Name: Artemis Astrapi
Age: 16
Gender: Female
Fairy
Race: Jule
Allegiance: Neutral
Origins: Magic user
Powers: Electricity fairy
Available Spells:
High level spell:
- Thunderstruck: Artemis flies up into the sky and stays immobile as she draws a bit elctric bolt to her. This can be from any high power source (ligtning, broken high-voltage wire}. She's immobile when she charges herself up.
When fully charged she'll have two modes:
The first mode is directing all energy into a single shock that will rarely miss a target. As it contains a really high voltage most clothing will be scorched and the target will be paralysed for about 15 minutes.
The second mode makes her charged and keeping hold of it as anything within five meters of her will get zapped by a shock. This quickly decays to a 2.5 meter radius around her after delivering 5 shocks or 10 seconds have passed. The second layer also delivers 5 shocks or lasts 10 seconds. The shocks will activate once every second if suitable target(s) are present. If more than one is within range the damage shall be devided between them all.
Medium level spells:
- Shocking clap: a backhand with an electrical charge to paralise or short circuit. Metal armor isn't wise to use as protection
- Static charge (passive): slowly builds up an elecrical charge that can be used to power devises or shock by close proximity. Ends when she discharges
- Induced current: let small or medium devises work on electricity. Doesn't work on digital devices that will often get fried
Low level spells:
- Spark: small zap or jolt to ignite something or poke someone
Appearance:
As an Mech from the planet of Jule she has a metallic hair color. In her case a bright silver. Her skin is slightly tanned to the fierce sunlight that shines when there is no storm above. She often dresses in a fashion alike to the earth Victorian style and absolutely loves her goggles. She also has countless small gizmos and gadgets on her outfit and never leaves home with a chargepack at her side
Weaknesses:
1. Static charge: any digital device she holds without protection will be burned out by her electric powers
2. Complete lack of knowlage of any world outside of Jule
3. Incompetable with 'digital' programs and hardware.
Strenghts:
1. Walking power generator: she will slowly build up an internal charge. This can be tapped into to either charge batteries, powerpacks or power up electrical devices. She needs to place one hand on each of the poles.
2. Thanks to her upbringing in the city of Verne she knows a lot about steam machines and applications of them that are not seen before outside the planet of Jule
3. Stormproofed: Artemis is used to being in windy and stormy places. She has less impairments when moving in heavy winds. But she still gets hindered
Personality:
Artemis is best said: easy to excite.
When she finds something interesting she'll go full out in on it without holding back. Often if someone talks or asks about something that holds her interest she'll talk an hour in 30 minutes as her mouth can barely keep up with her mind as it races on, this to the nuisance of anyone within earshot of her. She tries to make as much friends as possible and as often as she can. This originates from the fact she lost most her friends when it was found out she was an electric power user. As a result she also got a fear that everyone would be scared of her. If it happens she'll surely be saddened by it.
Although her raising at Verne was good, the rules there are different from those in the other realms. This can cause her to act out of line or see something gravely insulting as a funny joke or prank.
Positive traits:
- Easely excitable: It doesn't take much to get her entusiastic
- Easy going: She doesn't need much to be happy and loves making friends
- Cheerfull: Often sees the sunny side of things
Negative traits:
- overentusiastic: when she gets interested in something she can keep talking or going on about it, much to the nuisance of others
- eccentric: her being raised on a previously unkown dimention has given her odd manners and behaviours
- She is aftaid to hurt others or that others are afraid of her. This comes from the fact that she lost all her friends when it got known she was an electric magic user, usually seen as very dangerous. Especially untrained.
History:
Artemis is the second daughter of a familly of five, having an older sister and a younger brother with both two years in between. As she grew up she started to develop a rather daring personality, allways trying to show off to the others on what kind of things she made at school. More than often however her creations never really worked for long and soon fell down in a mess of cogs, springs and scrap metal. One day at a sleepover party she got dared to take hold of both the poles from a chargepack. As the pack was allready drained it actually got charged when she took hold of it. When the next girl had to grab it for a dare she woke up several weeks later in the hospital.
Artemis meanwhile got reported by the parents of the girl and soon classified as an electric type magic user. Getting a scholarship from the university she quickly tried to get adjusted to her surroundings. But if you're only 15 it's rather hard to fit in.
After she nearly blew up one of the workshops in a small accident that included a powersurge and her leaning against an unfinished coil she got an immediate suspension with little chance on ever being able to pass that class again and be placed back home.
However one of the teachers there also was studying the many strange signals that on occations he pervieced with his detectors. Thinking it might be a signal from other civilisations he needed a great powersource to send out a signal alike to that, and what would be a better source to draw from than an electric magic user just after a thunderstorm?
Enfin, Artemis got a second chance, if she helped the professor he'd grant her the pass on his class and she could resume her studies. Overthankfull she offcource accepted his offer and after the next thunderstorm was sitting strapped up a contraption of his own. A flick of the switch later and nearly half of the condensors blew up with the amplified power and filled the room with smoke. By the time it was cleared he found that the tube that he placed his student in was empty...
Meanwhile many, many lightyears away... In the teleportarium of Magix one of the receiving pods suddenly started arching with lightning untill it blew from the inside out. A loud coughing was heard as a silver haired girl pushed the door open and stepped out "well prof, did it work?"
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Dictionary:
Float: a platform on wich houses are build in the cities. They usualy consist of balloons, fans or other ways to keep afloat in the air.
Chargepack: as one of the currencies in Verne is power most habitants have personalised batteries that vary from the size of a lighter to a backpack.
Gizmoz/Gadgets: small tinkerings that have little function or are ornate
Digital devices: anything using chips, motherboards or technology alike to that.
Condensor: condensors are used to temporarely halt electric flow or slow it down before releasing it as an elongated charge. This will allow devices to work longer and safer on jolts of electricity
Central core: the heart of the city of Verne is a giant powercore that mechanically distributes the power around the city.
- Artworks: