AGE: 20
GENDER: Female
RACE: Half-Human, Half-Demon
APPEARANCE:
Amy stands roughly 5'3" tall, and that is where all similarities end with most people around her. Her body is covered in a coarse, ghostly pale skin that is contrasted by a pair of blood-red eyes and small curved horns on top of her head. Even her hair is white, offering little in terms of colors when one looks upon her. However, such a unique look is often enough to earn the stares of most onlookers, and that is without considering the slender tail that sways gently with every step. It is immediately obvious that Amy isn't the biggest or strongest of the knights, the armor and gear most of them wear probably weighing more than herself, and she truly doesn't look much like the other Iron Roses. She doesn't wear armor or carry any swords on herself, opting instead for light clothes that are easy to move in, and which protect her from the elements and suspicious stares alike.
PERSONALITY:
A devout follower of the Church of Mayon, a lovable doofus with a lot to learn and a lover of sweet things, Amy is many things at once, but unlike her looks she's much more normal than most assume. Raised by the church from a very young age, Amy takes her duties very seriously and always aims to help others out to the best of her abilities, even if often times she falls short of what is asked of her. Still, that has never discouraged the energetic little girl from being a whirlwind of positive energy, and more often than not, talking way too much to anyone who is willing to hear her out. She's always eager to ask people about... well, just about anything, and as such she has amassed a surprising collection of trivia in her mind, most of which she'll probably never use again in her life. Probably worse, as interested as she is in all manner of things, her attention span is often far too short to stick around long enough to learn something actually valuable, and will more than happily sneak away the first chance she gets. She is also quite playful, often using her latent magical abilities to play innocent tricks upon people. Never malicious in intent and more than willing to apologize, Amy has established herself as quite the trickster over the years. She can be quite shy when she feels threatened or when someone is obviously unaffected by her otherwise energetic personality, most of the time it's caused by her self-confidence leading her to end up failing something she was obviously never going to accomplish.
At the end of the day Amy's energy is infectious, and most people find her positive and caring personality endearing, despite her chaotic behavior. She's an acquaintance to all and a friend to most, valuing the relationships she's made over the years more than anything else in life, a friendly ball of energy who wants to prove herself a useful member of the clergy, and more recently, the Iron Roses.
BRIEF BACKSTORY:
Amy doesn't know much about her past, or how she came to be in the care of the Church of Mayon, but over the years she's learned a little about her earliest years. Found in an abandoned shack after some Iron Roses noticed her crying, Amy was abandoned early in her life by her parents who she can't remember, and was taken in by the clergy and raised as one of their own. Whilst not entirely uncommon for the church to take care of orphans or street urchins, Amy's looks and abilities that began to manifest early into her life warranted special attention that saw her become a more integral part of her monastery than just some kid who received handouts. Devoting herself to prayer and study, she was nurtured into a proper cleric of the Church of Mayon, one who would embody and spread the ideals and qualities of their goddess.
Studies, prayer sessions, gardening and cleaning was how she spent most of her life, however over the past few years Amy has become more and more interested in venturing out into the wider world, wanting to explore Thaln and beyond. Furthermore, she's longed since an early age to join the Iron Roses despite her lack of combat skills, a request which was denied of her for the longest time due to various reasons.
She's older now, but no less enthusiastic, and it's becoming harder and harder for simple clergy to contain someone like Amy and force her into church duties, and as such she was recently granted permission to join the Iron Roses, as long as she was able to pass the bar for entry. Spending the last year or so learning basic skills with the blade and first aid, she eventually got into the ranks of the Roses. Still fresh in the ranks, Amy now looks forward to her next assignments and has already proven herself to be a useful, if chatty, member of the Iron Roses thanks to her abilities that can help solve conflicts without violence, or support her team in fighting.
EQUIPMENT:
GENDER: Female
RACE: Half-Human, Half-Demon
APPEARANCE:
Amy stands roughly 5'3" tall, and that is where all similarities end with most people around her. Her body is covered in a coarse, ghostly pale skin that is contrasted by a pair of blood-red eyes and small curved horns on top of her head. Even her hair is white, offering little in terms of colors when one looks upon her. However, such a unique look is often enough to earn the stares of most onlookers, and that is without considering the slender tail that sways gently with every step. It is immediately obvious that Amy isn't the biggest or strongest of the knights, the armor and gear most of them wear probably weighing more than herself, and she truly doesn't look much like the other Iron Roses. She doesn't wear armor or carry any swords on herself, opting instead for light clothes that are easy to move in, and which protect her from the elements and suspicious stares alike.
PERSONALITY:
A devout follower of the Church of Mayon, a lovable doofus with a lot to learn and a lover of sweet things, Amy is many things at once, but unlike her looks she's much more normal than most assume. Raised by the church from a very young age, Amy takes her duties very seriously and always aims to help others out to the best of her abilities, even if often times she falls short of what is asked of her. Still, that has never discouraged the energetic little girl from being a whirlwind of positive energy, and more often than not, talking way too much to anyone who is willing to hear her out. She's always eager to ask people about... well, just about anything, and as such she has amassed a surprising collection of trivia in her mind, most of which she'll probably never use again in her life. Probably worse, as interested as she is in all manner of things, her attention span is often far too short to stick around long enough to learn something actually valuable, and will more than happily sneak away the first chance she gets. She is also quite playful, often using her latent magical abilities to play innocent tricks upon people. Never malicious in intent and more than willing to apologize, Amy has established herself as quite the trickster over the years. She can be quite shy when she feels threatened or when someone is obviously unaffected by her otherwise energetic personality, most of the time it's caused by her self-confidence leading her to end up failing something she was obviously never going to accomplish.
At the end of the day Amy's energy is infectious, and most people find her positive and caring personality endearing, despite her chaotic behavior. She's an acquaintance to all and a friend to most, valuing the relationships she's made over the years more than anything else in life, a friendly ball of energy who wants to prove herself a useful member of the clergy, and more recently, the Iron Roses.
BRIEF BACKSTORY:
Amy doesn't know much about her past, or how she came to be in the care of the Church of Mayon, but over the years she's learned a little about her earliest years. Found in an abandoned shack after some Iron Roses noticed her crying, Amy was abandoned early in her life by her parents who she can't remember, and was taken in by the clergy and raised as one of their own. Whilst not entirely uncommon for the church to take care of orphans or street urchins, Amy's looks and abilities that began to manifest early into her life warranted special attention that saw her become a more integral part of her monastery than just some kid who received handouts. Devoting herself to prayer and study, she was nurtured into a proper cleric of the Church of Mayon, one who would embody and spread the ideals and qualities of their goddess.
Studies, prayer sessions, gardening and cleaning was how she spent most of her life, however over the past few years Amy has become more and more interested in venturing out into the wider world, wanting to explore Thaln and beyond. Furthermore, she's longed since an early age to join the Iron Roses despite her lack of combat skills, a request which was denied of her for the longest time due to various reasons.
She's older now, but no less enthusiastic, and it's becoming harder and harder for simple clergy to contain someone like Amy and force her into church duties, and as such she was recently granted permission to join the Iron Roses, as long as she was able to pass the bar for entry. Spending the last year or so learning basic skills with the blade and first aid, she eventually got into the ranks of the Roses. Still fresh in the ranks, Amy now looks forward to her next assignments and has already proven herself to be a useful, if chatty, member of the Iron Roses thanks to her abilities that can help solve conflicts without violence, or support her team in fighting.
EQUIPMENT:
- Travelling bag: For travelling and for being a bag you can store things in. It seems nobody can quite find the items they want inside of it, except for Amy.
- A pack of butter cookies: Amy's favorite, doesn't leave without a sack or two of them. (VERY IMPORTANT!!!)
- Flute: More than just a mere flute, though used almost exclusively as one, this piece of carved ivory is Amy's catalyst, a powerful magical tool that can help her funnel and enhance her abilities, though only at the cost of being ahrd to ignore.
- Dagger: A dagger. This one seems to have a strong imprint of Mind Magic within it's age-worn but well balanced body, but is otherwise a regular dagger.
- Teddy bear: Let's be honest, no prepared thrill seeker would ever leave home without the comfort of a fluffy and cuddly teddy bear that they can snug up to when the going gets rough. Amy is no different with her incredibly charming and nearly irresistible plushie. This particular toy has been sewed together and patched up a few times already, but has retained all it's floofiness, and remains a steadfast ally of Amy wherever she goes.
