Physical Attributes ▶ Orange-red eyes mark the eyes of the old, accented with stark white hair that rains down for leagues. The ascended before you has a slender form, making her appear as a child, with compassion in her expression. If she were to take her dress off, one could see a faint outline of where abs are placed, and bandages spot the girl. She has two faint blemishes on opposite sides of her spine just below her shoulders; if one were looking at them closely it would appear as if something was torn from her back.
Transformation Physical Attributes ▶ Ascended Form The ascended's form changes, grows, and utilizes the womanly form. Her eyes lighten to an ethereal violet and strange markings wrap about her form and across the bridge of her nose. The blemishes on her back look more like ugly scars in this form.
Personal__Specs
Job Title ▶ Ascended// Wandering magician// Freeloader
Sexual Orientation ▶ Omnisexual
Alignment ▶ Chaotic Neutral
Allegiance ▶ Order
Greeds ▶ Knowledge// Interesting people// Peace no matter the costs// Great food
Aversions ▶ Bad, spoiled food// Bad tea// Those who poke fun, as if there are many, about her poor eyesight
Ambition ▶ Other than to keep the world spinning, she has traveled far and wide to find the best food a woman can find! Or... perhaps... to possibly keep evil at bay and to live out her life without the sake of duty
True Fear ▶ The ancient truly fears regaining her eyesight
Personality ▶ Now it is time to speak of the traveler and the many facets of her personality. While the ancient does care about everyone around her, she also understands giving some up for the greater good if need be. She is someone you can talk to about anything without the fear of judgement, though there are times to her close friends she will state her opinion without kindness. Netami does not stutter, but she does take long breaths while fidgeting to think of what next to say or because she feels awkward. Speaking of her awkwardness, the girl is that person that needs another more boisterous behavior around her to feel more at home for she rarely speaks up for herself when insulted. This has lead to those she has trusted in friendship to abuse her, but she is trying to learn the difference.
It is not apparent when one looks at her that she is a well of knowledge although it is extremely evident when she begins speaking. She has traveled far and wide and has gained many secrets on the kingdoms. Two companions truly mark her, though their souls she has split for the betterment of the world: Saho and Flora. The trio is like a pair, though Netami does lean more towards the latter, and the girl is seen often most times with one of them. The average adventurer can see their bond, and many have questioned it as they are such different people. Netami, however, enjoys her time with her old friends, and she wouldn't trade it for the world. It is evident that her personality does not change when around these bastions of power, and she is known to continuously exude compassion for slaves and peasants alike.
The ancient's kindness should not be confused with weakness or shortcoming, as she is just as strong if not stronger than her counterpart. If she were to unleash her true ability, her behavior changes into definite indifference and the only thing she cares for at the time is doing what is best for the greater good. She will even turn on allies if the world so deemed it, and this has made some to believe she is an omen of destruction for whatever kingdom she decides to visit at the time. Superstition, of course, but alas it is her legend.
Biography ▶ For a traveler through time, the linear progression of events are a bit hazy, but the time has come to jot them down in the best way possible. The ancient begins with the splitting of a powerful soul, one in which she has been intrusted to keep safe throughout time and, what others have said, space. It is said that the woman came to be as she was, and did not grow into an adult through the natural progression of childhood. She appeared one day in the mage kingdom, blind and lost, and was taken pity upon by orphaned travelers. To them she told her tale.
Other Vices or Virtues ▶ Company...
Combat__Specs
Combat Strengths ▶
Hearing Extraordinaire: Something she had to excel at because of her eyesight, the ascendant can hear through thin walls, heartbeats, and blood flow. Clones that mimic this are of course debilitating to her, but the ancient does not just roll over when in actual combat.
Tag, You're It!: Another skill she has picked up because of her blindness, the ancient can place "tags" on the enemy to not confuse them in her mind's eye. These tags appear as colors to the woman, and because of her tactician brain it is very hard for her to confuse them. Smell and hearing are essential to her and this is the main usage without other means.
Unhinged: A trait the ascendant tries to keep hidden more times than naught, when in dire straights on the battlefield there is a switch that flips off every caring factor of the woman. When this happens, the force exuded from the woman is so powerful those of weaker stature will find themselves almost frozen in place and it is as if they are moving through cement. The fear she strikes into their hearts is massive, and it is due to the sudden fervor and gallons of blood that is spilled. She can slice through a battlefield of husks and strong combatants without a second glance, even with her bracers on, and when she is pushed into these straits she can even give other ascendants for a run for their money.
Combat Weaknesses ▶
Marble Skin: Every ability has a price to be paid in exchange for their usages. This price is that when any ability is used, Neta begins to turn into a strong marble. It starts in the digits of her fingers and toes before traveling up to her hands, arms and eventually reaches her head. These marble appendages cannot be healed or treated until after Netami has exited combat and she rests for a few days. It should also be noted that while the marble isn't insanely easy to cut, it is still slightly pliable. Likewise, if the marble has traveled up Neta's arm and her hand is cut off, she will not be able to heal it until she is outside of her combat and rests for a few days. In those few days, the marble will dissipate, leaving room for healing spells. This also causes mobility issues along with difficulty to breathe.
Equivalent Exchange: Netami's abilities are steeped heavily in the manipulation of time and overcoming an enemy by changing an aspect of their mind, slowing down time so that one may move faster, and other means. If this breaks equivalent exchange in the least, however, the power two-fold will be unleashed onto the wielder.
Reliance: Probably her biggest weakness if utilized by the enemy, the ancient can not see with the fleshy eyes inside of her skull. She must rely on certain outside sources, whether it be creatures she brings forth from the past, dolls, or other means. Because of this, if her constructions are destroyed or time runs out, she will be completely blind and there is not much she can do other than hope her hearing is exceptional enough to pinpoint.
Expertise ▶
Weapons Dealer: Some perhaps think she is a blacksmith of some kind, though if one were to come to her for a certain weapon, shield, or the like they will find what they are looking for. Ancient weapons, however, require increased favor from her, and she can even repair strong items if their parts are brought to her. She can restore them as if it was never broken to begin with, and all but the ancients do not understand how she could possibly do this.
Exceptional singing voice, though her true passion is playing instruments, especially the violin.
Gardening
Equipment ▶
A total of 10 relics dot the ancient, though they are not normal pieces of metal. These bracers sap much of the woman's powers, keeping higher leveled abilities behind a wall, and she keeps them on her person so that creating a devastating phenomena is less likely. She can defuse these from her person, and when she does that is when the true fun begins.
An ancient grimoire that holds the abilities of the ancient's time magic. It is kept in among her person, however if anyone were to look it appears as if she carries crumbled papers marked with water damage and darkened with age.
Posted: Tue Aug 29, 2017 1:02 pm
Unnatural Discipline: Time and Space Magic
Rank: Ascendant
Shelf Life: From the moment the ancient stepped foot into this plane, she has had complete control over her ability.
Passive:
Aeris Senectus (The Atmosphere of Old Age): This ability creates an aura-esque invisible cloud around Neta, though it is most noticeable by the wreathing orbs dancing more violently when activated. This aura captures anyone who dares get close enough to the ancient in an atmosphere of fatigue, hurt joints, and dizziness. The longer a person stays in close proximity to Netami, as this aura is literally a breath away from her or in other words a blade's length away, the more and more the effects will grow worse.
Orbs of Time: A laughable name, to say the least. Since she stepped forth, Netami has had the ability to pull from the aether of time and compact the dense natural phenomena into spheres. These spheres usually float about her body, arm, and hand, are harmless unless provoked. They have enough dense material that they can block incoming attacks, usually energy based though they have some skill in blocking weapons, and they also offer Netami with some form of long ranged attack as well. If they were to absorb an incoming attack, energy or physical, they can shoot back the same force at the target with accumulated energy of space. This means if someone were to be swinging their blade and it would normally cut down a tree, the spheres can sustain the blow before shooting out an attack that can cut down two trees. The speed of the initial attack is the same, so the spheres cannot move faster or leave Netami's body when shooting back the attack. {Can take up to five physical hits from another Ascendant countless from Fallen husks.} She can also use these orbs to float, if they are below her, and they can be used as a useful set of hands. They cannot pick things up, but they can push something onto a set of other orbs to float it over to her. There are 5 orbs that surround her though they can split, if they take less and dish out less damage, into 10 to increase attack radius or surface impact.
Era Lock: If one would stand still for more than five seconds in combat, a Lock will be placed on their mind. This Lock forces them to believe they have been standing in the same spot for months to years while also adding a layer of psychological damage. One must always move when in combat with Netami, even herself.
Aeternus Hora (Everlasting Hour) : To put it quite simply, this ability allows for the slowing of time. But we are getting a bit ahead and full of ourselves now. It is not the slowing of time for everyone else around Netami, on the contrary, it simply slows down time for the girl herself. While everyone moves normally about her, everything she sees is taken at a slower, almost to a crawl, pace. This allows her to take in many attacks at once, while also dodging or creating a counter attack to movements. It should be stated that she still moves regularly regardless of her ability. While she can place severely accurate strikes and attacks onto her opponent, this ability can only be used to save herself from death but not extreme injury if an attack cannot be voided with the time allotted. (Lasts: Two posts Cooldown: One post)
Ώρα ράμματα (Time Stitches) : The utilization of time is not just for combat, oh no, it can be used simply to turn back the clocks. The way one goes about doing this, however, is where the real danger lies. Netami takes her time manipulation and molds it into, what others would call, healing. Through this her spheres will seem to wreathe a bit more around her arm before shooting out to cascade around the wounded sight. Once there, it will pierce the wound, almost as if it's killing Neta itself. The farce is just that, however, and the spheres, after their work is done, will slowly remove themselves from the impact sight. The wound, or cut, will be completely healed at this point, depending on the severity, and the skin will looked unmarred by injury. This is caused by the Orbs of Time literally turning back the clocks on the impaled area. It sounds simple enough, but if Neta were to continuously do this to herself, she runs the risk of horrible migraines to the point of having to run from a battle, nose bleeds, and hemorrhaging inside of her body. While the migraines would be manageable at first, the more and more she uses this ability, the less she'll be able to hear until she is completely deaf for a few minutes to hours. If she were to reverse time in an area of her body, say, before a fight even began, depending on the length of time she is trying to reverse, the hemorrhaging will get worse and she would need immediate medical attention regardless of being at peak health. For a small wound, like a cut or bruise, it takes less than one post to heal. For larger wounds such as gashes and lacerations, it takes one ability usage to heal. (2 posts essentially.) For limb removal and larger wounds, it takes two ability usages to heal. (4 posts.) When the ability is used it will heal what it can, usually starting from the larger wounds and working backward to the smaller. So, if it were healing a gash, it would basically act like stitches for a moment to seal the wound, but not heal it. This will leave Netami open to "tearing" these stitches and bleeding until the next round of this ability. (Lasts: One post Cooldown:One post )
Tempestas (Period of Time): This is the secondary, and last, form of Everlasting Hour. Once this ability is activated, Netami can push herself into a different time stream. The time stream she wishes to enter could be a faster one or a slower one, depending on if she were on the offensive or defensive. While Everlasting Hour dictated only her mind could see things slower, the time streams makes her entire body under this rule. So, to explain, if Netami were to move herself into a faster moving time stream, she can perceive things at a slower rate, but move and act at a faster rate. However, if she were to move herself into a slower time stream, she could perceive things at a faster rate, but she would act in a slower fashion. Whilst she is in these time streams, relative motion and inertia still apply while in faster time streams. This includes poking someone will break their arm, while punching them could literally kill them instantly. She can choose to simply allow her ears to shift into this newer time stream, which makes none of the ill effects. Because time is unforgiving, this takes a heavy toll on Neta the longer she stays in this form. No other abilities can be used while this ability is activated, and as stated before, if Neta were to stay in this ability for more than 3 minutes (3 posts) then her entire body would be destroyed. It should be noted that when she enters a time stream, Netami will still appear to be in a set spot if she were to move into a slower one, but would appear to have disappeared if moving into faster one. Likewise, if she were to place herself into a faster moving time, the opponent, who is in the "original" or "normal" time stream would think Neta has a form of precognition. Higher ranking vampires can sense her immediately while humans, shifters, and elves can sense traces of her, but cannot pinpoint. Any lower in rank and she's practically invisible. (Equivalent Exchange dictates if Neta were to kill someone via this ability, she would thus kill herself. If she were to break something of the opponent's, she would thus break something, if not the same thing, on herself. This does not work in effect with Perpetuus, and thus she cannot simply heal herself after causing said damage to herself and the opponent. This means that the only way to heal herself would be to consume and hinder a save spot to create a clone that would have a healing ability. By doing this, it leaves her further open to death from the hindrance.) (Lasts: Three posts Cooldown: Two posts)
Perpetuus (Unbroken): One of the benefits the ancient has when in combat is making it a point to always keep you moving. Perpetuus uses the moving body to its advantage by creating what Neta likes to call "reload spots". These reload spots are created via shimmering, almost transparent, images of Netami's person frozen in time in said spots. They are harmless, and they actually don't seem to do anything, though they also don't seem to be able to be destroyed either. Regardless, they're just something that is there for the most part. That is, however, until Neta decides she wishes to "activate" these save spots. (It does not activate if death occurs.) If Netami is wounded, whether it be severely or superficially, she can choose one of these save spots and literally "reload" it. Whatever state she was in once that spot was created will be the exact shape the ascendant is in upon reloading there. (If a poison effect is in motion, if the save spot occurs after the release of the poison, it does not negate the effects of the poison, it simply gives her more time. This is caused by a literal minute or more in time she bypasses backwards in which the poison has not worked through her system yet. She is still affected, but she is not as direly ill as she may have been before the reload. It simply prolongs the inevitable.) These reloads have a five minute span of each other, meaning that each reload can be created every minute upon moving. (Every post.) This also means five can be created at a time. Immediately upon the next post, the oldest one will be destroyed while another one is created. These reloads are consumed when Netami uses one, however if one reload that is "older" than another is used, all others that came after that reload will be consumed as well and must be created again. They also disappear if another minute goes by after hitting the five minute mark, in which case the first reload that was created will disappear while a newer one is created. This allows Netami to remember certain abilities or techniques that enemies have so that she may further fight in a more conducive manner against them.(Equivalent Exchange dictates that every time Neta jumps to a reload, time will overlap for her and will cause slight memory degradation.) (Lasts: Constant, however five save spots are the maximum on the field at a time Cooldown: After too much memory degradation or the marble encases her)
Aetās (Time of Life) : This ability is used slightly in conjunction with Perpetuus, but also can work by itself. Aetās allows Neta to pull different incarnations of herself from the past, usually done by consuming a reload spot via Perpetuus, and bring them to life to fight by her side. (The reason why she leaves it to reload Neta's instead of different Neta's across the timelines is because of the reduced chance of paradoxes.) These "clones" as it were do not have abilities, though they do have innate time manipulation. So while one could not use Perpetuus on an enemy, they could very well use the Everlasting Hour and Time Stitches without any effect on the true Netami. Of course these clones will be depleted and thus "destroyed" upon using innate abilities such as these, but they could mean the difference between life and death. They are basically support and defensive clones that Neta can manifest because of these "buffs" as it were, and they cannot fight whatsoever. They can only be physical defenses to block attacks before being consumed and thus destroyed, and healing or battlefield support. They can use the amount of orbs the original Neta had on her body at will. (Equivalent Exchange dictates every clone that is destroyed by an attack, Netami takes 2.5% of the damage taken to them. So if one were to be sliced in half, an angry pink line, or even an actual superficial cut, will appear across Neta's stomach. If they were destroyed via a blast of energy, Neta's body will slightly burn.) (Lasts: As long as Perpetuus is up; fifteen posts until dangerous of the marble Cooldown: One post after Perpetuus reloads are up)
Orbs of Chaos: Further expanding on Orbs of Time this explanation takes it a step further by stating the orbs can absorb incoming damage and siphon it into themselves. This energy can be held for four posts. Just like the passive, if the energy is held for more than four posts, the energy of the orbs will cumulate and explode and cause more damage to Neta than if she had just dodged it. This version is powerful enough to take on another ancient and even generals of the Fallen's abilities no matter the force and shoot it back at the target via the orbs. The accumulation of power shot back is 50% damage more than the original attack that was absorbed. As its prior form, this ability can be used in a multitude of ways ranging from complete offensive, defensive, or physical boost in cutting power. It can only hold one attack at a time between all orbs and if Neta tries to take on more attacks into her orbs, she risks overloading and causing a dense explosion to herself. if not it lasts until energy is misdirected. Holding the ability for 1 post will increase damage redirected by 50%. 2 posts is 75%. And 3 posts is 100%. 4 posts is 115%. However, if held for too long it will explode with 125% damage done back to Netami if she does not dispel it in some way. (Lasts: Lasts for four posts if energy is held for that long, Cooldown: Four posts)
