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Resident Bard
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Name: Wren Duskfire
Race: Human-elf halfbreed
Age: 28
Occupation: Minstrel
Appearance: Tall (about 6'3") and lean, pale skinned, angular features, dark hair that comes to his ears, gold eyes that go silver at the edges when he uses a lot of magic, pointed ears
Skills: Music, hunting, surviving, he has a touch of magic from his elf side, a bit of healing ability, herblore, and experience in battle
Equipment: Lute, pipes, magnificent singing voice, various herbs, poisons, and potions, bandages, two knives, enough money to feed himself and buy wine, lots of trail food, and about seven flasks of wine
Personality and history: Wren never really had it easy. As a halfbreed, he was never really accepted into either culture and quickly learnt how to get along by himself. He threw himself into his education, first learning to sing, and to play various instruments, though the lute was always his favourite. He learnt how to use knives to great effect, and studied to train the trace of magic left to him by his elven mother. It wasn't enough to do much, but he could do small things, like start a fire, tune a lute string, and heal minor injuries. He could turn the tide his way in battles with a sneaky magical move. Wren enjoys the company of others, but has always been extremely independent, having many acquaintances and friends, but none close.
A real wordsmith, he can write a verse about anything at a moment's notice. He uses his words to devastating effect, both to charm his audiences, and with a cutting, dry wit as he sips his wine. This twisting of words into riddles and all too honest insults turn a lot of people away from him, but Wren doesn't care for company as long as he has an audience, and when Wren performs, everybody listens.
He devoted his life to his music, and he goes on adventures seeking stories worthy of his voice and his lute. This solitary lifestyle suited him and he honed skills needed to be a lone traveller, becoming adept at living off the land, laying traps for animals, and defending himself, through both the physical and the arcane. Ever resourceful, he has picked up a wide array of strange objects in his travels, and due to his talent, the originality of his content, and the rarity of his performances, when Wren appears from some long journey, everyone comes to listen.
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Name: Rahvi Fenrin
Age (15-20): 16
School of Magic: Mind
Race: Hammer Folk
Gender: Female
Appearance: Short and lean even for her race and age, with calloused hands and muscles from climbing and swinging her way around her environment, Rahvi has black hair cut short enough that it barely reaches past her ears, and grey eyes that look silver in the right light. Fair skinned, she has light freckles over her nose and arms and permanently wears a red, blue, and yellow scarf (with an optional hood) that her big sister made for her.
Background: Rahvi is the middle daughter of a family with two older sisters, two younger brothers, and two hard working parents. Her parents design and build toys, a business that booms, as her father went to Stahlhiem and studied the School of Metal. Rahvi grew up in a chaotic household, in the way that every household with five children had to be. Though there is the occasional spat, as a general rule, Rahvi and her siblings get along well, as they had to learn to cooperate early to get meals onto tables and everyone to school and work on time, as well as maintaining a fierce sense of individual identity and self-sufficiency. As a precocious, and wildly stubborn individual, Rahvi never found that bit particularly hard. This sense of family instilled in Rahvi a need for community wherever she went, and she found that community with her classmates, her neighbours, anyone who would spend some time with her. She never fully allowed herself to realise that sometimes she heard people say things to her that she wasn't entirely sure she'd seen their lips say. As a restless soul with a crowded house, Rahvi quickly became skilled at snatching the bit of leftover food she wanted from the table before her siblings could, and getting to the best toys first, a skill that rapidly evolved with her energetic acrobatic pursuits into pickpocketing, an act that she has a concerning knack for. It became clear that she had some magical ability when she sent one of her father's toy birds flying around the room to entertain one of her younger brothers, so Rahvi set off for college to develop this ability with telekinesis and, if she can, maybe to find some answers about hearing those voices.
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Position: Player
Picture:
Name: Akira Riku
Nickname: Kiku
Birthday: 13/07
Favorite Color: Silver
Like: Kiku likes girls, first off. They distract and delight him, but he doesn't respect them as he should, as girls often let themselves be led on by his handsome face and athletic figure. He also likes popcorn, a lot, playing video games, and drinking excellent wines.
Dislike: Anyone talking real to him-he is deeply insecure about himself and fully believes that his good looks are all that get him anywhere in life, despite the fact that he is actually quite intelligent. He also hates mushrooms and psychologists.
