Post by Fii on Jun 26, 2011 19:22:09 GMT -5
BASIC INFORMATION Full Name: Fiia Callahan Pronunciation: Fee-Ah Cal-Ah-han Nickname: Fii, Fii-chan Age: 22 Date of Birth: July 13th Gender: Female Race: Human Blood Type: O+ Occupation: E.S.P. Agent, C.S.I Member Fighting Classification: Sorcery (main), Engineer (secondary) Likes: Money, Grambling, Reading, Manga/Anime, Retro stuff, Music, Seafood, Trolling people Dislikes: Cats, Swimming, Wii jokes or any joke that makes fun of her name Theme Songs: Sands of Time Tomorrow Never Knows With You |
APPEARANCE Height: 5'6" Weight: 120 lbs Body: Slender Hair Color: Black Eye Color: Blue Skin Color: Pale white Description: Her narrow chin, almond-shaped azure eyes, pert nose, and soft lips define her serene visage. Long black hair, worn free and not bound, flows down her to past her knees. Small strands drape down her forehead without any uniformity while a few long strands hang down the sides of her face, in front of the ears, framing it carefully. Her lithe body is normally garbed in dark clothing and leathers. |
PERSONALITY Fii’s personality can be described in one word, capricious. At times she is calm and composed, expressing no positive or negative emotions. In this state, she is usually quiet and has a distant look about her as if she is in a different wavelength compared to those around her. At other times she is very outgoing and lively, speaking whatever is on her mind. During those times she can be childish, stubborn, and passionate. Sometimes she can be helpful and friendly, but equally she can be cold, unforgiving, and merciless. Fii's use of magic is usually subtle but she has no qualms in telling others just how good she is. Her tendency to only rely on her abilities has landed her in many dire situations, only to be saved by her partner and best friend, Zanafar. Their partnership has lasted three years thus far. Fii recognizes Zan's skills but makes it known that she is his superior and thus likes to order him around to do her bidding, no matter how trivial it may be. |
HISTORY In the works... |
ABILITIES Fii is an Awakened Mage and has been labeled as a genius when it came to understanding magic. Mages base their power depending on their rank of expertise within a given Arcanum, the founding elements of magical reality. The general level of power for Mages starts from Initiate, Apprentice, Disciple, Adept, Master, and finally Archmage. While she is capable of using many different kinds of Arcanum, she excels in Space and Time Arcanum. Aside from magic, she possesses a high analytical mind. Time Arcanum - Master rank Space Arcanum - Adept rank Prime Arcanum - Adept rank Forces Arcanum - Disciple rank Matter Arcanum - Disciple rank Mind Arcanum - Apprentice rank Death Arcanum - Apprentice rank Some of the magic in her arsenal include: TIME ARCANUM Momentary Flux - This is the power to discern the “Butterfly Effect.” She can judge a currently ongoing event, one about to take place (within the next five minutes) or one that has just taken place (again, within five minutes) and discover whether it will be beneficial or adverse for her. For example, she could check to see if letting a sketchy-looking valet take her car keys turned out to have been a bad decision (and maybe stop him before she drives off). Or she could, when being chased by police, learn whether or not it’s a good idea to turn down the alley ahead. This sense does not say what will happen, only whether it will be a boon or a hindrance to her. If all possible choices are equally beneficial or adverse, this sense will tell her as much. If all options are based entirely on the results of random chance, rather than any actor’s intention, then she gains a rough idea of the odds — that the guy in the black jacket has the edge in the fight that’s about to break out. Perfect Timing - This spell allows her to accurately assess all of the temporal components occurring in her immediate presence, giving her an opportunity to act at exactly the proper time to have the maximum effect. If she wants to throw a punch, she knows how and where to strike with the greatest possible (mundane) precision and force. Or if she wants to convince someone of something, she knows the most opportune instant in which to speak. Temporal Eddies - she perceives resonance through the way in which it “snags” things, people and events moving through the timestream, by the magnitude of its presence (in much the same way as scientists determine the presence of a black hole by witnessing the phenomena around it). she can also tell perfect time, anywhere, discerning the passage of instants with such clarity that her sense is more precise than even those most carefully maintained clock. Flip the Coin - She can glance forward and check the outcome of a simple undertaking, one with only two major variables (heads or tails, for example, or cutting the red wire instead of the green one). This sense works only under circumstances where consequences are immediate (someone wins the coin toss or the bomb blows up). Glimpsing the Future - She can study the outcome of a current personal action. She can quickly scan the immediate future and determine whether her next action will go well or not, and adjust to improve her chances of success. Effectively, she watches herself perform an action in the immediate future in an instant and then decides how it could be done better. Postcognition - She can experience postcognition. She can review the past of her current location or any moment in her own past, or that of an object, with flawless clarity. Temporal Dodge - She creates a small bubble of “warped” time, either speeding herself up or slowing things down as they approach her. She performs small manipulations to her immediate temporal surroundings, protecting herself from harm by delicately twisting the fabric of time. She could, for example, decelerate incoming gunfire (by expanding the fourth-dimensional axis of its movement) or slightly speed up her own motions so as to allow her to roll better with punches and other attacks. Acceleration - The caster accelerates her personal temporal motion, enabling her to move and act quicker than is normally possible. Augury/Divination - The caster can divine the future. Shifting Sands - The caster rewinds time. She grabs hold of the threads of time and pulls herself back for a length of time (from a few seconds up to two minutes back), allowing her to choose a different approach to a situation (though, from the perspective of all save herself, this is the first and only time this moment has occurred or will occur). Chronos' Curse - Through the use of this spell, she can cause an individual to “lag” within the flow of time. As they sees it, everything around them occurs at an accelerated rate and they struggle to keep up. Temporal Pocket - This spell enables her to withdraw into a personal temporal pocket, there to take whatever actions she sees fit during the subjective time allotted to her. If hunted and exhausted, she could take a nap outside of “mainstream” time and emerge a few minutes later, awake, alert and ready to keep moving. While existing within such a temporal pocket, she cannot interact with or be interacted with by others, save for others proficient in the Time Arcanum who attempt to “break in” to her time bubble. The caster’s own subjective time continues to flow at the same rate within this pocket, but time passes at a different rate outside, determined by the strength of the caster’s spell. While within, she could set up an elaborate ritual and return to “mainstream” time with a powerful casting at the ready. Faerie Glade - It is said that, in elder days, the Faerie Folk lived in places that were not quite in synch with time as mortal creatures knew it. Thus, the tales of men who bedded down in mushroom rings, only to wake a century later or the next morning, as bent and hobbling ancients. This spell mimics such faerie enchantments, allowing a mage to push a place outside of the normal flow of time so that those within experience a lot of subjective time in a very short period of “mainstream” time, or viceversa. SPACE ARCANUM One of the earliest relationships that mankind grows to understand is that of the relationship of objects and positioning. From building blocks, we understand that objects cannot exist in the same space. Through other childhood toys we discover that square pegs do not fit in round holes. I imagine then that it must be quite the revelation to a Mage that comes to understand the Space Arcanum that everything she knows is a lie. To a Mage competent in the use of the Space Arcana, distance, measurements and position are all malleable. Furthermore relationships and correspondences of an object to another become clear. Emotional ties, sympathetic connections that bind a person or object to another can be perceived and traced, revealing formerly hidden associations between a man and his secrets. Correspondence - The mage can analyze the connections between things, people and places, determining their degree of sympathetic connection. This spell provides useful information to the caster who intends to affect a subject through someone or something to whom or to which the target is emotionally bound. It might be a very dear friend, a treasured childhood possession, or that nook beneath the old oak where the subject fell in love for the first time. Finder - The mage can flawlessly track an item in her immediate surroundings. The mage chooses a specific object as the target of this spell, such as a weapon, idol or even a ballpoint pen. By means of this spell, no matter where a targeted object goes within the mage’s vicinity, she knows its movements. Omnivision - The mage can perceive 360 degrees around himself. she essentially has “eyes” on the back and sides of her head. Spatial Map - Statistics show that each individual involved in the average gunfight stands only a relatively small chance of being fatally wounded. Fear distorts spatial perception, just as it distorts the perception of time, influencing shooters’ aim . A mage who casts this spell is not guaranteed to be any less afraid during a gunfight, but she does have a much more accurate sense of where everyone and everything is. The spell creates a