________Personal Identification
Name: Meissa (Miyamoto Bastet)
Age: 15
Race: Human
• Can unlock one [1] class-specific skill. This acts as having one [1] rank in that skill.
Physical Description: 5'3", 120 lbs., female. A form of albinism leaves her with snowy hair and complexion, leading her to cover up in robes whenever possible. Her dark blue eyes are almost always hidden behind a blindfold or some other kind of eyewear. Her standard outfit is a white cloak over a set of black reinforced clothing and a blindfold made of a strip of black cloth with subtle blue embroidery.
Fears: Being unmoored from something she can call "normal", powerlessness in a situation where she sees a path to a better resolution, things that defy explanation.
Personality: Straightforward and direct, with a demeanor that could be generously described as "grumpy". She's not particularly disposed toward humor. She is very concerned with respect being shown to people she thinks have earned it, though she doesn't particularly care much for most formalized hierarchies. Those who have worked with her find it difficult to say whether she's a slave to innovation or simply unpredictable.
History:
tab A woman from the former Sand Village during the Era of Division. During her time there, she accumulated prestige and power in equal measure, serving as the guinea pig for their ANBU program, raising a crop of students, and eventually succeeding her uncle as Kage. After a few years in power, she passed her duties on to a successor named Ayame and began pursuing activities that would have been difficult in her previous role, though she officially remained an active part of the military structure.
tab Throughout her career she was considered an expert in seals and personally sealed Bijuu several times, on occasion even being summoned to other lands to perform the rites. She was a central player in many of the Sand's interactions with the UHV, which is to say that she often found herself in pitched combat with them, including the failed invasion of the Sand by the UHV's "Star" divison. Of the major incidents that occurred in the Wind Country over the years, she was involved in resolving almost all of them, from the attack of sentient pollen monsters, to an attempted coup by a group of undying cultists, to naval excursions off the southern coasts, to the various invasions by the UHV and other miscellaneous entities. Her non-combat position in the military's hierarchy was "Head of Research and Development", but her activities under that title were a mystery to anyone outside the department in question. She had a few students over the years and found great satisfaction in helping them grow into people she could trust to protect the Village if she had to leave. Yet, for all the happiness it gave her to see her students succeed, losses hit her even harder, gradually driving her away from the role of teacher.
tab Unlike her professional life, her personal life was fairly calm. Her family maintained a fairly expensive piece of property on the outskirts of the Sand's residential district, where she spent much of her time isolated in the family workshop, her personal study, or tending to a small gaggle of cats. Her skills as a tailor and a creator of pseudo-spiritual marbles called "Variable Marbles" meant she never wanted for distractions. When those didn't suffice, she would head out into the desert and start mining, at first for materials and later for lost ruins. Her discovery of the tomb of a Ninshuu Sage marked the start of a spree of fairly high-profile discoveries of cultural artifacts across the world. The artifacts that she uncovered were numerous, including a necklace of magatama that were exceptionally powerful proto-Variable Marbles and the petrified remains of some titanic humanoid creatures buried near the coast of the Wind Country. She was eventually anointed a Sage of Ninshuu herself for her discoveries, but that was pretty much the only thing she retained from all her discoveries, as she elected to send everything but the magatama necklace back to their home countries. The saint's body was sealed into a small shrine at the heart of the residential district.
tab All of that goes to say her romantic life was nonexistent and her social life wasn't much better. Familial interactions weren't much more common; over the course of her career she adopted a few orphaned children, some of whom went on to be fairly successful in the military and civilian spheres. While she wasn't what could be called a "warm" mother figure, she did a competent enough job to ensure her kids were happy. She was also known to go around solving minor issues that developed in the village--such as littering--and taking on students at random intervals. Despite not being a puppeteer, she was the owner of a shop dealing in puppets and puppet accessories, which came about when she looked at the simplistic puppets of the day and decided she could make a mint manufacturing them. All told, she lived a surprisingly relaxing life.
tab She disappeared shortly after the beginning of what came to be called the Era of Attention. The exact circumstances of her disappearance are uncertain and made only more confusing when she showed up in the modern day, now younger and lacking many of the skills she'd developed over the course of her lifetime. For multiple reasons, she now goes by the name of Meissa.
Personal Attributes:
- • Overflowing Chain: Meissa can choose to redirect her prodigious mana recovery to the creation of a semi-liquid jewel containing up to 50 Mana. Once created, this jewel can be handled like a standard physical object with the consistency of stone but with an odd tendency to ripple when touched. It can also be placed in orbit around a part of her body, where it will stay until directed otherwise. If consumed, the jewel will burst into an easily-swallowed liquid, restoring its Mana capacity in either Mana or Stamina to the the consumer. Up to 20 of these jewels can exist at any one time. Once at least 10 are in existence, they can be manipulated at will within 30 meters of Meissa and can be used to attack or defend, consuming Mana from the bead(s) as necessary. The maximum capacity of each bead is increased by 50 and the maximum number of beads increases by 5 every two ranks starting at D.
• Queen's Right: Meissa can embed the jewels from the Overflowing Chain into objects. After at least one post, she then can retrieve the jewel to gain highly-detailed knowledge of the item and its contents (if any), though her understanding of this new knowledge is limited to concepts she is already familiar with (i.e. she wouldn't be able to figure out how a piece of totally alien technology works, but she may be able to recognize familiar aspects about it). A representation of any object Meissa has analyzed in this way can be recreated in perfect detail by temporarily transforming a jewel from the Overflowing Chain, allowing it to be picked apart and researched as if it were actually present.
• Unconventional Thinker: +1 Discipline Point.
• [Survival] Native of the Wind: In areas suffering from water scarcity, high winds, sandstorms, and/or other desert-like conditions, Meissa's Survival skill is treated as being two points higher.
• [Knowledge (Arcane, Engineering)] Overflowing Senses: Meissa can extend her senses to any number of the jewels of the Overflowing Chain and cause them to actively carry information to and from the user. This allows her to gain sensory information as though she were actually interacting with an object even when that would be dangerous (such as tasting for poison or testing if something is hot). If a jewel is embedded in another entity (be it object or person) she can perceive things from its point of view. As a side-effect of this ability, entities with a jewel embedded into them can communicate with each other mentally until the jewel is removed. These effects only persist as long as she remains within 3 meters of the target.
• [Knowledge (Arcane, Engineering)] Meditative Dowsing: By meditating, Meissa can feel the general direction and distance of any artifacts within the same thread.
• Custom Style Contest, 2nd Place Reward: +1 PA, +1 Discipline Point
tab • (PA) Void Spirit: Possessing mana that disturbs spirits less than others, Meissa can interact with spirits of any element, not just those matching her own elemental affinities.
tab • (Discipline) Savior to the Fallen (Locked until C-Rank): See below.
• Custom Evo Contest Entry (10 entries): +10 free slots, +1 Greater PA.
tab • White Canvas: Meissa is able to draw on the elemental affinities of spirits she has contracted with, becoming temporarily able to use techniques of their element. She gains 10 slots and can fill them with techniques of any element, with the limitation that they are only able to be used when she is contracted with a spirit possessing the same element.
________Capabilities
Experience Rank: D (3725/5000)
E-Rank
• Passive: 200 EXP
• Learn a Technique (x3): 300 EXP [-]
• Learn a Technique (x3): 300 EXP [-]
D-Rank
Classes:
- • Medium (Wood)
• (Second class at C-rank)
• (Third class at A-rank)
Disciplines:
- • Investor - Shaman: Shamans are a strange sort, in some ways less human than any channeler, for they are in tune with the natural spirits of the world. Creatures of the natural elements, of concepts that existed before the age of man. Like other Mediums, a Shaman is able to summon forth Shikigami through the use of rituals. Unlike the other types, however, a Shaman conjures forth the raw spiritual energy of the natural world to fill their Dolls. When summoning a spirit to fill the doll a Shaman generates a number between one and one hundred [1 - 100] to determine the strength of the spirit that inhabits it. [1 - 30] grants an E - ranked spirit. [31 - 60] will summon a C - rank, while [61-80] brings forth a B - rank spirit. A - ranks are summoned at [81 - 95], and the most powerful of spirits are summoned at [96 - 100], as they are S - rank in strength. The elemental that is summoned can only be of the element the Shaman possesses, and a number is generated equal to the number of elements possessed (excluding Maruton) to determine which element it is. This includes combination elements through bloodlines. Due to the positive nature that Sprites showcase the Shaman finds their positivity helps stave off the influence of Corruption, reducing all three [3] Corruption Types by one [1] for every five [5] summonings that take place successfully. Read Medium rules for more information on controlling Shikigami.
• [Custom Medium Discipline] Totemic Sculptor: A strange sort of medium that calls on the remains of monsters to imbue the entities they call forth with the abilities those monsters possessed. By affixing parts taken from monstrous beings to a focus, the medium is able to add traits the monsters had to the entity that inhabits that focus at a rate of one trait per part affixed. At base, two parts may be attached to a focus, increasing by one part per additional Discipline Point put into this discipline.
