Dawn the Quoll

Appearance
Dawn's eyes are a very pronounced supernatural blue, intentionally lacking pupils. Her fur is cookie brown in color. Like any quoll, she has many spots over her body, which gives her fur a "chocolate Chip Cookie" vibe.

Dawn's attire isn't exactly normal to walk around in casually. It definitely sticks out as something foreign, as she was born in an alternate plane of existence.

History (WIP)
Dawn is part of the species known as the Planes-Walkers; Her "race" being the Aether-Walkers, Dawn was born with an unbreakable connection to the Aether Plane. As such, she was most experienced with Aether energy and magic ability uses.

Like the rest of her species, she goes out of her way to try to purge the effects of Nether-Walkers throughout the macroverse at all costs, and often works as a guardian for the gateway to heaven. It was a simple "black and white" life of good and bad.

Her life for an Aether-Walker involved understanding the reach and limitations of her magical abilities, learning how to defend Heaven and the Aether Plane from the Nether-Walkers, and the likes. The difference between her and the average Aether-Walker was that Dawn was the princess of her kind, and she had bigger roles to play once the time came.

However, Dawn has not been the kind to take this seriously, always adventuring out to the rather dangerous areas along with her other group of friends, because in the end, they all can handle themselves... unless what they're attempting this time is to teleport beyond the reality boundary. The group was curious enough to try it, and with their combined magic, attempted to try it out.

Unfortunately... the entire group were novices, so they instead accidentally warped Dawn into the material world, and Dawn finds out that the once "black" and white" life she lived in was actually only the surface of a grey world.

(and this is the point where rps influence how she interacts with the physical plane)

Personality
Dawn is somewhat odd in some situations, but she tries her hardest to fit in with the culture of the physical plane beings.

She's moreso of a quiet one, obliged to just go with the ideas of others herself, which is what caused her to be known as the supporting member of the team despite being able to keep up with them.

Equipment
Armor of Aether-Walkers are primarily for protection against magic and other supernatural forces rather than for physical damage (though this is meant by its lack of coverage, not its durability).

Overall, the armor is very durable. In fact, relative to her power class, they may even seem conventionally unbreakable.

Royal Choker
Grants immunity to negative mental attacks and telekinesis.

Enchanted Breastplate
The armor is enchanted to vastly increase her physical durability, and also grants Dawn high resistance to Astral, Death, and Curse abilities.

Enchanted Skirt
Dawn's skirt anchors Dawn upon the reality she is in. This gives her high resistance to reality warping.

Enchanted Arm Band
worn on her upper left arm, it grants her a small resistance to the elements

Enchanted sandals
These boots make sure that Dawn's movement cannot be nullified nor stopped completely. For example, a spell that slows down Dawn's speed would not affect her so long as she has her boots.

Enchanted Miniature Trident
This item is so small that it's sometimes used as a fork by Dawn. However, Its true magical power is devastating.

Upon hitting the ground after being thrown, the atmosphere will by covered by thousands of energy projectiles similar in shape to the trident, all of them flying down towards that one said area. It's as if it literally summons a rain storm of magical projectiles, all without wasting her own stamina minus the throwing part.

Unfortunately, she has to recover the item in order to use it again, but while other opponents can take this item, only magic users may be able to activate its power when thrown.

Abilities
Dawn is the magic/energy user of the group. Her main role in a team battle is a supporting player, though if necessary she could definitely handle her own.

Being an Aether-Walker grants Dawn her four main abilities: the ability to cast magic, the ability to have mastered control over her personal domain, access and control over multiple planes of existence, and the ability to manipulate aether energy. This results in an extremely versatile set of powers.

Aetherwalker Physiology
The eyes of an aether walker see the world differently. This allows her to overcome illusions, see the concept of truth and lie, and see what would normally be invisible by conventional means.

Her blood stream is made up of an aether liquid that works similar to blood, but is not actually blood.