Background: Kiku finished school with excellent grades and a small posse of followers, leaving a trail of broken hearts behind him. He went to college and was king for all his years before reluctantly leaving for a year in drama school and then small acting jobs that slowly got larger. He is enjoying relative fame as a character on a new tv show that is taking off, which is only increasing his horrible behaviour towards women. He is rich, famous, and wildly successful in every arena he cares for, but has a sense that it's all come far too easy and is waiting for the other shoe to drop, though the face he shows the world acts like he deserves everything he has.
Theme Song: Moving Too Fast from Last Five Years
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Name: Sakai Akira [坂井 明]
Gender: Male
Age / Year: Junior
Physical Appearance: Akira is a tall, athletic boy with black hair he keeps tied back in a short ponytail, and bangs that fall over his eyes. Very handsome, with striking green eyes, he used to wear his school uniform properly, but now leaves his blazer at home and wears his tie loose, rolling up his sleeves. He's usually smiling.
Personality: Akira is a charismatic, handsome young man, and he knows it. People tend to flock to him for his enigmatic past and smirking charm. He is, or was, that kind of boy who moves into a new school and immediately becomes class rep and starts dating the most popular girl there, though there are rumours that he got kicked out of his last school for some dangerous act. Very intelligent, Akira uses this to manipulate people and his environment to his own ends. He's a good judge of character, and knows how to use this to get his way. This means teaching himself skills that will get him ahead, befriending the right people, complimenting the right teachers. He doesn't particularly care if people like him, though he does like having friends around to keep him entertained. While he is manipulative and calculating, he has a good sense of humour and an easy going nature that makes him easy to talk to and get along with-the reason people ignore the darker rumours he makes no effort to correct.
Stand Details
Name: White Winter Hymnal
Statistics:
Stand Ability:
White Winter Hymnal can essentially create snowfall, from very light to a full on blizzard. The damage that this snowfall can do is also able to be adjusted-it can be as light and fluffy as a cute winter date, or it can hit with such a force of sharp edged snowflakes that deal serious physical damage to Akira's enemies. Often all that can be seen within White Winter Hymnal's snowstorm is a blinding sheet of white and blooming bloodstains.
Akira has practised the precision of this to such an extent that he can have a single snowflake cause damage while all the others are light, can have a blizzard in one corner and a snowman in the other, as well as other cute tricks like instant snowball making. He is ever increasing this control so he doesn't accidentally make it snow dangerflakes whenever he gets in a mood.
However, White Winter Hymnal has limited durability, being harder to control in warm weather as the snow it creates melts easily as normal snow does. Likewise, White Winter Hymnal is easier to control in colder temperatures.
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Name: Felix Ari
Age: 28
Role in the Community: (gardener, scavenger, security, etc) Scavenger/teacher
Appearance: Felix is 5'11 with an athletic build. He has darkly tanned skin, shoulder length, wavy brown hair that he usually keeps tied back, and light brown eyes. He has a scar along his jaw, and usually has a few days of stubble.
Weapons: (carried on person) Shit tonnes of knives, for throwing and for stabbing, pocket knife for getting into places, and he alternates between a bow and arrow and a crossbow.
Skills: Felix has impeccable aim, hence his preference for throwing knives and arrows. He is a great climber, very agile with lightning fast reflexes, though he rarely gets into one on one scraps if he can help it. He is also a very good tool builder and user, able to throw together anything improvised from scrap, and come up with a shoestring and gum kind of way to fix issues whether in or out of the community. He is an excellent teacher and conversationalist, and people tend to open up to him. He is intimidatingly clever, and uses that knowledge to try and learn as much useful stuff as possible, and keep everyone educated in more than how to fight and hunt. He's willing to help everyone, and has enough knowledge to be of some kind of use in most areas like medicine and carpentry, though usually in an assisting role. He takes orders well, but holds himself and others to very high moral standards.
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Name: Syra Renlix
Age: 24
Species: Descended
Blood%: 20% Sol, 20% Tyro, 20% Nayu, 20% Oro, 20% Lassa
Gender: Female
Sex Preference: Bi
Height: 5'4
Weight: Slight
Physical appearance: As a big old mongrel, Syra can be a bit confusing to look at. Predominantly silver with gold highlights. Her legs and forearms/hands fade into a dusky silvery blue, and her eyes are a light, bright blue. Her hair is short and choppy, dark, fading to silver at the tips. She has very short, brown horns, and there are various markings on her face and body.
Apparel: Syra wears light clothing that gives her mobility and protection. Her mixed heritage means she's mostly resistant to the elements, but she likes having pockets.
Vehicle: She doesn't have a vehicle, but she can drive or figure out most of them.
Personality: Syra is generally a bit nervous. She's clever, and learns well and quickly, but she's nervous around other people in social situations. A cocktail party is her worst nightmare. She's clumsy, but she knows a little about everything, and the areas she knows, she knows very well. She will not hesitate to give orders if a solution occurs to her or if her knowledge can aid a situation. She is also sure of herself in battle, having fought many before and being completely confident in her abilities and exactly what they'll do. She likes to have clearly defined roles and boundaries, and is great at improvising within those boundaries. If you throw something unknown at her, she will absolutely need to process it and figure out what it is.
Occupation: Spell scout
Faction: Magoi
Pet: She hates animals and tries to avoid dragons as a matter of course
Exp: Syra was taken into a mercenary band where she was taught two spells by an older member of their group. With this knowledge and a desperate need to prove herself, she came up with the theory for a new spell (Freezeframe) and was able to teach herself the basics of it. Eventually, she came under the training of a powerful man by 'betraying' her gang in order for her to be taught properly. He taught her a new spell and helped her power up the ones she already knew. After the death of her gang, Syra went to the Magoi, where she was trained and her skills with her current spells were honed. She has read more on spellcraft than half of the scholars in the Magoi and has been hunting treasure, fighting bandits, and finding spells for years.
Spells:
Freezeframe-Syra can freeze everyone and everything within her range into place. She is able to move around within this space and adjust the range of the freezing. The smaller the range of freezing, the longer she can hold it for. If she's holding a whole room of people, she'll be lucky to get more than a few seconds, but if she's only freezing a very small area around herself, she can hold it for up to a minute
Double vision-Syra can make copies of herself and sort her power along different ratios. If she has one, she can make it an empty illusion and keep all her power, or she can send half of her awareness into
that being and allow it to affect the rest of the world at the loss of 50% in her actual form
Eye of the storm-Syra can use this ability on herself and on others, clearing the mind of any distractions, and enhancing the reflexes, thinking speed, physical abilities, and soul power of the target
Wonderwall-Syra uses this to summon a wave of energy, which can be used as a forcefield around herself and possibly others if they're in range. More commonly, Syra puts this around her hands or feet to make her attacks strong and her body practically untouchable.
Abilities/Powers: Electricity resistance, bleed resistance, night vision, bright light resistance, hot blood
Weapons: Syra has a basic gun of a couple of configurations. She uses it to mostly shoot poisons and potions, and to fire ropes to hard to get to places. She's only ever actually shot someone with it like, twice, but she insisted on taking something to hit people with if she was going out into the world looking for spells.
History: Syra was born in as close as you can get to slums. With no real idea who her parents were or who would take her in with her obviously mixed heritage, Syra was lucky to make it through her earliest years. She joined up a few streetgangs where she spent most of her energy avoiding guard patrols and learning that she'd always get moved along when someone figured out she had night vision or this or that resistance, marking her as different. She eventually found a place to call home, with others like her, who had nothing, no blood, no fantastical abilities, and far too much free time. This small gang initially got her in as a good distraction-a little thieving girl was always a useful object. Through her time with them, she learnt two spells-Wonderwall, and Eye of the Storm, in their most basic of configurations from one of the older members of the gang, who she followed at the heels and practically worshipped. She worked in this gang for several years, travelling the nations and taking on jobs for whoever asked them. She spent most of her time in libraries, learning things, anything, really, just to keep herself useful. Over many years, she taught herself Freezeframe from book learning and practice, though at the time she could only really freeze a few feet for a few seconds. She kept that a secret. She has a good head for danger and threat assessment, and is very good at dealing with the unknown because of the amount of strange tasks they were asked to complete. This is mostly because she knew how the team worked, and exactly what she could do though, and if those elements are more unstable, she'll probably just run away. Eventually, she was performing a grand heist, where her role was to give up the others. She told a powerful man that if he taught her his double vision spell and promised to train her, she would give up the locations of her gang. It was all planned out of course, and for the most part, it worked. Syra learnt the spell, got good training out of the guy, the gang was able to successfully ambush the man's guards who'd been sent to ambush them, and take the treasure their client had asked for. Unfortunately, whatever they took was too powerful, and killed them all. Syra never saw them again. As soon as she heard about their deaths, Syra ran. Again with nowhere to go, and nothing to her name but her hard won spells, she continued honing her skills, pushing the limits of the spells she had, until she found her way to the Magoi, where, with her four spells, she was taken into the ranks. There, she was taught to better her spells, increasing her energy recovery and the tightness of her powers. After a few years of training, she was sent out as a spell scout, to seek out new spells, to continue learning and finding new things. This has brought her to Sunfire.
