Idea
The Pun Tyrant
Name
Karam Sesnome Jr.
Age
18
Race
Afric-mediterranian or whatever that is called (sorry I'm really confused with this one..)
Gender
female
Appearance
Height
4 foot 7 (real)/ 7 foot (distortion using her powers)
Weight
93ibs
Sexuality
Straight
Likes
Milk, dogs, cats, knives, books, theater, mysteries, children
Dislikes
large lakes and the sea; being yelled at; people pointing out how short she is or how young she looks, sports, people who shove their noses on somebody else's private life, martial artists, arrogant people
Faction
contractor
Role
Student
Year
Senior/College
Council Position
Contractor Treasurer
Personality
self-conscious about her height; curious; holds back from speaking; fascinated with mysteries but prefers to stay out of people's personal baggage; survivalist; highly adaptable; lazy; possessive; shy; humble- Karam Sesnome is a shy yet extremely curious girl with a knack for impulsive investigation into the mysteries of the world, so long as that does not mean prying into people's private lives beyond what those people are willing to reveal themselves. This originates from her own desire tonot be pried into, both due to her shyness but also do to what those people might find. She doesn't spend too much time worrying about it, but what if they were to find something she is better off not knowing? What if the parts behind what she can remember point out to some monster she really is? Karam fears what her own identity might be as any cause outside of herself is therefore something she willingly jumps into, if nothing else to preserve blissful ignorance. Not that it doesn't show itself in other behaviors of hers. Karam is obsessed with the idea that she's remained so small all this time,being very easily hurt by such comments. She also has a tendency to hold back from speaking her mind, even if people are potentially endagered or in pain, especially if said person is herself. She is loyal, humble and obedient, but those things can also be her downfall when she fails to aknowledge inadequate orders or leadership.
However this is not to say Karam us dumb by any means, She is quite intelligent, adaptable and knowledgeable, she had to be for her survival in the streets and due to her later education among the Toth cult.She isn't always honorable, often even being a trcikster or liar with a poor sense of humor, yet she definitely has the instincts of a suvivalist, taught to her by ears of living in need. If only those had taught her the value of things a little less. She cherishes what she obtains and is given, cherish perhaps even too much in fact, as she tends to get moody and resist anything being taken away from her.
However, despite all this, Karam has still grown a bit lazy. She likes to sit back on a cozy couch and read a book, who has time to go play sports or anything of that sort? Only martial artists, and she despises them. She is extremely grateful for the blessings she received and hates the arrogance of those that want to shatter the happiness others have to offer for their own greedy and selfish desire to manifest. More than a contractor, in karam's eyes, being a martial artists is a way of life, a way of life that chooses arrogance and ungratefulness first. Despite how intelligent and adaptable she is, Karam has a tendency to jump to conclusions when deeply hurt, but as cowardly and underhanded as she is, she will usually silently spite someone rather than outright speak. She is also, however, an unnusually grateful person, and never forgets a debt.
Background
Karam was not born a noble., but she is not without her roots in it. Like many others, the communities once centered around the contractors in egypt became fragil after the appearance of martial artists. This instability, coupled with an extended drough from the nile eventually led to the fracturing of the region into many separate cults.North, South, East, West, Night and Day... so many separations and fractures. A mischievious myth from the region even set out to exert influence over the lack of attention they were being paid and cursed a segment of a particular family as punishment. This segment of the family was cut off from the rest from there on out, loosing the privileges that came with being a family of contractors forming contracts with the highest myths in the region, including Ra himself.
In spite of all of this Karam's family was not lacking in all it's needs. They had turned themselves into merchants at that point, and jsut given birth to their second child. And as Karam's mother became pregnant, she reemmbered the curse, for every third child in her family branch would never be able to grow up and shall bring misfortune upon those around them. Sure enough, as soon as Karam was born, business started to go downhill. It took yet a year before her parents finally decided to let her go, abandoning her by the nile. The baby wailed through the night, hungry afraid and in desperation for her mother. Yet, she never came. Karam would have died if not for the intervention of a compassionate myth already bound to children, Renenutet. Not yet in contract, but not abandoned either, the goddes would simply give gentle, simple instructions or tips to Karam to help her survive even as she started stealing to live.