Plane Existence/Access
Being an Aether-Walker, Dawn exists/can access multiple planes of existence.

Astral Plane
Existing in the astral plane gives her immunity to soul possession (unless the opponent can somehow possess spirits) due to the fact that she technically is a spirit and a physical body simultaneously.

Dawn can interact with others both on the physical and spiritual level. This is also helpful for exorcism, which she had to do on a few occasions. She is able to do this by forcing souls and spirits out of other's bodies if need be, and fight them on the astral plane. In short, a lot of poltergeist fighting.

Akashic Plane
This plane governs knowledge and everything related to it. Dawn can use divination in order to gain access to knowledge of the unknown in the present, past, and future.

Causal Plane
With access to this plane, Dawn can affect her own memories and other's memories. She can implant, alter, and even erase memories. Should her own memory be removed/altered from her somehow, it will be restored to optimal condition within a short period of time.

Mental Plane
With this access, Dawn can read and control the thoughts and minds of others. This is a heavily used trait of Aether-Walkers, as they would use telepathy rather than verbal speech to communicate majority of the time, due to it costing less energy and saving time in talking.

Other abilities that can be achieved by Dawn on the Mental Plane are making one conscious or unconscious, casting someone to sleep, increasing and decreasing the effectiveness of instincts, healing mental disorders, performing hypnosis, creating (and if strong enough, penetrating) mental blocks and psychic shields, and altering one's senses to create illusions.

Intermediate Combat Knowledge
She's no expert, but she has decent knowledge and is somewhat adept in mystical martial arts. This is something every Aether-Walker learns at least to some extent, since they spend their life fighting against Nether-Walkers.

Teamwork Empowerment
When near people whom she considers as allies, the overall group increase in their stats by 5 percent per person. If she was part of a trio, the team's overall stats would increase by 10%. If she was in a group of 5 (which she is in her main continuity version), this ends up with the group being 20% stronger.

Basic Alchemy
Dawn isn't a pro in this category unlike most of her Aether-Walker allies... only skilled enough with alchemy to make stamina potions and aether aura potions (to allow her to temporarily survive in a nether environment).

Flaws
Dawn's magic saps at her energy. The more complex, potent, and/or larger the magic ability is, the more energy that is drained.

Anti-magic can only nullify magic, it can't affect anything else. Anti-magic would also be bad if it was used by an opponent against her own magic. Dawn also has to be very concentrated when using antimagic, as she could easily accidentally counter herself.

Higher tier magical abilities takes concentration and time.

Science Manipulation powers, like Quantum, are a great counter to Dawn's magical powers.

Nether manipulation is the counter to Dawn's Aether manipulation, and it is also her weakness due to her Aether-Walker heritage. Simply being in hellish conditions causes painful symptoms, such as vomiting burning blood, skin peeling in some areas due to the nether heat, etc.

Dawn's stamina and magical energy, despite both being possible to recharge, has a limit. There's only so much she can do before her stamina starts taking a toll, and if she continues, she can begin hurting herself.

The more complex and difficult it is to retrieve information, the longer it will take Dawn to gain it through divination. How far in the past or how far in the future also plays a role.

Performing the Medusa's Light technique leaves her in a vulnerable state due to the light blinding her in the process of doing it. One not submerged into the light has the advantage of attacking Dawn in the middle of her technique with a ranged attack, so long as they remember where Dawn is and they don't have to look at her.

Dawn's imperceptibility can still be noticed if she were to bump into someone, or by how she interacts with the environment.

Conjuration costs a ton of energy.

Unless she is controlling time at that moment, Dawn herself is not immune to the effects of time manipulation.

Her clones are not as strong as her, and not as skilled in magic.

Power absorption is a rather really slow ability, not really good for most forms of combat.

Dawn is overwhelmed with trying to learn from all branches of magic, as her role of being next in line in the royal family. She isn't at her max potential in any of them, unlike her allies.

Magic can be surpassed by stronger magic, common sense.