Name: Azar Ziba, answers to Azar. Ziba is a middle name. She knows she had a surname, but has no idea what it was, so doesn’t worry about it.
Gender: Female
Age: 17
Species: Human, Iranian
Hair: Black, short, very short (think Samantha Wright’s hair)
Eyes: Brown
Height: Not terribly tall, about 155cm.
Weight/Body Structure: She’s a waif, in more ways than one. She’s scrawny, very little muscle. She can run and lift things in general, but she’s mostly a weakling. She can’t even pull herself up onto a ledge without immense difficulty. She leaves heavy lifting to others.
Unusual Features: Goggles, wears them when capturing spirits or mixing them together. Also when she’s running around junk yards, makes her feel cooler. They’re mostly decorative, but have their uses.
She also has a nasty (she thinks it’s cool looking, but most disagree) scar on her left shoulder. It’s just a mass of scarred flesh in a more or less perfect circle. She was blasted by her first merged Life Spirit when she tried to force it to stay after it had grown strong enough to leave her. Not a mistake she would make again in a hurry. She was lucky the incident had taken place near a large meeting place of those in the magical community and aid was quick in coming. It took her three months before she could use her left arm again, due to lingering elemental energy messing with recovery. Other minor scars pockmark her body, just leftovers from scuffles and tumbles she doesn’t remember.
Gait/Posture: She’s kind of hyperactive, and likes to run, and resents having to move slowly. She runs by leaning forward and swinging her arms loosely as her whimsy strikes her. She leans on walls or tables whenever possible, hating to stand up straight. She slouches forward when sitting, arms on her knees.
Voice/Speech Patterns: (Any accents? Do they Mumble?) Her accent is a strange combination of Iranian and Chinese accents speaking English.
You are a: Salvage Elementalist (a term she is <i>very<i> proud of coming up with on her own, thank you very much)
Clothing of Choice: (What your character is wearing.) Headscarf, Black tank top, cargo pants, men’s hiking boots about two sizes too big, she stuffs her extra socks in the toes. She gets nearly everything from thrift stores, can’t afford anything more.
Your Inventory: (What items does your character carry into battle?) Carries a patched up messenger bag. One strap goes over her shoulder and she’s affixed another strap to hug the bag to her waist so it doesn’t go far when she runs or jumps. Inside are three big mason jars. They look empty to anyone without magical sight. To anyone with said sight, two of them still look empty. But the third has swirling energy with difficult to define color.
She wears her goggles, which are actually safety glasses she adopted after they’d been abandoned at a bus stop. She calls them goggles, because she’s seen Steampunk cosplayers traipsing through the city every now and then and thinks goggles are cool.
She also carries a kard knife. An Islamic knife given to her by her mother before she died, this weapon is peacebound with wire wrapped tightly from hilt to tip of the sheath. Inside she can hear broken pieces rattle. It’s the last thing her mother gave her, so she keeps it hidden and rarely brings it out.
Personality: (What type of person is your character?) Generally a happy go lucky person and rather friendly, Azar doesn’t tend to be very open. She’ll chat with you for a while, but likes to keep her feelings and opinions to herself.
Special Skills: (Does your character know kung-fu? Spells? Can they shoot mind bullets?) http://longshotlink.tumblr.com/post/96826355959/salvage-elementalist
You Really Like: (Interests, friends, etc.)
You Really Hate: (Phobias, personal issues, enemies, etc.)
Romantic Choices: No one is her type. Completely asexual and aromantic. Absolutely no interest.
How did you arrive?: (How has your character entered Rendell's Mansion)
Your Personal Record: (The history of your character before arriving at Rendell's Mansion)
Goals: She used to say to find her family, but she realized a long time ago that any family for her, she’ll have to make herself. ‘Literally’ has not been ruled out.
More than anything, she’d like to be able to explore, leave her home city and just see what’s out there. Maybe see her birth country, though the politics there sound terrible. Getting swept away to a creepy mansion is close, but she’d love nothing more than to earn enough money to escape.
Notes: Tech could be as loosely defined as a hoe or an axe
or even…a sword. Azar finds a shattered sword in its sheath. The pieces are
held in place only by the hilt being peace bound. She can feel the broken
elemental spirit within. Instead of deteriorating over time like most elemental
spirits, this one seems to have gained in potency. The reason for this is an
opposing elemental barrier created by the bonding. Azar has no idea what the
elements are. She’s never experienced them before in an elemental form and
cannot recognize them. This sword is a shamshir, an old Persian sword.
An elemental spirit, when put into a container with an
opposing elemental barrier, has only one reaction. Escape. Push back. This is
what has caused the spirit in the sword to gain in strength. It has been
pushing for a long time. Trying to escape ever since it was sealed within.
Sealed evil within a can. The element is Destruction and the opposing barrier
is one of Creation. Since Azar claimed the sword, the Creation element has
regained strength and is beating Destruction back, since the opposing element
now has a magical source of ‘food.’ Before it had barely been able to hold back
the destruction as it laid unclaimed. Since the girl picked it up, the sheath
and hilt have become more ostentatious and detailed. Artwork of its sealing has
appeared on the sheath along with complicated designs that deepen with the day.
Azar, through her traditional magic learning, was taught an
unlocking spell. An opening spell. Most casters simply find it useful if they
forgot their keys, used for locks on doors, cars, chests. But Azar found
another use, it’s been helpful ever since she found she could manipulate
elemental spirits into her mason jars and seal them in with opposing elements.
This spell allows her to open those sealed jars back up and manipulate the
elements within. She can feel the bonding on the sword, and while it would take
a lot of magic, she could certainly open it. She’s hesitant (and she won’t
realize that’s secondary charms on the bonding doing that) to open it, however,
she doesn’t want to waste something so powerful on something so temporary. So
she saves it. Until she gets desperate enough. Another thing she’ll never
notice is that with the Creation elemental barrier feeding off her, it also
influences her. Many of her recent spirit creations have been more artful, more
stylized, rather than groupings of clumped together elements.
Just another note, thanks to a mary sue quiz. It asked if
animals are unnaturally drawn to her, and I realized that thanks to the company
she tends to keep, of the elemental variety, animals are actually repulsed by
her and she rarely has contact with animals of any kind.
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