Gender: Female
Mage: Caster primary, holder secondary
Element/Type of Magic:
Seidhr Magic: Animal Possession. The ability to trap animal souls inside one's body and summon them as auras to use their abilities at will. Seidhr magic is Hannah's primary magic type. The abilities are split into several categories, based on the animal they originate from. Also; only one aura can be applied in the same place, so for example Hannah cannot have both frog eyes and avian eyes at once, or eagle talons and wolverine paws. Besides using them herself, Hannah can also apply them to items or allies through physical contact. For the duration allies or items use the souls, Hannah is unable to use them herself. She can only pass a single animal to an ally or item at a time to augment their abilities, as anyone or anything who is not a natural seidhr mage cannot host multiple spirits.
To wield auras, everyone requires great mental fortitude and understanding to not be affected by the tendencies of the souls, or even become possessed by the spirits. Every spirit has it's own animalistic tendencies and most of them affect their users negatively. The more extensively they are used, the more difficult to suppress the spirit personalities. Hannah herself has shown great ability to suppress spirits their personalities and can summon multiple aura's at a time, but extensive use can leave her affected by the negative qualities also. When multiple spirits run rampant, Hannah becomes highly unpredictable... Usually for the worse.
Items can only trigger a single use per cast. Items can also only trigger one animal spirit at once, but their abilities must be used at the same time as Hannah casts the spell.
Requip: The Huntress. Hannah's secondary magic. Although she does not possess armours or weapons with special properties, her requip allows Hannah to summon and store weapons and tools at will. The tools are; spears, daggers, bows, snares and nets.
Rank: S
Crest Location: Upper back
Weapon: Spears, daggers, bows, snares, nets (requip)
Height: 5'8
Weight: 150
Party: None yet
Personality: Hannah is an adventurous individual, ever confident and up to a new challenge. She has what she calls a true warrior spirit and has great pride in her strength and resolve; traits she also respects in others even if they are her opponents. Hannah often takes initiative during missions. Hell, due to her philosophy mostly hinging on strength, she usually takes the initiative to go on one. Hannah is eager to learn and improve, as well as help her allies grow stronger. She is however, rather uncouth and seemingly unaware of social concepts such a personal space and social awkwardness, or perhaps apathetic towards them. Wild boar for breakfast and uninvited sleep-overs are totally a-ok in Hannah's head-canon.
Hannah is brutally honest, unreserved and can be rather physical in expression. While compassionate and on occasion motherly, Hannah holds high standards for both herself and her allies, which can be enforced somewhat hard-handedly... Her forceful personality can be difficult to deal with, but her intentions are (usually) good and Hannah loves her guild dearly. Although she doesn't always accept or understand everyone's ideas or morality, she does feel a strong connection to her guild-members and treats them as family.
- Tailoring... Enemy hides, teeth and skulls. âIt's not a dead boar, it's a birthday present.â
- Meat... Preferably slain and prepared by her own hands.
- Hunting, because where else do you get your gifts and cooking resources?
- Battle, in an ongoing pursuit of strength.
- Dancing, perhaps not the refined kind, though...
- Traveling on her own two feet always has Hannah in a good mood. Be it hiking, swimming or climbing.
- Fancy clothing, especially the kind that restricts her. It makes her very itchy.
- ⊠Vegetables...
- Politics, Hannah comes from a much simpler place and she doesn't understand them.
- Cowardice. She may even refuse requests from those she sees as cowards.
- Lack of modern upbringing, brutal honesty and dislike of high-society conventions. Some of Hannah's mannerisms automatically cancel each and every charisma roll.
- High metabolism; while great for keeping a good figure, Hannah cannot go without food as long as other people.
- Pride, Hannah is prone to making decisions based on her self-image, or rebel against those of others.
- Somewhat close-minded, Hannah's ideals and values can be fairly primitive and she has a difficult time accepting views that contrast hers.
- Hoarder; âBut... But... It might be useful someday!â
- Tailoring, skinning, crafting, etc. Very little of her catches go unused.
- Surprisingly good cook, albeit not of the highest culinary caliber.
- Hunting, tracking, scavenging, etc. Hannah is practiced at surviving the wilderness with nothing but a spear.
- Herbology, see above.
- Parkour. I mean she's practically Tarzan.
