06-28-2017, 11:02 AM
Character name: Ebonywood Hellscythe // Catherine Windsdale
Character source: Original (loosely a D&D game I did a while back, backstory is revamped, character is changed as a consequence)
(note: I'm aiming for the opposite of Dane here. So a happy and idyllic female mage that wants to be a fighter but lacks the skill. Likes fiction as opposed to non-fiction, etc. The only real similarities are how they will both aim to pursue their goals to the best of their ability, just in different ways, and that they're both from a medieval fantasy setting)
(note 2: Sorrrryyy guys. I'm really bad at making edgy OCs. This is the best I've got. I think I've created the least edgy edgy-OC of all time.)
Character history: Catherine Windsdale grew up on a prosperous, yet isolated, island in a medieval, magical renaissance, era. For much of her early life, she was shuffled from place to place to undergo training for her immense magical strength. She was, for all intents and purposes, "the chosen one". She didn't want that, and as time went on her magic began to seem more and more uncontrollable. One would have to give credit to her many instructors, that hadn't given up. Over this period, she read books. Mostly fiction. Books of warriors and heroes. She wanted to be like them. What was the point wasting her life away when she could be out there, doing something, anything, useful? She was naive and idyllic to a fault, even going so far as to romanticise the idea of being a country farmer.
In the little free time she had, she wrote books. Storybooks about a girl much like herself: Ebonywood Hellscythe. A student in the magician's academy by day, crime fighter by night (aptly named after the cool magic scythe Ebony crafted: 50% Awesome, 50% Cool, 100% Ebonywood, and 200% Justice). She didn't understand why people would commit crimes, fight over money, or steal food. Surely they could just get a job, or grow their food on a farm? Catherine decided on the fact that they were just evil. Not the same evil of her magic instructor forcing her to wake up at sunrise on a weekday. But evil nonetheless.
Her writing was about as good as you'd expect from a 14-year-old girl who'd seen little of the outside world. Sometimes, if she was really lucky, her teacher would tell her stories of his past. The funny things he got up to in magic school. She was sad. She wanted to go to school, as strange as that might be for a child to say. Instead, she was locked away in a tower, ever since they took her away from the orphanage she spent her young child years in. Her only taste of the outdoors was the castle garden, but she wasn't a fan of flowers - some had prickly bits and others made her sneeze. They looked nice, but she'd rather roll around in the grass - despite getting in trouble for doing so.
Later in the 14th year of her life, celebrations filled the land about the ending of a war she never knew of. "The Demons Are Dead" read one of the banners. She didn't know what Demons were, but she figured they must be evil. Dead. She knew what that meant from her books. It was meant to be sad. When something was gone. She wished early bedtimes were dead. That wouldn't be sad. So maybe Demons were just a bad thing? She did have a formal education. Maths, literature, science, but mostly magic. There was lots of theory they wanted her to remember. That was hard.
The day after her 16th "Birthday" was the last day she saw her guardian. He'd been swapped for a collection of mages, ones deemed skilled enough to do a better job of teaching her. They were getting impatient, and she didn't know why. She still had a modicum of free time, and occasionally cut out her sleep to continue to read and write. It was during that year where she actually began to get a true interest in magic - but not because of her teachers. She had come to the revelation that magic was actually really cool. It was just that the old people's boring-ness got in the way.
This all happened one day while she was browsing the library looking for books about weaponry. She needed to make sure Ebonywood Hellscythe's ebonywood hellscythe was factually accurate, after all. She'd stumbled across a book called Military Arts and Strategy Revised. What intrigued her was the image of magic on the cover. A swirling spell flowing around a steel sword. It looked pretty cool and interesting. Upon opening and scanning the contents, she noticed that the foreword of this book recommended reading the practical sections of two other books: What is Magic? and Everyday Uses of Mathematics and the Arcane - for Everyone. She read them. She read all of them. She didn't quite understand the theory or maths - those bits were confusing. But the books assured her that such a deep knowledge wasn't really needed if she herself had the mana, and according to her teachers and the many accidental damages she'd caused, she certainly did have a lot of magic stored away in her small frame.
What was good about the books was the "mind association game". Rather that just making a constipated expression and waving her arms about to try and shoot a blast of fire, the book suggested the use of chants or incantations to hone the mind of the caster. And it didn't even tell her a specific line to say. No, it said she could say whatever she wanted as long as it worked for her. Whatever cool phrase she desired. She really wanted to try it out sometime. She also wanted Ebony to try it out sometime as well. The books had given her some good ideas for writing, but she didn't really understand the strategy sections. The sword bit looked cool though, but she still thought Ebonywood Hellscythe's ebonywood hellscythe was cooler. The combination of dark black wood and a shiny silver crescent moon shaped blade made it really appeal to her. Not that Ebony used the blade. She was too good to need it. She could beat up the bad guys with the wooden pole and send them to the stocks where all the people they wronged would throw rotten tomatoes at them. Yuck. But that was their punishment for being evil.
Regardless, over the next few months, Catherine kept a small pocket booklet filled with spells she'd invented with phrases to go with them. She had no idea if they'd actually work, but the words looked fun to say. She'd never test speaking or using them, however, but Ebony had, of course, used them inside her written adventures. Ebony wasn't scared. Ebony was brave.
It was at the end of those months where Catherine's first true Magic Surge occurred. It had been a usual lesson. And by concentrating enough she'd just managed to blow over a stack of paper, namely by building up the confidence to speak "wind". The only problem was what happened afterwards, during the mage's congratulations and shock.
Gusts of wind, clumps of hardened earth, swirls of fire, and flowing spheres of water shot out of her palms and flew around the room. She remembered little of it besides waking up in a medical bed afterwards, but she never saw that mage again. She was given a black leather choker with a shining silver buckle and instructed to wear it. It was designed to suppress her magic to prevent that from happening again.
Despite the shock of the incident, Catherine's magical control did increase. She could general cast the spells she wanted with enough thought and chanting. It was hard to focus on them sometimes, so she pretended she was Ebony and that the spell she was casting was needed to catch the evil criminals.
By the time she was seventeen, they started asking her to do spells she didn't like. She didn't want to hurt people with magic, even if it was just a dummy. Ebony didn't really hurt anyone, not much. She just beat them up a bit. But the ice spikes they asked of her were sharp. She could really hurt someone with one of those. She didn't want that, but when she said no they got angry.
So she left. In the cover of darkness, she melted the bars off her window and climbed down - using her magic to help her. She brought little with her besides a bag containing the books she'd written, a couple of coins she'd picked up because they were shiny, and the three library books that had helped her. She'd later learned that the general "casting spells with words" techniques were heavily frowned upon my the mage community - it was deemed as unskilled and a mere novice method of casting spells. Catherine thought that was silly, who wouldn't want to shout spell phrases with their magic?
She got lucky. Very lucky. While she was durable and could probably fend for herself in generic combat, she was also naive and would likely refuse to do so. But she wasn't stupid. She knew how much money was worth and what it could buy. She knew the mages back at the castle would try to track her down. And they knew her name, and what she looked like. Thinking to herself she spoke some quiet words under her breath. Her eyes flickered red briefly before reverting back to their natural green. Her previously blond hair was now black. As dark as the night.
Eventually, she made it to the port of the city under her new disguise. She'd always thought boats were interesting. While travelling, she saw guards running about through the streets, but they had paid her no notice. In order to keep it that way, she turned quickly into another street. However, in the darkness, she bumped into the captain of a trade ship. He was old, maybe in his fifties.
"Why are you doing on your own in the dark, lass?"
"I-I... umm."
He sighed and bent down slightly. "Where's your home, I can take you back there? Are you lost?"
"I... I don't have one." That might have been a partial lie, but at this point, she saw it as the truth.
He rubbed his head. "Well... what's your name?"
She steadied herself. "Ebony. Ebonywood Hellscythe."
And thus the adventures of Ebonywood Hellscythe began. She was an asset to the crew, able to manipulate the winds to assist in their travels. She may have learnt much about how to use a ship during this time, but besides that and perhaps becoming a tad more confident around people she knew, in her heart she very much stayed the same person. She occasionally practised sword fighting with the crew, sometimes using the scythe she eventually made for herself. It was fun. Like a game.
Her time on the ship had had an interesting effect on the crew. Maybe it was her optimism? Naivety? Or generally her cheery nature, but her time there had lightened the lives and behaviour of the sailors. So much so, that rather than being exposed to the harsh nature of the sea, the crew had yet again sheltered her. Much like her time in the tower, except here in a much more meaningful way.
A year passed and Catherine, now Ebony, turned eighteen. No questions were ever asked about her past by the crew, but they did celebrate her "birthday" after she'd divulged that much. The week afterwards a storm hit the ship. A large sudden storm. It had come out of nowhere. And in that moment of need, her magic failed her. She tried. She screamed chants and incantations into the air. But nothing. Nothing came of them as the ship was engulfed by the waves. She was scared. It was then, that Omni took her.
Physical Description: Ebony, has long, flowing, black hair that reaches about the middle of her back. Naturally, it's was light blond, but she dyed it to better fit in with the persona she made for Ebony. She has a smooth face, with rounded eyebrows a cheerful smile, and deep green eyes. Her menacing expression is more laughable and cute than outright scary - although it would be wise not to underestimate the potency of her magic. She's fairly skinny and has a light frame.
Ebony is naturally 5'2"/1.57m but wears black platform boots (with lots of black straps with silver buckles) that make her seem about 2 inches taller (5'4"/1.63m). These boots have a fuzzy black interior and reach just below her knees. She wears a dull black cloak with a hood that is just a little bit too large. The hood also has two fake cat ears stitched on, although Ebony will insist they are the same as a panther's and thus really cool. The back part of her cloak reaches down to below the back of her knees (roughly where her boots end). The outside of it is rough, but a smoother velvet interior is sewn in. There are a few pockets on the inside that she never uses.
Under her cloak, she wears more black: short black shorts with a few too many belts, all of which are not needed but totally make it look cooler; and a plain black short sleeve t-shirt, on the back of the t-shirt is the purple motif of a panther. One that is rarely seen as she never takes off her cloak. Around her neck, she wears a black choker with a silver buckle - while she now has better control of her magic than she once did, it's a safety precaution to prevent any unwanted Wild Magic Surges.
Stats:
ATK: 4
Ebony is overflowing with mana. Her spells are powerful, yet the raw, almost uncontrollable, magic also empowers her physical strikes.
DEF: 3
For a girl with such a light frame, Ebony is surprisingly durable. This is most likely a passive effect of her magic.
SPD: 2
Ebony's light frame allows her to move faster and more nimbly than the average person. But that's it. She lacks the control required to use her magic to help her move.
TEC: 1
Unfortunately, having strong magic has flaws. Namely the inability to aim it precisely. Hitting anyone outside of a short range is hard. Her lack of training also makes her melee prowess fairly poor.
Starting Proficiencies: Physical Strength (1000), Ranged Proficiency (1000), Area Attack (600), Homing Proficiency (600)
Starting Powers: (none)
Starting Moves: Meta Magic: Elemental Bolt (1200), Fodder: Elemental Blast (0), Tier 1 Super Attack: Wild Magic Surge (600)
Meta Magic: Elemental Bolt (1200). Requires: Ranged Proficiency, Area Attack, Homing Proficiency
Quick summary:
[spoiler]Base spell: 5 seconds, not fatiguing, Ebony cannot move, speed of an arrow, can be any (visible) element, size of a fist (projectile and impact area), 5 seconds air time, needs 1 hand to chant, needs 1 hand to cast.
Charged: 5 seconds, fatiguing, Ebony cannot move, more damage, repeatable, needs 1 hand to chant, increases to 2 hands to cast.
Homing: 5 seconds, not fatiguing, Ebony can move, doubles speed, spell is now homing, needs 1 hand to chant.
Explosive: 5 seconds, not fatiguing, Ebony cannot move, area effect (3ft/1m radius), needs 1 hand to chant.
Fodder: 2-3 seconds, not fatigue, does literally nothing but maybe sound cool and delay the spell by a few seconds, can go over the 1 minute limit, Ebony needs the same number of hands free that are required to cast the spell, Ebony cannot move.
Spell time cannot exceed 1 minute. If it does the spell fails. If damage is taken the spell fails. If the casting stops then the spell fails.[/spoiler]
Ebony begins the spell with a five-second incantation specifying an element to attack with. This element (it may be fire, lightning, air, earth, water, ice, a generic ball of energy, or any other reasonable "element" that could feasibly be attacked with - the only requirement is that it is visible and no larger than a fist) has no impact on the actual spell itself, besides appearances. During these first five seconds, Ebony needs at least one free hand, cannot move (but can rotate), and must continue speaking (note that she doesn't need to be heard, so as long as her mouth can open and close, the spell will still work - hence it can be done under water). These five seconds are not very fatiguing. If Ebony takes damage while casting the spell, it fails and must be restarted. She may make any motions with the hands and arms required to be free that she chooses - if casting an earth spell they may be closed and rough, but for an air spell they may move and flow much more quickly.
After this, Ebony has two choices. Either cast the spell as it is (by which it will travel in a straight line at the speed of an arrow and dissipate after 5 seconds) or add any combinations of modifiers. Each modifier takes five seconds chant, can only be added to the spell once unless specified otherwise, and can be added in any order. The spell cannot be chanted for longer than 1 minute. Ebony can currently use the following modifiers:
Charged Spell: This incantation increases the power of the spell at the cost of time and fatigue. This can be added to the spell as many times as Ebony wishes providing the spell does not exceed a total casting length of one minute (the base spell + 11 modifiers). Ebony cannot move throughout the five seconds of this chant and must have at least one free hand. However, if this modification is added, Ebony needs to use both hands to actually cast the spell (i.e. when she's finished chanting, she needs 2 hands to shoot it).
Homing Spell: After adding this incantation, the spell will follow and curve towards her target. The spell will also move at double the speed of an arrow when cast, and travel twice as far. Ebony can move normally while chanting this section but still needs 1 free hand. These five seconds are not very fatiguing. Ebony must be able to maintain sight for the 5 seconds that this part of the incantation is spoken, and she must be able to see her target when the spell is cast. The target cannot be changed unless Ebony decided to forfeit casting the spell and start again.
Explosive Spell: This modification increases the area of effect of the spell from being a simple point blast to exploding out in a sphere of a radius of 3ft/1m. During the five seconds of chanting Ebony cannot move and must have 1 free hand. This modifier is not draining to add. Ebony is immune to the splash damage of her own spells (n.b. only the splash damage, shooting herself directly would still hurt).
