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Alchemist
05-28-11, 11:23 PM
Name: Julius Aldoid
Nickname: Juli
Age: 247
Race: Vatic
Ageless Human-looking beings that wander the multiverse. They tend to have widely varying figures and appearance, from pixie-sized to short and stocky, to tall and lithe, to even giant-like and Amazonian. This oddity may also persist in ways that might seem odd and mutatious, with the potential for added limbs, strange eyes, impossible hair, to even chimarism and other forms of quirks as it were. This combined with the fact that they all are in effect brother and sister, they are in capable of mating. Though they are incredibly long-lived, they are capable of aging as well as dying just from losing the will to persist.
Juli's Vatic Quirk: Rebis
Profession: Magician

Height: 5’ 11"
Weight: 130 lbs.
Hair Color: Ashen Blond
Eye Color: Azure
Skin Tone: Fair
Vocal Timbre: Alto

Appearance: Julius is a slender man of pointed yet effeminate features, which lead him to often be mistaken for an elf. He likewise has that ageless beauty elves often have, though his ears are quite round. He lacks the constant grace of the elves though, instead replacing it with consummate poise. Still, his wiry build, unnatural eyes, fair hair and skin do tend to heavily suggest he is something other than human, even if philology or culture might show otherwise. In manner of dress, he is a foppish dandy, even when that leads him to be centuries ahead of the dress-curb. He is nearly always smiling, generally because he is nearly always in a state of enjoyment and amusement. However, his gentle demeanor tends to be ruined by his eyes, his lack of blinking and intensity of gaze often mistaken for madness.

Standard Garb:

White top hat with wide crown, swooping brim, and internal gibus mechanism (hat spring)
Black evening cloak with tall collar.
White tail-coat with boutonniere and matching trousers
corseted white waistcoat
white dress shirt with bishop sleeves and sleeve frills, as well as matching jabot
black leather Jodhpur boots with white spats



Personality: Whimsical in nature, Julius' persona is one of wit, humor, and light-heartedness. Even in the most desperate of situations, he is known to crack a joke, and even then most dour of circumstance, can be seen with a smile. However, there is another side to Juli and despite his bombastic conviviality, the man has been a lifelong practitioner of magic, and as such has a well-honed intellect that can make him quite aloof when in states of intense contemplation. Despite his silliness however, he is not without a sense of honor, pride, and justice, though he tends to temper them with hard-earned mystical wisdom.

Skills: Julius is a lifelong Magician, and as such is devoted to the study of magical theory, philosophy, and mysticism, as well as the art of Research in general. He is also well-versed in the para-magical arts, including Cryptography, Stenography, Augury, Fortune-telling, and scribal arts (calligraphy, sealing, wood-cut printing, illumination, etc.). His main focus in recent years has been as an inventor and artificer, and as such his skills as a draftsman, engineer, and craftsman (most notably metalworking, woodworking, and ceramics) are very strong, though he has taken a recent focus on the usage of gears and clockwork in creations. It also means however he is very good as a saboteur, lock-pick/safe-crack, but he has not used such skills since the heady days of piracy. Those days have made him good at swimming and holding his breath however, not to mention in the general naval arts, as well fencing, though he is an amateur at best with the latter. In an odd turn, the only art of combat he is truly skilled at is at throwing daggers, but the man generally disdains combat.

Abilities:

Illusions | Rank 1
Illusionists bend the elements of the sensorum to shape perceptions via the elements and principles of magic.

At Rank 1, an illusionist is limited to a glamors- illusions designed to be performed very quickly or along the edges of perception.

Examples can include but are not limited to: seeing the glint and ring of a drawn blade from the corner of one’s eye; making hastily eaten food vaguely taste of poison, or make it seem someone is sneaking around in the next room. Glamors can only be performed sequentially at low level (only one glamor can operate at a time, though it may include multiple senses at once (touch, taste, sound)). It should be noted that such illusions are not the product of mental trickery, but instead a magic, based physical manipulation (they cannot be “seen though” and dispelled via outside will, though those who practice divination may detect the presence of an illusion spell), composed of a magical material that could take on the features the mage imagined. In D&D this material was known as umbra, but in order to avoid confusion with a separate but identically-named negative energy from the same game, it shall called "auryl".

Transmutation | Rank 1

Transmutation is the art of changing (in part or in whole) a given target’s (which may include substances, objects, or entities) properties via magic.

At level one, the early transmuter can only hope to enact state changes in substances. A State Change, is the process of turning a given target from one state of matter to the other. As such, a solid may become a liquid, a liquid may turn solid, or otherwise change to a gas, and a gas may become a liquid. However, magic constrains this, and the given substance is only held in such a state via Alchemy and the manipulation of the matter itself, not given temperature. An example would be to create a hole in an ingot of metal. That metal could have a high melting point, and without the aid of magic, a material would have to be superheated via a crucible to turn it liquid. Via alchemy though, the metal becomes a liquid and no hotter because of it. Likewise, for air to turn to gas, there is no need for temperature change- solidity merely becomes it. However, at an early level, such can only be done a small quantity at a time- a one foot cube of material. In a calm environment where a mage may focus, this change may last for up to 15 minutes, but under usual conditions, this may last only minutes. When done, the matter reverts to the state it had been before. Further limitation is brought about via the Law of Essence and The Law of Artifice. The Law of Essence is that any given thing which may be classified as an entity (in possession a given set of properties which includes being alive, and being alive is an essential property), it cannot be the subject of a spell which is otherwise directed at materials. The Law of Artifice states that anything which is under the effect of an enchantment (which is to say, infused with spellcrafted magic) cannot be the target of the spell without first disabling the enchantment.

Craftomancy | Rank 1

Craftomancy is a multidisciplinary school of magic devised by Julius to help him with his crafting of Artifacts.

At rank one, a craftomancer has only one tool in the shop as it were, a passive ability known as Fingertip Feel. Fingertip Feel(passive) is in effect a form of divination, where by touching a given thing, he can come to understand its properties and composition. The greater the simplicity of the object, and his familiarity with its construction, the speed at which he can come to understand it. It takes the mind of a craftsman however to interpret the information, and extrapolate its construction, and in the case of magic, a mage to understand what spells a given object might employ, and their inherent composition.

Items:

Toolkit: Julius carries a set of tools he uses in the crafting and inventing. It includes tools for working with both materials and objects. It is carried in a bi-fold leather carrying case. As some tools are very large and heavy (mallets, metal prongs, etc), he cannot carry it usually on his person without looking cumbersome.

Wand: Julius commonly performs his magic via a gestural component, and as such, needs a gestural medium. He has selected a wand of ornate construction including ornate scroll-work in the handle, and stands at one cubit in length. It is built up in the hilt so that Julius may hold it like musical conductor holds their baton.

Scribe’s kit: All the implements (quills, nibs, inks, engravers, sealing wax, signet blanks, etc) one needs to perform the trade of a scribe.

Tarot Deck- a simple deck of tarot cards, of which has belonged to him for a long long time.

History:

Once upon a time, a young man woke up on a beach, and remembered not a time before it. Remaining here, he fished, and began to collect pearls from below the waves. Deeper and deeper he would go, until he was able to swim into the darkest of water. He swam within the vast sea that was sprawled out before him, but always would he return to this beach.

He lived in such a way for a century.

Then one day, a darkly dressed man came upon the pearl diver. He informed the man of the sea that his name was Bertrand, and that he was his brother.

"But why do I not remember you," the pearl diver asked.

"Because," Bertrand explained, "one can remember very little while they are sleeping."

And Bertrand took him from the shore, and they traveled. Though doors and places as wide and vast as the sea had been, and as the sea, they teamed with life and color, with friend and foe. Bertrand taught him to survive in this sea of people, and then brough him before a Witch.

He found the Witch decadent yet cunning, and it was explained that he was to become an apprentice to the Witch.

"An apprentice at what," asked the pearl diver.

"In the deep old ways" said she.

And so she trained him, and she was vile and horrible. She tortured him, invading his mind, attacking him while he slept, nearly killing him at any moment she could. And by wit alone he escaped.

"Why do you wish to kill me," he asked.

"So that you can be sure not to kill yourself," said she.

And from then on, she rigorously taught him the craft, and so he learned the ways of magic, both academic and ecclectic, both overt and subtle.

After many years, she declared him ready. She brought him to see many other mages. In a trial, a crucible to test his mind, his will, and his heart, they determined him worthy, and that he stood on his own as a mage.

"And how shall we know you Magician," they asked.

"You will know me to be Julius Aldoid," he replied.

And so Julius and the Witch wandered the multiverse, and met many mages in their time. And he studied and honed his arts more.

Decades passed, and in time, the witch grew old, her preturnatural age having advanced too far. Julius asked what he could do to help.

"Though I have sought the path of the mystic," she explained, "my arts are of the occult, not the arcana. When I pass into death, my powers will be to great, and consume my soul, and body will become that of a vile and broken thing. As your Teacher, I ask that you end me so my soul may rest beyond the veil in peace."

And so they prepared the ritual. and as his teacher died, her powers saught to consume her. He bound her power, and evoked Death. And death did greet her, and took her soul. And what remained of her body and power he did bind. And in a great blaze, the elemental fire consumed her. And the fire was sealed into a stone, and the stone into the sea.

And so Julius saught to take up his own apprentices. His first apprentice was a girl of voracious intelect and firey spirt, and in that way reminded him of his own teacher. His second was a quiet boy, whom pondered deeply. And so he taught them the ways.

But the age of Mage Society were coming to an end among his people, and war soon broke out between one and all. And Julius sat back and watched the blaze consume his land. His first apprentice hated him for it, and challenged him to a duel. She made quick work of her teacher, and brought him to the edge of death. She washed her hands of her teacher, and walked as a solitare.

His second apprentice was consumed with study however, and Julius sought to encorage him. However, he began to realize a madness taking hold of his student, and the most vile of arts consuming the boy's mind. Julius tried to save the boy, but there was little use, and in the way of a magician, he offered him his salvation and his desires. Choosing the latter, the boy was consumed and destroyed.

Now almost two centuries old, Julius found himself weary of the old ways, and returned to the sea. But now a clever man, he quickly slipped into the world of pirates and corsairs. Serving many captains, he wandered the sea, in search of ancient treasures. He found many, but grew distasteful of such power, and instead charted a new path.

In time, he became a crafter of great artifacts, and know to be a granter of wishes. But fate is known to twist and in his 248th year, he once again finds himself lost to the multiverse, seeking a new home to call his own.

SandStorm
05-29-11, 05:39 AM
Awesome. That's really all I have to say about this profile...

Oh yeah and approved!