Difference between revisions of "Genevieve"

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(Created page with '{{Infobox Character |name=Genevieve May Nadia Saillune |image= |aka=Genny |age=18 |japaneseva= |relatives=Large family |series=Slayers |player=Incandescence }} *Name: Genevieve M…')
 
(Special Abilities)
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= Special Abilities =
 
= Special Abilities =
*Shamanist Magic
+
'''Shamanist Magic'''
**Custom Shamanist Magic
+
*Fireball: Sends out a concentrated ball of fiery energy that explodes on contact. This can be redirected on the fly.
*White Magic
+
*Flare Arrow: Sends out an arrow of fire energy that explodes on contact. 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.
 +
*Digger Bolt: Fires out a blast of lightning.
 +
*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 cast spells 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.
 +
*Elmekia Lance: Fires a lance of concentrated astral energy. This does heavy damage to supernatural and astral creatures, but is nonlethal against humans.
 +
'''Custom Astral 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.
 +
*Astral Sphere: Summons a silvery sphere of condensed astral energy and sends it flying at a target. This sphere will directly harm supernatural creatures, but will only knock human targets unconscious or weaken them.
 +
*Astral Mine: Summons an Astral Sphere and leaves it in a small, condensed orb, floating in midair. Can be used multiple times to create a minefield effect. The spheres detonate on contact with the same effect as Astral Sphere.
 +
*Astral Leak: Weakens astral flows around a target, forcing them to exert themselves harder to achieve the same magical effect.
 +
*Astral Surge: Strengthens astral flows around a target, enhancing their spellcasting but draining them twice as quickly.
 +
'''White Magic'''
 +
*Lock: Magically locks things that can open or close.
 +
*Unlock: Magically unlocks mechanical locks. Does not work when something is physically obstructed, such as a door that is barred with a wooden plank.
 +
*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 requires physical contact with a single target, rather than affecting a larger area.
 +
'''Martial Skills'''
 
*Staff Training: Is proficient in combat with a long staff.
 
*Staff Training: Is proficient in combat with a long staff.
 +
*Wrestling Improv: Can hit people and make up move names when doing it.
  
 
= Powers & Merits =
 
= Powers & Merits =

Revision as of 21:48, 21 December 2013

Genevieve May Nadia Saillune
A.K.A. Genny
Age 18
Voice Actor
Relatives Large family
Series Slayers
Player Incandescence
  • Name: Genevieve May Nadia Saillune
  • Age: 17
  • 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)
    • Hobbies: Piano
    • Likes: Poofy dresses
    • Dislikes: Dogs
    • Favorite Food: Cake
    • Least Favorite Food: Natto
    • Favorite Music: Classical
    • Favorite Sport: Croquet
    • Most Valuable Possessions:
    • 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: Abyssmal (-1)
  • Streetwise: Novice (+1)
  • Intimidation: Abyssmal (-1)
  • Leadership: Very Good (+3)
  • Expression: Very Good (+3)
  • Etiquette: Amazing (+5)
  • Performance (Piano): Very Good (+3)

Mental Skills:

  • Computers: N/A
  • Investigation: Good (+2)
  • Medicine: Very Good (+3)
  • Law: Good (+2)
  • Occult: Very Good (+3)
  • Politics: Incredible (+4)
  • Science: N/A
  • Technology: N/A

Other Skills:

  • Horseback Riding: Good (+2)
  • Survival: Novice (+1)
  • Empathy: Very Good (+3)
  • Animal Ken: Abyssmal (-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.
  • Flare Arrow: Sends out an arrow of fire energy that explodes on contact. 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.
  • Digger Bolt: Fires out a blast of lightning.
  • 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 cast spells 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.
  • Elmekia Lance: Fires a lance of concentrated astral energy. This does heavy damage to supernatural and astral creatures, but is nonlethal against humans.

Custom Astral 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.
  • Astral Sphere: Summons a silvery sphere of condensed astral energy and sends it flying at a target. This sphere will directly harm supernatural creatures, but will only knock human targets unconscious or weaken them.
  • Astral Mine: Summons an Astral Sphere and leaves it in a small, condensed orb, floating in midair. Can be used multiple times to create a minefield effect. The spheres detonate on contact with the same effect as Astral Sphere.
  • Astral Leak: Weakens astral flows around a target, forcing them to exert themselves harder to achieve the same magical effect.
  • Astral Surge: Strengthens astral flows around a target, enhancing their spellcasting but draining them twice as quickly.

White Magic

  • Lock: Magically locks things that can open or close.
  • Unlock: Magically unlocks mechanical locks. Does not work when something is physically obstructed, such as a door that is barred with a wooden plank.
  • 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 requires physical contact with a single target, rather than affecting a larger area.

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.

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.

Unique Items

Items Of Note

Weaknesses & Flaws

Flaws can go here. Balance is key! Text goes here

NPC(s) to go with char

Text goes here