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Rave

Basic Description: feline Lightbearer

Abilities:

Innate Ability: Laser Light – Rave has an Innate Ability that allows her to conjure blasts of light with ease. Typically, these blasts are almost exclusively heat and visible light, inducing burns and blinding, with comparatively little in the way of kinetic energy in the mix. Previous to her recent quarter-fusing with Copernicus, she would channel her magic either into simple lasers, small bangs of lights that surrounded her fists for extra burn damage, or “shotgun” blasts that scattered out and were particularly effective at blinding enemies or hurting them at close range.

Martial Artist – Rave is an incredibly skilled Martial Artist, particularly in the fields of punches and kicks. She’s always had a knack for physical altercations, honed her instincts through street brawls before meeting John, and has been steadily practicing since.

Quarter Elemental – The world’s first, at least as far as John or anybody he knows is concerned about. She has gained the ability to conjure hard-light constructs (just claws for the moment), and generally, her Spellpower and Mana were boosted tremendously. These boosts manifest fully when Copernicus melds with her. The cat features she has now are, inherently, magical. The tail is made from mana and not really attached to her body and the ears are hair woven into the shape (but nonetheless functional) – only the eyes are a genuine change on a physical level. Whether they can be undone or suppressed remains to be seen.

Mana Regeneration: Breathing and Light – Rave regenerates mana either through breathing techniques, which she can’t do while her aura is active, or by absorbing ambient light. Natural light, particularly sunlight, is a lot more effective than artificial light.

Typical Strategy:

Rave relies primarily on instinct to win her battles. While that does get her in trouble quite often, it has to be admitted that her instincts are a sharp tool. Particularly when she is supported by an external beat, such as music via headphones, Rave’s constant assault of fluid martial arts and sudden spells keeps her enemies on edge. Her defensive capabilities are few, but she has the speed and power to make up for it via dodging and countering.

Engagements with Rave are typically short. If her steady aggression doesn’t cause a winner to crystallize due to sheer power difference, any stalemate will be broken via her using Copernicus’ Unleash to throw a supercharged attack at her opponent.

Notable Items:

Mithril Bodysuit – A new and already heavily damaged bodysuit. It disguises itself as a pair of shoes which each hold a low-level Artificial Spirit core. Once activated, living material covers the entirety of Rave’s body, eating whatever clothes she may be wearing at the time. That’s a bit inconvenient on the clothes side of things, but it beats being uncomfortable in combat or only having jeans as her protection.

The fight with Ehtra has damaged one of those cores and it may be necessary to replace the thing entirely after just one (admittedly heavy) engagement.

Nathalia

Basic Description: volcanic dragon goddess

Abilities:

Goddess of Volcanoes – Nathalia is the goddess of volcanoes and aptly falls into the category of gods of destruction, capable of bringing ruin to entire landscapes. Earthquakes and the creation of magma eruptions are the foremost of Nathalia’s destructive magical capabilities. Taking control of real volcanoes is also within her repertoire, so fighting her around a natural magma chamber is fundamentally a bad idea. Well, a worse one than fighting her in general is. That being said, for a god her magical power is actually rather small. To put it more accurately, her active spells are comparatively weak.

Instinctive Magic – To Nathalia, supernatural actions are a mere extension of gestures. They happen instinctively and naturally to her. The result is that her spells are typically wild in shape and execution.

Extreme Physical Power – The bulk of Nathalia’s power manifests in her physical prowess, which is among the highest in the Abyss and impressive even among gods.

High Dragon – Nathalia, before her ascension to godhood, was already a higher dragon. Her true form was only emphasized by her synchronization with the Faith energy, making it that of a living mountain of volcanic glass and magma. In her true form, her instinctive magic and physical power are strengthened considerably.

Shapeshifter – Nathalia usually spends her time in the shape of a redheaded, brown-skinned woman who appears to be in her late twenties/early thirties. Horns and obsidian scales covering what is decent make it clear that she is really a dragon. She prefers the human shape because it is easier to move around in and a lot easier to find sexual partners with. Some may say that something inside Nathalia’s brain is broken, as the dragon-typical desire to amass a hoard seems to have been replaced by an endless sexual appetite. Some would not say that out loud when she is around.

When Nathalia gets agitated, she typically manifests wings and tail as well, but does not turn fully into her dragon form unless she truly deems it necessary.

Typical Strategy:

Nathalia’s typical battle strategy is to crush her enemy in one attack. Should she, by whatever circumstance, face an enemy that can actually stand up to her, she will gradually grow more irate as the fight grows longer. On her own, Nathalia fights like a beast, especially once she morphs into her true form, but she is capable of following orders if the situation demands it. Although she would never admit it out loud, she knows she isn’t a brilliant mind and much prefers leaving the strategizing to other people.

Notable Items:

Crystal of Destruction – A crystal that grows on Nathalia’s chest, imbued with part of her godly power. Shards of it can be removed, but take a while to regenerate.

