I'll say it outright. Seraphina is too overpowered (at least, in combat skills), particularly, for someone who's (currently) less than 3 years old. She knows
way too many things for such a short lifespan. I don't have the answer for the
"since Luperci don't live as long as human's, they could learn things faster" question, but, I
can say that you definitely need to cut back on what Seraphina knows if you don't want a Mary Sue-type character >___<
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I'll use Teagan as my example since she and Seraphina are roughly the same age, and Teagan also has "Journeyman" listed for some of her skills like you made mention of previously.
Much like Seraphina, Teagan has been trained since she could shift in how to fight, and lives in a pack whose culture is
knowing how to fight and defend oneself. Despite this though, Teagan is only
proficient in one weapon; a shortsword, of which, she is listed as being a "Journeyman." Yes, she knows
how to use knives, shields, and bow & arrows, but she is still considered a beginner in those categories. Her main focus has been sword fighting, thus, why she is considered a "Journeyman" in that field, and why her knife, shield, and bow & arrow skills are considered a "Dabbler," or, a beginner.
Just because you know "how to use" something, doesn't mean you're "skilled" in it. Anybody can pick up a sword and have a general idea of
how to use it. You hack at things with it. Only someone who is
trained and has practiced with a sword would know how to bring out the full potential of it. Teagan knows "how to use" a bow. Can she hit a stationary target? Sure, but, don't expect it to be very good. Can she hit dead center or moving targets? Definitely not.
Another thing too, Teagan is not proficient in 5 different types of "swords". She is proficient in ONE type, and that is a shortsword, another reason why she is a "Journeyman" in that field.
She is also listed as "Journeyman" in Close Combat/Hand-to-Hand. This is her "back-up" or go-to fighting style if she is unable to fight with her sword. Notice that, besides her sword, that Teagan is not proficient in
any other fighting skill. This helps balance Teagan out against other fighters, and gives other fighters a way to have "an edge" on Teagan. In other words, this makes it so that Teagan
is able to be defeated, and by means other than her
obvious weaknesses.
In non-fighting skills, Teagan has Falconry and Equestrian for
hobbies. Only two, once more, and Teagan is far more skilled with birds than she is with horses. Both of which, she has been exposed to since pre-shifting age, and deals with on a regular basis when not practicing with her sword.
She also has Hunting/Tracking/Patrolling (all rolled into one because they really work off of each other; you use tracking to hunt/patrol, you can compare hunting to patrolling), which she does
in tandem with her falcon/horse hobby. As for Reading/Writing, that one, I wouldn't really mark as a "big" issue since even we as humans can read/write decently enough to get a point across xD
In summary, I've made Teagan only proficient in 2 major combat skills, 2 major hobbies, and 1 life skill. In any, because of her age, she has some time before she can be considered a "master" at them. She has also chosen specific things to focus on versus a large or general group of things. Teagan fights with swords. Her unarmed combat style is not tied to a specific technique. Falconry is broad only because there's only so many things you can do xD With horses, Teagan's skills lie in riding, reading their body language, and
general upkeep, rather than anything truly in-depth with them. For Hunting/Tracking/Patrolling, she is no super star or super scout; she knows enough to feed herself, and enough to realize there's something fishy in the area.
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These are
my personal suggestions regarding Seraphina's fighting "strengths" and their realism:
Seraphina Colt - Skills: Combat: Strengths Wrote:- Knives: She is familiar with blades. She typically uses knives to fight. She has several throwing knives as well as a pair of daggers with eight-inch long blades. She duel-wields her long daggers and prefers the speed of the knives over scimitars. She is most deadly with knives and uses them in combat. She is quick and goes for the kill.
- You've listed 3 different knife-types (throwing knives, dual-wielding 8-inch blades, scimitars) under your overarching group of "Knives." Pick ONE or NONE. Each of those knives/blades are vastly different in their fighting styles and techniques. If you just have to keep all three, I recommend that you cut out all other combat-related "strength" skills if you don't want a Mary Sue and to prevent Seraphina from being overpowered. Because ALL of those, PLUS the other skills she has, makes her too skilled (overpowered) for someone that's less than 3 years old.
If she were like, 7+? Maybe, because you could say that she gained all of her current "strength" combat skills over her lifetime. At less than 3? No.
Seraphina Colt - Skills: Combat: Strengths Wrote:- Whip: One of her weapons is a six-feet long whip that she uses primarily as a long-ranged weapon and surprise weapon. She can disarm opponents and catch people using a wrap around technique. She can also use the handle as a baton and sometimes swings the handle at her opponents. One of her key attacks is using her wrap around technique on people's necks.
