Post by schrodinger on Dec 21, 2008 2:58:45 GMT 8
Name: Venser
Age: 24
Gender: Male
Species: Human
Appearance:
Venser wears a white shirt and black long pants (reminiscent of formal wear), covered by a close-fitting hooded dark blue-grey robe, which has runic patterns inscribed on it in silver thread. These are matched by leather gloves and combat boots, both enchanted for increased durability. Beneath his shirt, he wears a Kevlar-reinforced vest (acquired from a military warehouse he had the fortune to stumble upon in his travels).
Physically, he is 180 cm tall and weighs 65 kg. He has light grey hair and Caucasian features, with faded blue eyes. His right eye tends to glow when he's using magic heavily, due to the energy sealed in it. It is visible under normal circumstances as a runic circle revolving around his iris.
Personality:
Venser is calm, detached, and not very social even at the best of times. He's civil enough to chat and interact with others on a casual basis, but the only thing he's really interested in is knowledge. To him, people are only worth as much as they know, and his ability to read minds helps him to gauge people accordingly.
Fittingly, he is highly intelligent and well-read, and considers his mind to be his finest weapon. He isn't above making use of the minds of other people, either - it'd just be a waste of information otherwise.
History:
An alumnus of the Academy of Arcanis, Venser spent his days as a student honing his skills in mental magic, and learning as much as he could about the schools of magic that it was linked to.
During the course of his research, Venser's curiosity led him to uncover a conspiracy to siphon off the magical powers of everyone in the Academy before killing them, set in motion by the principal himself, as a means of bolstering his own abilities.
Venser knew he couldn't allow this plot to succeed, as it would mean certain death for more than nine thousand people - but as he was the only one aware of it, and the only one willing to believe it, he had to stop it single-handedly, or die trying.
After a long, protracted battle of subterfuge and deception, Venser eventually exposed the principal's homicidal plan, and believed that he had saved the Academy from meaningless death. In an act of desperation, the headmaster activated the spell that would have given him near-godlike powers - had Venser not broken his neck in time.
The spell had already been activated, however, and the flow of magical energy from everyone in the Academy could not be contained by a corpse. In order to prevent the deaths of his fellow students and beloved teachers, Venser forcibly disrupted the foundations of the draining spell, halting the flow of energy immediately. This also resulted in massive magical feedback due to the amount of energy that had already been drained, which would become unstable and explode if left unattended, destroying most of the Academy and killing everyone anyway.
In a last ditch attempt to contain the overflowing energy, Venser created a makeshift seal using his own eye as a physical shell. Unfortunately, the vast amount of power involved was simply too much for him to handle, and he lost control of it, causing a massive mindpurge that rendered the other inhabitants of the Academy comatose. He would soon come to realise that that hadn't been the only effect of sealing it within himself. The truth of the matter was that his mortal form was simply insufficient as a vessel for the energy - it overflowed out of him like water out of a glass full to the brim.
When he came to, he searched the Academy for anyone who might have survived the outburst, but found only bodies sleeping with their eyes wide shut. Placing each and every one of the students and teachers into stasis cells, he began to come to terms with his new reality. Having killed the previous master of the Academy, he was now the technical successor of the title, and had command over the Academy's functions and facilities. By regularly channeling the excess energy within him into the Academy's core, he could keep himself stable while ensuring that the school stayed aloft, buying him time to research the nature of his condition, and devise a plan that would allow him to heal the minds of those he had unwittingly silenced.
[tbc]
Abilities:
Mind Vision: Venser is able to see into the minds of others at will, allowing him access to their thoughts. The depth to which he can see into their minds depends on how intensely he is concentrating on that person.
This ability is active to a lesser extent even when Venser isn't actively focusing on a person, hence he is able to subtly sense the emotions and thoughts of people in the area around him.
Magic Manipulation:He didn't spend 10 years in magical education for nothing.
Skills:
Negate: Interferes with the magical energy of a spell or spell-like ability, causing it to fail.
Illusion Manipulation: Venser is able to project completely realistic illusions into the real world. He can create any image he can think of, and can sustain illusions as long as they remain within a 500 meter radius of him.
Persuasion:Venser can issue orders that the subject will attempt, to the best of their ability, to accomplish.
Shroud: Venser channels mana around himself, creating a field that deflects both the perceptions of people and rays of light, reducing his visibility both physically and spiritually.
Induce Paranoia: Venser amplifies doubts and fears within a subject's mind, causing dark thoughts to overwhelm them momentarily. The subject cannot take aggressive actions or use skills and abilities offensively while so affected.
Psychic Purge: Venser forcefully scours a subject's mind of all constructive thoughts, preventing him or her from using skills or abilties for a period of time. The process also damages the subject's mind, causing him or her to take heavy mental damage.
Twincast: Duplicates another spell or ability, allowing Venser to control his own version of the spell or ability.
Pain Suppression: Venser suppresses the pain sensors of his mind, reducing the extent to which he experiences pain. Reduces damage taken by a large percentage, and decreases his susceptibility to other magical effects.
Banish: Unbinding the magical restraints that keep summoned beings in the corporeal world, Venser can send them back to whichever plane of existence they were on before being bound to this one.
Phase: Venser takes on an ethereal form, becoming unbound from the corporeal world until he chooses to return to normal. While in this form, he appears as a translucent, hazy outline to corporeal observers, and levitates several centimeters off the ground. He is not impeded or affected by physical phenomena while ethereal, though he cannot interact physically with the world either.
æther Slide: Tranlating himself across the æther Grid, Venser can instantaneously transport himself to any location that he can see from his current position.
Somnolence: Sends targets within 50 m into a magically-induced sleep, in which they are unaware of anything occurring around them. People thusly affected usually reawaken within 1 to 2 hours.
Wall of Denial: Summons a large, semi-sentient wall to serve as a barrier.
Mana Cost: 40
Wall of Denial
Dimensions: 100m by 150 m by 1 m, may be shrunk to fit confined spaces, and shaped to fit the caster's needs
The wall is infused with protective magic, preventing it from being targeted by either magical or physical means. Spells directed at it are deflected, crosshairs or targeting systems aimed at it find themselves wandering wildly off course.
It appears as a semi-transparent barrier with faintly shimmering runic markings moving across it.
At the beginning of each of Venser's turns, the wall's health is reset, and all damage sustained by it is cleared.
The wall prevents all forms of invasion, physical or magical. It may only be passed through if destroyed.
Gifted Sigil: Venser marks an object with his magical signature, allowing him to manifest his powers through that object. He is also aware of what is occurring around the object, and can teleport to it instantaneously if required to. Only one object can be marked at a time, but one can be dismissed at any time, regardless of how far he is from it. The mark may also be placed on a person.
Spellblade: By channeling mana through an appropriate focus or medium, Venser can create a corporeal representation of a sword - an approximation to the ideal form of the blade. The sword's physical properties are in every way perfect, but its physical form is contingent upon Venser's will to keep it manifested in the material world.
Polymorph: A classic spell in any wizard's repertoire, Polymorph transforms any corporeal object or creature into another. The duration of the transformation depends on how radical a change is made between states, after which the object or creature reverts to its former state.
Eye of the Storm: Dismisses the seals that hold the energy in Venser's eye in check, causing it to flow uncontrollably into the world around him, saturating the environment with mana. As long as he remains in control, Venser can manipulate anything within this area at will, and his spells are amplified a thousandfold. However, the area that he has control over expands rapidly, and as the energy that he possesses is nearly infinite in nature, cannot be restrained unless he reactivates the seals on his eye, which makes controlling this for any period of time immensely difficult. Exerting control over this field of energy is also extremely detrimental to his mental state, and he is immediately fatigued, if not knocked out, whenever he reseals it.
Physical:
Venser isn't exactly a Olympian, but he's physically fit. He knows how to fight, though he hasn't had any formal training in martial arts. As much as possible, he avoids physical combat, since he knows that he doesn't have much of a chance against an experienced opponent. He does, however, know how to use a sword surprisingly well.
Equipment:
Venser carries a long steel-silver alloy knife in a sheath strapped to his belt. The knife is designed to be used for spellcrafting purposes, and has various runic patterns worked into its blade and hilt.
His robe/coat's inner pockets are modified with space-modulation enchantments, allowing him to lug around surprisingly large amounts of stuff without much effort.
