Genevieve

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Genevieve May Nadia Saillune
Chibi-genny-sparkle.png
A.K.A. Genny
Age 18
Voice Actor
Relatives Gabriel Christopher Tylor Saillune, Amelia Wil Tesla Saillune, Philionel El Di Saillune, Justy Ueki Tylor
Series Slayers
Player Incandescence
  • Name: Genevieve May Nadia Saillune
  • Age: 18
  • Sex: Female
  • Birthday: January 7
  • Parents: Gabriel Christopher Tylor Saillune, ???
    • Place of Birth: Saillune City
    • Nationality: Saillune
    • Specialty: Astral Magic (sub-section of Shamanist magic)
    • Preferred Weapon Type: Staff
    • Hobbies: Piano
    • Likes: Poofy dresses
    • Dislikes: Dogs
    • Favorite Food: Cake
    • Least Favorite Food: Natto
    • Favorite Music: Classical
    • Favorite Sport: Croquet
    • Level of Education: High school, home tutored
    • Seiyuu/Voice Actor:
  • Physical Stats
    • Height: 5'1"
    • Weight: 110 lbs.
    • Eyes: Dark blue
    • Hair: Purple-black
    • Special:

Appearance

A short young lady with long, wavy black hair, dark blue eyes, and a pale complexion. Typically seen in long dresses with wide skirts.

Personality

Friendly and outwardly modest.

Background

Genevieve was left on the doorstep of the ruling castle of Saillune City under mysterious circumstances, with a distinctive crazy laugh echoing through the air before she was found. The royal family, believing that she must have been the daughter of a known royal relative with such a laugh, took the child in and raised her as a royal niece to the crown princess. She was raised in warmth and comfort, with an aunt and uncle becoming her mother and father for all intents and purposes, and a caring and sensitive older brother who made sure she was welcome in court.

She demonstrated a remarkable proficiency for magic from an early age, and with the tutelage of the Saillune City Sorcerers' Guild's best teachers, she has flourished into a full-fledged mage. While she does well for herself at home and in court, her eagerness to put her magic to use has led her to find any pretext she can to leave the castle and travel the countryside.

Skills

Physical Skills:

  • Alertness: Good (+2)
  • Athletics: Novice (+1)
  • Stealth: Novice (+1)

Social Skills:

  • Subterfuge: Abysmal (-1)
  • Streetwise: Novice (+1)
  • Intimidation: Abysmal (-1)
  • Leadership: Very Good (+3)
  • Expression: Very Good (+3)
  • Etiquette: Amazing (+5)
  • Performance (Piano): Very Good (+3)

Mental Skills:

  • Computers: N/A
  • Investigation: Incredible (+4)
  • Medicine: Very Good (+3)
  • Law (Slayers continental region): Good (+2)
  • Occult: Amazing+ (+6) (including +1 guild bonus)
  • Politics: Incredible (+4)
  • Science: N/A
  • Technology: N/A

Other Skills:

  • Horseback Riding: Good (+2)
  • Survival: Novice (+1)
  • Empathy: Very Good (+3)
  • Animal Ken: Abysmal (-1)

Special Abilities

Shamanist Magic

  • Fireball: Sends out a concentrated ball of fiery energy that explodes on contact. This can be redirected on the fly.
  • Freeze Arrow: Sends out an arrow of ice energy that, on contact, covers the immediate surface area with ice. This can be redirected on the fly, and it can be fired in volleys when desired.
  • Mono Volt: Channels electricity through the caster's hand into whatever the caster touches. Requires physical contact.
  • Dil Brand: Causes a patch of ground to erupt underneath the target. Works with dirt and stone surfaces, but not with metal ones.
  • Diem Wing: Fires a blast of wind that can knock a target back or lift them into the air. Can be used to move things through the air at will.
  • Ray Wing: Summons a field of wind around the caster that allows them to fly at high speeds. The wind can deflect small projectiles. This is a draining spell that cannot be sustained for long periods of time. The caster can carry one extra person, or two at a stretch.
  • Levitation: Allows the caster to levitate into the air at a slow speed. The caster can carry one extra person, or two at a stretch.
  • Windy Shield: Summons a barrier of wind to deflect attacks. Requires constant effort to sustain, and can be overwhelmed with sheer force. Multiple Windy Shields from separate casters can be combined to create a more reinforced barrier.
  • Shadow Snap: Channeled through a sharp object that the caster throws. If this object is embedded in someone's shadow, it will keep their astral side, and by extension their physical side, forcibly frozen to the spot. It prevents movement, but not speaking, and someone pinned in place can still perform actions that don't require movement. The spell is broken when the object is removed from the shadow, or when a light source moves the shadow away from the object.
  • Ra Tilt: Causes a pillar of highly potent and powerful astral energy to surround and engulf a single target. If the attack hits, it will do severe astral damage to the target. It is capable of debilitating or destroying astral-oriented creatures, but not corporeal-oriented creatures such as humans (they take non-lethal damage that can leave them knocked out for hours or days). The target can avoid this attack by getting clear before the pillar fully forms. This is the strongest spell in a Shamanist mage's arsenal.

