[hider=Terra Branford][center][h2]Terra Branford[/h2] [img]http://static.zerochan.net/Tina.Branford.full.14461.jpg[/img][/center] [b]Gender:[/b] Female [b]Age:[/b] 18 [b]Game:[/b] Final Fantasy VI [b]Equipment:[/b] [list][*]Mythril Knife - [i]Sturdy adventurer's knife forged from pure mythril.[/i] [*]Buckler - [i]A light and simple shield.[/i] [*]Leather Armor - [i]Armor made of hardened leather.[/i] (Though her clothing is unchanged)[/list] [b]Abilities:[/b] Terra is a natural magic user. Being half esper on her father's side grants Terra powerful fire and healing magic as well as a number of incredibly destructive spells. [hider=Magic] [b]Healing Spells:[/b] [list][*][i]Cura[/i] Terra is able to heal physical injuries of those she chooses by drawing from her own energy reserve. The larger the injury the more energy is required. A broken bone would be easy, shattered ribs and a pierced lung not so simple. It is possible for Terra to heal someone wrong leaving them with disfiguring marks or handicaps. Head wounds are beyond her skill. With enough energy Terra could revive the newly deceased however her body does not contain that kind of power and so it would require her to sacrifice the lives of others to perform this feat. [*][i]Poisona[/i] Terra can draw poison and other ailments out of someone's body and into her own. After doing this she needs time and concentration for her magic to destroy the problem otherwise she will sucomb to the effects just as any other would. [*][i]Dispel[/i] Removes arcane effects on living things such as curses.[/list] [b]Fire Spells:[/b] [list][*]Terra commands devastatingly powerful fire magic that can be classed into three different tires of power: [i]Fire, Fira, Firaga[/i]. These range from candle flames to fireballs to infernos. Terra has trouble controlling this class of magic and in moments when she is terribly distraught she may accidentally unleash it.[/list] [b]Misc Spells:[/b] [list][*][i]Drain[/i] Terra can siphon energy from other living things to fuel her magic or repair her body. She doesn't like doing this even against enemies and will only do so in most dire circumstances. [*][i]Break[/i] With continued concentration Terra can freeze one target in place almost as if they have been turned to stone. Maintaining this is difficult and takes most of her willpower. [*][i]Teleport[/i] Terra can perform short range teleportations of twenty feet, sometimes a little more depending on a situation. This particular skill is very taxing and Terra only uses it to escape an enemy or return to a nearby familiar place if she has become hopelessly lost.[/list] [b]Desperation Spells:[/b] [list][*][i]Riot Blade[/i] When critically wounded Terra is capable of summoning four crescent-shaped blades of energy that converge on her opponent. This is a desperate attempt to win and as such never misses its target. It can only attack one person. [*][i]Holy[/i] A vicious blast of light that blinds foes and damages anyone demonically aligned or with exposed skin. [*][i]Graviga[/i] With physical skin contact Terra can cause bones to shatter in a horribly painful manor. [*][i]Meltdown[/i] Terra's one and only fourth tier fire attack. With this ability she can summon a devastating inferno hot enough to melt through the hide of a dragon. It can range in forms from a towering pillar of flames to raging storm of fire the sweeps across plains. It is her most powerful ability and after a single use leaves her drained of energy to the point of unconsciousness.[/list][/hider] [list][*]Morph/Trance Because of her parentage Terra is capable for short periods of time of taking on the form of a full esper. In this form her magical abilities are doubled and she can hover in the air. There is a certain cooldown period for making use of this form which is increased the longer she maintains it.[/list] [b]Weaknesses and Limitations:[/b] Though Terra possesses the most powerful magical abilities ever seen in a mortal being they come at a cost. Terra controls impressive powers but they take a toll on her physically. Using her abilities constantly is exhausting. Healing Magic - Terra's specific brand of healing magic is that of equal exchange. It takes the exact amount of energy to heal a wound that the wound would normally take to heal on its own. She simply applies this all at once causing the wound to heal instantly. This version of healing magic is incredibly taxing on the user and if used too liberally could cause her heart to stop. Fire Magic - Terra's fire magic carries with it the risk of hypothermia, as paradoxical as that sounds. In order to create flames Terra uses some of her own body heat to spark a flame then uses magical energy to increase its proportions. The flames themselves cannot warm Terra so with overuse she could freeze to death. Teleportation - Terra's warping abilities are short range, no more than fifteen feet. Just enough to escape battle and take a certain amount of time to recharge before she can do it again. Morph - While in full esper form Terra does not experience any of her magical side effects at all. This carries with it a dangerous risk as the moment she returns to normal all side effects instantly converge on her body. This is the most dangerous expression of her magic as while she could survive the side effects stretched out over a battle having them all pile on at once could easily be fatal. As such she only uses Trance in dire situations. [b]Personality:[/b] Terra is Terra becomes assertive and determined to use her unique abilities to make the world a better place. She will in any situation attempt to do the right thing and in moments of chaos try to take command and direct the flow events for the better. Despite her good intentions and attitude Terra's parentage troubles her. As the only esper/human hybrid ever to exist she worries that because she is not fully human her own humanity is lessened. She worries that she cannot feel love and often observes or asks others about their emotions in an attempt to work out her own emotional difficulties. She has a strong affinity for children. [b]Backstory:[/b] Terra was born in the Esper World to an esper father, Maduin, and a human mother, Madeline. When she was two years old the Gestahlian Empire raided the land and abducted Maduin. Emperor Gestahl killed Terra's mother and kidnapped Terra. Gestahl took her back to the Empire and had her raised as a living weapon. Due to her innate magical ability, Terra was given the title of Magitek Elite. The Imperial general Kefka Palazzo took an interest in her and placed a slave crown on her, forcing her to obey his orders directly. Forced to obey by the slave crown Terra was assigned on a mission to Narshe accompanied by two Imperial troopers: Biggs and Wedge to retrieve the recently discovered frozen esper, Valigarmanda, from the Narshe Mines. The trio reached the esper, but it kills Biggs and Wedge, and resonated with Terra, knocking her unconscious. She was rescued by Arvis, a resident of Narshe, who removed the slave crown and nurses her back to health. Because of the diorientation of the slave crown's removal all Terra is able to recall is her first name. An agent of the Returners (a resistance group against the Empire), Locke Cole, rescues her from the watchmen of Narshe who wish her prosecuted for the collapse of their mines when she disturbed the esper. Locke then takes Terra to Figaro, where he promises to stay and help her until her memory returns. After a series of adventures Terra joins the Returners and attempts to help them stop the Empire from conquering the world with magic. However Kefka discovers the ancient gods of the world: The Warring Triad turned to stone. Before the Returners can stop him Kefka moves the Triad out of alignment with one another in an attempt to harness their full power. The power of the old gods rips the world apart leaving behind what was then reffered to by all as The World of Ruin. [b]Entry Point:[/b] Shortly after Kefka moved the Warring Triad out of alignment their powers started to rip the Floating Continent on which they reside to pieces. A friend of the Returners, Shadow distracted Kefka allowing Terra's party to run for the edge of the Floating Continent where with any luck their airship [i]Blackjack[/i] would catch them. Terra lost consciousness in the final moments waiting on the edge of the continent in the hopes that Shadow escaped Kefka alive.[/hider]