Erikar
02-24-14, 09:16 AM
[Changes made in this color. Old profile can be found here (http://www.althanas.com/world/showthread.php?26720-Erikar-Aodhfionn-Ex-Caravan-Guard-and-Full-time-Adventurer(Update)).]
http://img7.imageshack.us/img7/8499/05qp.jpg
Name: Erikar Aodhfionn(pronounced Ey-Fin)
Age: 20 years.
Race: Human
Hair Color: Fire red
Eye Color: Green
Height: 5'10
Weight: 170 lbs.
Occupation: Hand of the Shadow
Personality:
Pre-Order ~ Confident, sarcastic, and generally amiable, Erikar bears no ill-will towards anyone undeserving. He can be cynical at times, but tries to avoid actually criticizing others, preferring to keep his judgments to himself. Despite his naturally suspicious nature, he is easy to befriend and fiercely loyal under what can seem like an uncaring surface. However, he believes trust is given, and cannot be earned once lost. If someone attempts to betray him in any significant sense, he is not one to let go of a grudge.
Post-Initiation ~ Since joining the Order of the Crimson Hand, Erikar has begun to adopt traits from his new associates. While still retaining a bit of his old personality towards those he considers friends, the fledgling assassin has become serious and unmerciful to his targets. He believes that only the strong survive, and will do anything to make sure he is strong.
Appearance:
He stands at about average height, with true flame-red hair and forest green eyes. He has pale skin with a youthful complexion. He is of lean build, but not lacking in muscle. When he uses his magic, his eyes glow bright green. He is missing his top left canine tooth from his battle with Madison Freebird (http://www.althanas.com/world/showthread.php?26825-Iron-Woman-vs-Magnetisto), and has a thin, light pink scar on his left shoulder from a duel with a dreamwalker. (http://www.althanas.com/world/showthread.php?26826-Thick-as-Smoke-and-Cheap-as-Dreams)
History:
Erikar was born to a lady of the evening and an unknown father, most likely an anonymous mage, in the trading district of Radasanth. The only thing his mother told Erikar of his father was his last name, Aodhfionn. He grew up with almost no parental guidance, having to feed himself and earn anything he wanted. He associated himself with the other bastards and street rats, quickly learning ways, legal and illegal, to earn money. He found his way in and out of fights regularly enough, and once his magic began to manifest he became much more confident. As he gained experience with his abilities and began to understand the uses of his magic, he started devoting more time to practicing his abilities and increasing his control. Eventually he grew too old to be satisfied with life as an urchin, and began looking for other ways to make his name in the world.
His skills helped him find work as a caravan guard in his middle-teenage years, protecting traders traveling throughout Althanas. During his service, he gained some experience with sword fighting and wilderness survival. He trained hard with his fellow guards, becoming fairly skilled at swordplay, even developing his own style. He worked escorting caravans long enough to become a skilled woodsman. His fellow guards also taught him how to read. But, as before, he could feel this was not his calling. After a few years, upon his return to Corone, he fought the deadly Madison Freebird and lost. (http://www.althanas.com/world/showthread.php?26825-Iron-Woman-vs-Magnetisto)
He has recently joined the Order of the Crimson Hands after an escapade in Scara Brae (http://www.althanas.com/world/showthread.php?26374-The-Stepless-Thief(Closed)). His master, Lye Ulroke, is teaching him the ways of the Assassin in Salvar.
Skills:
Swordsman - Adept: Erikar's time spent training with other caravan guards has given him proficiency with a bastard-sword. The style he fights with when using his bastard-sword is more defensive than offensive, and only intended for sword-on-sword duels. He would be hard-pressed to defend against a skilled spear or mace-wielder.
Street Fighter - Expert: Growing up on the streets, Erikar learned many dirty tricks and different methods of harming a potential threat. He is able to use his hands, body, and environment to try and defeat any opponent. His training with the Order of the Crimson Hand has increased his proficiency at this skill.
Wilderness Survival - Adept: Erikar knows how to survive in a forest environment, ie; make snares, fish, hunt, create fire/shelter.
Thief - Adept: Stealing to survive as a child in Radasanth, Erikar knows how to inconspicuously steal, either from pockets or displays.
Finger-smith - Novice: Erikar is knowledgeable in the ways of lock-picking, so long as the mechanism is not too complex.
Literacy - Novice: Erikar's fellow caravan guards taught him to read so that he could read the shipment reports and orders.
