Mistress_Of_Worlds

Name: Spire
Birthdate: January 4th, 1657
Age: 35 (At the time of death)
Sex: Female
Race: Human (Formerly), Observer
Alignment: Evil
Hair Color: Light Brown
Eyes: Green
Elemental Type: Magic
Height: 5'6" (158 cm)
Weight: 115 lbs (52 kg)
Favorite Animal: Owl
Zodiac Sign: Capricorn
Chinese Zodiac: Rabbit
Weapons of choice: Grimoires (Spellbooks)
Personality Traits: Classy, Cunning, Blunt, Ruthless, Prudent
Relationship Status: Who knows?
Family: "They don't matter anymore..."
Likes: Birds (especially Owls), Spas, Reading books, Expensive cars
Dislikes: Filth, Uncivilized vermin, Religion
Favorite Foods: Uncanned Tuna, Sliced mushrooms, Potroast, Skinless chicken

Hɪsᴛᴏʀʏ

Foreward

Ever pondered the immense effort required to maintain the very fabric of reality itself? Picture countless universes, all eagerly jostling for their place within the cosmic tapestry. At times, it's like a gentle dance, with two worlds naturally drawn together by their striking similarities. In other instances, it's the result of a magical mishap, where a wizard inadvertently pulls a plane closer without realizing the gravitational tug-of-war it starts, even though these worlds might be as different as night and day. And let's not forget technology, with its dimension-leaping transporters that, when used recklessly, stitch together careless connections and unintended portals, threatening to unravel the very fabric of existence. The consequence of neglect? Potentially catastrophic collisions that could obliterate almost everything we know.

This is where the Observers come in, beings as ancient as the cosmos itself. They've been around since forever and will be here until the very end, maintaining a silent vigil on the fringes of the void. These cosmic beings glide through the vastness of space-time, scrutinizing the intricacies of worlds near and far.

One such Observer is Spire. Like the majority of them, she has a sense of curiosity about the inner workings of the dimensions she ventures into. However...

Rather than adapt to one universe after another befriending its respective inhabitants, Spire finds a more practical use for them; specifically those of the fairer sex.

She wants a collection of slaves... And it’s only a matter of time before that goal will be achieved.

--1657 AD, Humble Beginnings

Maria Goldsmith is born in a modest village in the American colonies, the only child of Dean, a woodcutter, and Annie, a gardener. Her childhood is a simple but happy one, filled with days playing in the woods and learning about plants from her mother.

--1669 AD, Things Change

At age 12, her life takes a dark turn. Dean lost his job, and the family’s financial struggles strain their once-loving household. Dean turns to alcohol, his frustrations manifesting as verbal and physical abuse. Annie, overwhelmed and bitter, begins to neglect Maria. Lonely, desperate, and unable to take the abuse any longer, Maria runs away from home.

On the road, she meets a mysterious old man who seems to understand her pain without her needing to speak it aloud. He offers her guidance and a chance to build a new life... one free from suffering. Though cautious, Maria accepts. The man reveals himself to be Merlin, the same Merlin who aided King Arthur, and his knights of the Round Table in their struggles against Morgan Le Fay's evil forces. Over the next 8 years, Maria trains under Merlin. She masters the ability to create food, grow plants, and even create houses out of thin air. By age 19, Merlin gives her a Grimoire as a gift before they part ways.

--1677 AD, Moving to Salem

Now 20 years old, Maria has long left her childhood home and finds herself in the town of Salem. With her deep knowledge of plants and magic, she serves the community as a herbalist, offering remedies and healing the people's ails.

--1688 AD, Experiments Gone Wrong

By the age of 31, Maria continues her work as a herbalist. Her remedies continue to help the townsfolk, but curiosity begins to gnaw at her. The Grimoire she received from Merlin beckons to her with its untapped potential. Driven by the need to expand her horizons in the field of magic, Maria looks into the pages of unlearned spells. In the process of learning them, unintended consequences ensued.

Rabbits, dogs, and other animals she practiced the spells on were turned into grotesque, savage beasts. They run amok, killing livestock and attacking villagers. Skilled hunters eventually track and kill the creatures, but they are unaware of Maria’s role in their creation.

--1692 AD, The Witch Hunts

The Salem Witch Hunts sweep through the town, fueled by fear, ignorance, and hysteria. Despite her years of service and goodwill, Maria’s odd methods and uncanny knowledge make her a target. When a young girl falls gravely ill after consuming one of Maria’s herbal remedies, the villagers’ trust turns to suspicion. Accusations of witchcraft spread like wildfire.

