Difference between revisions of "Genevieve May Nadia Saillune"

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= Special Abilities =
 
= Special Abilities =
 
'''Combat Skills'''
 
'''Combat Skills'''
*Pacifist Wrestling: Genevieve has been made to study the Saillune family's traditional style of nonviolent violent combat. She is reasonably skilled in unarmed combat, and she can improvise wrestling moves on the fly.
+
*'''Pacifist Wrestling:''' Genevieve has been made to study the Saillune family's traditional style of nonviolent violent combat. She is reasonably skilled in unarmed combat, and she can improvise wrestling moves on the fly.
**Salvation Through Love Cobra Clutch: Also known as a cross-arm lock or cross-arm choke. Genny stands behind the opponent and uses one arm to place the opponent in a half nelson. The wrestler then uses their free arm to pull the opponent's free arm across the opponent's neck, thereby using the opponent's own arm to choke them.
+
**'''Salvation Through Love Cobra Clutch:''' Also known as a cross-arm lock or cross-arm choke. Genny stands behind the opponent and uses one arm to place the opponent in a half nelson. The wrestler then uses their free arm to pull the opponent's free arm across the opponent's neck, thereby using the opponent's own arm to choke them.
*Staff Proficiency: Is skilled in the use of various types of staves.
+
*'''Staff Proficiency:''' Is skilled in the use of various types of staves.
  
 
'''White Magic'''
 
'''White Magic'''
*Light: Summons a simple sphere of light, or imbues light into a single object. The sphere can be detonated into a brilliant flash.
+
*'''Light:''' Summons a simple sphere of light, or imbues light into a single object. The sphere can be detonated into a brilliant flash.
*Recovery: Basic touch-based regenerative healing magic.
+
*'''Recovery:''' Basic touch-based regenerative healing magic.
*Dicleary: Touch-based spell to remove toxins and unnatural influences.
+
*'''Dicleary:''' Touch-based spell to remove toxins and unnatural influences.
*Flow Break: Touch-based spell to dispel magical effects.
+
*'''Flow Break:''' Touch-based spell to dispel magical effects.
*Control: Close range spell to put target in a trance. Does not work on strong willed targets (which is all PCs and all bosses).
+
*'''Control:''' Close range spell to put target in a trance. Does not work on strong willed targets (which is all PCs and all bosses).
*Sleep: Touch-based spell to put a single target to sleep.
+
*'''Sleep:''' Touch-based spell to put a single target to sleep.
*Lock/Unlock: Touch-based spell to magically lock and unlock any magical, mechanical, or electronic locking device.
+
*'''Lock/Unlock:''' Touch-based spell to magically lock and unlock any magical, mechanical, or electronic locking device.
*Mend: Close range spell to mend objects or a small area.
+
*'''Mend:''' Close range spell to mend objects or a small area.
  
 
'''Astral Shamanist Magic'''
 
'''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.
+
*'''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.
+
*'''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.
*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.
+
*'''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.
*Astral Projection: Able to project her astral self onto the astral plane of a given area and explore it. This leaves her corporeal body unconscious, and also exposes her fully to any astral threats.
+
*'''Astral Projection:''' Able to project her astral self onto the astral plane of a given area and explore it. This leaves her corporeal body unconscious, and also exposes her fully to any astral threats.
*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.
+
*'''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.
*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.
+
*'''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.
*Astral Vine: Imbues an object with strengthened astral presence, enabling it to damage supernatural creatures.
+
*'''Astral Vine:''' Imbues an object with strengthened astral presence, enabling it to damage supernatural creatures.
*Astral Inversion: Inverts the nature of a given astral flow. For example, regeneration over time becomes damage over time. Fire becomes water. Etc. (Because fire and water are totally direct opposites and also shut up)
+
*'''Astral Inversion:''' Inverts the nature of a given astral flow. For example, regeneration over time becomes damage over time. Fire becomes water. Etc. (Because fire and water are totally direct opposites and also shut up)
  
 
'''Water Shamanist Magic'''
 
'''Water Shamanist Magic'''
*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.
+
*'''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.
*Diamond Dust: Shiva's power resides innately in Genevieve's bloodline, granting her the power to summon a shower of ice shards and freezing winds.
+
*'''Diamond Dust:''' Shiva's power resides innately in Genevieve's bloodline, granting her the power to summon a shower of ice shards and freezing winds.
*Tsunami: Leviathan's power resides innately in Genevieve's bloodline, granting her the power to summon a tidal wave.
+
*'''Tsunami:''' Leviathan's power resides innately in Genevieve's bloodline, granting her the power to summon a tidal wave.
  
