Post by Sigi Winter on Sept 17, 2022 17:51:57 GMT
Name: Sigi Winter
Origin: Techmage
Class: Knight
Age: 17
Faction: Hex Hammer
Gender: Female
Height / Weight: 5'3" 115 lbs
Appearance: Sigi's Knight uniform leaves little to the imagination, and focuses on mobility over modesty. When she is not in her uniform, she prefers to dress as a normal girl her age, though her tomboyish tendencies often shine through. She keeps her hair short, to keep it out of the way in combat, and usually doesn't mess with it after she wakes up. She has been reprimanded many times for her bed-head, so she will make sure to brush it if she knows she is going to be around a higher-up in the organization.
Motivations: Sigi just wants to get her job done. Being a knight, she is often sent on dangerous missions, but she doesn't particularly enjoy fighting. She became a knight because her family made her, and she ended up being pretty good at it. She will usually try to take the path of least resistance when it comes to finishing a mission, and has gotten in trouble more than a few times for only doing things half way. She is very social, and makes friends easily, which is probably why she hasn't been fired by now. Even though she messes up a lot, she's just too likeable to get rid of.
Personality: Sigi has good intentions, but her laziness and lack of cleverness sometimes get her in trouble. She loves meeting new people and making new friends, so she doesn't mind that she has to travel the galaxy doing dangerous jobs. That said, she prefers not to fight if she doesn't have to. If there's an easy way out, she will probably take it if she thinks she can get away with it. She is sure to complain if she is made to work hard, but she also knows how important her work is, and will get it done one way or another.
Backstory: The Winter family is a minor Belkan House with little left of its ancient grandeur. Sigi would have been content for it to stay that way, but at a young age she showed great promise in martial arts. She tried her hardest not to stand out, but when she was actually motivated it was apparent that she was incredibly talented. Thus, her family had her trained to be a Belkan Knight for the Church of the Sanktkaiser. In a way, it was a blessing for the girl, as she was able to avoid the stifling environment of House politics. While she has worked for the Church, she has earned a reputation as a troublemaker, but she has managed to get results and endear herself to her peers enough to avoid anything more negative than that.
Sigi practices the traditional empty-handed martial arts of House Winter. Though she doesn't think of herself as much of a warrior, she is a talented fighter with excellent instincts for battle. Growing up, she won many youth martial arts tournaments, and was proud of the affection it earned her from her parents. Her teachers pushed her to improve as she grew older, but the lackadaisical girl began to shy away from training as it got harder. Were it not for the threat of punishment from her parents, she probably would have quit entirely, and she was glad to be done with it when she left for the Church. She views her martial arts as a tool rather than a way of life, but has not forgotten what it felt like when she wont those competitions as a child. It is hard to say what her true combat potential currently is-- she rarely exerts more than minimum effort-- but she still practices the basics every morning.
Sigi has made many friends during her years with the Church. This has gotten her in trouble several times, as she often spends more time socializing than actually focusing on her mission. At one point it got so bad that the Church started sending her exclusively on solo missions to uninhabited regions. They were shocked to find that she completed these assignments with record speed. The Church continued to assign her solo missions for months, until they realized she had just been haphazardly destroying a few targets then leaving when she got bored. When confronted about her actions, she said "It's not like it matters if I leave a few monsters out in the middle of nowhere anyway. No one will ever notice." She is now assigned supervision whenever possible.
She volunteered to join Hex Hammer because she didn't read the whole mission brief, and thought she would be going on an easy assignment to a planet in the middle of nowhere. She still hasn't fully realized the gravity of the mission she is a part of, and no one has had the heart to tell her. She is excited to meet the Wishmakers and hopes to make lots of new friends.
Call to Action: Initially, Sigi joined the Church of the Sanktkaiser because her family made her. She came to love her job because she got to travel the galaxy and meet new people. Her motivations for joining Hex Hammer are misguided-- she thinks it's an easy mission that she'll be able to slack off and socialize on-- so it remains to be seen if she will be able to step up when she has no other choice.
Faceclaim: Tachibana Hibiki -- Symphogear
STARTING STATS
BODY: 15
MIND: 0
SOUL: 0
STARTING ATTRIBUTES
HP: 65
Accuracy: 1d100+BODY/MIND/SOUL
Defence: 65
Resistance: 1d10+SOUL
Mana/EP: 100
Gauge/Grief: 1
Damage Tiers: Body--3 Mind--0 Soul--0
STARTING SPELL
Name: Shield
Description: You cast a mana shield to block an incoming attack from one direction.
Type: Defensive - Shield - Tier 1
Activate: Reaction
Damage Base: None
Major Effect:
Minor Effect:
Effect: As a Reaction, you block all damage from a single non-critical attack that would have hit you this turn. Critical hit damage is reduced to 3/4 (75%) If you learn Hard Shield, they will occupy the same Spell Slot and cannot be used in the same Thread. Declare which of the two you will use on the first turn of Combat.
Accuracy: None
Damage: None
Cost: 10 mana
Uses: Twice per thread
STARTING SKILL
Zeughaus
Action: None (Passive)
Effect: You gain a special inventory slot containing the item “Belkan Cartridges”. This item does not take up any of the regular inventory slots.
Uses: Indefinite
Requirement: None
STARTING ITEM(s)
Armed Device
A type of Device created by the Belkan Empire for their multiversal conquest. It specialises in close quarters combat and uses the Cartridge system. Lock and load!
Cost: ₡30,000
Action: None (Passive)
Effect: As a passive effect, increase the Critical Range of your attacks by ten (10). (For example, if you normally trigger a Critical Hit at a natural roll of 95, it will now trigger at 85.) Stacks with other Critical Range bonuses. If equipped with Belkan Cartridges, their total number of uses is increased by three (+3), for a maximum of six (6).
Uses: Indefinite
Belkan Cartridges
High-performance Mana capacitors used mainly by Armed Devices to temporarily boost spell effectiveness. Standard issue equipment for Belkan Knights, these are 100% safe to use.
Cost: ₡20,000
Action: At-Will
Effect: As an At-Will action at the start of your turn, choose one of the following bonuses:
Add one (1) damage die to your next attack and increase its damage tier by one (1). If DT is already at 10, add +3 dmg instead.
Add 10 DR or Armour to your next Defensive spell that uses the appropriate one of those points.
Add 10% success chance to your next Status-inflicting spell.
Uses: Thrice per Thread