Callum Alastair

Joined: September 14th, 2008, 5:45 am

October 13th, 2008, 5:43 pm #1

Student Template Version 2.0

Student Name: Trinis “Callum” Alastair III

Gender: Male

Age: 16 (Birthday: Oct 30th)

Race: Human

Physical Appearance:
[+] Spoiler
The growing teenager who never quite found time to take care of himself. Callum was quickly gaining height, he was already at 5’11” and rapidly growing each year. Compared to most teens, his body was relatively thin and fragile, little to almost no visible muscle mass but also an absence of the healthy amount of body fat. His skin tone was pale aside from his hands and face, which had some color due to sun exposure. One oddity about him is that his face was blessed to be considered well balanced for his English heritage, Callum has a well proportioned nose, jaw line, and forehead. Blue gray eyes would complete a rather eloquent portrait if Callum had not chosen to wear forest green contacts. (It should be noted that putting in and taking out his contacts on average takes over 30 minutes, and Callum is genuinely near sighted) His natural hair color is brown, and when forced to Callum will straighten and comb it back. Otherwise, cheap black hair dyes were used on his hair when he had time. Thanks to being so careless, Callum’s hair was often partied colored between rich chestnut browns and black. As for its normal style, it would best be defined as “I didn’t have time after the contacts.”

Callum’s clothing style mimicked his poor ability to take care of himself. If his school uniform was required to look prim and proper at all times, Callum would very probably have that in as much disarray as his hair. Even still, his tie was normally loosened just enough to get by (and that top button? Not happening), and his uniform always seemed to have papers concerning research material falling out. As with most nerds, Callum kept his book bag extremely heavy (one might actually have expected him to build some muscle mass from how heavy it was!) to the point where it was slowly but surely damaging his back. Normally, he was also carrying a book in each hand and a in his mouth for writing notes. As one might imagine, this inability to stare at anything but written text often made him run in to either people or solid objects like walls. (So the occasional bruise on his face, arm, or leg were always be appearing. Unlike certain housewives, when he says ‘I fell down some stairs,’ he meant ‘I fell down some stairs because I was trying to read two books at once’). Despite the height and bookworm representations of himself, Callum was surprisingly fluent in his movements when casting spells. While casting, he fought with the flare that a proper sword dualist would use, mixed with complex hand motions.
[+] Spoiler
The growing teenager who never quite finds time to take care of himself. Callum kept quickly gaining height, already reaching 6’1” and showed no intent to stop growing. Compared to most teens, his body was still relatively thin and fragile, little to almost no visible muscle mass but also an absence of the healthy amount of body fat. His skin tone was if anything more pale including his hands and face do to staying indoor for most the year. One oddity about him is that his face is considerably well balanced for his English heritage, Callum has a well proportioned nose, jaw line, and forehead. His blue gray eyes are no longer hidden behind contacts, but can often appear red and puffy due to frequently smoking a hookah. Since his eyes have yet to get worse, Callum will normally either wear a regular perscription or simply forgo contacts at all to put up with his 20/15 vision. His hairstyle also changed, he no longer uses cheap dyes to try and hide his natural chesnut color. Whether or not he combs the should length mess depends on how 'sane' he is attempting to appear on the given day.

More coming!
[+] Spoiler
The collection of emotions, morals, and intentions that one possess normally defines the entirety of an individual. Often enough, to describe the whole picture, one must use situational references in order to even scratch the surface of the character itself. Simply put, there are not enough situational references to ever grasp what or who the character truly and fundamentally is. Callum often enough feels this way about himself. It’s easy to get lost in all the appearances that he has to perform. Scholastically and strategically he is brilliant, the proud child prodigy of a prodigy family. To the one friend he had, he was the kindest and most caring individual in the entire world. To other students, he’s that cold bookworm who sits in the back of class, hides in the library, and carries solid A’s. If anyone actually dares to try getting close to him, Callum normally undercuts their efforts by acting like a prick. Toward the Avalon school, Callum exists as an enemy in secret, attempting to slowly build the power he needs in order to ‘help’ the Evoltulleric race. For what it is worth, Callum considered the Evos as a blessing granted by the world, despite the original manifestation and current world control patterns. He knows that in time, the Evos will rise above all the challenges and one day claim the world for their own.

In order to help this occur, Callum is ready and willing to use ‘the ends justify the means,’ at any and all costs. Rather then think of people as friends or allies, he will think of other students as potential research projects or tools to the grand scheme. What is this maniacal plot?

The total severance and destruction of the Order of Red Claw.

Rather lofty goal considering he’s the son of Red Claw’s current leader, and considering that Red Claw is currently supporting Evos where they can. One might assume his drive is selfish, to which Callum would admit it is… but there is a means to his madness. Callum is cursed with a fraction of his mother’s clairvoyance, and has seen the possible futures of the world. Often enough, he sees Red Claw and his father holding the world in a tightening grasp, while a shadow in the background manipulates his father like how one would control a puppet. Further detail is granted in his history, but Callum’s curse grants him the knowledge and will to fight against the coming reign of the Red Magi. He shares this goal with no one, keeping it his absolute closest and dearest secret to heart. The curse, for what it was worth, has scarred him in one other mannerism…

This path will make him a monster. While not morally righteous, Callum certainly has never willed to become something sub human in order to accomplish his goals. Despite the loathing of what he sees for himself, Callum accepts this destiny and the heavy toll it will bring. Quite literally, he pushes everyone away, but the ones he cares about most he will avoid or push the hardest against. After all, the worst type of pain in his eyes is the betrayal of one close to you. He’s seen it first hand, and at very least privately vowed not to bring that pain toward others.

Does that mean all the coldness and calculations are an act? No. Callum’s raising did not focus on moral values, instead it focused on the scientific principles of magic, life, and the universe itself. For example, if Callum encounters the undead, he will not just think about how to defeat it. His mind will calculate how to empower it, how to control it, how to use the energy already built within it to cast out an influence over others. He will think of what types of environments it could thrive in, what properties were used to create it, so on and so forth. While this might seem like a bookworm perspective, this is the same tone he takes with Evos, Magi, technology, and everything else. Simply put, his mind is so used to researching and gathering information that it is essentially stuck in this mode.

All that research makes Callum incredibly intricate beyond the klutzy bookworm or villain to be. If and when he wants to be, Callum is incredibly graceful and an excellent dancer. He enjoys music from all corners of the world, and has a good taste in food, wine, and beer. English, Spanish, French, Japanese, Chinese (mandarin dialect) , Latin, and Old Gallic are all languages that he commands with a perfect tongue, while Greek, Aramaic, Germanic, and Russian he has something of a grasp on. His dorm room will appear to be a mess, but only to anyone other than him. He actually knows how to drive sports cars (only English ones though), and actually enjoys horseback riding. Callum’s mind has memorized where every important book and trinket are currently located, and normally knows the page reference that he is looking for. (while darn close, this is not true photographic memory) For all the smarts, Callum maintains his grades at an even 92% in every class. High enough to be considered a top student, but just low enough to skirt the recognition.

And recognition is what it is all about right? After all, he dyes his hair and wears contacts in order to hide his direct lineage with Trinis Alastair II. Officially, Callum’s school certificate does not even list that he is technically the third, meaning that if the question arises he can quash all speculation simply by stating he’s just a distant relation. Besides, the real Trinis Alastair would always demand perfection…

Despite all the fluencies and plots, Callum still has quirks. First, he’s incredibly cheap. His black hair dyes are never actual quality, and he rarely bothers to buy a new book bag when the old one rips due to weight. He’ll buy things used or at discount, even when it causes him pain like his contacts. It should be noted that Callum’s greatest fear is actually his eyes, and between getting the cheapest near sighted green tinted contacts and a phobia with touching his eye… Callum is also addicted to any sort of caffeine, seeing as how it will keep him on his research projects. Sleep just normally brings weird visions or nightmares anyways.
[+] Spoiler
Soon Coming with major changes!
History:Somewhere, between the start of the pregnancy and the birth of the son, a darkness was cast over the Alastair family. It would be a lie to describe the marriage between the Oracle of Red Claw and the proud Knight of the Phoenix as happy, even from the start. However, at the start of the relationship they had loved one another more fiercely then any of their fights. As time went on, that fierce love began to give way to all the fighting, but not enough to prevent the conception of a child. The first week of learning that Fey Alastair was pregnant was a happy one for both her and her husband, Trinis Alastair II. Most couples would have been forced to wait at least a few months to determine the sex of the child, but Fey was able to immediately tell that it would be a strong, healthy boy. To his father’s pleasure, their son would be magically gifted as they were, perhaps even stronger. For one week, Fey and Trinis had a genuine, passionate marriage.

Then the tides began to turn. Fey’s predictions about the boy started to scatter; she would have dreams where he died as a mere teenager, visions of darkness surrounding the boy, and a fear crept up her spine that the child she was having would throw the world into turmoil. Her husband heard many of these predictions, but pointed out that attempting to abort the child or adopt it away would likely bring these events to pass. They could raise him; he repeated over and over, they could beat the visions of destiny that Fey foresaw. Those visions, influenced by hormones, drove Fey into a deep depression that used her husband as a source of blame. Alastair II sought help from both medical professionals and from his fellow mages, but clairvoyance was something that none of them could understand.

Fey’s accusations toward her husband got much worse in the third month. One morning during brunch, she threw her scalding hot tea in his face, screamed that he was cheating on her, and stormed off. Though healing the minor burns his face endured was no complex task, Alastair found his heart ripped out in that instant. He went to Fey, demanding to know what she saw that would drive her to act like this. Fey would not give the specific vision, but she said that her husband would give his mind body and soul to the darkness in exchange for power over the entire world.

“This darkness, it comes in the shape of an ever changing female. Old host dies, new skin gets found. You lust for power though… you lust to prove yourself better than your father… It will drown the world in darkness!”

Alastair found himself dumbfounded. He certainly served no form of darkness now, and despite wishing that he could be a council member, at this point Knight was a good enough title for him. However, his selfishness at the time was the pride in his honor. The servants around the Alastair family home reported that he packed up and left that day, leaving his wife the home and riches he had inherited in order to go on a long distance assignment for the order. At the time, few to none within the order knew that the Alastair family was having a son, so it was simply assumed this was the husband’s latest technique in fighting with his wife.

Fey, in the meantime, found a Dola that suited her both in the knowledge of giving birth and in dealing with detached husbands. Rumors have arisen that the Dola was one of the sub humans, or magical races, but this was never confirmed. Fey certainly never seemed like the type to embrace another race’s help. The Dola and her own daughter moved in to the mansion, and Fey slowly but surely fired every single individual that Alastair had hired in order to care for the grounds. The Dola slowly became the workhorse maid with only her daughter to help, serving the wicked soon to be single mother who refused to do anything but complain. The Dola herself would have left if not for the guilt of leaving Fey completely alone, but the woman was more than moderately difficult to manage.

At last, on a rainy October night, Fey went in to labor. As if not having an actual doctor, let alone any sort of staff, were not hard enough, the storm knocked out the power lines to their mansion resulting in a total black out. The Dola’s daughter was in charge of keeping the candles in the room going to give enough light, and in between relighting the candles it became her job to bring in fresh water. After a short but brutally painful labor, the male child was born. Fey took no joy in her son’s birth, instead passing him off to the Dola in exchange to rest. Callum had yet to receive his own name.

By morning, the power was back up, and the Dola contacted Alastair to tell him that the child was alive and healthy, and that his wife was stable condition. Trinis II sounded distant over the phone, as though he were aware of his son’s birth but cared of nothing other then to remind the Dola that the child was to have the name of every male heir. Thus, he was named Trinis Alastair III and forever branded as such. Alastair II promised to handle the records himself to make things easier on the Dola, and promised her a large sum if she was unhappy with what Fey paid.

Six months later

Sometimes, when couples are trying to put aside their differences, they fight. Perhaps the only oddity in this case was that Trinis II and Fey were fighting with one another using magic to communicate from half way around the world. Trinis was in India and absolutely certain that his research would not allow him to come home, while Fey was still calling him a cheating bastard. Their fight went on and on, ignoring the baby’s cries until the Dola and her daughter cared for the little boy. The conversation ended only after the pair both agreed to stay separated, but not get a divorce. Their son’s time was to be divided if and when it could be, but Trinis II made it absolutely clear that his research was to come first and foremost.

Fey still continued to avoid the child, leaving him with the Dola or the Dola’s daughter whenever possible. She returned to advising the Council Chairs of Red Claw, and even began working on her influence within parliament and even the Queen.

Two years later

The Dola’s husband came to collect his bride, claiming that it was time for her to return back to her own people. Despite what logic told her to do, the Dola truly loved her husband and sought to obey his command. She requested only that the Alastair baby be taken with them, hidden and safe in the forests protected by magic. The husband pointedly refused, claiming that bringing a human back would cause chaos if they were to have a son of their own. Instead, he offered that the Dola’s daughter should remain behind and continue caring for the baby like a brother. This particular man, if he can be called that, saw a daughter as a useless thing. A daughter could not take over the tribe for him, and therefore it would be best to abandon her entirely. Despite how much the Dola did not want to leave her only daughter in the clutches of the mess of the Alastair family, she eventually agreed upon her daughter’s own request. Rena, as she was named, was old enough to understand her father’s logic… Old enough to hate him for it. She’d grown to love the baby as a little brother, and thus became something of his adopted sister after the Dola and her husband returned to their own people.

It was Rena who wound up giving Callum his identity, after all she was hitting her rebellious teenager phase at the same time he was hitting his awareness phase. Callum had seen how his own mother trashed him, blaming him for things that had not yet come to pass. He had witnessed his own father ignore him, or cancel visits simply because research was more important. Thus, when the young boy came to Rena crying that he did not want to be ‘Trinis Alastair III,’ she started calling him by his middle name and helped him learn to dye his hair. Callum thus learned to love cheap hair dyes while he was still learning to read.

To his own credit, Callum was reading at an adult level by the time that the Council Chairs of Red Claw were all murdered save for Wessix. Callum was five at the time, and allowed himself the hope that his father’s promotion meant that he would be at home more, or at least closer than India. Instead, his father set up headquarters in Hong Kong and continued sending liaisons to meet with parliament and even the Queen herself. His excuse was still the same as ever: research.

Callum began wondering exactly what it was his father was researching. Thus, with Rena’s help, Callum began absorbing as much knowledge as he could from the library in their mansion home, reading everything from simple magical theories straight up to the journals of his grandfather and notes from his father’s right hand man. Though it was impossible for him to understand all of it, Callum had absorbed more then enough to know what his father was after: power.

Rena made the recommendation that Callum could actually usurp his own father in recognition if only he could develop something that no mage before him had. From the time when he was nine straight to twelve, Callum spent all his time either learning or doing field research to develop tests for his theories. When he was ten, this research was significantly improved by a single thing: he gained his mother’s ability. Callum’s first vision was not the solution to his scientific problems, but the inspiration to achieve his own goals.

And all too soon, the light that blessed the world began to fade. Cities turned dark, explosions and raw energy rose up formless from the earth only to strike at another random part. And eventually, all was black, all was silent.

I stood there, in this building where every nation had a representative holding a folded up flag, trembling as they did so. In this moment, my father walks into the room and demands every flag be placed at his feet. As if they are under a form of mind control, the representatives line up and simply start throwing their flags away on the bottom of the stage. My father looks happy, smiling as if he’s cured world hunger or healed every individual that suffers from AIDS. It is a great day for him, and he speaks that soon the light will come back, soon Red Claw will fix the world. While he speaks, I notice that tiny strings of shadowy energy connect to his joints and go up toward the ceiling, as if he were someone’s puppet. When I look… I see darkness, primal darkness.

The darkness is smiling.

A cold splash of water from Rena was what it took to bring Callum out of his trance. He yelped, and rather then staring at her in disbelief simply went right back to work. Rena asked of him what was wrong, but Callum found it too difficult to give her an answer. In the meantime, that night Fey invited the children to have dinner with her. After beginning the most quiet and awkward meal that Callum and Rena had ever eaten together, Fey asked her son what his first vision had been like. Still a child in need of guidance, Callum told her everything. Rena merely questioned whether these events could be stopped, to which Fey held a complex answer.

“Truthfully, yes and no. Modern science sees time as a simple mathematical principle. You witness element A, and create element B in order to stop element A from happening. However, witnessing the event and creating the second circumstance actually must trigger element A to happen, in order for you to witness it in the first place. Thankfully, this is not how time works. Each dimensional plane grows more complex as you transcend it, and time flows not just in one direction but in all directions. The things that you and I see, these are not set in stone events so much as possibilities falling into alignment as we speak. Both you and I have now had visions of your father serving the darkness, meaning it is highly probably he either will or already does. Can something be done about it? This is more complex and takes years to master, because human instinct was not made to understand the possibilities of the fourth dimension. This is why in all the stories, men who know their destinies trigger them while attempting to run from it. Despite our conscious wanting to do battle against probability, the subconscious assumes us powerless and therefore puts us on the course to complete what we have witnessed.”

Callum raised an eyebrow, partly because his mother had never spoken this much to him before, and partly because she actually had a sound argument. “Then shall I do nothing in attempt to prevent this?”

“Rather than wasting your time preventing the situation my dear, you should look further out on how to solve it. As a child, your mind will be completely unable to suppress the temptation to trigger these events. Therefore, look not to the darkness but to the dawn.”

“Can you train me?”

Fey got up from the table at this point. “Perspective is something to be learned, not given. You will build it on your own in your own time. For now, accept my apologies for passing my gift to you. This is our bane, an insanity that almost no one will listen to until it is simply too late. Good night dear.”

Callum and Rena discussed everything they had been told literally until the sun rose the next day. Despite his raw determination, Callum’s ten year old body collapsed on his adopted sister’s lap. There, he witnessed something more terrible…

Fey’s wicked lips parted in a smile that I had only seen her make toward my father. Rena lay on the floor, awake but completely paralyzed by a strange pinkish energy running over her body. I watch a teenage version of myself scream something, and run into that pinkish light in order to stop it… but it is my mother’s words that chill my spine.

“So you’ve chosen to become a monster Callum… with your poor sister as your first sacrifice to gain great power. No matter how many souls you feast upon here, know that it is I who have developed the weapon that will end the darkness, whether it consumes the light or not. I thank you for participating in the trial phase, but you will be a foot note in the suffering of people while I will be the heroin that frees our world and my husband. Relish in your sufferance Callum, drown in the pity that comes with your choice.”

The pink energy literally rips through the clothing and skin of my elder appearance’s arms, mounting up and entering the mouth and eyes. I watch as my false black hair is torn apart with the rest of my face, burned and scarred beyond the point of recognition. Worse yet, I watch Rena’s body be picked up by the light… it literally burns through her while drawing out all the spiritual energy into myself. He… I… scream, and the walls and building around us are literally turned to rubble, while a thousand tendrils of pink light spread out and consume the city of London for power…

Callum woke himself up this time, screaming from a pain he did not understand. Rena came running into the room to find that he had scratched his own face to the point of bleeding in several spots, and was running a fever from the shear stress of what he had witnessed. At ten years of age, Callum became cursed with the knowledge that if he did not proceed correctly, Rena would die. To Rena’s credit, she held him in that moment and rocked him in the most motherly way she knew how, explaining that destiny was greater than his mother’s explanation of it. She knew, either by logic or by purpose, that Callum now wanted to stop all of his research and just run away.

“Destiny is also greater than a single moment in time Callum… There are burdens which we must bear, sins that we must commit, and sacrifices that we must make in order to achieve a destiny as great and terrible as yours.”

It was tempting to ask how or why Rena knew what his destiny was, or as to how much more he was supposed to accomplish. Callum was even curious as to how she knew what he’d dreamt of, but supposed that it did not matter for now. He listened to his sister, returning to his research and studies in order to grow more powerful. For now, he had one two part focus.

Prevent My Mother from creating her true weapon, prevent my Father from ruling the world.

By the time he was twelve, Callum had developed and published the Noxlight principle, creating his first Darkbolt in order to demonstrate that the elements of magic were not magnetic opposites as everyone thought them to be. His research was well received within Red Claw, and though he was not given the title of ‘Knight,’ Callum became a recognized researcher within the Order. At this point in his life, he began traveling away from home, away from even Rena. At long last, he visited his father in the Hong Kong headquarters and met with several of the Council Chair members. Toward his father, Callum was respectful but completely cold as a son, refusing to even go by his true first or last names in front of the man. At this point, the 2nd Chair sought to perhaps become Callum’s mentor… and slowly work at solving his distant relations with Alastair II.

Thus, Callum fell under the tutelage of Francis Oliver Grimm. Working together, Callum and Francis began developing a combat casting form more attuned toward controlling one’s spells as apposed to just firing them off. Despite Callum not being athletic, he held his father’s natural grace as a swordsman and dancer. However, in order to spite his Father and distance himself from Red Claw, Callum refuses to actually wield a blade or anything resembling a weapon. ‘Enhancing a weapon,’ He argues, ‘Is only enhancing one part of yourself. It creates a focus and distraction that an enemy can exploit so long as their head isn’t up their ass.’

Though Francis got blamed for teaching Callum to cuss, this was actually Rena’s rebellious streak shining through in her younger brother. While researching, Callum continued to get visions of the future, mostly of himself as a monster but also some of a Dawn that brought terrible change. He lacked an understanding of the Dawn events, and never quite felt comfortable discussing his ability to see the future with anyone other than Rena. And since he was spending so much time away from her, Callum continued to grow colder and colder toward everyone save for his mentor.

At last, just days before the Dawn, Callum returned home to find that Fey had kicked his sister out of the house. Rather than staying to chat, he sought her out in downtown London. Rena, in the meantime, was working two jobs, smoking, and burning through men at about a rate of one per week when she found them likable enough. Callum found her sitting on a park bench, staring up into the sky with a lit cigarette in her mouth and booze on her breath.


There was not time for a reunion or even a hello. That was the one word Callum got out before an Evotelluric child suddenly had their abilities activated and created a vortex of light in the middle of the street. Cars, people, Evos, and benches were all drawn into the collapsing point of light, but the vortex never got the chance to crush anything. Without a second of hesitation, Callum unleashed his principles in form of the Darkbolt, guiding it straight into the center of the energy. The energies mixed and saturated, negating the vortex. Callum and Rena did not waste time finding out the source of the vortex, instead they ran back to her pad together seeking shelter amongst the explosions and sirens. In an hour, downtown London had become a virtual war zone. Cell phones were all dead, the internet was down, power kept fading in and out, and the whole building shook like an earthquake was ripping through the city. In the meantime, Callum watched as much as he could between the TV and the deck, witnessing remarkable and terrible events all because his inner scientist could not help himself.

Days passed, and control was re-established via the Order of Red Claw. The mages guide had overnight gone from being a quietly fading guild into England’s first line of defense. Magic vs. Evos instantly became a hit with British television, and England’s non lethal victory served as a fine example to the world. The average Brit found themselves with a patriotism that almost no one had felt in a great while… But Callum and Rena found the situation to be the horrifying build up toward the future. Every day, the news got worse. At last, when England began occupying Japan in order to fill the gap the United States left, Callum was able to construct his visions together just enough to grasp his father’s plan.

“He’s going to open a school, build an army, and then wipe out everything that opposes him. Red Claw and the Evotelluric together would be a force no world power is equipped to suppress, let alone win against. God, I should not have even needed my gift to figure this out…”

Rena knew what was coming next, but thought to play along if only to guide her brother. “Then what do you do in order to accept what is going to happen, but change the eventual out come?”

Callum simply smiled. “I’ll work with Francis for a couple of months, I guarantee you Trinis will simply reassign him to lead research on these Evos. After that, I apply to become part of the school as soon as it opens, blend in with the students and slowly get allies to help me topple the Order.”

“So its not just your father anymore?”

“No. Mother is going to split the council into two, one that follows him and one that follows her. The majority of mages within the order already believe that magic is the new law, and therefore pose just as much of a threat to step up and become the next puppet even if I were to fell my Father and Mother.”

Rena gave a nod, happy that Callum was at least in touch with reality. “What about me brother? Where do I fit into the plan?”

“The Azura Project will become a success that people are looking to mimic. When the timing is right, slip in to a school here and start telling people about the real Fey Alastair. We’ll also need to limit our contact…”

“And you’ll need to start dying your hair again. What’s with the glasses anyways? Your eyes go bad from reading two many books in the dead of night?”

Callum did not bother to answer so much as just smile. Rena pointed her finger at him, as if to scold him again. “And brother, you cannot be all smiles and joy around those students, or probably open in the least bit-“

“Socializing was never one of my bad habits, Rena…” Callum lifted up a pair of pants from the floor that clearly belonged to a forgotten gentleman. “And it isn’t like I’m going to enjoy doing this.”

Rena suddenly got quite serious. “If you do not want to do this Callum-“

“I do.”

“Then listen carefully. We both know what is going to happen, or we both think we do. But its just parts of the whole picture… Perhaps my sacrifice, and the sacrifice of the thousands that are going to die, perhaps it can protect someone you will care for. Even if it does not Callum, you know what happens to the world if we sit idle, or if we suddenly decide to drop it. Look, I’m just as freaked out about my death as I am about the idea of what you are going to suffer… but I feel as if this destiny was made for you because you can bear it. Even more so, perhaps you can repent from it by stopping the people that will cause it.” Rena drew close to Callum, grasping him tightly in a hug that was meant as a final embrace. They both knew that in the morning, he would be back with Red Claw… back on track.

Months passed and Callum helped Francis, as he predicted, to study the basic elements of Evotelluric energies. After the school was opened, Callum recommended that he finally attend an actual school in order to prove his credentials and be formally accredited by Red Claw. Francis gave the go ahead on this, and thus we begin our tale.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Callum Alastair: "...We've got chocolates, porn and imagination. Think we're dangerous enough as is."
Caleb Prometheus: "No you don't need to speak, but could you please stop thinking about your breakfast?"
Lance Lothorum: "Indoor voice? I work all day in a forge. You're gonna need a proper analogy if ya want me to shut up."

Joined: September 15th, 2008, 5:01 pm

October 14th, 2008, 4:16 pm #2

School: Avalon Magic and Technological Institute

School Grade: 4th Year

Designation/Primary Magic Principle: Combat Caster

A limited mana pool forces a mage to think outside the box when it comes to keeping up with the threats they are faced with. Rather then continue to spend all his time researching new spells, Callum has become more interested in how to control the magic he creates. Specifically, his new principle is to focus on learning how to mentally control his spells like how his hands can, increase the number of spells he can control at once, and finally to become more accurate in not only the direction but in the total control of a spell. This PMP will apply to the Magic Maestro ability and other training improvements to Callum's magic casting style.

Secondary PMP: Noxlight Principle
Callum's spells all use multiple elements often in opposition of one another to accomplish a series of tasks. This primary principle would reduce costs on spells he creates or improves that use both the light and dark element either alone or in combination with other elements. (Both light and dark must be involved to trigger the reduced cost)
Special Abilities
Mother’s Bane:
Though his Mother would consider it a gift, Callum is mildly Clairvoyant. It is best described as a curse because Callum has no clue when or why his ‘bouts’ will strike. Sometimes, he won’t see anything; the mouth will just utter off a sentence or two without his control. When he does ‘see’ something, Callum’s body will loose balance and fall over, effectively mimicking a seizure. When the sights do come, they are often enough symbolic. In fact, more often then not the visions are possibility, or open to interpretation... or flat wrong. Otherwise, all his prophecies and dreams are a complex thing that is difficult to start to figure out at best. (Hence why he sits in the back of the class, because Callum doesn’t want to be noticed if he drifts off or whispers) The other weakness of this ability is that Callum’s visions are not set in stone. What he views now are possibilities, chances and alignments that may or may not come to pass pending not just on his actions but the choices of others.

In the deserts of India Callum dueled with a creature that had the power to siphon out one's soul. Despite managing to live through the dual, Callum was touched by the tendril like wings of the Half Whin that carved through his spirit to remove not only a chunk of his very essence, but also his destiny. Callum's central nervous system and behavior patterns took physical damage from that portion of his soul being ripped out. Now, the brain cannot trigger or recall the emotional or endorphin reaction of fear. This means that Callum himself cannot even remember what it felt like to be afraid, nor can he be forced in to feeling such an emotion now. Literally the part of his brain that could prompt such feelings has shut down. This may seem like a blessing at first, until one realizes that Callum constantly take risks by accident out of an inability to use fear as a rational judgment. The shut down also leaves an ongoing emotion that he describes as an 'emptiness' on his mind. Left unaddressed the emptiness develops into depression. Callum has been taught by his grandfather steps to take to combat the emptiness and depression. These involve a need to try new things and a need to actually be social. Atop this, attempted coercion, telepathy, empathy, or any invasion of the mind or spirit that makes the attempt to force a fear reaction will instead cause a complete mental shut down, reducing Callum to a comatose state. For all intensive purposes, Callum is considered to have 4/5's of a soul, and is considered to be 'free' from the strings of fate. This means that his own visions change more frequently and have less accuracy then ever before when it concerns himself.
Tier I Arcane Magic Spells
Spell Type: Evocation Elemental Projectile
Light: The room must have some sort of natural light, thus not a complete absence of light
Darkness: Callum’s own summoned arcane energy flows and mixes with the light, providing temporary fission

Spell Description:
Callum’s own twist on what a missile of magical energy would look like. These are formulated of a mixture of light and dark elemental energy, making them look something like a shooting star that pulses between light and dark. Callum's essential explanation behind the bolts is that the dark and light energy he summons is intertwined in such a way that the kinetic energy created by their clashing flows between each element, stabilizing it while creating the pulse effect. An unequal amount of light to darkness is used, but mana oscillates between the two elements to form the stabilized pulse effect. When one element grows too strong, the mana naturally flows into the other element and enhances that one. The Darkbolt switches from white to dark light roughly once per second. Each energy missile is roughly tennis ball sized and can travel accurately up to the limits of his spell control. Upon hitting a semi-solid to solid surface, the charge will explode on initial impact (thus meaning that the charges will not bury themselves into something before exploding). This explosion carries with it a 2850 Newton charge, ergo producing just over 2600 joules of 'work.' Comparatively a fire cracker has 500 joules over a much smaller space. Each charge has the ability to create an explosion roughly the diameter of a yard, and thus burns at roughly 500-600 degrees Fahrenheit in the center. Getting grazed by the blast could burn, but to a much lesser degree. Though that is quite damaging, it also guarantees that any flesh or body hit by the blast should be instantly cauterized and therefore not bleeding to death. They travel at 35 ft per second, which while fast is just enough to dodge at a distance. This speed can be doubled if Callum links his mind and hand control together, bringing the dark bolts potential speed up to 70 ft per second. It takes Callum one second to summon a darkbolt, but it should be noted that thanks to his magic maestro ability he can summon up to four of these projectile missiles at once. With both his subconscious and conscious parts of his brain working together, these bolts can be used defensively to orbit as projectiles, or used as measures of distance so that he can more accurately calculate the means to hit the target. Callum can summon up to twelve of these a day, but with each new blast that he draws out his body will grow considerably weaker. After summoning eight bolts, his body will become sluggish. At 12, he'll collapse before he can even guide it to the target.

Spell Type: Illusion Enhancement
Light: the area must have some sort of natural light, thus not be completely dark
Darkness: Produced by internal summoned energy, acts to create a gravitational field to hold the bubble
Air: the regular mix of breathable components. Oxygen, Carbon, and Nitrogen values may be slightly mixed and still produce the requested effect

Focus: The word 'Vanishga' can be stated while using both hands crossed over the chest to unleash the spell at half its regular casting time.

In order to achieve 'true' temporary invisibility, we must identify not just the sense of sight. Many creatures track via smell and sound, and technology grants the ability to see through heat and ultra violet light. Due to the complexity of these separate senses, using one element alone would seem faulty. Vanishga thus begins with using a gravitation bending element, darkness, and then utilizes that mass through the Noxlight Principle to bend air and light around the body. This 'bubble' of air is thus laced with light energy in order to absorb and redirect photons of light from all angles and properly 'mirror' them to make the bubble see through.

The bubble of air itself is no more then half an inch thick, and does create a small gain in height (the darkness energy does surround the head and feet to create a minor floating effect). It wraps around the body to provide the user with a enough of a shell to prevent being broken through a need to grab an item off themselves or an attempt to run. However, the bubble cannot be extended beyond when first cast, so drawing an item like a saber would reach through and burst the bubble. In truth, any and all sounds or smells produced within the bubble are trapped within it to prevent the ability to track by sound or smell. This also helps to reduce heat emissions, but unfortunately ultra violet light sensors would notice an anomaly due to the photon bending and reflection. Of course, it should go without mention that this is an invisibility spell, and above all else for a few moments a person will be completely unforeseeable. The maximum reach for the bubble (or size of an object it can fit) would be an 8' tall individual, or a 6' by 6' cubical object.

Despite being a powerful utility, this spell is extremely short lasted, it can maintain for approximately 2-3 minutes at best or 2-3 posts, whichever comes first. If Cast on one self or another person with spell or spell like abilities, use of another external spell will disrupt the bubble and expose the user. The photon curtain requires movement to remain effective. Therefore, standing in one place will actually reveal a feint but nonetheless visible outline of the hidden object if the user or objected casted upon does not move for one post, then by the end of that post the bubble will show a feint glimmering outline until movement begins. Any direct force applied against the bubble other than moving along the ground from the outside will break the spell. This means that even the act of jumping up and landing could break the bubble. The float effect from the spell only works on dry ground. Walking over or through any liquid will disrupt the spell. The spell takes a full 3 seconds to cast, though it can be cast in 1.5 seconds if Callum follows through with the focus. Callum can cast it ten times throughout a 24 hour period before completely draining the caster. He will become sluggish at 8.

Hand of Gibraltar
Spell Type: Transmutation Summon
Elemental Components:
Earth: any semi-solid to solid inorganic substance
Darkness: creates a bounding to form the living appendage and allows the spell to be guided via the Magic Maestro ability

This spell utilizes an elemental mixture of earth and darkness in effort to attack, react, or gain help from the strength of Gaia itself. First, Callum must channel dark elemental energy into the ground (or solid wall) in order to properly mix it with the 'earth' to start the summoning. This may either be done with a touch or within three feet using his hand. Due to his spell control having massive improvements, Callum can now cast these from any part of his body, including the feet... so long as that part is within three feet of the ground. In the latter case, a small stream of energy that glows between purple and black will flow into the earth. This energy is non-lethal or explosive, and will simply be disrupted by something coming between it and the ground. From here, the darkness and earth begin to mix to form an adult human sized hand and arm built from the substance Callum shot the energy into. No matter what the substance is, it will have many veins of that black to purple pulsing with a sort of arcane life-force. Despite being a summon this hand has no intellect or soul, it is merely a puppet that Callum controls. Through Callum's Magic Maestro ability he may control it via manipulating his own arm, or from his mind alone. More importantly though, the spell is ready for its second stage.

Since the hand and are formed beneath the ground, Callum's maestro ability can be utilized to guide or launch it toward a targeted area. In order to speed up the process, Callum can combine the mixing and launching stage to quicken the spell, but this forms a less refined (its strength is limited to human proportions) and harder to control arm. It does cut the two second mix stage. When following Callum's directions, this spell can travel at roughly 15 meters per second. The rate of travel may be altered or potentially doubled if he uses both hand and mind to navigate the summon. It should also be noted that moving the spell through the ground will tear up the surface area it is traveling through, much like a tunneling ability. This destruction comes from having an eight inch in diameter mass tunneling through shallow earth. In combination with not having to see where these summons are at to control them, Callum's Skystrider Greaves give the constant balance required to make 'riding' the spell possible. Callum calls this 'Terra Stride' thinking he is funny, which he is not at all.

The third and final stage of the spell is of course when the hand emerges from the ground where Callum has directed it. Once 'risen' the hand may not re-enter the ground and is limited to the range of motion Callum can mimic with his own arm. It also may not move from the spot it has been summoned, meaning its reach is permanently limited. It can still grab, push, choke, swing, and do anything else that Callum could do with his own hand. It should be noted that the strength of the arm varies pending on the material that Callum used to create it. Strong solid materials like granite or cement create a heavy, hard to break hand that carries five times the human threshold for strength. Regular dirt would hold the exact same capabilities of a human arm, and soft ground like sand or mud will have about half the strength of a human. Callum may only maintain his control of movement while his hand or mind is focused on the spell. Once he releases the spell, the hand is permanent frozen in that position. It does still maintain the veins of dark energy traveling through it, but over time they fade to a dark purple quartz. Between the difficulty of control and the strength of this spell, Callum can only cast it six times per day, getting sluggish after four.

Spell Type: [Evocation Elemental Trap
Light (the area must have some sort of natural light)
Earth (any solid to semi solid substance)
Heat (this spell requires that the area or ground be warmer then 0 degrees Celsius)

Fire is a harder element to control then most give credit for. Not content to wield a fireball, Callum decided for his first fire spell that he would create something less flashy and more brutal. Since he already has two types of projectiles, a trap spell was favored. Through using the Noxlight principle in combination with the energies of light, fire, and earth, Callum discovered a way to actually 'store' arcane energy in an outside source, which can unleash that stored energy if enough pressure is applied. Much like an actual landmine, flare mines sit on the ground unmoving until someone steps either on it or directly next to it. The arcane enhanced heat is guided in a straight path up via entwining it to light photons, creating a superheated precision 'flare.' Callum must use some part of his body to touch the earth and channel his own energy through it, mixing light arcane enhanced photons with the ground while enhancing the heat trapped within to create a volatile substance that will unleash its force if anymore pressure is added. This process takes thirty seconds, and channels enough power to actually invoke a solid substance to rise no more then two inches beneath the ground to create a six inch diameter mound. The casting time can be cut in half to 15 seconds if Callum links his mind and hand together to forge the spell. This requires he touch the object he is attempting to imbue with his hand. Callum can create roughly 8 of these before completely running out of energy, and will become sluggish after casting his sixth. A person just running by may not notice them, but an observant person would immediately notice not only just a little mound, but also bright orange and red lines of arcane energy running throughout it like an active volcano. Callum must be careful to make these, so that they do not explode when he moves or gets up to make a new one. Any amount equal to or over 10lbs of pressure sat within 3 centimeters or atop the mine will make it detonate.

As for what happens when it detonates, Callum did his best to make it nasty. Rather then just spit fire in all directions, he intertwines light and heat so that they explode in a single direction: Straight up. The entire mound blows a flare of light that burns at 1000 degrees Celsius, creating a clear cherry flame color. The explosion is instant, and is not continuous. The concentration of this flame is so strong that it does not explode out but up. The flame can go up to 1.5 meters high and is hot enough to cause 4th to 5th degree burns on a human. That literally means that a normal humanoid individual with no resistance would completely loose whatever the flare traveled through, or be left with an appendage that is burned not just through skin and muscle but to the actual bone. However, outside the six inch diameter a regular human might, if standing within three centimeters, receive a second degree burn from the heat.

Spell Type: Transmutation Enhancement
Darkness: Acts as a transformer within the body to convert DC current into arcane energy
Ground: Literally where the static charge is taken from. Any solid to semi solid surface in contact with the body will do.

Focus: The casting time for this spell can be cut in half to ten seconds if Callum utilizes his hands and mind together to prime himself to receive the charge.

