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Maeve Echokenner

Name Maeve Echokenner
Canon Shattered Moon (Original Character)
Age 32
Birthright Jewel Tiger-eye (RNGed)

Dreams made flesh
The boon that Maeve asks for is very practical: she’d like a monthly stipend of bronze from a local bronze-worker. A max of a fist-sized amount that can be saved up for something larger over the course of months. Mostly just in case she needs it, since bronze is her medium of choice for her magic of home. She’d like to return home, but she figures she’ll ask about that after her task in the Realm of the Blood is complete.
Canon point
World Info Link; She’s taken from a point in her world’s canon where she’s well established as a community leader/defender and was just about to start something epic that may help save her people (by convincing them to abandon their reality/dimension). She leaves them in the lurch, chased off seemingly by chance, and she saves herself at the expense of never being able to reach home again. Those in her canon consider her lost or dead after she vanishes and the main save-the-world plotlines happen because she and the other leaders have disappeared one way or the other.
Canon Powers
Maeve has been granted a Tiger Eye Jewel, meaning that her powers are restricted roughly by half. Echokenning is the ability to manipulate echoes of reality to bring elements together. This ability is roughly about as open-ended as Craft, but the meta purpose of echokenning to produce minor effects in clever/playful/punny ways to solve problems and not depend on overwhelming power. Additionally, because reality-bending doesn’t work in Terrielle, Maeve’s ability of kenning draws instead from the Darkness and the echoes that touch the psychic abyss rather than the echoes that span nearby realities. Of note: because echokenning is taxing on the mind, if an observer is not null-psychic, they will ‘taste’ mint when interacting with or witnessing an echokenning. :)

    Echokenning

    • Charms are the most basic of an echokenner’s skills. Charms are usually bronze, as it’s the alloy that accepts the kennings most readily. The charms can come in any form, and the form is usually dictated by the preferences of the echokenner themselves. To perform kenning with a charm, the echokenner must apply some manner of logic that makes sense to them and then connect the charm with the attribute that they wish it to have by tapping the echoes she can sense. Charms are mobile, transferable once kenned, and can be thrown or discarded and still function. They do not fade over time, but once used must be recharged. Charms are Maeve’s favorite form of kenning. They’re versatile and she can chuck them at people she doesn’t like.

      As a Stranger wearing the Tiger Eye, Maeve must be precise and clever with her kennings. She’s still capable of stretching her logic to create effects, but they must make at least some sort of sense. This is the first and most fundamental of an echokenner’s abilities and was previously nearly unlimited, but with the ability now tied to her Tiger Eye, she can only create a handful of charms at a time before she must rest and let her Jewel refill.

    • Charmtatts are similar to charms, but permanently etched into the Echokenner’s skin. Often, the kennings performed on charmtatts are designed to enhance or augment the physical, mental, or spiritual properties of the echokenner themselves. Maeve’s charmtatts are more for the aesthetic even in her home reality, but she’s selected a range focused on enhancing her abilities and her presence.

      As a Stranger wearing the Tiger Eye, Maeve finds that keeping her charmtatts active drains her Jewel. As such, she can only apply kennings for short spans and when her Jewel is drained, the tatts revert to inert.

    • Runes are are painted, sketched, or otherwise marked sigils on surfaces that function similar to tatts or charms. They can be given similar triggers for their effects and are tied to the integrity of the rune; in effect, a stone rune is more permanent than a chalk rune. Because they can be drawn and then kenned, they’re also good for emergency kenning in the absence of charms or tatts, and can use words as well as imagery to provide a very precise base for kenning. Maeve doesn’t use runes often, and she’s sloppy when she does, using more words than images.

      As a Stranger wearing the Tiger Eye (and as an area of echokenning she is less skilled with already), Maeve’s ability to use runes is severely limited. With bronze being the metal that most readily accept kennings, everything else is ten times harder to imbue no matter how precise or clever her kenning. Maeve finds that she can still use very simple utility runes (fire, light, chime, or other simple one-word/one-effect events) with roughly the same skill as she used to, but anything more complicated will fail. They can be triggered (ala traps), but if they’re made to sustain an effect (such as light runes), the effect fades within an hour as the Jewel power she used to create them burns out. (Similar to witchlights, but affixed to a surface.) She can only create a handful at a time before she must let her Jewel refill.

    • Borrowing is the next step up from basic kenning that shifts into the actual manipulation of the echoes. Borrowing is essentially temporary invocation, shifting physical objects and independant effects from nearby echoes into the primary reality.

      As a Stranger wearing the Tiger Eye, Maeve’s Borrowing is curtailed almost entirely as it’s a reality-manipulating power and Terielle is...weird and the Darkness doesn’t just have random chairs or candles laying about. Some of the utility of Borrowing overlaps with canonical Blood abilities such as vanishing and calling and creating tongues of witchflame, so Maeve can deal with acquiring objects the normal way before she tries to call them in.

