The Visitor
Scopophobia
Info
- Created
- 2 years, 3 months ago
- Creator
- Scopophobia
- Favorites
- 1
Profile
The Visitor
AGE: | 28 yrs |
GENDER: | He/They |
ORIENTATION: | Bi |
HEIGHT: | 9'2" |
BUILD: | Thin |
OCCUPATION: | Artifact Maker |
LOCATION: | tba |
MASTERLIST: | #PRE-NUM |
THEME: |
Adaptable |
Observant |
Focused |
Pragmatic |
Private |
Upright |
Callous |
Vindictive |
Obsessive |
"Don't cry, you brought this upon yourself."
The visitor is a quiet, tall Ptheran with a strong sense of justice. They follow their own moral compass, however, which often goes directly against what many would consider right. They have put much of their life into perfecting their skill of artifact making, often committing crimes to get their hands on the materials they need. They do not trust anyone, other than a select few who help them get what they need. To them, the people who lost these parts deserved it, and often they use them to their own gain or to punish someone for what they believe to be a wrongdoing.
Notable History
Early Life
The visitor grew up with what they would consider a normal childhood. Their parents were caring enough, though they sheltered them from the worse aspects of the world. They believed everyone to be good, and happily spoke to anyone who was friendly back. They were a good student as well, honing their skills in the academics.
Adolescence
Their idealized view of the world did not sway much even as they entered their teenage years, trusting the good in people no matter what. Blindly trusting others, however led to their first real feeling of betrayal. A leyr about their age convinced them to leave their home behind and go somewhere new, something their parents did not seem to mind despite hiding them from the world so long. On the way to Immethius, the leyr turned on them, leading them into an ambush that would end in their wings and part of their tail being taken. This sudden betrayal shattered their entire perception of the world, suddenly realizing the dangers all around them. As soon as they were healed, they began to plan their revenge. They took apprenticeship under the first person who was willing to teach them how to fight to kill, eating up everything they were taught with the same persistence as their younger self. During this training, their ability to create artifacts was revealed. This was immedietly put to use, this skill being honed as well. By then, their plan for revenge was finally being realized.
Adulthood
The visitor cast their name the night they decided to enact their revenge. With no name, nobody would truly know who they were, other than the people they wanted to know. Their first target was the leyr who betrayed them. They attacked them after weeks of following their movements, not showing who they were until the leyr was incapacitated. They took the leyr's wings that night, vowing to take part of what they lost back. The euphoria of revenge was something that they did not expect, realizing that they could get back at anyone if they wanted. With their new wings, they began to hunt down the group who had taken their wings, planning to take something from each of them.
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Seekers' Circle |
Cartographer |
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Name | Relation | Opinion |
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Name | Relation | | | |
El-Los'Chim-Ai'Kei-Tul'Ellei | Fellow luto being used to test text length limits | | | |
Name | Relation | | | |
Character Name
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Character Name
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Character Name
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Mount Name |
Species (and gender) |
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Pet Name |
Species (and gender) |
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The blood element is one of two types of change elements. Blood is known as a healing element, one that takes advantage of and encourages the natural functions of the body. It can speed the body healing itself, as well as fast-forward and rewind growth. Blood is the opposite of marrow.
BALANCE
LOSS
GAIN
The marrow element is one of two types of change elements. Marrow represents adaptation and change against the natural order of things. Marrow users are often shapeshifters, between either set or various forms and they shift with emotion. Marrow is the opposite of blood.
CYCLE
HIBERNAL
AWOKEN
The alloy element is one of two types of progress elements. Alloy-ists conduct fysa through themselves to create something new. It includes the creation of plasts. Alloy is the opposite of clay.
SYNTHESIS
COMPOSITION
NATURE
Growth
Growth is a part of the Balance Aspect of the Blood Fysa. All ptheran start with this fysa.
This is an active fysa. Users can shape-shift to grow and un-grow certain body parts:
For ptheran, this means their wing membranes, their claws, and their bone spurs, if they have any. For their wings, their secondary forearms transform into large wings for flight. There is no pain associated with this transformation and the process consumes magical energy.
This transformation comes very naturally. An anxious or on-edge ptheran may display partially transformed wings/claws/spurs as an involuntary flight-or-fight response but, like holding one’s breath, any ptheran is capable of controlling their transformations with acute awareness.
Ascension
Ascension is a part of the Cycle Aspect of the Marrow Fysa.
This is a passive fysa. An individual who has access to a vast amount of magic or experience might be able to tap into a new more monstrous form temporarily. Some have been known to lose themselves in this state however if triggered prematurely. These greater forms can also be accessed with practice and used with less worry when they've been "earned" rather than assumed through sheer force.
Ascended forms break the boundaries of conventional species anatomy, and can grant any number of physical boons or mutations as reflects the soul of the user: Ascended forms can be roughly 50% larger than normal beast form. The base would be similar to the beast form, but there's no limits to physical traits-- multiple limbs, multiple heads, multiple wings, gills, fins, transluscent skin, the sky is the limit.
Artifacts
Artifacts are a part of the Nature Aspect of the Alloy Fysa.
This is an active fysa. There is a strong stigma against artifacts, and those made from sentient parts are often too powerful or difficult to create.
Still, there are some naturalists who practice the creation of lesser artifacts.
Artifacts are often stronger than or have more specific functions than normal synthetic charms, and they require materials harvested from other creatures with strong magical ability to have the desired effect. They are called artifacts because they are an ancient practice, and many devices that exist are old. Many of the creatures that are strong enough to serve in such a function as to merit powerful artifacts died off either from over hunting or from The Senescence. The only creatures left that would make a reasonably useful artifact are all sentient creatures-- corvileyr (in beast form), chimia, rrex, immanu, tolka, and ptheran. This is highly frowned upon for obvious reasons.
Very simple or weak artifacts can still be made using small creatures or simple parts (fur, feathers, scales, horn, etc) and would borrow those creatures' abilities.
Morphs
Leyr Morph: Wings
A physical trait normally found on leyr which is not normally found on other creatures. This can include size, feet, wings, etc.
In lore, these traits can be inherited very rarely through a mutation in genetics, or can be a result of surviving extreme exposure to magic.
PERSONALITY TYPES
MBTI: | mbti |
ENNEAGRAM: | enneagram |
BLOODTYPE: | bloodtype |
TEMPERAMENT: | temperament |
ALIGNMENT: | Neutral Evil |
Trivia
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Inventory
Item Name |
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Item Name
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Artifact Name |
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Item Name |
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Nunc at sodales turpis. Quisque vulputate vel nisi eu condimentum. Sed ultrices velit a ante tristique aliquet. Nunc at sodales turpis. Quisque vulputate vel nisi eu condimentum. Sed ultrices velit a ante tristique aliquet. Nunc at sodales turpis. Quisque vulputate vel nisi eu condimentum. Sed ultrices velit a ante tristique aliquet.
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