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Annie The Dark Child EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Annie The Dark Child

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Tiggs
Elite Member
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Tiggs


Posts : 73
Join date : 2018-01-17

Annie The Dark Child Empty
PostSubject: Annie The Dark Child   Annie The Dark Child EmptyMon May 18, 2020 1:07 pm

Name: Annie
Sex: Female
Species: Human
Height: 4'3
Weight: 65 lbs
Age: 9
Hair Color: Red
Eye Color: Green(red when angry)
Skin Color: Caucasian
Personality: Has a fair bit of control over her emotions given her proclivity to the death of those around her. She's fiercly independent and protective over things or friends that are important to her.
Weakness: Having Tibbers taken away.
Profession: Child Mage
Weapons: N/A
Armor: N/A
Items: A teddy bear with a red button eye missing, and a knapsack with bear shaped buttons.

Skills:

Language(s): Common

Description and/or Picture:
Annie The Dark Child Annie210

Annie The Dark Child Annie110

Stats:

Fighting: Poor(4)
Agility: Typical(6)
Strength: Poor(4)
Endurance: Typical(6)

Reasoning: Feeble(2)
Intuition: Good(10)
Psyche: Remarkable(30)

Running Speed: Poor(10 mph)
Flying Speed: N/A
Swimming Speed: N/A(Doesn't know how to swim)

Hit Points: 20
Stamina Points: 31
Mana: 42

Spells / Special Abilities:
Life of the Flame:
Costs: N/A
Uses: N/A
Description: As she is the source of her fire magic, she is immune to fire damage caused by her own magic as well as non-magical sources of fire.

Tibbers:
Costs: 20 MP
Uses: N/A
Description: With a toss of her teddy bear, it explodes in a paroxysm of flames, the once small teddybear now a rather large bear.

Fire Magic
Beginner:
Fire
Cost: 5MP
Uses: Psyche
Description: Does damage equal to casters Psyche -2CS. Agility to dodge.

Fira
Cost: 10MP
Uses: Psyche
Description: Does damage equal to casters Psyche -1CS. Agility to dodge.

Circle One:
Circle of Flames
Cost: 5MP
Uses: None
Description: Creates a ball of flame that be used to illuminate the immediate area around the party. Care must be taken not to use this in any area with flammable materials or gasses! Can create one ball of flame times maximum circle known, allowing for more then one direction to be seen at a time. At fourth circle, the circle of flames around the party become non-flammable.

Extinguish Flame
Cost: 5MP
Uses: None unless resisted, then Psyche
Description: Caster gestures at a object on fire, no larger then a tree. The fire is extinguished. This will not remove damage or burns done from the flame previous to the spell being cast but prevents any further damage.

Circle Two:
Control Fire
Cost: 10MP
Uses: Psyche
Description: Can alter the path of a fire. At lower circles this can be used to twist flames into various shapes for entertainment purposes. It can also be used to keep a room safe inside a house or building, and at higher ranks can even affect the path of a forest fire. There must be something burnable in the path you direct the fire ( you cannot, for example, tell a fire to march into the ocean ). You can also change the color of the fire ( cosmetic effect only ).

Dry
Cost: Varies
Uses: Psyche
Description: Can be used to evaporate water in the surrounding area. Smaller examples would be cleaning up a partially flooded basement, to potentially drying up a small moat if the caster is powerful enough. Cost increases the larger body of water you wish to evaporate.

Circle Three
FireShield
Cost: 15MP
Uses: Psyche
Prerequisite: Protection From Fire.
Description: Protects the caster in an aura of fire. All attacks hit normally, but melee attacks receive some damage in return. On a white roll it does poor damage, on a green typical, and on a yellow good. Lasts 3 rounds.


Ancient Knowledge 1
Cost: N/A
Uses: N/A
Requirements: GM Approval
Description: This being has a connection to the magical world around them. Gains 1mp per minute or round of combat.



Biography:

Boram Darkwill’s last years on the throne were a time of great uncertainty for Noxus, and many with an aptitude for magic left the capital for the relative peace of more distant provinces. Gregori the Gray and his wife, a witch by the name of Amoline, preferred to demonstrate their Noxian strength by taming the borderlands, rather than partaking in the political intrigue of the noble houses.

The young couple claimed a piece of land beyond the Ironspike Mountains to the north, finishing their small home just before winter and the arrival of their first child. During their journey, other colonists’ tales of the great shadow bears that once roamed the territory had captivated Amoline—now heavily pregnant, she passed the time sitting near the fireplace, creating a toy version of the protective creatures. Just as she finished sewing the last button eye on the stuffed bear, the quickening of labor overcame her. Gregori remarked later that his daughter was eager to play with her new toy, for there, on an ember-warmed hearth, Amoline brought Annie into the world.

When Annie was still a toddler, she and her father took ill. As night fell, Annie began to burn with fever, and soon she was so hot, she could no longer be held in her mother’s arms. Amoline grew desperate, deciding at last to fetch icy water from the nearby river. The next morning Gregori awoke, weak and groggy from his sickness. In the crib, a now-healthy Annie played with her stuffed bear, Tibbers, but Amoline was gone.

Naively, Annie believed her mother would one day return. Gregori would often find the girl sitting in her mother’s rocking chair near the hearth, hugging Tibbers and staring into a crackling fire, where he was sure there had been nothing but cold ashes. He chalked up these slips of the mind to the burden of parenting a child alone.

Years passed, bringing more colonists to the region. And in time, Gregori met Leanna, a woman seeking a new life outside the capital with her own young daughter, Daisy.

Annie was eager for a playmate, but spoiled by the indulgences of being an only child, so acclimation to her new step-family was difficult. Whenever Annie’s fiery temper erupted, it left Leanna uneasy, and quick to take her own daughter’s side. It fell to Gregori to keep an uneasy peace between the three.

Unused to the dangers of the untamed borderlands, Daisy’s playing ended in catastrophe for the family. Leanna, of course, blamed Annie for the loss of her daughter, focusing her rage and grief on her stepdaughter’s most prized possession: Tibbers. Annie was horrified as the last physical memory of her mother was threatened. The girl’s terror grew to an unbridled rage, releasing her latent and powerful pyromancy, and the stuffed bear was brought to life in a maelstrom of protective fire.

When the flames died down and the swirl of ash settled, Annie was left orphaned and alone.

Believing most city adults to be like her stepmother, Annie has kept to the wilder parts of her frontier homeland. On occasion, she will use her disarmingly adorable exterior to be taken in by some pioneer family long enough to be offered new clothes and a hot meal. However, fire and death awaits anyone foolish enough to try parting Annie from the stuffed bear at her side.

Kept safe by Tibbers, she wanders the dark forests of Noxus, oblivious to danger—and the dangers posed to others by her own unchecked power—hoping, one day, to find someone like her to play with.


_________________________________________________________________________________
Annie The Dark Child Anniet10

Name: Tibbers
Sex: Male
Species: Enchanted Teddybear(?)
Height: 8'6"
Weight: 500 lbs
Age: N/A
Hair Color: Brown
Eye Color: Fiery Red
Personality: He is merely an extension of Annie's will.
Weapons: Claws, Teeth, etc.
Armor: N/A

Skills:
Martial Arts A: +1 CS Fighting when opponent is also unarmed.
Martial Arts B: Negates -1 CS Fighting when opponent has a weapon.
Martial Arts D: +1 CS Fighting to grapple attempts.


Description and/or Picture:



Stats:

Fighting: Remarkable
Agility: Good
Strength: Excellent
Endurance: Remarkable

Reasoning: Feeble(2)
Intuition: Good(10)
Psyche: Remarkable(30)

Running Speed: Excellent(40mph max)
Flying Speed: N/A
Swimming Speed: Feeble

Hit Points: 90
Stamina Points: 66
Mana: 42

Spells / Special Abilities:
Protector 1
Cost: N/A
Uses: Varies
Description: Use one of your actions to defend a player from an attack. Roll as you would normally roll to defend. If attacker wins you take damage. If your roll is more then 30 below the attack the protect fails and the original target must roll.
Special Conditions:
1. You may change people who you are defending for as many actions as your Fighting roll would allow you to attack. ( Excellent fighting allows 2 attacks so 2 defenses ) without penalty. If the next defense would push you to poor or feeble, the attack automatically hits you. You cannot protect someone again if you are at feeble.
2. This skill can be used in conjunction with attacking. For example, you have Incredible fighting. You defend once, then can attack twice on your turn for Excellent, Good ( normal -1 per action taken ), then defend again afterwards without exhaustion.

If Tibbers is reduced to 0 hp, it cannot be re-summoned for 12 hours or the next day, whichever is longer.
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