May 27, 2020 8:26:27 GMT
Post by Indra on May 27, 2020 8:26:27 GMT
Credits to Imuit for the template
INDRA ADONIS
"Must be the season of the witch."
OVERVIEW
» NAME: Indra Adonis
» ALIAS: The Shaman, the Spiritist, Astral Sage, Gypsy
» AGE: 19
» GENDER: Male
» SEXUALITY: Pansexual
» GUILD: Wanderer
» GUILD MARK: -
» CLASS: D
Indra is a drifter, carried by the wind and beckoned by wanderlust towards every new adventure. It's rare this fox stays put long enough for anyone to pinpoint his whereabouts, much less understand him, as though on a constant run from whatever's left on the horizon behind. Some say it's a string of broken hearts, from countless romantic conquests along the Casanova's journey. Others theorize he's being hunted, has garnered enough enemies on his noble endeavorsto warrant a hefty sum for his head.
Honestly, the guy's just winging it as he goes, listening to his heart and feeding his soul with every whim and fancy as he tours the world like it's his oyster. Mysterious is a bit of an exaggeration - Indra just likes to keep his distance while he parties, thinks of himself as a very private individual, and is the sort to love 'em and leave without so much as a word; fate will decide the crossing of his paths.
Independent and free-spirited, he's likely to have a good time by his lonesome, but does not actively shun the social scene. He takes affection from just about anywhere he can, craving it often enough that he'll always need to return to civilization to refuel. Something like a guilty pleasure, though he certainly isn't hung up about it. In stark contrast, commitment does not stick too well. Indra is severely lacking in any sense of obligation or loyalty, with his own interests always at the forefront of his mind. It's unfathomable why anyone would ever want to subject themselves to such daunting vulnerability, and goes without saying that he greatly frowns upon the clingy and sentimental, often going out of his way to avoid severe attachments.
Naturally, his skepticism also makes him exceedingly calculative and astute, a tricky fellow to boot. Without the bias of faith and goodwill, he is more often than not of shrewd acumen, which not only makes him hard to deceive, but additionally saves his time and effort from wasting on those who won't reciprocate. In light of this, one's usefulness is also usually what determines their value to him, with very few exceptions. Indra may readily keep in touch with some who promise more long-term uses, while practically ghosting those who offer none. Nothing personal, he assures. Just the way of the world. At the very least, he has enough heart to repay kindness with kindness, when he can.
Yet, at the end of the day - and he too knows this, better than anyone - cowards like him are dime a dozen. Indra struggles with wanting to be better, do better, but a rocky start in life has exposed a needlessly harsh reality that clings to him stubbornly, weighs him down body and soul. To live is to hurt, and, given a choice, is it so hard to understand why one might choose to save themselves? Indra reckons, that it's better to live an honest coward than pretend to be something he's not.
PERSONA
POSITIVE TRAITS | NEGATIVE TRAITS |
Charismatic | Coquettish |
Compassionate | Disloyal |
Independent | Mercurial |
Quick-witted | Selfish |
LIKES | DISLIKES |
Desert blazingstars | Prolonged stays |
Confectionaries | Slavery |
Traveling | Being tied down |
Storytellers | Coffee |
Indra is a drifter, carried by the wind and beckoned by wanderlust towards every new adventure. It's rare this fox stays put long enough for anyone to pinpoint his whereabouts, much less understand him, as though on a constant run from whatever's left on the horizon behind. Some say it's a string of broken hearts, from countless romantic conquests along the Casanova's journey. Others theorize he's being hunted, has garnered enough enemies on his noble endeavorsto warrant a hefty sum for his head.
Honestly, the guy's just winging it as he goes, listening to his heart and feeding his soul with every whim and fancy as he tours the world like it's his oyster. Mysterious is a bit of an exaggeration - Indra just likes to keep his distance while he parties, thinks of himself as a very private individual, and is the sort to love 'em and leave without so much as a word; fate will decide the crossing of his paths.
Independent and free-spirited, he's likely to have a good time by his lonesome, but does not actively shun the social scene. He takes affection from just about anywhere he can, craving it often enough that he'll always need to return to civilization to refuel. Something like a guilty pleasure, though he certainly isn't hung up about it. In stark contrast, commitment does not stick too well. Indra is severely lacking in any sense of obligation or loyalty, with his own interests always at the forefront of his mind. It's unfathomable why anyone would ever want to subject themselves to such daunting vulnerability, and goes without saying that he greatly frowns upon the clingy and sentimental, often going out of his way to avoid severe attachments.
Naturally, his skepticism also makes him exceedingly calculative and astute, a tricky fellow to boot. Without the bias of faith and goodwill, he is more often than not of shrewd acumen, which not only makes him hard to deceive, but additionally saves his time and effort from wasting on those who won't reciprocate. In light of this, one's usefulness is also usually what determines their value to him, with very few exceptions. Indra may readily keep in touch with some who promise more long-term uses, while practically ghosting those who offer none. Nothing personal, he assures. Just the way of the world. At the very least, he has enough heart to repay kindness with kindness, when he can.
Yet, at the end of the day - and he too knows this, better than anyone - cowards like him are dime a dozen. Indra struggles with wanting to be better, do better, but a rocky start in life has exposed a needlessly harsh reality that clings to him stubbornly, weighs him down body and soul. To live is to hurt, and, given a choice, is it so hard to understand why one might choose to save themselves? Indra reckons, that it's better to live an honest coward than pretend to be something he's not.
APPEARANCE
» HEIGHT: 5"9
» WEIGHT: 151lbs
» EYE COLOR: Violet
» BUILD: Ecto-mesomorph
» ABNORMALITIES: A branding over where his heart might be; lashes and welts faded into the skin of his back and shoulders; heavily scarred feet.
» SCENT: Coconut, butter, wildflower
» HAIR COLOR: W
» SKIN COLOR: Golden brown
» FACE CLAIM NAME: Asra
» FACECLAIM SERIES:The Arcana
A fit, well-toned youth, his features are similarly defined with a hint of softness. Indra carries himself with a quiet certainty, svelte in frame but muscled from years of labor and a similarly demanding lifestyle after.
Hair growing in thick tufts of cloud-white, he possesses whirlpools of intense violet for eyes, soul piercing and knowing. Bearing the gilded, sun-kissed countenance of his desert-dwelling ancestors, Indra exudes a boyish charm with dimpled smiles and a comforting voice, easily putting others at ease with his presence.
On most occasions, he dresses for travel. Light blouses, airy fabric, cosy scarves and shawls, the occasional print or embroidery that speaks to him and simple accessories - often trinkets or gifts that he picks up along his travels. Now and then he might switch things up a little, but for the most part has a distinctive enough style (read: has only one or two outfits he like to repeat) that most would associate him with. His travel companion, a light lavender-blue snake, can be found hiding beneath his clothes or casually wrapped like a second scarf.
HISTORY
There's that saying that all life is born free, but Indra can very confidently say that it's the biggest lie he's ever heard. Freedom is a privilege, one that had not been afforded to his parents, and in turn himself.
For most of his early childhood, Indra lives in the dark. Does not know of a world beyond the lacrima mines he'd been born in, never once thinks of his rights to more than just collars and chains. All he knows is that, if he does not work, he does not eat, and if he does not eat, he disappears. But maybe it's not so bad - no one tells them to live after all, because there is nothing for them among the breathing. The first thing the children come to understand once they gain enough awareness, is that for them, death is a much kinder host.
His first glimpse of the sun is six or seven years after his birth, and scares him so much that he refuses to leave the darkness of the mines, consequently missing the caravan with his parents aboard, bound for a faraway land. When they finally drag him into another, bruised and battered, an older gent kindly takes him under his wing. Indra remembers being very unlovable as a child, bitter and jaded, unable to trust or rely on anyone. He had been like that even with his parents, too distanced to miss them too much by the time they separated. Time and again, he pushes the man away with harsh words and threats, throws violent tantrums when none of that works. Expects to be forgotten, left behind. Yet, somehow, little by little, he grows inexplicably fond, and starts to listen to the stupid little things the other tells him. Tales of dragons and knights, magick and guilds, fairies with tails. At night, they map out constellations in the sand. Indra picks up all kinds of knowledge and habits from his mentor, milks the man dry with surprising eagerness to learn. He teaches Indra how to read and write, at some point, and by the age of 9 the boy's chicken-scratch is legible enough to be considered human language. When they really run out of things to teach, Indra is taught tarot reading.
