Alkania Leah Danir
Anchor, Allie, 'that kid who stole my glasses', Hunter
Race: Earthly fae demigoddess
Age: It's complicated. Has lived for dozens of subjective years, some in places where time moved differently, and had lifespan magically adjusted. Looks both old and young. At least 3 and no more than 50 years, no matter how it's counted.
Alignment: Pink / True Neutral
Power Rating: B
Description: A little thin, a little small, a little weak. Starvation when young kept her from properly growing, but she's done everything possible to recover. Black hair, usually in a tangled mess and so held back with a tie. Pale, slightly olive-tinged skin. Grey almond eyes, round face.
Personality: 'Bitter' is an accurate description. Guilty, but content. Alkania is quiet and non-confrontational, unless there's someone to protect, literally or metaphorically. She is angry at a world that only appreciates her capacity for violence. She finds gifts to be the best expression of care, and is often depressed.
Spoiler: BackstoryAlkania was born not long enough ago to a cursed Cleosepha Danir and Zophiel, and promptly stolen away to another dimension by faeries.
She was rescued, in what was longer to her than to the rescuers, but it wasn't long after that her family split up. Her mother had to return to her own world, and her father was occupied aiding a dear friend at the ocean, which Alkania could barely approach.
When the noble who had given them shelter died, the child Alkania ended up living on the streets with a band of intelligent lizards and malfunctioning machines. They lived off petty crime, complementing each others' needs.
When things went wrong and no amount of batteries or recalibration could help one of her mechanical friends, she took them to the GLoG, where she became a member for a while, learning to heal people. Then her idol Reinholdt left, and after an argument with Quinn, she had no reason to stay.
It was earlier that she had met a creature of shadow that took her through time and worlds, and gave her a way to extend her life and live once again at normal speeds.
It was even earlier that she had participated in a mission to protect some far off place she'd never heard of, and Alkania first killed someone.
She was one of the powers who answered Aequitus's prayers and led to the founding of VIGIL, where she was a member as long as it was active.
Spoiler: AbilitiesGhostly: 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.
Spoiler: EquipmentGhost-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.
Gem of Burning Light: An artifact of an evil light god whose exact powers she hasn't bother to work out. It protects her constructs from the deleterious effects of sunlight.
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.
- A short ranged electro-laser, which takes ~2 seconds to charge.
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.
The Fae were native creatures of the seventh planet in their solar system, which had a rather larger star than the nexus usually does.
The Earthly fae were those who adapted to urban, civilized life alongside humanity. The Outer fae were those who left the planet rather than change. In a war much later, the Outer fae came ro kill, enslave and oppress the majority of the population of Earthly fae.
They are possessed of two types of natural magic, called glamour and grammar.
The fae are harmed by the touch of various refined metals. Outer fae are particularly vulnerable to iron due to ancient grammar-works. Similarly, salt has mytic signifigance against them.
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 somewhat by their possessions.
The Earthly fae are almost universally predators, where the Outer fae are more detached.