 
'''Wind Shamanist Magic'''
 
'''Wind Shamanist Magic'''
*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.
+
*'''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.
+
*'''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.
*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.
+
*'''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.
  
 
'''Lightning Shamanist Magic'''
 
'''Lightning Shamanist Magic'''
*Mono Volt: Touch-based spell that channels electricity through the caster's hands into anything the caster touches.
+
*'''Mono Volt:''' Touch-based spell that channels electricity through the caster's hands into anything the caster touches.
  
 
'''Fire Shamanist Magic'''
 
'''Fire Shamanist Magic'''
*Fireball: Sends out a concentrated ball of fiery energy that explodes on contact. This can be redirected on the fly.
+
*'''Fireball:''' Sends out a concentrated ball of fiery energy that explodes on contact. This can be redirected on the fly.
  
 
'''Earth Shamanist Magic'''
 
'''Earth Shamanist Magic'''
*Dil Brand: Causes a patch of ground to erupt underneath the target. Works with dirt and stone surfaces, but not with metal ones.
+
*'''Dil Brand:''' Causes a patch of ground to erupt underneath the target. Works with dirt and stone surfaces, but not with metal ones.
*Vlave Howl: Causes searing lava to burst out of the ground. Works on terrestrial surfaces. IE, it won't work inside a space colony.
+
*'''Vlave Howl:''' Causes searing lava to burst out of the ground. Works on terrestrial surfaces. IE, it won't work inside a space colony.
*Vu Vraimer: Summons a controllable human sized golem made of stone. Requires a stone source to draw from.
+
*'''Vu Vraimer:''' Summons a controllable human sized golem made of stone. Requires a stone source to draw from.
  
 
= Powers & Merits =
 
= Powers & Merits =

Revision as of 20:07, 7 December 2014

Genevieve May Nadia Saillune
A.K.A.
Age 19
Voice Actor
Relatives Gabriel Christopher Tylor Saillune, Celeste Laurent, Justy Ueki Tylor, Amelia Wil Tesla Saillune, Gracia Ul Naga Saillune, Philionel El Di Saillune
Series Slayers
Player Incandescence
  • Name: Genevieve May Nadia Saillune
  • Age: 19
  • Sex: Female
  • Birthday: July 7
  • Parents: Gabriel Christopher Tylor Saillune, Celeste Laurent
    • Place of Birth: Imaginos
    • Nationality: Saillune
    • Specialty: Astral Sage
    • Hobbies: Harp playing, ballroom dancing
    • Likes: Order, parties, interesting conversations
    • Dislikes: Disorder, bad manners
    • Favorite Food: Shish kebabs
    • Least Favorite Food: Anything deep fried
    • Favorite Music: Classical
    • Favorite Sport: Brass Racquets
    • Most Valuable Possessions: Royal crest
    • Level of Education: Princess
    • Seiyuu/Voice Actor:
  • Physical Stats
    • Height: 5'5"
    • Weight: 125 lbs.
    • Eyes: Dark blue
    • Hair: Black and wavy
    • Special: Eyes have a slight mako tinge

Appearance

A well dressed young lady with long, wavy black hair and a creamy complexion.

Personality

Genevieve is a seemingly contradictory mix of modest and proud. She likes getting along with others and keeping things smoothed over, but she has a very distinctive proud streak underlying her actions.

Background

Genevieve was left mysteriously on the doorstep of Saillune Castle with the echoes of a crazy laugh following her. The Saillune royal family took her in, believing her to be the child of one of their royal relatives, and adopted her as a legitimate member of the family. She displayed an uncanny affinity for magic from an early age, and she quickly rose to prominence in her mage guild as a leading and pioneering expert in the field of astral shamanism. She is called Genevieve the Silver at home, and is recognized as a sage in her field even at her young age.

Skills

Physical Skills:

  • Alertness (4)
  • Athletics (3)
  • Stealth (1)

Social Skills:

  • Subterfuge (2)
  • Streetwise (0)
  • Intimidation (0)
  • Leadership (4)
  • Expression (3)
  • Etiquette (5)
  • Performance (3)

Mental Skills:

  • Computers (1)
  • Investigation (4)
  • Medicine (3)
  • Law (3)
  • Occult (6) (Ability Aptitude)
  • Politics (4)
  • Science (1)
  • Technology (0)

Other Skills:

  • Driving (0)
  • Survival (1)
  • Empathy (4)
  • Animal Ken (2)

Special Abilities

Combat Skills

  • Pacifist Wrestling: Genevieve has been made to study the Saillune family's traditional style of nonviolent violent combat. She is reasonably skilled in unarmed combat, and she can improvise wrestling moves on the fly.
    • Salvation Through Love Cobra Clutch: Also known as a cross-arm lock or cross-arm choke. Genny stands behind the opponent and uses one arm to place the opponent in a half nelson. The wrestler then uses their free arm to pull the opponent's free arm across the opponent's neck, thereby using the opponent's own arm to choke them.
  • Staff Proficiency: Is skilled in the use of various types of staves.