Eliza

Basic Description: insane blood mage

Abilities:

Innate Ability: Blood Magic – Eliza is a latebloomer whose Innate Ability only came about after Thana formed inside her body. The interplay between the Faith powering the goddess of genocide and her own naturally high ceiling caused her to gain a number of rather unusual abilities. Fundamentally, calling it “blood magic” is an understatement, as Eliza is able to manipulate practically every part of her physiology. While the aggressive potential of her magic itself is middling, it supports her physical prowess impressively (especially Bloodburn, which burns her blood in order to boost all non-Social Stats by 100%).

Notable Physical Power – Eliza has quite impressive physical Stats.

Extreme Regenerative Factor – Eliza’s blood magic enables a healing factor that is beyond absurd. There is not one physical action one could take to instantly kill Eliza. Ripping out any organ will just cause her to grow a new one, decapitation will be quickly mended via a connecting stream of blood, and even having most of her body eliminated will cause her to regenerate fully from what was left. This can be taken to such extremes that she can be, with skilled outside help, reborn from blood samples left in other people.

Host of the goddess of genocide – The girl known as Eliza Baros originally died during the late years of World War 2, during an experiment of Josef Mengele. While the idea was to try and create a superhuman by mashing several human souls into one body, the experiment was a little bit too successful. Mengele accidentally kickstarted the coalescing of fear, anger, anguish and lament over human genocides into one host. While this process would take several decades to complete, the immediate effect was the revival of Eliza’s body. Thanks to her time dead being too short for any decay to set in and due to her healing factor, the original person was restored – albeit with the lives of their original life lost due to trauma and the flood of other memories now filling the soul she shares with something else.

Thana is traditionally inactive these days, but will come out when she feels that her existence is threatened. Why she does this, the goddess of genocide, who views herself as a failure, could not say.

Martial Artist – Eliza is quite the skilled martial artist and excels in a select few techniques. Because she can regenerate rapidly, she can brute force several techniques that would cause permanent ligament damage (or worse) to others if they did it sloppily.

Eliana – In the rare case of Eliza and Thana agreeing on something, the resulting synchronized entity has access both to Thana’s species-annihilating might and the knowledge on how to execute martial arts. The result of such energies being channelled in a guided fashion is scary even for gods.

Typical Strategy:

Eliza tries to reign in her desire to go crazy with what little discipline she has learned practicing martial arts. When she doesn’t feel threatened, she will often slack in this pursuit and take sadistic glee in her opponents’ inability to do any real damage to hurt. If she manages to stay calm and collected, she will fight with a mixture of the most effective measures and pure animal instinct.

Notable Items:

Teddy Bear – A teddy she got from Kyonchi, extra fluffy.

Lydia

Basic Description: all-rounder metal mage

Abilities:

Innate Ability: Metal Control – Lydia has the ability to control metal. The six limits of this ability are mana, range, size, number, weight and kind of the controlled pieces of metal. Like all operations, even magical ones, she is limited by the amount of power she can spend. Range is similarly limited into three areas: 1. the zone of absolute control, where Lydia has effectively complete dominion over metals. 2. the zone of partial control, where selective pieces of metal can be controlled and 3. the zone of no control. The further out from Lydia the metal is, the harder it gets to control. When it comes to size, moderately sized pieces of metal are easiest to control. If something is too small or too big, it is difficult to accurately move and can require a lot of concentration. Number, specifically in the zone of partial control, will eventually cause control to be too difficult. Weight is a drain on power and some things may be too heavy to lift at once entirely. The kind of metal also matters, as more magical matters are often harder to control than mundane ones – unless designed or enchanted for the purpose of being controlled.

Fencer – Lydia is a skilled fencer.

Beginner Martial Artist – Lydia has some basic knowledge of martial arts, seldom doing more than boosting her physical abilities with the aura.

Half-Elemental – Lydia is a half elemental. This boosts her Innate Ability considerably and has a number of physical effects. The most noticeable, outright, is that her eyes can change colour depending on her mood. If annoyed, they turn into more of a steel grey; if happy, they turn into more of a baby blue. Another physical change is that her body contains a considerable amount of metal, especially her hair.

Typical Strategy:

Lydia approaches every fight as a set of problems to solve. She will typically act defensively at first, measuring her opponent’s capabilities, and then formulate countermeasures. Once she sees an optimal course of action, she will follow it with determination to its end. While she prefers to win in a clean fashion, she isn’t above throwing herself into the line of fire.

Notable Items:

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Absolute Malleability – Strimata’s blade can be manipulated into any shape desired.

Dimensional Folding – The thin blade of Strimata is misleading, hiding several times its size within itself. As the metal unfolds further, the density of prismatic facets within declines. When the maximum amount of unfolding is reached, the metal looks like glass.

Legionmetal – Even while parts of Strimata are separated from each other, mass can be shifted between them. Essentially, no matter where parts of Strimata are, they always act as if they are still connected to the main blade.

Innate Connection – Metal – Strimata is exceptionally easy to control for people who have an Innate Ability pertaining to metal control.

Swordmind – Sentient weapon, although the mind of a weapon is difficult to understand. In most ways, it’s more like a plant than an animal.

Severing Everything – Strimata can cut anything physical, ephemeral or magical, no matter whether the wielder can perceive it or not.

