Closed HEX ~final witching hour~

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Reyn

Sleepyhead
Staff member


HEX
~final witching hour~
Paris, 2163. The year of the first Splinter.

Humanity had been alone before they arrive, so warped by their solitude that, when that first contact was made, they could not recognise the beings from the Splinter as beings at all. A natural disaster, they called it. Then, a novel weapon. A terrorist attack. International war. An explosion, a pulse, a chemical contaminant. Perhaps, if it lasted any longer than it had, they would eventually have called it an act of god.

It was chaos, darkness, fear made manifest- a mass of corrupting unknown, spreading formless through the streets, consuming all it touched. People caught in its grasp were driven sick with madness, their last living moments spent in unfathomable terror as their bodies and minds became unrecognisable, before being killed and dragged into the Splinter. Barriers were placed, but they were swallowed by the chaos. Weapons were fired, but they couldn't make a dent. People were evacuated, but it continued to spread- and, with no way to stop it, perhaps it would spread forever.

But, as it took its twenty-thousandth life, it stopped.

Then, it spoke.

In its terrible stillness, a call went out. Garbled, strange, and alien, but recognisable to all who heard it as a familiar request: a conversation. A talk. Quickly, a small group was gathered to grant its request. Linguists and diplomats, politicians and scientists, they arrived by remote, facing the Splinter as faces on screens so as to avoid its corrupting wrath- though whether this would make much of a difference was unclear. It was never made public, what happened during that discussion.

All we know is that it ended in a declaration of war.

A declaration that almost ended the Earth.

St Albans, 2165. The arrival of the Choir. They appeared, at first, to a single woman: a scientist, and the sole survivor of the group of first contact. It was barely two years since the first Splinter, and the fate of humanity looked hopeless. It had been assumed that the war had driven her mad, she used the night sky as escapism, crying out to the heavens for help that would never arrive- until it did.

Shape-shifting aliens, appearing as bipedal sheep, with eyes of gold and wings of silver. Their voices were low and melodious- more singing than speaking, hence their name. They named themselves Angels, and they were here to help.

She brought them to her government, to her leaders, whereupon they told everything. The force from the Splinter, they were aliens as well; a vile, all-consuming hivemind, hell-bent on galactic domination. Though their true name was incomprehensible, the Choir had managed to translate it: in the Angels' own language, the force was known as the Nightmare. They knew what was attacking the Earth. They had fought the Nightmare before- countless times, each war more deadly than the last. If it had its sights set on Earth, then both were in serious danger.

So, the Choir made an offer. To fight this war, they bestowed upon humanity the technology to utilise the most powerful asset they had within them: the limitless potential of the human mind. They knew a way to distill each infinite consciousness, converting it into an energy they called Anima- the essence of the soul. This energy could be used to power weapons, vehicles, anything they could build- and it was the only thing that could damage the Nightmare.

It was with this power that humanity created Witches.
HEX: the forces of humanity united, an organisation dedicated to fighting the Nightmare using the gift bestowed upon them by the Choir. Though conventional weaponry was tried and tested, within the year they had settled on what would become their primary weapon: vast, humanoid mechs known as Witches. Owing to humanity's penchant for storytelling, and the limitless potential therein, each Witch was styled after powerful women of lore- sorceress, monster, and goddess alike. The Anima to power them was drawn from their pilots--or Familiars--who were expertly trained to wield these massive weapons in fleets known as Covens. For the first time since the war began, they were no longer losing ground.

The Stargazer, determined to use what she had been a conduit for, was chosen to pilot the First Witch: Morgana. Her Coven was built around her- six elite Familiars from around the world, working in unison to defeat the Nightmare. The first victory brought them well-deserved glory. Over time, the Witches became icons- heroes, admired by the world they were saving.

Over time, HEX expanded, creating more Witches and training more Familiars to pilot them. More Covens were formed, to fight the Nightmare on different fronts, and more progress was being made- but it was not without its problems. Ten years into her career, the First Witch was felled and the Stargazer was slain- betrayed by her own Coven-mate, Lilith. It is unknown what happened to Lilith or its Familiar after the betrayal. Some say she killed herself, others say she was taken by the Nightmare, and many more say it barely matters- all that did was that she was never seen again.

In her memory, the central AI that assisted the witches was built in her image, and similarly named MORGANA.

