Post by spooks on Apr 21, 2013 9:11:33 GMT -5
Image:
Name: Elenwe Tray'neth
Alias: Spooks
Class: Witch-Seer
Race: Human
Age: 17
Occupation: Intrepid Merchant and Adventurer, PMC member
Residence: Wanderer, learning in Piltover
Alignment: Neutral Good
Abilities:
COMBAT POWERS:
Avoidance (Passive): Elenwe's subconscious precognitive vision bleeds slightly into allies around her, heightening their awareness and reaction times. Ranged attacks against her and any nearby allies are reduced in effect, the attacks becoming less accurate the farther away they come from. Effectively, this passive ability reduces damage taken from ranged spells and attacks, based on the distance of their origin.
Find weakness: Elenwe's rudimentary prescience finds the weakness in an enemy's attack (cast on self) or his defense (cast on enemy), allowing her to defend herself more appropriately or deliver a devastating attack. Usable once every minute or every other turn.
Mind Refresher: Taps into an ally's mental energy renewing it, Refreshes the cooldown of an ally’s non-ultimate ability. Usable once every five minutes or five turns.
Guidance: Using her vision, Elenwe guides her allies' (up to 4) aim, increasing their weapon accuracy. The next attack made by ally (or self) deal extra damage by precisely striking at a weak point upon the enemy, as well as causing them to suffer a brief disability based on the weak point struck. Usable once every five minutes of five turns.
Spirit Projection: The reason Spooks is called Spooks. By freeing a fragment of her mind and spirit from her body, Elenwe projects her consciousness in the form of an incorporeal astral form. Unlike a true astral projection, Elenwe channels the ethereal plane; she cannot yet reach the astral plane nor travel to other planes of existence. She can only project herself. The projection travels at high speeds, able to cross the continent in mere hours.
While projecting, Elenwe’s body becomes immobile and vulnerable- essentially asleep. The astral projection is intangible, thus can only affect and be affected by powerful magic or incorporeal beings, like Nocturne. The destruction of the Projection is a traumatic experience, rendering Elenwe unconscious depending on the being’s power, as the psychic backlash attacks her physical body.
It is able to channel Elenwe’s Avoidance aura. She may also cast her spells through them, and see and hear through them. The projection cannot turn invisible but may hide within another living creature or body. This has the benefit of lending her own skills to them. Elenwe projecting is capable of interacting with incorporeal creatures.
As Elenwe channels the ethereal plane, she may interact with any lingering spirits when appropriate, or commune with natural spirits to gain insight.
Seer Powers:
True Sight (Channeling): The powers of the seer allow Elenwe to pierce illusions and glamer, but not mundane stealth or mechanically hidden devices.
Witch Sight (Channeling): A basic skill that others would know as ‘detect magic’, Elenwe can detect and identify magic.
Clairvoyance/Clair-audience (Channeling): The ability to remotely see and hear at a great distance, able to investigate a location or a person. This is her most practiced ability, and is a power measured in tens of miles. Channeling this ability excludes the channeling of others. A more close-ranged application of this is a form of layer-peeling vision, able to penetrate barriers to see inside and through objects and people. Her uncanny ability to ignore light conditions make her see inside even dark rooms and tunnels, though such vision is only black and white.
Retrocognition (Channeling): The ability to see into the past of a location or person. By concentrating at a location or by touching someone, Elenwe can see into the past of that place or person, all five senses devoted to experiencing the memories of the object in question.
She has learned many skills and fields of knowledge through this, having a broader level of training and skills than a normal mage. While second hand information can be obtained, it is only when Elenwe learns a skill herself does the power comes into its own- she can Retrocognate herself to review herself at that time when her skill was most polished, bringing herself up to speed. In effect, Retro cognition affords Elenwe a magically enhanced memory.
Psychometry (Channeling): A subset of retrocognition, this is the ability to see into the past of an object.
