Name: Dalia Simoneit
Level: 5 (490 EXP)
Age: 18
Description: Dalia is of average height, with a skinny build that makes her look taller than she actually is. She has shoulder-length brown hair worn loosely, and bright green eyes set in an oval face. She's not stunningly beautiful, but not ugly either. Just generically pretty. Despite being 17 years old she doesn't suffer from acne, except for the occasional pimples here and there. She usually wears dark but plain dresses, but has some other, more practical clothes if the occasion calls for it. All in all she looks like a normal teenage girl... unless one can detect mana. On her back is some strange creature, with long, wiggling tentacles that fade into nothingness and a single massive eye on its front. It is completely incorporeal, meaning that normal matter passes through it so it can only be affect my magic and enchanted items. Attempts to remove the creature from Dalia's back have caused her great pain and distress, and since it doesn't actually seem to do anything harmful it has been left as it is. Obviously the file on her power notes the existence of this creature and several warnings about it, though it doesn't actually have any connections to her magic powers.
Stats: 116/116
Health: 12 [36]
Mana: 26 [52]
Strength: 10 (13) [2]
Magic: 20
Defence: 9 (1 + 10)
Resistance: 9 (1 + 9)
Speed: 18
Skill: 12 (6%)
Perks: Lucky by Comparison: Has a 33% chance to avoid any targeted attacks. She loses 1 mana whenever this perk activates successfully.
Capable of Siphoning Mana: Whenever someone else casts a non-neligable spell, Dalia gains +1 mana.
Equipment: Lucky Charm: +1 Defence. A plate of stamped metal that seems to stop attacks more than it should.
Kitchen Knife: +3 damage. One of the bigger ones too. Scared and scarred its fair share of muggers and thieves.
Ability: Capable of Bringing Misfortune
Dalia is a walking lightning rod of bad luck. When she's in the area milk spoils quicker, the toilet backs up more often, and keys always seem to disappear when you need them most. In other words life gets rather annoying without ever really getting worse. However Dalia is immune to this power, and never suffers directly from it. In battle she can concentrate and focus this misfortune to curse enemies temporarily. It's use as an attack is negligible at best, but her targets will have trouble dodging attacks, hitting with their own, and other things as their luck turns against them.
Examples: The effects of Dalia's ability are not obvious at all, and could easily be explained away as something else if a person could not detect her magic powers. Examples of her power in effect would be: Your weapon jamming/malfunctioning, faulty ammo, sights not aligned perfectly, tripping/improperly placed feet, sudden muscle cramps, sudden distractions, lack of focus, sneezing, allergies, blinking at the wrong moments, panic attacks, stuttering, sudden nervousness, gaps appearing in armour, equipment breaking and similar things. Essentially things that could realistically happen to someone in a fight to reduce their effectiveness.
Spells:
Negligible: Curses someone with minor misfortune, causing them some mild inconvenience in the future.
Small: Curses someone with immediate misfortune. Reduces one stat by 15%, until the start of her next turn. (TN: No roll, 2 Mana)
Medium: Curses someone with great misfortune. Reduces one stat by 30% or two stats by 15%, until the start of her next turn. (TN: 3, 4 Mana)
Big: Curses someone with large misfortune. Reduces one stat by 45%, or two by 30% or three by 15%, until the start of her next turn. (TN: 6, 6 Mana)
Enormous: Curses someone with terrible misfortune. Reduces one stat by 60%, two by 45%, three by 30%, or four by 15%, until the start of her next turn. (TN: 6 + Immobilized, 8 Mana)
Gigantic: Curses someone with enormous misfortune. Reduces one stat by 75%, two by 60%, three by 45%, four by 30%, or five by 15%, until the start of her next turn. (TN: 6 + Immobilized + d3 damage to caster, 10 Mana)
Special Abilities: None. Dalia is a 17 year old girl, what did you expect?
Name: Hakim Alfarsi
Level: 6 (510 EXP)
Age: 22
Description: Hakim is almost 6 feet tall, with the muscular build of someone who has spent the last few years of his life training and working out. He has brown eyes, a pointed face, and ambiguously brown skin. His head is completely shaved and he doesn't have facial hair, thus leaving his hair colour a complete mystery. He is usually seen wearing long-sleeved shirts, pants and gloves. The reason why is very simple. As a result of an accident when he was a baby, Hakim lost all of his limbs as well as his left eye, and most of his face and body were horrifically scarred. Thankfully plastic surgery was able to fix his face and body, and he was given bionics to replace his lost limbs and eye. While the fake eye is extremely detailed and hard to tell from the real thing, his prosthetics are obviously mechanical and thus Hakim self-consciously tries to cover them up as much as possible. Especially since they connect through ports embedded into his skin.