Custom Astral Shamanist Magic

  • Starlight Shower: Channels astral power in the form of beams of searing light energy that rain down in an area of the caster's choosing. The caster has control of where these beams land and can avoid friendly targets.
  • Elmekia Sphere: Summons a silvery sphere of condensed astral energy and sends it flying at a target. The more time the caster spends condensing the sphere, the faster/more potent it becomes when released. This sphere will directly harm supernatural creatures, but will only knock human targets unconscious or weaken them. This sphere can be left independently floating in midair to detonate on contact with things that run into it, and the caster can leave more than one in this manner as long as they're summoned one by one.
  • Astral Manipulation: Able to strengthen or weaken astral flows around a target, causing them to either cast spells more effectively or struggle harder to get a normal effect. Requires continued effort from the caster to sustain.

White Magic

  • Lock/Unlock: Magically locks or unlocks things that can open or close. Unlocking requires a mechanical component that is able to be physically unlocked; A wooden bar on a door cannot be unlocked.
  • Recovery: Accelerates a target's natural healing to help them recover from injuries. Does not work on illnesses.
  • Dicleary: Purges a target of negatively influencing chemicals or magical effects, such as poisons or sleep spells.
  • Sleep: Touch-based, commands a single target to go to sleep on the spot. Is less effective or completely ineffective on people with stronger wills.
  • Flow Break: Nullifies all non-permanent magical effects on the target. Genevieve's variant of the spell is a weaker version that requires physical contact with a single target, rather than affecting a larger area.

Mage Guild Skills

  • Focus: When alone (no allies nearby), Genny has the ability to proc a double-cast of a single spell. (d7 Occult)
  • Sight: A small burst of flame that reveals hidden/cloaked enemies. Long range, lasts about 10 seconds.
  • Napalm Beat: A burst of neutral power against an enemy or group of enemies. Damage is split between all targets.
  • Polymorph: A spell which temporarily transforms a single target into a small, harmless animal.
  • Tome Mastery: Able to wield magical tomes as spell implements in battle. Can use a single tome 3 times before it is worn out beyond the point of usefulness.

Martial Skills

  • Staff Training: Is proficient in combat with a long staff.
  • Wrestling Improv: Can hit people and make up move names when doing it.

Large Scale Battle Abilities

  • Stats: +500 ATK
  • Special - Elemental Maelstrom: Three times per battle, Genny can choose to give either a -2 penalty to the opposite army, or a +500 ATK Bonus to her own army, which cannot be countered by anti-magic (Except Supers).
  • Super - Magical Prodigy: Genevieve can give her army a permanent +300 ATK magical damage, and for three rounds, all allied Exalted magical Specials/Supers are doubled in effect. Genevieve is then out of the battle.

Powers & Merits

  • Esperian Heritage: Genevieve's bloodline has inherited the power of an ancient race of magical creatures known as Espers. This grants her a special affinity for magic.
  • Astral Trance: Genevieve has the potential to fully manifest her Esperian side in a new form with heightened magical power. However, she has not learned this yet.
  • Magicite: If Genevieve dies, it will not be as a normal person would. Her essence will crystallize into Magicite, a magical stone capable of imparting knowledge and power to the one who holds it. It will also be able to temporarily summon her.
  • Good Ol' Girl (2): You're just a nice person, and people recognize and appreciate that. +1 Bonus on social rolls when interacting with your fellow folk.

Unique Items

Items Of Note

  • Focus Crystal: A crystal of elven make with an astral matrix capable of forming a portal in a very specific location at Maj's Point, linked to Ylisstol. Limited to a small number of uses per day, with the portal lasting 1 minute in duration per use. (Transferred to Mage Guild for safekeeping)
  • Link Shell: A seashell patterned bracelet with a gem, imbued with the power to communicate with its counterpart in the palace of Menelamon. (Transferred to Midou Uchiha for safekeeping)
  • Recording Stone: A gem imbued with magic, designed to record the exploits of the group holding it for future posterity and the benefit of the Ylisstol Writers' Guild.
  • Communication Stone: An enchanted stone that enables communication with its counterpart. Given by Aerich Arylle for continued communication with the dwarves of Donathelles.
  • Embossed Pen: An elegant looking handcrafted pen with the coat of arms of Aerich Arylle.
  • A Rock: A rock given to her by Ein Uzumaki for the purposes of training.

Weaknesses & Flaws

  • Astral Nature: Genevieve has a greater astral presence than other humans. If her astral side is damaged, or her magic is heavily drained, it will have debilitating effects on her.
  • Sword/Gun Aversion: Is uncomfortable using bladed weapons or guns.
  • Intolerance - Pride (1): Insulting her pride can affect her composure and make her angry.
  • Soft Hearted (1): You can't stand to witness suffering, and if you do, all your rolls are at -2 penalty for the next hour.

NPC(s) to go with char