[hider=Lugen][b]Name:[/b] Lugen Sult. [b]Alias/Nickname:[/b] Anvil [color=Chocolate]"Call me Anvil. Lugen reminds me of my old life. New life, new me right?"[/color] [b]Rank:[/b] Knight (Lugen has absolutely no desire to climb the ranks, despite how long he's been with the tower) [b]Appearance:[/b] [hider=In armor][img]https://s-media-cache-ak0.pinimg.com/736x/6d/27/d7/6d27d762e711738a543686d198b6dd92.jpg[/img][/hider] [hider=face][img]https://images5.alphacoders.com/297/297885.jpg[/img][/hider] He stands at 5 foot 10 inches. [b]Age:[/b] 80 [b]Race:[/b] Cambion [b]Personality:[/b] Crude, crass, and loud, Lugen doesn't have a filter. He curses, makes lewd remarks, and snickers at his own inappropriate humor. He always has a smirk or a grin on his face, as if he knows a joke you don't, even when his body is healing from horrific wounds. This doesn't change when it comes to missions, or anything that most people would expect him to be professional about. Lugen is cheerful to everyone, even those who aren't to him. No reason for him to be an asshole, even if they are. [b]Biography/history:[/b] Lugen's first memory is of pain. Just enough to be agonizing, but not make him incapable of moving. It's always been that way, and it always will be that way till the day he dies. When he was younger, his mother would soothe him whispering sweet nothings about how he was destined for greatness. As a Demon of Unvaris, she would know. He was destined for great things, things that would shake the corners of the world. Or so she kept telling him at least. It soothed him, and made the pain seem less, made it seem like it had a [i]point.[/i] His mother was all he had in those early years. His father had never been around. Lugen didn't know whether or not he had ran off or never been a willing participant to begin with. Regardless, he wasn't around and no one else was either. All he had was his mother. She took care of him, and they kept largely to themselves in a city Lugen doesn't even remember anymore. They kept like this till Lugen was 12 years old. Then his mother declared that they were heading to a new city, that she had business to take care of there. So they packed up and left the home, ending up in Veilhome. Once they had been set up in the city for a week, she told Lugen that she had some business to take care of and that she would be back before nightfall. On the 5th day Lugen went to look for her. On the seventh he was hopelessly lost, but still searching. He stopped counting after the twelfth, and stopped looking soonn after. He was only 12 and lost in a city that wasn't going to be kind to him. He managed to scrape by for four more years, when something that was both a blessing and a curse happened. He was grabbed by two strange men and dragged to what would become his home for the next 64 years. The Pit. It was an underground fighting arena, where two unfortunate souls were thrown in and told to fight to the death. The winner got to live to fight another day. The loser was thrown into a garbage heap and disposed of. Those who didn't want to fight were killed, either by their opponents or the ones who had dragged them into the arena. So Lugen fought. He didn't want to die, and that desire to live far outweighed his reluctance to kill other people. Lugen had three advantages over all the rest of his competitors. He could heal from his wounds,any pain they could inflict on him was practically nothing to the pain that he lived with his entire life, and if they pushed him to far he could go berserk and finish them. As Lugen fought, he began to pick up a few things. If you didn't react to pain, or reacted the opposite of how they expect you to, it unnerved enemies. So Lugen laughed. He chuckled. He sang. He did everything to show his opponents that they weren't hurting him. They weren't even coming close to hurting him. He became a legend in The Pit, a great draw of crowds. The screamed and howled, placing their bets and cheering as he killed yet another poor soul, chanting his name as he went back into his cell. That was his life for decades. Get up, kill someone, go back to the cell, stitch up those wounds he didn't want to have his healing factor waste energy on or that would take to long with the healing factor alone, repeat. It seemed like he was doomed to be down there forever, cursed by his mother's blood, till he finally fell to an opponent. Fortunately for him, whoever owned the Pit kidnapped the one person. What they thought had been another homeless beggar was really the drunken son of a local merchant lord, lost on one of his many binges. He didn't last long in The Pit. The merchant lord found out where his son had been taken, and killed, and then contacted the Tower. He wanted the Pit destroyed, and everyone who had something to do with it killed. The Tower was all to happy to oblige. They sent a squad to the location given, and they cleaned house. Fortunately for Lugen, they did it just as he ended his last fight. One moment he was walking back into his cell, the next he was looking around in confusion as gunfire and explosions rocked the thing that had been his home for several decades. It was being attacked by these 'Knights of the Tower' as he heard someone scream out. For a moment, he was paralyzed by surprise. Then he took his opportunity and scrambled out of the hell hole. He started running and didn't look back. Freedom at long last was his, and he wasn't going to go back into that life. It took Lugen exactly three days to figure out that if you do something for sixty plus years, it becomes the only thing you're good at. He wasn't good at anything other than taking hits and hitting people in return. He needed a mercenary group to work for, someone that would actually pay him to do what he'd been doing his entire life. A group that wasn't filled with complete bastards. He recalled the group that had destroyed the Pit and, after some asking around, found out where they were located. Within a day, he was heading towards Angel's landing. It didn't take much effort to get into the Tower. He simply informed them that he could take almost anything they threw at him and get back up from it, especially if they gave him training and equipment to increase that toughness. After a few demonstrations, he was allowed in. That was ten years ago, and since then Lugen has had absolutely no desire to climb the ranks. He knows what he's good at and what he isn't. He's good at punching things and keeping enemy off of his teammates, and not much else. He's not good at giving commands and being in charge. Leave that to some other poor bastard. [b]Reason for recruitment:[/b] He wanted to get paid for what he did best. [b]Strength of Will:[/b] Greater [b]Magic:[/b] Lugen's magic is fueled by his pain. The more pain Lugen feels, the more magic he can cast. The stronger the pain, the stronger the spells. Too strong of pain, however, results in him going into a berserk rage. Lugen is skilled in two types of magic, and has a spell or two in a couple others. [u]Abjuration[/u] [i]Shield Creation[/i]- Lugen can raise a magical shield wall at a max of 36 feet high, 30 feet long or create a small curved shield dome in front of him as small as six feet high and five feet across. [i]Shield Dome[/i]- Lugen can create a magical dome that is at it's highest 10 feet and 6 feet wide. [i]Body Shield[/i]- Lugen can cover his body in a shield of magical energy, increasing his already impressive durability. [i]Impenetrable Shield[/i]- Lugen surrounds someone in a shield of energy that is nigh invincible. The downside is that it immobilizes whoever he casts it on. Used primarily to protect injured or downed allies. [i]Healing factor[/i]- Lugen has a natural healing factor, allowing him to recover from serious injures fast enough to get back in the fight. What should take months takes minutes. This is done in the most agonizing fashion, of course. [i]Pain Transference[/i]- Lugen can take on the pain be it (emotional, physical, or psychological) another is feeling, freeing them of it for a time. [i]Wound Transference[/i]- Lugen is extremely reluctant to use this spell, as it necessitates that whoever he casts it on shares in the agony he feels every waking moment, but he can take on the wounds someone else has. It leaves them completely healed, and him with their previous wounds. [u]Conjuration[/u] [i]Spirits of Protection[/i]- Lugen summon up to three spirits that can cover his allies with energy shields. [i]Elementals[/i]- Lugen can summon a minor elemental of any of the elements. These elementals are of the humanoid variety, though of very low power and highly annoying to most people. They like Lugen because he puts up with them, and he often bribes them with things they like so that they'll help. He exclusively uses them for utilities such as scouting, lighting a fire on a wet day, illuminating a pitch black room, etc etc. [i]Spirit of Empowerment[/i]- Lugen can summon a spirit that converts his pain into energy and power for his allies. [i]Watchful Eyes[/i]- Lugen can create three [url=https://s-media-cache-ak0.pinimg.com/736x/69/3b/02/693b02bd028e3f14851f6d8d0caa7967.jpg]creatures (without any weapons)[/url]. They're primarily for companionship and screaming very loudly and terrifyingly if someone not pre-approved by Lugen or his group (Like a fellow knight or paladin, for example) approaches the campsite. They have a 360 degree 'sensing aura' thus making it almost impossible to sneak up on them without magical aid. [i]Spirit of Transferance[/i]- Lugen can summon a spirit that can transfer his physical attributes to an ally, at the cost of leaving him with that lessened trait. He can make an ally stronger, faster, tougher, better eyesight, etc etc, but leave himself weaker, slower, more easily damaged, or with worse eyesight. [i]Pain Constructs[/i]- When Lugen is driven berserk by pain, he can use all the agony he has to create weapons, extra limbs, armor, whatever he needs to destroy whomever happens to be his current