✒ IC Name: Kiri Luchile Canon:Double Arts Canon Point: End of chapter 23 Age: 16
Personality: For the most part, Kiri is anything but the average kid and John Q. Public he carries himself as and claims to be. Having a game breakingly overpowered ability should have attracted attention from far flung corners of the world. But, no. The boy stays quiet about curing common colds, deadlifting barges. and carving statues in a matter of seconds. One would think this is only accomplished by being tirelessly vigilant of every person met, and word spoken. Rather, the boy retains this anonymity by simply avoiding the spotlight, skirting around responsibility, fleeing boredom; his parents more than could have had a hand in keeping their child hidden, but this is speculation and a leap of logic only founded by how no one outside of his home town knows about it, despite there being a festival that is nearly in his honor. Either which way, Kiri had danced through life without thinking beyond tomorrow or emotionally investing himself in much at all. Sure, the boy is exceptionally brilliant at working with materials such as clay, stone, or wood for carving/sculpting, and could sketch and paint alongside Dali, and he still doesn’t care beyond filling boredom; which shows through all his poop spirit statues, and glib doodles. Sure, this tailors’ son sews faster and with more accuracy than what someone could consider humanly possible, and he still doesn’t care beyond filling boredom; of course, it is a family trade, yet that doesn’t hold for him other than familial bonds (no thought of the future, or what the trade does and is to him). Sure, there is the Thanksgiving Festival he contributes to and is the guest of honor for, yet still he doesn’t care beyond filling boredom; there are so many instances of casual, if not slightly apathetic, talk of committing, let alone his dismissiveness about attending it. Kiri does not think beyond what is immediately in front of him for everything from responsibilities to leisure.
Until he meets Elraine Figarette.
In a matter of a day (or a few hours, for that matter) he is on his hero’s journey with the added bonus of literally holding Elle’s life in his hands. There is all this talk about saving the world and being a hero. So, of course, per the main shounen protagonist job description, Kiri puts his intelligence to work fighting assassins, and rescuing people. But, still, Kiri does not think beyond the immediate. It is only with Elle’s coercion that Kiri understands what sort of impact he can have on the world, and the responsibility that comes with it -- he does not fathom the journey beyond his promises to Elle and his own picky, naive sense of justice. First foray into real life, and even his special powers, for her. Kiri drops everything and throws himself wholly and completely at this sudden love-at-first-sight. In a word or two, you could call him hopelessly devoted or stupid -- take your pick.
So, when Elle and her fellow Sisters are so accustomed to their martyr lifestyle and try to sacrifice themselves for him, it is no surprise that Kiri gets riled up and angry; the idea of sacrificing lives for a single person’s sake or to accomplish a dream is ridiculous to him. Kiri holds onto this fired up positivity that even if there is only a 1% chance of success, it is better to have given it your all rather than let that chance pass by. Especially when lives are at stake. But, when the chances are less than that one percent and he fails -- costing the lives of many Sisters, and nearly killing Elle -- the helpless shame spurns him into realizing just how heavy his newfound responsibilities and promises are. He starts thinking much farther ahead, ardently planning and training like never before. It solidifies that his journey with Elle is not something to fill boredom, that he cares. Kiri gives Elle Flare, and with it, himself.
TL;DR -- Generally very calm, relaxed, and quiet about matters unless whatever is going on has a direct, immediate effect on himself (or loved ones) and he feels responsible for it; only snaps when stressed/angry/riled, or when someone is willingly putting themselves in harms way (only when it involves Elle or his family, he will hypocritically sacrifice himself). If he feels something is within his control or his responsibility, he is Mr. Fix-it -- action takes precedence over words. Otherwise, he goes by the thought that there is no use worrying over something that cannot be helped or changed; it is safer to avoid conflict and stay anonymous. As a whole, Kiri is not very excitable. And he is stupidly, hopelessly devoted to Elle, and is not sure why or what he wants to get out of it, simply that there is a strong emotional attachment. Oh, and he is ambidextrous.
History: Double Arts takes place on an unnamed continent comprised of two major nations that have been plagued by a incurable disease spread by physical contact, Troy -- once contracted, it builds up a poison inside the person until it causes seizures, and afterward the afflicted fades out of existence. There are four supposed races in this fantasy setting, only two of which are named: Beigar, a race specializing in crafting vocations, and Nagin, whose warrior blood has been spread so far and thin across the world that they are one of the most common races. An organization, whose members are referred to as “Sisters”, manages to keep the disease relatively contained by using people whose resistance to Troy is stronger than average to “Drain” the poison in the afflicted person; thus, in the epitome of martyrdom, sacrificing droves upon droves of young women’s lives while searching for a cure -... that a group of assassins known as “Gazelles” want them dead for. Their intent is unknown aside from that they like to mercilessly kill Sisters whenever they get a chance.