- I would caution against using a whip as a weapon meant for offensive fighting. Sure, whips are cool, and Hollywood, games, and animes make them appear like they'd be a super unique weapon to have, however, you have to also think realistically here. In a REAL fight, how effective is that tool going to be used as an offensive/attacking weapon? Not very.
Sure, they can wrap around something, but, your aim and your target's distance from you would have to be within a strict margin in order to pull the move off effectively. As well, IF you wrap the whip around someone, who's to say it would actually be effective in halting them? Seraphina's body is too small and light for her to have much of a real pulling or halting power to take her opponent to the ground. As well, once she wraps them, what is to stop her opponent from just dragging her to them? It's useless as anything other than, really, for show. If an opponent gets too close, it's useless. A few cracks at someone may keep them at bay, but, for how long?
As for the specialty technique of wrapping the whip around an opponent's neck, how often would you REALLY be able to use that skill in roleplay? Such a move would put any opponent in a very precarious situation, one that most players are not likely to take unless they just want the drama or to have their character seriously injured. As well, there are a lot of factors that would need to be just right in order to allow that to happen. Thus, you should be asking yourself, "While this may be really cool/badass, how practical is it REALLY in an active and fast-moving fight?" No opponent is just going to stand there and be all, "HIT ME, PLEASE~!"
Consider all of this if you seek to keep the whip!
Seraphina Colt - Skills: Combat: Strengths Wrote:- Staff: Her staff is a four and a half feet long and has a sharp point and made of hard material. With this weapon, she often lacks the normal finesse she normally has and has a more smash-mouth style since her training with these weapons aren't as extensive as her other weapons and she doesn't use her staff as often. It shows with her fighting style. It is her back-up weapon if she needs it.
- If you want her "back-up" to be her staff, I'd advise cutting out "Knives" or "Unarmed Combat" as your other proficient skills. This way, she can be proficient in both her whip and her staff to the level you seem to want her to have without making Seraphina too overpowered because you have her being relatively skilled in 6 different fighting-related things.
This would also mean that she would be carrying this weapon around with her too if it's her back-up weapon use, yes? Something to consider with using a whip, as the staff's clearance over her head would need to be taken into account when she's swinging her whip around.
Seraphina Colt - Skills: Combat: Strengths Wrote:- Unarmed Combat: Her fighting style includes punches, kicks, blows, and grabs that are often directed towards vulnerable areas. Her style is meant to weaken or even cripple so that she can get the upperhand. Her style does incorporate some Aikido principles as well as kickboxing and is mainly a mix of martial arts. She is not afraid to fight dirty and will use her claws.
- If you want her to be proficient in this, cut out two of the other combat-related skills. As well, chose ONE or NONE of those 3 different unarmed combat fighting styles. Like I said with knives, those are three DIFFERENT styles, and while Aikido and whatever mix of "martial arts" you have may have similarities, kickboxing is not the same.
Something else to consider would be HOW does Seraphina know these techniques? She cannot be proficient in all three, not when it takes people months, if not years to perfect just one. As well, trying to mix all of them up would lead to a jumbled mess of--likely--bad fighting techniques since there would be no true way to smoothly transition from one to the other.
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In the end, you need to,
honestly, ask yourself: "Why do I NEED the other [fighting] skills? Is it simply because
I can't let go of how cool it is to have my character proficient in them?"
When designing a character, it's hard to let go of some things that you think would be super cool for them to have or something unique or "different." But, in the end, you have to think about how
realistic it is for your character to have all of these skills.
- Things to always consider are:
- Age
- How they came to know of the skill/who taught them?
- How often they're exposed to this skill?
- How often do they practice with this skill?
And, as a whole, consider:- Where do they get the time to practice ALL of these skills?
- How do these skills relate to each other? Are they a mish-mash of random things that I thought were cool and threw together in the character blender?
If you find that you've got 10+ "proficient" skills at an age "too young," crank it down. Use those other skills on another character. You don't need to have
everything happen on one character. Spread the love! You either have a character that is a
Master of One or, have a
Jack of All Trades but Master of None. To have a character that is a Master of All would be overpowered, a Mary Sue, and against 'Souls rules x3
I'd suggest giving Seraphina 1 "proficient/strength" skill in combat/survival/social & domestic for every year that Seraphina has been alive (to date). So, 2 combat, 2 survival, and 2 social & domestic. DO NOT group skills into one bullet (like you did with Knives and Unarmed Combat). Those 3 different knives/fighting techniques should be treated as such; 3 different things, thus 3 separate bullets. This should help make sure you don't overpower characters!
As the others have said, it's okay to
dial down your character's skills. Research (REAL research, not Hollywood, games, books, animes, etc.) is ALWAYS something good to look into too!