[hider=Maggie Gamble] [b]Name:[/b] Maggie Gamble [b]Age:[/b] 27 [b]Gender:[/b] Female [b]Race:[/b] Human [b]Appearance:[/b] Maggie is short, 5 foot 2, petite, and weighs at most 110 pounds. She has tightly wound red curls that she typical wears in a tightly coiled bun at the nape of her neck. Stray curls are constantly escape so she constantly pins them back. The result is a head full of hair pins. When allowed to hang loose her hair hangs to just bellow her shoulder blades. She has at least three quills stinking out of the bun at all time. Her round sapphire blue eyes are hidden behind glasses with lenses made of grey colored glass and frames made of a gold colored metal. When traveling she wears dark brown traveling skirt that hits her mid calves and sturdy brown boots that come up to her knees. She also favors a black wool coat that come to her mid-thigh with a high collar that is double breasted. The six buttons match her glasses. It also has a hood. Underneath she wears elbow length fingerless gloves and a thin long-sleeved shirt. The shirt is light grey cotton while the gloves are black wool. Maggie is not classically pretty, has a lack of curves, and has a bad habit of scowling. [b]Favored Alignment Major and Minor Focuses:[/b] Maggie tends to be Good Neutral. She will follow laws and rules until she no longer thinks they are ethical of moral or they prevent her from helping others. Then she completely ignores them. She will also cheat at cards for no other reason than she thinks it’s fun to cheat and not get caught. [b]Favored Class Archetype Major and Minor Focuses:[/b] Divine Arcane. Maggie’s magic is innate, but without study she would be unable to control it. [b]Equipment:[/b] Maggie has a half used writing kit, q walking stick that she also uses to hit people with, a tent, a bed roll, a blanket, basic camping crockery, a set of utensils, a small but sharp dagger that she hides in her left boot, a set of trapping gear, a basic first aid kit, a water skin, a flint and striker, a small pouch of gold, silver, and cooper coins, a simple sewing kit, a change of socks, a few well read books on magical theory, a bad to carry all her stuff, and four decks of cards. Three of these decks are practically identical though they are in various states of use. Maggie keeps them wrapped in string. One of them has the backs marked, but only she knows how. These three decks are made of sturdy paper. The fourth deck in not keep in her bag. Rather it is kept in a box designed for it on her upper right arm. Whether she is wearing her coat or not this box it on outside. The Cards are made of thin metal and have nothing on the backs at all. While the other three decks of cards are traditionally colored the symbols of the metal deck are simply etched into cards. The metal deck is also slightly large than the other three. The three are for playing and gambling. The metal deck is for magic. [b]Signature Techniques:[/b] Maggie’s magic is based on the four elements and she channels it though her metal cards. Each suit is a different element and each card is a different spell. There is a level of unpredictably to Maggie’s magic that both exasperates and excites her. When she goes to cast her magic, she can only draw five cards, or one hand, at a time. As her magic shuffles her cards in a manner that is beyond her control each hand is completely random. Then she can either use each of those cards as a separate attack or combine them to create unpredictable results. There are rules to how she can combine cards. Below is a list of the 52 basic spells as well as what the elements can combine into. [hider=Cards] Spades-Air Ace – A low level air burst cast towards a target Two – A mid-level air burst cast towards a target Three – A high level air burst cast towards a target Four – A target is surrounded by a weak whirlwind that can easily be blown away Five – A target is surrounded by a vortex of wind that can be past though if one grits their teeth Six – A target is surrounded by a practical tornado that is near impossible to pass through Seven – A single whip of air that can make contact with a target three times before blowing away Eight – A pair of air whips that can make contact with a target three times each before blowing away Nine – A single whip of air that can make contact with a target six times before blowing away Ten – A pair of air whips that can make contact with a target six times each before blowing away Jack – Summons a lesser air elemental that tends to be nearly neurotic. Queen – Summons an air elemental that tends to be fatalistically fiendish King – Summons a greater air elemental that tends to be simply sadistic Hearts-Fire Ace – A low level fireball cast towards a target Two – A mid-level fireball cast towards a target Three – A high level fireball cast towards a target Four – A target is surrounded by a ring of fire that can easily be stepped over Five – A target is surrounded by a ring of fire about three feet high Six – A target is surrounded by a ring of fire about six feet tall Seven – A single blade of fire that can make contact with a target three times before extinguishing Eight – A pair of fire blades that can make contact with a target three times each before extinguishing Nine – A single blade of fire that can make contact with a target six times before extinguishing Ten – A pair of fire blades that can make contact with a target six times each before extinguishing Jack – Summons a lesser fire elemental that tends to be mainly mischievous Queen – Summons a fire elemental that tends to be determinedly direct King – Summons a greater fire elemental that tends to be explosively excitable Diamonds-Water Ace – A low level waterspout cast towards a target Two – A mid-level waterspout cast towards a target Three – A high