Despite this loss, things continued to progress. Now, almost sixty years on from the creation of the First Witch, HEX's fleet has expanded to protect the entire globe, recruiting new Familiars and building new Witches as the forces of the Nightmare grow ever more deadly. The gift granted by the Choir has served humanity well, but with their first conduit gone, the question remains unanswered- is this all they asked for in return?
The Nightmare- a dark force beyond human comprehension, aiming to lay waste to the Earth as we know it. It travels through the universe through rifts known as Splinters- glass-like cracks in reality, from which its darkness spills like a terrible flood. In this natural state, the Nightmare is largely formless. It is a shadow that spreads throughout an area, corrupting all it touches, warping its surroundings into unrecognisable evil. All who touch it are consumed, and all who are consumed shall never return.

In order to cleanse an area from the Nightmare, it must first be isolated in a Circle- fields of saturated Anima, the energy of the soul. When caught in a Circle, the Nightmare within will coalesce, manifesting a shape that is comprehensible to the human eye. These manifestations take forms similar to beasts of legend. They are vast, and they are terrifying, but they are mortal. Once the beast is slain, the Splinter will close, and the Nightmare will recede from that area- but the task can only be handled by one thing.

Witches, mechs of the soul, weapons styled after women of myth, legend, and fairytale. Powered by Anima derived from the souls of their Familiars, they are the only thing able to effectively fight against the Nightmare, using a variety of built-in weapons and functions centred around the lore of their namesake. Standing at around twenty metres tall, their size alone makes them expensive and resource-intensive to produce, so only the finest can be trusted to pilot them.

A Witch is like a mascot- a character, with little public regard to the Familiar inside. The most popular Witches become celebrities in their own right, famed across human civilisation, and idolised as heroes. They can be inherited between Familiars, and it is rare for the Witch itself to be retired. Some Familiars, therefore, view themselves as disposable, but HEX assures them this is not the case- as the Anima required to power a Witch can only come from a human source. First-time integration is a difficult process, but once it is complete, a Familiar can control a Witch as if it is her own body whenever she is wired in.

But there are rumours about the Witches, whispers spread within the ranks of Familiars that all is not as perfect as it seems. The longer a Familiar spends within a Witch, the more she begins to inhabit it- her mind slowly warping to better fit the weapon. Most Familiars are retired before this gets too severe. Integration Psychosis is the unofficial name for this phenomenon, but it is nothing to worry about. Slight changes in personality, the occasional hallucination, a few delusional beliefs- it's life-altering, but it's usually not dangerous.

However, sometimes, a Familiar will just disappear at the end of her run. No defeat, no retirement- she'll just vanish, never to be heard from again.

But that's nothing to worry about either.
HEX Base "ATLANTIC", 2221. It sounded like a routine mission. A Splinter appeared in Winnipeg, and a Coven was sent to destroy it. Intel on the area was hard to glean, but nothing appeared particularly out of the ordinary. From all the Coven could tell, this would be simple- go in, manifest the Nightmare, and get it slain.

The only problem is, none of them have been heard from since.
 
CS TEMPLATE (add or remove whatever you want from this as long as i get a decent idea of what youre doin)

FAMILIAR

Name:
Age: (Familiars are all adults- training begins at 18, most graduates are 20+)
Nationality:
Appearance:

Dreams:
Fears:
Virtues:
Vices:

Brief History:


WITCH

Name: (women from mythology or folklore or whatever. anything goes really)
Witch Role: (Support, Attack, Defense, Disrupt, or any other term you can think of. its class basically)
Date of Creation:
Appearance: (describe or give a general vibe if you cant find an image. description doesnt have to be exact, mechs are hard)

Primary Abilities:
Secondary Abilities:
Overdrive Ability:

Legacy: (your witch could have been inherited from a past familiar, or it could be brand new. up to you)
Original Myth: (whats the source material like is she pretty)
 
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Do I look
FAMILIAR
?


Name: Sabine Surekis

Age: 23

Nationality: Belgian. Like a waffle.

Dreams: Chasing the thrill. Skirting the edge. If you keep moving fast enough, your real dreams will never catch up with you.

Fears: That one day, someone will talk me into sticking myself in one of those metal coffins.

Virtues: I keep life interesting.

Vices: I... keep life interesting.



Brief History:
I was born. Dead parents club by two and a half, foster care by three. What can I say, I was adorable. It was fine. No sordid backstory, sorry. Did a lot of skiing and stuff growing up. Snowboarding. Parasailing. Basically anything that involved going fast or getting up high or falling down fast. My foster parents kept me busy to keep me off drugs, so I ended up an adrenaline junkie instead.

Got my first flight bike at fifteen and started skirting the war zones. Got a little camera drone so I could pretend I was doing it for the views and not just because it's fun to fly up to the Splinters. Started learning the names of the Witches in self defense because my followers kept asking about them when they appeared in the vids and "hell, I don't know" wasn't a good enough answer. I guess by this point I've seen as much as a lot of them.

When I was 18, someone came by and popped the question. You know the one - hey, since you seem interested in that stuff anyway, wouldn't you like to be part of the forces defending our world? It'd give me a reason to be out there all the time, they'd even send me where it was going to be the most interesting. I could get even closer - really get involved, be part of the circle rather than just watching from the outside and wondering what it's really like. It would be the life I dreamed of - and yeah, I dreamed of it a lot. That question. You know the answer.

Sweet baby Moses in a basket, no fuckin' way.

 
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Familiar Evaluation/Graduation Interview​

Name
"Lin Faith Qin."

Age
"Twenty-two."

Nationality
"American."

Dreams
"I’m going to be the fuckin’ best."

Fears
"… Integration psychosis. I don’t know if it's real, but… I’m me. Not someone else, or something else."

Virtues
Familiar continuously stated “Not applicable” until we moved to the next question. Has demonstrated adaptability and focus in high-pressure situations.

Vices
"I’m mean. An asshole. Don’t always plan everything out, but I don’t need to. I can figure it out when I get there, and I get. Shit. Done."


Brief History
"I’m from a split household. Third gen, my grandparents on my moms side moved here for work when they were in their thirties. My parents met in college and made some pretty poor fuckin’ decisions, leading to me and my sister. Turns out, though, that when your plans for the future get interrupted by twins, right in the middle of college, you don’t actually know if you like each other. Mom got offered a job in Cali, dad got one in Seattle, and since things were already stressful, they split. And made us choose. I ended up going with dad.

"Dad is an insurance agent, like, corporate. Pretty damn busy, especially when a Splinter opens up. Means I didn’t get to see him too much, and had to raise myself. It’s… annoying. I went with him, chose him, for a reason. Fucking- annoying. He’d come home complaining about the Witches, about how much damage they caused, how much work it meant for him, like they weren’t saving the fucking world.

"I think he was still torn up about mom. She’d send letters, sometimes, about herself and my sister. She started dating again when she got to Cali, and it made dad mad, or maybe sad. Never asked. Wasn’t any point to, he wouldn’t’ve told me anyways. Either way, I signed up to be a Familiar out of high school. I wanted to spite him, and I… wanted to help.

"I am going to be the best."

Witch Specification/Assignment Documentation​

Name
Brigid

Witch Role
Defense/Support

Date of Creation
May 25th, 2170

Appearance
Solidly built and bulky, but largely human proportions. Vents/Ports in the wrists for deployment of nanomachines infused with Anima, a core component to the Witch’s function. Colored with white, gold, and green.

Brigid the Sage
Protective and caring of those deemed under her care. Endeavors to stand in the way of harm and protect her allies, utilizing an Anima shield and sturdy build to keep people safe.

Brigid the Healer
Anima-infused nanomachines, manufactured within the Witch, can be deployed to repair damage to herself, or other Witches. Self repairs are more difficult, and nanomachines need to be remanufactured over time once used.
Brigid the Smith
The nanomachines can also be used to create powerful and devastating melee weaponry for the Witch. While usually relying on provided weaponry or fists for combat against the Nightmare, the Witch will occasionally fabricate a sword for herself, or other somesuch close range weapon, which it will then wield to devastating effect.

Legacy
Inherited. The previous Familiar vanished, after years of long service. HEX is currently unsure of what happened to her, but Brigid is too important to shelve until her fate can be determined.

Origination
Brigid/Brigit/Brig, the Celtic triple deity. She embodies three aspects - Brigid the Sage, a patron of poets, a woman of wisdom, and who was famous for her protecting care Brigid the Physician, a woman of healing, and Brigid the Smith. It is likely that all goddesses in Ireland were called Brigit, with the implication that it was more a title than a name, though this eventually morphed into the singular triple goddess.
 
FAMILIAR

Name:
Lyn Hope Qin

Age:
22

Nationality:
Like, third generation American, our grandparents were totally from China though

Appearance:
Just, like, imagine someone who is really super cute or look at my sister and imagine someone wearing color. (lol, Linlin is like so cool tho)

Dreams:
I, like, so totally plan on retiring by thirty. I’m super good at investing, like, really good, and as long as I, like, invest a good chunk of my paycheck then I should totally have enough money to live comfortably for the rest of my life. (lol)

Fears:
Oh my gosh, when I was like six or whatever I totally had this dream that there was a skeleton sitting on my bed, and it bit me! And I woke up with this bite mark on my hand! It was like totally the scariest thing ever.

Virtues:
I am so totally into getting to know people, it’s like so cool learning about others and their like and stuff. Me and the girls used to have this like big movie date we’d do every Tuesday and it was absolutely bitchin’, like and we’d always pick up someone new too, it’s just so great, yeah?

Vices:
Oh my god there is this, like, cafe that has the most divine cheesecake, it’s got like so much sugar in it but it’s just so, like, delish that you just can’t not have it, you know?

Brief History:
I’m the younger twin by like forty minutes, which makes me the little sister which is so funny. Back when I was actually little, and when my family was still together my, like, dad was so way into making sure all my grades were perfect and stuff, and it was so totally stifling you know? So, I guess, like, it was sort of lucky for me when our parents split, not that, like, it felt that at the time or anything. When you’re a kid, it just totally sort of feels like it’s all your fault or whatevs, but my therapist helped me through that.

Anyway, so when our parents split I went with my mom to Cali and Linlin, she’s my sister, went with our dad to Washington. (It’s like so totally rainy there, like what the hell is up with that?) My mom was soooo less strict than my dad, like, I kept my grades up but she wasn’t constantly over my shoulder. Oh, also, she like met a man who is now like my second dad? He’s totally chill and stuff, really likes wearing those like “I’m the dad who stepped up” shirts, and I half think he sorta wanted to always just tell dad jokes because he was hella fast with them? I swear he has to have a notepad somewhere.

Anyway, I, like, reunited with my sister when I signed up to be a familiar. It’s like, just the best to be with her again, you know?

WITCH

Name:
Aphrodite

Witch Role:
Disruption Tank.

Date of Creation:
April 7th, 2219

Appearance:
Tall and a lot of smooth curves with a golden orb in its chest.

Primary Abilities:
Glamour or Madness
The Nightmares get, like, so totally smitten with me (I am so cute it is just not fair) that they just can’t help but totally fall for me or like get so confused to heck that they just, like, seem lost. It is so super duper useful to distract them for the other witches who are, like, more fragile or whatever.

Secondary Abilities:
The Sweetest Kiss or Poisoned Delusion
Once I have them under my spell I can, like, pull them into my mech and make them like my totally adorable little guys! This, like, pulls anima from the core system or whatevs so I can’t have too many of the lil dudes, because it makes Aphrodite slower and weaker and junk, but they are just so cute that it is just totally worth.

Also, if, like, I don’t like them, I can deny them and they’re like dissolve away into this gore-y mess. Complete ick.

Overdrive Ability:
Apple of Discord
Yeah, so, like, I pull the “Apple of Discord” out of my chest, it’s not, like, actually my chest but you know we are totally talking about the mech right now, and it lets out all of my cutie little nightmare dudes out to do hella damage to the baddie.

If I don’t, like, have any little guys (like as if, right?) then the Apple is, like, so totally pretty that Nightmares can’t look away and they’ll, like, fight each other and me to try to get their hands on it. They are, like, sooo stupid, y’know?

Legacy:
Aphrodite is so totally my mech.

Original Myth:
Okay, like, Aphrodite is the goddess of, like, beauty and love and some other stuff that’s sorta also important but whatevs. Anyway, Aphrodite was also like hella jealous which, like, come on girl, you already have it all you know, leave something for everyone else. You are, like, so less pretty when you’re so jealous all the time.
 

METAMORPHOSIS
The Altered Witch, as she is known to promoters, is an adaptable frame with the ability to shift forms according to battle requirements. These main forms are the agile "HAWK", the resilient "OTTER", the powerful "HOUND", and the standard form "SORCERESS".

ASSIMILATION
Using a nanomachine "POTION", Ceridwen is able to transform the shape of matter around her. The most common use for this is temporary shields, barriers, or projectiles, as more complex shapes take longer to build. The "POTION" does not work on the Nightmare, though it can be minorly effective on Witches, and can be used as a temporary patch should another unit be damaged.

