone making it permanent. Those being tied to the Sins that are focused upon work as both directing the wizard's madness as well as criteria that both restrain and contain said madness.
The Sins can be divided into two categories: those that must not be distracted, and those that must not be sated. Why the differentiation is simple: the latter are those most known to spiral and make the inversion permanent, while the former is most known to burn the user out if they lose their focus. But so long as their focus remains firm, the red eyes of a Sterling stained with Cursia are to be feared by all on the battlefield.
Fury - Simplest of emotions, this requires one to focus its fury towards a target, never letting its flames surge towards those unrelated, lest it be snuffed out. Easiest to manifest and strongest flame due to anger's nature of burning other emotions as fuel.
And that fire will burn the enemy down, as this is the greatest offensive option he has in great volume of Ether turned Cursia to press the aggression with little stopping them.
Vexing - The desire of one's idol, Vexing used to be a difficult emotion to handle until one realization came to light: It must not reach for said idol. Every attempt to alter the external inevitably either cascades into rampant inferiority or ruins the illusion it manifests. For it to remain stable, it must keep its ideals internal and aim to realize them instead.
In that line, it grants Grae a level of awareness in combination with his eyes to mimic the flow of a chosen image. It won't grant him their abilities or tools, but in terms of learning from another, this is the best mode to engage and is one he uses often in his dreams.
Bum - Desire to be unchanging. Steady and murky, one might think it the simplest to utilize, but those fools would find themselves comatose as it spirals into laziness. No, one must never let their guard down with it, never lax, but unchanging all the same. For Grae, this is his strongest affinity, and so he cannot ever use it.
In return for its slow nature, it is the greatest defensive option he has in the form of a small pool of ethernano that is effectively endless, which makes attacking nearly impossible, but defense unbreakable.
Lust - A desire to no longer need. Lust is endlessly ravenous; thus, it is most important to starve the user if they wish to use it properly. Keep their bite one step away and let them tear their morsel to shreds before they feast.
For Lust, always recognize the softest place to gnaw into. Delusion - The want of something is a simple sin, but one most known to spiral as Lust can. Delusion must not be spoken; they must always be moving, always busy. Otherwise, it will begin to raise its head and desire even the stars.
Control that need to claim well, and it will guide its user to what will aid them. Sodomy - Do not mistake this for simple carnal want. Sodomy is similar to Lust, but where Lust wants what is physically there, Sodomy wants to taint the unseen. Power, violence, the romance of another, Sodomy is always wanting something invisible, and because of that, it is impossible to check its spiral.
Instead, one must check it at its collapse/climax. Do not let it finish; never let it reach that final act. Edge the line as fine as you must, and one will find an endless spring of cursia at their hands, refueling rapidly to spend in wild fervor towards the enemy.
Ego - Placed last, not because it is exceptional, but because it is the exception. Not a desire but an existence of superiority. Power granted by believing oneself to be powerful, Pride is a mighty glass castle, as doubt can cause a crack to shatter it in one swoop. Many try to use it, but few can have absolute faith in their ability, and even fewer can take pride in restraining said ability.
But for those few, all of them hold the greatest ability possible: Pure dominance. Authority above all others, Priority beyond claim, Ego grants Grae the capability to take what he wishes and forces all to focus on him.
It is the mark of a true tyrant to use it properly, a feat that Grae managed in his youth to lay claim over Overskelter.
Parameters Parameters
Second Class Mage | Second Origin
Moved original artistry stuff into Magecraft and added new artistry capabilities (It's nobility, he is the Noble). Added ranking and Parameters
Added a spell hider to Magecraft, listing some signature spells he's gonna be spamming
Added his requip, Butcher
Fixed several typos
Name changed from Gray to Grae cuz he keeps getting called Grey
Reworked the magic section -Added in Overskelter and most of its Demons as well, as the Eyes of the Sterling. -Added in Sin Inversion, as well as explanations over the Sins in question
Name: Voss Agria | Age: 19 | Race: Human | Rank: First Class Mage Personality Voss could be described as opportunistic, practical, and a bit egotistical. Most would call him money hungry, and they wouldn't be wrong, given how he would jump into a well if you said there was a loose coin in there, and yell at you if there wasn't one. And although he carries himself with a casual smugness that suggests he thinks he's doing everyone around him a favor just by showing up, he will stick by whoever he calls an ally.