Knife Thrower - Expert: Like every child without parental supervision, a large part of Erikar's early life was spent throwing things at people. Later on, this turned into knives, a skill which he cultivated. He is fairly accurate at throwing knives up to 10 feet away.
Stealth- Adept: Erikar is able to sneak around unnoticed in most environments thanks to his childhood. His training in the Order of the Crimson Hand also augments this skill.
Equipment:
1 Thin white linen shirt
1 Thick brown wool pants
1 Brown leather boots
1Thick, warm wool cloak with many pockets sewn inside.
1 Whetstone and sword-oil
1 Set of lock-picks
1 small and sharp belt knife(steel, utilitarian for the most part,)
1 six-inch spike made of iron
1 Iron Bastard Sword, free of rust due to Erikar's consistent maintenance of it. It is now nicked in many places.
1 iron-bladed chakram with an oak inner core, bought here (http://www.althanas.com/world/showthread.php?26800-New-tools-for-a-new-profession).
Abilities:
Level 2 - Electromagnetism Control - Erikar has the ability to charge objects and himself with an electromagnetic field. These fields can either be attractive or repulsive. All pushes or pulls are based on Erikar and his current position in relation to the object he is charging. The bigger the object, or the more energy he uses to push or pull harder, the more fatigued he will get from using his magic. Erikar's ability to push or pull an object is based on his weight relative to the weight of the object he is trying to affect. If the item is lighter than he is, it will easier to push or pull it away from/towards him. If the object is heavier than he is, he will be pushed away from/pulled towards whatever he is trying to affect. Also, if he attempts to use these abilities to deflect or alter enemy attacks, they must be moving at a speed he can react to(ie; a sword slash would be easy to deflect, but an arrow that he can barely see flying at 100(+) mph would be a different story.) He is able to affect most any object, animate or inanimate, but metals and minerals are easier to affect than non-minerals. His skill with controlling and applying the fields has increased with experience.
Electromagnetic Push - Erikar charges any part of his body(or its entirety) with an electromagnetic field, and then charges whatever object he chooses with the same electromagnetic field. This causes the object to be pushed away from Erikar(or have Erikar pushed away from it) in a straight line from his position to the object. The bigger the object, the more energy it takes to push it. The more energy he uses, the faster and farther the object(or himself) is repulsed. If the object is too heavy, or pressed against an object that cannot be moved, Erikar will be pushed(height, speed and distance pending on energy used) away from the object in a straight line. He can use this to allow him to leap about 15 feet into the air. However, he has to use enough energy to lift his whole body weight, and this can be quite taxing on his body if not used cautiously. He can do about 6 strong pushes(or pulls) before he has to rest for a few minutes.
Electromagnetic Pull - Erikar charges any part of his body(or its entirety) with an electromagnetic field, and then charges whatever object he chooses with an opposite electromagnetic field. This causes the object to be pulled to Erikar(or vice versa, depending on the size and weight of the object.) Erikar can use this ability to pull himself towards the top/sides of a building, or project a consistent magnetic field that allows him to scale the wall like an insect. Like with pushing, he has to use enough energy to lift the entirety of his body weight. Scaling a wall is much easier than pulling himself straight up towards the top. He can use about 6 strong pulls(or jumps) before he has to rest for a few minutes. The farthest range he can pull himself towards something from is 15 feet.
Electromagnetic Air Ionization - Erikar applies a powerful electromagnetic field to the air itself, in a line to his target. This field causes the surrounding air to become separated into positive ions and electrons -- So this ionized air (also known as plasma) is much more conductive than the previous non-ionized air. These electrons have excellent mobility, allowing for electrical current to flow. We can view the ionization process as "burning a path" through the air for lightning to follow. When the path touches his target, lightning arcs from Erikar to his target. This lightning bolt has enough force to knock an average man down and cause 2nd degree burns. The lightning bolt is accompanied by a bright flash and loud noise akin to a thunderclap, which can disorient opponents whether the bolt hits or not. It has a range of 10 feet. He can use this ability 3 times a day. The downside of using this ability is that the bolt will knock him down and burn him too.
Assassin's Speed - Erikar has increased speed due to his training with the Order of the Crimson Hand. He is able to jog steadily at 12 mph, and sprint at 24 mph. His attacks come with double the speed of an average man. (Speed x2)
Stats:
Strength - x1
Speed - x2
Agility- x1
Perception - x1
Endurance - x1
Languages:
Tradespeak: Fluent and Literate
Salvarian: Proficient and Literate
Fallieni: Proficient
Raieran: Novice
http://img7.imageshack.us/img7/8499/05qp.jpg
Name: Erikar Aodhfionn(pronounced Ey-Fin)
Age: 20 years.
Race: Human
Hair Color: Fire red
Eye Color: Green
Height: 5'10
Weight: 170 lbs.
Occupation: Hand of the Shadow
Personality:
Pre-Order ~ Confident, sarcastic, and generally amiable, Erikar bears no ill-will towards anyone undeserving. He can be cynical at times, but tries to avoid actually criticizing others, preferring to keep his judgments to himself. Despite his naturally suspicious nature, he is easy to befriend and fiercely loyal under what can seem like an uncaring surface. However, he believes trust is given, and cannot be earned once lost. If someone attempts to betray him in any significant sense, he is not one to let go of a grudge.
Post-Initiation ~ Since joining the Order of the Crimson Hand, Erikar has begun to adopt traits from his new associates. While still retaining a bit of his old personality towards those he considers friends, the fledgling assassin has become serious and unmerciful to his targets. He believes that only the strong survive, and will do anything to make sure he is strong.
Appearance:
He stands at about average height, with true flame-red hair and forest green eyes. He has pale skin with a youthful complexion. He is of lean build, but not lacking in muscle. When he uses his magic, his eyes glow bright green. He is missing his top left canine tooth from his battle with Madison Freebird (http://www.althanas.com/world/showthread.php?26825-Iron-Woman-vs-Magnetisto), and has a thin, light pink scar on his left shoulder from a duel with a dreamwalker. (http://www.althanas.com/world/showthread.php?26826-Thick-as-Smoke-and-Cheap-as-Dreams)
History:
Erikar was born to a lady of the evening and an unknown father, most likely an anonymous mage, in the trading district of Radasanth. The only thing his mother told Erikar of his father was his last name, Aodhfionn. He grew up with almost no parental guidance, having to feed himself and earn anything he wanted. He associated himself with the other bastards and street rats, quickly learning ways, legal and illegal, to earn money. He found his way in and out of fights regularly enough, and once his magic began to manifest he became much more confident. As he gained experience with his abilities and began to understand the uses of his magic, he started devoting more time to practicing his abilities and increasing his control. Eventually he grew too old to be satisfied with life as an urchin, and began looking for other ways to make his name in the world.
His skills helped him find work as a caravan guard in his middle-teenage years, protecting traders traveling throughout Althanas. During his service, he gained some experience with sword fighting and wilderness survival. He trained hard with his fellow guards, becoming fairly skilled at swordplay, even developing his own style. He worked escorting caravans long enough to become a skilled woodsman. His fellow guards also taught him how to read. But, as before, he could feel this was not his calling. After a few years, upon his return to Corone, he fought the deadly Madison Freebird and lost. (http://www.althanas.com/world/showthread.php?26825-Iron-Woman-vs-Magnetisto)
He has recently joined the Order of the Crimson Hands after an escapade in Scara Brae (http://www.althanas.com/world/showthread.php?26374-The-Stepless-Thief(Closed)). His master, Lye Ulroke, is teaching him the ways of the Assassin in Salvar.
Skills:
Swordsman - Adept: Erikar's time spent training with other caravan guards has given him proficiency with a bastard-sword. The style he fights with when using his bastard-sword is more defensive than offensive, and only intended for sword-on-sword duels. He would be hard-pressed to defend against a skilled spear or mace-wielder.
Street Fighter - Expert: Growing up on the streets, Erikar learned many dirty tricks and different methods of harming a potential threat. He is able to use his hands, body, and environment to try and defeat any opponent. His training with the Order of the Crimson Hand has increased his proficiency at this skill.
Wilderness Survival - Adept: Erikar knows how to survive in a forest environment, ie; make snares, fish, hunt, create fire/shelter.
Thief - Adept: Stealing to survive as a child in Radasanth, Erikar knows how to inconspicuously steal, either from pockets or displays.
Finger-smith - Novice: Erikar is knowledgeable in the ways of lock-picking, so long as the mechanism is not too complex.
Literacy - Novice: Erikar's fellow caravan guards taught him to read so that he could read the shipment reports and orders.
Knife Thrower - Expert: Like every child without parental supervision, a large part of Erikar's early life was spent throwing things at people. Later on, this turned into knives, a skill which he cultivated. He is fairly accurate at throwing knives up to 10 feet away.
