Post by Amara on Mar 15, 2021 12:12:09 GMT -5
AMARA
TUFFLE-SAIYAN • 22 • FEMALE
TUFFLE-SAIYAN • 22 • FEMALE
Having achieved unexpected success with the Dimensional Drift Device, Amara finds herself having defied death and walking among the living once more. With a new look and new determination, she adopts the cover name of "Celosia" to get her affairs in order.
STRATEGIST (LIGHT) | SALVAGE | ITTY BITTY | WEALTHY | MINION MASTERY
TECHNIQUES - 10/10 PL SLOTS USED | 10/10 COUPONS USED
CANDELA WAVE || L. OFFENSIVE || FREE SLOT 1
Amara gathers a small pocket of condensed light, releasing it in a scorching beam.
Power: 20%
KP Cost: 1 KP
Variants: N/A
LUCENT BLADE || L. OFFENSIVE || COUPON #6
Amara attacks with the Claimh Solais, striking with the sword or slashing to send a crescent blade beam at a distant enemy.
Power: 40%
KP Cost: 2 KP
Variants: N/A
BLUE FLARE || L. OFFENSIVE || TECH SLOT 8
A dazzling ball of hot-blue fire wrapped around a white-blue core. It sticks to an enemy, sapping their strength and stamina without actually burning them.
Power: 30%
KP Cost: 2 KP
Variants: Bleed
SHINE || L. OFFENSIVE || COUPON #1
Amara coats her palms in bright energy, catching and reversing enemy attacks.
Power: 10%
KP Cost: 1 KP
Variants: Overflowing
RADIANT BURST || L. OFFENSIVE || FREE SLOT 2
Amara counters an enemy technique with extreme precision and agility, lashing out with a quick but weakened attack.
Power: 30%
KP Cost: 2 KP
Variants: Overflowing
SHADOWCAST || L. OFFENSIVE || COUPON #8
Every light casts a shadow. Remnants from her time with Erebos, Amara makes use of darkness to pierce an enemy's defense.
Power: 30%
KP Cost: 2 KP
Variants: Piercing
CORUSCATION || M. OFFENSIVE || COUPON #7
Amara illuminates her Claimh or a nearby object, empowering it to strike at an enemy.
Power: 50%
KP Cost: 3 KP
Variants: N/A
PHOTON GEYSER || M. OFFENSIVE || FREE SLOT 3
A rapid barrage attack of multiple beams or slashes aimed at a single target.
Power: 70%
KP Cost: 4 KP
Variants: N/A
FUSION FLARE || M. OFFENSIVE || COUPON #5
Amara forms a volatile, fiery orb or energy - merging it alongside an allies' technique for a devastating combo.
Power: 50%
KP Cost: 4 KP
Variants: Merging
BRIGHT BARRIER || L. DEFENSIVE || COUPON #9
A weak barrier of light, projected in a small circular shape.
Power: 20%
KP Cost: 1 KP
Variants: N/A
DISTORTION || L. DEFENSIVE || TECH SLOT 1
A shimmering, twisting defense that is especially effective at dispersing energy.
Power: 10%
KP Cost: 1 KP
Variants: Shield
LUSTER MAIL || L. DEFENSIVE || COUPON #10
Amara projects her power atop her body/suit, creating a shiny second layer of light.
Power: 40%
KP Cost: 2 KP
Variants: N/A
LIGHT'S EMBRACE || L. DEFENSIVE || TECH SLOT 6
A surge of light envelops an ally, increasing their speed and strength temporarily to ward off attacks.
Power: 30%
KP Cost: 2 KP
Variants: Distanced
DIFFRACTION || L. DEFENSIVE || COUPON #3
A fractal, kaleidoscopic wall of light that heavily disperses the energy of attacks.
Power: 30%
KP Cost: 2 KP
Variants: Shield
SACRED SHIELD || L. DEFENSIVE || COUPON #2
Amara summons an etched kite-shield of bright energy, tossing it to an ally so they may withstand even the greatest attack.
