Welcome Guest Board Index > Character Database > Alvis Michael Corbyn IV
NicknameAl, Alvis
SpeciesHyena
Age10
GenderMale
Arrival MethodBlack Breach
PlayerGoodGentleman
StatusInactiveInformation
Description
Hyena
  • Height: 4' — 122 cm
  • Weight: 49lbs — 22.22kg
  • Apparent Age: 10 years
  • Character Build: Thin
  • Body Type: Bipedal
  • Usual Clothing: Comfortable
  • Voice: High Pitched Yipping
  • Usual Scent: 'Yeen Stank and Lavendar
  • Description:
    Alvis is a bipedal hyena standing at a little over four feet. He's thin and scrawny for his age, with mousy brown fur, black spots and eyes that are a soft brown. He's usually wearing comfortable loose-fitting clothes. Shorts and tees in the summer months, pants and hoodies in the colder months. His fur grows out long and shaggy in the winter.
Homeworld
Alvis' old world of Thendara was one caught in the midst of a magical revolution. Major magical institutions were vying for power, breaking out into open warfare for dominance over the quickly dwindling supply of magical reagents. Alvis himself was a powerhouse of a mage who had mostly retreated from the world as he reached the later stages of his life. He opted to join a group seeing to prevent a great Wizard War, black-breaching during a pitched battle.

While their command of magic was truly impressive, Thendarians put no real stock in the physical sciences. Even swords and mail were crafted with magic rather than traditional smithing.
History
Personal
Once a powerful Thendarian mage, and a human, Alvis Michael Corbyn (IV) reached the end of his long life in the midst of battle. Called out of retirement in an attempt to forestall a great Wizard War that threatened to sunder his world, he joined a small group of warriors and mages seeking to unravel a conspiracy working behind the scenes for unknown goals. He was, interestingly enough, the wizened mentor of the group, helping the mages with advancing their powers and tutoring the warriors in their footwork. It was during an ambush when he met his end. With his life bleeding from multiple wounds, he attempted a last-ditch spell to save his comrades. His spatial magic, channeled through his Portal Stone, triggered a major rebound when the stone was shattered. As his lifeless body lay bleeding on the ground, the chaotic energy of his portal unfurled into a black breach that consumed what was left of him utterly...
Skills
Combat
  • Landrian Swordsmanship
    • Training:
      A fencing style that focuses on using the hand-and-half longsword. While Alvis was exceptionally well trained in this martial art, his current body leaves him without the raw power, leverage or reach required to capitalize on it against most adults.
    • Description:
      A style relying on simple, but effective, parry and riposte maneuvers. When mixed with his ability to teleport, the effect was particularly effective in duels.
Non-combat
  • Applied Esoteric Sciences
    • Description:
      Alvis can use a variety of magic outside of his normal sphere of influence, but doing so requires expensive materials and a lot of preparation beforehand. Spells cast this way are more exploitation of existing arcane powers.
  • Inscription
    • Description:
      Alvis is a practiced enchanter, able to inscribe a myriad of magical effects into objects. While he excels at creating objects that channel or focus spatial magic, he can expand outside his sphere of specialization. Assuming he has the requisite materials, of course.
  • Coding
    • Description:
      Unlike other talents, this one is a new one to Alvis, and has captured his imagination. The different languages that technology uses is like a new world to the now-young mage. And he has taken to using computer coded language in place of traditional esoteric runes when creating and casting spells. It doesn't negate the material costs of esoteric magic, but it does allow him to shorthand the magic circle process.
Education
  • Doctoral in Spatial Sciences
    Before the events leading him to Marsilion, he was the greatest mind in the science of folding and weaving space. This study is equivalent in many ways to a modern day quantum physics course, as many of the core theories overlap. Much like any advanced form of physical science, this requires an exceptional grasp of mathematics.
Language
  • Landarin
  • Elucidian
  • Old Thendaris
Parnormal Abilities
Spatial Magic (Hammerspace) (Edit)
  • Description:
    Alvis can access a fold in space that allows him to store objects. He can access the space at any time by simply reaching into it, his paw vanishing as reality seems to ripple like a liquid. Whatever item he is looking for is always right within reach, and he always has a running inventory of items stored in his Hammerspace. Objects stored within his Hammerspace are placed in stasis, preventing them from degrading or breaking down. Certain materials may still degrade or cause the space to collapse, spilling everything stored into realspace (see limits).
  • Limits:
    He can store 100 stone (1,400 pounds) of non-living material. No single object can exceed ten feet in any dimension and liquids and gasses must be in containers to be stored. Non-biological sentient creatures (such as golems or robots) can be stored, entering into a stasis until retrieved. Alvis must physically place objects into his Hammerspace, either from setting them in or pushing them if they are too large to lift. A golem or robot that resists being stored has to be physically pinned by Alvis.

    Extremely unstable materials, such as something that is highly radioactive, can infect all other objects stored in the space. Similarly, any enchanted item that runs a continuous effect can also cause the space to become unstable unless it can be turned off before being stored. If an active enchanted item sits too long in his Hammerspace, any stored items are ejected immediately into the space around Alvis (or the closest free space within thirty or so feet if available) and leave Alvis with a splitting headache. The time it takes for the space to rupture varies from an hour for simple enchantments to a minute or two for complex ones. Alvis is always aware when an incompatible item has been placed in the space, feeling it as an uncomfortable buzzing sensation. Reforming a breached Hammerspace requires several days of work. Alvis' Hammerspace is automatically breached if he dies.
Spatial Magic (Teleportation) (Edit)
  • Description:
    Alvis can fold the space between two locations, allowing him to traverse nearly any distance in a single step. This ability is highly accurate if he can see the location directly. Longer distance teleportation, teleportation into areas he can't see, and teleportation to areas he's only been told about is possible, but such things increase the chances of him ending up off-target or even in a completely different location than expected.

    Alvis can also mark a location ahead of time, creating a beacon to recall to later. Teleporting to a beacon is as accurate as teleporting to a location he can see, and many of his other abilities benefit from having a marked location. Marking a location takes about ten minutes without any specialized tools, or two minutes with them. He must be physically present at a location when marking it. He can maintain up to seven marked locations at a time, though breaking a tether is a simple effort of will.
  • Limits:
    Teleportation cannot breech spatial wards or barriers (magical or technological) or teleport into separate dimensions without significant preparation beforehand. While teleportation within a few hundred feet is relatively effortless, longer distances quickly become more taxing. Rapid-fire teleportation can also be tiring.
Spatial Magic (Collapse) (Edit)
  • Description:
    By creating a rift in space, Alvis can create either a sudden expansion or collapse of space. This spell can cause everything within an area of five to forty feet, chosen on casting, to seemingly pull inwards or push outwards. Objects that do not fit in the entire area are unaffected by the spell, as are individual body parts of creatures not wholly in the area. This spell can be useful for clearing an area or pulling things into an area for another person to perform a follow-up attack, and pairs nicely with Spatial Magic (Fold Space).
  • Limits:
    Alvis must be able to see his target, or have a beacon (see Spatial Magic: Teleport) when selecting a target for this power. It takes between two and five seconds for Alvis to ready a Collapse, depending on the area, and repeated castings are very draining.
Spatial Magic (Fold Space) (Edit)
  • Description:
    Alvis can create a field that alters normal space. He can add or remove space to perform a variety of effects, such as halving the effective distance to travel through the area or doubling it. He can loop the ends of a space to create an infinite corridor, or add space to create a gap through a wall that shouldn't exist. Alvis must actively focus on the effect, with the amount of focus increasing with the complexity of the effect. The effect vanishes the moment he stops concentrating, with space reverting to normal with no (direct) damage done to objects or structures within the affected area. Anything within created space when the effect ends is simply moved to the nearest available realspace. He must be able to see the area to be affected or have a beacon (see Spatial Magic: Teleport) to target. He can target an area that he can see indirectly, such as through a video feed or crystal ball, but doing so practically doubles the effort required unless a beacon has been set up.
  • Limits:
    Creating a folded space requires anywhere from a few seconds to a few minutes, depending on the complexity of the effect. The longer the effect is maintained the more taxing the spell becomes, with simple effects able to be maintained for hours while a complex looping space with subjective gravity might only be held for a minute or two before slipping from his grasp.
Spatial Magic (Fission) (Edit)
  • Description:
    This master-ranked spell allows Alvis to exist in two different locations at the same time. His duplicate is quite real, and has access to any skills, abilities, knowledge and equipment that the original had when the spell was cast. The duplicate appears in a location Alvis can see or at a prepared beacon (see Spatial Magic: Teleportation). Alvis can end the effect at any time. When the effect ends he chooses which of his two spaces to occupy. As both versions of Alvis are real, all memories are retained from both when the effect ends.
  • Limits:
    Alvis can safely maintain this state for a few minutes before he starts risking side effects, ranging from low-grade migraines (less than an hour) to blackouts (more than an hour) to internal bleeding and organ failure (more than four hours). Any damage done to one of his selves is maintained when the effect ends. This spell takes no time to actually cast, but leaves Alvis exhausted when the effect ends, even if cast for a short burst.

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Koen
Aug 15, 2024 3:55 PM
Re: Alvis Michael Corbyn IV
Approved, with the standard boilerplate warning
Approved
Davwyn and Solaria
Aug 15, 2024 3:08 PM
Re: Alvis Michael Corbyn IV
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Timelord
Aug 14, 2024 10:31 PM
Re: Alvis Michael Corbyn IV
Adreos covered pretty much everything. I would also ask for clarification on fission as to if the duplicates merge memories/experiences or one simply ceases to be.
Adreos
Aug 14, 2024 6:59 PM
Re: Alvis Michael Corbyn IV
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