Fairytale Fairytale
Voss grew up as the son of a traveling goods trader who was rarely home. His mother was a minor mage who never really did anything with magic, as she considered that life too dangerous. She passed away when he was 16 years old, and his father simply never came back after going out one year later. Nothing was ever confirmed about him; he just stopped sending letters one day.
Not having any other family, he sold whatever his father left behind, except a small chest that his father had said was his most prized possession and wouldn't sell for the world. Normally, his father held the key to it on him at all times and never let anyone take so much as a glimpse inside, but now that he was gone, Voss didn't have any hang-ups on forcefully opening it.
On opening the chest, Voss found the Golden Key of the Gemini, and thinking that he might as well try to see if he had the aptitude for it, which, lo and behold, he did. After a lot of confusion on Voss's part, the twins casually revealed they had been contracted by a member of his family before; eventually, he managed to make his own contract with them.
The Black Key came into his possession by pure luck as he removed a painting to sell it, and a hidden safe was found behind it that his father had told no one about. With the Silver key Scutum being found at the bottom of a storage crate that his father had won in a card game years prior, and never used. Using his newfound contacts, he decided to take on some odd jobs, such as courier work and escort missions.
Eventually, he decided to get into guild work, where he found his other 2 silvers keys. The Pleiades key by unceremoniously buying them from a small magic shop that somehow didn't know what celestial keys were, and the Monoceros key, which he won off a mage in a card game while he was drunk.
Artisery Artisery
Voss, being raised as a merchant's son, even if his father wasn't around much, at least knows his way around a good deal. This, along with the fact that he almost always sounds confident, if a bit smug, and acts as if he belongs, allows him to talk his way through most social problems he comes across.
He also tries to spend the least amount of money to earn the most amount of stuff, which has led to a bit of a gambling habit, as in his mind, he's simply taking a calculated risk to earn more, even if he might lose half of his savings. To his credit, he did win Monoceros in a card game and has gotten better at it over time.
Magecraft Magecraft
As a celestial Wizard, Voss has 3 Silver Keys to his name that he obtained throughout his life, 1 Golden Zodiac Key that he inherited, and the only Black Key
Pleiades - Gate of the Seven Sisters
Pleiades takes the form of seven sister spirits named Alcyone, Maia, Electra, Taygeta, Celaeno, Sterope, and Merope. Each one looks like a small ball of light with no differences in their appearance, which makes it even harder to tell them apart, given that they cluster together often and bicker constantly. Each one can fire a beam of light separately, or all come together and fire a focused, larger blast named The Seven Star Convergence. It is his strongest attack, and as such, he doesn't use it often, as it drains his magic a considerable amount.
Voss's contract with the Pleiades amounts to him not summoning them on Sundays or Saturdays and being able to tell them apart from one another.
Monoceros - Gate of the Unicorn
Monoceros takes the form of, unsurprisingly, a unicorn named Monoceros. Monoceros himself is a very proud spirit and refuses to be summoned for what, in his opinion, is an unworthy reason. Monoceros's main ability is as a mount, given he never gets tired as long as his summoner has magic power left in them, and can gallop in the air as a sort of flight. He also refuses for anyone he deems unworthy to ride him. Monoceros's other ability is to heal living beings by touching them with the tip of his horn, although again, he refuses to heal those he views as unworthy.
Voss's contract with Monoceros is that he must never be summoned under the following conditions: When it is raining, when it is hailing, during a heat wave, or in any places he deems as dirty, a swamp, for example.
Scutum - Gate of the Shield
Scutum takes the form of a heavily armored guardian towering over the average person and completely encased in dull iron plate armor with no visible face behind the visor, he carries a tower shield that is larger than even him. Scutum himself does not speak and communicates through posture, gesture, and the occasional nod. Alongside simply being durable and hard to put down, given that Scutum's armor is his body, Scutum can plant his tower shield into the ground, causing it to expand into a large iron barrier that can absorb and deflect most attacks, be it physical or magical. The barrier is stationary, but Scutum himself can still move and physically intercept threats while it holds. The shield can be destroyed; it's just able to take a lot of punishment.
Voss's contract with Scutum is simple: Voss must never summon Scutum purely as a distraction or a decoy. Scutum must be used to protect, fight, or hold a line.
Gemini - Gate of the Twins
Gemini takes the form of two individual twins of a single Celestial Spirit named Mini and Gemi. Both are small blue creatures with two antennae and black, beady eyes with white pupils. Both of them wear small, white full-body cloaks that are proportioned to their body given how tiny they are. Personality-wise, Gemi and Mini are generally joyful in most things that they do. The Gemini's main ability is to transform flawlessly into anyone that they come into contact with, where they will gain the transformed person's knowledge, Magic, and thoughts.
Gemini is able to hold the transformation for five minutes and has the capability to transform into anyone that they touched before, no matter how long ago it was. Although Gemini's transformation is restrained depending on their holder, as they can only transform into people with the same level or lower Magic Power as their holder.
Voss's contract with the Gemini twins is just not to summon them on Wednesday nights. Which he found to be oddly lax but accepted without any complaint.
Ophiuchus - Gate of the Snake Charmer
Ophiuchus is the only spirit Voss doesn't have a contract with, given that he has never summoned them. This is due to two reasons: first, because he heard how summoning it was a bad omen and doesn't trust that something known as the black hey isn't somewhat cursed, and second, because he's only heard what it does in myths with no real idea of what its actully like, which normally he wouldn't care about, but in this case he doesn't want to risk it.
Parameters Parameters
First Class Mage | Farmagia - Celestial Wizard (Holder) | Spiria - Reijutsu | Second Origin
Celestial Spirit King - Story Locked (Golden Key Sacrifice Required)
Most have trouble believing her maturity at face value. In part, this is due to the fact she is half the height of your typical human making her look very young... despite there being claims she's actually one of the oldest members of the guild. Not one to take things too seriously, yet not one to joke around all that much either. She simply doesn't seemed phased by the going ons of the world, remaining blank faced at even the worst imaginable news, so long as it has nothing to do with her personally. She enjoys naps, and very much acts more like a fox than a normal person. Most people also find it hard to believe that she is considered an S Class, considering she has to date made no real displays of any actual power, and only ever takes on the simplest of jobs. You're far more likely to find her helping save an old lady's cat from a tree than you are to hear about her hunting monsters or chasing thieves. Though, she might also get into a fight with the cat. However, some who spend too much time near her have claimed a build up of static until their hair is standing on end. And a sure way to get a reaction out of her is to touch her sword... though those reactions tend to not be pleasant.
Fairytale Fairytale
Akane's story is a mystery. And it's not because anything is hidden, but rather, hardly anyone alive today knows her story. She has been around for a long, long time. Longer than most humans tend to live. And in the lifespan of most people, not a whole lot has happened. She has kept to herself, a quiet life, seemingly by choice as she avoids conflict to the best of her ability. But as far as Fenix Tear is concerned, Akane has simply always... been.
Interesting details for anyone who would know what it means:
Akane has only one tail. But the guild claims she has always been around. But Kitsune tails typically mark their age by the hundreds of years, so having only one tail would man she was only a hundred years old, which simply doesn't add up.
