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Draken

Asher Skills & Bio

Dec 21st, 2013
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  1. Current Alias: Faust
  2. Ex-Follower Name: Asher
  3. Legal Name: Asher Smith
  4. Age: 19
  5. Gender Male
  6. Hair Color: Brown
  7. Eye Color: Brown
  8. Height: 5'0"
  9. Weight: 100
  10. Beliefs:
  11. Background: Student of General Education. Invested interest in Lore and Mythology. Preferred mythology has not yet been established.
  12. Mark of Torment: Gouged Left Eye (healed)
  13. Color: Smoky red and black with cyan outline.
  14.  
  15. ~
  16.  
  17. Over Type: Evoker Nerve
  18. Evoker Nerve: A type of overhuman that is capable of changing the world around them with the power of their mind. By manipulating the parallel realm of thought, the real world reflects his intentions. Evokers are powerful in the sense that anything non-human that they're skilled in the magic of may come under their dominion.
  19. Like other overhumans, they tend to begin with one "natural" ability before they learn more.
  20. When they use their magic, various nerve clusters upon their body illuminate themselves.
  21. Overuse of magic may overheat the Evoker's nervous system and cause them to suffer temporary paralysis, or in extreme cases, coma and brain death.
  22.  
  23. ~
  24.  
  25. [LIMIT]: 01
  26. [LuciLIMIT]: 00
  27. [Total LIMIT spent]: 36
  28.  
  29. LIMIT points can be spent to give Asher an edge against a powerful foe or used to unlock spells/abilities that could be considered natural extensions of his pre-existing ones.
  30. Can also upgrade existing abilities.
  31. Water Control can become Ice or Steam. Ice could become Cryokinesis[Novice]. Steam could unlock Pyrokinesis[Novice].
  32.  
  33. ~
  34.  
  35. GRADES
  36. Novice<Apprentice<Adept<Expert<Master<Divine
  37. Grades are used to determine overall mastery of a spell or ability. This influences combat and spellcraft behind the scenes.
  38. Higher grades require more Limit points, starting at 1 for learning and doubling each rank until Divine which require an OVERLIMIT point. Enchantment spells function differently, starting at 1 for learning, 2 for Apprentice rank, and 3 for Adept. At Adept, an Enchantment may be converted into a Meta for 6 LIMIT.
  39. Grade improving oaths only include core abilities.
  40.  
  41. -[Novice]: High burn, and core abilities.
  42. -Elementary: this denotes specific control of listed element(s) without any additional possible effects and basic manipulation forms. e.g. Sphere, moving, wall, projectile.
  43. -Meta: Temporary and possibly sloppy construction. Exists more purely in The Flow with only scant effects in the Real unless otherwise charged at high burn.
  44. -Enchantment: Restricted to a specific elementary or Meta. High burn to maintain, permanent enchantments are impossible.
  45.  
  46. -[Apprentice]: Moderate burn and enhanced core abilities. Unlocks other spells in natural progression.
  47. -Elementary: Control of listed element(s) without any addition side effects and advanced manipulation forms.e.g. Polygons, orbits, spears, puppet-shapes.
  48. -Meta: Temporal and basic construction. Exists at a rate of 25% between Flow and Real. Can be charged to bring over for periods at a time.
  49. -Enchantment: Restricted to a specific elementary or Meta. Permanent enchantments still impossible.
  50.  
  51. -[Adept]: Lowered Burn, enhanced core abilities and presence of additional effects. This is where things get weird.
  52. -Elementary: Enhanced control of element's advanced forms. New abilities determined by element and magical practice. Often allows temporary spontaneous matter generation based on the element.
  53. --kinesis upgraded to -mancy. e.g. Air grants control of clouds and weather, Fire grants divination, water grants regeneration effects, earth grants golemancy.
  54. -Meta: Advanced construction and effects. Exists in a 40% rate between flow and real. Exist partially in both worlds. Can be adjusted at will.
  55. -Enchantment: Open to any available Elementary or Meta. Semi-permament enchantments become possible with ritual concentration.
  56.  
  57. -[Expert]: Lower burn, enhanced auxiliary abilities.
  58. -Elementary: Mass control becomes possible, though inaccurate. Ritual can permanently change the internal logic of the listed element.