ECHO
A last resort, given the damage it can cause to Ceridwen- by enveloping herself in the "POTION", Ceridwen can alter her own shape beyond the four existing forms, instead taking on the likeness of the Nightmare before her. Though she loses the ability to change into any other form, the nanomachines are able to provide a partial mimic of her echo's abilities, the accuracy of which depends upon the strength and complexity of their original manifestation.
"Ceridwen" title font: Kingthings Spike
Image is Xenoblade Chronicles concept art

Age:
24.

Nationality:
Welsh.

Full Name:
Seren Howell.
I don't know what my dreams are. I suppose they're just to get away from all this.

As for my fears- I'll fucking tell you what my fears are. I've seen what happens to people who are in these things for too long. I've seen what they become. My mum--stepmum, if we're being pedantic--she was put in a Witch. Brigid, that was the one. Some nice, supportive unit, that's what she assured me. I've always been paranoid about it, ever since she signed up, and I've only ever been proven right. It changed her. It poisoned her. It killed her, long before they told me she was dead. Suicide, apparently. Bloody suicide. I can't believe the nerve- she disappeared, and they never found her body. For her sake, I hope she's actually dead.

I suppose that's why I'm here. I've always been a curious type- real analytical, that's what they used to say in school. The type who always looks at the bigger picture, or the type who pores over the details. I forgot which one exactly. What I didn't forget is what happened. I've carried her weight for years, even before she vanished- and I know, I know there's something they're not telling us.

It's just hard to get my thoughts all in one place. Much as I hate to admit it, I'm often taken by flights of fancy- easily distracted, that's what they used to say in school, but I think they used some medical term. I wasn't listening. Too busy looking at the bigger picture, or poring over the details, or whatever. Too busy trying to placate my mum as she withdrew further and further into the machine. Too busy trying to separate the pieces of her from the pieces of Brigid, like cutting out a fucking parasite.

They've put another one in that thing, despite what happened to her. Those fucking fucks value their toys over the lives of the human fucking beings they put inside them. I'm watching her like a hawk, that new Familiar. I'm watching all of my Coven like a hawk. If anything happens to them, I- I don't know what I'd do. I can't let it get to that point. I can't let them take anyone else from me, not like that, not again.

I've looked at myself, and I haven't noticed a change. I think my grounding technique has worked- took a few tries to get it right, but I'm finally at a point where I'm comfortable inside Ceridwen.

I suppose I've always been quite adaptable.
Image is from This Picrew
 
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FAMILIAR​
Name: Meena Kumari
Age: 25
Nationality: Indian
Appearance: Meena is a short young woman with a cheerful demeanor. She has long, curly hair with the left side shaved. She uses a wheelchair, which she has personalized with rainbow-colored spokes.
Dreams: To save people. And to retire comfortably.
Fears: Having to watch people get hurt. Being helpless.
Virtues: Kind-hearted, passionate
Vices: Reckless, overly trusting
Brief History: Born in Vasai-Virar, India to two loving parents, Meena Kumari quickly became a rising star in the world of fencing. She was on track to go into the professional circuit by the age of 16, but a tragic car accident doused those dreams. Meena would never walk again-
“Oh, turn that off, would you? They’re so dramatic sometimes. I can walk, just not very far. You’d think I’d died, the way those reporters go on. Well I’m not dead, I’m happily married and in a new career. They never seem to bring that up.”
It’s true. After losing hope for her fencing career, Meena pivoted into service as a Familiar. Even if she doesn’t get any recognition, she wants to live a life dedicated to helping people. And, as it turned out, there was a newly opened position with a certain mech that could use someone with her set of skills.




MECH​
Name: Athena
Role: Scout/Tactical Support
Creation Date: April 30th, 2178
Appearance: Athena is built like one of her statues, if that statue was also a robot; she's a humongous stone-colored mechanical woman with gold and silver accents. She wears a helmet with a big plume and a visor that casts her eyes in shadow. Neat trick, it makes it easy to see out without having to rely solely on her viewports. She also has an old-timey spear and a humongous round shield.

