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Aalto Morcant; The Locomotion Mage
Topic Started: Aug 21 2014, 06:01 AM (151 Views)
King
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AALTO MORCANT ☸

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The Locomotion Mage


TitleAlignmentGenderAgeOccupationResidence
Magewright StargazerNeutral GoodMale195Master Shipwright, Magus of the Mage Guild, Member of the Exploration LeagueA private home on the docks

APPEARANCE
HeightWeightBuildOriginsRaceEye ColorHair Color
6'1''145lbsSlimArcaneElfLilacSilver
Unique FeaturesAttire
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Where to start? The silver hair, the lilac eyes? Like many of his kind Aalto's features don't tend to fall within the laws of nature. Instead his hair eyes and even his build naturally tend towards the most eye catching combination.

--Aside from that his most unique feature would be the Compass Tattoo on his left wrist that is enchanted to always point north, and the tribal tattoos on his chin and throat that mark his ancestry.

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Aalto likes to dress sharp but reserved. The most ostentatious piece he's been seen in his large violet sailor's jacket. Beyond that Aalto looks how a sailor would if they had formal wear. High collared tunics, vests, and a hip sash padding his belt. He's also been known to wear hairpins.

--It should be noted however that Aalto does tend to wear a lot of accessories. Nothing garish, but extra belts (often with tools attached, gloves, and shoulder knots. In addition he has been known to wear a pair of custom fit gauntlets etched with complex runes and figures.

PERSONALITY
LikesDislikesHobbiesAspirationsFears
Ships, solitude, quiet introspection, elven wine, pipes, tattoos, the sea. Poorly constructed or designed ships, broken things, socializing, the failure of a design.Model ship building, sailing, physics, gardening, reading. Completion of construction and successful launch of the Exploratory fleet.A sunken ship, Isolation.
Aalto is the archetypal magus. Studious, reclusive, introverted, and stoic. The only problem is that he doesn't care much for magic beyond as a tool for his true passion, mechanics. Specifically, ship building. He is a man obsessed when it comes to this topic and can go on for hours without pause given enough prompting. He has been noted to be one of the greatest craftsmen in Sanctum and has garnered much respect among his fellow shipwrights.

He is by and far the exact opposite of his best friend Otto Lind. Where Otto is boisterous and brash, Aalto is melancholic and introspective. Otto often accuses his friend of being a romantic and too deep inside his own head. However they tend to balance each other out, one taking the initiative and making the decisions while the other provides the common sense and consideration that informs those decisions.

Members of the Magus Guild find his lack of interest in the guild and magic for it's own sake queer and troublesome. He is often shunned by his colleagues, though if it bothers him it doesn't show. Aalto is a stoic by design, careful to keep his feelings to himself.




SKILLS
Ship Building: First and foremost among his skills is the design and construction of sea vessels. Be it planning, acquisition of materials, or the craft itself he is an expert. Beyond that when it comes to ship design Aalto posses an endless font of inspiration. His crowning triumph is the Overedge, a ship constructed as much from magic as timber and steel. Still, not even that great vessel can sate him and he constantly strives to build greater ships.
Sailing: It's not enough to know the principles of ship building, experience is key too. How can you know what sailors will require, what the sea will demand of your ships if you haven't ever sailed one? Aalto spends much of his time at sea testing out designs or simply practicing with regular vessels. In the past he served on the Overedge both as a shipwright and professional sailor, often doing repairs on the fly.
Mechanist:If not for his particular passion for ships and the sea Aalto may very well have ended up with the Reclamators. As it is he gets by tinkering with various odds and ends. He's been known to work on clocks, Inner sanctum plumbing, locks, and even basic repair in his spare time. He has a natural fascination with all things mechanical. Aalto also possess a keen tactical mind and is a skilled trap setter.
Fencing: While Aalto doesn't much like fighting in general, loathes to rely on his sword work, and rarely carries a blade, he is still an accomplished swordsman. This is more out of necessity than a desire to use a sword. Having served on Otto Lind's ship for many years he has often found himself in need of the ability to defend himself. What with the frequent close quarters fighting that take place on a ship swords are often the preferred method. If he can help it though Aalto prefers to rely on his magic, a pistol, or a good crossbow.


POWERS

Locomotion Magic
Locomotion magic is the power of motion in it's purest form. Aalto enchants inanimate objects to move via a variety of complex spells. The ways in which he can produce this effect are varied, but the simplest and most frequently used method is to fuel the movement with his own arcane energy.
Programming: Aalto doesn't simply will things to move, instead he programs them with complex spells. A program can be as simple as telling a penny to roll or a rope to unknot, or as complicated as resetting the rigging and sails of a ship or reloading a crossbow. Each individual motion requires a command. The parameters of said motion are set in the spell upon creation. Numerous motions can be programmed into the spell, each with their own command. Commands are often verbal, though they do not have to be. They could be an action like snapping fingers, or a series of parameters such as "the rope will entangle anyone who steps within no more than one foot of it at three o' clock on the twelfth of July." Aalto can also key the commands to only work for specific individuals so long as he knows who they are and can name them. These programs can only be set when Aalto physically touches the object.
Limitations:While Aalto possesses a rather large reserve of magic there is a finite amount he can utilize at any given time. There is no set limit on the number of movements he can program into an item, but there are diminishing returns and the more items he influences the less complex his spells must be to compensate. Furthermore he cannot force an object to move in a way it is not capable of moving. For instance, he could not make a plank of wood tie up in a knot. If he tried to it would merely splinter and the magic would diffuse. It takes at least a few seconds of prolonged contact to set the simplest of spells, making it risky to do in the middle of combat. There is also a size limit, as Aalto cannot animate anything larger than himself on his own.
Contract:There is a way around the last limitation, though it is complicated and taxing. If Aalto cannot provide the magical energy necessary to move something on his own he can form a contract with a greater magical being (usually an elemental) to provide the energy itself, binding it to the object. This is not slavery and there is usually some price payed in return to the bound creature, decided upon during the creation of the contract. Aalto still determines the parameters of the spell however.

Elf Traits:Aside from his mystical abilities Aalto possess the natural traits of an elf of his years. He can see roughly three times as far as an average human in regular light and slightly better than a human in low light conditions. His hearing is superb, able to hear as well as some bats. He possess natural longevity and an enhanced sense of balance giving the illusion of an unnaturally light footstep.


POSSESSIONS
The Coat & Claws: The sailor's jacket and gauntlets Aalto wears are his only permanently enchanted pieces of clothing. The jacket possess an inivisble seam down the back that can be done or undone on command, splitting it in the middle into a pair of wings. The wings are both strong and flexible, and while they cannot produce enough lift to let him fly, they can enhance a jump or go rigid and be used to glide, greatly increasing Aalto's mobility. His clawed gauntlets are another matter. They possess a high degree of spell articulation, designed to mimic every move his his hands and fingers. When he's wearing them this just means that they move like normal gloves, however he also programmed a command that sends them out flying and allows them to be directed by gestures. When this happens he effectively has a flying pair of hands, though they are limited to his visual range.
The Sea Wing:Posted ImageAalto's personal vessel, the Sea Wing is an experimental ship. Meant to be manned by two or three individuals it's intended only for coastal travel. It is however highly maneuverable and incredibly quick. It's most notable feature are the shifting sail masts which allow Aalto to alter them as necessary at a moment's notice. They also allow, when in a certain configuration, for the ship to glide over the waves like a flying fish for short bursts, a product of Aalto's attempts to construct a flying ship.
Family Sword:
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This blade's name has been lost to Aalto's family for over a generation. If he were ever to learn it he might unleash the magic locked inside. As it is it hangs on a wall in his workshop collecting dust, otherwise untouched by time.
Holdings:Private quarters in the School of minds, the bare minimum for a full member of the Tower of the Arcane. His own home a sizable house on the docks attached to the docks, with it's own boat house and workshop. Located close to the dry docks. An account with the Exploration League where he keeps wealth, a show of good faith in his friend Otto's endeavors.

