Elizabeth Kane - Adept

NIAH

Secretly Elz
Retired Staff
#1


Minecraft name: ElizabethKane
Character name: Elizabeth Kane
Link to normal character profile: https://hollowworld.co.uk/threads/lady-elizabeth-kane.41256/


Current Rank/Proficiency
Eviscism: N/A
Formistry: N/A
Cogimency: N/A
Animancy: Adept


Overall Rank:
Animancy - Adept
Apprentice level DC: --
Journeyman level DC: 2
Adept level DC: 5
Master level DC: 15

Spell Points: 125

Active Student: Yes

Active Teacher: No

Teacher(s):
-
Evelyn Veileth - Animancy
-
Alison Kane - Animancy

Protege(s)(Current rank):
- Alison Kane ;)


Knack(s):
-
Emotionally Unbalanced: Bearers of this knack are prone to strong emotional responses and abrupt shifts in mood, making their behavior seem erratic or otherwise illogical. This effect lessens from a driving behavioral force when sparked to a mild influence on expressiveness at full competence in the discipline.
-
Anima Empathy

Affinity:
-
Enchanter: Adept with imbuing items and orchestrating more complex interactions within Animancy-based magical devices, the Enchanter lets her creations do the talking.

Sustained Effects:
- Prone to erratic mood swings and shifts in temperament
- Able to feel a loose sense of the emotions around her
- More suited to creating arcane artifacts and trinkets through her affinity


Current Magical Status:
- - Alive, kicking, and pushing her limits every day - -


| G R I M O I R E |

| --- S P A R K I N G --- |
- The Touch of Death || 1 cast, 1 successful |

| --- E M P A T H Y --- |
- Anima Empathy || Constant
- Induction || 42 casts; 17 successful | « Cost 5 »




| --- T O T E M S --- |

| A C T I V E |
- Apprentice ||
-
Journeyman ||
-
Adept || --
-
Master || --




| S E A N C E S |
---- | Journeyman || 6 cast, 4 successful || « Cost 25 »




| W A R D S |
- { Air } -
----| Apprentice || 5 cast, 3 successful || « Cost 10 »
----| Journeyman || 1 cast, 1 successful || « Cost 20 »
----| Adept || 1 cast, 1 successful || « Cost 50 »
----| Master || 0 cast, 0 successful || « Cost 100 »


- { Water } -
----| Apprentice || 8 cast, 3 successful || « Cost 10 »
----| Journeyman || 0 cast, 0 successful || « Cost 20 »

----| Adept || 0 cast, 0 successful || « Cost 50 »
----| Master || 0 cast, 0 successful || « Cost 100 »


- { Fire } -
----| Apprentice | 5 cast, 3 successful | « Cost 10 »
----| Journeyman | 3 cast, 1 successful | « Cost 20 »

----| Adept || 1 cast, 1 successful || « Cost 50 »
----| Master || 0 cast, 0 successful || « Cost 100 »


- { Chill } -
----| Apprentice || 0 cast, 0 successful || « Cost 10 »
----| Journeyman || 1 cast, 1 successful || « Cost 20 »
----| Adept || 0 cast, 0 successful || « Cost 50 »
----| Master || 0 cast, 0 successful || « Cost 100 »




| M A L A P R O P S |
- { Air } -
----| Apprentice || 10 cast, 8 successful || « Cost 5 »
----| Journeyman || 8 cast, 4 successful || « Cost 10 »
----| Adept || 1 cast, 1 successful || « Cost 25 »
----| Master || 0 cast, 0 successful || « Cost 50 »


- { Klaxon } -
----| Apprentice || 5 cast, 5 successful || « Cost 5 »
----| Journeyman || 0 cast, 0 successful || « Cost 10 »
----| Adept || 0 cast, 0 successful || « Cost 25 »
----| Master || 0 cast, 0 successful || « Cost 50 »


- { Fire } -
----| Apprentice || 7 cast, 4 successful || « Cost 5 »

----| Journeyman || 5 cast, 4 successful || « Cost 10 »
----| Adept || 1 cast, 1 successful || « Cost 25 »
----| Master || 0 cast, 0 successful || « Cost 50 »


- { Stone } -
----
| Apprentice || 1 cast, 1 successful || « Cost 5 »
----| Journeyman || 17 cast, 9 successful || « Cost 10 »
----| Adept || 0 cast, 0 successful || « Cost 25 »
----| Master || 0 cast, 0 successful || « Cost 50 »


