Name: Amber Levrin
Race:Elf (life for nearly eternity elves, looking always young)
Occupation: Loner
Age: 234; looks 28
Gender: Female
Height: 5 foot 6 inches
Weight: 135 pounds
Eye Color: Royal Blue
Hair Color: Brown
Appearance: Amber is a typical elf in body shape. Her head is round at the top, sloping inward towards a rather pointy chin. Amber's brown hair is worn down straight, coming down to rest on her shoulders. Normally, though, it is worn in a ponytail. Her blue eyes are round, and her nose isn't particularly bony or pudgy. She is skinny, but not as skinny as a tooth pick. Her legs are very long, with a shorter torso. Amber also has a scar she received from a sword running from the inside of her left elbow to her wrist.
She wears a loose black t-shirt with a white, tight long sleeved shirt under it. She has a silver ring on her right middle finger. She wears a silver chain around her neck that fits tightly on her neck. Amber wears loose blue leggings that reach to her feet. She has custom made shoes that are similar to boots, but it only reaches up just past her ankle.
Weapons: She wields a simple long knife that is about 14 inches long on her right hip.
Armor: N/A
Carried Possessions: Amber carries a small, red crystal that, when rubbed between the thumb and index finger, illuminates everything a yard around the crystal.
Powers/Magic/Skills: She is adept at using her knife, although she is only slightly above average and is therefore easily bested.
Fire- She can manipulate fire, and has many different ways she can do so:
Fireball- She can shoot fireballs from her hands causing little to no weakening for doing so, only taking one unit of energy.
Raise Temperature- She can raise the temperature of her surroundings and/or her or someone else's own body temperature. The more she raises it and/or the faster she does so uses more of her massive store of energy. Generally it takes an average of 4 units.
Fiery Hail- Amber can cause small balls of fire to rain from the sky. The amount/area of the fireballs that are falling dictate the amount of energy taken. Average is 3 units
Spontaneous Fire- Amber is also able to cause fire to appear at certain points in the landscape. She can also make it appear inside people or animals, although she does this very rarely. This takes a little more energy from her, and a variable is the distance and amount of fire that is formed. 2 units. When used inside a living being, it costs 12 units.
Amber is also able to to various other manipulations of fire, which are not mentioned.
/Fire
Water- She is also able to manipulate water as well:
Rain- Amber can cause rain to fall from the sky. Depending on the amount of moisture in the air, the amount of rain, and how hard it is falling affects its recoil. Generally 5 units
Water balls- Similar to fire balls, she is able to shoot orbs of water out of her hands. 1 unit.
Lower Temperature- This is the exact opposite of lower temperature. 3 units as well.
Spontaneous Water- Similar to Spontaneous Fire, she is able to collect water vaper into one area and cause it to condense, creating liquid water. 6 units.
Ice Storm- Amber can cause ice to fall from the sky, another name for it is hail. It's recoil is the same as fiery hail. 5 units
Ice Shards- She can cause shards of ice to appear from the air and send it flying in a direction. 4 units
She can manipulate into a few other forms as well.
/water
Reduce Friction- Amber is able to reduce the friction on the bottom of her shoes and the ground, causing her to be able to almost slide and go on for a long time. The amount of time that she does this and the terrain she is doing this on affects the recoil. The rougher the terrain the harder it is. She can do it easily for 10 minutes, after that it rapidly takes more energy the longer she does it. 5 units
Ivy- Amber can summon vines of ivy to come up from the ground and prohibit the subject from moving. It has little recoil. 2 units.
Heal- She can heal most wounds, unless fatal. The more serious the wound, the harder it is. More serious ones can cause her to faint or go into a coma for a day or so. After that she has to eat and rest. 10 units, more or less on the seriousness of the wound.
Detect Poison- She can detect poison in all sorts of items. This has no perceptible recoil when done sparingly. 1 unit.
Call of the Wild- Because Amber is an elf, she is in tune with the wild, and can call animals to her aid. The bigger the animal called and the amount of animals effect her energy, although it takes a nice bit away period. 6 units.
Illusion- Amber is able to cause a creature to see something that is not there. Depending on the more complex the illusion and the length of time, it effects her more, and it takes a bit away as well. 8 units.
Levitate- Amber is able to cause only herself to leave the ground, although just off of it, and send herself flying in any direction. This takes up the most energy of all her spells, and takes more the longer she does it. It is usually used in quick bursts, rather than over long periods of time, prefering Reduce Friction. 9 units.
Potior- Potior is a being, or spirit, that has possessed Amber's knife. It makes the knife incredibly light, and sharp. Sometimes, he moves the knife, moving Amber as well, causing her to defeat an opponent she would not be able to normally defeat. Potior also has the ability to change the knife to a hand and a half sword at will temporarily.
Levian- Levian is a large, brownish
wyvern. She summoned him once, and he decided to stay with her. She can communicate telepathically with him as well. She let's Levian roam free, but he comes at her command.
Limits- Every time she uses a spell, the cost for that particular spell doubles. So say she has 75 units of magic energy. She uses Fireball, and it's original cost may be 1 unit. The next time she uses it in a 10 minute period of time, its cost becomes 2. Then 4, 8, 16, and so on until her energy is used up.
Battle Strengths- Being an elf, she is faster and stronger than humans. Amber's limit for lifting weights is about 113 pounds. She can also hear and smell better than humans.
Battle Weaknesses- Amber relies mostly on magic, and isn't a great fighter, even though she has strength. She tends to rely on her speed and agility. Even though she has an immense reservoir of energy stored up for magic, she relies on it the most, and it gets used up rather quickly, leaving her weak and tired. Amber also tends to have trouble breathing in smaller spaces, causing her to panic and screw up royally. She also tends to rush into battles, making mistakes and doesn't always check her options in a fight. Since she wears no armor, swords and bullets can easily pierce her clothing and hurt her.
Other- Amber spent 63 years of her life devoted to magic usage. She has a reservoir of energy so vast most humans can't fully comprehend its size.
Personality- She tends to be rather friendly, although at times she can be cold for no reason. She is outgoing, and willing to fight, although she will back down if it's obvious it's one she can't win. Amber has trouble sympathizing with people's emotions sometimes, and can be rather rude to them. While being outgoing, she tends to be watchful and careful, making sure there is always an excape route and watching for potential enemies.
Biography- Amber was born in a elven community in a forest. She didn't appreciate a lot of the elven views, and thought they were stupid. She ran away when she was 25, and soon left the forest, eager to start her life anew. She soon found a large human city, and soon tried to fit in. She left this city as well because she couldn't manage to fit in.
She began traveling, seeing the world. She then came upon an old hermit who was skilled in teaching people magic. She stayed and trained, and became more adept than any creature. At the end of her training, the hermit let Amber pick one weapon from the hermit's vast supply. In the end, she wound up choosing a large knife. The hermit tried to dissuade her, but was unable to. She left, and soon found out the knife was possessed by Potior. She tried to get rid of it but was unable. She soon just gave up and decided to keep it. She has since traveled, mainly keeping to herself.
RPs:
Floating Arena;dead
Petty Thieves and Beggars;dead
Join Assignment;dead
Continuing the Journey;dead
Shadow Pendant;dead
Round 1 Lightweights;dead
The Gardens (IC);current