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Name: Great Seal IV: Mortal's Guise.
Rank: L+
Type: Magic Item 1/3, Ring.
Description: The Great Seal IV is one of seven legendary "Great Seals", number four. The seven seals were once fabled to be used together to bind a great Arch-fiend that had managed to break into a celestial paradise, only for the rings to later be used against the celestials themselves once the fiend became free, as they had become corrupt and the different intrinsic properties of each ring and how they interacted with the others became twisted and repurposed based on various aspects of the arch-fiend they once sealed.
Great Seal IV became known as the Mortal's Guise for it's masking properties above and beyond the standard seen in the other seals.
The ring isn't clear or invisible, it's actually a silvery grey-white and quite solid, but seems to want to avoid perception as the eyes easily sort of slide past it and it feels as though it were on the edge of your vision even when looking straight at it. The longer you try to look and notice something is off the more visible it gets.
Strengths:
- Mortal's Guise acts as a catalyst for Claire's magic and in turn cloaks it. So long as Claire is wearing Mortal's Guise, she cannot be detected or directly targeted by magical means and she gives off absolutely no magical aura whatsoever. A stray cat may possess a stronger magical presence.
- Mortal's Guise physically alter's Claire's clothing and even the appearance of weapons and armor at her leisure allowing her to blend in or form disguises within seconds, which prevents her from standing out if she doesn't wish to, otherwise her usual outfit just screams "Mage! RIGHT HERE!" Skirts and underboobage are MC tropes, not for a background character after all.
- Mortal's Guise is capable of sealing magical effects that would influence her mind, spirit or body, as the magic would have to reach Claire through this magical buffer. This doesn't apply to most attacks as they aren't trying to read or manipulate anything about Claire, they're just there to deal some damage regardless of -who- it hits. The only things this would effect would be say a magical homing effect, that either "Target locks" the next spell or just the spell itself that homes in on Claire, or some sort of mind-control effect, or a mimicry effect that doesn't simply mirror something it sees but tries to pry into Claire's existence.
- The seal is fused to her flesh, almost similarly to as though her body was an extremely strong magnet for it, coupled with some light bonding between the seal and her skin.
Weaknesses:
- Mortal's Guise can still be bypassed by common sense. If Claire is using magic plain as day then it hardly matters if she "feels" like a mage when it's blatantly obvious.
- Alteration to Claire's clothing offers no increased defense regardless of what the new appearance, cloth doesn't just become hard as steel for example.
- Alteration of clothing/apparel only works on -inert- weapons and armor, meaning it has to be in some form of deactivated state to be altered and doesn't benefit Claire while inert.
- Mortal's Guise's "buffer" only inhibits B-rank or less spells. A+ rank spells are only halved. H-rank is unaffected.
- This "Buffer" also does not apply to debuffs.
- It only changes her body without drastic change. It can make her eyes and hair change color, subtly alter her body shape, or change her hair. Someone who knows her well may still identify her, though you can't be too certain if she denies it.
- A disguised weapon becomes inert and can't be used (It can't be reformed to look like a different weapon).
Abilities:
- Mortal's Guise: Mortal's Guise passively suppresses Claire's Aura and disguises her and her weapons. Her aura can still be released while worn by rotating the ring around her finger.
- Magic Sealed: Mortal's guise passively wards against invasions of identity / direct influence.
Name: Great Seal VII: Spellblood
Rank: L+
Type: Magic Item 2/3, Naval Piercing- stud.
Description: A second one of the "Great Seals". Together these two seals were enough to stop Claire's rampant aura of creation from spreading Claire's internal war-state and keep her newfound magic intensity in check. This seal was already on her from the start, requiring Great Seal IV centuries later as her magic was breaking free causing chaos and drawing attention to her imprisonment at last.
Spellblood is given its name as the way it reacts with the magic is that it refines magic, and mirrors excess magic back into the body making her blood itself akin to magic. If Claire wasn't already a powerful beacon of magical strength. Her very blood runs thick with it's power now, and her magic is quick and comes easy to her call, aided by the "Seal".
Strengths:
- Increases the overall vitality of her body.
- Allows a bit of return when casting spells.
- The seal is fused to her flesh, almost similarly to as though her body was an extremely strong magnet for it, coupled with some light bonding between the seal and her skin.