- { Shadow Standard } -
----
| Apprentice || 1 cast, 1 successful || « Cost 5 »
----| Journeyman || 3 cast, 3 successful || « Cost 10 »
----| Adept || 1 cast, 1 successful || « Cost 25 »
----| Master || 0 cast, 0 successful || « Cost 50 »


- { Shadow Modified } -
----
| Apprentice | 0 cast, 0 successful | « Cost 5 »
----| Journeyman |6 cast, 6 successful | « Cost 10 »
----| Adept || 0 cast, 0 successful || « Cost 25 »
----| Master || 0 cast, 0 successful || « Cost 50 »


- { Water } -
----| Apprentice || 1 cast, 1 successful || « Cost 5»
----| Journeyman || 0 cast, 0 successful || « Cost 10 »
----| Adept || 0 cast, 0 successful || « Cost 25 »
----| Master || 0 cast, 0 successful || « Cost 50 »





| C H A R M S |
----| Induction || 2 cast, 1 successful || « Cost 15 »
----|
Hydration || 0 cast, 0 successful || « Cost 5/10/25/50 »




| C U R S E S |
- { Rot }
----| Moisten || 0 cast, 0 successful || « Cost 20/day »
----| Damp|| 0 cast, 0 successful || « Cost 40/day »
----|
Rot || 0 cast, 0 successful || « Cost 80/day »


- { Solitude }
----| Suppress || 0 cast, 0 successful || « Cost 20/day »
----| Mute || 0 cast, 0 successful || « Cost 40/day »
----|
Solus || 0 cast, 0 successful || « Cost 80/day »


- { Chill }
----| Chill || 1 cast, 0 successful || « Cost 20/day »
----| Freeze|| 0 cast, 0 successful || « Cost 40/day »
----|
Gelid Shroud|| 0 cast, 0 successful || « Cost 100/day »


- { Weakness }
----| Fatigue || 0 cast, 0 successful || « Cost 20/day »
----| Exhaust || 0 cast, 0 successful || « Cost 40/day »
----|
Enervate || 0 cast, 0 successful || « Cost 80/day »




| J I N X E S |
----| Journeyman || 8 cast, 5 successful || « Cost ? »
----| Adept || 2 cast, 1 successful || « Cost ? »
----| Master|| 0 cast, 0 successful || « Cost ? »





| C O N V O C A T I O N S |
----| Adept || 1 cast, 0 successful || « Cost ? »




| -- T O T A L S P E L L S C A S T -- |
----| Attempts || 155
----| Successful || 92



Knack:
Emotionally Unbalanced: Bearers of this knack are prone to strong emotional responses and abrupt shifts in mood, making their behavior seem erratic or otherwise illogical. This effect lessens from a driving behavioral force when sparked to a mild influence on expressiveness at full competence in the discipline.


Emotion Chart:
Elizabeth’s drive to push herself to evolve, and constant delving into the Planar is beginning to exacerbate her knack. Whereas before she seemed to sway wildly during moments of what would be strong emotion, now she finds her anima affected every time she returns from the Planar as well. Roll a 1d20 at Apprentice level after every venture into the Planar or doing emotional moments, and Elizabeth will take on the emotion similarly to induction, with it remaining until she notices it, or it naturally resolves/shifts. As she progresses through the ranks, add a d10 to increase the range of nothing happening. Example, at Journeyman roll a 1d30. 20-30 means normality. At Adept, roll a 1d40. 20-40 is normality, so on so forth.


1. Emotionless
No regard for anyone, anything, or herself. Autopilot. Logic based. Difficult for it to naturally sort on her own, without another Planar delve or without someone snapping her out of it.


2. Inferior
Feeling as if she is not good enough for the task ahead, and not likely to volunteer for tasks or responsibility. She will try to relinquish priorities and responsibility and put them on another more capable


3. Ashamed
Of herself, her appearance, her actions, or ashamed of another person/their actions.


4. Fearful
Perhaps to the point of debilitation, or more mild depending on what is appropriate. Something doesn’t feel right, and she has an urge for fight or flight. Jumpy and easily startled. Prone to worry and panic. “Something is wrong.”