Once Ebony has finished all the incantations she wishes to add, she needs to point the 1 or 2 hands required to cast the spell towards her target (unless the spell is homing when variation in the angle is possible to allow the shot to curve). The instant she finishes speaking the last word of the spell, the attack is fired. If the attack takes the form of a lump of rock or physical object, it disintegrates on impact (or explodes outwards if that modification was added). Lingering frostbite, flames, or other effects will not occur. If Ebony wishes, she can speak a couple of fodder words at the end of the spell, no more than 2 or 3 seconds or so. This is just to delay the casting of the spell slightly, and also make the incantation flow better. These words can go over the maximum casting length and have no impact on the actual spell. Ebony cannot move while saying them, and needs to have the same number of hands free that are required to cast the spell. During this section the spell is seen as visible in her hands.
Example:
[spoiler]Ebony is fighting a fellow mage in a friendly duel. Her opponent is fast and mobile. Firstly she says, "Let the air be my ally, and the sky be your doom." This signifies that she will attack using the air. She can say whatever she wishes at this part, and really it had no effect on the actual spell besides appearances.
While speaking this first part, she notices her opponent is moving quickly in an attempt to dodge so she continues chanting, this time moving into a better position and keeping a line of sight with her target. "Your legs will fail you as my spell pursues for eternity." For this section, Ebony moves into a better position and adds the homing attribute to the spell. The general phrase can change, but it should be made obvious which modifier she's using - she can't talk about making it explode when actually making it homing, for example.
After this, the spell is ready to cast, as she doesn't feel the need to make it impact a large area, or do a significant amount more damage. She stops moving, looks at her opponent, and finishes off with the final word: "Elemental Blast". She could have said a short phrase, or simply nothing. In this instance, she felt like saying the name of the spell. The instant she starts the word 'elemental', a green swirling mass of air the size of her palm appears in her chosen hand (or between both). The instant she finishes the word 'blast', the swirling air shoots quickly towards her target, curving towards him as he tries to dodge. She could have shot fire or ice if she chose to earlier, but her decision does not impact the spells potential. The element must be visible (but can be translucent or partially see-through, like smoke).[/spoiler]
I think this should be 1200: 300 for the base attack. 300 for variable damage. 300 for potential homing. 300 for potential AOE. (Assuming the potential fodder delay of about 2-3 seconds doesn't count.)
Fodder: Elemental Blast (0).
Ebony can replicate a minor version of un-modified variation of Elemental Blast for quick, non-damaging, effects. For example a gust of wind to knock someone's hat off or blow out a candle; a small flame to ignite something not being worn or carried; a spray of ice to cool a small object down; a blast of water to fill a glass with drink, etc. The incantation must be one word or a short phrase (1-2 seconds ish). Ebony doesn't need to stay stationary. This non-damaging variant of the spell has a maximum range of 10m/32ft.
Tier 1 Super Attack: Wild Magic Surge (600). Requires: Ranged Proficiency, Area Attack, Homing Proficiency
Ebony's eyes glow red as she channels all her magic in a last-ditch attempt to beat her opponent. She needs both hands to execute this and must remain stationary. This move is very draining. At the end of each second, for the next 16 seconds, an elemental blast spell will be cast. Roughly half (8) of these will have the Homing modifier, and roughly one quarter (4) will have the Explosive one (there may be overlap, such as an explosive homing spell). About half (8) will have the Charged Spell modifier, half of those (4) will have it added to them twice, half of those (2) will have it added thrice, and finally, half of those (1) will have the charged spell modifier added four times - that projectile is guaranteed to be homing and explosive (and counts as one from their proportions).
The element of each spell is random (and doesn't affect the damage). Ebony may or may not chant or say something for the duration of the spell. This attack cannot be stopped once started, regardless of if Ebony wants to or not (so she should not scratch her face). Projectiles that are homing lock onto a random opponent (generally an even split) unless Ebony had a specific target in mind when the Magic Surge began. In general, the distribution of which spells are homing, explosive, or charged doesn't matter. Because the overall damage caused will remain the same. Unlike the usual Elemental Blast spell, no incantation is required. Due to the "random" and uncontrollable nature of Wild Magic Surge, the damage of each Elemental Blast is likely to be different from that of the usual spell.
RP Stipulations: This may be executed accidentally. If so (presuming Ebony is not in combat) the homing projectiles will curve around randomly (and hopefully not hit any bystanders).
Note: I plan to get a melee scythe attack once I get the OM. There's a physical proficiency for a reason.
I confirm that I have read and agreed to the Rules of Conduct.
Where did you find us? It's me, Dane!
If I'm correct, my Roster should look like this:
Name: Ebonywood Hellscythe
Spent OM: 5000
Consumed OM: 0 (for OM spent on items, or OM permanently lost from respecs or refunding purchases. Still adds towards Spent OM)
Proficiencies (3200); Physical Attack (1000), Ranged Proficiency (1000), Homing Proficiency (600), Area Attack (600)
Powers (0/8000);
Moves (1200); Meta Magic: Elemental Blast (1200), Fodder: Elemental Blast (0)
Super Moves (600); T1SA: Wild Magic Surge (600)
Transformations (0);
Assists (0);
Items (0);
Artefacts: (none)
Bases: (none)
Unlocks (0);
Base stats:
ATK: 4
DEF: 3
SPD: 2
TEC: 1
Character source: Original (loosely a D&D game I did a while back, backstory is revamped, character is changed as a consequence)
(note: I'm aiming for the opposite of Dane here. So a happy and idyllic female mage that wants to be a fighter but lacks the skill. Likes fiction as opposed to non-fiction, etc. The only real similarities are how they will both aim to pursue their goals to the best of their ability, just in different ways, and that they're both from a medieval fantasy setting)
(note 2: Sorrrryyy guys. I'm really bad at making edgy OCs. This is the best I've got. I think I've created the least edgy edgy-OC of all time.)