Akane's fur color, namely her tail, ears, and hair, is white. This marks her as Kitsune nobility, the highest class of Kitsune there is. Except that her fur also has purple markings in it, both in the forms of runes and highlights, which very few would understand to be the mark of a Divine-Touched Kitsune... and even those who know that would likely say 'Whatever that means'.
Artisery Artisery
Akane has a very strong understanding of Yokai traditions, especially those that are incredibly ancient.
She is also a master of the blade, wielding a Katana, though never using the one always adorning her back.
Magecraft Magecraft
Lightning Caster - She has the general power to create and control electricity, though it comes in a strange purple hued black. Whether it's pointing her finger and shooting a bolt of lightning, or channeling her power through a weapon, she can do just about anything you could imagine with lightning. Though few have seen it, this ability goes much deeper than being a living tazer, as she can transform herself into electricity, instantly teleporting anywhere she can see.
Lightning Soul Holder - Though nobody truly knows the reasoning, the sword she carries with her everywhere stores a great amount of magical lightning energy. Though she is capable of drawing on the energy from the blade, she very rarely, if ever, does so. This seems to be a direct decision rather than simply because she doesn't need to.
Thunder of the Ancients - Not only does she have a deep understanding of the Ancient teachings of a thousand year old deity known as the Raijin Shogun, a Thunder Goddess who acted as Empress in ancient times... but she is capable of wielding that Ancient power as well. Very few are capable of using this power, though it is not entirely unheard of. The actual capabilities of this magic though that she is capable of are unknown, as she has never actually used them in front of anyone.
Personality Reserved and meek, Aki may seem timid at first glance, don't let his pensive yet socially awkward wall, fool you – he is inquisitive of those he meets. Never, ceasing to question for the sake of his survival, Aki, for a lack of betterword, is a seeker of proposition, framing rationale that may seem beneficial for others, but in reality, it's all for him. Aki is no innocent child, easily mistrusting, unless, his benefactor shows authenticity as a proper adult.
Storylocked by GM: Immersion will be delivered in the IC proper Interlude 1 Aki Kunihisa, once human, was a farmboy in Shangri-La's outliers of Yoake, the countryside, where farm products are manufactured & the Kunihisa were Huntsmen, who met a tragedy, as most were found dead, dismembered, etc. For this reckoning, Aki is accused by the higher-ups of the Hono-ra Samurai Police Force, believing that he's accursed, a Vampire, gone wild, hence ramped up for an execution. Fenix Tear took the Quest, to investigate the Kunihisa Massacre, Voss Agria & Gray Starling were assigned this Quest, Aki then watched carefully by Ur.
Storylocked by GM. Player will have full reign & unlock Blood-Make soon. The Vampire Curse is the unnatural phenomenon to cause magic paralysis, they are inherent reflectors, as such, said ability, grows with elden age.
Stats First Origin | Vampire | Cursia | Alchemist | Ancient
Vampires are demons of the night & surprisingly round the clock, for during the day, their humanity returns but at night - their red eyes & bloodsucking appetite molds them.
Vampires cannot eat flesh, only drink blood – they lack reflection unless exposed by Spiria-induced mirrors. Like all demons – they naturally produce cursia & bane particles, one for their magic and the other for miasmic plagues & conversion. In terms of strength, their base physicals match that of a Vulcan & on par with ether-enforced speeds.
The Vampire Curse in particular has the natural phenomenon to cause magic paralysis, they are a walking reflector, their power is age-based, the older, the stronger.
Aki is a juvenile Vampire.
(Credit goes to @Dane who created this based on information I gave him.)
Name: Valerie Velvet | Age:16yo | Race: Human | Rank: 1st Class | Role: Bard
Personality Spunky, wild and a free spirit above all else, Valerie is a bundle of energy life can never put down for long. She's enthuastic about all things new, be they complex or mundane. It shows in her carefree approach to all things in her life, though it does sometimes make her come off as brash or ditzy. But overall, she has a big heart with an even bigger space for everyone inside it.
