Out of Character:
I am reincarnating this profile to the following character. I reckon this sits me half way between level 10 and 11 at 59,008 exp.
Winona Remedy Blue
Known as: Remedy (Remy) Blue
Age: 19
Race: Aasimar
Appearance:
Remedy has bright red hair, styled into a few short ponytails that hang behind and around her face. Her skin glows slightly, more so on her cheeks which gives her the appearance of having glowing freckles. She is quite short, about a hundred and fifty centimetres. She is quite slim, however she tends to wear unflattering and more comfortable clothes that can make her look ‘frumpy’. Most of the time her clothes are made from plain brown leather and she often has more than a little dirt or oil smeared on her skin.
Alignment: Lawful Neutral
Personality:
Remedy learned long ago that while most things in life are fickle, money will always have power. Her life after fleeing her town has made shrewd, quick witted and with a strong sense of self. Despite her strong personality, she still struggles to let people get too close.
HistoryRemedy was the first of her recent family to display the angelic traits of her heritage. The slight glow she emitted from her skin and the flaming red hair, she was taken as a blessing, an angelic protector for the village. The small town had not seen an Aasimar for generations and the stories of their deeds had shifted to legends. Perhaps that was the undoing of the town, by holding the child up to an unreasonable high they were forgetting the inevitable fact that she was still a child.
The young Winnie, as Remedy was called then, led a good life. She was treated by the whole town quite well, and though she wasn't spoilt or a demanding child, she always knew that any member of the town would bend over backwards if she wanted something. Her life was, in a world, sheltered.
Thinking back Winnie would curse the stupidity of the townsfolk. If she knew what she did now, she would have been able to advert the terrible accident. If the townsfolk had thought about the stories of old, then they might have realised they were ill-equipped to deal with a young Aasimar. There was no one in the town who could relate to what Winnie was going through. When puberty hit, there was no one who even expected the sudden surge of power. Just as their human side experiences a rapid period of development, so does their angelic one. Had her minor powers been trained and honed prior to her thirteenth birthday, or if she had been surrounded by people who valued her as much as the potential power and wealth she represented, then things would have turned out differently.
For a week the young Aasimar had been feeling odd. Her mother and father hadn’t paid it too much attention, laughing it off as just growing pains, they didn’t realise what was going to happen. It was midnight when the first blue flame appeared on Winnie's body. The flame didn’t extinguish like the little ones she was able to conjurer. It spread quickly, covering her whole body. As the flame grew, so did her terror; Winnie panicked. She ran to her parents and burst through their door. The flames leapt from her body and spread through her house. Her parents jumped from the bed at the sight of their daughter, but they did not run towards her, they ran away. The last sight Winnie had of her parents were of them screaming obscenities at her to get away and then them climbing through the window.
The fear of the little girl became mixed with anger. The flames grew on her body into a torrent that annihilated the house around her. She was a true visage of righteous fury wrapped around her child-sized body. She moved in the direction her parents had gone. The wall crumbled in ash before her and she walked into the street. The flames on her body latched onto the buildings as she walked passed. Sounds of alarm and panic rose through the streets of the town and as the townsfolk emerged from their houses they saw their future protector changed in a blink to a potential destroyer. While many of the townsfolk struggled to put out the fire, some turned their attention to Winnie. They yelled, they shouted and a few picked up stones and threw them at her. The fire that wrapped her body disintegrated the physical attacks, but Winnie took every verbal one herself.
If not for the need to stop the fire Winnie knew that the town would have completely turned on her then and there. Still wrapped in blue flames she started to run, straight out of the town and didn’t stop. She ran for what seemed like hours. The next part of her story could have been much shorter if not for the travelling merchant and his family that found the girl. There were five of them, the merchant, Sylus, his wife Rith and her brother Ka’mar and Sylus and Rith’s twin children, Kris and Cass. Rith and Ka’mar had skin the coloured a burnt red, completely different to anything Winnie had seen before. Ka’mar was also huge, standing easily two metres tall and was at all times deathly quiet. To the girl, he was scary.
The family found Winnie a day and a half after she had fled her town. She was naked and starving, completely unable to fend for herself in the wild. She had only survived the night by covering herself in dirt to stay warm. When they found her she looked more animal than human. Perhaps it was the angelic heritage that even under the dirt she looked frightened.
At first Winnie wanted to run when she found them camped by the side of the road, but it was a sharp pang in her stomach that stopped her. She made a plan to sneak into their camp, steal some food and clothes and then flee. She was caught before she got within five metres of the horse drawn cart. Ka’mar was standing behind her. He was more than twice her size, and Winnie fled into the camp. Rith appeared a moment later from a tent and caught her. Winnie tried to struggle, but she barely had the energy to move herself, let alone an adult. Suddenly Winnie found herself wrapped in a blanket. The girl looked up at Rith and the woman smiled down at her and Winnie broke down in tears.
Above all the family was kind. Though she explained what happened, they did not turn her away. Instead Sylus showed extreme interest in the fire that came off her. She was fed, cleaned and given some clothes. Winnie didn’t know how long she’d be able to stay with them, but she didn’t want to leave. A week after joining them the fire appeared again. It was night, and the group was sitting around the dying embers of their fire. Suddenly the area was filled with blue light and Winnie was on fire. She expected them to react with fear, they did not, she expected them to run away, they didn't do that either. The silence was broken by Sylus.
“Fascinating!” He jumped to his feet and dived into his wagon. A moment later he reappeared with a series of glass lenses. Through each one he peered through making small sounds of wonder and interest before switching to the next.
“Ka'mar?” He asked, not turning from Winnie.
“Angelic for sure, more liquid than gas. Explains why it was hard to put out.”
Winnie turned to the large man and saw his eyes glowing a strange red. She tried to speak, but only managed a few sounds.
“Do not worry child,” Rith said, “The fire won't hurt us.”
It was then Winnie saw the sand. It was twisting around her, holding the fire from spreading around the ground. Rith was easily holding the fire back.
“Glass seems like the easiest method, perhaps waxed leather as well.” Sylus put down the last glass lenses and smiled at the girl. “I believe I can help you.”
Over the next few months Sylus and Ka'mar worked on a leather outfit for Winnie. The build was simple, it contained a series of leather pouches that slowly collected the magic that flowed out of her body. The leather pouches could be removed once they were full of the now condensed magic. Just like that Winnie became not just a stray they family picked up, but a valuable member of their merchant team.
The months rolled into years and Winnie adopted using her middle name Remedy. Under the tutelage of Sylus and Rith the girl became a skilled merchant herself, and in exchange the blue flame she produced made all of them a sizable amount of gold.
Nearly five years later and Remedy turned eighteen. It was a custom then that she would leave and find her own way in the world. The twins would follow when they too turned eighteen. Although it was hard leaving the traveling caravan that had been her home, Sylus and his family were now hers. She would not go more than a few months without seeing them. The contacts she had made from their travels were another link she would not forget.
SkillsPersuasive: Remy is a good talker, and will often rely on words rather than fists to get her way.
Bartering: Remy has spent most of her life buying and selling. She has a fantastic mind for valuing objects, and getting exactly what she is owed.
Tinker: At first a novice, Remedy has spent years improving the design of the original suit made by Sylus. She has also branched out into using different types of energy to produce a variety of effects. Her designs use steam, electricity and of course, straight mechanical solutions.
AbilitiesRemedy prefers to use gadgets rather than her magic when push comes to shove. Most of her abilities relate to items she carries on her person. The uses referred to how many she has prepared on her at a time. In her downtime she will build back up her inventory of items. Abilities are structured with a heading (such as Blue Blaze) in bold, then the individual abilities underneath. All the headings have three abilities underneath, except for the first ability that sits alone.
Trader – Remedy is a master trader and saleswoman. She earns an additional 10% gp from any completed threads.
Blue Blaze:
Remedy’s body naturally produces a blue flame. The leather suit she wears has been designed to collect the flame as it overflows from her body. Without the suit she would occasionally drip fire. The fire itself doesn’t do traditional ‘fire’ damage. Instead it does holy damage, making more effective against ‘unholy’ opponents (undead for example) than those susceptible to fire. There are three ways that Remedy can use her fire.
Suit Injector System - Remedy releases a stream of fire, two metres long and half a metre wide (at the end) from release pipes at either of her wrists. She can use this attack four times before depleting her reserves. The fire is strong enough to do second degree burns to flesh caught within the attack area.
Blaze Grenade - Remedy has managed to condense a large amount of her flame into small glass grenades. Each one had a timer on the top that can be set for one, three or five seconds. Upon the timer detonating the glass, or the grenade breaking if sufficient force is applied, it erupts and releases the flame for two metres around it. Remedy carries four grenades with her. Like the previous ability, the fire is strong enough to do second degree burns to flesh caught within the attack area.
Angelic Release – Remedy’s magic has grown significantly over time. While she doesn’t like to use this ability, she can forcefully push magic out of her body in as large a large forceful wave. The blast of fire covers an area in twenty metres in every direction around her, doing third degree burns and incinerating low tiered wood. As a downside, his will destroy most of Remedy’s items and leave her suit very damaged. This is a last resort and can only be used once.
Bombs:
Remedy keeps a collection of small, self-made bombs on her. These can be thrown or lobbed at a target, or loaded in a small spring-loaded sling on her wrist and shot upwards of 20 metres. All the bombs are made in a similar fashion, small round balls the size of a marble and detonate on impact. The bombs are kept in a hard dispenser on her side that protects them from accidental knocks that could detonate them.
Smoke bombs - These small black balls release a cloud of thick black smoke that can fill a 20 by 20 metre area. The smoke itself is harmless and purely to obscure vison. The smoke lasts for three posts in an area with minor ventilation. Stronger air movement can cut this time drastically. Remedy carries three smoke bombs with her.
Chili Powder Smoke Bomb - After some experimenting Remedy has been able to include chili powder in a modified version of her smoke bombs without compromising the reaction too much. The chilli bombs fill an area two by two metres and anyone unlucky enough to get caught in the smoke without goggles and a face mask will suffer itching and burning eyes/throat. The effect lasts one full post after removing oneself from the smoke. The smoke lasts for two posts and Remedy keeps three bombs on her person.
Incendiary Bomb – This bomb detonates in two stages. First it vaporises a small amount of liquid fuel, filling the air around it with flammable gas. Less than a second later the bomb sparks and the gas ignites. A metre around the bomb is filled with flame than can do first degree burns. This bomb is fantastic at setting clothes and wood on fire. Remedy carries three incendiary bombs.
The Zap Mechanic
The original Zap item was designed by Sylus as a gauntlet. Remedy has spent a lot of time working on producing a range of additional items that can improve her combat effectiveness. While the Zap items are all different, they all use electricity for their effects.
Zap Glove Mk IV – The Zap Glove is a left-handed glove with copper wiring embedded in the leather across the top of the fist and onto the palm. Under the forearm is a quartz-powered battery that holds the charge. While this makes it safe to use, it doesn’t have the same kick as more advanced Zap weapons. A strike from the glove numbs and greatly reduces mobility of the affected area for a short period (two posts) of time. The glove can hold only enough charge for four uses. If Remy spends enough time (one post) winding the cogs next to the battery she can restore a charge.
Zap Pistol Mk II – This is a rather un-assuming piece of technology. The pistol sits in a holder on Remedy’s hip and contains a small chamber of sealed glass to hold the charge. Rather than the mechanics being contained in the pistol, the holster holds the charge. While the pistol is holstered it draws the charge and needs to be holstered after each use. The pistol can release a flowing stream of electricity over three metres that lasts three seconds. The electricity does severe burns to anything caught within the stream, able to cripple in a single attack, metal armour also offers little protection. The pistol can be used four times, but must be holstered between each one. Like the Zap Glove, Remedy can spend a full post winding the cogs on the holster to restore a charge.
Zap Trap Mk I – This small metal device is about ten by ten centimetres wide and two high. In the centre is concentrated quartz powder with an inert charge. When the device is deployed a small beaker of acid is released and the charge in the quartz becomes activated. When something with a bioelectrical charge (ie, living creatures) move within a metre of the trap it explodes, releasing a powerful charge into the air for two metres around it. The charge can do some serious superficial burns, but more importantly it stuns the creature, causing its muscles to become rubbery and difficult to move. The effect lasts for two posts. Remedy carries four Zap Traps.
Servo Suit
An obvious downside for having so many items to carry is the strain on Remedy. While she is fit, she lacks the endurance, strength or speed of many of the heroes on across Althanas. Indeed, she would be considered only slightly above average on her own. To counteract this, she has outfitted her suit with some improvements. It should be noted that without her suit she is only considered average and the frame does not add an additional protection from attacks. It should be noted that the majority of the suit is normal leather, small sections around the joints have some metal (steel) components.
Servo Strength – By attaching a metal frame to her suit, Remedy was able to build in counter-balances that mimic pure strength. She is able to life five times the weight she would normally be able to, allowing her to carry her gear without much effort. As a downside, if the frame is damaged she can lose strength in that area. A knock to the knee could destroy the leg counterweight system.
Servo Mobility – The suit provides excellent balance while in use. This allows Remedy to move as if she was much lighter than she is and gives the impression of increased reflexes. She can dodge, shift and react as if she was four times as quick as a normal person. Unfortunately, this doesn’t convert to running speed.
Grappling Hook 200 - A small wrist device located on Remedy’s right arm and into her suit. The device fires a small iron bolt attached to thin high strength rope up to 100 metres away. By pressing down on a switch on her wrist the rope is reeled in and the lesser of whatever the bolt has lodged in and Remedy is pulled towards the other quite quickly (a sprint-ish speed). Unfortunately, the metal hooks can’t be easily pulled from the target, so there is a clip that needs to be removed to free the rope. Remedy keeps three bolts handy which effectively gives her three uses. As a note, the bolt is quite small and relatively weak. It is far less effective than a crossbow if used to try and injure someone directly.
Automatons and deployables
Creating automatons and other deployable devices is the desire of every tinker, and Remedy is no different. She has created a few working automatons that she can use in a fight. In order to control the automatons Remedy has a small headset with specially treated glass that covers one of her eyes. The headset allows her to target anything within fifty metres for offensive or defensive attacks and recall any active automatons.
Thopter Mk II – The thopter is a small, disc-like flying automaton that sits comfortably in the palm of your hand. When activated three propellers blades extend from the main body and allow it to fly. The blades work both to allow it to fly and attack. It skims the target, slicing at it with the long steel strength blades. The thoper only needs a fraction of the propellers to keep it flying, meaning it can sacrifice much of itself in the attack and still continue. Remedy has five thopters attached to a small pack that sits in the small of her back. The thopters can attack for a full two posts before needing to return. If able to attack again (ie, not destroyed), they need three posts before they are recharged enough to do so.
Shield Bot Model-Electric – This model is made from a modified thopter. Rather than propellers, it uses an electromagnetic field to float. Its only purpose is to deploy, at which time it splits into four parts are creates a strong magnetic field a metre wide and two metres tall. The field reflects metal sent towards it for a post before it burns through its energy reserves and collapses. Remedy has access to three of these thopters stored with her others. Once they are deployed they are destroyed.
Shield Bot Model-Steel – This model is a small tri-pedal device the size of a plate. When activated it deploys a steel strength metal shield, a metre tall and a metre long. The particular curve of the shield means that if four are deployed at once it is possible to create a complete circle with each one making 90 degrees of the full 360. Remedy carries four shields with her at a time. Once the shield is deployed it deactivates, meaning it can last for as long as it remains intact, but can’t be moved or collected.
Possessions:
Tools – Remedy had a collection of fine copper and iron tools. These range from simple screw drivers through to small hammers.
Iron Wrench – Remedy’s only tool that can possibly double as a weapon is a large wrench she keeps strapped to her belt. She uses it for some of the larger bolts on her suit or whatever she is working on, but she can also use it to club someone. The wrench is about the same size as short sword, making it quite heavy.