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 Alice Arkana

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Posts : 41
Join date : 2016-07-09
Age : 22

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PostSubject: Alice Arkana   Alice Arkana EmptyAugust 5th 2016, 5:18 am

"Okay, yeah. I need another drink."

Alice Arkins

Alice Arkana TAG_80909


Full Name: Alice Arkins
Nickname(s): Allie
Other Alias(es): Alley Cat
Age: 27
Race: Human
Alignment: Chaotic Neutral
Affiliation: Project Sentinel (It's complicated)


Hair Color: Brown
Eye Color: Brown
Gender: Female
Weight: 126 lbs
Height: 5'4"
Other Traits:



Aura Arkana
Alice was born with an incredibly powerful magical aura, marking her as the Archmage, the one who walks the line between the supernatural and the mortal world. All of her spells will be listed later, but they're lengthy. Along with her aura and her status as Archmage, Alice has amassed CENTURIES of experience as explained in her history. She's adept in the arcane as well as the workings of hell and heaven alike. If you need a demonologist, Arkana is the one you want. She has extensive experience outsmarting and dealing with extradimensional threats and beings, including Lucifer himself.


Emotional Distance
(Oh you meant actual skills?)
Annoyingly Quick Wit
Knower of Hell, Heaven, and all of the shit in between.

Physical Weaknesses:

Despite her immense magical power, Alice is 100% human. She's squishy, fragile, easy to kill. She relies a lot on her magic, and any way to stop that would make her an easy target.

Bad Habits
Alice is a bit of a smoker. She can become short of breath rather easily. She drinks quite heavily to forget the things she's seen. She's very far from healthy and can be easily outpaced.

Mental Weaknesses:

It's Not My Problem
Alice isn't much of a fighter. She's much more content to run, ignore the things happening around her. However she has a conscience that just won't quit on her, and she'll reluctantly help after long enough. If you end the fight before then, she'll see no point in helping out. It's already over, after all.

If there is one Kryptonite that Alice has...it's kids. She takes care of them. She wants to make sure they're okay. Once someone involves them, she's going to get involved. Whether it's a good idea or not.


Alice always carries a pack on her. At least, sometimes two. Expensive little rolls of paper, but they ease the nerves. Makes casting spells easier.

A standard lighter, again always carried. This one was given to her by her father, so it has a bit of sentimental value.

The Little Black Book
A little book that Alice carries with her that carries the secrets of the arcane and the universe. Nothing major. Alice already has the book memorized, but it's pretty nice to have as a visual aid to help cure stupidity. It's worth noting that there's a powerful incantation on it that prevents it from being destroyed, ripped, or even opened without her say. Not that someone without a magical aura could do anything with it. So good luck with that.

Yeah. White chalk. It's to draw runes.

Holy Water
As a demonologist who regularly is called in to deal with supernatural affairs, you get used to carrying a small container of Holy Water everywhere you go.

Blessed Dagger
Stolen directly from the armory of the Vatican. You'd be surprised what kind of things they'll leave lying around in a heavy guarded and locked vault. And you'd be amazed how seldom they open it. They probably don't even miss it.


The Process
Unless stated otherwise, all of Alice's spells can be created with a simple gesture of her hands. Very few of them even require any words or prayers or anything. One must simply harness the powers of their magical aura and all will be well. Some novices like to use actually spell chants as it helps them focus. While Alice may use this from time to time to help with her focus, she's largely capable of casting silently. If you're curious about the names of her spells, most are named for the various supernatural rulers of magic. The rest are named after her ancestors who created them.

The Aegis of Azuth
Conjures a maximum 12-foot diameter energy dome, although the size may be altered to fit her needs, which is capable of withstanding up to 250 tons of force. Alice is unable to cast any other incantations while this one is in effect, and it is a two way protection field. No form of attack can pass through it without breaking it. From either side. This spell really doesn't have a time limit. As long as Alice is conscious she can hold it together, but she's going to be in one position for a rather long time, and doing anything other than lighting a cigarette would be almost impossible for her. Crafted by the first ever high-profile mage in Alice's family, Azuth, who was the archmage of King Arthur's court and used this spell to protect Camelot from siege until his unfortunate demise. Legend has taken to calling him Merlin for reasons beyond his comprehension.

The Pathways to Pholtus
Requires a rune to be drawn around all units meant to be transported. After casting this spell, any people, objects, or animals within the rune will be teleported to any destination of Alice's choosing without exception. Any matter that would be compromised by the teleportation will be displaced by her magic. This is a one way trip, recasting this spell would require another rune to be drawn. The rune is depicted below.

Blessed Bolts of Boccob
Alice's primary attacking spell, the Bolts of Boccob can be fired from her hands as a projectile. While they do not move incredibly quickly and can be dodged by literally anyone capable of ducking a dodgeball, these bolts slice right through matter like butter. They can be formed into a blade extending from her wrist for close combat and can also be narrowed to a disk for concentrated attacks and throws. It's worth noting that this spell is about as subtle as a runaway train. It's extremely bright, extremely loud, and extremely devastating. It sounds almost like a crackling generator of mystical energy, really. Alice calls them her WitchBolts. WitchBolts are not made of matter of any kind.

Trickery of Tritherion
A simple incantation that any novice can pull off, but a versatile one. The trick is in combining the various effects of it. This spell, once cast, allows Alice to turn entirely invisible to both standard and thermal vision, leave doppelgangers of herself, and even leave a clone to fight in her place. While this clone may have a magical aura and can trick almost anyone tracking one, it cannot cast any of Alice's spells itself. Upon death, the clone will explode in a non-lethal burst of concussive force, able to knock most normal people on their ass. The primary weakness of this spell's invisibility is that it won't stop her from making noise. So she'll have to watch where she steps, avoid getting blood or mud or something on her, avoid leaving footprints, and so on.

Sanctuary of Sargonnas
This spell places a protective bubble around Alice and whomever else she wills it upon. It doesn't exactly hinder her in any way, because it has the simple function of adaptability. This protective field allows the affected to survive underwater, in molten lava, and even the outer reaches of space. Fire, electricity, freezing cold, none of that matters a ton as long as this little spell is up and running. The issue being that it can break if it gets hit with...basically anything. Don't step on a nail. That'll ruin your whole day.

Animation de Auril
Alice can bring inanimate objects to life with a wave of her hand, bidding them to follow her will. This can range from a broom to a small automobile. Anything larger will take her full attention. Once animated however, these objects become loyal only to Alice. Telekinesis in all forms won't work on them. At all. Controlling more than a handful of objects is taxing to her, but as long as she's relaxed and focused, she shouldn't have too much trouble. While she can control massive amounts of objects at once, say a shelf stacked to the ceiling, she can only give them minor commands. Like falling forward.

The Many Guises of Gilean
Another mind numbingly simple incantation. This allows Alice to distort her height, weight and general appearance as she pleases, so long as it resembles a humanoid being. Don't expect to see her swap forms to a bear to run you down. This is much more likely to be used as a way to hide. Initially crafted by Alice's great grandfather Gilean, this spell was made to hide from Death himself for over 80 years, allowing him to survive up until Alice's grandfather was born.

Cures from Correlon
A medical spell capable of curing any nonlethal wounds and diseases in a matter of seconds. Due to absolutely mind numbing pain, Alice finds difficulty in casting this on herself. Not to mention the actual spell involves literally killing the cells that make up the injury and recreating them from scratch. So...needless to say it's excruciatingly painful. I don't recommend it. All in all, this was created by her however many greats grandmother. She and her husband were medicine workers in medieval times. While the actual cures didn't work, Correlon's cures most certainly did.

Warnings from Wee Jas
This simple warding spell will leave an area protected by Alice's magic for several hours. Anything that passes through it, whether visible or invisibly by technology or magic, will notify her on the spot and track it until it has left the area of her ward. Things can pass over the ward without her knowledge, but you have to know how high it goes. They can also travel below the ground without her knowledge.

The Dawn of Alchemy
Alice can use this spell to transmogrify any forms of matter, so long as her target is non-sentient. This spell was used in ancient times as alchemy, and can be used on any substance. This is Alice's most well practiced spell and she can use it without even putting any effort into it. Hell, sometimes she does it on accident.

