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Ranis Varius Katsura

The incognito, the mesmer.

0 · 307 views · located in OmniCorp HQ: Roof

a character in “The Multiverse”, as played by Thirion1850

Description

Ranis is 5'6 with an average toned build. Devilishly handsome, the most notable thing about him would be his gaze - it always appears to be looking through whoever it may be set on, as though the dark brown eyes already know every little detail before anything resembling an introduction. The 'neat, pretty boy' doesn't have any scars or battle marks, yet those same eyes seem to often fail to hide their little secrets. Battle-hardened would be the best way to describe it, as though despite never taking wounds in battle, he's seen more carnage than any fighter or veteran around. Yet great liars they're said to be, hence for all one knows said gaze may be one too.

His clothing appears to be sleek and dashing on one side, yet flamboyant and flashy on the other. From emerald, to royal purple, and of course the whites and blacks, he can either dress as though a regular citizen with some of the latest fashion sense or emulate costumes of magicians and other uncanny, perhaps royal or upper class folk. To pretend is the idea, and his wardrobe certainly emulates it well.

Personality

Ranis is quiet yet never shy, rarely will one get anything out of him as his stroll takes the path of a mere observer. Yet don't be fooled - beneath the witty remarks and kind smiles lies a dark, observant, vastly intelligent and plotting man. He enjoys his theatrics and appears to almost be taking life as some sort of game - a gamble he can bet on, toying with it on the great long tread abound by the many chasms standing in the way. He has a natural curiosity, generally delving in a little bit of everything as learning - regardless of how much of a goofball and silent standby he may seem - is one of his favorite and greatest assets.

Psychology, physics, sociology, practical medicine, history, mathematics, just enough cooking to not eat from the overly expensive restaurants day by day and impress the occasional beauty. His reaches of thought span into things he was forced to deal with day by day, a strong memory retaining the experiences, books and passed knowledge to make his brain an essential library that prances from how a ship is formed to why simply flowers won't impress that gorgeous thing walking down the street and how to fix it. Sadly, for all the talents of the mind, he's a lazy bastard. Generally allowing everyone else to pull the weights and remain an observer until things really begin to go down.

On the other side, Ranis is a walking party and trouble magnet. It's as though he'd forsaken logic and care of any significance for the world in its entirety, and just dances through it not only at the pace he sets, but the reality he bends for a longer and more personally requested dance.

Equipment

For a starting note: Most of Ranis' abilities are based on control, senses, belief and emotion. He has no ways of causing direct physical harm aside Brujeria's Focus control, various headaches/migranes as a byproduct of his actions, Third/Final key conditional/forced aneurysms and Arcane Overlord's form, the first and last being mostly discouraged due to the Focus being fragile and Arcane Overlord slow. His abilities stem from the fact that rather scratching his opponent with sandpaper, he gives the sandpaper to them instead and observes until they realize the rash they worked up on them selves. In other words, this fella is specialized in shutting down and smacking his enemies upside the head for taking action. It become a vicious circle however, when they're even more harmed with time for not doing so.

All stems from one simple idea - the mind works based on logic, based on input from reality. Ranis challenges it by bending logic along with some of said input and having the mind work out the given problems to often falsified solutions, much like the workings of dreams. As a result, reality is bent and manifestations such as illusions can occur. Rather than forcing it upon the opponent, the opponent convinces them selves of this happening, thus allowing it success.

Interrupts work based upon either taking a thought out of circulation before it is input as an action, or depending on the effect, simply consuming said thought-about-to-become-process before the action can/is occurring at the given moment, inputting a thought before it that would interrupt said action and even stopping it with actual intrusions such as "Twisted nerve's" pain spike. Interrupts are particularly effective on actions that require focus or mental activity and often have additional effects to them in regards to energy or condition.

In the end, much like the paradox Ranis him self is, as do his abilities work based on his opponent and creative use. Most of his abilities require proper timing and being highly observant of his surroundings, yet aid this at the same time. His enemy ends up working against them selves, being punished for actions - or perhaps even more so, for none.


Regardless, bellow is a full list of his abilities. It is subject to (possibly frequent) change and balancing based off (current) experience with RP and how this character influences one. It probably shouldn't be regarded as his main combat corpus, due to situations making his moves varied. Although, it can give one an idea as to his actions when confronted with an encounter and capability within one.

_______________________________________________________________Abilities______________________________________________________________________________________

Mind touch. - Places a thought or image into a target's mind. Can be used as an interrupt.

Waste not, want not. - Steals a light portion of existing body energy from target for Ranis.

Mind spike. - Spikes the target's mind lightly, causing minor pain in any part of the brain. Can in rare cases be used an interrupt.

Amor. - The target no longer wishes to attack Ranis, and may even protect him should he fall into danger. This effect ends if Ranis attempts to commit any offensive act towards the target. (Any technique, ect.) This effect lasts for 2 minutes and can only be used 2 times on the same person in a day.

Mind theft. - Steals a thought from target's mind, often before said thought is allowed to input or process as an action. One of Ranis' most used abilities. Can be used as an interrupt.

Clairvoyance. - With the use of several tools, Ranis can look far beyond a regular unarmed eye, extending his vision many miles around him. Must be stationary and concentrated, eyes closed along with several other objects. The focus is not required but can make the process easier.

Arcana. - Ranis can peer into the future of a target. Must be close and in deep concentration. The visions are often foggy and rarely reveal anything of use; this depends on the target and how far Ranis tries to look. This can be done in reverse to look into the past, however is limited to 4 hours and 30 minutes starting from the present. The effect is enhanced with proper tools.

Succor. - Ranis transfers body energy from him self to target.
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Gate: Brujeria. - If the item 'focus' is present, Ranis may use it as an object of psychokinesis, allowing it to fly at rapid speeds and be used for various purposes in or outside of combat. This gate is not required to unlock the First key abilities, as those remain unlocked at all times.
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First key: Echolalia. - Target speaks aloud his following actions or attacks before or as he/she is making them.

First key: Auspicious display. - Target becomes full of pride and wishes to use his full capacity in regards to the current situation. (Fighting/competition/ect.) This ability can cause the opponent to use his stronger or riskier abilities preemptively.

First key: Oblivity. - Target's mind ignores and refuses to notice Ranis entirely unless he comes in any form of physical contact or gets in their way for 30 seconds. (Ex. Mind: 1 min.) This does not include abilities that wouldn't prevent the target from committing to their current action, such as 'Echolalia' or 'Delusion of supremacy'.

First key: Phantasmal terror. - A stronger 'mind touch' that can conjure a frightening illusion within the target's mind for 1 (Ex. Mind: 2.5) second. Can be used as an interrupt.

First key: Twisted nerve. - A more tricky 'mind spike' that causes the jolt of pain to be somewhat stronger, and anywhere along the body of the target as of Ranis' choosing. Can be used as an interrupt.

First key: Ethereal burden. - Target's mind and as a result body imagines non-existent weight burdened upon their back or attached to their feet. Weight and method of attachment depends on the target chosen, however it is often a large, heavy object that would probably get in the way. Target can try to be rid of the imaginary burden but only by physical means. Only the target can see their own ethereal burden.

(IN PROGRESS) First key: Ad baculum. - After target commits an action, he/she will begin to highly fear repeating it for the next 10 seconds due to an unexplained sense of danger. This does not cause fear for actions of a similar nature. As an example: An opponent throws a jab at Ranis. He will fear throwing another one for 10 seconds, but can instead kick, elbow, body slam, ect. The action must be committed within 5 seconds after this ability has been used.

First key: Paranoid hypochondria. - The target becomes enthralled with irrational and unrealistic swings of thoughts, constantly assuming it is sick, in pain, or under heavy threat for 8 seconds. (Ex. Mind: 14) Consequence depend on the target this ability affected, but this effect grows weaker over its duration.

First key: Delusion of supremacy. - Target's next 4 (Ex. Mind: 6) actions use up twice as much body energy. 1/4rth (Ex. Mind: 1/2) of that energy is transferred to Ranis.

First key: Enduring culpability. - Target's next 3 (Ex. Mind: 4) actions cause an unexplained sense of shame within them selves, as though the acts commited were wrong and amoral to them selves and those around them. This feeling stacks up with each action done, and affects the target in different ways depending on the amount of stacks and the person this ability affected. Maximum stacks is 3, (Ex. Mind: 6) this effect fades away over 4 (Ex. Mind: 8.) seconds after reaching maximum stacks.

First key: Paracusia. - Target begins hallucinating, receiving a second layer of noise from all around it. The time difference between this second 'echo' is 2/3 of a second, barely noticeable but is often disorienting and sometimes irritating to those that are observant.

First key: Frustration. - Interrupts the target, causing them to stop their current focused action and instead swear out loud. The more frustrated and angry said target is, the greater and longer their rant might last. Those close to the target may receive the same effect if they them selves were focusing on something or held a level of anger/frustration.

First key: Guilt trip. - Interrupts the target's current action, giving them a slight feeling of shame or disappointment within them selves.

First key: Ridicule. - Target's mind overlooks its self from a perspective of an outsider. The look is often demeaning in some way, serving to critique one's self by their looks or recent actions. The better a target's personal image of one's self (ego) is, the more potent this ability becomes.

First key: Respite. - Target loses half of their current overall adrenaline and anger.

First key: Sclerotic care. - Target loses interest in its current situation and/or action. This effect is quite similar to a case of ADD.

First key: Complicate. - Target's next action is done ½ (Ex. Mind: ¾) slower than it should be.

First key: Stoic declaration. - Target's next offensive or defensive strike or action becomes ½ more powerful. Cannot be used on Ranis personally.

First key: Ponder. - Causes the target's mind to reconsider and possibly convince its self if it was unsure on the issue to begin with, of an opinion inserted by Ranis.

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Gate: Extended mind. - Unlocks the Second key abilities. If the item 'focus' is present, some First key abilities have their effectiveness increased.

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Second key: Vendetta. - Target focuses onto a second target of Ranis' choosing. The target will try fighting through anyone or anything if incapable of getting to said target to try and engage it. Unless the two chosen targets have animosity, anger, rivalry or overall problems between eachother, this effect will fail for the targets' allies. This effect lasts for 1 minute.

Second key: Amnesiac. - Target forgets everything including where he is, who he is, and who or what everything around him is for roughly 1/10th of a second. This can bring about heavy disorientation, a slight headache and an unexplainable sense of dread, as though something personally important has been lost after the effect is over. Target obviously gains all their memories back after the minuscule time frame is up. Can be used as an interrupt.

Second key: Stage fright. - Target becomes shy, frightened and insecure in front of others, obtaining a stage fright effect with their capabilities being what they fear of displaying. The more people present, the greater the effect.

Second key: Conundrum. - Confuses the opponent's mind by over-complicating a thought. The opponent may get a headache, and even stop in an attempt to sort the internal confusion out. If the mind is weak at solving problems and debating, the headache turns into a more painful migraine. Can be used as an interrupt.

Second key: Fluctuating destiny. - Target's offensive power is slightly increased. On every offensive strike, roll a 6 sided die. If 2, 3, 4 or 5: the attack proceeds as regular. If 1 or 6, the given attack is instead reflected onto the opponent in all the damage it would deal, while the target said damage is dealt to remains unscathed. From there proceed as regular. This effect is present for 2 reflections and 15 seconds. Only 1 reflection can occur every 3 seconds.

Second key: Clumsy retort. - Target's next one offensive strike in the span of 5 seconds will miss due to their own clumsiness. Where or how said strike misses is up to the target involved.

Second key: Pleasing diversion. - Target's eyes glance to a second target of Ranis' choosing, sometimes aided by attraction of an illusion of something they would personally wish to see. If necessary, the head turns with them. This ability can sometimes fail half way if the second target is resistant to the pleasure of seeing something they highly cherish, yet the glance will still initiate regardless. Ranis will never know what they see from this ability.

Second key: Stifling fragility. - Target becomes fearful that it may not be resilient enough for certain things and activities. May cause more evasive maneuvers.

Second key: Power leak. - Interrupts the target's current action, then disperses energy that was required for said action out of their bodies x2.

Second key: Rejected force. - Interrupts the target's current action, then disperses energy that was required for said action out of their bodies and drains ½ to Ranis.

Second key: Manic aversion. - Target gains a sense of anger that grows over time unless appeased in some way from the very beginning. The target often becomes demanding at the early stages and the progress overall depends on the target. If anger was present at the point of this ability being cast, said anger is instead intensified and the target gains a migraine. If the target was releasing vocal noise, (eg. cursing/swearing out loud) those around him in a 20 yard radius gain the same effect.

Second key: Floundering presumption. - Target gains (often flawed, exaggerated and wrong) assumptions about the capabilities of Ranis, Ranis' or their own allies and those around them, including other living beings present to the situation such as animals. Depending on the target this can either feed them selves false information and raise or lower their morale.

Second key: Paradoxical sanity. - Target gains an illusion that plays out according to Ranis' will, within their viewpoint alone. The perspective of the target affected may be shifted according and depending on the situation. For instance: Target throws a punch at Ranis' jaw. In reality, Ranis steps back to avoid the punch, whereas in the target's viewpoint Ranis is struck and falls over from the impact, hence begins the work of this illusion between the 'split realities'. The change cannot exceed the moment's notice too far, or it will fade. When Ranis comes in physical contact with the afflicted, the illusion fades.

Second key: Climactic onset. - Target's next offensive or defensive strike or action becomes 2 times as powerful. Cannot be used on Ranis personally.

Second key: Regressing reality. - Ranis is capable of conjuring an illusion to all those that have sight of him, creating any object of up to 4 times his size. This object cannot have physical impact on reality as it stands, however those under the illusion can come in contact with it. Ranis has full control of this object. Only 3 objects can be active at any one time. As an example, Ranis can conjure up a rock and throw it at someone. Upon contact, the user will believe that he'd just been struck with a rock, thus flinching and feeling pain depending on the rock's supposed size – however, no physical damage will be done as the mind alone believes it's been struck, rather than it actually happening. This can go to the extremes, where the rock is 4 times Ranis' size and he is capable of lifting it up with his pinky.

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(IN PROGRESS) Gate: Arcane Overlord. - Cannot activate Third Eye if this ability is activated. Unlocks some Third key abilities.

Gate: Third Eye. - Cannot activate Arcane Overlord if this ability is activated. Unlocks some Third key abilities.

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(IN PROGRESS) Third key: Aetherea dominus. - Must be in Arcane Overlord state to use. Must be stationary with focus set onto target to channel. Ranis begins to drain selected target's consciousness, energy and thought, over time turning said target into a mindless puppet under his control. Must remain stationary and in Arcane Overlord state to keep the puppet active. Only 2 puppets can be active at any one time. The puppet obeys every command given telepathically, and has all the strengths of the user previously in control. The drain's length depends on the target cast. All damage received by the puppets is also mirrored upon Ranis. Ranis' strength slowly drains as long as he is in control of at least one puppet.

(IN PROGRESS) Third key: Subverted overload. - Must be in Arcane Overlord state to use. Must be in direct contact with target to channel. Ranis begins to gather any and all power surrounding him, within his enemy and him self, then redirects all of it into the target's body. The amount of energy granted, despite increasing one's power immensely, causes their body to go through living hell, with every single nerve crying out in pain and every thought spiraling into outright panic. Ranis enters a disabled state for 10 seconds and incapable of moving or casting abilities while his Arcane Overlord state vanishes. The opponent is then released 10 meters away from him. If the target can make contact with Ranis, all of the granted power vanishes and his senses return to normal. If not, target has a good chance of receiving a harsh aneurysm before the power dissipates.

(IN PROGRESS) Third key: Panic. - Must have the Third Eye to use.

(IN PROGRESS) Third key: Feregoli's madness. - Must have the Third Eye to use.

(IN PROGRESS) Third key: Pacifistic melancholy. - Must have the Third Eye to use. Target no longer wishes to fight, and remains as such until the Third Eye is off or an offensive act that requires self-defense is committed. Up to 5 targets max can be affected.

(IN PROGRESS) Third key: Epilepsy. - Must have the Third Eye to use. Causes the target to have a sudden epileptic seizure.

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(IN PROGRESS) Gate: Upper Consciousness. - Must have the Third Eye active. Unlocks the Final key.

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(IN PROGRESS) Final key: Mind breaker. - Requires the state of Upper Consciousness and direct contact with the enemy to activate. After activation, target can no longer retaliate in any way for the duration of this ability. After the use of this ability, Ranis will be unable to use any of his abilities aside the very basics for 13 days, those too having a 75% chance to backfire in a highly painful energetic shock. Roll a 6 sided die. Unless the result is 6, Ranis will go into a 4 day coma after the use of this ability. If he is not given silence or rest for 24 hours at any point of these 4 days, Ranis will die.

Release every fiber of energy, thought, memory and spirit from the target, Ranis, and anything caught within the area of 7.5 kilometers. If the object is inanimate, every fiber of its existance and history will be used instead. A ring is formed around the two, before firing right back into the target and unleashing every bit of this information all at once. This information is channeled through Ranis, thus injuring him heavily in the process, but due to several open gate states, his mind is expanded enough to take most of it.

This effect tears apart the target's mind completely, inflicting multiple life-threatening aneurysms and quite possibly turning their brain into worthless mush. Multiple nearby targets can be chosen at once if Ranis is in contact of at least 1.

_______________________________________________________________________Weapons________________________________________________________________________________

The Focus. - A rather peculiar metal ring with 4 sockets for various gems that are often found inserted within them. From diamonds, to topaz, to opal, you never know what colors you might find or what significance they serve. It has a strange resemblance to a chakram, albeit doesn't seem to cut anything unless spun much like a saw. Appears to be highly sturdy. An uncanny, unsettling presence resonates from the object at all times, in particular when Ranis holds it.

A flintlock with no bullets. - To an unarmed eye, it would be a simple decoration. When fired, regardless of direction, it sucks up any energy or velocity ranged projectiles had in a 125 yard radius around Ranis. If the properties are magical or the targets are using magic, the spells are automatically dispelled.

History

No one truly knows the origin of this peculiar enigma. Ranis is a twisted mystery, full of danger as sprinkled with delightful insanity. Or rather the border of it as he exclaims, dancing through life at his desire. His uncanny powers are perhaps the greatest mystery of all due to their oddity, based on control and terrifying illusion rather than direct combat of any sort. He's manipulative. He's clever. He's a lover, a joker, the pensive terror and greatest dream all at once. This paradox dwells within you even when you are not aware of it, for the apparition of borderline loss of logic and greatest imagination is a vile poison indeed.

Let him seep into you. You won't regret it.

As a note: This article is not mine, yet explains the ideals and workings of Ranis better than I could. For reference, the mesmer profession is in the context of 'Guild Wars', but the idea of it applies regardless of which roleplay this character is/will be involved with.

What the mesmer is, is paradox.

Reality and Illusion, strength without substance, potency without permanence. The mesmers are the mightiest magic wielders in Tyria, and they are also the weakest, the most adaptable and the most restricted, because they are the masters of ether itself, but without any proper outlet to shape it. Other casters who draw upon the Bloodstones of Aggression, Destruction, and Preservation have specific purposes and specific means to manifest their arts, but the practitioners of Denial exist to cease.

A mesmer has more control over magic itself than any other spellweaver, but their ability to manifest it is limited to illusion and misdirection, mere shadows that pale in comparison to the mighty forces raised by the elementalist, the vast armies given animation and anger by the necromancer, the mystical wards and protections of the monk. Yet the mesmer can bring any of these abilities to its etheric knees, because they spin the energy that lies at the heart of magic itself.

No monuments of mesmeric majesty exist, for their glory is fleeting and ephemeral in comparison to the entrenched powers of other professions, but woe upon the fool who assumes their is no strength in silk and mist, for their folly will be their undoing. For even if the mesmer's ability to manifest the ether is limited to crude bursts and fleeting shadows, well, a crude burst in a certain portion of your brain is all it takes to give you one hell of a headache, and some sights were simply not meant for mortal eyes.

Which is, of course, the core of the mesmeric persona; theater. Belief is power, and an illusion might as well be reality if it is sufficiently believed. There is nothing tangible within a play, for it exists only in the minds of the cast and audience, but the impact of a single powerful character or story has more meaning than a thousand real individuals. This paradox applies equally well to the battlefield, for all warfare is based on deception. Mesmers don't slay their opponent, they convince them that they are slain. They do not inflict pain, but they let their enemies imagine unspeakable torments. They do not summon or bind otherwordly forces, but they have no qualms about a few props presenting the image of such an army at their beck and call. And they do not command untold power, but the slightest application of their meager abilities to actually impact reality are more than enough to give an opponent's greatest spell with a curtain call. The theater of battle is won in the will, and the mesmer's mind is a weapon not because it bends spoons, but because they play upon the will of their friends and foes directly.

Being a mesmer is not about telepathy, or psychokinesis, or prophecy, or astral projection, or any of that other folly. It's about being a master of everything and nothing, with all the ether in the world yet so little manifestation thereof, an adept of illusion and misdirection who weaves a tale that is more than true. It is about being a director, an actor, a musician of magic who's words are as wind, a silver-tongued trickster who convinces reality to play along for a little while. It is the essence of paradox made manifest, and it is an excellent profession worth preserving.

So begins...

Ranis Varius Katsura's Story