Post by Mana on Jan 27, 2011 17:51:52 GMT -5
Mana
"... ah...."
"... ah...."
NICKNAMES: Mana-tan[/color]
AGE: 23[/color]
DATE OF BIRTH: 17th of May[/color]
GENDER: Female[/color]
ALIGNMENT: Neutral Good[/color]
OCCUPATION: Healer[/color]
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Also, has her Theumaturgy Crest on the left thigh. Design is this[/color][/b][/color]
HEIGHT: 165 cm[/color]
WEIGHT: 49 kg[/color]
EYE COLOR: red[/color]
HAIR COLOR: white/silver[/color]
PIERCINGS: -[/color]
TATTOOS: -[/color]
DISTINGUISHING FEATURES: An albino.[/color]
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- Mute
- The first thing people often notice about Mana, besides her being an albino, is the fact that she never lets out more than a sigh or a grunt when faced with a conversation, preferring to use hand gestures to communicate whatever she has to say. This is, obviously enough, rather than not wanting to speak, she simply cannot speak and was in fact born mute.
- Mental age - 7
- Thanks to her experiences in the Clock Tower, Mana was mentally damaged and is stuck in the mental state of a kid forever.
- Hates studying
- Despite being already past her teens, Mana is still as illiterate as a kindergartener. Nor does she plan on learning how to read and write. Any attempts by people who know her to teach her letters were met with silent but vehement rejection from Mana and complete indifference from Conor. If anyone as far as mentions studying or learning near her, she immidiately backs off, her facial expression transforms to a frown and she acts as an angry cat that was backed to the wall - she starts to make low noises to show her ill will and try to hide behind Conor's back or some large object and glare at the offender.
- Naive, trusting kid
- As the li'l, wee kid her mental state is, Mana is completely unaware of treachery and deceit. She takes everything she is told at face value and acts upon that, even if the person in front of her has the face of a hardened criminal or a creepy crook.
- Generous to a fault
- Mana will never keep something she can give to someone else. If she sees or hears someone talking about their own hunger, she will give that person every bit of food or money she has, even if her own tummy is grumbling and demanding to be filled. Even if it's completely unreasonable, she will do it for the sake of others.
- Useful around the house
- Due to her father's uselessness at housework, she is practically a professional at everything that needs to be done around the house - cleaning, cooking, sorting stuff according to place, etc...
LIKES: Conor, helping others, swimming[/color]
DISLIKES: thunder, unfamiliar people[/color]
STRENGTHS: Although she has zero offensive strength, Mana is a great asset when she is on your side. Her healing powers are very useful and the elixirs she makes are similarly great.[/color]
WEAKNESSES: That said, having no offensive power does hurt. This obviously means that alone, she has zero chances of winning a battle, even though the chances of her fighting someone one on one are near nil.[/color][/ul][/size][/blockquote]
MY FAMILY LINE: The Herberts are a relatively young family, with around 300 years of existence. The family doesn't have a specific Sorcery Trait, but members of this family tend to be excellent healers and all have Water as their elemental affinity.[/color]
It traces it's origins to a 18th century alchemist from Britain. Family annals also suggest a Jewish link, as the last name used to be not Herbert, but Rabin in the past.
MY HISTORY[/color]
MY GOALS: To help people.[/color]
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RANK: Would be around 3rd tier if she was sane and could actually use that Crest.[/color]
ELEMENT: Water[/color]
EXPERTISE: Healing[/color]
MAGIC CIRCUITS: 4 circuits with 30 PrC. Max mana capacity is 120 Pr[/color]
SPELLS: //[/color]
Cost: See Below
Range: -
Effect: A spell that absorbs water molecules in the air to create a more cohesive form to use as raw spell fodder. With enough time and raw matter it is possible to create large bodies of water.
Originally created as a spell for filtration of water and raw material finding, it has recently been found to have the ability to increase its power and efficiency tenfold with merely half the prana that would be required for ten individual spells. If one liter of water would cost two prana, two liters would cost three and so on. The required prana expended thus greatly decreases, making it and incredbly efficient ability while being cheap.
As many water spells require a catalyst in the form of a body of water, it has become an essential ability in guaranteeing the new found offensive capabilities of water magi. It can also be used to purify common water by decomposing the molecules and then reforming them. The spell can also be used to manipulate small bodies of water into various shapes and easily store the production results. A skilled Magus can also decompose already established shapes such as ice and create new water out of it, thus recycling materials nearly endlessly.
Healing (Water+Ether?)
Rank: c
Cost: 30 Pr
Range: -
Effect: A healing magecraft ability. Generates a blob of ether that attaches itself to the body and replaces the hurt areas, eventually becoming a part of the body and accepting the role of the original.
Kinda like the chaos blobs that Arc used to heal Shiki's fatal wounds. Unlike the latter, doesn't heal fatal wounds since the time it takes to become functional as a part of the body is slower than chaos due to not being living matter in the first place, thus needing time to adjust the settings to that of living tissue. Takes around 5 turns(posts) to start working and needs at least a full day to be taken in as a complete part of the body.
Related to the theory behind homunculus creation and actually an ability derived from alchemy. A spell created by the first Herbert in the 18th century, when he quit being a regular alchemist and decided to try his luck at being a doctor.
Water Of Life (Water)
Rank: C
Cost: 25 Pr per 100 ml
Range: -
Effect: An elixir that Mana makes from water. Using her Sorcery Trait, she applies alchemical theories and uses prana to forcibly change the structure and components of water molecules, to create special droughts that have various effects when drunk.
This particular elixir is made with the primary purpose of healing ailments that are not outer wounds, but diseases and viral infections, as well as some of the weaker curses and other mystic effects. Most diseases that the human body can handle without external help (from colds to pneumonia and flu) can be healed overnight with a single drop, higher doses merely alleviating the symptoms earlier - the sleep is still required. It also alleviates the symptoms of serious diseases like diabetes and anemia, allowing a person to act as a healthy person would for a period of time, up to 24 hours with a single dose (100 ml).
It has a refreshing orange flavor.
Flare Syrup (Water)
Rank: B
Cost: 42 Pr per 100 ml
Range: -
Effect: Another elixir that Mana makes.
This concoction is quite similar to doping. When taken, it optimizes the body's functionality through various means, such as making it capable of using up every bit of matter that enters it, even things that couldn't be used up for fuel and were thrown away by the body earlier, or making the body absorb heat and energy from the surroundings. It also makes the muscles and organs work at around 150% of their full capacity, allowing the person's body to operate on and beyond the limits of a human body. Even if the person is already on a level when he can be considered superhuman, this drought will bring out every bit of potential his body has, allowing him to have surgeon-level precision in control over it.
Lasts around a minute per dose and can be used consecutively if needed. However, the strain from going in overdrive will cause the body to slowly deteriorate. Generally ill-advised to drink more than twice, as it will shorten the life-span and cause damage to the nerves and blood vessels, due to overuse. Muscles will generally work, but with each use, the exhaustion that remains after the effect wears off is greater and after four or five uses the muscles generally start to demand a break in the form of excruciating pain. Muscles start tearing after the tenth or so use.
Has a sweet strawberry flavor.
Holy Water (Water)
Rank: B
Cost: 120 Pr per 100 ml
Range: -
Effect: Another elixir that Mana makes.
The greatest and most potent drought that Mana can make. This potion is basically magical steroids. For the duration of ten minutes, it allows the circuits to process ten times their capacity.
But, just like with the skill Battle Continuance, it also means that once it's over, the circuits of the person are likely to be severely crippled, with damage to the nerves and brain depending on the amount of circuits(just like with Kiritsugu's bullets, higher # of circuits means higher damage).
Has a sour lemon flavor.[/ul]
PLAYER'S NAME: solar[/color]
FACE CLAIM: Mikoto from Red Shift (a Kinetic Novel)[/color]
OTHER CHARACTERS: Hannibal Rider[/color]
MISC. INFORMATION: planned on making her a loli healer, but meh.[/color]
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