Dawn

Dawn's pupil-lacking eyes are a very pronounced supernatural blue with faded sparkles gliding over them.

Her fur is cookie brown in color. Like any quoll, she has many spots over her body, which gives her fur a "chocolate Chip Cookie" vibe. Dawn has a quite frail build, her lower body having a relatively better build than her upper body, but she isn't dangerously underweight.

Dawn's enchanted armor attire is definitely not the norm, and is very noticeable for more than one reason. The armor goes by a blue and purple theme; She wears a blue strapless midriff breastplate that has a purple lining on the upper and lower ends of the item. As for her torso, Dawn dons a dark blue armored skirt consisting of six thin lames, which she wears over her blue underclothing. The skirt has a large purple buckle on the main part of the skirt. On her feet, she wears a custom designed pair of purple caligae.

Dawn also wears a purple choker around her neck and a lighter purple bow on the end of her tail.

## History

Dawn is part of the species known as the Planes-Walkers; Her "race" being the Aether-Walkers, Dawn was born with an unbreakable connection to the Aether Plane. As such, she was most experienced with Aether energy and magic ability uses.

Like the rest of her species, she goes out of her way to try to purge the effects of Nether-Walkers throughout the macroverse at all costs, and often works as a guardian for the gateway to heaven. It was a simple "black and white" life of good and bad.

Her life for an Aether-Walker involved understanding the reach and limitations of her magical abilities, learning how to defend Heaven and the Aether Plane from the Nether-Walkers, and the likes. The difference between her and the average Aether-Walker was that Dawn was the princess of her kind, and she had bigger roles to play once the time came.

However, Dawn has not been the kind to take this seriously, always adventuring out to the rather dangerous areas along with her other group of friends, because in the end, they all can handle themselves... unless what they're attempting this time is to fight off Daemon, the God of Order.

In his attack on Aetherworld, he ravaged the planet, and her parents had ordered Dawn to flee to the Materialworld, in which as just barely able to do in time. While Aetherworld was left in ruins, its natural ability of restoration would eventually return to its formal glory, which was when Dawn was supposed to return to the plane.

During the time she spent in the Materialworld, she was helped by the people of COB. While she was at first thankful fo them caring for their wounds, finding out that COB was based off of a hellish theme warded her off for what would be a long while until she eventually got used to the restaurant.

Io was kind enough to take Dawn to the Ether forest, where she was given a new home to stay in for her time in this World. Upon finding her old friend Dailo in the same plane of existence, Dawn introduced Dailo to the COB group, it taking him a while longer to get adjusted to the hellish theme. As before, the very kind and helpful Io brought the both of them to the Ether forest, where Dawn and Io assisted Dailo into finding a home here as well.

A long time past, Dawn starting to get somewhat accustomed not only to technology, but being called out as eccentric, boring, and on some occasions 'revealing'. While dealing with this, a strange amount of magical energy was coming from the seas. Dawn and Airon went to the beach to discover the odd tiny magical pyramid, only to be ambushed by Neptune, who mistakenly took them as henchwomen for a certain squid enemy. While Airon fought her on the mental plane, Dawn fought Neptune on the materialplane, which was unfortunately his advantage, and the result of the fight almost killed Dawn.

After the confusion was sorted out, Neptune and Airon took Dawn back to COB, where she was taken care of by Michael for about three days. As kind as Io was in giving her a home in this World, it was Michael that made her feel welcomed to the planet, supporting her and making her feel better whenever she felt as if she was treated as or she was different from everyone else in a negative connotation, and even bothering to teach her about some more types of technology, and she found Michael's airsoft gun to be the most interesting.

Michael decided give Dawn her own personal airsoft gun as a gift, and even went out of his way to persuade Dawn to find out what gifts Dailo and Neptune wanted (Dailo's gift was simple, just some blank paged books for his magic circle notes, and Neptune wanted a better trident). The kind atmosphere of the cat stopped shortly, however, as he had to leave for schoolwork, and he stated that he would be gone for two months, much to Dawn's dismay.