  59. -Meta: Complex construction and effects. Exists in a 70% adjustable split.
  60.  
  61.  
  62. ~
  63.  
  64. *Spells and Abilities*
  65. These are spells and Abilities Asher has learned thus far, acquired through story progression and combat.
  66. Spells are any magics that are activated, while abilities are secondary effects and passives associated with spells. For narrative purposes, these will increase in power over time and with use.
  67. *Spells that directly affect a human body requires direct contact. This means that water manipulation CAN be used to exsanguinate someone, though you'd need to make direct contact and muscle through their magical resistance(aura/AT field/Chi/) This means that it can be much more efficient to launch a shard of ice into their throat when going for a kill. Close range is never recommended for Evoker Nerves.
  68.  
  69.  
  70. -Hydrokinesis-(Prime Elementary) {Natural} [Apprentice 0/4 +Oath]: Asher has some dominion over water, finding some ease in controlling water, ice, and steam.
  71. >Aquatic Perception-(Hydrokinesis Subability) {Natural Passive} [Apprentice 0/4]: Allows you to sense the presence of nearby water. Further use may unveil more information. Tied to Hyrdokinesis's rank.
  72. +Oath of the Sculptor+: Hydrokinesis receives a bonus when used to defensively form or control Ice and is penalized when used offensively to form or control Ice [±1 grade]
  73.  
  74. -Aerokinesis-(Prime Elementary) [Apprentice 0/4]: Manipulation of the air. Current level cannot cause reactions of gaseous particles. Control here is at-best generation of intense winds.
  75.  
  76. -Pyromancy-(Advanced Prime Elementary) [Adept 0/8]: Originally gifted by Lucifer, this magic incorporates flame as more than a mere combustion of matter. This fire is far closer to magic. Allows divination for people and things that you've seen before. May be mixed with any known enchants and is accessible by Metas such as Summoning and Illusion.
  77. Allows for properties of fire to be intermixed with other -mancies.
  78.  
  79. -Geokinesis-(Prime Elementary) [Apprentice 0/4]: Manipulation of earth, sand, and soil. Advanced stages will allow for spontaneous creation, fissures, golemmancy through summoning, earthforge creation, and manipulation of spiritual properties and dabbling in crystals.
  80.  
  81. -Floramancy-(Advanced Life Elementary) [Apprentice 0/4]: The ability to control the bodies of plants. Any known traits of the flora will be tapped into and abused. Plant fibers will move and grow at your command. Adept unlocks temporary creation.
  82.  
  83. -Alchemy-(Unified Elementary) [Adept 0/8]: The godlike power to destroy and reform the world as one sees fit; to deny the world's truth fill it with your own lies. Currently, Asher's ability in Alchemy is great enough to:
  84. •Easily transmute between and combine properties of the four cardinal elements.
  85. •Restructure the atoms of already existing matter to create new substances.
  86. •Combine with Summoning in order to create mythos/thoughtform-based homunculi.
  87. •Attempt modification of living beings.
  88. NOTE: Possessing relevant spells will assist with alchemical pursuits. For example, possessing florakinesis would greatly reduce the strain of creating plant-based homonculi. Life magic such as flora/faunamancy will allow for much more extensive and safe modifications to living beings.
  89.  
  90.  
  91. -Materia Firma-(Enchantment) [Apprentice 0/4]: Asher noticed that the water held shape before it turned into ice. An enchantment. Training this ability will allow him to put the selected matter into a solid state without altering its consistency. I.E. Liquid water will eventually become harder than Ice, even steam may eventually become solid, and you may learn to make ice flow like water. Currently restricted to water, ice, steam, and -mancies. Higher ranks will allow manipulation of materials for which spells relating to them have been purchased.
  92.  
  93.  
  94. -Illusion-(Meta) [Novice 0/2]: By utilizing water as a catalyst, Asher can alter the image something bears. At this level, it extends to human-shaped images capable of confusing people at a distance and altering small image details.
  95.  
