Yoshua's Character Storage Mark VIII

yoshua171

The Loremaster
Original poster
FOLKLORE MEMBER
Invitation Status
Genres
Fantasy, Naruto, Bleach, and anything else that catches my attention
My personal character storage.

Index



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. . . . . . . . . . . . . . . . . .Title​
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"Which will it be, your pride...or your life?"​
Theme I Theme II


N A M E I N C A P S
Pronunciation
Age Gender. Race. Sub-race​
[ ⊰⊱ ]​Ⱥppearance
Description

[ ⊰⊱ ] io
Description

[ ⊰⊱ ] quipment & elongings
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[ ⊰⊱ ] apabilities
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eates Ϩaerne. . . . . . . . . . . . .
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ᴛ ʜ ᴇ....ᴠ ᴀ ɴ ι s ʜ ι ɴ ɢ....ʙ ᴜ ᴛ ᴛ ᴇ ʀ ғ ʟ ʏ​
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"Well, I'm supposed to have some kind of quote in here, but, uh, what do I even say?"
Theme I Theme II


R E A T E S....S A E R N E
Ree-eights Say-ern
One-hundred-thirty-five. Male. Human.​
[ ⊰⊱ ] Ⱥppearance
Reates walks with confidence in his step, a grin on his lips, and a mischievous glint in his lively green eyes. He stands at 5'11 and has a hardy, somewhat muscular build, neither overly bulky nor particularly lean. A pair of spectacles typically rest on the bridge of his nose, filtering the strange glow from his eyes.

[ ⊰⊱ ] io
Reates is a charismatic, confusing, eccentric. He's intelligent, charming, and loves to poke, prod, and twist people's minds up to make them think and see how they react. He loves people, loves magic, and has an endless sense of curiosity and adventure. While there is much more to this enigmatic man, you will have to find out for yourself.
While the early days of Reates life are unknown, there are somethings that are worth mentioning...not to mention that they might actually be remotely your business.

First to note is that Reates has been in Ominar for quite sometime and has--for the majority of that time--been working at Inerva University. Therein he has met many friends and taught many pupils, educating them in the ways of the world...and magic. In this time he has gained an Official Hunter's License, eventually rising to the class of B. Despite this he is not well known and has taken pains to having his reputation...uh, kept tightly under control as something of a favor. Notably, Reates teaches a rather wacky Advanced Magic class akin to an honors student course, but where he takes in honors student and select individuals that he will notify at his leisure. Of course, this is only his day class. What Reates is truly known for, at the University, is his mysterious Night Class, which cannot be signed up for unless you've been chosen, but can be walked into without any prior paperwork. The exact nature of this class is a fiercely guarded secret.

Beyond this, Reates has involved himself with a number of others, including Teresa, Inerva, Nabriales, and Sophia. Every day the mad professor continues his campaign to achieve True Immortality, and come to understand the true nature of all Aberrant entities. He takes it as his solemn duty to one day understand the entirety of magic, including the vis which comes from Rift, Pylae, itself.
Inerva: As his employer, she holds a special place in his heart. Also he's just happy that she tolerates his, um...unique brand of teaching.

Leah Allen: Though she now lives on her own, Reates was once Leah's legal guardian--though the girl is not aware that he is directly related to her (with him being her Great Grandfather). As a result Leah thinks of Reates as her "Uncle," and the two are quite close. Despite her insistence that she can take care of herself, Reates keeps a close eye on her, though largely without her knowledge. He cares for her far too much to not look out for her wellbeing.

Nabriales Taeryn: Having become acquainted as a matter of business and mutual benefit, Reates met Nabriales when he one day stumbled into the man's potion shop. A sort of eccentric friendship and work-partnership sprung up from their interaction. The two keep in touch, trading information and occasionally resources fairly often.

Sophia Taeryn: Having met Nabri's sister largely because of, well, Nabri, the two are acquainted and friendly, if not friends just yet.

Casaeri Võimeum: Due to Reates' endless search for knowledge and resources, these two have become involved, with the licenti offering Reates information--and a number of other boons--in exchange for the mage's silence, and occasional assistance in certain matters. Additionally, the licenti makes a wonderful conversation partner, especially over a game of cards or chess.

Madison Lily Harper: One of his students to which he pays particular attention due to her strange vis and incredible potential.

Bree: The two are associates and occasionally friends, depending on the mood of the hundred-headed demon. In large part, Reates maintains and supplies Bree with enchanted items and a number of other pieces of equipment or materials should the man need it. In exchange, Bree keeps Reates on the up-n-up of information regarding a certain organization or three.

Teresa: The two are colleagues and to some degree, friends. They share research and occasionally get lunch, little more. Teresa enjoys giving Reates trouble regarding the safety of his lab and the experiments he conducts, whereas Reates finds her amusing, useful, pleasant, and fascinating.

[ ⊰⊱ ] quipment & elongings
Cellphone: Exactly what it sounds like yo. It's got a mode specifically for work though, which is pretty neat.

Miscellaneous: Various items or things that he owns such as an apartment or two, a car, a secret laboratory or three etc.
Lyura's Star: A pendant of ancient make, Lyura's star is an artifact that Reates uncovered in his travels. The item, while appearing to merely be an elaborate pendant, is actually composed of a number of rings that were created by a rather famous mage of the Renaissance. The item's exact abilities are unknown to most, but Reates has managed to puzzle out a great deal of its functionality. Namely, the item was crafted by way of the Art, its mechanisms giving it the ability to manipulate space-time to a limited degree in the direct vicinity of the user--or conversely--to stabilize their manipulations making the act easier. When in use, the pendant hums and appears to undulate as the many rings that make it up turn in unison. The item appears to be nigh indestructible, though Reates is not entirely sure why.

Meniscus: Seen in his appearance, these glasses are in actuality a one-of-a-kind magical device. Possessing four notable properties, Meniscus is exceptionally durable, locked in a fixed state in space-time, is a Focus and is capable of filtering/restraining the Sight.

The durability of Meniscus is such that it can withstand the force of a 200 mph car collision without damage and resist up to 1204 degrees Fahrenheit without issue. Should it take damage, Meniscus fixed state will cause it to reconstitute itself, pulling together its constituent elements independent of Reates or any other source of vis, before returning itself back to its state prior to being damage. Combined, these two properties make Meniscus nigh indestructible.

Aside from its passive properties--listed above--are its ability to restrain and filter the Sight and its properties as Reates' Focus. The former of the two works by shifting the attunement of the lens, basically allowing only certain types of vis to pass through and enter the wearer's eyes. Despite not fully covering the eyes, they manage to fully filter the Sight unless directed to do otherwise. This process is dictated by tiny incredibly precise pulses of intention laden vis from Reates. As to the Focus-related properties of Meniscus, it gathers information from any vis that comes into contact with it, and/or within a 5 meter radius of its wearer. This informs the wearer to the sorts of vis in the area, but not to the exact location or intention behind said vis. Beyond this, the glasses act as an amplifier to the stability and precision of Reates' ability to manipulate vis.

**On closer inspection, Meniscus can be seen to be inscribed with what appear to be incredibly small and inordinately intricate runes. If inspected with the Sight or through a microscope, the actual materials that makes up the glasses will be nigh impossible to ascertain without extensive--and continuous--viewing.

[ ⊰⊱ ] Ҏ ets & Ȼ ompanions
Abstractis Imperialis Veritisi: Taking the form of a large swarm of butterflies, Abstractis is an Aberration, otherwise known as an entity that either originates from or has been significantly altered by, the realm of Pylae. Like all aberrations, Abstractis possesses properties that are largely impossible to explain mechanically with any known scientific or magical theory. Perhaps its most notable traits are its sapience, passive absorption of vis, and of course its incredible camouflage. The first of these is relatively simple as the swarm is a hivemind intelligence with a composite intellect. The intellect of the swarm is directly proportional to its numbers, meaning that it is far worse for it to lose members than some other organism. Beyond this, Abstractis feeds on vis, absorbing it through proximity and contact at a slow, but continuous rate. It shares vis among its many bodies and despite absorbing it, cannot be detected by said vis. Last among its notable traits is its camouflage, which comes in the form of the swarm's ability to alter the color and texture of its body through unknown means. This camouflage combined with it being impossible to sense, or sense through, in regards to vis makes the swarm an exceptionally good vis insulator/dampener.

*If supplied sufficient vis, Abstractis can replenish its swarm after being reduced in size.
**Abstractis communicates telepathically, but can be blocked out by those with training.
***When not hiding itself, Abstractis takes on the coloration seen in Reates' picture above.


Personality: Abstractis moves and speaks with purpose and, as one might expect, has little care or understanding of the need for personal space. The being is observant, intelligent, and fairly blunt. One might even describe it as tactless, though someone who does ought to remind themselves that Abstractis is by no means human and so has differing notions of humor, right and wrong. The aberration tends to stay around Reates, both by his request, and its own will--especially since the man is its primary source of vis.


Rystreim: Another aberration that has decided to tag along with the professor, Rystreim appears to be a living, sapient cat composed entirely of apparently indestructible crystal. The only parts of its body that are not entirely crystalline appear to be its eyes; the tip of its tail and claws; as well as the very core of its body. The tail, claws, and eyes are composed of a white glowing vis, which constantly emits from the 'cat' in faint smoky trails. The core of its body on the other hand is a reddish hue that glows warmly from within, refracting with the transparent bluish crystal that makes up Rystreim's form. When observing the aberration one might first think it some kind of golem, that is until it comes into contact with water, fire and/or extreme temperatures on either side of the scale.