Cut the Unworthy – Strimata will attack anyone who is not its chosen wielder, typically by pressing spikes out of its grip and making it impossible to hold it. It makes an exception for people its wielder approves of, but only when it comes to being carried from one place to another. Not when it comes to being wielded in combat.

Chosen Loyalty – Lydia – Strimata’s Swordmind is only interested in serving the strongest metal mage around. If lost or left behind, Strimata will teleport into the same room or within ten metres of Lydia (sheathe included). Strimata often uses this to appear next to Lydia even when she does not need or want her weapon around.

Reunification – Strimata’s separated pieces always pull back together into the original shape.

Note: Strimata is the first ever weapon forged from an alloy of elemental extreme metals. Its Swordmind is flamboyant and teasing. In combat, it often exudes a magical glow without rhyme or reason. It also loves to sing (mockingly) with its glockenspiel tunes and is also able to create violin sounds. Its main parts are Schattengarn (shadow) and Tempi (air). The combination of these main materials also means that Strimata is easily frayed into sharp strings.

Nia

Basic Description: magical blank

Abilities:

Pariah – Nia is a pariah, capable of wielding null energy from the Nirvana, which acts as the anti-force to regular mana. As such, she can eliminate or suppress spells, sense magical phenomena and cause incredible discomfort with her alien presence. Typically, intense usage of anti-magic causes odd visual effects, such as colour vanishing from certain segments of the world for a limited time.

Untouchable – Nia is unaffected by heat, cold and most other physical phenomena. No physical matter properly sticks to her and all can be removed by shifting to the Nirvana. While that is, in normal situations, a conscious decision, when Nia uses her pariah powers, she loses her grip on reality. Overusing them could cause her to completely fall into the Nirvana, a return from which is deemed impossible for regular pariahs. Mundane people are unable to perceive pariahs in any way shape or form.

Tear in the Fabric – Nia can cause the border between the real world and the Nirvana to thin out. This intensifies the distress non-pariahs feel and, worse, allows some Nirvana-born beings to peek over. Typically, the Nevr’est that always follows Nia can be seen. Beings of the Nirvana, if perceived, will cause intense headaches, partial or complete shutdown of used senses, and disturbance of magical circuits. Attempting to remember them in detail will cause echoes of these symptoms.

Blue Maiden of Null – Nia is the second Maiden of Null, a pariah who has realized and takes full advantage of the fact that they exist in two different dimensions simultaneously. Leveraging this fact, she is able to “negotiate” with reality about her position in it and the state of her body. In effect, she can teleport in a fashion that is untraceable and unpreventable, and heal herself completely in the blink of an eye. All of these actions, however, do still threaten to send her over to the Nirvana if she overuses them.

Typical Strategy:

Nia’s combat strategies are typically defined by an extreme focus on effectiveness. Nia’s two focuses in combat are to win quickly and to win cleanly. Usually, this takes the form of Nia charging at her opponent on whatever path she perceives to be the safest and executing a single decisive strike. If she is part of a group, Nia will usually hang back and wait for her opportunity to intervene in a similarly fight-ending fashion.

Notable Items:

Null Dress – A gift from the Great Empty One. This dress is shaped according to Nia’s expectations and made from a white non-material that never gets in the way and doesn’t cast shadows.

Null Weapons – Nia wields a black, long-bladed lance and a large, curved dagger in combat. Both weapons are made from non-material, are conjured from the Nirvana, and both cannot cut physical matter. Instead, they cut magical circuits and the soul. The weapons can be liquified to channel anti-magic through.

Scarlett

Basic Description: pragmatic technomancer

Abilities:

Innate Ability: Technomancy – The ability to interact and create electric signals. To be more accurate, what is known as ‘technomancy’ in the modern Abyss already existed in the past, but was mistaken for very weak electro mages. The shocks technomancers can create are incredibly weak, but their ability to manipulate frequency and such things mean that they can interact directly with machines. Scarlett, as the world’s strongest technomancer (at least as far as she knows) can not only directly interact with machines, but actually perceive most kinds of signals flying around in the air and act herself as a transmitter for wireless information, connecting with machines several metres away. To interact with machines a great distance away, she will need that machine to have some kind of connection to the internet though.

Genius Arcano-Tech Engineer – Supported by her technomancy, Scarlett is a brilliant arcano-tech engineer, capable of crafting a great number of gadgets, drones and even robotic limbs.

Typical Strategy:

Scarlett doesn’t fight – at least not physically. Her battles are done on the plane of information and counterinformation. Whether that is compiling map data, aggregating enemy movements into a pattern, keeping every ally up on the general status of information or hacking into adversarial communication networks, Scarlett has her hand in everything that she can connect to.

Notable Items:

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Lee

Basic Description: gamer girl Fateweaver

Abilities:

Innate Ability: Illusion Barrier – Lee is naturally talented at creating Illusion Barriers and manipulating them to achieve certain effects, such as Fateweaving. She is young and lacks practice, however, so it is merely a talent at the moment.

Typical Strategy:

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Notable Items:

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Comments

OldCeleron

Why don't you put the observe charts in this chapter?