Username: Lady Red Fox
Character name: Red
Race: Kitsune
Age: 30
Date of Birth: May 5, 1979
Height: 5' 6"
Weight: 135 lbs
Character name: Red
Race: Kitsune
Age: 30
Date of Birth: May 5, 1979
Height: 5' 6"
Weight: 135 lbs
Appearance:
Red is a relatively slender woman standing at five and a half feet tall. From top to bottom, one would first notice the two vulpine ears perched atop her head, emerging from bed of thick, curly, red hair that falls down to the middle of her back. Beneath her bangs, one can see her forehead, generally very pale, but lightly freckled, accompanied by an ovular sapphire jewel situated in the center. She has thin eyebrows, coppery amber eyes, and a thin nose.
Her chin is a bit round, and points down to a slender neck. She has square shoulders, small breasts, but wide hips. Her stomach and abs are flat and toned. Despite her pale skin, it is complimented by her long bushy tail. She has long arms and legs, and near religiously keeps her hands and feet well manicured and pedicured.
Red has freckles under her eyes, on both cheeks, and on her shoulders. These generally do not show in the winter.
History:
Red doesn't know who her parents are. She doesn't know if they are still alive and abandoned her or killed trying to protect her, or dead for some other reason. As such, grandparents, uncles, aunts, brothers, sisters, cousins, or any other relatives are unknown to her. Whether she is full blood or half blood is unknown. However, being as she is, it doesn't really matter to her that much.
When she was one, she was discovered crying by a band of thieves next to an alley dumpster. The only belonging with her was a note that said 'May 5, 1979.' Assuming this to be her birthday, the men took the child and after looking at her were taken aback by her appearance. Though she looked like a regular human being for the most part, her red furry kitsune ears on the top of her head and matching tail weren't something they had previously been exposed to. Regardless, the team of men took the child in and nursed her as best they could. Not having a name to accompany the child, they simply called her Red, lacking any real creativity in the baby naming department.
Being thieves, they were low in social status, but their skills as common thieves often got them high paying underground clients, allowing them to accumulate a vast amount of wealth and resources. Eventually they had far more fortune than they could handle and began stashing it away in private accounts. Caring more for the little one than perhaps themselves, they even set up a savings account for her when she came of age.
For the most part, Red lived a double life. By day she was a regular girl. She went to school and day care, she did homework and science fair projects, wrote book reports and essays, and even got a part time job. At night though, when it suited her, she joined her brothers on assignments, usually as their trump card. In her toddler years, she exhibited a "gift" which was an abundance in magical power for controlling the elements of water and ice. This gift was nurtured as a useful tool, and was allowed to mature and grow substantially by pulling the band out of tight spots. When she wasn't on assignment or doing homework, she usually swam or trained. Although she attended a dojo and joined the swimming club, she spent little time with her peers outside of the pool or off the mat.
When her cycles began, her power grew to be uncontrollable and she became a hazard to those around her. Randomly, and without provocation, her body would go into a natural hysteria, commanding destructive waves of water and ice that she alone could not control consciously. After one fit of rage she consented to be sealed cryogenically and transported to an exorcist. Hoping to remove some demon from her body, the exorcist failed to detect any malicious spirit dwelling within Red's body, and as a result had to be content with sealing the power away. However, the seal began to falter soon thereafter and so the exorcist was recalled and performed the seal again, but advised Red to seek out a priestess somewhere on the Tai Shan mountains in China.
Thanks to the vast fortune of her brothers, she was able to travel to China with little difficulty almost immediately. Her first encounter with the priestess was in front of what appeared a long since deserted shrine. The priestess agreed to perform the sealing and, upon consulting the spirits, decided that the best method would be to manipulate the power and store it within vital points of energy on her body. She explained to the girl that by doing this, she could always unseal her power as she needed, though usually for only a temporary period of time. The procedure was complicated and to do so all at once would be likely fatal. Therefore it was arranged that each of the seals would be performed once a year.
When she went away on her last trip to see the priestess, her brothers were unfortunate to come across KenoTao, who had been possessed at the time by pure rage. So malicious was his nature at that time and so violent were their deaths that his life force was all but laced over the corpses, making the identification of his signature simple. When Red returned, she arrived at an airport with no one to greet her and returned home with no one about. After three days she followed the trail of her brothers to Northwest Canada, and found their remains in the Darkwood Forest.
Being the only heiress to her brothers' wealth, Red redirected a great deal of her fortune to buying out an underground arms production company. From there she built her own weapons empire, selling most of her products to private benefactors. It proved to be a good investment, and now her money and resources continue to grow, while she is now on a quest for vengeance, with the intent to kill KenoTao. She has encountered him on a few occasions and each time she has failed to so much as scratch his flesh. As a result she began establishing at least a loose organization of allies that she hoped would push her to her limits and give her more power. Though inexperienced, she has already designed her own network of connections within and around Club Orion. These resources grant her knowledge she would not otherwise have and puts her in a position of power to influence the happenings around the club.
She wanders about some nights, usually lost to her own pain and sorrow, thinking about what is and what could have been. On one of her business trips to India, it was because of this wandering that she happened upon another kitsune, a young girl of 19 with black hair as beautiful and lustrous as her own. The girl was just barely a woman, frail, and uncivilized. Red herself felt almost compelled to meet the child, having felt pulled toward an old bunyan tree in which the girl resided. Their first meeting wasn't the most docile and in fact, Red had to beat the girl with a display of power before her amateur assailant passed out from exhaustion. Unable to leave, Red took the girl with her back to the States, where she cleaned her and nursed her back to good health.
Months later, Red realized how fond the girl, who's name was Aasritha, had become of her. She ignored it for a while, but soon succumbed to her own feelings. Whether it was due to her sexuality - which she never explored - or her desperate need for a companion, she grew to love Aasritha very much, which has since calmed her purely vengeful spirit. The two now live together as lovers with a less than normal relationship.
In December 2007, on another such wandering in Bolivia, Red was drawn to encounter a young child named Claudia. At the time, Claudia was sleeping on the streets of Reyes, but unlike the nameless other orphans with no homes, Red's attention was inexplicably drawn to the girl. Claudia awoke soon after her arrival and the two had a light conversation. Red decided to take Claudia back home with her, and jointly adopted her alongside Aasritha. The papers were finalized in February.
Personality:
Red has for some time been mentally unstable, a condition which began as irrational malice in the direct presence or hearing range of the name KenoTao. Since then though, her illness has evolved to make her quite unstable and almost completely random in behavior. Regardless, her general nature still dominates her behavior and so despite the wide spectrum of personal thoughts and feelings, she usually abides by the same general guidelines of public presentation.
On the outside she is cold, critical, and irritable. She doesn't make an effort to make friends, nor does she try not to. Rather she generally sits either physically or mentally apart from people, analyzing them while trying not to critique them. She speaks very little of herself despite how often or how much she might actually say, and therefore protects her identity from the personal opinions of others. It has worked well as a defense mechanism thus far, which is part of the reason she maintains such an attitude.
Inside she is a complete and utter mess. Aside from a faux expression of civility, she suffers constantly from the sound of various voices in her head that persist to insult her by identifying her with everything she doesn't want to be, particularly weak. Slowly such words grate at her stability and frequently cause severe migraines that make any sort of concentration near impossible for her. To alleviate the malady she often carries a bottle of headache medicine which not only eases her mind, but also softens the intensity of the voices. The only time in which she is not suffering from this particular ailment is when she is alone with her lover, who has a nurturing and soothing effect on her entire being, allowing her to actually display happiness and satisfaction. Only when she is with Aasritha will she act like a normal human being, capable of actually feeling, thinking and overall living for more than one focused intent.
When she is all alone however, her pain and anguish get the best of her and she embraces it safely, succumbing to a fit of tears that never seem to dry up. Though she hates this part of her life, her will is only so strong and she'd rather give in only under the watchful eye of the Mother Goddess Parvati than break down publicly. On the off chance that she is found out to be crying, she almost immediately falls into an aggressive fit, feeling that she must prove her strength and show no weakness. This same behavior is generally displayed to anyone who dares try to or successfully reads her mind, so it is usually best not to upset her.
Despite her personal opinion of the general public, she does respect a few people. Ironically she rarely ever places herself in a position of inferiority, opting to speak to anyone and everyone as her equal, regardless of their rank or power. Adding this to her general public demeanor and you she ultimately ends up displaying herself as having a bit of an superiority complex.
Kitsune:
Red would be most closely identified as a 'low class' nogitsune according to the traits associated with her being. Nogitsune, according to some mythology, are those that do not serve the god Inari. The several classifications beneath the nogitsune category are labeled low class and has nothing to do whatsoever with the strength or potnetial of the kitsune in question. Regardless, the only thing special about Red is that her brand of kitsune connected to the element of water. Other than that, most all other traits or inherent abilities she possesses are shared all kitsune of the same breed.
Cunning - though kitsune are stigmatized to be tricksters, Red does not reflect this behavior. However, like most jesters, her wits are about her as well as unusually high levels of perception. Essentially a kitsune uses what they know about an enemy against them. As this is the case, Red does appear aberrant in her hostile and aggressive nature. Strategy is still more her game, but she does not often apply it in combat unfortunately.
Illusions - debated to actually represent what a kitsune perceives as reality. These illusions are extremely powerful compared to the watered down versions that only alter visual aspects of nature or feed the mind corrupt data about reality. Red can recreate concrete matter and reconstruct the entire world around her to suit her needs and then return them to their initial state or leave them as they are permanently. This makes her form of illusions extremely harmful. It is contested that breaking a kitsune's illusion has the effect of traumatizing them on the basis that you have shattered their perception of reality.
Kitsune-Bi - an ability that allows her to conjure a ball of self sustaining flame simply by stroking her tail. There is nothing all that special about this however; the flame can be snuffed out, smothered, and doused successfully.
Kitsune's Ball - allegedly an extremely valuable item, although Red herself does not bear hers externally. What this is exactly has been widely debated among kitsune scholars of her breed, but should anyone come across it, past data suggests that she will offer some great service to have it returned.
Kitsune Tails - perhaps one of the more confusing aspects of the nogitsune is the existence of multiple tails. A kitsune may possess a few as one, which is the common occurrence, but as many as nine tails. Some argue that the number of tails represents how long the kitsune has lived, as only a millennium-old or older fox possesses nine. Others dispute that there is some connection to rank and power, as documents have revealed cases in which a kitsune has lost or gained a tail for performing certain deeds. Still others think that it may have something to do with the number of lives a kitsune has, although this one is more controversial than others. Whatever the reason some kitsune do have more than one tail.
Shapeshifting - as a canid, despite her adult human appearance, her body is still quite young compared to 'regular' adult foxes. This is due to her still being a pup in terms of kitsune longevity. Whether this also reflects on her humanoid reproductive capabilities has not been revealed. In vulpine form she still has all the features of a standard red fox; the red fur, white underbelly and paws, and bushy white tipped tail. The only real differences are that her fur is a bolder red color, her matching red eyes (instead of yellow) and her ears are white tipped rather than of black.
Telepathy - this may or may not be unique or even related to being a kitsune. With her telepathic powers, she is able to read minds and navigate on a mental plane she calls the Manifest, which condenses an individual's psychic plane to a mental image of the host and the maze that represents their mind. Weaker minded individuals are unfortunate should they come to lose any or all control of their body as she can assume total command in a moment's notice. Even worse are the poor victims who lose all rights to their mind, ranging from conscious to unconscious thought and decision making, rendering resistance totally useless since they no longer even have the awareness of being manipulated. Though she seems to be an amateur telepath, her psychic abilities are almost unrivaled by even the greatest of mental warriors. That being said, Red is capable of plunging into most any mind as ably as most psychics detect surface thoughts, taking control of motors skills, completely controlling one's mind and thereby everything else about them, and reduce or eliminate the use of one's psychic abilities(if it has '-kinesis' it is likely a psychic trait) among other things. Defensively she is pretty much like a vegetable. Even if one were to get into her head, as far as her Manifest is concerned, all they would see is a projection of her that does not and cannot be moved in any way. One would find no maze of any sort, and would essentially just be floating about in a psychic void.
Moves List:
Animation - not directly related to her hydromancy, this skill gives otherwise inanimate objects the ability to move, whether a little or otherwise. Although generally there is no change in the physical make up of the object in question, plants of various sorts may become more limber in order that they might not break.
Aquatic Perception - this is a temporal distortion technique that makes all movements Red perceives seem to be underwater, while simultaneously allowing her to move through space swifter than normal.
Barrier - using the element of water, Red is able to surround herself with a barrier of water or ice. Each has its functions depending on what she is guarding against. The water barrier is used to slow the rate of an attack or projectile coming for Red, commonly used to allow her to evade an assault. The ice barrier, because she can make it as thin or think as she wants, allows her to stop attacks or at least deter them momentarily.
Bending - bending is an altogether different, but about as effective, method for utilizing hydrokinesis. Rather than simply forcing water to move based on her will, her entire body, with a constant flow of mana, directs and moves in sync with a targeted body of water in battle. As an art, bending is generally a defensive style of combat that uses an opponent's strength against him rather than exerting much force from the user and focuses more on control. This style also makes use of thermokinesis, which is listed below. A weakness to this art is that there has to be an external supply of water around in order to actually perform, although skilled artisans of the practice are able to condense air vapor effectively in the absence of such. To be certain however, most benders carry a container of water with them specifically for bending. Secondly, a much more important factor is that aside from one particular skill, bending can only be performed if the user's hands are able to function, thus binding or breaking them can limit or completely nullify their ability to bend. However a benefit to using this art is that it reduces the level of mental focus Red needs in the midst of combat. It also allows her to remain in constant motion, which is a staple to combat as idle targets are much easier to hit. Notable and common bending practices are:
----->Pulling and pushing - simply by moving the arms back and forth like waves on a shore, one can pull and/or push water in the desired direction.
