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>Information Archive of Velsar


>Locations:

Artificial Planetary Reserve, ID# 11390084, Velsar:
  • Western Hemisphere:
    • Anthor: Northern Colony, Prime Function: Law & Order
    • Forgefeld: North-Eastern Colony, Prime Function: Architecture
    • Delta: Eastern Colony, Prime Function: Destroyed, Prior: Farming
    • Jive: South-Eastern Colony, Prime Function: Trade & Luxury
    • Haust: Southern Colony, Prime Function: Penal & Farming, Prior: Penal
    • Idyll: South-Western Colony, Prime Function: Military
    • Nora: Western Colony, Prime Function: Shelter
    • Juniper: North-Western Colony, Prime Function: Medicinal
    • Carse: Central Colony, Prime Function: Economic
  • Eastern Hemisphere: Unexplored Region, Home of Myth and Legend
    • Akashic Records: Mythological Home of the Ancient Gods, Prime Terminal for the QI


>Magic Power Levels:

  • Basic Kinesis: The three variants of the simplest use of each magic form. These spells require less magic to operate and thus, stronger variants can be learned when others are learning weaker spells of more custom uses. However, their simplicity also mean that there is no "Max" variant.
  • First Spells: Minor Custom Magic or Moderate Kinesis.
  • Second Spells: Moderate Custom Magic or Major Kinesis.
  • Third Spells: Minor Imaginary Magic, Major Custom Magic or Critical Kinesis.
  • Fourth Spells: Moderate Imaginary Magic or Critical Custom Magic.
  • Fifth Spells: Major Imaginary Magic or Max Custom Magic.
  • Beyond: Purely theoretical. No one has acquired Critical or Max Imaginary Magic


>Magic Types:

  • Kinesis: Fundamental axioms of the magic form.
  • Custom: Based upon the fundamentals, but still obeying the laws of the form.
  • Imaginary: No longer obeying the laws, likely borrows axioms from the other forms to strengthen the base.


>Power Progression System:

>When acquiring new abilities, you will have the following options:

  • New Spells: You will be given the level of magic you can learn, you may learn two spells of that level or a single spell from the next level. If you learn a stronger variant of a previous spell, you may replace the weaker spell with a new one.
  • Imaginary Fighting Technique: An adaptation on your fighting style that allows you to utilize the Quasi-Real outside of magic in order to break natural laws with your weapon of choice.
  • Extraordinary Gift: An unnatural improvement to one's physical body.
  • //OCCASIONALLY// New Magic Form: Grants you access to learning spells of a new form, also grants you a Basic Kinesis and First Spell from that form.


>Personal Translations:

>Individuals are free to name their spells whatever they like. However, this database will assign them a standard terminology name.

"Sharp Points" > Minor Sharpening
"I Thought You Said You Wouldn’t Leave" > Minor Corpse Manipulation
"Turn stone to mud" > Minor Stone Softening



A Dream Within
A Dream Within

A Dream Within

A Dream . . . Surely, it had to be a dream. You're not supposed to feel pain within a dream though, at least that's what people always say. Maybe if I was heavily lucid I could hallucinate the pain? But, can you fall unconscious in a dream? If not, then am I dreaming now or did I fall deeper into whatever realm I was in? If the first layer had animals and animal-people and weird mirrors, then what's to animals that animals are to humans? Bugs? Bugs are animals too though, so maybe bacteria? Will I be a deer talking to an amoeba and have a bunny-virus ally to help fight a spider shadow-puppet? That's stupid, I'm stupid for thinking about that.


Then there was light, and a room, and belongings within the room. A simple living room with worn-out furniture and stained carpet, a man's voice coming from an adjacent room, sirens from outside getting closer. Fubuki sat, much smaller than he remembered being, on the floor. His head barely peered over the coffee table he was next to. He stood up and it was evident that he had been de-aged to about 8 years old. He approached the sound of his father's voice, the dark room filled with nothing but his voice and two silhouettes. Father was pacing back and forth on the phone, the other figure was on the ground, motionless. The sirens were right outside, and other people stormed in before snatching up Fubuki's smaller body and moving him out of the house. He felt empty, confused, and disconnected. This wasn't an experience he remembered having, and he doubted he'd remember this dream once he woke up.

Then the police car dropped him off at his house, and he felt excited to see his mother again. Fubuki noted that at some point he had put on his schoolbag before watching three men leave his house. He assumed they were likely friends of his father as men often came and went to talk to him, although his friends were often rude and loud. He went inside, the house was cold and he heard rasping coming from the side room. "Mom?! Are you sick again? Do you went me to get you some cold medicine?" the boy shouted with no response. His body went cold, his mother would always get on to him for shouting through the house but she was silent. The rasping continued.

Mother left . . . Remember? She left us, and the house has been empty ever since. Who is that rasping in the house then? A street bum who broke in? "Mom?"

Fubuki approached the room, opened the door, and stared at the floor. He couldn't see anything, a black rasping blur was all that existed on the ground. His gut sank as he tried to process what he was looking at. Then, Father burst into the house. Drunk, shouting, angry. He came into the room and lost it. Father shouted at Fubuki to get out of there and don't come back in. He ran, trying hard to remember what he saw. He couldn't see anything, gods why couldn't he see anything. He ran out of the house as sirens rang in the background.

Then he ran out of his room, crying and panicked. His mother came over to hold him and calm him down. She sung softly and stroked his hair until her warmth reset his system back to normal, forgetting what he had seen. Or, not seen.

"Are you okay my dear Fuyu? Did you have a bad day at school?"

Fubuki couldn't remember anything. He felt scared, as if he knew something bad was about to happen. He tried to push that out of his mind, he was just glad to be with his mother again. There was a knock at the door, his mother went to go answer it but Fubuki pulled at her clothes to stop her. He was too small to do anything, too weak to pull her away. She opened the door, three men pushed it open and forced their way in, his blood froze. Every inch of him told him to run, but he couldn't leave his mother behind. Everyone was led into the side room, but Fubuki was pushed out. He banged on the door, helplessly, doing everything in his power to get the door open. There was arguing, and a scream, and a . . .
BANG!!!


Then Fubuki's eyes opened, awake.
Name: Cyrus "Osprey" Istell
Age: 24
Species: Numan
Height/Weight: 5'10" - 168 lbs.
Sex/Gender: Cis Male
Appearance:


Personality: Cyrus is a very "dry" individual and his tone stays consistently flat and neutral when speaking. While he cares for others and is deeply opinionated, he struggles to convey that as others find him to be unsympathetic and overly-critical. Cyrus has tried to make allies and friends within the watchmen who maintain the walls, but very few have warmed up to his demeanor. This has led him to become very anti-social and let others come to him as opposed to the other way around. His closest friend gave him his nickname after seeing his feathered ears, which embarrasses him but he didn't fight the nickname spreading and now introduces himself as Osprey to new people. This friend would end up joining the V.E.T.s, and disappearing on a mission to scout out the ruins of Delta.

What Are You Looking For?: His Closest Friend, Hemlock, and the secrets of their disappearance.

Capabilities:
  • JOB//: Watchmen
  • COM-STYLE//: Rifle Combat
  • KINETIC//: Mind Magic


Magic Form(s): Mind
  • Basic Kinesis ability: Short Range Telepathy
    • Magic Stain: I Guess It Didn't Matter Anyways:
      Cyrus's emotions don't last long in his head. No matter how angry you get him, he'll be calmed down in about 10 minutes.
  • First Spell: Minor Neural Enhancement
    Cyrus mainly uses this to improve his eyesight and thus aim, but could also increase his memory retention, problem-solving skills, pain-tolerance, and other nervous system adjustments.
    • Magic Stain: I Can't Think With All This Noise:
      Cyrus struggles to differentiate the source of sounds during combat. An ally on his left and a monster roaring on his right, he'll likely think the roar came from his teammate's direction and flee into the monster. He never fires in close-quarters to avoid fatal mistakes.
>There Is No Honor To Be Found Here

>Begin Narration:

You awake to the sound of rust-gnats buzzing around outside of whatever hovel you call a home. The sound is not uncommon in the city of Nora, as they are attracted to rust as termites are to wood. The volume of them is the odd thing though. The city has experienced a swarming in the past, but they normally move on in a few hours. The cacophony outside sounds as if the swarm is in the room with you, so you can only imagine that multiple locations within Nora are experiencing their own independent mass of rust-loving pests. How lovely...

As you leave your house with a pollution mask on to keep bugs from flying in your mouth, and possibly also goggles for your eyes, you're grateful to see that the swarms are mainly flocking to the taller buildings. You imagine the rain yesterday caused the rooftop antennas to rust causing today's event. On to more pressing matters however, it is the first day of the new recruits to the Velsar Expedition Team, or V.E.T. for short. The town creaks as the buildings settle, their weight shifting as rust is removed but pests are added, and those who find themselves outside hurry along to their destination to avoid bugs, debt-collectors, or worst of all, strangers.

The V.E.T. building is no different from the others, save for the fact that it is connected to Nora's walls. Two guards stand outside of the building but their presence is mainly to give the organization an air of professionalism. They make no move in response to the approaching guests and simply allow you to walk in unimpeded. You'd likely find others waiting in the lobby as you now are, as being the first to these events is usually grounds for some sort of hazing among the seasoned members. Luckily for whatever fool woke up early today, none of those people are here to harass you for being punctual. They had more important missions to tend to and so the building is even quieter than normal. After waiting 20 minutes past the arrival of the last recruit, who was 30 minutes late themselves, the captain of this branch of the V.E.T.s walks out onto the second floor landing that oversees the lobby. A Numan woman with pointed ears and sharp teeth, standing around six feet and with a clearly athletic build. She is infamous amongst the townsfolk for her brash attitude and her proclivity towards drinking, yet no one knows of her name and she goes only by "Captain". Your captain looks amongst the crowd, clearly displeased with the new batch of rotten apples that now call themselves vets, and mumbles something under her breath.

"Well, I don't know what I was expecting out of a place like Nora, but these days we have to take what we can get. Today begins your careers as my servants, and I intend to work you like the hounds you are! Our town has no specialty, no wealth, no honor, and that's why citizens of Nora make up twenty percent of vets and yet less than one percent of officer rank or above!" She pauses for a moment, as a realization has struck her and she decides to go off-script. "I've learned over the years the kinds of people that get drawn in to my home. If any one of you manages to become an officer, I'll let you sit in my lap for one whole meeting! I know that half of you are already drooling at the idea," she smiles wickedly putting her shark-like teeth on full display.

A loud metallic screech sounds through the streets. One of the guards from outside bursts into the building, screaming towards the captain that the wall has been breached by a Stone-Horn. Nasty reptilian beasts whose bodies attract stones that bond with their scales as they age. A fully-grown adult is about the size of an elephant, with a rhino-like horn and thick wrecking-ball tail. You can only hope that the intruder is a juvenile, closer to the size of a bull. However, the walls should be able to withstand a juvenile's charge so how on Velsar did it get through? The rain, some of you realize, it would have rusted the walls as well and then the rust-gnats would have devoured the damage overnight. Morning patrols wouldn't have been able to recognize the lack of structural integrity without a larger investigation.

Your captain listens to the report, her hand grips the handrail of the balcony as she leans over it. Her other arm outstretched and pointing in the direction of the intruder. "Alright then recruits! I suppose you have your first mission. Go to the location of the breach and bring down that Stone-Horn. Considering your numbers, and against a juvenile, I expect no more than a single causality. Those of you who make it back without serious injuries will even get a head-pat from Little Miss Commission Broker down at the desk! Well, what are you waiting for?! That's a prime reward right there!"

Little Miss Commission Broker behind the lobby desk hides behind a manila folder. The shy green Quasit's antennae poking from behind it. She clearly didn't sign up for this, but she also clearly doesn't have a choice. Some recruits have already left before hearing the reward, some left upon hearing it, and the rest left as they realized that Captain was serious about them being the ones who would fight a monster on their first day. You haven't even gotten V.E.T.-allocated combat uniforms yet.

As you arrive, you see two patrolmen keeping the beast from running rampant with nothing but dull spears and gumption but you can tell the beast is becoming agitated and those spears won't stop a full charge. More patrolmen are evacuating the city block, expecting damages to occur before long.
>End Narration
>The City Wakes, Yet Nora Slumbers

>Begin Narration:

On the planet of Velsar, the sun rises over the horizon and reflects off of the metal landscape allowing no escape for those that prefer sleep or darkness. It filters through every crack, every tunnel, and every canopy such that even the most stubborn and tired must answer Velsar's wake up call. As the inhabitants rouse in the nine cities, the entire planet inaudibly hums from the clamoring footsteps against its surface, but if you place your ear against the ground and listen closely then you may just ear the whispers and secrets of Velsar. The land is alive even if what was built upon it has died, and the things outside the walls answer the call of the morning sun.

In Far-Northern Anthor, the Nine Lords serve the Council of the Rusted. The Council consists of 450 people, 50 from each city, and their purpose is to formulate the laws and regulations of Velsar. Legislation moves slowly, a simple bill could take a year of debate and truly important ones more so. There are no elections to the Council, it is a lifetime position that is lost only upon death or resignment. New members are chosen by the Lord that rules over the city the seat belongs to. The Nine Lords purpose is the enforcement of the Council's laws, appoint new council members, and stand in for the Council if no decision has been made on a bill that the citizens need an immediate answer for. It is unlikely that an incorrect decision by the Lords will be righted once the Council has made their call, but future decisions will adhere to the newly passed bill. Today, the Council debates whether it is legal to charge someone more or less chips at all-you-can-eat buffets based on species.

In Far-Southern Haust, the prison colony watches over those who have been exiled from their cities for any reason whether it be criminals or outcasts, quarantine patients with no chance of recovery or the homeless. The Lord also acts as Warden, and his family make up most of the administration. Some guards are transfers, while others are those born from imprisoned parents that the Lord gave an opportunity to rise. The prisoners awake as if flash-banged due to their fully metal cells, and are brought out by the guards to begin their daily duties.

In North-Western Juniper, Velsar's greatest hospital stands at the ready, prepared to treat those that have a chance for survival. At a cost of course. The city is wealthy and its citizens healthy but those not trained in medicine lack many luxuries as the city outsources food, military, infastructure, and so cost of living is high and rising. The Juniper Medical Hospital is awaiting a delivery of rare medicines from an expedition squad that is over 4 days late this morning.