In an interesting twist of application, this is Elenwe’s primary means of surviving in combat, as she can tap into the experience of the weapon’s previous wielders. She is a competent warrior by having touched into the relic weapons of her caravan, and studied the techniques of their owners. The most valuable weapons for these are however, not the mighty weapons wielded by such great heroes, but the humble training weapons of a martial school- such objects hold immense value as they contain the sweat and experience of basic training. Unlike retro-cognition, Psychometry can be used reasonably right before combat, to allow Elenwe the ability to know its basic use.
Relationships:
Svenfir: Father. Svenfir, Son of Skajldor, is, like any father of the witches, a collection of stories to Elenwe. She would like to meet him, but she would have no way of knowing where he is. Svenfir was slain by Caerys in the arena.
Raunie Ella Tray’neth – Mother, leader of the Caravan. A powerful seer who can supposedly see the future, Ella is nonetheless a very caring but strict mother.
Caeris "Vermilion" Ash'abel – Girlfriend, an older Dervish dancer who went on her pilgrimage suddenly without telling her. She wants to know why, but somehow she’s not in a hurry to.
The Caravan – Given the assortment of aunts, cousins and friends, Elenwe is on good terms with the members of the Caravan.
The Scarlet Goddess – a peculiar constant in the ways of the troupe, this figure is often worshiped for magic and favors. Though the witches believe her a goddess, in truth, Scarlet is nowhere as benevolent or chaste as she is portrayed…
OTHER CHARACTERS:
Piltover Medical Corps: Friendly Acquaintance. Worked for two months to learn and earn at the Hospital of Piltover.
Description:
PHYSICAL:
PERSONALITY:
GEAR:
Zarovian Witch Spear: A Zarovian heirloom that allows its owner to locate the caravan, as well as give its witch owner animal empathy.
Frejlordi Warchief's Pendant: Mundane heirloom.
Biography:
EARLY LIFE AND THE VARDOS ZAROVIA:
Elenwe was born to a family of gypsies, but not any mere gypsy caravan, but a collection of all-female entertainers, mystics and fortune tellers who travelled the breadth of Valoran, known as the Vardos (caravan) Zarovia (name). Their tales tell of their ancestors departing from the Kumungu, and this would account for their many esoteric customs and dresses, intermarried with the culture of other city-states.
This caravan is led by an elder witch, holding the title of Raunie, and Elenwe is the daughter of Raunie Tray’neth, fathered to a powerful Frejlordi warrior. Elenwe grew up with these witches and mystics, their ways shaping the person she became.
The caravan was always unwelcome in the city-states of Valoran, and barely tolerated in the many towns. Common rumors speak of the free women as loose and debauched, visiting communities to tempt and cheat their men of money and morals; promising them unimaginable pleasure in exchange for all their possessions, for how else could an all-female troupe maintain and grow its numbers.
The worse rumors speak of the Vardos as followers of a demon prince; a Scarlet maned creature whose worship demands debauchery and carnal acts… lt is not difficult to imagine reasons why men are so curious to learn more about the Vardos.
The Vardos do not deny or confirm such rumors, for mystery is their trade. In truth the women of the caravan are mostly warrior dervishes, entertainers and herbalists, fortune tellers and adepts capable of casting a variety of magic at a price lower than standard fees, which makes them shunned by the mainstream body of magic users. As for their population, it is customary for the women to take lovers, at times leaving the caravan for months or years at a time and living among the father’s people- but in the end, they almost all return to the caravan, possessed of new knowledge, and a new member for the caravan. A rare few stay permanently with their fathers, assuming such men had the exceptional patience and tolerance for their exotic ways.
Elenwe grew up among aunts, sisters and cousins, learning the crafts of the brew, of the witch and the seer, of the wilds; of bards and story-telling, of dance and song, of myth and folklore of many peoples, letting her see the city states and indeed, the greater world from the perspective of an outsider.
SPOOKS:
The gypsies are taught never to have bias against anyone, but, nonetheless, there are those who truly manage to earn the ire of the wanderers. Noxus in particular, felt the Caravan’s women would make fine slaves. While the caravan was settled near the Noxian border, they sent a swiftly assembled group to capture them. The detachment they sent, mostly conscripts, thugs and bandits were in for a surprise when the troupe’s arts of entertainment were used seamlessly for war. Dervishes danced with two scimitars in hand, whirlwinds of destruction- the witches wrought baleful curses, but it was the leadership of the seer council which gave them unparalleled control of the battlefield, enabling the women to outmanoeuvre the Noxians despite the 5-to-1 number advantage.