When the aforementioned occurs Rystreim's body reacts violently, though the reaction depends on the temperature. Exposure to water or any temperature too cold for a normal cat will cause Rystreim's body to shine from within, its light refracting through its body to produce a blinding light that swiftly heats its form and releases waves of burning vis. Rystreim becomes more quick and agile in this state and the longer it stays like this, the hotter it and the area around it will become. Exposure to fire or any temperature uncomfortable to a cat, Rystreim's body will absorb the heat and--through unknown processes--convert it to electromagnetic energy. An electromagnetic field will project from Rystreim's form, extending up to 10 meters from it. Within this field particularly magnetic and conductive materials will be drastically heated and perhaps even melted by the heat imparted to them from the electrical energy. Direct contact with Rystreim's body will cause mild to severe electrical shocks ranging from mere static shocks to electrocution. Beyond this, Rystreim is capable of blocking out telepathic communication and can speak vocally despite not possessing any kind of biological mechanisms for such.

*Rystreim's name is a link.

Personality: Like mundane cats, Rystreim is curious, enjoys long naps, and is fairly temperamental, switching between loving and hostile at the drop of a hat. She does not spook easily, unlike most cats, and is only bothered by water, fire, and uncomfortable heat/cold. Beyond this, any assault on her person is merely annoying. The 'cat' will often be seen following Reates around or sleeping near him. She enjoys being petted, but the amount you can pet her without being nipped depends on her mood. Beyond this, Rystreim is exceptionally intelligent and when active, can derive incredible amusement to startling people--either with its ability to talk--or by coming into contact with the elements that make her aberrant traits abundantly clear.

[ ⊰⊱ ] apabilities
Telepathy and Mental Resistance: Possessing considerable mental fortitude and telepathic ability, Reates is capable of projecting ideas, images, and 'speech' over a distance so long as he has either established a connection beforehand or knows the vis signature of the intended recipient. Beyond this he is exceptionally skilled at mental wards and defensive tricks to resist telepathic attacks or otherwise psychic influence. Like all non-magical telepathy, this ability can be interfered with by a vis deficient atmosphere, the presence of erratic vis, too many other frequencies, and some wards as either a byproduct or intentional result of their intended purpose.

When used, all communicated ideas, images, and 'speech' are easily distinguishable from the receiver's own thoughts, ideas, and mental imagery. While this is not a property inherent to non-magical Telepathy, it is one inherent to Reates' use of it. As a result of this, Reates cannot use his Telepathy to trick someone into adopting a set of thoughts or ideas by making them think that they are their own. The ability is merely another means by which he may communicate. He is fully capable of creating a 'broadcast' of his Telepathy, reaching the minds of anyone within a certain range of his person. However, should he wish to 'broadcast' over a range bigger than 10 meters, he must augment the ambient vis that his Telepathy travels through with a field of vis.

*For Telepathic communication over a distance greater than the size of your average modern city, Reates must first have established a particularly potent--and typically permanent--link. If this is not done, any given telepathic 'message' is more likely to be drowned out by the ambient movement of vis than to ever reach the intended recipient.


PHD in Science and Teaching: Having done his due diligence for a number of years--and more than once at that--Reates has a PHD in a number of sciences, namely physics, astrophysics, and biology. While he does not have a PHD focusing on the medical field or in Chemistry he does possess a similar level of knowledge and experience in said fields. Beyond this he is also a certified Professor and has taught at a number of grade levels. Within the last two decades he has settled into a college teaching position in one of Ominar's prestigious Universities.

Enhanced Intelligence: An intentional product of his enhanced physicality and Sight, Reates mind is something unique. He is a man of exceptional intelligence with a somewhat unique ability to 'multi-thread' his thoughts, making it possible for him to maintain up to eight unrelated chains/trains of thought at once. This combined with his analytical and creative mind makes for a devastating combination. Further, his memory is exceptional, even if it sometimes take him a moment to recall a detail or two one can be assured that he will recall it with few exceptions. Of course as an unfortunate side-effect of this drastically heightened mental processing, Reates has to eat, drink, or metabolize vis at a faster rate than most humans. If he fails to do so he can very easily succumb to exhaustion, blackout, or otherwise lose consciousness unexpectedly.

Aberrant Knowledge: As one of the leading experts in the study of Aberrations, Reates has an understanding of these anomalous beings and artifacts than almost anyone. He can use this knowledge for a variety of purposes, such as magic, dealing with aberrations when necessary, and even, in some cases, handling Pylae-related events.

Magical Savant: Hailing from a magically prolific family, it comes as no surprise that Reates was born with a considerably talent for magic. This intuitive grasp, coupled with his extensive training, and the Sight give him formidable insight into the workings of vis, magic, and the mechanics of the world at large.
Enhanced Physicality: While certainly possessing a largely human physiology, Reates has modified his form significantly over the years in the interest of prolonging his life and maintaining his magical potency. The alterations he has made take two forms, the first being a number of rune-like etching that have been essentially imprinted onto his entire skeletal structure. While the second takes the form of a self-maintaining set of spell-matrices, that constantly cycle vis throughout his body. Together, these two alterations give him enhanced durability, longevity, constitution, and regeneration. The enhancements mentioned bolster his bones, musculature and other cells with vis, allowing them to reproduce much faster than normal without rapidly shortening the telomeres of his cells. Additionally, this vis acts as a series of interlocked shields, making every cell in his body more difficult to damage than normal. Notably, despite these enhancements, Reates is not passively much stronger or faster than your average martial artist or otherwise athlete even if he is significantly more durable.

It should be noted that due to the connection between his own internal vis, the network of rune-like markings on his bones, and the spell matrices it is exceptionally unlikely that any of the aforementioned mechanisms will be stopped barring extreme circumstances. Thus, should Reates lose consciousness and be drained of all non-essential vis one can still expect the aforementioned to not only remain intact, but to continue functioning as normal. However, beyond this point they may start to deactivate as necessary.
The Art: Having been born into one of the families who owe fealty to the Order of Athriohm, Reates Saerne was formally trained in its use. Furthermore, after his defection--which involved the death of his uncle in order to convince the Order of his own death--Reates has taken to working with Diffugium in secret, further advancing his knowledge of the Art. While he cannot reasonably utilize the Art whilst in Ominar, his knowledge of it, and skill with it, informs the rest of his magical ability significantly.

The Sight: A unique adaptation in the human Ostium, the Sight is a genetically transferable trait that allows an individual not only to perceive vis visually, but to see its presence in all things. While humans are capable of learning to perceive vis to some degree, the Sight is something else entirely. The differences are twofold, with the first difference being that it must be inherited or otherwise genetically activated; while the second is the Sight's ability to not only perceive vis, but to perceive it all the way down to the deepest level. This essentially allows an individual to see reality in its constituent parts; represented in their purest, most accurate form--at least insofar as the mortal experience is concerned.

However, despite the incredible abilities of this genetic ability, the Sight is not without its weaknesses. For most humans, particularly, the Sight takes a great toll on the body and the mind, as it allows an individual to take in far more information than the human brain is designed to handle in a given period of time. Reates, even with his enhanced physicality, is plagued by this issue, essentially forcing him to somewhat limit his Sight barring brief uses or exceptional circumstances. This is also uniquely troublesome for Reates due to the fact that his Sight is significantly more potent than that of most humans who develop it--Precursor Descendants excepted.

It should be noted that humans who are born, or who awaken the Sight via genetic tampering, will not gain the inherent understanding of what they are perceiving or how to control it. This, coupled with the Sight being ludicrously rare in the vast majority of humanity, makes it perhaps one of the most mysterious, and certainly powerful, forms of inherently magical traits.

The Mechanics of the Sight
The difference between normal humans and humans with the Sight is thus: Humans with the Sight have exceptionally broad channels of their Ostium that directly interface with their eyes, naturally projecting from, and pulling vis into, the eyes. These broad vis channels, in Sight-inheriting humans, are structured almost identically to the vis channels of a powerful mage's Ostium, though with small alterations. These alterations, rather than allow the individual to use spells by coding vis with intention, or altering the patterns that it follows, instead allow the individual to "shift" the amount of detail and "depth" they can see when observing vis. This ability differentiates a Sight-inheritor from a normal human. This is due to the fact that, despite their ability to broaden the vis channels in their eyes so as to perceive vis, they cannot give those vis channels the ability to differentiate the same level of detail/depth as a Sight-Inheritor could.

Note: Precursor Descendant "Sight" is generally better due to the fact that their "second Ostium," stores the necessary genetic information to properly interpret the information brought in by the Sight. Furthermore, the ability has a 50% (or so) chance of being inherited by their children, with a lesser 30% chance of the Sight being properly potent in said offspring. In addition to this ability to interpret the information somewhat intuitively--provided they try to delve into the Sight's use--a Precursor can imprint their Sight again so as to increase the intuitive grasp of generations to come.

Vis Sense: Something he's developed since he was very very young, Reates' vis sense--as with others--allows him to detect the vital essence of living things in addition to the ambient energy of the world. Through his extensive experience with magic and constant practice, Reates' vis sense has reached a point where he can detect the use of various types of vis, and even analyze--to a degree--the make-up of various spells and/or enchantments. Due to its coupling with the Sight, this ability has become exceptionally potent, giving him a rather large range with a minute or more of focus, and considerable precision within roughly 30 meters, and exceptional precision within 20 meters of his person.

This trend continues, the accuracy and clarity of his senses increasing the closer they get to his person and the more he concentrates on them. Extending vis from his form can also increase the accuracy of his vis sense, allowing him further range than normal.


Scrying & Hieroturgy: Having studied the two disciplines for many years, Reates has utilized Scrying to further amplify his Sight's precison--specifically at long range--allowing him to locate specific individuals or high concentrations of vis despite line of sight as well as other variables. Naturally, as any skilled mage should, Reates can utilize scrying to hide his own presence as well...though it is not particularly necessary due to Abstractis. While the aforementioned uses are certainly notable, the most prevalent use of these two schools of magic is in the art of Warding.

Near peerless in its use, Reates is capable of using hieroturgical laws in tangent with scrying wards to create warding fields that don't just fool the senses, but become nearly physically and magically impenetrable. While often not used on their own, Reates can utilize the two schools in tangent with things such as reification and spatial magic to create some truly startling magical defense or containment fields. His skill in this area is actually so high that he occasionally takes commissions to help ward buildings or rooms.


