Genevieve




 * Name: Genevieve May Nadia Saillune
 * Age: 20
 * Sex: F
 * Birthday: December 6
 * Place of Birth: Saillune City, Saillune
 * Nationality: Saillune
 * Specialty: Astral magic
 * Hobbies: Reading, talking shop, harp
 * Likes: Nighttime views, the stars
 * Dislikes: People who miss/ignore basic social cues
 * Favorite Food: Sugary sweets
 * Least Favorite Food: None
 * Favorite Sport: Brass racquet
 * Most Valuable Possessions: Her book collection
 * Level of Education: College + mage guild accreditation


 * Physical Stats
 * Height: 5'7"
 * Eyes: Dark blue
 * Hair: Long, black, wavy and worn loose

Appearance
Genevieve wears long dresses and skirts that go down to her ankles, and she often accessorizes with silver jewelry.

Personality
Genevieve is equal parts friendly and polite, with a down-to-earth demeanor.

Background
Genevieve is a member of the royal family of a nation widely considered to be their world's leading capital of white magic research. Her keen magical affinity from a young age led her down a course of advanced magical education, and she is now among the rising stars of her local mage guild. Always interested in finding ways to apply her magical talents toward making the world a better place for others to live in, she jumped at the chance to join the Marshalship's cadet program and pitched it to her family as an opportunity to broaden their diplomatic relations.

Skills and Talents

 * Magic Knowledge - Well-versed in the fundamentals of many different magical practices, even fields she doesn't necessarily dabble in herself.


 * Politically Savvy - Despite her young age, her upbringing as a princess has taught her the ins and outs of politics and diplomacy.


 * Etiquette - Knows her way around formal settings of many kinds.


 * Pacifist Martial Arts - Practices her family's distinctive brand of pacifism enforced through violence.


 * Poison Connoisseur - Has survived multiple assassination and abduction attempts on herself and her family members, giving her enough experience to identify many toxins by taste or smell.


 * Escape Artist - Has acquired enough skill to free herself from many forms of constraint.


 * Aggression Sense - Is trained in picking up the telltale signs of hostility and bloodlust.


 * Horseback Riding - Is trained in equestrian arts and knows how to ride and handle horses.

Powers

 * Esper Heritage - Genevieve has traces of esper blood in her bloodline. For her, this manifests as a strong natural affinity for magic, and a potent magical presence of her own.


 * Astral Sight - Capable of focusing and seeing astral presences, as well as studying them and identifying key traits of them.


 * Esper Form - Can temporarily focus her power and achieve a heightened state closer to that of a true esper. In this form, she has more potent magic, greater reflexes, and full flight capabilities.


 * Artifact Affinity - Her natural affinity for magic means she can intuitively interface with many magical artifacts.

White Magic

 * Recovery - Enhances a body's natural healing.


 * Dicleary - Purges toxins and negative statuses.


 * Barrier - Conjures a barrier.


 * Chaos String - Sends out strands of magical energy to ensnare and entangle a target.


 * Flow Break - Dispels magic in an area.


 * Lighting - Conjures an orb of light or imbues an item with a glow. The light orb can be detonated in a blinding burst.


 * Sleep - Touch-based spell, puts a single target to sleep.

Elemental Magic

 * Levitation - Floats slowly into the air.


 * Ray Wing - Conjures a pocket of wind around the caster which lets them fly swiftly and deflect basic projectiles.


 * Dark Mist - Covers an area in harmless but visibility-impairing mist.


 * Mono Volt - Touch-based spell, channels lightning into a target.


 * Flare Arrow - Sends out an explosive fiery arrow projectile. Cancels out Freeze Arrow.


 * Freeze Arrow - Sends out a freezing icy arrow projectile. Cancels out Flare Arrow.


 * Fireball - Sends out a ball of condensed fire magic that detonates on impact.


 * Dil Brand - Causes the ground to erupt underneath a target.


 * Dug Haut - Conjures large rock spikes that erupt out of the ground.


 * Vlave Howl - Triggers a geyser of lava from the ground.


 * Shadow Snap - Throws a projectile imbued with astral magic at a target's shadow. If it pins the shadow, the target is immobilized until the pin is no longer touching the shadow.


 * Astral Vine - Imbues a weapon with astral properties, allowing it to harm supernatural creatures.


 * Elmekia Lance - Sends out a lance of astral energy that harms supernatural creatures but only knocks regular humans unconscious.


 * Ra Tilt - Summons a massive pillar of raw astral power.


 * Astral Projection - Leaves the corporeal body and projects astral presence onto the astral plane.

Unique Items

 * TBD

Items Of Note

 * Lawgiver Mk II - Marshal cadets are given their standard Marshalship sidearm sometime after their first year of training, depending upon the individual cadet. Most marshals keep their standard sidearm through the duration of their career due to its inherently versatile design, however there is no penalty for choosing another type of weapon to carry. A marshal's standard sidearm is the Lawgiver MII. The Lawgiver is a handgun featuring semi- and fully-automatic fire, manual and automatic focusing and targeting, plus an in-built computer capable of controlling its operation. It fires a range of specialty ammunition. An in-line gunsight shows the view directly down the barrel. A Lawgiver can only be operated by its designated marshal owner and a few other Marshalship-specific personnel, whose palm prints are programmed into the gun's memory. If a non-designated person picks up the weapon, it emits a very powerful, incapacitating shock until dropped.

The gun has a maximum range of up to half a mile and has distinct settings which can be engaged by voice command:


 * Standard - A standard bullet, with identical effects to normal kinetic energy projectile weapons.
 * Heat Seeking - A standard bullet propelled by the unstable element, 'Argon 886'. Heatseeker rounds lock onto the target's heat source, enabling a marshal to target fleeing enemies accurately fire in low-light situations and so forth.
 * Ricochet - A metal bullet coated with rubber. Ricochet rounds can bounce off solid surfaces while retaining enough kinetic energy to penetrate flesh. This enables a marshal to, for example, kill an enemy that is using a human shield, bouncing their shot off a back wall and hitting the target from behind.
 * Incendiary - Capable of setting a marshal's target on fire.
 * Armour Piercing - Armour piercing rounds are extremely dense and contain a more powerful charge for higher muzzle velocity. Useful against cybernetic criminals and armored opponents. When used against human targets, it can travel through multiple targets.
 * High-Explosive (Hi-Ex) - A round containing an amount of extremely concentrated high explosive. Marshals must employ caution when using this extremely dangerous round; the blast caused by the exploding bullets can just as easily harm those firing as the target. Generally used rarely; against crowding attackers or large/dangerous foes.
 * Tracer - A non-damaging round that applies a micro tracking chip to the marshal's target.
 * Flare - A non-damaging round that acts as a signal flare.

Weaknesses & Flaws

 * Elemental Weakness: Astral - As a part-esper, Genevieve has a heightened astral presence that makes her heavily susceptible to astral attacks.


 * Proud Princess - While normally modest, she's prone to bristling at personal insults and dismissals directed at her.