Name: Mille Garrison (is this her real name? Who knows)
Race: Human (Magus)
Age: 17
Height: 5'1"
Weight: Appearance: Has a constant serious or stern expression, and doesn't smile terribly often. She dresses pratically and simply most of the time, wearing boots most of the time except for when it's hot. She won't object to wearing a dress, but only if the situation calls for it. She finds them impractical for most situations. Same with any shoe type that is not boots or tennis shoes (or other flat heeled shoe type). The charm on her circlet/necklace and the beads on her bracelets have runes inscribed on them, just in case she needs to get a spell off quickly without having to write the spell in the air or on the ground.
Physical AttributesStrength: Exceptional (very low tier Supernatural with reinforcement)
Agility: Exceptional (very low tier Supernatural with reinforcement)
Constitution: Exceptional
Magical Abilty: Medium (on the higher end)
Other Abilities: Runes: What Mille's spellcasting revolves around. She can cast magecraft using them either by writing them on a surface or in the air. Writing them in the air is more costly, but is good for emergencies. Writing with blood rather than an utensil can get prana into the rune faster, but also leaves an open wound until she's finished writing, risking bleeding out if she's badly injured enough.
Her runes can work in one of two ways. One is to use them immediatly upon writing them. The other is to have them store prana and discharge the prana at a later time to cast the spell. Runes are less efficient than gems, and their ability to retain prana and for how long can depend on the material, even for a more talented and proficient user like Mille. But this can be useful for if she wishes to set a trap using a circle of runes for instance, and can't afford a delay in activiating them once they step inside.
Mille's strengths lie in two areas as far as her magecraft is concerned. One is with her element, fire. The vast majority of her offensive spells will revolve around this element, and will come in a blast or in a burst. The other lies with her Origin, which is Strengthening. Because of her psychological tendency to put walls around herself, she has an incredible talent with Bounded Fields, and her runes augment this. In addition, she has quite a bit of talent with reinforcement magic, though she cannot project at all. With this, she can set traps against her enemies while reinforcing her body to get away to spring it. However, as a straightforward person, she doesn't prefer to be so cowardly with her fighting if she can help it.
She does struggle to an extent with healing magic. She can heal up to moderate wounds if need be, though it will drain her of more prana than most of her other spells would.
To avoid having to write down a rune, she can carry around something with one prewritten on it, like the necklace and bracelets she wears. Though with those items in particular, she tends to save them for emergencies.
Obsessed with Research: Mille's desire to prove herself to the Magus Association means she's done far more research than most of her peers in terms of reading books on magecraft and the like. This means she knows more than the average magus. Note, however, that this does not nessisarily give her an edge in terms of her ability, though it did help develop it.
Meticulous training: The mind wasn't the only thing Mille wished to refine in her quest to prove herself to the Association. She also trains herself hard physically, with the thought that this will not only sharpen her mind, but also prepare her for most physical conforntations.
She's also trained herself in some self defense. It should be noted that while she did train herself in this regard, she will struggle against an opponent with more specialized and professional training. She would struggle against Rin's martial arts, for instance.
Holmes Would Be Proud: She can be surprisingly perceptive about both those around her and seeing details others would not. In addition to this, she is quite intelligent. However, like this skill's namesake, this comes with being rather blunt and having questionable social skills. Thankfully there are no drugs involved. This also does not save her from her delusions about how the Magus Association operates, or change the fact that she could use some self awareness. It does make her useful when trying to solve various mysteries, however.
Shonen Levels of Determination: Will keep trying something to the bitter end on most occasions, even if it's kinda stupid and she should probably give up. This means she has a high willpower, and can sometimes resist mind control, but at the same time, she may need to be pulled away from something that could put her at risk if she continues on any further. Also somewhat of an ironic ability, given her overly serious and deadpan demenor.
Equipment: Bag: It's a bag. It has her stuff in it. It's reinforced. It's not that special really.
Kaleido Stick Sapphire:
A powerful wand created by Zelretch himself, which is able to empower the wielder with a nearly infinite amount of prana and power, as taken from other selves from other dimensions and timelines. ...However, despite being far gentler of temperament than Ruby, Sapphire still forces the one who wields her to become a magical girl, and their attacks to match. Since Sapphire herself is sentient, she can sometimes lend advice as well, but is a bit on the quiet side. While less so than her sister Ruby, she also can be rebellious, and if her current master proves themselves unworthy, she will abandon said master, and go find someone else.
It should be noted that despite the infinite power and prana thing, there are limits. While still a significant upgrade, enough to reasonably upgrade the wielder's stats to at least mid-Servant tier, Sapphire does need rest every once in awhile, and there's only so much power she can provide with one shot.
It's something of a miracle that Mille managed to take Sapphire. Even more so that Sapphire decided to stay by her side regardless. Perhaps Sapphire wanted this all along? Wanting to be with her sister would certainly be enough motivation.
Origin: A young woman so determined and desperate to prove herself worthy of membership to the Association that she'd do something as suicidal as take a Kaleidostick. This came after managing to overhear about Rin's mission. Perhaps because of the whims of Sapphire herself and the wand's desire to join her sister, the young magus was able to take the stick successfully and make a break for the portal. Why someone like Zelretch hasn't gone after her to retrieve the stick probably says something on its own.
Motivated by questioning of her worth beyond bearing heirs when she was a young girl by others not too far from her own age and some adults alike, her quest to prove herself became an obsession, at the price of her health, both mental and physical, her love of magecraft, her contact with her family, and most any joy she had. But she trundles ever onward down this self destructive path because after dedicating all this time and effort, she can't give up, because then the last seven years would have been for nothing.
However, she finally grew tired of waiting and just sticking herself in her workshop. Now that she's out in this strange new world, will she find a way to get the recognition she seeks? Will she rediscover herself instead and become both a stronger and better person for it? Or will she find death instead, by either the Association's hands or from someone else? Or some
thing.
Weakness: Cut her off from her prana, and you cut her off from her magecraft. She's effectively human otherwise, so she'll die from the same things. Has little to no sense of humor. Is overly blunt and has questionable social skills. Can be extremely stubborn. Is quite capable of subtlety, but often prefers to be more straightforward, even if that means knocking a man unconscious rather than just sneaking by him.
Likes: Magecraft(or at least she used to), people she can respect, or otherwise demonstrate good sense or can back up what they claim, common sense, getting to the point, some nerdy things like video games (though she will refuse to admit this, thinking this is improper for a magus)
Dislikes: Manipulative sorts, stupidity, not getting to the point, lack of efficiency, her own failures and failing to live up to her own standards.