"You are getting healed, even if I have to beat it into you."
Around fifteen years prior to Braed's birth, a young Mage by the name of Heis Lester living in Vesper began researching the different ways of using restoration magic. He had a plan-to forcibly train, then heal the damage from physical training, over and over. Theoretically, it would result in a mage tough enough to survive dangerous threats to his own person, and a healer determined enough to survive targeting in the battlefield. He ran into many, many problems. The first of which, being that magic is hard to use when your entire body is occupied with intense training. Your hands are filled with weights, or planted on the ground for pushups, how can you make gestures? You constantly out of breath, how can you speak the words of spells? In the end, his solution, after several years of research, was tattoos. By relying on this technique, even though it would force fairly heavy specialization, it would solve many of the problems of his research theory.
After several more years of research, he perfected exactly the tattoos he needed. Restoration spells focused around recovering exhaustion and muscle damage in ones self, and moderate to severe injuries in others, all printed out in magical ink along his skin. Heis was approaching his forties by this point, however...too old to see the full effect of his research. However, the results were already good. He showed an inhuman strength, endurance, and fairly good speed for his age, and could keep himself going with restoration as well. He built a clinic, and after settling down at a sprightly fourty five, worked as a doctor to continue funding his research. At this time, Braed was nearing five years old. Born to loving, if poor parents, despite their magical inclination, he lived quite happily.
Desperate for money to keep themselves and their son alive, they took jobs they could not handle. Dealing with monsters, or demons, above their pay grade. Eventually, his mother passed away, and his father nearly drowned in debt and grief. Shortly after, Heis, who had been keeping track of families in similar situations in Vesper, offered to take in and give Braed a good life. Braed's father could not be happier about the idea of giving up a responsibility, and disappeared into the darker part of Vesper, likely drinking himself to death somewhere, as far as Braed knows. The boy was left on Heis's doorstep, and Heis finally had a real research subject to test his theories on.
From that point on, Braed's life was hell. He was subjected to incredibly harsh physical training, forced to perform feats of endurance, strength, and agility until his body broke, then was healed again by Heis. When he was eight years old, Heis began the process of Tattooing Braed with updated, and optimized restoration spells, and then teaching him how to use them. For Braed, this was the turning point in what he considered a miserable existence. Though the training that broke him down and built him back up every day never ceased, having the power to heal himself after a tiring day, and better yet heal others, made him happier than he'd been since his mother died.
Suddenly, Heis seemed simply a harsh new parent. Training was just hard, not hell, no matter how much it hurt. And people coming into the clinic, hurt, near dead, began to leave twice as fast with two healers working. Five years passed, then ten, and today, Braed undergoes training that even Heis wouldn't have considered possible when he began his research. Braed can heal nearly as well as Heis, and grows ever stronger with each passing day-the day he leaves Heis's clinic to make his own way in the world, healing anyone he comes across, and making his own way, is coming soon-or so Heis fears.
Combining intense training with healing magic to nullify the damage, he quickly grows capable of inhuman feats of athleticism
Invoke: He will gain a bonus when healing self-inflicted injuries from overwork.
Compel: With little regard to his own safety, he can be compelled to throw his own body in the line of fire to cover for others.
Having been trained for it, he has a near irresistible impulse to save, and then heal, any injured beings within sight.
Invoke: He will gain a bonus when healing others.
Compel: He can be Compelled to heal anyone, even his most bitter enemies.
Due to the intense training/self healing he undergoes, he has a rather ridiculous amount of natural strength.
Invoke: He will gain a bonus on any actions that directly rely on brute force.
Compel: He can be Compelled to solve his problems through brute force alone, rather than more efficient, elegant, or polite methods.
Trained and tattooed both by his mentor, someone who took the same path in life as him, his only form of magic is restoration spells using the tattoos coating his body.
Invoke: He will gain a bonus in situations related to knowledge on tattoos, restoration magic, or training.
Compel: He can be Compelled to work for, come to the rescue of, or otherwise be beholden to the wishes of his teacher/trainer.
Still young, and curious about the world, he believes there is still much to learn from his teacher, and others too.
Invoke: He will gain a bonus in situations requiring him to be taught something.
Compel: He can be Compelled to learn things he may not need to, or be Compelled to take actions in line with his youth, such as diving into something potentially dangerous out of curiosity.
Tattoo Bearer (Major Gateway)
(Restoration, 2 open)
Arcane Mastery (Restoration)
Some mages either have a natural talent or a long history with a particular purview. They tend to have a wider range of spells within that Purview and know how to get more out of them. Select an Arcane Purview that you already have. You have +2 Arcana when casting from that purview. This extra can be purchased multiple times for different Purviews. (Cost 1)
+2 to overcome actions with Physique that require only brute strength
Take the blows
You can use Physique to defend against Fight attacks made with fists or blunt instruments, though you always take 1 shift of stress on a tie.
+2 to Physique when rolling to overcome or defend against exhaustion or sleep deprivation
You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement.
+2 to Athletics actions to overcome obstacles when carrying an injured being.
Malie and Auren come ashore for a chat. Acquaintances are made, both old and new.
Just another day at the Gran's. Well, except for having a couple of creepy dolls around. Kaji gets Miss Frizz and Elpida up to speed. Braed gets a meal.