Post by Lord Ashley Woodcock on Apr 24, 2010 18:57:56 GMT -5
Lord Ashley Woodcock
"You like what you see?"
"You like what you see?"
NICKNAMES: //[/color] Lord Woodcock, the Smallcock and Lord Lady when not around
AGE: //[/color] 25
DATE OF BIRTH: //[/color] Aug 17
GENDER: //[/color] Trap
ALIGNMENT: //[/color] Neutral
OCCUPATION: //[/color]Magus, Lord and Clock Tower instructor
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HEIGHT: //[/color]138 cm
WEIGHT: //[/color] 45 kg
EYE COLOR: //[/color] blue
HAIR COLOR: //[/color] blond
PIERCINGS: //[/color]
TATTOOS: //[/color]
DISTINGUISHING FEATURES: //[/color] Always dressing in goth loli style
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- Open to ideas
- As an instructor at Clock Tower Ashley has seen some weird ideas from students over the years. Because of having been raised in a very repressive environment Ashley's natural tendency is to go against lord Melvin's coventions and entertain these ideas though if the ideas actually get implemented is not really very common because they are very VERY weird. A student who once did a thesis on the very taboo idea of supplementing thaumaturgy with technology got an A for the effort but little else.
- High and mighty
- It does not matter how open a person is. The culture at the Clock Tower is just so consuming that Ashley cannot help but be absorbed by its ugliness. Raised as a lord, he has grown up to be as haughty and arrogant as the rest of them.
- Player on the field
- Ashley's main goal in life at the moment is to find a suitable partner with which to produce offspring with the best potential, just like any magus. However he just can't get enough of a good woman which is kind of the result of his male upbringing. Many strategic engagements have failed because of how he acts in bed because he apparently likes his fiance at the time a little too much. Ashley is otherwise so good that he manages to stay close friends even after it's over between him and his fiance at the time. But he fondly remembers the best tryst in his life to be the one he had with with Pincenez De Vierra the younger child of another powerful family. The two of them are still very good friends and rumor has it they still go at it in secret.
- Taunt and tease
- Ashley likes seeing people react badly to whatever he might do like taunting people for the most pointless things like how their shoes are untied, or teasing a man who doesn't know him. Insults are second nature to Ashley next to his magecraft.
LIKES: //[/color]Ashley firstly likes girls, then crossdressing, ceramics like China and porcelain, any of the ceramic arts, horseback riding, and insulting people
DISLIKES: //[/color]Being insulted, spicy food, people putting themselves above him, tall people, tropical regions, his father Lord Melvin and everything he embodies
STRENGTHS: //[/color] Belonging to a family that permanently has two elemental alignments rather than single ones makes Ashley a bit more flexible in several cases in that she can control both Water and Earth and so could all his ancestors unlike some families who only had rare average ones and so had only one generation of spells worth anything. His upbringing teaches her how tobe a proper gentleman who knows how to treat girls properly.
WEAKNESSES: //[/color]Ashley is proud and insistent that he is always right. He will not entertain any second opinions in a practical setting unlike the academic setting of Clocktower where thesises don't really mean much aside from academic discussion. Being singly narrow minded lord he is there is no doubt in his mind that he will be able to accomplish something even though whatever strategy she uses at the time proves with imperical evidence that it is a bad one so he will see no need to change strategies. Ashley has a temper which will flare up whenever somebody calls him small or short or any similar insults about his height.
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MY FAMILY LINE: //[/color] The Woodcock family is one of prestige and renown in the mage association. At 8 generations and 700 years it is an old and stable family of lords that is part of Archibald El-Melloi's faction. And in Archibald El-Melloi's faction, the Woodcocks hold the distinction of being their number two family. The Woodcocks are proud of their family heritage and specialization. This specialization is the effective use of spells relating to their sorcery triat, Two Hands. Two Hands is a useful sorcery trait which determines that all the members of the family an alignment to the two elements Water and Earth instead of what is commonly just one or two whether by hereditary element or inborn element. Is in relation to how some alignments are inborn and how some alignments are inherited. Both versions are overwritten by the effect of Two Hands.
In other words members of Woodcock are always aligned to Water and Earth. Over time the family has built their magecraft library to center on combination spells that put the two of these elements together. The generation before Ashley's went through some degrees of political unrest, when a rival family poisoned her father in an attempt to get their second place in the El-Melloi faction. This conspiracy was quickly unearthed and dealt with with equal fervor. Though Woodcocks are known to have above average magic circuit quality, they truly stand out in the quantity department having an average of ~35.
MY HISTORY: //[/color]Lord Ashley Woodcock is a trap. Everybody knows this. Everybody also knows that Lord Ashley decided to become a trap after the previous Lord Woodcock died. What nobody knows is that Lord Ashley Woodcock has a demented story.
It all starts 33 years ago.
The death of Lord El-Melloi I created a great political disturbance that almost ruined the clan's reputation were it not for the efforts of his apprentice. Because of this effective damage control the Archibald clan was able to remain in power. Lord Melvin Woodcock, who was one of Lord El-Melloi I's closer confidants, saw this as a critical time period. Some of the opportunist members of the El-Melloi group would try to wrest power from the recovering Archibald clan and by extension the Woodcocks, who were de facto second in command of the organization. Lord Melvin began a potent campaign to protect the status of his family by making many deals and reminding the other lords who was boss. Even with this ideal, Lord Melvin had his flaws like any other human. His warped sexist understanding of the world made him more unfit to keep the position then the very rival family heads who he fought against. This view is summed up with his private personal motto that manliness is a key to effective magecraft. This made him unpopular with female magi. After seven long years of struggling to beat back the critics and rivals lord Melvin found himself blessed with a child. Or was he? That depends on who sees it. Lord Melvi now had a little girl. But because it was a girl he grew furious and deluded. He named her Ashley and from then on did everything to hide the truth. Why did he not just try his luck again? During his war against usurpers one of them poisoned him with a powerful curse of infertility. This was originally part of a plan to infiltrate the Woodcock family. The infertile lord Melvin, who would become desperate for an heir will take an apprentice instead, and the apprentice was intended to be the second child of the family who hatched the plot.
The Woodcocks found out about this plan however and swiftly dealt with it and is why lord Melbin has been holding on to getting lucky instead. He would never take an apprentice because of his growing paranoia. It took him seven years to get this baby. And in order to preserve the pure blood of his family he had no choice. Ashleys records were all faked to say that she was really a he. Lord Woodcock even entertained the idea of thaumaturgically putting her under a sex change but this was very difficult and he feared for the quality of future generations. Ashley was raised as a boy and her father never spared a chance to remind her that she was to grow up into a man. Her life was not even very simple either. When she was 12 another family poisoned her with a curse intended to kill males. Because the truth was another story she was instead spared and suffered nothing more than a pineal gland disorder. Ashley will never grow up. This other family was conveniently silenced when the head received a sealing designation and went into hiding.
By the time her father died from the long term effects of the curse Ashley was sick and tired of being reminded that she was a man and that manliness was needed for magecraft. The one good thing her father ever did for her was teaching her the family magecraft and completing the transplant of the family crest before he died. She grew to hate her father for pressing this on her too. So what did she do? Ashley started acting like a girl and wearing clothes of a girl but to add insult to injury she maintained the lie that she was a man. This was the biggest way she could get back at her father. It's understandable if a woman starts acting like a woman even if she were raised like a man. It's a testament to the father's incompetent upbringing if a MAN starts acting like a woman even if he were raised as a proper man should be. Ashley became a self proclaimed transvestite, a self expression that was finally liberated after the death of 'his' sexist father. Lord Ashley Woodcock is a fake trap. 'He' also has all of the best research of the family and the crest too. The Woodcocks continue to live on as the second family in the El-Melloi group, just as her father wanted. The Woodcocks are headed by a feminine person, completely against her father's wishes. Ashley now has her lofty goals accomplished. Miantaining the prestige of her family is very easy since talent is more valuable to the association then personal preferences. But Clock Twoer is also strict on its policies and Ahsley is not safe. For her openness and publicly strange personality she is now under pressure from above to improve her image unless she wants to be removed from the faculty and kicked out of Clock tower. To continue her bloodline Ashley is also looking for a sperm donor preferably from a high quality family.
Lord Ashley Woodcock now goes to Lucca under instructions from Lord El-Melloi II, who she greatly respects to keep an eye on the sixth Holy Grail War and make sure nothing stupid happens.
MY GOALS: //[/color] Make sure the sixth Holy Grail War doesn't end up like the last one.
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Terracotta Bombs - glass marbles produce by the spell of the same name below, they are loaded with prana that is set to detonate them like grenades once they hit an enemy. Terracotta bombs are made earlier and Ashley carries around 30 of them at a time.
The Beast Beneath the Earth - is Ashley's mystic code. The Beast Beneath the Earth is a familiar in the form of a marble with a 3 inch diameter contains the crowning glory of the Woodcock family's achievements. The Beast was created by the 2nd head of the Woodcock family using the soul of the first head and a crest which they stole from a rival family of magi that is now extinct. Has been passed down between family heads for many generations with each one improving the Beast's performance, made possible by the stolen crest that serves as its source of magecraft. In order to make this possible the suceeding generations of family heads have done double duty by forging their magic circuits and knowledge into both the family crest and the crest of the beast like how a person can make two copies of a document on the computer.
In the present day the Beast is capable of using the family's Two Hands magecraft to propel itself underground through soil and depending on the material even bedrock at speeds up to 20 kilometers per hour. Detects enemies through both vibration and coordination with its master above ground, Ashley, but otherwise cannot distinguish vibrations made by different humans so can be tricked into going after somebody else. Once the Beast has found a victim it will follow after that victim underground and when the distance closes will manipulate the surrounding ground into tentacles that will snare the victim from below immediately wrapping around the strategic parts like throat and arms to prevent them from chanting spells so much like a mobile version of Woodcock trapping spells. Sometimes if the orders are to kill will it substitute spikes for tentacles instead. The beast can maek up to 15 tentacles of different consistencies or 5 spikes with a maximum length of 5 meters and strength enough to crush a car or spike can pierce 1 meters concrete. The tentacles are too weak to restrain a servant but like the car example can easily crush a human. Because it only uses a minimum amount of prana to travel underground will it be difficult to detect until it creates tentacles or spikes unless you are very good at sensing prana. The chances of escaping from it when your on concrete or asphalt will be much higher than if you were just on soil because it has to first form spikes to dig a hole before it can attack you directly. Is a weakness that it can only form spikes or tentacles and not combinations of both so another reason why its a good idea to stay in a building because it has to dig through frist allowing you to run away. Also can it not detect vibrations through concrete thicker then 1.8 meters and can it be distracted with loud noises and even "blinded" by very loud noises like explosions. Because of it functioning like a mobile trap is it very difficult to escape from the Beast if you are on the soil and not a more solid surface like concrete or asphalt.
Because of this predator style of hunting prey it would not be wrong to call it a Ground Shark. The beast cannot pass through purely solid rock or concrete and has to navigate its way around these or dig through them with spikes so it is always a good idea to stay on the safe side and keep yourself inside a building with a strong foundation. Having a soul the Beast has its own personality but remains loyal to its masters.
RANK: //[/color] 5th rank
ELEMENT: //[/color] Earth and Water
EXPERTISE: //[/color]Two Hands Magecraft is the Woodcock family's specialty. This brand of magecraft focuses on spells that incorporate the Water and Earth elements to be applied in both fighting and also construction. Ashley herself has grown to favor the use of trap spells of the Two Hands nature.
Trapping people and getting them to say 'It's a trap'. Ashley just does it to see their reactions and is very good at getting this wanted result.
Taunting and insulting people. Because she was born and raised as a lord of Clock Tower Ashley learned all the tricks and techniques of the trade of insult. She can incite a riot with the right kind of people in one place and cause the right kind of miserable fop to become so miserable that he commits suicide.
MAGIC CIRCUITS: //[/color] Ashley has 38 magical circuits with 5 prana per magic circuit. Her total prana is 190.
SPELLS: //[/color]
Mudflow (Earth and Water)
Rank: E
Cost: Like Lifesblood
Range: none
Effect: is a spell that combines elements of water and earth. It collects water molecules and dust particles to make a more cohesive source of mud to be used in Two Hands magecraft. The consistency of the mud is completely adjustable by the magus who can make either runny murky water or a diabolical quagmire if he wants one. Is a very efficient spell in terms of putting together mud for a later spell. In the costing of prana is very efficient because for every 1 kilogram of mud the cost is halved divided by two which makes a lot of mud for little expense, and the base cost is 3 prana for 1 kilogram. Is also possible to manipulate the shape of the mud because of its original purpose to make bricks. Mudflow started out as a spell that was used to gather construction materials for building workshops. After collecting the right kind of mud fire spells were used to bake them into bricks. In the following years mudflow was adapted to be used for making mud for offensvie spells. Is a single action spell.
Terracotta Bomb (Earth, Water and Fire)
Rank: D
Cost: 16
Range: 30 meters and each casting makes 5 bombs
Effect: is a spell that capitalizes on the use of mud produced by Mudflow. Shapes the mud into balls the size of marbles and cooks them until they harden. The marbles are loaded with prana until they reach a volatility that will cause them to explode upon impacting an enemy when thrown, sending bits of terracotta flying out in all directions with high speeds like shrapnel. In a sense works on the same principles of jewel magecraft but cheaper because you don't have to buy jewels and also weaker because of low material quality and with fundamental differences. Is not like producing a simple thaumaturgical crest with elemental effects but rather uses magecraft to produce crude hand grenades. Is a 3 line spell.
Quicksand (Earth and Water)
Rank: C
Cost: 24
Range: 30 meters and creates a liquified section of ground with a diameter of 3 meters
Effect: is a spell that was invented to trap and restrain enemies. By embeding timed prana units in the ground seeping underneath concrete and asphalt and other foundational structures and placing a hidden familiar nearby. Holds on to both water and soil particles. Is possible to enact that spell to predetermined conditions that the prana will only liquify the ground by stimulating movement in the water and soil to mix them if another magus steps into the affected area. Once the magus has been pulled into the quicksand up to the mouth level, preventing them from chanting, the prana will stop liquifying the ground. It will remain there however in case Ashley wants to finish off her opponent or maybe let them go. Is a 5 line spell. Possible to detect the higher level of prana in the ground if you are very good at sensing prana but otherwise because it is designed to be a trap would it be very difficult to sense it.
Quagmire (Earth, Water and Wind)
Rank: C
Cost: 36
Range: 30 meters and creates a liquified section of ground with a diameter of 3 meters
Effect: is a spell that was invented to trap and kill enemies. By embeding timed prana units in the ground seeping underneath concrete and asphalt and other foundational structures and placing a hidden familiar nearby. Holds on to both water and soil particles. Is possible to enact that spell to predetermined conditions that the prana will only liquify the ground by stimulating movement in the water and soil to mix them if another magus steps into the affected area. Also spawns ten mud tentacles of various consistency and up to 3 meters long to drag the enemy down faster, knock out any weapons he might have, and choke them by grabbing throat or drown them by pouring into the mouth. Because it was designed to kill enemies even if the magus is already drowning the tentacles will still drag him down into the ground until he is completely buried. Is a 6 line spell. Possible to detect the higher level of prana in the ground if you are very good at sensing prana but otherwise because it is designed to be a trap would it be very difficult to sense it.
PLAYER'S NAME: checkmate//[/color]
FACE CLAIM: //[/color] Ekaterina Katja Kurae of Seikon no Quaser
OTHER CHARACTERS: //[/color]none
MISC. INFORMATION: //[/color]Like is said in the history Ashley is a fake trap but part of the style is the gender pronouns only become female when the history reveals that.
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