5. Frustrated/Angry
Snapping easily, feeling as if no one is up to her standards, and giving admonishment without thinking.


6. Depressed
Prone to tears, lethargy, disinterest in tasks, disinclination to leave her house, do any of her work, or to interact with anyone. Feels as if the world is falling down around her.


7. Jealous
Inclined to draw attention to herself if she is not the central focus, become possessive of a person, or to desire an object to the point of outright taking it.


8. Confrontational
Quick to get in someone’s face in an attempt to goad them, or push them to reaction. Can be rooted in anger, or in a desire to test them. Likely to bring up past grievances, if rooted in anger. If testing, she believes goading them is the best way to see their true colors.


9. Paranoid
She feels as if she is being watched, followed, or overheard. She thinks those she speaks with have ulterior motives, and Elizabeth will either turn reclusive or turn to extremes of secrets and word games to try and deceive those around her.


10. Eager/Impatient
She feels as if she has to keep going and keep pushing. She wants to push herself to her limits, and is almost manic in her eagerness to push herself and others around her to their tasks. GO GO GO. Depending on the situation, can also be excitement and looking forward to something.


11. Relaxed/Calm
She will view the situation as unalarming and not worth concern. Remaining calm and collected, and will think others are overreacting if they are highstrung over whatever it may be.


12. Mischievous
She takes a bit of joy in making jokes at the expense of others, setting people up for traps, or spooking people for a laugh. She will use her magic to show off. It is at times mean spirited, but other times mirthful and lighthearted.


13. Euphoria/Satisfaction
A sense of elation, joy, pride, or satisfaction at whatever she is doing. Everything is right as rain, easy, and as it should be. Elizabeth is utterly pleased with the turn of events.


14. Sentimental
A lot time spent in reflection, meditation, and dwelling on the past. She ponders the feelings of those around her, and the feelings of those from long ago. Compliments others with encouragement and prone to discussing deep, personal matters.


15. Caring
A strong desire to cater to the needs of those around her. Protect them, do nice gestures for them, connect with them on a personal level. Can manifest as being very motherly and protective, or perhaps very hovery.


16. Cocky/Confident
She is so utterly sure of herself, and will move forward in a headstrong way. She can be prone to feeling smug about her actions or accomplishments, or feeling that there is no room for error. She is perfection and cannot be wrong.


17. Lonely
Rather opposed to solitude and will seek out the company of others. A tavern of people to talk to, or seek out a familiar face to be around. Uncomfortable being left alone with her thoughts.


18. Cheerful
Prone to humming, joking, and laughing. Just in a general chipper and sociable mood. Nothing could bring her down.


19. Amused
She views people, and the situation, as an utterly small thing. Beneath her, and finds a slight entertainment at the plight of others. She verges on thinking down on the mortals, and how she is above their meager concerns.


20. Uninfluenced
There is no alteration to how she would normally behave, and it is business as usual for whatever the situation would otherwise naturally call for.

 
Last edited:

Heie

Lord of Altera
#8
I think he is referring to the jinx. Aka when someone says same thing. Claims jinx. Other person can't talk until sofa is delivered?
 

NIAH

Secretly Elz
Retired Staff
#12
Yall are wild. When they jinx you, you can't talk again until they say your name. I don't know what wacky traditions you're all making up, but it is a conspiracy.
 

Paint

Lord of Altera
Mystic
Retired Staff
ShadowAdmin
ShadowAdmin
LegendMystic
#13
Yall are wild. When they jinx you, you can't talk again until they say your name. I don't know what wacky traditions you're all making up, but it is a conspiracy.
I've encountered this and the soda custom.
 
Last edited:

Kamaoe

The Green One
Staff member
Kamaoe
Kamaoe
#14
Yall are wild. When they jinx you, you can't talk again until they say your name. I don't know what wacky traditions you're all making up, but it is a conspiracy.
Do you not want a free soda/beverage of choice from the person you've just silenced?
To retail a bit, congrats on the new jinxes!
Edit: IT'S CALLED TRAP CARD? If you don't ever use "You've activated my trap card" I'll be disappointed.
 

Heie

Lord of Altera
#15
Yall are wild. When they jinx you, you can't talk again until they say your name. I don't know what wacky traditions you're all making up, but it is a conspiracy.
Saying their name 3 times is in lue of the jinxed being incapable of providing said bevorage.