Post by Eir Hrafnsdottir on Feb 20, 2015 14:09:25 GMT -8
[attr="class","apptop"]name: [attr="class","appanswer"] Eir Hrafnsdottir [attr="class","apptop"]age: [attr="class","appanswer"] 20 [attr="class","apptop"]birthday: [attr="class","appanswer"] July 4th, 2000 [attr="class","apptop"]sexuality: [attr="class","appanswer"] Bisexual (gravitates towards men) [attr="class","apptop"]realm: [attr="class","appanswer"] White [attr="class","apptop"]power: [attr="class","appanswer"] Teleportation [attr="class","apptop"]play by: [attr="class","appanswer"] Juno Temple [attr="class","apptop"]roleplayer: [attr="class","appanswer"] knotty | |
[PTabbedContent] [PTab=POWER] [attr="class","appcon"]Abilities: Teleportation[attr="class","appcon"]Explanation of Power: Eir is able to move through space at the speed of light. However, this process is highly calculated rather than the ability to streak freely through the air in the form of radiation. Eir has access to what she refers to as a "map of everything" which confers information about the world in terms of the 11th Dimension rather than the messy, moving terms of a 3 spatial + 1 time dimensional system. Using the MoE, she is able to make calculations using algorithims that are hard-wired into her brain that plot the appropriate course and how to configure her quantum state in Wave Form.The aforementioned calculations are typically the most limiting factor in Eir's teleportation. While the algorithims to make them are hardwired into her brain she still needs a certain level of focus to be able to crunch the numbers for a specific location. Broken concentration can result in failure to jump or - significantly more dangerously - an imprecise jump that could put Eir in a potentially dangerous spot or within solid matter. She is practiced enough to be able to make the calculations for a teleportation within a range of 80 meters almost instantly. Beyond that distance, there will be a pause between the decision to teleport and the actual dematerialization depending on the length and interference (typically solid mass, but also the effects of certain powers) of the desired jump. Something such as a transcontinental teleportation would take roughly half-an-hour to plan out and would be prone to more of a window of areas that Eir can land at rather than a specific point. There also exists a period after any given teleportation that Eir cannot make any calculations - generally this period is 1 second when jumping distances under 80 meters. Eir can also teleport anything that she is in direct contact or very, very close proximity to. There is a limit on how much mass she can potentially covert and move in any given teleport, though. The upper limit is 1.5 tons. though weights of more than 300 pounds (herself included) will take significantly more time to dematerialize and leave a window for disruption of the dematerialization process, resulting in a failed teleport. Lastly, due to the fact that Eir uses electromagnetic radiation as her means of transport she must deal with potential obstructions. This is typically circumnavigated by her calculations which take arching paths bouncing off the atmosphere or by using more penetrative forms of electromagnetism. However it is possible to block Eir's movements with high-density materials (or alternatively a large quantity of low-density materials) such as lead. Those familiar with Eir and with the resources to spare would be wise to line their walls to avoid her pestering. [/PTab={max-height:200px;min-height:200px;}][PTab=APPEARANCE] [attr="class","appcon"]Height: 5'9''[attr="class","appcon"]Hair Color: Blonde[attr="class","appcon"]Eye color: Green[attr="class","appcon"]Play By: Jino Temple[attr="class","appcon"]General Appearance: Eir is certainly does not cut an intimidating figure. While slight above the average in height (for females) and with a svelte build, Eir's beaming grin and restless fidgeting any sort of badass credibility she might have on her meanest-looking day. Her active lifestyle lends itself to a good baseline of fitness but Eir's tendency to rely on her power for travel leaves her lacking for strong lungs or long-distance stamina though she seems to find the energy to walk with a skip in her step most of the time.As someone who leaves their home expecting to visit a variety of climates, Eir is often overdressed for the occasion. Her excess clothing (and any loot she happens to fancy) is deposited into a canvas gunnysack that she typically carries with her. Another mainstay of Eir's raiment is a pair of aviator goggles that she keeps on hand (or around her neck more specifically) for practical concerns. She also wears bone necklace fashioned in the shape of an owl that was a gift from her mother which seems to