Reification: Adept with the school of magic and further assisted by his other fields of study and his Sight, Reates is capable of rapidly fabricating vis constructs. Utilizing his extensive knowledge, and experience Reates canalter the state and properties of his constructs with relative ease.

Rift & Spatial Magic: While he is capable of normal spatial and Rift magic, he tends only to use his regular spatial magic to teleport--or on occassion to obscure or defend himself. Aside from the aforementioned applications, Reates utilizes an Art assisted version of the two magics, which he essentially keeps hidden within his lab. Implied by the locale, Reates only uses the full extent of his Art assisted Rift and Spatial magic for research purposes.

Runecraft: Something of an extension of his skill with the Art, Reates has taken to studying and utilizing runes to replace sigils and confluxes in his arsenal. Over the years he has made a point of attuning himself to a number of runic 'languages', studying and gathering them into quite an impressive collection for one person. Though, more often than not he will resort to his own personal runic language, which uses the basis of sigilcraft with significantly modified symbols, essentially assigning hundreds of individually useless properties to an equal amount of runes, which he can then combine to create incredibly intricate effects. Of course, this makes his personal runescript not only harder for other runesmiths to decode. Additionally the nature of this language means that Reates tends not to use the individual runes very much, and instead has committed a number of useful rune configurations to memory. This means that--with a limited number of effects--he can summon up the necessary rune combinations, but with others he has to take the time to actually arrange them in his mind...which takes time and focus. While perhaps more equipped than many in this regard, it still can mean the difference between life and death in dangerous situations.

Thaumaturgy: While perhaps not his preferred field of study, Reates is an accomplished thaumaturge, capable of effectively wielding any of the classical elements. However, perhaps more notable is his use of this magic in concert with the others in his arsenal. In this way it is revealed that while Reates possesses an advanced understanding of Thaumaturgy, that his own skill at it pales in comparison to a specialist. Such is the unfortunate result of being something of a generalist.

Transmutation: Second only to his skill with Warding, Transmutation is the school of magic in which Reates could be said to be exceptionally skilled. While his Wards are truly frightening in their intricacy and effectiveness, Reates' ability to transmute materials or manipulate them is startling. This reveals his tendency to--when possible--utilize a mixture of Creation and Manipulation in concert. While most transmutation specialists will focus on Manipulation, Reates takes the magic a step further by using vis to generate additional matter that he can control. Similarly he will even combine it with Simulacra to graft additional traits into existing materials. His grasp of this discipline and certainly his skill in it come entirely from his Sight and knowledge of the Art respectively. Without these two things it certainly would have taken him much longer to become as skilled as he is in this area.
 
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ƪllaerion Ⱥvusahré. . . . . . . . . . . . . . . .
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ᴛ ʜ ᴇ s ʏ ɴ ᴛ ʜ ᴇ s ɪ s ᴛ​
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"Well, I'm supposed to have some kind of quote in here, but, uh, what do I even say?"
Theme I Theme II


I L L A E R I O N A V U S A H R É
Il-lay-ree-on Ah-voo-se-ray
Two-hundred-ninety-five. Male. Precursor Human.​
[ ⊰⊱ ] Ⱥppearance
DESCRIPTION

[ ⊰⊱ ] io
DESCRIPTION
To Be Filled.
To Be Updated.

[ ⊰⊱ ] quipment & elongings
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[ ⊰⊱ ] apabilities
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adison ily arper. . . . . . . . . . . . . . . .
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"I-if you don't mind, maybe I can help?"
Theme I Theme II Theme III​


M A D I S O N....L I L Y....H A R P E R
Twenty-two. Female. Human. Caucasian​
[ ⊰⊱ ] Ⱥppearance
While she doesn't have an athletic build, Madison is very much in shape and well nourished, and it shows in her hourglass figure and good genetics. She has startling ice blue eyes and naturally purple hair—despite what anyone else says. She's 5'4 and is at a healthy weight for her age and height. She prefers to wear clothes that, while flattering, give her essentially full coverage as she's not the sort to show off, though she does care very much about her appearance. She's the type of girl who, despite her insecurities, doesn't need much make-up to look good. Perhaps one day she'll believe it.

[ ⊰⊱ ] io
Madison is a compassionate, if somewhat shy, woman with a love for people and a naturally optimistic disposition towards life. She believes in seeing the best in people, or at least not letting their faults overshadow all else. She is a responsible young woman with a strong sense of morals, though not black and white at all in her outlook on life. Still, despite the passion in her heart, her strong sense of responsibility, and her loyal nature, Madison does not do well under pressure from people—though she does fine if that pressure is largely self-imposed. She has a fear of deep water and has a measure of insecurity, and thus vulnerability, about her. While she's the sort to come off as innocent and pure, one shouldn't let that fool them for Madison is as human as anyone else. After all she may be studious and loyal, but she can be irrational and moody; self deprecating or fake; and whiel she is often a role model she is still a full grown woman who has not so appropriate thoughts about passing strangers. At least not all the time.
In short, Madison was born a rather sickly infant to a Mary Harper-Galagher and James Galagher. Soon after, her grandmother Lily Harper died at the ripe old age of 140, giving over her own jewelry, the family heirlooms, to Madison. Following this Madison's health improved greatly, as did her responsiveness and from then on she was a healthy little girl.

Madison's formative years taught her plenty, as she was bullied to a degree, particularly during the summer when she went to camp. From these experiences she learned a great deal of compassion for others and she grew strong too...though she also gained herself a strong fear of deep water, something which she cannot remember why. As she moved on into highschool she had her first several boyfriends, but only one of them lasted, and his name was Finnic. The two of them were together for almost a whole year, before they split because of a rather violent argument, which landed Finnic in the hospital and Madison a little traumatized. She later found that she couldn't remember exactly what had happened, but she figured she'd rather forget that terrible affair anyways.

She grew and grew, taking a passing interest in magic as she grew older and pursued higher education, enrolling in Ominar's local, and most prestigious University. While she mostly took normal classes--pursuing a degree in Creative Writing as well as secondary focuses on Editorial work--She studied magic on the side, learning its history and even taking a class on its mechanics, mostly for fun and on a whim than for any other reason—lucky for her that her grandmother had left behind quite a bit in her will. Today Madison still lives in Ominar, taking classes and living life while sometimes taking her young cousin for the weekend. She's generally happy, but little does she know...that things are about to become...well, complicated.
Inerva: As the headmistress of the school and a prominent individual in Ominar...Madison has met her, if only in passing since she goes to the school that the woman founded.

[ ⊰⊱ ] quipment & elongings
Heirlooms: As seen in the 'Heirlooms,' link, these paired earrings, bracelets, a pendant and a single ring are part of a set of family heirlooms that date back so far that they ought to have fallen apart. Yet, through some miracle, they have not aged in the slightest and continue to resist any and all attempts to destroy them. Always on her person, though the ring she never wears, this set of jewelry was, upon its creation, imparted with powerful enchantments, which have only been bolstered with their passing between descendants. Their purpose is simple, keeping the vast amount of vis within women of the family from destroying them...or at least, that would appear to be their function. Oddly, the ring appears to do nothing at all, at least for Madison, so she has foregone wearing it, especially since her mother told her that she had no need to.

As to how these heirlooms work, they act to cycle only some of the vast stores of vis throughout their wearer's body, as well as to amplify the strength of their Ostium so that even the incredibly dense vis of the Harper line will not harm the wearer as it would most people. While Madison is unaware of this, the jewelry has one other long term effect, it gradually strengthens the wearer's Ostium, otherwise known as their vis pathways, with the intent to eventually make their body naturally strong enough to hold the energy they were born with. As for the ring...well, that will just have to remain a mystery for now.


Cellphone: An entirely mundane every day item, Madison has a cellphone for contacting her various friends and family, as well as other less integral people in her life. It is of course a smart phone so it does have other uses.

Purse: Wherein lie her wallet, hygiene products, some make-up, moisturizer, pepper spray and some other miscellaneous items.

[ ⊰⊱ ] apabilities
Enhanced Processing: Madison is a relatively intelligent woman, but even more pronounced is her skill with organization and the processing of different sorts of information. While she takes it largely for granted, while also thinking her abilities far more humble than they truly are, Madison in truth has a powerful mind, even if not in the magical sense. This trait is a result both of her latent magic and of her mysterious guardian—with the former being more responsible than the latter.

Normal Resistance: For a human, Madison has decidedly average psychic resistance, being capable of fending off minor threats with great effort, but failing to subdue or repel anything greater despite the latent energy she could one day bring to bear, for now she is vulnerable.
Human Physiology: Madison is clumsy when she's not paying attention and has average physiology by human standards, though she is in relatively good shape and keeps it that way. Nonetheless she does not have incredible durability, strength, or speed, though she has found that the further she pushes herself, the more stamina she seems to discover. Beyond this she has noticed a very slight regeneration factor, but it is not anything to write home about, allowing her to recover from minor injuries quickly, while anything major takes a maximum of one week less time to heal from with the average being about three days less time. While she's had no experience with such, this regen factor scales with the lethality of an injury, meaning she is more likely to survive/pull through if an injury is closer to being fatal. It also keeps her from having long lasting disabilities and keeps her more healthy than is normal. This trait relates to her latent magic.