Any beginner to intermediate mage knows that one of their worst enemies is a limited mana supply. Though Callum has wicked spells and the right kind of mind to make them dangerous, his limited magic supply has been proven rather costly and yielded him or little effect or benefit in the past. Unsure of how to train his body to hold larger amounts of arcane energy, Callum instead worked to develop a spell that would enable him to resupply himself if in fact he ran out. Voltus is just that, a multi part spell cast to draw electrical current into the body, using the body's remaining arcane energy as a transformer to create more magical energy. To do this requires absolute concentration for no less then twenty seconds, because Callum must both prime his body with darkness energy while creating a static charge along the ground big enough to land a forked volt into himself. This can be done with his mind alone, or as stated in the focus he may use hands and mind together to form the spell. With his right hand Callum channels darkness energy throughout his body in preparation, which causes his blue eyes to go momentarily black from using the body as a conduit (If he is wearing contacts, one might not notice this). Most of the concentration will fall at the reception points, which should be the right side of his chest and the left ribs. In the meantime, the left hand reaches out and uses a small dose of energy to start altering the ground's charge, essentially moving electrons to a location within six feet close to him. After doing so, the ground is charged enough to be considered enriched, and will unleash its charge upon the nearest possible conductor (which Callum has primed himself to become). A wicked pinkish purple fork blast of lightning strikes out from the ground and into his right chest and left ribs, sending searing amounts of pain to those parts of the body and momentarily crippling him while the darkness within converts the electricity into a renewed arcane source. In order to restart the heart, it takes between 300 to 1000 volts. For Callum to recharge half of his total mana supply, it takes 10,000 volts. This means that Callum exposes himself to a near fatal levels of amperage in order to accomplish this spell. After casting Voltus upon himself, Callum will be on the ground and screaming in pain. The amount of pain inflicted on him means that this is a one time shot per day. Exposing his heart and brain to multiple blasts of Voltus would be damaging even with using his own mana as his primer. It is likely that even just one use will cause headaches, pains throughout the body, and burns upon the chest and ribs where the blast is received.

That is in a perfect world. Reality states that the nearest conduit may not be Callum, like in the case of water or if someone is closer to the discharge than himself and is not insulated. In this case, Voltus is a painful 10,000 volt charge that gives a single recipient a small amount of arcane power in exchange for their pain. In the instance of water, everything within the reasonable area of current carrying receives the shock, and very little mana to part. The other noted instance is that if someone is holding on to Callum when he uses this ability, they will get blasted with him, but his body will absorb and convert all the arcane power. In other words, this touchy spell is a last chance method to gain something back to get into the fight. Even still, it only brings half of his total potential mana supply back. Callum must have enough mana and stamina to cast the spell successfully, meaning he can't cast it while sluggish.

Shiver Shard
Spell Type: Evocation Projectile
Water: any base liquid where water is the primary component
Darkness: to remove the heat and freeze the water
Light: Guides the air current to form ultra sharp edges
Air: Carves the freezing water into the desired shape by following light patterns.

These are a slower, close range projectile that Callum tends to prefer for defensive purposes against those that might be able to deflect his darkbolts. In cases where he needs to preserve his mana supply and has access to water these become preferred. Atop that, using the shiver shards as orbital defensive projectiles lessens the risk of being too close to an explosion. Rather like a snowflake in pattern, the solid projectiles are made of ice and at maximum 5 inches in a hexagonal diameter with one inch thickness in the center while the outer edges are all razor sharp. The ‘snowflake’ pattern is in the form of a hexagon when looked at from a god’s eye view, but there are six clear sharp edges running up to the center point. They are formed this way that so upon impact, anywhere from 1/3 to 5/6’s of the shard will effectively shatter and continue traveling in the original direction they had been sent (unless acted upon by an outside force). This is accomplished through weakening the inner structure of the projectile to the point where any sufficient force upon one area effectively breaks the entire projectile in the pre-cut manner. The idea is that if, for example, a swordsman were to parry a shiver shard with his sword, the part that the sword blocked would shatter upon impact while the rest of the shards (up to eleven) would keep flying at the swordsman in hopes to cut or wound the aggressor. Effectively, these are ice shrapnel bombs that 'explode' on contact by sending the remaining parts of the original out in up to a ninety degree spray. Each slice of the shard is sharp enough to pierce cloth and flesh, but will shatter against anything like leather armor or harder. Due to how they are constructed, even a gunshot from anything less then a shotgun would result in fragments of the shard carrying through the blast. The structure is intended to break, so that intense force does not compromise the entire object. As previously stated, the blades of these shards are carved with the air guided by photons of light to quiet literally make them literally razor sharp, meaning they can and will cut human flesh with minimal force required.

To create these weapons, Callum requires water either in its liquid form, at least six ounces are necessary to form the largest size of a shiver shard. Arcane energy of darkness is channeled into the area around the water to remove all heat, while Callum’s fingers, mind, or combination of the two navigate light threads to use the air itself to cut the newly forming frozen shard. This process takes roughly two seconds to do with complete concentration and one free hand, or his mind. Mind and hand together navigating the energies to form the Shivershard cut the casting down to a mere second. These can be created from moving water, but normally Callum must dedicate one hand or his mind to drawing all the water out in order to manipulate it and build the shard. Once created, he can hurl them via his Magic Maestro ability and control their speed and direction. The fastest achievable speed without breaking the shard is five feet per second, and Callum is accurate with them to the limits of his Magic Maestro ability. It is important to note that Callum cannot control the shards once they break from the original form, but they will still go in the direction he was sending them before they shattered at the same speed. Because these move much slower and require less actual mana to form (due to being mostly components), Callum can create twenty of these before beginning to tire, and at thirty he would fundamentally collapse.
Tiras Moonblade:"Just because I forget things, it doesn't mean I...huh?"
Shep Taylor:"If it feels like a rope, a wall, and a snake, it has to be an elephant."
Alice Aeronwen:"Having a dragon is like having a toddler...only it weighs more than you do and swallows your jewelry on purpose."
Shadowside Pokemon League: Water Gym(IV) Dark Gym (V)

Joined: November 1st, 2009, 6:23 am

February 6th, 2011, 10:16 pm #3

Spell Training
Magic Maestro

Mind of the Maestro
It is said that the majority of mages cast spells through the use of not only their mana, but also the physical use of their hands, their mouth, and their mind. A basic caster can create a spell through using a focus word, hand gesture, and focus. The reality is, one day the creation of a spell becomes more fluent and natural. Though it consumes the same amount of mana, perhaps a focus word is no longer needed. Or, hand gestures are no longer required. Callum originally used complex weaves of magic to give him fine tuned distance control with the majority of his spells, yet at last a new understanding has come to him. Thanks to casting his spells with the Noxlight principle, his mind alone is all that is required to 'conduct' or navigate the spells he casts. His mind can instantaneously change the direction a spell is headed, cut its acceleration, or bring it back to full speed. Spell casting is also different, in the effect that Callum no longer needs words or hand gestures to cast his magic. The origin point for all his spells is still his own body, thus his ground spells appear at his own feet while his other spells appear where he wants to within six inches of his body. While his mana pool has not increased, Callum can now control a grand total of four spells, with two by his mind alone, and two from his hands. Any interruption on his concentration will sever the connection with the spells, causing them to fly off in the last direction he navigated it toward. As he can now instantaneously calculate the velocities, accelerations, directions, and distance of his spells, Callum does not loose connection or control of his magic if the spell(s) leave line of sight, or remains absent from his range of vision. The total Range of control is limited to any spell (of Callum's) within a radius of 100 feet. Calculating and constant number crunching have dealt a new blow to the mage's sanity, as his subconscious has been joined to his conscious to increase his brain power to be able to mathematics at such lightning quick pace. This means the subconscious is full time active and more then mildly happy to give its opinions. Rather then face the changes of what happened to him, Callum normally pretends that the voice comes from his pet duck, Peking. He justifies that some magi have familiars and Peking must thus be his. The duck does not and cannot talk, nor is it anything but a duck. The only accelerations, distances, velocities, and locations that Callum can calculate are his own spells.

Eye of the Navigator:
After having been induced with a potion that brought his subconscious to become full time active, Callum essentially found that his mind and nervous system have become finely tuned instruments in order to benefit his spells. To start with, his eyes can track movement speeds up to 120 meters per second, which is double the maximum speeds a regular human eye can track. This DOES not increase his reaction time to other objects, but it does allow him to always be able to see his spells. The mage can calculate the exact accelerations, velocities, and locations of his spells without having to look where they are, assuming no object moves about in the background. Callum does have to look behind him to see what the sort of boundaries/potential interference he is dealing with before being able to predict it also. It takes time to identify background objects and distances even when there is no moving obstacles, with the greater the detail the greater the guesstimate of his calculated set up. One way around this is to use a projectile such as the darkbolt and measure to the edges of the area he is standing in or the area of his control. While doing this he must be able to see his projectile. In environments where walls or low visibility would block out his site that are within the 100ft radius, Callum can now still control his spells but it is pure guesswork once he looses sight. The one possible exception is that if he has been able to study an area in detail (that means several minutes) he will be capable of remembering where sudden walls are, or more complex obstacles. This means he can maintain control over those spells so long as his concentration is not broken in another way (as in getting damaged). If objects not under his control move about in the background, Callum would not be aware of them and thus all his calculating abilities are potentially null and void.

Hands of the Maestro:
A dangerous mind is one thing, but Callum's original invention of using Noxlight spells
used his hands to navigate arcane energy when necessary. He still remains capable of doing this, and can use his hands to cast and control two spells while his mind alone controls two more. However, by combining the focus of mind and body, Callum can effectively yield arcane energy faster then normal. If he casts one to two spells using both his hands and mind for a combined focus, this cuts casting time in half for enhancing magic and trap spells, while allowing him to control his projectile and summon spells at double their regular speeds (To the limit of 120 meters per second, at which point his eyes and mind would no longer be capable of tracking spells).
Sam Bryce
(Warning: Anything Sam says, does, etc, is simply because he's a stupid teenager. It has nothing to do with the author's actual thoughts, feelings, etc. However, if what he does bothers you, feel free to PM me and we can work stuff out!)

Joined: November 1st, 2009, 6:23 am

February 6th, 2011, 10:16 pm #4

Skystrider's Gear
Callum's modified versions of the equipment provided by the school may look and seem a little odd when taken piece by piece, but the over all goal of this suit is for it to be capable of enabling the wearer to be able to deal with land, sky and sea. Over time he'll be adding in more pieces to complete the wardrobe and optimize each piece to make it more functional. The following Table is for items kept in his possession on most occasions.
Items on Person
[+] Spoiler
[+] Spoiler
In the shape of a necklace, ring, bracelet, earring or some other trinket, this object records up to five hours of events from the user's memory and then can project them for the user or anyone else around them to see. They will be able to walk around the memory to the farthest extent that the user was conscious of however, only being able to perceive what was perceived by the wearer. However, the human mind picks up much more detail than we can actually recall, leading these memories to be rather detailed.

The best recording will happen when the user is actually wearing the charm, as it will record the events more accurately, however someone can choose to take an old memory and imprint it on the charm. This leaves the possibility of their own mind making changes to the memory however. To activate, any participants in the memory must be touching the charm or the wearer and willingly activate it, thus an unwilling party can not be drawn in to the memory. It leaves them in a dream like state where they witness the memory in their mind. At any point, someone could remove themselves by simply 'waking up', which is an easy process to do.

The earring that Callum sports, an 2/3 inch long thin red dragon's claw was upgraded from its past life as misplaced lapel pin to become his recordering object. This was his most obvious choice as it prevented the need for Callum to wear additional jewelry.
[+] Spoiler
This upgrade to the standard poly linguistic enlightenment and service extension device can either be purchased through credits or earned by participating in board events. Like it's predecessor, it uses a combination of Bluetooth technology and a unique brand of communication magic; but this time around a psionic energy crystal has been added to expand its capabilities. Using the latest Magic Technology (MT for short), the psionic crystal removes all translation delay from known languages, making seamless understanding finally possible. That would not even be the tip of the iceberg's weight worth of new abilities the PLEASED 2.0 includes.
[+] Spoiler
Technical Specs:

-Psionic Visual Translation Device (PVTD): Grants the user the ability to actually read any of the languages that the PLEASED can translate via Psionic enhancement of the brain and mind

Psionic Neural Enhancement: The PLEASED 2.0 far out rivals the predecessor by subconsciously training the mind to become fluent in languages that an individual is reading or hearing. This does take some time to build upon, but most early testing shows that it takes roughly five weeks for a constant wearer to comprehend written and spoken words as their own native language.

-Linguistic Adaptation: The new PLEASED may learn previously unknown languages (alien languages, ancient languages) by entering this new mode. Linguistic Adaptation is activated by pressing the small button on the bottom of the unit (the button closest to the ear). Linguistic Adaptation will normally enable the PLEASED begin to translate new languages within 8-10 spoken sentences. For best results, the PLEASED should be used to both read and listen to a new language for a period of three days.

-Nano Neural Delay: The old PLEASED units take .5 seconds to translate what is being spoken, while these new units take less than a nanosecond.

-Intercommunication: The call button on the new PLEASED actually grants the ability to open a communication relay with anyone else who has a 2.0, within a hundred mile radius. The 2.0s broadcast this through a high definition frequency projected by the new magic crystal adapted as their engine. To call someone, all that is required is to think of what they look like or who they are. Naturally, the better you know someone, the faster the PLEASED 2.0 can find them (via searching your brain waves) and open a channel. Incoming calls are also received through pressing the button, and a soft high frequency chime sounds off to notify that you are receiving a call.

-Conference Calling: Up to twenty individuals can call and communicate between each other at once in crystal clear resolution. Like making a regular call, the person simply needs to concentrate on all the people that they want to reach. Recipients of a call can also connect other people on the line, up to twenty

-Magic Frequency Modulation (MFM): This is the broadcast frequency that all calls use, which utilizes a shifting modulated warble frequency to prevent traced calls and bugs from listening in. This also means that users cannot interfere or even detect calls between other users.

Psionic Magic Tech Crystal (PMTC): The power and drive behind the circuitry of the new PLEASED, the psionic energy enhancement recharges itself through an internal mini-fusion reaction when not in use, and when in use it utilizes brain waves as a constant charge. Thus, the unit never has to be plugged or have a battery replaced. This crystal scans, interacts, and enhances the brainwaves of any human level intelligent creature to constantly provide support

Aesthetically, it's either blue or red pending on your school colors and clips onto the ear as if a wireless cellphone accessory. The rough draft prototype image can be found in the following link
[+] Spoiler
[+] Spoiler
Elemental Cloth is a special fabric based off of Watercloth that is much more resistant and that through some enhancements can provide much better protection for magi and evos alike. For a start, the cloth adapts to the body, making buying new clothes only necessary when looking for a new style and pattern. This also implies that if the owner was to shift forms, the cloth would mold to the new shape and optionally integrate to the skin.

Minor forces are effectively spread through the cloth, making paper cuts, bruises and similar minor threats from walking around a wild environment null. This however doesn't implies you won't get slashed by a sword, or stabbed by a dagger or knife, this only protects from minor threats and can be upgraded to obtain more resistance.

Dubbed the Skystrider's Jumpsuit, Callum's own choice for these clothes might seem a bit off from modern fashion. The pants are perhaps the most regular, as they are simple black slacks and black long sleeve undershirt that would appear form fitting if not for the thick layers used to insulate heat better. Over that Callum has chosen to wear a three button dark crimson vest that has the slightest bit of gold trim on the edges. These clothes are warm enough on their own, but Callum's choice of an upgrade was to further increase his resistence to the cold in order to resist low temperatures without need for a jacket.
[+] Spoiler
Freezing Resistance
With this upgrade you can walk with your summer clothes in the middle of winter and don't worry about getting frozen. As if recovered by a warm air coat, you won't feel the cold until the exterior temperature hits the 0 ºF (-18 ºC). Ice magic might not be prevented by this though.

With this upgrade, any piece of cloth will behave as a motorcycle riding gear, able to sustain a good deal of abuse and stop some minor attacks before breaking. Effectively, this turns the clothes that have been upgraded with this in to a heavy leather armor without the weight or heat.

With this upgrade, the clothes will recover from harm through time not being worn. As long as a single thread of the clothe exists, it can regain it's original shape and size though for this to happen, at least one day will be necessary... Minor damage such as small cuts and similar will recover within minutes or hours depending on size.

Combat Regeneration Capability:
The suits regenerative properties are enhanced by microscopic magi tech crystals that help to quickly weave substitute material to repair or replace torn, burned, or destroyed parts of the Elemental Cloth. Even the most basic regeneration is a five minute fix, and complete repairs (if the cloth is more then fifty percent damaged/destroyed) take over an hour. The benefit of this upgrade is that the user can keep wearing the cloth while it self repairs. They might feel a slight tingling feeling from time to time, but that is just those crystals working hard to rebuild what you've torn apart.

A dangerous and all around fun upgrade for your favorite piece of multifunctional attire. Much like true Wingsuits, this upgrade causes the cloth to gain an unconscious tendency to be aerodynamic. While it cannot increase ground speed, the cloth can now be used to slow falling speeds and gives increased navigability while one is falling flying through the sky. This upgrade can be used to safely parachute from the point of falling to ten miles from where the glide began. It requires at least a fifty foot drop before kicking in, and at 200ft an individual may travel up to a quarter mile before falling low enough to land. A ten mile flight pattern could be achieved from a 34,000 foot drop. It does not allow the user to exceed terminal velocity but the glide function can be activated and deactivated based on the chosen movements of the wearer. One still must remember that wind speeds can also have a positive or negative effect on flight time. Attempting to jump in tandem with another person will vastly reduce or completely negate these abilities, so be careful. Please note that this upgrade does not grant the ability to fly from the ground, merely the ability to jump from enormous heights and navigate longer distances then the average falling individual with a parachute would be able to accomplish.
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Current Students:
Sevens: Flaremine

Trained Students:
Sevens: Vanishga
Azel Van Basch: Tails: Vanishga

Charges: 2/5

This talisman is a set of three silver rings roughly 2/3 of an inch interlaced on a thin silver chain that can hangs from the neck. When the mentor accepts a student, one of the rings will break out and adjust to the size of that individual's hand (or, if they lack hands, the smallest size necessary to fit in a place of their choice). Though it is said these talismans are enchanted to empower the mentor, the reality is the mentors get stronger over time because they keep teaching their abilities.
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The GPS Watch looks and feels just like any other modern, digital watch. The faceplate is replaceable, but the standard is black. Caleb's watch had a silver band with an analog clock that has digital displays of the added features, much like a pilot's watch.

GPS Wrist Watch CAN:
Find location using Latitude and Longitude coordinates. Work with multiple sets of routes. Has Copy/Paste Function. Supports color. Plots of speed/altitude versus distance/time. Gather current position at regular time intervals (30 seconds). Display route information. Supports many image formats (JPG/TIF/PNG/GIF etc). Measure distance between points.

The GPS tracks routes based on car travel. It cannot direct one around a building. It must also must have a signal to find out one's location. The GPS maps show only roads and directions--it does not display what buildings are around.
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The world map shows a detailed display of the World--at real time. If a country blows up or changes its name, the map instantly changes along with it. The map can be Zoomed out to World View, or zoom in as close as City View. Both of which, is a real, bird's eye perspective of the world, but with markings on it to tell what the buildings, roads, rivers, and whatnot are. On the side bar of the 8.5"x11" paper, there are check boxes (above the Zoom In and Out squares) to hide or display the different labels. The map cannot show the inside of buildings, and it's not close enough to see individual people or even vehicles. The map may even display where your friends are, if you both own the GPS Wrist Watch! (Friends must mutually add each other to their maps.)
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Aesthetics:: Callum Alastair I used this leather bombardier during his tours with allied forces in World War II. Callum Alastair III was forced to upgrade this jacket due to the original one being almost destroyed. Thus it is now a Coat of Holding, rather than just a leather bomber jacket. It's collar is still soft black sheep wool padded to bring comfort to the back of the neck (and not stain like the white kind). The rich deep browns of the leather are close to a chocolate color, but glisten with a rustic brown sheen. That rustic tint came from none other than the dragon Leopold, who's owner Alice shared some of his shed skins in order to reinforce the jacket itself. This gives the jacket a scale like quality if an individual actually touches it, but does not appear as thick scaled armor because Leopold is still so young.