be one of the few items she minds losing track of. Eir's hair is frizzy, blonde, and goes down to her shoulders and often features small braids woven into the mess. Her only notable scar is a thin, short affair about halfway up her neck from a childhood incident involving fishing hooks. Lastly, Eir's personality is not the only thing about her that has been called perky [/PTab={max-height:200px;min-height:200px;}][PTab=PERSONALITY] [attr="class","appcon"]Likes: Collecting things, talking, exploring, maps, high places, making friends, practical jokes/annoying friends, gardening[attr="class","appcon"]Dislikes: Peanuts, coffee, violence, fire drills (this one doesn't come up much anymore)[attr="class","appcon"]General Personality: Eir is a fickle, gregarious and energetic young lady. Her defining characteristics are an endless reserve of good cheer and a fondness for cringe-worthy wordplay. Eir's flighty attitude and overall lack of any sort of sense of responsibility likely come from her relatively lax-structured upbringing and the general difficulty of enforcing any rules on a girl who could teleport. Incidentally, she is rather air-headed and rather dimwitted at times. Eir claims this is because she "has to think about teleporting stuff all the time" but it is more likely due to her ditzy nature and spotty attendance in school.While rather boneheaded at times, Eir (like most other survivors in this harsh, new reality) has a good set of survival skills that have seen her through the last few years of living practically by herself. More specifically, Eir has become a master of evasion - a talent bolstered by her absolute refusal to fight unless no alternative is available. Eir abhors violence (though physical comedy is another matter) and does no think of herself as a member of any sort of rebellion or side. Rather, she claims to be on the side of "justice". To Eir this seems to entail making sure that nobody is getting hurt and that as many people are friends as possible (even if they don't want to be). Those that threaten others in her presence are likely to be on the receiving end of her ability to lay down vicious verbal lashing without losing her sunny disposition. Eir is something of a packrat and has a tendency to gather things that strike her eclectic tastes. This habit has become the gateway to another vice of trading. Eir will often pester people to give her things in exchange for (most often) absolute junk. Her more frugal acquaintances are wise to take control of the negotiations before the end up with a mountain of assorted trash. Thanks to her serendipitously, pleasant experience with magical creatures, Eir tends to avoid confronting even those monsters that are hostile towards her. She favors the approach of attempting to make friends with just about anyone or anything. [/PTab={max-height:200px;min-height:200px;}][PTab=HISTORY] [attr="class","appcon"]Family: Hrafn Elvarson (father, deceased)Sigrid Jonsdottir (mother, deceased) Gigja Baldursdottir (maternal grandmother, deceased) [attr="class","appcon"]History: Eir's story started out as many Gifted lives do, with neither parent being empowered with supernatural abilities and leading a very normal early childhood. Her father Hrafn owned a small hook-and-line fishing vessel that brought in a respectable living while her mother Sigrid acted as a stay-at-home wife and homesteader - often trying to impress practical skills such as weaving, carving and the like on her daughter. It was difficult work to get a young Eir to sit still for long enough to pick up much at all as she seemed much more amenable to sneaking onto her father's boat for an adventure at sea. Eir's penchant for misadventures became much more explicable when her abilities began to manifest just past her ninth birthday.Much to the shock of Eir and her father, Sigrid revealed that her side of the family had Gifted heritage and Eir's grandmother Gigja possessed (fittingly enough) ice-based powers. When the GSC arrived to confront the family, they found that arrangements had already been made. Eir eschewed the chance to be with more of her own kind in a Gifted school and instead fostered control of her powers under the guidance of her grandmother. While her skills grew, Eir's maturity and restraint did not. She used her powers as she pleased and with little regard for the consequences. It was when her truancy became prolific that the GSC once again approached the family and warned them of Eir's continued abuse of power. In addition to receiving the talking-to of a lifetime it was decided that Eir would enroll in a Gifted high school pending acceptance into an institution. That day never came. A year before Eir could ever make it to Phoenix Academy, everything changed [when the Fire Nation attacked]. On the day that Nicol Bolas invoked his terrible spell and brought the magical realms crashing into the material world, Eir was at sea with her father and his crew. They witnessed from far offshore the horrific fate of their homeland. Almost overnight, Iceland was torn asunder by rampant volcanism and its consequent seismic activity. The fault line that ran right through the island nation split apart and left a gaping cauldera that sank into the waves, leaving the North Atlantic still smoldering to this very day. As the land of ice and fire became an inferno, there was little time to contemplate the tragedy that they had just witnessed. The sea began to roil as dozens of impossibly tall tidal waves began to advance out from the epicenter. Eir was still far too inexpereinced and shaken to escape with the entire crew using her ability, a fact her father was keenly aware of. As watery doom approached the ship, Eir and her father exchanged their final farewells - Hrafen having chosen to stay with his crew so as not to burden his daughter's ability to escape. By some miracle of survivor psychology, Eir was able to keep moving in spite of having lost her family, friends, and homeland in the space of a few hours. It was somewhere along the northern coast of Canada that Eir finally ran out of mana and collapsed. Surprisingly, she did not freeze to death alone nor did any human hands save her. Eir was rescued by a strange dwarf-like creature who identified himself as Grokor. The two of them struck up a friendship that endured for two years until Grokor's kin brought word of beings like Eir (humans and Gifted) to the south. This was a shock to Eir who had long assumed that most of the world had been consumed in a similar manner to her country or that she'd ended up on some other bizarre world. With that revelation, Eir decided that it was time to leave Grokor and his strange ilk to investigate. She said her thank yous and goodbyes to the dwarves and headed south to find humanity. [/PTab={max-height:200px;min-height:200px;}] [PTab=ROLEPLAY] Eir Hrafnsdottir liked to consider herself an avid sightseer. Before the world had irreversibly changed, many of the choicest destinations of the old world had been checked off her bucket list. Much to her dismay the ones that she hadn't managed to get around to would likely never get crossed off. Some had literally gone up in flames. But it wasn't all bad news! This magical new world had so much to explore and the best part was that she would get to be one of the first to do it! Birds, bugs, and bugs the size of birds scattered as Eir landed with a plop on the ground - having just materialized inches above the ground - and the young lady took a moment to gawk at the iridescence of some of the creatures from where the speckled sunlight that made its way through the trees. But only for a moment. As close as this forest was to home and as beautiful as much of it was, Eir knew not underestimate it. You couldn't spit and not hit something intent to use you to fuel them. It was that threat that overshadowed the true beauty of Staten Island's forest though - it was almost impossible to find anything truly dead. Not a single drop of blood was split in this arbor without even last bit of it being put to use. "Speaking of which." Eir muttered in spite of nobody having said a word for the last fifteen minutes. Her finger and thumb pinched together to form a portal which Eir peered through, focused on the space of a higher-up branch that was focused by the ring. With a flash of light like someone had flicked the light switch but for just the briefest of moments, Eir was there. She touched down gently on the branch and placed a hand on its trunk for stability. Down beneath her, vines groped hungrily at the air only to realize their prey had escaped and retreat back into the undergrowth. "It's a messy world." Eir sighed as she looked from her new vantage point. Through the thinning forest was a beach littered with sunbathing monsters of all sorts, then the Narrow filled with teeth and spotted with the forlorn totems of the ruined Verazanno - bent and slowly greening with colonial plantlife creeping up from the waters - and beyond that lay the decimated, ruined husk of Brooklyn. Eir took a step forwards into empty air. But before the sickening lurch of her stomach to her throat could set in, the grasp of gravity was broken. Eir surged across the city in a beam of light and all that wasteland in between blurred into a fraction of a percentage of the time it took to blink. Sometimes it was certainly a blessing to get to skip the less appealing parts of a journey. [/PTab={max-height:200px;min-height:200px;}][/PTabbedContent={max-height:200px;min-height:200px;}] |