Name: Seraphina Hickey (Sera)
Species and race: Crideth Elemental
Age, gender and element: 20, Female, Darkness
Faction: All God Loyalist
Appearance: Manic Pixie Girl Vibes✨✨✨ - Image below - Around 156 cms and weighs 55 kgs.
Background: Sera had always been alone, her family were always working or out in the world where they once again were working. Sera was always in school or in some kind of study group. Though when there was no one home, Sera felt she could finally be herself, usually listening to
very loud music or being on the internet talking with people. Though she still did her studies as she was just waiting on the chance to leave for college and finally be free... Well that didn't really happy when she got into college, she was always swamped with homework and lectures and snappy professors. Sera did very well and everything but she didn't feel happy or free and she would grasps at any chance that would maybe do that. Then one day she met a new "man" in her college who introduced himself as Riachi, Riachi showed Sera all the fun things that were do in the world and promised her that if she were to follow him. She would have all the fun in the world...
Birth magi:
Fria - The Draemora of Insanity - Aura of Madness - The Holy Blades
Lore: Fria had a certain abillity that made her a true menace on the fields of war. Her mere presence weakened the psyche of her enemies, making them slowly descend into madness making them see things that weren't there or even seeing their best friend as their worst enemy, or simply just cowering in fear... Fria was one of the last to stand against the Usurpers and she felled many though not by her own hand, but by her enemies hands
Ability: Fria can activate an aura with a 15 meter range once every 10th round making every hostile or neutral being around her, immediately get an random psychological injury like their EMO had hit 0 the injury is in effect for 5 rounds where it then ends.
Profession: Apprentice Alchemist
Level and experience: Level 5 - 0/540
3 - STR
7 - DEX
7 - PER
7 - VIT
7 - INT
5 - EMO
6 - SAU
Inventory:
Smartphone
Medical kit
2x MP9s with 6 mags
DEX and PER oriented weaponry. Does piercing damage. AP 1.
Tanto
DEX oriented weapon. Does slashing or piercing damage. AP 1.
Journeyman's catalyst glove - A glove with tips and palm-pad made from white alckemical metals, most prominently being magnesium. This glove is often wielded by spellswords and warlocks.
Takes no weapons slot. +1 EMO. Journeyman enchanter catalyst.
Drivers license - It's important that when you get behind the wheel, you actually know how to drive a manual.
LVL 1 perk. Allows the operation of normal land vehicles.
Armor:
Chest - Kevlar
Arms - Leather
Legs - Leather
Head - Ceramic
Cape - Leather
Perks:
Pale charm (Crideth): Persuasion perks are more powerful. Gain the enthral spell. -3 EMO when entering combat, but +3 EMO outside of combat.
Vampiric curse(all): Lose inherent advantages of race, keep the disadvantage. -1 VIT when exposed to sunlight.
Elemental weakness: Increases damage from opposing element by a degree (LIGHT) . -1 VIT when targeted with physical attacks.
Known skills:
Dash - The user puts all their energy into pushing their legs beyond their limit, forcing them to run much faster.
LVL 1 skill. Requires 5 DEX. +3 DEX, but only towards running, for one round.
Dodge - It is not just Strength that wins a fight, and this skill is one that proves it. The user makes use of their dexterity to fancily make their way out of a dangerous situation.
LVL 3 skill. Requires 7 DEX. Consume additional LVL 1 skill to avoid additional attacks in the same round that would normally hit.
Sleight of hand - With those swift hands, reloading becomes a worry of the past. You reload so swiftly, one would miss it if they blinked.
LVL 4 skill. Requires 7 DEX, no action use. Reload without action use.
Draw! - Experienced fighters can draw their firearm and attack in an efficient manner at the same time, making for unpredictable and potentially devastating attacks.
LVL 4 skill. Requires 7 DEX, no action use. Doubles actions towards firearms use during first round of combat.
Skill slots:
5 - 1st level
4 - 2nd level
3 - 3rd level
2 - 4th level
1 - 5th level
Known spells:
Chameleon - Lends the caster a light-weight invisibility that allows the caster to stay hard to see. This allows for the caster to move around and sneak through area's in which they normally would easily be seen. Can not attack whilst active
LVL 1 spell. Lasts 3 rounds. Breaks when taking damage or attacking someone. Requires 5 INT.
Surprise visit - The caster launches a small pellet of dark magic into a simple lock which forces it open.
LVL 1 spell. Unlocks novice lock on touch. Requires 5 INT.
Distract -The caster projects an appealing sound to potentially distract anyone within hearing range. This is a very basic holy form of darkness.
LVL 1 spell. Requires 5 INT
Enthrall - A magical power reserved for the Crideth vampires. Provided the target is of lower level than the caster, has a lower EMO and SAU than the caster, this spell can be used to turn a single individual to aid the caster.
Spell slot usage depends on targets level.
Shadow sprint -Allows for the caster to 'jump' from one shadow to another, as long as said shadow is within a direct line of sight. This will let the caster move within the blink of an eye and have no one notice it.
LVL 2 spell. Requires 7 INT
Dark vision - A spell is cast over the casters' eyes, allowing the caster to see what the caster normally couldn't. See any living beings through walls.
LVL 2 spell. Requires 7 INT. Lasts 3 rounds. Close range.
Spell slots:
5 - 1st level
4 - 2nd level
3 - 3rd level
2 - 4th level
1 - 5th level
Attachments: