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13:25, 27th April 2024 (GMT+0)

Emerald

Name: Emerald Haynsworth
Age: 30
Archetype: Archaic
Symbol Attribute: Chaos



Description:
A red fox. Typical of her race, she has a white muzzle, black fur at the tips of her ears, black fur on her hands and on her feet. Unlike a real fox, though, Emerald stands on her hind legs, has a humanoid look to her body. Her hair (which is also red like her fur) goes shoulder-length and curls slightly. On the front, her hair fluffs over into bangs. Her emerald-green eyes suggest a bright soul in that body. Emerald usually wears a set of green arcane looking clothes (More covered in Equipment).

Height: 3' 2"
Weight: 32 Lbs.
Hair Color: Red
Eye Color: Emerald
Fur Color: Red, White and Black. Fox fur pattern.
Quote: "It's not the years in your life, it's the life in your years."


Personality:
Emerald has a bright and cheerful personality, but a level head. When things get serious, Emerald likes to use cunning and smarts to survive or win. She is quite friendly and adapts to the people around her quite well without being simply a "yes" girl. With a background that involved betrayal, desperation, great loss and being on the wrong side of the law, Emerald has a kinship with shadier characters. She understands the darker side of people just as much as the brighter side. That said, Emerald plans to do what she can to spread the message that love is, in fact, real and only those who don't want it at all will never have it.

Emerald has great pride in her skill as a thief and when it comes to the streets, she can stand her ground and talk big with the best of them. But on the other hand, where everything else in concerned, Emerald is oddly humble and seems to think little of herself, believing herself too corrupt or too weak to be compared to "greater heroes". Therefor, Emerald is never afraid to ask for help except when it comes to her thievery.

Finally, Emerald is feeling the fact that she isn't getting younger. 30 years old and still single makes Emerald feel antsy about finding romance and soon. This causes her to sometimes get a little flirty if she thinks a guy might like her. But it's made much worse when she gets drunk. Emerald is slow to trust people, but quick to act like she trusts them.


Powers:

1.) Treasure Hunter (Order) - Emerald has a nose for finding what she wants, be it an ancient relic, magic item, or even hidden treasure. She doesn't realize this is actually a power, so she tends to take it for granted. So while she'll get "hunches" that she follows, she does her research anyway to be sure.

2.) Conduit (Thunder) - Emerald was born with a stronger inclination towards the forces of magic and thus seems to be a perfect conductor for them. While Emerald might be able to learn magic spells eventually, this isn't how she usually uses it since she collects magic items. However, whether Emerald is unconscious or not, she can be used as a conductor of magic just like a magic wand. If used this way, Emerald proves to be more powerful than most magic conduits.

3.) Fox (Nature) - Emerald has all the pluses that come with being a fox. Superior hearing, reflexes and speed. Though the speed really just makes her as fast as an average fit female human, it is incredibly fast for her size. Also, she is agile, allowing her to make turns and zigzags faster than average.


Skills:

1.) Book Writing - Emerald knows a lost art that allows her to write books called "Link Books" that quite literally have links to new worlds inside of them. This takes time, so it's not like she can suddenly write a book or even have one written within the day. It can take as long as a couple weeks and as short as a few hours, depending on what she is writing. For example, if she is simply making a copy of a linkbook she's already made before, that is incredibly easy. But making a new book is not. She also knows how to make books that link to any one world she has visited before. This process is also easier than making a link to a world of her own imagination. Emerald owns several linkbooks already (Please see Equipment for more).

2.) Thief - Emerald's days as a thief have not ended and thievery will always be a part of her. As such, she has acquired very impressive thievery skills. Emerald can steal the watch off your wrist (unless perception is listed specifically in your character sheet as a power or skill) and is capable of high-end infiltration due to experience as a cat burgler. This means Emerald is quite stealthy. Emerald knows certain people from thieves guilds and is renowned among them as one of the upper-end thieves.

