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Michelle Capri
Topic Started: Aug 24 2014, 02:43 AM (130 Views)
Tyrade
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Michelle Capri

Alignment: Chaotic neutral
Gender: Female
Age: 23
Occupation: freelance sword for hire
Residence: quarterage


APPEARANCE

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Height: 5'6
Weight: 115 lbs
Build: fit
Origins: elemental
Race: human
Eye Colour: Green
Hair Colour: Brown
Unique Features: Those lucky enough to see her bare back would notice a 4 inch long scar running from her right shoulder blade to where her arm and shoulder meet.
Attire: Light leather armor with sections of plate sewn on to provide slash protection. Armored skirt in the same fashion. When she isn't in armor, she is usually in casual pants and a loose fitting T-shirt with boots.


PERSONALITY

Likes: Relaxing, comfortable clothing, scrapping, the occasional carnal pleasure
Dislikes: Nobles, tough locks, her real parents
Hobbies: carving, reading, sparring
Aspirations: to one day confront her birth parents
Fears: Dying like a coward


PERSONAL HISTORY

As a small child, her parents sold her to a criminal group to 'do with as they will' in order to settle a debt. The group accepted, but while they were criminals they were not monsters and adopted her as their own and raised her, teaching her their trade. She grew up, learned to fight and steal, but she wasn't the thorough criminal her adoptive family was. She enjoyed mischief, but she only ever steals from people who will never notice the difference. She has recently started working as a sword for hire, but is freelance.


SKILLS

Sword and board: While not very physically powerful, she uses speed, precision and some acrobatics.

Locksmithing: She can pick nearly any lock

free running: She can climb, jump and run over nearly anything.

Tracking: being taught to notice subtle clues and hints, she can spot subtle things that will clue her as to where someone went or what might have happened.


POWERS

She is an air mage, she just hasn't figured it out yet. Her base abilities are:
Wind blades - either a couple of big ones to cut through a lightly armored opponent or a thousand tiny ones in a small area to kill an unarmored opponent. It has a range of three meters before the blades lose sufficient pressure to do their job, but heavy air blades will still cut through an unarmored opponent at five meters.

heavy gust - An ability does does little more than impact damage, but it will shove someone back 15 meters, flying though the air. If the target weighs more than 300 pounds, it will push them back 5 meters. If more than 400 pounds, it will simply make them stumble. anything

Vacuum - polar opposite to flash fire, she rapidly expands the air in an area within thirty meters to thin out the oxygen and snuff out flames or steal breath away. It creates a complete absence of pressure in that spot and happens instantly within ten meters of her, but cannot be sustained for more than ten seconds.


POSSESSIONS

Armor, a sword, shield, knife strapped to her lower back, a room in a large home in the quarterage.


RELATIONSHIPS




THREAD TRACKER
Edited by Tyrade, Aug 24 2014, 04:17 AM.
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Faith
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___Would you serve in Heaven,___ or rule in Hell?
Hmm... so lets see. Wind Blades sound like a really great ability, but it needs some heavy limitations. Any ability which can cut through light armour and flesh without much difficulty at beginning level needs to be limited to the characters immediate range they could physically attack someone within (With a reach weapon, this is generally within 10 ft).

Heavy Gust will be amusing to watch, but again, it is an ability that needs its limitations spelled out. What is the maximum weight that it will effect?

Introducing Fire abilities into an air character will cost Milestones to accomplish, for a starting character this ability would not be able to be incorporated. On the other hand, the premise behind Vacuum is perfectly fine and in line with her Air Mastery. However, the range on the ability is currently too much. 30 metres ~ 98 feet, means she could essentially suffocate an entire room full with a hundred people in a matter of seconds. (The physics behind this ability is terrifying, but I'm trying to come at it from a magical route). Some possible limitation measures could include, range (obviously), how quickly the zone expands, how long it can last for.
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Faith
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___Would you serve in Heaven,___ or rule in Hell?
Tyrade
Aug 24 2014, 02:43 AM

SKILLS

Sword and board: While not very physically powerful, she uses speed, precision and some acrobatics.

Locksmithing: She can pick nearly any lock

free running: She can climb, jump and run over nearly anything.

Tracking: being taught to notice subtle clues and hints, she can spot subtle things that will clue her as to where someone went or what might have happened.


POWERS

She is an air mage, she just hasn't figured it out yet. Her base abilities are:
Wind blades - either a couple of big ones to cut through a lightly armored opponent or a thousand tiny ones in a small area to kill an unarmored opponent. It has a range of three meters before the blades lose sufficient pressure to do their job, but heavy air blades will still cut through an unarmored opponent at five meters.

heavy gust - An ability does does little more than impact damage, but it will shove someone back 15 meters, flying though the air. If the target weighs more than 300 pounds, it will push them back 5 meters. If more than 400 pounds, it will simply make them stumble. anything

Vacuum - polar opposite to flash fire, she rapidly expands the air in an area within thirty meters to thin out the oxygen and snuff out flames or steal breath away. It creates a complete absence of pressure in that spot and happens instantly within ten meters of her, but cannot be sustained for more than ten seconds.


POSSESSIONS

Armor, a sword, shield, knife strapped to her lower back, a room in a large home in the quarterage.
Approved!

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