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Displaced Angel Aseirr EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Displaced Angel Aseirr

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AuthorMessage
MalakiXanderos
Member
Member
MalakiXanderos


Posts : 22
Join date : 2017-10-13
Age : 41
Location : Skagway, Alaska

Displaced Angel Aseirr Empty
PostSubject: Displaced Angel Aseirr   Displaced Angel Aseirr EmptyFri Nov 17, 2017 9:44 pm

Aseirr

Sex: Female
Species: Angel
Height: 5’ 6”
Weight: 120 lbs
Age: 99
Age in appearance: 19
Hair Color: Blonde
Eye Color: Blue
Skin Color: Caucasian

Personality: Guardian. Aseirr has dedicated her existence to the protection of the heavens. Her lack of battlefield aptitude put her at risk of not being able to do so, but she proved time and again that so long as her post was a stationary one, she was just as adept as any of the others who took up the calling to serve.

Weakness: Shadow Magic, and her sense of duty.

Profession: Currently, none. Was a guard for the gates of heaven.

Weapons: Short Sword
Armor: Breastplate, Bracers
Items: Locket, holds an enchanted picture of her sister that shows her when they were younger.

Skills:

Marksman - +1 CS to Agility when using all ranged weapons.

Military skills

Leadership skills

Tracking skills

Hunting skills



Picture:



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


OPTIONAL: Only include this section if it is different then normal
Running Speed: Excellent ( up to 40 mph )
Flying Speed: Excellent ( up to 70 mph, 300 lb maximum load )

Hit Points: 70
Mana: 76

Spells / Special Abilities:

Sense Movement
Cost: 5 MP
Uses: Psyche
Description: Allows the caster to sense people running along the ground within a one-half mile radius. Characters floating above the ground cannot be detected, and if this is used near a large group of people moving around, it may be unable to sense more spread-out movement.

Weight Increment
Cost: 10 MP
Uses: Psyche
Description: Can increase the weight of an object up to 50% above normal. Useful for barricading a door or keeping buried treasure from being found. Maximum weight increase is 200 pounds.

Stone skin
Cost: 15 MP
Uses: Psyche
Description: Turns the caster's skin into a stone-like form. This gives the caster Good level protection against all physical and magical attacks ( with the exception of psyche and soul magic ). This is added to any protection he or she already has ( so if they are wearing armor that protects them from typical physical damage, they now have 10 + 6 = 16 protection ). In addition, on any attack that would normally knock down the caster, they would roll 1d100 and only be knocked down on a 40 or less. This level of protection does come with a cost: Defensive fighting rolls are at -1 CS, and all agility rolls are at -2 CS. This spell lasts 1 round on white, 2 on green, 3 on yellow.

Earth grab
Cost: 15 MP
Uses: Psyche
Description: Chunks of earth shoot up from the ground to capture an opponent. Opponents roll agility to avoid. Those captured cannot move from that spot until they break free. To break free, a strength roll is required. Those trapped can defend against melee attacks only at -2CS, and can attack with ranged weapons only at -2 CS.
Special Conditions:
1. Characters floating no more then a foot off the ground can also be captured, though they gain +1 CS to their agility roll to avoid.
2. The strength roll to break free is the same color as the color rolled to capture. However a red roll still requires a yellow to escape.
3. On a red attack roll, the held person is immobile, and cannot attack or defend.

Pass Through Solid Matter
Cost: 15 MP
Uses: Psyche
Description: Allows the caster to'phase' through the earth as if moving through a doorway or swimming in a river. Can move a maximum of 5 feet per rank of running speed per round ( So Typical would be 15 feet, Good would be 20 feet, and so forth ). Lasts 1 round on white, 2 on green, 3 on yellow. While phased inside matter, the caster is untargetable, however the caster MUST be in open air again before the spell wears off, or they will be killed instantly.



Biography: Aseirr came in to existence with a purposeful spirit. From the time she was strong enough to fly, she enjoyed the thrill of the hunt. Often times her and her sister would go exploring, the two complimenting each other with their like interest in nature and the earth. It wasn't until Aseirr went to begin her military career that she had even known about her abilities with stone and minerals. In her old life it would have suited her well, but she wanted to be a soldier. A defender of the realm. They were, after all, the rock stars of the day.

It took her four times to pass the tests she had to pass in order to get started down that path. After the first failure, involving the proper ways to handle a dragon attack, it was suspected that she would never succeed. Angels were created by god and their faith to serve a purpose, and if they could not do something it was believed that they were not meant to do that something. Yet this particular angel had other plans.

The second failure came when she defended her post a little too ferociously against a wave of hellspawn. This time, she used the terrain to her advantage and began to smash and crush anything that got close with an avalanche, dropping fiends that got to close in to the ground with her ability to blend with the stone, then letting them go and forcing them to try and become solid, when buried up to the outstretched wrist in solid stone. The deed was done, but the extreme in which she used was cause for worry. The eradication of evil was of utmost importance, but her methods had been a bit brutal for most to be comfortable with. Another attempt, another new duty.

The third failure was not entirely her fault, but it was a failure on her part, once more, to reign in her temper. It led to her suspension for not backing down from her "commanding officer" which led to a comment or two about how immature she was, which led to stuff being thrown around and threats being made.

At this point, a serious evaluation was put under way. No one really trusted her to be able to do what she needed to do, in their eyes, but time and time again orders came down the chain of command to give her leave to try again. There were no protests to these commands. To do so would be to challenge the one in charge, which was reason enough in and of itself to be cast out. But that didn't stop them from being wary of Aseirr and her motives.

Her final chance, she was placed on the far wall of the heavens as a defender, along with a small entourage who were more there to watch her than help her. When the fighting began, she was the first to see the demons massing for their suprise attack. Rallying the rest of the defenders she took control of the situation with a resolve and speed like a seasoned veteran on the battlefield. Reinforcements arrived, half a day's fight later to find Aseirr's contingent already victorious over the sudden horde that had attempted to storm the wall, the girl they all were watchful for winding up being a powerful commander of the fight.

Over the next years, she spent time studying and practicing against captains of the other defenders, and quickly began to make a name for herself, doing something right instead of doing everything wrong. Her niche was leadership, and despite how she protested, she was eventually awarded a place among the Guardian Captains by the age of 80. Recently, however, there have been rumors surrounding her sudden rise to fame, why she was the first to discover the hell spawn that made her famous, and her close emotional attachment to her sister. Something works in the shadows to destroy the hard work the girl has put in.
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