- Kicking ass. Because Fairy Tail. Hannah has a feral but effective fighting style.
- Failure. Hannah copes poorly when unable to do what she had set her mind to.
- Claustrophobia, because when the sky is your roof it's really hard dealing with small, confined spaces.
- Prolonged loneliness. Hannah is rather extroverted, if left alone too long she will grow anxious and aggressive.
Techniques:
Seidhr Magic:
Tree Frog: A spirit that specialises in mobility and stealth. It has limited attacks and doesn't grant the swimming skills you would come to expect, but is very potent when combined with more offensive souls. The tree frog itself is a jittery creature, and inexperienced users will find their selves alert to the point of paranoia. The tree frog harbours fear for birds and snakes, which will force it into hiding.
- Jump: An aura that temporarily boosts the strength of the target's legs immensely, allowing them to leap ridiculous distances or deliver a really strong (albeit predictable) kick. The aura manifests around the legs.
- Sticky feet: An aura that allows the recipient to stick onto surfaces, allowing them to move or stick against any surface. Even holding your ground becomes much easier with the sticky feet aura. However, because this makes it harder to actually 'get sent flying' by an attack, force that would generally sweep the user of their feet has greater impact. Also, because this ability relies on production of liquids, drought greatly weakens this ability. The aura manifests around the feet.
- Frog Eye: Allows the recipient to see in a near 360 degrees and track movement, even in darkness. However, it's not without it's weaknesses. Even skilled users have a hard time finding opponents that stay still and for unpracticed users this aura causes confusion and heavy migraines. The aura manifests on the user's eyes.
- Frog Skin: An aura that blends in with the environment; granting camouflage to a user who stays still for long enough. Activating the skin also calms the user, granting them greater resistance against mental effects and a way to slowly purify their selves of poison or infections, as long as the user stays in position. However, the camouflage is a slow process; it can't keep up with quick movement or rapid changes in environment. Users also lose sight of their own body, which may affect their control if they're not used to it. Lastly, as frog skin is a full-body aura; as such it cannot be used in conjunction with other auras.
Eagle: A majestic bird, although very prideful. It grants it's user powerful perception and offense, but it's nature as a solo predator can get the better of users who can't subdue the aura, causing them to lose their patience and become lone wolves in battle; making teamwork with an inexperienced user under the influence of the eagle aura notoriously difficult.
- Avian Eye: A buff that allows the target to see far into the distance and follow movement more easily. Up close though, this vision feels more blurry. As an aura it covers the eyes.
- Talon: Dons the recipient with talons to gain a powerful grip, which makes it very easy to crush targets, but very hard to be disarmed. Also adds melee range to the hands and enables them to slash like swords. The downside is that because of it's grip reflex, it's difficult to let go of something, sometimes even for several minutes. The aura is applied on hands or feet.
- Eagle Wings: Grants the recipient the aura of a pair of wings that allows them to glide. Although easy to use, turning mid-flight is difficult and the user has little control over it's speed. One advanced ability it has is that the user can dive quite efficiently from a glide. It requires strict discipline and control over the body and quick reflexes boot. Lack of these will cause the user to lose control of their movement, and if unlucky crash headfirst into the ground. The aura is applied near the shoulder blades.
- Drill Beak: Coats the recipient in a drilling aura, increasing it's impact and piercing ability drastically. While a precision tool, it's able to crack many defences. Just... Don't directly apply it to a person's body or feet because it will just make them dizzy. Otherwise it's application is versatile.
Swallow: The swallow shares many of it's abilities with the eagle, although it doesn't quite pack the same punch. However, Hannah has multiple swallow spirits, allowing more people or tools to make use of the same abilities. By nature her swallows do very poorly on their own. Without allies around, their morale is lowered significantly, flight is picked over fight, and will cause the user to make hasty decisions. Inability to subdue the mental effects of a swallow aura will make the user turn tail very quickly.
- Swallow Wings: Grants the recipient the aura of a pair of wings that allows them to fly. This is a difficult ability to master and musters quite some energy. Only Hannah and long-term partners can harness this aura to it's full potential. It may not reach the same speed as the eagle's dive, but is far more nimble and in control. The aura is applied near the shoulder blades.
- Guided Beak: Coats the recipient in a bird-shaped aura, increasing it's impact power, although not as drastically as the eagle's. While lacking the sheer power of the eagle, the lightweight nature of this aura allows it to guide attacks and make them more accurate. It's application is versatile.
Wolverine: A highly aggressive soul, and one of the hardest to resist. Hannah has trouble with keeping it under control, so she rarely applies the aura to herself or her allies. Wolverine users may succumb to rage and may even attack their allies in this blind fury. They become berserkers in the sense that they will die before surrendering. However; those able to tame the feral monster will be able to manifest some of the most devastating offences. The wolverine has the element of darkness, counter-balancing it's high destructive power with a weakness to light. Hannah possesses two wolverine souls.
- Jaws: The ability to summon an aura of a wolverine's head that can latch it's teeth deep into a target. It is an extremely effect killing tool, but not for the weak-hearted. This is the easiest way for the user to go berserk with bloodlust, so to use it without losing your mind you must be very disciplined. It can be applied to limbs, head or even chest. However the negative on the latter two.
- Paws: The best way to chase down a ground-based target, allowing users to move on all four quickly, nimbly and efficiently. It has a powerful ability to pounce onto enemies, and push all of the user's strength and weight into localised body slams. It gets worse when you realise these paws include claws. However, even if you're bipedal by nature, you cannot stand on just two feet under the influence of this aura. It can only be applied to hand and feet, and never to tools or items.
Pangolin: Hannah's only defensive spirit; but what a defensive spirit it is. Though it's protective potential is unrivaled, the pangolin is a peaceful creature by nature, so requires a lot of willpower to use offensively. Inexperienced users will lose their will to fight, some even lose their will to live in order to remain pacifistic. It requires a strong determination to use the pangolin aura's under pressure.
- Shield: It forms large scaly plates that do exactly what it says on the tin; shield against attacks. With proper application, users can even roll up into a ball under the influence of this aura. While rolling, though, they cannot see or use other auras. The plates can be applied almost anywhere as an aura, from arms and legs to the back.
Sloth: The sloth is just that... A sloth. It's slow, lazy and it's only apparent use is the ability to sleep 18 hours solid. Being imbued with the sloth's aura may be the perfect cure for insomniacs, but makes the recipient's body frail and sluggish. To make matters worse; it also stinks. It's aura applies to the user in it's entirety.
Bio: Born to a tribe in a faraway tropical paradise, not unlike Galuna Island, Hannah was raised in a way primitive and alien to Fiore. From a young age, Hannah showcased a strong spirit and a natural aptitude for magic. Her uncanny ability to store animal souls inside her body was a rare gift to the tribe. Although unable to train Hannah in the ways of a magician, the tribe taught her all of their ways with great care. Hannah was trained as a warrior and huntress from a young age, which combined with her magical potential, granted her power beyond anyone in her tribe. This lead to great prosperity for the tribe, as Hannah grew she became able to square off against beasts that would normally have the entire tribe running. Beasts that, by the by, tasted absolutely delicious!
Yet there would quickly come a time where there was nothing left for the tribe to teach Hannah. She grew so strong, other tribesmen only slowed her down. Instead, she would hunt alone, fight rival tribes alone and slowly come to feel very lonely. The power that was once cherished, had become the power that brought ruin to her life. As all depended on Hannah for provision, war and protection. Along with their duties, many of the tribesmen lost their willpower, grew out of shape and felt useless (which in turn drove them to become unstable and gluttonous.) Hannah felt she had lost her home. After all, there was but a shell left of the proud warriors she had looked up to.
That was until a Fairy Tail party arrived on the island. In pursuit of a group of criminals that had fled to the wilderness, the guild had been charged with their capture. When the criminal band resisted, a fight broke loose. Drawn to the commotion, Hannah witnessed other mages for the very first time. She assisted in the capture of the criminals and invited them for dinner to celebrate their victory and Hannah's discovery of people like her.
When Fairy Tail imparted Hannah with stories about Fiore and the life in a guild, Hannah begged to join their ranks. They accepted. For the first time she was away from home and excited to go on new adventures in the company of other mages and learned much about the world of magic. Hannah had also secretly hoped her departure would rekindle the spirits of her tribe, but hasn't gone back to see since...
Other: Dialogue colour, Fairy Tail forever.