Age: 24
Gender: Male
Species: Human
Appearance:
Venser wears a white shirt and black long pants (reminiscent of formal wear), covered by a close-fitting hooded dark blue-grey robe, which has runic patterns inscribed on it in silver thread. These are matched by leather gloves and combat boots, both enchanted for increased durability. Beneath his shirt, he wears a Kevlar-reinforced vest (acquired from a military warehouse he had the fortune to stumble upon in his travels).
Physically, he is 180 cm tall and weighs 65 kg. He has light grey hair and Caucasian features, with faded blue eyes. His right eye tends to glow when he's using magic heavily, due to the energy sealed in it. It is visible under normal circumstances as a runic circle revolving around his iris.
Personality:
Venser is calm, detached, and not very social even at the best of times. He's civil enough to chat and interact with others on a casual basis, but the only thing he's really interested in is knowledge. To him, people are only worth as much as they know, and his ability to read minds helps him to gauge people accordingly.
Fittingly, he is highly intelligent and well-read, and considers his mind to be his finest weapon. He isn't above making use of the minds of other people, either - it'd just be a waste of information otherwise.
History:
An alumnus of the Academy of Arcanis, Venser spent his days as a student honing his skills in mental magic, and learning as much as he could about the schools of magic that it was linked to.
During the course of his research, Venser's curiosity led him to uncover a conspiracy to siphon off the magical powers of everyone in the Academy before killing them, set in motion by the principal himself, as a means of bolstering his own abilities.
Venser knew he couldn't allow this plot to succeed, as it would mean certain death for more than nine thousand people - but as he was the only one aware of it, and the only one willing to believe it, he had to stop it single-handedly, or die trying.
After a long, protracted battle of subterfuge and deception, Venser eventually exposed the principal's homicidal plan, and believed that he had saved the Academy from meaningless death. In an act of desperation, the headmaster activated the spell that would have given him near-godlike powers - had Venser not broken his neck in time.
The spell had already been activated, however, and the flow of magical energy from everyone in the Academy could not be contained by a corpse. In order to prevent the deaths of his fellow students and beloved teachers, Venser forcibly disrupted the foundations of the draining spell, halting the flow of energy immediately. This also resulted in massive magical feedback due to the amount of energy that had already been drained, which would become unstable and explode if left unattended, destroying most of the Academy and killing everyone anyway.
In a last ditch attempt to contain the overflowing energy, Venser created a makeshift seal using his own eye as a physical shell. Unfortunately, the vast amount of power involved was simply too much for him to handle, and he lost control of it, causing a massive mindpurge that rendered the other inhabitants of the Academy comatose. He would soon come to realise that that hadn't been the only effect of sealing it within himself. The truth of the matter was that his mortal form was simply insufficient as a vessel for the energy - it overflowed out of him like water out of a glass full to the brim.
When he came to, he searched the Academy for anyone who might have survived the outburst, but found only bodies sleeping with their eyes wide shut. Placing each and every one of the students and teachers into stasis cells, he began to come to terms with his new reality. Having killed the previous master of the Academy, he was now the technical successor of the title, and had command over the Academy's functions and facilities. By regularly channeling the excess energy within him into the Academy's core, he could keep himself stable while ensuring that the school stayed aloft, buying him time to research the nature of his condition, and devise a plan that would allow him to heal the minds of those he had unwittingly silenced.
[tbc]
Abilities:
Mind Vision: Venser is able to see into the minds of others at will, allowing him access to their thoughts. The depth to which he can see into their minds depends on how intensely he is concentrating on that person.
This ability is active to a lesser extent even when Venser isn't actively focusing on a person, hence he is able to subtly sense the emotions and thoughts of people in the area around him.
Magic Manipulation:He didn't spend 10 years in magical education for nothing.
Skills:
Negate: Interferes with the magical energy of a spell or spell-like ability, causing it to fail.
Illusion Manipulation: Venser is able to project completely realistic illusions into the real world. He can create any image he can think of, and can sustain illusions as long as they remain within a 500 meter radius of him.
Persuasion:Venser can issue orders that the subject will attempt, to the best of their ability, to accomplish.
