RolePlay onLine RPoL Logo

Welcome to Multiverse Nexus

23:08, 1st May 2024 (GMT+0)

Aflae

Name: Aflae (Exsperiment AF-42)

Description: She is some what a little smaller than average, with pale skin. She has shards in her body, mostly on extremities and in her hair but also in the place of one eye and along that side of the face. Has lines along her body made from fine shard powder tattooed into her skin as well. Otherwise she looks like the half Fey Human she once was.

Personality: She would be a friendly and rather inventive person but the past few years have made her rather introverted and cautious of others.

Tale: She was a rather promising prodigy from a small distant town, till she found some of the things the man she was apprenticing under was doing, why else would such a skilled man be so far away from civilization? She joined the experiments and many things where done to her that it is probably best that she can not remember. The series of experiments were designed to try to give humans the elemental affinity of Zenjin and imbue natural magic into them without the need for shard magic. The experiments never worked but she was at least a partially successful attempt. The 'natural' magic was still shard magic but instead of the magic being active causing the experiments to burn through all their power and fall into comas, she was one of a new attempt to where the powers had a charge mode and a use mode. When one of the madman's other experiments causes unstable rifts to rip through the tower she did not hesitate to throw herself into one.

Hooks: Amnesia, Dikephobia, one eyed but has a bionic eye to replace it, Can only use racial abilities in a shard energy consuming form and if all her shard energy is drained in some way will pass out. Kinda a freak and not everyone is ok with that.


Clichés:
Normal Mode:
*****Renaissance Scientist [8/8] -5d6 to Magem related skills due to Magus related levels
   includes Shard-Fordged Prototype, Scientist, Shardsmith, Engineer, Computers, Electronics, Genetics

Both:
Bartitsu Elemental Gunwoman [5/5]
Pilot (6/6)
Portal Creator (11/10)
*Vagabond Halfbreed Elfin Scavenger (4/4)
**CEO (5/5)

Elemental Mode:
*Crystal-Fordged Aeromancer [7/7]
*Crystal-Fordged Polymancer [4/4] (includes Hydro, Void, Pyro and Geo)

Magus
*******Verimagus [7/7]
    Con4, Min6, Sou5, Lov4, Emo4, Spi4 ((+1 to these elements))
*Formagus [4/4]
    Tec2, Cos4, Nat4, Blo3, Lif4, Dea3
Unimagus [3/3]
    Dim0, Ene1, Cha0, Tim0, Voi0, Ord0


Modifiers
Lucky Shots - Luck crystal(7/9) spend one of these to add 1d6 to rolls (as many as you like can be used at once), or spend one to reroll one bad roll (better of the two rolls counts)
Naturally Blessed (1/2) spend one of these when in nature, and good things will happen

Shard-Forged Prototype
quote:
Has natural Air shards that are a part of her body and their max capacity grows with her magical and main cliché, when not in use it slowly recharges over time. Water, Fire, Earth, and Void shards have been added but unless they catch up with Air are tied to the magic cliché.


To use any abilities she must transform, this is apparent, shards glow/grow(a little) and wind gathers around her. While like this the power is used slowly even if she is doing nothing. Like this she can:

Can 'fly' in/through air/water/earth/vacuum, is hard to move when she does not wish to, and not need to breath.
Can create elemental bursts and does some times when emotions are high.
Becomes resilient to a vacuum and extreme pressure/heat/cold.
Reaction, thought, and movement speed is increased slightly.
Aeromancy is tied to her highest cliche

She can sense portals and create them.
Can use portal attacks, and create portals.


Shard-Forged Tattoos
quote:
Air:  Gives ability to detect gasses
  +2d6 bonus, reroll 1s, reroll 2 dice, +4 to Shardsmithing
Water: Gives ability to detect liquids
  +2d6 bonus, reroll 1s, reroll 2 dice, +4 to Unassigned
Fire: Gives ability to detect energy
  +2d6, reroll 1s, reroll 2 dice, +4 to Unassigned
Earth: Gives ability to detect solids
  +2d6 bonus, reroll 1s, reroll 2 dice, +4 to Unmoving, resisting damage.
Void: Gives ability to feel space-time
  +2d6 bonus, reroll 1s, reroll 2 dice, +4 to Unassigned


Shard-Forged Embedded Shards Air, Wind, Fire, Earth, and Void
quote:
Air:        +2d6 bonus, reroll 1s, reroll 2 dice, +4 to Aeromancy
Water:    +2d6 bonus, reroll 1s, reroll 2 dice, +4 to Hydromancy
Fire:       +2d6 bonus, reroll 1s, reroll 2 dice, +4 to Pyromancy
Earth:    +2d6 bonus, reroll 1s, reroll 2 dice, +4 to Geomancy
Void:     +2d6 bonus, reroll 1s, reroll 2 dice, +4 to Voidmancy