Mackenzie
Mackenzie, chosen champion of the Winds, is ready for action!
Creator: Groove#00
Mackenzie, chosen champion of the Winds, is ready for action!
Creator: Groove#00
Name:
Mackenzie
Species:
Human
Gender and Pronouns:
Female
She/Her
Age (in terms of Species):
19
Height:
5'7
Personality:
A free-spirited, outgoing young lady, Mackenzie travels the world to satisfy her adventurous spirit. She’s an extremely curious person and can talk for hours about anything. Due to recent events, she’s taken on a more pessimistic view of the world. Despite this, she always tries her best to keep an optimistic attitude as much as possible.
Strengths & Abilities:
She has been blessed by the Goddess of Wind. She is capable of controlling the winds without the necessary sigils and incantations that other mages are forced to use.
Her sword can only cut anyone who has taken a life in the past. When a murderer is cut by her magic blade, any form of acceptance and self-forgiveness bleeds out in the form of black blood, and they are left with nothing but regrets of their former actions.
If Mackenzie strikes somebody who hasn’t committed murder with her magical blade, that person only receives blunt trauma.
She has a large amount of mana.
Weaknesses & Flaws:
She’s weak to heat and flames. She becomes excessively sluggish and slow when she’s exposed to really hot areas, and will pass out if she stays there long enough. Anyone who can use fire can defeat her rather easily.
Despite her large mana pool, she doesn’t know many spells.
Her fighting style requires a lot of movement. This raises her body temperature rather quickly, and after a while, she will pass out from overheating (Unless it’s winter).
History/Summary:
At the age of 12, Mackenzie made up her mind to run away from home and go on adventures grander than the ones she’d heard from her parents. Through this impulsive and reckless action, she caught the eye of the Goddess of Wind, Sylph, who was looking for a champion at the time. After testing Mackenzie’s resolve and sense of character, Sylph began traveling with Mackenzie to train her to become a proper champion. Since the moment they met, Mackeckenzie has gone on many wild adventures, including, but not limited to, toppling a casino enterprise, defeating an eldritch horror, conquering the kingdom of Dragons, escaping the clutches of aliens, confronting her parents again after 3 years of no contact, working as a waitress on a vacation island for monsters, and exploring an ancient tower of the Gods.
Midway through this journey, Sylph left Mackenzie to her own devices. And through traveling by herself, Mackenzie slowly started to see the more cruel and unreasonable side of the world she lived in. Over time, the bright-eyed child eager to see the world grew up into a slightly jaded young woman who found it difficult to keep an optimistic viewpoint of that same world. Hoping to change things for the better, she dragged her childhood friends into one last big adventure, hoping to make some lasting memories with the friends she abandoned all those years ago. However, this sentimental journey was soon interrupted by an unexpected figure…
Description & Visual Reference:
Practical Details (i.e. quirks, ways of speaking, etc.)
Her eyes glow yellow when she uses the abilities of the Wind Goddess.
Mackenzie has 3 siblings: A half-brother (same age as her), a younger sister (age 13), and a little brother (age 7).
Her blade was given to her by Sylph. It was created using vine roots and Sylph’s own magical aura, which was crystallized.
Her wind magic is green.
She's tragically an alcoholic.
She’s currently looking for the parents of an estranged infant.
In addition to the scars on her right arm, she also has scars elsewhere on her body: