Kuhl (I don't know if I finished this or not... I think it is.)

Crimrose

Smug Kappa
Name: Kuhl


Age: Recently resurrected, by that, she's 17.


Height: 5'0


Weight: 105 lbs.


Race: Undead, likely a zombie of some sort. (Prior race unknown.)


Appearance: There is a noticeable stab wound in the center of her chest.


: __original_drawn_by_ganesagi__da171fbdf1449d8e72b78eab6c165dce.jpg


Personality: Kuhl isn't particularly outgoing, but she isn't going to avoid contact with someone. If someone speaks to her first, she'll gladly continue the conversation until it seems like it's getting stale, and if she's gotten a good first impression of you, she may go out of her way to speak with you again. She has a habit of eavesdropping when she hears something that catches her interest, and typically uses that information to decide whether she wants to interact with the people involved in the conversation.


Besides that, Kuhl isn't anything too special. She tries not to care much at times. She's capable of having good and bad days, but typically won't show it if she's having a bad one. Unless you just so happen to bring up what's bugging her. On a side note, she treats people typically how they treat her. If you treat her like an ally, she will do the same. If you treat her like a business partner, don't expect her to go out of her way to do things for you without you giving something yourself. If you're an absolute douchebag, she'll likely ignore you altogether, or try to irritate you. She gets a kick out of that at times.


She doesn't seem to remember when or how she died, but isn’t upset by the fact that she did. She will however, attempt to find out how, and may or may not try to kill who took her life. It's only fair, treat others how you expect to be treated. They must like being killed.


When it comes to combat outside of training, she treats it like a life or death situation. No mercy, no prisoners. Besides, being backstabbed only happens when you show mercy. 


Bio: Still coming up with one… But the reason she's attending is to catch up on what she's missed since she's been gone.


Racial Attributes:


Racial: The Unending: Immune to poison, sleep, mind-affecting, stuns and disease effects. (Checked up on undead, they have sweet pros and cons.) Immune to exhaustion and fatigue, as well as anything lowering her physical abilities. Ability and Energy drain are useless. Not at risk from massive damage, but is toast when it comes to overkill. I guess if you can summon/raise the dead, you might be able to help out.


Racial: Darkvision: Up to 60 feet. Not great for massive distances.


Racial: One Mans Trash: Negative energy attacks heal her. Holy ones… Not so much.


Racial: I'm Dead: Doesn't need sleep, food or to breathe. They're just extras.


Racial: Hybrid Humanoid :Enhanced senses, primarily sight and hearing.


Magic:


Minor Temporal Magic-Scars Never Heal:  Attacks the target has been affected by in the past, are now brought back to the surface to deal their damage once more. Essentially, double hits… And great combos. The spell itself has no appearance, and is at it's best when used after a well-executed combo. (Because it'll repeat the combo's damage and effects.) This applies to all damage. Only 2 days in the past at best (For now.), and once the move is recycled, the attack is then erased and new ones must be implemented. (If you use the scar fireball, you can't use it again until you (Or someone else) hit (s) the target with another fireball.) Opening "Scars" not inflicted by the caster would require for the caster to have seen the attack be used and affect the target.


Minor Temporal Magic- Lag: Attacks/Moves temporarily stick around, despite having already taken place. (20 seconds.)The amount of damage dealt is dependent on where/when the target gets hit.  (For example, a target gets hit by a fireball at a range of 30 feet. The target then runs into the path the fireball had traveled at 10 feet, dealing more damage as the fireball wasn't as weak.) The caster may also run into their own attacks, though they have the ability to disable it, or only activate it for some attacks. To the caster, these attack paths are visible as a Red-Orange line. This is helpful for blocking attacks as well. Once something has been run into, it disappears. To others around, it appears as a clear distortion in the shape of the attack.  (Vectors from Elfen Lied.)


Mana Control Magic- Mana Burst:  With force varying from barely anything to 1.5 pounds of C-4, this blast can be used for many purposes, including propulsion. The user seems to be unaffected by the blast, possibly due to it being their own mana. When it's used on a weapon in specific, the weapon will typically gain an outline in the color of the caster's mana. (Pink.) (Max distance from caster, 30 feet.)


Minor Temporal Magic- How I Used to Be: This ability does what it says on the tin, and reverts an object or being to a previous state. (It doesn't move them though. Just the condition.) The furthest possible reversion is 5 minutes ago. This can only be used at it's fullest after 8 minutes of recharging, however it can be used for shorter reversions at 3 minutes (Which would give a 1 minute reversion.) and 5 minutes. (3 minute reversion.) For usage on other targets, contact must be made.


Gear/Weapons/Equipment:


Enchanted Clothing: While she's dead, Kuhl still prefers to have her clothes remain intact during a battle. Essentially, while you can still damage the clothing, it'll regenerate soon after. Not like it offers much protection though. It won't dissolve or go up in flames though, so it offers a little bit of protection.


Mana Conductive Spear: What it says on the tin. Kuhl can apply magic affects to this weapon.


Mana Conductive and Enhancement Hammer: Also what it says on the tin, though it has specially made areas which funnel her mana blasts more efficiently, adding damage. (The blue rings.)

Rukt.png

Miscellaneous items that would normally be brought places... 


Skills:


She's quite smart, and a decently quick learner.


She's light on her feet, at least without her hammer.


Planning ahead and completing monotonous tasks is simple for her.


Likes: Relaxing and reading a good book or two, Training, People with common sense, Messing with idiots, Music and Games.


Dislikes: People who can't tell when it's time to relax or train. Workaholics, Snooty individuals, Being treated unfairly due to being undead.


Strengths:


Unholy/Negative attacks heal her.


She's proficient with polearms (Including hammers.) and chain/whip weapons.


She's calm in most situations, and typically doesn't show when she isn't.


She prioritizes efficiency and effectiveness.


She doesn't care about honor.


Weaknesses:


She doesn't care about honor.


She prioritizes efficiency and effectiveness… Too much at times.


She doesn't care much about taking lives, especially if someone attacked her first.


People may believe she has things under control, even when she doesn't.


Holy actions… Not so much healing as much as pain.


Other: Nothing to see here, move along.
 
Last edited by a moderator:
Name: Kuhl


Age: Recently resurrected, by that, she's 17.


Height: 5'0


Weight: 105 lbs.


Race: Undead, likely a zombie of some sort. (Prior race unknown.)


Appearance: There is a noticeable stab wound in the center of her chest.


: View attachment 228842


Personality: Kuhl isn't particularly outgoing, but she isn't going to avoid contact with someone. If someone speaks to her first, she'll gladly continue the conversation until it seems like it's getting stale, and if she's gotten a good first impression of you, she may go out of her way to speak with you again. She has a habit of eavesdropping when she hears something that catches her interest, and typically uses that information to decide whether she wants to interact with the people involved in the conversation.


Besides that, Kuhl isn't anything too special. She tries not to care much at times. She's capable of having good and bad days, but typically won't show it if she's having a bad one. Unless you just so happen to bring up what's bugging her. On a side note, she treats people typically how they treat her. If you treat her like an ally, she will do the same. If you treat her like a business partner, don't expect her to go out of her way to do things for you without you giving something yourself. If you're an absolute douchebag, she'll likely ignore you altogether, or try to irritate you. She gets a kick out of that at times.


She doesn't seem to remember when or how she died, but isn’t upset by the fact that she did. She will however, attempt to find out how, and may or may not try to kill who took her life. It's only fair, treat others how you expect to be treated. They must like being killed.


When it comes to combat outside of training, she treats it like a life or death situation. No mercy, no prisoners. Besides, being backstabbed only happens when you show mercy. 


Bio: Still coming up with one… But the reason she's attending is to catch up on what she's missed since she's been gone.


Racial Attributes:


Racial: The Unending: Immune to poison, sleep, mind-affecting, stuns and disease effects. (Checked up on undead, they have sweet pros and cons.) Immune to exhaustion and fatigue, as well as anything lowering her physical abilities. Ability and Energy drain are useless. Not at risk from massive damage, but is toast when it comes to overkill. I guess if you can summon/raise the dead, you might be able to help out.


Racial: Darkvision: Up to 60 feet. Not great for massive distances.


Racial: One Mans Trash: Negative energy attacks heal her. Holy ones… Not so much.


Racial: I'm Dead: Doesn't need sleep, food or to breathe. They're just extras.


Racial: Hybrid Humanoi D: Enhanced senses, primarily sight and hearing.