A few days afterwards, Taistelu came to Dawn, noting that Michael had asked her to make a trident for Neptune, and she wanted information on how the trident should be after it is finished forging. As Dawn traveled to her realm to help Taistelu with those ideas, the goddess of war asked her that she would like modern books of knowledge in exchange. This eventually led to Taistelu teleporting the two to the apartment Micheal was residing in.

Dawn ended up waking up the cat, and as the two conversed, he eventually told Dawn where the books were, and she told Taistelu where to find it. As Taistelu left, the two ended up alone to talk together, which eventually ended up with the two finding out that they loved each other, and their relationship began that evening.

Dawn ended up constantly visiting Micheal for the next few days, sometimes on her own, sometimes with Taistelu leading the way there. Eventually, Taistelu completed the work with the trident, and handed it to Dawn, which she would give to Neptune later on.

## Personality

###  Mannerisms

Dawn may be normal in the eyes of other Aether-Walkers, but to most other people, her attitude and culture makes her a rather eccentric person. As a result, she is more likely to be quiet in most situations, mainly going along with the ideas of others.

This kind of character makes her seem viewed as having a supporting role in the group, though if necessary, Dawn can and will attempt to lead with her own set of ideas, which as odd as they sound sometimes, it surprisingly works.

As nice as she may seem on the outside, Dawn, in the very end, is a trained mystical warrior. She almost becomes a different person when focused on the task at hand.

### Likes

* her nickname, Pebbles
	+ as a child, she accidentally turned herself into a pebble in front of her friends, and it took her a full five minutes to fix herself. Her friends gave her the nickname, and she found it funny
* noodles, specifically Ramen
* magic overall
* Heaven
* occasionally pranking people with simple pranks
* hot chocolate

### Dislikes

* Anything related to the Nether and Hell in general

### Fears

* losing her ability to Planeswalk, making her unable to go home
* the forces of the Nether ultimately winning in the end
* failing to live up to her future role as queen of the Aether-Walkers

### Hobbies

* mystical training and games
* going on explorations and adventures
* invading random nether nests

## Equipment

Armor of Aether-Walkers are primarily for protection against magic and other supernatural forces rather than for physical damage (though this is meant by its lack of coverage, not its durability).

Regardless, when enchanted, the armor is conventionally unbreakable due to it being powered by an Aether Walker's limitless aether energy.

###  Royal Choker

Grants immunity to negative mental attacks and telekinesis.

### Enchanted Breastplate

The armor is enchanted to vastly increase her physical durability, and also grants Dawn high resistance to Astral, Death, and Curse abilities.

### Enchanted Skirt

Dawn's skirt assist in anchoring Dawn upon the reality she is in. This gives her high resistance to reality warping.

### Enchanted Arm Band

worn on her upper left arm, it grants her a small resistance to the elements.

### Enchanted Caligae

These caligae prioritize on protection against speed limitations. They make sure that Dawn's movement cannot be nullified nor stopped completely. For example, a spell that slows down Dawn's speed would not affect her so long as she is wearing her caligae. Abilities such as speed stealing, friction inducement, slowness spell casting, etc will be much less effective.

### Enchanted Miniature Trident

This 'trident' is pretty small, only about the length of her arm. While sharp, It's honestly a crappy weapon to use for melee purposes. However, Its true magical power is devastating.

Upon hitting the ground after being thrown, the very top of the troposphere will by covered by thousands of energy projectiles similar in shape to the trident, all of them flying down towards that one said area at varying speeds of usually about five to seven seconds. It's as if it literally summons a rain storm of magical projectiles, all without wasting her own stamina minus the throwing part.

Unfortunately, she has to recover the item in order to use it again (though tactics such as telekinesis can work). While other opponents can take this item, only magical users may be able to activate its power when thrown.

## Abilities

Dawn is the magic/energy user of the group. Her main role in a team battle is a supporting player, though if necessary she could definitely handle her own.

Being an Aether-Walker grants Dawn her four main abilities: the ability to cast magic, the ability to have mastered control over her personal domain, access and control over multiple planes of existence, and the ability to manipulate aether energy. This results in an extremely versatile set of powers.

## Strength

### Lifting Power

AverageCity Block with abilities like Telekinesis

## Toughness

### Durability

Street LevelCity Level with shields (can momentarily hold back Summer)

### Aetherwalker Physiology

Naturally residing in the Aetherworld and basically bathing in Aether, which is basically the essence of not only life force but the universe, Dawn's knowledge of aether energy is practically second nature.