----->Thermokinetics - a quick tensing of the hand(s) which immediately, but not instantly, freezes the targeted body of water. By relaxing the hand, or spreading the fingers if already relaxed, targeted chunks of ice will respectively melt.
----->Uplift - commonly the first step in a wave, by lifting the arms loosely and tensing at the last moment, a targeted body of water will lift up swiftly. For varied results, the bender can lift the arms to, away from, or to either side and the water will respond in turn.
----->Water Whip - a swift snapping motion of the arms or legs, usually at the joints, aimed at the target resulting in a sharp whipping effect of the water.
----->Wave - by moving the arms pattern resembling a rolling wave, a body of water will rise and fall where directed.
Buoyancy - in the simplest terms, Red can walk on water.
Clones - the water can be formed into clones that generally take the form of Red. Water is clearly not as potent for physical assaults, but by being water, they do possess the ability to fill a foe's lungs or choke them long enough for a physical assault. Ice clones better serve as assistants in actual battle. However, by being ice figures, they are prone to shatter under enough force and also are limited in the amount of impact damage they can do and still be useful.
Diffusion - a very slow process as it does not use a seal but rather operates via encantaion. Focused solely on the task of separating molecules, Red can extract oxygen from water upon touching, or placing something in physical contact with her on, the surface. As she cannot control pure oxygen gas however, this has yet to be a commonly used spell for her.
Direct - using the will power of her own mind, Red manipulates the movement of a body of water, which can be used a means of conveyance for herself, her allies, or even her foes. Thus far, she is able to control as much water as she can keep up with, meaning her limit is only marked by her focus.
Extraction - having studied the basics of climatology, Red has discovered new sources of liquid at her disposal, including but not limited to vapor in the air and groundwater.
Familiar - Red's most complicated spell that takes combines PermaFrost and Steel Coat and an animation and sentience spell. A familiar, in the form of a wolf of ice, manifests and is able to provide magical and combat assistance. The familiar's capabilities are limited only by Red's and it's physical structure.
Gills - a spell via proper encantation. When performed correctly, the kitsune is able to reconfigure her respiratory system so that she is able to breathe underwater via gills that are located along either side of her neck
Missiles - water can form many different types of projectiles for Red. She can fire regular balls of water or solid spheres of ice to strike the opponent, she can form the ice with razor thin edges to cut into the enemy's skin, or she can even form the ice into needles or spikes to pierce directly through an opponent or completely impale and opponent.
PermaFrost - this is perhaps Red's most advanced technique in that it requires a bit more magic to perform. By casting an advanced freezing spell on water, it is secured never to melt, despite the heat of the environment around it. This works best against flame barriers or attacks.
Seal Magic - in simplest terms, the method by which Red performs her status inducing spells. Working similar to the way runes might, seals are symbols that are worthless alone, but given the proper amount of concentration and mana (or if drawn under the same circumstances) they are able to enchant animate or inanimate objects with various traits quickly and effectively. Often Red draws the seals as she needs them, but she can also have them inscribed prior to their use and activate them simply by imbuing them with her mana.
Sentience - a spell giving an object something similar to artificial intelligence. This spell alone does very little, but with an animation spell, this technique reduces the amount of mental strain on Red, allowing her to draw her attention away from the puppets.
Steel Coat - one of Red's advanced skills. A bit unorthodox in nature, steel coat makes ice more potent in nature by providing it the fundamental properties of steel, making it thus react more like a metal instead of ice.
Thermokinesis - the ability to manipulate the many forms of water by controlling its core temperature, thermokinesis allows the user to freeze, melt, evaporate, or condense any form of water into the desired alternative form.
Transfiguration - this is merely a technique that alters Red's molecular structure into that of water. This is a very risky technique however as heat can instantly turn her into vapor and send her up into the sky to condense later wherever she happens to rain down.
Water Proof - drawing the proper seal upon a surface(s) and imbuing the necessary amount of mana, an object's external body will develop a hydrophobic reaction which will make repel water and prevent it from being absorbed or mixing. This does not, however, work on visible openings of any sort.