target. [u]Illusion[/u] [i]Aggro Channeling[/i]- A passive spell Lugen activates whenever entering combat, all of Lugen's enemies find themselves with an insistent and strong desire to focus their attacks on him and no one else. [u]Force[/u] [i]Pain Rage[/i]- When Lugen reaches the extremely high limit of pain he can take (almost exclusively reached in severe combat situations where he has already been 'killed' several times), he goes into a berserk rage. In this rage, his speed, strength, and reflexes triple. His body simply can't keep up with this, however, his bones break and shatter, his muscles rip and tear, and his body generally breaks down at an alarming rate, even as he throws himself heedlessly at the enemy. His nanomachines and natural healing factor keep him from dying every time this happens, but not by much. He can only keep the rage up for two minutes at most, then he collapses and slowly recovers, barely able to walk. [b]God relations:[/b] Lugen, when he bothers to think about it, is confused on exactly who he should worship. On the one hand, his mother is a Demon of Unvaris. So his powers come directly from it. However, he hates his mother (which, he supposes, is another thing that connects him to Unvaris) and laughs a lot and enjoys life (mostly to spite the pain he deals with) which is a tenant of Seyardil. But since it's only to spite pain, is it really truly following it? He doesn't know, and prefers not to think about his connections to Gods. [b]Tech:[/b] In addition to his cybernetic arm and eye, Lugen has a few other interesting toys. [i]B.E.S.S[/i]- Lugen's gun, BESS (an abbreviation of Lugen's title for it; Big Explosive Shit Shooter), is a heavy ordinance weapon. It has two firing modes. A mode for firing armor piercing explosive .50 caliber rounds, fully automatic, for when Lugen needs to shoot things without blowing himself up. A mode for firing RPGs, for every other occasion. [i]P.A.M[/i]- Lugen's AI. The [i]Predictive Aiming Module[/i] is connected both to Lugen's robotic eye and his nanomachines. She (for Lugen insisted upon having a female orientated AI), controls and dictates where his nanomachines go and gives him predictions on where enemy attacks are going to land so he can adapt accordingly, enabling him to react faster in battle. She can also have the Nanomachines forcible freeze his body in place, should he start to turn on allies while in a berserk rage. [i]Nanomachines[/i]- Lugen's body is filled nanomachines that are intimately connected to his physiology. Their only purpose is to keep him in the fight longer and get him back on his feet faster. This, coupled with his natural healing factor, is what makes him so hard to put down. With his Nanomachines, Lugen can recover from wounds that would kill most other mortals. They can even reattach severed limbs, though regrowing a new one is beyond them (as evidenced by his robotic arm). All of their healing is done in the most agonizing fashion, of course. PAM can flood them to the surface of his skin, hardening and making it extremely difficult to pierce his skin or armor. This, unfortunately, stops all healing on his body while active, as the flesh simply refuses to be moved back into place. [i]Penance Armor[/i]- Lugen's Armor. It is of the highest quality, able to resist a huge variety of attacks, both magical and technological, with ease. It is sealed against outside threats (such as poisonous gas, radiation, EMP, etc etc) and is connected to Lugen's Nanomachines, allowing them to repair it when damage does get done to it. It is also connected to his nervous system, meaning Lugen feels pain whenever it gets hit or damaged. Doubling his physical attributes (speed, strength, reflexes, etc etc), it has 3 inch spiked knuckles that Lugen can use to their full vicious potential. On it's right wrist it has a harpoon that can shoot up to 300 yards. On it's left wrist it has a very similar set up, the only difference being instead of a spike on the end of the harpoon it has a claw that tightly grasps whatever it comes in contact with. [b]Possessions/items/property:[/b] Lugen owns an arena on the outskirts of Angel's Landing. The product of ten years worth of missions funds and hard work, he uses it as a legitimate version of The Pit. Volunteer fighters go in and get a portion of the proceeds from the betting. There are healers on standby, and one simple rule of no killing. It's become quite popular in the slums as a way to make quick cash (either by fighting or betting) and have a sporting even to watch your favorite fighters go toe to toe. Lugen diverts part of the proceeds to Kirane's animal clinic, a place he visits often. Aside from that, Lugen lives at the tower and keeps most of his items on him. [i][u]Skills:[/u][/i] [b]Tank[/b]: Lugen's entire combat strategy and skills revolve around getting the enemy's attention, and then shrugging off or getting back up from any and all attacks thrown at him. He can take almost any damage and get back up, laughing. [b]Nanomachines, son[/b]: Lugen, when necessary, can control and direct the nanomachines in his body, even if they leave his body, albeit far less effectively than his AI. [b]Defensive Mage[/b]: Lugen is skilled at defending both himself and his allies, keeping himself and them alive in the face of horrendous damage. [b]Brawler[/b]: Lugen has been in hundreds of fist fights, but calling him skilled would be a stretch. He simply keeps going until either his enemy or he can't keep going. [b]Battlefield Medic[/b]: After decades of patching himself up, Lugen is skilled at fixing injures that occur over the course of a battle. Just don't expect him to do any surgery beyond 'dig the bullet or blade tip out', 'reset the bone', and 'amputate the limb'. [b]Misc:[/b] Lugen is followed by a bowling ball sized animal he has named '[url=https://s-media-cache-ak0.pinimg.com/236x/47/18/55/4718555e411287a8e20af603f348ccd6.jpg]Scruffy[/url]'. Scruffy started following him a couple years ago, despite Lugen's best attempts to shoo him away or at least keep him locked at home with the other animals, and has been his stalwart travelling companion ever since. Lugen suspects he has magical abilities, as Scruffy is never seen by any enemies or hurt by any combat or dangerous situation he's in, always reappearing when they've stopped for the night and imperiously taking place in Lugen's lap. [u]Limitations[/u] [b]The Best offense is a good defense[/b]- Lugen is incredibly tough to put down and keep down. His healing factor, coupled with his nanomachines, make him get up in seconds from things that should have killed him. That being said, he's severely lacking in offensive capabilities. He can shoot BESS and punch things, but unless he purposefully damages himself as much as possible (thus activating his berserk rage), he's not going to be taking out stronger opponents. He's good at taking hits, not dishing them out. [b]Fueled by Pain[/b]- Lugen's magic comes from his pain. If you get the sufficiently large amount of chemicals or magic into him to numb him completely you take away his magic entirely. Even if you don't get the right amount, you still weaken his magic considerably if you lessen his capacity to feel pain. [/hider] [hider=Miriam][b]Name:[/b] Miriam Lanthan [b]Alias/Nickname:[/b] Domina, Miri, Firefly. [color=crimson]"True power is the only way to protect yourself and what you care about. And I will seize it by any means necessary."[/color] [b]Appearance:[/b] [url=http://img04.deviantart.net/91bf/i/2015/137/1/7/fire_summoner_by_mattcowdery-d8tqvbx.jpg]This is her and her armor.[/url] She stands at 7ft 3in with red eyes. Her hair is normally kept in a bun when she's on mission. Her skin is only a shade darker than white, the light grey tone often getting her confused for merely a very tall human. Her elemental mark of fire is at the base of her throat. [b]Age:[/b] 100 [b]Race:[/b] Shaitan Djinni [b]Rank:[/b] Knight Captain [b]Personality:[/b] Depending on how nice of a person you talk to, descriptions of Miriam range from 'Proud and confident' too 'Arrogant bitch.' Radiating confidence and proud in her ways, Miriam's steely disposition and unshakably calm demeanor often causes her fellow Knights and subordinates to rankle. She doesn't care if you respect her or her faith, but you [i]will[/i] respect her rank and her ability. Her demeanor doesn't change while on mission, keeping her focus going until the end. It has been noted several times that she goes to great lengths to protect and help those in her squad, one noted instance throwing herself in front of a man who had, earlier in the mission, declared that 'she was a stygian whore who he'd rather see dead than as his commanding officer' When asked why she would risk herself for such a man, her reply was simply 'It is a commander's duty to do her best to ensure all under her command get back alive and healthy.' Outside of what she deems as the duty of command, she rarely if ever socializes with others. Some deem this as yet more evidence that she finds herself better than the rest of them, while others think she's merely protecting those who might be her friends from negative repercussions that follow her. Miriam herself hasn't said anything about it. Miriam is a creature of ritual. During certain events and at the beginning and end of the day she prays to Overack. At the end of the day (be it when they finally camp or when she finally goes to bed at night) she brushes her hair and hums her mother's song softly to herself. Before battle she'll recite one of her father's poems to herself. So on so forth. [b]Biography/history:[/b] Miriam was born in Westhaven to a Shaitan Djinni and a human mother. Her father made magical artifacts, selling them to the highest bidder, while her mother taught defense and combat classes to anyone who was willing to learn. They made no secret of her mother's worship of Overack, and their help and volunteering with the community overshadowed the negative connotations associated with that. For sixteen years she lived a happy life with her family, learning her father's craft and her mother's skills. Her father crafted rings that had fire glowing in them, earrings that shone with inner light, necklaces that had water flowing through them, so on so forth. On her 10th birthday he made a hairbrush for her, glowing and swirling with inner fire. Her mother would brush through her hair with it, humming a soft soothing song. Her mother gave her her first dagger when she was 12, beginning to teach her the ways of combat. When she was 16 her father gave her the sword she carries to this day. That lasted until the Stygian Blades launched an attack on Westhaven when she was 16 years old, leaving nearly a hundred civilians dead and dozens of military personnel. People were angry, confused, and scared. They needed to lash out, strike back at their enemies. Miriam's family offered the perfect opportunity for that. The mob that stormed their house numbered in the hundreds, demanding that they offer themselves for justice. Miriam was terrified, on the verge of paralyzing fear, when her mother knelt in front of her and smiled reassuringly. She put a ring into her hand and closed her fingers around it. "Overack protects the strong. You must be strong Firefly." Tears streaming down her face, Miriam nodded, and watched as her mother walked out to faced the angry mob. For the first time since she had known her mother, Miriam saw her use her power as a Cleric of Overack. "Stop." Her voice boomed across the crowd, silencing them all and freezing them in place. Her power seemed to radiate through the city. Miriam and her father nearly stopped themselves. Her mother surveyed the angry crowd, cold power seeming to practically ooze off of her. She opened her mouth to command them once more, perhaps to go home quietly, when the bullet caught her in the head. Miriam screamed as her mother fell to the floor, dead, and the mob charged the house. A wall of flames blocked entrance as her father sealed the entrance to their homes. He turned and gave her a pained smile, putting her dagger and hairbrush into her hands. "Run Miriam. Run long and run fast. I love you my dancing Firefly." Miriam ran as her father turned to face the crowd, flames erupting off of him as he burned the crowd by the dozens. By the time he fell, the charred corpses packed the street and fires raged through their neighborhood. She didn't know how long she ran, or how far but she eventually stopped, out of breath and terrified, pressing her back against the wall. It was then that she first prayed to Overack, whispering to him for power and guidance. She would never be weak again, not while he was by he side, not if he gave her a chance. Overack answered her prayers, having the Stygian Blades find her and imbuing her ring with power. She was taken to the Westhaven Cell and inducted into the Blades. From that point on she trained. She devoted her entire being, her entire will, to gaining power, to never being weak enough that she couldn't save her loved ones again. She moved from city to city, helping the Blades as well as she could. As her powers and skills increased, she rose through the ranks quickly, earning a commanding position. She operated exclusively against military in Galendar, detesting the terrorist actions that the Blades would take. She started making plans to seize control of the Blades, gathering like minded individuals. It was around this time that she started weakening the Blades from within. Missions would go disastrously wrong, resulting in the death of Blades. High ranking members would be assassinated, seemingly in accident or on mission. But the rate was at a far faster than they were capable of. Miriam suspected another group was operating within the Blades. They couldn't find any evidence, but none of their members died, so she left it be. After a few years she was approached by Adela Laska. Laska had another faction, perhaps the very faction that had been operating years earlier, and would help Miriam. All she requested in return was that they split control of Stygian Blades together. Miriam agreed, and they began working together towards the goal of reforming the Blades into a better organization. It worked for a while, until Adela was executed by her own squad. The attack was sudden and swift, far to swift and sure to have been anything other than betrayal. She was expecting it to happen at any moment, and planned for it. If they were willing to kill Adela, they would be more than willing to kill It was on a mission through Angel's Fall through the slums when they tried to kill her. Most of her squad attempted to empty their clips into her, while the few left loyal attempted to defend her. Miriam managed to escape as her loyal men died, hiding in the slums of Angel's Fall. While the Blades began looking for her to eliminate her, she seized control of several of the local street gangs. Either through force of arm or her magic, she amassed a small army to counter her former allies. When they