I don't know if my six weeks is up today or tomorrow so I'm just gonna post it now.
Character name: Chronoire Schwarz VI
Character source: Witch Craft Works
Character history: Little is known about the enigmatic Chronoire Schwarz VI. As an impossibly old witch, she sort of does her own thing, wandering from town to town and city to city, always in search of more power. When it was revealed that the ancient and powerful Evermillion had finally been defeated and sealed, Chronoire jumped at the chance, setting out on a search for the fallen witch. She wasn’t the only one, however. Other witches began their own as well, people who had once been on friendly terms with her. All sorts of master plans came to culmination and clashed when Evermillion, or rather her power, was finally found, sealed away inside a young man. Chronoire got the wheel of loss turning herself. With a simple gift of a candy to the man, presented as a necessity if he were to survive the coming months, the failures would start rolling in. The candy she had given him dissolved one of the many seals placed on Evermillion’s power, allowing him to draw on her power and no longer making him a helpless human. Those who had hoped to only deal with an ordinary person would find someone ready to fight back. And with one seal gone, it would only be a matter of time before the rest dissolved as well, upon which the sealed witch’s power would be fully unleashed, ripe for the picking, which Chronoire was hoping to take advantage of.
Though it was a clever plan, it was not one the witch would get to take advantage of. She has now been dropped into the Omniverse, unable to see her con come to fruition.
Physical Description:
Normal:
[spoiler]
[/spoiler]
Battle-ready:
[spoiler]
[/spoiler]
Stats:
ATK: 4
DEF: 1
SPD: 1
TEC: 4
Starting Proficiencies (3,200): Physical Strength (1000), Ranged Proficiency (1000), Remote Control Proficiency (600), Ranged Materialize Proficiency (600)
Starting Powers (400): Basic Telekinesis (400)
Starting Moves:
Dagger (Physical) (300): A simple, steel dagger that Chronoire keeps in a sheath on her belt for easy retrieval. The blade is double-edged and around a foot long. Though she doesn’t make a point of hiding it, it’s easy to forget about due to her typical reliance on magic.
Coral Spike (Ranged, Materialize) (300): Even outside of her Oceanic Noose, Chronoire can summon up large, jagged coral spikes from the ground. After two seconds of concentration on Chronoire’s part, during which she must remain still, a single, vibrantly-colored spear erupts from the ground beneath an enemy’s feet within 90 feet. The cone-shaped coral spike juts up from the ground three feet into the air, and half a foot wide at the base. These spikes are not perfectly smooth, with several barbs sticking off of them upwards, though due to their small size they are essentially inconsequential. After being summoned, the coral sticks around semi-permanently as a new hazard, easily breakable and slowly falling apart over the course of a few minutes. Summoning up a spear isn’t particularly difficult for Chronoire, and can be done repeatedly with only moderate drain.
Oceanic Blades (Ranged, Materialize, Remote Control, Telekinesis) (300): Large, asymmetrical swords created out of magic. For the most part they take on the form of a normal, straight bladed longsword, four feet long, made out of an unknown but sturdy material, and colored entirely in varying shades of purple. The grip and crossguard of each sword is randomly created upon summoning, and are basically useless for actually holding, as the sword is made out of a single chunk of material and even the non-blade bits are as sharp as the blade itself. Wielding these swords without receiving cuts is all but impossible without the use of telekinesis of some kind.
Chronoire is capable of conjuring and controlling these swords with relative ease, requiring only three seconds of light concentration, during which she can be fully active and mobile, to summon one blade into the air within a ten foot radius of her, and then launch it towards her opponent at about half the speed of an arrow. Launching the blades causes a drain comparable to if she physically threw them. Though it doesn't demand a lot of focus, nor use much energy, being struck will still cancel the summoning part at least. Since the swords require little energy to keep them grounded in reality, she typically just lets them stick into whatever ground or unfortunate soul they happen to hit while she summons more up, leading to a battlefield littered in swords in the case of longer fights. Any of these leftover blades can be picked up and launched again with less energy than if she were to summon a completely new one. In either case however, she can only control one at a time. There is no upper limit to the total number of swords she can summon, and although there is a very minuscule drain per weapon, it adds up over time, more than twenty starts becoming a noticeable wear on her. Under normal circumstances, the swords stick around until she despawns them, even if she gets a fair distance away, however, being knocked out or just running out of steam causes all of them to automatically disappear.
