Yantrajna

| Profile | |
|---|---|
| Name | Yantrajna (from Sanskrit, "mechanic") |
| Origin | Zekira, Adoptables Giveaway 2020 |
| Residence | Arx Entropic |
| Occupation | Mechanic |
| Gender | Female (she/her) |
| Species | Zekiran Naga (see character sheet for more info) |
| Size | Stands around 5'4" tall as shown; length over 20' from crown to tail-tip |
| Appearance | As shown - has Zekiran tech-elf features (elongated ears, missing one finger on each hand); unlike regular snake-skin, hers is armoured and crystallizes when shed. |
| Abilities | Crystal Shape (Lesser): Yantrajna is able to (quite strongly!) sense and locate regular crystalline matter including glass, gems, and even her own cast-off skin. This power allows her to manipulate those crystals, usually from about fingernail-size on up to head-size at one time. It takes around an hour for her to shape a fist-sized item. This is exhausting, but doesn't take much to recover from. Even if others have this power, only she can shape her own 'skin.' |
| Enhanced Senses: In exchange for hearing loss, Yantrajna can see in infrared and has strong scent-based tracking. | |
| Hypnotic Suggestion: Anyone Yantrajna can see is subject to a brief command or suggested course of action. Once the command is executed, her control over the subject(s) stops. | |
| Machine Control: At close range (within 5m), Yantrajna is able to sense and to a limited extent control non-electronic devices. She can determine minor problems inside machines, and fix them if required parts are nearby. Along with this power, Yantrajna has innate proficiency with mechanical items. | |
| Power Swap (Dragon): Yantrajna can access any dragon's powers that aren't part of their physical nature, including magical, psionic, and elemental abilities. In exchange, a smart enough dragon can also tap into and use her powers, if she gives her consent (and a demonstration of the target power's use). She can dictate whether a dragon accesses her powers, and will generally ask first to use a dragon's, especially if they are not bonded or cared for directly by her. | |
| See Recent Past: Yantrajna can move through a spot and get a sense of what went on there within about a 4-day period. The more commotion or distress or psychic impressions that occurred, the more likely she is to detect details, but the sensation is more commonly akin to 'the willies.' | |
| Venomous Spine: Yantrajna's tail bears a hidden short spine coated in a powerful neurotoxin. The fast-acting toxin can cause temporary immobility. | |
| Personality | Brilliant and technical, Yantrajna's love for and proficiency with machines are second-to-none at the Arx. Perhaps because her powers don't encompass them, she tends to shun high-tech electronic devices in favour of simpler (yet, in her opinion, more beautiful) analog machines. She keeps a small laboratory which is both well-stocked with machine parts and deliberately organized. Its entrance bears a small crystal plaque - no doubt shaped by Yantrajna herself - bearing the inscription "ABANDON ALL HOPE, YE WHO ENTER HERE." While it seems ominous, it's more of a deterrent to passersby in than an actual death threat. It also reveals that Yantrajna does, in fact, have a sense of humour somewhere under her meticulous exterior. Yantrajna dislikes intrusions to her lab, especially curious, wandering hands which threaten to disrupt her deliberate organization. If you obey her very simple rules (touch nothing and keep quiet) Yantrajna is quite placid, even amiable to those who share her mechanical ken. If you don't, she's not above using anything from a hypnotic suggestion to the ol' "neurotoxic spike straight to the gluteus maximus" strategy to set you straight. |
Arx Entropic, its characters, and the Mystical Place domain © Molly/Starburst 2001-