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Name: AJ Heston
Age: 34
Personality: Excellent with firearms, AJ has a brilliant tactical mind, and a steel will. She is a ruthless workaholic who takes her work home with her far more than is healthy. She is accustomed to being in charge, and will only take orders from those she truly respects. Her respect is pretty hard to gain. Outside of work, she can relax a little, enjoying time spent partying and dancing with her friends. She doesn't like bars all that much, but she'll go for drinks with buddies if they ask. AJ mostly keeps to herself, but as long as you don't catch her in the middle of a serious work cycle, she can be pretty friendly, even if she's never exactly easy to get along with. She is constantly searching for something that doesn't fit, is ridiculously observant, and aware of her own flaws in an acute, resourceful way, though she sometimes needs reminding that having those flaws is ok. She doesn't trust easily, but once that trust and loyalty is earned, it is there for life.
Backstory: AJ almost coasted into her detective spot. She aced all of her classes, and has a degree in forensic criminology. She comes from a single parent home, and sends a lot of her pay back to her mum to help out with her little sisters. She got paired up with Dax on a homicide case a few years ago, and has found him to be completely reliable and trustworthy. They make an excellent team, and they have a reputation for tackling strange and dangerous cases.
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Name: Dax Artilla
Age: 43
Personality: Fairly easy-going, Dax is a single father with two kids. One is a changeling, which he has always sort of known. The other is married and off working and living their life in London with the grandkids. He never gets to see them particularly except at Christmas and on special occasions. He can be strict when he needs to, but he's learnt not to take himself too seriously. He can be a bit of a grumpy old man, and has no desire to cure himself of this, nor to tackle any of his vices, of which he has several. He's pretty conflict avoidant, but he has excellent survival instincts, a quick draw, and perfect aim.
Backstory: Dax has been in the FBI a long time now. He's solved murders, caught serial killers, and trained more rookies than he can count. He knows he's coming to the end of his prime, and that they'll try and shove a desk job on him in a few more years, but he's more than happy to take on some heavy lifting until that time comes. His wife died a fairly drawn out death just after their second child was born. That child was then taken as a Changeling. He's been raising a Fae baby all these years, and has slowly come to accept that his child is no longer his. Instead, he's been trying to help his off the rails new child try and lead a normal life. He never quite got proof of the change, and he doesn't know if this opportunity to get close to the world of the Fae is going to be good for him or force him to face things he'd rather not think about.
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Name: Ambroise Durand
Age: 32
Gender: Male
Appearance: Ambroise has light olive skin with shoulder-length red-brown hair. He keeps it tied back in a short ponytail with a black ribbon. His eyes are a light blue, and have that strange quality people tend to call 'twinkling'. He is usually smiling disarmingly, and stands most often with his hands behind his back. He is an average size, with narrow shoulders, lean muscles, and prominent cheekbones. He has a friendly, open face, and bangs usually fall over his eyes or to the sides of his face. He wears simple clothes, loose white shirts with trousers, occasionally with suspenders. If he has to gear up, he usually wears a leather jacket over his shirt and has a pair of belts that hold his gear. He always wears a long necklace with a cross on it.
History: Ambroise is a Frenchman who has been involved with the clergy for almost his entire life. He never planned to stay in the church, instead intending on travelling the world to bring the word of god to others. His travels have changed his relationship with god from one dictated by his years of study to one he sees in the world around him, a vow he makes to himself to aid those around him and bring peace and temperance with him.
Personality: Ambroise embodies his philosophy, being a temperate man acting in the service of god. Deeply religious, he finds spiritual value in everything he sees, and follows his own moral compass, believing god is guiding that. He lives a nomadic life living simply and giving aid to various characters who intrigue him or ask for his aid. These are usually very rude or amoral people who he follows around for a while, or people in desperate situations. This has equipped him to understand a wide range of situations, use resources efficiently, and has given him experience in a lot of various, often unexpected areas. He has done almost every job under the sun, and if he hasn't done it, then he'll be quick to learn. He has a quick mind, and an upbeat manner of speech. He is virtuous, but not beyond acting on his own impulses. He is always willing to lend a hand in any way possible, amenable and mild, but he will always be firm when something needs to be said. If anyone seeks out the line where his mood changes, they will find it clearly drawn.
He can fight pretty well hand to hand-though he's against violence and aims never to carry a weapon, he is a pretty good shot, and will defend himself and others close to him. He has been around too long and been in too many dangerous situations recently to follow a pure vow of pacifism.