Kinesthetic Sense: Plain and simple, Madison's latent magic and the way her Grandmother's heirlooms operate have resulted in her having, when she focuses or is physically active, an enhanced awareness and ability to utilize her physical body. This includes balance, the status of her body—hungry, thirsty, tired, healthy etc etc—as well as to her ability to move about with accuracy. This is something she can train, but for the moment it is only an advantage when she is focused as at any other time she tends to be rather clumsy.
Guardian's Bond: Due to her bond with a Prae she's never met, Madison is protected by a mixture of abilities that, until recently, she was essentially unaware of. First among these protective measures is a danger sense which increases in intensity the nearer danger looms and also helps her ascertain the source of said danger via what she thinks about. When this danger sense meets a peak and is accompanied by a fear or thought of harm to her person, the secondary protection shifts into place, forming shields of vis around her person. The nature of these shields is dependent on the threat and will be more suited to said threat depending on if she figures out what it is or even the vague direction or nature of said threat. Should she not know a threat's nature, but her danger sense reaches a certain level of danger, it will utilize her vis, along with that of her unseen guardian, to manifest a powerful set of barriers with full coverage. This however, for the moment, only lasts for a brief time, and takes a fair amount of Madison's own vis to work. Should she already be tired, or having used too much vis already, the shield will manifest, but weaker than it otherwise would. Beyond this, her bond allows her a sort of communication with her ethereal guardian, making it possible for her to share impressions with one another, making it more in line with empathic communication than telepathic. At current time, Madison, when "communicating," thinks she is merely talking to herself. While the bond might afford her other abilities, it does not at current time.

Latent Magic & Ancestral Inheritance: While Madison has no notable skill in the realms of magic, she has what any magus or scholar with even rudimentary knowledge of magic, anima, and vis would call 'latent potential,' and a huge degree of it at that. In essence, Madison's anima is both dense and vast, her soul packed with a tremendous amount of life force that, in fact, is actually troubling. While normally this would not be a problem, as most powerful magus attain such, it is worrisome in Maddie's case due to the fact that her Ostium is decidedly underdeveloped and thus not suited to transporting and maintaining such enormous amounts of vis. This would normally lead a human to die young, typically of heart failure, as the energy would cause undue strain to their system. However, Madison's case is unique due in part to her unseen guardian and in part to her grandmother's dying gifts. Yet, this is not the truly incredible thing about Madison's anima, no, that is revealed when one looks through her family tree and finds that every other generation or two...a powerful female magus is born. This is even more intriguing when one considers that not once has a man of the same caliber been born to the women of her family, which can trace its lineage back to at least the tenth century after which point reliable records become scarce, if not non-existent. Why this is exactly is anyone's guess, but it is said that somewhere the knowledge is written, if only one could figure out where.
 
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zayeis ka'aeria. . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . .ᴍ ᴀ s ᴛ ᴇ ʀ...ᴏ ғ...ᴛ ʜ ᴇ...ɢ ᴀ ᴍ ᴇ​
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"Which will it be, your pride...or your life?"​
Theme I Theme II


S Z AY E I S A K A ' A E R I A
Zay-iss Ah-kare-ea
Two-thousand. Male. Licentia. Eximius Nightwalker​
[ ⊰⊱ ]​Ⱥppearance
While Szayeis is a shapeshifter by nature, he does have something a preference for two forms. The first of these being his favored human guise, which stands at six(6) feet, with a lean build and handsome features. This guise possesses startlingly blue eyes, like the sky shining through ice. The latter of his two forms on the other hand can be best described as a human visage shrouded in pitch, with white eyes and swirling patterns that trail across its skin and in its aura, all outlined in a pale blue.​

[ ⊰⊱ ] io
On the surface, Szayeis is a devious and charismatic individual, with little regard for life. However, beneath this persona is the light that casts this terrible shadow, for behind the veil there dwells a deep roiling anger...a hatred borne of intense trauma and abuse. It is from this deep sense of violation that the nightwalker draws his strength, conjures up his drive, and takes the world by storm, bending the wills of others to his own ends. Everything he is, his intellect, his knowledge, his nature, is turned to a singular purpose.

Revenge.

For beneath the veneer of calm, collected control; beyond the charisma and merciless monster, there is little but an empty, lonely, damaged soul. So condemn him. Resist his inexorable will. Just...consider, something made him this way. What was it?
While this infamous nightwalker's past is shrouded in mystery to humans, some among his kind know the truth. So it is that despite his evolution, despite is cunning, his strength, and his achievements, few of his own kind respect him. Among the likes of humanity, he is well known. A man, nay, a licentia who has strode the underground of Medius, and came away...untouched. Always one step ahead, Szayeis has earned quite a reputation as one of the world's most infamous criminals. He is...the Master of the Game.
To Be Updated.

[ ⊰⊱ ] quipment & elongings
Cellphone: A simple smartphone that Szayeis uses for communication with his various contacts.

Aeris' Soul: The Soul Core of a certain Aeris Kasio, Szayeis acquired this after turning the woman, but before he let her back into Medius on her lonesome so as to use as a constant reminder of his control over her, not to mention as useful leverage. This 'item' is kept within a specialized device whose specifications lie in the below equipment section. As an additional note, Aeris' soul core is of a black and purple coloration and takes on the shape of a crystalline sphere larger than the palm of a hand.
Ichabod's Cane:
Depicted above. described below

Crafted with the assistance of a certain ancient licentia, Ichabod's Cane was forged from a material known as Dtsen. As a result it conducts vis more effectively than most other materials, exotic or otherwise, and--furthermore--is exceptionally strong. Beyond this, the cane is an exceptionally powerful container and focus, as it was forged for the purpose of housing a soul core. Perhaps the most unique aspect of the artifact is the fact that it is uniquely attuned to its wielder. This is not to say that it is merely more effective in their hands, but that the cane cannot be wielded by anyone else. In fact, this attunement is so strong that unless the cane's previous wielder is killed, it cannot be utilized by anyone else. Furthermore, as a result of this attunement, the cane can be freely 'dispersed' into a vis-state in which it only maintains a spell matrix to stabilize and contain the soul core which acts as its primary source of energy. This allows Szayeis to manifest, demanifest, or summon the cane to his person even in the presence of some forms of anti-magic.

[ ⊰⊱ ] apabilities
ncredible ntellect: Possessed of a certain cunning and exacting intelligence, Szayeis has a mind not to be scoffed at. His time in Priscus has given him a measure of resistance to psychic intrusion and his long life has given him ample time to expand his mind and learn himself. While not beyond human in his intelligence, Szayeis does have beyond human memory, as most licentia do, so as to retain the majority of his life within his mind, rather than forget and let his past drift into obscurity.

sychological astery: Szayeis has spent a great share of time in each realm and so has been exposed to, and devoured, a wide variety of individuals from all three races. As such, he has gained considerable insight into the psychology of all three. This coupled with his rather sadistic streak and endless desire to learn has allowed him to delve deep into the psyche of each race and pick them apart...piece by piece. Still his own species is something that he understands only to a certain degree as the amount their psychology can vary is vast. With the other races things are easier, but he is certainly not infallible.

Ѵast xperience: Szayeis has lived for over two thousand years and as a result has accumulated an understandably vast amount of experience. This coupled with his memory and intelligence makes him an utter bastard to deal with as he has seen so much that one might think he's seen it all...though they'd be wrong. Still, his experiences also weigh on him, influencing his decisions and sometimes causing him to stumble where he may not have without them, such is the burden of memory.
ightwalker hysiology: At rest, like all nightwalkers, Szayeis' body is entirely composed of loose, changeable vis, with the sole exception being his five soul cores--an abnormally high amount for a typical Eximius, but fairly normal for a nightwalker. As a result of this naturally loose, malleable vis Szayeis--unlike many licentia--can shapeshift freely and with abandon, an ability he shares with the rest of his kind. Additionally, due in large part to his age, he has access to the typical abilities of nightwalkers, known as Dread Permeation, Shadow Manipulation, Illusion Magic, and Shadow Walking. With the sole exclusion of Illusion Magic, Szayeis has more or less mastered his inborn gifts. His nature affording him a number of boons, Szayeis is capable of seeing in the complete absence of light, projecting his awareness through shadows, and of course...sensing vis to a highly discerning degree. While he cannot 'see' vis, Szayeis--like many nightwalkers--has a highly tuned vis sense, which allows him to differentiate between individuals even at a distance.

artial Ҝnowledge: As a being who naturally seeks out power and sows chaos, Szayeis has accrued a not inconsiderable amount of combat proficiency. While he is no martial artist, per se, Szayeis has the sort of ability that comes with being a natural--and practiced--predator. He is adept at stalking and confronting 'prey' or guarding himself against threats. This, coupled with his attuned ability 'Assimilation,' makes him a devious individual in most encounters.

ssimilation: An ability that some nightwalkers access, this allows an individual to--upon devouring the entirety of a being--gain something of their experience, abilities, and/or memories. However, due to the damage done during the 'assimilation' process, the gained genetic information is degraded causing it to be drastically less useful. If careful, a nightwalker can however be careful as not to damage some aspect of a being, allowing them to--for example--peruse their memories or more completely process and--potentially--integrate some amount of their abilities or experiences. This process--to actually have a meaningful effect--typically requires an individual to devour hundreds of beings with similar abilities if they wish to properly utilize even a shadow of that which their prey possessed. This ability almost exclusively works on other licentia, though the perusal of memories can be applied to the other races if with some difficulty.
he ystemic ethod: A magical methodology that focuses on efficiency, the Systemic Method utilizes a largely unseen form of reification to initiate spell-like reactions via baseline physics. This is one of the offerings that licentia gave to humanity when they revealed themselves in times past. While exceptionally useful, the magic requires an extensive understanding of the physical world, its systems, and mechanics for it to be properly useful. Perhaps due only to his exceptionally long lifespan and beyond human memory, Szayeis has managed to memorize the information necessary to utilize Systemic Magic to its fullest...or at least something resembling it.

omprehensive agic: As an 'older' being by traditional--or at least human--standards, Szayeis has amassed a significant amount of magical ability over the centuries of his existence. As a result of his exposure to and use of magic, Szayeis has lesser ability in the Schools of Thaumaturgy, Psychotropy and Glamours. In these schools he either possesses an in-depth understanding--but lack of practical skill--or a middling ability to actually utilize them. Among this grouping of lesser skills, Psychotropy is of note for despite his lacking traditional training or discipline in the art, Szayeis has an unreasonably high ability to resist mental intrusion or tampering. This is a result of his extensive exposure to prae telepathy and empathy as well as some amount of practice in the years following his centuries long imprisonment.

