Whisper
*This Artwork was not created by me. It belongs to shilin of Deviantart
Name: Jacquelyn Rose (Whisper, Alessia, Airlia, Pythia, Whisp, Allison)
*For the sake of matches, only Alessia, Airlia and Whisp will be implemented in combat.
Alias: Whisper
Age: 24 (This is her biological age - the perceived ages of the personalities vary)
Gender: Female
Height: 5'
Weight: 90 pounds
Species: Human/Ethereal
Physical Description/Appearance: Whisper is just a wisp of a girl. She's only about 5 foot tall, and 90 pounds. Her pale skin, light blue eyes and white hair make her seem almost ethereal. Though appearing extremely frail, she moves with the grace and elegance of a dancer.
Personality: Whisper is merely an alias assumed by six different personalities. As such her behavior is highly variable and often times unpredictable as it can change on a whim without notice or warning.
Abilities: How Whisper implements her abilities varies greatly depending on which personality is evident at any given time. Though all of her abilities have either psychic or spiritual origins depending on which of her personalities is present at any given time.
Clothes: As displayed in the image.
Equipment: Her equipment is variable depending on which personality is present, and this is merely a list of what she owns between the three. All of these items are unlikely to be present on her person at once.
Circlet: Three focus crystals are affixed to it. These crystals can be used to fortify her psychic abilities or add a boost but then they must be recharged. Basically Whisper can expend energy into these that will 'store' a boost for future attacks. Akin to using a channeled ability, if she spends 3 rounds charging a crystal, when she discharges it, it will add the force of a spell that was channeled for 3 rounds. The rounds don't need to be consecutive, and she can hold a charge to be triggered later. Between the three crystals, she has a single stored charge already in place. Limitation: Whisper cannot discharge her circlet crystals simultaneously with her colored focus crystals.
Gloves: Close fitting full arm length cloth gloves. Prevents skin contact to allow suppression of her touch inflicted abilities.
Spear: Double ended spear infused with the element of water. One end can create ice where it passes the other can form a spike of ice. Magically enhanced durability, being able to withstand a great amount of force both physical and magical.** Hangs from her sash as a wand sized object until activated to its full size.
Focus crystals: A pouch of varying focus crystals for enhancing her abilities and tapping into their natural properties. Examples: Obsidian is a strong protective stone and would reinforce shields and abilities against psychic attacks. Using a crystal to compliment an ability allows her to increase its potency with little drain to her own energies, but the crystals need to be recharged after several uses. All of the crystals can also be used to store preps via channeling energy into them. Limitation: Whisper can only discharge one of these crystals at a time, but may store as many preps into as many crystals as she wants. It maintains no ongoing focus once the energy is stored. Note: Physically breaking a crystal that has active charge(s) will result in unleashing the charge(s) in a localized blast of psychic energy of varying magnitudes.
Chain: Magically enhanced durability, being able to withstand a great amount of force both physical and magical.**
Staff: Magically enhanced durability, being able to withstand a great amount of force, both physical and magical.** Can be used as a conduit for spells, allowing for greater precision and focus.
**As a rough guideline, these items are able to withstand a direct metaphysical/superhuman attack against them of up to two preps, but will break under a three prep attack without a secondary source of protection to bolster them. Note: This does not protect the wielder from damage inflicted by impacts or AOE damage, only that the items themselves won't break.
Innate/Racial abilities
Empath: Whisper is an empath, and all of her personalities employ this ability, save for Whisp. This allows her to detect the emotions of those in their immediate vicinity, making it easy to track opponents or to detect bluff and feign attempts.
Telekinetic: Whisper is a telekinetic, and all of her personalities employ this ability. However its potency varies from individual to individual. This can be utilized to move objects, or to form raw blasts of psychic force.
Alessia is capable only of lifting small objects such as rocks, and occasionally more focused shoves and pushes.
Airlia's telekinesis is the most potent of the personae, capable of hurling vehicles through the air. Unfortunately Airlia is prone to using it for flashy displays rather than practical uses. Unlike the other personae, Airlia is fully capable of multi-tasking her telekinesis to create multiple effects simultaneously with ease. Excessive mental expenditure comes with a decrease in physical mobility seeing as the mind can only multi-task so much.
Whisp's telekinesis is similar in raw potency to Airlia, though she lacks the same depth of control. Similar to how monks can utilize ki to harness the natural energy of the body, Whisp primarily uses her telekinesis to physically enhance her speed and physical strength/durability.
Ethereal: Whisper's ethereal ancestry grants her the ability to shift between the material and the ethereal plane. It takes half a round to make a partial shift (one post), and a full round (two posts) to make a full shift. She cannot shift twice in the same post. While partially shifted she remains visible - albeit ethereal in nature. Physical attacks cannot strike her, but likewise she cannot physically attack her opponent. Certain magic based attacks and magical weapons can still harm her, provided they have properties that allow them to strike incorporeal beings. Once fully shifted into the ethereal plane, no attacks can strike Whisper except those that can strike across planes, but likewise, she can't strike her opponent - neither physically nor metaphysically.