  96. -Summoning-(Meta) [Adept 0/8]
  97. Novice: Allows summoning of nameless creatures.
  98. Apprentice: Mediums are no longer necessary to catalyze a summon, though they still reduce drain.
  99. Thoughtforms may be further customized.
  100. Mythos: Low-tier named summons such as referenced people and non-godly animals.
  101. Adept: Allows the summoning of moderate mythological figures of supernatural abilities and lesser known mythical animals, both of name.
  102. Thoughtforms may be programmed and charged.
  103.  
  104. (Thoughtform)
  105. Thoughtforms exist wherever a person gives enough thought to an idea. Personality, form, power, desire. Character.
  106. With this ability Asher may call a creature of his own creation into existence, feeding it power from his own reserves. These creatures may be as powerful or as weak as he intends, though as they gain power they gain intelligence and may prove hard to destroy.
  107. (Mythos)
  108. Akin to Thoughtform Summoning, this bears a less than fundamental difference.
  109. Mythos draws from pre-established figures from lore, legend, and human belief. This ranges from fairytale, to faith, to myth, fiction, and even historical figures instead of creating a thoughtform of your own.
  110. Through this, mythos tend to be more powerful as a whole, self dependent, willful, and tend to speak of your actions within a circle.
  111. Positive diplomacy and contracts with these figures may lead to them offering aid at a lower cost to you, while negative may lead them to subverting your cause and even seeking your downfall with others from its background.
  112.  
  113. ~
  114.  
  115. *PERKS*
  116.  
  117. -Third Eye-(Ability) {Awakened Passive} [Rankless]: Asher's Third Eye has been opened, allowing him to look into the astral layer without meditating or losing consciousness. Can witness a nerve's spell before it occurs, know when a bone is consuming magic, or when a vein has made themselves vulnerable. Requires someone to be present in the physical layer.
  118.  
  119. -Root Chakra-(Ability) {Awakened Passive} [Rankless]: Asher's Root Chakra has been awakened, allowing him to learn Geokinesis and Ferrokinesis without an instructor. Possible other unknown effects.
  120.  
  121. -Sacral Chakra-(Ability) {Awakened Passive} [Rankless]: Asher's Sacral Chakra has been awakened, allowing him to learn Electrokinesis without an instructor. Possible other unknown effects.
  122.  
  123. -Captive Enlightenment-(Ability) {Learned Passive} [Rankless]: Intense meditation during Asher's period of captivity has helped him become closer to magic, greatly reducing burn costs for all his spells.
  124.  
  125. -Primeval Fury-(Soul Modification) {Awakened Passive} [Rankless]: Deep gouges left in Asher's soul by Lucifer have been filled by the being which had previously dwelled within the Blackened Poplar Wand. Though not on the same level of Bones and Veins, Asher is now more difficult to kill than an average human. Increases Asher's affinity for fire and plant magic and makes him more prone to anger. Water is fouled and ice made brittle. Makes fae say he smells like smoke. Possible other effects unknown.
  126.  
  127. -Faetouched-(Soul Modification) {Awakened Passive} [Rankless]: The ritual to create the portal to Tír na nÓg has infused Asher with faerie energies. Though not completely a fae, this has granted enhanced astral sight, supernatural agility, and more fully integrated the ashwood arm. Resulted in a shorter stature, pointed ears, and an ethereal beauty. His gouged left eye has been healed and is now able to see, though something feels "off" about it. Possible other unknown effects.
  128.  
  129. ~
  130.  
  131. *Augments*
  132.  
  133. -Ashwood Arm: A prosthetic arm crafted with knowledge gained from Faust and with assistance from Xix, then further improved by an infusion of fae energy. The arm is very human-like in shape and appearance with the only shortcoming being from the texture. Capable of feeling, though sensations are numbed. Extends up the right side of Asher's body like a half breastplate. A leaf-like skin has replaced the burned and scarred tissue on the right side of his face ending under his eye. It is physically strong and acts as a focus for Floramancy and Pyromancy. Further improvements may be made to the arm via Floramancy and Alchemy.
  134.  
  135. ~
  136.  
  137. *Items of Note*
  138.  
  139. -Manaweave Suit: Variable mode magical suit created by Cora and Arachne.
  140. •Stalker: Invisibility
  141. •Salamander: Fireproof
  142. •Stalwart: Durability enhancement
  143. •Re-Reflex: Agility enhancement
  144. •Dress-Me-Baby: Form change
  145.  