3.) Entertainer - Emerald is a great singer and performer! She writes her own music, but likes singing hers AND other people's music all the time. She also can't help but go into a dance when she does. Thankfully, she knows how to dance decent too.

4.) Casino Familiarity - Emerald knows all about Casinos and all the games in them. She is decent (But not great) at Poker and other such gambling games. This is handy for socializing with the kind of people who are into casino activities and gambling.

5.) Acupuncture - Emerald knows how to numb spots and cause pain in a few spots by hitting key points. She is not a martial artist, but if she is able to poke or hit the right spot, she could cause a lot of pain in a fight. While this could be useful for interrogation purposes, she rarely gets pleasure out of that. This requires for pinpoint accuracy, so her recipient needs to be still. If someone is trying to dodge her, chances are she can't pull off any of the desired effects.

6.) Winter Survival - Emerald knows how to survive extreme cold conditions. Where a normal person would not know what to do in a wintery area, Emerald would at least know what steps to take. While she doesn't know how to build an igloo, Emerald at least knows how to do the rest such as fish, forage, find the right place to stay temporarily and most importantly how to keep as warm as possible.

7.) Good Liar - Emerald can fool the average person and even a somewhat perceptive person most times. Her acting skills go along with being a thief and having to give convincing lies sometimes when caught, but Emerald is no master at this. Good enough to get along, though and keep most in the dark as to her intentions and such.

8.) Keeper of Secrets - Emerald knows a great deal of secrets concerning the Universe. Physics, Magic, Technology, why these things exist, which gods are real, which ones are not, how circumstances work (Such as Murphy's Law). Emerald even knows the secrets of *gets silenced*


Weaknesses:

1.) Thief's Pride (Chaos) - Due to her pride as a thief, Emerald does not use magic when stealing (that includes an infiltration style mission) as that would be "cheating" and thus she would lose her touch. The only exception is if something more than herself is at stake, such as the lives of a village or something, but even then she is hesitant to turn down a challenge.

2.) Casino Phobia (Chaos) - Thanks to her childhood trauma (See History) combined with years of skulking over it, Emerald has a fear of casinos. She can only last 10 minutes in a casino before her "Good Liar" skill is nullified. At 15 minutes, she becomes nauseous. At 20 minutes, she gets vertigo and extreme paranoia and will head for the nearest escape as soon as possible. At 25 minutes, she breaks down crying and curled up in the fetal position, unable to take any actions until she is far away from the place for a period of 30 minutes.

3.) Instrument of Chaos (Chaos) - Emerald has a somewhat small will when it comes to the whims of chaos. Should Emerald be influenced by chaotic magics or technologies or anything at all that guides her towards chaos, Emerald is more susceptible to it's control. This also means that if someone decides to use her as a conductor of chaotic powers, Emerald can not resist it and sometimes will just give in willingly.


Equipment:

1.) Goggles (Magitech) - A pair of green goggles with blue lenses rest on the top of Emerald's head. They have a number of functions. They are capable of seeing spirits that are otherwise invisible, seeing the magic properties of an item like what a magic item can do or what elemental alignment it has, can serve as binoculars and have a number of vision settings such as infrared vision and night vision. Should the binoculars be exposed to a means of nullifying magic, only the technological parts work. Likewise, if they are exposed to some means of nullifying technology, only the magic parts work. If both happen at once, they are just good for eye protection. Finally, they are waterproof, making them usable under water. For purposes of RP, the magic and technological functions are discussed below:

    Magic Options - Spirit Sight, Magic Sight, Item Identification
    Tech Options - Far Sight, Infrared Vision, Night Vision
    Mundane Options - Underwater Goggles, Ultraviolet Protection, Auto-tint Sun Protection

2.) Atmospheric Clothing (Magic) - This ornate green tunic with matching pants have been infused with magic. The power of this clothing allows Emerald to survive in any environment such as cold, hot, or even a vacuum for a short period of time. As a side benefit, this protects Emerald from attacks that involve hot or cold effects (Such as a flame thrower or someone throwing a bucket of liquid nitrogen on Emerald). There is a limit, of course. The clothes can protect Emerald for 5 minutes in a volcano or in absolute zero temperatures. After that, the magic begins weakening and Emerald starts feeling the effects of her environment. However, in temperatures from 30 below 0 to 100 degrees, the magic of this enchantment does not weaken. When the magic has weakened, if Emerald gets to a place that does not stretch the clothing's limits, then the clothes require an hour of "recharge" time to go back to the way they were before.