The Personae
Whisp:
Whisp is emotionless and single minded. She is the most aggressive of the personalities and the most offensive of them. Capable of ignoring injuries, Whisp will fight to the last breath with little regard for personal safety or the concept of failure. Whisp almost exclusively uses her abilities to enhance her melee performance and to manipulate projectiles.
Physical enhancement: The ability to use her psychic abilities and telekinesis to enhance her physical performance well beyond the normal range of a human. Increased strength and unnatural grace and athleticism.
Sixth sense: If it can be detected psychically, she can predict an incoming attack even without the assistance of her eyesight. This means it's very difficult to catch her by surprise, even with attacks from behind. It also leaves her fully capable of fighting several opponents from different directions as she responds to stimuli with her mind rather than her eyesight, creating excellent form and optimal reaction time that is well above that of a normal human. However, she can only see things
as they are happening, and is still bound within her physical limitations as to actually avoiding attacks.
Pain suppression: Whisp is capable of deceiving her own mind into believing she's not in physical pain allowing her to function when she might be otherwise debilitated. However ignoring an injury doesn't make it not there, and this is an extremely self-harming ability, that comes with the risk of causing further damage to herself by ignoring her bodies limitation. Also even if she can supress the pain, she is still bound by the limitations an injury may cause. A dislocated shoulder isn't going to work, even if she ignores the pain.
Melee combat: Whisp primarily utilizes a chain, but she is versatile and well trained in hand-to-hand combat and is skilled with a large variety of melee weapons.
Airlia:
Airlia enjoys the thrill of a dance, more than actually winning. As a result she's prone to toying with her opponents and expending her abilities for flashy displays rather than practical uses. She's flighty and relies heavily on her agility and speed to evade harm. When she is in combat, she's a reactive fighter, preferring to take a defensive stance to an offensive one. Of all of the personalities, Airlia is the most versatile with her psychic abilities and the most potent. But also the least likely to be inclined to be helpful, and the most likely to throw a fight in the name of fun.
Sixth sense: If it can be detected psychically, she can predict an incoming attack even without the assistance of her eyesight. This means it's very difficult to catch her by surprise, even with attacks from behind. It also leaves her fully capable of fighting several opponents from different directions as she responds to stimuli with her mind rather than her eyesight, creating excellent form and optimal reaction time that is well above that of a normal human. However, she can only see things
as they are happening, and is still bound within her physical limitations as to actually avoiding the attack.
Manipulate emotions: Augment and enhance emotions in people. She can't create, only boost what's already there. She can however project her own emotions into people, or emotions she gleans from her empathy. Once projected, she can in turn enhance those.
Psychic assault: Directly assault the mind in an attempt to overwhelm and confuse it with an explosion of mental stimulation designed to utterly disorient and confuse. Far more potent with physical contact.
Psychic shield: Able to maintain the psychic force used to move objects, she can create walls or shields to block incoming attacks or projectiles. Very taxing ability, and the force with which it is struck directly influences how much drain it has on her. This can only be employed to stop attacks that have a physical manifestation.
Self mind shielding: Wards against psychic intrusions on her own mind.
Melee combat: Airlia primarily utilizes a double ended spear, but she is versatile and well trained in hand-to-hand combat and a large variety of melee weapons.
Alessia:
Where Airlia and Whisp primarily rely on their psychic prowess, Alessia is more priestess than psychic. She utilizes a number of spells that she has at her disposal. She is a more balanced individual, both mentally, and in her fighting style. However, as a result, her psychic abilities aren't nearly as developed. She's most likely to use a defensive style with her staff, while utilizing her spells in offensive manners and keeping her limited psychic abilities strictly as support.
[Spell List Pending]
Conditions of manifestation
Whisper cannot simply flit through her personalities on a whim, nor do they always present when they're most wanted. However, certain conditions are likely to cause certain personalities to manifest.
Alessia is a guardian personality, and most prone to manifesting in a protective nature, especially when Whisper is the victim of a psychic assault or has been placed in a situation that compromises her life. She is the most centered of the personalities and her primary focus is the survival and success of the group as a whole.
Airlia is free-spirited and mischievous. The feeling of being trapped, be it mentally or physically, will almost always manifest Airlia without fail. Drawn to high emotions, she's also likely to manifest against highly emotional opponents, but likewise, is prone to leaving just as quickly against even minded and rational opponents. Airlia is self-centered and has little regard for anything outside of her own amusement.
Whisp is an emotionless entity capable of acting without regret of remorse. Whisp is unlikely to manifest unless she is already present at the start of a fight. However a condition that could potentially manifest Whisp, is a strong moral conflict. Whisp is single minded, and when present will rarely revert to any other personality unless she is utterly subdued, or her target has been eliminated.