黒値辜 ♥ 砂糖 { kuroneko satou } (
priceofmagic) wrote2018-05-14 03:26 pm
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::: Refined Abilities
Satou comes from a world where magic is a genetic ability. Furthermore, her world's ability to use magic is actually split between two genes. Because both traits are carried on the X chromosome, it is nearly impossible for a boy to naturally control magic. This results in a "witch" or "magical girl" stereotype in Satou's world.
Another genetic consideration in her world's magic is a "curse" that most all magic users carry on that magical gene. It is something that, hundreds of years ago, all of the surviving magicians of the time accepted onto themselves. In essence, the curse causes the magic users to pay a price for overusing their magic. The price is "something very important," and because the curse is activated by the magician's subconscious, it is varied from person to person.
Satou has both genetic traits (empathy and magic capacity,) as well as the genetic curse. She was also born with increasing both traits as significantly as possible. Her magic style therefore tends to rely on high power magic attacks and speed, but she lacks defenses and stamina.
::: Empathy: The first genetic trait that a magician like Satou needs is "empathy." It is the title for a sixth sense which allows a magic user to sense emotions. The feeling is akin to feeling pulses or waves in the air, with the speed and strength changing depending on the strength of the emotion. Empathy is also a raised trait and something that can be trained: It is linked to a sympathetic personality. People with emotional empathy can identify emotions more accurately and use them more effectively for magic. Becoming kinder can strengthen empathy, while losing touch can weaken it. Emotions are the source of magical energy and the basis for all spells.
In Satou's case, she was raised to have exceptional empathy. Her empathy is strong enough that she has even been known to mistake the feelings of others for her own. Though Satou can pinpoint where specific emotions are coming from, she is more likely to notice "crowd emotions" when she isn't focused. For example, she is more likely to notice collective fear than pinpoint a specific scared person. Lastly, she can "turn off" her empathy by not actively focusing on it.
Empathy can, however, be used to sense people. She can tell if living beings are within a certain radius of herself. This is because the energy sensed by empathy is a "Life Energy." Witches with strong empathy can read the emotions assigned to it, but the energy is a physical manifestation of a heart's willpower. Satou can therefore sense people even without pinpointing what their emotions are, and she can do so quite accurately. Her magic can also be sensed as "Life Energy."
::: Magical Capacity: The second genetic trait that Satou has and needs. This is probably her most important trait too, since it was the one manipulated at her birth. Magical Capacity refers to how much magic a mage can process in any given moment. It isn't something that you can train, either. Depending on how large or small a magician's capacity is, their strongest spell may be a simple spark or a nuclear explosion: Satou leans towards the explosive side.
However, reaching maximum capacity means processing a lot of magic at one time. This is physically stressful. While normal magicians with normal capacities don't need to worry about overloading their bodies, Satou can process more magic than her young body should be capable of. She gets very tired from using her maximum capacity, and can even die if she pushes herself too far. In a roleplay setting, Satou can create large scale blasts of magic that could level a street, but anything more would leave her sick for days.
Satou's magic capacity allows her to perform a wide range of spells. The general rule of thumb for her very flexible magic is "If you can truly imagine it, you can make it happen." This gives magic users like Satou a lot of freedom with their magic, but also one huge limitation: They cannot half-heartedly perform magic. Magicians like Satou need to believe in themselves and the spell they are casting, or it simply won't happen.
There are three categories that her magical capabilities, and limitations, fall into:
::: Magical Creations: This is the category most unique to Satou's brand of magic. Satou is able to create things with her magic, so long as she understands the process of their creation. In one sense, this means she has to understand the difference between "creating" and "stealing." If Satou wants to make it snow, she can either create snow or funnel it from a place she knows has snow. When creating something, Satou needs to understand the mechanics behind her creation process. If she doesn't know the science behind snow, she cannot create it from scratch.
This comes into play especially when Satou is creating complex objects. For example, Satou cannot make a television. Why? Because she does not understand how a television works. She may be able to make something that looks like a TV, but because she does not understand how it functions she cannot magic a functioning television.
