Without further ado, I suppose I ought to have my PS character sheets up, just in case...
Quick Stats:
Hakaril (Archmage) - Lvl 7 - 108 HP, 155 MP, 52 TP
Background:
name: Hakaril James Silvar - Race: Human - DOB: 21st of Kazerora, 1291 - eyes: rust red - hair: blue - height: 5' 11"
Hometown, Country: Chisai Village, Doma.
Current Residence: Doma Castle, Doma Capital.
"Drunk Type": Friendly; Spontaneous spellcaster. Has technically sworn off alcohol as a result of his relationship with Sirvix.
Favorite Foods/Drink: Sushi, venison, iced green tea.
Least Favorite Food: Broccoli.
Known Relatives: Jameson Ironclad (father), Katherine Ironclad (mother, deceased), Sirvix Silvar (wife--RPer Nekogami), Rufio Ironclad (illegitimate half-brother--RPer Shiranai)
Religious Beliefs: The presence of gods is undeniable when you've had conversations with them, but none in particular is worthy of his adoration. Hakaril has considered revering Ryuugami, Mithra, Kazeros, and even briefly pondered Christianity, but nothing has appealed to him yet.
Fighting Style: Self-adapted Gunnir Type IV Strategic/V Trickster style. Often utilizes Type II Aggressive under periods of emotional stress.
Other: Hakaril commonly uses the epithet "Great Lord Agnostic." Whether a deity by such a name exists or ever existed is beyond him; it's a curse he picked up from his father. He hates having his mind read without permission to the point of becoming violent in response. It is impossible to know how many strange and potentially valuable magical items he is hoarding in his office as part of a bizarre collection that continues to expand over time. He also has a very large collection of pornographic illusionmags from a variety of series that he keeps in his bottom right desk drawer, and he prefers to "read" these than do any actual paperwork under most circumstances.
Hakaril, as a young man, lived with his father, a respected blacksmith known throughout the area as Jameson Ironclad. Young Hakaril was to be apprenticed as a blacksmith, but he refused, finding the art of smithing to be too mundane for his tastes. His life changed, one day, when his father's shop was visited by a man in a red cloak and hat. This man, who Hakaril later discovered was a Red Mage, was easily the most knowledgable, interesting, and worldly person Hakaril had met to the time. He knew then what he really wanted in life; he wanted to be an adventurer. He wanted to travel, to see the world, not to be stuck in a smithing shop his whole life. Most of all, he wanted to realize his newfound dream--he wanted to be a Mage.
So at the age of 14, Hakaril ran away from his home, and from the oppression of his father's desires for his son. He renounced his family name, and the name of his birth, "William," and took the name of "Hakaril James Silvar." Why he retains the middle name as a tribute to his father is unknown, perhaps even to him.
In under 6 years, he graduated with top honors from the Gunnir Academy of Magical Arts, attaining the rank of Arch Magus, with a major in Holy Magic and a minor in Elementalist Skills. He trained himself in the ways of the sword to further develop all areas of his mind and body. Either way, his schooling was more than just book work.
He once witnessed the murder of his dear friend and collegue, Masahiro Katachi, who was killed by one of his instructors. He fears himself, and hates himself, for not trying to save his friend. To this day, he bears a hatred for authority--for the sole reason he stood aside and watched numbly as his friend was murdered was his belief in the infalliability of his masters. He later came to terms with his imperfections, and was determined to make them outer, as well as inner, intentionally slicing a deep scar in his face with his blade, embodying all the anger and frustration he feels inside.
A man of many varied talents, languages, mechanics, and various bits of practical and theoretical knowledge about magic and monsters alike, Hakaril prides himself on what he knows, and is continually eager to add to that knowledge.
Inventory notes: Sacrificial Sword (15/21/27, -3/-2): Can cast Shadowblast twice per day, use 6 as rank. +3 STR req. (Hak keeps this on his dresser as a conversation piece. It was found in the tower of some evil spellcaster.)