Maria protests her innocence, but the villagers are deaf to reason. She is captured and condemned to death. On the day of her execution, she is burned at the stake, her screams mingling with the jeers of the crowd. As the flames consume her, Maria’s thoughts are a swirl of betrayal, pain, and bitterness.

--A New Purpose

Following her death, however, Maria finds herself in limbo. Here, she meets Provenance the Creator of Worlds, a cosmic being who oversees the balance of existence across countless dimensions. Provenance sees potential in Maria, offering her a purpose far greater than her mortal life. Maria accepts the offer, agreeing to serve as one of his Observers, tasked with maintaining the stability of time and space. In return, she is given immense power, including the ability to summon portals to other dimensions.

At first, Maria fulfills her duties faithfully. But over time, the seeds of corruption take root. The ignorance and betrayal she suffered in life begin to fester, warping her perspective. She starts to see herself not as a servant of Provenance, but as someone destined to reign supreme over others, especially humans. Those "daft, and foolish" humans. Her once-compassionate nature is replaced by cold ambition, her actions driven by a desire for control and dominance. She rationalizes her deeds as necessary, a way to claim the power and respect she was denied in life.

Maria Goldsmith is no more. She casts off her old name, taking on the moniker Spire—a symbol of her ascension above mortal concerns. Where Maria once sought to heal and nurture, Spire now seeks to conquer and subjugate.

Pᴇʀsᴏɴᴀʟɪᴛʏ

Spire projects an aura of refinement and sophistication that draws the eye wherever she is present. Her poise and elegance underscore her sharp intellect, which she employs to navigate social dynamics and manipulate others to her will. Her self-assured belief in her own superiority is evident in every step and choice she makes, a notion she is quick to assert. Her tactical acuity is unmatched. Spire excels in strategic thinking, often outsmarting opponents by anticipating their moves and turning their schemes to her advantage. Her candid speech, devoid of sugarcoating, serves as a tool to unsettle and control others. Her honesty is strategic rather than compassionate.

Her ruthlessness knows no bounds; she stops at nothing to realize her objectives, showing no mercy towards obstacles or those who serve no purpose in her grand design. Each decision is a calculated risk, yet she comes up with contingency plans for unforeseen mishaps. As a leader, Spire expects unwavering loyalty from her subordinates. Her vanity fuels this desire for dominance, as she sees herself as the epitome of beauty, intelligence, and power. Any questioning of her authority will be punished without question.

Last but certainly not least, Spire hates religion. Her disdain for organized faith is one of the few aspects of her personality rooted in raw emotion. To Spire, religion represents ignorance, hypocrisy, and blind adherence to doctrines that stifle progress and individuality. The Puritans who condemned her to die invoked the name of their god as justification, an act that cemented her belief that religion is a tool of oppression. She mocks and belittles those who cling to religious beliefs, viewing them as naïve or willfully blind to the realities of the world. In her eyes, faith is not a virtue but a weakness, one that leaves people vulnerable to being manipulated and exploited. Understandably, this hatred stems from her death orchestrated by those who falsely accused and spilled innocent blood "in the name of God". Although resurrected, the scars of betrayal and loss have not healed.

Aᴘᴘᴇᴀʀᴀɴᴄᴇ

Spire has curly, light brown hair that cascades over her shoulders, green eyes, and pink lipstick. She wears rectangular glasses, a black latex bodysuit accented by a fur-trimmed capelet draped over her shoulders, and a wide belt with a gold buckle around her waist. The bodysuit features a thigh-high slit on one side, exposing black fishnet stockings, and she sports black heels.

Pᴏᴡᴇʀs & Aʙɪʟɪᴛɪᴇs

Dimensional Travel: As an Observer, Spire can access various dimensions, historical timelines, and alternate realities at will.

High-Level Magic: Spire draws power from the Grimoire gifted to her by Merlin. Unbeknownst to him, the Grimoire originally belonged to the evil sorceress Morgan Le Fay, whose magic was as powerful as it was unpredictable. Spire can cast defensive spells such as invisible barriers impervious to conventional attacks, creating food, shelter, and other necessities out of thin air to sustain herself or others. Buffs that enhance allies’ attributes such as attack, defense, and speed, or debuffs that hinder her opponents with debilitating effects like slow, poison, confusion, or paralysis.

Body Transformation: Using her magic, Spire can alter her physical form to suit specific needs. They range from turning her legs into mermaid fins to swim underwater, sprouting angelic wings from her back to fly, and turning herself into a temporary futanari.

Hand-to-Hand Combat: While Spire prefers magic, she is more than capable of fighting with her bare hands. Her skill is amplified by a spell that allows her to copy the fighting styles of others, which she learned by observing and sampling martial artists across dimensions. She has mastered forms such as Krav Maga, Savate, Kickboxing, and Xing Yi Quan. Being versatile in the field of martial arts adds to the difficulty of trying to defeat her.

Torture and Interrogation: Spire is a ruthless interrogator, able to extract information from even the most hardened warriors, and criminals. Using a combination of psychological manipulation, pain, and illusions conjured by her magic, she can break her prisoners without mercy.

Superhuman Intelligence: Spire’s mind operates on a level far beyond that of lesser beings. This intelligence lets her solve complex problems, analyze situations with razor-sharp accuracy, and concoct intricate plans that often leave her opponents several steps behind. She is a master strategist who rarely fails to adapt to unforeseen circumstances.

Indomitable Will: Spire’s willpower is unshakable. Her resilience enables her to withstand mental attacks, illusions, or attempts to manipulate her.

Manipulation Mastery: Spire is an expert manipulator, adept at bending others to her will through charm, intimidation, or deception. She can read people like a book, using their fears, desires, and weaknesses to control or destroy them as she sees fit. This ability extends across species and cultures, giving her influence in any dimension.

Extreme Physical Conditioning: Despite relying primarily on magic, Spire maintains a peak physical condition. Her strength, agility, and stamina are far above human levels. She may not look the part, but she does exercise... out of boredom.

Charisma: Spire exudes an aura of confidence that makes her incredibly persuasive. Her charm can disarm enemies or rally others to her cause. She knows how to command attention and manipulate emotions, making her as dangerous with her words as she is with her spells.

Mystical Blasts: Spire can channel her mana into powerful blasts of raw energy, capable of disintegrating objects or overwhelming foes. She can vary the intensity and shape of these blasts, using them for precise strikes or widespread destruction.

Teleportation: In addition to her dimensional travel, Spire can teleport within a single plane of existence. This ability allows her to escape danger, ambush opponents, or explore areas efficiently.

Genius-Level Intellect: Spire’s intelligence extends beyond combat and strategy. She is a skilled scholar with expertise in various fields, including alchemy, ancient languages, and dimensional physics. Her deep understanding of magic, science, and technology makes her capable of combining them in unique and innovative ways.

Wᴇᴀᴋɴᴇssᴇs

Mortality: Observers have infinite lifespans but they are not killable. Severe injuries, mortal wounds, or catastrophic accidents can still end Spire's life. Her regeneration and resilience are above average, but not enough to overcome decapitation, organ failure, or other lethal damage.

Overconfidence: Spire’s intelligence and vast power often make her overestimate her ability to control situations. This overconfidence can lead her to take unnecessary risks, take her opponents lightly, or overlook subtle threats that might otherwise go unnoticed.

Grimoire Dependency: Many of Spire’s spells are derived from her Grimoire. If the Grimoire is destroyed, stolen, or otherwise rendered inaccessible, her combat and magical effectiveness would be significantly reduced. While still formidable, she would lose access to some of the most powerful spells in her arsenal.

Magic Exhaustion: Casting spells comes with a price. It consumes Mana and drains her stamina. Excessive use of her strongest spells can leave her weakened and vulnerable until she has time to recover.

Ego and Vanity: Her deep-seated vanity and pride can be exploited by cunning opponents. Insults to her appearance, status, or intelligence often provoke emotional responses, clouding her judgment and making her prone to rash decisions.

Dimensional Anchoring: Although she can traverse dimensions at will, certain powerful magical seals, technological barriers, or dimensional anchors can trap her in a specific plane of existence. Being bound to one dimension restricts her ability to escape or call for reinforcements.

Anti-Magic and Disruption: Spire’s reliance on magic makes her vulnerable to areas or opponents capable of suppressing or nullifying magic. Anti-magic fields, artifacts, or spells can cripple her offensive and defensive capabilities, forcing her to rely on physical combat where she may be less effective.

Psychological Scars: Spire’s traumatic past of abusive parents, betrayal, and burned at the stake has left emotional scars that can resurface under the right circumstances. Invoking memories of her persecution or exploiting her hatred of religion can destabilize her focus, making her easier to predict.