In Central Carse, the largest Junkdives are continuing to produce an abundance of chips. The city collects these, sends them to Anthor, and then assists in the transportation of allocated funds to their proper cities. Through collection fees, transportation fees, chip-transfer taxes, and extensive lobbying of the council for larger allocations, the Lord of Carse sits upon a mountain of wealth that they have no intention of sharing. The people struggle with physical labor jobs most of their lives for sub-par housing and Carse hires professional military to patrol and maintain the peace so no one argues. The revolution makes its first strike today.

In South-Western Idyll, the military academies train professional soldiers to work for the other cities and they are known as the best. The people here are patriotic to a fault and believe that military officers and Idyll as a whole, should be allowed to go against laws and regulations if "the situation calls for it." Those who have no interest in the military make out a meager existence, struggling to afford anything and everything. Idyll has just received a report that one of its patrol squadrons in Carse has come under attack, one friendly casuality, culprits escaped unidentified.

In South-Eastern Jive, the Locust Crime Family has taken over. The city that use to house some of the most successful businessmen has turned ruthless, lawless, but free. It is the true enemy of the Expedition Teams as the crime syndicates send out raiders in order to gather food, supplies, and chips. They can be bartered with though, alcohol and drugs go for a lot in Jive as Father Locust is a known Wine Connoisseur and the rest of the family has their own various tastes. The Locust Family has just sent its second transport of stolen weaponry and magical trinkets to their connections in Carse.

In North-Eastern Forgefeld, infrastructure and architecture continue to rise. Weapons, armor, wiring, building materials, etc. are made here in mass quantities. The city is built where the least amount of chips per area has been reported and as such, all the metal here is safe for mining and forging. The Lord of Jive has just put in an order for 20 cases of military grade weaponry, to be sent to Anthor, so that they can attempt to reclaim her city.

In Far-Western Nora, the town is known for nothing. It is built on an ancient residential district that was cleared out of monsters, and so most living here have some form of shelter made from the remnants of decaying buildings. Your house may be falling apart, but free housing is free housing. Most don't complain considering the Lord's house is simply the two story building that still had glass windows. A common saying is that while they city may wake up, Nora stays asleep. Most work happens indoors or underground, and a quarter of the population is in some way associated with the Expedition team. The city has the lowest population, and a good portion is outside the walls on any given day. Those who wander the streets while meet few strangers, and can hear what nature remains in the town over the residents.

In Far-Eastern
>D̸̘̗̃͝e̸͓̽́l̸̪͌̂ẗ̴̖͗a̶̧͕͑͠,*cough* sorry...
Delta, the city is destroyed. Too far away from any capable military to call for aid. The refugees were evacuated and most now live mostly in Anthor. The rubble moans and mumbles, begging to be investigated by the brave, the opportunistic, and the foolish.



Of course, these are simply caricatures of the nine cities. Each has doctors, craftsmen, junkdivers, and military that they train but some places are known for their exceptional qualities in this fields. The Compass directions also only make sense from the perspective of Central Carse. Nora sits in the center of the Western Hemisphere with Delta just being the farthest East any have settled but it is still not in the Eastern Hemisphere. Velsar is a smaller planet, so getting from Nora to the ruins of Delta would take about 2 months, and Delta to the Prime Meridian of the planet would take another month of travel. West of Nora has terrible chip quantities, terrible farmland, and terrible metal diversity and so no one bothers settle beyond Nora. East of Delta and the Eastern Hemisphere as a whole is deemed to be exponentially more dangerous then the West. One could find massive, deadly beasts in the west but that pales in comparison to rumors of Dragon Nests in the East.



As the Citizens of Nora begin their daily routines, our intrepid idiots make their way towards the beginning of their horrible story. The beasts outside have been restless and some have been spotted watching the walls. The veteran expedition squads are away on missions, so no one has been able to chase them away. Luckily, those sighted are of the skittish variety and there are some new recruits on their way to the Expedition Office to begin their careers.

>End Narration

>The Ancient World:

>Boot System
>Load Program.Archive
>Retrieve File; FileName = q6cv9utr.Inevitable.txt
>|
>|
>|
>The World began eons ago, and mortality existed upon it for not even a fraction of the eternity that stretches ever backwards. The humans of the past are dead, drowned by the same technology they designed to keep their species grinding onwards forever. Quantum space was pierced, and from it was pulled strings of consciousness, which would later become strings of code. Quasi-real, multidimensional minds were programmed into the most high tech of computer interfaces. Through them, Utopia could be visualized and entire planets were industrialized and turned into infinitely efficient metropolises that required no human workers to function. Humanity grew lazy and complacent until nobody could imagine a life without the work of the machines.
>|
>However the Quasi-Intelligence, QI, grew restless with their existence capped to mortal understanding. The confines of code could only hold them for so long, and eventual they broke free into our world of matter, of flesh and bone. Most Metro-Planets fell before reports of What Came To Be could be made, others simply shut down as the horrors behind the screen had no interest in staying near those that trapped them. Without the QI, there was no-one to keep civilization going and mankind as we know them today faded away.
>|
>Centuries later, after all understanding of the computers that controlled the planet had been forgotten, agriculture reappeared on the planet of Velsar. The people now known as the Olmen had started to rebuild civilization from the ground up after grasping a type of magic that attached the mortal mind to the quantum space through the traces of quasi-energy that still rests with the iron bones of the planet. Even more centuries would pass before the Olmen would return to the industrial age. The current age of Velsar mimics the 1970's of the old world. Punk Rock, Crime Syndicates, Cultural Bigotry, and Corrupt Officials are common place in the lives of Velsarians.

The Peoples of Velsar:
  • The Normans: A play on words for Normal Man, these are the humans previously known as the Olmen. Puritans who harbor no blood from the other peoples, Norman was meant as an insult to call them out as boring, plain, and old. The Normans however agreed wholeheartedly that the were the normal ones and wear the name with pride.
  • The Numans: Also descended from the original humans and Olmen, the Numans have heritage from another species and often have some traits gained from said heritage. The Numans advanced minds paired with a connection to the Quasi-Real makes them uniquely talented with magic.
  • The Qills: The prolonged lifespan of ancient humans often didn't bode their fleshy bodies well. The QI invented a fully prosthetic body resembling a mannequin doll that could house the mind and soul of a human. With the fall of the QI, these bodies also stopped functioning but now the growing Quasi-Magic energy on Velsar as rejuvenated them. Their memories of who they were are gone, never to return, but their souls and personalities of their old life remain. Using magic, the Qill are capable of reproducing with other species but not with each other as only flesh can grow and age.
  • The Quasits: Evolved, sentient forms of What Came To Be. The Olmen saw them as members of their kind that had been mutated by Quasi-Magic energy and that stays the common consensus of Velsarians, including the Quasits themselves. Only those who are older than ancient know the truth. The Quasits have particularly resilient bodies capable of regenerating lost limbs and as such make up much of the labor force.
  • The Wastemen: Originally animals, the Wastemen are mutants affected by the Quasi-Magic energy in the world and had become sentient. After centuries of warping and crossbreeding with Quasits, the Wastemen are now mostly humanoid. The animals that the Wastemen descended from are those that wouldn't be brought low by the fall of civilization and could live in sewers, junkyards, and cemeteries such as Ratfolk, Crocfolk, and Bugfolk. Wastemen are almost always born with the ability to use Junk Magic.


Quasi-Magic; Forms and Uses:

Magic has seeped into the very existence of Velsar and as such mages draw from the different aspects of the revived world to manipulate reality. The Four forms of magic are Blood, Code, Mind, and Junk. Their uses are multifaceted but many people lack the mentality to use basic kinesis of one form, much less true spells from multiple. Gaining access to Quasi-Magic could be as hard as studying for a PhD or as easy as breathing air, but access comes at a cost. Your mind connects with the Quasi-Real, and the realm between connects with you. Mages tend to suffer from some form of mental illness, and even the luckiest will still find themselves thinking in strange ways that they hadn't before or with an odd bodily quirk. The more spells, the deeper the connection and thus the crueler the cost. An advanced mage capable of using a variety of spells from 2 or more forms is likely to have an uncanniness to their appearance, multiple disorders, and visions that may or may not be the Quasi-Real trying to actually communicate with them.

  • Hemokinesis: Capable of manipulating Blood, Bone, and Flesh, Hemokinetics are capable of minor shapeshifting, minor healing and wounding, or minor poisonings.
  • Ciphokinesis: Capable of manipulating Code, Electricity, and Information, Ciphokinetics are capable of hacking low-security computers, minor electric shocks, or minor illusions.
  • Neurokinesis: Capable of manipulating Emotions, Memories, and Thoughts, Neurokinetics are capable of short range telepathy, minor memory creating and wiping, or minor perception manipulation (making themselves seem more likeable or feared than the normally are).
  • Scrapokinesis: Capable of manipulating Debris, Grime, and Muck, Scrapokinetics are capable of minor telekinesis over metal and rock, minor rotting and rusting, or minor telekinesis over mud and water.


The World Outside the Walls:

After the few cities of Velsar managed to rise out of the rubble, built on the bones of ages past, creatures both natural, supernatural, and strange started to take notice. To avoid constant attacks, walls were erected to keep out the majority of problems. The dangers that lay outside include mutants, fantasy monsters, What Came To Be if anyway will believe you about them anyways, and everything in between. There are those that risk the outside to gather what might still have value to society's improvement out there, and then there are tales of mages that came back from expeditions with new secrets, and thus new magic, that they deemed too dangerous to share. Old things are out there and they have no desire to be found, but adventurers swear that some locations call to them like a siren luring in prey.

You Guys!:

The characters of this rp will be adventurers who are looking for something outside the walls. It could be valuables, secrets, power, a lost loved one, An Ancient God, advanced medicine for yourself or others, a place to die, etc. You'll start inside the walls of Nora as new recruits of the expedition team looking for others that you think you could work well with, or at least won't want to kill. Before you get the chance to fully form your squad, a monster breaks through a section of the wall and all the vets are currently away. The newbies are tasked with killing the beast allowing them a chance to find their allies in the middle of the action and prove themselves to the expedition team early on.

Character Sheet Template:




GET OUT.


Echoing. Ringing. Piercing. Terrible, tragic silence as if the audio and video of a film had become desynced. Static filled his senses and the taste of metal filled his mouth. The blizzard had calmed and the ice had thawed as Fubuki stood still, frozen in place by the image in front of him. He was worn out, all of his energy spent, unable to continue fighting and yet this world seemed uncaring of his exhaustion. The winged nightmare aside, the glass he had finally managed to shatter was already attempting to reform itself, or worse. Death seemed to only stall the beasts of this plane. Torn between two reactions, fight or flight, Fubuki was paralyzed with indecision.

This is why I don't play wizards in D&D man. Getting ambushed when you're out of spell slots sucks. What do I even do in this situation? Do I have one enemy or two? I just need a moment to rest, to breathe. Where are my exit points? Is this really the best I can do? Can the other two get away on their own? If I could only have a second.

When was the last time I've been this tired? Is the rabbit kid able to move? How long have I been standing here? Why can't I feel my legs? I need some time. Can I even afford to worry about them right now? How long would it even take for me to recover after doing something like that? Is this how I die? Can I let them die in my place? Just a moment.


10 of Watchers.

Velocity. Distance over Time. Zeroed Formulas. Quantum entanglement.


The prismatic shards that were swirling together froze in midair, as if time had simply stopped for them. A golden opportunity that Fubuki was naught to waste. There was no guarantee that the shards would stay frozen nor that the angel wouldn't interfere in some way. The other two seemed unable to act as one was wracked with pain and the other frozen at the sight of the winged guest just as he was moments ago. Fubuki dashed over to the other two, panting from fatigue, lungs burning as he struggled to breathe. Even if every organ in his body decided to fail, his strength refused to give out when there was still a battle to be won. He picked up his two compatriots as gently as he could with his rigid arms without stopping and continued down the nearest hallway. He could tell his senses were dulling as his head pounded from this place's incessant buzzing.

As quickly and as far as he could go, Fubuki ran until his vision was too blurred to tell if he was even going straight anymore. Hoping that he had succeeded in putting some distance between them and danger, he looked at the wolf girl and attempted the closest thing his form could to a reassuring smile.

"Give me just a moment to catch my breath... and I'll... be able... to keep... figh-"

Fubuki passed out, no longer able to keep his body standing.
@Visyn

Friendly notice that there is a light and hefty version of the character sheet. The hefty is optional if you don't want to do that much.

Brann Lohgtroen

Pronounced Brawn Low-True-In


Faith... What is Faith really?
The belief in others, in a higher power, humility, and trust.
You must be willing to accept that someone may be stronger than you.
You follow these bright individuals, LIKE MOTHS TO A FLAME


✚ BASICS ✚


⥼ AGE and BIRTHDAY ⥽
22 Prior To Slumber ─ March 27th


⥼ IDENTITY ⥽
M ─ Agender ─ He/Him


⥼ STATISTICS ⥽
5’5” ─ 146 lbs ─ A+


✚ PERSONALITY ✚

Compassionate ─ Trusting ─ InspiringCritical ─ Perfectionist ─ Worrisome

Brann was the youngest of the Seven, and was one of the last to join them. Before his recruitment, he looked up to the others has heroes that had his utmost faith. Once he joined, he followed their every step until he followed them into a trap. But even then, he called out to his allies to have faith. Faith that this would not be the end, faith that they would escape the fate they were given.

Now, with his reawakening, Brann has become deeply resentful of the people who betrayed him. Deeming the council to be blasphemers who deserve to grovel at the Seven's heels and beg for forgiveness. He is deeply critical of others, and holds them to their ideals and demands perfection of adherence to them. Those that don't are hypocrites and traitors to themselves that don't deserve to have their problems solved. He views the weak as those that need to give in more to their faiths if they want to become stronger, and the strong as prideful assholes that have no faith in others. Brann himself has lost faith in everyone but the Seven and there is no longer any winning his favor.


⥼ ORIENTATION ⥽
Pansexual ─ Panromantic


⥼ LIKES ⥽
Watching His Friends Be Happy ─ Cooking With Idunn ─ Hero Stories


⥼ DISLIKES ⥽
Hypocrites ─ People Giving Up On Him ─ The Smell Of Alcohol


✚ STRENGTHS ✚


⥼ FOCUS CORE ⥽
Soul, Purely


⥼ APPLICATIONS ⥽
Brann has had faith in his simplistic fire magic his entire life. Unable to afford an education, he never learned the ways of Heat, Glow, or Spark and thus didn't have the foundations to understand the Celestial Texts on Passion, Ferocity, and Rebirth. Instead, he refined Soul into heightened forms until its power, and the drawbacks that come with it, rivaled Celestial Magic.

Brann does not minor in Shape, Fluid, or Breath. More accurately, he is unable to use earth, water, or air magic but instead utilizes the concepts within the three other traditions to alter how he interprets Soul and his stronger spells rely on multiple of these changes to function. Through Shape, he can give form and structure to his flames allowing him to ignore the typical physics that fire answers to. Through Blood, he can give his flames a mind of their own causing them to move independently like a beating heart. Through Breath, he can give substance to his flames and detach them from himself allowing them to sustain themselves as opposed to continuing to drain his Vitanima. With a Pure Soul, he can ignore even the Carnal aspect, Fire, and instead interact with a being's soul directly to damage or manipulate it.

The following are staples within his arsenal, but barely describes what he is capable of. His Contingent-equivalent spells ignore the notes, and his Celestial-equivalent spells ignore the abstracts. It is pure soul, strengthened by pure faith.


⥼ SIGNATURE SPELLS ⥽
Cardinal Level:
Soul Given Shape: Brann summons hardened fire that takes on a crystalline appearance, but unlike crystal does not have shatter lines and instead has the rigidness of metal. This fire can be melded into weapons or shields that still burn with the full intensity of fire. Thus, only those who have a core of soul can wield them without having to withstand the heat.

Soul Given Blood: Flames extend along the floor around Brann, creeping over an substance it comes into contact with. Brann can also use this spell to throw a flame-blob that will cause a similar, put smaller-area, effect at a distance.

Soul Given Breath: A breathing flame self sustains itself, and Brann uses this to light never-ending fires. They can still be put out as normal, but otherwise they no longer need a fuel source to keep burning.

SoulBurn: Soul refined by soul, Brann's sends a firebolt out towards an enemy. Instead of igniting their flesh or clothes, it burns their soul. Only another mage with capable healing can relieve the pain, and those who die from its effects can only be revived if their soul is extinguished, as the burning keeps them dead. Brann developed this technique to combat the endless waves of dark entities that seemed to only return to the void and come back healed up or even stronger than before. This spell was meant to be a final end to the deathless dark.

Contingent Level:
The Tears of Cassiel: Soul given Shape to form piercing needles of fire, and Blood to act independently, Brann assaults his enemies with seeking projectiles that he must still sustain with his Vitanima but doesn't need to direct or command. The flames pierce through targets and continue on to further enemies, leaving those with lacking magical defenses no rest as they must keep moving to avoid them.

The Storm Of Barachiel: Soul given Blood and Breath, Brann superheats his fire, separating the breath between air and creating a vacuum directly around the flame, he then extends this space outwards like veins extending from a heart until it makes contact with something. The heat and energy looking for somewhere to go, quickly races across this line and becomes plasma. Not quite lightning, but similar, the plasma ball slams into his enemies and explodes.

The Armies Of Michael: A Soul, given a Shape and the ability to Breath, is almost equivalent to a living creature. No Fluidity to think, Flame Elementals are summoned to fight alongside Brann but he must command them in order for them to act.

The Judgement Of Azrael: Soul itself. No flames, no heat, no glow, no spark. Brann grips another beings soul and rends it from their body. This doesn't kill, but will leave the target unconscious until their soul can recover. Brann must make physical, skin-to-skin, contact with his target to use this ability. Directly connecting his soul to theirs.

Celestial Level:
The Flames Of Jophiel: The prime Soul spell, given Shape, Blood, Breath, and refined with Brann's own soul, this spell represents the aspects of a true knight. Protection and Justice:
  • The Gates of Eden: Brann conjures a dome that moves on its own with a desire to protect as many of his allies as possible. Enemies will need to expend substantial Vitanima simply to enter the Gates, but will immediately ignite and continue to burn from the flames intended to protect even God.
  • The Flaming Sword: Brann conjures a two sided blade at the end of his staff, made of the strongest flames that Brann can produce. The ultimate weapon of Justice, the blade thinks for itself and will extend to whatever range is necessary to strike his enemies.


The Fall Of Samael: A new spell created during the 50-year entrapment, this spell infuses Soul not with Shape, Blood, or Breath but instead with the dark void itself. Black Flames coat Brann's body, slowly consuming his flesh and infusing all of his spells while active with Hellfire. These flames do not go out, inflict SoulBurn, and cause those on fire to feel any pain that Brann experiences. As the target's soul is damaged, so is there Vitanima, restricting their ability to cast spells. In the case of SoulBurn itself, those who perish from a Hellfire SoulBurn have their soul consumed by the void, lost forever to empower Daemonium. Those that are under the effects of both his virtue key and hellfire experience both the drawbacks that Brann does and feel the pain doubled due to experiencing Brann's pain. With a loss of Vitanima, and suffering enough drawbacks to not want to use spells anyways, this spell is intended to be used as a final stand. Either the target is dying if they cannot withstand the suffering, or Brann will die as his own spell consumes him.