• [Custom Medium Discipline] Savior to the Fallen (Locked until C-Rank): A narrow specialization of Medium, a Savior to the Fallen is able to forge contracts with spirits that have been worn down and works to restore them to their full glory. These spirits, being unstable, rely on their Savior and permanently reside in a shikigami; they thus function closer to a familiar than a typical contracted spirit (see the spoiler below for more details). This spirit can cast any spells of its element or Shaman spells its Savior knows up to its rank. If it lands a finishing blow on another spirit, it can consume part of its foe to increase its abilities, making itself more "whole". Consuming a spirit at or above its rank will cause the damaged spirit to increase its rank by one.
tab • To determine if a spirit is damaged: Roll a 10-sided die. If the result is 1, the spirit is damaged and can be made into a familiar. For each additional time this discipline is taken, the maximum number of spirit familiars the user has access to increases by one.
Overview:
Once contracted, a Shard Familiar is granted two [2] Attribute points that can be assigned much like stats from characters to grant them unique abilities. Whenever the Shard Familiar ranks up, it gains another two [2] Attribute points to allocate. In addition, it can add an element possessed by one of the spirits it consumed to its own.
Stats
• Power → Grants a physical boost to the familiar. Starting out anywhere from six inches to two feet in height, the Familiar gains an additional foot in height every point above two [2] that it has. Furthermore, after [4] points, the Familiar gains a number of Proficiency Points and Stages of Learning equal to a Warrior or Titan of half the Medium's rank (i.e. If the Medium is B-rank, the Familiar would gain the slots of a D-rank Warrior or Titan). Familiars with high Power often are brutish, large, and simplistic in design, such as armadillos.
• Agility → Grants a physical boost to the creature, making it faster and harder to hit. Starting out able to move about as fast as any creature of its size, and with two [2] limbs for movement, for every point above two [2] another pair of limbs may be added. Ergo, to make a humanoid familiar, three [3] points would be needed to maintain a pair of arms and legs. Furthermore, for each pair of legs the creature can run and maneuver faster, doubling per point spent. Size will limit speed the same way it does in real life. Familiars with high Agility often have lots of legs or tentacles with twisted shapes, though its malleable nature means this isn't necessarily the case.
• Intelligence: Ranging from one [1] to six [6] Intelligence determines the ability for the Familiar to think like a person. One [1] is like an animal, a pet, while six [6] grants human level intelligence. At one [1] Intelligence, the Familiar has [1] activation per post. At four [4] and six [6] points, the Familiar gains an additional activation that can be used the same ways as any other character, capping at three [3]. Familiars with high Intelligence tend to look closer to humanoid in shape, with modifications that make them look not human, such as a ball of fire with robes orbiting it where the abdomen would be.
• Mana: Determines the Familiar's ability and wellspring of natural Mana. For every point of Mana that it has the Familiar gains fifty [50] energy points to allot between Mana and Stamina. Furthermore, for every point above two [2] in Mana attained the Familiar is granted five [5] Spell slots which may be split as desired between Arcanist and Illusion spells. Familiars with high Mana content tend to be of strange composition or appearance, such as a small trail of crystals or a small galaxy replication.
Once contracted, a Shard Familiar is granted two [2] Attribute points that can be assigned much like stats from characters to grant them unique abilities. Whenever the Shard Familiar ranks up, it gains another two [2] Attribute points to allocate. In addition, it can add an element possessed by one of the spirits it consumed to its own.
Stats
• Power → Grants a physical boost to the familiar. Starting out anywhere from six inches to two feet in height, the Familiar gains an additional foot in height every point above two [2] that it has. Furthermore, after [4] points, the Familiar gains a number of Proficiency Points and Stages of Learning equal to a Warrior or Titan of half the Medium's rank (i.e. If the Medium is B-rank, the Familiar would gain the slots of a D-rank Warrior or Titan). Familiars with high Power often are brutish, large, and simplistic in design, such as armadillos.
• Agility → Grants a physical boost to the creature, making it faster and harder to hit. Starting out able to move about as fast as any creature of its size, and with two [2] limbs for movement, for every point above two [2] another pair of limbs may be added. Ergo, to make a humanoid familiar, three [3] points would be needed to maintain a pair of arms and legs. Furthermore, for each pair of legs the creature can run and maneuver faster, doubling per point spent. Size will limit speed the same way it does in real life. Familiars with high Agility often have lots of legs or tentacles with twisted shapes, though its malleable nature means this isn't necessarily the case.
• Intelligence: Ranging from one [1] to six [6] Intelligence determines the ability for the Familiar to think like a person. One [1] is like an animal, a pet, while six [6] grants human level intelligence. At one [1] Intelligence, the Familiar has [1] activation per post. At four [4] and six [6] points, the Familiar gains an additional activation that can be used the same ways as any other character, capping at three [3]. Familiars with high Intelligence tend to look closer to humanoid in shape, with modifications that make them look not human, such as a ball of fire with robes orbiting it where the abdomen would be.
