"Charr bow to no adversary. With the clamour of anvils and the thunder of guns, we rip each day from life's teeth. Our strength will shake the foundations of the world." -- Tribune Rytlock Brimstone, Blood LegionName: Fyra "Pride" Emberfall
Sex: Female
Species: Charr
Height: About 7 foot standing straight up. About 6'5" hunched over.
Weight: Around 250 lbs.
Age: Mid-fourties.
Age in appearance: Young, although difficult to tell for those outside of her race.
Hair Color: Burnt Orange
Eye Color: Amaranth
Skin Color: Nearly a tabby-like look with oranges, tans, and whites with black highlights.
Personality: Duty-bound, loyal, and true to her namesake, prideful, Fyra was at one point the shining example of what each Charr should strive to be. Fyra is a cunning warrior and shrewd diplomat, commanding her charges both on and off the battlefield with impressive results. Unlike the other members of her (former) Ember Warband, Fyra was always calm, cool, and collected in the midst of challenge and adversity, and was likely the reason she was chosen as her Warband's Legionnaire, and later a Centurion after she carried out a crushing victory for her Legion. Fyra carries herself high but is known to be humble, giving credit where credit is due to her teams and individuals that carry the tide of battle. Despite her natural-born leadership and aptitude for combat, Fyra is actually rather introverted, preferring to keep to herself most of the time when able. One may insult her and live to tell the tale, but insult her duty or her team may earn a mark that one never forgets.
Weakness: Fyra's weaknesses are closely guarded secrets. As a cub, she was originally born into the Flame Legion's fahrar-- a treasonous and now-ousted Legion that caused a civil war and many untold deaths between the other three Charr Legions. Any mention of Fyra's history with the Flame Legion is apt enough to either shut her down or send her into an uncharacteristic fury. Additionally, she holds honor, duty, and pride so high that it is possible to take advantage of her in one on one combat if her opponent is willing to undercut Fyra with less than honorable tactics. Physically, Charr tend to be top-heavy when fighting upright. A particularly skilled opponent may be able to take advantage of that from behind as well.
Profession: Former Legionnaire and Centurion. Now a Gladium, which is the lowest rung on the Charr social-status ranking. Basically, a wandering adventurer looking for redemption.
Weapons: A plain-looking sword at first glance, but is actually a magical heirloom from Kalla Scorchrazor, the female Charr who forced the surrender of the Flame Legion. It's true potential has not been unlocked. Teeth, fangs, claws, horns, and even the sharp, spikey bits that layer the joints of her armor if need be.
Armor: Ornate Banded Mail Armor - Provides good protection from all physical attacks. Wearer is immune to non-firearm ranged attacks unless it's a called shot. Restrictions: Agility type 3, Swimming type 1. Fyra is also known to use a shield from time to time.
Items: An old Flame Shaman's torch that still houses residual energy of the old Titan magicks. Used as a focus to channel fire spells. Fyra can only access fire magicks if she is holding the torch. Additionally, she cannot use her sword, shield, and torch all at once. She may only utilize two of the three at any given time and must spend an action to swap an item out if she so wishes.
Skills:Weapons Specialist (Swords) - +1 CS to Fighting or Agility, covers all weapons of a specific type. Options included are including but not limited to Swords, Axes, Staves, Spears, Daggers, Bows, Guns, Thrown Weapons, Bladed Fans
Armorsmith - Skilled with the creation of armors. +1 CS to reasoning.
Weaponsmith - Skilled with the creation of weapons. +1 CS to reasoning.
Military - The perfect soldier. Applies when it comes to military tactics, military training, or just dealing with the military in general.
Leadership - Expert at leading groups of people into situations. Can in certain situations apply a +1CS to others in a skill he or she has for a limited time.
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.
Languages: Description and/or Picture:Stats:Fighting: Incredible (Reduced to Remarkable in armor)
Agility: Remarkable (Reduced to Excellent in armor)
Strength: Excellent
Endurance: Incredible
Reasoning: Good (Excellent while leading)
Intuition: Excellent
Psyche: Excellent (Remarkable in combat)
Hit Points: 130
Stamina Points: 90
Mana: 50
Spells / Special Abilities: First Circle Burning Hands
Cost: 5MP
Uses: Psyche
Description: Creates a fiery aura around target's hands. This fire does not harm them, but instead adds +1CS damage to any unarmed attack. This spell lasts 1 round on white, 2 on green, 3 on yellow. On a red roll, all successful strikes also add 1d6 damage. While normally used on the hands can also be used on the feet for martial artists.
Second Circle Smoke Screen
Cost: 10 MP
Uses: Psyche
Description: Covers the area with a layer of smoke that affects everyone in the area. Those inside of the area roll at -1 to defense, can not use any defensive agility bonuses such as tumble, and roll intuition at -1 against sneak attacks. Those with at least Fire 2 or Air 3 are unaffected by these penalties. Lasts 2 rounds, 4 on a yellow. On a red, intuition is at -2.
Third Circle 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.
Rings of Captivity
Cost: 15MP
Uses: Agility
Description: Opponent rolls agility, if they fail, rings of fire appear around their wrists and ankles that do no damage on their own. However any actions by the target will result in receiving Typical damage from the flames. On non-movement actions only ( attacking or defending ) if the character rolls a red, they take no damage. This spell lasts one round on white, two rounds on green, three rounds on yellow, and can be dispelled with Extinguish Flame as well as any normal dispel magic spell.
Unbalanced
Cost: N/A
Uses: N/A
Description: This character is easily tripped up and knocked off their feet. Rolls at -1 CS to trips and knockdown attacks require 1 color lower. In addition, rolls agility at -1 CS to get back up.
Biography: WIP