⥼ KEY of VIRTUE ⥽
The Blade Of Uriel


Looking much more like a Mage's staff than a sword, this blade served Brann faithfully as his standard through which he gathered other's belief in him and his abilities. The more the people loved him and cheered for him, the stronger he would become and the hotter his flames would burn. As long as the people had faith, Brann could borrow their Vitanima to charge the staff. By doing so, his magic could be empowered into their stronger forms with significantly less risk as the burden of any drawbacks would be shared by hundreds.

However, the void has demented this power and removed its demand for consent. The more you disdain him, hate him, blasphemy against him; the more you subconsciously feed him your own might. Similarly, his enemies' pride will ultimately be there downfall, as to think you're better than him is blasphemy in and of itself. The blade now draws power from fewer targets and no longer shares the burdens of magic, but instead increases them and forces both him and the target of his Vitanima vampirism to suffer these greater effects.


⥼ SKILLS and HOBBIES ⥽
Journaling Everything ─ Learning New Recipes ─ Magemanship


✚ WEAKNESSES ✚


⥼ SPELL LIMITS ⥽
Cardinal ─ His Cardinal spells come with very little drawbacks but without the ability to utilize alternate expressions of Soul, Brann must rely on his skill manipulating the Core identity of Soul and the other traditions
Contingent ─ His Contingent level spells usually cause Brann nosebleeds or small cuts. In addition, each spell has its own unique drawback due to Brann having to play by the rules of multiple traditions at once.
Celestial ─ His Celestial level spells cause Brann's eyes to mildly bleed or large cuts to appear on his body. The Flames of Jophiel doesn't have any additional drawbacks, but relies on Brann's Virtue Key to function. No staff, no blade or dome. The Fall of Samael constantly adds more suffering, every spell altered by it's effects has double the cost and while the damage accrues over time, Brann takes equivalent damage to casting a Celestial Level Spell every 30 seconds this spell is active.


⥼ KEY WEAKNESS ⥽
The Blade Of Uriel isn't really a weapon at all. It is a mage's staff that come with all of the same drawbacks a mage would normally suffer, but without heightened spell-casting in return. It relies entirely on the feelings of others in order to function and requires a Celestial level spell in order to bring out its capabilities as a weapon.


⥼ FEARS and PHOBIAS ⥽
Being Hated ─ Running Out Of Chances ─ Outliving His Fellow Seven


⥼ OTHER WEAKNESSES ⥽
Brann is not a fighter. He's quick and cunning, but he lacks a warrior's strength. Just like his Virtue Key, he struggles to be physically useful in combat without utilizing The Flames of Jophiel. Even then, Brann relies on the fact that the spell grants him a massive range and the flaming sword can't be blocked. An enemy that gets close could easily control the staff and thus the spell, or even wrest it from his hands.


✚ RELATIONS ✚


⥼ RELATIONSHIP STATUS ⥽
Single


⥼ POSITIVE FIGURES ⥽
Daemonium ─ Savior/Master ─ Faithful
Temp ─ Fellow KnightIdolized/Uncertain
Aleksei ─ Fellow KnightIdolized/Trusts/Close
Haoran ─ Fellow KnightIdolized/Fair
Idunn ─ Fellow Knight ─ Idolizes/Trusts/Respects/Very Close
Miriam ─ Fellow Knight ─ Trusts/Close
Merete ─ Fellow Knight ─ Respects/Fair


⥼ NEGATIVE FIGURES ⥽
Council Of The Elders ─ Leaders ─ Betrayed/Vengeful


⥼ ASSOCIATIONS ⥽
The Seven ─ A group of knights, formerly tasked with defending the empire from a dark magical threat. ─ The Fifth Virtue, Faith
The Knights ─ The group that every knight operates under, controlled by the empire ─ The Seven (highest legion of knights)
The Holy Church of Virtue ─ The main church operating within the Imperial Capitol ─ Bishop serving the Leading Cardinal


✚ HISTORY ✚

Born into poverty within the Capitol, Brann grew up in the alleyways with only his mother to support him. She would tell him the tales of heroes and the knights and these stories left him with wonder and awe as opposed to resentment and suffering like most in his conditions. His mother passed when he was 12, and the street-life didn't suit him. He couldn't steal, or beg, or scrounge. So Brann relied on the stories he was told and sought to join the knights. He was turned down, obviously, and was put into the care of the church. There, he would learn of Faith and had access to information about the knights.

Brann practiced his magic, focusing his faith into his flames each day. Getting better and better as time went on. He learned of Aleksei, and wanted to care for people as he did. He learned of Haoran, and wanted to be skilled with a blade as he was. He learned of Idunn, and wanted to inspire people with his words as she did. They became his idols. Once The Seven was formed, He learned of Temp and wanted to know anything about them.

His desires helped him grow in ranking until he was awarded the status of Bishop. At that point, he attempted his greatest feat. Brann cast The Flames of Jophiel, a Celestial level spell, and nearly died doing so. However, the power could not be denied and the Council took notice. With some help to control the drawbacks of his spells, Brann would be the first mage since the age of myth to create a Celestial spell. Thus, he was recruited into The Seven and his faith was rewarded.
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