Magic:


Minor Temporal Magic-Scars Never Heal:  Attacks the target has been affected by in the past, are now brought back to the surface to deal their damage once more. Essentially, double hits… And great combos. The spell itself has no appearance, and is at it's best when used after a well-executed combo. (Because it'll repeat the combo's damage and effects.) This applies to all damage. Only 1 week in the past at best (For now.), and once the move is recycled, the attack is then erased and new ones must be implemented. (If you use the scar fireball, you can't use it again until you (Or someone else) hit (s) the target with another fireball.) Opening "Scars" not inflicted by the caster would require for the caster to have seen the attack be used and affect the target.


Minor Temporal Magic- Lag: Attacks/Moves temporarily stick around, despite having already taken place. (20 seconds.)The amount of damage dealt is dependent on where/when the target gets hit.  (For example, a target gets hit by a fireball at a range of 30 feet. The target then runs into the path the fireball had traveled at 10 feet, dealing more damage as the fireball wasn't as weak.) The caster may also run into their own attacks, though they have the ability to disable it, or only activate it for some attacks. To the caster, these attack paths are visible as a Red-Orange line. This is helpful for blocking attacks as well. Once something has been run into, it disappears. (Not visually, but in general. It's already invisible to most… Although I'm sure someone will gain the ability to see them one day.)


Mana Control Magic- Mana Burst:  With force varying from barely anything to 1.5 pounds of C-4, this blast can be used for many purposes, including propulsion. The user seems to be unaffected by the blast, possibly due to it being their own mana. When it's used on a weapon in specific, the weapon will typically gain an outline in the color of the caster's mana. (Pink.) (Max distance from caster, 30 feet.)


Minor Temporal Magic- How I Used to Be: This ability does what it says on the tin, and reverts an object or being to a previous state. (It doesn't move them though. Just the condition.) The furthest possible reversion is 5 minutes ago. This can only be used at it's fullest after 8 minutes of recharging, however it can be used for shorter reversions at 3 minutes (Which would give a 1 minute reversion.) and 5 minutes. (3 minute reversion.) For usage on other targets, contact must be made.


Gear/Weapons/Equipment:


Enchanted Clothing: While she's dead, Kuhl still prefers to have her clothes remain intact during a battle. Essentially, while you can still damage the clothing, it'll regenerate soon after. Not like it offers much protection though. It won't dissolve or go up in flames though, so it offers a little bit of protection.


Mana Conductive Spear: What it says on the tin. Kuhl can apply magic affects to this weapon.


Mana Conductive and Enhancement Hammer: Also what it says on the tin, though it has specially made areas which funnel her mana blasts more efficiently, adding damage. (The blue rings.)


Miscellaneous items that would normally be brought places... 


Skills:


She's quite smart, and a decently quick learner.


She's light on her feet, at least without her hammer.


Planning ahead and completing monotonous tasks is simple for her.


Likes: Relaxing and reading a good book or two, Training, People with common sense, Messing with idiots, Music and Games.


Dislikes: People who can't tell when it's time to relax or train. Workaholics, Snooty individuals, Being treated unfairly due to being undead.


Strengths:


Unholy/Negative attacks heal her.


She's proficient with polearms (Including hammers.) and chain/whip weapons.


She's calm in most situations, and typically doesn't show when she isn't.


She prioritizes efficiency and effectiveness.


She doesn't care about honor.


Weaknesses:


She doesn't care about honor.


She prioritizes efficiency and effectiveness… Too much at times.


She doesn't care much about taking lives, especially if someone attacked her first.


People may believe she has things under control, even when she doesn't.


Holy actions… Not so much healing as much as pain.


Other: Nothing to see here, move along.

You are using a picture of the same artist that created all existing pictures of me, Ami-chan. I like that.
 
Almost seems like you're designing a league of legends champion with the amount of depth you added to her abilities.


Really cool!
 
Almost seems like you're designing a league of legends champion with the amount of depth you added to her abilities.


Really cool!

I can only hope they get let in... ^^:


I know people don't like time abilities, but I tried to avoid the cliche moveset here...
 
Name: Kuhl


Age: Recently resurrected, by that, she's 17.


Height: 5'0


Weight: 105 lbs.


Race: Undead, likely a zombie of some sort. (Prior race unknown.)


Appearance: There is a noticeable stab wound in the center of her chest.


: View attachment 228842


Personality: Kuhl isn't particularly outgoing, but she isn't going to avoid contact with someone. If someone speaks to her first, she'll gladly continue the conversation until it seems like it's getting stale, and if she's gotten a good first impression of you, she may go out of her way to speak with you again. She has a habit of eavesdropping when she hears something that catches her interest, and typically uses that information to decide whether she wants to interact with the people involved in the conversation.


Besides that, Kuhl isn't anything too special. She tries not to care much at times. She's capable of having good and bad days, but typically won't show it if she's having a bad one. Unless you just so happen to bring up what's bugging her. On a side note, she treats people typically how they treat her. If you treat her like an ally, she will do the same. If you treat her like a business partner, don't expect her to go out of her way to do things for you without you giving something yourself. If you're an absolute douchebag, she'll likely ignore you altogether, or try to irritate you. She gets a kick out of that at times.


She doesn't seem to remember when or how she died, but isn’t upset by the fact that she did. She will however, attempt to find out how, and may or may not try to kill who took her life. It's only fair, treat others how you expect to be treated. They must like being killed.


When it comes to combat outside of training, she treats it like a life or death situation. No mercy, no prisoners. Besides, being backstabbed only happens when you show mercy. 


Bio: Still coming up with one… But the reason she's attending is to catch up on what she's missed since she's been gone.


Racial Attributes:


Racial: The Unending: Immune to poison, sleep, mind-affecting, stuns and disease effects. (Checked up on undead, they have sweet pros and cons.) Immune to exhaustion and fatigue, as well as anything lowering her physical abilities. Ability and Energy drain are useless. Not at risk from massive damage, but is toast when it comes to overkill. I guess if you can summon/raise the dead, you might be able to help out.


Racial: Darkvision: Up to 60 feet. Not great for massive distances.


Racial: One Mans Trash: Negative energy attacks heal her. Holy ones… Not so much.


Racial: I'm Dead: Doesn't need sleep, food or to breathe. They're just extras.


Racial: Hybrid Humanoi D: Enhanced senses, primarily sight and hearing.


Magic:


Minor Temporal Magic-Scars Never Heal:  Attacks the target has been affected by in the past, are now brought back to the surface to deal their damage once more. Essentially, double hits… And great combos. The spell itself has no appearance, and is at it's best when used after a well-executed combo. (Because it'll repeat the combo's damage and effects.) This applies to all damage. Only 1 week in the past at best (For now.), and once the move is recycled, the attack is then erased and new ones must be implemented. (If you use the scar fireball, you can't use it again until you (Or someone else) hit (s) the target with another fireball.) Opening "Scars" not inflicted by the caster would require for the caster to have seen the attack be used and affect the target.


Minor Temporal Magic- Lag: Attacks/Moves temporarily stick around, despite having already taken place. (20 seconds.)The amount of damage dealt is dependent on where/when the target gets hit.  (For example, a target gets hit by a fireball at a range of 30 feet. The target then runs into the path the fireball had traveled at 10 feet, dealing more damage as the fireball wasn't as weak.) The caster may also run into their own attacks, though they have the ability to disable it, or only activate it for some attacks. To the caster, these attack paths are visible as a Red-Orange line. This is helpful for blocking attacks as well. Once something has been run into, it disappears. (Not visually, but in general. It's already invisible to most… Although I'm sure someone will gain the ability to see them one day.)


Mana Control Magic- Mana Burst:  With force varying from barely anything to 1.5 pounds of C-4, this blast can be used for many purposes, including propulsion. The user seems to be unaffected by the blast, possibly due to it being their own mana. When it's used on a weapon in specific, the weapon will typically gain an outline in the color of the caster's mana. (Pink.) (Max distance from caster, 30 feet.)


Minor Temporal Magic- How I Used to Be: This ability does what it says on the tin, and reverts an object or being to a previous state. (It doesn't move them though. Just the condition.) The furthest possible reversion is 5 minutes ago. This can only be used at it's fullest after 8 minutes of recharging, however it can be used for shorter reversions at 3 minutes (Which would give a 1 minute reversion.) and 5 minutes. (3 minute reversion.) For usage on other targets, contact must be made.


Gear/Weapons/Equipment:


Enchanted Clothing: While she's dead, Kuhl still prefers to have her clothes remain intact during a battle. Essentially, while you can still damage the clothing, it'll regenerate soon after. Not like it offers much protection though. It won't dissolve or go up in flames though, so it offers a little bit of protection.


