Nov 14, 2010 11:51
So! Tris has a few powers that run smack-dab into other people directly, and may behave in weird ways considering the people around the Manor, soooo...
1) Tris can see magic. It's easier to see on people who don't have something similar to her home world's idea of control, which amounts to visualizing all of their magical energy and shoving it into something small. She's mostly toned down her ability to "see" this, but that only really works when she has her glasses on.
2) Tris absolutely reeks of magic nearly from top to toe, so if your character can sense magic odds are fairly good they will sense Tris. Her magic is, like said earlier, basically crammed into a contained rope of wind, but her hair and glasses are both heavily spelled with her magic. Someone might also be able to identify the very strong weather connection as well. Her dress is magicked down to the thread level as well, though it is not Tris's magic there. She also has a medallion on a ribbon hidden under her dress, which is also spelled, though not by her. Prodding at this medallion with magic will make it glow very brightly.
3) Anyone who can sense magical bonds might be able to pick up on the fact that Tris comes as part of a set. She has a soul-deep magical connection to three other mages which are not currently in the manor, so this bond is currently dormant.
4) Tris can hear things on the wind! This is not an easy way to hear whole conversations, but if there's any chance wind or drafts can get in and out of where you're taking, she might be able to hear bits and pieces of it. A room with an open window is good, a modern room with a closed window is bad.
For 1 and 4 I'm looking for mun permissions and input. If your character has magic, is it well-concealed or low-level enough that Tris wouldn't miss it with her glasses on? Is it weird? Is it demonic in origin, or would it somehow be weird or different from the normal pearly glow Tris would see? If Tris could theoretically overhear something, do you want her to? >w>
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