· · ─────── ·· ─────── · · · · ─────── ·· ─────── · · Basic Information Full Name: Travaisel Siphenian Nickname(s): Trav, Travai Aliases: Castien Age: 92 Visual Age: 22-27 Birthday: January 18th Zodiac Sign: Capricorn Gender: Male Race: Altalar Sub-Race: Fin'ullen Affliction: Sorcerer Sexuality: Bisexual Preferred Weapon: Stave Secondary Weapon: Sorcery Proficiency Limits: Bodycare Training, Sailing Art, Strength Training · · ─────── ·· ─────── · · · · ─────── ·· ─────── · · Skill Information Core Proficiencies +15 Stave Combat Talent Proficiencies +5 Perception Training Hobby Proficiencies +10 Theatre Arts +3 Winemaking Art +3 Mixology Art Point-Buy Proficiencies +12 Sorcery +12 Roguery Body Shape 20 Physical Stat. Ripped Body Shape Average Body Fat Languages Modern Altalar (Native) D'Ithanie (Learned in Ithania) Common (Adopted) · · ─────── ·· ─────── · · · · ─────── ·· ─────── · · Special Traits/Abilities/Spells -=ACTIVE=- Racial Abilities: Age Control I The user is able to change their visual appearance to be of any age within the adult age ranges at any time. This transition is near-instant and may affect wrinkles, skin, hair graying, and more. After toggling an age appearance, any Counters do not revert changes, they only prevent further changes until the Counter is removed. Arken Sense I The user is able to detect an Arken, Arken Soul, or Arkenspark, if it is present within Emote Distance. This Ability is not constant, and must be activated to sense, but has also no cooldown and is instant. Arcane Mastery I The user is able to control aesthetic Arcane functions, such as letting a broom brush the floor by itself, letting dishes wash themselves, opening curtains with the wave of a hand, lighting candles with the flick of a finger, opening (unlocked) doors with the flick of a wrist and more. None of these functions may be involved in Combat Roleplay, but there is no limit to the amount that may be running at any given time, and there is no cooldown. Morrlond Gift I The user can use this Ability to cause their eyes to turn ink black, with ink streaks running from their eye sockets. While Morrlond’s Gift 1 is active, the Character has night vision, thus being able to see in low-light situations, while also being immune to any Ability or Mundane based Darkness or Blindness effects. This Ability acts like a Toggle Passive, meaning it can be enabled and disabled, with a 10 second cooldown after being disabled. Activating Morrlond’s Gift after Darkness or Blindness has been applied does not remove it. Morrlond’s Gift 1, 2 and 3 may be active at the same time. Morrlond Gift II The user can use this Ability to transform themselves, giving them webbed feet and fingers, as well as gills in their neck (also giving the ability to speak normally underwater), while hair is replaced by fins, with fins also appearing on arms and legs. While Morrlond’s Gift 2 is active, the user can breathe underwater, and swim equally as fast as Mai-Allar underwater. This Ability can be maintained indefinitely, but after cancelling it, has a 24 hour cooldown. Morrlond Gift 1, 2 and 3 may be active at the same time. Morrlond Gift III The user may summon a melee weapon from any body of water (including a hip-flask). This weapon will materialize and still appear like rapidly flowing water, but be as tough as steel, even under water. The user may choose to make the weapon pass through certain people and not through others. This weapon may not leave the user’s hand, or be handed off to others. After the weapon has been Countered or un-summoned, it has a 10 second cooldown. If no open body of water is nearby, the user may as a last resort cut open their own hand and summon a weapon from their blood, otherwise it does not work. Morrlond Gift 1, 2 and 3 may be active at the same time. Skin Purge I The user can toggle this Passive to remove choice or any and all scars, Mutations, tattoos or other blemishes that affect only their skin. Skin mutations may include pigments, scriptures, textures, but for example not horns, despite them being covered in skin and sticking out of the skull. Mutations stay gone forever, but scars may be caused to re-appear at will, and may also be removed again at will. Sorcery Abilities/Aesthetics -=ACTIVE=- Glitter Control I The user is able to eject streams, puffs or balls of non-harmful colored and/or glowing glitter up to Emote Distance. Once shot out, they can also steer this glitter through the air like a cloud anywhere in Emote Distance. The aesthetic effects of this Spell have no limitations in terms of quantity of glitter or Cooldowns. It can also get into people’s clothing, hair, or dust onto them like snowflakes. Additionally, users of this Ability may Object Curse an object to act like a glitter bomb, expelling forth a plume of glitter, though it will only remain functional while the user is within Emote Distance. Finally, the user may congest all their Glitter Magic between their hands and push it violently into the ground, causing an Emote wide massive explosion of glitter and colored chalk dust that not only colors everything in the area, but also makes visibility impossible for 10 seconds while all the glitter drifts to the ground. If this glitter bomb is used, the ability goes on a 24 hour cooldown. Element Control IV The user gains a number of utility functions. Their hands (and hands only) become immune to damage, meaning normal weapons can no longer cut, pierce or slash them (Artifacts and Mythics still can). Additionally, they may grab hold of a weapon and Curse the weapon with brittle-ness or melt the sharp edges, which only has the effect of halving the damage done. This is an Object Curse that will last for 30 seconds and cannot be stacked but can be refreshed. None of these smaller functions have Cooldowns. Element Control V The user gains a number of utility functions. They may reshape their own arm from the elbow down into any weapon or tool shape desired, whether it be made of metal or flesh, and using it will not hurt the user. They may also remove any rusting that has occurred on metallic objects, as well as removing any rotting or putrefaction that has occurred on any flesh or organic matter. None of these smaller functions have Cooldowns. Element Brand I This Ability allows the user to Enchant their melee weapon with an Ice or Water enchant that makes the weapon watery and dripping or dusting with frost and white. Additionally, anyone struck with this weapon becomes unable to move at a speed greater than walking speed. Parrying does not count as being hit, while being hit on the armor does. The effect lasts for 1 minute, and while being hit multiple times does not stack this effect, it does refresh every time the opponent is hit. The Enchant lasts for 30 minutes and can only be used by the user, if they hand the weapon off or attempt to Enchant anyone else’s weapon, the Ability simply does not work. This Ability has no Cooldown. Roguery Abilities/Packs Rogue Gift 3 The Character can, if they have seen any writing from a specific person, perfectly imitate that person’s writing and signature on any piece of writing. Rogue Gift 4 Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Character, and the character no longer makes noise when attempting to remain silent. Additionally, the character does not produce audible footsteps on any surface. Guard Forgery Pack The Character has the required false stamps and stationary to fraud convincing Guard Permits, Arrest Warrants, and decrees. This cannot be countered, except by Abilities that specifically mention this Pack, or by Perception. Sleight of Hand Pack The Character can expertly perform sleight of hand games and other quick finger-based actions. This includes pick-pocketing. Your Character can attempt to pickpocket someone with a 60% success rate. /Dice 1 10, if you roll 4 or below, your Character gets caught. What is pick-pocketed is up to the player who is pick-pocketed, but they cannot say "there was nothing in the pocket", there always has to be something. A Character can only be pick pocketed once per day, but the pickpocket can make as many attempts as they like. This cannot be countered, except by Abilities that specifically mention this Pack, or by Perception. Visual Information Eye Color: Blue Hair Color: Black Hair Style: Short, neat Skin Color: Tan-ish Clothing: Anything that is easy to move in, but snug around the body. Height: 6'2 Personality Alignment: Neutral Personality: Advocate Religion: Estel 4/10 · · ─────── ·· ─────── · · · · ─────── ·· ─────── · · Backstory Childhood Travaisel was born within Teled Methen, though had hardly any memories of the area, having been moved with his parents in Ithania. From what was being told, the reason for the move was more job opportunities for his father who was a Tattoo Artist. His mother was a personal trainer for those around, too. Education for Travaisel was a struggle, not interested in much of what the schools around had to offer, despite them offering a lot. However, not wanting to disappoint his parents, he