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Elizabeth16
12-30-2013, 02:15 AM
Welcome to Elizabeth's Fantastic Characters!

Of course, the fine warriors you can find here may not seem so fantastic at first, but wait until you see them in action. Do you dare challenge one? Right this way, my friend.

And, my very first Battle Character! How gosh darn exciting.


General Information:
Name: Ashlynn Trodaire
Age: 21
Gender: Female
Race: Human

Appearance:

Build:
Ashlynn is 5"6, with a slim, fit structure. Her muscles are trained to be as strong and to have endurance, so they retain the thin appearance of the endurance athlete. To touch, her muscles are hard and firm, often tense and ready to move.

Hair: She has fire red hair, that is left down outside of fights, and braided while entering the arena. It has a wave curl to it, with a few strands brushed sideways across her face, often pushed back behind her ears.

Eyes: Ashlynn's eyes are odd-colored. Her left eye is bright green, and her right eye is a pale, almost gray, blue. They are often shining with eagerness and general dedicated personality.

Distinctive Features:
Due to her very prominent Irish heritage, she has pale skin, covered with gentle freckles the only seem to bring attention to her easy way of moving and eyes. She has no obvious scars, or varying-anatomy characteristics. However, on her back, between her shoulder blades, she has a Celtic knot tattooed in hunter green.

Clothes / Armour:
Starting from the head down. Ashlynn has a thin, braided leather band around her head to push her hair out of her face when she does decide not to braid it. Over her shoulders and upper body, an engraved leather light armor is carefully fitted. Only covering her shoulders and a few inches above her waist, it leaves a fair amount of skin exposed. Around her neck, a infinity-style red scarf lays over the armor slightly, covering skin that would otherwise be exposed. Underneath the armor, there is a white, shimmery fabric that can be seen only in some parts, to keep the leather off her bare skin, such as at the bottom, to cover the inches exposed. The shoulder guards only fall over the curve of her shoulder, but she wears carved elbow plates, painted with thin lines of gold in Celtic knots. Her left elbow has a bandage, wrapped as a support for an old injury. She wears two gold rings on her right hand. The shimmering shirt exposes just the slightest of abs before tight, but flexible tights continue Ashlynn's clothes, a dark green color. A light leather belt hangs sideways, loosely across her hip, with a small pouch in the back, and a hilt containing a short dagger on her right side. Around her lower calves, she has bandages wrapping all around for support, to her lower heel and arch. Above these bandages, but only around her calf, she has leather, almost boot like/shin guard protectors. Otherwise, she goes barefoot.

Fighting Style:

Being an elemental user, Ashlynn's fighting style must be adapted to allow her to 'bend' her element, fire. With that said, she has spent many of her years trying different martial arts and fighting styles, and most commonly uses a combination of Shotokan Karate, Tae Kwon Do, and Northern Shaolin Kung Fu. With that said, most of her attacks are based on stamina to continue attacking, moving the opponents attack against them, using balance to get the upper hand, with very pointed, not general attacking movements. Paired with her fire, she tends to be a graceful flurry at times and a deadly firestorm at others. In a desperate situation, she will pull her dagger in an attempt to protect herself; not one for prolonged, extensive close combat.

Weapons:

Ashlynn's short dagger is a small blade with curved Celtic designs going up the center. Approximately 8 inches long, the double edges are extremely sharp, ready to slice open skin with even a gentle brush.


Ashlynn has the ability to, through a certain concentration and movement of a chakra-like energy, to create fire stemming from her bare skin. This is why her hands and feet are bare. She has worked many years to harness this ability into a working, fighting tool, learning to control it by mastering several types of martial arts. The fire is created using the oxygen in the air. As the fire moves away from her, she losses more and more control of it, and it takes more energy to control. She has a range of about 4 feet for 100% control, and after that point, losses approx. 40% control for each foot beyond that. While having one fire under control at a time is average, each additional "blast" or "wave" takes an extra, more extreme amount of energy. Said fire burns like normal fire, but within her control, does not react to winds as much as a normal flame would.

Note that fire usage energy is doubled when hindered by water

Abilities: (always a work in progress)
Fire Hand: One of her common bending movements, in which a punch or jab is accompanied by a blast of flame. She also creates a small flame around her hand while grabbing and countering an opponent, leaving burns dependent on how much contact there was.

Fire Kick: Another common bending movement, creating a wave of fire with a kicking motion. She also has a wave motion where she slides her foot to create a brief up-wards blast of fire in front of her.

Blue Fire: this technique allows Ashlynn to superheat her fire for one bending movement. While able to be summoned without taking a move, it does require one move without bending to regain enough energy so that she does not burn out. With that said, should she decide to bend immediately after, the energy drain from the next move would be at least tripled, and severely weakened.

Raging Dragon: Known as Ashlynn's ultimate technique, it surrounds her in fire, a large flaming mass, for two moves. During this time, she has increased speed and strength, as well as a higher, more viscous control of the flames. It takes 3 moves to charge, as she must consciously 'open' the chakra channels that safe-guard power flows to be able to use so much power at once. However, on the 3rd turn, Ashlynn is rendered nearly unconscious, with no ability to defend herself and almost sure internal damage, with a fatigue so strong it is similar to muscle paralysis.

Attributes:
+High level of physical stamina, likes to move constantly.
+Moderate speed level, not constantly fast, but more so small amounts of bursted movements.
+Resists burning and most heat damages.
+Very balanced and Agile.
+High skill in hand to hand combat.
-Not strong in wet situations.
-Cannot wear much armor due to the flexing movement she performs, so much of her is exposed to attacks.
-Cannot consistently keep up speed attacks.
-does not do well in long-distance combat, needs a 10ft range or smaller to really do well.
-her strength is not anything except your standard athletic female; movements instead depend on use of fire and countering opponent.

Biography:
Personality:
Ashlynn is a generally happy girl, but has a fighter's spirit. She is a easy, relaxed woman outside the arena, but in the arena, with her battle gear on, she is a bouncing ball of excited, focused energy. Her mannerisms tend to show her years training in martial arts, as she respects her opponents and enemies with every fiber of her being, and refrains from doing more harm than is needed. Stubborn to the end, with an refined intelligence, if one could find a topic to catch her ever wandering thoughts, they would find her to be full of stories and ideas that wouldn't be expected for a fighter. She is proud of where she is, and firm in her belief that she is who she is meant to be. Courage doesn't come in small quantities for Ashlynn, as her faith and trust in herself leads her to sometimes rash acts and movements. Her face is an open book, and it shows her dedication and focus, and sometimes the utter strain she puts into everything she does.

Background:
Ashlynn was six years old, enrolled with her older brother in a introductory martial arts class, when she could have sworn she had made fire. The little flashes of flame started occurring more and more around her, going mostly unnoticed until her brother was burned terribly during their aggressive play. It upset the young girl, now seven, so much that she ran away, to the one place she knew could turn to: her dojo. When she explained to the master her situation, he took pity on the young child, thinking it was just another joke. But he had heard myths, legends of some who were given a gift, a gift of an animal power, or the blessing of an element; and so he sparred with the young child with strange eyes, and before long, when he had her off balance and ready to knock her off her feet, his belt caught into flames. He hid the child from the police, and sent her away from Ireland, to Northern China, where the Shaolin warriors would be able to help her. And so they did. Ashlynn spent to her year 14 with the Shaolin monks and warriors in the mountains, practicing forms and working with them to slowly create a fighting machine of her practiced body and taught her the use of Chakra and to control the fire that raged all inside her. At 14, she left, returning to Ireland only long enough to see that her master had left for Scotland. Following his trail, she realized that she would need to find a way to make money, to provide for herself, which led the young girl into the world of Fight Clubs, where her 'Karate Kid' movements made a name for herself in the dark whispers of the streets. Across the country she went, sparring and fighting for chump change, opponents saying when they landed a hit on her it was like touching magma, until she found her old master. She spent the next 6 years working as an instructor with him, teaching Shotokan while getting her Second Degree Black Belt in Tae Kwon Do. At the urging of the old man and her bright, curious heart, Ashlynn left her master again, to find others like her, or to find her place in the world.


Victories: 1
Losses: 0

Detailed History
Won Vs. Jack Rose (lonewanderer): 1/1/13. 8 moves, judge's vote.