Hakim's armour looks like something out of the middle ages, except with a metal weave protecting the joints instead of traditional chainmail. The helmet is somewhat reminiscent of a Stahlhelm with its flared edge, and has built-in speakers and microphones to reduce muffling. Its visor is made out of a clear material similar to plexiglass, offering protection without hindering Hakim's view. The helmet also has a noticeable, short yellow horn on the front. Presumably this is to mark rank or something similar. Overall the armour has some splashes of red and yellow for colour but is generally a shimmering grey, due to the material and finish used in its construction. Hakim's armour also comes with combat limbs, that are tougher, stronger and bulkier than his normal prosthetics. Attached to the backplate of the armour is a bulky backpack, which carries a Solium generator and a plasma gun that slings over Hakim's right shoulder when in use. Two stubby wings are attached to the backpack and, in conjunction with exhaust ports on his combat limbs, Hakim can use these to jet around to wherever he needs to go.
Stats: 120/120
Health: 16 [48]
Mana: 12 [24]
Strength: 16 (21) [3]
Magic: 12
Defence: 22 (4 + 25)
Resistance: 20 (4 + 18)
Speed: 8 (6)
Skill: 14 (7%)
Perks: Prevail: For the purposes of reducing damage as a result of being hit, the relevant defensive stat is rolled twice and the higher number is chosen.
Support Defend II: Hakim's Support Defend ability can activate twice a round instead of only once. Additionally when Support Defend activates the target of the attack takes no damage. Hakim still receives half damage, modified by his appropriate defensive stat, as usual.
Equipment: Solium Generator: Backpack plasma generator that runs off of Solium. Powers equipment and abilities.
Alloy Z-L Armour: +5 Defence, -2 Speed, -1 Skill. Heavy armour made out of an experimental alloy named after its discovers, Zeeger and Lennon.
Combat Arms: +5 Damage. Heavy robotic arms that can detach and fly around independently with Solium rockets to deliver punches.
Booster Legs: Robotic legs with built-in rockets that enable the user to fly. Requires Solium Generator for flight.
Bionic Eye: +1 Skill. Essentially a camera mounted in Hakim's eye socket to replace his missing one. Grants better vision than a normal eye could.
Other: Robotic Prosthetics: +3 Damage, +1 Defence. Hakim's non-combat robotic arms and legs. Better than being caught without any limbs at all, and in fact they make surprisingly good bludging weapons.
Ability: Telepathy
Hakim can send information wirelessly through the power of his mind alone. Thus he can operate specialized machinery with his mind, or send messages to people, though unless they are also telepathic such messages are obviously one-way only. While powerful anti-magic fields can block his telepathy, the only other significant limitation to Hakim's power is distance. Longer distances require more willpower to send across, which uses up his body's mana reserves and taxes his brain's energy. As a side effect of his ability, Hakim can detect all life forms with complex enough brains within a certain radius, the radius depending on how much effort he puts into it.
Since telepathy is extremely wimpy in combat, Hakim is also outfitted with robotic limbs and various equipment that he can operate with his ability. The more complex the equipment the more effort he has to spend using it, which requires concentration and expends mana.
Negligible:
Basic Telepathy: Telepathy within a short radius, enough to communicate with everyone in a room or firefight. Does not count as an action, unless Hakim tries to detect lifeforms within that radius.
Rocket Punch: One of Hakim's robotic forelimbs detaches and rockets away to slam into an enemy. It usually returns afterwards. Counts as a ranged melee attack. Requires Combat Arms.
Solium Spray: A shoulder-mounted gun redirects subatomic particles from the Solium generator into a small burst of plasma. [MAG] fire damage. Requires Solium Generator.
Support Defend II: Designates one ally to protect. For each turn, the first two attacks that hits that ally hits Hakim instead, and the resulting damage is halfed after defence is applied. Support Defend does not activate on AoE attacks, or if Hakim is immoblized or otherwise unable to interpose himself in front of his ally.
