Name: Wrynn Dusk - Fake Name: Gabriel Dawn
Species and race: High Elf
Age, gender and element: 32, Male, Pure Mana and Void
Faction: Former SRT Spec Ops Member.
Appearance: Wrynn is a tall and lanky elf that is always wearing sunglasses, standing at about 199 cms and weighing around 80 kgs
Background: Wrynn was raised and born on an SRT base in Africa by his SRT Researcher Parents, the place was mostly an research base so not much really happened, though Wrynn had a hunch something much bigger was happening in the underground lab which he of course didn't have access to. When he was old enough, he started working with the soldiers stationed there, first it was minor tasks as paperwork and sometimes even making food for the soldiers, which he was fine with. All while going to school in the neighbouring town. After a while he joined SRT and was sent to the main base to be properly trained and joined the T-Company through good old nepotism and good words from his trainers. Wrynn mainly acted as a summoner in combat and was known for his lax nature in his regiment though he was still okay with a blade and firearms. After climbing the ranks of the T-Company and doing well on many missions and operations, he
surprisingly got an invitation from The General himself to join the Spec Ops and doing well on some missions though he was not the most useful after all, he had no birth magi.
ONLY THE GENERAL HAS ACCESS TO THIS, ANY FAIL TO COMPLY WIL LEAD TO HYPNOTISM AND BEING DISHONORLY DISCHARGED.Wrynn's team was the first one at the site where the Enigma accident started, they were there for another mission that had nothing to do with the Enigma Project.
Wrynn had accessed the file library to study for his team's mission and somehow got access to the Enigma Project files, reading them sent Wrynn into a wild rage and made him storm to the floor where the project was happening, though no one knew what happened on that floor though the aftermath lead to the whole base's destruction and the death of Wrynn's entire team and... The Start of The Enigma Accident.
Wrynn is currently MIA... Teams have been sent out to find him. Though he is presumed KIA
Birth magi: Twin Soul so no birth magi... For now??? Coop?
Maybe???
Profession: Sorcerer - Necromancy/Vocamancy - Apprentice
Level and experience: Level 5 0/510 XP
5- STR
6- DEX
6- PER
5- VIT
7- INT (8 with High Elf Perk)
8- EMO
8- SAU
Inventory:
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.
Gunblade - A fairly simple bastard sword, with the exception that the crossguard has a trigger mechanism at the hilt side. Paired with a revolving loading mechanism, this construction allows it to fire off .32 bullets as well. A great solution for dealing with ranged targets as a swordsman.
DEX and PER oriented weapon. AP 2. Does moderate slashing or piercing damage
Backpack
Smartphone
36 ish .32 bullets
Armour:
Chest - Kevlar - Lowers piercing damage by a degree. +1 VIT towards specific body part. AP 2.
Arms - Leather - Lowers slashing damage by a degree. AP 1.
Legs - Leather - Lowers slashing damage by a degree. AP 1.
Head - Ceramic - Lowers blunt damage by a degree. +1 VIT towards specific body part. AP 2.
Cape - Feather - Lowers fire, light, water, ice and wind damage by a degree. +2 VIT towards specific body part. AP 3.
Total encumbrance of 0.6, so no debuff. Might be higher with cape
Perks:
Magically inclined: Start at apprentice level sorcerer if selected as its profession
High society: +1 INT and +1 EMO when using magic. +1 base INT.
Fragile form: -2 VIT when suffering physical damage
Multi Lingual: English, New Dranleish
Touch of destruction - The auretical fragment has touched you through its destructive powers. But you remain unharmed. Live to fight another day.
Automatically gained upon first contact with the enigma.
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.
Dash - The user puts all their energy into pushing their legs beyond their limit, forcing them to run much faster.
LVL 1 skill. +3 DEX, but only towards running, for one round.
Skill slots:
1 - 1st level
Known spells:
Ripple - Creates small ripples within the fabric of reality and send them towards your enemies to do some basic damage. A very basic void magic that can be used by any beginner.
LVL 1 projectile spell. Performs better with low EMO. Does void damage
CHOMP! - The chomps are essentially prosthetic dentals with legs, summoned from the void to inflict some gruesome damage. Once summoned close to their target, they will huddle along and attempt to take a bit out of their target. This spell can be charged to summon multiple chomps. The most basic of holy summon spells.
LVL 1 spell. Can only be cast with LVL 1 slots, the more slots are expanded into the spell, the more chomps will appear. Invokes Bleed damage
Warp - Warps a part of an enemy by crumbling the reality around a enemies bodypart. This stuns the enemy in the process.
LVL 2 projectile spell. Requires 5 INT. Performs better with low EMO. Stuns. Does void and shock damage.
Enchanter- Enchants whatever weapon the caster is using, adding extra pure magic power to the weapon. This is a process that takes one round, where the caster hovers his/her casting catalyst over the weapon to spread the power over the weapon. This spell will give the weapon a glow akin to the caster's aura.
LVL 2 spell. Requires 5 INT. Adds pure mana damage (Critical) to weapon. Weapons that already cause Critical injuries will instead gain Bleeding.
Voidbat - The holy caster launches a single voidbat at their target by opening a portal from the void. The voidbat approaches, shakes heavily, then explodes. Causing quite some damage to anything that gets in its way. A short range spell that gets around obstacles rather than through them.
LVL 2 projectile spell. Requires 6 INT and 6 EMO. Does void damage
Anguish -The caster lets magic surge through their weapon, giving it more AP. This lasts a good 3 rounds. Takes a round to prepare the weapon.
LVL 3 spell. Requires 6 INT. Adds +1 AP to the weapon wielded by the caster for 3 rounds.
Blundershot - The caster releases a set of shards in a wide, close range burst. This causes for a blunderbuss-like blast of magic shards that rip everything in front of the caster to pieces.
LVL 3 projectile spell. Requires 6 INT. Does Pure Mana Damage (Bleed)
Mistman - The caster projects a floating skeletal humanoid, enveloped in a blackened mist which follows it wherever it goes. This skeletal creature wields a sword and assists the caster however it can. A holy spell used by summoners as a servant for their tasks.
LVL 4 spell. Has 5 STR, DEX, PER and VIT. 6 INT, EMO and SAU. Uses steel sword as attacking moveset.
Voidbat swarm - A holy spell that allows the caster to fire off an entire swarm of voidbats; a more powerful form of the base voidbat spell. All of them will home in on their target, each of them causing small explosions after a brief period of vibrating.
LVL 5 projectile spell. Requires 7 INT and 8 EMO. Does void damage
Spell slots:
9 - 1st level
8 - 2nd level
6 - 3rd level
4 - 4th level
2 - 5th level
Attachments: