Post by CrystalPrison on Aug 10, 2010 20:34:43 GMT -5
Name: Sapphire Tairo
Race: Human-bird hybrid
Traits of Race: Tall and slender, they weigh little over 90 pounds, most of which is muscle. Their bones are strong however, easily able to endure more force than an average humans, though they are also hollow, allowing for an easier flight. They also have minor webbing on their fingers (think like whats on your hands, but just a little tiny bit more. Barely noticeable. They have incredibly strong internal organs, especially their hearts, which are stronger than those of Olympic runners, and they also posses an internal sense of direction. Quite obviously, they have wings, which can conveniently fold to rest along their back, able to be unnoticed unless they choose to reveal them. Oh and their eyes have slightly bird like appearance and pupils.
Appearance: Sapphire stands at 5’11 and she is incredibly thin and slender. Her dark brown hair has been grown out to touch her just past her shoulders, and she keeps it in a braid to keep it out of the way. Her eyes are grey with slight hazel flecks and her wingspan is approximately 16 feet wide, and her wings are dark gray along the top and the feathers get lighter as they get closer to the edge, until they end in a pale silver color.
Personality: Sapphire is sharp witted, strong willed and independent, though she is rather trusting. She strives to be calm, though like all teenagers, she does fail at times, and her sense of right and wrong is very strong. Above all, Sapphire tries to help and protect people, even if she doesn’t know them well, and the person she’s helping doesn’t know it.
Age: 15
Elements: (Upper Level) Capable Wind, Adept Earth, (Upper Level) Capable Energy, Capable Fire, Adept Nature Magic, Adept Blood Magic, Adept Rejuvenation Magic, Adept Healing Magic, Learner Light Magic Modifier.
Style: Incantation (Combo mage)
Bio: Saphire comes from a family that specializes in blood magic, a brand of magic that they have carefully guarded for generations. This blood magic focuses not on controlling people, but rather using blood for their own means. Using blood, herbs and incantations, they have learned to do anything from attacks, defense, or warding and even healing, though they are incredibly complex magics, that take years to even begin learning. Saphire has been training since she was seven in these magics, and has since mastered only two techniques, which is incredibly fast for someone who plans to specialize in them. It should be noted that while blood magic techniques can be taught, they must be specialized by each person before they can truly be used, as each persons intentions, general balance and blood itself varies. Blood magic is often considered a dark art, however it is actually more of a neutral technique as it can be used both to heal and kill.
Over the summer she trained day in and day out, hoping to enhance her skills after the finals showed her where her weaknesses lie. She has since then found more of what she wishes to do with her skill set and is slowly working on expanding upon this.
Equipment
Sapphire carries a dagger that holds one quartz with mana, and one quartz with energy-enhanced wind. The mana quartz is good for enhancing seven different techniques. The wind quartz is good for five different attacks.
2 Blood Replenishing Potion
1 Health Potion
Techniques
Rejuvenation- Sapphire has learned quite a bit about healing, and it’s still done with blood magic. She can do this by getting the blood into her opponents wounds, or merely by making contact between her blood and the targets skin. She can now heal all but incredibly severe poisons, and she can also heal broken bones, third degree burns, gashes and muscle damage. Heals the target by 7% initially plus an extra 3% for 3 turns.
Paralysis- The ‘dark’ version of healing, this technique can be done by getting the blood into an opponent’s wound or having it make contact with their skin. Deals 6% damage initially and an additional 2% damage for the next three turns, leading a total of 12% damage. During the first turn the opponents muscles freeze up, during the second the opponents begins having trouble walking, during the third the legs don't move at all and the arms begin freezing. The fourth turn is total paralysis and during the fifth the paralysis wears off.
Blood Flames- Sapphire uses blood to fuel fire she creates, thus merging their properties. Most importantly, this means the fire can be thrown and can spread, it’s speed can be enhanced with wind, and people generally won’t be expecting the extra effects. Through much work, she has made it so the fire can have a tingling, warm feeling when she uses it with her healing techniques, or it’s usual burningness when she’s using it to transmit her paralysis technique. Unlike normal fire, this must be smothered, instead of being put out by water and it can spread across both the ground and water. Adds 6% health per turn when healing, or causes 6% damage per turn when used for an attack.Can be enhanced with extra mana from the stave-dagger for 7% healing/damage
Field of Blood- Sapphire can expand her range of attack by merging her blood magic and earth magic. Essentially what this does, it makes it so that when Sapphire takes control of the earth or plants in an area, they work as extensions of her blood, and can be used to cast any blood magic technique she knows. So let’s say, if she were to cut someone with a rock or thorns while using them as an extension of her paralysis technique, it would be as if she’d gotten the blood into her opponents system. And if she encases or makes contact with a teammates wound using something she controls, she can heal them. Does no actual damage, but modifies the properties of the terrain for 10 of my posts.When enhanced with extra mana from her stave-dagger, lasts for 12 turns
Phoenix Flames- Light Fire used for Rejuvenation Magic that appears normal. However, it is decidedly not normal as it’s not hot, it’s merely pleasantly warm and restores 5% health, per turn, for 4 turns. It also has the added effect of eliminating any additional affects from attacks, (electrocution, burns, poisoning, curses, etc).
Mini-Ultimate: Elemental Wards- These are just like your basic blood wards in that they can protect areas or people, though they’ve been made stronger to negate all extra effects of an attack. They’ve also been enhanced with an element of Sapphire’s choosing, to attack back after any close-range attack. Each time she uses this technique, she can cast four wards, each of which reduces the damage of an attack by 50% and eliminates any extra effects. By using two wards she can reduce the damage of a mini-ult by 50% or an ultimate by 25% Deals 5% damage after being hit, and can be enhanced with extra mana from the stave-dagger to deal 7% extra damage
Poison Forest (Ult)- Sapphire uses her Field of Blood Technique and Paralysis Techniques in conjunction with her nature magic, and essentially creates plants that embody her Paralysis Technique. These plants can ensnare anyone in a twenty foot radius, and deal different damage levels depending on what part of the attack strikes. The initial damage adds up for each level, but the damage for every turn after stays at 4%. Sapphire can neutralize the poison before it comes in contact with her allies, so the effects of the technique don’t effect them.
The initial plants formed deal the 5% damage of the Paralysis Technique, and inflict them with the poison, thus adding the 4% damage and the movement reduction for four turns.
Additionally, the plants release spores which spawn more of plants, and the poison of the second generation is more potent, causing 7% damage, with the 4% damage for four turns. and also paralyze the opponents in the same way Sapphire's paralysis technique does.
If the plants are burned they emit a toxic smoke which causes an initial damage of 8%, 4% damage for four, and their lungs burn.
The 4% damages do not stack, the most an opponent will take is 4% damage for four turns.
Blood Meter, as requested by Outer/Ice
All signature attacks add 1 point on a blood meter. Mini-ult adds 5 points per use. The ultimate adds 10 points. When Sapphire goes above 33 points on the meter, you KO yourself instantly.
30-33 you're fighting not to pass out. 20-29 The effects of that much blood loss are apparent. 10-19 You're not bad, but you're not super ok either. 0-9 You're doing great.
(Note: Only blood magic attacks would fill up this meter, not any other attacks that don't use Sapphire's blood)
Race: Human-bird hybrid
Traits of Race: Tall and slender, they weigh little over 90 pounds, most of which is muscle. Their bones are strong however, easily able to endure more force than an average humans, though they are also hollow, allowing for an easier flight. They also have minor webbing on their fingers (think like whats on your hands, but just a little tiny bit more. Barely noticeable. They have incredibly strong internal organs, especially their hearts, which are stronger than those of Olympic runners, and they also posses an internal sense of direction. Quite obviously, they have wings, which can conveniently fold to rest along their back, able to be unnoticed unless they choose to reveal them. Oh and their eyes have slightly bird like appearance and pupils.
Appearance: Sapphire stands at 5’11 and she is incredibly thin and slender. Her dark brown hair has been grown out to touch her just past her shoulders, and she keeps it in a braid to keep it out of the way. Her eyes are grey with slight hazel flecks and her wingspan is approximately 16 feet wide, and her wings are dark gray along the top and the feathers get lighter as they get closer to the edge, until they end in a pale silver color.
Personality: Sapphire is sharp witted, strong willed and independent, though she is rather trusting. She strives to be calm, though like all teenagers, she does fail at times, and her sense of right and wrong is very strong. Above all, Sapphire tries to help and protect people, even if she doesn’t know them well, and the person she’s helping doesn’t know it.
Age: 15
Elements: (Upper Level) Capable Wind, Adept Earth, (Upper Level) Capable Energy, Capable Fire, Adept Nature Magic, Adept Blood Magic, Adept Rejuvenation Magic, Adept Healing Magic, Learner Light Magic Modifier.
Style: Incantation (Combo mage)
Bio: Saphire comes from a family that specializes in blood magic, a brand of magic that they have carefully guarded for generations. This blood magic focuses not on controlling people, but rather using blood for their own means. Using blood, herbs and incantations, they have learned to do anything from attacks, defense, or warding and even healing, though they are incredibly complex magics, that take years to even begin learning. Saphire has been training since she was seven in these magics, and has since mastered only two techniques, which is incredibly fast for someone who plans to specialize in them. It should be noted that while blood magic techniques can be taught, they must be specialized by each person before they can truly be used, as each persons intentions, general balance and blood itself varies. Blood magic is often considered a dark art, however it is actually more of a neutral technique as it can be used both to heal and kill.
Over the summer she trained day in and day out, hoping to enhance her skills after the finals showed her where her weaknesses lie. She has since then found more of what she wishes to do with her skill set and is slowly working on expanding upon this.
Equipment
Sapphire carries a dagger that holds one quartz with mana, and one quartz with energy-enhanced wind. The mana quartz is good for enhancing seven different techniques. The wind quartz is good for five different attacks.
2 Blood Replenishing Potion
1 Health Potion
Techniques
Rejuvenation- Sapphire has learned quite a bit about healing, and it’s still done with blood magic. She can do this by getting the blood into her opponents wounds, or merely by making contact between her blood and the targets skin. She can now heal all but incredibly severe poisons, and she can also heal broken bones, third degree burns, gashes and muscle damage. Heals the target by 7% initially plus an extra 3% for 3 turns.
Paralysis- The ‘dark’ version of healing, this technique can be done by getting the blood into an opponent’s wound or having it make contact with their skin. Deals 6% damage initially and an additional 2% damage for the next three turns, leading a total of 12% damage. During the first turn the opponents muscles freeze up, during the second the opponents begins having trouble walking, during the third the legs don't move at all and the arms begin freezing. The fourth turn is total paralysis and during the fifth the paralysis wears off.
Blood Flames- Sapphire uses blood to fuel fire she creates, thus merging their properties. Most importantly, this means the fire can be thrown and can spread, it’s speed can be enhanced with wind, and people generally won’t be expecting the extra effects. Through much work, she has made it so the fire can have a tingling, warm feeling when she uses it with her healing techniques, or it’s usual burningness when she’s using it to transmit her paralysis technique. Unlike normal fire, this must be smothered, instead of being put out by water and it can spread across both the ground and water. Adds 6% health per turn when healing, or causes 6% damage per turn when used for an attack.Can be enhanced with extra mana from the stave-dagger for 7% healing/damage
Field of Blood- Sapphire can expand her range of attack by merging her blood magic and earth magic. Essentially what this does, it makes it so that when Sapphire takes control of the earth or plants in an area, they work as extensions of her blood, and can be used to cast any blood magic technique she knows. So let’s say, if she were to cut someone with a rock or thorns while using them as an extension of her paralysis technique, it would be as if she’d gotten the blood into her opponents system. And if she encases or makes contact with a teammates wound using something she controls, she can heal them. Does no actual damage, but modifies the properties of the terrain for 10 of my posts.When enhanced with extra mana from her stave-dagger, lasts for 12 turns
Phoenix Flames- Light Fire used for Rejuvenation Magic that appears normal. However, it is decidedly not normal as it’s not hot, it’s merely pleasantly warm and restores 5% health, per turn, for 4 turns. It also has the added effect of eliminating any additional affects from attacks, (electrocution, burns, poisoning, curses, etc).
Mini-Ultimate: Elemental Wards- These are just like your basic blood wards in that they can protect areas or people, though they’ve been made stronger to negate all extra effects of an attack. They’ve also been enhanced with an element of Sapphire’s choosing, to attack back after any close-range attack. Each time she uses this technique, she can cast four wards, each of which reduces the damage of an attack by 50% and eliminates any extra effects. By using two wards she can reduce the damage of a mini-ult by 50% or an ultimate by 25% Deals 5% damage after being hit, and can be enhanced with extra mana from the stave-dagger to deal 7% extra damage
Poison Forest (Ult)- Sapphire uses her Field of Blood Technique and Paralysis Techniques in conjunction with her nature magic, and essentially creates plants that embody her Paralysis Technique. These plants can ensnare anyone in a twenty foot radius, and deal different damage levels depending on what part of the attack strikes. The initial damage adds up for each level, but the damage for every turn after stays at 4%. Sapphire can neutralize the poison before it comes in contact with her allies, so the effects of the technique don’t effect them.
The initial plants formed deal the 5% damage of the Paralysis Technique, and inflict them with the poison, thus adding the 4% damage and the movement reduction for four turns.
Additionally, the plants release spores which spawn more of plants, and the poison of the second generation is more potent, causing 7% damage, with the 4% damage for four turns. and also paralyze the opponents in the same way Sapphire's paralysis technique does.
If the plants are burned they emit a toxic smoke which causes an initial damage of 8%, 4% damage for four, and their lungs burn.
The 4% damages do not stack, the most an opponent will take is 4% damage for four turns.
Blood Meter, as requested by Outer/Ice
All signature attacks add 1 point on a blood meter. Mini-ult adds 5 points per use. The ultimate adds 10 points. When Sapphire goes above 33 points on the meter, you KO yourself instantly.
30-33 you're fighting not to pass out. 20-29 The effects of that much blood loss are apparent. 10-19 You're not bad, but you're not super ok either. 0-9 You're doing great.
(Note: Only blood magic attacks would fill up this meter, not any other attacks that don't use Sapphire's blood)