--Basic--
Name: Hakaril James Silvar
RPer: Archmage
Race: Human
Level: 7
XP: 1050/4000
Max HP: 108
Max MP: 155
Max TP: 52
Initiative: 2+2d6
--Attributes--
Courage: +3
Wisdom: +6
Intuition: +7
Charisma: (-1)
Agility: +1
Dexterity: +1
Strength: +2
Stamina: +3
Magic Aptitude: 6
Base AT/PA - 13/13
Modified for skill - 16/14
Modified for armor - 16/14
Base MATK: 19
Base MBlock: 29
Body=Robe (AC 2)
Head=Red Mage's Hat (Adds +1 CHA for first impressions for those who like Hak's style)
Misc=Amythest Ring (+4 against Lightning spells)
Weapon Damage - Broad-bladed Rapier (-1/-1, 12/17/21, enchanted with a 3rd rank Sharpen spell)
Light - 18+1d6
Medium - 25+2d6
Heavy - 31+3d6
--Skills--
Swords - 4 {Cou/Agi/Str}
Flame Magic - 2 {Int/Wis/Mag}
Water Magic - 2 {Int/Wis/Mag}
Lightning Magic - 4 {Int/Wis/Mag}
Holy Magic - 16 {Int/Wis/Mag}
Astral Magic - 14 {Int/Wis/Mag}
Summoning - 14 {Int/Wis/Mag}
Benediction - 3 {Int/Wis/Mag}
Enchanting - 12 {Int/Wis/Mag}
Mechanics - 2 {Int/Wis/Dex}
[k]Applied Magical Theory - 12
[k]Ritual Magic - 4
[k]Metals and Metal Properties - 2
[k]Monster Abilities - 2
[k]Foreign Languages - 3
[s]Elemental Melding - 3 {Mag=4}
[s]Spell resistance - 6 {Int=3}
--Spells/Techs--
* [Innate]Incubus Morph (8 TP) - As a result of various adventures and the acquiring of a ring from his fiancee, Sirvix, Hakaril is capable of becoming an incubus. As an incubus, Hakaril possesses limited flight powers (no more than 5*level feet in terms of altitude, and no faster than 10 mph) due to his set of wings. All of Hakaril's holy based spells (the Beam line) are instead shadow based spells (the Zero line) while Hakaril is an incubus--he cannot cast the holy versions, and he cannot summon Radeeni. Hakaril's CHA score is +3 when interacting with other demons and the like, but is -1 when interacting with those who despise demons and their kind (which is quite a few people). While an incubus, Hakaril suffers damage from holy based healing spells. Hakaril can remain an incubus indefinitely.
* [Innate]Intimidate (2 TP) - Attempts to strike fear into an opponent with impressive looking magical acts.
* [M-Theory=4]Charge Spell (5 TP) - Empowers a spell for a turn, increasing damage by 2x.
* [M-Theory=6]Spell Penetration (2 TP) - Adds a bonus of rank/2 to a spellcasting roll.
* [M-Theory=8]Quicken Spell (6 TP) - Allows Hakaril to cast a spell as a free action--the cost of this ability is added to the cost of the spell.
* [M-Theory=12]Contingent Spell (6 TP) - Imbues a target with a latent spell effect. The imbued spell's effect does not occur until a pre-determined trigger condition is met. Some example trigger conditions might include: When this object breaks, when a certain person is wounded, when this object is touched by a person that is not the caster, etc. When the condition is met, the spell is cast. The targets for the spell are determined when the condition is set; if no valid target that meets the specified criteria is available, then the spell fizzles.
* [Theory, Ritual, Melding, Enchanting=4]Enchant Blade (20 TP) - Empowers Hakaril's MageBlade. Hakaril recieves a +6/+2 AT/PA bonus, and any hits landed deal an additional 8+(mean rank) damage. This spell lasts for (mean rank)+1d4 rounds. Hakaril can use this as a permanent enchantment, but it requires 60 total TP be spent (3 times the cost), and during this time of enchanting, the weapon cannot be used or it is lost. Hakaril can do this with any bladed weapon, but no one other than himself may use it. If Hakaril enchants his weapon in this way, it only has half the bonus value of the ordinary effect--and may be stacked with it.
* [Fire=1]Fire 1 (5 MP) - Does 10+2*rank+1d6 fire damage to one enemy.
* [Water=1]Ice 1 (5 MP) - As fire 1, only in water damage to one enemy. * [Lightning=1]Lit 1 (5 MP) - As fire 1, only in lightning damage to one enemy.
* [Lightning=4]Lit 2 (15 MP, narrow dispersion) - Does 18+rank*4+2d6 to one enemy.
* [Meld=2]Lit 2 (15 MP, wide dispersion) - Does 9+2*rank+1d6 to an enemy group. * [Meld=1, Fire/Ice=1]Antipode (12 MP) - Does 10+4*(mean rank)+2d4 combination fire and ice elemental damage in a 20 foot radius around the caster. Allies may be excluded from the effect.
* [Meld=1, Fire/Ice/Lit=1]Triad (20 MP) - Does 12+4*(mean rank)+3d4 to all enemies within a 30-foot wide burst.
* [Holy=1]Beam 1 (7 MP) - Does 8+2*rank+1d6 holy elemental damage to one enemy.
* [Holy=4]Beam 2 (16 MP) - As Beam 1, but does 16+rank*4+2d6 damage.
* [Holy=6]Flash of Brilliance (14 MP) - Creates a bright flash of holy energy that stuns all who fail to resist for 1d4 rounds, in addition to blinding any of those stunned who fail a second resist roll. Creatures that are unaffected by blindness attacks are also immune to the potential stun effect.
* [Holy=8]Disintegrate (42 MP) - This attack deals 20+rank*5+2d6 points of holy damage, but if the damage dealt is equal or greater than three-quarters of the target's remaining hit points, that target is destroyed instantly (a target with 100 remaining HP that recieves 75 or more points of damage from this spell is killed instantly, for example).
* [Holy=10]Muted Chorus (28 MP) - Calls upon the power of a chorus of angelic voices to strike fear into an enemy. Targets who fail to resist are struck both mute and blind, and are paralyzed if they fail a second resist roll.
* [Holy=12]Beam 3 (38 MP) - As Beam 1, but does 20+rank*6+3d6 damage.
* [Holy=16]Celestial Chorus (52 MP) - As Muted Chorus, but the effect strikes up to rank/2 targets within 50 feet of one another.
* [Holy=16, Astral=14]Elmekia Lance (72 MP) - A spell adapted from magical texts brought to Gaera by Aya du Mythril-Domananda. It affects creatures with prominent astral bodies, primarily elementals, mazoku, some forms of demons, animated objects or constructs, some species of dragons, and undead. It does not affect any creature tied to holy elemental forces. Most humanoids, regardless of magical aptitude, are totally unaffected. The spell affects one target creature. Creatures that are susceptible to the spell and fail to resist its effects are destroyed instantly as their astral bodies are rapidly dispersed.
* [Astral=1]Astral Jolt (10 MP) - Deals 12+rank*2+1d6 damage to a single target.
* [Astral=4]Astral Jolt 2 (18 MP) - Deals 16+rank*4+2d6 damage to a single target.
* [Astral=4]Astral Throw (10 MP) - This ability allows the caster to forcefully move people and enchanted objects (anything with an aura), flinging them or levitating them. No more than 20*rank pounds of mass may be moved in this manner at once. Levitating a light object will cost less, but may have a sustained cost. Being thrown laterally deals falling damage if the target collides with an object.
* [Astral=5]Astral Siphoning (2 MP, 4 TP) - Sucks 8+rank*2+1d6 points of MP away from a target and gives it to the caster.
* [Astral=6]Astral Rupture (28 MP) - Deals 10+rank*3+1d6 damage to up to rank/2 targets.
* [Astral=8]Radiant Array (26 MP) - Assails a single target with a shower of brilliant colors that can have one of several numerous effects. Roll 1d6, and determine the effect from the number rolled:
1--Target suffers 18+rank*5+2d6 points of astral damage.
2--Target is blinded for 1d6 rounds.
3--Target is paralyzed.
4--Target suffers from an Astral rank/2 level Astral Drain condition.
5--Target suffers 14+rank*4+2d6 points of astral damage in addition to 1d6 rounds of blindness.
6--Target is frozen solid, as though petrification (only made of ice).
* [Astral=8]Astral Rupture 2 (56 MP) - Deals 16+rank*4+2d6 points of damage to up to rank/2 targets.
* [Astral=10]Planar Shielding (34 MP) - Generates a wall roughly 30 feet wide and 10 feet tall of astral energy which has a small chance of disrupting any spells cast through it (spells cast through this barrier fail on a 5 or 6 rolled on 1d6). In addition, anyone attempting to walk through the wall suffers 12+rank*5+2d6 points of astral damage.
* [Astral=12]Astral Jolt 3 (34 MP) - Deals 24+rank*6+3d6 astral damage to one target.
* [Astral=14]Astral Armor (40 MP) - Conjures a set of semi-solid armor that is formed from the caster's aura and surrounding astral energy. It does not restrict the caster's movement. It absorbs both magical and physical attack damage, soaking up rank*10 points of damage before being dissipated. It supercedes and ignores any armor worn by the caster.
* [Ben=1]Sharpen (8 MP) - Increases a weapon's damage by +rank for (rank) rounds. This cannot exceed +10 damage or 5 rounds.
* [Holy=2, Ben=2]Aura (10 MP) - Increases all allies's AT/PA by +3, for (Ben. rank) turns.
* [Summoning=1]Summon Food (4 MP) - Creates a loaf of simple brown bread. It is entirely possible to live off nothing but summoned bread for indefinite periods of time, but the bread is usually of less than superior quality and does tend to get old quickly.
* [Summon=3, Holy=3]Radeeni (38 MP) - Hakaril summons Radeeni, who casts Beam 2 for two rounds. Use Hakaril's Holy magic rank.
* [Summoning=5, Enchanting=3]Summon Enchanted Sword (12 MP) - Conjures up the equivalent of a +1/+1 longsword, which lasts for 3d6 hours.
* [Summoning=6]Wisp Guardians (50 MP) - Summons a pair of Will o' Wisps to act as companions for combat or other purposes, both of which last until destroyed or dismissed by their summoner. Will o' Wisps resemble orbs of flying, glimmering light about a foot across and come in varying shades of yellow, green, white, and blue, with the last two being the most common. Each wisp has rank*8 HP, an AT/PA of 14/12, an Initiative of 8+2d6, an AC of 16, MBlock 18, a Move of 12 hexes, and deals 20+2d6 damage with a close range electrical/lightning-based attack (which hits as a physical attack with a lightning sub-element). Wisps are immune to lightning magic. Hakaril may summon additional wisps as he gains more experience--three wisps are summoned at rank 10, four at rank 16, and five at rank 22. Also, the wisps get an AT/PA bonus as Hakaril's ranks increase--at rank 10, they are 15/13, at rank 16 they are 17/14, and at rank 20, they are 19/16.
* [Summonng=8, Astral=8]Astral Blade (24 MP) - Creates a swordlike weapon with damage 13/17/20 and AT/PA mods +2/+2 for a duration of 2d6 hours. On a successful hit with this weapon, roll 1d6--on a 5 or 6, the struck victim is inflicted with the Astral Drain status effect at a level of Astral rank/2.
* [Summoning=12, Astral=12]Prismatic Weapon (52 MP) - Creates a weapon of the caster's choice with damage 15/19/24 and AT/PA mods +4/+2 for a duration of 2d6 hours. On a successful hit with this weapon, the affected target must resist as though being struck by a spell cast with the caster's stats and Astral Magic rank or suffer one of ten effects (roll 1d10 to determine):
1--Target suffers 12+rank*4+2d6 points of astral damage.
2--Target is blinded for 1d6 rounds.
3--Target is paralyzed.
4--Target suffers from an Astral rank/2 level Astral Drain condition.
5--Target suffers 14+rank*4+2d6 points of astral damage in addition to 1d6 rounds of blindness.
6--Target is frozen solid, as though petrification (only made of ice).
7--Target ignites spontaneously, suffering 18+2d6 points of fire damage each round until they "stop, drop, and roll" or take some other action to put out the flames.
8--Target suffers 10+rank*2+2d6 damage, which is absorbed by the weapon's wielder as HP.
9--Target suffers 10+rank*2+2d6 damage, which is absorbed by the weapon's wielder as MP.
10--Weapon explodes, both the wielder and the attacked target suffer 58+2d6 points of astral damage, weapon is destroyed.