Each pocket can fit up to what a normal pocket could size wise through the ENTRANCE, however beyond that, the size is unlimited! 300 lbs of rope? Sure, if you can deal with the weight! However items can only be taken out one at a time and once one item is taken out there is a timer before you can put anything back in or take anything back out. However, the timer is separate for each pocket.
Table of Dimensions for Coat of Holding
Weight MultiplierNumber of Large Storage PocketsItem Storage per large pocketWeight Limit per Large PocketNumber of Small PocketsItem Storage per small pocketWeight limit for small pocketsPocket Refresh Time
111100lbs2120lbs120 seconds
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This upgrade will sync your Coat of Holding with your Elemental Cloth and ALL upgrades that apply to the Elemental Cloth will then also be awarded to your Coat of Holding. However to do so, the coat must match your elemental cloth outfit.
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External size:22 liters (laptop bag)
Internal size: A 2m x 3m x 5m room, with options for shelves and other such organization.
Weight multiplier: .1
Aesthetics: Callum's bag is a dark brown leather satchel roughly the size of a small laptop bag. It normally hangs over his left hip via a strap that he wears over the right shoulder. This bag also has optional bag straps to allow the user to wear it like a back pack if need be. Callum normally keeps those contained within the bag itself.

The bag's internal dimensions are squared with each time credits are paid to increase its space, or rather, the power component is increased. A bag starting with the dimensions x, y, and z would have it's volume defined by the following equation: (x^(n+1)) * (y^(n+1)) * (z*(n+1)), where "n" is the number of times the bag has been upgraded. The weight works similarly following the formula Me= Mi * .1^(n+1) + x, where Me is the external mass, Mi is the internal mass, n is the number of times the bag has been upgraded, and x is weight of the materials the bag takes on for its physical appearance. Tables are provided below to describe the dimension space in detail.

It should be noted that the bag rejects instantly anything that either has a humanoid shape, or is from the animal kingdom. That said, the rejection only occurs if the humanoid or animal has a soul, or is considered alive. This does not stop someone from going into the bag to look for anything stored, particularly it's owner, but spits them back out upon any kind of transportation of the bag. The bag is considered a safe way to transport weapons, as even in a malfunction, the bag would be indestructible. One could let a bomb off inside the bag, and while it's contents would be subject to damage, it would safely contain the explosion. Also, shaking the bag doesn't effect the dimension inside, so it's often used to transport chemicals or volatile magic components by students in Avalon.

Hot Keys:
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A small, palm sized handheld is the newest piece of technology developed by Mr. Grimm. Small enough to fit in one's pocket, once it opens, the touch pad within can extend to become a full holographic keyboard, so the small size is useful for transportation but does not limit its function. The top part of the screen will normally project a high definition LED image, while the bottom projects a keyboard for typing (in any language that you specify). The integrated circuits within the computer automatically update and run at speeds that match top computers on the public market. Rumored to have up to 3 terabytes of storage space, the NICAM is not only the world’s smallest laptop, but one of the most robust. The nanofiber material is waterproof, rebounds from being crushed or crumpled, produces no heat, and will repair itself within 24 hours if torn. The batteries within the unit are solar powered and only need thirty minutes of sunlight to run for nine hours without stopping. It also comes equipped with school wide wifi, and can connect to other wireless networks like a regular computer. It does also serve as a media center, one can layout the NICAM on a flat surface and use the holographic projector to watch movies on wide screen, read books, listen to music (speaker systems included within the computer), or even use a tablet style function to draw or take notes.

Perhaps the greatest achievement of this nanofiber technology is that it can still read disc media just by pressing the information side of the disc against the touch screen, and can form a miniature integrated USB port for thumb drives or other attachments. When asked how it works, Dr. Grimm stated he used different types of magically altered nanites that would mimic evotelluric DNA to be capable of mutating at high speeds to form what the user desires through selecting an application. It always begins in laptop form, but the touch of a button can change all that. These units are not only Bluetooth capable, but link into the PLEASED 2.0 to accept mobile commands, and even do video chat with other friends who have the 2.0!
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NICAM Messenger: This application links to the PLEASED 2.0 (Ani. A. PLEASED 2.0) and posterior versions and allows the user to hold video conferences, and text messages in real time, having the receiver see a transparent screen on his mind with a reminder that there is a new message or a conference coming. For this to work, there has to be an available Wi-Fi or internet connection. This can also be used to hold holographic video conferences by setting the closed NICAM down on the ground a few feet in front of you and letting the hologram projector take care of the work.

Bio-Scanner: With this application, the NICAM can scan a being using its camera. For now, it can only provide data on known beings, however to grow it's database it can take samples of a being and send the information collected from them to the Research and Development team for future analysis, with the corresponding credit to the NICAM user for its discovery.

GPS World Map: The NICAM can integrate both the GPS wrist watch function and the World Map function into one single application, allowing for precise location as well as real time map with zoom from global to per-block view. It also allows to register friends and creates a list, allowing the user to know the location of someone registered with just a touch.

Bag of Holding Access: Using the application, the NICAM links itself to the Bag of Holding and using the holoprojector opens a portal to the pocket dimension, allowing the user to get things from the Bag without having to remove it from its back. Additionally, it comes with a search function and a tag function, allowing the user to tag his or her items when adding them into the Bag of Holding, and use the search function to locate and extract exactly the item needed. This does not circumvent hot key reloading time or general inventory summoning time.

Book Scanner: Using this application, you simply place a book open to the middle pages in front of the NICAM and face the holographic projector towards it. It will then scan the book over a period of a minute and transfer the contents in to the reading application found within the computer. This allows for easy reading on the go, however does not work on magical texts. Can store as many books as the user wants and cuts down on the weight of transportation.
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Current Area:
Completed Limbus Areas:
Limbus Powers:
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A carp-shaped wind sock made of polyester, this little flag is traditionally hung outside homes on Children's Day. Brightly colored, the flag looks like it is swimming up stream when the wind blows. At 3' in length, the Koinobori is easily recognized by all. This year, a special enchantment has been placed on the flag to allow it to move on its own! The little carp will swim in the air around its owner, fluttering its cloth fins. The carp must be outside so as to catch a breeze and cannot stray more than ten feet from the owner lest it should fall out of the air and become lifeless again. The enchantment is only locked on one user, the original recipient, and will not activate with another. Unable to receive commands or attack, the fish is capable of making soft splashing noises as it flutters about.
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A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned.

These uniforms not only notate which school you attend, but the mystic gems on them enhance one's learning capabilities toward their primary magic principle or designation. Any power that falls under one's primary magic principle or designation has a reduced less credit to earn (see table below). This means that you will be required to choose (at the time of requesting your purchase) ONE single branch of your character's powers to improve. For mages this means either a focus upon a single element or a type of magic (summon, destruction, so forth). Skills or even a piece of equipment could be chosen, but we recommend giving yourself enough space to use this uniform a few times. Your selection will become your new Primary Magic Principle or Designation You may shift your primary magic principle or designation once a year after obtaining this uniform. Remember, your PMP or designation does not need to be the cornerstone of your character as a whole, but it should represent a part of them. This can also help with moving toward major enhancements, in fact the uniform's best savings kick in with more expensive purchases.
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A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned.

This year's uniforms not only notate which school you attend, but also notate to the school staff which year you are. This unlocks a few things around the campus and in Fukuoka.
[*]First and foremost is a discount within the campus student store. All purchases within the student store will be discounted 1 credit, though not to decrease below a minimum of 1 credit for any given item, even on discount. You've been around here long enough that you deserve a little break.
[*]Next is the ability to gift another player's character an item from the student store at half the base price of the item, rounded up. The minimum limit is 1 credit, so no purchases may go below this limit. Discounts do not apply to this. This extends to upgrades to specific components of items, such as NICAM programs and Elemental Cloth upgrades!
[*]The ability to make one subforum for your property listing via the property system. All other portions of this fall underneath the property system, so check there!
[*]It's also rumored that the uniform will make you sparkle in the sunlight. This has not been verified.
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A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and
surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned.

This year's uniforms not only notate which school you attend, but also notate to the school staff which year you are. In addition to the normal school uniforms, the Fourth Year Uniform also provides a host of special benefits to the students who've made it this far.
  • Credit Transfer Limit - Fourth Year Students can gift up to 6 credits as opposed to four. The same rules apply in regards to gifting credits between your own characters.
  • Secondary Magic Principle - Secondary PMP: Noxlight Principle
    Callum's spells all use multiple elements often in opposition of one another to accomplish a series of tasks. This primary principle would reduce costs on spells he creates or improves that use both the light and dark element either alone or in combination with other elements. (Both light and dark must be involved to trigger the reduced cost)
  • Student Teacher Upgrade - Fourth Year Students are able to teach up to 4 students in the mentor system at a time, effectively doubling class sizes. This is largely in part to the lessons in leadership students have learned by this point.
  • Snack Pocket - A little treat from the boys in R&D, the Fourth year uniform comes complete with a pocket purely linked to a special sort of Bag of Holding. When a snack or food item is placed into the pocket, it replicates any time the item is removed. Attempts to place weapons or anything combat effective revert the pocket to a normal pocket. Attempts to place anything non-edible revert the pocket to a normal pocket, until another food item is placed inside. Perfect for the student with munchies when finals time rolls around.
  • Morale Bonus -
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With the 4th Year Uniform, 4th Year students now have a brand new way to "share" powers with other, more younger students while not necessarily teaching said power to the younger students. This allows the younger students (1st and 2nd Years) to gain a little bit more power and variety in the options that they have while teaming up with the more experienced 4th Year Students. For starters, the Morale Boost power is a 6 Credit version of a main power that the 4th Year Student possesses that is graded like any other power upon receiving the 4YU. This power cannot be a transformation or a training; but it can be a normal Evotelluric power, a Magi's spell, or a passive ability. This allows for the Morale Boost to cover a wide variety of abilities while not becoming overly powerful, such as a basic fire ball, or the ability to talk to animals or trees.

(To specify, the Morale Boost 6-Credit Power CANNOT be loaded with drawbacks. The overall effect of the Morale Boost power should be around the 6-credit level, and must be approved by a Staff Member like any other power. Also, the 6-Credit power must be written out by the person receiving the 4YU and graded normally by a staff member. The Morale Boost can be changed once a year, as if it was a PMP or SMP.)

While you don't need to know the 4th Year Student, you do need the 4th Year Student's permission in order to use it. Said 4th Year student doesn't need to know the student, either, to clarify. This is a security reason so that you can't harm them with their own power without their knowledge, but also so they can grant the Morale Boost to someone in need, even if they don't personally know the student they are granting it to. The 1st or 2nd Year Student must be within eyesight of the 4th Year Student, and also must be able to hear the 4th Year, in order to be granted the Morale Boost power. If there are more than one 4th Year Students with a 1st or 2nd Year student, and they both grant that student the Morale Boost? The younger student gets to pick one. A student can only use one Morale Boost per topic. The Morale Boost last pending on the type of ability that is granted. A passive ability usually lasts a lot longer than an attack ability Morale Boost.
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When chosen as their morale boost, 1st and 2nd year students within range of Callum will find themselves capable of using the combination of their hands and minds to navigate their own active elemental based kinetic energy. Whether the source comes from arcana or genetics does not matter, for those with this boost can now turn, halt, reverse, and accelerate energy by using their hands and thoughts to command the energy. Their range is limited to 100ft, and cannot be used on the after-effects of the spell or genetic ability (as in, no taking the force of an explosion and forcing it to continue). To use this requires intense focus on the user's part, meaning physical damage will most likely result in loosing their command (at which point the energy tears off in the last direction they sent it, acting as it would if they lacked this ability). If a student is already capable of navigation, they will simply find the Conductor's Shadow helps their ease of energy navigation so long as both the hands and mind are actively used. Only one energy source can be controlled this way at a time, no matter the size of said elemental kinetic force.

While student's don't need to know Callum to use it, they do need his permission in order to use it. Said 4th Year student doesn't need to know the student, either, to clarify. This is a security reason so that others can't harm Callum with their his own technique without his consent, but also so he can grant the Morale Boost to someone in need, even if he don't personally know the student being granted it. The 1st or 2nd Year Student must be within eyesight of the 4th Year Student, and also must be able to hear the 4th Year, in order to be granted the Morale Boost power. If there are more than one 4th Year Students with a 1st or 2nd Year student, and they both grant that student the Morale Boost? The younger student gets to pick one. A student can only use one Morale Boost per topic.
And also many drinks, along with some spell journals and the occasional experiment. Sometimes this becomes the hiding place for the artifact on campus known only as 'The Box'
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In a combination of Red Claw research and military genius, a possibility for a shoe was born that surpasses anything that a person can buy on the public market. These shoes come in a variety of shapes and sizes to match the wearer's needs, but that is where civilian market comparisons end. ATRFs are designed for combat purposes with crossing difficult terrain in mind. These shoes contain a gel layer beneath the foot that adds as a shock absorber, which through using magic technology is kinetically transferred to the bottom of the shoe based on the current stability needs. This can either be used to minimize or maximize force per square inch, or to maintain perfect balance over shifting and difficult terrain. The shoes do monitor the nervous system for responses to make certain they act upon demand. Finally, the regenerative part of the acronym is not just there for show. These shoes can and will compensate for massive speeds (up to 200 m/s) without breaking, but even still they are capable of self repair to fix any damage aside from complete destruction. It takes twenty four hours of off time for them to fix massive destruction (as in having less then a quarter shoe left), and less time for lesser amounts of damage. The only rule is that they must be off the feet and unused for the time required to repair.

Callum's version of the ARTF has taken the class version of 1/2 knee high dark brown thick leather boots with the black tie strings lacing clear up to the top. These boots were specifically made to fit over the pants from his jumpsuit to help lock in heat better. Though they might appear to be more formal and less usable, Callum prefers this set up because it gives him better leg support and more sensory detection as to where his feet are below him. This helps him maintain his balance and his stances for casting, fighting, and he even runs significantly better when wearing these.

With a set of ATRFs, a person does not loose their balance just due to shifting terrain. Thus they cannot be knocked over unless they actually trip on something or get pushed. When attempting to run over loose packed snow, the shoes will wind up absorbing most of the force one's feet exert while still allowing them to run, giving them the ability to cross atop the snow. Over something like ice, the force is amplified just to the point to provide constant traction should that be the user's will. Yet, if one wanted to slide, the shoes would also allow for this thanks to the nervous system monitor. Thanks to the improved capabilities for tracking though, these shoes make it possible to run up difficult rocky terrain or even through a dense forest, assuming you can manage to not trip on an exposed root. Without upgrades they cannot be used to walk on water, or over extreme surface temperatures like lava.
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Micro Gravity Jump Engine:
Via Magic Technology, the ATRFs are kinetically charged to lower a person's mass if and when that person needs to jump, and jump far. ATRFs decrease gravity drag on a jump by 1/2, which effectively means a person can jump twice as far. (Their strength effectively moves a mass that weighs half as much as it normally does) Thanks to the neural net sensitivity system, this only kicks in when an individual wants it to work.

Gravity Rave:
With this upgrade the ATRFs push the limits of reality to allow a user to temporarily ignore the regular laws of gravity and substitute their own version. In essence, the boots/shoes/footwear of your choice are now capable of shifting a field of gravity to be whatever surface is below your feet for 'x' amount of seconds, where x is equal to 2 seconds for every 3 credits you spend. Combined with the perfect balance and grip of the shoes, this upgrade makes wall running look easy! The boots also 'link' into the nervous system to make sure your senses and balance transfer smoothly between one gravity plane to the next while this is active. After the time is up, the ATRF needs 15 seconds on a horizontal surface of the regular gravity plane to build enough energy to allow the user to utilize this ability again. For a price of 6 credits 5 seconds may be shaved off the required energy regeneration time. However, even at 0 seconds to refresh the use, the boots must still touch a horizontal plane with regular gravity before they can be used again. This means that students will want to upgrade a mixture between running time and refresh time, in order to find a balance that works. Credits spent to enhance the boots cannot be double spent. That is to say that when spending credits, one must choose whether they are increasing the rave time or decreasing the cool down time.

Gravity Rave Base Stats:
Gravity Rave Time: 6 seconds
Cool Down between Raves: 0 seconds

Friction Reduction Skates:
ATRFs are great for giving an individual superior balance, but sometimes one does actually want to be able to slip and slide along the ground. With this upgrade, the ATRFs can upon the users instinctual command be used like ice skates over any type of terrain. Though the are very effective at lowering the co-efficient of friction while helping the user to maintain their balance, this upgrade cannot be used to make a user travel faster then their top running speed. The folks at the R&D department apologized about this, but knocked down the price tag a little to be nice about it.

Credit Tally Total: 110
Current Available Credit: 12

Credit History:
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-6 for Vanishga - Phasma 07/??/09
+6 CSL Pawns of Entropy - Iron Angel 07/27/09
+2 Tinker SL (Brian Ronin 8-18-09)
PLEASED 2.0 added for CSL (BrianRonin 9-7-09)
+1 Crystaline whispers (incomplete) (BrianRonin 9-22-09)
+1 I...Have What? SL (incomplete) (Iron Angel 09/27/09)
-6 Hand of Gibraltar (Fenrir 10/10/09)
+4 Gift from Sidithus Conty (Fenrir 10/17/09)
-6 Voltus spell -6 Flare mine spell (Fenrir 10/21/09)
+-0 Limbus Bracelet (Fenrir 11/26/09)
+4 December Record Break (Phasma 1/26/10)
-3 Credit Transfer to Caleb (Skyes 04/18/10)
+4, Koinobori | Children's Day Parade (Fenrir 05/03/10)
+3, +1 Those You Leave Behind SL (Fenrir 05/04/10)
+-0 SYU, Talisman of Arcana (Fenrir 05/10/10)
+2 Trial of Ryan (Fenrir 05/25/10)
+3 I aim to Misbehave (Fenrir 05/25/10)
-7 Magic Maestro Upgrade, 2YU used (Skyes 05/31/10)
-6 Shiver Shards (Skyes 06/11/10)
+5 Death to DJ (Fenrir 07/20/10)
+4 | Postorama items (ATRF, Micro-Gravity upgrade, Elemental Clothe, Freezing resistance, Memory Charm, NICAM, PLEASED2.0MCU.) (Fenrir 10/21/10)
-3 Soul Scar (Skyes 11/12/10)
+5 Credits Letters/Black World Eater (Diss 12/9/10)
+3 Yune's First Week (Bag o Bones 12/24/2010)
-12 Mind of the Maestro Upgrade, 2YU used (Skyes 02/06/11)
Transferred GPS Wristwatch and Real Time World Map (Skyes 02/15/11)
+4 December Record Breaker Credits! (Falque 2/20/11)
+4 Pokemon SL [Atiri- 2/22/11]
+4 Feathered Past (Falque 04/03/11)
+2 Bachelor Auction (Endless 6/28/11)
+4 Postorama Credits! (Diss 7/14/11)
-6 NICAM Applications (Bioscanner, Book scanner, GPS, BoH Access) + 3rd Year uniform and Promotion (Falque 7/15/11)
-5 Sent PLEASED 2.0, ATRF, and Silent Sole upgrade to Caustic Chaos' Pockets (18-75% (Back to School Sale) = 5) (Diss 8/21/11)
+14 Time Gone By (Falque 8/23/11)
-18 August Sale (Diss 9/1/11)
+-0 Year 4 Promotion (Falque 2/11/12)
+ 5 Wonderland SL (Silver 4-30-12)
-6 Credit Gift to Lance (Falque 6/15/12)
+3 King in Yellow II (Nami 7/1/12)
+17 Coven SL (Nami 8/20/12)
-6 Credit Gift to Lance (Glum 10/21/12)
+4 Auction SL (Opp 10/27/12)
-6 credits to Lance (Silver 11/23/12)
-6 credits to Lance (Arikarka 1/28/13)
Sam Bryce
(Warning: Anything Sam says, does, etc, is simply because he's a stupid teenager. It has nothing to do with the author's actual thoughts, feelings, etc. However, if what he does bothers you, feel free to PM me and we can work stuff out!)

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