RELATIONSHIPS
Otto Lind: Not only did Aalto design the Overedge for him, he also constructed the artificial limbs and heart that keep Otto functioning. They are life long friends, and frequently business partners.
Gavin Mercer: Acquaintances with a good deal of knowledge of each other simply due to mutually long lifespans.
Ylva Reinhild:He's not close with the Archmage, but he also doesn't trouble her, and she appreciates his practical approach to magic. He's happy to stay out of the way and let her run things.

HISTORY
Aalto was not born in Sanctum. He was born on a boat among his people, the Moon elves. Specifically the Stargazer clan. His Elder's claimed they fled civil war, disaster, prejudice, but it had been so long that he doubted even they remember. Their ships sailed constantly, never staying in any port for long. The moon elves were mistrustful of others and wary. As Aalto grew the only constants in his life were the ships and the sea.

Eventually he grew tired of his people's xenophobic paranoia and constant wandering. The insular culture was stifling and Aalto sought a way out. He found it in Sanctum. Or more precisely, he found Sanctum while escaping. The city had been determined to be too large and too full of unknowns to make for an acceptable resting place. The long blue sailed ships had passed on in the night, save for one.

The details of his life at this point are unspectacular. Suffice to eventually realized the error he had made. In his desperation to separate himself from his people and find a new home, he'd severed his ties to his old one. He didn't know where the Stargazers had gone and he had no way of contacting them. The Moon Elf nomad fleet were like ghosts, never stopping anywhere to big, and never for very long.

Aalto discovered a profound loneliness in himself. What started out as a quest to find his lost people eventually turned into a budding friendship with an eccentric and exciting human named Otto Lind. Serving aboard Otto's ship as a shipwright, utilizing the lifetime of knowledge he'd learned about sailing and ship building living among the Stargazers. They became fast friends and Aalto found himself a surrogate family with the captain and crew of the Overedge. In recent years this has grown to include the Exploration League as well. Aalto and Otto have since been pursuing their shared dream of constructing a great exploratory fleet, while the elf secretly nurses the hope of finding his people.
Edited by King, Aug 21 2014, 10:42 PM.
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King
Aug 21 2014, 06:01 AM
SKILLS
Ship Building: First and foremost among his skills is the design and construction of sea vessels. Be it planning, acquisition of materials, or the craft itself he is an expert. Beyond that when it comes to ship design Aalto posses an endless font of inspiration. His crowning triumph is the Overedge, a ship constructed as much from magic as timber and steel. Still, not even that great vessel can sate him and he constantly strives to build greater ships.
Sailing: It's not enough to know the principles of ship building, experience is key too. How can you know what sailors will require, what the sea will demand of your ships if you haven't ever sailed one? Aalto spends much of his time at sea testing out designs or simply practicing with regular vessels. In the past he served on the Overedge both as a shipwright and professional sailor, often doing repairs on the fly.
Mechanist:If not for his particular passion for ships and the sea Aalto may very well have ended up with the Reclamators. As it is he gets by tinkering with various odds and ends. He's been known to work on clocks, Inner sanctum plumbing, locks, and even basic repair in his spare time. He has a natural fascination with all things mechanical. Aalto also possess a keen tactical mind and is a skilled trap setter.
Fencing: While Aalto doesn't much like fighting in general, loathes to rely on his sword work, and rarely carries a blade, he is still an accomplished swordsman. This is more out of necessity than a desire to use a sword. Having served on Otto Lind's ship for many years he has often found himself in need of the ability to defend himself. What with the frequent close quarters fighting that take place on a ship swords are often the preferred method. If he can help it though Aalto prefers to rely on his magic, a pistol, or a good crossbow.


POWERS

Locomotion Magic
Locomotion magic is the power of motion in it's purest form. Aalto enchants inanimate objects to move via a variety of complex spells. The ways in which he can produce this effect are varied, but the simplest and most frequently used method is to fuel the movement with his own arcane energy.
Programming: Aalto doesn't simply will things to move, instead he programs them with complex spells. A program can be as simple as telling a penny to roll or a rope to unknot, or as complicated as resetting the rigging and sails of a ship or reloading a crossbow. Each individual motion requires a command. The parameters of said motion are set in the spell upon creation. Numerous motions can be programmed into the spell, each with their own command. Commands are often verbal, though they do not have to be. They could be an action like snapping fingers, or a series of parameters such as "the rope will entangle anyone who steps within no more than one foot of it at three o' clock on the twelfth of July." Aalto can also key the commands to only work for specific individuals so long as he knows who they are and can name them. These programs can only be set when Aalto physically touches the object.
Limitations:While Aalto possesses a rather large reserve of magic there is a finite amount he can utilize at any given time. There is no set limit on the number of movements he can program into an item, but there are diminishing returns and the more items he influences the less complex his spells must be to compensate. Furthermore he cannot force an object to move in a way it is not capable of moving. For instance, he could not make a plank of wood tie up in a knot. If he tried to it would merely splinter and the magic would diffuse. It takes at least a few seconds of prolonged contact to set the simplest of spells, making it risky to do in the middle of combat. There is also a size limit, as Aalto cannot animate anything larger than himself on his own.
Contract:There is a way around the last limitation, though it is complicated and taxing. If Aalto cannot provide the magical energy necessary to move something on his own he can form a contract with a greater magical being (usually an elemental) to provide the energy itself, binding it to the object. This is not slavery and there is usually some price payed in return to the bound creature, decided upon during the creation of the contract. Aalto still determines the parameters of the spell however.

Elf Traits:Aside from his mystical abilities Aalto possess the natural traits of an elf of his years. He can see roughly three times as far as an average human in regular light and slightly better than a human in low light conditions. His hearing is superb, able to hear as well as some bats. He possess natural longevity and an enhanced sense of balance giving the illusion of an unnaturally light footstep.


POSSESSIONS
The Coat & Claws: The sailor's jacket and gauntlets Aalto wears are his only permanently enchanted pieces of clothing. The jacket possess an inivisble seam down the back that can be done or undone on command, splitting it in the middle into a pair of wings. The wings are both strong and flexible, and while they cannot produce enough lift to let him fly, they can enhance a jump or go rigid and be used to glide, greatly increasing Aalto's mobility. His clawed gauntlets are another matter. They possess a high degree of spell articulation, designed to mimic every move his his hands and fingers. When he's wearing them this just means that they move like normal gloves, however he also programmed a command that sends them out flying and allows them to be directed by gestures. When this happens he effectively has a flying pair of hands, though they are limited to his visual range.
The Sea Wing:Posted ImageAalto's personal vessel, the Sea Wing is an experimental ship. Meant to be manned by two or three individuals it's intended only for coastal travel. It is however highly maneuverable and incredibly quick. It's most notable feature are the shifting sail masts which allow Aalto to alter them as necessary at a moment's notice. They also allow, when in a certain configuration, for the ship to glide over the waves like a flying fish for short bursts, a product of Aalto's attempts to construct a flying ship.
Family Sword:
Posted Image
This blade's name has been lost to Aalto's family for over a generation. If he were ever to learn it he might unleash the magic locked inside. As it is it hangs on a wall in his workshop collecting dust, otherwise untouched by time.
Holdings:Private quarters in the School of minds, the bare minimum for a full member of the Tower of the Arcane. His own home a sizable house on the docks attached to the docks, with it's own boat house and workshop. Located close to the dry docks. An account with the Exploration League where he keeps wealth, a show of good faith in his friend Otto's endeavors.
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