Character name: Chronoire Schwarz VI
Character source: Witch Craft Works
Character history: Little is known about the enigmatic Chronoire Schwarz VI. As an impossibly old witch, she sort of does her own thing, wandering from town to town and city to city, always in search of more power. When it was revealed that the ancient and powerful Evermillion had finally been defeated and sealed, Chronoire jumped at the chance, setting out on a search for the fallen witch. She wasn’t the only one, however. Other witches began their own as well, people who had once been on friendly terms with her. All sorts of master plans came to culmination and clashed when Evermillion, or rather her power, was finally found, sealed away inside a young man. Chronoire got the wheel of loss turning herself. With a simple gift of a candy to the man, presented as a necessity if he were to survive the coming months, the failures would start rolling in. The candy she had given him dissolved one of the many seals placed on Evermillion’s power, allowing him to draw on her power and no longer making him a helpless human. Those who had hoped to only deal with an ordinary person would find someone ready to fight back. And with one seal gone, it would only be a matter of time before the rest dissolved as well, upon which the sealed witch’s power would be fully unleashed, ripe for the picking, which Chronoire was hoping to take advantage of.
Though it was a clever plan, it was not one the witch would get to take advantage of. She has now been dropped into the Omniverse, unable to see her con come to fruition.
Physical Description:
Normal:
[spoiler]
[/spoiler]Battle-ready:
[spoiler]
[/spoiler]Stats:
ATK: 4
DEF: 1
SPD: 1
TEC: 4
Starting Proficiencies (3,200): Physical Strength (1000), Ranged Proficiency (1000), Remote Control Proficiency (600), Ranged Materialize Proficiency (600)
Starting Powers (400): Basic Telekinesis (400)
Starting Moves:
Dagger (Physical) (300): A simple, steel dagger that Chronoire keeps in a sheath on her belt for easy retrieval. The blade is double-edged and around a foot long. Though she doesn’t make a point of hiding it, it’s easy to forget about due to her typical reliance on magic.
Coral Spike (Ranged, Materialize) (300): Even outside of her Oceanic Noose, Chronoire can summon up large, jagged coral spikes from the ground. After two seconds of concentration on Chronoire’s part, during which she must remain still, a single, vibrantly-colored spear erupts from the ground beneath an enemy’s feet within 90 feet. The cone-shaped coral spike juts up from the ground three feet into the air, and half a foot wide at the base. These spikes are not perfectly smooth, with several barbs sticking off of them upwards, though due to their small size they are essentially inconsequential. After being summoned, the coral sticks around semi-permanently as a new hazard, easily breakable and slowly falling apart over the course of a few minutes. Summoning up a spear isn’t particularly difficult for Chronoire, and can be done repeatedly with only moderate drain.
Oceanic Blades (Ranged, Materialize, Remote Control, Telekinesis) (300): Large, asymmetrical swords created out of magic. For the most part they take on the form of a normal, straight bladed longsword, four feet long, made out of an unknown but sturdy material, and colored entirely in varying shades of purple. The grip and crossguard of each sword is randomly created upon summoning, and are basically useless for actually holding, as the sword is made out of a single chunk of material and even the non-blade bits are as sharp as the blade itself. Wielding these swords without receiving cuts is all but impossible without the use of telekinesis of some kind.
Chronoire is capable of conjuring and controlling these swords with relative ease, requiring only three seconds of light concentration, during which she can be fully active and mobile, to summon one blade into the air within a ten foot radius of her, and then launch it towards her opponent at about half the speed of an arrow. Launching the blades causes a drain comparable to if she physically threw them. Though it doesn't demand a lot of focus, nor use much energy, being struck will still cancel the summoning part at least. Since the swords require little energy to keep them grounded in reality, she typically just lets them stick into whatever ground or unfortunate soul they happen to hit while she summons more up, leading to a battlefield littered in swords in the case of longer fights. Any of these leftover blades can be picked up and launched again with less energy than if she were to summon a completely new one. In either case however, she can only control one at a time. There is no upper limit to the total number of swords she can summon, and although there is a very minuscule drain per weapon, it adds up over time, more than twenty starts becoming a noticeable wear on her. Under normal circumstances, the swords stick around until she despawns them, even if she gets a fair distance away, however, being knocked out or just running out of steam causes all of them to automatically disappear.
![[Image: ZpWQiiu.gif]](https://i.imgur.com/ZpWQiiu.gif)



![[Image: ZBAG8BL.gif]](https://i.imgur.com/ZBAG8BL.gif)
![[Image: 2wp59j8.jpg]](http://i64.tinypic.com/2wp59j8.jpg)
