Dawn the Quoll

## Physical Description

Dawn's eyes are a very pronounced supernatural blue, intentionally lacking pupils. From the bottom up, her eyes gradient from that blue to a turquoise color, and there are what appears to be transparent spores that travel around in that eye. The eyes are very noticeable in the dark as well.

Her fur is cookie brown in color, and like any quoll, she has many spots over her body, which gives her fur a "chocolate Chip Cookie" vibe.

Similar in color to her eyes, her blood can also glow in the dark.

## History (WIP)

Dawn is part of the species known as the Planes-Walkers; Her "race" being the Aether-Walkers, Dawn was born with a powerful 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.

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 to learn bigger roles to play once the time came.

However, Dawn has not been the kind to take a role like this seriously, always adventuring out to the rather dangerous areas. Around her late teen ages, where Dawn and a group of curious friends stumbled upon a closed illogical labyrinth realm of the supposedly mythical Magus Lar. The eerie and uneasy atmosphere made most of them leave, including Dawn, to have second thoughts and begin leaving the area. Unfortunately... one friend, Dailos, decided to move ahead, and upon making eye contact with the supposedly frozen deity, was now under its control.

Dawn stopped the group upon noticing one of them was missing, and as they returned, they saw their once-friend casting unknown and forbidden magic before unleashing Magus Lar. The deity entered Dailos, and Dailos became the new host for the evil spirit. Dawn and her allies attempted to halt Magus there, but his power was too much, destroying his prison realm and incapacitating the group. With the realm no longer limiting his power, Magus Lar escaped his established prison as entire macroverse momentarily shook from his power.

The leaders of the Aether-Walkers learned of what happened due to the momentary vivid nether energy that appeared when the macroverse shook, and they entered to find the group just beginning to regain consciousness.

With the Aether-Walkers initially going to be punished, a long round of persuasion eventually deterred the punishment into a goal in which Dawn and her friends had to find Dailos (they weren't told to stop Dailos, only to locate his position). Upon finding Dailos.

## Personality

Dawn is somewhat odd in some situations, but she tries her hardest to fit in with the culture of the physical plane beings.

She's moreso of a quiet one, obliged to just go with the ideas of others herself, which is what caused her to be known as the supporting member of the team despite being able to keep up with them.

## Equipment

### Royal Choker

Grants immunity to negative mental attacks and telekinesis.

### Enchanted Armor

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

### Enchanted Skirt

Dawn's skirt keeps Dawn upon the reality she is in. This gives her immunity to reality warping.

### Enchanted Boots

These boots 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 has her boots.

### Enchanted Miniature Trident

This item is so small that it's sometimes used as a fork by Dawn. It's true power however is devastating. Upon hitting the ground after being thrown, the atmosphere will by covered by millions of energy projectiles similar in shape to the trident, all of them flying down towards that one said area. It's as if it literally summons a rain storm of magical projectiles, all without wasting her own stamina minus the throwing part.

Upon being thrown, the Trident gains a sentient mind. It seems to know when to.

## 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.

### Aetherwalker Physiology

The eyes of an aether walker see the world differently. This allows her to overcome illusions, see the concept of truth and lie, see what would normally be *imperceptible*.

Her blood stream is made up of aether energy,

### Plane Existence/Access

Being an Aether-Walker, Dawn exists/can access multiple planes of existence.

#### Astral Plane

Existing in the astral plane gives her immunity to 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, alter, 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 making one conscious or unconscious, cast someone to sleep, increase and decrease the effectiveness of instincts, heal mental disorders, performing hypnosis, create (and if strong enough, penetrate) mental blocks and psychic shields, and alter one's senses to create illusions. Of course, by using this plane, she is highly resistant to these negative effects himself.

### Teamwork Empowerment

When near people whom she considers as allies, the overall group increase in their stats by 5 percent per person. If she was part of a trio, the team's overall stats would increase by 10%. If she was in a group of 5 (which she is in her main continuity), this ends up with the group being 20% stronger.

### Magic

* 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, as 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 can slow down time to a crawl, stop it entirely, and even reverse it, either to everything at once, or merely to specific objects (To repair a drop glass cup for instant).
* Medusa's light- casting a bright light on the field, 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 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.
* Sickness inducement - Dawn can cause all forms of disease to enemies. She normally doesn't use this as an offensive, only using this to heal an undead ally.
* 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 no damage and phases through everything but magic and magical properties, in which it would instead destroy any form of magic 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, in which she uses to heal allies, including the negative effect of anti-healing curses. 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 magical concealment and imprisonment as well.
* Vanish - another classic magician trick, Dawn can make things disappear into thin air.
* Power Absorption - when her hands glow an eerie white glow (which is usually surrounded by a black aura), Dawn making contact with her enemy can began to drain them of supernatural powers, weakening their maximum potential. If held long enough, she can temporarily leave them completely powerless.
* 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, 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.

* Literary Manipulation

### Personal Arcaneworld

As with all Aether-Walkers, Dawn can control her own dimension and force people into it. At the cost of most of her energy, she can force people in an universal sized realm, empty for everything but the abundance of Aether energy. Here, she exists as an omnipresent being, and the foe is constantly battered with negative effects while they are in there. Dawn's stamina limitation makes it so she can usually hold this dimension active for about half a minute.

### Basic Alchemy

Dawn isn't a pro in this category unlike most of her Aether-Walker allies... mainly only using alchemy to make stamina potions.

## Flaws

Dawn's magic saps at her energy. The more complex, powerful, 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.

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 her weakness due to her Aether-Walker heritage. Even being in hell causes painful symptoms, such as vomiting burning blood, skin peeling in some areas due to the nether heat, etc.

While her other allies have a way to have nigh limitless to limitless stamina, Dawn's amount has a limit. There's only so much she can do before her stamina starts taking a toll.

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. 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.

Dawn's imperceptibility can still be noticed if she were to bump into someone, or by how she interacts with the environment.

Magic can be surpassed by stronger magic.

## Roleplay Edition Dawn

Currently only seen in Skype roleplays, Dawn's abilities were nerfed to the point where she is more or less superhuman in stats rather than cosmic. Regardless, her other abilities.