Weaknesses:
- The Golden Blood can be intentionally bled from her against her will. And if in melee combat she takes heavy damage 25% of that damage heals the enemy (10% damage heals for 2.5%). (This does of course mean the reverse is true and Claire can intentionally share her blood, in which case the damage is more direct (Not a result of splash damage) and healing is equal to damage dealt, + granting them Claire's HP regeneration for 3 posts. This can also still be used against her in combat on occasion, or as plot/out-of-combat.
- This can make her a target for "Neutral" and Dark mages or -people- in general, as her blood would make for extra effective blood magic/rituals, especially regarding necromancy or forced resurrection.
- The "Side effects" are either redundant or harmless, just for plot effects and/or flavor to a scene.
- The item itself can make her a target by anyone looking to collect all 7 seals, as she has two all her own.
Abilities:
- Golden Blood: Claire has an extra 10% maximum HP and healing spells (Not passive regeneration) effect her by +1% per 5% healing. As a side effect, her body is partially puppeteered by her will itself beyond mere nerves- she has laser focus and hand-eye coordination. (This is just a redundancy and more flavor). Her blood glows softly when exposed to air and has a golden color. If her blood is spilled on a painting or sculpture, it can be brought to life (Unless for plot effect, this tends to be entirely harmless.).
- Magic Overflow: Whenever Claire casts a spell a crystal the size of a bead is created that floats around her body that's made from an overflow of magic. Touching the crystal restores 1% MP in the toucher. Every 5 crystals beads they join to become a golf ball sized crystal. They fade over time but are effective within the same topic by -anyone- who touches them. As a side effect, whenever she does release her aura/magical presence it can be felt almost as though it were a physical force and weight felt for miles and seems to subtly distort reality with minor harmless creations (Like say tiny people inacting tiny wars. Little balls of soot with legs. Paper that flies like butterflies. Talking rabbits or doors. Ect). To let her aura release she needs to rotate her ring, the first seal above this one. Note this is also just a description of the -lack- of this suppression, not an effect of the item itself.
Name: Presidential Link
Rank: L+
Type: Magic Item 3/3, Earrings- circle studs.
Description: The Presidential Link is an item carried over from her time in her "Dream"world, her personal realm in which she had been "President" though it was more comparable to "Queen". The Presidential Link is a universal communications device, technically two that interact with each other one for each ear. They look like little circles studded with small diamonds.
The Presidential Link can filter all incoming communications or sound and rewrite them into silent information which can mean a few things, they can act as "Ear muffs" to block loud sounds to acceptable levels, amplify sounds she'd want to hear, or redirect any form of communications that gets sent to her to be heard through the Presidential Link which serves to scrub harmful side effects that the message might have carried on it's words or through it's display.
Strengths:
- Protect against hearing loss or harmful trap-messages.
- Send and receive communications across any platform, even just directly to the person themselves.
- Display information externally allowing others to view information.
Weaknesses:
- Info Management cannot force communication. The recipient can block her attempts to call them, as to connect with someone it first travels through to their Psyche at which they can "Accept" it, or deny it.
- Info Management's screens have no physical presence and cannot harm, block damage, or support any weight. (No 'Screen barriers')
- Passive Search cannot give details on what is unknown or known only to a few private interests. It can only make guesses in those cases. Meaning it can't reveal secrets unless the secret is the difference between two identities when you have matching faces between both public identities.
- More to the point, Passive Search simply allows Claire to know things as though she was very well connected and well informed. Something anyone could do without having an item like this, it's essentially aesthetic.
- A+ ranked "Traps" hidden in messages will remain unfiltered by Info Management.
Abilities:
- Info Management: The Presidential Link handles incoming information and can sort it and display that or Claire's own information in a manner similar to Archive magic, through screens. Information to be sent or received can come from or go to anywhere she knows. People she meets or people who have sent information to her first are recorded and she can communicate with them at any time. They have to accept it, however. Info Management automatically alerts Claire to hidden effects, such as if someone is trying to mind control her.
Info Management can interact with Claire's Imagine Utility to create more complicated things that rely on Info Management's displays and ability to handle information... Meaning she can create games or calculators.
- Passive Search: The Presidential Link has passive sensors that reads information on the surroundings. By connecting to a "Global awareness" it can "Google" things and make educated guesses about things it sees or things Claire is thinking about. Many simulations or searches can be handled at the same time. So if she wanted to know how much a teddybear costs in Hargeon vs Rose Garden, the Passive Search will "Google it" and have it on hand. Or to identify a weird dish. In combat, it allows her to get an idea of what someone's magic might be unless it is weirdly unique, especially if that person is (in)famous. Information gleaned is the same as anyone who is well informed could know, it doesn't know secrets or things kept private. Passive Search automatically highlights anomalies in her vision that might be overlooked or not normally detectable to Claire's normal senses. Information is gleaned in the background but is usually hidden until Claire calls on it as to not cloud her perception.
