Mirah Lucain

533 YearsFemaleValhalir, KashiNar HeykelCrimson Snakes104 Profile ViewsPlayed by Huli
700

Awards and Merits

Congrats on being less of a shitnugget as you could have been. This member has been a part of Embers for a full year. Thank you for the memories!

Suite Skills

Ainhamar
Parent: Nar Heykel ( 700 / 1100 )
Can only be activated once every three turns. Nar Heykel shortens to the length of her forearm, and Mirah spins it above her head. Each revolution draws a semicircle of blue flames through the air. A maximum of three lines can be drawn; each counts as a separate strike. When Ainhamar is active, Nar Heykel glows dark blue, think at the centre of a candleflame.
Level 19 [ 900 / 1300 ]
Aththar
Parent: Nar Heykel ( 700 / 1100 )
The tip of Nar Heykel draws a line of orange flames through the air, which strikes her opponent before Nar Heykel does. When Aththar is active, Nar Heykel glows orange.
Level 18 [ 850 / 1300 ]
Blinking
Parent: Force Control ( 1000 / 1100 )
Mirah Blinks a lot, hopping between Valhalla and Asgard the way she does. It does still give her a little vertigo, but she's too impatient to use Lightfoot. Ha.
Level 20 [ 950 / 1100 ]
Chained WeaponsThese come to her much more naturally than any blade. Mirah carries a chain whip for self defense; Nar Heykel, being a soft whip, can't actually inflict much damage by itself.
Level 16 [ 750 / 1100 ]
Defensive Sorcery
Parent: Force Control ( 1000 / 1100 )
Not quite as good as her offensive sorcery, but close. Mirah tends to use both in close conjunction.
Level 18 [ 850 / 1100 ]
FirearmsYes, she does know how to use a gun. And yes, she does carry one.
Level 16 [ 752 / 1100 ]
Force ControlMirah's Force is orange-yellow without a defined border, and sometimes flickers like fire. She is very adept at controlling her Force, mostly by necessity as she has a tendency towards accidental arson when she slips up. Actually, part of the reason why she's such a skilled metalworker is because she is capable of manipulating the temperature within her forge through the use of raw Force.
Level 21 [ 1000 / 1100 ]
Healing Sorcery
Parent: Force Control ( 1000 / 1100 )
As the previous captain of Valkyrie's fourth division, Mirah is a very skilled healer.
Level 23 [ 1100 / 1100 ]
Khannaq
Parent: Nar Heykel ( 700 / 1100 )
This can only be activated once per release. Nar Heykel elongates and draws a wall of white flames around Mirah and her opponent. The flames rush towards her opponent and deal 3x the rolled damage. If Mirah doesn't get out in time, she sustains half of the rolled damage. When Khannaq is active, Nar Heykel glows white.
Level 20 [ 950 / 1300 ]
Lightfoot
Parent: Force Control ( 1000 / 1100 )
Why use Lightfoot when you can just Blink to where you've got to go.
Level 11 [ 500 / 1100 ]
Malika Fi
Parent: Nar Heykel ( 700 / 1100 )
A ring of fire surrounds Mirah's feet during her complete release. It doesn't seem to burn anything, and it doesn't hurt her, but it will always expand to include her entire body within the perimeter and will reflexively lash out at anyone who gets close to her whether Mirah herself notices or not. It won't do it if Mirah recognizes an ally, but if they sneak up on her they'll still be hurt.
Level 18 [ 850 / 1400 ]
Malika Jayiza
Parent: Nar Heykel ( 700 / 1100 )
Three whips made of orange fire rise from the ring of fire that surrounds her and strikes at her opponent for the next three turns.
Level 15 [ 700 / 1300 ]
Malika Jue
Parent: Nar Heykel ( 700 / 1100 )
If Yalathim was activated before Nar Heykel's complete release, yellow whips will erupt from the fires and strike at her opponent. Either they take turns, one per round, or they all roll at once and Malika Jue cannot be activated for the next three rounds.
Level 13 [ 600 / 1400 ]
Malika Qadem
Parent: Nar Heykel ( 700 / 1100 )
Mirah draws fire from Nar Heykel's dome and uses it to attack her opponent. She can pull it from multiple points, though usually it's only one or two.
Level 21 [ 1000 / 1400 ]
Nar HeykelNar Heykel takes the form of a soft whip when unreleased, which can't really do much damage. When released, however, it burns on contact. Instead of trying to hit someone multiple times, Mirah tries to wrap Nar Heykel around them and keep it there so that they'll sustain deeper burns. She doesn't get into a lot of situations when she needs to release Nar Heykel, so she's actually not that great at using it in a fight, instead relying more on sorcery.
Level 15 [ 700 / 1100 ]
Nar Malika Min Ghadib
Parent: Nar Heykel ( 700 / 1100 )
If Mirah tries maintaining Nar Heykel's complete release for too long after it turns white, the dome will collapse inward, dealing her 3x the rolled damage but dealing everyone else trapped inside 6x the rolled damage.
Level 15 [ 700 / 1400 ]
Offensive Sorcery
Parent: Force Control ( 1000 / 1100 )
Nar Heykel in its sealed form isn't much for dealing damage, and so she usually has to rely on offensive sorcery instead.
Level 19 [ 900 / 1100 ]
SwordsmanshipActually not very skilled with a blade, Mirah prefers chained weapons.
Level 13 [ 600 / 1100 ]
Unarmed CombatLike her mother, Mirah is abysmal at unarmed combat.
Level 10 [ 450 / 1100 ]
Yalathim
Parent: Nar Heykel ( 700 / 1100 )
When Nar Heykel touches an inanimate surface, the places where it touched bursts into yellow flame that doesn't burn whatever it's touching. Mirah can strike a maximum of six places. The flames don't hurt her, but it will hurt everyone else who comes into contact with it, including allies. Each fire will remain burning for the rest of the round even after Yalathim is no longer active. When Yalathim is active, Nar Heykel glows yellow.
Level 13 [ 600 / 1300 ]