Post by YammaY on Feb 7, 2016 2:57:35 GMT
HUMANS
BASIC INFORMATION
Name: Aislin Blackwood
Aliases: (Self-explanatory)
Age: 21
Gender: Female
Class: Hybrid
Faction: Mage's Guild
Division: Enforcers
Rank: Magistrate
PERSONAL INFORMATION
Image: Here and Here
Appearance: Aislin stands at 5'6" (167 cm) and weighing 127 lbs (57.5 kg). The telltale signs she's a dhampir are unusually pale skin and sectoral heterochromia in both uses, that makes her eyes an unorganized mix of blue, green and brown. Her hair is cut into a jaw length bobcut with the bangs trimmed to just cover her forehead. She doesn't typically style it elaborately, just keeping it trimmed to maintain its current length. Her overall facial features and build are rather delicate and slender, something she tends to use to her advantage when playing cute or dumb. Her wardrobe and make-up tends towards what someone might call pastel goth, usually prominently featuring cotton candy-like colors and black, prominently. While she prefers fairly ornate clothes, usually, if on the job, she'll dress more sensibly. The occasional inclusion of crosses as accessories tends to further baffle people if they learn she's a dhampir.
Personality: Contrary to the neatly organized books, diagrams, and charts present in her Atelier, Aislin is a rather puckish individual. She's enjoys, in general, the habit of causing others discomfort in social situation, usually just by norm violation. She'll also flirt, play her sexuality ambiguously, and do just about anything to get a rise out of people for the sheer amusement of it and watching people react. That said, when it comes to be on the job, she's deadly serious about completing a task, even though she continues her normal behavior that tends to give her an air of trivializing her work. However, she sees any enforcer duties as a way of paying the bills and is primarily interested in academic work. For her, she just uses the enforcer work to pay for her schooling and the necessities like food and utilities. Outwardly, she likes to appear bubbly and airheaded enough that it seems like she could be unaware of any double entendres she makes.
She in fact, sees this way of interacting with people as mostly a way to pass the time. She's not much a people person actually, having grown accustomed to being rather reclusive in her personal life due to her childhood. She mostly goes in public to people watch and read with a good cup of tea or cocoa, or for necessities, and any conversations that result from that are incidental, with her trying to make them as amusing as possible for her. While she enjoys teasing and being a pain, she couldn't really be said to be antisocial however, she doesn't really intend ill will and sometimes isn't aware of the consequences of her actions, but gladly fesses up to them and tries to recompense or make the best of a bad situation.
Aislin tends to be pretty hard on herself when it comes to consequences of her actions. Even in situations that weren't necessarily her fault, she might feel guilt if her actions in someway contributed to the situation. The ensuing events the first time she came back from school are a prime example, but also the poor reputation she has among her fellow students in the guild. She blames herself for these for the most part, seeing her own actions being the primary reason for any hardships that ensued. The one exception is that see has rather low tolerance for the elitism of the guild of the prefers not to be associated with it. Between the Guild and her upbringing, she really has little tolerance for any dispute resulting from "superficial" things, or at the very least aspects of ones self that and individual has no control over. She's somewhat bitter that about the contradictory way her status and origin have been seen by people in her home town and in the guild, but usually doesn't feel like discussing it.
Aislin's hobby is mostly just reading. She mostly reads books or texts relevant to her academic studies, or BL manga, a hobby she fell into during her first year in the guild. Her frequent haunts are usually Libraries to find or order reading material, and cafes to go to read. Otherwise, she's perfectly happy curled up at home with a good book and either a good glass of wine or cup of tea (and maybe some cake with either).
History:
Aislin's circumstances at birth were unfortunate for a variety of reasons. She was born in the Northern Irish village of Crossmaglen in the midst of the Troubles. It also happened that Crossmaglen was primarily Catholic, and thus Republican, and had English Constabulary forces stationed there for quite some time, causing a ruckus on a variety of fronts. It didn't help then that Aislin was a dhampir, even less so that she had to hide it thoroughly, and then that the man who raised her was her was not her father, but a vampire who bit her pregnant mother. Thus with her mother non-present, as she fled town as soon as Aislin was born and she was sure she was cared for, and Aislin's "father" being a bachelor (and a wealthy one at that, being known only as a rich business man to the people of Crossmaglen, but being someone who arranged various deals in the world of vampire politics) as far as the townsfolk knew (and they would be right), Aislin's legitimacy was always in question in one form or another.
It wasn't that Aislin's "father" tried his hardest to be horrible, but he certainly wasn't properly equipped to be a father figure of any kind. Aislin often grew up more raised by a variety of caretakers that would be hired and mysteriously vanish. Cleverly, Aislin's father went out of his way to try and bring in protestant caretakers for his daughter so it wouldn't be quite so odd if they up and disappeared. Not so cleverly, this further disrupted the family's reputation in Crossmaglen, as until Aislin started school and started attending mass like everyone else (with her father notably absent), it was assumed they were protestant, which didn't really garner any good will towards the family. Even at the point where Aislin seemed to be making an attempt to be Catholic the villagers were rather suspicious.
Having the logic that a small child left to her own devices could be problematic, he started out looking for someone he could possibly turn into a bodyguard and playmate of sorts. Originally he'd been seeking out a young Loup Garou, but an associate had another option for him. He'd recently obtained a young Nightstalker who he found rather difficult to train, but seemed to be a strong fighter in her own and was willing to trade her off at a bargain rate, even more so for a friend. With a shrug, figuring one strong werewolf was as good as another (and a Nightstalker might be a better bodyguard against other members of the Court of Fangs), he took the pup in for the purposes of having a guard and playmate for his daughter.
Aislin, being something of a rather closed off child, preferring books or staying in and coloring to going out and playing with the other children, simultaneously welcomed and apprehended having a playmate, especially one a few years younger than her. The other children were rather well trained by their parents to be weary of their porcelain skinned classmate with the odd eyes and wealthy who had been reared by protestant nannies. As nice as she tried to be, she was always shunned by the other children, and it was all Aislin knew. The favorite excuse was that she thought she was better than everyone because she was rich, which Aislin didn't help herself in disproving by eventually giving up and withdrawing from her classmates, really only interacting with them when necessary and usually doing so with a forced smile.
Aurelia, as his father named the pup that had come into his hands, didn't grow with such prejudices put upon her and quickly became Aislin's friend, even as they're interests diverged greatly. They found they could always fall back on one another. Aislin's father called in his associate to help train the pup into an adequate bodyguard for his daughter, which was helped by the fact that Aurelia turned out to be much more athletically inclined and outgoing than the bookish and reclusive Aislin.
Life took a drastic change for Aislin around when he turned 14 or so. As of late, as she was growing up and certain changes were happening with her, she came to realize she wasn't attracted to boys at all, but found many of her female classmates rather cute (even as none of them would have anything to do with her). This was a bit of trouble for her to come to terms with and something she didn't really have a good outlet for yet. Her father was distant (and too self involved to be much good at practical advice on much of anything, having not bothered to explain puberty to her daughter until she was already surprised and terrified by blood appearing in her underwear for the first time), Aurie wasn't quite old enough to understand the whole ordeal yet (though she was as dutiful a friend as ever), and with the rumors already surrounding her, there were hardly any adults in the village she could turn to for advice. It was a rough time for Aislin as she tried to discover herself.
It was on a day when Aislin found herself trying to escape from things. She'd had an argument with Aurie about trying to get some time to herself that left them both a bit put out with each other (temporarily as all spats between good friends are). Aislin had just wanted to get out of the house and village long enough to put up with being glared at as she walked back home or have the composure to talk to Aurie again and make up. She eventually ended up in a bog a ways outside of the town and found a small cottage there. Curiosity got the best of her and she approached it to see who was inside. She found a woman only a bit older than Aislin herself, by three years at most who styled herself as a witch and tried to scare Aislin off, but Aislin found herself fascinated instead. She certainly felt no qualms with ostensible witchcraft considering her reputation couldn't get much worse, and at least this would add some credence to some of it. Aislin also felt oddly comfortable talking to the woman about the changes taking place with her, and after a few awkward, but rather intimate moments together after lessons started seeing each other not only as mentor and student but romantically.
Aislin's life became hectic, but she couldn't have been happier. She'd go to school and go to her lessons for magic the second the bell rang to let everyone out, remaining remarkably secretive from her father where she was going, but gushing to Aurie about on the promise of utter secrecy about it. After she learned some magic lessons and some time alone with her love she'd go home and help Aurie with homework, but started becoming vaguely concerned about the state Aurie was in by the time Aislin returned home. She tried asking, but was always deflected about it. This continued for about two years until Aislin went to the small hut on the bog as she would usually, and found it empty aside from a note that her mentor had gone to the Mage's Guild Metis Circle to train her skills further and that she had enjoyed her time with Aislin, but since she was pursuing her studies more academically, they'd have to break up. She left Aislin something amounting to a Grimoire of things she had taught her, which though a bit more scant than a great family tome of magical knowledge, to its credit had been painstakingly written down (by hand) to contain not only things Aislin had already learned, but more for her too learn. Heartbroken, Aislin ran home early that night and spent basically the entire night sobbing into her pillow until Aurie coaxed her way into the room to talk. Aurie by that time had grown a bit more mature and could talk to Aislin about it. After a long talk, Aislin resolved herself to go learn magic. She'd felt more at home learning magic in that hut on a bog than she ever had in her own home so she resolved to join the Mage's Guild and refine her technique.
Somewhat out of the blue (from her father's point of view) Aislin requested she go to the Guild to learn magic. Her father, not quite happy with the point to which Aurelia had been trained a a bodyguard yet, was against sending his daughter out into not only the world of Court of Fangs politics but mage politics, unguarded as of yet, and took quite a lot of convincing to let Aislin go. Eventually she did go for year, with Crossmaglen only hearing that a rich girl was going off to some fancy college in England. It took a lot of pulling strings and calling people including a Strigoi who was in debt to him, who happened to know a guy who knew a guy in the Guild who could get them enough of a recommendation to get Aislin as far as getting in. Everyone involved, however, doubted she'd get very far.
She found life a bit difficult, suddenly being in a big city and being exposed to much more refined magic and people than she was used too. She felt out of place at first, but found her groove. People sort of gave her odd looks and she still found people didn't want much to do with her, most of them thinking she would have been better off in the Viscucius sect than the main school at the Metis Circle, but she proved a good enough student that she gained something of a reputation as a tutor. She was still mostly alone and she desperately missed Aurie, but she was happy enough. Occasionally she sought solace with some of the girls she tutored, hoping to try and recapture some of the feeling she'd had when her mentor was around, but it never seemed to work out and mostly the relationships got broken off pretty quickly.
Aislin came home from school a person that was almost unrecognizable. Her sense of fashion was no longer girlishly conservative, but rather bright and flashy. She'd come into more confidence at school since any derision she felt was mild at worst, her simply being considered somewhat "unpopular" rather than someone to be outright avoided with all one's power. She also came back to find Aurie in a rather poor state, being run ragged by her trainer and being turned to drug use. It came to her attention that the more heavy training had been going on for quite some time, but until Aislin had left, Aurie had had her to rely on, the drugs becoming a coping mechanism. Aislin was wracked with guilt and felt heavily responsible for the state her friend was in and confronted Aurie's trainer, her father's associate. The confrontation escalated into an argument, then a fight, and in the heat of the moment, Aislin killed the man. Having learned her mistake about losing her temper there, she then hunted down Aurie's dealers and kept calm enough not to kill them, but definitely scared them stiff by playing the wicked witch with what knowledge she'd learned at school.
Aislin's father was somewhat put out that Aislin had killed his associate, which really wasn't good for his image in the realm of Court of Fangs politics and made it harder to grease gears when he needed to. He couldn't be too angry after learning the extent of the situation, which he'd been rather ignorant too, having been busy with his own affairs, and decided it was an acceptable punishment that when Aislin turned 18 she was to be totally out of the house and in charge of her own affairs, with just enough money to establish herself somewhere. However, she needed to be responsible for herself from there and could only be minimally in contact with her father. Given their distant relationship when she grew up, Aislin could hardly claim to be heartbroken about the arrangement, but did find it rather inconveniencing since she'd gotten a hobby for importing Japanese Yaoi manga, as well as her sense of fashion requiring a bit of money every now and then. Aurie was to go to school with Aislin and act as her bodyguard and servant from that point forward.
Once she turned 18, Aislin, seeking a new form of income started working as an enforcer with Aurie, though, admittedly, with Aislin's magical interests being more academic, Aurie was often the one who pulled more weight in any kind of combat. They still managed to keep up enough money to handle expenses for their day to day lives and have been for the past few years.
STATISTICS
Od: E (20)
Strength: F
Endurance: F
Agility: E
LOADOUT
Arma Maga:
Name: Kissing Nettle
Rank: E
Description: A 2 meter long whip tipped with a cartoon representation of a bat. The handle can filled with a potion which can then be injected or dispersed through the whip itself or injected through the bat at the end. The whip can also have mana run through it to controls its actions in addition to being controlled as a whip. When not in use, it can be wrapped around the waist and used as a fashionable looking belt, with the end of the whip appearing to be a cute accessory or charm.
Cost: 3 per post active
Equipments:
Name: Chemistry Set
Rank: E
Description: A set of beakers and vials and the sort that can be carried in a medium sized brief case. Includes a burner, beakers, vials, stirs, tongs and of course safety goggles and a box of disposable gloves.
Name: Chalk
Rank: E
Description: Basic Run of the Mill Sticks of Chalk
Name: Perfectly Pleasant Potions for Perfectly Pleasant Witches
Rank: E
Description: A Cobbled together and somewhat rudimentary Grimoire that really only basically fulfills the term without being anything better. Has some nice potions here and there, but it definitely limited in its range and any mage worth their salt will run out of new material in it within 15 years or so. At least it's a good starting point.
Uniforms:
N/A
CAPABILITIES
Skills:
Name: Magical Knowledge (Alchemy)
Description: The skill all magician's have, their knowledge of magic. This may range from all sorts of styles of magic imagined. This may include the traditional styles such as Onmyoudo, Alchemy, and Kabbalah. Others may not follow that mold and go about their own way. The rank of this skill determines how good you are at utilizing said magic style and will be a big factor in determining how well advanced you are within your specialized field. In order to cast a spell of a rank, this skill must at least have the same rank or higher.
Rank: E
Name: Atelier
Description: Every Magician has a place where they can devote themselves to research. A very personal space that many shouldn't attempt to enter without permission. The average Magician can set up a simple "workshop" for this purpose. This workshop allows a Magician to work without drawing too much attention from mere mortals. However, the supernaturally-inclined would still easily perceive its presence. To personalize an Atelier further would require a Magical Knowledge Skill.
Rank: E
Name: Scientific Knowledge (Chemistry)
Description: The general knowledge of how the world works. Whether it be biology, chemistry, physics, or etc. This knowledge is what allows humanity to advance forward in technology as they further understand how the universe functions and figure out how to exploit it. E rank would be training and experience in their chosen field, while D rank would be a professional in that field – ranks above these would be those who are the rising stars and prodigies of their areas.
Rank: E
Name: Scientific Knowledge (Botany)
Description: The general knowledge of how the world works. Whether it be biology, chemistry, physics, or etc. This knowledge is what allows humanity to advance forward in technology as they further understand how the universe functions and figure out how to exploit it. E rank would be training and experience in their chosen field, while D rank would be a professional in that field – ranks above these would be those who are the rising stars and prodigies of their areas.
Rank: E
Abilities:
Name: Monstrous Heritage
Description: Humans with supernatural essence that has been connected with their bodies. They are capable of supernatural abilities connected with the creature they share essence with through whatever means. By allowing oneself to submerge himself or herself to such monstrous influence may soon lead to them becoming monstrous themselves.
Rank: E
Name: Magical Manipulation
Description: The ability to cast Magic. One must be born to use it. With this ability, the world can be manipulated to the degree of one's knowledge and affinity in Magic. This ability ranks up with one's own Mana Statistic. All Magicians must have this ability or they cannot cast anything. That said, they must have this ranked up to at least same rank of the desired spell they wish to cast.
