Name: Spensir Caprius Lynnsfield
Age: 23
Description: Spensir was born to rather hippy parents, as evidenced by the spelling of his name. As a child he had an alright life; his father left them in pursuit of 'the dream' when he was about eight, and he got into a car accident when he was just 13, as a result of his older brother being rather high when picking the boy up from school, but he survived with few injuries, as did his brother, thankfully. He was an average, intelligent student, with a few close friends and many acquaintances, earning a good A-/B+ average in high school, and later, community college. Working on becoming a scientist, studying chemical engineering and rocket science, his life was changed while camping out in the woods with his friends. There, he found Mabarius. The sword seems to follow him wherever he goes now, and he's given up trying to get rid of it; it never works, and only annoys the old bastard. Which is why he threatens the Thames if the blade ever gets too pushy. Mabarius seems to think that Spensir is the Chosen One to revive a long-dead order of knights known as the Manum Templarus. As such, he has forced Spensir into a rigorous training schedule to become fit, complete with endurance training, drills, and, somehow, an obstacle course the sword set up. The man still has no idea how the blade managed that. In any case, it seems like his life may only get stranger from here...
Stats: 108/108
Health: 21 (84 HP)
Mana: 3 (Mabarius: 11) (22 MP)
Speed: 10
Skill: 13
Strength: 15
Magic: 4 (Mabarius: 13)
Defence: 19
Resistance: 17
Equipment: Mabarius: Artefact-level magical item/sword(+9 weapon); many and varied magical abilities and powers. Was once a Norse God. And Mjolnir. Bound irrevocably to Spensir, and he to it. Most significant include shapechanging(usually between different types of swords, though it can also become a particularly hard belt or a cane), creation of magical constructs(particularly armor), speech, body-control, suggestion/telepathy, lightning powers, magic-cutting/parrying powers, others(?) to be discussed with GM as they reveal themselves.
Perk:
Never Stay Down: Spensir gains 4 HP per point of Health.
Ability: Spensir has none, on his own! Mabarius, on the other hand...
Negligible:
Spirit Walk: Mabarius can, occasionally, guide Spensir into the spirit realm, in which he has a different set of stats(I dunno yet) but cannot interact with anything in the physical world; his body is still vulnerable, however. Mabarius is also present in the spirit world, and is much more powerful than in the physical one, so that he can protect his rather vulnerable charge.
Recall: Mabarius cannot be separated from Spensir, though it is not as though there's a tie between them; trying to lift Mabarius more than 20 meters above Spensir's head with a helicopter will simply break your helicopter, not lift Spensir off the ground. Mabarius can also fly into Spensir's hand without any effort on either member's part.
Detect Magic: Mabarius can see magic fairly easily, and the auras surrounding people.
Suggestion: Convinces people to do things they might not perhaps otherwise do.
Static Charge: Can rebuild mana by movement or friction, slowly. Regenerates one mana every two turns whilst in combat. Turns in which Spensir was immobile do not count towards this.
Faraday Blade: Targeting systems, tracking systems, cameras, electronics, etc. all have trouble keeping track of the blade and it's wielder, though it's not like they're invisible. Electronic means of targeting Spensir take -2 to hit. As well, Spensir is completely immune to electricity based attacks, and in fact they recharge Mabarius for 1/2 the mana used to cast them.
Small:
Temple Armor: Full plate armor in the style of the knights of old appears around Spensir, granting him protection without hampering his ability to move or fight. This grants Spensir +3 DR and +1 to Speed for purposes of avoiding attacks(as it may deflect them). A second casting seals every seam in the armor and allows protective wards to inscribe themselves onto him, granting him another +2 DR and +1 to Speed for purposes of avoiding attacks. Spensir must be immobile to cast this.
Livewire: Lightning shoots from the tip of the blade, or crackles around it, causing damage even on a near miss. Deals physical damage plus 1xMagic damage(each rolled against target's defense/resistance separately) on a hit, and magic damage, with a penalty equal to the difference between the opponent's speed roll and Spensir's skill roll, on a miss.
Short Circuit: Fucks with electronics really badly, basically a focused EMP. Blade must be touching the target, or have a conductive path to the target. Deals heavy(+7?) damage to machine/electronic based foes.
Medium:
Lightning Volley: Calls down lightning to smite Spensir(if he's being grappled with, for example), or Spensir's foes, from the heavens. +2 to hit with this ability, as lightning is difficult to foresee or dodge. Costs an additional mana. Deals 1.75xMagic Damage. [As for why this is balanced: AoE attacks give you a -2 to dodge per category anyway; this is an AoE attack without the benefit of being able to hit multiple foes, effectively]
Lifeline: Spensir establishes a link of his life to the target's, sustaining their vitality by draining his own. Heals the target, but Spensir takes damage equal to half the damage healed. While using this, any damage the target takes is inflicted to Spensir instead, and he takes double damage from this.
Big:
Thunder Burst: A huge explosion of lightning and thunder explodes from the blade, dealing damage to enemies near Spensir. Deals more damage the more enemies are affected: 1 enemy is full damage, 2 enemies is 150% damage to both, 3 enemies is 175% damage to all 3, 4 enemies is 187.5% damage, and so on. Spensir must be immobile to use this, and it costs one additional point of mana. Deals a base of 1.5x Magic Damage.
Vital Surge: Spensir's vitality is compressed, aging him more quickly but allowing him to move faster, react more quickly, and strike harder, even healing more swiftly in this state, though the toll upon his health afterwards offsets this. (+4 to all stat rolls save Health and Mana. Costs 4 health to maintain, must have the second stage of Temple Armor active to use.)
Enormous:
Grand Crusade: Spensir calls upon old allegiances, men sworn to kings long dead, who wish nothing more than to support their lord once again, in glorious battle. These dead fighters, though not corporeal, give morale and aid by lending their strength to allies and hampering enemies at every turn (allies gain +2 to all stats save Health and Mana for seven turns, and have all debuffs purged. Does not affect Spensir. Costs two extra mana, and Vital Surge must be active in order to use. Spensir must have allies to use this ability, obviously.)