Moving on from his lesser skills, Szayeis does have more notable ability in the Schools of Reification, Warding, Hieroturgy, Scrying, and Transmutation. While Transmutation and Scrying act more as modifiers for his natural nightwalker abilities--filtering his perception more easily, and enhancing his shapeshifting respectively--the other talents are of a more varied nature. However, before going into a deeper look at those magics, Szayeis' actual style of magic ought to be mentioned as, unlike most mages, the nightwalker uses very little of any of the three individual methods of magic (Simulacra, Manipulation, and Creation) and rather utilizes spell matrices in a more...focused and intentful fashion, expanding their usefulness drastically. Essentially, this takes the form of making incredibly anchored, typically invisible and intangible, constructs of reified vis, which can be tuned for a variety of purposes. This done, Szayeis utilizes these constructs to establish hieroturgical matrices, thus instituting certain magical laws on an area. However, unlike traditional hieroturgy, Szayeis' brand integrates the Systemic Method, allowing him to actually lock down mundane matter by locking the vis nested deep within it into place.

Utilizing this unique discipline, Szayeis can use a combination of traditional VMTs, spellcraft, and hieroturgy to create some truly potent magical effects.

Ҏossession: As a nightwalker, Szayeis is capable of entering a Flux-like state, become intangible, at which point he can forcibly enter the body of another being so long as their own will/vis is not sufficient to resist the process. This allows him to spread his vis throughout their body while utilizing his cores to suppress their anima, thus hijacking their vessel. Furthermore, Szayeis can kill, leave be, or shatter the mind of your typical host, allowing him options with dealing with the refuse when he sheds them. Due to...considerable practice, Szayeis is capable of having this process be pleasant, painful, or even difficult to notice through a number of specific manipulations of his own--and on occasion--his target's vis...from within.
 
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"When the goin' gets tough, sometimes you've just gotta...mix it up a little."
Theme I


Let it be known that "Bree," is a nickname.​
Thirty to Forty. Male. Human-Prae Hybrid.​
[ ⊰⊱ ]​Ⱥppearance
Standing at 5'10 and weighing in at 168 lbs, Bree--as he's called--is a well built, but not overly muscled man with a swagger to his step, a smirk often on his lips, and a twinkle in his hazel-brown eyes. Having Prae blood running through his veins due to relation twice removed--making him only a 1/4th Prae--Bree's most striking attribute is his odd eyes, which while appearing mostly brown, seem to glitter and refract light. Aside from his unique eyes and tousled dark brown hair, Bree is fairly average in appearance--though many women might attribute him a sort of roguish charm.

Aside the aforementioned, Bree tends to wear jeans and long, high collared black shirts, with no buttons fastened, giving him a relaxed or even lazy air practically all the time. On assignments he is known--if only as a bold fashion statement and almost-parody of hunters--to wear a Duster, which is black and without the typical straps to hold it in place. Aside this are his relatively normal looking boots, which while reminiscent of "cowboy boots," are far less flashy. This perhaps sums him up well, a man who possesses a classy and infrequently outlandish sense of style. No exception to this is his fairly plain black cowboy hat, which he has given the name Volgaris for some interesting and...sentimental reasons.

[ ⊰⊱ ] io
"That's a rather difficult question to be answerin'. Regardless, I'll try my hand in explainin' a thing or two 'bout me. First rule, don't cross me, second rule, don't listen to the first rule because that'd be pretty obscene. What? You don't believe me, well I guess that's pretty warranted considerin'. I mean I ain't exactly a simple guy, and calling me easy ta understand'd be the fraud of the century, don'tcha think?

Don't answer that. Second, no it was third, rule to note, s'that ya ain't never to make a deal with the devil. You still readin'? I hope so, cuz these're some seriously true facts.

Anyways, rule ninety six

What? How'd we get to ninety six?

C'mon, didja forget, the rules are on a needtaknow basis, and trust me ya don't need to know."
A long long time ago, in a little town in New Orleans literally named Backwater a man named Austin died, and two children were born, twins—though not identical in the least. Named by their parents, so came to be a child who grew up as one boy, but became many men and a girl whose name was Anastaesia. Leading relatively tame lives, the two children went to school, played with friends, and lived in relative peace with their parents, Louis and Maryyna. However, it appeared that fate decided to play its hand, throwing a joker into mix.

So it was that a string of murders occurred in the small town of Backwater, and so it was that the final two to fall were the parents of the poor naive children. Thus at tender and impressionable age of twelve, Anastaesia was tainted by trauma and the boy lost his name and had his mind torn to pieces. Lucky each in their own ways, the two survived, one with Anima altered, and the other with a mind permanently at war with itself, shifting about from one boy and into another in random fashion.

Seeking sanctuary after a long lonely walk through the swamp and country, the two children were taken in by stranger who offered them kindness, expecting little in return. So it was that they were adopted by the man, who they came to know as Grandpap. It was only later after he'd brought them up and even taught the scatterbrained boy a bit of magic that they were let out on their own and told the man's real name: Dorin Katela.

For a time the three traveled together, only to be joined by Dorin's true grandchild, a younger fellow named Vaihrn. Soon after, the siblings departed the two Katelas and decided to leave the U.S behind to make their way in a new land. However, before they departed, the young man used his newfound skills, along with his sister's wolfish persuasion, to garner more than a little money.

Following this, the two left the states and traveled to Europe, where they eventually settled in Ominar. Having been an orphan himself, the man who had come to be called Bree by his sister, started a little operation, setting up bunkers around the city, and employing the homeless and orphaned so long as they chose not to waste what they were given. With time his business expanded and he came to be known as the DealBroker, or conversely the DealBreaker, by those who were not so friendly following his execution of their assignments.

So it is that the Broker's watched the years pass, and it has come to this, Prae ruling his city and villainizing Licentia no matter their stories. It's been twenty years since he started his operations, and man he's never been so angry--at least some of him that is. Perhaps one day he'll be in agreement with himself.

As unlikely as that'd be.
Bree is a broker of deals, he's an informant, he's a mercenary, and he's a wanderer. He is infamous, and famously, known for breaking, and making, a variety of deals with a variety of clients. He works on a need to know basis, and is highly unpredictable...but reliable when he feels like it. While that'd seem to directly contradict the concept of reliability, it doesn't, as his skillset and track record make him one of the best, if not the best, in his line of work. It should be noted that he makes three types of 'deals'.

Deals: Can be made and broken, are sealed only by one's own word and an agreement of sort. These can really entail anything, but when making these one should know that they are completely subjective and debatable between the Broker's many personalities. This means that any one of them can and will have different ways of achieving, or sabotaging, any given deal according to their own wishes.

Binds: These are deals which he binds either himself or his client to via the Art applied in a way that is not typically used--not that the Art is at all common. These are not entirely subjective, but are not entirely objective either in terms of his personalities and their meaning. However, since these deals are written out they can be worded in such a way as to not give his personalities any wiggle room. Still, one has to be almost as careful with these, as if you write them wrong...you could end up in a ditch somewhere, making love to an elephant on a tricycle.

Promises: These deals have been agreed on between all of his personalities mutually in some fashion and as such will be fulfilled, regardless of the methods --unless it has been stated what methods must be used-- and as such are considerably less subjective than the two previous types of deal. Broker never breaks his promises, but he also almost never makes them. They are a rare commodity and if they are made, you better be careful what you're asking for...because the Broker always pays his dues.

"Guy's got connections": Due to his many years in the profession of Deals, the Broker is quite well connected. It's even rumored that should someone say something, somewhere, three cities away, in a dark alley, he'll hear it given a day or two. No one is quite sure how he does it, but the Broker manages to know more than he lets on, or let on more than he knows, quite often.

[ ⊰⊱ ] quipment & elongings
Dustkickers: These heavy duty boots have small compartments in them, allowing its user to kick up 'black dust,' otherwise known as gunpowder. These boots have a thin metal lining too, as well as running spikes reminiscent of track shoes to allow for a high level of traction. He has enchanted these boots slightly using the Art, so as to make them lighter, but only to him, so he can move with less restriction than would normally be allowed but still dish out a good ole asskicking.

Volgaris:
Volgaris is a hat, a plain, but stylish, stetman hat that happens to be the Broker's favorite. It is the one item on his person that isn't enchanted to be useful in battle. Its sole enchantment has something to do with augmenting itself with absolutely insane levels of good luck. Considering the fact that Broker has been in numerous situations where it could've been lost, destroyed or damaged, yet against insurmountable odds it remains in perfect condition, as such Bree assumes that its enchantment is working, but he's still not quite sure....
Dustproof: This particular portion of his garb, his Duster, has gained its name from the fact that he continually adds enchantments to it and it has hit the point where the Duster itself is immune to most things with the exception of getting dusty. It can shield him somewhat from things like heat and slashing attacks, not mentioning its ability to contain air, allowing him to close it around his head to give him a very limited air supply in areas where he'd otherwise be unable to breath. While the Duster itself is pretty much invulnerable, being mostly capable of blocking piercing attacks, not to mention elemental assaults, it in no way protects him from the force behind these blows. This is why he will tend to get bruising and broken bones, rather than getting stabbed, burned or drowned. Crushing attacks are particularly dangerous to him for this exact reason. It should be noted that this duster is not actually invulnerable as it does take some of his own energy, and the energy from the environment, to fuel its various enchantments. He has stated, to Anastaesia, that it can only last so long in any given conflict if he doesn't want to exhaust himself just to keep its effects active.


Silverchains:
These twin Colt 1911's, aka M1911's, are named as such due to both their silver coloration and because of their unique enchantments. The 'chain' part of their name comes from the fact that at the base of each pistol's grip --on the bottom part that'd normally face the ground when firing straight ahead-- is a small sigil. These sigils can be activated by a small influx of vis, allowing chains to spawn from within them and connect the two pistols. This chain, or rather the silver utilized to make it, is stored within the sigils themselves. There is a decent amount of silver, in fact there is enough silver within the sigils to create a twenty-two foot chain that connects the two weapons. This chain is extremely sharp to enemies, but completely dull to allies. How it differentiates between the two is a mystery. Other than this, there is a small secondary "trigger" on each gun. This trigger is more of a "button" mechanism that has been enchanted so as to link to the opposite pistol. This allows the Broker to fire a pistol without actually touching it, as long as he is touching its twin. This is particularly useful when he is using the chain.

Black Beauties: With enough power to do a significant amount of damage wherever it hits, the Black Beauties can teleport to one another, as there are small sigils on his finger tips which allow this. The sad part about this is that the Broker must be somewhat aware of the position or location of the guns so as to summon them to him. Otherwise they can randomly appear in different locations, or he'll accidentally summon "similar" energies to himself rather than the guns themselves. Additionally, the golden markings on the Black Beauties allow the guns to fire not only normal ammo, but to fire vis as well. In fact, the guns have been modified so that the portion of the gun directly corresponding with the hole in the barrel, but located on the rear-facing portion of the weapon, can fold open to pull vis into the gun to be fired through the barrel. Last, but not least, the Black Beauties gain their color not from a natural metal, but from being continually exposed to choice vis of particular Licentia. This makes them not only more durable and sturdy, but also means that, should he have to fight one of the other races, he can damage each of them in unique ways. The Black Beauties transfer some of this unique vis into the bullets giving them a minor siphoning ability, or the chance to erupt into loose fragments upon contact with their target.

Impression Sheaths:[/url] These gloves, though they are more like a strange kind of fingerless leather gauntlets, have had the very surface of their forms altered so that they can shift shape somewhat, though to a very limited degree. As such, the gloves can cover his fingers completely if needed, in addition to the fact that he can overlay sigils onto their form and the fabric will remember the sigils for later use. While the fabric can "remember," as many sigils as can be reasonably fit on its surface, it can only do so for an hour or two for simple sigils, and three minutes for complex ones.

RedShine: A weapon that might as well be composed of enchantments, RedShine is made of a metal that was crafted through the use of the Art. This metal has a mixture of properties, giving it the sturdiness of steel, but the conductivity of silver. The properties of the elastic rapier, and the hard piercing longsword have both been augmented into this blade and can be switched on and off by altering the pressure being placed on the grip of the blade. To increase the blade's elasticity the pressure must be light, to decrease the elasticity the pressure must be greater. There exists a third function to this blade and that is to channel the vis of silver or to pull the blood of other beings into the blade. When the blood is pulled in it can either be purified or its traits can augment the blade to harm a particular race depending on who, or rather what race, the blood belongs to. RedShine can only contain foreign vis for a maximum of ten minutes after which point it will disperse into the surrounding environment. RedShine can replicate, but only once, allowing him twin blades rather than just a lonely sword.

BlackLeech: As its name implies, BlackLeech is capable of pulling trace amounts of vis from biological, or inanimate, materials that it comes into contact with. BlackLeech works primarily with biological matter, but can be used on inanimate matter as well. It should be noted that BlackLeech has four other notable traits. Firstly that it is composed of the same metal as RedShine; Secondly that it can only hold up to one Anima signature at a time; Thirdly, BlackLeech cannot hold vis for more than twenty seconds; Last of all, when it cuts a living thing the process of vis being absorbed causes a rushing and burning sensation on the cut area.

Tuner: The sheath to Bree's dagger, Tuner can pull any vis from the BlackLeech and store it for later use. Tuner can store or combine up to six different separate Anima signatures, allowing it to be a container for vis that requires analysis at a later time or to serve as a conduit for BlackLeech or Bree's magic.

The Sniffer: This object works much like a compass and a yard stick in that it detects vis as well as pointing to Anima signatures that are imputed into its apparatus. Additionally, the Sniffer is capable of detecting the predominant type of vis in any given area, as well as the levels of each less dominant kind, meaning it can tell how much Prae, Human, and Licentian vis is in any given area. Last, but not least, is the fact that the Sniffer can point to the most potent source/congregation of vis. The device has various 'hands' and the like to point to these locations, as well as a meter or two on the back, covered by the metal, which can easily be opened for the Broker to see. The device is enchanted so that it is essentially indestructible (though not entirely so), and will vanish from perception when not in use leading Bree to sometimes forget it's on his person at all.

[ ⊰⊱ ] apabilities
The Hundred-Headed Demon: One of Bree's well known aliases, this particular title relates to his chimeric personality, which due to the accident in his childhood, was left permanently altered. This is not to say that he was merely changed as a person, but instead to say that he seems a man whose mind shifts tacts like a model changes clothes. Yes, for rather than a man united by singular purpose and a set of well defined mental traits, Bree's mind is instead disjointed, possessing possibly hundreds or thousands of personality permutations each with their own set of beliefs, morals, and attitudes. If this were not difficult enough to deal with, Bree has no control over which "him," is active at any given time, nor does he control when a switch between an active persona and one of many many dormant personas occurs.

Still, no matter the shift, the individual is considered "Bree," with one exclusion that the man refuses to talk about or allowed to be documented aside from it being referred to by all his various persona as "The Devil." Beyond this, it should be known that Bree loses no memory or awareness as his shifts can occur at the drop of a hat, the turn of a shoulder, or the flip of a coin. So it is that people have come to call him the Hundred-Headed Demon, as what else could be so terrifyingly confusing?

**Due to the shifting nature of his mind, Bree is functionally immune to conventional Psychotropy (though Glamours are another story) though it is possible for some exceptionally advanced users to create more tailored Psychotropic effects to which he would have no defense. The source of his functional immunity is in the fact that most spells will be trigger a persona switch, causing them to only affect the persona which is no longer in control...if the switch doesn't disrupt the spell to begin with.


The "Perfect" Conman: Once again deriving from his personality, the Broker is often called the "Perfect Conman" because while his myriad personalities do not all get along, almost none of them will try to get in the way of their own collective well-being. This is one of his many rules, and is likely one of the rules that truly holds him together as a functional person in society. Without it he'd fall to shambles.

The Nasty Macgyver: Outside of the abilities that primarily originate from his divergent personalities, Broker has exceptional skill at improvisation and this even comes into play when he is in a sticky situation and has to make the best of a small amount of resources. He has earned this title, of a sort, from getting himself in and out of situations with tools and objects that would not typically be helpful in those situations, but nonetheless got him out alive and (mostly) in one piece. Because of this, those who have dealt with him on the opposite side before know to try and take as many of his valuables, trinkets, and otherwise belongings when trying to keep him tied up, or in captivity in general, because if they don't they might just end up on the pointy end of a toothpick.

Psychological Knowledge and Manipulation: Due in part to his Personality, which can be described as that of a hundred headed demon, Broker is quite good at manipulating people to do what he wants. At the very least he can typically turn situations to his favor in some way, allowing him to masterfully switch gears and sides pretty much instantly. Additionally, he has dabbled in the study of the psyche in order to attempt to understand his own shifting personality better, and while it didn't help him too much in that regard, it has given him some useful tools. It should be noted that because of his shifting disposition, the Broker can very easily deal with and understand a wide variety of people. Many people who have observed him actually think him to be able to perfectly understand nigh anyone due to this shifting syndrome of his, this is however an overestimation of his abilities, which are impressive nonetheless. This skill is often seen when he ends up gaining a relatively clear picture of someone's barebones personality based on short interactions between himself and others. While fairly accurate, this is at the end of the day guesswork mixed with actual psychological know how.

Minor Explosive Knowledge: Since watching pretty explosions is fun and some of his more...dastardly clients want rather big Deals fulfilled, he has learned how to properly use various hand-held, or otherwise, explosives. Some of these include grenades, flash grenades, and C4...also pipe bombs, lots of pipe bombs.
Hybrid Anima & Vis: A vis altered due to a grandmother who was Prae, Bree's Anima is more dense and pure than that of a normal human—though to a minor degree. Additionally, while his diluted blood does allow him to use magic as a human would, his use of such is hampered in some ways as his vis does not flow so freely or grasp so easily onto the energies of things outside of himself. To supplant this, Bree absorbs ambient vis at a slow pace on top of regenerating it like a human. This increases his physical stamina and alters his biology slightly due to his crystal having been metabolized into his blood and suffused throughout his body. As some of the tiny dust particles have settled in his eyes, he is more aware of vis in his surroundings, and since it has settled everywhere else he channels the energy more easily through his own form if not outside it. This allows him to use a form of minor telekinesis in the form of biological augmentation, making him slightly more durable than the average human—rather paradoxical due to the typically fragile nature of a Prae's body. So it is that Bree recovers from beatings more swiftly, retains consciousness for longer, and can sustain more damage than your average joe. Of course, it helps that he's used to it too.

Swordsmanship: He sure as hell ain't a master swordsman, but he is far from amateur in the art of swordplay and can hold his own against most of decent, or considerable, skill. He prefers light fast blades, allowing him high maneuverability, a bending unpredictable strike, or a solid defense by way of offensive prowess. At the same time, some of his personalities like to switch gears and use his blade(s) as a defense, allowing him to trap his opponent and then use one of his other abilities to finish 'em off.

Marksmanship: While he's no soldier and he's no pro, the Broker has sufficient skill to get by when it comes to marksmanship, though he does prefer revolvers and Desert Eagle pistols to get the job done most of the time, he will sometimes don more heavy weaponry to do the dirty deed. It should be noted that some of his personalities dislike the use of firearms and so will not use them traditionally, or even at all depending on their opinion(s).

Trickshot: While he is no master, his skill with his weapons of choice, mentioned above, are considerable, allowing him to pull some pretty miraculous stunts sometimes.

Juggler: Having learned it just for the heck of it, also to amuse his younger sister when they were both kids, Broker has since turned it into a useful ability. At this point in time he'll use it to wield multiple sets of weapons at once, or quickly switch between different tools or the like in difficult situations. Lastly his hand-eye coordination is improved by this greatly, allowing him to easier keep track of multiple variables, objects, and individuals in any given situation.