Mᴏᴠᴇ Lɪsᴛ

Gameplay and Fighting Style:

Type: Range
Style: Zoner, Space Control, RNG
Similar Characters: Hilda (Under Night In-Birth), Hero (SSBU)
Difficulty: Very Hard

//Range-type characters excel in attacking from a distance. They use projectiles, or tools to control the battle from afar.//

Spire is a zoner who relies on space control and RNG.

Unique Ability - Roulette: Spire's core mechanic revolves around her Grimoire. At the start of each round, four spells are randomly selected from a pool of possible spells. They appear as icons in a resource bar and can include:

Offensive Spells such as:

Spiros: Flaming torpedoes that home in on the opponent.
Glacies: Makes a pillar of ice rise up from the ground.

Buffs such as:

Vigor: Increases attack power.
Reinforce: Increases defense.
Turbo: Increases movement speed.

Debufs such as:

Slow: Decreases speed.
Confuse: Temporarily reverses the opponent's controls.
Weaken: Lowers attack power.
Poison: Slowly drains opponent's HP.

Each spell has a cooldown period after use, meaning players need to carefully decide the timing and sequence of their actions. Managing the cooldowns and planning around the available spells is crucial to her success.

Spire is not reccomended for beginners. Experts only! The random nature of her spell selection can leave her without the necessary tools for certain situations, requiring adaptability and on-the-fly thinking. Mismanaging her cooldowns or overcommitting to certain spells can leave her vulnerable. She can struggles when opponents close the distance, as she has limited options for quick escapes or melee defense. Overall, Spire requires high execution due to her long pressure strings, resource juggling, and reliance on precise timing.

Controls:

LP: Light Punch
MP: Medium Punch
HP: Heavy Punch
LK: Light Kick
MK: Medium Kick
HK: Heavy Kick

Inputs for Special moves use the Japanese numpad notation.

236 is a Quarter-circle forward, 623 is a DP motion, 214 is a Quarter-circle back, brackets are used for charge motions and so on.

Normal Moves:

Standing LP: A quick jab with her right hand. Good for close-range pokes.

Crouching LP: A quick, low jab aimed at the opponent's legs. Fast and safe on block.

Jumping LP: A quick jab in the air with her left hand.

Standing MP: Spire conjures a spectral hand from her Grimoire that strikes forward.

Crouching MP: Same as 5MP but she's crouching.

Jumping MP: Swipes her Grimoire downward, creating a small burst of magic.

Standing HP: The head of a killer plant comes out of the Grimore and snaps at the opponent.

Forward HP: An overhead slam with her Grimoire, releasing a burst of magical energy on impact.

Crouching HP: Creates a magical spike that erupts from the ground in front of her. A launcher for air combos.

Jumping HP: Giant hands come out of her Grimore and hit the opponent with a downward slam.

Standing LK: A swift low kick to the opponent's shin. Fast and good for counterhits.

Crouching LK: A short, sweeping kick aimed at the opponent's feet.

Jumping LK: A quick knee strike aimed downward.

Standing MK: A horizontal kick with decent range, aimed at the opponent's midsection.

Crouching MK: Extends her leg in a long, sweeping arc.

Jumping MK: A spinning crescent kick with magical energy trailing behind.

Standing HK: A spinning high kick imbued with magical energy, creating an arc of light. Excellent reach but slower recovery.

Crouching HK: A sliding kick infused with magic. Causes hard knockdown.

Jumping HK: Spire conjures a black cat from her Grimoire that swipes its claws.

Throws:

Etheral Constriction: Spire grabs the opponent with one hand and opens her Grimoire in front of them. Magical chains burst from the book, wrapping around the opponent and squeezing them tightly. She then slams them into the ground with the chains before dismissing the magic. (Two Punch Buttons)

Whiplash: Spire summons a spectral whip from her Grimoire, wrapping it around the opponent’s torso. She yanks them into the air, spins them around with the whip, and then slams them down hard behind her. (Two Kick Buttons)

Specials and Supers:

Arcane Bomb: Spire summons a burst of magical energy from the ground at a target location. Depending on the punch button used the bomb can be placed near (LP), midscrren (MP), or far (HP). The EX version summons a bomb that explodes across the screen. (236 LP/MP/HP)

Grimoire's Gambit: Spire summons a series of random objects from her Grimoire (e.g., swords, anvils, angry cats) that come at the opponent. The type and number of projectiles vary based on the button pressed. The LK version summons one flying sword that travels a short distance. The MK version summons two black cats that run toward and attack the opponent. The HP version makes an anvil fall from the sky. The EX version fills the screen with a giant golden sword that zips horizontally, and vertically. (236 LK/MK/HK)