3.) Combat Gear (Technology) - While Emerald usually doesn't wear this, Emerald has a set of combat gear stashed in her closet at home. The gear has the very nice feature of making Emerald entirely invisible. While special scanners and such detection devices might see her, Emerald can not be detected by normal vision or heat vision and even has some protection from satellite vision (Think stealth bombers). It is composed of the following:

    A) Durable full-body tights that have some fire resistance.
    B) Padded armor that includes plastics, metals and a few other alloys for protecting said parts from being harmed.
       These parts cover the shoulders, upper torso, hips, forearms (including hands), feet and legs up to a little past
       the knees. These are the parts that generate the stealth features.
    C) C-10 Canister Rifle. This handy weapon has a dual projectile feature that allows it to fire either the standard
       high-intensity heat beam laser or ?? MM shells. It has a scope with laser sighting on it. This is handy in case
       the target is immune to energy fire or, conversely, immune to high-impact damage.
    D) Spec-Ops goggles. Not the same goggles that Emerald normally wears, these are pure technology and have
       all the tech features from the other set of goggles (Far Sight, Infrared Vision, Night Vision) with a few extra nifty
       features: 1) They have protection from bright lights such as a nuclear explosion. 2) They have a connection to
       Emerald's mainframe at home, allowing her to access information on something she sees. The information is
       displayed on the goggle lenses for Emerald to see. Think "Terminator" sight. ;) Also, since these goggles
       belong to the "Combat Gear", they only function with the gear indefinitely. Apart from the gear, these goggles
       do not work.

For a pic of the Combat Gear: http://timothius.deviantart.com/art/Emerald-Starcraft-Ghost-25831319

4.) Thief Gear (Mundane) - Emerald has a special outfit for infiltration and such thiefly missions. There is nothing technologically or magically special about it. It is, however, made of a special elastic cloth that helps Emerald's skin to breath well, making it feel quite comfortable. The clothing is nearly soundless and hugs Emerald's form like tights. On the outfit are a number of tools for using in infiltration the old-school way. This includes the standard array of thief tools such as a number of lock-pick tools, a glass cutter, some chalk and other things of this nature. None of it electronic.

5.) Medallion of Second Chances (Magic) - Should Emerald get attacked with something overwhelming and everything else on her winds up destroyed, Emerald herself will remain in tact thanks to this medallion. Once it protects Emerald, however, it will vanish and it will take Emerald a full RP of trying to obtain another in order to replace it. Of course, if something is causing magic to be banished from the area, the medallion will simply not work. In which case, the medallion does not vanish, even if Emerald herself is vaporized.

6.) Books (Magitech) - A mysterious set of books that use the ultimate blend of technology and magic, Emerald carries the following books on her whenever wearing the Atmospheric clothing:

    BOOK 1) The Book of Memory - This book is her prized possession because it
     allows her to travel to any place she wants it to memorize. So if she is in
     New York City and tells the book to remember the place, it will let her
     teleport there next time. But it can only remember ONE place at a time.
    BOOK 2) Wardrobe Book - This is a link to a pocket dimension where she keeps
     all her clothes. And she has quite the assortment.
    BOOK 3) Legend - This book records information about people she meets and gives
     her a very broad description of them. It adds information as she learns more.