There is a dangerous silverlining to this: If Satou thinks she understands something, she can make "her version" of it. This is why children in Satou's world normally don't begin using their magic until they have a firm grasp of reality. It is also why a strong and confident imagination is such a valuable tool to a magician.
Satou also cannot magic materials from no where. She needs to have raw materials to create lasting objects. Things made without a physical material basis are just magic illusions, which will disappear if she loses focus. Satou has an understanding of how to sew and how to handle metals, so finds it easy to make clothing and metal objects.
::: Magical Attacks: This is the category of your generic magical girl spam, and relies on Satou's imagination. "Raw Magic" is a glowy, hot energy that can be molded into magical attacks. Satou's magic tends to be pink or black, depending on how she's feeling. Her magical attacking style is typically ranged, relying on a combination of beamspam and magic bullets.
In close combat, Satou can use her magic to coat her fists or feet when making powered-up punches or kicks. She can also use magic on her feet to speed herself up, or slap magic on others to slow them down. Her limiting factor is her human brain: Using multiple spells at once requires a lot of multi-tasking. Satou has learned to overcome this by juggling her spells very rapidly, but this is still mentally taxing. After a big magic fight, Satou will often have a headache and be very tired.
::: Magical Modifications: This category is most important for examining Satou's healing abilities. Magic can be used to repair or reinforce breaking objects, simply because Satou can fix things on a molecular level. It also means she can speed growth, such as making flowers bloom, or even heal wounds. She simply needs to understand the process in order to speed it up. This requires some energy from Satou and will leave her feeling pretty wiped.
::: Firearms: Satou has learned how to take care of a handgun. Because she knows how to take it apart and clean it, she also knows what pieces make-up a gun and how to recreate them. Unfortunately, she can only make the pieces. She has to reassemble it herself.
Her guns do hold magic bullets, which are pre-made spells that she loads into magazines. These bullets exist for scenarios where her magic has been disabled, so she has two hand guns with separate uses: The first is to cause damage and the second is to facilitate an escape. She cannot reorganize the order of the spells, so keeps them in a predictable pattern that she can keep track of.
The attack pattern is three magic shots and then a forth that drags a beam between the three bullets, like a homing mechanism. This pattern repeats three times, so a total of 16 bullets in the magazine.
The escape pattern is two bright flash bullets (blinding,) with the second including a distracting whooshing sound. The third bullet gives Satou a strength buff for her escape. This pattern of three bullets repeats five times, for a total of 15 bullets in the magazine.
She has to replace them after each fight, which takes her a few hours. Satou can also pre-load just about any spell into her guns, but it must be done ahead of time. She cannot create widescale explosive magic for the bullets, because she cannot control the blast without magic: In a scenario where her magic is nullified, they would be far too dangerous.
::: Aikido: Satou's preferred martial arts style.
::: Magic Wand: Satou can channel her magic through a magic staff. She purposefully creates an illusion of being dependent on it, in order to lure her opponents into trying to disable her by attacking the wand. Most children and teens in her world require a wand to safely channel their magic, but Satou was bred to be an excellent witch: She's never truly needed it. However, there is a major advantage to it: Magic Wands are made to eliminate the need for a witch to rely on their empathy. The witch fills the wand with magic, then the wand holds magic in its own artifact Magic Capacity Chamber. This means that, in the event that Satou's magic-making abilities are nullified, her wand still holds some brief magical energy. It can continue to cast spells against Witch Hunters who nullify her magic until the capacity runs out. This is because wands are a machine and magic is an energy similar to electricity: It doesn't depend on a witch once its been created.
Unfortunately, Satou cannot refill her wand with magic after a witch hunter has nullified her magic generating. That doesn't make the wand useless to her, as she can order it to cast spells that are programmed into it. Wands are programmed to create shields and controlled explosions. A further downside, in Satou's case, is that her wand doesn't have the same capacity as her. It's only got an average capacity, which is significantly less than her natural capacity.
She can modify her wand to be a physical weapon, often favoring a "Scythe Form." The forms of her wand are limited only by her imagination and ability to use them effectively. Satou has rough technique with her scythe (the heavy size gives it momentum, even if she doesn't have magic to propel it,) and some skill with a sword form.
