Genevieve

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Revision as of 22:24, 21 December 2013 by Incandescence (talk | contribs) (Special Abilities)
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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.
  • 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 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.

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.
  • Elmekia 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. 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.
  • Animus Inferno: When casting this spell, Genevieve will trace a hexagram pattern with her casting hand. The spell will trace a matching hexagram pattern in rising silver flames on the ground around the target of the caster's choice, with a circular radius of 2 meters in all directions extending outward from the target. The target will then have one round to either physically leave the circle's radius (ie, jump or dive clear of flames before they get too high, etc.) or else summon a magical or spiritual barrier to interfere with the spell's effect before the hexagram tracing is completed. Others can also move the target out of the effect's radius during this period of time or cover the target with similarly magical or spiritual barriers of their own. Furthermore, if the target is being held in place by astral means such as Shadow Snap, the interference from this will cause the spell to fizzle. If the target does not do either of these things before the hexagram finishes tracing, then once the hexagram is complete, the silver flames which comprise it will rise in a tall pillar and engulf the target completely. The silver flames of the Animus Inferno are pure astral power at its most intense level, permanently branding the target with the rigid order imposed by hexagram that the flames trace. These flames will ignore all physical obstructions and burn clear through the target's astral presence. With full exposure to the flames, the target's astral presence will be permanently burned down to the level of an ordinary human mortal, meaning that the target will permanently lose supernatural abilities and talents, whether those talents exist by nature or by learning, and they will no longer be capable of acquiring new superhuman talents. Partial exposure on the part of either the target or anyone else contacting the flames will cause temporary loss of such abilities, for a minute or less. These flames do no physical damage; Their damage is purely spiritual in nature. Such powerful, intense magic is not without its downsides, as it involves literally playing with astral fire. If Genevieve's focus is disrupted during the time frame in which the spell is being cast and forming, silver flames will erupt from her hand and scorch her. This will cause the same effect upon Genevieve as the partial exposure listed above, a temporary loss of supernatural abilities.

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.

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

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NPC(s) to go with char

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