General:
E-mail (OPTIONAL): vorpalmuse [at] gmail [dot] com
Alt Name: Tillik
A brief description of your character: A mounted mage byrdde who loves her stick her beak where it doesn't belong.
Why/How is your character in Skuldhellir: She's heard of the drakes attracted by the dread Blacktooth's scent and is interested in finding out more about them. She's already tamed one.
Magic (OPTIONAL):
---Max Preps (1-10): 6
---Schools:
- Light: 4 ("create" or absorb light in various forms and shapes)
Strengths:
---Natural:
- Fast: Due to her long legs, she's a quick runner.
- Unpredictable: Her enemies may be surprised by her actions at times. Like when she charges right at you.
- Great eyesight: Both day and low-light vision.
---Learned:
- Riding: Her skill at riding beasts of all kinds is masterful. She's especially good at riding cervines.
- Mounted combat: She's practiced hard to cast and aim spells accurately from her mount's back.
- Whip and dagger combat: Sometimes your enemies just get too close for comfort. Tillik is somewhat proficient with daggers and whips, though she wouldn't be able to hold her own for long in a real melee fight.
- Drake: Tillik has an unnamed yellow drake that she captured on the plains.
---Supernatural:
- Animal handling: Though Tillik's affinity for animals is partly natural, it definitely has some magical roots. She cannot "speak" to animals, as they have no comprehension of language, but she can telepathically suggest them to do things. Animals with smaller/less developed brains are easier to suggest. She can, to a small extent, suggest feral sentients. (roll 1d20-brain size. Smallest brains=0, largest brains=12. There's no autopass or autofail, but the lower the number is, the less likely it is to work.)
- Light resistance: Bright lights (including light magic) don't phase her much. She recovers quickly from them and doesn't have problems changing from light to dark rapidly.
- Quasi-elemental: Tillik's great grandmother or some such nonsense was a light elemental, explaining Tillik's light powers. When near a magic-rejuvenating source, she becomes more energized and focused. Magics of her elements have a slightly decreased effectiveness.
Weaknesses:
- Weak: Being a mage, she's rather squishy. Maybe a little stronger than you'd expect from a mage, since she does have to handle large animals... but weak nonetheless.
- Frail: She can only take a couple hits before she's downed.
- Tempermental: She can easily be stirred into a rage. When angry, her spells and animal suggestions work less often due to her distractedness.
- Shiny things: She loves them. A lot. In fact, she's even a little bit...
- Klepto: But only a little bit. If she sees something really REALLY shiny, she finds it very difficult to suppress the urge to yoink it. Of course, this has lead to...
- Debt: Not here, but in other towns. Her kleptomaniac habits have lead into some sticky situations.
- Unpredictable: She sometimes does random things and isn't sure why. Her approach to, for instance, handling animals can either be "approach it sweetly and calmly," "use suggestion right off the bat," or "WRASSLE!" She doesn't always pick the right one.
- Reckless: She's a risk-taker. Being a squishy mage, this usually doesn't go down well.
- Wing-arms: Her feathery arms are vestigial wings, sort of. They're very long-fingered and long, and she can be clumsy with them when it comes to precise work.
- Magic limitations: She must absorb sunlight for her light magic to work. Enough can be absorbed over the course of a day to keep her using most of her spells, but if she's stuck somewhere without light for a while or uses all of her reserves at night, she'll run out. If she uses her reserves while in the light, she'll be able to cast only cantrips until she recharges. The golden sheen on her feathers indicates how much energy she has stored. She can absorb light from candles and whatnot, and some of her spells allow her to do this dramatically (IE, create a zone of darkness) pulling but only the sun charges her best.
- Quasi-elemental: She's subjected to some of the hassles an elemental faces. Being near a magic-draining source will make her feel weaker, etc.
- Drake: The drake is a scrawny, nigh-uncontrollable spazz who likes shinies even more than Tilly does.
- Poor sense of smell.
- Low will save: A bit more susceptible to things like hypnosis and possession than most people.