The eyes of an Aether-Walker see the world differently. This allows her to overcome illusions, see the concept of truth and lie, and see what would normally be invisible by conventional means.

Her blood stream is made up of an aether liquid that works similar to blood, but is not actually blood. It is made of a limitless flow of aether energy.

Depending on the area and type of Aether-Walker one becomes, strength and durability vary (in Dawn's case, she's average), but one thing consistent to all Aether-Walkers is that they are *very* fast, consistently considered to be able to handle battles at high Mach Speeds. Dawn is actually somewhat faster than Dailo.

### Plane Existence/Access

Existing in the astral plane gives her immunity to soul possession (unless the opponent can somehow possess spirits) due to the fact that she technically is a spirit and a physical body simultaneously.
Dawn can interact with others both on the physical and spiritual level. This is also helpful for exorcism, which she had to do on a few occasions. She is able to do this by forcing souls and spirits out of other's bodies if need be, and fight them on the astral plane. In short, a lot of poltergeist fighting.

Akashic Plane
This plane governs knowledge and everything related to it. Dawn can use divination in order to gain access to knowledge of the unknown in the present, past, and future.

Causal Plane
With access to this plane, Dawn can affect her own memories and other's memories. She can implant, restore, and even erase memories. Should her own memory be removed/altered from her somehow, it will be restored to optimal condition within a short period of time.

Mental Plane
With this access, Dawn can read and control the thoughts and minds of others. This is a heavily used trait of Aether-Walkers, as they would use telepathy rather than verbal speech to communicate majority of the time, due to it costing less energy and saving time in talking.
Other abilities that can be achieved by Dawn on the Mental Plane are casting one to sleep, increasing and decreasing the effectiveness of instincts, performing hypnosis, creating (and if strong enough, penetrating) mental blocks and psychic shields, and altering one's senses to create illusions.

### Magical Reality Warping

* elemental powers - Dawn is able to control a variety of elements: fire, water, electricity, earth, wind, ice, light, and darkness. She can combine these elements or elemental recomposition powers.
* Magical blasts and rays - These blasts are very versatile, each able to be controlled and/or seek its target.
* Magic circles: her main offensive choice, she can use these as razors, shields, an umoving platform, repeller, gateways to other areas, dimensions, and planes, etc.
* spatial distortion - Dawn can manipulate the environment around her,causing very absurd effects, such as changing the direction of gravity (for herself or for an environment), make a destination much farther/closer by changing its distance, distort the world in the shape of cubes, etc. This tactic is mainly for the environmental advantage.
* Antipathy- used to deflect or repel attacks back to opponents. While most commonly used against energy blasts, it may also be used for more subtle abilities, such as telekinesis or teleportation abilities.
* time manipulation - Dawn create, launch, and control orbs of time. She can slow down time to a crawl, speed up time, stop it entirely, and even reverse it. **However**, her potency with her power depends on her range of effect. From her maximum area-of-effect (about a cityblock), Dawn can slow down time to about half its normal pace, but that's it. On the other hand, if she concentrates her power on one thing, like a broken glass cup for instance, her skill with time manipulation can allow her to reverse the flow of time and repair the cup.
* Medusa's light- casting a bright light on the field from her eyes, if one is to be surrounded by said light, this would immobilize said victim.
* Imperceptibility - Dawn can changed her existence to be ignored, though this causes concentration. This could be viewed as a superior version of invisibility, due to her presence being ignored rather than trying to mask her presence.
* Enhanced Form Removal - Dawn can create a field where attackers using any type of ascended/special form will have it negated.
* Duplication - Clones of herself can be produce to confuse the enemy and attack them from all sides.
* Item enchantment - Dawn may increase the use of an item by enchanting it. A pistol can prove the most powerful gun on the planet, a backpack may contain a hammerspace dimension inside, etc.
* Negative ailment inducement - Dawn can cause all forms of negative stats to enemies. This can be from sicknesses and disease, to abilities that can hinder an opponent's maximum potential.
* telekinesis - Dawn can use her own mind to move matter around her, and she has very large range with this.
* Anti Magic - Viewed as transparent energy, Dawn can create shields, lasers, and spheres of anti magic. Anti magic does absolutely no damage and phases through everything it comes in contact with unless it is something magical or reality warped, in which it would instead destroy any form of it on contact.
* Conjuration- Dawn's magical abilities allow her to summon almost anything at whim, a useful ability for magicians to have.
* Abjuration - Dawn's main defensive tactics involve making a powerful forcefield. She can heal all forms of wounds and purify negative ailments by not just healing, but by *restoring* the user back to *optimal* condition. The restoration technique only requires the subject to be alive and their soul still in their body (if they had one to begin with). If the conditions are met, Dawn can successfully return herself or others to optimal condition.
* Reflection Magic - An extremely versatile ability, Dawn can access the Mirror Dimension through reflections, such as water reflections, shiny armor, and mirrors (obviously). Within this place, Dawn can possess the reflection of others, duplicate objects, deflect just about everything, imprison others within mirrors, etc.
* Escape artistry - a classic magician trick, Dawn can get herself out of tight situations. Unlike classic magic acts, this goes as far as freeing herself from supernatural concealments and imprisonment as well.
* Vanish - another classic magician trick, Dawn can make things disappear into thin air.
* Immunity Bypassing - as long as Dawn is noticeably superior to her opponent, her magical abilities can bypass the immunity defenses of others.
	+ A fire-immune opponent that is noticeably weaker than Dawn can be affected by her fire spells like any other nonresistant being. If said character was around the same level of power as Dawn, Dawn's ability can only turn their immunity into resistance. If the character is noticeably superior to Dawn, this ability will not have any effect.

## Flaws

Dawn's magic saps at her energy. The more complex, potent, and/or larger the magic ability is, the more energy that is drained.

Anti-magic can only nullify magic, it can't affect anything else. Anti-magic would also be bad if it was used by an opponent against her own magic. Dawn also has to be very concentrated when using anti-magic, as she could easily accidentally counter herself.

Higher tier magical abilities takes concentration and time.

Science Manipulation powers, like Quantum, are a great counter to Dawn's magical powers.

Nether manipulation is the counter to Dawn's Aether manipulation, and it is also her weakness due to her Aether-Walker heritage. Simply being in hellish conditions causes painful symptoms, such as vomiting burning blood, skin peeling in some areas due to the nether heat, etc.

Dawn's stamina and magical energy, despite both being possible to recharge, has a limit. There's only so much she can do before her stamina starts taking a toll, and if she continues, she can begin hurting herself. It doesn't help that Dawn has a condition similar to tachycardia, unknowingly due to having massive hidden potential to her magic gnawing at her from the inside, and if pushed too far she can very quickly pass out.

The more complex and difficult it is to retrieve information, the longer it will take Dawn to gain it through divination. How far in the past or how far in the future also plays a role.

Performing the *Medusa's Light* technique leaves her in a vulnerable state due to the light blinding her in the process of doing it. One not submerged into the light has the advantage of attacking Dawn in the middle of her technique with a ranged attack, so long as they remember where Dawn is and they don't have to look at her.

Dawn's imperceptibility disappears upon violent contact, either to her or from her. She can also be noticed if she were to bump into someone, or by how she interacts with the environment.

Conjuration costs a ton of energy.

Unless she is controlling time at that moment, Dawn herself is not immune to the effects of time manipulation.

Dawn's more powerful magic relies on help in gestures and movement, whether it be finger-wagging o arm-waving. Should she be restrained from movement, Dawn will be limited to her lower tier magic.

Her clones are not as strong as her, and not as skilled in magic.

Power absorption is a rather really slow ability, not really good for most forms of combat.

Dawn is overwhelmed with trying to learn from all branches of magic, as her role of being next in line in the royal family. She isn't at her max potential in any of them, unlike her allies.

Magic can be surpassed by stronger magic, common sense.

## Trivia

The Aether Plane resides above conventional time. Living there essentially makes you live forever, which is important considering they have the role of guarding the afterlife. This explains why Dawn doesn't really have an age.

Dawn's Aether eyes helped reveal that Rita is actually a spy... for obvious reasons, Dawn kept this secret to herself.