Abilities:
Primary/Passive: Scanners. Everywhere. The Athena HUD has tons of screens and monitors to look at, but luckily most of the actual important info gets filtered down to the primary screen, or it pops up on the edges of the viewport. They say I’ll pick up on how to watch everything in time, but that seems honestly impossible. You’d have to have three heads and twice as many brains. Besides, why do I even need to know about the weather and tectonic plate condition? Just give me a big flashing light when a building’s gonna collapse and leave me alone, geez.
Secondary: She’s got this big-ass shield. It’s good for hunkering behind while the Big Gal crunches numbers, and that plus the spear means she can hold her own for as long as that takes. Or rather, I can hold my own. Our own? The mech does the heavy lifting (literally), but I still have to wave the stuff around. Never thought I’d have to use my swordswomanship in the giant mech arena.
Overdrive: Okay so I’ve only done this once and the best description I can give? Laser light show. The Big Gal lights up like a friggin rave, LEDs out the wazoo, and locks onto the weak points in the Splinter. Then she just starts charging for it. I swear she locked me out of the leg controls (mega rude!). It was all I could do to keep us steady, but that hit at the end seemed to write the check for the Splinter.

Legacy: Athena’s definitely been around the block. There are still sticky notes from some past Familiars tacked up on different screens, and someone hid an engineer’s toolkit under the controls. Weirdos. She seems to work fine, so hopefully they didn’t get to mess around too much.
Original Myth: Goddess of wisdom and strategy in war. Also arts and crafts, which I can get behind. Daughter of Zeus, the king of the gods, through… unconventional means. Turned a lady into a spider once. Guess she had a lot going on.

 


FAMILIAR​
Name: Janis Kumari
Age: 28
Nationality: Indian

Appearance: Janis is a tall woman with a standoffish demeanor and a seemingly permanent scowl on her face. She has medium-length straight hair with the right side shaved, although it tends to grow out and get a bit scruffy before she can be bothered to shave it again. The unshaven side is dyed green, which has faded and has her natural brown peeking out around the roots. Her left leg is amputated above the knee, and she uses a pair of crutches that she's spray-painted purple and decorated with band stickers.

Dreams: To finish off the Nightmare, to open her own tattoo parlor.
Fears: Losing Meena, failing
Virtues: Protective, quick to act
Vices: Reckless, impulsive, anger issues

Brief History: Who I was isn't really important. Studied tattooing, got good enough at it to get a full-time job doing it. One day I collapsed, my left leg wouldn't support my weight. Inoperable tumor, at least according to the doctor. Got it cut off, had to figure out how to fucking walk again. Met a cute girl as she was getting out of PT and I was going in. I acted like a dumbass and kept scheduling my appointments at the same time, hoping to see her again. Funnily enough, she told me that she kept doing the same. Five years later, Meena and I got married. I've done most of her tattoo work, she's usually the one who does my dye and nails. It was a great time.

What do you do when your wife tells you that she wants to use her former fencing training to pilot a giant robot into a possibly suicidal situation in order to protect people?

You fucking go with her, of course. I told her we're in it together and we enlisted at the same time. I don't have the same training as her, but if they gave a shit that I was down a leg they didn't say anything. Now they've got me as the first Familiar in a brand-new Witch, and it's gonna be a hell of a ride.




WITCH​
Name: Medusa
Role: Skirmisher/Controller
Creation Date: September 4th, 2220
Appearance: Medusa is a proper gorgon. From the waist down she has a green-scaled snake tail instead of legs. The tech guys mentioned something about my missing leg making me an ideal candidate for the mech. I might've stomped on his foot with one of my crutches. Her torso has the same scaling up along her sides and arms. She has six large snakes coming out of her head that hang limp when I'm not connected. She also has a sort of snake mask over her face. You see that gold shining though in the eyes? That's her, the real golden face she has underneath the mask. I've seen it a couple times. She's beautiful.

Abilities:
Primary: Medusa is fast as fuck. She can skirt the outside of the battlefield, dart in when she sees an opening, deal some damage, then get the fuck out before she takes too many hits. Her teeth and claws are razor-sharp, and unless they rip the hair out of her scalp, she's never unarmed.
Secondary: Medusa can shoot beams of energy from her eyes and the mouths of her snakes that slow down whatever they hit. They're useful for slowing and condensing Nightmares, but other things they hit will actually start crusting over with stone. They aren't very strong, though, and they can't really damage things, so they're a sort of backup. She's also got Anima running through her veins, and if she gets hit she can make smaller snake constructs form from the spray. They'll immediately try to bite whoever hit her in retaliation, injecting venom that works like the lasers do.
Overdrive: Hell hath no fury like a woman scorned, and Medusa is no exception. Taking off the mask is what activates it, and her body more than doubles in length. Her stone vision stops working, and all energy is focused to speed and damage. She can move faster, hit harder, and can bind Nightmares in her newfound coils, functioning as a Circle in an emergency. Only problem is "all energy" means everything, that includes defenses. But she's tough, we can handle it.

