Name: Samuel Price
Species and race: Elemental
Age, gender and element: 20, Male, Pure magic
Faction: None
Appearance: Tall and thin, with a head of spiky silver hair, as if he’s just been struck by lightning. Clean shaven, pale skin, and a permanent smirk on his face. Thick, leather gloves on his hands, sunglasses over his eyes, wearing a leather jacket and jeans, both of which are completely filthy.
Background: Sam was born to a poor family, somewhere in Britain. As a child, he stuck a fork into a socket, and came out unscathed, his birth magi revealing itself, along with his abundance of magical potential, and an unknown party made an offer to his family. They would give his family a large sum of money if they could have Sam, and his family, greatly in need of money, agreed to the deal. Sam was then used as a test subject, poked and prodded, used as a battery, kept inside and never seeing the sun, with nothing to keep him occupied but books he was occasionally given by research staff. Eventually, when he was 19, he made his escape, disabling the lock on his cell with his power, sneaking past the guards and earning his freedom. He then spent a year learning and experiencing all he could about the outside world, though without a home or job, money was hard to come by, and he had to live on the streets, moving from job to job, working what few jobs he could to get by.
Birth magi: Manatricity: Sam is able to turn his mana into electricity, allowing some control over some electronics, simple things like turning on a light bulb by holding it, and granting him access to some spell-like abilities, at the cost of spell slots: Taze, lvl 1: Sam presses his palm against the target, shocking them with electricity, stunning or knocking them out.
Profession: Sorcerer - journeyman Enchanter
STR: 3
DEX: 5
PER: 4
VIT: 6 (5+1)
INT: 10 (9+1)
EMO: 10 (8+2)
SAU: 10
Level and experience: lvl 5: 0/765, 2 SP
Inventory:
Light combat armour - A kevlar vest with some pockets for ammo, mixed with a masked helmet. This armour is meant to be minimalistic, given to the recruits and the units that do not work on the front lines, but rather as background support units. This simple vest can often be seen guarding forward operating bases and low-priority locations. Recruits are often found wearing this outfit, but mages can sometimes be found favouring this armour too for its light weight which requires minimal waste of energy whilst still protecting the wearer.
The SPR version has a plain grey pallet.
+1 VIT. AP 1.
Katana - A preferred blade created in Japan to wage war. With the recent decrease in steel armor and the supporting role of magic still existing, these blades have gone far from extinct. Although mostly wielded by melee soldiers, there are some obese man-children who wield these weapons too. Can be wielded both two-handed or one-handed.
DEX oriented weapon. AP 2. Causes bleeding.
Journeyman's catalyst glove - A glove with tips and palm-pad made from white alckemical metals, most prominently being magnesium. This glove is often wielded by spellswords and warlocks.
Takes no weapons slot. +1 EMO. Journeyman enchanter catalyst.
Journeyman's book - A book displaying details of spellcasting that has been charged with mana. This book is used by the mages who wished to fight purely with magic. Secondary weapon.
+1 INT and EMO. Journeyman enchanter catalyst.
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 - The corporeal fragment has touched you through his disease. But the prophecy protects you. Live to fight another day.
Automatically gained upon first contact with the black blood disease.
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 skill. Requires 5 DEX.
Skill slots:
lvl 1 : 2
lvl 2 : 1
lvl 3 : 1
lvl 4 : 1
lvl 5 : 1
Known spells:
Magic burst - Fires up a burst of pure purple magicka to launch at the target. Destroys minor structures. At impact, it launches shrapnel in the form of magic crystals.
LVL 1 projectile spell.
Magic Missile -Fires a missile of compressed magical energy towards the target. The missile is somewhat homing. Upon impact, the energy will decompress, blowing the target back.
LVL 2 spell. Requires 5 INT and 5 EMO.
Soul strain - Strains the aura of the opponent, making the opponent lose the power to move. The spell is not launched, but rather directly inflicted by touch on the opponent. Thus it is not dodged, but resisted when it fails to hit.
LVL 4 spell. Requires 6 INT and 7 SAU. Can be resisted if target has a higher SAU than the caster.
Spell slots:
lvl 1 : 16
lvl 2 : 12
lvl 3 : 9
lvl 4 : 6
lvl 5 : 3