Avernale's Almanac
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Avernale's Almanac
HELENA ALBRANDT
[Attributes]
Power - ****
Agility - **
Toughness - ****
Intelligence - ***
Willpower - **
[Basic Information]
Full Name: Helena Albrandt
Alias(es): Avernale, the Monstrous Nightmare, the Mad Nymph of Hell
Gender: Female
Age: 23
Birthday: July 24
Sexuality: Pansexual
[Characteristics]
Height: 6’6”
Weight: 80 kg
Hair: Red
Eyes: Yellow
General Appearance: Helena “Avernale” Albrandt is a dark-skinned woman with long hair tied back in a ponytail and a strong, muscular build. Though she is young, her body sports multiple scars, including one on her face that starts on her forehead above her left eye and crosses diagonally to her left cheek yet somehow doesn’t detract from her overall beauty. Other scars include three in her left forearm, one in her right bicep, one down her chest, two arrow scars in her right shoulder, one in her abdomen and right thigh, burn scars on the right of her stomach and left thigh, three missing toenails on her right foot, one on the left, and a puncture scar on her left buttock she doesn’t care to talk about. When she’s out and about she likes to wear a yellow, sleeveless sundress and leather sandals, and when wearing her Magic Council uniform she prefers to wear the jacket completely unzipped to show off her red half-camisole.
Personality: Avernale’s physically imposing stature naturally lends itself to a socially powerful presence. She can be greatly gregarious among friends and soon to be friends, and can also come on a bit strong to those she takes a special interest in. She brims with pride in her body and skills, and is not shy about showing off in any capacity. She considers herself a good judge of character and easily trusts people who seem nice even if she just met them.
When Avernale makes a decision, she sticks to it and very little will change her mind. She respects authority and other people’s views, but once she’s set a course she won’t want to deviate from it without a good reason. She won’t want to cause trouble unless she has to and will try to find away around obstacles, physical or otherwise, if going straight through them isn’t viable. She also won’t want to hurt friends or innocent people, so appealing to her emotions is a good way to convince her.
When it’s time for action, Avernale really gets into it. Being a big-time show-off, she will try to one-up ally and enemy alike just for the bragging rights. This can make her a fierce competitor, but she can also get a little reckless. Once she gets her dander up, it can be difficult to get it back down and she will try to blast through whatever obstacles get in her way.
Likes:
- Working Out: In her free time, Avernale often pumps iron, jogs, hones her skills, or plays sports. She is always trying to get stronger and take her body to the next level. When she travels, she brings a lot of stuff with her just so she has to carry it all. It also makes her feel better when she’s depressed.
- Exhibitionism: Avernale likes having an audience she can flex her muscles for or impress with her skills. She’s not above public displays of affection, either, and has been known to smother people with her hugs.
- Eating: A bit of a cliche, but a big body requires a lot of energy, especially when that body uses powerful magic. She’s no picky eater, either, and will eat anything put in front of her. She’s not satisfied until she’s stuffed silly.
Dislikes:
- Loss of Control: While she doesn’t feel an absolute need to be in command of whatever group she’s in, she doesn’t like feeling like she has no choice in certain matters. This can range from orders she doesn’t agree with to being physically bound. She doesn’t even know how to swim because she can’t stand the feeling of floating in water.
- Being Talked Down To: Because of her size and strength, people often thing of her as a dumb brute. Accordingly, they will sometimes speak to her as if she has difficulty understanding and/or hearing. She’s not an idiot and doesn’t appreciate people second-guessing her intellectual capacities. Granted, she doesn’t always use them, but that doesn’t mean she’s stupid.
- Indecisiveness: She gets impatient if people take too long to make decisions or start second-guessing decisions they’ve already made. It’s especially infuriating when they later take back decisions they’ve already made in favor of a completely different course of action, in particular when these decisions involve her. If forced to choose, she’d rather people take longer to decide than make a quick decision and change their minds later, but ideally she’d rather come to an immediate decision and keep going from there. Granted, people have the right to change their minds, but it’s frustrating to put a lot of effort into something and just abandon it.
Motivations:
- Survival: Being strong is basically what keeps Avernale alive. She has managed to overcome severe Asthma through physical conditioning. If she allows her body to deteriorate, it could literally kill her.
- Hedonism, Sexualality, and Sensuality: Avernale works hard and plays hard. She is given to many physical pleasures, but her discipline keeps her from being dominated by them.
Fears:
- Deep Water: As stated earlier, Avernale cannot swim and she dislikes floating. Granted, her body is too dense with muscle to float, but that doesn’t make things better. If she can’t feel solid ground beneath her feet, she starts to freak out.
- Smoke: Her physical conditioning keeps her breathing problems in check, but particulate matter entering her airways will immediately cause her to choke even at levels tolerable to most people. This includes smoke, but can extend to certain kinds of perfumes, gases, and allergens.
[Life]
Occupation: Magic Council Paladin
Family: Col. Jericho “Jerry” Albrandt (father), Madeleine Rothschild-Albrandt (mother), Brent Albrandt (brother), Nina Albrandt (sister)
Medical Conditions: Asthma
Pets: None
Hometown: Oak Town, South Fiore
Secrets: Avernale generally doesn’t talk about her Asthma, which she is able to control without the need for magic or medication thanks to her physical conditioning.
- History:
- When Helena “Avernale” Albrandt was a small child, she was stricken with severe asthma and a weak constitution. The asthma would frequently attack while she was sleeping, most times nearly suffocating her to death and leaving her half-dead more than once. The attacks that came while she was awake were just as bad. Every doctor that saw her gave her only a few years to live at best, and even magic could only help her so much.
Her father, a colonel in the Royal Guard who was considered one of the strongest men in the service, had more faith in his daughter’s potential. Fed up with the doctor’s naysaying, he sat down with his daughter one day and told her, “Kid, this body of yours is breaking down. If you’re going to live, you’ll have to rebuild it from what you have.” The very next day they started an intensive training regimen. They started off slowly, allowing her to adjust to the rigorous activity, but ramped up quickly. The stronger her body got, the stronger her breathing was. She soon overcame her asthma, able to breath freely in most situations, but she still kept on training and enjoying the feeling of becoming stronger and stronger. When she was six, the doctors said she wouldn’t live to see ten; At age eleven, she killed a Forest Vulcan with her bare hands.
When Avernale was fifteen, the town she lived in was devastated by a giant, rampaging demon. While wizards far more skilled than she was at the time dealt with the monster, she helped her fellow citizens escape. More than once she had to use her great strength to rescue people from being trapped under or behind wreckage, not to mention carrying supplies. She was later awarded with a medal for her efforts.
When she came of age, she decided to follow in her father’s footsteps and join the Royal Guard. She quickly became renowned for her strength and skill and was tapped by the Magic Council for a secret project. They had recently determined the whereabouts of the Lampade, a magical weapon thought to have been long lost. It was located in an ancient, trap-filled temple in the middle of enemy territory. Lives were lost, but the Lampade was eventually obtained. When Avernale touched the sword, it became bound to her and would not let anyone else use it. Because of this and she was transferred to the Magic Council.
[Guild & Magic]
Guild: Magic Council
Guild Tattoo: Right shoulder
Magic: Lampade - the Edge of Madness
Caster or Holder: Holder
Description: The Lampade is a weapon created long ago by a cult that worships eldritch abominations as gods. It produces a light that is said to drive men to madness, thus allowing the weapon to attack both mind and body.
Strengths: The Lampade itself is a large, heavy weapon, capable of dealing great damage even when not using magical attacks. Its magic is designed to attack the mind, causing confusion, madness, and fear. This is primarily accomplished by way of illusions that only the target or targets can see. While not mind control per se, it is possible to bring down an enemy without having to cause physical damage. It is also capable of lending the user extranormal senses and enhancing existing ones.
Weaknesses: The Lampade is a large, heavy weapon, which means it’s also slow and difficult to wield. It’s magic is designed to attack the mind, but has precious few spells for actually causing damage. This is primarily accomplished by way of illusions, which have reduced effects on targets with high willpower or enhanced senses. Making use of the weapon’s special sensory abilities requires holding the weapon in a manner that might not be conducive to defending oneself in battle.
Username: Avernale
Face Claim: Kanna Kirishima, Sakura Wars
Re: Avernale's Almanac
LAMPADE, THE EDGE OF MADNESS
Weapon type: Two-Handed Sword
Power: *****
Speed: *
Range: **
Durability: ****
Default Lacrima setup: Barophobia, Sociophobia, Grandiosity, Imaginary Invulnerability, Maddening Clarity
Description
The Lampade is an Eiku, an oar-shaped sword a little over six feet in length with the blade itself being five feet long. Set into the base of the sword is what appears to be glass-globe lantern in which an eerie, purple flame eternally burns. In combat, the flame surges and flows up through grooves in the blade, illuminating the antediluvian script that enchants the sword.
Last edited by Avernale on Wed Sep 24, 2014 12:14 am; edited 1 time in total
Re: Avernale's Almanac
Spell name: Barophobia
Element: Madness
Rank: 1
MP cost: 10
Effect: The user swings Lampade downward, creating a shockwave of violet light. Instead of dealing damage, this spell tricks the mundane senses of the victims so they will believe they are falling through a bottomless chasm with whatever flying abilities they have rendered useless. This effect lasts one full turn.