Mana Conductive Spear: What it says on the tin. Kuhl can apply magic affects to this weapon.


Mana Conductive and Enhancement Hammer: Also what it says on the tin, though it has specially made areas which funnel her mana blasts more efficiently, adding damage. (The blue rings.)


Miscellaneous items that would normally be brought places... 


Skills:


She's quite smart, and a decently quick learner.


She's light on her feet, at least without her hammer.


Planning ahead and completing monotonous tasks is simple for her.


Likes: Relaxing and reading a good book or two, Training, People with common sense, Messing with idiots, Music and Games.


Dislikes: People who can't tell when it's time to relax or train. Workaholics, Snooty individuals, Being treated unfairly due to being undead.


Strengths:


Unholy/Negative attacks heal her.


She's proficient with polearms (Including hammers.) and chain/whip weapons.


She's calm in most situations, and typically doesn't show when she isn't.


She prioritizes efficiency and effectiveness.


She doesn't care about honor.


Weaknesses:


She doesn't care about honor.


She prioritizes efficiency and effectiveness… Too much at times.


She doesn't care much about taking lives, especially if someone attacked her first.


People may believe she has things under control, even when she doesn't.


Holy actions… Not so much healing as much as pain.


Other: Nothing to see here, move along.

First off; like the detail the sheet has.


Now the rest;


The first thing needs to be toned down a bit, in my opinion. One week into the past could essentially be a instakill ability, and not something that I want to have in this RP. As for the second ability, I don't really like the fact that they can take attacks, stop them, make them invisible, and restart them either. Remove the invisible part and it'd be fine.


I'd also like to now the magic enchantments the weapons can have. Other than it looks fine ^-^
 
I'll fix it tomorrow, on mobile. How does 3 days sound? 2?


As for appearance... I'd guess something like the distortion that vectors from Elfen Lied have? Its clear, but not invisible.


Oh, the weapons just allow her to use her own spells to apply effects. The hammer just makes her bursts stronger. She could enchant them though.
 
I'll fix it tomorrow, on mobile. How does 3 days sound? 2?


As for appearance... I'd guess something like the distortion that vectors from Elfen Lied have? Its clear, but not invisible.


Oh, the weapons just allow her to use her own spells to apply effects. The hammer just makes her bursts stronger. She could enchant them though.

2 days should be fine, as long as she can't constantly cast the ability mid combat. I have no idea what that is but as long as it's visible and people that pay attention can actually dodge it it's fine.


And alrighty ^-^
 
Name: Kuhl


Age: Recently resurrected, by that, she's 17.


Height: 5'0


Weight: 105 lbs.


Race: Undead, likely a zombie of some sort. (Prior race unknown.)


Appearance: There is a noticeable stab wound in the center of her chest.


: View attachment 228842


Personality: Kuhl isn't particularly outgoing, but she isn't going to avoid contact with someone. If someone speaks to her first, she'll gladly continue the conversation until it seems like it's getting stale, and if she's gotten a good first impression of you, she may go out of her way to speak with you again. She has a habit of eavesdropping when she hears something that catches her interest, and typically uses that information to decide whether she wants to interact with the people involved in the conversation.


Besides that, Kuhl isn't anything too special. She tries not to care much at times. She's capable of having good and bad days, but typically won't show it if she's having a bad one. Unless you just so happen to bring up what's bugging her. On a side note, she treats people typically how they treat her. If you treat her like an ally, she will do the same. If you treat her like a business partner, don't expect her to go out of her way to do things for you without you giving something yourself. If you're an absolute douchebag, she'll likely ignore you altogether, or try to irritate you. She gets a kick out of that at times.


She doesn't seem to remember when or how she died, but isn’t upset by the fact that she did. She will however, attempt to find out how, and may or may not try to kill who took her life. It's only fair, treat others how you expect to be treated. They must like being killed.


When it comes to combat outside of training, she treats it like a life or death situation. No mercy, no prisoners. Besides, being backstabbed only happens when you show mercy. 


Bio: Still coming up with one… But the reason she's attending is to catch up on what she's missed since she's been gone.


Racial Attributes:


Racial: The Unending: Immune to poison, sleep, mind-affecting, stuns and disease effects. (Checked up on undead, they have sweet pros and cons.) Immune to exhaustion and fatigue, as well as anything lowering her physical abilities. Ability and Energy drain are useless. Not at risk from massive damage, but is toast when it comes to overkill. I guess if you can summon/raise the dead, you might be able to help out.


Racial: Darkvision: Up to 60 feet. Not great for massive distances.


Racial: One Mans Trash: Negative energy attacks heal her. Holy ones… Not so much.


Racial: I'm Dead: Doesn't need sleep, food or to breathe. They're just extras.


Racial: Hybrid Humanoi D: Enhanced senses, primarily sight and hearing.


Magic:


Minor Temporal Magic-Scars Never Heal:  Attacks the target has been affected by in the past, are now brought back to the surface to deal their damage once more. Essentially, double hits… And great combos. The spell itself has no appearance, and is at it's best when used after a well-executed combo. (Because it'll repeat the combo's damage and effects.) This applies to all damage. Only 1 week in the past at best (For now.), and once the move is recycled, the attack is then erased and new ones must be implemented. (If you use the scar fireball, you can't use it again until you (Or someone else) hit (s) the target with another fireball.) Opening "Scars" not inflicted by the caster would require for the caster to have seen the attack be used and affect the target.


Minor Temporal Magic- Lag: Attacks/Moves temporarily stick around, despite having already taken place. (20 seconds.)The amount of damage dealt is dependent on where/when the target gets hit.  (For example, a target gets hit by a fireball at a range of 30 feet. The target then runs into the path the fireball had traveled at 10 feet, dealing more damage as the fireball wasn't as weak.) The caster may also run into their own attacks, though they have the ability to disable it, or only activate it for some attacks. To the caster, these attack paths are visible as a Red-Orange line. This is helpful for blocking attacks as well. Once something has been run into, it disappears. (Not visually, but in general. It's already invisible to most… Although I'm sure someone will gain the ability to see them one day.)


Mana Control Magic- Mana Burst:  With force varying from barely anything to 1.5 pounds of C-4, this blast can be used for many purposes, including propulsion. The user seems to be unaffected by the blast, possibly due to it being their own mana. When it's used on a weapon in specific, the weapon will typically gain an outline in the color of the caster's mana. (Pink.) (Max distance from caster, 30 feet.)


Minor Temporal Magic- How I Used to Be: This ability does what it says on the tin, and reverts an object or being to a previous state. (It doesn't move them though. Just the condition.) The furthest possible reversion is 5 minutes ago. This can only be used at it's fullest after 8 minutes of recharging, however it can be used for shorter reversions at 3 minutes (Which would give a 1 minute reversion.) and 5 minutes. (3 minute reversion.) For usage on other targets, contact must be made.


Gear/Weapons/Equipment:


Enchanted Clothing: While she's dead, Kuhl still prefers to have her clothes remain intact during a battle. Essentially, while you can still damage the clothing, it'll regenerate soon after. Not like it offers much protection though. It won't dissolve or go up in flames though, so it offers a little bit of protection.


Mana Conductive Spear: What it says on the tin. Kuhl can apply magic affects to this weapon.


Mana Conductive and Enhancement Hammer: Also what it says on the tin, though it has specially made areas which funnel her mana blasts more efficiently, adding damage. (The blue rings.)


Miscellaneous items that would normally be brought places... 


Skills:


She's quite smart, and a decently quick learner.


She's light on her feet, at least without her hammer.


Planning ahead and completing monotonous tasks is simple for her.


Likes: Relaxing and reading a good book or two, Training, People with common sense, Messing with idiots, Music and Games.


Dislikes: People who can't tell when it's time to relax or train. Workaholics, Snooty individuals, Being treated unfairly due to being undead.


Strengths:


Unholy/Negative attacks heal her.


She's proficient with polearms (Including hammers.) and chain/whip weapons.


She's calm in most situations, and typically doesn't show when she isn't.


She prioritizes efficiency and effectiveness.


She doesn't care about honor.


Weaknesses:


She doesn't care about honor.


She prioritizes efficiency and effectiveness… Too much at times.


She doesn't care much about taking lives, especially if someone attacked her first.


People may believe she has things under control, even when she doesn't.


Holy actions… Not so much healing as much as pain.


Other: Nothing to see here, move along.

Hey, due to her outerior and the stab wound, I have an idea for her past.


She could have been a breadling that got killed in the storm on the palace.  


You can read my character Ami's Bio for more info.
 

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