Post by Ninmast on Jul 29, 2008 11:13:09 GMT -5
Name: Amelia Earnheart
Age: She doesn't know and it's hard to be certain of her chronological age, but she resembles a teenage girl of about fifteen to sixteen.
Gender: Female
Race: Unknown, she suspects she is a reanimated human, but that's really just best wishes. She doesn't like to consider what else she might be.
Alignment: Neutral Good
Power Level: Mid-tier Medium (5)
Timeline: Modern
Appearance: At a distance, she looks like a normal, if very, very pale girl with gunmetal blue hair that falls unrestrained down to just past her shoulders. She keeps the knots out, but it refuses to go along with much of anything else. She's usually dressed in a white t-shirt under a blue, unbuttoned dress sweater and a tan or blue skirt. She always wears knee wraps and she wears high socks pushed down and bunched above her ankles and traditional schoolgirl shoes. It is the style of dress she first remembers, and it is the one she is the most comfortable in.
Closer in, particularly face-to-face, her ability to blend in drops dramatically. She seems primarily bone, like a skeleton, though it, for lack of a better word, fleshes out so she doesn't actually look like one, but joints are still clearly defined. Organs are present, but protected. None are actually exposed. This includes her brain, as well as her gunmetal blue eyes. Her face still looks to be bone with the same odd fleshing out, but she has some sort of covering, as if, if she were reanimated, the mage attempted extensive reconstruction, and she is fully capable of facial expressions.
Personality: For the most part, she behaves in the same manner as any high-school age girl. She smiles, she laughs, she has a sense of humor, though rarely works up the nerve to tell her own jokes, and she's shy around guys she doesn't know, perhaps more so on the last than others given her physical abnormalities. Having seen combat, and having a perhaps supernatural gift at it, however, has made her bold in situations that require action and given her a ready willingness to stand for others, excellent leader qualities that see frequent use in the field.
History: Amelia's memory is severely limited, going back only about a year to when she was found in a clear, coffin-like canister in a necromantic "laboratory" a group of hunters raided. They were going to destroy her like all the other entities in the facility, but they were swarmed by other, less sentient undead. During the battle, her coffin was knocked over and broken open, and she sputtered and coughed as she awoke. Confused and afraid, she only huddled in the corner until the battle was over and the hunters turned their attention back to her.
One declared her awake - stating the obvious - and another demanded that they kill her before she got her wits about her, thinking her just another mindless undead. As they approached, however, she threw her arms up in front of her, turned away, and cried out for them not to hurt her. Such a behavior - such a sentient action - from an undead was unheard of, and the only woman in the group suggested that she perhaps wasn't like the rest, and after some pressure on the others, convinced them to take the girl with them, convincing the most stubborn by telling them to think of it as research.
She had plenty of opportunity to prove her value before even getting out, and while today, there are still a couple of the hunters that don't trust her, she's generally accepted as one of them, and has come to view the woman, in particular, as a sort of older sister. She isn't big on violence, but understands that it is often the only thing that stands between humans and mindless zombies overrunning the cities.
Powers:
Elemental Affinity - Amelia has a natural gift for magelike elemental manipulation in fire and lightning. Whether this is something of her own or something from another source is unknown. Regardless of its origins, she can cast fire and lightning attacks at the level of a generic mage.
Swordplay - Amelia has an instinctual skill with her blade and wields it as if it were an extension of herself. Because all blades are different, however, this finely-tuned relationship won't work with any other sword. Even an imitation of her own blade won't work as well as the real thing, with the penalties increasing the greater the difference between her own and the one she is trying to use. She has nothing more than a basic skill with other fencing-class swords and can do little more than swing any other class of sword and hope she hits something.
Unholy Sense - Like a radar, Amelia can track sources of unholy energy because of he sensitivity to it. Inarguably a very helpful ability in an organization that hunts the damned, soulless and dead, it also leads into ...
Berserk Mode - If put under enough mental stress or if exposed for too long to large quantities of unholy energies, Amelia may enter Berserk Mode, at which point she transforms into a horrific skeletal beast (think Skull Greymon, but more humanoid and only 12 feet tall), over doubling in size and losing all humanity - emotions, feelings, sense of friend and foe - for the duration. This hulking monstrosity exudes unholy energy (and is, in fact, venting it to keep from overloading) and possesses incredible physical power and, because it is primarily unholy bone, high defenses and speed that belies its size. It will revert into Amelia once it has vented its supply of unholy energy, usually about 90 seconds in normal circumstances. It's significantly longer, virtually indefinite, if it's surrounded by unholy energy, as this just keeps it supplied, so instead, it will revert when its exterior supply runs out or is removed. Amelia is stunned for fifteen seconds after transforming back and exhausted for several minutes. During this time, she cannot transform back into her Berserk Mode even if exposed to high levels of unholy energy because her body doesn't have the energy to do so.
Equipment: A jeweled cutting rapier with a particularly ornate bellguard, more laced metal than one solid piece. No magical enchantments can be clearly identified, but it has a knack for piercing magical barriers such as bound armor (magically-created armor) and mage shields.
Weakness: She possesses human weaknesses and lacks many of the common strengths and weaknesses attributed to undead and demons. She is vulnerable to poison, asphyxiation, electrocution, bullets to the head, and all the other fun stuff that you never seem to see anymore. She has no weakness to holy artifacts or energies, except in that they can disperse the unholy energy her Berserk Mode runs on, though that is often more a blessing than a curse. Anti-undead spells and the like have very little effect on her. Turn Undead and Rebuke Undead, for instance, might make her a bit uncomfortable, but would ultimately have no grand effect.