Which is where Kiri comes in with his special power, Flare -- the driving force of why the Sisters need it, being that with a single touch, Kiri can halt the seizures, and reverse the vanishing. Also, in a way, how Kiri and Elle meet. While doing work as a Sister in a small, country-side port town (and Kiri’s home), Turm, Elle’s resistance to Troy reaches its limit and she goes into seizures. Kiri holds her hand and stops the seizures. From then on, the duo need to have physical contact or Elle will die, at the same time working on their journey to the Sisters’ headquarters to find a cure for Troy. Double Arts centers around their friendship forged out of difficult times (i.e. being a giant glaring target for the Gazelle Assassins, and fighting them with their personal martial arts style, the eponymous Double Arts), and the necessity of trusting, needing, and learning about each other because of this 24/7 skinship.
Canon Abilities or Powers: "Flare" -- CON, DEX, STR are multiplied by every person in contact with Kiri for every person in contact with Kiri, including himself. v01.c005.p14 ??? -- Another facet of Flare is mentioned, but is never explained or shown in canon.
Fairy Tale Role: The Pupil ( Master and Pupil) Fairy Tale Powers or Abilities[1]: Capacity for magicCan decipher spellbooks and read runes/magic script; cost/repercussions for casting have been increased to balance with shape shifting ability. - Kiri starts with a 20 Magic Point Threshold, that resets daily, can be spent on casting spells. For every 1 MP spent over the Threshold will give Kiri one minor injury; every 5 MP over, he will get one major injury; every 10 MP over, a mortal injury; 15 MP over, permanent repercussions that include and are not limited to nerve damage, MPT lowered, crippled limb(s); 20+ MP over is automatic death. - Basic cantrips: ----- Ghost sound With a small gesture, you create an illusionary sound that emanates from somewhere nearby. 1-4 MP - project sound up to 20 ft away for 60 seconds. 5 MP - mimic another person/creature’s voice ----- Light With a wave of your hand, you cause a bright, white light orb of light to appear in the palm of your hand, at the tip of your wand or staff, on another object, or in a nearby space. 1 MP - 75 lumen orb for 60 seconds up to 10 ft within line of sight 2 MP - 150 lumen orb for 60 seconds or 250 lumen flash up to 10 ft within line of sight 5 MP - to make orb autonomous (and/or go beyond 10 ft or outside of line of sight); 1 MP for every minute in use ----- Telekinesis You gesture toward an object nearby, and it can be moved at will by an unseen force. 1 MP - Lift an object of 5 or less lbs for 60 seconds; +1 MP for every pound over 5 1 MP - Push an object of 5 lbs or less; +1 MP for every pound over 5; +5 MP to make force mildly harmful; +15 MP to make it deadly. 3 MP - Levitate an object of 5 lbs or less for 60 seconds; +1 MP for every pound over 5.
Shapeshifting into any animal or inanimate object; takes 60 seconds to fully transform, and is painful.
Item: Spellbook Available spells will be based off of the D&D4.0 Wizard class (including supplementary books: Player’s Handbook 2 & 3, and Arcane Power), using the MP system mentioned in “Capacity for magic”. All spells other than cantrips require previous preparation (i.e. powder ground, potion mixed), a recited spell, and/or rune/symbol/etc drawn -- Kiri cannot cast a spell other than a cantrip instantaneously, unless House Ruled.
Personal Items: Other than the clothes he is wearing: -a fannypack: 1 pencil, 1 permanent marker, 3 paint brushes, 1 pocket knife, 4 small spools of thread (brown, black, white, yellow), a pack of 5 needles, 1 compass, and three random 5” scraps of cloth.
First Person Sample: [Kiri opens up this advertisement journal entry with an ink gesture drawing of a particular cottage near the center of town -- a rickety thing, shivering against the brick building beside it, with its cross-beams chipped and paint peeling -- modest and homely for all its blemishes. It is framed with an elaborate scheme of ribbons of cloth, needles, and thread woven together in sailing knots. His handwriting isn’t the most neatly scrawled at the foot of the picture, sitting somewhere between chicken scratch and doctors’ cursive flourish.]
Need your pants patched? A suit tailored? A dress hemmed? Come down to the North-East end of the Shopping District for all your tailoring needs for a fair price!
- Kiri Luchile
[The signature is at least legible… If you can ignore the doodle strapped to the side of it.]
[1]I will put restrictions on these to fit the overall starting game power-level as needed; don’t mind making a full 4.0 character sheet for Kiri, either, since it’s dangerously easy to write him being overpowered.