Roulette Spell: Spire can use one of the four spells in her arsenal depending on the button pressed. LP activate Spell #1. MP activates Spell #2. HP activates Spell #3. LK activates Spell #4. (22 LP/MP/HP)

Impulse: Spire creates a barrier of magical energy around her that expands outward, knocking opponents back and nullifying projectiles. The EX version will bounce opponents off the screen so she can extend or end a combo. (214 LP/MP/HP)

Phantom Gate: Spire opens a small dimensional portal that fires a random projectile. LP version shoots a red fireball that travels a short distance. MP version summons a bolt of lightning that comes down from above. HP version summons a great white shark that splashes up from the ground below. The EX version summons a ball of magicall energy that slowly travels across the screen and lands 5 hits on contact. (623 LP/MP/HP)

SUPER: Arcane Storm: Spire raises her opened Grimoire before summoning meteors that rain down on the opponent dishing out 10 hits. The Lv2 version summons more meteors that dish out 16 hits. (236236 LP/M/HP)

SUPER: Raging Flare: Spire opens her Grimoire. Out of the pages comes a red dragon's head that opens its mouth and breathes fire, landing 10 hits. Can neutralize projectiles. (236236 LK/MK/HK)

SUPER: Explosive Rift: Spire opens a small rift in space, pulling her opponent toward it. If they’re caught, the rift explodes with a burst of energy, landing 10 hits. This move can be blocked but it can also be used for relentless blockstring pressure. (214214 LK/MK/HK)

LEVEL 3 SUPER: Celestial Judgment: Spire raises her Grimoire into the air, summoning a massive celestial sigil that covers the entire stage. The sigil glows, releasing beams of radiant energy that converge on the opponent. As the beams connect, Spire channels a final, devastating blast from the heavens, obliterating her foe in a brilliant explosion. (236236 HP+HK)

LEVEL 3 SUPER: Bewitched Barrage: Spire opens her Grimoire, out comes a pair of chains attached to curved blades that spin vertically, launching the opponent, landing 8 slashes before they spin horizontlaly, landing 8 more slashes before she disappears and follows up with teleport kicks that ricochets the opponent right, left, and up. The launched opponent plummets, landing on the heel of Spire's leg before she swings it down and shouts "filthy dog!" (214214 HP+HK)

INSTANT KILL: Eternal Oblivion: Spire teleports and reappears behind the opponent, smirking as her Grimoire turns into a humanoid construct with muscular arms and legs. After flanking the opponent they follow up with a brutal combo: the Grimoire delivers thunderous punches and kicks, while Spire elegantly weaves in rapid-fire magical strikes of her own. The combo builds to a crescendo as the Grimoire lands a powerful uppercut, sending the opponent flying into the air. Spire jumps up, channeling energy into a downard kick that sends the opponent crashing to the ground before a multicolored explosion follows suit. While Spire descends the Grimoire reverts to its original form, falling back into her hand as she strikes a confident pose. (214 214 HP+HK when the meter is at Level 3 and when the opponent is low on HP)

Related Characters:

Fire_Goddess
Bondage_Nymph
Aella_Wagner

 
Roleplay Preferences (Click here for explanation)

As PredAs Prey

Hard Vore Always/Love
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Never/Dislike I'm not here to eat people. Vore isn't my fetish. I'm only here for RP in general. You know, the nonsexual, and sexual ones where smut and story are possible. And for the love of god, don't waste your time bitching at me or trying to argue with me about why I'm on a site that's supposedly focused on one kink. I came here from F-List because people on that site are toxic assholes as opposed to everyone I've talked to on here being nice, friendly, open-minded, and not elitist.
Bondage Always/Love
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Never/Dislike Yes.
Willing Always/Love
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Never/Dislike Yes
Unwilling Always/Love
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Never/Dislike For nonconsensual scenes.
Male Partner Always/Love
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Never/Dislike
Female Partner Always/Love
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Never/Dislike YES!!!
Demi Partner Always/Love
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Never/Dislike Elves, Nekos, Kitsunes, Androids, Aliens (The human looking ones)
Fur Partner Always/Love
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Never/Dislike Not really into Furries. No Anthros, talking animals or anything like that
Scaly Partner Always/Love
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Never/Dislike No scalies either
Breaking 4th Wall Always/Love
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Never/Dislike 4th wall breaking is funny as fuck