Legacy: I'm Medusa's first Familiar, and she hasn't really seen much combat. I'm still getting used to controlling her, but it feels incredible
Original Myth: Priestess of Athena. Poseidon assaulted her in Athena's temple while she was just trying to do her duty. In response, Athena punished Medusa, turned her into the gorgon we know. Whether this was meant to teach her a lesson or to give her a defense against it ever happening again, who knows?

 
Natalya Prischev

Age: 36
Nationality: Russian


Dreams
Of home - of rest - of places far away,
Finding somewhere soft in solitude to gently fade
Or - perhaps - sit in grass and stare up at the sky
Picking out the memories in clouds that pass her by
Fears
But then - one by one - the wind blows them to shreds
Leaving only empty blue in wreathes about her head
Solemn color cool reflects as day bleeds into dark
Left alone in dying light - just breath and beating heart
Virtues
Heart is of the last to yield and heart will answer dear
Open to the cool night air and pull the burdened near
No words of comfort pass numb lips, no body left to hold
But silence is a virtue still - to listen what is told.
Vices
Silence is a virtue, yes - but silence too is cold.

Brief History:

Echo has been in service for 24 years, 11 months, and 23 days. For 14 of those years, Echo has been hers.
For 4 of those years, Echo has been her.
She wasn't one of the first to become a familiar. Second or third generation, depending on how you count things. But she's been one for longer than many - most of the true veterans aren't around any more. Or, well - they are, in a sense. Most of the witches are. And, in a way, isn't that like their familiars still being around, too?

You put a piece of yourself inside, every time. Safekeeping. You need it. This job is dangerous. Time is always marching onward, and there's little doubt you'll wind up skewered, or crushed, or - or worse.

How did she end up here?

She - was with Hex before this. A different role. She worked with people. Pushing papers. It wasn't important, really. This was more important. They needed people who fit their criteria. She did. When they offered her the role, she couldn't refuse.

For the better part of 14 years, she was part of the same Coven, but that changed, now. They wanted her here, instead. To help. To give perspective. It's always a little vague, but it's always for the best.

Echo

Witch Role: Strike/Attack
Date of Creation: March 3rd, 2196


Primary

Only an echo.

Echo is capable of "phasing out" for periods of time. The exact science of this isn't well understood - the familiar, witch, and any unwitting passengers remain in the same physical location with whatever momentum they had before, but on any tangible level, they cease to exist. They cannot be detected by natural means, cannot be interacted with, and are capable of passing through solid objects. The duration of this phase is usually limited to short flits, but with strain, she is capable of extending it. As a tandem ability - more out of necessity than anything else - Echo is capable of fixing herself in positions of space as well, similar to levitating or flying. Without this, she would fall into the ground the moment she phased.

Secondary

Heart in twain.

Echo is outfitted with a pair of blades on each arm. They do not cut, in the kinetic sense - instead, they seem to leave things they cut or pierce in a state as if they were never whole at all, permanently setting the target to this state in passing. As such, they are capable of rending any natural material, and a number of preternatural targets as well. Injuries sustained from these blades cannot be easily healed or repaired, and connections severed by them are, in most cases, severed permanently. Decay and deterioration often sets in quickly on parts severed from a whole.

Overdrive

A flower left as body wastes away.

Draining all reserves enables Echo to push her abilities to their limits. While phasing, anything she travels through is taken in with her, cleaved as if she cut it with her blades. Any matter she touches begins to deteriorate quickly, crumbling into flower petals in her wake. Damage she causes surpasses physical harm - she is capable of harming sentient things on an abstract level, literally cutting away at their memories, their identity, and their purpose, leaving them greatly disoriented and, in severe cases, ego-dead.

Legacy

Echo might have had a legacy before Natalya, but the legacy she currently has is one she created on her own, not inherited - efficient, ruthless, and methodical. There isn't any flair to what she does, isn't any showmanship. She simply does what she is told, and does it to perfection.

Myth

https://classictales.co.uk/metamorphoses/echo-and-narcissus
 
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