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Unread 05-21-2012, 09:17 PM   #11
Relm Zephyrous
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Join Date: Jun 2008
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Birth Name: Alice Healy
Adopted Name: Alice Marshall
Actual Name: Alice Ex Nihilo
Race: Human (Irish)
Gender: Female
Aura:
Age: 19 [19]

Human Appearance: Alice looks like a late teenager of Irish descent. The girl has red hair, with freckles, twintails, and almost sickly white complexion. Her eyes are colored a deep emerald, and Alice has a sort of lean and lithe figure. Her typical outfit is a black plaid skirt with white stripes, a black beret, and a long sleeved and pocketed black shirt with various pictures of flowers and vines decorating it. Alice also usually wears a black cape, which has her crest on the back colored in white, leather gloves which also bear her crest within their palms, and that crest centered right where her stomach and chest meet. She also wears a white violet pin on her left breast. Sigil wards will adorn her uniform whenever at all pragmatic, usually hidden within this excessive outfit.

However, the school seems to have a policy against her typical dress, so these are more akin to her nightly clothes. Around campus and in classes she will have a much less standing-out outfit on. This consists of a plain long or short sleeved shirt, a composed beret on her head, and a dress down to slightly lower than her knees. The colors of the outfits vary from day to day depending on the mood that she is in, with a preference for dark blue and black shadings, but the rest of the outfit will generally not change very much. The only part of her more excessive outfit that she keeps with her in normal dress is the single white violet pin, which is still in place on her left breast.

( The 'crest' that Alice uses is a Null symbol Ø superimposed in the middle of a Delta symbol )


Bio: Alice grew up in the east coast USA, in a family that was something more secluded from the world. Her family was very strict with her learning how to be an efficient mage and kept her home-schooled out of the public limelight to teach her some of the fundamentals and lore of the magical world. So armed with knowledge of the magical world taught under careful guidance, some of the basics of general education and social relations, Alice was set on the path to Amaranth. Of course, this seclusion wasn't entirely a matter of her necessarily being locked away, and more of one that simply resulted from her not going out of her way to do many social things. Probably a minor case of aspergers. This tendency went on to get better by time she gets to Amaranth, but for example her brother was much more outgoing and social rather than simply learning the 'rules' of socializing.

During this time alone, she in general only had the company of her family, which means that while she is extravagant and knows social rules taught to her, she's competitive and not the greatest at flat out interactions. The most she typically would have had is from her classmates in the Capoeria classes, and friends she made online to play strategic games with. However, her family is very competent and good company, holding or having been Enforcers that kept the peace and the masquerade, and hoping that Alice will keep the tradition into the next generation. As such, she was trained in the art of Capoeria to keep her fitness level up as well as to adjust to any challenges she may have later in life. Plus, it helped form her natural love for rhythm and trance.

Alice was prepared specifically for going to Amaranth a couple years before, slated to happen the fall after she finished High School. This happened in such ways as knowing about the dangers and how to protect herself, what clubs she would be willing to join, and other facets of the school. After a month of being in another class, a request from the board and a shuffling of students landed Alice into Landry's class, where her experience is bound to take a steep turn for the Normal.


Spells


Inkfingers
Alice can generate magical ink from her fingertips. This ink can be used for drawing sigils, and take notes if need be. Generally the spell and skill of crafting sigils.


Sigils are drawings made out of Alice's aura that typically function as Enchantments. They can be placed on flat surfaces, such as walls or the floor. To create a sigil, Alice traces it on a surface with her finger. Her fingertip leaves behind a trail of visible, magical ink. A sigil's effect can be disrupted by ruining the drawn sigil, whether by crossing it out or by scratching the surface.


Rejuvenation Sigil
Alice places this sigil on a target, and it speeds up the natural healing and restoration process. Anyone affected recovers from wounds much faster than they would naturally. Blood clots, characters regain consciousness and return to normal energy faster and immune systems are galvanised. Alice suffers will drain for every creature benefiting from this sigil.