Name: Handgun x2
Type: Weapon - Handgun
Description: A small generic handheld firearm - Exact specifications are useless to site mechanics - capable of holding 20 rounds per magazine, accurate within 20 meters with declining accuracy out to 100 after which you'd be unlikely to hit anything save for the broadside of a barn. Accuracy increases if she's more careful in her shots up to around a 200ish before the less-than-ideal ammunition and gun itself prevent getting any better despite Claire's skill. At that point, she may well just use Damsel instead. However, she uses the handguns when she doesn't -need- to pulverize something.
She tends to wield these in close quarters. Damsel is very large even in sword form and can be... less than ideal in close quarters unless she wants to bring the house down. As such, using these handguns instead is a little more classy and she uses them as an extension of her will with a sort of natural elegance.
Strengths:
- 20-200 meters maximum range. A close range weapon, capable of extending itself to medium ranges, dealing damage as you might expect.
- They are suppressed, making less noise and flash than they might otherwise. They're suppressed enough that the flash isn't toooo visible at a distance and the sound doesn't travel tooo far, neither is the noise damaging to the ears.
- She has two of these. Her magic allows her to create spare magazines and replace the weapons when destroyed.
Weaknesses:
- They are perfectly ordinary and bare no special technical improvements to give them an edge. They are completely mundane and base-level, without the ability to penetrate magical armors. Strong or stronger, or C and + spell ranks.
- Though suppressed the sound can still alert those nearby and the flash would still be noticeable in the dark.
- The bullets are actually quite susceptible to wind, allowing even D-rank wind effects to skew the aim enough that it -may- miss, depending on distance and scale of the wind effect. It's hardly a leaf in the wind after all.
- Bullets don't like angles. Angled surfaces, depending on the surface, though in general will cause deflection. Damage may still occur, but it'd lack penetration. Soft fleshy surfaces not so much, that'd just be a glancing blow.
Name: Great Seal IV: Mortal's Guise.
Rank: L+
Type: Magic Item 1/3, Ring.
Description: The Great Seal IV is one of seven legendary "Great Seals", number four. The seven seals were once fabled to be used together to bind a great Arch-fiend that had managed to break into a celestial paradise, only for the rings to later be used against the celestials themselves once the fiend became free, as they had become corrupt and the different intrinsic properties of each ring and how they interacted with the others became twisted and repurposed based on various aspects of the arch-fiend they once sealed.
Great Seal IV became known as the Mortal's Guise for it's masking properties above and beyond the standard seen in the other seals.
The ring isn't clear or invisible, it's actually a silvery grey-white and quite solid, but seems to want to avoid perception as the eyes easily sort of slide past it and it feels as though it were on the edge of your vision even when looking straight at it. The longer you try to look and notice something is off the more visible it gets.
Strengths:
- Mortal's Guise acts as a catalyst for Claire's magic and in turn cloaks it. So long as Claire is wearing Mortal's Guise, she cannot be detected or directly targeted by magical means and she gives off absolutely no magical aura whatsoever. A stray cat may possess a stronger magical presence.
- Mortal's Guise physically alter's Claire's clothing and even the appearance of weapons and armor at her leisure allowing her to blend in or form disguises within seconds, which prevents her from standing out if she doesn't wish to, otherwise her usual outfit just screams "Mage! RIGHT HERE!" Skirts and underboobage are MC tropes, not for a background character after all.
- Mortal's Guise is capable of sealing magical effects that would influence her mind, spirit or body, as the magic would have to reach Claire through this magical buffer. This doesn't apply to most attacks as they aren't trying to read or manipulate anything about Claire, they're just there to deal some damage regardless of -who- it hits. The only things this would effect would be say a magical homing effect, that either "Target locks" the next spell or just the spell itself that homes in on Claire, or some sort of mind-control effect, or a mimicry effect that doesn't simply mirror something it sees but tries to pry into Claire's existence.
- The seal is fused to her flesh, almost similarly to as though her body was an extremely strong magnet for it, coupled with some light bonding between the seal and her skin.
Weaknesses:
- Mortal's Guise can still be bypassed by common sense. If Claire is using magic plain as day then it hardly matters if she "feels" like a mage when it's blatantly obvious.
- Alteration to Claire's clothing offers no increased defense regardless of what the new appearance, cloth doesn't just become hard as steel for example.
- Alteration of clothing/apparel only works on -inert- weapons and armor, meaning it has to be in some form of deactivated state to be altered and doesn't benefit Claire while inert.
- Mortal's Guise's "buffer" only inhibits B-rank or less spells. A+ rank spells are only halved. H-rank is unaffected.
- This "Buffer" also does not apply to debuffs.
- It only changes her body without drastic change. It can make her eyes and hair change color, subtly alter her body shape, or change her hair. Someone who knows her well may still identify her, though you can't be too certain if she denies it.
- A disguised weapon becomes inert and can't be used (It can't be reformed to look like a different weapon).
Abilities:
- Mortal's Guise: Mortal's Guise passively suppresses Claire's Aura and disguises her and her weapons. Her aura can still be released while worn by rotating the ring around her finger.
- Magic Sealed: Mortal's guise passively wards against invasions of identity / direct influence.
Name: Great Seal VII: Spellblood
Rank: L+
Type: Magic Item 2/3, Naval Piercing- stud.
Description: A second one of the "Great Seals". Together these two seals were enough to stop Claire's rampant aura of creation from spreading Claire's internal war-state and keep her newfound magic intensity in check. This seal was already on her from the start, requiring Great Seal IV centuries later as her magic was breaking free causing chaos and drawing attention to her imprisonment at last.
Spellblood is given its name as the way it reacts with the magic is that it refines magic, and mirrors excess magic back into the body making her blood itself akin to magic. If Claire wasn't already a powerful beacon of magical strength. Her very blood runs thick with it's power now, and her magic is quick and comes easy to her call, aided by the "Seal".
Strengths:
- Increases the overall vitality of her body.
- Allows a bit of return when casting spells.
- The seal is fused to her flesh, almost similarly to as though her body was an extremely strong magnet for it, coupled with some light bonding between the seal and her skin.
Weaknesses:
- The Golden Blood can be intentionally bled from her against her will. And if in melee combat she takes heavy damage 25% of that damage heals the enemy (10% damage heals for 2.5%). (This does of course mean the reverse is true and Claire can intentionally share her blood, in which case the damage is more direct (Not a result of splash damage) and healing is equal to damage dealt, + granting them Claire's HP regeneration for 3 posts. This can also still be used against her in combat on occasion, or as plot/out-of-combat.
- This can make her a target for "Neutral" and Dark mages or -people- in general, as her blood would make for extra effective blood magic/rituals, especially regarding necromancy or forced resurrection.
- The "Side effects" are either redundant or harmless, just for plot effects and/or flavor to a scene.
- The item itself can make her a target by anyone looking to collect all 7 seals, as she has two all her own.
Abilities:
- Golden Blood: Claire has an extra 10% maximum HP and healing spells (Not passive regeneration) effect her by +1% per 5% healing. As a side effect, her body is partially puppeteered by her will itself beyond mere nerves- she has laser focus and hand-eye coordination. (This is just a redundancy and more flavor). Her blood glows softly when exposed to air and has a golden color. If her blood is spilled on a painting or sculpture, it can be brought to life (Unless for plot effect, this tends to be entirely harmless.).
- Magic Overflow: Whenever Claire casts a spell a crystal the size of a bead is created that floats around her body that's made from an overflow of magic. Touching the crystal restores 1% MP in the toucher. Every 5 crystals beads they join to become a golf ball sized crystal. They fade over time but are effective within the same topic by -anyone- who touches them. As a side effect, whenever she does release her aura/magical presence it can be felt almost as though it were a physical force and weight felt for miles and seems to subtly distort reality with minor harmless creations (Like say tiny people inacting tiny wars. Little balls of soot with legs. Paper that flies like butterflies. Talking rabbits or doors. Ect). To let her aura release she needs to rotate her ring, the first seal above this one. Note this is also just a description of the -lack- of this suppression, not an effect of the item itself.
Name: Presidential Link
Rank: L+
Type: Magic Item 3/3, Earrings- circle studs.
Description: The Presidential Link is an item carried over from her time in her "Dream"world, her personal realm in which she had been "President" though it was more comparable to "Queen". The Presidential Link is a universal communications device, technically two that interact with each other one for each ear. They look like little circles studded with small diamonds.
