Name: Kamos Mazuo
Notable Titles: "Instagibbed", "Dragonslayer", "Beat up a Moogle"
Race: Chimera (Frost Dragon/Valthi Human/Griffon)
D.O.B: Luciara 18, 1292
Hometown, Country: Kalmiahtiden, Valth
Current Residence: Shares an apartment in Doma with one Sarah Deeum
Drunk Type: Can run a range, but typically on the lecherous side
Favorite Food, Drink: Red meat, medium-well (followed closely by anything with a mint flavor), Sake--though in a pinch he'll settle for anything with alcohol
Least Favorite Food, Drink: Carrots, Coffee
Family: Zeke Mazuo (Cousin; RPer: Archmage), Naiyala Mazuo (Mother(deceased), NPC), Akurou Mazuo (Father(deceased), NPC)
Religious beliefs: Kamos himself doesn't believe there's any reason to worship gods. As a result of them popping up randomly to screw with his life in one way or another, he definitely acknowledges their existence. However, he does not feel compelled to participate in worship of any sort, and at times, even pokes fun at organized religion. Nonetheless, he's the closest thing to an atheist Gaera can have.
Other: Has a very particular dislike for telepathy, and people who talk to him via that method. Has acquired a taste for K-rations, and thus may be seen eating those as opposed to real food. You may not want to try eating a K-ration yourself.
Kamos (Namagomi) - Lvl 8 - 113 HP, 136 MP, 61 TP
name: Kamos - age:22 - eyes: purple - hair: blue - height: 6' 2"
Race: Chimera (Valthi Human/Griffon/Frost Dragon)
Max HP: 113
Max MP: 136
Max TP: 61
Initiative: 6+2d6 (8-18)
Base AT/PA - 17/17
Modified for armor - 16/17
Modified for weapon (Genocide Dagger) - 16/16
Final AT/PA (Modified for skill) - 17/15
Modified for weapon (halberd) - 16/17
Final AT/PA (Modified for skill) - 18/19
Base MATK:4 WIS+6 INT+3 MAG = 13
Dodge: 10+6 INT+2*4 AGI+2 Missile Evasion = 26
MBlock: 10+2*5 COU+6 INT+7 Magic Resistance = 33
Body/Arms/Legs=Valthi Standard Battle Armor (AC=7, 0/-1)
Head=Ethan Crown (0/+1, Grants "Spacial Bypass" technique), Head=Valthi Standard Combat Helmet (AC=4, 0/0, Conceals face(Identity-concealing?))
Weapon Damage - Unnamed Accurised Combat Rifle
Damage - 22 + 1d8
Accuracy - +3 (Total ACC: 2*(2)DEX+1*(6)INT+12 skill+3)=23
Ammunition - 18 normal, 19 elemental (5 Wind, Earth, Water, 4 Fire)
Capacity - 6, currently loaded with 6 normal
Weapon Damage - Xenocide Dagger (5/8/11 +1/-1, +6 to hit and damage vs. dragons, celestials, demons, and elementals)
Light - 7+1d6
Medium - 14+2d6
Heavy - 17+3d6
Weapon Damage - Steelcutter Bardiche (17/22/28, +2/+2, ignores 10 AC from metal armor or the like. Treats metal as if wood.
Light - 25+2d6 (27-37)
Medium - 32+3d6 (35-50)
Heavy - 40+4d6 (44-64)
Ring of Dark Amplification: Allows Kamos to cast one Dark Magic spell at +4 rank once per day.
Wand of Soul Harvest: One charge of Soul Harvest at Kamos' Dark Magic MATK. The wand is nonreplenishable.
Triblood Armlet: Enables Kamos' chimeric transformation ability to be controllable.
Ring of Disguise (E): Allows Kamos to look like an elf, if there ever was a situation in which he wanted or needed to look like an elf.
Gauntlets of Purity: Can change from chain-gauntlet form to silk form at will. AC 6 in chain gauntlet form. Grants a +8 bonus against all forms of disease.
Stubborn Greaves: Once/day, can allow wearer to have a +3 STR bonus when heels are clicked and a DC 30 COU check is passed.
Shadow Resistance potion
Lesser healing potion
Ridiculously strong healing potion
Money: Approximately 3455 Doman Gil, give or take.
