Preface
I am looking for the use of her powers to be mainly in escape, especially in sticky situations. She's meant to be a rescuer, or a runner, not a fighter.
Knight Title: Myrkviðr (merk-jo-widuz) Page
Challenge: "Come, visit the woods!"
Uniform: Ref Image w/ flat colors
Top -- A thick, leather covering that falls over the entirety of her back, but only covers her chest in the front. It has been split down the sides to expose her stomach, and fur (grey areas on reference) has been stitched into the lower half. Leather stips (brown on reference) and bronze/metal clasps (light brown/bronze on ref) offer support. Shoulder guards also have fur.
Bottoms -- A modified type of skirt in green fabric (see ref). The lighter brown is a bronze decorative front-piece. This is attached to a plated metal belt. The rest (darker brown) is leather.
Gloves -- N/A
Belt -- Plated metal belt (see ref)
Shoes -- Stitched, dyed dark brown boots. They have tops made of fur. The bottoms are relatively soft - more like a mocassin.
Shoulders -- Fuzzy wuzzy shoulderpads
Hair Style -- Long, straight, black. Hangs like noodles. A second has been braided together and meets itself at the back of her head. Sidepart.
Additional Red lipstick is optional. However, some sort of dark eyeshadow blue/black to give her eyes a more haunted look.
Weapon --
Stage 1 – A small mouse skull attached by a leather string. A badly scratched rune can just be made out on the skull’s surface. Creepy.
Stage 2 – The skull of a little fox on a leather string. The rune is now nicely cut and easily seen.
Mist/Fog leaks from the eyes of the skull and begins to spread. The longer a battle lasts, the thicker and more widely dispersed the mist gets. Opponents cannot see through the haze, but as long as Myrkviðr wears or has hold of the skull, she can. Formed mist lingers in the region where it was created. It does not follow the user.
Formation of mist can be stopped at any point. The fog then begins to recede. Other magical powers, such as magic winds and blasts, can move and alter the mist, but cannot destroy it.
Mist can be summoned for a maximum of one minute over a circular area with a radius of 15 feet.
Stage 3 – An eagle skull on a silver chain necklace. The rune that decorates the top is well-carved and glows strongly. [Or, optionally, made of metal (artists choice) Example here)
Same as Stage 2, with the addition that contact with the mist now produces hallucinations. All characters (even allies) except Myrkviðr begin to see/feel/hear things that embody their inner fears. Those with arachnophobia, for example, may see a trail of spiders crawling down their arm. An individual afraid of failure may hear a voice articulating a pluthera of ways that individual could potentially fail at a task. The intensity of the fear felt from hallucinations is dependent on rank as follows:
Fourth Stage: Unsettled by hallucinations. Equal to a "spooked" feeling such as entering a haunted house.
Third Stage: Will feel the normal level of fear associated with their internal conflict.
Second Stage: Begin to believe that some hallucinations are real and that those fears put them in danger.
First Stage: Hallucinations seem real and cause feelings akin to terror. Little to no focus can be maintained on things aside from this fear.