The Presidential Link can filter all incoming communications or sound and rewrite them into silent information which can mean a few things, they can act as "Ear muffs" to block loud sounds to acceptable levels, amplify sounds she'd want to hear, or redirect any form of communications that gets sent to her to be heard through the Presidential Link which serves to scrub harmful side effects that the message might have carried on it's words or through it's display.
Strengths:
- Protect against hearing loss or harmful trap-messages.
- Send and receive communications across any platform, even just directly to the person themselves.
- Display information externally allowing others to view information.
Weaknesses:
- Info Management cannot force communication. The recipient can block her attempts to call them, as to connect with someone it first travels through to their Psyche at which they can "Accept" it, or deny it.
- Info Management's screens have no physical presence and cannot harm, block damage, or support any weight. (No 'Screen barriers')
- Passive Search cannot give details on what is unknown or known only to a few private interests. It can only make guesses in those cases. Meaning it can't reveal secrets unless the secret is the difference between two identities when you have matching faces between both public identities.
- More to the point, Passive Search simply allows Claire to know things as though she was very well connected and well informed. Something anyone could do without having an item like this, it's essentially aesthetic.
- A+ ranked "Traps" hidden in messages will remain unfiltered by Info Management.
Abilities:
- Info Management: The Presidential Link handles incoming information and can sort it and display that or Claire's own information in a manner similar to Archive magic, through screens. Information to be sent or received can come from or go to anywhere she knows. People she meets or people who have sent information to her first are recorded and she can communicate with them at any time. They have to accept it, however. Info Management automatically alerts Claire to hidden effects, such as if someone is trying to mind control her.
Info Management can interact with Claire's Imagine Utility to create more complicated things that rely on Info Management's displays and ability to handle information... Meaning she can create games or calculators.
- Passive Search: The Presidential Link has passive sensors that reads information on the surroundings. By connecting to a "Global awareness" it can "Google" things and make educated guesses about things it sees or things Claire is thinking about. Many simulations or searches can be handled at the same time. So if she wanted to know how much a teddybear costs in Hargeon vs Rose Garden, the Passive Search will "Google it" and have it on hand. Or to identify a weird dish. In combat, it allows her to get an idea of what someone's magic might be unless it is weirdly unique, especially if that person is (in)famous. Information gleaned is the same as anyone who is well informed could know, it doesn't know secrets or things kept private. Passive Search automatically highlights anomalies in her vision that might be overlooked or not normally detectable to Claire's normal senses. Information is gleaned in the background but is usually hidden until Claire calls on it as to not cloud her perception.
Name: Handgun x2
- Spoiler:
Type: Weapon - Handgun
Description: A small generic handheld firearm - Exact specifications are useless to site mechanics - capable of holding 20 rounds per magazine, accurate within 20 meters with declining accuracy out to 100 after which you'd be unlikely to hit anything save for the broadside of a barn. Accuracy increases if she's more careful in her shots up to around a 200ish before the less-than-ideal ammunition and gun itself prevent getting any better despite Claire's skill. At that point, she may well just use Damsel instead. However, she uses the handguns when she doesn't -need- to pulverize something.
She tends to wield these in close quarters. Damsel is very large even in sword form and can be... less than ideal in close quarters unless she wants to bring the house down. As such, using these handguns instead is a little more classy and she uses them as an extension of her will with a sort of natural elegance.
Strengths:
- 20-200 meters maximum range. A close range weapon, capable of extending itself to medium ranges, dealing damage as you might expect.
- They are suppressed, making less noise and flash than they might otherwise. They're suppressed enough that the flash isn't toooo visible at a distance and the sound doesn't travel tooo far, neither is the noise damaging to the ears.
- She has two of these. Her magic allows her to create spare magazines and replace the weapons when destroyed.
Weaknesses:
- They are perfectly ordinary and bare no special technical improvements to give them an edge. They are completely mundane and base-level, without the ability to penetrate magical armors. Strong or stronger, or C and + spell ranks.
- Though suppressed the sound can still alert those nearby and the flash would still be noticeable in the dark.
- The bullets are actually quite susceptible to wind, allowing even D-rank wind effects to skew the aim enough that it -may- miss, depending on distance and scale of the wind effect. It's hardly a leaf in the wind after all.
- Bullets don't like angles. Angled surfaces, depending on the surface, though in general will cause deflection. Damage may still occur, but it'd lack penetration. Soft fleshy surfaces not so much, that'd just be a glancing blow.