Kiri Luchile | Double Arts | Reserved (changed fairy tale)
Name: Cassie
Contact:
→ DW: Lil_Sunspot
→ AIM: Carefreecorona
→ Plurk: http://www.plurk.com/ChamorroCheburashka
Do you play anyone in Myth Making?: Nope
✒ IC
Name: Kiri Luchile
Canon: Double Arts
Canon Point: End of chapter 23
Age: 16
Personality:
For the most part, Kiri is anything but the average kid and John Q. Public he carries himself as and claims to be. Having a game breakingly overpowered ability should have attracted attention from far flung corners of the world. But, no. The boy stays quiet about curing common colds, deadlifting barges. and carving statues in a matter of seconds. One would think this is only accomplished by being tirelessly vigilant of every person met, and word spoken. Rather, the boy retains this anonymity by simply avoiding the spotlight, skirting around responsibility, fleeing boredom; his parents more than could have had a hand in keeping their child hidden, but this is speculation and a leap of logic only founded by how no one outside of his home town knows about it, despite there being a festival that is nearly in his honor. Either which way, Kiri had danced through life without thinking beyond tomorrow or emotionally investing himself in much at all. Sure, the boy is exceptionally brilliant at working with materials such as clay, stone, or wood for carving/sculpting, and could sketch and paint alongside Dali, and he still doesn’t care beyond filling boredom; which shows through all his poop spirit statues, and glib doodles. Sure, this tailors’ son sews faster and with more accuracy than what someone could consider humanly possible, and he still doesn’t care beyond filling boredom; of course, it is a family trade, yet that doesn’t hold for him other than familial bonds (no thought of the future, or what the trade does and is to him). Sure, there is the Thanksgiving Festival he contributes to and is the guest of honor for, yet still he doesn’t care beyond filling boredom; there are so many instances of casual, if not slightly apathetic, talk of committing, let alone his dismissiveness about attending it. Kiri does not think beyond what is immediately in front of him for everything from responsibilities to leisure.
Until he meets Elraine Figarette.
In a matter of a day (or a few hours, for that matter) he is on his hero’s journey with the added bonus of literally holding Elle’s life in his hands. There is all this talk about saving the world and being a hero. So, of course, per the main shounen protagonist job description, Kiri puts his intelligence to work fighting assassins, and rescuing people. But, still, Kiri does not think beyond the immediate. It is only with Elle’s coercion that Kiri understands what sort of impact he can have on the world, and the responsibility that comes with it -- he does not fathom the journey beyond his promises to Elle and his own picky, naive sense of justice. First foray into real life, and even his special powers, for her. Kiri drops everything and throws himself wholly and completely at this sudden love-at-first-sight. In a word or two, you could call him hopelessly devoted or stupid -- take your pick.
So, when Elle and her fellow Sisters are so accustomed to their martyr lifestyle and try to sacrifice themselves for him, it is no surprise that Kiri gets riled up and angry; the idea of sacrificing lives for a single person’s sake or to accomplish a dream is ridiculous to him. Kiri holds onto this fired up positivity that even if there is only a 1% chance of success, it is better to have given it your all rather than let that chance pass by. Especially when lives are at stake. But, when the chances are less than that one percent and he fails -- costing the lives of many Sisters, and nearly killing Elle -- the helpless shame spurns him into realizing just how heavy his newfound responsibilities and promises are. He starts thinking much farther ahead, ardently planning and training like never before. It solidifies that his journey with Elle is not something to fill boredom, that he cares. Kiri gives Elle Flare, and with it, himself.
TL;DR -- Generally very calm, relaxed, and quiet about matters unless whatever is going on has a direct, immediate effect on himself (or loved ones) and he feels responsible for it; only snaps when stressed/angry/riled, or when someone is willingly putting themselves in harms way (only when it involves Elle or his family, he will hypocritically sacrifice himself). If he feels something is within his control or his responsibility, he is Mr. Fix-it -- action takes precedence over words. Otherwise, he goes by the thought that there is no use worrying over something that cannot be helped or changed; it is safer to avoid conflict and stay anonymous. As a whole, Kiri is not very excitable. And he is stupidly, hopelessly devoted to Elle, and is not sure why or what he wants to get out of it, simply that there is a strong emotional attachment. Oh, and he is ambidextrous.
History:
Double Arts takes place on an unnamed continent comprised of two major nations that have been plagued by a incurable disease spread by physical contact, Troy -- once contracted, it builds up a poison inside the person until it causes seizures, and afterward the afflicted fades out of existence. There are four supposed races in this fantasy setting, only two of which are named: Beigar, a race specializing in crafting vocations, and Nagin, whose warrior blood has been spread so far and thin across the world that they are one of the most common races. An organization, whose members are referred to as “Sisters”, manages to keep the disease relatively contained by using people whose resistance to Troy is stronger than average to “Drain” the poison in the afflicted person; thus, in the epitome of martyrdom, sacrificing droves upon droves of young women’s lives while searching for a cure -... that a group of assassins known as “Gazelles” want them dead for. Their intent is unknown aside from that they like to mercilessly kill Sisters whenever they get a chance.