White Magic

  • Light: Summons a simple sphere of light, or imbues light into a single object. The sphere can be detonated into a brilliant flash.
  • Recovery: Basic touch-based regenerative healing magic.
  • Dicleary: Touch-based spell to remove toxins and unnatural influences.
  • Flow Break: Touch-based spell to dispel magical effects.
  • Control: Close range spell to put target in a trance. Does not work on strong willed targets (which is all PCs and all bosses).
  • Sleep: Touch-based spell to put a single target to sleep.
  • Lock/Unlock: Touch-based spell to magically lock and unlock any magical, mechanical, or electronic locking device.
  • Mend: Close range spell to mend objects or a small area.

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.
  • 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.
  • Astral Projection: Able to project her astral self onto the astral plane of a given area and explore it. This leaves her corporeal body unconscious, and also exposes her fully to any astral threats.
  • 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.
  • 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.
  • Astral Vine: Imbues an object with strengthened astral presence, enabling it to damage supernatural creatures.
  • Astral Inversion: Inverts the nature of a given astral flow. For example, regeneration over time becomes damage over time. Fire becomes water. Etc. (Because fire and water are totally direct opposites and also shut up)

Water Shamanist Magic

  • 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.
  • Diamond Dust: Shiva's power resides innately in Genevieve's bloodline, granting her the power to summon a shower of ice shards and freezing winds.
  • Tsunami: Leviathan's power resides innately in Genevieve's bloodline, granting her the power to summon a tidal wave.

Wind Shamanist Magic

  • 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.
  • 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.

Lightning Shamanist Magic

  • Mono Volt: Touch-based spell that channels electricity through the caster's hands into anything the caster touches.

Fire Shamanist Magic

  • Fireball: Sends out a concentrated ball of fiery energy that explodes on contact. This can be redirected on the fly.

Earth Shamanist Magic

  • Dil Brand: Causes a patch of ground to erupt underneath the target. Works with dirt and stone surfaces, but not with metal ones.
  • Vlave Howl: Causes searing lava to burst out of the ground. Works on terrestrial surfaces. IE, it won't work inside a space colony.
  • Vu Vraimer: Summons a controllable human sized golem made of stone. Requires a stone source to draw from.

Powers & Merits

Esperian Heritage
Genevieve carries the innate knowledge and power of Espers in her blood. This makes her closely in tune with the astral plane and with magical flows, and gives her a tremendous natural affinity for magic.
Esperian Trance
Genevieve is capable of calling upon her inner Esper. This grants her a super form of limited duration. In this form, she can fly freely and dualcast. When she reverts back to human mode, she will be left drained and exhausted.
Astral Sight/Sense
Genevieve is capable of seeing astral beings and constructs naturally. This allows her to analyze spell flows in detail. She can also sense astral presences around her.
  • Concentration (1): You are very good at focusing, and suffer no penalty for distractions, stress or having to repeat yourself often.
  • Ability Aptitude (1): Occult
  • Danger Sense (3): "Oh no! My Spider Senses are tingling!" A successful Alertness roll, difficulty depending on the situation, will give you a timely sense of foreboding before something bad happens...
  • Natural Channel (3): You have a natural connection to the spirit world. Spirits are also more likely to act favorably toward you.
  • Burning Aura (2): Your aura is unusually brilliant; even people who can't read auras will be inexplicably drawn to you. Some may see you as a threat or a snack.

Unique Items

N/A

Items Of Note

  • Saillune Royal Crest: Genevieve carries the crest of her royal family, which carries authority within Saillune's borders and also allows her to bill things to the castle when active in the Slayers world.

Weaknesses & Flaws

Astral Nature
Genevieve has a greater astral presence than full humans. If her astral side is damaged, or her magic is unnaturally drained, it will have debilitating effects on her.
Esperian Remnants
If Genevieve perishes, her body will dissipate and leave behind a magicite crystal, a physical condensation of her astral essence.
  • Otherworldly Taint (2): Mako eyes.
  • Rival (3): Stella.

NPC(s) to go with char

N/A