Val is a musician above all else, with knowledge to how play her lyre and numerous other instruments. She can also sing and dance like a starlet, her voice and posture considered heavenly by onlookers.
Valerie conjures an enchanted pillar of light, creating a quiverless bow from Heavenly Body Magic – assisted with multilayered sigils to shoot like a sniper in 3km, this heavenly bow is called Chiron. Spells Pleiades are six homing arrows Grand Chariot is the signature seven star arrows from Chiron Rho Aias is an enchanted octagon barrier that heals & parry Jiu Leixing are nine novenary thunder star sword arrowbombs
Valerie is the Bard of the guild & wields a lyrebow – called David's Lyre. Enchantments Concept Enchantment is achieved by playing the Lyrebow, Valerie then delivers stats buffs & healing for the Team.
Wound Enchantment allows Valerie to ignore defenses by stacking up wounds
Storylocked History | Alvarez-Mildian arc | Voice: Tomokazu Seki __________________________________________
Ancient Spellcaster, Holder
Sage God Slayer Magic
Sage God Slayer Magic is the testament of the Time Goddess Kronos through her son, Takanohara.
This power reflects Takanohara's Sevenfold Epic, Ifrit's journey to Godhood. A tumultuous journey of trial & joy upon the underworld, heaven and eden. Dubbed as the God of Time & Acquisition or better yet God Amongst The Highest Heaven.
Epic of Gilgamesh Lost Magic: Sha-Naqba-Imuru A sight beyond sight
A perception that pierces the heavens
Undressing the secrets of reality
An ocular-bound Ether Gear, known as the Eyes of God.
Ifrit's go-to and signature magic, Ifrit determines the flow of magic, movement and timeline changes.
His right eye slows down time while his left eye gives him teleportation within 20 meter radius, making it a room to switch places all around.
— Remaining 5 Epics, Storylocked by GM —
Epic of Takanohara Holder Magic: Spear of Stupor, Sakegari O' Kronos
Sever thy iniquity
Reprieve sinners
Eternal Judgment
Divergent Ring, Divine Spear of Stupor
Sakegari Ifrit's trumpcard that he vowed not to use on those who are unworthy.
Currently in its sealed form, it is called Sakahoko.
The True & Final Form: Sakegari is Storylocked.
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Ifrit Di Yestia 25yo – Nephilim – S-Class - Business Mogul God of Time & Acquisition: Takanohara
Ifrit exhumes a calm disposition as one, seemingly transcendent above triviality. Articulated, in a rhythmic gothic tone, kind, and subtle as his actions tell itself to all. Observant and nurturing to a fault, he's steadfast and timely of telling things, tough lovingly.
Storylocked Past | Walpurgis arc | Voice: Noto Mamiko
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Alchemist, Caster | Originless
★Dream-Make★ Transmutation Type: World
Dream-Make is a molding magic that transmutes imagination into reality, a mastery of thought projection.
★Universe Icelus★ This magic attribute allows the user to manifest and manipulate a dream-like world. The user can forcibly entrap people and objects within the dream world, and once inside. The user can freely manipulate the dream with just their imagination, limited by creativity.
This domain can also be temporarily overlap with reality but the effects require constant upkeep and will simply go away.
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Mio
14yo – Yurei – Second Class - Muse Ghost of Walpuria: Nyxen Dremyss
Nyxen Dremyss can best be described as neutral, they're a person who simply likes to observe the world.
A Mysterious person, who'd rather see someone's stories than participate. One who'ill record every fairytale they've ever behold. The Ghostgirl is a curious entity who sees all.
She is "Mio". Everpresent & variant of Mavis Vermillion, a la Fairy Nail.
A no-nonsense woman who takes heavy pride at her swordsmanship willing to take on any challenge issued before her. While less respectful to be considered an actual samurai, it is pretty clear that she at least tries to do right to the people who did right to her even if she is still far from her peers will call a bleeding heart. As a member of Fenix Tear, she earned a bloody reputation for being relentless in her missions, sometimes ending her mission covered in her and her enemies' blood.