During this battle, Elenwe was surrounded by men, but was promptly saved by Caerys, the battle dancer slaying the half dozen attackers with a single pirouette. This was when their romance started. Caeris gave Elenwe the nickname Spooks, for the otherworldly powers she displayed.
PRESENT DAY:
When a member of the Vardos comes of age, usually 18, depending on the whim of her peers, a young witch or seer must go out and seek three things: A new body of knowledge, art, music to share with the troupe, resources that are beneficial to the upkeep of the caravan, and a daughter.
As no tradition is set in stone with the Vardos, a witch may return with only one or two, though to return with only one carries a stigma. Two is expected, and carries no weight with the caravan’s opinion, and three wins the caravan’s high regard. To return with more than what is expected is usually a sign of showing off, and does not earn any further praise- though it is accepted.
One’s social standing is also factored in- the child of a wise seer or exceptionally powerful Witch is expected to return with greater gifts. A woman who returns empty handed cannot expect to rejoin the troupe at all, unless she has suffered dire circumstances.
Through this practice, the young girl goes into the world for several years, deciding her own fate. It is also common for the girls to form groups and undergo the Pilgrimage, though each must have their own contributions. The woman can also choose not to return, and is not stigmatized for it- though their powers commonly dwindle away to nothing by middle age from lack of practice and exposure to the sorcery of her sisters.
Elenwe undergoes her Pilgrimage at the age of 17, for the reason of being the caravan leader’s daughter, and to search for her lover, Caeris, who had left the year before without saying a single word to her. She keeps both Caeris and the pressure of being the leader’s daughter close to heart, but she enjoys every day being by herself as well. She does not currently know what to get, and decides to put it off to wander and explore.
Currently, she is training with the PMC with the goal to expand her knowledge of field medicine, to benefit her caravan.
Name: Elenwe Tray'neth
Alias: Spooks
Class: Witch-Seer
Race: Human
Age: 17
Occupation: Intrepid Merchant and Adventurer, PMC member
Residence: Wanderer, learning in Piltover
Alignment: Neutral Good
Abilities:
COMBAT POWERS:
Avoidance (Passive): Elenwe's subconscious precognitive vision bleeds slightly into allies around her, heightening their awareness and reaction times. Ranged attacks against her and any nearby allies are reduced in effect, the attacks becoming less accurate the farther away they come from. Effectively, this passive ability reduces damage taken from ranged spells and attacks, based on the distance of their origin.
Find weakness: Elenwe's rudimentary prescience finds the weakness in an enemy's attack (cast on self) or his defense (cast on enemy), allowing her to defend herself more appropriately or deliver a devastating attack. Usable once every minute or every other turn.
Mind Refresher: Taps into an ally's mental energy renewing it, Refreshes the cooldown of an ally’s non-ultimate ability. Usable once every five minutes or five turns.
Guidance: Using her vision, Elenwe guides her allies' (up to 4) aim, increasing their weapon accuracy. The next attack made by ally (or self) deal extra damage by precisely striking at a weak point upon the enemy, as well as causing them to suffer a brief disability based on the weak point struck. Usable once every five minutes of five turns.
Spirit Projection: The reason Spooks is called Spooks. By freeing a fragment of her mind and spirit from her body, Elenwe projects her consciousness in the form of an incorporeal astral form. Unlike a true astral projection, Elenwe channels the ethereal plane; she cannot yet reach the astral plane nor travel to other planes of existence. She can only project herself. The projection travels at high speeds, able to cross the continent in mere hours.
While projecting, Elenwe’s body becomes immobile and vulnerable- essentially asleep. The astral projection is intangible, thus can only affect and be affected by powerful magic or incorporeal beings, like Nocturne. The destruction of the Projection is a traumatic experience, rendering Elenwe unconscious depending on the being’s power, as the psychic backlash attacks her physical body.