Stealth- Adept: Erikar is able to sneak around unnoticed in most environments thanks to his childhood. His training in the Order of the Crimson Hand also augments this skill.
Equipment:
1 Thin white linen shirt
1 Thick brown wool pants
1 Brown leather boots
1Thick, warm wool cloak with many pockets sewn inside.
1 Whetstone and sword-oil
1 Set of lock-picks
1 small and sharp belt knife(steel, utilitarian for the most part,)
1 six-inch spike made of iron
1 Iron Bastard Sword, free of rust due to Erikar's consistent maintenance of it. It is now nicked in many places.
1 iron-bladed chakram with an oak inner core, bought here (http://www.althanas.com/world/showthread.php?26800-New-tools-for-a-new-profession).
Abilities:
Level 2 - Electromagnetism Control - Erikar has the ability to charge objects and himself with an electromagnetic field. These fields can either be attractive or repulsive. All pushes or pulls are based on Erikar and his current position in relation to the object he is charging. The bigger the object, or the more energy he uses to push or pull harder, the more fatigued he will get from using his magic. Erikar's ability to push or pull an object is based on his weight relative to the weight of the object he is trying to affect. If the item is lighter than he is, it will easier to push or pull it away from/towards him. If the object is heavier than he is, he will be pushed away from/pulled towards whatever he is trying to affect. Also, if he attempts to use these abilities to deflect or alter enemy attacks, they must be moving at a speed he can react to(ie; a sword slash would be easy to deflect, but an arrow that he can barely see flying at 100(+) mph would be a different story.) He is able to affect most any object, animate or inanimate, but metals and minerals are easier to affect than non-minerals. His skill with controlling and applying the fields has increased with experience.
Electromagnetic Push - Erikar charges any part of his body(or its entirety) with an electromagnetic field, and then charges whatever object he chooses with the same electromagnetic field. This causes the object to be pushed away from Erikar(or have Erikar pushed away from it) in a straight line from his position to the object. The bigger the object, the more energy it takes to push it. The more energy he uses, the faster and farther the object(or himself) is repulsed. If the object is too heavy, or pressed against an object that cannot be moved, Erikar will be pushed(height, speed and distance pending on energy used) away from the object in a straight line. He can use this to allow him to leap about 15 feet into the air. However, he has to use enough energy to lift his whole body weight, and this can be quite taxing on his body if not used cautiously. He can do about 6 strong pushes(or pulls) before he has to rest for a few minutes.
Electromagnetic Pull - Erikar charges any part of his body(or its entirety) with an electromagnetic field, and then charges whatever object he chooses with an opposite electromagnetic field. This causes the object to be pulled to Erikar(or vice versa, depending on the size and weight of the object.) Erikar can use this ability to pull himself towards the top/sides of a building, or project a consistent magnetic field that allows him to scale the wall like an insect. Like with pushing, he has to use enough energy to lift the entirety of his body weight. Scaling a wall is much easier than pulling himself straight up towards the top. He can use about 6 strong pulls(or jumps) before he has to rest for a few minutes. The farthest range he can pull himself towards something from is 15 feet.
Electromagnetic Air Ionization - Erikar applies a powerful electromagnetic field to the air itself, in a line to his target. This field causes the surrounding air to become separated into positive ions and electrons -- So this ionized air (also known as plasma) is much more conductive than the previous non-ionized air. These electrons have excellent mobility, allowing for electrical current to flow. We can view the ionization process as "burning a path" through the air for lightning to follow. When the path touches his target, lightning arcs from Erikar to his target. This lightning bolt has enough force to knock an average man down and cause 2nd degree burns. The lightning bolt is accompanied by a bright flash and loud noise akin to a thunderclap, which can disorient opponents whether the bolt hits or not. It has a range of 10 feet. He can use this ability 3 times a day. The downside of using this ability is that the bolt will knock him down and burn him too.
Assassin's Speed - Erikar has increased speed due to his training with the Order of the Crimson Hand. He is able to jog steadily at 12 mph, and sprint at 24 mph. His attacks come with double the speed of an average man. (Speed x2)
Stats:
Strength - x1
Speed - x2
Agility- x1
Perception - x1
Endurance - x1
Languages:
Tradespeak: Fluent and Literate
Salvarian: Proficient and Literate
Fallieni: Proficient
Raieran: Novice