Me: "You know what? I can satisfy my urge to play a young female magician and STILL be totally weaksauce and no match for the other characters!" [Hider=Amelie, the “Lost Child”][b][u]Name:[/u][/b] Amelie Purnell, a.k.a. the “Lost Child”. [b][u]Entity:[/u][/b] Human, magician. [b][u]Age:[/u][/b] 15 [b][u]Genre:[/u][/b] … Um. At least not as bad as the Warhammer Fantasy Battles universe. XD [b][u]Allineation:[/u][/b] Clueless Dreamer Seeking Home in Nothingness [hider=Description]A girl of Caucasian descent, she stands fairly tall for her age at 172 cm. She has blonde hair that looks more beige than any other color, which is cut perhaps shorter that a barber would recommend for a girl and it seems to find any excuse to bend in all directions given the slightest length. Despite this, her face is very child-like, always wide-eyed in worry or amazement at something, fairly smooth and her young age is clearly shown in her expression. She looks very much like a child to any other magician. Her body is slim and long, though she likes dressing in cloaks to hide her true form. If she wants to look mage-y she wears a black little skirt with long black pantyhose to keep her legs black and hidden under, as well as a white shirt under the brown cloak. Otherwise, in public she wears typical covering sweaters and pants and such.[/hider][hider=Biography]Amelie Purnell was raised by a single father in a world where magicians exist, specifically in Britain. They’re not overly present due to having been largely shunned by society, but one can make requests of them from Magician’s Guilds to do work and they’re also known to do battle amongst themselves for magical research and findings. Amelie wasn’t overly concerned with that matter, resolving to living an average life as an average schoolgirl and getting somewhere. But, as a specific secret she was to keep to herself, she knew she was a magician, just like her late mother. Her father had told her so. Her mother, Josefine Purnell, was somewhat of a revolutionary who attempted and failed to break the strict rules placed on magicians of the world, her life taken in the process. Her father, Mark Purnell, pleaded her not to attempt the same life. Amelie was fine with this, magician life sounded so exceptionally dangerous. She wasn’t to attempt doing magic, for usage of magic could be sensed by other magicians. Yet, despite this affirmation, it only took a single temper tantrum at an unimportant betrayal from her friend at school when she accidentally used her untempered magical prowess to tear a couple of books out of a bookcase, and it all had been set in motion. Her raw, untapped ability had been announced to the world, and magicians were heading in to make use of her. Her father, also a magician apparently, instantly felt it and grabbed her to attempted fleeing with her, but was unsuccessful. Magicians feeling the sense of He attempted leading the other magicians away from her by leaving her and then shooting spells somewhere else to draw their attention, but he could not fool those attuned to magical signatures. Minerva, the “Mirror Witch”, stepped in alongside her assistant Judith (“Soul Surgeon”), defending her from more wicked magicians. After a day of being chased and seeing her father in such pain, Amelie lamented her weakness. Minerva was content with simply letting Amelie go to return to normal life, but now Amelie was inspired, and requested being trained in the magical arts. Making sure Amelie knew there would be no going back, Minerva accepted her new pupil. [/worldofmagicianscanon] Though, then a few months later during a battle with Penny the “Plot Portal” she was suddenly thrown into a different world without having fully completed her training, where she’s most likely going to die.[/hider][hider=Window Dressing]A bit of a coward, a bit of a hero, mostly still a young girl who knows she has a lot to learn. Her heart is still partly her heroic mother’s who stood up to fight injustices against magician-kind… yet the other part is her cautious father’s, who looks at situations reasonably and flees if she figures she can’t do anything. She fears for her life, knowing there are dangers way above her head out there, and would much prefer to stand behind someone stronger. Yet, if push comes to shove, [/hider][hider=Attributes]I have provided some template fillers here for you, but feel free to organize and arrange this section as you see fit and is convenient. [b][u]Skills:[/u][/b] Negligible. Reading fairly fast. Cooking minor meals. Her ability to do math in class is above average. Underperforming somewhat in physical education. … Yeah. Most notably, she has little experience to actual battle and her instincts are not on-point, even if her magical abilities have developed nicely. She might freak out in the face of danger. [b][u]Abilities:[/u][/b] [i]Redirect Orbs[/i]: In a surge of inspiration, Amelie focused her magical powers on the ability to redirect, for the only people she’d actually want to attack are those that are attacking her. Roughly a second after focusing her ability within roughly twelve meters, she can form an orb in mid-air of disfigured air. The upper limit on the size of this orb depends on how far from Amelie it is formed, with an upper limit of one meter radius within five meters of her and decreasing from there. She can yet only create one at a time, but she can maintain one indefinitely or recreate it as needed in a new position with a second to focus. Amelie can use the force proportional to the movement energy currently within the orb to turn the contents of the orb. This means if something is entirely within her orb she has control of all of its movement energy, while if only half the weight of something is within it she can only turn it half as well. This, for example, means that if a bullet is fired through her orb she can turn it and shoot it in any direction she desires, and the same holds true for most kinds of beams. However, she’d stand no chance