Rank: E
Spells/Techniques:
Name: Dragon's Bile
Recipe: Petroleum Jelly, Tree Sap, Alcohol, Sulfur, Corn Starch
Description: A napalm like substance that tends to be highly reactive and ignite when acted upon with great force.
Rank: E
Cost: 4
Type: Potion
Name: Titan's Blood
Recipe: Blood, Alcohol, Ephedrine, Caffeine, Fruit Juice
Description: Gives two plus modifiers to strength for four posts at a full dose of 200 ml.
Rank: E
Cost: 4
Type: Potion
Name: Mandrake's Scream
Recipe: Mandrake Root, Ergot, Datura, Alcohol, Mint
Description: A hallucinogen that causes severe tinitus for duration of a few minutes (one post in mission) to two hours (five posts in mission) depending on the dosage, a full dose being 200 ml, the lowest effective dose being a few drops.
Rank: E
Cost: 4
Type: Potion
MONSTROUS HERITAGE
Lineage: Vampire - Court of Fangs
Generation: Post-1945
History: A bit of an odd case as Aislin's vampirism stems from her mother being bitten late enough in the pregnancy that she had developed to be primarily human, but the vampirism ended up turning her into a dhampir.
Synchronization: Aislin is relatively well synchronized and manages her craving for blood fairly well. Usually by feeding off her friend/servant/bodyguard Aurelia or simply finding sources that willingly donate blood. Happens to make a good cocktail mixer too, as it turns out.
Weaknesses:
Name: Stake to the Heart
Description: A vampire's weakness to a wooden stake or holy item to the heart
Name: Crossing Large Bodies of Water
Description: A weakness to crossing large bodies of water. For Aislin, regardless of the method of transportation, this is a highly uncomfortable process that causes her a great amount of stress and physical discomfort. She's also incredibly prone to air sickness when crossing water and sea sickness just about any time.
Associated Traits:
Name: Lair
Description: While most vampires are territorial, Court of Fangs vampires tend to be more possessive of their own piece of land. They give off an aura that infects a given area, thus marking that place their own personal territory. Their very own lair. Anyone, who is more supernaturally inclined, is able to sense someone is occupying the place and that they are likely to not be wanted. That said, the owner of the territory tends to be strengthened while those uninvited are weakened. Each rank has its established range and the number of modifiers to be assigned. These modifiers can be alternatively +'s or -'s on the same rank, but can be assigned for the territory's owner or against the invaders respectively.
E: 2 modifiers. Range of a small room.
D: 3 modifiers. Range of a small apartment.
C: 4 modifiers. Range of a house.
B: 5 modifiers. Range of a small neighborhood.
A: 6 modifiers. Range of half a city block.
S: 7 modifiers. Range of a city.
Rank: E
Name: Whisper
Description: Hypnosis that induces subtle suggestions in the target. Requires the vampire to look into a victim's eyes in order for this to work. So as long as nothing is drastic, the target will follow whatever commands the vampire gives.
E: A very small, even trivial "favor" can be forced on the average human victim. Spanning from opening a simple door or holding an object. The words spoken from the Whisperer's mouth would not be doubted, unless direct evidence presents itself.
D: Victim, still with the average human, can be made to tell little secrets about themselves. Nothing too drastic, nor nothing too embarrassing either.
C: The average joe is starting to crack and will begin to be forced to do some actions that would most likely pin him as a jerk. Still nothing too drastic either. However, the Whisperer's words become even more influential that it requires the most incriminating evidence to dispel its affects. But a whack in the head is usually enough to undo it anyway.
B: The point when one's Whisper ability has become high enough to force the average victim to commit some crimes of murder, arson, and larceny.
A: The words of the Whisperer is near-absolute. The average victim will almost always follow what is being said and mostly would take it at face value. Even some of the most incriminating evidence probably may not get through his head, unless there is even more drastic emotional connection of sorts. This clearly requires tougher minds to break free of such influence.
S: The Whisperer is God to poor old Joe. A whack in the head is not enough to dispel it. This requires deeper treatments of meditation and/or Magic in order to make a full recovery.
Rank: E