Post by Veronica on Nov 8, 2010 18:18:21 GMT -5
Veronica Vecchioromani
"This place screams with pain for a tragedy that is yet to be revealed."
"This place screams with pain for a tragedy that is yet to be revealed."
NICKNAMES: // Ziva(fortuneteller alias), Vero(family or close friends), Gypsy Freak (offensive), Magpie(Clock Tower nickname) [/color]
AGE: //25 [/color]
DATE OF BIRTH: //May 1 [/color]
GENDER: // Female [/color]
ALIGNMENT: // True Neutral /Neutral Evil (when scorned) [/color]
OCCUPATION: // Fortuneteller [/color]
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Some mystic clothes
Dancing...
When not dressing for the job...
HEIGHT: //1.71 m[/color]
WEIGHT: //61 Kg[/color]
EYE COLOR: //Brown[/color]
HAIR COLOR: //Dark[/color]
PIERCINGS: //A couple of earrings[/color]
TATTOOS: //[/color]
DISTINGUISHING FEATURES: //She always wears jewelry and necklaces [/color]
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- Adaptable
- Veronica has always lived in a thriving, bustling world, full of challenges and troubles in each step she took. It's no wonder thus that Veronica can assimilate changes of conditions very quickly, and finds little trouble in recycling her habits and skill sets to the ever changing conditions of the nomadic life. She is always willing to listen and learn new things, no matter how outlandish they would sound.
- Charismatic
- Veronica was born graceful, and grew with a certain eloquence and culture. She can make people comfortable by just being around, and she's quick to discern what has to be said in social situations in order to satisfy her listeners. Her slightly exotic beauty and mysterious air just add to the mix.
- Savvy
- When you're cast into the world with little more than your own hands, a lot of prejudices thrown on you for no reason, and uphill, you eventually have to wake up and start planning and thinking, or you will not make it. Vero was aware of this fact, and as such, she has developed her intelligence and wits to her fullest, geared towards the goal of surviving.
- Kuudere
- Veronica's lifestyle literally forced her to put a semblance of tranquility, solemnity and apathy. She has maintained this disguise for so long, she has forgotten to be herself. As such, while she can act as a solemn, mysterious fortuneteller, she can't exteriorize her feelings in conventional ways. People who learn to see through the shell often see the sweet, smart kid she was crushed long ago by the weight of the world.
- Spiteful
- Veronica is one of these kind of people who usually is calm and composed, and soaks every blow given to her like a sponge. Until she snaps. You never know when it will happen. You can't even know how will it happen, but if you have gone to great lengths to offend her, she will hold that grudge forever. This aspect of personality works against her, though, as she is known to abandon rational and sensible choices in order to make the targets of her hatred suffer.
LIKES: //[/color]
Learning
Dance, Music and Songs
Level headed people
Kids
Magpies
Chocolate and Sweets
Divination
DISLIKES: //[/color]
Arrogant people
Bratty Teenagers
Highborn stuffy Nobles
Prejudices
Being called a Gypsy
STRENGTHS: //[/color]
It may look like a cheap fortuneteller, but Veronica has a lot hidden beneath her witch like disguise. She is a portent of raw power among Magus that is seldom seen, a power that only certain high families with the aids of crests and sorcery traits can surpass. As if it wasn't enough with her freaky innate talent, Veronica is gifted with the mixed blessing of having a Psychic trait that allows her to divinate about future events through her magecraft or tools, thus giving her a slight advantage to predict possible outcomes. Lastly but not less important, a lifetime of being treated like the eternal underdog has rendered her quick-witted and adaptable, thus lacking crippling technological or exotic magecraft aversions like other Magus have.
WEAKNESSES: //[/color]
A lifetime of struggle is a good way to earn yourself a lot of enemies, and in the end, do not manage to improve your situation. Veronica has no reliable support besides her nebulous and edgy family, and she has angered many people in the past. It also doesn't help that most people fail in the mistake of shooing her away due to her lineage or strange and freakish abilities. And while she is not a complete idiot at pulling punches and using weapons, she's still a far bit from a complete soldier or warrior. In addition, it is known that her grudges sometimes stain her judgment, making her prone to unfitting reckless moves.
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MY FAMILY LINE: //[/color]
The family Vecchioromani has been tied to the history of Magecraft since their reported arrival in the late 14th century in Europe, alongside other Roma. The true roots of the family have been lost to the sands of time, but there are indications they originated centuries before in the Middle East. Vecchioromani were a family with inborn Magic circuits as well as a Psychic trait in the form of Pure Eyes that allowed them to perform better-than-average divinations. Berenice Vecchioromani, the founder of the family as it is known now, struck a deal with the local Mage's association of loyalty in exchange of protection from the fanatic and xenophobic folks that preyed them.