mental spatial map that constantly updates the mage on the changing topography of her surroundings, from the guy with the shotgun sneaking up among the parked cars, to the stray leaf blowing by in that sudden breeze. Apportation - The mage can move something to are remotely viewed location or remove something from it. She can draw an item through a scrying window to her current location if the object, creature or energy source is small enough. If she wishes, she can also send such subjects from her location through the window to the other location. Conceal Sympathy - The mage can conceal any sympathetic connections she has to people, places or things, making it appear that she might know a lover only casually or not know him at all. Scrying - The mage can view a location remotely. She can employ all of her senses through these “perceptual windows,” allowing her to see, hear, smell and even touch things on the far side. This spell can be used for a variety of purposes, from checking up on a loved one to spying on a hated enemy. Mages through time have doubtlessly used it for virtually every possible reason. Untouchable - The best policy for avoiding harm in a fight is to not be where attacks are directed. This spell enables a mage to perform slight intuitive “tweaks” on the local fabric of space to slip away from hostile attention. Generally speaking, this exceptional avoidance looks coincidental, something plausible for the individual in question. Thus, a seemingly clumsy mage blunders her way out of harm’s way, while a lithe, graceful martial artist flows like water, managing to avoid her enemy’s path at the last possible moment. Destroy the Threads - The mage destroys a sympathetic connection. New Threads - The mage creates a sympathetic connection by fortifying that elusive bond between things that creates the principle of sympathy (using a favored childhood treasure, for example, to work either deleterious or beneficial magic upon another). Portal - This spell creates a spatial warp through which the caster (and anyone else who uses it) can move from one point in Creation to another without traversing the intervening space. The mage steps forward and “vanishes” from one place to arrive at another, “appearing” instantaneously. Ranged Blow - The mage can punch, kick or stab a target from afar. Co-Location - The mage performs personal co-location, being in two or more places at once. she creates multiple images of herself, one of which is really her. Without the use of the Mind Arcanum for multi-tasking, these duplicates are just that, reflections like those in a mirror, all performing the same tasks, saying the same things simultaneously. These duplicates are normally insubstantial, but the mage is capable of choosing which location she is actually at from moment to moment. Pocket Realm - The mage creates a pocket universe to which she can escape (with her servant, provided she chooses to brings it, along with any possessions she might wish to carry). This “space” has no particular size beyond that imparted upon it by the mage himself. it is a “place” (a term best used only loosely in this regard) devoid of features, dimensions, energy or boundaries. While it defies the classification of color (having no true light beyond that which the mage brings with himself), most describe it as being gray and lifeless. It is neither small nor large (though, without the presence of any phenomena other than the mage herself, such distinctions are virtually useless), but simply is. Those who dwell upon the school of esoterica call this location a Correspondence Point, wherein the enigma of the non-existence of space is truly revealed. Safe Keeping - The mage can place an item into her Pocket Realm for safekeeping and retrieve it with another casting of this spell. Portal Key - The mage can attune a portal she creates to some kind of activation trigger (such as a particular word or phrase, a given gesture or even something inherent, such as the presence of a redhead or a member of the mage’s own family), so that the portal opens and is usable by anyone who performs the trigger, but it otherwise remains closed. The mage can also use the Portal Key to declare who can (and cannot) pass through the portal. Suspension - By means of this spell, the mage essentially entangles a given being or object with invisible spatial strands, rendering them incapable of leaving. The subject is boxed in and cannot leave under their (or its, in the case of moving objects) own power, detained until such time as the spell expires or the mage chooses to grant release (or someone else with an advanced understanding of spatial magics undoes the imprisonment). From the subject’s point of view, no amount of movement in any direction results in progress toward escaping the zone of confinement. Outside observers see the subject moving but not getting anywhere. Although the subject cannot travel anywhere, she still defend against attacks. This pocket of “looped” spatial strands can be placed directly upon a subject, or it can be set up so as to snare any who physically enter the space. |
RP SAMPLE This is teh Zan! |