Beneath the bloodthirsty personality however is the awareness that her way of life is destructive and if she didn’t change tracks, there is a chance that she might enter a fight that she won’t walk away alive. She can only hope that she’ll already achieve her vengeance by the time the blades she held would kill her.
As a young girl, Aiko is the adopted daughter of a reclusive yet talented bladesmith living in the countryside. While clueless on her origin, she is satisfied at being the apprentice and possible successor of her father’s job as the overqualified blacksmith for the village. Even as she grew more curious to the world outside the village and eager to hone her clear talent at swordsmanship by studying in a secluded hill at night.
It is only because of that habit that she avoided dying with her father when mysterious assailants broke into his home and killed him, leaving Aiko to only see his father's final moments as she tried to find him in that burning house. In the aftermath of the attack, Aiko buried herself at organizing his funeral and building a blade at what remains at her father's forge. She could hear whispers in her ears as she strikes her hammer telling her where to strike, the next and how she could find her vengeance. And another pleading her to live her life.
By the end of the funeral, Aiko left her town with a blade she forged in her hand which she christened Kintsugi. From there she will hone her blade searching for the stolen blades on her father which is her only clue to the culprit's motives.
She is also a capable smith although she uses it to solely forge her own blade to the point she lost count. That being said, she is willing to provide her knowledge to repair or restore broken items. As while she abstained from making anything by her hands, fixing what others made is a different matter.
Caster Magic Steel-Make Transmutation: Iron, Silver & Gold Claiming Equivalent Exchange: Rage Over Serenity Steel-Make is an alchemic molding magic that specializes in metallurgy.
All Alchemists are boundless in magic power, in exchange for great power, a part of them is forsaken.
An Incomplete Blade The first & probably the last sword, made by Aiko’s own hand, created during the darkest moment of her life, Kintsugi is an alchemic blade, encrypted with a binding vow by design of being a blade of resentment.
The estoeric metals Aiko used are Celesta Steel, practically forged to be resistant to Ether due to its gold aspect, generating an extreme conductivity & magic resistance.
The next metal Aiko imbued is Stellanum, which absorbs Ether Starlight, allowing the blade to absorb Ethernano, a hundredfold than regular humans, this gives the Kintsugi, a regenerative aspect.
Finally, the Blood Stone ore, which gives the Kintsugi a crimson blood finisher look, in circumstances that enchants the blade into high temperature. The purpose of the Blood Stone ore is moreso of the Lacrimization process through Alchemy & Rune Enchantment that codifies its fidelity to Aiko, making her the sole user & no one else using the blade against her. It is also what allows the blade to respond to resentment.
Despite her inexperience with the esoteric metals she worked with, she had miraculously made a blade that could pass as a master’s incomplete work, because its ratio was uneven & forged with common metals.
-The blade has two known abilities, the first one is increasing Aiko’s strength by tapping into the memories of that night reminding her of her own quest of vengeance and granting her a surge of power indicated by her eyes glowing red. The other is when dipped in blood, it is capable of storing that power as Mana and unleashing it as flames that forge the sword into a stronger variant for a short moment. Using her talent at forging through Steel-Make, Aiko could actively shape the form and effect the sword will make.
T.O: Ether Sense Sharp & observant, Aiko is capable of noticing small & intricate details within brief moments; that would escape even the best Mages. Aiko can tell if someone is lying or presenting the truth in a manipulative manner even though the nuance might be lost on her. All of this is accentuated with the way she sees the shifting colors of magic.
Swordswoman Aiko’s way of fighting with her blade being among the best swordwoman in the city even when she is wielding a normal sword. Aside from her skill she also uses magic to enhance her body, unleash flying slash attacks and even do air walking to allow herself to keep up with mobile enemies. And even without her sword Kinsugi, she is capable of quickly forging a temporary alternative with the Mana around the air as a last ditch effort.