Weapon (Firearms) - 12 <Dex/Dex/Int>
Melee Weapon (Polearms) - 4 <Cou/Str/Agi>
Melee Weapons: Axes - 2 <Cou/Str/Agi>
Natural Weapons (Chimera form) - 2 <Cou/Agi/Str>
Dark Magic - 14 <Int/Wis/Mag>
Energy Magic - 12 <Int/Wis/Mag>
Cabalism - 6 <Int/Wis/Mag>
X-Magic - 6 <Int/Wis/Mag>
Mutually destructive magic - 7 <Int/Wis/Mag>
Weapon Modification - 1 <Int/Int/Dex>
Aura Focus - 1 <Cou/Int/Mag>
[k]Valthi Weaponry - 4
[k]Anatomy - 4
[k]Applied Physics - 3
[k]Sake - 4
[s]Drinking - 3
[s]Flight - 3
[s]Deception - 4 <Cha/Cha/Int>
[k]Valthi Battle Tactics - 4
[k]Valthi corporations - 3
[s]Chink Detection - 4 <Dex/Dex/Int>
[s]Magic Shielding - 7 <Mag/Int/Int>
[s]Missile Evasion - 2 <Agi>
[s]Navigation - 2
[s]Armored Casting - 2
[Item granted]Chimeric Form (12 TP) - Transforms Kamos into a chimera (dragon/griffon/human mixture). In this form, he recieves a +2 AGI bonus, and a -1 DEX penalty. As a chimera he sprouts a pair of wings which enable flight in open spaces, and the option of boosted jumps as well. Due to the growth of claws, this transformation causes all of Kamos' punching attacks to deal an additional +8 damage, and all of his kicking attacks deal +10. He can also make a horn attack, which deals kick damage +14, and is -4 to hit. Changing back to human has no cost.
[Item granted, Innate]Cone of Ice (8 TP) - A cold based breath weapon which blasts all targets within a 120 degree angle in front of Kamos. Damage dealt is 68+4d6--roll a d10, and on a 10, the affected targets are frozen in solid blocks of ice and unable to act, in addition to being unable to parry in any way. This ability may only be used when Kamos is in Chimeric form.
[Item Granted]Spacial Bypass (0 TP, free action)
Enables Kamos to phase a part of his body into the ethereal. This effectively means that physical attacks cannot touch that form unless they have an effect on incorporeal targets. This ability can be used for other purposes, though, such as attacking an ethereal creature, escaping being tied up, or spying on girls while they're dressing.
[Dark Magic=1]Shadowbind (8MP) - Traps a target and all within a 3-foot radius of the target who fail a MBlock roll to the floor with its shadow. Renders it unable to move off the spot but still able to cast spells and use weapons, though they may not be able to reach the target.. Targets are bound for 1d2 rounds. Creatures with no shadow and those not touching their shadow are unaffected.
[Dark Magic=2]Corrosion (13MP) - Dark fireball that corrodes armor. Does 8+(2*rank)+1d6 damage and -(Rank/4)DR or MDR (Caster specifies when casting). [32+1d6 damage, -3 DR/MDR]
[Dark Magic=3]Mindblast (16MP) - Negative energy waves assault the minds of any within the area (5-foot diameter), rendering victim(s) unconscious for 2d2 rounds, and lowering their Wisdom and Intuition scores by 1d2.
[Dark Magic=6]Black Bolt (22 MP) - A bolt of pure negative energy erupts from Kamos' hands, causing a damage of 10+4*rank+2d6 damage and draining 1 STR per 4 Dark Magic ranks. [58+2d6 damage, -3 STR]
[Dark Magic=10]Blackheart Shield (10 MP) - Protects the caster from all level drain or attribute drain effects for rank+1d4 rounds. [13-16 round duration]
[Dark Magic=12] Black Wave (82 MP) - By focusing on his hatred, Kamos can gather tremendous amounts of negative energy and release them in one blast. This blast covers a column of 3 hexes x (rank) hexes, does 25+rank*6+1d20 shadow damage, and drains the hapless victims of Rank/3 STA. [97+1d20 damage, -4 STA]
[Dark Magic=13] Shadow Step (16 MP) - A variant on his original Shadowbind spell, Kamos is able to adhere to his own shadow, allowing him to walk on walls and ceilings as if it were the ground. Slick and slippery surfaces such as a greased floor or ice also pose no penalties. However, this spell does not work when Kamos effectively does not cast a shadow (such as a light-emitting surface). This effectively lasts (Rank/4) minutes. [3 minutes]