He's not sure if his mentor had planned it all along, or how he got his hands on the deck in the first place, but suspects that was how the Arcana first made contact. The mines collapse soon after he masters the cards, oddly timed, and after that Indra's memories become foggy and uncoordinated. He does not remember how he got out, or why the mines collapsed, or what happened to the man caring for him. One minute, he's in chains and lugging carts thrice his weight, and the next he wakes up in a tent, alone and surrounded by strangers who can't even explain his arrival.
Freedom is such a foreign, terrifying concept when you aren't born into it, and the abruptness of it all is so daunting that it throws him off balance again. Reopens old wounds, strikes new ones onto his heart, and turns his entire world upside down. The boy is stuck in limbo, caught between past and present, and above all alone again. He grows catatonic for a period of time, so deeply withdrawn that he all but stops breathing. The nomads who rescued him give up when he stops eating altogether, and leave him behind when a sandstorm forces them to move.
In what he thinks might be his final moments, Indra sees a familiar face hovering by his bedside. Wise, kind eyes gaze into his, and while nothing is said, the boy for a moment understands everything conveyed. Through the gentle hold of a large, calloused hand, the wistful, admonishing expression he knows well. It rekindles a spark in him, and he draws on newfound strength to cling to those hands, holding tight even as he falls unconscious.
INVENTORY
Tarot Cards - An old deck of cards, kept in a pouch and close to his heart. Indra uses these for sleight-of-hand tricks and fortune-telling, and is especially proficient with love readings. From time-to-time, his affiliated Arcana may also send cryptic messages and omens, or use these as calling cards.
Transformations
Transformation:
Tarot Cards
MAGIC
MAGIC NAME: Astral Soul
TYPE: Caster, Takeover
RANK: D
DESCRIPTION: Invoking the stars, Indra is the bridge that connects the astral plane to the mortal, regularly communing with a pantheon of ancient entities, each a manifestation of some archetype. Known as the Arcana, each soul governs different domains and affinities. Theoretically, all 22 of the Major Arcana can be reached out to, but not all will or should. In reality, Indra will most likely end up communing with half of them, and bound by lesser. Ones who approach more readily will generally identify with relevant traits in him.
The Arcana who bind him offer him a takeover form, each granting access to specialized skillsets and spells according to their domain. In exchange, he performs their will as and when they ask of him, usually with the purpose of spreading their influence in the waking realm. Currently, Indra has established connections with the Magician, Hierophant, Chariot, Sun and Hermit. His relationship with the Hermit is a little more unconventional, firstly lacking a formal bond and therefore takeover, despite their connection being the oldest. The guide appears in twilight moments only to point a new direction, often taking form as a trusted individual.
DRAWBACKS:
- Backseat Drivers - Technically, Indra's in control of his own body, but is at the mercy of his souls, each with their own personality and opinions. It's nice to know he's never truly alone, but Indra never really gets any privacy even within his mind, and from time to time plays diplomat between conflicting souls. While sentient, they rarely communicate through words,
- Cosmic Sensitivity - His sixth sense is heightened to a point where, while he might not see dead people, he certainly can sense them. Auras, energy and magic of all sorts ping up on his radar quite readily and with greater intensity, easily overwhelming at times. While it makes him a great sensor, he's easy to set on edge, and gravitates towards trouble because of his calling to set the world right.
SPELLS
NAME: Astral Soul: Magician
TYPE: Offensive/Support
RANK: D
MODS:List out all the mods the spell has such as Affliction (Nausea), Construct (Golem), etc.
DESCRIPTION:
Indra weaves an illusion he can apply either to an object, person or an area of 15m radius. They can be visible to the majority or target an individual, and because these mirages have no physical form, must be dispelled by magic. He uses this to create distractions or messages, mostly, but may also turn it into mental attacks that mages of equal or lower rank will be susceptible to. It is possible to cast a maximum of 5 illusions at once, but every increment reduces the quality of each subsequent one, and the more complex the illusions are, the longer it takes to weave.
Mirage cast on himself can be maintained as long as he has magic to supply, requiring a sliver of the MP needed to first cast it. When used externally, it lasts for a maximum of 2 posts. Cast over others, it can only create an illusion over a maximum of 2 people.
NAME: Hierophant: Asklepian
TYPE: Support
RANK: D
MODS: Healing, Buffs
DESCRIPTION:
Indra's hands glow with a faint luminescence that, cast on living being(s) within 15m, heals minor wounds and speeds up the body's regeneration. It can be used to enhance or recover stamina, cure minor ailments, and remove or temporarily surpress low-level afflictions. The effect lasts for 2 posts, can be cast on 2 people max. at any given time, and has a 3 post cooldown.
NAME: Chariot: Houyi's Bow
TYPE: Offensive
RANK: D
MODS:List out all the mods the spell has such as Affliction (Nausea), Construct (Golem), etc.
DESCRIPTION:
A ranged spell where Indra constructs a maximum of 9 arrows of pure energy, and launches them with the motions of an archer. They have a reach of 10m, moving at 5m/s, capable of being fired individually or together. They can have differing directions as well, but their course cannot be adjusted once fired. 2 post cooldown.
NAME: Sun:
TYPE: Offensive
RANK: The spell’s rank (D, C, B, A, S, SS and X). A spell rank’s cannot be higher than the magic it is a part of.
MODS:List out all the mods the spell has such as Affliction (Nausea), Construct (Golem), etc.
DESCRIPTION: Give a description about what the spell can do. Please be as comprehensive and detailed as possible when it comes to describing your spell’s capabilities. Also, make sure that you are adhering to the magic rank and spell strength guidelines, and do not make your spells overpowered and unfair.
TYPE: Offensive/Support
RANK: D
MODS:List out all the mods the spell has such as Affliction (Nausea), Construct (Golem), etc.
DESCRIPTION:
Indra weaves an illusion he can apply either to an object, person or an area of 15m radius. They can be visible to the majority or target an individual, and because these mirages have no physical form, must be dispelled by magic. He uses this to create distractions or messages, mostly, but may also turn it into mental attacks that mages of equal or lower rank will be susceptible to. It is possible to cast a maximum of 5 illusions at once, but every increment reduces the quality of each subsequent one, and the more complex the illusions are, the longer it takes to weave.
Mirage cast on himself can be maintained as long as he has magic to supply, requiring a sliver of the MP needed to first cast it. When used externally, it lasts for a maximum of 2 posts. Cast over others, it can only create an illusion over a maximum of 2 people.
NAME: Hierophant: Asklepian
TYPE: Support
RANK: D
MODS: Healing, Buffs
DESCRIPTION:
Indra's hands glow with a faint luminescence that, cast on living being(s) within 15m, heals minor wounds and speeds up the body's regeneration. It can be used to enhance or recover stamina, cure minor ailments, and remove or temporarily surpress low-level afflictions. The effect lasts for 2 posts, can be cast on 2 people max. at any given time, and has a 3 post cooldown.
NAME: Chariot: Houyi's Bow
TYPE: Offensive
RANK: D
MODS:List out all the mods the spell has such as Affliction (Nausea), Construct (Golem), etc.
DESCRIPTION:
A ranged spell where Indra constructs a maximum of 9 arrows of pure energy, and launches them with the motions of an archer. They have a reach of 10m, moving at 5m/s, capable of being fired individually or together. They can have differing directions as well, but their course cannot be adjusted once fired. 2 post cooldown.
NAME: Sun:
TYPE: Offensive
RANK: The spell’s rank (D, C, B, A, S, SS and X). A spell rank’s cannot be higher than the magic it is a part of.
MODS:List out all the mods the spell has such as Affliction (Nausea), Construct (Golem), etc.
DESCRIPTION: Give a description about what the spell can do. Please be as comprehensive and detailed as possible when it comes to describing your spell’s capabilities. Also, make sure that you are adhering to the magic rank and spell strength guidelines, and do not make your spells overpowered and unfair.
PLAYED BY Edi