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Caira Ayryn
#2
Physical Description:
[spoiler]Unlike native humanoids in her adopted home-verse, Caira has a incongruous shade of purple eyes, that shine under particular light, or the iris’s hue can sometimes protrude in darkness, or glow intensely within a shadow. They are a barometer of her strength as they fade from the utmost of color when her energy has expired, into a shade of dimmed yet luminous silver.

Her figure, at 5’7’’ is tall and slender, and her black hair rolls past her shoulders. She has very pale skin and somewhat pronounced cheekbones. She conveys herself in such a fashion that alludes to an inner untapped maturity. Despite any grimace she may put on during battle, her expression is usually soft and rests in a glow of emanated peace. Caira is in her late teens. With what appears to be an ectomorphic build as her lost humanoid race is identified with, it hides the capacity of detectable strength or potential and acts as a camouflage to mask any potential strength as an adversary.[/spoiler]

Personality:
[spoiler]She is a perspicacious individual, whom never lacks courage and usually has an optimistic comportment. Some downsides: she is cynical to an extent, and has congenial tendencies. This can limit the amount of trust she shares with others. And effect team missions or perhaps even the most fundamental and rudimentary reliability.

Fears: Flying and vampires[/spoiler]

Proficiencies:
[spoiler]Ranged Proficiency, Physical Strength Proficiency, Debuff Proficiency, Area Attack Proficiency[/spoiler]

Powers:
[spoiler]Basic Senses, Basic Jump[/spoiler]

Starting Moves:
[spoiler]Eclipse (Energy Blast) (Requires: Ranged Prof.)

Imagine an eclipse, now imagine it being held in a person’s hand. Holdable, tangible, dominant energy that can grow when charged. Surrounding the dark sphere of energy is a faint glimmer of pale light.

The energy blast acts as a sort of cannon, with a rupture of impact. As the size of the orb is around 6” and is a strong condensed form of energy that takes a minute to a minute and a half to fully charge. While charging the user can move but throughout the duration of the charge, must hold their breath. While aiming, in order to be precise, the user is unable to make a rapid movement or else the energy can become off-balanced or askew and basically blow up in her face before it has a chance to deploy.

The user has a balanced and square stance as the blast is launched, the ball of energy departs from her palms held out in front of her and blasts with an ecstatic speed(throughout the duration she aims and concentrates fully despite when her lungs scream for air). The sphere of energy itself appears to revolve, propelling itself forward and perpetuating its own momentum. Upon impact with a foe, the energy blast does crushing and lethal damage as it detonates with an impaling strength.

The user takes a grateful breath and feels a sense of fatigue instill upon her joints, a tiring process, but while the effects remain, so does the damage done.
SN: if the user takes a breath during the charge, and it is more than halfway charged it will explode in her face, if less, it will merely dissipate.


Impact Punch: Variable. (Requires: Physical Strength Prof./ Debuff Prof)

Charged for around two seconds, used as a hand to hand combat move. When her charged fist hits flesh, armor or target, at impact, energy is released and erupts from the knuckle and packs a burst of power to the punch! It can be distinguished by a blueish static light emitted from the silhouette of the fist.

Recoil: After Caira made contact with the enemy, from her fist, the wave of impact energy ripples aggressively through the enemy. Like lightening, the static travels and leaves the opponent pushed back (simultaneously with the wave of energy/ corresponding to the strike) by the impact of the punch at least one foot from sheer force. This coincides with the sheer force of the punch.

While used to push back an enemy, Caira too is pushed back by the amount of sheer force. When used against an enemy the punch can be used once per post.

(The second way this move may be used):
When impact punch makes contact with an abiotic material (I use this term basically to signify that whatever it has collided with isn’t or was never alive, so imagine a boulder or wall), the force of the punch will cause the material to move, rippled by energy, if just slightly. The material shaken and weakened by the energy. Used repeatedly the material will crumble, but using this move repeatedly (in this way) exudes excess energy causing fatigue. Useful for something that might be considered a ‘breach’ as in to break in or out of an entrapment. Used repeatedly would weaken structure of the abiotic material allowing escape from a jail or containment. Her punch charged with energy, has the ability to punch through spells and runes that are meant for her containment, and like walls, have already been set with her trapped inside. When breaking (free from) a spell or rune, traces of the energy/ spell weigh on her shoulders and she gets increasingly dizzy for one post.


Throwing Dagger- Suprise! (Req. Ranged Prof., Area attack Prof)

A dagger is thrown at the enemy, taking a short amount of time for her to align them in her sights, but looks are not as they appear as when the dagger hits any object, or is deflected by an object) the second it hits- it ignites with a small explosion! (Much like a grenade) The balance of the dagger’s mechanism as it hits, the initial deployed momentum is stopped or suddenly a force is upon it, initiates the explosion. Taking foes by surprise, the small explosion expands on impact, but has no other uses. Range: explosion has a radius of approximately one meter.

It’s no surprise these are to be handled with extreme care, when unsheathed from the secure dagger pouch they become active (Caira will be equipped with a set of two either on her hips or boots). After removing one from the pouch and using, ten minutes after the dagger leaves the pouch another one reconstructs or ‘spawns’ there regardless of whether or not the ‘grenade in disguise’ ignites.

(Think: sticky grenade, but it explodes on impact.)

(A small extra on the move for clearity’s sake) As the dagger is flying toward the enemy, its ‘tell’ of having an exploding factor is distinguishable with insight. With its speed in the air it is harder to recognize the distinctions it has from an regular throwing dagger.

The drawback is that Caira must be quick on the draw, for if it idles too long it will explode in her hand! (Length before explosion if idling I would approximate 5-9 seconds but if you think that isn’t much it takes at least one to unhitch the little button that secures the dagger on the hilt. It’s literally three seconds or bust!)

Connecting the Stars: (Debuff Prof., Ranged prof.)
(Note I changed the price because not only can the rope contain, but it can also crush them like a cobra though this is mainly as incentive)

Caira extends a hand, and does an ‘x’ shaped motion, only to have a condensed ‘line of rope’ laced with bright yellow energy of enchantment extend from the motion traced in the air and propel forward to wrap around a foe in front of her. The bewitched rope can only hold one person (or creature) at a time.

When a foe is captured, Caira bears fifteen pounds of gravity on her shoulders until the foe is released or escapes, the weight impedes her speed and mobility.

Coiling (as attack)While trapped in the coiling rope the foe can attack her, however will be subjected to coiling and the rope tightening around the person. This coiling limits their movement but does not stop attacks.

The coiling can be used as an attack, as it is strong enough to crack ribs on weaker foes, like a cobra it wraps around the captured and crushes them. This can be used once per battle.

To escape: there are two ways to escape, one is at the very beginning of the cast, where there is a quick moment where the coil has yet to tighten and is loose enough to either jump out of or slip out of. The other is if they exert an extreme amount of force to one segment of the rope, so that it breaks in that segment.

When broken the enchantment is as well and the rope falls to the ground and the spell must be recast.

Vortex 300 OM (Requires ranged proficiency and area attack proficiency) variable

Caira extends her right hand as she begins to cast this spell with her palm facing upward while a whirling wind spins around her freshly clasped fist. A narrow silver cyclone extends itself (seemingly originating from her palm) toward the sky as it grows in size and begins to twist itself into the ground as a spinning turmoil of endless wind. Next, she launches it forward as though she would lob a heavy baseball and it lands in one spot and remains there as its size grows.

Over thirty seconds, the width of the tornado has grown from that of the size of a thin tree stump into that of a few yards. (2-3)

Anyone encased within the Vortex is subjected to its main purpose, it suctions out air and repels it outward (ie. the air from within the cyclone is repressed and forced out, to the boundary of the spinning cyclone’s perpetuating winds). This might cause some people to suffocate or dampen and snuff out any fire that is caught within.

To cast this spell, Caira must have very clear concentration and must not be under any spell/effects that have caused her drowsiness or dizziness. Charging: While it takes thirty seconds to cast as well as ten seconds to grow to its final size, Caira must stay very still and hold her breath (seemingly for concentration’s sake) until it has reached its full potential. If she moves or does not hold her breath the cyclone will be deployed where she stands and will effect her if she does not escape.

To escape the vortex (of doom) a Prime (or being) must first send an attack to disrupt the boundary winds that have formed the edges encasing the cyclone before quickly leaping out abruptly after the attack has intercepted the airflow against the ‘wall’ of air.


Within the cyclone a foe is subjected to very little oxygen or breathable air, and the torrentially turmoiling wind (technically a vacuum effect, as the oxygen is moved out of the tornado,) that would effect their vision without proper eye protection (goggles, sunglasses, etc.) with the sheer force of winds alone not to mention terrain variables that might spring forth in the process of the spinning cascade of wind.
Duration vortex lasts: 60 minimum, 90 seconds maximum.

(Note: With more expertise, when deploying/launching the tornado, she can ‘fake out’ the aim of where she wants it to go, without consequence.)

RP Fodder:
Lie Detect:
Everyone has a poker face, but within that guise there is usually a tell. Caira identifies the truth that comes from the heart, rather she can tell when a secondary lies because their heart beats irregularly. The sensing of these fibrillations are based off of the skill Enhanced Senses (which has been purchased, I own basic but plan on upgrading once my character has spent more time), and she can detect when a secondary is lying due to the rapid vibrations emitted from the heartbeat.

Purpose: It enhances some of the rp plots that I am planning, and plays into the character I want her to progress to be.

Use: She senses the heartbeat of the foe and must look into the eyes of the opponent.

Conditions: Must be within ten feet of her, must look into her eyes.[/spoiler]

Transformations:
[spoiler]Soon to come..
[Image: assassin_raven__by_kankitsuru-d7vj0xa.jpg]
(Credits to artis Kankitsuru on Devianart)[/spoiler]
[Image: mqdefault.jpg]


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