Post by Siyr Arend on Nov 20, 2010 15:24:53 GMT -5
Siyr Arend
"I dream of Eagles"
"I dream of Eagles"
FULL NAME: // Siyr Arend
NICKNAMES: //Spacy, Sear(Yes pronounced exactly like her actual name).
AGE: //20
DATE OF BIRTH: //March 21st
GENDER: //Female
ALIGNMENT: //Chaotic Good
OCCUPATION: // Magus
APPEARANCE: //
www.safebooru.org/index.php?page=post&s=view&id=391911 Slightly more normal clothes. Slightly
i52.tinypic.com/xaymis.jpg Eating.
i51.tinypic.com/14bomu1.jpg Shy(Rare)
HEIGHT: //5’3
WEIGHT: //108 pounds
EYE COLOR: // Blue
HAIR COLOR: // Brown
PIERCINGS: //None
TATTOOS: //Command seal, around her belly button, of a celtic wreath eagle. Stylistic.
DISTINGUISHING FEATURES: //Long hair, spacyness
- In Her Own World, or spacy
Siyr can be almost considered one step removed from this world. She sees everything in a different light, and each thing has a place, and does not occupy more than one. Basically it’s an extended Black and White worldview. If someone in her eyes is a knight, then they are, to her, the definition of a knight, and their actions must be that of one.
- In Her Own World, or spacy
- Easily Bored
- If someone isn’t playing along with her she becomes listless and stops paying attention easily. And she has a seriously hard time dealing with boredom, getting antsy easily. And when she gets antsy stuff might start blowing up.
- Fiery Fire Magus
- Her response towards problems tends to lean towards fire magic. This isn’t out of control, but its still one of her go to solutions for problems, other than people.
- Easily Entertained
- Just like easily bored, if someone plays along with her, or humours her. Or does something funny. Or pretty much anything, just as long as it can’t be described as boring.
- Ignorant
- She keeps a diary. With everything she has learned in the war in it. The world is a different reality for her, and people’s personalities are shifted by her viewpoint, to the point where she can actually shift an evil act to a good one in her mind, if someone she sees as a knight does it.
LIKES: // Daydreaming, her brother, shiny/nice things, bright days, people who fit well into her world. The stick she uses.
DISLIKES: //Her brother’s wife, people who try to snap her back to reality, boredom, boring people, lectures.
STRENGTHS: //
Long range. I might need to mention this again, as she is possible the longest range magus here.
Long range. Here it is again, she is near pinpoint accurate at huge distances.
Defense against a single type-magus (IE only uses lightning, no guns, nothing else.)
WEAKNESSES: //
Flexible Magi
Close range combat.
Magi who can defend against fire. She. Will. Die.
Overextending Prana, as she has no cheap strike spell. Basically she wields a sledgehammer at times when you might just need a small tap.
Flashy Spells (Her own are all loud, bright, and flashy.)
MY FAMILY LINE: //
Arend, the line of Eagles, is approximately 1400 years old, 30 generations, in terms of magic history, however the lineage itself can be traced back to the invasion of Britain by Julius Caesar.
The records of the family indicate descending from one of Boudicca’s Generals, however that has been put into question, it is far more likely that they did not. Although the name Arend implies nobility among the older families, it is likely that the name was changed some time in the past.
The bloodline ability is Surety, which, if the current heir of the crest dies, it can be passed on again. While multiple heirs are impossible, as long as there is blood in the Arend line, there will be a successor.
It was most useful during the dark ages, when the line started. In fact it started to get to the point where the Arend line was non-chalant about losing heirs, and almost threw them away. The prana count dropped in the early 11th century because of that.
The family now averages, for the past 7 generations, 21 circuits at 23 PrC for 483 prana. Siyr surpasses that for 24 circuits at 22. She actually has a lower capacity than her mother, however. The dual specialization of fire and wind has been passed down the entire line, and Siyr is no exception.
MY HISTORY: //
Siyr is the first child of the Arend family, and is technically a twin, despite her brother being born the next day. She outstrips her brother in some areas, but he surpasses her in others. However, in what the Arend family believe is the most important part, magecraft, she is victorious by far.
Thankfully her brother held no grudge, and even swore to protect her from harm at a young age. This was a good thing because Siyr is a little… out of sync with reality. She seems to live in her own mind, sort of like a story. She sees her brother as a shining knight, complete with armour. Not just sees, but believes he is.
Or was. When he married off, she was highly disappointed and sees his wife as a hag, out to steal her knight, even though she tries to be nice to Siyr. All she has for her are bitter words, and hatred, to the point where it has seriously estranged her from her brother. Which leads to more anger.
That more or less can sum up the way she thinks.
Her history is somewhat happy
She was somewhat hard to teach because of her spaciness, but the age of her bloodline made the teachers go to great effort to curry favour with her powerful mother. If she actually tries to learn, she picks up something at a bit above regular speed, but barely ever tries, is too busy dreaming of the world around her.
The way her family got her to learn was the fact that she tried to impress her brother when learning Magic, and so actually tried when he was around. In fact they even let him go to the clocktower, just so she would actually learn magic, rather than becoming a high powered washout. It worked fairly effectively until he married, and then Siyr sort of stopped caring.
2nd rank came easily to her, when her brother was around, with her skill and high prana. She could make it higher if she returns to the clocktower and has some sort of motivation. She has a few friends who can deal with her... eccentricities, almost all of them highborn. She barely wants to associate with those that are not considered high of birth (About 700 years +)
Realistically she has not had anything serious happen in her life yet to describe.
MY GOALS: //More ignorance? No Siyr’s goal is… nothing. She wants to fight the war as a battle, and gain some sort of glory from it, not realizing its devastation.
Concentration Aid, Artillery Staff: This is just a piece of well-crafted wood and gemstone. It does nothing special, and just sort of is there, because she believes Magi should have staves/wands/something. Seriously. It’s not a mystic code, it’s just a stick. Not even a strengthened stick. Destroying it might make her angry though.
Fire-Retardant clothing: In addition to her spells that help nullify fire, her battle-clothes (Not what she regularly wears) contain an Aerogel synthetic weave that help her to repel heat. Basically, they cannot catch fire, that is all.
Diary: Siyr keeps a regular diary that if read, assuming you survive the ensuing fireblasts, might help someone see into the way she sees the world. And she writes secrets down in it. It is trapped with a single fireball spell.
RANK: //2nd
ELEMENT: // Fire, and air.
EXPERTISE: //
Spell Refinement- The Arend is one of the more talented lines in decreasing spell chant times, and Siyr is no exception. This has allowed the near impossibility of Taking flight to be reduced to a one-liner. Siyr is likely, later in life, to refine the later two spells in her arsenal. If she survives.
Long Range Magecraft- The Arend Line specializes in attacking from a further range than most magi, unaided. Highly accurate and precise, an heir in the Arend line can almost be compared to a piece of magical Artillery.
Ignorant Of The Real World- One might not classify this as an expertise, but Siyr is pushing it there. It is almost to the point where it wraps back around and becomes paying attention. She can tell a lot about the way a person ‘fits’ into her world, analyzing the way they walk, talk, speak, and a thousand other things so she can fit the person into her own world.
MAGIC CIRCUITS: //24 at 22 for 528 prana
SPELLS: //
Fortune’s Guard (Fire/Air)
Rank: C
Cost: 4 for each Fireball, plus 5 for controlling the airstream(Flat), another 8 to condense a fireball to block a single object. 3 pr/minute upkeep for each fireball.
Range: Circle the Magus at a distance of 2 meters away, can be fired about 5 meters before dissapating[/i]
Effect: Basically this creates a whirling series of 5 molten, E rank fireballs around Siyr. The use of this basic ability cannot be overstated, however, as it can alternate between offense and defense. By sacrificing a ball of flame one can superheat an area of air that will actually melt any small object it comes into contact with. This only needs be cast with a simple clenching of the fist motion. The first fireball currently being directly manipulated corresponds to her right hand, and the second her left. She can compress them at the 2 meter circling distance.
This is a shield against small physical projectiles, such as bullets and knives, as well as physical spells, generally water and ice.
As well, the fireballs can be fired off at any time towards the opponent. They will travel up to 5 meters before dissapating. Up to two fireballs can be manipulated at once, to block objects.
A slight problem with this spell is the fact that one cannot add fireballs into the mix, once it is cast. The user will have to recast the entire spell.
While highly effective against one time firings (Such as a single thrown knife) anything with 3 or more projectiles in the air at a similar time is pretty much unstoppable by this.
If the attack is above subsonic this is... difficult at best to use for defense, since the fireballs have to be activated manually. So one not only has to predict the time of the shot, but also a very precise location of it. Since most rounds have some slight variance, it becomes difficult to defend against them.
The heat remains enough to melt metal for about a second before dissapating. The area covered by the heat is about the size of her fist.
In addition, any object larger than a knife will only be damaged by the superheating, rather than stopped outright.
When recast, these are dismissed at the beginning of the chant.
To launch a fireball from this requires a sort of throwing motion, so she can only launch one at once.
Stabilized to three lines, because of the crest.
Taking Flight (Fire/Air)
Rank: C
Cost: 40
Range: 50m
Effect: Similar to Plamya Pika in the idea behind it this creates essentially a stream of near 100% oxygen condensed into a small area, that is almost instantly consumed in a bar of white-hot flames, that are so bright and sudden they can cause a purple vision effect, pushed by high speed winds to smash into the opponent and light on fire. Realistically, it is a longer and slightly more powerful Plamya Pika that also has the effect knocking someone over.
The stream dissapates within a single cast, as holding the stream requires far too much effort. The stream is about as wide as Siyr's palm, so about an inch and a half in radius.
This is the main offensive spell of the line, and has been reduced to a one liner, because of the spell refining of the family.
Separation From The World (Air)
Rank : B
Cost: 40, 18 pr/minute upkeep
Range: About two meters away from the magus’ body, an oval enveloping them.
Effect: Basically this is protection against standard Fire, Lightning, and wind spells. By manipulating the air around the magus, the conductivity changes to the point where lightning bolts striking her will split persay, as if water were running down an invisible shield. While the strikes may not hit her, the debris thrown from the explosion, and the explosion itself may. It does a near similar thing with fire by causing the actual fuel for the flames to go around, the magus and not strike her. Heat convection can penetrate this barrier, but because of the rarefication and dispersion of the air around Siyr it is much less than it should be.
This however, is no shield against direct objects, such as bullets or C or above actual Wind spells (IE Wind not lightning.) If someone lit a rock on fire and threw it as well it would penetrate the actual barrier. So if a fireball has a solid core it will pass this guard. Also, general heat rays will pass straight through, as there is not fire to keep at bay.
In addition, because Taking Flight creates a path of wind, if one can overcome the currents pushing away, and Siyr has not moved the opponent can use that hole in the shield to strike Siyr. This spell and Fortune's Guard cannot be used at the same time, as they both effect wind currents around the magus, in the opposite way.
Finally this requires concentration to maintain which is not Siyr's specialty. Hitting her with something that does at least as much as to sting her will highly likely make her drop the shield. This will not block any kinetic objects heavier than a feather. However, she can still avoid these objects on her own.
This has been stabilized to three lines.
Heaven’s Shriek (Fire/Air)
Rank: A
Cost: 100
Range: 250 meters, at least horizontally. Reaches near skyscraper height for alteration of air currents
Effect: A long range spell. The prana alters a location high in the sky, to create a Jetstream very similar to Taking Flight, except pointing straight down at the target. This is more for taking out fortified positions, as even after casting it takes a short while(30 seconds) to actually happen, so if the target is moving, they might only catch the edge of the ensuing explosion at worst.
It creates a blast effect of approximately 20 meters in radius, however most of the damage is concentrated in the inner 5 meter diameter, so Siyr cannot be close when using this either.
The outer ring is somewhat above a fireball in damage, and is mainly intended to light the structure that the main ray punches through on fire.
The only actual warning of this spell is a shrieking sound when the air first catches fire. Well that and the pillar fire itself. Then, then bad things happen. Basically a thin pillar of fire slams down into the earth, with the force of a small bomb. Incredibly dangerous, and long range, with a decent prana cost for its effect this is a very dangerous weapon. However it is a little on the obvious side for spells, and thus must be used sparingly at best.
Requires the full standard verse, as this is only three generations old. Siyr will probably stabilize it slightly, later in her life.
More or less this is a firebomb from the sky. If there is sufficient moisture in the sky to cause rain, this spell is pretty much just a normal fireball (E rank) from the sky.
This is next to useless on moving targets. It is primarily designed for breaking through the roof of something, and then lighting the inside of the building on fire. Basically unless you are in a tiny radius of 2 meters from the center of the explosion, a normal human could easily survive this.
This is mainly intended for taking out a magus' reinforced building/workshop. There isn't much in the way of protection it can't pierce.
Waking From The Dream (Fire/Air)
Rank: A
Cost: 155
Range: 35 meter radius sphere
Effect: Basically an immobile half sphere of burning wind, that reduces all to ash. This is the most powerful weapon in Siyr’s arsenal. Capable of reducing a standard human to ashes within a few seconds, it is less effective against magi. The air is choking to breathe, and pretty much on fire. In fact this can be compared to a super-hot giant fireball, with air currents keeping it going.
A decently strong magus will slowly get weaker before probably dying at around the 15 second mark.
With Seperation From The World Siyr can remain inside her own spell, which can be particularly effective. Water spells or ice spells become near impossible to cast within, as they burst into steam almost instantly. Fire spells technically would work, but realistically would not be very effective as one would have to supersede the heat, and be unaffected by the wind. One can attempt to alter the wind currents to shut this down, if they have high level actual wind control(Again wind, not lightning) with an A rank spell, but it is probably easier to just try to get out than alter the spell itself.
Because the natural world asserts itself easily on a spell like this it only lasts thirty seconds, however that is more than enough to reduce anything to ash.
This spell is centered on herself when cast, and does not move, even if she does.
This is two generations old, so technically it still requires eight lines.
PLAYER'S NAME: //Aela
FACE CLAIM: //Tear Grant, Tales of the Abyss
OTHER CHARACTERS: //Aela, Bedwyr, Cardwyn
MISC. INFORMATION: //Once again, spell costs are basically ‘Hey, that number looks good, let’s go with that.’ Whats this you say? Another master with British Heritage? Yes, okay, I might have a slight obsession.
And Heaven’s Shriek might be overpowered, but that’s what you guys are here for, isn’t it? /tease.
Finally. She is a sledgehammer, hitting tiny situations with way too much power/flashiness, etc.
My first attempt at someone more powerful than a wet napkin, don't go easy.
Note on the edit on May 1st 2012: The circuit count being blue was bothering me. So I fixed it.
Oath fix