against a falling building, because not enough of its weight can get inside the orb for her to turn it. But, if a physical attacker attacks with a weapon, getting the weapon inside the orb could be enough to turn it aside. What she can turn also includes lights, meaning she can use this to peek around corners, perhaps misdirect enemies thinking they’re running at something they’re not, that kind of things. [i]Lost House[/i]: In addition, she has numerous tags which have her wards on them which she carries. If she sets them up around an area, roughly one per 10 cubic meters, she can extend her effect around said area. This is her Lost House. When set up, she’ll have full control of the direction of all movement that takes place within the area, allowing her to completely flip the direction people are running and never let them escape. This is the magic that gave her the title of “Lost Child”, the title referring to her as the “Child Who Makes People Lost”. … She needs a matter of weeks to summon enough magical powers to set up these wards of hers on a new base of operations, however, and as such it will not benefit her on the quest before her unless it involves a lot of waiting around. As well, they can be dispelled by simply destroying the tags governing each 10 cubic meters. She can create the tags pretty much instantly, but the actual applying the effect on the surrounding area takes ages. [i]Weaknesses[/i]: In order for Amelie to redirect the movement of another, she has to be aware of the movement, usually by sight. She cannot redirect what she doesn’t know is there, which is her greatest weakness, even when she has set up her Lost House. In there she counter-acts this by trying to see everything by turning light inside her area to watch all that happens, but in the end she’s only human. She can be busy trying to force down one team-member while the other is moving about destroying her wards without her knowing, and she’d learn only when her magic suddenly stops working. She might also in general simply not be fast enough to react. A bullet or a falling anvil or so can be really fast. She may not be able to react fast enough to successfully manifest an orb and then redirect the attack if taken by surprise, as the orb takes a second to manifest. [i]Defensive Wards[/i]: Her body is defended by a couple of magical wards, though they’ve been greatly weakened by her battle with Penny before this. Magical attacks will sail straight through, while against physical attacks her whole body is defended by what amounts to a full-body kevlar vest, with the exception that it is going to shatter and leave her defenseless after one to three solid hits, depending on how heavy they were. She won’t be able to restore the wards without Minerva’s help after that. [i]Sensing Specific Magic[/i]: Like any magician, she has the ability to tell if magic is being performed within a few kilometers from her, which is a short range compared to the range of more powerful magicians. She could also read a specific magical signature to possibly determine who it is that is using magic or how strong the magic is… assuming it is the magic from her world, that is. It should be noted that there are wards to hide from this “sensing magic” sense, which most magicians have around their bases where they conduct actual magical research as to not be tracked down. But, as Amelie always had Minerva’s wards to rely on for that, she hasn’t learned how to do those yet. [i]More[/i]: If given months or years, she can theoretically invent new magic to suit her needs or develop on her current. [b][u]Knowledge:[/u][/b] She’s educated about how to develop her magical ability under two skilled teachers and has a certain encyclopedic knowledge about the different magicians that exist in her world after Minerva forced her to read up on what to expect from all known ones. She does not know Minerva’s big secret. Heh.[/hider][hider=Personal Effects] [b][u]A Hot Pink Frock:[/u][/b] A brown cloak hanging from around her shoulders down to her knees for when she wants to be mage-y. A little black skirt and a white shirt which she usually wears the cloak over, plus shoes and the black pantyhose for hiding her legs. Because she was in mage-outfit when she went into that portal. Otherwise, nothing special, unless she knew to prepare for something. Three “Lost House” tags. That’s all that survived her battle with Penny. Not that it matters, she can make new ones almost instantly. They look like pieces of paper with black unpronounceable symbols on them that stick to walls.[/hider] [edit]Additional note. Although Amelie's powers might be considered powerful in the right situation, she won't be able to use them fully due to her nature. That is, theoretically Amelie could take the bullet you fired through her orb and then redirect it into your head... but that doesn't mean Amelie can, so to say. Because of her nature and her inexperience. Much more likely it's just going to be turned slightly to hit the wall next to her and she's flinch nonetheless. So there. Now, without further ado.[/edit] [i]TL;DR[/i]: A young, aspiring magician who was sent through a portal at the end of her bio. Has magic that allows her to redirect moving things within the orbs that she creates within 12 meters of her. Plus some defensive wards that lets her defend against a heavy physical hit or three, and no more. Almost no battle experience or personal offensive capabilities. Slightly likely to panic in danger, yet naturally curious. Can be REALLY powerful if let to set up her Lost House over a period of weeks and then confronted inside it. Unlikely, though. Haha.[/hider] ... And that's that. It's possible her powers have the potential of being abused to be game-breaking. She likely can't abuse them like that. Hahaha. Feel free to judge me. I hope I didn't screw anything over. I'm going to go collapse and feel guilty because I couldn't see myself enjoying any of my other ideas as much. Hahahahahahahahahahaha...