Averlee Legrand
Your Partner-In-Arms
Age: 15
Hair Color: Blond (w/ lilac dye)
Eye Color: Pale Violet
Build: Caucasian, slim and lean, shorter than Alexander Reeves by several inches, rather attractive and beautiful in conventional terms, enough to be somewhat remarkable for it. Moderately athletic.
Three Sizes: [DATA STRICTLY FORBIDDEN TO SOLDIERS BY DIRECT ORDER OF THE GUNMAN, PENALTY FOR BREAKING SANCTITY IS DEATH - REDACTION LEVEL: EVEN FURTHER BEYOND TOP SECRET]
* Accretion *
"A farmer's boy. A sword of fable. A perilous quest. Death or glory."
A form of symbiosis between wielder and object, integrating shared experiences, mythic archetypes, accumulated legendry and personal craftsmanship. The result is a being greater than the sum of its parts, not a man wielding a sword but Arthur with Excalibur, the blade closer to his being than his own sword-arm. That deep conceptual weight, wearing a groove in reality's current, permits the slow unfurling of impossible feats as a product of that partnership.
The power of Accretion is rarely replicable and never easily defined. Its greatest masters turn the tides of battle simply by taking the field, their presence an inexpressible radiance, sharp light beyond sense or reason, that erodes the existential basis of those who would oppose them. You will find them at the crux of fate, the critical point of inflection; there does that power reach its apex, starshine become a blazing sun, light and fire and fury as to bring the world to its knees.
*Base Rank: 2.775
*Advancements that increased Rank omitted for brevity from this report.
1/3 Panoply Slots
I. The Havenshroud
*A shroud passed from Gunman to close friend, and close friend to child, and child to daughter. A fragment of home that shelters its bearer from harm.
*The Havenshroud has a pseudo-sentience; a self-awareness similar to that of a protective dog and shares the senses and perception of its wearer.
*A diaphanous shapeshifting shroud, invisible to all eyes save its bearer should they so desire, and glimmering as a silver-lunar shawl with threads of bespeckled gold when visibly manifest, dancing in an invisible wind but contorting to defend them. It can be reshaped to become any form of cloth or dress: a poncho, a shirt, a skirt, etc.
*When worn, +++Protection, +++Constitution, +20% to the worth of Protection +s.
[Unbound Sheltering] III - A protection from harm, as valiant as the bulwark of shields in Sanctuary. +Protection, +Constitution.
[Steps of the Protector] II - A defender must be surefooted and move fast, to better interpose themselves between their charge and the source of harm. +Agility.
[Saluis in Arduis] II - There is no abandonment in the Sanctuarian Realm, no isolation, and no want, for its purpose is absolute, and its walls are unyielding to erosion by time or conqueror's sword. Every time this option is taken, apply a multiplicative 20% independence from hunger and thirst, as well as +Constitution.
[Abeyance] - The Havenshroud recalls its purpose, to bring Paradise; it not only protects but delivers comfort to its bearer, as per the dictates and absolute laws of its primal realm. Allows for modest communication to be done with the shroud's mind, letting the wearer assert 'control' over its motions; due to its stretchiness and elasticity, its ends can be used as a rope for getting to places otherwise unavailable, as devices for remote manipulation of objects, or utilized for weak short-range whipping attacks. Alternatively, it can be stretched wider and interposed to protect more than only its wearer from area-of-effect attacks in return for lesser protection value.
[Medicinal Shroud] - Allows small parts of the Havenshroud to be torn off from its whole and retain a medium of their defensive and life-sheltering properties, letting them be used effectively as bandages, to stem bleeding and to help in overall wound recovery. Their soft oily touch feels comfortingly cool and smooth when pressed against an open cut or deep bruise. +400% to the speed of wound recovery to any wound with a Havenshroud bandage applied, and immediately heals any wound it's directly applied to by 10%. However, extensive use of this ability over a short period of time may cause you to burn Rank to a commensurate degree.