  146.  
  147. ~
  148.  
  149.  
  150. *Cantrips, Command Words, Combos, & Transmutations*
  151.  
  152. These are spell combinations that yield a new ability, utilizing the value across the grades. Increased complexity makes Bone absorption more difficult even if the spell is a bit more costly than any one of its parts. Many cantrips may be used as command words to alter the effects of other spells or cantrips.
  153.  
  154. •Mirage Ice Mirror(Hydro+Illusion)[0.1]: A Frozen surface is created, and then an image is supplanted to reflect off of the surface at the caster's discretion. Without a specific image in mind, it will be an image of the caster.
  155.  
  156. •Fiend(Aero+Pyro+Materia Firma+Alchemy)[2.50]: A combination of Pyromancy, Alchemy, Firma Enchantment, and Aerokinesis to create an explosion by compressing the air and transmuting it into a cloud of nitro glycerin, which is then detonated with a spark. Generates a sizable amount of concussive force and leaves a volley of sticky flames in its wake. Can act as a “firework” as it rains its dense flames down.
  157. •Wisp(Summoning): Create a thoughtform program for Fiend to turn it into a missile. Currently, Asher can generate 2 Wisps while simultaneously focusing on other spells or 4 Wisps if he focuses on them alone. Wisps held in reserve risk acquiring quirks in their programming.
  158. Note: Further practice and Summoning grades will allow more Wisps to be used simultaneously and reduce programming errors.
  159.  
  160. •Break(Alchemy)[???]: Disintegrate matter by breaking the bonds between the atoms that comprise it.
  161.  
  162. •Blink(Summoning)[.75]: Teleportation facilitated by summoning a doppelganger and then transferring the caster's soul into it.
  163.  
  164. •Hound(Aero+Pyro+Materia Firma)[1.50]: A combination of Pyromancy, Firma Enchantment, and Aerokinesis to create a more directional blast which bites down on the target with jaws of flame. Can be manipulated once the fangs have bitten down in order to rip, tear, and maul as would the jaws of a large dog. Can be used as a command word with other spells or cantrips to create jaws of other material.
  165.  
  166. •Pit(Geo)[1.00] : Opens up a hole in the ground at an advanced rate to swallow up an enemy.
  167.  
  168. •Dust(Geo)[1.00]: The earth whisks away as though it's a vapor, becoming a freeforming solid at your command.
  169.  
  170. •Orb(Geo)[1.00]: Condense earth into a sphere which can be freely controlled.
  171.  
  172. •Shield(Any Elementary)[2.00]: Utilize a known elementary spell to rapidly form a wall for defense.
  173.  
  174. •Knight(Elementary+Summoning+Materia Firma)[1.50]: Use a known elementary spell compatible with Materia Firma to create a programmable suit of elemental power armour around the caster.
  175. •Mana Body: Acts as a ward to some extent.
  176. •Beast: The fire surrounding Asher takes on the qualities of the Rage Beast which formerly dwelt in the Black Poplar Wand.
  177.  
  178. •Puppet(Elementary+Summoning+Materia Firma)[???]: Use a known elementary spell compatible with Materia Firma to create a thoughtform of simple human design of chosen element. When fatal damage is sustained, the Puppet will self destruct depending on core element.
  179.  
  180. •Guard(Elementary+Summoning+Materia Firma)[???]: Use a known elementary spell compatible with Materia Firma to create a programmable thoughtform of specialized design. Can vary from size and shape depending on purpose and while not as hardy as a Knight is capable of more complex actions than a Puppet.
  181.  
  182.  
  183. Wards:
  184.  
  185. •Basic(Meta)[2.50]: Pure mana manipulation to create barriers against magical effects. Best used against summons and other nerves. Can be effective against Veins. May be destroyed by either powerful enough magic or a Bone consuming it.
  186.  
  187. •Frozen Defense Territory[1.00]: Creates an astral space around Asher that whittles away magical effects with a power kin to the cold. Last line of defense is a personal-sized barrier around the body.
  188.  