[Dark Magic=14]Shadow Snare (42 MP) - A more offensive variant on Shadowbind, Kamos can create a massive, persistent "binding field" that affects anything whose shadow crosses it. The field lasts for [Rank/3] rounds and has a radius of [Rank/3] hexes. Anything that is within the binding field must make a MBLK roll versus a single MATK roll each round, or be treated as if their AGI is decreased by [Rank/4]. The effect is temporarily nullified if the subject's shadow is erased, but renewed when it comes back into existence. It permanently stops when the target leaves the area or the field dissipates (either naturally or via dispelling). Kamos is not subject to his own Shadow Snare spell, but his allies are if they cross into the field. Creatures that do not cast a shadow, such as will-o-wisps and ghosts, are unaffected. As it directly affects an area, as opposed to a target, this spell cannot be reflected. [Radius of 4 hexes, duration of 4 rounds, -3 AGI]
[Cabalism=1]Spirit Leech (6 MP) - By attaching an Astral parasite to a target, this spell inflicts both Poison and Astral Drain on an enemy. Both the Poison and the Drain are of (Cabalism Rank) level, capping at 4. [Rank 4 Poison, Astral Drain]
[Cabalism=2]Summon Lesser Golem (40-rank MP) - Creates a golem from the strongest, most abundant material available. If outdoors, this is likely to be clay or mud. Inside stone fortresses and the like, this is most likely to be stone, and in certain places, such as volcanoes or alternate planes, it is likely to be an elemental golem of the appropriate element. This summon, unlike others, does not have a fixed duration--it lasts until killed. If the creator of the golem is killed or disabled, then the golem goes berserk, attacking targets indiscriminately, or follows the last command given to it before going crazy. A golem can only follow simple commands, and is not intelligent enough to remember a sequence of them, only one at a time. Such commands might include "attack that creature," "defend this room," "protect me from harm," or "carry that over there." An average golem has 70 HP, an AC of 45, an initiative of 4+2d6, an AT/PA of 12, and deals 20+2d6 punching or 30+1d6 slamming at a -3 to hit penalty. A golem made from stone or iron will have higher damages and a higher AC. Elemental golems will deal appropriate damage bonuses. [34 MP]
[Cabalism=4]Soul Tear (18 MP) - Deals 16+rank*4+2d6 astral damage to a single target. [40+2d6]
[Dark=1, Cabalism=1]Shape Shadow (8+X MP) - Enables the caster to manipulate light and shadows, forming solid, inanimate objects no larger than a number of cubic feet equal to their Dark Magic rank/2 plus half the amount of MP expended over 8. [7 cubic feet base]
[Energy Magic=1]Ray Shell (9MP) - Well, it's an energy bolt. Does 5+3*rank+2d4 damage. [41+2d4]
[Energy Magic=5]Blast Shell (14 MP) - A more powerful energy bolt which deals 14+5*rank+2d6 damage. [74+2d6]
[Energy Magic=12]Blank Shell (34 MP) - Focusing a high-energy discharge through him, Kamos can devastate things he touches with a simple word. This spell effectively lacks somatic components, but requires Kamos to be touching the intended target (Count as a touch range spell). An opponent grappling Kamos gets a -6 to MBlock against this spell. This can be used to blow a hole through some barriers. Deals 24+Rank*7+3d6 non-elemental damage. Cannot be reflected. [108+3d6]
[Dark Magic=12, Energy Magic=12]Madness Incarnation (85 MP) - Tapping into power stores of both pure and negative energy, Kamos creates a roughly spearlike violet energy projectile, launching this at an opponent. This projectile releases a secondary conic (60-degree arc) blast upon impact with a solid object, exposing the targets to an extremely powerful energy surge that simultaneously inflicts insanity-inducing levels of pain to those that experience it. Effectively, the conic burst is (Rank) hexes long at its longest, and can originate at any point within effective line of sight. Enemies caught within it failing a MBlock roll suffer 20+(Energy rank)*6+3d6 nonelemental damage, in addition to (Shadow Rank/4) INT damage. If the target is nonfeeling (Mindless undead, nonliving constructs, oozes), the secondary effect does not apply.
[Polearms=2] Mobile Impact (4 TP) - Using the effective reach to his advantage, Kamos executes a hit-and-run strike with his weapon. Effectively, this allows Kamos to make a single attack in the middle of a move action, as opposed to before or after. Kamos cannot execute a heavy attack while using this technique.
[Polearms=4] Malice Maiming (5 TP) - Thanks to leverage and proper aiming, the right attack with a polearm can bring one's foes to their knees. Treat as a heavy attack, but if it hits, the target is also knocked prone.
[Firearms=1] Lock On (2 TP) - Kamos forfeits his turn, but his next gun attack is + (Firearms/2). [+6]
[Firearms=4] Impact Lancer (4 TP) - Aiming along the points of maximum penetration, Kamos can fire a shot that will continue through one target to extra. Effectively converts his attack to a linear effect--all who are in the way must roll dodge. Can hit a max of (Rank/4) extra targets. [3 extra]
[Firearms=6, Chink Detection=4] Heavy Lancer (5 TP) - Aiming for the point of least resistance, Kamos can severely reduce the effectiveness of the enemy's armor on his weapons. If it hits, treat as if it ignores (Total rank) DR. [16 DR]
[Firearms=8] Recoil Compensation (8 TP) - Utilizing the recoil to his advantage, Kamos manages to fire a second shot at the same target at -2 to hit, or at a new target at -5 to hit. He may add this onto a technique-enhanced shot, but he may not modify this extra shot with a technique.
[Firearms=11]Chase Lancer (4+4n TP) - Aiming in order to rebound a shot off of multiple surfaces, Kamos can force a ricochet to make rounds more difficult to avoid. Select a secondary target (which may be the same as the first)--if the shot misses, the secondary target is then attacked (roll for hit location randomly). If this target is missed and there is yet another selected, it then attacks that at a random location. Kamos may have (Rank/8) extra targets at one time. "n" in the TP cost represents the number of secondary targets. Additionally, if this is combined with Impact Lancer, Kamos' shot may still hit the extra targets even if the first attack hits.
[Firearms=12]Advanced Recoil Compensation (Passive) - Kamos, having attained enough of a feel for how firearms work, can effectively "roll" with the recoil on guns. Effectively treat STR requirements on high-recoil guns as halved from now on (weight-based STR reqs are unaffected).
[MDM=1]Sak (0MP) - This is a potent spell. It fully restores an ally's HP and costs no MP. The cost, however, is the caster's life. The caster's HP is immediately reduced to 0 on use (rendering them unconscious).
[MDM=6]Gisak (0 MP) - This spell fully restore an ally's HP and status, even if they are unconscious, and they are able to fight immediately. Like all MDM's, this spell reduces the caster to 0 HP on use, rendering them unconscious.
[MDM=7, Energy=9]Nova Crush (0 MP) - This spell creates a ring of energy that expands outward from the caster, with a range of 4 hexes in all directions (12 feet). All caught in the area of effect suffer 100+rank*6+2d20 points of damage, but the caster falls unconscious, and will remain unconscious for at least 1d6 days. [160+2d20]
[Aura Focus=1, Magic Shielding= 5] Magic Reinforcement (2 TP): Kamos forfeits his action, focusing on defending against magic, giving him an Mblock of x1.5 for the round.
[X-Magic=1]X-Magic - This potent ability allows the caster to fire off two spells per use. Note that only one MDM may be placed in the sequence, and only at the end. The number of uses equals 1+(Rank/3) per day, but may never exceed (Level/3)+1. [3 uses/day]
[Shadow=12]Black Reaper(70 MP) - Kamos' special technique that he developed after countless unfavorable fights against demons and higher undead. By ripping out the negative energy from the unfortunate target(s), he effectively can deal superior damage. This technique automatically kills lesser undead if it gets through their MBlock, and does (Rank)^2 damage to a single undead or demon, or 1/2 that to all within a 9-foot radius of the target (3 hexes). Furthermore, all dark magic rolls in the area get a +(# creatures affected) for the next d3 rounds. [144 ST, 72 MT]
[Cabalism=6]Azure Blade (35 MP) - Via manipulation of magical force, Kamos rips holes in an opponent's soul and magical defenses simultaneously with a projected astral blade. Does 12+Rank*3+3d4 damage (Astral-based) to an opponent and reduces their MBlock by (Rank/3) points. [30+3d4 damage, -2 MBlock]
[Energy = 12]Blank Shell - Fires a point-blank energy surge into a target or object. Physical contact is necessary
[Energy = 14]Lancer Shell - Fires a high-concentration blast of energy. More power can be added to make it penetrate magical defenses.
[Energy = 16]Rebound Shell - Removes the absolute energy from a successfully blocked direct spell attack, and redirects it back at the caster, with the higher rank applied.
[Energy = 18]Eraser Shell - Concentrates enough energy onto a point to destabilize matter. Those unfortunate enough to get caught in the brunt of the attack will be blasted into component atoms, regardless of what it is.
[Cabalism=8]Summon Golem - Creates a standard golem from the most readily available materials
Edit: Bought new armor and ammo. Finally recorded equipment from Argovia. Money changed to reflect such.
Edit: Changed damage, visual effect on Azure Blade. Changed name from Soul Rip to Azure Blade.
Edit: Added money and XP from "Against the Fall of Darkness"
Edit: Added abilities for later
Edit: BUY STUFF.
Edit: Updated skills in accordance with PS revisions.
Edit: Various changes
Edit: Modified for alteration in rules regarding the defensive [s] skills. His poor MDEF score dropped 7 points.