* [Summoning=12]Prismat (104 MP) - No longer usable after Prismat's death during the Malachian War. Summons Prismat, a 40 foot tall prismatic dragon, for rank/3 rounds. Each round, Prismat attacks with a breath weapon like a shower of radiant lights of varying colors, which has the effect of dealing 20+rank*8+2d6 points of astral damage to a single target (use Hakaril's Astral Magic rank). In addition to the damage, the affected target suffers one of the following effects, determined by the roll of 1d6:
1--Target is stunned for one round (-4/-4 penalty).
2--Target is blinded for 1d6 rounds.
3--Target is paralyzed.
4--Target suffers from an Astral rank/2 level Astral Drain condition.
5--Target suffers 14+rank*4+2d6 points of astral damage in addition to 1d6 rounds of blindness.
6--Target is crystallized, as though petrification (only made of quartz crystal).
* [Summon=14, Holy=14]Blade of Brilliance (54 MP) - Conjures a sword of light to fight for the caster. The weapon attacks on the caster's turn, striking as a physical attack, though it deals holy elemental damage. It has no base damage, but it has a base AT/PA equal to the caster's COU+INT+WIS+MAG (AT/PA 22/22) and "weapon" skill ranks equal to the caster's Holy rank (16; modified AT/PA 38/22). It only gets one attack per round regardless of its effective skill. It deals damage as if being wielded by a creature with a STR score equal to the caster's MAG (22+1d6 light, 28+2d6 medium, 34+3d6 heavy). It does not get a bonus for being wielded "two-handed." Despite its appearance, the sword does not ignore AC; if a target has some sort of magical damage reduction, it also applies. The sword cannot be destroyed with physical attacks, but it can be attacked with spells (HP = Summon rank*5, use caster's MBlock) or eliminated immediately with a successful dispel. The caster can control only one sword at a time.
* [Enchanting=1]Enchant Item (X MP/round, X*5 MP/day or X*10 MP) - Imbues a nonmagical item with a magical property. This property can be any Benediction, Malediction, or similar spell known by the caster. These enchantments can be removed by means of a Dispel Magic spell or similar effect. This spell's chance of success is based on the strength of the spell to be placed on the item. Multiply the required skill ranks of the spell to enchant the item with by 3--this is the target difficulty rating. Make a spell check vs. this difficulty to determine success or failure. Enchantments can also be temporary, and the cost will be paid per round of effect or per day of effect. X is the cost of the spell being used to enchant the item. Permanent enchanting does not have to be done all at one time, but using the item in between enchanting sessions will undo all magical work put into it.
* [Enchanting=3]Lock (8 MP) - Locks doors, gates, purses, coin pouches, zippers, buttons, hooks, fasteners, whatever, magically. This enchantment can only be dispelled by a Dispel Magic effect. Otherwise, the locked item cannot be opened. This does not stop brute force totally (i.e., a door locked in this manner could still be burned or busted down).
* [Enchanting=4]Dispel Enchantment (10 MP) - Attempts to forcefully dispel magical enchantments of various types.
* [Enchanting=6]Give Voice (10 MP) - When cast on an inanimate object, this spell enables it to speak, though it does not necessarily make the object intelligent (although it could).
* [Enchanting=8]Metamorph Item (35 MP) - This spell changes an inanimate object into a different inanimate object of roughly the same size. The spell lasts for up to 24 hours, unless dispelled forcefully. Magical items retain all of their appropriate magical properties in their new form.
* [Enchanting=8]Animate Object (24 MP) - This spell gives life to an inanimate object of a reasonable size (nothing larger than roughly the size of a car). Animated objects usually cannot speak (unless a separate spell is cast to allow them to) and are usually quite unintelligent--they have roughly the intellect of a golem, only understanding simple commands. Many animated objects can be used as sentries or for combat, and objects such as animated ropes, cords, rugs, carpets, bedsheets, etc. may make use of grappling or choking attacks as appropriate. Animated objects with wheels are able to move farther than objects without wheels in the same time period.
* [Enchanting=12]Polymorph (50 MP) - This spell changes a target creature into another creature. The target retains all mental stats, but STR, DEX, AGI, and STA may be altered as a result of the spell. This spell is limited to changing creatures into forms that are roughly the same size as their normal form. If the target is unwilling, a resistance roll is allowed to prevent transformation. <p>
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</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=archmage144>Archmage144</A] at: 4/3/06 18:11