When casting huge spells, Satou uses her wand to balance her magic and avoid unnecessary strain on her body. While she is not dependent on it, she does use the "training wheels" to limit her health risk.
Another genetic consideration in her world's magic is a "curse" that most all magic users carry on that magical gene. It is something that, hundreds of years ago, all of the surviving magicians of the time accepted onto themselves. In essence, the curse causes the magic users to pay a price for overusing their magic. The price is "something very important," and because the curse is activated by the magician's subconscious, it is varied from person to person.
Satou has both genetic traits (empathy and magic capacity,) as well as the genetic curse. She was also born with increasing both traits as significantly as possible. Her magic style therefore tends to rely on high power magic attacks and speed, but she lacks defenses and stamina.
::: Empathy: The first genetic trait that a magician like Satou needs is "empathy." It is the title for a sixth sense which allows a magic user to sense emotions. The feeling is akin to feeling pulses or waves in the air, with the speed and strength changing depending on the strength of the emotion. Empathy is also a raised trait and something that can be trained: It is linked to a sympathetic personality. People with emotional empathy can identify emotions more accurately and use them more effectively for magic. Becoming kinder can strengthen empathy, while losing touch can weaken it. Emotions are the source of magical energy and the basis for all spells.
In Satou's case, she was raised to have exceptional empathy. Her empathy is strong enough that she has even been known to mistake the feelings of others for her own. Though Satou can pinpoint where specific emotions are coming from, she is more likely to notice "crowd emotions" when she isn't focused. For example, she is more likely to notice collective fear than pinpoint a specific scared person. Lastly, she can "turn off" her empathy by not actively focusing on it.
Empathy can, however, be used to sense people. She can tell if living beings are within a certain radius of herself. This is because the energy sensed by empathy is a "Life Energy." Witches with strong empathy can read the emotions assigned to it, but the energy is a physical manifestation of a heart's willpower. Satou can therefore sense people even without pinpointing what their emotions are, and she can do so quite accurately. Her magic can also be sensed as "Life Energy."
::: Magical Capacity: The second genetic trait that Satou has and needs. This is probably her most important trait too, since it was the one manipulated at her birth. Magical Capacity refers to how much magic a mage can process in any given moment. It isn't something that you can train, either. Depending on how large or small a magician's capacity is, their strongest spell may be a simple spark or a nuclear explosion: Satou leans towards the explosive side.
However, reaching maximum capacity means processing a lot of magic at one time. This is physically stressful. While normal magicians with normal capacities don't need to worry about overloading their bodies, Satou can process more magic than her young body should be capable of. She gets very tired from using her maximum capacity, and can even die if she pushes herself too far. In a roleplay setting, Satou can create large scale blasts of magic that could level a street, but anything more would leave her sick for days.
Satou's magic capacity allows her to perform a wide range of spells. The general rule of thumb for her very flexible magic is "If you can truly imagine it, you can make it happen." This gives magic users like Satou a lot of freedom with their magic, but also one huge limitation: They cannot half-heartedly perform magic. Magicians like Satou need to believe in themselves and the spell they are casting, or it simply won't happen.
There are three categories that her magical capabilities, and limitations, fall into:
::: Magical Creations: This is the category most unique to Satou's brand of magic. Satou is able to create things with her magic, so long as she understands the process of their creation. In one sense, this means she has to understand the difference between "creating" and "stealing." If Satou wants to make it snow, she can either create snow or funnel it from a place she knows has snow. When creating something, Satou needs to understand the mechanics behind her creation process. If she doesn't know the science behind snow, she cannot create it from scratch.
This comes into play especially when Satou is creating complex objects. For example, Satou cannot make a television. Why? Because she does not understand how a television works. She may be able to make something that looks like a TV, but because she does not understand how it functions she cannot magic a functioning television.
There is a dangerous silverlining to this: If Satou thinks she understands something, she can make "her version" of it. This is why children in Satou's world normally don't begin using their magic until they have a firm grasp of reality. It is also why a strong and confident imagination is such a valuable tool to a magician.
Satou also cannot magic materials from no where. She needs to have raw materials to create lasting objects. Things made without a physical material basis are just magic illusions, which will disappear if she loses focus. Satou has an understanding of how to sew and how to handle metals, so finds it easy to make clothing and metal objects.
::: Magical Attacks: This is the category of your generic magical girl spam, and relies on Satou's imagination. "Raw Magic" is a glowy, hot energy that can be molded into magical attacks. Satou's magic tends to be pink or black, depending on how she's feeling. Her magical attacking style is typically ranged, relying on a combination of beamspam and magic bullets.
In close combat, Satou can use her magic to coat her fists or feet when making powered-up punches or kicks. She can also use magic on her feet to speed herself up, or slap magic on others to slow them down. Her limiting factor is her human brain: Using multiple spells at once requires a lot of multi-tasking. Satou has learned to overcome this by juggling her spells very rapidly, but this is still mentally taxing. After a big magic fight, Satou will often have a headache and be very tired.
::: Magical Modifications: This category is most important for examining Satou's healing abilities. Magic can be used to repair or reinforce breaking objects, simply because Satou can fix things on a molecular level. It also means she can speed growth, such as making flowers bloom, or even heal wounds. She simply needs to understand the process in order to speed it up. This requires some energy from Satou and will leave her feeling pretty wiped.
::: Firearms: Satou has learned how to take care of a handgun. Because she knows how to take it apart and clean it, she also knows what pieces make-up a gun and how to recreate them. Unfortunately, she can only make the pieces. She has to reassemble it herself.
Her guns do hold magic bullets, which are pre-made spells that she loads into magazines. These bullets exist for scenarios where her magic has been disabled, so she has two hand guns with separate uses: The first is to cause damage and the second is to facilitate an escape. She cannot reorganize the order of the spells, so keeps them in a predictable pattern that she can keep track of.
The attack pattern is three magic shots and then a forth that drags a beam between the three bullets, like a homing mechanism. This pattern repeats three times, so a total of 16 bullets in the magazine.
The escape pattern is two bright flash bullets (blinding,) with the second including a distracting whooshing sound. The third bullet gives Satou a strength buff for her escape. This pattern of three bullets repeats five times, for a total of 15 bullets in the magazine.
She has to replace them after each fight, which takes her a few hours. Satou can also pre-load just about any spell into her guns, but it must be done ahead of time. She cannot create widescale explosive magic for the bullets, because she cannot control the blast without magic: In a scenario where her magic is nullified, they would be far too dangerous.
::: Aikido: Satou's preferred martial arts style.
::: Magic Wand: Satou can channel her magic through a magic staff. She purposefully creates an illusion of being dependent on it, in order to lure her opponents into trying to disable her by attacking the wand. Most children and teens in her world require a wand to safely channel their magic, but Satou was bred to be an excellent witch: She's never truly needed it. However, there is a major advantage to it: Magic Wands are made to eliminate the need for a witch to rely on their empathy. The witch fills the wand with magic, then the wand holds magic in its own artifact Magic Capacity Chamber. This means that, in the event that Satou's magic-making abilities are nullified, her wand still holds some brief magical energy. It can continue to cast spells against Witch Hunters who nullify her magic until the capacity runs out. This is because wands are a machine and magic is an energy similar to electricity: It doesn't depend on a witch once its been created.
Unfortunately, Satou cannot refill her wand with magic after a witch hunter has nullified her magic generating. That doesn't make the wand useless to her, as she can order it to cast spells that are programmed into it. Wands are programmed to create shields and controlled explosions. A further downside, in Satou's case, is that her wand doesn't have the same capacity as her. It's only got an average capacity, which is significantly less than her natural capacity.
She can modify her wand to be a physical weapon, often favoring a "Scythe Form." The forms of her wand are limited only by her imagination and ability to use them effectively. Satou has rough technique with her scythe (the heavy size gives it momentum, even if she doesn't have magic to propel it,) and some skill with a sword form.
When casting huge spells, Satou uses her wand to balance her magic and avoid unnecessary strain on her body. While she is not dependent on it, she does use the "training wheels" to limit her health risk.