- A small pendant: A small metallic pendant that Amy keeps with herself at all times, a small trinket given to her by the church that contains a small painting of Mayon, used often by Amy whenever she prays for guidance.
SKILLS:
Amy's latent magical abilities manifest themselves in the form of Mind Magic, an illusive and often harmless school of magic that nevertheless has almost limitless uses. Amy forms an emotional link to all those around her, which helps her understand their intentions and feelings, though lacks the clarity to actually read the minds of those she connects with, and functions more like a heightened form of empathy. This bond develops over time, and the stronger the emotions between Amy and the target, the more she is able to utilize this connection to influence those around her and understand both their personality and thoughts. These are often reflected in mental imprints, permanent "markers" on people Amy knows that she can always rely upon to identify them and to affect them with her spells.
For foes, this means that Amy has a basic idea of what they want to do, along the lines of knowing if they'll more likely take a hostile action or run away, and she is able to affect them with her spells. These effects work much better if she is able to stay hidden and use someone else as a anchor, as people who are aware of her presence (and of the fact that she's trying to use magic on them) will be able to more quickly break the effects of her spells, or even become completely immune to them. People mostly unaware of her abilities and not alert will more than likely fall under her spell, but as soon as they realize what's going on and spot Amy, the effects will be diminished. That said, emotions can work both ways, and intense hostility towards a target, or from a target towards Amy, can also form a negative mental imprint that can be used by her. However, even though it increases the potency of her spells much like positive imprints, it takes a heavy toll on her when she uses them for her magic, only really good when trying to run away from someone who's mind is set on harming her.
For friends, over a long enough time spent together, or a strong enough mental imprint left by Amy, people she knows can act as her anchors, able to be found by her relatively easily even at long distances and form Psychic Links. Once she connects with people this way, Amy is able to get a rudimentary idea of their surroundings based on the senses they possess and be able to sense their thoughts as well as communicate with them using simple words. In such a way Amy is also able to reach out from the person used as their Anchor and look for other mental imprints around them. Maintaining such a link is a strenuous process that drains much physical and mental power, especially if she uses spells via this connection, and in a more limited way affects the other person as well. In the end, it is not nearly as effective as if Amy can physically see or sense her target on her own.
Her spells revolve mostly around altering her target's perception of reality or her emotions, and planting suggestions in their mind which the target will usually perceive as their own. Most of these effects can be countered by those with a strong will, or those aware of Amy and harboring strong hostile intentions. Below is a list of these spells grouped into major categories.
Amy's latent magical abilities manifest themselves in the form of Mind Magic, an illusive and often harmless school of magic that nevertheless has almost limitless uses. Amy forms an emotional link to all those around her, which helps her understand their intentions and feelings, though lacks the clarity to actually read the minds of those she connects with, and functions more like a heightened form of empathy. This bond develops over time, and the stronger the emotions between Amy and the target, the more she is able to utilize this connection to influence those around her and understand both their personality and thoughts. These are often reflected in mental imprints, permanent "markers" on people Amy knows that she can always rely upon to identify them and to affect them with her spells.
For foes, this means that Amy has a basic idea of what they want to do, along the lines of knowing if they'll more likely take a hostile action or run away, and she is able to affect them with her spells. These effects work much better if she is able to stay hidden and use someone else as a anchor, as people who are aware of her presence (and of the fact that she's trying to use magic on them) will be able to more quickly break the effects of her spells, or even become completely immune to them. People mostly unaware of her abilities and not alert will more than likely fall under her spell, but as soon as they realize what's going on and spot Amy, the effects will be diminished. That said, emotions can work both ways, and intense hostility towards a target, or from a target towards Amy, can also form a negative mental imprint that can be used by her. However, even though it increases the potency of her spells much like positive imprints, it takes a heavy toll on her when she uses them for her magic, only really good when trying to run away from someone who's mind is set on harming her.
For friends, over a long enough time spent together, or a strong enough mental imprint left by Amy, people she knows can act as her anchors, able to be found by her relatively easily even at long distances and form Psychic Links. Once she connects with people this way, Amy is able to get a rudimentary idea of their surroundings based on the senses they possess and be able to sense their thoughts as well as communicate with them using simple words. In such a way Amy is also able to reach out from the person used as their Anchor and look for other mental imprints around them. Maintaining such a link is a strenuous process that drains much physical and mental power, especially if she uses spells via this connection, and in a more limited way affects the other person as well. In the end, it is not nearly as effective as if Amy can physically see or sense her target on her own.
Her spells revolve mostly around altering her target's perception of reality or her emotions, and planting suggestions in their mind which the target will usually perceive as their own. Most of these effects can be countered by those with a strong will, or those aware of Amy and harboring strong hostile intentions. Below is a list of these spells grouped into major categories.
- Illusion: At will, Amy is able to conjure up a complex set of illusions, be it an image, sound or other sensory detail. The effect is seen, heard and felt by all that Amy was able to see when she cast the spell, and it's effects last until she dispels it or the afflicted people realize that it is an illusion. Amy can only cast a single illusion this way, as creating a new one will dispel the first. Additionally the illusion is limited to a 20x20x20 feet cube, and it cannot be perceived from more than a 300 feet away, though Amy can move the illusion as long as it is no more than 200 feet away from her.
- Sleep: Amy can put any creature she can see to sleep, inducing a coma that is not lifted until she decides to dispel the effect, the target gets hurt, or it expires by itself after hour. Once the spell ends, the target will wake up with no memories of the time they spent asleep, perceiving no passing of time or magical affect.
- Trickster's Prestidigitation: Amy can call upon the more playful, yet serious sides of her mind magic, and unleash them in a way she sees fit. Such spells are all controlling in their nature, but mostly harmless in their execution. From making someone break out in a short laughing fit or start singing at the top of their lungs, to just downright making them feel drunk, the effects of this spell are as varied as Amy's imagination is, but none of them can be used to explicitly hurt someone and the user will be very much aware that they have been controlled by a spell. These spells require more effort than Illusions to keep up, and will last as long as Amy is able to maintain concentration on the target. The spell's end on the target will end if she loses focus, the target gets hurt, or if a strong enough mental resolve can be mustered by the target. (You might be annoyed if you start dancing in the middle of the street, but if there are a dozen knights with swords also trying to kill you, it is likely you can break such magical effects.)
- Eyetrick: A creature that Amy can see, hear or mentally reach through her Psychic Link will become unaware of her presence. Practically invisible to the the afflicted target, Amy doesn't as much disappear as the target's mind is convinced to ignore her existence. A stray sound or even objects "floating" will be ignored by the target as long as they are related to Amy or her actions. Whilst hiding from the target, she has to maintain the mental link for the duration of the spell and others will have no trouble seeing and hearing her. The silver lining is that the target creature will do their best to explain to others that that they are wrong and that there is nothing where Amy is: possibly buying her precious seconds to escape from danger, or sneak away without being seen.
- Suggestion: Tapping the mind of a creature that can see or hear her, Amy can usher a single sentence that the afflicted creature will do it's best to follow. This can be an action that they should take, or an idea that they should believe in. The spell fades away once Amy dispels it, 5 minutes have passed, if the target creature has completed the action it was given, or if they have been convinced that the thought wasn't their own. Unless the latter option occurs, the target will always believe that the idea is their own, and won't suspect foul play even if they were unable to follow it. Amy won't use this spell to harm people (like telling them drink something only Amy knows is poisoned), and it cannot be used to suggest actions to a target that the target knows will result in them being hurt (like jumping off a cliff), in which case the spell immediately breaks and they will become aware of the magic. It is also the only spell that Amy is unable to use via negative mental imprints and those harboring strong animosity towards her.
- Enchanting Flute: A tool carried by Amy at all times, she can start playing enchanting melodies on her flute that allow her to bend the minds of all those who can hear it and she wishes to control. The effects of her spells cast this way are far more potent than normal and affect everyone that listens to it: playing a soothing melody can put an entire room to sleep without a memory of it happening, make a squad of trained killers erupt in a joyful dance on the spot, or even let her use Suggestion on multiple people. Easier to maintain that casting a spell without her catalyst, the drawback is the obvious fact that she has to keep playing a loud flute. Only those who heard the beginning of her music will be put under the effects of her spells, which means that if anyone else walks in on Amy whilst she is playing the flute, they won't be unaffected and will likely be able to break the effects of her magic on the targets.
Last, but not least, Amy is exceptional at being Amy <3