Post by deadlock on Sept 26, 2011 17:03:40 GMT -5
Cbox Name:Enkashi
Nicknames:Nemo, Enkashi, Veia/Vaya
Main Account: The Broodmother
Who else do you play?: The Broodmother, Ember, Deadlock, Lucast, Hydra
Category: OC
Name: Venefi Silentine (Vinnie)
Alias: Nokomis (Moondaughter, if you prefer)
Age: 16
Ranking: Hero
Physical Appearance: Vinnie is five feet, four inches tall, and weighs about a hundred and ten - She's a scrawny teenager with vibrantly purple hair that just... grows that way, and quite quickly. If she shaved her head, it'd grow to hip length in a month's time - she must cut it a little bit almost daily to maintain comfortable length - its just a Silentine thing. She keeps her hair back length, two forelocks bound into ponytails ending bound into red pouches.
She takes a good deal of care in her appearance - Her hair is well-cared for and shines, her face is clean, and while she doesn't wear makeup, she is quite beautiful, though a bit undernourished looking. Unless it is her blood, she stays clean - its the magic at work. She has a prominent scar on her forehead - the mark of the Pariah appears as a chakra dot encircled by two upward-pointing curved horns, right in the middle of her forehead and impossible to hide, the flesh red and indented inward where she was marked.
Venefi's idea of comfortable clothing
Her "Riot Gear" ammounts to... well, pretty much every item she's made. Her robes are white with red trimmings (think white mage) with a flap over the front between her legs and behind over her rear, with a skintight white suit, full of red sigils, thickest near the legs. She's got fingerless red leather gloves, splashed with a great deal of black and white sigils, with red combat boots, similarly decorated. She keeps a length of rope rolled over her shoulders, with several small weighted heads over her chest on carabiners, two on each side. There is a leather strap on her back for the wodden staff she carries on her back. There are a variety of pouches of various shape and size situated on her chest, hips, wrists, and thighs, containing all kinds of neat stuff. She's always got her white tigress mask on - its part of her riot gear, after all, and much of the other stuff is still present, though largely hidden by her hood.
Personality: Stern of demeanor, stout of spirit, quick the mind and sharp the tongue, Vinnie is thoughtful, warm, and honest at her best, cruel tongued and cold as the void at her worst. She is not innocent and pure of heart, but like a precious stone covered in ash, she is good beneath the shell.
By the standards of the Silentine clan, Vinnie is a black sheep, a wayward child of the line that takes altogether too much after her late great grandmother - after all, it was she who had first dibs on the girl!
Vinnie has a tendency to see herself as superior to normal people, men in particular - a side effect of her upbringing in a caste-based matriarchal society. Bad as her prejudice is, she at least treats those she considers beneath her with civility, as a good noble might treat a peasant. Even at its worst in her, it's TLC compared to her mother, who keeps human slaves, executing at the slightest offense.
Compared to mum and Silentine society proper, Vinnie is a kind-hearted, sweet child. By american standards, she's an arrogant, stone-cold bitch by degrees. She'll save a life without thought for her own safety and go to great lengths to save even somebody she despises, then viciously tear into them with her lashtongue for being so damn foolish. She *likes* human culture - it's a lot... friendlier than her native one.
The armor she wears every day, the armor of her personality, conceals a troubled youth with destiny of a clan on her shoulders, and she doesn't even know it.
Powers/Abilities:
Silentine Changeling: Vinnie is a changeling - like others, she can use special masks, animal pelts, and trinkets to assume other forms. Unlike other changelings, she assumes a form that is her own and unique to her - no other changeling, even with the same item, could assume the exact same form, a power inherited on her mother's side from unto the first generation of her family line. Clothes and objects she is carrying merge into her form when she uses such an item to shapeshift.
Silentine Enchantment: Vinnie's bloodline has a good deal of magic in it, which she can use to change how things work, using specific mystic sigils, not precisely spells, but potent nonetheless. Simple enchantments that are powered by her energies can be done pretty quickly, but permenant items that have their own energy, like changeling trinkets or similar, aren't out of the question (though making these is more difficult).
-----Sigil of Force: She can scribe sigils that create physical force. She gets to decide the exact nature of the force - it can create a shield (like a barrier on a car, or a containment seal), cause something to move (to move a large boulder, for example), or create directional force (jump-pad, anyone?) etc.
-----Leyline: To extend her reach, she can create specific, invisible lines of power that transfer her energies via prepared lines of power that flare to life on contact to transfer her power to sigils.
-----Sigil of Light: Should be self-explanatory - it creates light of a nature she dictates. It isn't ultraviolet - wouldn't do shit to a vampire - but it does what she says and can have quite a long life without her contact, once charged.
-----Sigil of Fire: A difficult sigil to master, it creates specific ammounts of flame of a color, size, and intensity she decides upon creation. It's... touchy.
-----Life Sigil: The difficulty of a fire sigil has nothing on the complexities of a life sigil. These call healing energies, naturally, in varying degrees. The sigils themselves require a bit of healing knowledge to use properly...
-----Changeling Trinket: Making your own trinkets is important for a changeling. An amulet, a treated pelt, a feather talisman, a ring, a mask... a transformational object can take any of these shapes or more. It holds a single shape, and is made with something of the original creature - hair, a bone, etc.
I'm your witch, Damn you!: In her culture, witches occupy the highest social order, charged with looking after the normals beneath her. Some do this, some don't. Vinnie's great grandmother was one of the ones who played Shepard, and the streets were cruel as hell. Vinnie knows a thing or two about looking after the hurts of those who get themselves into trouble. She's a passable healer with knowledge of all sorts of remedies and medicines, and though this particular field isn't her specialty, it is a lifeskill she finds great use for even in this world, and one the Crone stressed heavily, and greatly assists in the use of the Life sigil.
Longevity: She'll live to be a several hundred years old - she won't stay forever young, mind, she'll just have an extra long period of old age in good health. What did you expect of a line of witches?
Quicksilver Tigress: She's good at her tiger form - she knows it well from a lot of use. As a housecat, her regal motions are little more than adorable, difficult to take seriously, but... there it is. Human translation? Sweeping strikes with the fists, hammering blows, pouncing, grappling, and biting with sharp girl-teeth. She fights dirty when it comes right down to it!
Blackfeather Raptor: As a raven, she's good on the wing - most changelings fortunate to use a flying animal talisman tend to be. Flying is a lot of fun! She can get up to a good turn of speed and fly better than even a born raven, and because she's so familiar, no natural bird can best her, in the air or as a rat. Ever seen a rat kick the shit out of an owl? In human shape, she's not flustered by falling and instinctively knows how to make herself fly with enchantments that allow for it.
Fitness: From the tiger, she learned endurance. From the Raven, she learned agility and speed. From the rat she learned to think on her feet. From the cat, she became an acrobat. In this regard, she is not superpowered, but she's damn close. She's a slippery customer in a melee.
Parkour: The Silentine sanctuary is a labyrinthine dimensional pocket, a sprawling city of a sort in which the youths run free. For the youths of the witch-city, this is the best way to get around. Compared to that, the cities native to this world are child's play. You may ask yourself, what use would this be to a girl who can run on walls and ceilings? Oh, you poor, doomed child...
Equipment:
Crystals: Something about crystals makes them able to readily hold magical charges and store energy in the short run. A pocketful of polished quartz stones is no co-incidence.
Raven Feather Talisman: A changeling trinket bound into her hair as a hairband of sorts. It lets her take the form of a raven. Her raven form is large - about the size of a vulture, with silver feathers on the left wing. A person using this trinket can still talk while transformed. The raven, despite its size, isnt all that dangerous in a fight.
Mask of the Tiger: This trinket, a passable rendition of a white tiger's roaring visage. It was made by her great grandmother ages ago. As a tigress, she's a bit on the slender side, but she's quick above powerful, her left foreleg silver just a bit past the elbow. The tiger's skull is in the mask, kids. Tigers are agile, strong predators with sharp claws and sharper fangs.
Ratskull Ring: Transforms the wearer into a black rat. The ring is made from an ironcast rat's skull and lower jaw. Like the rest of her forms, her front right leg is silver, with beady little green eyes. Underestimate a rat's ability to get places and squirm around madly at your own peril.
Cat's Bell: A simple bell trinket that comes on a collar. It holds a housecat's form. The bell itself is unremarkable - a simple silver object with a bit of round bone in the bulb. As a kittie, she's small and grey, rather unremarkable, with, like her tiger form, a silver foreleg.
Force Gloves & Force boots: A little creativity goes a long way. Sure, she can't alter how a sigil works once inscribed, but she can change which sigils are activated with a bit of clever design and vary the power put into a sign. Inscribed in black, sigils of force tuned to push can let her gently or forcefully apply repulsing force and 'leaguestep' - move in great bounds, enduring great falls with no ill effect. Inscribed in white, sigils of attraction can let her hold fast to the ground or other surface. With an attracting force upon the boots, her body is pulled against the surface she is clinging to with them, letting her walk safely and comfortably up any surface and across any ceiling as if gravity were in her personal favor. Naturally, can't do both at once on a single limb... but she can split it up as she likes - its a bit like crossing your eyes. The sigils of repulsion are big enough to bear her aloft, but it's... quite difficult unless she's using all four limbs to do it. Force gloves and force boots are still usable when she's shapeshifted, when applicable, the sigils appearing on the animal's fur.
Blast Disc: Vested with an especially violent fire sigil, these discs go boom. About the size of a tea plate each, they stack in her pocket. She can set these to set these to timers by infusing them with a large charge of energy or of course detonate them via leyline. Inert in other forms
Flash Disc: Using this, she can of course create light - flashes or glows, donchaknow. Like blast discs, these are teaplate sized. Inert in other forms
Repulsion Disc: These collapsing discs, unrolled to the size of a pizza stone, collapse to a triangular eight-circle. Unfurled, she can make these force sigil-enchanted discs support a great deal of weight. A little practice and some boldness, she can use it to get airborn, especially in conjunction with her spiderboots, but their use isn't limited to just this. Inert in other forms.
Stickdiscs: Naturally, these use an inverted force sigil to stick two things together.
Barrier: With an energy charge stored in a central crystal,, she can toss this baseball-sized pyramid. Midair, with a *SHING!* springs push it open like a large caltrop. It pulls and secures to the ground, and projects a five foot by five foot half circle barrier. It works great as instant cover! Long as it doesnt break n'stuff, she can pick it up and use it again, no trouble. Inert in other forms.
Light Crystal: Produces a good bit of light when she uses it. She can make pleasant, helpful light of a pale blue color, or intense, blinding light, depending on how hard she tries. Inert in other forms.
Healing Crystals: Crystals delicately prepared with an intricate life sigil. Grasping the Amethyst healing crystal, she can heal fleshwounds, mend bruises, and fix bones tenderly together. These items can leave her possession and still work if she gives them a charge, or she can use them continually, of course.
Protection Robes: The primary piece of this robe is a white jacket with red trimming, homemade with a wide-brimmed hood, broad sleeves, and a sash on the front and back to protect her hips. What's beneath this is a skintight, sigil-strewn body suit, protecting everything but her face. The robe-jacket is sturdy of construction, enchanted with force sigils that make it as good a protection as swat body armor laced with ceramic plates, and the robes dampen force a great deal. The robe works even when she's transformed.
Leyline Cord: An ingenious 50-foot rope that is protected with force sigils that make it stronger than inch-thick steel that can conduct her energies along its length. Its strength and and ability makes it useful. There are a variety of weighted heads she can fasten to it, inscribed with different sigils. It and its heads are inert when in another form.
----Sticky Head: Acts as a sort of omnidirectional grappling hook, made with a force sigil.
----Blast Head: A neat little number that creates a blossom of hot flame, made with a fire sigil.
----Flash Head: BWAAAH! It can make a blinding flash, of course with a red light sigil.
----Concussion Head: This one has a general outward-pushing force sigil, for throwable whupass without all the fire and death business of a blast head.
Chalk: You'd be shocked what she can do with a box of omnisurface chalk.
Chalk Staff of Sigils: Made of oak and force-fortified, this staff has a chalk cartridge on one end, with which she can scribe sigils quickly, and another end with a force sigil built into its very shape - a repulsion sigil, in particular. She can use it to create blasts of force for use in self defense.
Psychological Flaws:
She is prejudiced against the male sex - she feels they are vastly inferior, knuckledragging morons. In Silentine culture, men are slaves for brute labor, ill suited to anything else. She has serious issues taking a male teacher seriously, for example - her respect for a man is hard-earned.
Vinnie is also prejudiced against people without powers - where she comes form, they are the lower caste, born to serve those with magic or just stay out of the way. She was always friendly to Normals, and remains as so, but she can come off as patronizing, and doesn't see fit to apologize about this. People with powers are SO OBVIOUSLY SUPERIOR, it isn't a question in her mind. Anybody who says different is just an idiot.
Nokomis isn't easy to get along with - humanity in this world and people from her world look at things quite differently. It's endearing to her how nice people are, but she's not nearly so nice. She speaks her mind, tells the truth, and boogers to anybody who takes offense at it.
She's addicted to shapeshifting - its uncomfortable in the breathless little painful spaces between shapes, sure, but imagine being a tiger for a day? Taking to the raven's wing? Learning all the secret places only rats know? Running the alley with the thrill of the cat's hunt? She knows these things. The prospect of being stuck in a single form is akin to claustrophobia for her. She can't stand being stuck for long. She's likely to turn into a raven on her lunchbreaks, or skive off by turning into a rat and exploring the school.
Physical Flaws:
If she's out of energy, she's weak as a kitten. This is the price of powers like hers. Being completely exhausted of her energy dampens her physical abilies worse than sleep deprivation.
Vinnie needs her sleep. She's NOT good at staying up long hours, see - if she's up real late playing hero, she is liable to pass out in class. Makes her something of a weekend/lunchbreak/prime time heroine!
Without her neat stuff, she's a mere mortal with magic in her blood. Come to that, she's a scrawny girl - quick, sure, and aggro, certainly, but still not all that strong, physically.
Vinnie is tough, but she is a small girl and a little fragile. Her body breaks like anybody else.
Other Flaws:
Without the energy to power them, her items are USELESS.
Quartz and other crystals of similar nature can store her powers. She can use them for this purpose, but used against her, they could potentially drain her powers if she feeds them with energy, on purpose or by accident. She doesn't need to give her energy to it, she can stop it if she catches such a drain in time and doesn't mind having the bit touched by the crystal being inert and unpowered.
Brief History: Born under prophetic stars, it was divined that she would be a great witch, the greatest in a thousand years in the fruition of time, foretold to bring her clan into new prosperity.
She was never told this.
Appropriate to tradition, as soon as she could walk, she was made to fend for herself on the streets of the Silentine sanctuary among lessers who would try to hurt and use her. Her early childhood taught her strength and compassion - she quickly became a figure of power among the petty street gangs, known as a fearsome little girl, for she, unlike her numerous siblings, had her powers from birth. She used them to bring the street gangs of the sanctuary to heel.
Her great grandmother saw the prophecy in this - it was as foretold! At 10 years of age, Vinnie was taken on by the Crone, who gave her the title Nokomis - Moondaughter, and set to teaching her. The acolyte showed startling potential, and in three years she had become as powerful as a witch twice her age, and all before her sisters had so much as a spark of magic. She owned the street with this ever-growing talent and good nature.
This was problematic for the older witches who sat astride the power of the Sanctuary. Few of them had believed in the prophecy, and fewer still were willing to accept it as fact. Wicked and twisted were many in the Grand Coven, grown complacent in their rulership, but they could do nothing to harm the girl - to do so would invoke the retribution of all, such the laws of the sanctuary dictated. The Matara, chiefest among them and Vinnie's mother, bides her time.
Still ignorant of her destiny, Vinnie flourished, and so did the youth of Silentine under her unofficial rule. At fifteen, the only witches as strong as her were in the Grand Coven, and still she was growing! The elders were afraid of her and her rule over the youth of the streets - she owned the sanctuary, and their society was spiraling out of their control. They pleaded with the Matara, and she ordered her own grandmother to be tried for deliberately training a witch to overthrow the govornment... for which the penalty was death, all to provoke Nokomis into action.
The injustice of this sparked a civil war - The Crone was well loved by the youth of the city, whether the accusation was true or not, let alone Nokomis's own rage at this heinous act that robbed her of the only hero she ever had, the only mother she ever knew. Some sided with the prophesied youth, but most believed the old lies. An army of street gangs, lower castes, and a few gutsy witches were no match for the combined might of the multitudes of the Silentis, the Grand Coven, and the Metara herself.
In the end, Nokomis was captured after losing a duel with her mother. Even in this victory, the Matara could not help but be proud of her daughter, and killing her was not to be thought of - despite it all, the Matara loved her traitorous daughter. However... such a threat to her rule could not exist in the sanctuary.
Before the Grand Coven, in front of all her defeated friends and solemn enemies, with tears in her mother's eyes, she was found guilty of high treason, deemed responsible for the murder of the multitudes that died in the civil war she 'caused', and was labeled a pariah, sentenced to be exiled forever from the fold of her clan.
Even as the mark was carved into her forehead, Nokomis never broke eye contact with her mother or cried out. Before she was sent away, before the ritual of banishment was completed, her last words as blood from the fresh mark of the pariah ran over her face, were...
"I will return."
Now... she's here.
Reason for being on AM: Peto Verum in Mens Quod Somes. (to look for truth in mind and body). Her powers are useful, and she is putting their usefulness to use in her own brand of justice-dealing. She eventually wants to go back home and put right all that her mother has wronged... but she's not nearly strong enough yet.
Sample RP:
Theme Songs:
((It really, really fits, if you look at the translation of the lyrics))
Nicknames:Nemo, Enkashi, Veia/Vaya
Main Account: The Broodmother
Who else do you play?: The Broodmother, Ember, Deadlock, Lucast, Hydra
Category: OC
Name: Venefi Silentine (Vinnie)
Alias: Nokomis (Moondaughter, if you prefer)
Age: 16
Ranking: Hero
Physical Appearance: Vinnie is five feet, four inches tall, and weighs about a hundred and ten - She's a scrawny teenager with vibrantly purple hair that just... grows that way, and quite quickly. If she shaved her head, it'd grow to hip length in a month's time - she must cut it a little bit almost daily to maintain comfortable length - its just a Silentine thing. She keeps her hair back length, two forelocks bound into ponytails ending bound into red pouches.
She takes a good deal of care in her appearance - Her hair is well-cared for and shines, her face is clean, and while she doesn't wear makeup, she is quite beautiful, though a bit undernourished looking. Unless it is her blood, she stays clean - its the magic at work. She has a prominent scar on her forehead - the mark of the Pariah appears as a chakra dot encircled by two upward-pointing curved horns, right in the middle of her forehead and impossible to hide, the flesh red and indented inward where she was marked.
Venefi's idea of comfortable clothing
Her "Riot Gear" ammounts to... well, pretty much every item she's made. Her robes are white with red trimmings (think white mage) with a flap over the front between her legs and behind over her rear, with a skintight white suit, full of red sigils, thickest near the legs. She's got fingerless red leather gloves, splashed with a great deal of black and white sigils, with red combat boots, similarly decorated. She keeps a length of rope rolled over her shoulders, with several small weighted heads over her chest on carabiners, two on each side. There is a leather strap on her back for the wodden staff she carries on her back. There are a variety of pouches of various shape and size situated on her chest, hips, wrists, and thighs, containing all kinds of neat stuff. She's always got her white tigress mask on - its part of her riot gear, after all, and much of the other stuff is still present, though largely hidden by her hood.
Personality: Stern of demeanor, stout of spirit, quick the mind and sharp the tongue, Vinnie is thoughtful, warm, and honest at her best, cruel tongued and cold as the void at her worst. She is not innocent and pure of heart, but like a precious stone covered in ash, she is good beneath the shell.
By the standards of the Silentine clan, Vinnie is a black sheep, a wayward child of the line that takes altogether too much after her late great grandmother - after all, it was she who had first dibs on the girl!
Vinnie has a tendency to see herself as superior to normal people, men in particular - a side effect of her upbringing in a caste-based matriarchal society. Bad as her prejudice is, she at least treats those she considers beneath her with civility, as a good noble might treat a peasant. Even at its worst in her, it's TLC compared to her mother, who keeps human slaves, executing at the slightest offense.
Compared to mum and Silentine society proper, Vinnie is a kind-hearted, sweet child. By american standards, she's an arrogant, stone-cold bitch by degrees. She'll save a life without thought for her own safety and go to great lengths to save even somebody she despises, then viciously tear into them with her lashtongue for being so damn foolish. She *likes* human culture - it's a lot... friendlier than her native one.
The armor she wears every day, the armor of her personality, conceals a troubled youth with destiny of a clan on her shoulders, and she doesn't even know it.
Powers/Abilities:
Silentine Changeling: Vinnie is a changeling - like others, she can use special masks, animal pelts, and trinkets to assume other forms. Unlike other changelings, she assumes a form that is her own and unique to her - no other changeling, even with the same item, could assume the exact same form, a power inherited on her mother's side from unto the first generation of her family line. Clothes and objects she is carrying merge into her form when she uses such an item to shapeshift.
Silentine Enchantment: Vinnie's bloodline has a good deal of magic in it, which she can use to change how things work, using specific mystic sigils, not precisely spells, but potent nonetheless. Simple enchantments that are powered by her energies can be done pretty quickly, but permenant items that have their own energy, like changeling trinkets or similar, aren't out of the question (though making these is more difficult).
-----Sigil of Force: She can scribe sigils that create physical force. She gets to decide the exact nature of the force - it can create a shield (like a barrier on a car, or a containment seal), cause something to move (to move a large boulder, for example), or create directional force (jump-pad, anyone?) etc.
-----Leyline: To extend her reach, she can create specific, invisible lines of power that transfer her energies via prepared lines of power that flare to life on contact to transfer her power to sigils.
-----Sigil of Light: Should be self-explanatory - it creates light of a nature she dictates. It isn't ultraviolet - wouldn't do shit to a vampire - but it does what she says and can have quite a long life without her contact, once charged.
-----Sigil of Fire: A difficult sigil to master, it creates specific ammounts of flame of a color, size, and intensity she decides upon creation. It's... touchy.
-----Life Sigil: The difficulty of a fire sigil has nothing on the complexities of a life sigil. These call healing energies, naturally, in varying degrees. The sigils themselves require a bit of healing knowledge to use properly...
-----Changeling Trinket: Making your own trinkets is important for a changeling. An amulet, a treated pelt, a feather talisman, a ring, a mask... a transformational object can take any of these shapes or more. It holds a single shape, and is made with something of the original creature - hair, a bone, etc.
I'm your witch, Damn you!: In her culture, witches occupy the highest social order, charged with looking after the normals beneath her. Some do this, some don't. Vinnie's great grandmother was one of the ones who played Shepard, and the streets were cruel as hell. Vinnie knows a thing or two about looking after the hurts of those who get themselves into trouble. She's a passable healer with knowledge of all sorts of remedies and medicines, and though this particular field isn't her specialty, it is a lifeskill she finds great use for even in this world, and one the Crone stressed heavily, and greatly assists in the use of the Life sigil.
Longevity: She'll live to be a several hundred years old - she won't stay forever young, mind, she'll just have an extra long period of old age in good health. What did you expect of a line of witches?
Quicksilver Tigress: She's good at her tiger form - she knows it well from a lot of use. As a housecat, her regal motions are little more than adorable, difficult to take seriously, but... there it is. Human translation? Sweeping strikes with the fists, hammering blows, pouncing, grappling, and biting with sharp girl-teeth. She fights dirty when it comes right down to it!
Blackfeather Raptor: As a raven, she's good on the wing - most changelings fortunate to use a flying animal talisman tend to be. Flying is a lot of fun! She can get up to a good turn of speed and fly better than even a born raven, and because she's so familiar, no natural bird can best her, in the air or as a rat. Ever seen a rat kick the shit out of an owl? In human shape, she's not flustered by falling and instinctively knows how to make herself fly with enchantments that allow for it.
Fitness: From the tiger, she learned endurance. From the Raven, she learned agility and speed. From the rat she learned to think on her feet. From the cat, she became an acrobat. In this regard, she is not superpowered, but she's damn close. She's a slippery customer in a melee.
Parkour: The Silentine sanctuary is a labyrinthine dimensional pocket, a sprawling city of a sort in which the youths run free. For the youths of the witch-city, this is the best way to get around. Compared to that, the cities native to this world are child's play. You may ask yourself, what use would this be to a girl who can run on walls and ceilings? Oh, you poor, doomed child...
Equipment:
Crystals: Something about crystals makes them able to readily hold magical charges and store energy in the short run. A pocketful of polished quartz stones is no co-incidence.
Raven Feather Talisman: A changeling trinket bound into her hair as a hairband of sorts. It lets her take the form of a raven. Her raven form is large - about the size of a vulture, with silver feathers on the left wing. A person using this trinket can still talk while transformed. The raven, despite its size, isnt all that dangerous in a fight.
Mask of the Tiger: This trinket, a passable rendition of a white tiger's roaring visage. It was made by her great grandmother ages ago. As a tigress, she's a bit on the slender side, but she's quick above powerful, her left foreleg silver just a bit past the elbow. The tiger's skull is in the mask, kids. Tigers are agile, strong predators with sharp claws and sharper fangs.
Ratskull Ring: Transforms the wearer into a black rat. The ring is made from an ironcast rat's skull and lower jaw. Like the rest of her forms, her front right leg is silver, with beady little green eyes. Underestimate a rat's ability to get places and squirm around madly at your own peril.
Cat's Bell: A simple bell trinket that comes on a collar. It holds a housecat's form. The bell itself is unremarkable - a simple silver object with a bit of round bone in the bulb. As a kittie, she's small and grey, rather unremarkable, with, like her tiger form, a silver foreleg.
Force Gloves & Force boots: A little creativity goes a long way. Sure, she can't alter how a sigil works once inscribed, but she can change which sigils are activated with a bit of clever design and vary the power put into a sign. Inscribed in black, sigils of force tuned to push can let her gently or forcefully apply repulsing force and 'leaguestep' - move in great bounds, enduring great falls with no ill effect. Inscribed in white, sigils of attraction can let her hold fast to the ground or other surface. With an attracting force upon the boots, her body is pulled against the surface she is clinging to with them, letting her walk safely and comfortably up any surface and across any ceiling as if gravity were in her personal favor. Naturally, can't do both at once on a single limb... but she can split it up as she likes - its a bit like crossing your eyes. The sigils of repulsion are big enough to bear her aloft, but it's... quite difficult unless she's using all four limbs to do it. Force gloves and force boots are still usable when she's shapeshifted, when applicable, the sigils appearing on the animal's fur.
Blast Disc: Vested with an especially violent fire sigil, these discs go boom. About the size of a tea plate each, they stack in her pocket. She can set these to set these to timers by infusing them with a large charge of energy or of course detonate them via leyline. Inert in other forms
Flash Disc: Using this, she can of course create light - flashes or glows, donchaknow. Like blast discs, these are teaplate sized. Inert in other forms
Repulsion Disc: These collapsing discs, unrolled to the size of a pizza stone, collapse to a triangular eight-circle. Unfurled, she can make these force sigil-enchanted discs support a great deal of weight. A little practice and some boldness, she can use it to get airborn, especially in conjunction with her spiderboots, but their use isn't limited to just this. Inert in other forms.
Stickdiscs: Naturally, these use an inverted force sigil to stick two things together.
Barrier: With an energy charge stored in a central crystal,, she can toss this baseball-sized pyramid. Midair, with a *SHING!* springs push it open like a large caltrop. It pulls and secures to the ground, and projects a five foot by five foot half circle barrier. It works great as instant cover! Long as it doesnt break n'stuff, she can pick it up and use it again, no trouble. Inert in other forms.
Light Crystal: Produces a good bit of light when she uses it. She can make pleasant, helpful light of a pale blue color, or intense, blinding light, depending on how hard she tries. Inert in other forms.
Healing Crystals: Crystals delicately prepared with an intricate life sigil. Grasping the Amethyst healing crystal, she can heal fleshwounds, mend bruises, and fix bones tenderly together. These items can leave her possession and still work if she gives them a charge, or she can use them continually, of course.
Protection Robes: The primary piece of this robe is a white jacket with red trimming, homemade with a wide-brimmed hood, broad sleeves, and a sash on the front and back to protect her hips. What's beneath this is a skintight, sigil-strewn body suit, protecting everything but her face. The robe-jacket is sturdy of construction, enchanted with force sigils that make it as good a protection as swat body armor laced with ceramic plates, and the robes dampen force a great deal. The robe works even when she's transformed.
Leyline Cord: An ingenious 50-foot rope that is protected with force sigils that make it stronger than inch-thick steel that can conduct her energies along its length. Its strength and and ability makes it useful. There are a variety of weighted heads she can fasten to it, inscribed with different sigils. It and its heads are inert when in another form.
----Sticky Head: Acts as a sort of omnidirectional grappling hook, made with a force sigil.
----Blast Head: A neat little number that creates a blossom of hot flame, made with a fire sigil.
----Flash Head: BWAAAH! It can make a blinding flash, of course with a red light sigil.
----Concussion Head: This one has a general outward-pushing force sigil, for throwable whupass without all the fire and death business of a blast head.
Chalk: You'd be shocked what she can do with a box of omnisurface chalk.
Chalk Staff of Sigils: Made of oak and force-fortified, this staff has a chalk cartridge on one end, with which she can scribe sigils quickly, and another end with a force sigil built into its very shape - a repulsion sigil, in particular. She can use it to create blasts of force for use in self defense.
Weaknesses
Psychological Flaws:
She is prejudiced against the male sex - she feels they are vastly inferior, knuckledragging morons. In Silentine culture, men are slaves for brute labor, ill suited to anything else. She has serious issues taking a male teacher seriously, for example - her respect for a man is hard-earned.
Vinnie is also prejudiced against people without powers - where she comes form, they are the lower caste, born to serve those with magic or just stay out of the way. She was always friendly to Normals, and remains as so, but she can come off as patronizing, and doesn't see fit to apologize about this. People with powers are SO OBVIOUSLY SUPERIOR, it isn't a question in her mind. Anybody who says different is just an idiot.
Nokomis isn't easy to get along with - humanity in this world and people from her world look at things quite differently. It's endearing to her how nice people are, but she's not nearly so nice. She speaks her mind, tells the truth, and boogers to anybody who takes offense at it.
She's addicted to shapeshifting - its uncomfortable in the breathless little painful spaces between shapes, sure, but imagine being a tiger for a day? Taking to the raven's wing? Learning all the secret places only rats know? Running the alley with the thrill of the cat's hunt? She knows these things. The prospect of being stuck in a single form is akin to claustrophobia for her. She can't stand being stuck for long. She's likely to turn into a raven on her lunchbreaks, or skive off by turning into a rat and exploring the school.
Physical Flaws:
If she's out of energy, she's weak as a kitten. This is the price of powers like hers. Being completely exhausted of her energy dampens her physical abilies worse than sleep deprivation.
Vinnie needs her sleep. She's NOT good at staying up long hours, see - if she's up real late playing hero, she is liable to pass out in class. Makes her something of a weekend/lunchbreak/prime time heroine!
Without her neat stuff, she's a mere mortal with magic in her blood. Come to that, she's a scrawny girl - quick, sure, and aggro, certainly, but still not all that strong, physically.
Vinnie is tough, but she is a small girl and a little fragile. Her body breaks like anybody else.
Other Flaws:
Without the energy to power them, her items are USELESS.
Quartz and other crystals of similar nature can store her powers. She can use them for this purpose, but used against her, they could potentially drain her powers if she feeds them with energy, on purpose or by accident. She doesn't need to give her energy to it, she can stop it if she catches such a drain in time and doesn't mind having the bit touched by the crystal being inert and unpowered.
Brief History: Born under prophetic stars, it was divined that she would be a great witch, the greatest in a thousand years in the fruition of time, foretold to bring her clan into new prosperity.
She was never told this.
Appropriate to tradition, as soon as she could walk, she was made to fend for herself on the streets of the Silentine sanctuary among lessers who would try to hurt and use her. Her early childhood taught her strength and compassion - she quickly became a figure of power among the petty street gangs, known as a fearsome little girl, for she, unlike her numerous siblings, had her powers from birth. She used them to bring the street gangs of the sanctuary to heel.
Her great grandmother saw the prophecy in this - it was as foretold! At 10 years of age, Vinnie was taken on by the Crone, who gave her the title Nokomis - Moondaughter, and set to teaching her. The acolyte showed startling potential, and in three years she had become as powerful as a witch twice her age, and all before her sisters had so much as a spark of magic. She owned the street with this ever-growing talent and good nature.
This was problematic for the older witches who sat astride the power of the Sanctuary. Few of them had believed in the prophecy, and fewer still were willing to accept it as fact. Wicked and twisted were many in the Grand Coven, grown complacent in their rulership, but they could do nothing to harm the girl - to do so would invoke the retribution of all, such the laws of the sanctuary dictated. The Matara, chiefest among them and Vinnie's mother, bides her time.
Still ignorant of her destiny, Vinnie flourished, and so did the youth of Silentine under her unofficial rule. At fifteen, the only witches as strong as her were in the Grand Coven, and still she was growing! The elders were afraid of her and her rule over the youth of the streets - she owned the sanctuary, and their society was spiraling out of their control. They pleaded with the Matara, and she ordered her own grandmother to be tried for deliberately training a witch to overthrow the govornment... for which the penalty was death, all to provoke Nokomis into action.
The injustice of this sparked a civil war - The Crone was well loved by the youth of the city, whether the accusation was true or not, let alone Nokomis's own rage at this heinous act that robbed her of the only hero she ever had, the only mother she ever knew. Some sided with the prophesied youth, but most believed the old lies. An army of street gangs, lower castes, and a few gutsy witches were no match for the combined might of the multitudes of the Silentis, the Grand Coven, and the Metara herself.
In the end, Nokomis was captured after losing a duel with her mother. Even in this victory, the Matara could not help but be proud of her daughter, and killing her was not to be thought of - despite it all, the Matara loved her traitorous daughter. However... such a threat to her rule could not exist in the sanctuary.
Before the Grand Coven, in front of all her defeated friends and solemn enemies, with tears in her mother's eyes, she was found guilty of high treason, deemed responsible for the murder of the multitudes that died in the civil war she 'caused', and was labeled a pariah, sentenced to be exiled forever from the fold of her clan.
Even as the mark was carved into her forehead, Nokomis never broke eye contact with her mother or cried out. Before she was sent away, before the ritual of banishment was completed, her last words as blood from the fresh mark of the pariah ran over her face, were...
"I will return."
Now... she's here.
Reason for being on AM: Peto Verum in Mens Quod Somes. (to look for truth in mind and body). Her powers are useful, and she is putting their usefulness to use in her own brand of justice-dealing. She eventually wants to go back home and put right all that her mother has wronged... but she's not nearly strong enough yet.
Sample RP:
Theme Songs:
((It really, really fits, if you look at the translation of the lyrics))