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Sister of the Mind

Image by Jake Colling
Sister of the Mind
Sister of the Mind

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Sister of the Mind
Sister of the Mind

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Sister of the Mind
Sister of the Mind

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Out Of My MindDuran Duran
00:00 / 04:19
 

Info

REAL NAME: 

IDENTITY: 

AFFILIATION: 

 

REGISTERED?: 

RELATIVE AGE: 

MARITAL STATUS: 

Faustina Demonte

Unknown

French/Canadian/ Villain

No

~460 years old

Single

ALIAS(ES): 

CURRENT TEAM: 

FIRST APPEARANCE: 

APPEARANCE DATE: 

CREATED BY: 

CREATION DATE: 

None

Arcane Sisterhood

N/A

N/A

Don "Major Deej" Finger

21 Feb 2021

RELATIONS:

 

None Mentioned

History

 

Faustina Demonte was a 15th century female French slave who'd been abused by her master and his friends her whole young life. One night, a fellow slave setup a staged accident making it look like Faustina had died in a fiery death. Instead, Faustina and her new friend escaped their slavers and made their way to Portugal, stowed away on a ship to the New World (America) and arrived in New Amsterdam (New York City). Faustina's friend actually hid both of them from being discovered on the ship by placing spells on the crew of the ship using a crude version of Charm magic (mind manipulation). Upon alighting in New Amsterdam, Faustina wanted to learn how to use those same magics, which her friends was more than happy to do so once they got settled in New Amsterdam.

 

In time Faustina's friend revealed that she was a rogue witch from a secretive magical society called 'The Conglomerate' and that she'd been watched over the years. She told Faustina that she'd more than likely finally 'shook off' her trackers...but that wasn't the case.

 

A few years later, Faustina found her friend murdered by witch hunters. Faustina went on the run into the hills and found her way to Canada (later called Quebec Territory, then after that, the Province of Quebec). There, she set used her barely developed charm powers to 'influence' the locals to do and get her anything she wanted. As such, Faustina became the 'belle of the region'. Thanks to the spells she'd learned, she was able, through both Charm magic and alchemy, to make herself a young beautiful woman - a woman any man (or more to the point, frontiersman) would do anything for. As such, she became a power of the area that would soon become the Province of Quebec...but for Faustina, the witch hunt for her become far more deadly.

 

In those few years in Canada, Faustina was able to hone her charm powers. To accentuate herself, she created her own 'menagerie' of followers that she'd started training in using charm powers; they were her 'Sœurs Charmées' or 'Charmed Sisters'. Although only a dozen or so, their numbers helped to not only bolster Faustina's ego, but also control others.  She was dubious in her teachings, inflicting cruel discipline or 'lessons' for those sisters that didn't do what she wanted them to do. One such sister, Evie,  had enough of Faustina at one point and decided to contact some witch hunters to come take her and kill her so that Evie herself would take over Faustina's fortune and base of power.

 

Instead of human witch hunters, the Conglomerate's scouts sent in the Knights Arcanus and decimated nearly all of Faustina's sisterhod. In a pitched battle, resulting in the death of two knights, Faustina was eventually transformed into a tree, imprisoning her for all eternity (or until the tree was destroyed, whichever came first), due to her being too powerful to stop in battle by any of the other knights.

 

For the next few hundreds years, up until 2015, Faustina remained in her inanimate state, that is, until another witch, Malconna, found Faustina and freed her. Malconna had mentioned she once had a band of 'Sisters of the Mind' much like Faustina's 'Charmed Sisters' that worked together in Malconna's previous 'Arcane Sisterhood'. As such, Malconna requested Faustina to head up and recruit new witch recruits to reform a new 'Sisters of the Mind'.  Faustina knew that she was going to only be a pawn in Malconna's game, but with little choice before her, Faustina followed through.

 

By 2016, Faustina had nearly fifty 'Sisters of the Mind' under her leadership. They all died in a devastating plot against the modern era's Knight Arcanus on Halloween 2016, resulting in the death of all fifty of Faustina's sisters...as well as Faustina's permanent and near fatal injuries she also incurred.

