This is a rough profile of the character I am currently using. It will be updated with more details later, so stay tuned wink .
Character’s Name: Seena Hoenheim
Race: Human
Age: 24
Place of Origin: Black Forest, Germany
Height: 5’6”
Weight: 130 lbs
Hair Color and Style: Straight, sandy brown, reaching to her upper back and styled in various ways at different times, but mostly just left down to flow as it may.
Eye Color: A deep, sapphire blue, but very few people have ever seen her true eye color. Projecting a change in light diffraction is among the easiest of illusionary techniques, and so, as a habit, her eyes are never their natural color. Lately, she has taken a liking to an eerie blood red color.
Distinguishing Features: A white doctor’s labcoat that she wears at all times, usually accented by a white shirt and jeans.
Fighting Style: Some talent in Ninjitsu, mostly just with the Shoge, and adept in her tribe’s acrobatic-based combat style called Tanz der Himmellicht, or Dance of Heaven’s Light.
Weapons: Shoge with ring counterweight, 4 inches in diameter. Quarterstaff with stainless steel double-edged spear-heads on each end.
Abilities: Seena is an illusionist, using two forms of magic to attack the opponent’s mind, causing various effects. -Eyes of the Mesmer - With eye contact she is able to establish a direct mental link and, through a combination of telepathy and hypnosis, impose various effects upon the victim’s mind. Once eye contact is lost, no new effects can be applied, but like hypnosis, the current effects remain until dispelled. Fearful Gaze - This skill causes a release of adrenaline in the victim’s mind, tensing muscles, faster blood flow, sweating, and an increase in natural, irrational thought; resulting in a perfect simulation of fear, regardless of whether the victim was actually afraid of her or not. While this may be beneficial to seasoned fighters at first, the longer it is in effect, the more drastic it becomes, until at five turns it climaxes into the chemical imbalance of panic. Cost: 10 energy a turn, Duration: 2 turns after last sacrifice (or loss of eye contact). Paralytic Gaze - The more drastic version of FG, causing a heavy release of adrenaline and several other hormones, resulting in an immense tensing of the muscles. Like a snake to a mouse, this technique renders the victim with limited mobility and function. Prolonged exposure (3 turns) results in severe cramps that do not dissipate with the rest of the spell. Cost: 30 energy a turn, Duration: 1 turn after last sacrifice (or loss of eye contact). Soothing Images - The exact opposite of F/PG, this technique causes the release of endorphins in the victim, relaxing and soothing pain, tension, and stress, but leaving the victim calm and drowsy. Prolonged exposure (5 turns) may cause the victim to fall asleep. Cost: 5 energy a turn, Duration: 3 turns after last sacrifice (or loss of eye contact). Prison of Dreams - The most potent of her gazes, this technique slowly takes control of the five senses, creating a dream world in which the victim experiences only what Seena desires. The duration is indefinite upon the first eye contact; thus, this technique can only be ended by Seena depleting her energy or being knocked unconscious/killed. There are five stages, each taking three turns to activate.
Stage 1: Prison of Mirrors - Seizing the sense of sight, Seena can create various illusions of persons or objects. Cost: 10 energy a turn. Stage 2: Prison of Caves - Seizing the sense of sound, Seena can add realism to her illusions and further drive her victim into dream-land. Cost: 20 energy a turn. Stage 3: Prison of Sewers - Seizing the sense of smell, Seena can add realism to her illusions and further drive her victim into dream-land. Cost: 30 energy a turn. Stage 4: Prison of Blood - Seizing the sense of taste, Seena can add realism to her illusions and further drive her victim into dream-land. Cost: 40 energy a turn. Stage 5: Prison of Swords - Seizing the sense of touch, Seena can bring her dream-land to life in the victim’s mind, making her illusions deadly. (“The body cannot live without the mind.”) Cost: 50 energy a turn. -Voice of the Siren - With a bit of magic, the ancient art of lyrics comes to life and, like the sirens of old, enchants those who hear it. Unlike her hypnotic gaze the effects of her songs only last as long as her voice. Serenade of Healing - A beautiful melody that drastically increases the body’s regeneration rate for all those that hear it. With enough intensity, it even holds the power to draw a departed soul back to its body. Heals 10% each turn, and an additional 1% for each 2 energy put into it. Cost: 10 energy to start, and base 2 energy to maintain. Serenade of Love - The legendary song of the siren that stole the hearts of men. Only the strongest of will and the hardest of hearts can resist falling deeply in love with the enchantress. Gender plays a role, but even women can be swayed to explore their curiosity, though not as readily as men. Cost: 20 energy to start, and 10 energy to maintain. Bat’s Reverb - A screech of animalistic proportions that pierces the eardrums and distorts the victim’s sense of balance. Cost: 30 energy to start, and 30 energy to maintain. Song of Dreams - A soft, soothing melody that relaxes those who hear it, causes heavy drowsiness, and quickly putting its audience to sleep. Cost: 20 energy to start, and 5 energy to maintain. Bolero of Pain - The most potent of her lyrics, this song is also a stage-based technique, attacking the nervous system directly and taking 3 turns to move on to another stage. Unlike the PoD, however, the stages are not progressive, and can be interchanged at the singer’s will. Unlike the previous songs, each verse takes 3 turns to wear off. Cost: 30 energy to start, and 10 energy to maintain.
Stage 1: Verse of Pain – The nervous system takes its first hit, shooting the standard “thousand needles” of pain through the body and within 3 turns, causes it to go completely numb. Stage 2: Verse of Congestion – The nervous system is assaulted at a break-point, causing an initial stench of rotting proportions and within 3 turns, causes the victim to lose his/her sense of smell. Stage 3: Verse of Blindness – The nervous system is assaulted at a break-point, causing a bright flash to consume the victim’s peripheral vision and within 3 turns, causes the victim to become completely blind. Stage 4: Verse of Wax – The nervous system is assaulted at a break-point, causing a painful screech similar to that of the Bat’s Reverb and within 3 turns, causes the victim to lose his/her sense of hearing. Stage 5: Verse of Vomit – The nervous system is assaulted at a break-point, causing a horrid taste to fill the victim’s mouth and within 3 turns, causes the victim to lose his/her sense of taste. Echo - A special note that allows her to reapply the song that she had just sang, but for half the cost, or in the case of a verse, extend its duration by two turns. An echo only lasts one turn and cannot be applied over a previous echo.
A Brief History: There are many mysteries surrounding the German Black Forest, and even today scientists have yet to unlock all its mysteries. Born to one such mystery, Seena Hoenheim was raised deep in the Black Forest by a tribe of cultists who kept themselves hidden through an ancient art of illusionary magic. For twenty years she trained and studied in all the arts of the clan, but she eventually became complacent and decided to go out on her own. Using the very magic the tribe employed, she ran from them, and began her journey around the world. During the next five years she explored many different countries, learning many things about the modern world and making a name for herself as a prominent medical specialist, as well as a brutal fighter.
Seena Brighteyes · Sat May 12, 2007 @ 05:31am · 0 Comments |