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Amaris Oake
10-04-2008, 01:50 PM
Post: #1
Amaris Oake
Name: Amaris Oake

Gender: Female

Age: 15

Species: Serval

Appearance: Her fur is a very pale yellow with faded black spots. Along her spine her spots change to longer, more oval shaped marks. Her eyes are a yellowish brown. She is very slender in figure and her tail is medium size, with rings around it to the tip. She wears a long sleeved shirt and a sleeveless, brown jacket over her shirt, as well as a long skirt that covers her feet. Under this she wears black combat boots. Her only pieces of jewellery are a topaz necklace and a single sliver bangle on her tail.

Personality: Quiet and studious, Amaris is a very spiritual person who has been shielded from the modernised, technology driven world outside the temple boundaries. She is very cautious around those who she doesn�t know or trust and avoids crowded areas. These combined cause her to stick to natural, uninhabited landscapes, such as swamps and moors. If met with someone she doesn�t know by herself, she�ll often observe them before choosing to introduce herself. Amaris doesn�t like hand to hand combat and prefers to strike her enemies from afar. She awakes at dusk and is most active at night, so she can bask in the moonlight.

Misc. Her aura glows dimmly in the dark from the energy it absorbs from both the Sun and Moon. It glows brighter when she prays or uses an energy attack but it gives her position away. It can be used to find her in the dark.

History: Amaris was born into a clan of Servals, who lived in an ancient temple that was, although about a thousand years old, still strong and study and hidden deep within the Mystic Ruins. The temple paid tribute to the Moon and Sun, as they gave the clan energy and was believed to have the power to neutralise and purify auras. Amaris was taught by the clan elders how to become a priest, a great honour and title within the "tribe". This included how to draw light energy and use it, often to craft images from the stories depicted from their holy books. However, this takes a lot of energy and ability so Amaris cannot exploit this skill. Another part of her training was that of archery, as the clan only have basic weaponry. The bows they used are unique through, in that they can collect energy from the natural light sources to fire more deadly �light� arrows usually in quick succession. This energy takes time to collect through and also can be hard to aim. She also studied many scrolls and texts as part of her education.

Her family included twin brothers, Louis and Karus, who are two years older then Amaris. The three siblings are incredibly close, as Amaris learnt from the pair before the elders took over her education. They often played games which, unknowingly to them at the time, increased their attack and target skills, such as tag or races. Her mother and father rarely stayed long enough to develop a strong bond with their children as they were hunters within the clan. It was expected that Louis and Karus were to follow their parents in their status but the pair chose to explore at the age of sixteen (when Amaris was fourteen), studying ruins to find traces of other long-forgotten tribes. After they left, Amaris became friendly with many other servals but didn't consider any a close friend.

At the age of fifteen, it is traditional that all Servals travel for a year before returning to the temple for the final stage of their learning: to use light to cleanse others auras. After which, a special ceremony is held to officially claim a Serval a priest of the Light Temple. But Amaris has only started her one year travel, so this honour is a distant event in her eyes. She carries her preferred bow and a handful of arrows.

Weapon (13 Slots): Her weapon of choice is a bow, with which she can channel her magical energy into the form of arrows. It's a short bow which is often used with ordinary arrows, although Amaris is capable of using other types.

Strength: 6
Stamina: 11
Agility: 8 (+5)
Speed: 5

Beginner � 10 slot points

Serval Slash. Exposing her claws, she can give a more then painful swipe at an enemy, often aiming for the face or neck.

Tail Smash. Thanks to her bangle, Amaris� tail is heavy enough to provide a hit to an opponent. But, being her tail, it's hard to aim and rarely strikes the centre of an enemies body.

Cat Grip. Using her claws again, she can grab hold of an enemy by digging into the skin, not allowing them to escape or run away.

Desperate Bite. As a very last resort Amaris can (and will) bite an attacker. Her main attack spot will be an arm and rarely anything else.

15 slot points � Beginner Magic Abilities (Eletricity Element)

Light Arrows. An unpredictable attack, which is hard to aim. These arrows travel faster and therefore for longer distances and the arrows hurt more. It takes a while to recharge so can�t be used repeatedly. Because of the energy held within each arrow it causes the bow to vibrate, throwing off her aim. Amaris has never measured how long the bow takes to charge but it gives her a warning: it shimmers to show all that it has fully charged.

Light Pin Needles. The result of the bow not being charged properly. Instead, smaller charges are released which hardly do much damage. They are good in that it diverts attention and will briefly stop an attacker.

Spontaneous Burst. When cornered or faced with capture, a random shot of energy may be released from her body. It rarely happens but the shot is slightly stronger then a light arrow although it has no sense of direction and isn't controlled by Amaris in any way.

Flashing Light. Amaris can omit a single flash of light to distract foes when she has stored up un-used energy. It also blinds herself momentarily so is best used when she is hiding, to provide a cover for others.

20 slot points � Advanced Range Attacks

Focused Aim. By taking her time (one turn) to aim a shot, Amaris can increase her accuracy and deliever a more fatal blow. This doesn't work well on moving targets, although it does help.

Multiple Fire. Using more then one arrow at once, Amaris can hit several enemies in one go or at least hit some of an attacking force.

Fire Flies. By lighting the tip of a modified arrow, this can caused destruction to the nearby area of where the arrow lands. It's reccomended use is when attempting to attack a location where it's not important who gets out or if anything is fireproof. She used to use a pre-light flame to set the arrows alight but understand of importance of being able to set them alight herself and carries a simple box of matches.

Special Delievery. By attaching something to an arrow, it can be fired towards someone or something. Two examples would be a message to a team mate or a smoke bomb to create a distraction.

Intermediate � 5 slot points
Climbing. A natural climber, she is able to scale trees easily, although she sometimes loses her footing. Her claws are useful in making sure she doesn't fall from too high a height.

Intermediate � 5 slot points
Swimming. Another natural skill, she gets uncomfortable swimming underwater and doesn't enjoy using this skill at all. As a result, she is clumsy in water and only swims when she absolutely has to.

Total Points:

30 Stats
13 Weapon
45 Attack
10 Skills

98 Overall
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