by Reako Somner » Tue Dec 09, 2003 6:49 pm
Quick Stats:
Reako (Reako Somner) - Lvl 7 - 105 HP, 99 MP, 50 TP
Background:
name: Reako Artorious Somner – age: 10 - eyes: blue - hair: black - height: 4’5
Reako is a young orphaned boy that was taken in by a psionists monestary in the Adv! world. One of the teachers, Ruben Artorius, who decided to raise him, discovered the boy had many natural psychic powers, and opted that he could be trained at the monestary with the other boys. Salith, the guildmaster, accepted this, but kept a good eye on the boy as something made him uneasy. A few years passed, and a war occurred between Lokar and Zytul. Needing skilled specialists to go with their mages and knights, Lokar enlisted the help of Psionists. Zytul's knights were constantly shamed by psionists who easily disarmed their enemies and threw them into confusion. Valzar decided to kill the problem at it's source, and raze the monestaries, one after another. Using the knowledge of a traitor, Valzar created an artifact which seals mental abilities, and became his trump card. Salith's monestary was the first to go, and many brave men died. A friend of Reako's, Marius, led him out through one of the monestary's hidden passageways. After a few days, Reako decided to leave on a journey to become stronger, and get revenge on this man who ruined his peaceful life, traveling to different lands and dimensions to train himself. However, his first attempt failed, placing him in the lands of Doma.
The first person he ran into was Kotoki, and for the first month of his life in Gaera, he stayed at the inn. One day while he was travelling through the forests nearby, Reako came upon a kitsunejin named Redfox, and something strange happened. A protective spell hiding who Reako truely was had been broken by what the magic felt was his own kind, the Loracians. Reako was confused by this turn of events, and Redfox offered to allow him to say at the Shrine with him, D, and Warlock (and now Kilra as well). He has been living there ever since, travelling around the countryside in his free time, meeting many people, and always training
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--Basic--
Name: Reako Somner
RPer: Reako Somner
Race: Human/Loracian
Level: 7
XP: 2100/4000
Max HP: 105
Max MP: 99
Max TP: 50
Initiative: 10+2d6 (12-22) --Attributes--
Courage: +3
Wisdom: +4
Intuition: +3
Charisma: +2
Agility: +7
Dexterity: +3
Strength: +1
Stamina: +3
Magic Aptitude: 3 Base AT/PA - 15/15
Modified for skill - 17/20
Modified for armor - 17/20
Body=Light Robes (AC 6), Misc=Pendant
Weapon Damage - Rapier (8/10/X, -1/-1)
Thrusting - 9 + 1d6
Swinging - 12 + 2d4
Chopping - N/A
Ring of Mental Focus: Allows Reako to cast one Telekinesis spell at +4 rank once per day.
--Skills--
Weapon (Rapier) - 8 <Cou/Agi/Str>
Weapon (Dagger) - 1 <Cou/Agi/Str>
TeleKinesis - 13 <Int/Wis/Mag>
PyroKinesis - 3 <Int/Wis/Mag>
DynamoKinesis - 1 <Int/Wis/Mag>
PsychoKinesis - 3 <Int/Wis/Mag>
Telepathy - 8 <Int/Wis/Mag>
Mental Clarity - 6 <Int/Wis/Mag>
Teleportation -12 <Int/Wis/Mag>
Hypnotism - 10 <Int/Wis/Mag>
Cooking - 2 <Int/Int/Dex>
[k]Linguist - 3
[s]Observant - 7 <Int>
[s] Psionic Sensitivity - 6 <Int/Mag>
[s] Mind Reading - 8 <Int/Int/Mag>
--Spells/Techs--
[Mag=3, [s]Psionic Sensitivity=4]Sense Aura - Reako, like most spellcasters, is capable of sensing the auras of people or animals. However, since Reako's arcane abilities are not quite as developed as a true mage, he makes use of his Psionic Sensitivity to detect the auras of others.
[Mental Clarity=4]Meditate - In order to use this ability, Reako must be sitting still and be able to focus. He is capable of tuning out a fair bit of outside noise, but being physically disrupted (tapped, pushed, etc) will break his concentration. While meditating, Reako can recover 2 MP per minute (a maxiumum of rank*5 MP in one sitting) and restore some mentally oriented status effects.