came to root her out, she was ready. The Blades moved in, only to find Miriam and her gangs dug in. What should have been a simple assassination was turned into a drawn out bloodbath. The slum was turned into a warzone. The city guards attempted to restore order, only to find themselves beat back by either the gangs or the Blades. Eventually the Tower Knights were called in to restore order, lead by no other than Christian Highfell himself. The Knights, with help of Miriam's gang, eliminated the Blades. By the end of it, Miriam was left with no followers and brought before Christian himself. She requested to be let into the Tower, explaining what had happened to her. When asked why they should let her, her reply was simple. [color=crimson]"If I could hold off the Blades with just a small host of street thugs, imagine what I could do with trained Knights of the Tower."[/color] Allowed to join the Tower, she rapidly climbed the ranks to her position, even when Highfell disappeared. The new Mistress of Stars, it was whispered, used Miriam to solidify her control and helped her rise through the ranks. These were only rumors, however, with no proof to back them up. [b]Reason for recruitment:[/b] Power. [b]Strength of Will:[/b] Greater [b]Magic:[/b] [u]Illusion[/u] [i]Bend the Knee[/i]- Miriam forces her will upon another, weaker individual, making them obey her. She strictly avoids doing this on her fellow knights and other allies as, strangely enough, people tend to avoid you and refuse to work under you if you're given to forcing them to obey. [i]Demoralize[/i]- Miriam's presence begins to frighten the enemy, making them less and less willing to keep fighting. [i]Rally[/i]- Miriam marshal's her allies, restoring energy, banishing any temporary negative effects (curses, illusions, fear spells, etc) in a 10 foot radius. [u]Conjuration[/u] [i]Banner[/i]- Miriam conjures and plants a banner in the ground, claiming 30 feet as her's and her allies'. In it, she and her allies are 2x faster and stronger, while her enemies are slowed and weakened. [i]Avatar[/i]- Miriam conjures a projection of herself, allowing her to, if necessary, survey the battle from afar while still aiding her allies. [u]Necromancy[/u] [i]Raise the Fallen[/i]- Miriam can heal the wounds of foes who have recently fallen in battle, just before their souls pass on, binding them to her will and making them fight for her. [u]Divination[/u] [i]Bird's Eye View[/i]- Miriam can scan the surrounding area from a bird's eye view, gaining a lay of the land. [u]Force[/u] [i]Elemental traits[/i]- Miriam can take on the traits of various elements. Earth to make her skin hard as stone and increase her strength, at the cost of slowing her down. Air to increase her speed and agility, at the cost of making her far lighter. Water to increase her flexibility and reflexes. [i]Fire elementalist[/i]- With her Fire Mark, Miriam can generate and manipulate fire. [i]Ring of Dominion[/i]- The ring her mother gave her, black steel with the symbol of Overack in the center, this is the source of her powers except for her fire magic. [b]God relations:[/b] Miriam is deeply devoted to Overack and his ideals, worshiping him regularly and proudly wearing symbols of her faith, despite all the negative reactions it gains her. [b]Tech:[/b] [i]Blade Armor[/i]- Armor made for her when she was in the Stygian Blades, this armor doubles her speed and strength, augments her her fire magic (through the gem in her chest), and has shield flowing over it that protects her unarmored head and hands. It can take a decent amount of damage, but not enough to survive a protracted fight. [i]Flame Sword[/i]- A magical blade that channels Miriam's fire magic through the precious gem on it, and can cut through most metals. It is one of her most prized positions. [b]Possessions/items/property:[/b] [i]Small house[/i]- A small one bedroom house, just off the edge of Tower properties. It is layered in magical alarms and protections, in case the blades come after her again. [i]Hair Brush[/i]- Her hair brush that her father made her, glowing with trapped fire. She takes it with her wherever she goes. It is layered in magical protections as well, to prevent it from being broken. [b]Skills:[/b] [i]Combatant[/i]- Miriam is a skilled combatant, especially swordplay, knowing people respect physical power before they respect anything else. [i]Intelligent[/i]- Miriam is very intelligent, able to remember most of what she sees and hears and make plans on the fly. [i]Athletic[/i]- Especially in combination with her elemental abilities, Miriam is an extremely athletic individual, be it at straight running or a perilous chase through a crowded city. [i]Commander[/i]- Miriam is skilled at commanding squads and dealing with everything that comes along with it. [i]Disciplined[/i]- Miriam has nearly complete control over herself, with almost nothing shaking her calm demeanor. [b]Misc:[/b] Miriam is skilled at painting, the patience required appealing to her. [/hider]