The Key of Kathalrius (R.I.P. Keith Arkana)
This spell allows Alice to maneuver in a more subtle manner. No flash, no noise, nothing. Alice's body becomes intangible. This allows it to pass through most solid objects such as walls, doors, desks, etc. She uses this spell to get into places that she really has no business being. It cannot pass through sentient beings. This spell was lovingly crafted by Alice's own father, and was one of the spells that allowed him to pass freely between hell and the mortal world until his death. He had great fun with them.

The Stairway of the Ascended
A neat little trick that creates invisible platforms for Alice and her allies to walk on, allowing them to appear as if levitating or flying. Rather useful, really. These platforms are as wide or as narrow as Alice wishes. Anyone she deems unworthy will not be able to touch these stairs, let alone destroy them.


Alice hates people. Like, a lot. They're stupid, obnoxious, painfully unprepared for even the most simple of tasks. And yet she feels pity for them. they're stupid. Illogical. They know nothing and thus cannot defend themselves. If she doesn't stand up to stop all of this supernatural crap..anything that happens at that point is her fault, right? In daily conversation, Alice is crude. She's rude. She doesn't try to hide it. And she thinks it's hilarious.

Master Demonologist
Sorceress Supreme
Centuries of Experience

Stupid stuff inbetween
Cocktail Mixing


Country of Origin: Blackpool, England
Alice was born into a family of master mages dating back to the earliest days of man. While they may travel extensively and they may change their names and appearances, their role in the universe never changes. They are the ones to walk the line between heaven and hell and all that freaky shit inbetween. Alice was no different and was born with an extraordinary magical aura. Shortly after she reached her teenage years, Alice's father passed away, leaving her a simple lighter in his will. And nothing else. Needless to say, Alice wasn't pleased. It wasn't even like the rest of their stuff had been willed to someone else! It was just...THERE!

She was so enraged that she wrapped her fist around that lighter and chucked it as hard as she could straight into the ocean. It sailed over the waves until it splashed and she exhaled. The two had never seen eye to eye, but come on. A lighter? You can't live life on a lighter. As she turned to leave that day, the lighter had returned to her. Soaking wet, sitting in her pocket. Taunting her. Confused and angry, she tried throwing it again. And again. And again. None of that worked out well for her, and she eventually gave up, tossing it into a drawer and slamming it shut.

During her early 20s, the alien war began and she was drafted. Not as a mage, the world was still convinced magic didn't exist. She was drafted as a metahuman, capable of altering matter in any non-sentient thing. She became instrumental in breaking down the barriers that the alien forces created, turning their weapons into something harmless like...cheese. Preferably Gouda. It wasn't until she made a mistake in her training exercises that the world of possibilities opened up to her.

While messing with the structures of the training facility, she turned some metal into something it shouldn't be and found herself cracked over the head by a collapsing steel beam. Yes, she is incredibly graceful. She'd thank you to remember that. While unconscious, the world of magic began to open itself. Dozens of her ancestors stood before her. No, hundreds. And forward stepped her father. He explained his death to her, how he'd sold his soul to the rulers of magic themselves to protect her from the curse of their family. The "Arkins Luck" as he'd always called it in her youth.

The two talked for what felt like hours, and then another ancestor cleared his throat. She narrowed her eyes at him and he looked...vaguely familiar. Maybe she'd seen him in pictures? He explained to her father that they didn't have all day, to which he laughed. "I mean, technically we have as long as we want. We're mages." And...they continued.

She learned more and more of what her father had fought so hard to protect her from. Learned about the powers that bind her family, and she saw it through each ancestor's eyes. She saw their rise to power, she saw their crushing defeats, she saw their glorious victories. She saw the moments of love, and the moments of heartbreak. And through it all, she slowly began to learn. She may not be entirely sane anymore, sure, but in another way she was more sane than any living mortal. She learned more from this dizzy spell than any human would learn in years.

When she finally, reluctantly woke up, she searched the room. No ancestors. No ghosts. No magic. Just a silver lighter in her pocket, and a little black book sitting next to it.

Since the disbanding of Project Sentinel, she has been living in Etherion. In the furthest corner of the midtown district she owns a little bookshop of her own where she relaxes her days away. Lately though, things have been getting way too loud for her liking. She might have to do something about that at some point...

Last edited by Izzy on August 7th 2016, 4:06 am; edited 1 time in total
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PostSubject: Re: Alice Arkana   Alice Arkana EmptyAugust 6th 2016, 10:17 pm

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