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Post by Crowco Cooper on Mar 18, 2024 20:41:30 GMT
Name: Dorian Megis Species and race: Dragon-kin Age, gender and element: 32, male, unholy earth Faction: ULF Appearance: Dorian is constantly dressed in plate armour resembling the skin of a dragon, which is fused to his actual skin in most places. By origin, his scales were brownish-grey, with coiled horns which still stick out from his armour, and great wings from his back. Due to the armour, most of his actual visual attributes have been forgotten. He stands at roughly 1.95m tall, with his horns adding an additional 20cm. Like most dragon-kin he sports a long tail and helix-like horns. Background: Once upon a time, Dorian was a loyal member of the hailmerrymen. However, during the war for jerusalem, Dorian found himself at a loss of faith due to the horrors of war. In the midst of the battle, Dorian was engulfed by the flames of a dragon of the opposing force. He barely survived, but as a result much of his armour became fused with his skin. It can still be partially taken off, but many regions such as his arms, legs, chest, back and head are permanently encased in titanite. He has since embraced this new identity of 'the steel knight' and roams about the world seeking to do good and hoping to bring an end to conflicts. But as the sayin goes, "those who seek peace must prepare for war". During his burning, Dorian's mental connection to Aegis was lost along with his skin, and Aegis became locked deep away. When later Rasputin encountered Dorian during his hunts, Rasputin realised his condition and offered him a position within the ULF ranks. Birth magi: Aegis, draemora of shields - All shielding magic is cast as though upcast by one order. Stacks with actual upcasting. Profession: Novice sorcerer - enchanter Level and experience: LVL 8 1.150/2.590 exp, 1SP 7 - STR 9 - DEX -2 = 7 4 - PER 6 - VIT +3 = 8 8 - INT 7 - EMO 7 - SAU +1 = 8 Inventory:Custom heavy combat armour - Made to fit the knight of steel, this set of plate armour looks as though made from dragon hide; but in truth it is ordinary titanite forged to have the texture of hide. All the same, it serves its purpose. +3 VIT, -2 DEX. AP 2.
Sword of light - Old technology has allowed for swords to be made out of magic. The result of it being a borderline knock off of lightsabers. But we guarantee you it's totally different in no way. Very obvious to see, and therefore impossible to sneak with. They can have different colours, something which can be modified on the spot. One-handed sword. DEX oriented weapon. AP 2. Does magic damage rather than physical.
Custom magishield - Astar-shaped shield with the size of a buckler. It is light, but less capable than a tower shield at taking hits. Not that it's meant for that. The magishield is made for a purpose much higher than that. It is lined and filled with crystals, attuned to casting protective and buffing spells to protect its wielder. When raised, the buckler expands to an average round-shield size. Buffing spells last 2 rounds longer. Spell slot requirement is one level lower for shielding spells. Can cast shield spell while raised. AP 3 when raised. Halves attacks per round for other weaponry. Movement speed +1 when raised. A one-handed weapon. +1 SAU. STR oriented when used to bash. Journeyman enchanter catalyst.
600 dollars Perks:Way of the dragon: Flying movement is always possible if the flight or wings are not obstructed and as long as the wings are big enough. +1 STR when using melee weaponry. Inherently speak new draconic beside their base language.
Talon hands, winged weakness: Firearms must be refitted especially in order to be used, which costs a considerable amount of money. Wind damage obstructs flying movement for 1 round. Take increased damage from thunder magic.
Multi-lingual (mandarin) - Your character has studied the languages other than their mother's tongue. By getting this perk, you can speak an additional language of your choosing. This does not include old draconic. Can be gotten multiple times. LVL 1 perk Known skills:Power strike - By channelling all inner power to one's arms, a melee fighter can strike with all its might. This skill slows your speed, but increases your damage. LVL 1 skill. Requires 5 STR. -1 DEX, +2 STR.
Surging run - The user runs forward with the shoulder, bursting through whatever is in front of them. Can break through minor defensive structures. LVL 2 skill. Requires 5 STR and 5 DEX. +1 STR.
Taunt - By making oneself a bigger, louder, or more annoying target, the user forces melee combatants to attack them instead of the users allies. This skill works best if the enemies have low EMO. LVL 3 skill. Requires 6 STR.
Adrenaline rush - By learning how to activate adrenaline on will, the user can eliminate their sense of pain for a short time. Lasts 2 rounds. LVL 3 skill. Requires 6 STR. +2 VIT.
Offensive/defensive stance - This skill allows use of both an offensive and defensive stance, although you may only use one stance of any kind at a time. In a offensive stance, you focus on raw power and reflex, which gives your attacks +1 AP, but yourself -1 AP (or -2 VIT if going below 0). In a defensive stance, you gain +1 AP to yourself and your defensive spells, but -1AP to all your attacks and offensive spells. Both stances last one turn but can be maintained with additional slots requiring no action. LVL 3 skill. Requires 7 VIT and 7 STR.
Shrug it off - A well trained and hardened body can shrug off even the strongest of stuns and shocks. LVL 4 skill. Requires 7 VIT. Undo stun effect on self.
Steel liver - You've had enough moonshine to handle yourself. you can reduce the effects of poison on yourself, or cure it entirely depending on its strength. You should probably stop drinking though.
LVL 4 skill. Requires 7 VIT
Mighty strike - This skill allows the user to either use the butt of a gun, a blunt weapon or the hilt of a blade to strike your opponent into a daze, stunning them for one round. LVL 5 skill. Requires 7 STR.
Second wind - You get knocked down, but you get up again. Using this skill provides a self heal, and allows you to get up for free if you're prone. LVL 5 skill. Requires 8 VIT. Using the skill more than once without a rest requires twice as many skill slots each time.
Roar - Motivation can mean the difference between life and death. With a thunderous roar, you too can motivate your allies.
LVL 6 skill. Requires 8 STR. +1 STR to all allies within earshot. Skill slots: 8x lvl 1 7x lvl 2 6x lvl 3 5x lvl 4 4x lvl 5 3x lvl 6 2x lvl 7 1x lvl 8 Known spells: Clump-o-dirt - Hurls a ball of dirt that explodes into vines upon impact. Doing basic damage. A very easy to cast spell for beginning mages. LVL 1 projectile spell.
Pocket Sand - This spell, originating from a rural town in Texas, causes a burst of finely ground sand to fly from the user's hands. While it was designed as a quick non-lethal getaway, it can be utilized in a more… aggressive manner. LVL 2 spell. Requires 5 INT and 5 EMO. Blinds target.
Trapping vines - The caster marks a spot on the ground, which launches up vines when stepped on. These vines take a hold of whoever enters the trap, keeping them in place. Affects a 2 metre diametre circle. LVL 2 spell. Requires 5 INT and 5 EMO Stuns target. If the spell is weaker than the target STR, the trap will break. (INT + EMO) / 2 = Spell stat strength.
Earth Shield - Creates a rectangular shield in front of the caster, which works as a relatively strong barrier. LVL 3 shielding spell. AP 3. Lasts 2 rounds.
Gravitational Pull - The caster pulls any object that doesn't weigh too much within range to himself/herself. Holy monks became famous for using this magic. LVL 4 spell. Requires 6 INT and 5 EMO. Can pull objects that weigh up to 40 kilos to the caster. Caster must be within 15 meters of the object. The route from the caster to the object must be devoid of obstructions.
Rock armour - Forms an armor of stone on the caster. Causing the caster to become much stronger. Unlike other more traditional forms of armor, this will not hinder the caster in the slightest. LVL 4 shielding spell. +1 AP points. +1 VIT. Lasts 3 rounds.
Stone Greatshield - Form a mighty barrier of stone before the caster to create the mightiest of barriers to protect from frontal attacks. LVL 4 shielding spell. Requires 5 INT, 6 EMO and 6 SAU. Blocks frontal attacks. Lasts 1 round. AP 5.
Iron 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. An unholy spell. LVL 5 shielding spell. Requires 5 INT, 6 EMO and 7 SAU. Shield has AP 4. 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.
Towers of the underworld - The caster uses its magic to launch large steel spikes from the ground, up into his opponents and their vicinity. Effects anyone in a 5 metre radius. An unholy spell.
LVL 5 spell. Requires 5 INT, 7 EMO and 6 SAU. Target's hit suffer -2 DEX during next turn.
Sharded steel - This spell transforms whatever melee weapon one is holding, causing penetrative shards to erupt from their surface. This makes the weapon all the more damaging when used, but also heavier.
LVL 6 spell. Requires 8 STR and 8 SAU. +2 AP and increased damage to weapon for two turns.
Gravitational telekenesis - An advancement of the gravitational pull spell. This spell allows for one to not just pull an object towards themselves, but to levitate or even throw it at a distance. LVL 6 spell. Requires 7 INT and 6 EMO. Can pull, push, or levitate objects that weigh up to 60 kilos. Caster must be within 20 meters of the object. The caster must have a direct line of sight to the object, but it is not necesarrily unobstructed.
Spell slots: 8x lvl 1 7x lvl 2 6x lvl 3 5x lvl 4 4x lvl 5 3x lvl 6 2x lvl 7 1x lvl 8
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