Alkania Leah Danir
Anchor, Allie, 'that kid who stole my glasses'
Age: It's complicated. Dozens of subjective years, few objective ones, but not all at the same scale.
Alignment: Pink / True Neutral
Power Rating: C?
Alkania was born not long enough ago to a cursed Cleosepha Danir and Zophiel, and promptly stolen away to another dimension by faeries. This and exposure to pyschic powers and nanomachines have made her age and learn at vastly more than normal speeds, and she expected to not have very long to live. Her life was unexpectedly extended with the help of a shadowy creature and a trip through time to a possible end of the Nexus.
Being rescued was certainly different, but with one parent on the run through the multiverse and the other a nervous wreck living in a cave, it wasn't exactly a return to normality. There was at least a house for a while. But it was repossessed. Then there was a few months of living on the streets with a malfunctioning robot and a sentient lizard, alternately starving and gorging on lost travelers.
When her robot friend went crazy, she ended up in GLoG, and found part of her family again. Since then she's bounced in and out of the organization. A mission to protect some part of some nation, whose name she forgets, led her to follow Reinholdt back, and an argument with Quinn drove her away again.
Ghostly: Anchor can walk through solid things and hover, though she cannot go deeper into objects or higher above the ground than her own height. Ghost Ring: She can toggle between than and a normal, solid existence.
Not of this World: She is able to freely move between reality and some sort of spirit realm, which she regards as her proper home.
Dream-Eater: Anchor can drain peoples' emotions and certain nonemotional mental qualities, and is nourished by doing so. Physical food sickens her. The loss of feelings is usually temporary, but a prolonged effort can permanently damage someone's mind or personality. Additionally, she need not and cannot sleep. Ghost Ring:
She can drain people more quickly and treat a wider range of things as 'emotions'
Alternate Forms: Anchor can turn into a particular Balinese cat. Ghost Ring: A nonspecific-Balinese-like cat.
Secrets of Creation: Anchor can create almost-living beings out of shadow and feeling. These animals need nothing to sustain them and evoke emotion in those around them, but are otherwise normal creatures. She has yet to try to create truly intelligent life. She has recently learned to create generic matter, of any sort she can understand. It is unstable and slowly dissolves in light.
Relevant Metaphors: Anchor can treat her life like certain styles of storytelling or game when useful, generally to create an inventory abstraction or to travel by map.
Understudy: Anchor is aware that she is a fictional character and can narrate and break the fourth wall when it is appropriate and non-bothersome to other players.
Ghost-Proof Shades: These sunglasses, stolen from Arina, can be touched by solid people even when Anchor is incorporeal, but they are incredibly painful to normal people. She is almost always wearing them, and hopes one day to dramatically remove them before a confrontation.
Just a harmless walking stick: This multipurpose tool can be used to stand on, poke things, or be transformed into a scythe. It counts as both physical and ghostly/ethereal. Ghost Ring: It can toggle between the two with her.
Unbreakable Wire: Exactly what it says on the tin. A few feet long, and too thick to be much good for cutting.
A Variety of Weapons
- A macuahuitl with lumps of green Tamrielic Glass instead of obsidian, enchanted to drain life and energy.
- A black missile launcher with three shiny silver missiles. Flames are painted around the muzzle of the weapon's barrel, and the trigger is made of polished brass, built with aluminium and other light materials, and possessing an internal gyro-stabiliser to make it very light and keep it pointed where it's aimed.
- A greatsword made of Valyrian Steel with a black marble pommel carved into the shape of a cat's skull. Although the weapon is too large for her, this is the one she prefers to fight with if she has to rely on actual melee combat.
- A minigun with gold-plated barrels, a red-painted body and the words 'Bullet Time!' stencilled on the shoulder strap
- A pair of yellow gauntlets with built-in 12-gauge shotguns that go off when the wearer punches something
- A pair of scimitars with serpents etched into the blades and copper pommels shaped like the heads of vipers.
- A tiny single-shot pincap pistol (3 rounds available)
- A hunting shotgun (Twenty shotgun shells - eight incendiary, six buckshot, and six flechettes)
- 2 anti-magic grenade-orbs
- A silver morningstar enchanted to create a small sonic boom when it lands a blow. Used to shatter the Godruped's golem-body.
- A sword made of bone and antler that arcs with electricity. She is afraid of this weapon, which reminds her of home.
- A submachine gun loaded with a single magazine of bullets enchanted with supernatural cold.
The Treasures of the Skull:
MouldyRecently refurbished old fabrics and clothing, all high-quality stuff. There's a few crates of jewellery, a box of jasper statues wrapped in 1920s newspapers, a small box of uncut emeralds and a large, antique aluminium plate from the 1880s. The statues range in size from an inch-high dog to a three foot tall naked dancing girl.
- A suit of khaki power armour with a Union Jack painted onto the right pauldron
- 300 bolt-action 5.53 rifles
- 300 9mm automatic pistols,
- 200 ordinary steel swords.
- Several crates of ammunition.
- A variety of high-quality clothing
- The Skull's Command Crown
- A set of black silk robes enchanted to turn blades (but not blunt weaponry; an oversight that cost Thormoses dearly)
- A book of magic; inscribed upon the cover are some runes that will wipe the contents clean if somebody reads them without first speaking the password.
- 100 coins carved from marble
- A pair of ruby-studded gold sandals.
Theme Song: https://www.youtube.com/watch?v=hjjZq18dp3w Currently, as she's feeling rather angry.
What Anchor knows and has told others is a story passed down a long time and somewhat distorted, heavily slanted towards her own people.
But the following things seem pretty established: They lived on the seventh planet from their star, in natural places.
The growing population of humans led them to divide into two parties: the Earthly and the Outer fae.
The fae had two branches of magic, which they called glamor and grammar.
Refined metals are poisonous to the fae, to different degrees.
These fae are acutely aware of their position in the universe, and they are graded by their ability to decide the story around them, which can rise and fall with time and growth. The least are Extras. With no narrative powers at all, they can, by circumstance or the actions of others, reach a higher level.
Above them are Understudies, who are aware of the their nature and can observe but rarely alter.
Agents can freely alter their own story and details.
Primes can freely change themselves, and have some narrative control over those below them.
Authors have nearly perfect control over the world around them. They can declare the thoughts and actions of even non-fae beings, and it will be so.
The Hierophant is not a quality, but a position. There would normally only be one, but the Terrestrial fae and the Outer fae have both successfully empowered a Hierophant.
They are defined by their positions. If you took away Ollie's rolling pin and hat, he would not just be a baker without his tools, he wouldn't be a baker.
The Earthly fae are almost universally predators, where the outer fae are more detached.