Name: Wren Duskfire
Race: Human-elf halfbreed
Age: 28
Occupation: Minstrel
Appearance: Tall (about 6'3") and lean, pale skinned, angular features, dark hair that comes to his ears, gold eyes that go silver at the edges when he uses a lot of magic, pointed ears
Skills: Music, hunting, surviving, he has a touch of magic from his elf side, a bit of healing ability, herblore, and experience in battle
Equipment: Lute, pipes, magnificent singing voice, various herbs, poisons, and potions, bandages, two knives, enough money to feed himself and buy wine, lots of trail food, and about seven flasks of wine
Personality and history: Wren never really had it easy. As a halfbreed, he was never really accepted into either culture and quickly learnt how to get along by himself. He threw himself into his education, first learning to sing, and to play various instruments, though the lute was always his favourite. He learnt how to use knives to great effect, and studied to train the trace of magic left to him by his elven mother. It wasn't enough to do much, but he could do small things, like start a fire, tune a lute string, and heal minor injuries. He could turn the tide his way in battles with a sneaky magical move. Wren enjoys the company of others, but has always been extremely independent, having many acquaintances and friends, but none close.
A real wordsmith, he can write a verse about anything at a moment's notice. He uses his words to devastating effect, both to charm his audiences, and with a cutting, dry wit as he sips his wine. This twisting of words into riddles and all too honest insults turn a lot of people away from him, but Wren doesn't care for company as long as he has an audience, and when Wren performs, everybody listens.
He devoted his life to his music, and he goes on adventures seeking stories worthy of his voice and his lute. This solitary lifestyle suited him and he honed skills needed to be a lone traveller, becoming adept at living off the land, laying traps for animals, and defending himself, through both the physical and the arcane. Ever resourceful, he has picked up a wide array of strange objects in his travels, and due to his talent, the originality of his content, and the rarity of his performances, when Wren appears from some long journey, everyone comes to listen.
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Name: Rahvi Fenrin
Age (15-20): 16
School of Magic: Mind
Race: Hammer Folk
Gender: Female
Appearance: Short and lean even for her race and age, with calloused hands and muscles from climbing and swinging her way around her environment, Rahvi has black hair cut short enough that it barely reaches past her ears, and grey eyes that look silver in the right light. Fair skinned, she has light freckles over her nose and arms and permanently wears a red, blue, and yellow scarf (with an optional hood) that her big sister made for her.
Background: Rahvi is the middle daughter of a family with two older sisters, two younger brothers, and two hard working parents. Her parents design and build toys, a business that booms, as her father went to Stahlhiem and studied the School of Metal. Rahvi grew up in a chaotic household, in the way that every household with five children had to be. Though there is the occasional spat, as a general rule, Rahvi and her siblings get along well, as they had to learn to cooperate early to get meals onto tables and everyone to school and work on time, as well as maintaining a fierce sense of individual identity and self-sufficiency. As a precocious, and wildly stubborn individual, Rahvi never found that bit particularly hard. This sense of family instilled in Rahvi a need for community wherever she went, and she found that community with her classmates, her neighbours, anyone who would spend some time with her. She never fully allowed herself to realise that sometimes she heard people say things to her that she wasn't entirely sure she'd seen their lips say. As a restless soul with a crowded house, Rahvi quickly became skilled at snatching the bit of leftover food she wanted from the table before her siblings could, and getting to the best toys first, a skill that rapidly evolved with her energetic acrobatic pursuits into pickpocketing, an act that she has a concerning knack for. It became clear that she had some magical ability when she sent one of her father's toy birds flying around the room to entertain one of her younger brothers, so Rahvi set off for college to develop this ability with telekinesis and, if she can, maybe to find some answers about hearing those voices.
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Position: Player
Picture:
Name: Akira Riku
Nickname: Kiku
Birthday: 13/07
Favorite Color: Silver
Like: Kiku likes girls, first off. They distract and delight him, but he doesn't respect them as he should, as girls often let themselves be led on by his handsome face and athletic figure. He also likes popcorn, a lot, playing video games, and drinking excellent wines.
Dislike: Anyone talking real to him-he is deeply insecure about himself and fully believes that his good looks are all that get him anywhere in life, despite the fact that he is actually quite intelligent. He also hates mushrooms and psychologists.
Background: Kiku finished school with excellent grades and a small posse of followers, leaving a trail of broken hearts behind him. He went to college and was king for all his years before reluctantly leaving for a year in drama school and then small acting jobs that slowly got larger. He is enjoying relative fame as a character on a new tv show that is taking off, which is only increasing his horrible behaviour towards women. He is rich, famous, and wildly successful in every arena he cares for, but has a sense that it's all come far too easy and is waiting for the other shoe to drop, though the face he shows the world acts like he deserves everything he has.
