Player Name/Handle: Zephyr Plurk Handle:reapthegirlwind Preferred pronouns (optional): She/they Player Status: New Player Other characters: N/A Invited by: Previous player at Legion, Wilderlands, prior incarnations of LN (As Wing/Wingus)
Character Name: Amari Aquamarine Fandom: Super Robot Wars X Character Journal:sorcererofaquamarine Canon, AU, CRAU, Canon OC, or OC? Canon CRAU History: N/A Canon point: Post-game Age: 18 PB: N/A Character Center: Truth Belief: Amari was brought in due to children identifying with her - her character arc involves feeling that something in her life is wrong, and even though she's terrified of doing it, she strikes out on her own to find out why she feels this way, going against obviously corrupt authority in the name of the greater good to discover the truth of the world, and find out what she wants to do with herself as a person.
POWER SELECTION
MYTH POWERS Baseline myth set, please.
GAME POWERS Dogmas - The magic system of the world Amari hails from, allowing the use of willpower to alter reality on various scales. Amari uses this for fairly typical fantasy RPG-esque magical attacks; various element manipulations, healing, utility and status effects (binding and sleeping are mentioned explicitly in in-game text). While she has pulled off some quite miraculous things before, those were under extreme circumstances with assistance of others for boosts/backed by belief from an entire world. As is, without help or her mech, she's just a reasonably competent battle mage - albeit one with some really good potential setting synergy if circumstances permit.
Spellcraft - Less a separate power and more a footnote for Dogmas, magic users of Amari's world can create new spells. She does this three times for usable combat abilities, and at least once as a story event over the course of the game, as a demonstration of her potential as a sorcerer. It's not something done willy-nilly, it's always the high point of a particularly rough situation and framed as an upgrade.
ABILITIES -Mech Piloting -Martial Arts -Diplomacy -Acting
ADDITIONAL INFO Has a big ol' magitech mecha, the Xelguard, and a sentient animal companion, Spero, neither of which I'll be bringing because they'd be a headache to sort out.
NEW PLAYER APP | Amari Aquamarine | Super Robot Wars X
Player Name/Handle: Zephyr
Plurk Handle:
Preferred pronouns (optional): She/they
Player Status: New Player
Other characters: N/A
Invited by: Previous player at Legion, Wilderlands, prior incarnations of LN (As Wing/Wingus)
Character Name: Amari Aquamarine
Fandom: Super Robot Wars X
Character Journal:
Canon, AU, CRAU, Canon OC, or OC? Canon
CRAU History: N/A
Canon point: Post-game
Age: 18
PB: N/A
Character Center: Truth
Belief: Amari was brought in due to children identifying with her - her character arc involves feeling that something in her life is wrong, and even though she's terrified of doing it, she strikes out on her own to find out why she feels this way, going against obviously corrupt authority in the name of the greater good to discover the truth of the world, and find out what she wants to do with herself as a person.
POWER SELECTION
MYTH POWERS
Baseline myth set, please.
GAME POWERS
Dogmas - The magic system of the world Amari hails from, allowing the use of willpower to alter reality on various scales. Amari uses this for fairly typical fantasy RPG-esque magical attacks; various element manipulations, healing, utility and status effects (binding and sleeping are mentioned explicitly in in-game text). While she has pulled off some quite miraculous things before, those were under extreme circumstances with assistance of others for boosts/backed by belief from an entire world. As is, without help or her mech, she's just a reasonably competent battle mage - albeit one with some really good potential setting synergy if circumstances permit.
Spellcraft - Less a separate power and more a footnote for Dogmas, magic users of Amari's world can create new spells. She does this three times for usable combat abilities, and at least once as a story event over the course of the game, as a demonstration of her potential as a sorcerer. It's not something done willy-nilly, it's always the high point of a particularly rough situation and framed as an upgrade.
ABILITIES
-Mech Piloting
-Martial Arts
-Diplomacy
-Acting
ADDITIONAL INFO
Has a big ol' magitech mecha, the Xelguard, and a sentient animal companion, Spero, neither of which I'll be bringing because they'd be a headache to sort out.