Name: Amelie Hart
Description: A taller young woman, around 5’9”. She has blonde hair that goes a bit past her shoulders. While her natural eye color is blue, whenever she’s using her powers they become purple. Like, bright purple. She has an athletic build. Outside of her armor, she usually wears brightly colored and comfortable clothes, usually green or purple. She is 23 years old.
In terms of personality, Amelie is that one really energetic person, enthusiastic and optimistic friend that everyone’s had at least once, despite the grim state of the world. She’s fully aware of how bad things are at the moment, despite her sometimes acting younger than she is. She just thinks that if she’s not depressed about things, maybe some others won’t be either. Because of this, she doesn’t often show how she’s actually feeling, at least when that’s a negative emotion.
Her magic form has her in a… somewhat oversized suit of armor that resembles steel plate, except tougher and not so hard to move in. If she were to remove her helmet one would see that her eyes have become purple, and she seems to… glow, slightly.
Backstory: Amelie’s life has been pretty average, as far as average goes. Her dad was German, and her mother French, although they never married. For her youth she jumped between Berlin and Paris, her father and her mother, spending a season at each home. She never let the few friends, or the constant movement, bother her. Or at least, not show how it bothered her. When she became 18, she decided to stay in Paris for her education. At her eighteenth birthday party, her father gave her a package. A family heirloom, an amulet passed from father-to-son down the family line. Lacking a son, he gave it to her. She’s worn it ever since.
Amelie was a student at the University of Paris until recently, although she hadn’t yet chosen a major; she’s not the greatest student, but not for lack of trying. She’d been in the university when everything went to hell. Or perhaps one could say, void. The first hour or so was confusion. Communications died, the computers were going crazy. By the second the metaphorical excrement had hit the fan. Amelie doesn’t know exactly what happened to the University building she was in. Maybe it was attacked. Either way, something hit her head and when she woke up she was in rubble. She looked for a long time, it felt, but she couldn’t find exit. She found bodies though. And blood. Not everyone was as lucky as her.
Just as she began to give up hope, the amulet she always wore- the heirloom- felt… warm. Really, really warm. She touched it, and the next she knew she was wearing armor and felt much, much stronger than she normally was. She managed to push her way out of the rubble and into the ruined city. She went to her mother’s home, but found nobody. Maybe she was dead. Maybe she wasn’t. She didn’t know how to find her, let alone her father. A distorted broadcast mentioned Camp Cinder, and with nowhere else to go she made that her destination. As she navigated the city, she managed to find a few other survivors, and they left as a group. By some miracle, they escaped the city and managed to cross the countryside. Eventually, they made it to camp. Let’s see where Amelie’s story goes from there, shall we?
She does not know why her family has had such an artifact, nor why it has not activated in recent memory; had the threats faced by Team Northsdale not been a great enough danger?
Stats:
HP - 46
Mana - 12
STR - 8
DEX - 5
AGIL - 4
INT - 6
WILL - 7
Abilities:
Shield Wall: Amelie summons an energy shield in front of her that blocks damage to her and allies nearby (~35 feet). The shield has HP equal to (LVLd4 + Will), and has a cooldown of one turn when it goes down. Allies can attack through it, but Amelie cannot attack while it is active. Nobody will die if she can help it. (Active, Level 2)
Come at Me!: Amelie shouts a challenge at an enemy. Magically augmented as it is, it works: the enemy has to attack Amelie for 2 turns. If the enemy has single target abilities it must use them. Amelie is well aware she can take hits better than some of her allies, and uses this to the team’s advantage. (Active, Level 1)
Heavy Swing: Amelie’s magic boosts the swing (or slash, or what have you) of her weapon, multiplying the stat used by the weapon by 1.5x for the attack. A simple thing, but reliable. Not many things are in today’s world. (Active, Level 1)
Personal Reserves: In addition to the mana contained in the amulet, Amelie has an amount of mana herself that was previously untapped. When her HP drops below 50%, she regains 25% of her SP, limited by her SP cap. (Passive, Level 1)
Energy Redirection: The Shield Wall takes energy from the attacks it absorbs, and gives it to the original target. After the shield falls from damage, the next attack by the person who had been targeted by the attack that felled it is damage boosted by 25% of the damage taken by the shield. (Passive, Level 1)
Armored Up: The transformation that allows Amelie to use her abilities also gives her armor so she can last long enough to use them. She starts with armor. (Damage resistance TBD by GM) (Free Passive, Level 1)
Inventory:
Amulet of Protection: An heirloom of Amelie’s family, on her father’s side. While it’s been dormant for centuries, the danger the world is now in has reawoken it’s power. While it’ll take time to shake off the metaphorical rust, it still allows Amelie the use of her power. Amelie never, ever, takes this off. She needs this item to transform and thus access her abilities.
Fireaxe: A simple axe that one might find in a fire department. Perhaps there had been firemen trying to find survivors in the rubble, and they got… in any case, Amelie found this after leaving the rubble. It’s simple, but it works for now. GM needs to determine damage.
Amelie’s handbag contains many things one would expect a college student to have. Money, family photo, a few snacks, smartphone, etc.. Apart from that, she has the clothes on her back.