Example: Assume that Hakim uses Support Defend on Alice. If Bob attacks Alice and misses then the uses of Support Defend are not reduced for that turn. If Charlie attacks Alice and hits, then he rolls damage normally except the result applied to Hakim instead, who rolls for defence as normal. After defence is applied the resulting damage (if any) is halved and rounded down. Note Alice receives no damage as a direct result of the attack. So if Charlie hits Alice and rolls a 18 for damage, then Hakim rolls for his defence and gets a 12. As a result he takes 3 damage, for (18 - 12)/2 = 3. Afterwards Hakim can take one more hit for Alice that turn, after which further attacks affect Alice normally until the next turn starts and Support Defend begins anew.
Small (TN: No roll, 2 Mana):
Minor Telepathy: Telepathy within a small radius, enough to communicate with or detect everyone inside an average house.
Solium Beam: A shoulder-mounted gun redirects subatomic particles from the Solium generator into a coherent beam of plasma. [MAG*20%] fire damage. Requires Solium Generator.
Medium (TN: 3, 4 Mana):
Medium Telepathy: Telepathy within a medium radius, enough to communicate with or detect everyone within a block.
Heavy Solium Beam: A shoulder-mounted gun redirects subatomic particles from the Solium generator into a large beam of plasma. [MAG*40%] fire damage. Requires Solium Generator.
Healing Mist: A hearty mixture of drugs, antiseptics and wound binders designed to keep soldiers on their feet despite bodily harm. Not for those with preexisting heart conditions. Restores 15% of the target's HP. Requires Alloy Z-L Armour.
Big (TN: 0 + 1 Turn Cooldown, 6 Mana):
Major Telepathy: Telepathy within a large radius, enough to communicate with or detect everyone within several blocks.
Double Rocket Punch: Both of Hakim's forelimbs detach to deliver pain to their target. Counts as two separate ranged melee attacks, but must be directed towards the same target. Requires Combat Arms.
Solar Blast: A shoulder-mounted gun redirects subatomic particles from the Solium generator into an overly large burst of plasma. [MAG*60%] fire damage. Requires Solium Generator.
Healing Spray: A hearty mixture of drugs, antiseptics and wound binders designed to keep soldiers on their feet despite bodily harm. Not for those with preexisting heart conditions. Restores 30% of the target's HP. Requires Alloy Z-L Armour.
Enormous (TN: 3 + 1 Turn Cooldown, 8 Mana):
Massive Telepathy: Telepathy within a enormous radius, enough to communicate with or detect everyone within a small town or part of a city.
Solar Laser Blast: A shoulder-mounted gun redirects subatomic particles from the Solium generator into an overly large beam of plasma. [MAG*80%] fire damage. Requires Solium Generator.
Healing Blast: A hearty mixture of drugs, antiseptics and wound binders designed to keep soldiers on their feet despite bodily harm. Not for those with preexisting heart conditions. Restores 45% of the target's HP. Requires Alloy Z-L Armour.
Special Abilities:
Small (1 SP):
Backspin Kick: Hakim makes a basic melee attack, rolling twice to hit with the larger number being chosen.
Wall: For the next attack that hits Hakim and deals damage, his roll for reducing damage is automatically set to the highest possible value. Wall lasts until Hakim is hit, and is used up when Support Defend activates. If the attack does not inflict damage then Wall is not used up nor activated. Does not take an action to activate.
Medium (2 SP):
Strike: The next attack that Hakim makes always hits regardless of special abilities or effects. Strike does not work if the attack is physically unable to connect, meaning that so long as Hakim has a chance to hit Strike will ensure that he will hit. Does not take an action to activate.
Alert: The next attack that targets Hakim automatically misses provided that the attack can be dodged. Alert lasts until an attack is directed towards Hakim, and does not activate nor is used up when Support Defend activates. Undodgable attacks do not activate nor use up Alert. Does not take an action to activate.
Break: The next attack that Hakim makes does not have its damage reduced by special abilities or effects, if it connects. If it does not hit then Break's effect is used up regardless. Does not take an action to activate.
Big (3 SP):
Vigor: Hakim heals 30% of his max HP.
Valour: The next attack that Hakim makes rolls twice for damage, and both numbers are added together before being applied to the enemy. If the attack fails to hit the enemy Valour's effect is still used up. Does not take an action to activate.
Guard: Hakim takes half damage, applied after all other damage reductions, until the beginning of his next turn. Does not take an action to activate.