7.) Misc Mundane Items (Varied) - Emerald carries an assortment of handy tools at all times for a number of reasons, though she does not carry these when wearing her Thief's Gear. A) Laser Measure - Just a handy measuring tool used in order to measure the size of a room simply by pointing the laser from one end of the room to another. B) Penlight - Having tired of carrying a large, heavy flashlight long ago, Emerald carries a much lighter and smaller light known as a penlight. It is surprisingly bright for it's size and can really help in dark situations. ;) C) Lighter - Need a smoke? Emerald always has a lighter handy! Well... it may be handy for smokers who need a light, but Emerald carries it more for the purpose of starting a fire quick if need be.

8.) Knives (Mundane) - Emerald always *always* carries a number of knives on her for a number of reasons. She has a "Swiss Army Knife" for utility uses, she has a dagger for self defense and she has a number of backup knives.

9.) Hair Pin (Mundane) - Emerald has a special hair pin that doubles as a lock pick. Due to this fact, she doesn't use it for it's normal use as a hairpin, but keeps it hidden inside her hair rather than wearing it for show.

10.) Secret Mansion (Varied) - Emerald has a mansion stored away somewhere in a pocket dimension. In it are many magical artifacts that have many uses. Most of them, she keeps in the mansion. The mansion itself is a magical fortress as well as a physical (or Mundane) and technological one. Emerald usually has something for everything, but doesn't like relying that much on these precious objects and prefers to keep most of them (especially her mansion itself) a secret anyway.


History:
Emerald was born in a humble setting with poor parents who were addicted to gambling at casinos. When Emerald was about 10 years old, addiction took her parents beyond being broke and they wound up having to sell her to the Casino as a slave. Emerald's adventures began. She soon managed to escape the Casino slave life and wound up living on the streets, scrounging for food and having to learn how to pick pockets. Emerald had been spotted, but with a lot of luck and fate seeming to be on her side, she was never actually caught. Thanks to this fact, Emerald got very good at thievery and was soon swallowed up by the local thieves' guild.

Her life as a thief alone was still somewhat lonely. When a pair of loving people found Emerald and took pity on her, they adopted her and the thieves' guild decided to leave it be since the two had strong ties to the community. Emerald was slow to trust again thanks to being sold out just a couple years back, but her new brother helped her trust again thanks to being a peer. Between the love of her new brother and parents, Emerald was kept from becoming entirely selfish like most thieves raised on the street. In fact, as her faith in her new parents grew, Emerald even went the path of cheer and love. She cared about people, especially the poor and downtrodden thanks to her ability to connect with them on a personal level. But unknown to her parents, Emerald soon returned to the thieves' guild and continued serving them as a member.

When she reached adulthood, Emerald had effectively lived a double-life: One where she was a top-notch thief who was stealing from the rich and giving to the guild (and herself), the other where she was a singer at various taverns and the like. Her "day job" was as a taxi driver. She could scout out every place she moved to and get familiar with the people there, keeping her pulse on the local goings on as it were. Once in a while, she would "catch a break" and get a job as a limmo driver in order to scout her next targets for thievery. It seemed like she had a pretty good thing going, but her life took a major turn when curiousity got the best of her one day on a vacation.

Emerald was vacationing in an area where some archaeologists were digging and, curious, she decided to ask if she was allowed on site as a guest. With some arm-twisting and going through the right channels, Emerald was able to get a tour. What she saw fascinated her greatly. She never knew something so "dull" as archaeology would catch her eye. Yet there it was. Emerald decided to get into it part time so she could continue her life the way it was, but she could not prepare for what was waiting for her. By a twist of fate, it would be Emerald who wound up digging up certain secrets. Her... not another. When she found what she found, she investigated further and learned of a secret passage to another place: The Heart of the Universe. At first, she wanted to share with her fellow archaeologists. But her thief side knew the importance of keeping one's mouth shut, so she did. And it's a good thing.

Emerald went to this mysterious place and learned in her time there that she was destined simply by here being there to be the next lore keeper of the secrets of the universe; a job that required her to both use and keep those secrets, keeping them out of the hands of everyone else, good and evil alike. What she learned in those years is covered in her list of skills. To this day, Emerald keeps this new occupation, convinced the weight of the entire universe rests on shoulders if at least in part.