Theme Song: Moving Too Fast from Last Five Years
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Name: Sakai Akira [坂井 明]
Gender: Male
Age / Year: Junior
Physical Appearance: Akira is a tall, athletic boy with black hair he keeps tied back in a short ponytail, and bangs that fall over his eyes. Very handsome, with striking green eyes, he used to wear his school uniform properly, but now leaves his blazer at home and wears his tie loose, rolling up his sleeves. He's usually smiling.
Personality: Akira is a charismatic, handsome young man, and he knows it. People tend to flock to him for his enigmatic past and smirking charm. He is, or was, that kind of boy who moves into a new school and immediately becomes class rep and starts dating the most popular girl there, though there are rumours that he got kicked out of his last school for some dangerous act. Very intelligent, Akira uses this to manipulate people and his environment to his own ends. He's a good judge of character, and knows how to use this to get his way. This means teaching himself skills that will get him ahead, befriending the right people, complimenting the right teachers. He doesn't particularly care if people like him, though he does like having friends around to keep him entertained. While he is manipulative and calculating, he has a good sense of humour and an easy going nature that makes him easy to talk to and get along with-the reason people ignore the darker rumours he makes no effort to correct.
Stand Details
Name: White Winter Hymnal
Statistics:
- Destructive Power: B
- Speed: B
- Range: C
- Durability: C
- Precision: A
- Developmental Potential: C
Stand Ability:
White Winter Hymnal can essentially create snowfall, from very light to a full on blizzard. The damage that this snowfall can do is also able to be adjusted-it can be as light and fluffy as a cute winter date, or it can hit with such a force of sharp edged snowflakes that deal serious physical damage to Akira's enemies. Often all that can be seen within White Winter Hymnal's snowstorm is a blinding sheet of white and blooming bloodstains.
Akira has practised the precision of this to such an extent that he can have a single snowflake cause damage while all the others are light, can have a blizzard in one corner and a snowman in the other, as well as other cute tricks like instant snowball making. He is ever increasing this control so he doesn't accidentally make it snow dangerflakes whenever he gets in a mood.
However, White Winter Hymnal has limited durability, being harder to control in warm weather as the snow it creates melts easily as normal snow does. Likewise, White Winter Hymnal is easier to control in colder temperatures.
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Name: Felix Ari
Age: 28
Role in the Community: (gardener, scavenger, security, etc) Scavenger/teacher
Appearance: Felix is 5'11 with an athletic build. He has darkly tanned skin, shoulder length, wavy brown hair that he usually keeps tied back, and light brown eyes. He has a scar along his jaw, and usually has a few days of stubble.
Weapons: (carried on person) Shit tonnes of knives, for throwing and for stabbing, pocket knife for getting into places, and he alternates between a bow and arrow and a crossbow.
Skills: Felix has impeccable aim, hence his preference for throwing knives and arrows. He is a great climber, very agile with lightning fast reflexes, though he rarely gets into one on one scraps if he can help it. He is also a very good tool builder and user, able to throw together anything improvised from scrap, and come up with a shoestring and gum kind of way to fix issues whether in or out of the community. He is an excellent teacher and conversationalist, and people tend to open up to him. He is intimidatingly clever, and uses that knowledge to try and learn as much useful stuff as possible, and keep everyone educated in more than how to fight and hunt. He's willing to help everyone, and has enough knowledge to be of some kind of use in most areas like medicine and carpentry, though usually in an assisting role. He takes orders well, but holds himself and others to very high moral standards.
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Name: Syra Renlix
Age: 24
Species: Descended
Blood%: 20% Sol, 20% Tyro, 20% Nayu, 20% Oro, 20% Lassa
Gender: Female
Sex Preference: Bi
Height: 5'4
Weight: Slight
Physical appearance: As a big old mongrel, Syra can be a bit confusing to look at. Predominantly silver with gold highlights. Her legs and forearms/hands fade into a dusky silvery blue, and her eyes are a light, bright blue. Her hair is short and choppy, dark, fading to silver at the tips. She has very short, brown horns, and there are various markings on her face and body.
Apparel: Syra wears light clothing that gives her mobility and protection. Her mixed heritage means she's mostly resistant to the elements, but she likes having pockets.
Vehicle: She doesn't have a vehicle, but she can drive or figure out most of them.
