Quote:
Originally Posted by Krylo
Theeeere's already a white mage and a red mage with cure. And I don't know what Teal's doing, but I SUSPECT healer.
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You aren't totally wrong!
And this took me far too long to settle on.
I condensed the background a lot, but it seemed like the best move since I just wanted an overview. Character doesn't look Androgynous normally, but I wanted to leave a note about it just in case the game forced her appearance to change/her character develops so her appearance changes. Also want to apologize to POS, just in case I'm stepping on his toes. I looked at Prasad's old sheet and didn't see any notations of a vehicle, so I thought it was fair game.
Anyway, usual deal. Look the bio over, rip it apart, etc.
Name: Arden Whitemoon
Age: 19
Race: Hume
Class: White Mage
Appearance: Standing at 5'8 with a slim and athletic build, Arden has shoulder length silver hair, vivid green eyes, fair – lightly tanned – skin and a face pretty enough to turn heads. Alas, her chest is far less impressive; she’s flat as an ironing board. In fact, if she dressed in less revealing clothes and cut her hair short, she could pass for a young – feminine – man. Her normal style is a far cry from Androgynous, however.
Current Outfit: Short Version, she's massacred a White Mage robe. Now, its something like a sleeveless - midriff bearing - tank top and a sweater/skirt-thing tied around her waist. She's got black felt pants and black boots too. Click if you want a better description.What used to be the robes of a low ranking White Mage, now modified at Arden’s request. Normally, it’s a sleeveless white tank top that completely covers her breasts - though lies tight enough against her chest that there’s little point. Her sun darkened arms, stomach and shoulders remain entirely exposed. The back of the tank top hangs looser, extending half way down her back, with a seldom used, red trimmed, hood hanging behind her head. At her waist, what appears to be the extra material from the robe has been tied around her waist creating a loose approximation of a skirt. Beneath that, she wears a pair of black felt pants; destined to billow in the wind, over a pair of ankle high, silver buckled, boots. If there’s a need, she can modify the robe back into a more traditional white form; only then are the red bordered shelves visible.
Background: The niece of a travelling merchant and sometimes Sky Pirate, Arden spent her early childhood enrolled (by her parents) in an Academy for White Mages. At twelve, she gave up on being an official White Mage and stowed away on her Uncle’s airship during one of his visits. Her next six years of life were spent on the ship, apprenticing under her Uncle and his crew. Looking back, she’d tell you those were the best years of her life.
Arden was staying in Rios during one of her Uncle’s more dangerous – and probably illegal – business ventures, when she got word that her Uncle’s ship had gone down. While most of his assets went to his immediate children and widow, she was left a small warehouse in the city, and an old – broken down – Airship. Since then, Arden joined the Adventurer’s Guild to make the money she needs to repair it and is, slowly, studying some old reference books on how to do it herself.
Traits:
Free Spirit - A White Mage trained by pirates? Not hard to guess why this is here. For a point of Destiny, Arden can act in a way completely contrary to her current alignment without causing it to shift. Assassinations are fun!
Pretender – Of the many skills she learned on her Uncle’s ship, one was acting. She’s very good at pretending she’s something she’s not – even better if she has the right clothes. For a point of Destiny, add a d6 to your roll when pretending to be someone else.
Stats:
HP: 20
MP: 25
Accuracy: 3
Evasion: 8
ARM: 1
M.ARM: 5
Strength: 5
Vitality: 3
Dexterity: 8
Intelligence: 7
Charisma: 7
Job Abilities:
Ability 1: Weapon Training - Gun
Ability 2: Special Vehicle – Old Airship (Large*4, Armored , Unorthodox Travel)
Unorthodox Travel: Anti-Weather Generator - A strange device that projects a Shell-Like Barrier over the Airship, protecting it from dangerous weather conditions like Lightning, Strong Winds (not Tornadoes) and Heavy Rains. Ethers, or a Mage, are required to fuel the barrier. In a pinch, the Anti-Weather Generator can be used to protect the Airship from weapons or allow it to fly through a volcanic eruption, though at a heavy drain to the Ether or Mage powering it. Weapons launched from inside the barrier will be blocked, in the same way that weapons fired outside the barrier will be. The shield may cut out, as per rule of the dramatic, when used for something it isn't designed for. Systems Checks may be involved to keep the Shield running.
Equipment:
Right Hand: Gun Tier 1, (Dex x1) +1d6 damage
Ammunition: Bronze Bullets
Left Hand: N/A
Armor: Cotton Robe
Accessory: N/A
Items:
Ether, x1
Revivify, x1
Gil: 100
Skills:
Athletics: 2
Awareness: 1
Disguise: 2
Lore (General): 1
Performance: 2
Speech: 2
Synth. Machines: 1
Skills (Free):
Gun: 3
Language: Common
Spells:
Cure I (5 MP)
Target: Single
Type: Recovery
Reflectable: Yes
Small, glittering particles of light twinkle down upon the target, filling their lungs and bathing their wounds in white. Cure I restores (Int*1) + 1d6 points of HP to a conscious target.
Restore (5 MP)
Target: Single
Type: Recovery
Reflectable: No
Though White Magic cannot bring the dead back to life – nor would such an act be allowed – it can grant lasting health and wellness. By casting Restore, the user may cure small-scale sickness, purify water, bring wilting flowers to a lovely bloom, help crops grow, grant the dying a quiet, peaceful repose free of pain, or any number of similar tasks.