Post by Alice Harper on Feb 4, 2011 23:33:59 GMT -5
Alice Harper
"The ends justify the means, but only if the ends themselves are just."
"The ends justify the means, but only if the ends themselves are just."
NICKNAMES: //[/color] None
AGE: //[/color] 23
DATE OF BIRTH: //[/color] Feb. 14
GENDER: //[/color] Female
ALIGNMENT: //[/color] Lawful Neutral
OCCUPATION: //[/color] Student Magus
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HEIGHT: //[/color] 5' 9"
WEIGHT: //[/color] 128 lbs.
EYE COLOR: //[/color] Steel Grey
HAIR COLOR: //[/color] Silver
PIERCINGS: //[/color] A small silver stud in either earlobe.
TATTOOS: //[/color] None
DISTINGUISHING FEATURES: //[/color]
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- Not Good With People
- Given her rather stern upbringing and her basic nature, Alice doesn't really excel in the social arena unless she absolutely needs to (or is browbeaten into it). Even then she'll likely declare it 'stupid' and 'unnecessary' under her breath instead of out loud...
- Iron Will
- What she lacks in charisma and charm she makes up for in sheer willpower and determination, and once she has chosen a goal little will impede her in seeing it carried out. She also has an almost uncanny level of mental focus and is not easily distracted once she zeroes in on a task.
- Honorable
- Despite seemingly harboring disdain for nearly anything and everything around her Alice is actually very respectful and courteous (if a bit aloof), even towards those she counts among her enemies. You just have to earn this respect, which presents more than a few problems and challenges in itself...
- Stonewall
- For the most part, Alice betrays little emotion,and is slow to anger except for when her pride gets the better of her. However this also makes it a bit hard to get to know her unless you catch her in a vulnerable moment, or have proven yourself to her.
LIKES: //[/color] Order, respect, self-restraint.
DISLIKES: //[/color] Disorganization, foolishness, betrayal.
STRENGTHS: //[/color] Her greatest strengths are her single-minded determination and her powers of concentration as mentioned above. She also has quite an eye for details and is good at picking out what others miss.
WEAKNESSES: //[/color] Her rigid world view and mechanical way of approaching things leaves little room for creativity or innovation, and she is prone to 'tunnel vision' both literally and metaphorically. As if that wasn't enough, her cold (at times brutal) resolve and methods in reaching her goals tends to put people off.
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MY FAMILY LINE: //[/color] The Harper family is one of the older, but lesser-known lines of magi. Throughout their 850 years and 9 generations they have quietly made their way without personally making any breakthroughs in magical theory, but somehow always being associated with the fundamental research behind these breakthroughs and the magi who made them. This is not to say they are mediocre as magi (those from this line were often some of the best students in the Clock Tower), however they have a disdain for 'pointless celebrity' and prefer to keep things low-key, working behind the scenes where possible. The Association has always been somewhat suspicious about the Harpers due to their secretive nature, but they can't argue with the results this family produces and so are willing to allow them their eccentricities.
This Harper family is regarded as something of a hidden gem by the few who choose to associate with them due to their expertise in the field of Metal-aligned magic. Despite its reputation for being a difficult and impractical element to work with, the Harpers have all but written the book on using Metal, but prefer to keep their advances in the matter to themselves except for a few instances where it was necessary to divulge information on the subject.
Due to their obsession over keeping their studies as secret as possible, the Harpers have become almost wholly dependent on their Crest as a record of all their spells (except for a single series of print records kept tightly under lock and key). With this in mind they came to possess the Trait of Redundancy. Whenever the Crest is passed on to a new bearer, a copy is made and held in case of an incident which impedes their ability to retrieve the original Crest. The trade-off comes in that this copy is simply a snapshot of the Crest at the time of implantation, and as such will not have any of the additions and extensions made by the bearer at the time. (i.e. new spells added to the record, circuit bundles, etc.). The other issue is that the Crest will be even more selective in who it will allow itself to be bonded to, to the point that only siblings or offspring of the bearer at the time of the duplication will suffice, rather than any blood-related family whatsoever.
MY HISTORY: //[/color] Due to the Harpers' secretive nature not much is known about Alice's upbringing besides the fact that she was the second child born of Alan and Kira Harper, and that she was only given the family's crest (despite being only 12 at the time) after their first-born son, Sean Harper, perished under uncertain circumstances. In the time since that incident she eventually grew old enough to become a proper heir to the family line, and as such was unceremoniously sent off to the Clock Tower for instruction.
Alice acquitted herself well in her studies (especially in the fields of Mineralogy and Invocation) , and is set to become a powerful magus in her own right despite being only of average quality. However this success sprung from her being quite a workaholic, which left little to no time for a social life beyond the bare minimum (not that she missed it much anyhow). This isolation was a blessing in disguise though, as because of it she managed to stay at the fringes of the various power struggles and one-up-man-ship that characterize the Clock Tower, and so was able to make her way without notable incident.
After roughly 4 years of grueling study in Thaumaturgy she was called back home with the promise of a chance to prove herself, and what a chance it was: The Holy Grail War. Even her normally stoic father seemed enraptured by the power promised by the Grail, and Alice had to admit that she was also attracted to the endless possibility represented by the wish the Grail was ostensibly able to grant. Ans so she was sent off to Lucca with little besides the bare essentials, a worn spearhead and her farther's words ringing in her head... "Win this, and all is forgiven."
MY GOALS: //[/color] To win the war, full stop.
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RANK: //[/color] 4th
ELEMENT: //[/color] Metal (Earth)
EXPERTISE: //[/color]
Metalworking
Combat-Ready
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MAGIC CIRCUITS: //[/color] 20 natural circuits @ 12 PrC = 240 Pr
12 Crest circuits @ 15 PrC = 180 Pr
Grand total = 420 Pr
SPELLS: //[/color]
Sunder (Earth)
Rank: C
Cost: 20 Pr
Range: Touch-range, affects 1m radius around point of contact.
Effect: This spell works simply through finding the micro-fissures present in any inorganic material, and then takes advantage of them by drastically accelerating their growth to shatter objects and structures made of such materials. However Alice must be touching the object through the duration of the incantation or the spell will be rendered useless.Of course, it goes without saying that this spell is useless against items and materials which are magical in someway due to the inherent Resistance. [Three-Line aria normally, stabilized at One-line in the Harpers' Crest.]
Metalshaping (Earth (Metal))
Rank: D
Cost: 5 Pr to initiate 1 Pr/sec. (rounded up) to continue Shaping.
Range: Touch-range
Effect: The pride of the Harper family, this spell allows the practitioner to shape and mold metal as if it were clay by her will through adjusting the molecular structure of the metal itself rather than the usual methods of heating it to liquidation and then manipulating it. Of course, there are limitations to this:
- The basic type of metal cannot be changed (i.e. you can't take tinfoil and turn it into carbon steel)
- The metal can't be in a state that is outside physical laws once the spell ceases.
- The physical mass of the object can't be changed, only its form. (you can't take a steel knife and turn it into a tank, or vise-versa)
- 'Metal' for the purposes of this spell means any material where the greater part of its composition is a metallic element, or a combination of metallic elements. Alloys and the like are passable, but metal diluted in a non-metallic substance is not (i.e. no iron from blood).
- The spell's cost doubles when applied to magically-enhanced items or materials (, Reinforced/Traced items, mithril etc.). Noble Phantasms and Mystic Codes however are right out due to being on a whole other level..
[Originally One-Line, stabilized at Single-Action in the Crest]
Manus Magnetes (Mystic Code) (Earth/Wind (Metal/Lightning))
Rank: B
Cost 15 Pr activation, 2 Pr/sec. while locked onto a target and manipulating it, 20 Pr to Repulse.
Range: Effect range: 5m, Repulsion range varies based on size and mass of repelled object(s).
Effect: After hearing of the Satellizer family's research on electromagnetism and their mystic code, Tesla, Alan Harper was inspired. In a rare moment of cooperation with another family, he approached the Satellizer's patriarch at the time with an idea for another mystic code which was similar in design, but with a different intended purpose, and the two families began their work. After several years of labor, the result was the Manus Magnetes. This matched pair of gauntlets act as directed electromagnets when charged with prana, allowing their wearer to pick up metallic objects at a distance and move them about or draw them towards the wearer, and can even emit a strong burst of repulsive force in order to hurl objects away at speeds of up to 120km/h (velocity varies depending on the object's size and mass).
However the targeted object (or closely-packed group of objects) must be composed of at least 1/3rd unbound metal in order for the gauntlets to get a sufficient 'grip' on the target (i.e. a person can't be lifted by their belt buckle, but if they were wearing a breastplate or the like, they would be affected). The user must also be careful which way they aim the repulsion burst, as unlike the attraction function, it does not differentiate between one metal object or another and simply repels any in range, with potentially catastrophic results (one tester ripped himself in two when he unintentionally activated the repulsion function while the gloves were aimed downward at his steel-toed boots.) Also, while the gloves can latch onto items regardless of mass it does not negate the mass of the intended target to any degree, so their lifting ability is limited by the user's own strength. With this in mind, the target's velocity and momentum is also cause for concern.
PLAYER'S NAME: //[/color] heretic95
FACE CLAIM: //[/color] Tatiana Wisla - Last Exile
OTHER CHARACTERS: //[/color] Renard
MISC. INFORMATION: //[/color]
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