Personality: Syra is generally a bit nervous. She's clever, and learns well and quickly, but she's nervous around other people in social situations. A cocktail party is her worst nightmare. She's clumsy, but she knows a little about everything, and the areas she knows, she knows very well. She will not hesitate to give orders if a solution occurs to her or if her knowledge can aid a situation. She is also sure of herself in battle, having fought many before and being completely confident in her abilities and exactly what they'll do. She likes to have clearly defined roles and boundaries, and is great at improvising within those boundaries. If you throw something unknown at her, she will absolutely need to process it and figure out what it is.
Occupation: Spell scout
Faction: Magoi
Pet: She hates animals and tries to avoid dragons as a matter of course
Exp: Syra was taken into a mercenary band where she was taught two spells by an older member of their group. With this knowledge and a desperate need to prove herself, she came up with the theory for a new spell (Freezeframe) and was able to teach herself the basics of it. Eventually, she came under the training of a powerful man by 'betraying' her gang in order for her to be taught properly. He taught her a new spell and helped her power up the ones she already knew. After the death of her gang, Syra went to the Magoi, where she was trained and her skills with her current spells were honed. She has read more on spellcraft than half of the scholars in the Magoi and has been hunting treasure, fighting bandits, and finding spells for years.
Spells:
Freezeframe-Syra can freeze everyone and everything within her range into place. She is able to move around within this space and adjust the range of the freezing. The smaller the range of freezing, the longer she can hold it for. If she's holding a whole room of people, she'll be lucky to get more than a few seconds, but if she's only freezing a very small area around herself, she can hold it for up to a minute
Double vision-Syra can make copies of herself and sort her power along different ratios. If she has one, she can make it an empty illusion and keep all her power, or she can send half of her awareness into
that being and allow it to affect the rest of the world at the loss of 50% in her actual form
Eye of the storm-Syra can use this ability on herself and on others, clearing the mind of any distractions, and enhancing the reflexes, thinking speed, physical abilities, and soul power of the target
Wonderwall-Syra uses this to summon a wave of energy, which can be used as a forcefield around herself and possibly others if they're in range. More commonly, Syra puts this around her hands or feet to make her attacks strong and her body practically untouchable.
Abilities/Powers: Electricity resistance, bleed resistance, night vision, bright light resistance, hot blood
Weapons: Syra has a basic gun of a couple of configurations. She uses it to mostly shoot poisons and potions, and to fire ropes to hard to get to places. She's only ever actually shot someone with it like, twice, but she insisted on taking something to hit people with if she was going out into the world looking for spells.
History: Syra was born in as close as you can get to slums. With no real idea who her parents were or who would take her in with her obviously mixed heritage, Syra was lucky to make it through her earliest years. She joined up a few streetgangs where she spent most of her energy avoiding guard patrols and learning that she'd always get moved along when someone figured out she had night vision or this or that resistance, marking her as different. She eventually found a place to call home, with others like her, who had nothing, no blood, no fantastical abilities, and far too much free time. This small gang initially got her in as a good distraction-a little thieving girl was always a useful object. Through her time with them, she learnt two spells-Wonderwall, and Eye of the Storm, in their most basic of configurations from one of the older members of the gang, who she followed at the heels and practically worshipped. She worked in this gang for several years, travelling the nations and taking on jobs for whoever asked them. She spent most of her time in libraries, learning things, anything, really, just to keep herself useful. Over many years, she taught herself Freezeframe from book learning and practice, though at the time she could only really freeze a few feet for a few seconds. She kept that a secret. She has a good head for danger and threat assessment, and is very good at dealing with the unknown because of the amount of strange tasks they were asked to complete. This is mostly because she knew how the team worked, and exactly what she could do though, and if those elements are more unstable, she'll probably just run away. Eventually, she was performing a grand heist, where her role was to give up the others. She told a powerful man that if he taught her his double vision spell and promised to train her, she would give up the locations of her gang. It was all planned out of course, and for the most part, it worked. Syra learnt the spell, got good training out of the guy, the gang was able to successfully ambush the man's guards who'd been sent to ambush them, and take the treasure their client had asked for. Unfortunately, whatever they took was too powerful, and killed them all. Syra never saw them again. As soon as she heard about their deaths, Syra ran. Again with nowhere to go, and nothing to her name but her hard won spells, she continued honing her skills, pushing the limits of the spells she had, until she found her way to the Magoi, where, with her four spells, she was taken into the ranks. There, she was taught to better her spells, increasing her energy recovery and the tightness of her powers. After a few years of training, she was sent out as a spell scout, to seek out new spells, to continue learning and finding new things. This has brought her to Sunfire.