It all changed one night when she tried robbing a certain man in robes. Turns out this man was a contractor for a family that worshipped Toth at night. Karam was taken and arrested by the man and his group, however, Renenutet interviened once more, as this was actually part of her scheming. She helped Karam talk her way out of emprisionment (with a little violence for aid) and sent her straight to a group of youngsters she could almost blend in with. Little she know they were going to be test on their compatability with various myths. By the time the group of Toth workshippes realized Karam had escaped her emprisionment, she was standing in front of them showing an enormous compatibility with Renenutet.
The leader of the group, a contractor to Toth and man whom Karam had attemptd to rob from, decided to adopt Karam at that moment. She was brought into it and raised as one of their own, and they even helped her proceede with the contract with Renenutet. Yet, as time passed, they grew still perplexed as to why Karam hardly seemed to grow older, but it was mostly dismissed as a side-effect of her contract by most. While a few know the truth, Karam has yet to be told about it.
Relationships:
Kloudy - Childhood friends but as one begun to become more popular, distance has grown between them
Other
Because of the curse placed upon her family, she has the appearance of a little girl, no older than 8 or 10. But make no mistake, beyond the outward appearances, lies the development of a well-grown woman.
Contract
Ancient Egyptian Pantheon -Renenutet
Abilities/Powers/Techniques
*Name Pact- It is said Renenutet gives children their secret names, names that hold great power over them, as they nurse from their mother's milk. But even beings who never drank their mother's milk might still be atributed a secret name by ingesting some in the presence of Renenutet. As such this ability allows the forming of a pact between two parties where the goddes of fate will whisper the name of the involved, thereby forcing them to abide by it. However, this is not all-powerful. It cannot reproduce the effects of a contract nor break one forever, though it can temporarily allow the transfer of a contract between allies. The most common use, however, is to create fake contracts (which are nowhere near the level of a real contract) with myths of lesser power or too hurt to fight back or which willingly submit to the pact. In addition, some pacts are simply refused by Renenutet
Sia- Sia is the personification of perception which granted Karam a cloak that can bend her appearance to others, changing details such as size, voice and the like, however it cannot alter the outward shape of the perception. Therfore, she can't just appear to shapeshift.
Hu- Hu is the personification of the word of creation and granted Karam the ability to summon a natural item (so a piece of wood, water, a plant, an animal) up to total size of a large dog per day. The item for this pact is a tatoo
Iat- As a goddess of milk this pact gives him the ability to turn liquids into milk. The object of this pack is a fragment of a cow horn hidden in her hair.
Nepri- as a child of Renunetet the pact is particular strong with this one. This pact allows the summoning of a beast reassembling a lion made from plants such as grass, wheat or corn present on the ground. To do this, the plants must be covered in milk, and it only works until the milk dries out (it takes longer than normally). The object of this pact is a gold corn symbol on her necklace.
Hitodama- as this is a kind of myth, not simply one entity, there are many pacts of such small significance an object is uneeded. The Hitodoma are flame spirits that represent the passing of a soul, they can be summoned via this pact, creating a certain control over fire.
*Name Avatar- by crafting a detailed representation of someone he can temporarily transport their mind into that body by atrbiuting it their name. Their real body is unharmed by this, and control over it is not lost, but the avatar will still attain life and be controllable by the inserted mind, meaning that person can be interact with and sense what happens to the avatar as if it was happening to themselves, albeit to a much much smaller extent. A false name can also be atributed creating a fake being provided it follows the correct guidelines for construction of the body. A golem of sorts.
*Venom Infusion- As Renunetet is a snake, this ability is capable of embuing anything with venom, so it piercing can cause effects from stinging to paraylizis.
*Pharaoh's Ward- Similar to how Renunetet would protect a pharaoh from birth to death, so too does she protect the user, allowing them to project small barriers in the shape of hieroglyphs with the pointing of their limbs. The can protect not only from physical damage but can also be used to expel curses and diseases.
*Embalm- Renunetet was extremely important for embalming. As such, the user can use nearby paper and ligaments to wrap around someone and harden them, essentially bindig them in place. The more physically strong or wet an opponent is, however, the more easily they can escape or break out of the trap. However, these can also be used on allies, by being lessed they can heal wounds that might even have been fatal over the course of three days. However, if the embalming is removed at all during this process, the wound will incur a curse and the flesh around which it was wrapped will rot. The blessing takes too much time to be done on a conscious enemy, usually.
Weapon
None yet
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