Index-
Act I: Growing Up
Intro
Birth
Year One
Year Two
Year Three
Year Four
Year Five
Year Six
Year Seven
Year Eight
Year Nine, Part 1
Year Nine, Part 2
Year Nine, Part 3
Year Ten, Part 1
Year Ten, Part 2
Year Ten, Part 3
Year Ten, Part 4
Year Ten, Part 5
Year Ten, Part 6
Year Ten, Part 7
Year Eleven, Part 1
Year Eleven, Part 2
Year Eleven, Part 3
Year Twelve, Part 1
Year Twelve, Part 2
Year Twelve, Part 3
Year Twelve, Part 4
Act II: In Service to the Crown
Year Twelve, Part 5
Year Twelve, Part 6
Year Thirteen, Part 1
Year Thirteen, Part 2
Year Thirteen, Part 3
Year Thirteen, Part 4
Year Thirteen, Part 5
Year Thirteen, Part 6
Year Thirteen, Part 7
Year Thirteen, Part 8,
8.5
Year Thirteen, Part 9
Year Thirteen, Part 10,
10.5
Year Thirteen, Part 11,
11.5
Year Thirteen, Part 12
Year Thirteen, Part 13
Year Thirteen, Part 14
Year Thirteen, Part 15
Year Thirteen, Part 16
Name: Charlotte Hélène d'Orléans
Age: 12 years, 1 month
Hair: Silver
Eyes: Red
Height: 4"10'
Weight: 90 lbs.
Inventory: Only important items are listed.
White Gloves: An elegant pair of satin gloves, comfortable to wear. You almost always have them on, though it's become more of a habit lately, rather than a necessity.
Map of Central Southern Gallia: A map encompassing the mountainous region of Gallia. It currently has marks notating the sites of the recent attacks.
A Rough Sketch of the Mansion's Basement: Some elegant scribbles detailing the layout of the baron's estate. There's a secret passage marked on it.
Generic Wand: A brand new wand, made from an oak tree. It's functional.
Sword-wand: A combination of sword and wand, complete with sheath. It is small to fit your stature, being more akin to a dagger than an actual sword. Spells cast with it tend to be more precise.
Traits: Ranked from F- (trace amounts of this quality) to S+ (a defining feature of your personality).
Curious E: You are driven to know things. At higher ranks, it becomes harder for you to rein in your curiosity, but also allows you to become more perceptive.
Playful F: You like to have fun. At higher ranks, you are more easy-going and mischievous.
Diligent F+: When you do things, you do them thoroughly. At higher ranks, you are more active in accomplishing things and have a greater ability to focus on a task, even if it is long or arduous.
Innocence (False) B-: You project an aura of innocence to other people, but you are not as naive as you might first appear. At higher ranks, the impression of innocence in your personality becomes stronger.
Contact Phobia F+: You don't like touching others or being touched. At higher ranks, you will go to greater lengths to avoid contact, possibly becoming violent if your personal space is breached.
Skills: Ranked from F- (extremely basic competence) to S+ (a grandmaster of the art).
Creation and Forging E: Using prana, you can create and shape an ethereal wire into whatever you wish. It disappears shortly after being formed. At higher ranks, you can shape the wire into more complex patterns and allow it to last longer before dissipating.
Healing and Decay C-: Using prana, you can reverse minor injuries as if they never happened, or make past injuries reappear. At higher ranks, you can heal or cause more devastating injuries at a faster pace.
Body Control E: You have control over subconscious body functions, such as sleep. You can also selectively numb and un-numb the nerves in your body. At higher ranks, you can accomplish a wider array of manipulations and your existing manipulations become more effective and efficient.
Willpower Spellcasting E-: You can cast Halkegenian spells. At higher ranks, you can combine more elements, your willpower stores increase, and your spells are more powerful and efficient.
Pain Tolerance F-: You can endure pain better than normal people. At higher ranks, you can ignore greater amounts of pain.
Reinforcement D: You can enhance the function of an object by infusing it with prana, including yourself. At higher ranks, you can reinforce more complex things to a greater degree of efficiency and efficacy.
Perceptive E: You pay attention to your surroundings. At higher ranks, you notice more hidden things in your sight.
Royal Demeanor D: You can maneuver high society skillfully. At higher ranks, you are more charismatic and knowledgeable about noble society.
The Wire Menagerie: Creations that fall under a certain template become easy to recreate. They are listed here.
Pigeon: A flight-capable construct that is quick and easy to make, possessing negligible combat skill, but able to follow simple instructions. Ideal for sending messages, scouting, or keeping lookouts.
Tiger: A large four-legged feline construct that requires five or more seconds of concentration to make. It can attack and defeat a regular human with ease with it's extremely powerful claws. A sufficiently light and small person can ride on its back, and the tiger itself is very fast- faster than a world-class sprinter.
Metals: A list of the metals you can currently conjure or transmute. Transmutations require specific materials to be on hand, conjurations can be performed anywhere.
Bronze: An alloy of copper and tin. Fairly strong and durable. Made from thin air.
Spellbook: Spells that you can cast with willpower are listed here.
Chill: 1 Air. Lowers the temperature in an area.
Levitation: 1 Air. Allows the caster to fly.
Heat: 1 Air. Raises the temperature in an area.
Candlelight: 1 Fire. Conjures a small flame that hovers above your hand, providing light but not heat.
Waterspout: 1 Water. A stream of water falls from the air toward the ground.
Conjure Earth: 1 Earth. Materializes a small amount of soil.
Ice Spear: 1 Air, 1 Water. Conjures a pointed icicle parallel to the ground that flies extremely fast toward its target, impaling it.
Plague Mist: 1 Air, 1 Prana. Slams your fists into the ground, spreading fog from the point of impact that rapidly expands into an area around you. Anyone entering the fog will suffer the effects of your decay, reversing wounds all over their body until they're incapacitated. The willpower usage of this spell is akin to that of a square class spell, making it impossible to cast more than a couple times. Effectiveness drastically reduced outdoors.
BGM Set
You were cut down before your time, never getting a chance at happiness. How did you die?
[ ] You died attempting to perform a grand experiment to revive your daughter; it failed on all accounts. (Precia Testerossa)
[ ] You perished in a freak accident; a bullet pierced your chest by a shooter who didn't even know you were there, and was aiming for someone else. (Tara Maclay)
[ ] You were granted a mercy killing after you had been forced to betray everything you believed in by committing a massacre. (Euphemia li Brittania)
[ ] You met your inevitable demise attempting to facilitate your husband's wish for a peaceful world for your daughter, never knowing your efforts were doomed to failure. (Irisviel von Einzbern)
[ ] You erased yourself from existence, overusing your powers to prevent a tragedy. (Amber/February)
[ ] You were murdered by a man running a sword through your chest as you prayed to bring forth the magic that could save the planet. (Aerith Gainsborough)
A (possibly?) benevolent God takes pity on your situation, and decides to grant you a second chance at life through reincarnation. Where are you reborn?
[ ] Minato-ku, to the Osaka family. (Osaka Naru)
[ ] Konohagakure's clan of mind-walkers. (Yamanaka Ino)
[ ] Ferelden, to the Cousland family. (Elissa Cousland)
[ ] Iwatodai, to the Arisato family. (Minako Arisato)
[ ] Fiore, in Rosemary Village. (Erza Scarlet)
[ ] Halkegenia, into the Gallian royal family. (Charlotte Hélène d'Orléans)
Regarding reincarnation in this quest: You will take the place of a canon character. Your first few years, you will dream of your previous identity's life. Your very first dream will be of your death, and the subsequent dreams will start back at the beginning of your last existence, proceeding chronologically. You will have the option of embracing or rejecting the dreams, which will affect how much you will remember of your dreams, and how much the dreams will influence your development. Dreams will occur less and less over time, until they stop completely when you have a final dream of your death once again, and you must do some kind of soul-searching or meditation if you want to delve further.
There will be no fusion elements; any powers you inherit/develop from your past self will be unique to the new setting. The quest will start in Act I: Growing Up, in which updates will time-skip quite often. This is mostly a glorified character generation, although important events may occur in your childhood.
As a quest, the character is directed by popular vote. In votes dictating multiple possible actions, the top two/three/etc vote getters will be the actions taken.
On the character sheet, you have <Skills>, <Traits>, and <Inventory> in addition to basic information about your character. Changes to the character sheet will be noted in italics right in the narrative to indicate what exactly has caused the change.
Traits deal with your character's personality; arrogant, loyal, shy, studious, etc. Your personality comes into play in how they speak and act, how they come across to other people, and occasionally they will take actions befitting their personality without the input of the players. Certain actions may also be unavailable to you if they clash too hard with your personality. Skills deal with your character's abilities; your physical fitness, aptitude with a weapon, magical prowess, perceptiveness, etc. Your skills come into play when you use them or find yourself in a situation where they are relevant; pretty obvious. The Inventory only lists items which are important, such as a <Hitai-ate> or <Intelligent Device>. Depending on your past self and the setting decided upon, there may be additional sections, like a <Spellbook> or <Persona List>.
I apologize in advance, but updates for this will follow no schedule, and may come frequently or slow to a crawl depending on a myriad of factors.