[Hypnotism=2, Telepathy=4]Vanish (10 MP) - Uses mental subterfuge and deception to cause one's self to appear to disappear, making the user effectively invisible for a good 30 seconds. Any attacks against the user are at -10, and all spot/vision related checks to see the user automatically fail. However, if the user is still making noise, there is a slight chance of their being noticed.
[Telekinesis=4]Constrict (14 MP) - Attempts to choke a target, dealing 10+rank*4+1d6 points of damage and stunning the target for a full round if successful. Targets hit by this attack suffer a -3/-3 AT/PA penalty as long as they are stunned.
[Hypnotism=2, Telepathy=2]Fear (8 MP) - Causes an enemy to do one of two things--run in panic, uncontrollably, or be visibly shaken and off-balance. In the latter case, a shaken target suffers a -4/-4 AT/PA penalty for 1d4 rounds. This ability is resisted by 3*COU+d20 instead of the normal resist check.
[Hypnotism=2]Hypnosis (10 MP) - Magically influences a target, forcing them to obey any single word command or simple command ("sit," "flee," "jump,"). This effect is not powerful enough to cause the target to actively cause themselves harm, though their clarity of thought is not 100%. GM's call, though a target is not likely to, for example, thrust their blade through their own throat.
[Telepathy=1]Scry (4 MP) - Creates a picture in one's mind for the purposes of showing them a location or place as though they were there. Enables the user to see through the eyes of another.
[Teleportation=18]Lesser Gate (80 MP) - Allows inter-planar or inter-dimensional travel with a fair percentage of error. Roughly 40% of the time, the user will end up a bit off their intended destination, and roughly 10% of the time, they will end up someplace entirely different.
[Telekinesis=4]Thought Throw (16 MP) - Mentally "throws" or moves an object. The maxiumum amount of weight movable by this skill is equal to rank*20 lbs. The average human, decked out with gear, weighs about 160 pounds. This skill also allows the user to throw telekinetic "punches." The STR stat for the punch's damage is equal to the users's telekinesis rank.
[Telekinesis=4]Weapon Push (8 MP, 2 TP) - Puts telekinetic force behind a weapon attack. Adds rank*2+2d6 points of damage to said weapon attack.
[Telekinesis=8]Mind Blast (22 MP) - Deals 18+rank*6+2d6 points of damage in addition to causing confusion 2/3 of the time (a 3 or greater on a d6). Confused targets cannot defend themselves and attack randomly. This may only be used against a target with a brain or nervous system, and therefore, does not affect things such as slimes or golems.
[Telekinesis=8]Air Shield (15 MP) - Completely stops light projectiles, such as rocks, arrows, slingshots, thrown objects weighing less than five pounds, throwing daggers, or even bullets, for 1d6 rounds. Anything heavier, such as a sword blow or a claw attack, is unaffected.
[Telepathy=3]Greatsight (8 MP) - Allows the user to "see" ghosts, immaterials, and other invisible things.
[Telepathy=6, Telekinesis=6]Adrenalize (18 MP) - A chosen target's next physical attack is +4 to hit, and should it land, the attack will automatically be considered a critical hit.
[PyroKinesis=2]Scald (10 MP) - A buring fire erupts on the foe, causing 10+rank*2+1d6 fire damage to the foe.
[Hypnotism=8] Sleep (16 MP) - the target's mind starts to tire, forcing the subject into a sleep-like state. The target remains asleep until hit with some form of attack or disturbed.
[Telekinesis=12 Teleportation=10] Illusionary Shroud (28 MP) - Reako creates many illusions of himself to fool his opponents. However, if the enemy is smart enough to astral scan him, the illusions will be useless. Creates one illusion per 4 ranks in Telekinesis.
[Teleportation=10] Teleport (5 MP per 10 yards) Reako concentrates and teleports himself a given distance, the maximum being 100 yards. It cannot be used in combat.
[Rapier=8] Imitate Zero Strike (15 TP) - Reako attempts to copy his friend Kyle's technique. Far from the origional however... Deals 1d5+1 Slashes, with -2 Damage for each slash.
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