Power: ***
Speed: 0
Area: 0
Extra: * (Cone, Non-Lethal)
Spell name: Sociophobia
Element: Madness
Rank: 1
MP cost: 10
Effect: The user raises the Lampade as it shines an obfuscating light. Anyone caught in its area of effect will experience momentary disorientation until it fades, after which point they will see an illusion where the nearest ally and the caster have switched places, with the illusionary caster about to attack the victim (or an ally if there are multiple victims).
Power: ***
Speed: 0
Area: *
Extra: 0 (Non-Lethal)
Spell name: Grandiosity
Element: Madness
Rank: 1
MP cost: 10
Effect: The violet flames on the Lampade flare brilliantly, increasing the Power of the spells cast with it other than this one.
Power: ***
Speed: 0
Area: 0
Extra: * (Buff: Power)
Spell name: Imaginary Invulnerability
Element: Madness
Rank: 1
MP cost: 10
Effect: While this spell is in effect, the caster will, to all outside observers, appear to successfully defend, deflect, or neutralize all attacks made against them. Ranged attacks will appear to be deflected effortlessly while melee attacks will seem to pass through the caster as if they were made of smoke. This, of course, is an illusion that occurs whether the attack lands or not, and thus does not physically protect the caster from anything. The caster will have to defend against attacks normally and any that land will take full effect. This spell functions solely to intimidate enemies, but has no direct magical effect on them.
Power: ***
Speed: 0
Area: 0
Extra: * (Sustained)
Spell name: Maddening Clarity
Element: Madness
Rank: 1
MP cost: 10
Effect: By gazing through the lantern embedded in the Lampade, the user is able to see through illusions within visual range, spot magically-hidden enemies, and sometimes (at the GM’s discretion) receive prophetic visions that act as enigmatic hints towards finding solutions. If this spell fails, the user is likely to see false visions instead of whatever they were trying to find (also at the GM’s discretion).
Power: ****
Speed: 0
Area: 0
Extra:n ** (Sustained, Targets Self)
Element: Madness
Rank: 1
MP cost: 10
Effect: The user swings Lampade downward, creating a shockwave of violet light. Instead of dealing damage, this spell tricks the mundane senses of the victims so they will believe they are falling through a bottomless chasm with whatever flying abilities they have rendered useless. This effect lasts one full turn.
Power: ***
Speed: 0
Area: 0
Extra: * (Cone, Non-Lethal)
Spell name: Sociophobia
Element: Madness
Rank: 1
MP cost: 10
Effect: The user raises the Lampade as it shines an obfuscating light. Anyone caught in its area of effect will experience momentary disorientation until it fades, after which point they will see an illusion where the nearest ally and the caster have switched places, with the illusionary caster about to attack the victim (or an ally if there are multiple victims).
Power: ***
Speed: 0
Area: *
Extra: 0 (Non-Lethal)
Spell name: Grandiosity
Element: Madness
Rank: 1
MP cost: 10
Effect: The violet flames on the Lampade flare brilliantly, increasing the Power of the spells cast with it other than this one.
Power: ***
Speed: 0
Area: 0
Extra: * (Buff: Power)
Spell name: Imaginary Invulnerability
Element: Madness
Rank: 1
MP cost: 10
Effect: While this spell is in effect, the caster will, to all outside observers, appear to successfully defend, deflect, or neutralize all attacks made against them. Ranged attacks will appear to be deflected effortlessly while melee attacks will seem to pass through the caster as if they were made of smoke. This, of course, is an illusion that occurs whether the attack lands or not, and thus does not physically protect the caster from anything. The caster will have to defend against attacks normally and any that land will take full effect. This spell functions solely to intimidate enemies, but has no direct magical effect on them.
Power: ***
Speed: 0
Area: 0
Extra: * (Sustained)
Spell name: Maddening Clarity
Element: Madness
Rank: 1
MP cost: 10
Effect: By gazing through the lantern embedded in the Lampade, the user is able to see through illusions within visual range, spot magically-hidden enemies, and sometimes (at the GM’s discretion) receive prophetic visions that act as enigmatic hints towards finding solutions. If this spell fails, the user is likely to see false visions instead of whatever they were trying to find (also at the GM’s discretion).
Power: ****
Speed: 0
Area: 0
Extra:n ** (Sustained, Targets Self)
Re: Avernale's Almanac
Wolfe's Crisis! Burning Bridges at Both Ends!
Man, I haven't been a member of the Magic Council long, and someone's already throwing flaming barrels at me!
Why is There a Cat-Girl?
Investigating a missing person's report. Found the girl in the park, but she ran off...
A Good Soak
What? I'm off-duty!
Man, I haven't been a member of the Magic Council long, and someone's already throwing flaming barrels at me!
Why is There a Cat-Girl?
Investigating a missing person's report. Found the girl in the park, but she ran off...
A Good Soak
What? I'm off-duty!
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