    • Doors is the final and most complicated skill that an echokenner can perform. The basic idea is that they can sink their fingers into the layers of reality that separate echoes and rip out a chunk, opening a portal to a different reality.

      As a Stranger wearing the Tiger Eye, Maeve does not have the juice to open Doors. Plus, reality is layered different in Terielle and the echoes she senses come from the Darkness, so she wouldn’t quite know how to start.

    Maeve usually rocks a mixture of sixteen charms and charmtatts, eight of each:
    • Charms: Ranseur, Scarab, Acorn, Hollyhock Blossom (Baker’s globe mallow), Key, Harp, Goldfish, Book
    • Tatts: Pawprint, Swallow, Eyeball, Nautilus, Infinity Loop, Laurel Wreath, Full Moon, Compass

    In the realm of more mundane abilities, Maeve’s weapon of choice is the Ranseur, a polearm/spear-type weapon designed to keep nasties at more than arm’s length. She also has a fair-to-middling grasp of hand-to-hand simply as part of her training regimine for her weapon. She also has administrative and teaching skills, as she has helped run the apprenticeships for young Echokenners since she was roughly twenty-five.

    Personality
    Survivor ~ Controlling ~ Perceptive

    Above all, Maeve is a survivor. Her world went through their apocalypse a good century and a half before she was born and the world is still deeply inimical to humanity. The population is only still alive because they refuse to die, and Maeve absorbed the lessons of their resistance into her bones. She will fight the apocalypse with her bare fucking hands and will not go gentle into that good fucking night.

    This probably made her an attractive candidate for the Queen.

    • Always puts her oxygen mask on first. Maeve is skilled and trained to help, but can only do so if she’s alive. When in conflict and barring evidence to the contrary, she will decide she takes precedence, because she considers herself clever, capable, and with more able to problem-solve than just any random person she meets. That said, there is the distant possibility she would yield to someone who had the skills to preserve her life, but she’s not going to trust just anyone. And she certainly has never met anyone who she would sacrifice herself--that sounds ridiculous.

    • Healthy Self-Confidence. She’s lived this long, hasn’t she? Clearly she has some skills. Plus she was a leader of her community. Honestly, though, she hasn’t doubted herself since she was a teen. The hard shift from being ‘helpless’ as a youth to being able to impact the world led her to believe that she should involve herself. At the drop of a hat. Whether or not she’s needed. To her this isn’t a matter of pride, it’s a matter of a deeply subconscious drive linked to the idea that if she can, then she must. With such a drive toward playing an active role in whatever situation presents itself, she hates playing support (‘sitting back’ no matter how useful unsettles her intensely).

    • Hypercontrol. She’s aggressive, confrontational, and domineering on both her best and worst days. Part of this stems from her reaction to the pervasive sense of futility and helpless doom that comes from living in a dying world. She wields her magic and knowledge like a hammer. And if her aggression/control is a hammer, most things look like nails. This leaks into many areas of her life, especially social ones, and there’s a part of her that feels like she’s entitled to that control in order to preserve herself. Learning to let go even a little would be a challenge and a half.

    • All About Maeve. Relationships of any stripe go like this: she is extremely, extremely selfish. She doesn’t honestly consider the other person beyond what they can offer her. Whatever they get out of things from her is incidental and also besides the point. (This is, of course, a major, major area for growth.) This mixes in with the fact that her socialization was performed under extreme duress and with a very limited pool of people. Newcomers and ‘getting to know people’ isn’t really in her skillset. She often treats people as if she already knows them and is just trying to dig secrets out of their skulls. She’s both blunt and curious to the point where she’s...sometimes an acquired taste. It’s not that she doesn’t understand people’s reactions to her, it’s that they’re the ones that need to adapt to her rather than visa versa.

    • Trauma Grab Bag. Her uncertain/traumatic life has impacted her in intersecting ways. She has a rapid stress response to similar trauma stimuli (such that conflict is often solved by her domineering it right the fuck out of her life), she seeks a ‘normal’ of a pervasive sense of doom (if the world isn’t ending, all’s not right, and she catastrophizes), her sense of fun requires the adrenaline of risk and taboo (one casual misstep means literal death, but that’s part of the appeal now), she is ill adapted to comfort except in excess (and will aim right for decadence and overindulgence because she’s used to external pressures enforcing moderation), and her relationships are often disastrous when the other person figures out just how for her affection really goes. Any and all of these things she could stand to heal from and move past.

    History
    Maeve’s full profile. As an OC, her full profile contains both her history as well as a summary of her home canon.

    SAMPLES
    Network Sample
    Visual Network Sample — Maeve chatting with Peter B. Parker re: etiquette.

    Log Sample
    Action spam Log Sample — Maeve assisting Rhus in fixing a roof, more or less.


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Maeve Echokenner

March 2024

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