-< Soul Evocation: The Aspirant >-
An Aspirant is one who seeks, aspires, to be something greater, and wills themself to keep going in spite of the harsh opposition, finds shelter and power in the ensuing adversity, and then ascends to become something greater than before.
Access to a shadow-copy of the Gunman's favored magic, the Emperor's Red, which allows for the relative manipulation of the Essences of various things; a mote of Essence may be infused into an attack to make a wound dealt by it almost impossible to recover from, or into an argument to increase its emotional salience; a jump with greater Essence will take its subject higher and further, and won't shatter their legs upon landing; a parry might disarm the enemy both metaphorically and literally in a single perfected stroke of the blade.
However, access to even this sliver of the Emperor's Red is rather constrained; progression in the power of this ability is slow, mediated somewhat by skill, and ultimately limited by spiritual puissance.
[Axis of Expansion] - All of the unremitting ambition of the Gunman and those who came before him. +++++Charisma, +++++Willpower, +Progression.
[Heaven's Aspirant] - Conjunctional with Accretion, reduces the strain of using the Soul Evocation by the amount of the practitioner's Astral Rank. A 10% reduction is offered for every 1 Astral Rank attained, up to a hard limit of 90% reduction.
[Spirit Burn] - Conjunctional with Element: Spirit. Allows the practitioner to form Essence from Spirit. However, the exchange rate is somewhat unfavorable; ten units of Spirit are required to form one 'unit' of Essence assuming near-perfect conditions for exchange.
- Battle Magic -
At first glance a simplistic art, yet few are more sophisticated at their core. The power of battle magic appears almost shockingly literal: techniques of sword and fist sporting superhuman might, orbs and shields channeling stupendous energies, summoned beasts who charge fearlessly into battle. The values of the system are orthogonal to physical reality or common sense and yet prioritized over both. Mastery comes not only from cultivating its spells and techniques but from clever exploitation of their confounding results. Lateral thinking is key.
*Leaps, charges, strikes, sweeps, stances, orbs, bolts, cones, blasts, shields, fields, auras, lances, and other active effects distinguished by their kinetic and spatial parameters.
*Recombination of techniques allows for surprising versatility for the quick-witted and sharp of mind.
At this moment, Averlee knows four (4) spells of Battle Magic; she is Capable in three and Practiced in the last one.
[Elemental] Blow - A simple punch or kick reinforced with an energy form that is familiar to its bearer, reinforces attack strength and applies special damage.
[Elemental] Bullet - A simple bullet of the utilized elemental energy. All damage is very modest even at high practice level, but can be easily spammed and aimed.
[Elemental] Spear - A more complex, piercing projectile of elemental energy; high-velocity and decent stopping power for less stability; detonates after penetration or at will.
[Elemental] Hammer - A more complex blow, either a punch or a kick, in which the striking limb is coated in highly compressed elemental energy; extremely powerful. Practiced.
[Element: Spirit] - An awareness and capability to utilize quintessence, known in many forms of thaumaturgical study and mythology as the 'fifth element.' Aether, mana, gnosis, magical energy, elan vital; its names are many, but its application singular; the reification of power into reality.
[Element: Fire] - A capacity to use elemental fire in one's techniques. Attain a strong resistance to hot temperatures and desert climates, and very modest reduction (10%) to the fiery techniques of other beings, although sufficient puissance of enemy casting may overcome this effect.
[Element: Earth] - A capacity to use elemental earth in one's techniques. Attain a modest resistance to physical damage (15%) as well as the ability to more easily manipulate, break, or crumble solid objects such as walls or earths; one's hands and feet are essentially treated as shovels at any point in time.
[Element: Water] - A capacity to use elemental water in one's techniques. Attain a modest control over water in direct physical proximity; allows for water-walking or instantly drying oneself off, enhanced swimming speed, and greater survival capabilities (breathing and pressure resistance) in underwater environments.