  189. •Ignorance[.75]: A ward which was initially based upon the concept of a black hole has evolved to utilize ignorance; a total lack of magical knowledge and the opposite of Lucifer's light. Magic is drawn into the hungry void and annihilated, much like a bone's ability to consume magic. Possibly an ultimate defense against an enemy nerve, but prevents the simultaneous use of other magic.
  190. •Nova: Magic absorbed with Ignorance can be shot back out in a general direction. Effects depend on spells consumed.
  191.  
  192. NOTE: Wards at their core exist purely in the astral plane. The concepts used to create them will not directly cause overt effects on the physical world. A ward based on a black hole will not kill people, swallow up matter, allow you to teleport through it, or anything of the like.
  193.  
  194.  
  195. Combos:
  196.  
  197. •Pit+Fiend[1.50]: Opens up a pit beneath an enemy, then sets off Fiend below to concentrate the effect.
  198.  
  199. •Pit+Fiend+Hound[1.50]: Opens up a pit beneath an enemy, sets off Fiend below to concentrate the effect, which is then followed by Hound which seeks to drag the enemy down further and tear them apart.
  200.  
  201. •Dust+Hound[1.25]: Bite down like a savage dog with jaws of earth.
  202.  
  203. •Dust+Fiend[1.50]: Causes the dust to detonate.
  204.  
  205. •Orb+Fiend[1.50]: Detonate the orb with concussive force greater than a Fiend on its own.
  206.  
  207.  
  208. Transmutations:
  209.  
  210. •Lava [Fire+Earth]: Stopping the transmutation of earth to fire somewhere inbetween to create molten rock.
  211.  
  212. •Lightning [Fire+Water+Air]: An imitation of the processes seen in thunderstorms to generate lightning.
  213.  
  214. •[CO2 <-> C+2O]: Oxygen can be extracted from carbon dioxide, or carbon dioxide can be produced with carbon and oxygen.
  215.  
  216. •Diamonds [C]: Using the Materia Firma enchantment as a basis, carbon may be compressed to create diamonds.
  217.  
  218. •Chlorine Trifluoride [ClF3]: In addition to being toxic, this gas is highly flammable, capable of igniting asbestos, glass, sand, etc. and is nearly impossible to extinguish.
  219.  
  220. •PCTFE [C2ClF3]: A plastic similar to teflon. Carbon can be removed to easily form ClF3. Carbon can be added to ClF3 to allow for storage as PCTFE.
  221.  
  222. •Nitrous oxide [N2O]: Flammable gas which can be synthesized from the nitrogen and oxygen in the air and vice versa. Also known as laughing gas.
  223.  
  224. •Nitroglycerin [C3H5N3O9]: High explosive liquid may be formed from atoms present in the air. Detonates at 9030°F and 7700m/s, more powerful than the original cast method for Fiend, though it is less controllable. RE factor 1.54
  225.  
  226. •Hydrogen Cyanide [HCN]: Highly toxic gas. 300 mg/m^3 in air will kill a human within 10–60 minutes. 3200 mg/m^3 will kill a human in about 1 minute. Kills by halting cellular respiration. Smells slightly of almonds, though not all humans possess the gene to detect it.
  227.  
  228. •OCN [C8(NO2)8]: Octanitrocubane is a shock-resistant high explosive similar to TNT but with a much greater explosive yield. Fastest and most powerful detonation of known chemical explosives. Produces no water vapor or smoke, leading to a blast which is much less visible than that of other explosives. Detonation velocity of 10100m/s. RE factor of 2.38
  229.  
  230. ~
  231.  
  232. *Unlearned Spells/Abilities*
  233.  
  234.  
  235. -Electrokinesis: The manipulation of electricity, originating from the power of air or possibly metal. Early spells will be no more than slight shocks and static while advanced will lead to magnetism, plasma gathering, and true electron manipulation.
  236.  
  237. -Ferrokinesis: Manipulation of earth metals. Early stages are restricted to what's present and known. Advanced stages will allow spontaneous metal creation from nothing, and the their spiritual and scientific traits to be applicable to other -mancies.
  238.  
  239. -Photokinesis: The manipulation of particles of light. It'll be a difficult skill to master to great effect, yet it could also be one of the most powerful as you blind enemies, sear their flesh with focused rays, and enchant light.
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