It is able to channel Elenwe’s Avoidance aura. She may also cast her spells through them, and see and hear through them. The projection cannot turn invisible but may hide within another living creature or body. This has the benefit of lending her own skills to them. Elenwe projecting is capable of interacting with incorporeal creatures.
As Elenwe channels the ethereal plane, she may interact with any lingering spirits when appropriate, or commune with natural spirits to gain insight.
Seer Powers:
True Sight (Channeling): The powers of the seer allow Elenwe to pierce illusions and glamer, but not mundane stealth or mechanically hidden devices.
Witch Sight (Channeling): A basic skill that others would know as ‘detect magic’, Elenwe can detect and identify magic.
Clairvoyance/Clair-audience (Channeling): The ability to remotely see and hear at a great distance, able to investigate a location or a person. This is her most practiced ability, and is a power measured in tens of miles. Channeling this ability excludes the channeling of others. A more close-ranged application of this is a form of layer-peeling vision, able to penetrate barriers to see inside and through objects and people. Her uncanny ability to ignore light conditions make her see inside even dark rooms and tunnels, though such vision is only black and white.
Retrocognition (Channeling): The ability to see into the past of a location or person. By concentrating at a location or by touching someone, Elenwe can see into the past of that place or person, all five senses devoted to experiencing the memories of the object in question.
She has learned many skills and fields of knowledge through this, having a broader level of training and skills than a normal mage. While second hand information can be obtained, it is only when Elenwe learns a skill herself does the power comes into its own- she can Retrocognate herself to review herself at that time when her skill was most polished, bringing herself up to speed. In effect, Retro cognition affords Elenwe a magically enhanced memory.
Psychometry (Channeling): A subset of retrocognition, this is the ability to see into the past of an object.
In an interesting twist of application, this is Elenwe’s primary means of surviving in combat, as she can tap into the experience of the weapon’s previous wielders. She is a competent warrior by having touched into the relic weapons of her caravan, and studied the techniques of their owners. The most valuable weapons for these are however, not the mighty weapons wielded by such great heroes, but the humble training weapons of a martial school- such objects hold immense value as they contain the sweat and experience of basic training. Unlike retro-cognition, Psychometry can be used reasonably right before combat, to allow Elenwe the ability to know its basic use.
Relationships:
Svenfir: Father. Svenfir, Son of Skajldor, is, like any father of the witches, a collection of stories to Elenwe. She would like to meet him, but she would have no way of knowing where he is. Svenfir was slain by Caerys in the arena.
Raunie Ella Tray’neth – Mother, leader of the Caravan. A powerful seer who can supposedly see the future, Ella is nonetheless a very caring but strict mother.
Caeris "Vermilion" Ash'abel – Girlfriend, an older Dervish dancer who went on her pilgrimage suddenly without telling her. She wants to know why, but somehow she’s not in a hurry to.
The Caravan – Given the assortment of aunts, cousins and friends, Elenwe is on good terms with the members of the Caravan.
The Scarlet Goddess – a peculiar constant in the ways of the troupe, this figure is often worshiped for magic and favors. Though the witches believe her a goddess, in truth, Scarlet is nowhere as benevolent or chaste as she is portrayed…
OTHER CHARACTERS:
Piltover Medical Corps: Friendly Acquaintance. Worked for two months to learn and earn at the Hospital of Piltover.
Description:
PHYSICAL:
PERSONALITY:
GEAR:
Zarovian Witch Spear: A Zarovian heirloom that allows its owner to locate the caravan, as well as give its witch owner animal empathy.
Frejlordi Warchief's Pendant: Mundane heirloom.
Biography:
EARLY LIFE AND THE VARDOS ZAROVIA:
Elenwe was born to a family of gypsies, but not any mere gypsy caravan, but a collection of all-female entertainers, mystics and fortune tellers who travelled the breadth of Valoran, known as the Vardos (caravan) Zarovia (name). Their tales tell of their ancestors departing from the Kumungu, and this would account for their many esoteric customs and dresses, intermarried with the culture of other city-states.
