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Teal
12-20-08, 04:29 PM
(My history is cliched to hell, but I'm tired and I don't want to think to hard about anything)

Name: Shandris Velcon
Age: 27
Race: Human
Hair Color: Light brown
Eye Color: Blue-grey
Height: 5' 1''
Weight: 157 lbs
Occupation: Treasure Hunter

Personality

The majority of Shandris's conversations include a myriad of sarcastic and cruel remarks from her, even towards close friends. She's not what you would exactly call a "people person." It's also not one of those things where she hides her love for someone else under a mask of hatred, no, she just doesn't like most people.

Appearance


Shandris is a Caucasian, young, female of a slightly short height and a thin, wiry build. Her hair hangs down to around shoulder level, but is mostly done up in a ponytail to keep it out of her face. She has almost no fat on her, and mostly wears loose clothing to conceal her strength from onlookers.

Weapons

Shandris fights with a myrthril short sword one foot in length and one and a half inches wide. She constantly sharpens it to keep it in peak condition for fighting.

For backup, Shandris also carries four five inch long and two inch wide blades made from steel that are weighted for throwing as well as melee combat.

Armor

Shandris wears a light chain shirt underneath a studded leather shirt (for lack of a better word.) On her legs she wears simple, loose, cloth pants which are bunched and tied at her ankles so as to not restrict movement. One her left arm she wears an oak buckler with a one foot diameter that is rimmed and bound with iron.

Other Equipment

Shandris carries three small orbs made from Delyn. She can shove arcane magic into them at a very low energy cost and then throw them at a target. When the orbs hit a hard surface the way that they are constructed makes them shatter, releasing the magical energy inside in a shock wave of force. This makes the orbs a magical grenade of sorts.

Skills/Abilities

Magical Disruption - For a price of five percent of her arcane energy, Shandris can effect spell casting within five feet of herself. She can reduce the power of the spell as it is cast, increase the duration with which it will take to cast, or strike a reeling mental blow which can be avoided with a bit of luck and magical skill at her target when the spell is cast. Only one of these effects can be used per target, per turn. A "spell" is defined as something that no normal human could do, such as the manipulation of arcane or divine energy. If someone is doing an effect that could be defined as magical without manipulating a "magic" energy, such as increasing the speed your body can move at, the effect can not be disrupted by this spell.

Sense Manipulation - Shandris can effect the senses of anyone within five feet of her. The energy this costs is related to how much their senses are being changed. Causing someone's vision to go blurry for a split second could cost five percent, or making them see two copies of herself would be more around forty or fifty, for example. Any effects that she causes when in range do not disappear when she moves out of range, though they cost energy to maintain the farther away from her target she is.

Fast - Shandris is three times faster then an average human due to extreme training throughout her life. Her body is perfectly coordinated at these speeds.

Weapon Training - Shandris is an expert at fighting with her short sword, an above average with her knives. She is also above average at blocking with her buckler and can twist and turn it in ways to remove the force from an oncoming blow. She is above average at fighting with a sword in one hand and a dagger in the other.

History

Shandris's father worked as a blacksmith when she was younger, and she helped support the family business when she came of age. As she got older however, the slow paced work in the forge became tiresome and repetitive for her, and she itched to go someplace. When she was seventeen she picked up and traveled to a nearby city with a sword at her hip and a bag of provisions.

After spending a few years grubbing a living from doing odd jobs around the city, she learned how important gold and relics were to the noble population living there. She saw countless men and women swindle their fake treasures to the riches of the city, as well as the legit ones get rich from uncovering hidden catches of gold and jewels. The land was filled with treasures that only needed to be uncovered by someone with a shovel and a sharp eye. She immediately began asking around for rumors about old ruins and towns that may have treasure still laying within them.

Shandris's first year was a failure. She traveled for many days to reach a ruined temple after months of questions, only to find that looters had gotten there first. Her only real break into the business was when she was twenty. A nearby village had been burned and looted by bandits, and she visited the wreckage a day after it happened. To her surprise, one of the houses had a small chest filled with won gold coins that had been lying in the arms of a burned corpse. It looked as though the man had been trying to escape with his treasure, but a fire had sprung up and killed him before he could get out of his house. With filled pockets and a cheerful face, she walked back to the city, rented a room in an inn and bought herself a horse for future expeditions.

A week later, another tale of a looted village had sprung up, and Shandris rode out the find the site the day that it had happened. She found no chests of gold this time, but after spending most of the day looking through the pillaged houses she managed to collect a fair sum of money that the raiders had overlooked. As she exited the final house with a full purse of copper, her day took an unfortunate turn. The raiders cam back. Her money was quickly stolen, along with her sword and jewelry that she had bought herself. Thankfully, her horse had been left far enough away that it was not spotted and she returned back to the city empty handed that night.

After that incident, Shandris spent most of her next three years training herself physically. She bought a new sword and worked day and night at improving her fighting and strength as well as arcane disruption magic that she bribed a local mage to teach her. She abandoned her treasure searching and instead ran messages for nobles and entertained at bars and inns with by singing. The next time she left the city, she wore a suit of leather armor and a sword and was equipped with the knowledge of how to use them. It took her sometime to find a site to search, but soon a ruined watchtower had been stripped of its expensive weapons and a small and strangely empty village had been liberated of its valuable belongings.

Life continued on for Shandris, with her doing odd jobs and finding the occasional treasure to make a living. As her twenty seventh birthday rolled around, she began to see posters around the city for a "Tournament of Champions." The posters described a rich reward for the champion. As she had spent years practicing her fighting, she trusted herself to decimate the competition. As she began to pack up however, rumors slipped into her ears of the greatest from around the lands would be there to compete, as well a a handful of mages who wielded magic strong enough to kill with a single look. With a small amount of hesitance, Shandris packed her belongings soon after the signs were put up and rode out of the city to fight.

Ataraxis
12-20-08, 05:39 PM
Hey there Teal, welcome to Althanas and the Tournament of Champions!

I'll be taking care of your profile, though there's really not a lot that I need to work on.

First, Mythril is a pretty strong material according to our lore (http://www.althanas.com/world/showpost.php?p=108524&postcount=3), And Titanium (which is weaker) can't be enchanted. Mythril won't break in a competition like this, and neither will titanium, most likely. I'll allow the Mythril if you remove the enchantment (since as I understand it, it could dispel spells that aren't aimed at the sword).

She can't drastically lessen the power of a spell with Magical Disruption, and if the spellcaster being disrupted should have some chance of resisting the mental blow, if Shandris chooses that affect.

Otherwise, you can make her an expert when fighting with her sword, and above average when fighting with both a sword and a dagger.

After that, you're good to go!

Teal
12-20-08, 06:40 PM
Alright, I only chose mythril because I didn't want the sword to be shattered by spells, but I can remove the enchantment.

Then I'll make the other changes.

Ataraxis
12-20-08, 06:45 PM
Since it's ultimately your choice to have your weapons break or not, it's not that important. The tier descriptions are for convenience's sake, and are mostly used seriously in stories. If you want your sword to break because of this particular property of Mythril, then more power to you (and probably more points)! After all, healing and repairs are provided between rounds, if the character asks for it. But in any case, all looks in order here, so...

You are hereby approved!