Age: She doesn't know and it's hard to be certain of her chronological age, but she resembles a teenage girl of about fifteen to sixteen.
Gender: Female
Race: Unknown, she suspects she is a reanimated human, but that's really just best wishes. She doesn't like to consider what else she might be.
Alignment: Neutral Good
Power Level: Mid-tier Medium (5)
Timeline: Modern
Appearance: At a distance, she looks like a normal, if very, very pale girl with gunmetal blue hair that falls unrestrained down to just past her shoulders. She keeps the knots out, but it refuses to go along with much of anything else. She's usually dressed in a white t-shirt under a blue, unbuttoned dress sweater and a tan or blue skirt. She always wears knee wraps and she wears high socks pushed down and bunched above her ankles and traditional schoolgirl shoes. It is the style of dress she first remembers, and it is the one she is the most comfortable in.
Closer in, particularly face-to-face, her ability to blend in drops dramatically. She seems primarily bone, like a skeleton, though it, for lack of a better word, fleshes out so she doesn't actually look like one, but joints are still clearly defined. Organs are present, but protected. None are actually exposed. This includes her brain, as well as her gunmetal blue eyes. Her face still looks to be bone with the same odd fleshing out, but she has some sort of covering, as if, if she were reanimated, the mage attempted extensive reconstruction, and she is fully capable of facial expressions.
Personality: For the most part, she behaves in the same manner as any high-school age girl. She smiles, she laughs, she has a sense of humor, though rarely works up the nerve to tell her own jokes, and she's shy around guys she doesn't know, perhaps more so on the last than others given her physical abnormalities. Having seen combat, and having a perhaps supernatural gift at it, however, has made her bold in situations that require action and given her a ready willingness to stand for others, excellent leader qualities that see frequent use in the field.
History: Amelia's memory is severely limited, going back only about a year to when she was found in a clear, coffin-like canister in a necromantic "laboratory" a group of hunters raided. They were going to destroy her like all the other entities in the facility, but they were swarmed by other, less sentient undead. During the battle, her coffin was knocked over and broken open, and she sputtered and coughed as she awoke. Confused and afraid, she only huddled in the corner until the battle was over and the hunters turned their attention back to her.
One declared her awake - stating the obvious - and another demanded that they kill her before she got her wits about her, thinking her just another mindless undead. As they approached, however, she threw her arms up in front of her, turned away, and cried out for them not to hurt her. Such a behavior - such a sentient action - from an undead was unheard of, and the only woman in the group suggested that she perhaps wasn't like the rest, and after some pressure on the others, convinced them to take the girl with them, convincing the most stubborn by telling them to think of it as research.
She had plenty of opportunity to prove her value before even getting out, and while today, there are still a couple of the hunters that don't trust her, she's generally accepted as one of them, and has come to view the woman, in particular, as a sort of older sister. She isn't big on violence, but understands that it is often the only thing that stands between humans and mindless zombies overrunning the cities.
Powers:
Elemental Affinity - Amelia has a natural gift for magelike elemental manipulation in fire and lightning. Whether this is something of her own or something from another source is unknown. Regardless of its origins, she can cast fire and lightning attacks at the level of a generic mage.
Swordplay - Amelia has an instinctual skill with her blade and wields it as if it were an extension of herself. Because all blades are different, however, this finely-tuned relationship won't work with any other sword. Even an imitation of her own blade won't work as well as the real thing, with the penalties increasing the greater the difference between her own and the one she is trying to use. She has nothing more than a basic skill with other fencing-class swords and can do little more than swing any other class of sword and hope she hits something.
Unholy Sense - Like a radar, Amelia can track sources of unholy energy because of he sensitivity to it. Inarguably a very helpful ability in an organization that hunts the damned, soulless and dead, it also leads into ...
Berserk Mode - If put under enough mental stress or if exposed for too long to large quantities of unholy energies, Amelia may enter Berserk Mode, at which point she transforms into a horrific skeletal beast (think Skull Greymon, but more humanoid and only 12 feet tall), over doubling in size and losing all humanity - emotions, feelings, sense of friend and foe - for the duration. This hulking monstrosity exudes unholy energy (and is, in fact, venting it to keep from overloading) and possesses incredible physical power and, because it is primarily unholy bone, high defenses and speed that belies its size. It will revert into Amelia once it has vented its supply of unholy energy, usually about 90 seconds in normal circumstances. It's significantly longer, virtually indefinite, if it's surrounded by unholy energy, as this just keeps it supplied, so instead, it will revert when its exterior supply runs out or is removed. Amelia is stunned for fifteen seconds after transforming back and exhausted for several minutes. During this time, she cannot transform back into her Berserk Mode even if exposed to high levels of unholy energy because her body doesn't have the energy to do so.
Equipment: A jeweled cutting rapier with a particularly ornate bellguard, more laced metal than one solid piece. No magical enchantments can be clearly identified, but it has a knack for piercing magical barriers such as bound armor (magically-created armor) and mage shields.
Weakness: She possesses human weaknesses and lacks many of the common strengths and weaknesses attributed to undead and demons. She is vulnerable to poison, asphyxiation, electrocution, bullets to the head, and all the other fun stuff that you never seem to see anymore. She has no weakness to holy artifacts or energies, except in that they can disperse the unholy energy her Berserk Mode runs on, though that is often more a blessing than a curse. Anti-undead spells and the like have very little effect on her. Turn Undead and Rebuke Undead, for instance, might make her a bit uncomfortable, but would ultimately have no grand effect.