had learned the basics in what he needed to learn, being taught Common and Ithanie during his childhood years. Having friends wasn't an issue for Travaisel when he wanted them, the only issue was when he went outside. He was always introverted, worrying about the negative things of the world and what could happen, never wanting to put himself out there. Adolescence Growing up, Travaisel decided he wanted to learn some skills for defense. His mother was more reckless, telling him there was no such thing as defense, and only offense. Which, of course, was not true, but in her mind, you always had to be on the offense to have the upper hand. He did not question it, going along with his mothers words and starting to learn proper skill with a Stave. It had gone well over the time he practiced with it, practicing tricks with the weapon for entertainment purposes and style. For defensive purposes, seeing as his mother was more offense, he self-taught himself to use throwing knives from afar. Setting up targets to send the knives at certain points that were mainly center mass. Self-teaching wasn't the best for Travaisel, struggling many times when he started this though pushed through. As Travaisel trained, Morrlond Gift II gave him more advantage with running away in fights he could not win when water was nearby. He hardly got into any fights when younger, but when near water, he thought up in his mind that it was always a possible escape route when he needed it. Early Adulthood Time passed, still training with a Stave, but he stopped his practice and moved onto other categories he was into. Travaisel met a man, around his age, named Kerrian. He was a nice man and befriended Trav, and in return of friendship, Kerrian taught him Sorcery. Elemental to be exact. He was excited, learning Sorcery was one of the best things he had ever learned before. Everything seemed to have dropped from then on in further studies with what he was working with previously. Now, he devoted his time into the Sorcery to practice with it everyday. When getting a hang of it, he used to sit at any docks near his home to sit down at its edge and meditate. Kerrian had always followed Travaisel when he did this to either watch or spook him in a friendly manner, to joke around or keep him safe. Adulthood The two did everything together from that point on, growing close to the point they fell in love, becoming a couple. Unfortunately, the relationship hadn't last as long as Travaisel had hoped. Kerrian had disappeared one day, having missing for a week before being seen. The first place he saw him was when he came back home, acting like nothing had happened. Travaisel was suspicious though was grateful for his lover to be back safe and sound. Or so he thought. Kerrian didn't act right one night, roaming through the kitchen and digging through cupboards desperately as if searching for something important. He got as close as he could to him to place a hand on Kerrian's shoulder to ask what was wrong, sadly, he couldn't even ask the question before the man turned to bite onto Trav. At first with the bite, his body went into shock, Trav giving a choked scream in both fear and pain. Kerrian had covered his mouth and fed, spreading the Mivver bloodline into his system. He pushed Kerrian off when he was done feeding, shaking. Travaisel turned to run off and seek help, though Kerrian only followed. One thing led to another, chasing continuing, until he reached for the front door and bolted to climb a near by roof. Thankfully having his Stave with him at all times, he unhooked it, turning to the other to point it. As the two conversed, conversation filled with manipulation but insults, Kerrian ran for Travaisel in attempt to knock him over. The weapon raised, letting the infected man to run into it instead at the chest. Unsure of what to do, he quickly recoiled as Kerrian dropped to the ground, not living long right after. The more he thought about it, the more panic he was in, running away from the scene and leaving Ithania completely before long. Present After his lovers death, Travaisel was in grief, upset of what he had done against Kerrian to cause the passing of him. He didn't have much to pack when leaving, so it was easier and quicker to disappear from eyes view. The bite was treated before he had completely turned, though the lineage kept with him. Soon enough within his travels, he stumbled upon Regalia, hoping to start anew and live in the shadows, look for easy occupations. Looking for Mercenary work.