Which is where Kiri comes in with his special power, Flare -- the driving force of why the Sisters need it, being that with a single touch, Kiri can halt the seizures, and reverse the vanishing. Also, in a way, how Kiri and Elle meet. While doing work as a Sister in a small, country-side port town (and Kiri’s home), Turm, Elle’s resistance to Troy reaches its limit and she goes into seizures. Kiri holds her hand and stops the seizures. From then on, the duo need to have physical contact or Elle will die, at the same time working on their journey to the Sisters’ headquarters to find a cure for Troy. Double Arts centers around their friendship forged out of difficult times (i.e. being a giant glaring target for the Gazelle Assassins, and fighting them with their personal martial arts style, the eponymous Double Arts), and the necessity of trusting, needing, and learning about each other because of this 24/7 skinship.
Canon Abilities or Powers:
"
Flare
" -- CON, DEX, STR are multiplied by every person in contact with Kiri for every person in contact with Kiri, including himself. v01.c005.p14???
-- Another facet of Flare is mentioned, but is never explained or shown in canon.Fairy Tale Role: The Pupil ( Master and Pupil)
Fairy Tale Powers or Abilities[1]:
Capacity for magic
Can decipher spellbooks and read runes/magic script; cost/repercussions for casting have been increased to balance with shape shifting ability. - Kiri starts with a 20 Magic Point Threshold, that resets daily, can be spent on casting spells. For every 1 MP spent over the Threshold will give Kiri one minor injury; every 5 MP over, he will get one major injury; every 10 MP over, a mortal injury; 15 MP over, permanent repercussions that include and are not limited to nerve damage, MPT lowered, crippled limb(s); 20+ MP over is automatic death.- Basic
cantrips
:-----
Ghost sound
With a small gesture, you create an illusionary sound that emanates from somewhere nearby.
1-4 MP - project sound up to 20 ft away for 60 seconds.
5 MP - mimic another person/creature’s voice
-----
Light
With a wave of your hand, you cause a bright, white light orb of light to appear in the palm of your hand, at the tip of your wand or staff, on another object, or in a nearby space.
1 MP - 75 lumen orb for 60 seconds up to 10 ft within line of sight
2 MP - 150 lumen orb for 60 seconds or 250 lumen flash up to 10 ft within line of sight
5 MP - to make orb autonomous (and/or go beyond 10 ft or outside of line of sight); 1 MP for every minute in use
-----
Telekinesis
You gesture toward an object nearby, and it can be moved at will by an unseen force.
1 MP -
Lift
an object of 5 or less lbs for 60 seconds; +1 MP for every pound over 51 MP -
Push
an object of 5 lbs or less; +1 MP for every pound over 5; +5 MP to make force mildly harmful; +15 MP to make it deadly.3 MP -
Levitate
an object of 5 lbs or less for 60 seconds; +1 MP for every pound over 5.Shapeshifting
into any animal or inanimate object; takes 60 seconds to fully transform, and is painful.Item: Spellbook
Available spells will be based off of the D&D4.0 Wizard class (including supplementary books: Player’s Handbook 2 & 3, and Arcane Power), using the MP system mentioned in “Capacity for magic”. All spells other than cantrips require previous preparation (i.e. powder ground, potion mixed), a recited spell, and/or rune/symbol/etc drawn -- Kiri cannot cast a spell other than a cantrip instantaneously, unless House Ruled.Personal Items:
Other than the clothes he is wearing:
-a fannypack: 1 pencil, 1 permanent marker, 3 paint brushes, 1 pocket knife, 4 small spools of thread (brown, black, white, yellow), a pack of 5 needles, 1 compass, and three random 5” scraps of cloth.
First Person Sample:
[Kiri opens up this
advertisementjournal entry with an ink gesture drawing of a particular cottage near the center of town -- a rickety thing, shivering against the brick building beside it, with its cross-beams chipped and paint peeling -- modest and homely for all its blemishes. It is framed with an elaborate scheme of ribbons of cloth, needles, and thread woven together in sailing knots. His handwriting isn’t the most neatly scrawled at the foot of the picture, sitting somewhere between chicken scratch and doctors’ cursive flourish.]Need your pants patched? A suit tailored? A dress hemmed? Come down to the North-East end of the Shopping District for all your tailoring needs for a fair price!
- Kiri Luchile
[The signature is at least legible… If you can ignore the doodle strapped to the side of it.]
Third Person Sample:
http://siteb.dreamwidth.org/13991.html
[1]I will put restrictions on these to fit the overall starting game power-level as needed; don’t mind making a full 4.0 character sheet for Kiri, either, since it’s dangerously easy to write him being overpowered.