Apóspasi tou aftioú (Ear Splitting Refrain): This technique is achieved by placing at least one orb near the mouth and blowing on it. The darkness that makes up an orb seem to reverberate at an intense speed before the reasoning of it reaches the opponent. High level victims will become disorientated in a few seconds as an ear splitting ring reaches their inner ears, while weaker opponents like husks will fall unconscious immediately. The whistle does not need to be continued on the orbs for this effect to continue as once the initial breath is blown across the time orb, the sphere will continue to pulsate at the frequency desired. This leaves the opponent open for attack or allows a quick escape of a battle as the whistle can be heard from over 20 feet away. This technique can be done at close range, especially locked in a death match. (Lasts: Two posts (Lower level enemies require user approval) Cooldown: Three posts)
Portal of Travel: By pointing her finger in a gun like fashion toward an area, that can stretch to 10 feet away, Neta will "fire" her thumb as if she were holding a real weapon and was firing a bullet. This is not the case, however, and instead wherever she has fired toward will suddenly appear a dark tear that is at contrast to the surrounding areas. This tear does not look like it can be traveled through, instead looking as if a physical scar on the world, and looks rather harmless though unnerving. Netami will fire another tear, usually closer to her, and in the next moment can literally step through the tear closer to her to appear out of the portal she has prior made. This allows the girl to move quickly between spaces, usually closer to an enemy or in retreat, though she is not the only one that can travel through these tears. While the tears only last for a few posts all together, the enemy can still act quickly and pass through the portal nearest them to pop out beside Neta (though some dizziness, nausea, and aches are to be expected for another who is not a mage honed in space magic). She can only fire two portals at once, one nearest to her and one up to 10 feet away, and these portals can only linger until four are on the field. Once these four - four posts - tears have passed, they will disappear and Neta must wait another two posts to begin to put them back on the field. (Lasts: One post Cooldown: Two posts)
Aevum (Eternity) : This ability is the strongest in Netami's arsenal and is the only one that can forgo Equivalent Exchange. This ability creates, on top of the Era Lock, a loop of sorts that both individuals begin to fight in. This starts whenever Neta decides it to be needed, whether at the beginning of a fight or whenever the fight takes a turn for herself. This loop traps both participants into an ongoing battle, or medical research establishment, for minutes on end. Once death occurs, as Netami's other abilities will save her from most other things, the loop will activate and reverse time back into place where both participants were still alive. This erases the memory of the opponent, or anyone else trapped into this loop, but not Neta herself. However, after a certain amount of time, the opponent, depending on their strength, can begin to have trickles of memories filter throughout their minds. If the opponent begins to remember and does so for two posts, the loop will be broken and time will continue as normally. This allows Neta to choose to do many things differently but also restore her physicality while also keeping the enemy confused and unfocused by the knowledge she possesses. It also does not stop the enemy from feeling the effects of déjà vu, which causes most memory gains. (The First and his lieutenant, as well as other ascendants, can break out of this after 5 posts. Seeing as it's a "let's do it better this time around", it does not have any bearing over power levels. If someone is more powerful than her, she's not going to defeat them just because she learned how they killed her one time. Save points will begin to degrade as, even though she's turning back the clocks on them, because they are of her ability it then dictates they will disappear. Before they can, if Netami were to jump back into a reload to keep up the farce, she would suffer even harsher prices via memory degradation. Likewise, this does not completely benefit Neta as it's stated that both individuals are looped back into time after death. This means that if Netami was lucky enough to kill her enemy, regardless of strength, she would then have to do it again as both must die at least two times to stay dead. However, seeing as memories begin to come back/ déjà vu occurs after even one death for the enemy, the same way will not kill them this time. Ie: Netami's screwed if the other person is smarter and stronger as even a lucky break will not save her after her first lucky kill unless she gets another lucky break.) (Lasts: Fifteen posts Cooldown: One full day)
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Posted: Tue Aug 29, 2017 1:22 pm
Ƞ ȩ ϯ α ɱ ɨ x†x м ι к ą є ℓ § σ η 【 Oméga Chrónos】
‖ Who: ‖Where: ‖ Thoughts: ‖Ambiance: End of Innocence‖Profile‖Mage Ascendant; age XxXxXxX ‖ ---------------------------------------------------------------------------------