level waterspout cast towards a target Four – A target is surrounded by a shallow puddle that can easily be walked over Five – A target is surrounded by a deeper puddle that requires wading to get across Six – A target is surrounded by a deep pool that requires swimming to get across Seven – A single shield of water that can take a hit three times before evaporating away Eight – A pair of water shields that can take a hit three times each before evaporating away Nine – A single shield of water that can take a hit six times before evaporating away Ten – A pair of water shields that can take a hit six times each before evaporating away Jack – Summons a lesser water elemental that tends to be favorable feisty Queen – Summons a water elemental that tends to be tolerably testy King – Summons a greater water elemental that tends to be bearably brutal Clubs-earth Ace – A small rock cast towards a target Two – A medium sized rock cast towards a target Three – A large rock cast towards a target Four – A target is surrounded by a chasm in the ground that can be easily hopped over Five – A target is surrounded by a chasm in the ground about three feet wide Six – A target is surrounded by a chasm in the ground about six feet wide Seven – A single gauntlet of earth that can make contact with a target three times before crumbling away Eight – A pair of earth gauntlets that can make contact with a target three times before crumbling way Nine – A single gauntlet of earth that can make contact with a target three times before crumbling away Ten – A pair of earth gauntlets that can make contact with a target six times before crumbling way Jack – Summons a lesser earth elemental that tends to be hopelessly horrid Queen – Summons an earth elemental that tends to be vaguely violent King – Summons a greater earth elemental that tends to be terribly tyrannical Air/Water – Ice Air/Fire – Lightning Air/Earth – Dust Water/Fire – Steam Water/Earth – Ooze Fire/Earth – Magma Air/Water/Fire – Lightning Storm Air/Water/Earth – Ice Storm Air/Fire/Earth – Ash Smog Water/Fire/Earth – Molten Runoff Air/Water/Fire/Earth – Magic [/hider] [b]History:[/b] Maggie was raised solely by a good father on account that her mother got sick and never got better when Maggie was five. Though he was never quite sure how to communicate with his lone child he did his best to show her his love for her and teach her to help others as best she could. He taught her to read and write as well as how to do sums. He also taught her how to play and cheat at cards. He was a good father and a decent man. He was not perfect, and he could only really be described as a traveling vagabond. He did not take money from those who could not afford to lose it, but gambling was how he earned a living and it was how he taught his Maggie to survive. It was why he took the name Gamble. One day his cheating caught up with him and Maggie had to run hard and fast to avoid the came fate. She was fourteen. When she finally stopped running, she was in a land she did not know, but the card games were mostly the same. She used the skills she had learned at her father’s knee, and she survived. Then when she was sixteen odd things started to happen around her. Water wouldn’t stick to her as she waded though rivers though it would soak and freeze the man who kept touching her when she did not want him to. Candles would ignite by themselves in her presences. In her anger rocks would fly at those she despised. Winds would collect her fallen things without her touching them. At sixteen and a half she was willing to try doing these things on purpose. At seventeen she lost control and the pure magic leveled the camp of bandits that had taken her to sell her. She was the only survivor. A mage who had been traveling nearby was intrigued by the display. He arrived just in time to see Maggie fall unconscious. He collected her and took her to his school for magic where she struggled to learn control. At 20, after much testing, it was discovered that not only Maggie’s based on the elemental planes it was also based on randomness and statistics. That meant what happened with the bandits would, sooner or later, happen again. In her despair Maggie hightailed it to the nearest bar, got fabulously drunk, and still managed to outplay everyone there at cards. It was there that she realized that her power was almost like cards. There were four elements like there were four suits. Cards were based both on random luck and statistical probability. Yet, Maggie had learned to control of that. It was one of her life’s greatest joys. Maybe she could find a way to combine it with her magic to make magic one of her life’s joys as well. It took a lot of study, several trips to the elemental planes, and a lot of trial and error. Finally, by the time she was 23 she had crafted her metal deck. By allowing for some randomness Maggie had enough control to only hurt and/or kill people when she wanted to. Finally, she could claim mastery of her magic and was released from the school. She took to traveling the land just because that was the way she grew up. Those six years trapped in one place had been practical hell for the gambler filled with wanderlust. For four years she has traveled where she would, learned what she should, and experienced life as best she could. She pays her way with cards and by selling small magical favors. She not particularly looking for adventures, but she can hardly say no when she stumbles into one. She also is a sucker for a sob story and does her best to help people when she can. [b]Random:[/b] Maggie will not swear, but she will use proxies. I.e. “Darn!” “Flippity! Flipflip!” and “Aw heck no!” She also has a fondness for sweets. She loves to smell things and her nose will wrinkle if she smells things she dislikes. [/hider]