Name: David Frighte
Species and race: Fire Elemental
Age, gender and element: 20 // Male // Fire
Faction: SRT // Rank 1
Appearance:
David is a tall, well built man. Possessing deep red eyes, common to fire elementals, and a head full of long wavy blonde hair; he can appear to look like a civilian who should be on a beach rather than a soldier. His hair is normally kept tied up, in a knot, while the sides and back are cut short.
His hands and wrists are covered in burn marks, with burn patches also marking his chest and back, which have never seemed to heal. A long scar runs down the midst of his face, starting from the brow of his nose to the left corner of his lips.
Background:
Growing up with a rather privileged childhood, David was born to two highly respected Special Ops within SRT, Jacob and Sasha Frighte. Being close companions to many of the higher ups within SRT, including the General himself, the Frighte family gained a large amount of notoriety. Due to this, with David being the eldest born, a sense to become as great as them has always persisted within him.
With both money and fame behind David’s family, he was easily sent off towards some of the most prestigious military schools. Yet, this entire life was brought crashing down at age 16 after the Enigma attack. Having both his parents and presumably sister removed from his life in an instant, his birthmagi awoke. With something snapping deep within him, he finished school and joined SRT within New York with only one thing on his mind. Vengeance.
After being deployed in Jerusalem, David spent most of his time fighting through the hordes of corrupted that stood at his feet. In his battles he lost sight of his friend Turin, and eventually allied himself with an Avian and a Vampire, named Jojha and Lily respectably. Together, the three had battled their way towards the great palace and it's golden throne, fighting through hordes of corrupted, the catalyst for corruption itself, Loyal, and the many twisted forms of draemora in order to reach each fragment of the All God. Within the battle, Jojha had been gravely wounded and Lily murdered by the hands of Deus. Leaving David, who was barely standing, to make the final decision in that palace; Act on his vengeance and kill the Enigma, dooming this world. Or murder Turin, in order to save the world.
His decision left him heart broken, believing he has poisoned the world, rather than saved it.
Birth magi:
Utu, Draemora of Fury: Ignition - David's birth magi causes spells to activate within him, effectively causing his aura to go haywire. Erupting into flames upon the casting of a short range or melee spell, David takes the effect of the spell, yet in turn he effectively super charges the spell making it more potent while decreasing its overall range somewhat. Causes moderate burn effect to anyone within melee range
(Mechanically speaking for the cost of always damaging himself and lowering the range, David can cast a level 1 spell, with its power being equivalent to a level 2 spell, while only using a level 1 slot.)
Sanguine, Draemora of Blood: Purification - David can cleanse the corruption of others though only when they first get infected with it.
Czagh'ofah, Draemora of mutation: Mutation - Any wound sustained will turn into a spike/blade. Giving the user a 'radius shield' where anyone within a 1 metre radius will be hurt. The greater the wound, the greater the damage of this magi. Upon taking serve damage AP will increase by 1
Ducoz, Draemora of duplication: Missed chances - Every non-magic projectile that fails to hit its target will enter a dimensional drift. Next round, the projectile and an additional duplicate will fire from over the user's shoulder. Duplication process continues until the original projectile or one of its duplicates hit their target, the round after which all duplicates cease duplication. Can go on up to five rounds.
Profession: Novice Mechanic
Level and experience: 21 // 131,815 / 225,000
- STR - 6
- DEX - 7 +4
- PER - 6
- VIT - 5 +1
- INT - 10
- EMO - 5
- SAU - 11
Inventory:
- Unusual dagger - A dagger with the omega symbol on the hilt. It seems chipped...
- Tower of Solaris - a tower magi-shield, made to be wielded by the champion of solaris. It is inscribed with runes, calling it the shield of jerusalem. It comes with a handy instant-cast protection spell.
Buffing spells last 2 rounds longer. Spell slot consumption for shielding spells is decreased 2 levels. Can cast shield spells while raised.
AP 5 when raised. +1 VIT and +2 SAU. STR oriented weapon when bashing.
Aegis de Jerusalem - instantly cast a bubble shield, blocking all projectiles in a 3m radius. Can be cast once every 10 rounds.
- Support Armour, custom print, +1 VIT +1 SAU, AP 1
- Airtight Seal
- Crystallic plating
- Desert Eagles x2 AP 4
- Medical Kit
- Condensed Catalyst Tattoo, Master's Book
- Crystalline Syrups x3
- Anti-Toxins x5
- +1 AP Tattoo
Perks:
Elemental power: Increased resistance to damage from matching element. +1 INT and SAU when casting spells.
Elemental weakness: Decreased resistance to damage from opposite element. -1 VIT when targeted with physical attacks.
Touch of Corruption
Old Dranleish
Pistol Pete: +2 DEX when using pistols
Twin Terror: +2 DEX when duel wielding one-handed firearms
Pilots license
Flesh Mending
Mana pool - An advanced technique that allowsa mage to exert massive amounts of mana into a single spell without disrupting its frequency. Following the simple mathematical equasion of C / S = O, one can put multiple spell slots into the casting of a singular spell. First, the spell is cast with a required spell slot. Then, the spell is reinforced by any number of other spell slots. The Cumulative additional spell slots are then divided by the Spell level, equating in the additional spell slot power the spell gains. For example, by reinforcing a lvl 10 spell with 20 lvl 1 spell slots, one would get; 20 / 10 = 2. Meaning the spell is cast at the power of a level 10 + 2. Making it a level 12 spell slot cast without having to expend precious higher level slots.
LVL 10 perk. Requires 9 SAU and 7 INT.
Alert
Known skills:
Trigger Happy - A gun skill. Allows for the user to fire single-fire guns like revolvers and pistols in high succession. Lvl 1
Critical Hit - Less attacks in the current round, but with much more accuracy. +2 PER, -1 DEX. Lvl 2
Draw! - Experienced fighters can draw their firearm and attack in an efficient manner at the same time, making for unpredictable and potentially devastating attacks.
LVL 4 skill. Requires 7 DEX.
Sleight of hand - With those swift hands, reloading becomes a worry of the past. You reload so swiftly, one would miss it if they blinked.
LVL 4 skill. Requires 7 DEX. Reloading and fire in the same round.
Skill slots:
21 - Lvl 1
20 - Lvl 2
19 - Lvl 3
18 - Lvl 4
17 - Lvl 5
16 - Lvl 6
15 - Lvl 7
14 - Lvl 8
13 - Lvl 9
12 - Lvl 10
11 - Lvl 11
10 - Lvl 12
9 - Lvl 13
8 - Lvl 14
7 - Lvl 15
6 - Lvl 16
5 - Lvl 17
4 - Lvl 18
3 - Lvl 19
2 - Lvl 20
1 - Lvl 21
Known spells:
Fire Blast - A basic fire spell that allows the caster to launch a short but powerful blast of embers damage an enemy. It's launch works much like a blunderbuss, giving a wide and short range blast. Lvl 1
Cinders - By swiping a spell over a wide area the caster can set either the ground or a target at melee range on fire. This allows for blockading paths or possibly making targets panic. Lvl 2
Pillars of flames - The caster keeps still and begins to launch fire from the earth below up into their targets. These pillars cause quite the damage. The mages with big mana pools can do an immense amount of damage with this.
LVL 3 spell. Requires 6 INT. Use a LVL 1 spell slot for every additional target.
Attune to the inferno - The caster spends a round summoning embers to twirl around them. The next round, the embers flash up into flames. The flames keep surging, though wrapping around their body in a bright armour. This allows the caster to use fire spells at greater efficiency, boosting their damage whilst lowering their required time to cast. Atonement lasts 3 rounds.
LVL 4 spell. Requires 8 INT. All spell slots increase by a level for 3 rounds.
Flame ward - The caster creates a disc at its hand, which blocks incoming magical damage. It only works against magic and does not protect against attacks with a radius of effect. A moderate levelled spell.
LVL 5 shielding spell. Requires 8 INT and 8 SAU. Disc has AP 4 and blocks magic. If the incoming physical attacks have stats higher than the SAU of the caster or if incoming magic attacks have a higher SAU, then the spell will break.
Smoke pellet - The caster throws a ball of condensed smoke out, causing a smoke screen to beset a 10m radius upon impact. Anyone within the radius of the smoke sufferings inhalation problems, causing them damage as long as they stay within the radius, as well as taking away their ability to visualise their surroundings. A low-level unholy spell.
LVL 4 spell. Requires 6 INT and 7 SAU. Lasts 2 rounds. -2 PER to targets within radius
Vassal Ritual - Allows for Vassal Magic to take place.
LVL 10 spell.
Accelerate Blaze - This spell literally makes the target more flammable, increasing the damage of all fire and accelerating the rate at which the target burns.
LVL 4 spell. Requires 7 INT and 7 SAU.
Spell slots:
48 - Lvl 1
47 - Lvl 2
45 - Lvl 3
44 - Lvl 4
42 - Lvl 5
40 - Lvl 6
38 - Lvl 7
36 - Lvl 8
35 - Lvl 9
32 - Lvl 10
30 - Lvl 11
28 - Lvl 12
27 - Lvl 13
24 - Lvl 14
21 - Lvl 15
18 - Lvl 16
15 - Lvl 17
12 - Lvl 18
9 - Lvl 19
6 - Lvl 20
3 - Lvl 21
SP: 2
stat points: 0