Knowledge Sigil
This special mark lets the caster know where the mark currently is when searched for. Very handy for knowing the location of all those books you can just never find again. Active when searched for.


Null Star Sigil
This sigil projects a short-range aura that shrinks the magical pores of casters around it. This causes anyone using magic to take additional magical backlash and dampens the effects of spells.

comments(Probably just going to go ahead and say grade 2 spell here. Although I'll need to find some way to be competent at melee fighting to actually make this work out.)
Constant maintain cost.
-Would an immunity for alice be viable here? It was suggested to me with comparison to how sao has immunity to her own acid- I didn't imagine a self-immunity, but I might as well ask about it. Due to how things are going with how I don't think I'd be able to work Skeletal flux in without an 'immunity' now with how it was changed, so I would like to find some way for those two spells to be compatible in some form even if no other casting is viable.


Keep The Rhythm
A simple magic spell to let Alice do a particular action perfectly repetitively. However, if there are any 'flaws' in the way she has done the action, these will also be 'perfectly' repeated. For example, if playing DDR it will keep a perfect beat on all of her steps. If she draws a shape, she can use this spell to draw the exact shape over and over again.

commentsThe spell is thematic and I like it, but I'm having difficulties seeing if the spell is understandable and functionable by the rules.
Notes
Alice needs to activate this spell.
Alice has to have performed the motion at least once, and unless it is a heavily memorized motion, it must have been done recently.
The longer the string of actions, the more willpower.
Any 'mistakes' made in the motion that this is being triggered on will be similarly repeated.


Skeletal Flux
Mode shift that increases Alice's strength and endurance, letting her do things harder, for longer, at the cost of her will. Basically increases her general fitness and athletic level.
commentsSince this is a mode-shift, it makes me unable to cast spells while in it. While I have no problem with this, if the activation of my sigils would fall under the unable to activate clause of this by default, would I be able to ask that this mode-shift have an exception not for creation of sigils, but merely activating and deactivating them?


Clubs:
Tabletop
Computer
Gymnastics
Capoeira


Relationships:

Name: Samuel Marshall
Race: Ascended Human
Gender: Male
Aura:
Age: 54 [~90]

detailed bioThe old man who played a mentor role for Alice, awakened her, and ultimately helped make sure that she didn't take any false turns on her study of magic. A former Enforcer himself, it is one of his goals to make sure that Alice is properly trained and in shape for a career as an Enforcer. Technically would be ok with her choosing another lifestyle, but he's fairly sure the path the girl went down will lead to continue the tradition.

Aloof and distant, while he cares a lot he often times isn't around too much. Most of the 'training' Alice received was at the hands of some of the helping hands around the house rather than Marshall himself. Of course, the 'help' is also being kept under watch by Marshall, as with some advanced rejuvenating rituals he has extended his life, which lets him be healthy and primed even in old age.



Name: Maria Marshall
Race: Half-Demon (Half-Fae-Wizard)
Gender: Female
Aura:
Age: 28 [46]

detailed bioThis girl played less of a parental and more of a mentor role, although she certainly does act out a lot of the more common motherly duties for Alice. She probably has more of a parental role than Samuel technically by being around Alice far more.


Maria knows Capoeria and is the one to have taught Alice the basics on the subject, as well as having been more on hand with Alice learning and being especially strict with Alice on where to be careful regarding all things magical. She has a delight of fashion and costumes as well as being a general Drama actress. Depending on her mood this can vary from sleek and simply to outrageous outfits that explain why Alice thinks of her own outfit as 'simply' flashy. When the situation calls for it to dress up in more Fae features for funzies, such as say, if she went to a halloween festival, she simply wears a jester costume, makeup, and other props to look like a proper Fae.

(If the situation calls for a parent to come for Alice for any reason, unless it is a gravely serious matter Maria will likely be the one to answer the call.)

Last edited by Relm Zephyrous; 06-01-2012 at 10:25 PM.
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