 

Today, Faustina, still horribly mangled from the 2016 Halloween battle, continues to reluctantly work for a resurrected Malconna (who initially died in the same battle). Faustina is NOT happy with the current Arcane Sisterhood leadership, but again, what choice does she have? In time, Faustina intends to break away from Malconna and take charge of what is now Quebec City and call it her own kingdom.

Powers

 
  • Arcane Sisterhood Inherent State

    • As a result of being transmuted into an inanimate object for hundreds of years, their physical bodies are disfigures, patched with dead/damaged skin, have magical energy tears in their skin and unhealable skin discolorations.

    • Side effects of this transmutation makes each sister have the following:

      • Excellent prevention of magical detection

      • Poor physical body armor versus magical, physical, energy, toxic/toxin, temperate and radiation damage

      • Radiant energy 'tears' in their skin that glow a feeble glow

      • Reduced physical attributes (movement, agility, fighting) due to new inherent body state

      • Nigh vision at good level

  • Arcane Bolts (Arcane)

    • Can emit good magical bolts up to 100 yards in distance

  • Psionic Blade (charm/arcane)

    • Can create a mentally-formed psychic blade from either arm to induce good level melee psychic damage when engaged in direct melee combat with a target

  • Mind-Over-Matter (Charm/Arcane)

    • Can establish a state of mind that prevents her from feeling pain up to a good level​

    • IN this state, so long as she in conscious, she basically provides herself with a good level of protection against all forms of damage, even to the point of not even showing damage on her body

    • When put unconscious, however, all damage effects will show and count against her body, even to the point of death if the repressed damage was more than her health was.

  • Psionic Protection (Charm)

    • Provides her with a good level of psychic protection from and and all form of mental, psyche-based or magical damage or control​

    • This power is always on

  • Charm Powers (Charm)

    • Can 'influence' targeted beings up to a good level or a group of people at a typical level.​

    • The influence on the target, if successful, will make the target susceptible to any desire by Faustina, short of doing something morally incomprehensible, deadly or against their nature.

    • The power's effect lasts for up to 10 hours so long as the use of it doesn't force the target to fight it

    • The target, once the influence wears off, will NOT remember what he/she did while under the influence

    • Can project thoughts unto others within 6 feet to NOT see or look at her or in her direction at a typical level

  • Confuse (Charm)

    • Good ability to confuse a target to believe it's seeing and hearing something different that what is really in front of them​

    • Used to make friends look and sound like foes; death traps to look unassuming, or weapons look like innocent items

    • Effect lasts only for 10 minutes or until the effect is challenged or interrupted

  • Illusion (mix of Spirit and Charm)

    • Can make others think she looks different than what she really looks like (a glam spell, if you will)

    • Good level spell that can last up to 10 hours unless challenged or interrupted

    • Can only emit to those in an area of 10 yards of less only

Equipment

 
  • Arcane Sisterhood Staff

    • Made of spectacular level magical wooden material

    • Can be pulled out of magical portal to access/use with but a thought

    • Made specifically for this person; no one else can use it

    • Provides an additional level of magic focus, agility and stores an additional 20% more magical energy (mana) that the staff's owner can access/store (mana), but only so long as the staff is held in the bearer's hand

  • Body Armor (Chestplate, boots, glaives, skirt)

    • Provides good protection versus magical and mental/psyche attacks

    • Provides typical protection versus physical, energy, temperate and/or toxic/toxin attacks

    • Provides remarkable radiation protection

    • Provides protection from magical sensors/sensing up to a remarkable level

    • Negates magical wards and their functionality up to remarkable levels

Talents

 
  • Charm Magic (Professional)

  • Arcane Magic (Proficient)

  • Witchcraft (Professional)

  • French History (Professional)

  • Canadian History (proficient)

  • Leadership (Proficient)

  • Martial Arts: +Initiative (Proficient)

  • Enticement/Influence: +Popularity (Master)

  • High Society (Professional)

  • Finances (Professional)

  • Real Estate (Proficient)

  • Languages:

    • French (Master)

    • English (Professional)