Dualwelding: Because he is ambidextrous, though he started as left handed, the Broker has developed a high level of compatibility to dual wield not only two of the same weapon, but two completely different weapons or tools. In addition to this, the Broker can 'weld' two skillsets together almost flawlessly. Combined with his ability to wield the Art, he can even combine two objects together for rather interesting contraptions, though he doesn't do this last bit too often since it can be rather taxing.
The Art of Athriohm: While he did find his own master to study under at one point, the man died tragically at the hands of a now quite dead Licenti prior to the completion of his apprenticeship. He has since managed to scrounge up information on the Art, do his own research, and plenty of experimentation. This has allowed him to gain just enough skill at it that he can manage himself. However, his skill with the Art is not strong enough on its lonesome (in most situations or if used traditionally) to serve as his primary fighting skill. It does however, give him a lot of variability, as it can easily augment any of his other skills. Bree can really only use this derivatively in small ways that he can then expunge or cover up otherwise he'll catch the attention of TIAMAT and, more specifically, the Order.

Constractsman, the Smithy of Deals: Utilizing the Art, Psychotropy, and a strange variant on Hieroturgy the DealBroker is capable of writing binding contracts that are not upheld by something as flimsy as a government, but rather by the very vis of the individuals who sign it with their signature. While he will sometimes call these contracts, he will more often refer to them as 'Dealbinds,' 'Binds,' or 'Binding Deals.' Their overall categorization falls somewhere between his definitions of 'Deal' and 'Promise' which can be seen far above. Contracts made with Bree are exceptionally difficult to break and if broken on either end tend to have deleterious effects on those involved. As a result of this, some who have experienced or worked with Bree consider his Contracts to be similar in some manner to Banes.

Vis Sense: He is capable of detecting vis as a series of sensations. He's not particularly good at tracking on his own, but he can detect the levels of ambient vis in his vicinity fairly well and can detect the creation of spell matrices and whatnot, allowing him to detect the use of magic to an extent. However, he does have to focus as otherwise magic use gets drowned out in the general "noise" in his surroundings.

Intuitive Facsillomagy: In short, Bree is uniquely capable of asserting his will on vis held within objects, allowing him to analyze, decode, disenchant, amplify, or better utilize items by understanding and then harnessing the vis therein. As a result of this, Bree can ascertain the nature of an enchanted item with a bit of vis, time, and contact, after which he can wield it almost as if second nature. This skill, aside from giving him enhanced knowledge, can make affected items behave as an extension of his person, allowing increased coordination among other things.
 
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airyell Ҝasio. . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . .s ᴀ ɴ ɢ ᴜ ι ɴ ᴇ​
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"You'd think after two-hundred years of hunting you'd seen it all. Then the world surprises you in an alley with a Sullicitus. It's funny like that."​
Theme I Theme II Theme III


M A I R Y E L L K A S I O
Mare-yell Kos-eo
Two-hundred-twenty-four. Male. Licenti-human hybrid. Greater Vampire.​
[ ⊰⊱ ]​Ⱥppearance
Standing at 5'11 and weighing in at roughly 190 lbs, Mairyell has a solid, but lean musculature with typically purple eyes that emit a subtle glow. His fairly handsome features typically overcast by relatively short brown hair, while the rest of his form is typically garbed in his hunter attire. At his hip he carries one of his three weapons, whilst the others remain hidden within his duster he exudes an air of relaxed confidence, with just the slightest trace of a predatory nature. While not typically out unless required, Mairyell does possess two dark red bat-like wings, composed primarily of blood, with a smattering of grown muscle and bone on rare occasion. When spread, these wings have a rather vast wingspan of roughly twelve or so feet from wing tip to wing tip. Beyond this, the only other notable feature of his body are his teeth, which can mimic those of a normal human, or become reminiscent of canines so as to allow the vampire to feed--not to mention his eyes, which glow more red when his blood manipulation is in use, and more blue when Brisn is in use.​

[ ⊰⊱ ] io
A rash and easily angered boy in his youth, Mairyell has matured greatly since those far off times, having become much calmer and analytical than he once was. Having learn to harness his emotions where he cannot keep them in check, the hunter has made a point of making sure that his fits of rage never return to plague him and his loved ones again—let alone the world.

Having long grown used to his rather unique situation, Mairyell has embraced his Licenti side allowing him to be more true to himself than ever before. As a result, the infamous hunter is well known both for his passionate and fiery determination and his calm and almost detached attitude towards most things. He's the sort of person who can't stand being looked down on, and who won't stand by while the innocent are unnecessarily brought into the crossfire. This, and his fiercer side often seems out of place when put alongside his relatively relaxed state of mind as, on most days, he'd much rather spend time with his friends and loved ones than fight the world's battles for it.

Nonetheless, in part due to his fierce loyalty for those who earn it, and in part due to his inability to stand idly by while others are hurt, Mairyell tends to find himself on the battlefield defending others—more often with his fists than with his words. Strangely, despite his tendency to fight for what he believes in, he has been known to occasionally take on jobs that are contrary to his morals. More often than not this is because the job has to be done by someone, and doing it serves a purpose which he's willing to, for a time, sacrifice his personal comfort for the better of the many.

Moral dilemmas aside, Mairyell is a man with an eccentric, and not infrequently dark, sense of humor—which is largely due to the similarly dark experiences in his past, not to mention his own abilities. In direct contrast with his humor is his anger which, while not seen so often as it was in his youth, is something not to be trifled with. A fiery thing, Mairyell when driven into a rage is a force to be reckoned with, who is often willing to go to the extent of hurting himself to make sure that whomever provoked him either learns never to do so again, or never lives to get the chance. Just hope that you never have to be on the receiving end of such rage.
Basic summary:

>Prior to birth, his mother, Layna Kasio was infected by the influence of a Nightwalker.
>Born in 1827, his biology altered from the Licentian influence within his mother during her pregnancy.
>Layna remarries, having been courted by a man by the name of Maurice.
>At the age of 5, Mairyell gains a younger sibling, Aeris, and their mother--having caught the scarlett fever, but also still resisting the influence of the Licentian vis within her, gradually declines in health.
>At the age of 7, Mairyell and Aeris lose their mother to the fever.
>In grief, their father lashes out at Mairyell, attempting to harshly groom him to succeed his company.
>Finding his hybrid physiology disgusting and alien, the man attempts to find "cures."
>After continued abuse, Mairyell is eventually sedated and locked in the family basement, where his father attempts to ignore the young hybrid.
>Around Aeris' 19th birthday (a year later) she is kidnapped.
>Neglecting to give his son the sedation treatment, the boy fully wakes, regaining his strength before promptly destroying his restraints and eroding the metal bars of his cage. He escapes.
>Mairyell, certain that his sister is in danger, tracks her down with his prolific sense of smell.
>Mairyell finds her just before the Licentia succeeds in devouring her, killing the creature and devouring its Anima to sate his long ignored hunger.
>Mairyell and Aeris return home to an angry father, Aeris only wakes to see Mairyell and his father arguing, the man threatening to put him down again.
>Aeris puts an end to it by snatching the syringe and breaking it against a wall.
>The two attempt to leave home, but are stopped in their tracks by the appearance of a particular Licentia by the name of Szayeis.
>Aeris is taken from both brother and father once more, trapped within the Nightwalker's body before being whisked away.
>Unsure and distraught, Mairyell goes out into the world, running from his father, and trying to carve a place for himself.
>Constantly trying to find leads to locate his sister, Mairyell grows in strength and experience, taking on the job of a hunter due to the connections it affords him.
>Over the course of the next 150, or so, years, Mairyell gains an international reputation as the hunter "Sanguine."
>Eventually finds himself in Ominar and eventually settles in a small apartment with his human girlfriend, Claire.
>The two are close, but there are some difficulties surrounding his past and occupation.
>Then, in 2041 Aeris, out of the blue, shows up.
>Relieved, happy, but also confused by her return into his life, Mairyell is sent into a storm of confused feelings.
>His relationship with Claire becomes more strained over time until the two have a rather bad argument before Claire heads off to work.
>The woman dies in a car accident on her way there.
>Distraught and feeling guilty, Mairyell finds his sister's shoulder to grieve on and the two grow closer--their past bond rekindled.
>From that day onwards they become closer till their relationship goes beyond family and becomes romantic.
>The two move in together.
>News regarding Szayeis reaches Mairyell, setting him on edge.
>Present day.
eris: His younger sister, Mairyell and Aeris are not just abnormally close for siblings, but are actually romantically involved due to the circumstances of their past and their general inability--as a result of such--to connect properly with others on as deep a level. As a result the two are happily together in a relatively stable relationship with all that entails.

ree: Having dealt with the man in the past, Mairyell is tentative friends with the Broker, and the two are on good terms even if those terms are shaken up from time to time by the Broker's chimeric personality.

S zayeis: A mortal enemy. He doesn't deserve more of a mention than that.

[ ⊰⊱ ] quipment & elongings
ellphone: A rather advanced piece of machinery, Mairyell's cellphone, while appearing fairly normal for the age, is actually significantly more advanced than average. This is a result of his requiring it to be hyper durable--entirely because of his line of work. As a result the phone is fire proof, water proof, and could be rolled over by a fully laden semi without being crushed. Rather than be charged by normal means, the phone absorbs ambient vis, making, which also facilitates its ability to gain Vis readings. The device is exceptionally expensive and thus not something most people would own. Luckily for Mairyell his job rakes in pretty large sums of cash.

unting Log: While not something he stores on his person, but rather keeps hidden in a secret compartment at home, Mairyell's Hunting log is just that, a book that keeps track of various goals of his in addition to targets he might consider hunting for their bounties or those who want them dead or alive. The log is, contrary to what one might believe upon looking at the seemingly mundane object, capable of transmitting its information to Mairyell's phone wirelessly. Nonetheless, the log cannot be altered unless Mairyell is physically writing on it or dictating to it.

ccomodations: His place of residence, a rather large apartment suite several miles from IHO Headquarters. It's not quite on the top floor, but oh boy is it up there. The apartment, as something supplied by IHO (taken out of his wages), is warded to the highest standard.
523 Ѵitaro "end": A523 Ѵitaro "ℛend," is a dangerous item that he picked up one-hundred or so years back, the 523 Vitaro, or Rend as he calls it, is a weapon containing only empty bullet casings marked with runes. These empty bullets are supplied with vis from the user or atmosphere and are designed to penetrate. However, upon piercing a target, the runes on the casing react and small holes open. This allows the energy within to violently release in spiral patterns through these holes as the bullet spins, typically continuing through its target. This has the effect of leaving lacerating patterns of vis within the target that rend flesh and then remain in place, disallowing normal healing until excised by magical means. The casings, following their exit of a body should they successfully pass all the way through them, return via teleportation to the ammo cartridge resulting in effectively infinite shots. Nonetheless, it only has a 6 round clip and the gun overheats relatively easily, meaning that every twelve shots it must not be fired for a full thirty seconds. Mairyell typically only uses Rend against targets with high regen rates or to cause massive trauma.

ay and ble: A pair of twin pistols holding a twenty round magazine with bullet caliber ranging from 25 to 50 depending on the occasion, May and Able are the Hunter's weapons of choice should his prolific abilities not be necessary or should he deem the weapons more useful in a given circumstance.

mmo: Fairly straightforwards, Mairyell tends to bring along a fair deal of ammo should he be going on an assignment. However, in normal circumstances he carries one clip of 50 cal ammo for May and Able as well as two clips of 30 cal. just in case he needs to fire for an extended period. These amounts do not include the twenty, 30 cal. bullets already housed within each pistol.

[ ⊰⊱ ] apabilities
Given his physiology, Mairyell's mind is capable of faster processing speed than a normal human in addition to allowing him to learn things faster than average. His mind is trained against some psychic intrusion due to his run ins with Szayeis, but he is by no means immune to it, and should someone pierce his defenses he is hard pressed to push them out. Still, he is largely resistant to psychic and emotional manipulation, even if he is vulnerable to psychic intrusion. He also has significant knowledge regarding licentia and how to combat them due to his two centuries of being a licensed Hunter.
ybrid hysiology: A form suffused with the vis of a Licentia while in utero, Mairyell's genetic make-up, and thus physiology, have been altered greatly by this non-human influence. intriguingly some portions of his anatomy are more human than others, while some are just outright alien in nature--though a Licentia would likely consider them normal. Notable is his fluid nervous system--including his brain--as well as his exceptionally durable muscles, but only slightly stronger bones--which must be constantly regenerated and enhanced via his vis--and Brisn--so as not to break under the pressure of his powerful muscles. Within his heart rests a crystalline soul core, which acts as the sole part of his body that will surely kill him should it receive significant damage. This core stores a great amount of vis, which is constantly metabolized by his body, resulting in it being suffused with microscopic fragments of his Anima. As a result of this, Mairyell must feed more often than a normal Licentia, though he can slow and control this hunger by using Brisn to heal his Anima--thus reducing the amount that it is being metabolized.

Due to the dispersed particles of his Anima and the strength of his muscles, Mairyell is capable of lifting a small car(2,979 lbs/1.4 tons) with minor difficulty, and a mid-sized car(3,497 lbs/1.7 tons) with great difficulty--though he has been seen to leverage larger or heavier objects or knock them over. In terms of the force behind his strikes, he has been noted to be capable of easily denting metal no thicker than four inches, though he can only tear through it provided it is less than this. In terms of speed he has been seen to reach around 80 mph on foot, while well exceeding that in flight. His nervous system supplements this speed due to its conductivity allowing for faster reaction time and information processing--not to mention making him less vulnerable to electrical assaults--though something like lightning would still be quite damaging to his person.

As alluded to, Mairyell's most striking physical attribute, aside from his enhanced senses, would likely be his regeneration and durability in general. On one hand, Mairyell's muscles are capable of absorbing a larger amount of force than your average human making him easily capable of surviving a car striking him at roughly 60 mph with only minor scratches and small bruises. To supplement what damage he does take is his regeneration which is a result caused in part by his Brisn, metabolism, and inherent Licenti magics. The final product allows him to heal fractures and breaks in bone in seconds, for muscles to swiftly grow in the space of minutes, and for even complex organs like his eyes, liver, kidneys, and stomach to heal themselves in the space of 10 or so minutes. More impressively, this regeneration makes Mairyell exceptionally difficult to kill unless one strikes his soul core, which is his only true vital area. While the destruction or damaging of other organs will temporarily hinder him, it will not stop him in his tracks. Should one cut off his head they will find that his body goes limp and becomes incapable of movement, but that he will not die. nonetheless, due to the complexities of his neural systems--despite their fluid nature--it will take a week or so before he regenerates something as essential to his head thus making it remain as a weakness.

>All of Mairyell's teeth are capable of injecting or extracting blood and whilst doing so, they become sharp.

nhanced S enses: An extension of his enhanced physiology, Mairyell possesses excessively enhanced senses, specifically his sense of smell, which is so powerful that he can track a single individual across a country so long as they have not sufficiently disguised their scent or vis. His smell is strong enough to allow him to smell blood through a person's skin as well as pick up on the distinctive smell of their vis. Mairyell also has perfect night vision, which is a sort of inherent magic, meaning that he can see even if there are no light sources. His sense of touch can be dialed up or down to allow him a greater sensitivity to various textures as well as allowing him a better awareness of his surroundings by way of airflow. His hearing is enhanced by way of a passive inherent magic which adjusts it, thus allowing Mairyell to pick out specific voices or sounds in a room at will, but not to be easily overwhelmed by louder noises. However, this does come with an inherent weakness, as Mairyell's hearing will dial down if a sound is dangerously loud, meaning that he can effectively deafen himself temporarily if a loud enough sound is made.

icenti lood: His blood, as mentioned, is suffused with particles of his Anima, making it an incredible conductor of vis. This blood is the primary reason for his prolific regenerative abilities, which are in part due to the inherent magic of his Anima and partially due to the strangely prolific amount of stem cells found in his blood--which do in fact reproduce. As a result, Mairyell's body is capable of rapidly reforming lost structures by stimulating the production of his stem cells and the specialization of them into the cells necessary to repair, or reform, that which has been damaged. Still, with this comes some weaknesses, as should Mairyell's body be affected by disruptive magics his healing will be stunted or outright stopped. In his cases, disruptive magics include those with the traits of purity, or with the element/aspects of light or sound. Additionally, while electrical assaults do not cause lasting damage, they can still slow or offset his regeneration for a short time, or indefinitely should an electrical current be run through his body constantly.

Moving onto the nature of his blood, which has taken on acidic properties due to his Licenti-nature. His body, having adapted to these qualities, is largely immune to acids, thus allowing him to be submerged in his own blood without harm. Nonetheless, this blood is capable of searing through flesh with ease in a similar manner to chemical burns, and can even damage and erode metals and stone--though not crystal or silver.

lack lood: The designation Mairyell has given to refer to his blood at its highest acidity levels, wherein it is capable of dissolving most materials at a steady rate. The existence of this blood also reveals that Mairyell can control the acidity of his blood to a degree.

lue lood: On the opposite end of the scale from his Black Blood, Blue Blood is the designation used to describe Mairyell's blood when it has been infused with Brisn, giving it a blue sheen and slight glow. This blood is capable of propagating gradually as well as absorbing greater amounts of damage and healing himself--though not much faster than he already can.​

ombat Ҏ roficiency: Having been in the Hunting business for barely less than two-hundred years, Mairyell has picked up an exceptional amount of martial skill. His movements are energy efficient and precise, allowing him to fight hand-to-hand at an adept level. While he has not mastered any particular form of martial arts, he is still well versed in the art of melee combat and understands how to position himself in a variety of combat situations. He is agile, fast, and flexible. Last, but not least, he does possess some arms training, allowing him a fair deal of precision with his two weapons should he deign their use necessary. His enhanced senses and reflexes additionally expand the range and accuracy of his shots making him dangerous both up close and at a range--though more the former than the latter.
lood anipulation: Mairyell's chosen magic, this ability allows the vampire to manipulate both his own blood and that of others, provided it is not within a living being. He is capable of manipulating it with great efficiency within a range of 12 meters(40 feet). So long as the blood remains within his control he is capable of crystallizing it, or simply giving it solid traits, as well as dispersing it into a vapor--though not into an outright gas. It should be noted that Mairyell's blood manipulation allows him to telekinetically move it so it is capable of levitating and movement even without physical contact with a surface or his own person.

risn: A non-elemental energy that's been passed down on their mother's side of the family for generations, Brisn, takes the form of a bright blue vis, which in Mairyell's case flows something like water, though it can defy gravity like most vis. This energy possesses within it the ability to absorb the properties of things which it comes into contact with, though to a somewhat limited degree. Though, unlike some energies of this nature, Brisn can only affect living beings and elemental energies. However, it effects elements and beings very differently, with the former being absorbed, and the latter having their wounds and pain pulled into the energy, before being dispersed—this due to Brisn's ability to transfer the user's vis into the vis of the receiver passively. Brisn has also been seen to be capable of fending off the influence of intruding influences, such as the parasitic children of the Licentia, or to weaken or break a Licenti's hold on a possessed individual. While his sister, Aeris, is exceedingly capable with the magic, Mairyell is considerably less so, using it only to heal himself, alter the effects of his blood, and occasionally to heal or defend others. When utilized, the energy causes Mairyell's typically indigo eyes to turn a bright blue reminiscent of Brisn's own color. Mairyell's most common use of this energy is to diminish the intensity of his hunger.

eification: As a natural ability tied to his Blood Manipulation and Brisn, Mairyell is capable of reifying vis, hardening it and giving it specific physical properties. However, due to the nature of his Blood Manipulation, his reification manages to function even with this 'non-vis' substance, if only due to the sheer vis therein.
 
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