This caravan is led by an elder witch, holding the title of Raunie, and Elenwe is the daughter of Raunie Tray’neth, fathered to a powerful Frejlordi warrior. Elenwe grew up with these witches and mystics, their ways shaping the person she became.
The caravan was always unwelcome in the city-states of Valoran, and barely tolerated in the many towns. Common rumors speak of the free women as loose and debauched, visiting communities to tempt and cheat their men of money and morals; promising them unimaginable pleasure in exchange for all their possessions, for how else could an all-female troupe maintain and grow its numbers.
The worse rumors speak of the Vardos as followers of a demon prince; a Scarlet maned creature whose worship demands debauchery and carnal acts… lt is not difficult to imagine reasons why men are so curious to learn more about the Vardos.
The Vardos do not deny or confirm such rumors, for mystery is their trade. In truth the women of the caravan are mostly warrior dervishes, entertainers and herbalists, fortune tellers and adepts capable of casting a variety of magic at a price lower than standard fees, which makes them shunned by the mainstream body of magic users. As for their population, it is customary for the women to take lovers, at times leaving the caravan for months or years at a time and living among the father’s people- but in the end, they almost all return to the caravan, possessed of new knowledge, and a new member for the caravan. A rare few stay permanently with their fathers, assuming such men had the exceptional patience and tolerance for their exotic ways.
Elenwe grew up among aunts, sisters and cousins, learning the crafts of the brew, of the witch and the seer, of the wilds; of bards and story-telling, of dance and song, of myth and folklore of many peoples, letting her see the city states and indeed, the greater world from the perspective of an outsider.
SPOOKS:
The gypsies are taught never to have bias against anyone, but, nonetheless, there are those who truly manage to earn the ire of the wanderers. Noxus in particular, felt the Caravan’s women would make fine slaves. While the caravan was settled near the Noxian border, they sent a swiftly assembled group to capture them. The detachment they sent, mostly conscripts, thugs and bandits were in for a surprise when the troupe’s arts of entertainment were used seamlessly for war. Dervishes danced with two scimitars in hand, whirlwinds of destruction- the witches wrought baleful curses, but it was the leadership of the seer council which gave them unparalleled control of the battlefield, enabling the women to outmanoeuvre the Noxians despite the 5-to-1 number advantage.
During this battle, Elenwe was surrounded by men, but was promptly saved by Caerys, the battle dancer slaying the half dozen attackers with a single pirouette. This was when their romance started. Caeris gave Elenwe the nickname Spooks, for the otherworldly powers she displayed.
PRESENT DAY:
When a member of the Vardos comes of age, usually 18, depending on the whim of her peers, a young witch or seer must go out and seek three things: A new body of knowledge, art, music to share with the troupe, resources that are beneficial to the upkeep of the caravan, and a daughter.
As no tradition is set in stone with the Vardos, a witch may return with only one or two, though to return with only one carries a stigma. Two is expected, and carries no weight with the caravan’s opinion, and three wins the caravan’s high regard. To return with more than what is expected is usually a sign of showing off, and does not earn any further praise- though it is accepted.
One’s social standing is also factored in- the child of a wise seer or exceptionally powerful Witch is expected to return with greater gifts. A woman who returns empty handed cannot expect to rejoin the troupe at all, unless she has suffered dire circumstances.
Through this practice, the young girl goes into the world for several years, deciding her own fate. It is also common for the girls to form groups and undergo the Pilgrimage, though each must have their own contributions. The woman can also choose not to return, and is not stigmatized for it- though their powers commonly dwindle away to nothing by middle age from lack of practice and exposure to the sorcery of her sisters.
Elenwe undergoes her Pilgrimage at the age of 17, for the reason of being the caravan leader’s daughter, and to search for her lover, Caeris, who had left the year before without saying a single word to her. She keeps both Caeris and the pressure of being the leader’s daughter close to heart, but she enjoys every day being by herself as well. She does not currently know what to get, and decides to put it off to wander and explore.
Currently, she is training with the PMC with the goal to expand her knowledge of field medicine, to benefit her caravan.