Power: 10%
KP Cost: 2 KP
Variants: Distanced, Shield
JUSTICE FLASH || L. DEFENSIVE || TECH SLOT 5
A repulsive wave of bright energy that catches an enemy's attack before flinging it back at them.
Power: 30%
KP Cost: 2 KP
Variants: Reflective
LUX GUARD || M. DEFENSIVE || TECH SLOT 7
A layered wall of bright energy that can withstand immense punishment and be morphed to suit angles at a moment's notice.
Power: 70%
KP Cost: 4 KP
Variants: N/A
BLADE BARRIER || H. DEFENSIVE || COUPON #4
Amara hefts her Claimh, holding it's light as the final line of defense against overwhelming odds.
Power: 80%
KP Cost: 6 KP
Variants: Shield
THE LIGHT THAT BURNS THE SKY || H. OFFENSIVE SPARKING || SPARK SLOT 1
An all-encompassing ball of pure bright; Amara absorbs any excess energy to form layers of protection before unleashing it upon her enemies.
Power: 110%
KP Cost: 6 KP / 5 MP
Variants: Back-Up Plan, Counter
WISH || L. DEFENSIVE SPARKING || SPARK SLOT 2
Amara exudes hope, melding it into a jolt of bright energy that revitalizes an endangered ally, allow them to survive monstrous attacks.
Power: 10%
KP Cost: 1 KP / 3 MP
Variants: Distanced, Shield
FLASH STEP || L. DEFENSIVE || TECH SLOT 2
Amara dodges a single attack with a momentary blip, temporarily fading away in a bright blue flash.
Power: 50%
KP Cost: 1 KP
Variants: Evasive
FLASH FADE || L. DEFENSIVE || TECH SLOT 4
The same principles behind Flash Step on a larger scale.
Power: 80%
KP Cost: 2 KP
Variants: Evasive
FLASH POINT || L. DEFENSIVE || TECH SLOT 9
A further increase from Flash Step, Amara's body temporarily breaks down into a cloud of charged atoms, appearing to vanish briefly to dodge attacks.
Power: 110%
KP Cost: 4 KP
Variants: Evasive
RADIANCE || SUPPORT || TECH SLOT 3
Allows use of the 'Bulking' technique which gives +10% to all techniques used at the cost of restricting the use of evasive or escape type techniques in addition to replacing passive MP gain with a -1 passive drain per turn.
Power: N/A
KP Cost: N/A
Variants: N/A
UTILITY TECHNIQUES
Ki Suppression
Amara can forcibly suppress her Ki to lower levels in order to trick scouters and sensing, as well as setting herself to a lower power for sparring purposes.
Flight
By some means, usually through a skillful application of your ki, you are able to fly through the air.
Energy Sensing
Allows Amara to use her natural power to sense the Ki of those around her.
Blood & Thunder
Through internal manipulation, Amara can alter the natural shade of her bio-electrical techniques to varied red colors instead of green.
Ki Projection
Amara can alter the 'feeling' of her energy to one specific new wavelength that can be identified as a separate person entirely.
Controlled Overcharge
Amara stimulates her cells via electrical charge by the same base principles of her Overcharge (Bulking) technique, gaining muscle mass, height, and slight hair length along with a more agitated disposition.
Mystical Attunement
A gateway 'technique' for originally magical abhorrent beings. After constant exposure in Otherworld and a fierce attempt to grasp such knowledge for herself, Amara has gained the ability to slowly gain other magic-based utilities and/or techniques.
Minor Magic Materialization
With much strain and concentration, Amara can manipulate just enough mana to form small objects - arm sized at most. They are typically inert and common items, though even these take a fair bit out of her.
Hard Light Manipulation
A mix of more advanced magic materialization and creative technologies. Amara can adjust and sort through blocky bluish white cubes of raw matter to create things on the fly. Due to its hybrid nature the technique is much less draining than standard materialization, but is also incapable of creating enormous objects.
Mystic Sense
Similar to typical energy sensing, Amara is capable of detecting sources of magic and distinguishing their origin. Oni, Shinjin, and Mortal types all have different 'tells' but Amara cannot specifically determine the individual behind it.
Mana Veil
Amara gains a strong resistance to any sort of manipulation or control-type effects. While not immune it makes them extremely difficult to pull off.
Mana Infusion
Amara can impart enchantments of sorts into objects, mundane or otherwise. When combined with technology it creates a whole new breed of possibility. These enchantments can only remain powerful when in close proximity to Amara and require some passive energy from her to upkeep, though smaller effects can persists over much longer periods and don't require recharges.
Physics Gun
Amara forms a device that projects a cyan beam that can grapple onto non-living objects and move them around as if tethered. Anything Amara could reasonably move with her own strength the device can too. While people cannot be grabbed, stuff they are standing on can be.
Hardlight Holotech
Amara can project screens and 3D models both in rough view and with simulated color and lighting effects via the use of hardlight. They have fragile corporeal mass and generally only Amara can modify or touch them with it shattering. Created holograms can be as large as modestly-sized buildings.
Malwyrm
Amara can attempt to hack into technological systems via the use of a magically imbued virus which operates at a blindingly quick speed compared to traditional methods. Player-operated systems or tech requires OOC consent to work.
Telepathy
Allows use of telepathic communication between nearby or familiar characters on the same planet as yourself, letting you and your friends always converse internally. This technique is passive and does not require KP.
Galactic Telepathy
Allows use of telepathic communication between nearby or familiar characters in the same dimension as yourself, letting you and your friends always converse internally. You must have Planetary Telepathy before applying for Galactic Telepathy. This technique is passive and does not require KP.
Data Strings
Amara can create temporary bonds between distant creations and herself (given that her Ki acts as the battery to power said creations) in the form of bluish-white visible strings that trail from her fingers. This allows her to set up traps or manipulate weapons to attack at odd angles. These strings can be forcibly severed by others but it takes little energy to make new ones.
Artificial Bio-Electricity
After months of experimentation, Amara has managed to utilize her magi-tech to recreate the same process that had once gifted her electrical powers in life. She can once again use similar techniques, though this time they tend to be bluer in coloration.
Kinesthetic Charge
Amara's manipulation over bio-electricity allows her to support and adapt her own body's muscular systems, increasing her physical reflexes and overall speed in a similar vein to 'muscle memory'.
Heightened Senses
Branching off from just her body, Amara is also capable of fine tuning her senses to increase them far beyond normal means. This generally extends to her eyesight and hearing, as well as a slightly faster reaction time from increased brain speeds.
Secondhand Shadow Magic
Pouring over the handcrafted book of shadow magicks gifted to her by Erebos, Amara now has a firm enough grasp on it to replicate his basic abilities with the craft: Gliding along them, melding, remote movement of shadows or shadow-affixed beings via magical impulse, and even the ability to temporarily sever a shadow from its original place to be granted a simulacrum of life. Any shadows Amara manipulate, however, inexplicably gain an erratic bluish tint to them that lasts until she releases control on them.
Shadowflash
A mix of shadow magic's inherent non-corporeal properties and Amara's own "Flash" line of abilities, the end result acts quite similar to Erebos' own "Dark Dance" art. This provides an enhanced way to dodge non-KP attacks (though not beyond normal reason) as well as flavorfully "avoiding" attacks equal or less than 20% of her PL, though the strain on the spell to accomplish such a feat wears down on Amara's stamina to deal the same amount of mechanical damage.
Ki Suppression
Amara can forcibly suppress her Ki to lower levels in order to trick scouters and sensing, as well as setting herself to a lower power for sparring purposes.
Flight
By some means, usually through a skillful application of your ki, you are able to fly through the air.
Energy Sensing
Allows Amara to use her natural power to sense the Ki of those around her.
Blood & Thunder
Through internal manipulation, Amara can alter the natural shade of her bio-electrical techniques to varied red colors instead of green.
Ki Projection
Amara can alter the 'feeling' of her energy to one specific new wavelength that can be identified as a separate person entirely.
Controlled Overcharge
Amara stimulates her cells via electrical charge by the same base principles of her Overcharge (Bulking) technique, gaining muscle mass, height, and slight hair length along with a more agitated disposition.
Mystical Attunement
A gateway 'technique' for originally magical abhorrent beings. After constant exposure in Otherworld and a fierce attempt to grasp such knowledge for herself, Amara has gained the ability to slowly gain other magic-based utilities and/or techniques.
Minor Magic Materialization
With much strain and concentration, Amara can manipulate just enough mana to form small objects - arm sized at most. They are typically inert and common items, though even these take a fair bit out of her.
Hard Light Manipulation
A mix of more advanced magic materialization and creative technologies. Amara can adjust and sort through blocky bluish white cubes of raw matter to create things on the fly. Due to its hybrid nature the technique is much less draining than standard materialization, but is also incapable of creating enormous objects.
Mystic Sense
Similar to typical energy sensing, Amara is capable of detecting sources of magic and distinguishing their origin. Oni, Shinjin, and Mortal types all have different 'tells' but Amara cannot specifically determine the individual behind it.
Mana Veil
Amara gains a strong resistance to any sort of manipulation or control-type effects. While not immune it makes them extremely difficult to pull off.
Mana Infusion
Amara can impart enchantments of sorts into objects, mundane or otherwise. When combined with technology it creates a whole new breed of possibility. These enchantments can only remain powerful when in close proximity to Amara and require some passive energy from her to upkeep, though smaller effects can persists over much longer periods and don't require recharges.
Physics Gun
Amara forms a device that projects a cyan beam that can grapple onto non-living objects and move them around as if tethered. Anything Amara could reasonably move with her own strength the device can too. While people cannot be grabbed, stuff they are standing on can be.
Hardlight Holotech
Amara can project screens and 3D models both in rough view and with simulated color and lighting effects via the use of hardlight. They have fragile corporeal mass and generally only Amara can modify or touch them with it shattering. Created holograms can be as large as modestly-sized buildings.
Malwyrm
Amara can attempt to hack into technological systems via the use of a magically imbued virus which operates at a blindingly quick speed compared to traditional methods. Player-operated systems or tech requires OOC consent to work.
Telepathy
Allows use of telepathic communication between nearby or familiar characters on the same planet as yourself, letting you and your friends always converse internally. This technique is passive and does not require KP.
Galactic Telepathy
Allows use of telepathic communication between nearby or familiar characters in the same dimension as yourself, letting you and your friends always converse internally. You must have Planetary Telepathy before applying for Galactic Telepathy. This technique is passive and does not require KP.
Data Strings
Amara can create temporary bonds between distant creations and herself (given that her Ki acts as the battery to power said creations) in the form of bluish-white visible strings that trail from her fingers. This allows her to set up traps or manipulate weapons to attack at odd angles. These strings can be forcibly severed by others but it takes little energy to make new ones.
Artificial Bio-Electricity
After months of experimentation, Amara has managed to utilize her magi-tech to recreate the same process that had once gifted her electrical powers in life. She can once again use similar techniques, though this time they tend to be bluer in coloration.
Kinesthetic Charge
Amara's manipulation over bio-electricity allows her to support and adapt her own body's muscular systems, increasing her physical reflexes and overall speed in a similar vein to 'muscle memory'.
Heightened Senses
Branching off from just her body, Amara is also capable of fine tuning her senses to increase them far beyond normal means. This generally extends to her eyesight and hearing, as well as a slightly faster reaction time from increased brain speeds.
Secondhand Shadow Magic
Pouring over the handcrafted book of shadow magicks gifted to her by Erebos, Amara now has a firm enough grasp on it to replicate his basic abilities with the craft: Gliding along them, melding, remote movement of shadows or shadow-affixed beings via magical impulse, and even the ability to temporarily sever a shadow from its original place to be granted a simulacrum of life. Any shadows Amara manipulate, however, inexplicably gain an erratic bluish tint to them that lasts until she releases control on them.
Shadowflash
A mix of shadow magic's inherent non-corporeal properties and Amara's own "Flash" line of abilities, the end result acts quite similar to Erebos' own "Dark Dance" art. This provides an enhanced way to dodge non-KP attacks (though not beyond normal reason) as well as flavorfully "avoiding" attacks equal or less than 20% of her PL, though the strain on the spell to accomplish such a feat wears down on Amara's stamina to deal the same amount of mechanical damage.
THREADS
1) BURNING DAYLIGHT || Participants: Dion , Carro
Amara's spaceship is heavily damaged near the Milky Way by a fleet of unknown ships that are Saiyan in origin. With help from her crew she crashes upon Earth, only to wake up to see her Ki, tail, and entire crew gone. A pair of bystanders work to rescue her, and surprisingly enough it seems they have a connected past...
2) WOLF & MONKEY || Participants: Beowulf
Amara flies off to a remote wasteland, desiring time alone to mull over her current state of affairs. She attempts to use a power ball to transform multiple times, only to come to the despairing revelation that it is seemingly impossible. A traveler nearby of questionable origins arrives and the two start to form an odd bond.
3) BEAST || Participants: Beowulf
After helping Beowulf tame his inner beast, the two move to a more secluded area to spar freely. Along the way Beowulf learns that Amara can't fully utilize her Ki and vows to help her recover this lost ability.
4) POST-TRAUMA || Participants: Alva
After her initial anger at the crash wears off, Amara falls into a bout of deep sadness and wanders into Central City. Deciding to stop by a clothing store to get more 'appropriate' Earth-wear to act as a disguise, she adopts the name 'Leriac' and runs into a friendly Earthling.
5) THE GRAVESITE || Participants: Yangcong
A chance meeting has Amara run into an old contact of her father's named Yangcong. The former spy had set up a memorial at a gravesite and after connecting he offers to support her financially, an offer which she reluctantly takes for the sake of her hosts.
6) STRESS || Participants: Parker Bomba
Amara continues to hone herself physically to try and compensate for her loss of Ki usage. Her time at a gym is interrupted by an Earthling who is quick to offer solutions and offer a sparring session later down the line, which she accepts.
7) JUST HANGING OUT || Participants: Parker Bomba
Parker arrives for his promised spar, and the two duke it out but make little headway in furthering their understanding of their powers, and depart on a slightly sour note.
8) THALASSOPHOBIA || Participants: Saizomaru
Amara has been suffering from lingering trauma around the ocean and decides to conquer her fears alone. A stranger that is later revealed to be an Android inadvertently helps quell her fear.
9) WHEN HUNGER STRIKES || Participants: Delia
Amara stumbles upon a colorfully dressed Saiyan in the streets of South City. She 'rescues' the woman with some fast food and the two talk.
10) THE FINE LINE || Participants: Zhalla
Seeking out a reputable mercenary in the shadier parts of the South, 'Leriac' meets with 'Gladiator' and assigns the task of uncovering more information regarding the death of her father, Garrick. Along the way, 'Leriac' realizes this same mercenary is Zhalla, a Saiyan child her father had helped in the past.
11) WALKING ON COALS || Participants: Crotona , Beowulf
Amara trains herself in the harsh heat of a volcano before being joined by the Konatsian Crotona and Beowulf. The trio retrieves an odd gem from the lava and eventually Crotona and Amara spar in the jungle below. (IN PROGRESS)
12) A WHOLE NEW WORLD || Participants: Majin Bobbi
A rowdy Majin causes trouble on Papaya Island, causing Amara to step in and harshly deal with them in a battle of words over fists.
13) (DON'T) GO BANANAS! || Participants: Suri
Continuing her training in the Kaiju Jungle, Amara runs into a Majin by the name of Suri. Though initially distrustful to the point of malice, the two spar and Amara comes to realize that there could possibly be exceptions when it came to the magical beings.
14) A GOOD TIME, NOT A LONG ONE || Participants: Derry
Seeking more aid in the investigation of her pursuers, Amara tracks down a mafioso by pure luck and has a short battle with the man before revealing her true intentions.
15) I AM GOING TO (TRY AND) BEAT UP AMARA || Participants: Delia
Delia, the Saiyan she had 'rescued' from the streets before, shows up to spar and talk. The two learn more about each other during the brawl and when Amara accidentally hits Delia's face she unleashes a terrifying but intriguing power.
16) SPAR FOR THE COURSE || Participants: Mister Steel
As per usual Amara agrees to a spar, this time with Mr. Steel. The two have a short battle when Steel unknowingly uses a strange technique that causes Amara's backed-up Ki to overflow and violently shred her own body.
17) SAINT PUDDIN'S HOSPITAL || Participants: Mister Steel , Beowulf
Amara recovers from her injuries in a short few days just in time for Mr. Steel and Beowulf to pay her a hospital visit.
18) HARE HERMIT'S BLESSING || Participants: Beowulf
Finally swallowing a chunk of her pride, Amara visits Beowulf's master for help in unlocking her Ki. After drinking some 'sacred' water, the woman is forced to face her inner demons and struggles to come out on top.
19) WAR PIGS || Participants: Derry
Amara reconnects with the mafioso, Derry, and expresses an interest in hiring his elite corps to aide in the War on Planet Plant.
20) SUNDAE SUNDAY || Participants: Suri
Meeting with the Majin, Suri, once more the two have a chat over ice cream. (IN PROGRESS)
21) RISK & REWARD || Participants: Chancellor Cheri , Korado
Amara, in need of funds to fully hire the Dirty Snakes for the war, covertly travels to Plant under her Earthling alias with the intent to locate caches of funds left behind by her father. She lands in the Tuffle capital and is met with two wildly different individuals... (IN PROGRESS)
22) A RIVER IN THE DESERT || Participants: Haupien
While crossing the Saiba Wastes, Amara runs into a Konatsian mercenary, and the two spar for a bit before moving on.
23) WHO CUT ONIONS? || Participants: Onnio
Amara arrives at the Mercenary Outpost and is greeted with an overly eager Saiyan soldier. (IN PROGRESS)
24) KNOCK KNOCK, IT'S ICE PEOPLE || Participants: Froma , Zerori and Zriracha . Empress Ise
Whilst scouring the streets of Sadala, a trio almost literally drops on her head from a portal. Ise, the Saiyan of the group, unfortunately, goes berserk. (IN PROGRESS)
25) FLYING HIGH ON CLOUD NINE || Participants: Rosemary
Searching for clues in the bluffs near Sadala, Amara has a run in with a hybrid Saiyan atop a magical steed. (IN PROGRESS)
26) WELLNESS CHECK || Participants: King Taori
Amara decides to check on the safety of distant relatives, fearing that their lives could be in danger as well. (IN PROGRESS)
27) THE PUBLIC EXECUTION || Participants: Yangcong
Amara returns to Tuffle territory with a solid lead on one of Garrick's caches, stopping by a smaller village to witness the attempted execution of a Saiyan by what seems to be the Tuffle military. (IN PROGRESS)
28) TUFFLES ARE SUCH EASY PREY || Participants: Vennel , Chancellor Cheri , Lima
Passing through a Tuffle settlement on her way to a cache location, the hamlet is suddenly attacked by an openly malicious Saiyan by the name of Vennel. Wishing to uphold her father's morals, Amara defends the hapless civilians with surprise help from Cheri. (IN PROGRESS)
29) SEPULCRUM PATRIS || Participants: ??
Amara braves the Destron Crags to uncover one of Garrick's caches, finding more than she bargained... (IN PROGRESS)
30) HOME || Participants: Vocado
Having knowledge of the monetary cache revealed, Amara sets off to Saiyan territory one last time to infiltrate her family home and dispatches several members of the group hunting her head. Along the way she meets an old friend... (IN PROGRESS)
31) BUDOKAI: SAIZOMARU VS. AMARA || Participants: Saizomaru
Amara returns to Earth with her bounty and enters the Budokai, intent on testing her skills and possibly winning further funds to use in the war effort. Her first voluntary match is against Saizomaru, a skilled martial artist Android who had once helped her before.
32) UNREQUITED CARETAKING || Participants: Dion
For the first time since her rescue, Amara takes the time to talk to an old childhood friend extensively. (IN PROGRESS)
CHARACTER RELATIONSHIPS
• DION: Example text
• CARRO: Example text