Skip to main content

Fuyuma


 

The Crossroads is so lively. It's almost a bit much, some days. But it's nice, to be around life for once.

-- Fuyuma

 

 

A traveler from a world nearly gone. She and her family were rescued by Chifu and brought to the Crossroads to live for the foreseeable future. Fuyuma helps around town, using her psychic abilities to spy, fight, work, and sometimes just make spectacular shows of magic. During the tournament, she offers advice, training, and information. Basic help is free, but more involved work comes with a price. 

 

 

Table of Contents
  1. Backstory

  2. Name
  3. Personality

  4. Abilities

  5. Job & Skills

  6. Location

  7. Gallery

  8. Author's Notes

 

Backstory


Originally from a universe where mages rose in power so drastically that they began to destroy the universe, clawing out any useful resource until nearly nothing was left. Fuyuma was created by one mage, Brivigak, to be experimented on. Essentially, her purpose was to cultivate powers that would further strengthen his army. Her power, created through grueling experiments, was psychic ability.

 

"10" was her designation as an experiment, and she generally doesn't tell people about it. If someone finds out and calls her 10, she would react very badly. Being indexed (like in a sport), also makes her uncomfortable, but she won't get outright angry.

 

Eventually, Brivigak (along with many other mages) began the process of trying to enter other universes, which caught the attention of Chifu, who immediately put a stop to it. Fuyuma, caught in the crossfire of the conflict, managed to be swept away early on to the Crossroads, along with her siblings (other experiments, who essentially adopted each other), but Chifu has made efforts to evacuate all victims in this universe. 

 

As a thanks to Chifu, Fuyuma makes an effort to help out around the Crossroads, and has made an effort to assist the coming competitors to the tournament, as well.

 

Name


In her culture, people tend to have two names: a given name, and a chosen name. In Fuyuma's unique situation, she has a designation, a first chosen name, and a second chosen name. 

 

Her designation is 10 - the number of experiment she was.

 

Her first chosen name, a simple nickname referring to her eyes, was Fufu.

 

Her second chosen name (which she currently goes by), referring to her psychic power, is Fuyuma.

Personality


Guarded and anxious, but kind. She’s willing to listen and offer her insights, but doesn’t often talk about herself. She has a soft spot for children and animals. She's afraid of skulls, cages, entrapment, powerful magic (or in general lots of power), and her loved ones dying or getting hurt. 


Fuyuma
Portrait of Fuyuma

Aliases/Nickname(s)

Fufu, "10"

Profile Data

Race

human

Pronouns/Gender/Sex

she/her, cis female

Age

23

Weight/Height/Build

52 kg/157 cm/thin

Hair/Eye/Skin Colour

white/blue/pale

Distinguishing Features

5 eyes

Job

general help/odd jobs

Hobbies

reading, spas, camping

Siblings

Kem (younger), Kip (older)

Creator
Sketchy Jessie


Abilities


Psychic Link

In general, Fuyuma can make psychic links to objects, people, animals, etc. She can affect them through movement (telekinesis) or a two-way thought link (telepathy). This can also pair with other abilities.

Telepathy

Generally just works like you'd expect, she can send thoughts, images, ideas, etc. to people. However, because this is from a psychic link, technically the ability is a two-way street: someone savvy and willful enough could force thoughts, images, ideas, etc. into Fuyuma's head. Fuyuma has a natural resistance to this, but it's entirely possible.

Psychic Blast

Basically just a blob of energy that Fuyuma can manifest to cause destruction. She can do one at a time, anywhere she can see, and it can usually only affect about the size of a full human person.

Magic

All people in Fuyuma's setting can do basic magic, which involves the manipulation of essence, the core energy present in all things. Most magic involves either turning something into essence, transforming somethings essence (and therefore transforming it), or consuming essence (literally eating it) to gain power. It's harder to affect things that are living or sentient, and the more intense the change or effect, the harder it is. Normally magic requires physical touch.

Generally, Fuyuma is only able to turn things into essence, and only a very small amount (think a handful). However, Fuyuma can do this in connection to Psychic link, meaning she can do ranged magic.

Job & Skills


Fuyuma does odd jobs around town, and will offer things like information and training, typically for a price. Most of the work she does involves using her psychic ability - she's not that strong or skilled outside of that - but she can do some pretty basic things like waiting tables and library work. 

Outside of her basic powers, she's decent at writing, and likes to make poetry and journal entries in her free time. She's fairly well informed on human anatomy and basic medical knowledge, as well.

Location


During the tournament, she'll be fairly active in the business district, Kit'inn, and Fox Den, to ensure she has an eye on the competitors and what's generally going on. Her primary home is in the Phoenix Coast. 


Fuyuma visual reference Fuyuma and her siblings Fuyuma levitating a comb
Visual Reference Fuyuma (left), Kem (middle), Kip (right) Basic Telekinesis

Author's Notes


In terms of content permissions, be mindful of the Summer Leagues rules, and ask about anything involving ships. She can drink, but probably wouldn't use drugs of her own volition.