Name: Camilia Marcellina.
Race: Human.
Age: 28.
Sex: Female.
Origin: Empire of Sciczia.
Appearance
- Height: 5'4"
- Weight: 120 LBS.
- Hair colour: Blonde.
- Hair style: Long, kept tied back in a ponytail to avoid it getting in the way, bangs consistently trimmed to keep them out of her eyes.
- Eye colour: Brown.
- Skin colour: White.
- Non-Combat Equipment: Multiple layers. (Used this for reference.)
- A thin, white silk shirt, made primarily for comfort. A pair of tanned leather pants, dark brown, made for long distance wear and tear resistance. She wears a pair of old linen socks underneath her tanned leather boots. This layer provides no real protection beyond the shame of otherwise going without such articles.
- A tanned leather, sleeveless dress, thicker than the silk shirt it is wrapped atop of. It is tightened with strings on the sides, and taken on or off via threaded buttons across the torso. It is meant to be worn tightly until it reaches the waist level, where it flows out into a skirt to allow for more practical freedom of movement. This provides only the most minimal form of protection against arrows, slowing them enough that penetrations will cause injury instead of death. Beyond that, at short range, against firearms, and against any melee weapon, it provides about as much meaningful protection as the silk shirt it rests atop of.
- Combat Equipment: A flintlock rifle, pair of flintlock pistols, and a bayonet knife.
- Flintlock Rifle: A rifled, high quality firearm, made for precision shooting. Reloading while on the move is not possible, and if the user panics, reloading is entirely impossible. It's a high enough calibre to penetrate most natural man-made armour at any range its effective, and any armour save for the stuff of unimaginable magics at close range. +High accuracy, high penetration, great range. -Penetration falls off sharply at long range, awkward close combat weapon, cannot reload on the move.
- Flintlock Pistol: Secondary weapon. She possesses two. They exist primarily as an emergency weapon in case something gets close to her, and unless she intentionally puts herself out of a fight for a brief period, this effectively gives her two shots with flintlock pistols per battle. +High penetration, two shots. -Accuracy falls off rapidly over range, using them while using her rifle will ensure they don't get reloaded for the rest of a fight.
- Bayonet Knife: A small knife more often used for simple tasks, like cutting rope. Can be used in combat as an effective impaling instrument, but it's rather small, and thus, as a weapon, it is a weapon of last, desperate resort.
- Other: A small, enchanted necklace. It looks rather like an ordinary item: A piece of copper inlet with a small, petty gemstone, tied on with a wiry, tough string. Most of the time, she keeps it underneath her leather vest, though not her silk shirt, allowing others to see hints of it at a glance.
Biography: Camilia was born in a small village located deep within Sciczia's territory. A place that was fairly quiet, and aside from the occasional conscription or taxes, even the empire ignored it. Which, during one of the empire's many aggressive wars, made it quite the ripe target for a burgeoning, would-be necromancer's mad dreams of immortality and conquest. All he needed were a few subjects for brutal experiments. So, one day, this village--so meaningless and trite was it that its name has already faded from the annals of history--was looted and burned by a well organized group of bandits. Between the necromancer's prepared spells and the bandit assault, her little village didn't stand a chance with its skeletal militia that could barely defend them from the local wildlife.
Much happened over the next two months. Camilia doesn't talk about it. Perhaps she lies about her memories, or perhaps she was genuinely struck with so much trauma that she can't remember... Perhaps it is something else far more malevolent. Regardless, all she remembers was being eight years old. She remembers the smell of ash, she remembers screams, and she remembers blinding flashes of pain and hints of rituals she didn't understand. There were many bright lights. Many deformed faces that still haunt her dreams late at night.
She also remembers being rescued, as Sciczian troops were diverted away to deal with the threat. It took them longer than expected to find his hideout, but none could hide from the justice of the empire forever. At least, that's what most propaganda would claim, anyway. Propaganda that a little, quiet girl would not understand as every day, for a couple of weeks, she said nothing. Her throat was checked for cuts, but there was none. She would stare off into space, looked scared often. Eventually the Sciczian troops gave up and handed her and several other surviving children off to a willing caretaker, after realizing they weren't going to get any useful information out of them.
The caretaker was kind enough, but Camilia remained distant. At night, sometimes, she spoke to something that nobody else could see. Her fear started to turn to sympathy for what others could only assume was some sort of trauma-induced mental damage.
Eventually, the war ended as it always did, and traders came. Adventurers came. Many curious or greedy enough to fill the void of supplies and talent necessary to rebuild where bandits had left ruins. Eventually, after a year or so with the caretaker, the nine year old found herself being looked at by a would-be pseudo-science robe-wearing magical type. Someone who most of the people around her looked upon with distrust, but he could see something nobody else could. At least, he could feel it, the presence of something. Something different.
Soon enough he adopted the little girl, and the two left the good graces of the caretaker and left the Empire of Sciczia. Travelling far to Igros, this man--someone she later learned to call by the name of "Edgar"--brought her to his study in Igros. There, she was introduced to the Wilkes Family--not directly, of course. Rather, Edgar was funded by the Wilkes Family to produce unique trinkets they could use to solve unique problems. Compasses to point in directions other than north, or maps that could could draw themselves, or other such devices. Difficult, expensive devices to create. One such device, which could allow one to speak to spirits, was being tested by Edgar, and he wanted the right subject to test it with.
There were several failures before he finally stumbled upon a design that allowed Camilia to speak to the apparent visage of her mind. Speak to, and more importantly, understand. The device was cleverly disguised as a small, cheap looking gem, made into a necklace. One of the Wilkes family members themselves--someone who Camilia never met personally--personally paid for a second such item to be made, specifically for Camilia. It seemed that sympathy could occasionally run in the family. It was not inordinately expensive, but it was enough to make the young teenager think well of those who soon became her employer.
She ran messages for them around their estate, a simple job. After saving enough money, she purchased a firearm and began to practice with it, every day she could afford the ammo to do so. Eventually, with a little tinkering from Edgar, she had one of the finest rifles in all of Igros! Or, so she quietly thought to herself, anyway. Once she was ready, she wanted to join Sir Gideon Wilkes on his adventure into the searing lands. To, in a sense, pay the family back for their minor if important act of charity they had given to her. Perhaps this woman even thought of substituting a family she could barely remember with this one, though she would never tell.
Unfortunately, things never work out the way one wishes.
When Sir Gideon selected persons to travel with him, he did not select her. Patiently, diligently, she continued practicing with her rifle, hoping she would be selected the next time. Except, there would be no next time, as soon after, she learned that he had vanished. She became distraught and infuriated. Her opportunity to properly pay the family back for all they had done for her was gone.
That, is when she received the letter.
The letter that would allow her one chance to prove herself.
The fact that she was getting paid for it was simply a pleasant bonus.
Defining Strength: Whisperer of the Dead.
Camilia was subject to many untold, horrifying experiments. They did, however, produce quite an array of effects. Specifically, those to do with spirits. She can detect the presence of any spirit in her vicinity innately, and using her amulet, understand what they're saying and communicate with them, assuming they are willing to communicate with her. Spirits also have the tendency not to want to harm her, even if they may wish to harm her allies. Finally, she resists mind affecting magics and chemicals greatly--giving her an odd resistance to alcohol.
Additionally, there is a spirit bound to her, named "Zathras."
Other Strengths
- Zathras: Zathras is a spiritual companion she has had for many years. He's capable of detecting magic, and can serve as another pair of eyes and ears for her, giving her an uncanny ability to know where danger is, even when she's sleeping. He can scout ahead, or search an area around her, though he cannot go beyond the radius of her sight without being dragged back to her in pain.
- Messenger: Years of working as a messenger has more benefits than one might expect from such banal labour. She's got a great amount of stamina, and is fluent in multiple languages. (Up to GM discretion which languages she picks up on.)
- Sharpshooter: It is her one and only martial prowess she has devoted herself to for years. She's highly accurate, and her weapons are devastating in terms of penetration. Additionally, years of aiming down at distant targets has allowed her to focus her vision and discern a few more details at long distances than most would.
Great Weakness: The Glass Raven.
Camilia has never been under any sort of deception that she would be suited for the rigours of melee combat. To be caught in such a situation generally causes her to panic. All of her weapons require her to be positioned well, and to be stationary, and they all possess long reloading times. She is, in fact, singularly purposed and singularly minded. Throw her against anything that can overwhelm her or which could appropriately ignore her primary method of self-defense (a mob, a dragon with scales thicker than plate, et cetera) and Camilia truly has no options. If more than one enemy gets past her allies and moves into melee to attack her, her only option is to attempt to run. Her only serious contribution is to pick off specific targets from afar--one by one, as reloading permits.
Other Weaknesses:
- Zathras: He cannot effectively communicate with any of her allies, and is not invincible by any means. He is not physically capable of interacting with the world--therefore he cannot stop anyone from harming Camilia. He is a pair of eyes and ears only--nothing else. It can also be safely assumed that some, upon learning of Zathras' existence, would not take kindly to it.
- Cold: Camilia's contributions toward most topics of discussion are blunt. She is not particularly, overly lady-like in any respect, and she seems most comfortable behind several walls of stoicism. That's not to say that she doesn't feel emotions, that's simply to say she doesn't see the point to bringing them up most of the time... Which makes her come across as a callous, unfeeling machine.
- Mentally Damaged?: She is rather quite adamant that she doesn't remember anything other than a flurry of sounds and blurry images from being a violently abused subject. She rarely sleeps well at night, and can often be found with bags under her eyes. Sometimes, she can be found staring off into nothingness, simply lost for several minutes until shaken out of it. If it weren't for Zathras watching out for her, she wouldn't notice most things until it was too late. Additionally, put her in an extremely stressful situation (ex: the death of an ally) and there is a pretty solid chance you will see her mentally break down.
- Hemophiliac: Perhaps she was born with it, or perhaps it was a result of her "time." Either way, when she sustains an injury, she bleeds longer and more profusely than most do. A bleeding injury that most people could survive might outright kill her in no more than an hour without some help. Even a bandage might only prolong the inevitable--it would be a pure gamble if she lives or dies.