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Name: AJ Heston
Age: 34
Personality: Excellent with firearms, AJ has a brilliant tactical mind, and a steel will. She is a ruthless workaholic who takes her work home with her far more than is healthy. She is accustomed to being in charge, and will only take orders from those she truly respects. Her respect is pretty hard to gain. Outside of work, she can relax a little, enjoying time spent partying and dancing with her friends. She doesn't like bars all that much, but she'll go for drinks with buddies if they ask. AJ mostly keeps to herself, but as long as you don't catch her in the middle of a serious work cycle, she can be pretty friendly, even if she's never exactly easy to get along with. She is constantly searching for something that doesn't fit, is ridiculously observant, and aware of her own flaws in an acute, resourceful way, though she sometimes needs reminding that having those flaws is ok. She doesn't trust easily, but once that trust and loyalty is earned, it is there for life.
Backstory: AJ almost coasted into her detective spot. She aced all of her classes, and has a degree in forensic criminology. She comes from a single parent home, and sends a lot of her pay back to her mum to help out with her little sisters. She got paired up with Dax on a homicide case a few years ago, and has found him to be completely reliable and trustworthy. They make an excellent team, and they have a reputation for tackling strange and dangerous cases.
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Name: Dax Artilla
Age: 43
Personality: Fairly easy-going, Dax is a single father with two kids. One is a changeling, which he has always sort of known. The other is married and off working and living their life in London with the grandkids. He never gets to see them particularly except at Christmas and on special occasions. He can be strict when he needs to, but he's learnt not to take himself too seriously. He can be a bit of a grumpy old man, and has no desire to cure himself of this, nor to tackle any of his vices, of which he has several. He's pretty conflict avoidant, but he has excellent survival instincts, a quick draw, and perfect aim.
Backstory: Dax has been in the FBI a long time now. He's solved murders, caught serial killers, and trained more rookies than he can count. He knows he's coming to the end of his prime, and that they'll try and shove a desk job on him in a few more years, but he's more than happy to take on some heavy lifting until that time comes. His wife died a fairly drawn out death just after their second child was born. That child was then taken as a Changeling. He's been raising a Fae baby all these years, and has slowly come to accept that his child is no longer his. Instead, he's been trying to help his off the rails new child try and lead a normal life. He never quite got proof of the change, and he doesn't know if this opportunity to get close to the world of the Fae is going to be good for him or force him to face things he'd rather not think about.
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Name: Ambroise Durand
Age: 32
Gender: Male
Appearance: Ambroise has light olive skin with shoulder-length red-brown hair. He keeps it tied back in a short ponytail with a black ribbon. His eyes are a light blue, and have that strange quality people tend to call 'twinkling'. He is usually smiling disarmingly, and stands most often with his hands behind his back. He is an average size, with narrow shoulders, lean muscles, and prominent cheekbones. He has a friendly, open face, and bangs usually fall over his eyes or to the sides of his face. He wears simple clothes, loose white shirts with trousers, occasionally with suspenders. If he has to gear up, he usually wears a leather jacket over his shirt and has a pair of belts that hold his gear. He always wears a long necklace with a cross on it.
History: Ambroise is a Frenchman who has been involved with the clergy for almost his entire life. He never planned to stay in the church, instead intending on travelling the world to bring the word of god to others. His travels have changed his relationship with god from one dictated by his years of study to one he sees in the world around him, a vow he makes to himself to aid those around him and bring peace and temperance with him.
Personality: Ambroise embodies his philosophy, being a temperate man acting in the service of god. Deeply religious, he finds spiritual value in everything he sees, and follows his own moral compass, believing god is guiding that. He lives a nomadic life living simply and giving aid to various characters who intrigue him or ask for his aid. These are usually very rude or amoral people who he follows around for a while, or people in desperate situations. This has equipped him to understand a wide range of situations, use resources efficiently, and has given him experience in a lot of various, often unexpected areas. He has done almost every job under the sun, and if he hasn't done it, then he'll be quick to learn. He has a quick mind, and an upbeat manner of speech. He is virtuous, but not beyond acting on his own impulses. He is always willing to lend a hand in any way possible, amenable and mild, but he will always be firm when something needs to be said. If anyone seeks out the line where his mood changes, they will find it clearly drawn.
He can fight pretty well hand to hand-though he's against violence and aims never to carry a weapon, he is a pretty good shot, and will defend himself and others close to him. He has been around too long and been in too many dangerous situations recently to follow a pure vow of pacifism.
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