Water Seal - recently Red has performed a spell that allows her to take a short cut in executing Steel Coat and PermaFrost due to the effects of a water seal on both hands. The water seal is an unseen marking on her hand that glows through her palm and the back of her hand when she channels the necessary amount mana. The mana automatically activates the seal's effects which only then needs to be applied to the surface of whatever she intends to perform the spell on. On her right hand is the seal for the Steel Coat spell and on the left is the seal for the PermaFrost.
Cosmic Seals:
Every year for twelve years, Red went to China to seal the destructive power that emerged at her coming of age. Once a year she obtained a new seal to accompany the ones preceding it, each being marked by a pinprick sized dot on her body. These seals utilized the spirits of the zodiac to contain her abilities. She is able to release these seals at will for a set period of time. How long they remain unsealed relies mostly on how many she opens at once. Usually with only one or two, she can do what she will with little consequence, but three or more will take a toll on her. If she does not willingly reactivate the seals, her body will do it naturally once she has entered the Red Zone, an act which cannot be undone until she has recovered.
Rat - when released, the seal of the rat roughly doubles Red's defense, allowing her to withstand more force before taking damage.
Ox - the ox contains half of Red's maximum attack power, which consequently also means she becomes slightly quicker when the seal is released.
Tiger - the tiger seal doubles Red's stamina, allowing her to take more damage and fight longer physically while also allowing her to endure the rigors of rapid or massive mana use.
Rabbit - half of Red's speed is contained within the rabbit seal, which effectively decreases her reaction time and increases her attack power.
Dragon - as she was unable to bear the large amount of mana that flowed within her body all the time, half of it was sealed into the dragon seal for safe measure.
Snake - Red is not particularly inflexible, but releasing the snake seal makes her more limber and agile.
Horse - the horse seal ensures that Red is able to maintain her reason even should she come under immediate stress.
Ram - Red's aggression is suppressed within the ram seal. This does not mean that she will lash out just because the seal is released, but she will be easier to provoke and in turn be more likely to provoke someone into a fight. Consequently, she also drops her guard frequently as she is only looking to attack.
Monkey - when the monkey seal is released, Red becomes better able to understand and relate to the feelings of those around her.
Rooster - like the monkey, the rooster seal is connected to feelings, but the rooster enables Red to comprehend her own feelings without necessarily equipping her to be able to keep them under control.
Dog - a very dangerous seal, the dog disables Red from recognizing friend from foe or, for that matter, anything that might hold sentimental value from something entirely worthless to her. Generally this seal is released unintentionally.
Pig - the pig is the most dangerous seal because when it is released, Red becomes completely uninhibited. Depending on the situation and the other seals broken, this seal could reduce Red into something like a berserker state, in which case the only way to reseal it is to force her unconscious. Worst case scenario aside, the pig seal can lead to unpredictable, though not necessarily dangerous situations.
Weapons and Armor:
Leviathan's Vial - Red is accompanied by a magical object called Leviathan's Vial. It appears on her as a small sapphire vial hanging off of a silver necklace chain about her neck. Though not terribly important, it may be noted that the charm is upside down, as though any contents within it would pour out. By being in physical contact with the object (which is why it hangs around her neck) and speaking its name she activates it. Once activated, the small object obeys three commands. The "Flow" command generates water that begins to flow out of the hollow tips. The "Block" command ends the flow of water. The "Return" command draws the water back within the small vial which shelters it.
Zeta Armor - the sixth and most successful in the series of attempts to replicate the technology behind indestructible armor. The armor is comprised of two parts; the under suit and over armor. The under suit, actually known as the Delta suit, is a bodysuit that protects the majority of the wearer from cuts, burns, freezing, and the like. However, the Delta cannot protect the wearer from extreme force, which is where the Zeta comes in, minimizing the likelihood of broken bones. In addition, it offers additional resistance to the elements and piercings. The Zeta comes as a set of nine separate parts; chest/breastplate, four-component arm guards, and four-component leg guards. As little or as much of the armor can be assembled as the wearer pleases.
F90 Electric Gauntlets - a pair of lightly armored gloves programmed to generate and discharge electric currents. The gloves connect to the breastplate through a series of conductive connections between the glove, the arm guards, and the breastplate, where the battery source can be fitted. The connections run beneath the Zeta, but over the Delta so as to insulate the flow of electricity from the body of the wearer. A separate battery an be planted on the glove itself, but can only discharge for a maximum of ten minutes.
V Thrust Boots - protective boots with three inch soles designed for levitation, acceleration, and thrust. The bottom is designed with a special heat resistance shell to protect the boot and foot from the flames emiited during thrust. A special battery can be inserted in a slot at the heel, which maintains a maximum use life of one hour.