• Mana: Determines the Familiar's ability and wellspring of natural Mana. For every point of Mana that it has the Familiar gains fifty [50] energy points to allot between Mana and Stamina. Furthermore, for every point above two [2] in Mana attained the Familiar is granted five [5] Spell slots which may be split as desired between Arcanist and Illusion spells. Familiars with high Mana content tend to be of strange composition or appearance, such as a small trail of crystals or a small galaxy replication.
Archetype: Mystic
• [2] additional Spell slots (E, D; total +4 slots)
• Half [.5] rank increase to spiritual strength (E; total +0.5 rank)
• [5] Mana reduction to cost of Spells and Spiritual attacks (minimum of [5])
Stats:
- Power: 2
Agility: 3
Intelligence: 4
Mana: 5
Default Casting Method: Vocal/Somatic, Magic Circles
Stamina Pool: 150
Mana Pool: 350
- Materialization: Blue-black text of unidentifiable origin that clings to her skin. When agitated, characters will congregate around her eyes, ears, and fingertips, and in very extreme states of upset may even appear on her breath.
Elements:
tab • Wind
tab • Earth
Reductions:
- • Arcanist Spells: +1 learned/paragraph
Evolutionary Traits (Evo's):
• Blindsight || 2
→ When vision is impaired by any means, including simply closing one's eyes, the character can "see" in monochrome in all directions up to one hundred [100] meters per Experience Rank. This is an automatic process that sees through any non-living material up to one [1] meter thick. This effect can be activated at any time without blockage by paying five [5] Mana or Stamina, at which time the eyes' colors reverse. This may be maintained as long as desired.
• Mana Font (x3) || 2 (6)
→ Born with a natural font of mana within you, begin with a passive bonus that increases all mana regeneration by one [1] step. If regeneration is normally impossible then gain a passive regeneration of fifteen [1] mana per post. Normal restoration rules trump this base.
• Skilled Practitioner || 2
→ Selecting this Evo immediately grants access to two [2] Skills otherwise locked to another class or race. Not only can these now be invested in, but the Skill Practitioner gains one [1] Skill Point at every Experience rank. This can only be selected once [1x].
Skills ► [13 // 13]
- • [Human] Hunting, Monsters: 1
• [Skilled Practitioner] Systematic Repair (Puppets): 1
• [Skilled Practitioner] Functional Adaptation: 1
• Gathering: 2 (-1 paragraph)
• Farming: 1 (-1 paragraph)
• Survival: 3 (-1 paragraph, +1 minor personal attribute)
tab • Know how to properly perform CPR, and have a basic knowledge of common medicines.
tab • Knows the right type of fire for different uses. Can identify poisonous mushrooms. Accurately determine north from position of the sun, and can locate constellations at night. Can make basic items like baskets and rope with little effort, and know now to stave off heat and cold.
• Knowledge (Arcane, Engineering): 5 (-5 paragraphs, +2 minor personal attributes)
Proficiencies ► [03 // 03]
________Possessions
Repertoire:
- • Arcanist Spells: 08 // 12
• Illusionist Spells: 00 // 03
• Stages of Learning: 00 // 00
• Medium Spells: 08 // 08
• Free Slots: 00 // 10
• {Ability Type}: 00 // 00
• {Ability Type}: 00 // 00
Inventory:
- • Senbon x30
• Reinforced Clothing [ D-Ranked, Scale 5 ]
• Backpack
• Skinning Knife
• Oiled Waterskin
• Blanket
• Bedroll
• Journal x2
• Pen x2
• Weather Clothing
• Mess Kit
• Sewing Needle
• 890 Ryou
• Instructional disks: Shield of Quills, Spiral Sphere, Aerial Rebuke, Sand Prison Burial, Sand Coffin. [-]
• Steel combat wire (Segments: 28m, 2m) [-]
________Library
Starting Technique:
- • [C/-/-] Silent Steps (Starting technique)
Void:
- • [E/-/-] Shadowing Stealth [-]
• [E/-/-] Flash Bomb [-]
• [E/-/-] Illusion Clone [-]
• [E/-/-] Shapeshift [-]
• [E/-/-] Quick Escape [-]
• [E/-/-] Substitution [-]
• [E/X/-] Barrier Shatter [-]
• [E/-/-] Feigning Sleep [-]
• [X/X/-] String Reeling [-]
• [X/X/X] Roof Tile Shuriken [-]
• [X/X/X] Toothpick [-]
• [X/X/X] Act of Tree Walking [-]
• [X/X/X] Act of Water Walking [-]
• [X/X/X] Release [-]
• [X/X/X] Pattern Links [-]
Wind:
Earth:
Medium: