Mana Kishimura

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The daughter of a fisherman from a far-flung island off the coast of Japan, Mana has never quite experienced the technological advances the rest of the country has. This is perhaps why her mother is no longer around - a traveller who came across the island, she had a child but could not settle down, and left Mana for her father to deal with.

Some would call her 'outdated', or 'simple', or even 'stupid', but Mana is none of these. She never learned how to read or write, but she has a level of common sense beyond that of most adults and their 'grown-up problems'. She's heard vague stories about how people on other bigger islands fight over silly things, like how her father argues with his best friend over whose fish was larger. Really, she finds the whole thing unnecessary and kind of stupid.

Perhaps it's because of this that Mana never felt quite at home with her family, or her few friends on the island. Mana's best friends, ironically, were the dolphins who would occasionally pass by the shore. In particular, one dolphin who she'd once saved from a ragged fishing net hung close to her. Not being able to ask her name, Mana decided to name her Sango.

Mana's easily the most physically capable child her age on the island, able to outrun any boy her size with ease and outswim them even easier. Most people are caught unaware by this - she isn't obviously muscular, and most just dismiss her as a relatively cute and naive young girl. Her long black hair and green eyes catch people off guard, and they're promptly stunned when they see her pin a boy a head taller than her to the floor in order to break up an argument.

She doesn't understand all this fighting her fellow people do. It's all over such silly stuff, and yet they come to blows over it. Why can't people be more like dolphins? Only get serious when you need to, and otherwise focus on having fun? She's confided in Sango more than once about this, though she's got no way of knowing for sure if the dolphin can actually understand her.

When her father learned that she'd been wasting so much time talking to a glorified fish, he's pissed - mainly because he's afraid she'll interfere in his line of work. Fish haven't been coming in as they should, and he suspects the dolphins are eating their catches. Mana finds out about this and immediately sabotages his boat. Not realising the extent of what she's done, she's kicked out of the house for the night as punishment. Unfazed, she decides to work it off by going out for a swim with Sango.

Unfortunately, on this day in particular the waves are a little out of order. An unexpected storm catches both of them of guard, and Mana is pulled deep underwater. Only a last-minute Ennoblement saves her - making her the replacement of the long-Excruciated Noble of Intelligence - but it comes with some strange side effects.

Firstly, in a strange twist of fortune, she's lost the ability to speak. She's capable of communicating to dolphins using clicks and such, but human speech is now out of her grasp. The closest she can manage to a human word is 'phwee'. Fortunately, Sango now acts as her familiar - and in a total reversal it's the dolphin doing all the talking for both of them now.

Secondly, she's physically stronger now. In order to save herself from drowning, Mana's body basically learned not to breathe at all - thus she can swim as long and as often as she wants. Understandably, she's pleased by this. She also has no absolute need to eat or sleep, though she can still feel hungry or tired.

Thirdly, she's gone from being merely powerful for her age to becoming almost insanely strong. In other areas of being a Noble she's somewhat behind, but for sheer strength she's perhaps the best example there is. She still maintains the same beliefs she did before - that all this stupid human fighting should stop and people can just be friends if they look at what they have that's the same rather than at what's different.

She's just a lot better at fending off people who'd fight her over it now.


Stats

ASPECT 5 - 0/7 MP

DOMAIN 1 (INTELLIGENCE) - 2/6MP

SECONDARY DOMAIN 1 (DOLPHINS) - 5/5MP

REALM 0 - 5/5MP

SPIRIT 1 - 3/5MP

0 CP

(Bonus MP from limits as listed below)

32 Fleurs

Bonds To protect dolphins, and the other sentient beings that mankind doesn't give credit (5) The wellbeing of her father, misguided as he may be (5) The happiness of others around her (3) To pass on her own love for dolphins to mankind in general (3) To become strong enough to prove her beliefs to others (4)

Gifts Immutable (Can survive without food, sleep or air)

3 (Miracle Level) + 1 (Automatic) - 3 (Self Only) - 1 (Comprehensive utility) = 1CP


Familiar (Dolphin familiar Sango allows Mana to communicate with others - can also transform at will)

6 (Miracle Level - Minor Change of Dolphin) - 1 (Simple Miracle) - 2 (Self/Other) - 1 (Comprehensive Utility) + 1 (Uncommon) = 4CP

Limits Illiterate (Unable to read/write, 1MP worth of disability) Mute (Can't speak by herself, needs Sango to speak for her and thus can't talk to humans, 2MP worth of disability)

Virtue: Mediator (Will attempt to step in and stop any fight she comes across)

Affiliation: Code of the Enlightened

Wounds: 3 Deadly, 3 Serious, 3 Surface (Current Damage: 3 Deadly, 0 Serious, 0 Surface)

Symbol - A dolphin leaping above the waves, with a mortarboard on its head. :P


Miracles

Intelligence Domain

0: Estate Driven Divination: Know when your Estate is in trouble (0 MP)


1: Ghost Miracle: Cheat Sheet - Produce a piece of paper containing information on something Mana wants to know. Must be written down in a human archive for the miracle to work. Obviously, can't be read by her without help. (0 MP)

2: Lesser Divination: Sentient Scan - Detects all nearby sentient life, Nobles included. Can be protected against. (1 MP)

3: Lesser Preservation: Attentive - Improves a chosen target's intelligence, focus, and general concentration. (2 MP)

4: Lesser Creation: Life-Bringer - Grants an otherwise inanimate object sentience. For example, a rock, or a chair. Can control dozens of objects at a time, depending on size and weight. (4 MP)

5: Lesser Destruction: Light-Headed - Target loses focus, struggles to perform complicated commands. (4 MP)

Major Divination: Prediction - Analyse a target, and determine their thoughts and course of action. (4 MP)

6: Lesser Change: Identity Crisis - Alter the mind of the target to suit the intelligence of another creature - allow an animal to think like a human, or vice versa. (8 MP)

Major Preservation: Meta-Knowledge - Target becomes the most intelligent creature on the planet [excluding high-Aspect Nobles] for a sizable length of time. (8 MP)

7: Major Creation: Gaia's Presence: Give sentient life to the nearby forces of nature; the winds, the seas, the trees, all of which follow Mana's orders. (8 MP)

8: Major Destruction: Vegetation: Target is reduced to the intelligence of a newborn child. (8 MP)

9: Major Change: Evolutionary Leap: Target RACE gains human-like sentience for the next 6 hours. (8 MP)


Dolphin Domain

0: Estate Driven Divination: Know when your Estate is in trouble (0 MP)

1: Ghost Miracle: Help me, Dolphin! - Nearest body of water now contains a dolphin. (0 MP)

2: Minor Divination: Phwee Phwee Radar - Determines the name and exact location of the nearest dolphin, Sango not included. (1 MP)

3: Minor Preservation: Water is Overrated - Allows a dolphin of choice to fly through the air for a few hours. [Riding on its back is encouraged.] (2 MP)

4: Minor Creation: One Big Happy Family - Produces an entire pod of dolphins in the nearest body of water. (4 MP)

5: Lesser Destruction: Hide And Seek: Oh, No! It's the Dark Dolphin! - Mana's arch-nemesis, the Dark Dolphin, appears and attacks her foe! Attack is magically charged, counts as Serious damage. (4 MP)

Major Divination: Phwee Phwee Radar EX - Determine the swimming routes of every dolphin on the planet, and thus every dolphin within Mana's proximity. (4 MP)

6: Lesser Change: A new Friend! Yay! - Grant a dolphin the ability to morph to and from human form at will. (8 MP)

Major Preservation: Don't Go Away! - Dolphin of choice is guaranteed to live until Mana's death. (8 MP)

7: Major Creation: Pool Party! - Fills the building Mana currently inhabits with dolphins - and of course, the water they need to swim in. This water is magical and thus does not seep out of open doors or windows. (8 MP)

8: Major Destruction: Me And THIS Army! - All dolphins in the vicinity become aggressive, willing to fight to the death upon Mana's order. (8 MP)

9: Major Change: Delphinus Sapiens - As Level 6, but affecting the entire dolphin race. (8 MP)