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Dec 07, 2006 20:54

RPG Game Sheets

[Name] Seraphina Ashford
[Gender] Female
[Age] 16

[Personality] Seraphina can be described as cold, detached and fierce even among companions. She has a horrible long-term memory and mainly relies on her familiar to remember things. Her attitude softens considerably around animals, particularly young Arrukamen, and in a choice between killing a random person and a random Arrukamen she will choose the person. This is because of her history with humans - before she set off with her familiar she was placed in the path of a Chimera by a coward and left to die. As an unintentional result of the Silencing Spell that was originally meant for an adult it damaged her vocal cords, making her unable to speak. She relies on Kresel (her Arrukamen) to communicate. She carries a small whistle which she uses in different pitches to communicate, along with basic hand gestures and writing.

[Appearance] Dark skin the color of faded leather and with roughly the same consistency from traveling in sunny areas and being exposed to the sun while flying miles over treetops. Straight brown hair puffs slightly outward, giving her the appearance of a startled bird. Short at 5 ft 5 inches - she's mainly wiry, almost monkey-like in form with the fat setting around the front of her gut because she doesn't bother to do additional exercise for the sake of fashion. She's agile with a bit of klutziness - the one most likely to be scrambling through the treetops and then loosing foot on a hasty jump. She's nearsighted and constantly wears a pair of brown-rimmed glasses. She looks over the top of them when trying to drive home a point.

[Battle Information] Withdrawn and calculating, Seraphina would make a fair commander in a pinch - then again, most likely to get everyone killed for the sake of victory - however, her real skill lies in archery through assisted magic. One of her favorite skills is the ability to generate non-corporeal phoenixes from arrows. Although if hit they are destroyed and are fairly easy to hit when large, if they hit their target their beaks are like fiery knives and can leave holes up to an inch thick in hide. When they hit their target or are hit, they disappear permanently. It requires a fair bit of energy to do this - creating a flock of geese-size phoenixes leaves her mentally tired and gasping for water.

Name] Arnborg
[Gender] Female
[Sepcies] Griffon
[Age] 4

[Personality] A very forgiving creature, Arnborg finds herself being the negotiator - she would be level-headed even as Sparrow would be reaching for her arrows. She takes offense to Sparrow very seriously and will place her life on the line to defend her. Her loyalties often extend to others, and while Sparrow would walk away from a situation Sparrow would foolishly rush at it without bothering to calculate.

[Appearance] Arnborg has the hindquarters of a lion and the front part of a peregrine. Her back hindquarters are not as stocky - they're bony and their main purpose is to grasp prey. However, her front legs are built differently than bird legs, with most of the weight resting on her giant birdlike toes. Her front legs were built for grabbing rather than perching - she rarely, if ever, perches in trees. Her wings have a span of fifty feet. Most of the front half of her body is built for powered flight. Her front half consists of light grey feathers with slightly faded spots similar to that of a leopard, gently fading away to the tan of a lion hide and soft grey down. Her bird-like head is pure peregrine - the yellow black-tipped beak, with a pair of large black eyes fringed by black feathers.

[Battle Information] Her range of spells is focused more on agility than full-out combat. She may be easy to knock out of flight, but it's very hard to catch her. Both Sparrow and Kresel are very weak defensively.
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