Sylph Gabriev


 * Name: Sylph Gabriev
 * Age: 21
 * Sex: F
 * Birthday: November 30
 * Place of Birth: Sairaag, Lyzeille
 * Nationality: Lyzeillian
 * Specialty: Swords
 * Hobbies: Athletics, traveling
 * Likes: Forests
 * Dislikes: Thinking hard
 * Favorite Food: Everything
 * Least Favorite Food: Nothing
 * Favorite Sport: Softball
 * Most Valuable Possessions: Her heirloom sword
 * Level of Education: High school + mage guild accreditation


 * Physical Stats
 * Height: 5'11"
 * Eyes: Light blue
 * Hair: Long, blonde, straight

Appearance
Sylph is a tall woman who dresses like a stereotypical fantasy adventurer with a cape, leather boots, tunic, breeches, etc.

Personality
Sylph is airheaded and forgetful, but generally means well.

Background
Sylph is an itinerant adventurer raised in a city that was destroyed and rebuilt twice in her parents' lifetime. She has embraced a path of open-ended do-gooding to prevent such disasters from happening in the future, which has led her to joining the Marshalship as a cadet.

Skills and Talents

 * Magic Knowledge - Possesses basic magic knowledge, when she doesn't forget things.


 * Swordsmanship - Is good at sword-fighting, specializing in longswords.


 * Aggression Sense - Is trained in picking up the telltale signs of hostility and bloodlust.


 * Horseback Riding - Is trained in equestrian arts and knows how to ride and handle horses.

Powers
N/A

White Magic

 * Recovery - Enhances a body's natural healing.
 * Dicleary - Purges toxins and negative statuses.
 * Lighting - Conjures an orb of light or imbues an item with a glow. The light orb can be detonated in a blinding burst.
 * Sleep - Touch-based spell, puts a single target to sleep.

Elemental Magic

 * Levitation - Floats slowly into the air.
 * Ray Wing - Conjures a pocket of wind around the caster which lets them fly swiftly and deflect basic projectiles.
 * Mono Volt - Touch-based spell, channels lightning into a target.
 * Flare Arrow - Sends out an explosive fiery arrow projectile. Cancels out Freeze Arrow.
 * Freeze Arrow - Sends out a freezing icy arrow projectile. Cancels out Flare Arrow.
 * Fireball - Sends out a ball of condensed fire magic that detonates on impact.
 * Astral Vine - Imbues a weapon with astral properties, allowing it to harm supernatural creatures.

Unique Items

 * Sword of Light - A hilt that responds to the user's will and projects a glowing blade of astral energy with a size based on the willpower of the wielder. It possesses several properties and utilities.
 * Spell Focus - Spells cast using the blade as a focus are amplified exponentially.
 * Spell Absorption - The astral blade is capable of both disrupting and absorbing magic that it comes into contact with. This means the blade can be used to not only parry magic, but to redirect it in an amplified form.
 * Astral Blade - The astral nature of the light blade means it does not do lasting damage to ordinary humans and beasts, while it does debilitating damage to supernatural creatures like demons and spirits.

Items Of Note

 * Lawgiver Mk II - Marshal cadets are given their standard Marshalship sidearm sometime after their first year of training, depending upon the individual cadet. Most marshals keep their standard sidearm through the duration of their career due to its inherently versatile design, however there is no penalty for choosing another type of weapon to carry. A marshal's standard sidearm is the Lawgiver MII. The Lawgiver is a handgun featuring semi- and fully-automatic fire, manual and automatic focusing and targeting, plus an in-built computer capable of controlling its operation. It fires a range of specialty ammunition. An in-line gunsight shows the view directly down the barrel. A Lawgiver can only be operated by its designated marshal owner and a few other Marshalship-specific personnel, whose palm prints are programmed into the gun's memory. If a non-designated person picks up the weapon, it emits a very powerful, incapacitating shock until dropped.

The gun has a maximum range of up to half a mile and has distinct settings which can be engaged by voice command:


 * Standard - A standard bullet, with identical effects to normal kinetic energy projectile weapons.
 * Heat Seeking - A standard bullet propelled by the unstable element, 'Argon 886'. Heatseeker rounds lock onto the target's heat source, enabling a marshal to target fleeing enemies accurately fire in low-light situations and so forth.
 * Ricochet - A metal bullet coated with rubber. Ricochet rounds can bounce off solid surfaces while retaining enough kinetic energy to penetrate flesh. This enables a marshal to, for example, kill an enemy that is using a human shield, bouncing their shot off a back wall and hitting the target from behind.
 * Incendiary - Capable of setting a marshal's target on fire.
 * Armour Piercing - Armour piercing rounds are extremely dense and contain a more powerful charge for higher muzzle velocity. Useful against cybernetic criminals and armored opponents. When used against human targets, it can travel through multiple targets.
 * High-Explosive (Hi-Ex) - A round containing an amount of extremely concentrated high explosive. Marshals must employ caution when using this extremely dangerous round; the blast caused by the exploding bullets can just as easily harm those firing as the target. Generally used rarely; against crowding attackers or large/dangerous foes.
 * Tracer - A non-damaging round that applies a micro tracking chip to the marshal's target.
 * Flare - A non-damaging round that acts as a signal flare.

Weaknesses & Flaws

 * Forgetful - Sylph has a hard time remembering things sometimes. She'll forget key names and faces, or forget how to use her Marshalship-issue gun.