Venturing to say that convivence was smooth was a understatement. Local Magus were as unsure and as hesitant as others with these newcomers from far lands that spoke an strange tongue and still practiced prana-based rituals. It took all of Berenice's effort to show that they were capable of Magecraft as well as worth the mage's time.
One of their selling points was that their so reported divinations were rather accurate when guessing the inheritance of their offspring, and an early divination from them could help two Magus yield offspring with better and more numerous circuits. Seizing this niche easily, Vecchioromani became the one family that the High Families scoffed at, yet were more than eager to call them to aid ailing and disappearing bloodlines with their oracular wisdom. While technically part of the Association now, Vecchioromani did little to change their lifestyle, besides gradually switching their arts for the far more popular Magecraft.
The family has a distinctive lack of Thaumaturgical Crest, as it was against the wishes of their founder to ever make one, instead, Berenice wished for the Vecchioromani to improve theirselves with their divination gift, and to create a new future and not borrow from the past. This practice brought a lot of arrianged marriages as well as an increase on the variation of the potential of the Magus that come from this bloodline. It is believed that after five centuries, even taking in account the odd renegade Magus that joined their mist, the bloodline has a subpar talent as a whole, but it has the proven capacity to produce Magus that have an exceptional, freakish quality and number of magic circuits. It is safe to say that these mongrel practices have decreased the standard, but made the exceptions even more outstanding.
We always have been accused of being insignificant and mongrels by the more reputed families, and it is truth to an extent. Sometimes, entire generations will pass without a single member of the Vecchioromani among the Magus... But in those generations that a Magus from our family gets in, it is bound to shake things.
I am one of these Magus.
MY HISTORY: //[/color]
My family knew even before I was born that I would be an exception to the norm. An specially intense reading from a midwife announced that I was to be a "shooting star in the stale sky". Even though my family as whole was poor, the reading of my birth became so known I never had to worry much as a child, just being obedient to my elders. And so, I grew as a little girl, sheltered and largely oblivious of the world and the many hypocrisies that existed, and learned on how to use my magic circuits and perform divinations on my own before being sent to the Clock Tower.
They had said it had been several generations since a Vecchioromani had last set foot in the Clock Tower. And perhaps it had been for the best. That school of magic was a cold, uncaring organization of people seeking to enact mysteries above all else, and they paid little heed to the Roma Magus that had entered their midst. It was a rough wake up call. The best I could get from them was a tacit dismissal, and the norm was to shoo me away just like a beggar.
I decided then that I'd make my best to show them that I was worthy of being there. Far from helping, the situation seemed to improve, and then took a turn for the worse. As I crafted my first and second spells, I noticed that I had power way above the norm. So much, in fact, that my progress could only be surpassed by some heirs of old Magus families. I was young and inexperienced, and I didn't learn to read the signs on their faces. Their disrespect had grown to jealousy. Now there was not a single look of dismissal, but outright grudging stares and a mix of uncomfortable smiles upon me enacting my mysteries. They called me the Freak, the Magpie spell thief, a nickname I grew fond of.
And then...I begun to harbor my own grudges. Their lack of acceptance had stung me deep, and I used that hatred as a resolve to become a Magus that would put her colleagues to shame. Everything was permitted. I dabbled in subjects most magi would scoff at, such as my old roots, and even a brush on the insights of runes, although I never got to learn how to use them effectively. My now hybrid Magecraft became efficient, yet different at the same time. For the first time in my life, I had impressed people far past their grudges.
Now, with my standing became befitting of my skill, I suddenly realized that I had become a good target for young magus with a wish to improve their bloodlines with my wits and blood. Unfortunately, my family realized this as well, and claiming that the prophecy had been fulfilled, arranged my marriage with a wealthy magus family that would support Vecchioromani.
In less than a year, I was a prize housewife of a guy I never really liked, and I had bad omens clawing at the back of my mind. I wished I had been wrong, but the first time he hit me served as a rough wake up yet again. He really treated me like an object, himself being a bag of winds not unlike other Magus. I don't even want to remember his name.
It was then, when all the grudges that had been welling up in me poisoned my mind to the point of making me harbor terrible feelings, and driven by bitterness and hatred I struck him down swiftly, quickly overpowering him with own magecraft. This fight would leave him permanently on a wheel chair, and would give the gold opportunity for those who had been vexed by me to strike back at full power. My old family also turned my back on me.
With the excuse of avenging his comrade's fate, I was chased down like a dog and was forced to leave the association, lest i took the wrong turn in a corner and ended up dead.
I had become a shooting star, crashing and burning among a stale Heaven of Magus.
I was now 23, and I had many enemies and no friends. I resolved to start over without the Association, using my powers to become yet another fortuneteller among the Roma, hopefully safe from unwanted attention.
MY GOALS: //[/color]
To live for a while undisturbed. Needless this whole grail wars is bothersome, but then again the younger Magus might need a little help...
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Eve
Veronica's pet Magpie, raised by her since she was a fledging. Eve can do some tricks, like fetching shiny objects or warn about the presence of someone, just like a dog, but she's very limited when compared to a familiar. Vero would loathe to kill a Magpie to make one.
Tarot Deck
Self Explaining. Used to perform divinations.
Caravan
Vero has a motorized caravan which she uses to move from place to place, to contain her entire belongings as well as her business spot.The caravan contains assorted fortuneteller baubles as well as a cellphone, some old books and a TV.
.22 Caliber
A self defense measure for those times that one has to walk in alleys. Vero uses the pistol more as a dissuading method rather than actual combat, but she can still fire it and not look like a complete idiot when doing so...even if her accuracy is subpar.
RANK: // N/A[/color]
ELEMENT: //Average One[/color]
EXPERTISE: //[/color]
Divination
Thanks to her Psychic Trait, Veronica is actually rather proficient in reading one's own fate and other statistics, as well as to interpret harbingers with a certain degree of success. Veronica has also a fair share of deductive skills and common sense that make her reach logical conclusions quickly. In addition, this skill has allowed her become rather wary and perceptive, able to sometimes have a "gut feeling" to detect danger.
Survivalist
Veronica lived a rough deal since her fall from power, and even before that, her life wasn't very comfortable. As such, Veronica is adaptable and hardy, and knows the quirks of the modern world most magus won't bother. She can use a telephone, pay a taxi, drive a little, and even use guns and knifes for self defense (but she's not particularly good). She can also cook rather nicely and can pick up skills quickly. In short, she's more in touch with the modern life than the average Magus.
Magecraft
Veronica is a rather talented Magus, of the kind that shines even among her peers. Her thirst of learning new things has made her not rely on just method, but browse through additional ones, no matter how unpopular they are. Thus, her magecraft has a notable self-styled component that makes it different from the rest, and as whole, more flexible. This comes at the cost of it being a little less reliable, since it's still a experiment.
Entertainament
Pretty much self explaining there. Due to her charisma, Veronica is a natural entertainer, and has a rather melodious sense of voice and an astounding sense of rhythm. She can also guess what is to be said to make people feel better, and she has an educated opinion on several subjects.
MAGIC CIRCUITS: //Veronica has 40 Magic Circuits with a quality of 10PrC. In other words, she has 400Pr. She is a freak of nature in this sense, since this is her innate potential without a crest. [/color]
SPELLS: //[/color]
Rapid Fire(Fuoco Rapido) (Fire)
Rank: D
Cost: 4 Pr +1Pr per additional shot (up to 12).
Range: 80m
Effect: A modified version of the fireball spell, Fuoco Rapido is smaller and does not carry as much payload (although it usually produces second degree burns and can produce third degree burns on exposed flesh), but the sheer range of the spell and speed make up for the loss of power.
The first spell Veronica ever learned and customized from the Clock Tower's work, it is a Two-word spell that can be quickly recast in a fast succession up to twelve times in a row, before the Magus has to stop and restart due to the raise in temperature in their magic circuits. It is used mainly as a distraction /suppressive fire spell.
Winter Tear(Lacrima d'Inverno) (Ice)
Rank: C
Cost: 25pr
Range: Throwing Range (10 m.)
Effect: Condensing Ice element in the palm of her hand, Veronica is able to make a vaguely, fist-sized ball of ice in her hand which is able to hold a rather sizable amount of prana. Throwing such ball is what causes the detonation of the spell in a 7m radius area. The full effect of the spell is to freeze everything that's caught in the explosion radius, or at least coat it with frost and greatly reduce its surface temperature. The ball itself is unstable and will melt on its own after a couple of minutes. It is a Six-word Spell.
Veronica's second spell, a take on the water/Ice magic of the Clock Tower, based off the various ice projectiles spells. She has traded the range and accuracy of said projectiles for a powerful but ultimately short ranged explosion. This spell is Veronica's most powerful offensive attack.
Wind Cloak(Capa di Vento) (Wind)
Rank: B
Cost: 30 Pr(Creation) + 5pr/minute
Range: -
Effect: The user creates a windshield that covers the entire body of the user. After its creation and as long as the spell is in effect, the target becomes impervious to any attack of D and E ranks, while it absorbs a limited number of B to C rank spells towards the caster. A spells break this shield instantly and will have full effect. A single B rank spell may be absorbed by the shield, or Five C rank spells. When under the effect of this protection, the Magus might ascend or descend floating with wind energies, but at a pace no faster than walking. The windshield also offers protection from thrown items, but not from the ones whose speed is comparable to bullets.
It is a two-line spell.
Veronica developed this spell from scratch, without modification from known Magecraft. It is a spell she is proud of, and one of the most likely ones to ever teach to others.
Sigil of Refuge (Sigillo di Refugio)(-)
Rank: A
Cost: 20 Pr /Sigil (A minimum of 5 sigils is needed for it to work)
Range: Varies. 5 Sigils can cover a single mid-sized house.
Effect:
Veronica's means of creating a Bounded Field. Sigil of Refuge requires a three line chant and writing a symbol with her own blood a minimum of five times before establishing a barrier. When carefully placed, Sigil of Refuge will mask all prana that is inside the barrier to the people outside it, as well as interfere with hostile spellcasting at Vero's whim. The intensity of the barrier depends on the number of Sigils per area. A basic 5-sigil field can only interfere with E level spells, but a Ten-sigil barrier of the same size can make A spell casting difficult.
The barrier notifies Vero of the hostile spellcasting as soon as someone attempts to unleash an outward physical modification since it attempts to modificate the bounded space's nature, and then allows Vero to channel some prana of hers to avoid the spell completion. The interferce effect comes with an additional minute prana cost (3Pr per Spell) to counter the hostile magus. The cost is always the same, and Vero can't counter spells the barrier was not designed to interfere this way, such as spells one rank higher than the barrier can hold, mental manipulation spells, and self-affecting spells.
It is still possible to break the bounded field by force, but this is no feat for the average magus.The spell interference properties make it also suitable for resisting spell bombardment, but this is not the original design and can only hold so long before sigils are destroyed.
Veronica's fourth spell, developed with inspiration on Rune Magic to develop the blood sigils that serve as the Bounded Field foundations. She made it so she could protect her newfound home while attending to her wife duties.
Each sigil degrades after 48 hours and must be recast in order to keep the barrier working.
Eyes of Providence(Occhio della Provvindenza)- Pure Eyes of Divination
Rank: E-A
Cost: 0 Pr to 200Pr
Range: Self
Effect: The innate talent of those born under the Vecchioromani. The eyes have a tendency to pick up extra "information" on divination games such as cards, crystal balls, palm reading... In their usual state, the predictions are just good for usual fortuneteller business such as having increased ability to perceive one's love, luck, work, compatibility. By forcing prana into them, however, more complex predictions might happen, seen as complex and usually symbolic images in the user retina. These "Harbingers" become more clear and more accurate as more prana is spent, but the risk of mental shock and damage also increases. These "Harbingers" are the way the mind of the divinator can cope with the complex imput of seeing the future. The reading must be done in a quiet place and with the utmost concentration, and is only reliable on seeing the most probable future tendencies, hence it is useless for combat.
Furthermore, this ability is best used to predict the result of processes subject to not many interferences, such as crops and baby births. One may also read what's the general "feel" of others' life without much trouble.
Trying to divinate outcomes in a chaotic scenario like the war is something only for the most bold. Even if Veronica was to spend as much prana as possible and risk being catatonic, she would only get a general feel on how the future would fare for a certain individual in the next few hours.
It is also possible to get a rather reasonable assessment on how magus possible offspring potential can be, and it can be used in midwifery to boost magus' bloodlines.
Veronica was trained from an early age to perform divinations and to increase her ability to receive images of events she couldn't possibly know with the usage of prana. Only the Vecchioromani know the inner workings of their eyes, and would die before sharing their secret.
PLAYER'S NAME: // Veronica /Paul von Einzbern [/color]
FACE CLAIM: //Noah, Fullmetal Alchemist: Conqueror of Shamballah[/color]
OTHER CHARACTERS: // Paul von Einzbern [/color]
MISC. INFORMATION: // Third time post. Effin' connection.[/color]
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