Character history: Catherine Windsdale grew up on a prosperous, yet isolated, island in a medieval, magical renaissance, era. For much of her early life, she was shuffled from place to place to undergo training for her immense magical strength. She was, for all intents and purposes, "the chosen one". She didn't want that, and as time went on her magic began to seem more and more uncontrollable. One would have to give credit to her many instructors, that hadn't given up. Over this period, she read books. Mostly fiction. Books of warriors and heroes. She wanted to be like them. What was the point wasting her life away when she could be out there, doing something, anything, useful? She was naive and idyllic to a fault, even going so far as to romanticise the idea of being a country farmer.
In the little free time she had, she wrote books. Storybooks about a girl much like herself: Ebonywood Hellscythe. A student in the magician's academy by day, crime fighter by night (aptly named after the cool magic scythe Ebony crafted: 50% Awesome, 50% Cool, 100% Ebonywood, and 200% Justice). She didn't understand why people would commit crimes, fight over money, or steal food. Surely they could just get a job, or grow their food on a farm? Catherine decided on the fact that they were just evil. Not the same evil of her magic instructor forcing her to wake up at sunrise on a weekday. But evil nonetheless.
Her writing was about as good as you'd expect from a 14-year-old girl who'd seen little of the outside world. Sometimes, if she was really lucky, her teacher would tell her stories of his past. The funny things he got up to in magic school. She was sad. She wanted to go to school, as strange as that might be for a child to say. Instead, she was locked away in a tower, ever since they took her away from the orphanage she spent her young child years in. Her only taste of the outdoors was the castle garden, but she wasn't a fan of flowers - some had prickly bits and others made her sneeze. They looked nice, but she'd rather roll around in the grass - despite getting in trouble for doing so.
Later in the 14th year of her life, celebrations filled the land about the ending of a war she never knew of. "The Demons Are Dead" read one of the banners. She didn't know what Demons were, but she figured they must be evil. Dead. She knew what that meant from her books. It was meant to be sad. When something was gone. She wished early bedtimes were dead. That wouldn't be sad. So maybe Demons were just a bad thing? She did have a formal education. Maths, literature, science, but mostly magic. There was lots of theory they wanted her to remember. That was hard.
The day after her 16th "Birthday" was the last day she saw her guardian. He'd been swapped for a collection of mages, ones deemed skilled enough to do a better job of teaching her. They were getting impatient, and she didn't know why. She still had a modicum of free time, and occasionally cut out her sleep to continue to read and write. It was during that year where she actually began to get a true interest in magic - but not because of her teachers. She had come to the revelation that magic was actually really cool. It was just that the old people's boring-ness got in the way.
This all happened one day while she was browsing the library looking for books about weaponry. She needed to make sure Ebonywood Hellscythe's ebonywood hellscythe was factually accurate, after all. She'd stumbled across a book called Military Arts and Strategy Revised. What intrigued her was the image of magic on the cover. A swirling spell flowing around a steel sword. It looked pretty cool and interesting. Upon opening and scanning the contents, she noticed that the foreword of this book recommended reading the practical sections of two other books: What is Magic? and Everyday Uses of Mathematics and the Arcane - for Everyone. She read them. She read all of them. She didn't quite understand the theory or maths - those bits were confusing. But the books assured her that such a deep knowledge wasn't really needed if she herself had the mana, and according to her teachers and the many accidental damages she'd caused, she certainly did have a lot of magic stored away in her small frame.
What was good about the books was the "mind association game". Rather that just making a constipated expression and waving her arms about to try and shoot a blast of fire, the book suggested the use of chants or incantations to hone the mind of the caster. And it didn't even tell her a specific line to say. No, it said she could say whatever she wanted as long as it worked for her. Whatever cool phrase she desired. She really wanted to try it out sometime. She also wanted Ebony to try it out sometime as well. The books had given her some good ideas for writing, but she didn't really understand the strategy sections. The sword bit looked cool though, but she still thought Ebonywood Hellscythe's ebonywood hellscythe was cooler. The combination of dark black wood and a shiny silver crescent moon shaped blade made it really appeal to her. Not that Ebony used the blade. She was too good to need it. She could beat up the bad guys with the wooden pole and send them to the stocks where all the people they wronged would throw rotten tomatoes at them. Yuck. But that was their punishment for being evil.
Regardless, over the next few months, Catherine kept a small pocket booklet filled with spells she'd invented with phrases to go with them. She had no idea if they'd actually work, but the words looked fun to say. She'd never test speaking or using them, however, but Ebony had, of course, used them inside her written adventures. Ebony wasn't scared. Ebony was brave.
It was at the end of those months where Catherine's first true Magic Surge occurred. It had been a usual lesson. And by concentrating enough she'd just managed to blow over a stack of paper, namely by building up the confidence to speak "wind". The only problem was what happened afterwards, during the mage's congratulations and shock.
Gusts of wind, clumps of hardened earth, swirls of fire, and flowing spheres of water shot out of her palms and flew around the room. She remembered little of it besides waking up in a medical bed afterwards, but she never saw that mage again. She was given a black leather choker with a shining silver buckle and instructed to wear it. It was designed to suppress her magic to prevent that from happening again.
Despite the shock of the incident, Catherine's magical control did increase. She could general cast the spells she wanted with enough thought and chanting. It was hard to focus on them sometimes, so she pretended she was Ebony and that the spell she was casting was needed to catch the evil criminals.
By the time she was seventeen, they started asking her to do spells she didn't like. She didn't want to hurt people with magic, even if it was just a dummy. Ebony didn't really hurt anyone, not much. She just beat them up a bit. But the ice spikes they asked of her were sharp. She could really hurt someone with one of those. She didn't want that, but when she said no they got angry.
So she left. In the cover of darkness, she melted the bars off her window and climbed down - using her magic to help her. She brought little with her besides a bag containing the books she'd written, a couple of coins she'd picked up because they were shiny, and the three library books that had helped her. She'd later learned that the general "casting spells with words" techniques were heavily frowned upon my the mage community - it was deemed as unskilled and a mere novice method of casting spells. Catherine thought that was silly, who wouldn't want to shout spell phrases with their magic?
She got lucky. Very lucky. While she was durable and could probably fend for herself in generic combat, she was also naive and would likely refuse to do so. But she wasn't stupid. She knew how much money was worth and what it could buy. She knew the mages back at the castle would try to track her down. And they knew her name, and what she looked like. Thinking to herself she spoke some quiet words under her breath. Her eyes flickered red briefly before reverting back to their natural green. Her previously blond hair was now black. As dark as the night.
Eventually, she made it to the port of the city under her new disguise. She'd always thought boats were interesting. While travelling, she saw guards running about through the streets, but they had paid her no notice. In order to keep it that way, she turned quickly into another street. However, in the darkness, she bumped into the captain of a trade ship. He was old, maybe in his fifties.
"Why are you doing on your own in the dark, lass?"
"I-I... umm."
He sighed and bent down slightly. "Where's your home, I can take you back there? Are you lost?"
"I... I don't have one." That might have been a partial lie, but at this point, she saw it as the truth.
He rubbed his head. "Well... what's your name?"
She steadied herself. "Ebony. Ebonywood Hellscythe."
And thus the adventures of Ebonywood Hellscythe began. She was an asset to the crew, able to manipulate the winds to assist in their travels. She may have learnt much about how to use a ship during this time, but besides that and perhaps becoming a tad more confident around people she knew, in her heart she very much stayed the same person. She occasionally practised sword fighting with the crew, sometimes using the scythe she eventually made for herself. It was fun. Like a game.
Her time on the ship had had an interesting effect on the crew. Maybe it was her optimism? Naivety? Or generally her cheery nature, but her time there had lightened the lives and behaviour of the sailors. So much so, that rather than being exposed to the harsh nature of the sea, the crew had yet again sheltered her. Much like her time in the tower, except here in a much more meaningful way.
A year passed and Catherine, now Ebony, turned eighteen. No questions were ever asked about her past by the crew, but they did celebrate her "birthday" after she'd divulged that much. The week afterwards a storm hit the ship. A large sudden storm. It had come out of nowhere. And in that moment of need, her magic failed her. She tried. She screamed chants and incantations into the air. But nothing. Nothing came of them as the ship was engulfed by the waves. She was scared. It was then, that Omni took her.
Physical Description: Ebony, has long, flowing, black hair that reaches about the middle of her back. Naturally, it's was light blond, but she dyed it to better fit in with the persona she made for Ebony. She has a smooth face, with rounded eyebrows a cheerful smile, and deep green eyes. Her menacing expression is more laughable and cute than outright scary - although it would be wise not to underestimate the potency of her magic. She's fairly skinny and has a light frame.
Ebony is naturally 5'2"/1.57m but wears black platform boots (with lots of black straps with silver buckles) that make her seem about 2 inches taller (5'4"/1.63m). These boots have a fuzzy black interior and reach just below her knees. She wears a dull black cloak with a hood that is just a little bit too large. The hood also has two fake cat ears stitched on, although Ebony will insist they are the same as a panther's and thus really cool. The back part of her cloak reaches down to below the back of her knees (roughly where her boots end). The outside of it is rough, but a smoother velvet interior is sewn in. There are a few pockets on the inside that she never uses.
Under her cloak, she wears more black: short black shorts with a few too many belts, all of which are not needed but totally make it look cooler; and a plain black short sleeve t-shirt, on the back of the t-shirt is the purple motif of a panther. One that is rarely seen as she never takes off her cloak. Around her neck, she wears a black choker with a silver buckle - while she now has better control of her magic than she once did, it's a safety precaution to prevent any unwanted Wild Magic Surges.
Stats:
ATK: 4
Ebony is overflowing with mana. Her spells are powerful, yet the raw, almost uncontrollable, magic also empowers her physical strikes.
DEF: 3
For a girl with such a light frame, Ebony is surprisingly durable. This is most likely a passive effect of her magic.
SPD: 2
Ebony's light frame allows her to move faster and more nimbly than the average person. But that's it. She lacks the control required to use her magic to help her move.
TEC: 1
Unfortunately, having strong magic has flaws. Namely the inability to aim it precisely. Hitting anyone outside of a short range is hard. Her lack of training also makes her melee prowess fairly poor.
Starting Proficiencies: Physical Strength (1000), Ranged Proficiency (1000), Area Attack (600), Homing Proficiency (600)
Starting Powers: (none)
Starting Moves: Meta Magic: Elemental Bolt (1200), Fodder: Elemental Blast (0), Tier 1 Super Attack: Wild Magic Surge (600)
Meta Magic: Elemental Bolt (1200). Requires: Ranged Proficiency, Area Attack, Homing Proficiency
Quick summary:
[spoiler]Base spell: 5 seconds, not fatiguing, Ebony cannot move, speed of an arrow, can be any (visible) element, size of a fist (projectile and impact area), 5 seconds air time, needs 1 hand to chant, needs 1 hand to cast.
Charged: 5 seconds, fatiguing, Ebony cannot move, more damage, repeatable, needs 1 hand to chant, increases to 2 hands to cast.
Homing: 5 seconds, not fatiguing, Ebony can move, doubles speed, spell is now homing, needs 1 hand to chant.
Explosive: 5 seconds, not fatiguing, Ebony cannot move, area effect (3ft/1m radius), needs 1 hand to chant.
Fodder: 2-3 seconds, not fatigue, does literally nothing but maybe sound cool and delay the spell by a few seconds, can go over the 1 minute limit, Ebony needs the same number of hands free that are required to cast the spell, Ebony cannot move.
Spell time cannot exceed 1 minute. If it does the spell fails. If damage is taken the spell fails. If the casting stops then the spell fails.[/spoiler]
Ebony begins the spell with a five-second incantation specifying an element to attack with. This element (it may be fire, lightning, air, earth, water, ice, a generic ball of energy, or any other reasonable "element" that could feasibly be attacked with - the only requirement is that it is visible and no larger than a fist) has no impact on the actual spell itself, besides appearances. During these first five seconds, Ebony needs at least one free hand, cannot move (but can rotate), and must continue speaking (note that she doesn't need to be heard, so as long as her mouth can open and close, the spell will still work - hence it can be done under water). These five seconds are not very fatiguing. If Ebony takes damage while casting the spell, it fails and must be restarted. She may make any motions with the hands and arms required to be free that she chooses - if casting an earth spell they may be closed and rough, but for an air spell they may move and flow much more quickly.
After this, Ebony has two choices. Either cast the spell as it is (by which it will travel in a straight line at the speed of an arrow and dissipate after 5 seconds) or add any combinations of modifiers. Each modifier takes five seconds chant, can only be added to the spell once unless specified otherwise, and can be added in any order. The spell cannot be chanted for longer than 1 minute. Ebony can currently use the following modifiers:
Charged Spell: This incantation increases the power of the spell at the cost of time and fatigue. This can be added to the spell as many times as Ebony wishes providing the spell does not exceed a total casting length of one minute (the base spell + 11 modifiers). Ebony cannot move throughout the five seconds of this chant and must have at least one free hand. However, if this modification is added, Ebony needs to use both hands to actually cast the spell (i.e. when she's finished chanting, she needs 2 hands to shoot it).
Homing Spell: After adding this incantation, the spell will follow and curve towards her target. The spell will also move at double the speed of an arrow when cast, and travel twice as far. Ebony can move normally while chanting this section but still needs 1 free hand. These five seconds are not very fatiguing. Ebony must be able to maintain sight for the 5 seconds that this part of the incantation is spoken, and she must be able to see her target when the spell is cast. The target cannot be changed unless Ebony decided to forfeit casting the spell and start again.
Explosive Spell: This modification increases the area of effect of the spell from being a simple point blast to exploding out in a sphere of a radius of 3ft/1m. During the five seconds of chanting Ebony cannot move and must have 1 free hand. This modifier is not draining to add. Ebony is immune to the splash damage of her own spells (n.b. only the splash damage, shooting herself directly would still hurt).
Once Ebony has finished all the incantations she wishes to add, she needs to point the 1 or 2 hands required to cast the spell towards her target (unless the spell is homing when variation in the angle is possible to allow the shot to curve). The instant she finishes speaking the last word of the spell, the attack is fired. If the attack takes the form of a lump of rock or physical object, it disintegrates on impact (or explodes outwards if that modification was added). Lingering frostbite, flames, or other effects will not occur. If Ebony wishes, she can speak a couple of fodder words at the end of the spell, no more than 2 or 3 seconds or so. This is just to delay the casting of the spell slightly, and also make the incantation flow better. These words can go over the maximum casting length and have no impact on the actual spell. Ebony cannot move while saying them, and needs to have the same number of hands free that are required to cast the spell. During this section the spell is seen as visible in her hands.
Example:
[spoiler]Ebony is fighting a fellow mage in a friendly duel. Her opponent is fast and mobile. Firstly she says, "Let the air be my ally, and the sky be your doom." This signifies that she will attack using the air. She can say whatever she wishes at this part, and really it had no effect on the actual spell besides appearances.
While speaking this first part, she notices her opponent is moving quickly in an attempt to dodge so she continues chanting, this time moving into a better position and keeping a line of sight with her target. "Your legs will fail you as my spell pursues for eternity." For this section, Ebony moves into a better position and adds the homing attribute to the spell. The general phrase can change, but it should be made obvious which modifier she's using - she can't talk about making it explode when actually making it homing, for example.
After this, the spell is ready to cast, as she doesn't feel the need to make it impact a large area, or do a significant amount more damage. She stops moving, looks at her opponent, and finishes off with the final word: "Elemental Blast". She could have said a short phrase, or simply nothing. In this instance, she felt like saying the name of the spell. The instant she starts the word 'elemental', a green swirling mass of air the size of her palm appears in her chosen hand (or between both). The instant she finishes the word 'blast', the swirling air shoots quickly towards her target, curving towards him as he tries to dodge. She could have shot fire or ice if she chose to earlier, but her decision does not impact the spells potential. The element must be visible (but can be translucent or partially see-through, like smoke).[/spoiler]
I think this should be 1200: 300 for the base attack. 300 for variable damage. 300 for potential homing. 300 for potential AOE. (Assuming the potential fodder delay of about 2-3 seconds doesn't count.)
Fodder: Elemental Blast (0).
Ebony can replicate a minor version of un-modified variation of Elemental Blast for quick, non-damaging, effects. For example a gust of wind to knock someone's hat off or blow out a candle; a small flame to ignite something not being worn or carried; a spray of ice to cool a small object down; a blast of water to fill a glass with drink, etc. The incantation must be one word or a short phrase (1-2 seconds ish). Ebony doesn't need to stay stationary. This non-damaging variant of the spell has a maximum range of 10m/32ft.
Tier 1 Super Attack: Wild Magic Surge (600). Requires: Ranged Proficiency, Area Attack, Homing Proficiency
Ebony's eyes glow red as she channels all her magic in a last-ditch attempt to beat her opponent. She needs both hands to execute this and must remain stationary. This move is very draining. At the end of each second, for the next 16 seconds, an elemental blast spell will be cast. Roughly half (8) of these will have the Homing modifier, and roughly one quarter (4) will have the Explosive one (there may be overlap, such as an explosive homing spell). About half (8) will have the Charged Spell modifier, half of those (4) will have it added to them twice, half of those (2) will have it added thrice, and finally, half of those (1) will have the charged spell modifier added four times - that projectile is guaranteed to be homing and explosive (and counts as one from their proportions).
The element of each spell is random (and doesn't affect the damage). Ebony may or may not chant or say something for the duration of the spell. This attack cannot be stopped once started, regardless of if Ebony wants to or not (so she should not scratch her face). Projectiles that are homing lock onto a random opponent (generally an even split) unless Ebony had a specific target in mind when the Magic Surge began. In general, the distribution of which spells are homing, explosive, or charged doesn't matter. Because the overall damage caused will remain the same. Unlike the usual Elemental Blast spell, no incantation is required. Due to the "random" and uncontrollable nature of Wild Magic Surge, the damage of each Elemental Blast is likely to be different from that of the usual spell.
RP Stipulations: This may be executed accidentally. If so (presuming Ebony is not in combat) the homing projectiles will curve around randomly (and hopefully not hit any bystanders).
Note: I plan to get a melee scythe attack once I get the OM. There's a physical proficiency for a reason.
I confirm that I have read and agreed to the Rules of Conduct.
Where did you find us? It's me, Dane!
If I'm correct, my Roster should look like this:
Name: Ebonywood Hellscythe
Spent OM: 5000
Consumed OM: 0 (for OM spent on items, or OM permanently lost from respecs or refunding purchases. Still adds towards Spent OM)
Proficiencies (3200); Physical Attack (1000), Ranged Proficiency (1000), Homing Proficiency (600), Area Attack (600)
Powers (0/8000);
Moves (1200); Meta Magic: Elemental Blast (1200), Fodder: Elemental Blast (0)
Super Moves (600); T1SA: Wild Magic Surge (600)
Transformations (0);
Assists (0);
Items (0);
Artefacts: (none)
Bases: (none)
Unlocks (0);
Base stats:
ATK: 4
DEF: 3
SPD: 2
TEC: 1


