Post by Fate on Oct 25, 2021 1:14:23 GMT
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[attr="style","text-shadow:-1px 1px 4px red"]Name: Jane Pooler
Alias: Fate
Age: 22
Alias: Fate
Age: 22
{Powers}
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{Tarot Reading}
[attr="style","font-size:20px;"]Fate has the ability to imbue cards with power, allowing her to use them to manifest abilities. Over time, she realized that her power worked best on cards she created, and especially on cards with meaning. With this knowledge in mind, she began to craft her own tarot cards, relishing in the power they held. It was leagues above the playing cards she’d tried, and was more powerful than any tarot cards she’d bought. She pushed her power even further, using materials that contained inherent power to craft her cards: the bones of those inclined to have powers for the actual cards, and the designs upon them made using ink and paint made from her own blood. Now she wields this deck with terrifying power, letting the universe decide her next move with each pull of the cards.
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{Minor Arcana}
[attr="style","font-size:20px;"]Much like how tarot cards don't have one singular meaning, the power held within Fate's cards are not necessarily held to a single ability. Rather, the suits of the minor arcana follow a theme, with higher card values correlating with more powerful effects. The face cards (page, knight, queen, and king) have an additional caveat: their powers require them to be used on/assigned to specific people.
{Wands}
[attr="style","font-size:20px;"]The Wands suit represents fire, creativity, and all ventures within the mind and spirit. This could be dreams, aspirations, goals, imagination, or others.
{Cups}
[attr="style","font-size:20px;"]The Cups suit represents water, emotions, and situations involving the heart and interpersonal connections.
{Swords}
[attr="style","font-size:20px;"]The Swords suit represents action and air, whose cards involve conflict, change, and power. External issues, turmoil, distress, constructive and destructive dynamics all fall within this suit.
{Pentacles}
[attr="style","font-size:20px;"]The Pentacles suit is the suit of earth and earthly possessions. Money, home, career, and all material and tangible objects fall within this suit.
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{Major Arcana}
[attr="style","font-size:20px;"]The major arcana can be split into two groups: cards with general effects and cards with specific ones. As they are fewer in number, they are far more powerful than the minor arcana. The general cards tend to follow a specific theme, while the specific effects are much more rigid, whil still being open to some form of interpretation.
{0 - The Fool}
[attr="style","font-size:20px;"]Symbolizes spontaneity and naivety. This card summons a copy of the person it is used on for a period of time. While it cannot accurately imitate people's mannerisms and personality, this duplicate is an exact physical copy. It can be taught to imitate the original, but the extent is limited, given its short existence and stunted mental capacity.
{I - The Magician}
[attr="style","font-size:20px;"]Symbolizes fast action and empowerment. Activating this card summons an exploaisve aid. Sometimes this is literal, in the form of an item of explosive power, or more symbolic, such as a creature of exceptional speed. This card makes a snap choice when it is activated, based on what the user needs in the moment.
{II - The High Priestess}
[attr="style","font-size:20px;"]Symbolizes mystery, secrets revealed, and psychic wisdom. This card delights in removing the veil from what lays hidden, or lifting the fog from one's mind. It can reveal things that are hidden, give insight into missing objects, or show the way when the path is lost.
{III - The Empress}
[attr="style","font-size:20px;"]Symbolizes beauty and nature, the power of creation and motherhood.
{IV - The Emperor}
[attr="style","font-size:20px;"]Symbolizes authority and structure, the powerful figure who provides protection from physical threats.
{V - The Hierophant}
[attr="style","font-size:20px;"]Symbolizes a teacher and mentor. This card summons a being that is omniscient about a specific topic or subject. The exact nature of this being is unclear, but any question asked will have an answer provided.
{VI - The Lovers}
[attr="style","font-size:20px;"]Symbolizes union and desire. This card summons an illusory version of the target's current or ideal partner. The target believes this illusion is completely real, and the illusion acts as the target would expect, albeit with Fate's goal in mind. However, in order for this card to work, the target must be touched with it during activation.
{VII - The Chariot}
[attr="style","font-size:20px;"]Symbolizes control and success, a sense of "moving up" and a strong sense of willpower and determination.
{VIII - Strength}
[attr="style","font-size:20px;"]Symbolizes the harnessing of power and the mastery of emotions. This card summons a great being, representing the user's imagined symbol of strength itself. It obeys the user unquestioningly until it is either dissipated or destroyed.
{IX - The Hermit}
[attr="style","font-size:20px;"]Symbolizes solitude, mediation, and stillness. This card revels in the clarity that can come from isolation, and is used to distance onself from others. Depending on the intent of the wielder, the card may do so literally or figuratively.
{X - The Wheel of Fortune}
[attr="style","font-size:20px;"]Symbolizes luck and randomness, an entity of change. The effect this card produces is almost always random, yet in some way is always what is needed.
{XI - Justice}
[attr="style","font-size:20px;"]Symbolizes karma and fairness, the power found within truth.
{XII - The Hanged Man}
[attr="style","font-size:20px;"]Symbolizes peace and acceptance, perspective in the face of extreme conditions. This card allows one to enhance a single attribute of theirs for a limited time, at the cost of others. For example, one could enhance their hearing at the cost of sight, their sense of smell at the cost of taste, etc. Both the enhancement and sacrifice are temporary and revert to their normal states when the card's effect ends.
{XIII - Death}
[attr="style","font-size:20px;"]Symbolizes closure, transformation, and a fitting end. This card is the last one to be pulled, the last card to be read, and the last card to be seen. It serves no special purpose, has no hidden meaning, and gives no special ability. This card reminds the user what waits for them: the cold embrace of eternal darkness.
{XIV - Temperance}
[attr="style","font-size:20px;"]Symbolizes healing and renewal. One of the most straightforward of the major arcana, this card is used to heal serious injuries and damages to the body and mind. It can also combat the effects from other heroes or villains if their powers involve such things.
{XV - The Devil}
[attr="style","font-size:20px;"]A card that cannot be pulled, yet should be pulled as often as possible. This card grants the gift of temporarily amplified negativity within a certain area. Anger, fear, addiction, obsession. Any and all negative emotions and attributes are amplified for five minutes. However, this card embodies the phrase "the Devil will always get what he's due." The longer that this card goes without being activated, the stronger its effect becomes. Its negative energy can be felt as it's about to be pulled, and it has been years since Fate has made that pull instead of simply reshuffling. She dares not pull it now.
{XVI - The Tower}
[attr="style","font-size:20px;"]Symbolizes destruction and chaos, massive change and upheaval.
{XVII - The Star}
[attr="style","font-size:20px;"]Symbolizes faith and purpose, a calming renewal of spirituality and hope.
{XVIII - The Moon}
[attr="style","font-size:20px;"]Symbolizes protection from magic and otherworldly effects.
{XIX - The Sun}
[attr="style","font-size:20px;"]Symbolizes light and warmth, a positive force that promotes success and vitality.
{XX - Judgement}
[attr="style","font-size:20px;"]Symbolizes the truth, pleasant or not. The Judgement card forces the truth upon you. You can face it and accept it, or run from it. The choice is yours, and you are the only one to blame for the consequences.
{XXI - The World}
[attr="style","font-size:20px;"]Symbolizes wholeness, achievement, completion, and peace.
[attr="style","font-size:20px;"]The power of these cards comes not from the deck, but from Fate herself. Fate uses special materials to imbue the cards with raw power, allowing the abilities to manifest when the card is drawn and activated. Used cards are bank, vanishing into the aether. Similarly, she can pull her cards from seemingly nowhere, the faintest traces of dark smoke clinging to them as they appear. She can have three "in her hand" at a time, as with a basic reading. When one card is expended, she can draw another one. he process for remaking the cards is a long one, with the amount of time required increasing with the power of the cards.
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{Silent of Foot and Swift of Finger}
[attr="style","font-size:20px;"]Fate is very good at keeping herself unseen and unheard. They say the hands of fate move in mysterious ways, but those ways usually involve filching things from your person. It seems like everything about her is meant to make her distrustful. She’s incredible at lying and knowing when someone lies to her. She moves quietly, and sometimes just seems to blend into the background, to the point where people sometimes don’t realize she’s there until she speaks up. Fate’s sleight of hand skills are also quite good, leaving some to wonder if she truly does pull her cards from thin air or if it’s just a cleverly-timed sleight.
{Bio and Personality}
Appearance:[attr="style","font-size:20px;"]Jane was always a bit weird as a kid. She was fascinated with fortune telling and stories of mystical arts, people who could see the skein of fate before them and potentially alter the threads. One of her favorite birthday gifts was a set of tarot cards and a book on how to use them. Jane's friends always wanted her to tell their fortune. After all, her readings always came true at some point or another. She used them so much that she ended up wearing them out. Once they did, she decided to make her own. Her father was a hero called Silverquill, who could create special inks and paints that would bring things off the page, allowing him to write or drawn anything into existence. Not that Jane knew that, of course. So she paid no mind to the strange shimmering ink she took from his desk and began using to create her very own tarot deck. She started with one of her favorite cards from the old deck: the Seven of Swords. Using a piece of card stock, she began drawing the card: a female figure, clad in black, crouched over a sleeping figure with seven swords attached to her back, in the process of drawing one.
When she finished, she held it up, noticing the sparkling from the ink. Wisps of shadow began to peel off the card and latch onto her, the ink she had just painted slowly fading until the card was completely blank, and the tendrils faded. This was one of the first obvious uses of her power, but she still didn't notice anything different.
What Jane did notice, however, was that she became exceptionally good at hiding and sneaking around. She took great delight in using this newfound talent for stealth to scare her parents, but the novelty wore off quick. Her classmates started ignoring her, teachers wouldn't call on her, and her parents didn't give her as much attention as they once had. Jane began acting out, trying to get them to pay attention to her. She skipped school, picked fights, but nothing got her the attention she wanted. She went further and further, even getting arrested a couple times. Nothing. When she graduated high school, her name wasn't called at the ceremony. Not that she cared, nor did anyone. Her parents weren't there, and neither was she. She had already hopped on a train to the nearest city, looking for some form of work.
After a couple years of wandering, figuring out more of her powers and fully fleshing out her deck, Fate arrived in Millenium City. Bored of the wandering life and petty crime, Fate decided to put her lack of morals and creative problem-solving approach to good use and began working on proper "villainy". Does she want money? Does she want power? Nobody knows, but whatever Fate's goal is, it'll be sure to make people remember her.
The changes brought upon Fate with the creation of that first tarot card led Jane down a rabbit hole that also ended up changing her personality. Her morals became significantly relaxed, to the point where people begin to question if she has any. Rest assured, she does. It's just that nobody is sure what they are. As a side effect of her desire for attention, Fate now has a flair for the dramatic, in a way that resembles the stereotypical supervillain. She likes to talk and put on a show. Despite the absurdity this brings, the aura of menace surrounding her never seems to go away, as if the spectacle is just another distraction before you find yourself lying on the concrete with a knife in your back.
When she finished, she held it up, noticing the sparkling from the ink. Wisps of shadow began to peel off the card and latch onto her, the ink she had just painted slowly fading until the card was completely blank, and the tendrils faded. This was one of the first obvious uses of her power, but she still didn't notice anything different.
What Jane did notice, however, was that she became exceptionally good at hiding and sneaking around. She took great delight in using this newfound talent for stealth to scare her parents, but the novelty wore off quick. Her classmates started ignoring her, teachers wouldn't call on her, and her parents didn't give her as much attention as they once had. Jane began acting out, trying to get them to pay attention to her. She skipped school, picked fights, but nothing got her the attention she wanted. She went further and further, even getting arrested a couple times. Nothing. When she graduated high school, her name wasn't called at the ceremony. Not that she cared, nor did anyone. Her parents weren't there, and neither was she. She had already hopped on a train to the nearest city, looking for some form of work.
After a couple years of wandering, figuring out more of her powers and fully fleshing out her deck, Fate arrived in Millenium City. Bored of the wandering life and petty crime, Fate decided to put her lack of morals and creative problem-solving approach to good use and began working on proper "villainy". Does she want money? Does she want power? Nobody knows, but whatever Fate's goal is, it'll be sure to make people remember her.
The changes brought upon Fate with the creation of that first tarot card led Jane down a rabbit hole that also ended up changing her personality. Her morals became significantly relaxed, to the point where people begin to question if she has any. Rest assured, she does. It's just that nobody is sure what they are. As a side effect of her desire for attention, Fate now has a flair for the dramatic, in a way that resembles the stereotypical supervillain. She likes to talk and put on a show. Despite the absurdity this brings, the aura of menace surrounding her never seems to go away, as if the spectacle is just another distraction before you find yourself lying on the concrete with a knife in your back.
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