Shroud: Venser channels mana around himself, creating a field that deflects both the perceptions of people and rays of light, reducing his visibility both physically and spiritually.
Induce Paranoia: Venser amplifies doubts and fears within a subject's mind, causing dark thoughts to overwhelm them momentarily. The subject cannot take aggressive actions or use skills and abilities offensively while so affected.
Psychic Purge: Venser forcefully scours a subject's mind of all constructive thoughts, preventing him or her from using skills or abilties for a period of time. The process also damages the subject's mind, causing him or her to take heavy mental damage.
Twincast: Duplicates another spell or ability, allowing Venser to control his own version of the spell or ability.
Pain Suppression: Venser suppresses the pain sensors of his mind, reducing the extent to which he experiences pain. Reduces damage taken by a large percentage, and decreases his susceptibility to other magical effects.
Banish: Unbinding the magical restraints that keep summoned beings in the corporeal world, Venser can send them back to whichever plane of existence they were on before being bound to this one.
Phase: Venser takes on an ethereal form, becoming unbound from the corporeal world until he chooses to return to normal. While in this form, he appears as a translucent, hazy outline to corporeal observers, and levitates several centimeters off the ground. He is not impeded or affected by physical phenomena while ethereal, though he cannot interact physically with the world either.
æther Slide: Tranlating himself across the æther Grid, Venser can instantaneously transport himself to any location that he can see from his current position.
Somnolence: Sends targets within 50 m into a magically-induced sleep, in which they are unaware of anything occurring around them. People thusly affected usually reawaken within 1 to 2 hours.
Wall of Denial: Summons a large, semi-sentient wall to serve as a barrier.
Mana Cost: 40
Wall of Denial
Dimensions: 100m by 150 m by 1 m, may be shrunk to fit confined spaces, and shaped to fit the caster's needs
The wall is infused with protective magic, preventing it from being targeted by either magical or physical means. Spells directed at it are deflected, crosshairs or targeting systems aimed at it find themselves wandering wildly off course.
It appears as a semi-transparent barrier with faintly shimmering runic markings moving across it.
At the beginning of each of Venser's turns, the wall's health is reset, and all damage sustained by it is cleared.
The wall prevents all forms of invasion, physical or magical. It may only be passed through if destroyed.
Gifted Sigil: Venser marks an object with his magical signature, allowing him to manifest his powers through that object. He is also aware of what is occurring around the object, and can teleport to it instantaneously if required to. Only one object can be marked at a time, but one can be dismissed at any time, regardless of how far he is from it. The mark may also be placed on a person.
Spellblade: By channeling mana through an appropriate focus or medium, Venser can create a corporeal representation of a sword - an approximation to the ideal form of the blade. The sword's physical properties are in every way perfect, but its physical form is contingent upon Venser's will to keep it manifested in the material world.
Polymorph: A classic spell in any wizard's repertoire, Polymorph transforms any corporeal object or creature into another. The duration of the transformation depends on how radical a change is made between states, after which the object or creature reverts to its former state.
Eye of the Storm: Dismisses the seals that hold the energy in Venser's eye in check, causing it to flow uncontrollably into the world around him, saturating the environment with mana. As long as he remains in control, Venser can manipulate anything within this area at will, and his spells are amplified a thousandfold. However, the area that he has control over expands rapidly, and as the energy that he possesses is nearly infinite in nature, cannot be restrained unless he reactivates the seals on his eye, which makes controlling this for any period of time immensely difficult. Exerting control over this field of energy is also extremely detrimental to his mental state, and he is immediately fatigued, if not knocked out, whenever he reseals it.
Physical:
Venser isn't exactly a Olympian, but he's physically fit. He knows how to fight, though he hasn't had any formal training in martial arts. As much as possible, he avoids physical combat, since he knows that he doesn't have much of a chance against an experienced opponent. He does, however, know how to use a sword surprisingly well.
Equipment:
Venser carries a long steel-silver alloy knife in a sheath strapped to his belt. The knife is designed to be used for spellcrafting purposes, and has various runic patterns worked into its blade and hilt.
His robe/coat's inner pockets are modified with space-modulation enchantments, allowing him to lug around surprisingly large amounts of stuff without much effort.