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Silmeria
04-10-10, 03:15 PM
“That’s how the spell is supposed to work.” – Silmeria

Name: Silmeria Larroca
Race: Human
Age: 20
Gender: Female
Skin Color: Pale
Hair Color: Auburn
Eye Color: Red
Height: 5’4”
Weight: 139 lbs
Languages: Common, Tradespeak
Class: Priestess?

History:

(A) A Holy Priestess – of the Order of Heleklies whose purpose and goal is the relief of misery, disease and hardships from the people they are tasked with protecting the people and purifying the lands of evil intent the order itself is small and most people haven’t heard of it. Silmeria grew up in the order and has been raised and trained in its ways since she was very young.

(B) In truth Silmeria is a bit of a con-artist although her abilities and skills are quite real themselves they are in fact natural things she has been using since the day she was a few years old when she discovered her ability to Draw she dons the white robe mostly as a means to an end as it allows her access to jobs and places she would otherwise be turned away from, garters automatic respect from others. Her life growing up in a small farming village was in truth nothing out of the ordinary the urge for riches and adventure are what drove her to leave home as for choosing to dawn the robes and play it out as a ‘priestess’ most of that was a matter of convince.

Appearance:

A simple human female just around the age of twenty although even so she’s almost uncharacteristically short and a lot of people assume she’s younger then she is the long auburn hair and the white priest like robes she’s often seen in help to negate this some what which lets most treat her as an adult. Human through and through the only odd out of the ordinary fact is her eye color a stark unnatural red for her species and although often commented on she usually just shrugs it off as a natural thing that runs in her family at least that’s what she tells people most often people find her to behave, move and just outright give out a vibe of not acting like a proper Priestess.

Personality:

Serene and quiet are the best ways to describe Silmeria in most situations which generally assists in her rather over analytical way of looking at things she’s quiet and calm until she finds herself under the attention of others or under scrutiny in which that sharp wit and over thinking generally gets her in trouble when combined with her inability to control what comes out of her mouth, still she’s well aware of the fact that robed as a priestess she general gets more slack and gets away with things she wouldn’t otherwise.

Spells:

Draw:
A natural constantly active ability which has her drawing energy from the roots of the world or that’s how she describes it. Basically the energy that fuels her spells comes from the ground itself although she doesn’t require constant contact with the ground in order to continue to use such abilities most of her spells are just new ways she’s learned to use this energy. However the act of Draw is not fool proof and is subject to such abnormalities such as Voids, Weakenings and Taintings. (Detailed Below) All the skills bellow including most cantrips are powered by this energy.

Inflict:
Projects a quick burst capable of dealing a small amount of damage to anything with in 15 ft. The energy is considered holy and appears as literally a small burst of energy projected from the air.

Flow:
Drawing and flooding this energy out over the target, either herself or another this skill projects itself almost as a light wave of air, limited to a 10 foot distance and is capable of healing light wounds or if in physical contact allowing the energy to flow more freely will heal more serious wounds but will take quite a bit longer.

Shield:
The projection of a semi-physical barrier on a target that reduces damage they take from physical attacks. Damage is reduced by approximately 1/10th and the affect lasts three turns. Targets under the effect of this spell seem to have a hazy appearance as if they are slightly out of focus as well as a green glow.

Dampen:
The projection of a semi-mystical barrier on a target that reduces damage they take from magical attacks. Damage is reduced by approximately 1/10th and the affect lasts three turns. Targets under the effect of this spell seem to have a dull appearance as if colorless.

Purify:
Requires extended physical contact, this extension of draw allows the purifying and removing of minor non-magical poisons and diseases.

Cantrips:

Light:
Simple light projection creating a small sphere that can function like a torch. Several can be made, all are harmless.

Glow:
A bright, glowing aura as Silmeria cycles the energy she draws around herself more or less causing her to well, glow with great intensity, mostly theatric and used to impress others.

Weaknesses:

Sounds On the Wind:
All of Silmerias little skills have a focus word that she discovered with them these words needing to be spoken for her to active the specific spell she has in mind general she slips these words into a phrase (Mostly to prevent people from knowing exactly which word she needs to speak) naturally this means under the effects of silence or if unable to speak she cannot use her spells.

Voids:
Are areas of Althanas that Silmeria is incapable of drawing up energy from such areas have generally had their ‘roots’ to the world disconnected and so she can no longer gain access to the energies she needs to use her abilities. In other words she can cast perhaps one or two spells with the energy retained inside her but afterwards is running on an empty tank. Extended durations in such areas can prove fatal or even damaging to her mind.

Weakenings:
Weakenings are areas where the roots of the world are so close to the surface she draws far too much energy and literally overloads herself. This has the benefit of making a spell much more powerful. (Two levels higher a level 1 spell becomes a level 3 spell.) However the shear amount of energy overwhelms her causing her to lose control which is dangerous for those around her, and herself generally afterward she'll pass out for a short period of time. Also due to the intensity of the energy prolonged time spent in a weakening can actually addict her to the increase in energy.

Taintings:
Taintings are areas where the roots of the world have been corrupted, the energy she draws up are damaged or unsanctified meaning her spell effects become opposed and can have a damaging affect on her personality, mind and mental state if such in such areas for extended periods.

Only Human:
She’s a human and comes with the same attributes and weakness’s they have being vulnerable to disease, poison extreme cold and heat and all the little things that come with it.

Skills/Abilities:

Staff Combat:
After a few successful jobs Silmeria took the time to pay for some combat lessons with staves the weapon of choice for most priests in the order she plays at being in although slightly skilled she is still an amateur.

Parry Play:
Parry Play is a combat style with staves that focus’s more on blocking and misdirecting attacks made by other weapons away and leaving them open to be countered.

Alchemist:
Silmeria owns and uses several books in the creation of healing salves and potions which she sells for tiny bits of profit here and there to pay her way. She is however an unpracticed amateur and mostly does this to help out in her little con.

Weapons:

Oak Staff:
A simple Oak staff carved out with a short hook like curve on the top, walking stick, tool and weapon all in one the staff itself is unextraordinary although can be used as a spell medium which basically means the natural properties of the staff allow her to channel energy through it and cast her spells without needing to have her hands free.

Armor:

Cotton Robe:
A simple white and red dyed cotton robe that contains several hidden pockets for items and reagents she may carry on her person but otherwise nothing out of the ordinary.

Items:

Leather Pack: A simple leather pack.
Herb Kit: A kit containing several tools and small knives used for gathering herbs.
Alchemist Tools: A small mobile kit with several tools needed for the creation of potions and healing salves.

(First try at one of these. An suggestions you think I need would be helpful.)

Letho
04-10-10, 03:31 PM
And it's a good try at that, if I might add. I do have one qualm, specifically about Weakenings. I would like you to make it so that right now, if she runs into one of these things, she loses control and overloads just one of her spells and makes it more powerful (level 1 to level 3) before she passes out or something akin to that. This is just so you can't blast like a dozen people away every time you get in contact with one of these Weakenings. Sounds fair?

Silmeria
04-10-10, 03:37 PM
Fixed and I added a small something - just sorta popped into my head.

Letho
04-10-10, 03:44 PM
Looks good. You are approved. Thank you for your cooperation and welcome to Althanas.