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 Justice (Deltora) Morales

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Posts : 11
Join date : 2017-10-13
Age : 36
Location : Skagway, AK

PostSubject: Justice (Deltora) Morales   Thu Oct 26, 2017 9:05 pm

Name: Deltora “Justice” Morales
Sex: Female
Species: Succubus
Height: 5’ 6”
Weight: 130
Age: 1,937
Age in appearance: 19
Hair Color: Dirty Blonde
Eye Color: Red
Skin Color: Pale white

Personality: Independent.  Justicerelies on nothing but her own strength to keep her alive.  Often times she plays on what she is to blend in when socializing with others, though it seldom works once she draws too much attention to herself.  Having a strongsense of pride, she strives to develop her own set of rules to live by.   Some of these rules have led to people believing her some sort of vigilante crime-fighter.
Weakness: Randomness: Most things that don’t make sense give her headaches.  Silver, surprisingly enough the metal winds up giving her a severe allergic reaction, akin to second degree burns.  Pride: This causes her to go above and beyond to accomplish whatever mission she places in front of her,whether it be helping someone disappear while being hunted, catching a thief,beating a murderer… Whatever it is she does in the name of “Good” she does with her whole heart.

Profession: Vigilante

Weapons: Kukiri, Spiked Knuckles, three sets of throwing knives, one around each upper thigh and one low on her left forearm.




Thrown Weapons - +1 CS to Agility.

Sharp Weapons - +1 CS to Fighting.

Tracker - Able to find footprints of people orcreatures in some areas and lead them towards who they are trying to find. +1CS to Intuition.

Jumping / Leaping - Extraordinary at making difficult leaps or jumps over distances most wouldn't be able to make. +1 CS to Strength or Agility as needed.

Justice has afflicted a curse from a Corrupted Dryad. The curse consists of the following:

Skin Hard as Stone - Good protection vs all physical attacks.
Hits like a Rock - +1 CS damage on all unarmed strikes

-2CS Agility
-1 CS Run Speed
- All agility-based skilled and abilities are negated. For Justice this currently includes:
Jumping / Leaping Skill
Elven Grace ( while she is still an elf from Chaos Wave )
Thrown Weapons ( stone just doens't move as quickly to aim and fire )
- Flight negated for the time being.

This is considered an 'Ancient Curse' so standard remove curse spells will not work to remove this. She will need to speak to someone skilled in the art of ancient curses or nature to look into removing this.

Fighting: Remarkable
Agility: Excellent
Strength: Typical
Endurance: Good
Reasoning: Typical
Intuition: Excellent
Psyche: Good

OPTIONAL: Only include this section if it is different then normal
Running Speed:  Good
Flying Speed: Typical ( Via levitate spell only )

Hit Points: 66
Mana: 36

Spells / Special Abilities:
Downwind Scent
Cost: 2MP
Uses: None
Description: Changes the winds in the area to make tracking easier. Thosewho can track people by smell get a +1 CS improvement to intuition checksinvolving scent. Only works outdoors.

Wind Shield
Cost: 5MP
Uses: Psyche
Description: Causes all projectiles,with the exception of bullets, to do 1CS less damage. Lasts for 1 round onwhite, 2 on green, 3 on yellow. On a red, this also negates all non-100critical hit bonus damage.

Cost: 10MP
Uses: Psyche
Description: Allows the caster to floata couple feet off the ground, making them immune to nature's vine attacks aswell as earthquakes. Requires a green roll, but lasts three rounds. Any attackthat does 20% or more of caster's HP causes them to lose concentration on thisspell and they will land on the ground with no additional damage.

Gust of Wind
Cost: 10MP
Uses: Psyche
Description: Opponent rolls agility. If caster succeeds this attack doespsyche wind damage. If the caster's roll was yellow or higher, it also knocksthe target into knockdown.

Clinging Vines
Cost: 2MP
Uses: Psyche
Description: Opponent rolls agility. If caught, opponent rolls their strength vs poor to break free. If they fail to break free, they are at -2CS to fighting and agility until they do so. Flying characters are immune. Characters with good or higher strength break free automatically.

Communication with Animals
Cost: 5MP
Uses: Reasoning/Psyche ( whichever is higher )
Description: Allows you to speak to forest creatures such as deer, foxes, wolves and more for one hour. Once you learn your first fourth circle spell, cost becomes none and a roll is only required when something is resisting it.

Create Water
Cost: 5MP
Uses: None
Description: Creates enough drinkable water to go an entire day for one person times the higher circle of Nature Magic you know. You need a container to hold the water.

Creeping Vines
Cost: 5MP
Uses: Psyche
Description: Opponent rolls agility. If caught, opponent rolls their strength vs poor to break free. If they fail to break free, they are at -2CS to fighting and agility until they do so. Flying characters are immune. Characters with excellent or higher strength break free automatically.

Sense Life
Cost: 2MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Description: Allows the caster to sense all living beings i nthe enarby area. At first circle this is about a block within a city, or a mile if within an area strong of nature. At level three this spell has no MP cost and can sense life up to three blocks away, or an entire forest if within one.

Nature's Touch
Cost: 2MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Description: Reaches into the heart of a dying tree or plant, giving it energy to help it heal and repair itself.

Whisper In the Woods
Cost: 2MP
Uses: None
Description: Allows the caster to send a verbal message to a person or area in the same forest as them. At circle three this is any forest on the same world. At circle six, this is any forest on the same plane. ( Limbo and Hell, for example, would not be reachable from Fantasy Island )

Companion to Animals
Cost: 10MP
Uses: Psyche
Description: Can turn any hostile animal into an ally, convincing it that the caster is one with the forest and will not harm them. This spell will only work on non-sentient animals and is broken only when the animal is harmed or if the spell is released.

Deltora was given the designation of “Justice” by being the enforcer of the rules of the family. Always a daddy’s girl, she did what she could to get stronger, and get noticed above the others, yet the more she competed the less her father noticed.  Shortly after the clan left their home, she spent most of her time in the forests and woods she could in habit, learning to find some sense of calm amongst the rage inside ofher.  Only once she had mastered self-control did she begin to try and venture towards towns and cities.  Not knowing illusion magic, she had nothing to hide her winged self from sight, which led to her being chased out of more than one place by the locals.
Growing tired of running, she began to fight back, but not kill.  She took more pleasure in battling, and eventually grew to love fighting as much as she did hunting.  The opportunity came for her to reunite with her sisters and take their own island for a decent stomping ground.  Everything went horribly wrong, and she barely managed to escape with her life with Vampi, but Passion was left in the chaos.
Realizing that they had simply left their kin to the mercy of the monsters, Justice reigned in her wild spirit, instead seeking to do some good with her fighting skills, tracking talents, and ability to fly.  The majority of her time is spent in silent contemplation of things that she has done, when she isn’t training, or out hunting baddies to punish.  She’s not social, avoids relationships more often than not and seldom speaks unless it isto the point, keeping her opinions to herself and observing more than interrupting.
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