Name: Bisnif
Age: 83
Gender: male
Race: Human (Mage, D&D)
Sex: Male
Appearance:an old man with white skin, pierceing blue eyes and a long light grey beard
Personality: He may have memory problems, but generally one would think he would be controlled by some creature in another world...
Level:3
EXP:55/XXX
HP:35 (30+(CON+Level)) [Each level adds CON+Level HP]
Init:2+1D20 (DEX+1d20) at the start of each combat.
Stats: 18/18 points to spend (Stat cap of 4+Level. +4 Points every level.)
Constitution:1 (Health Stat. Grants you more HP per level up.)
Dexterity-4 (How stealthy and speedy you are. This governs ranged damage..)
Intelligence-6 (Governs crafting and other such tasks.)
Luck-6 (Crit chance as well as the chance of better loot drops.)
Resistance-1 (How tanky you are.)
Strength-1 (How strong you hit for.)
Synergy-7 (Governs magic in all forms, ranging from summons, transformations, mana, Ki and so forth. This governs non-melee/ranged damage that does not explicitly use supernatural sources.)
Perks: (You get 3. GMs will approve or veto these.)
Presto Live-O: Once an IC week, the character will, immediately on their death, reincarnate at a specific bind point that takes a day to move.
There can be one such bind point per plane, and the bound mage may choose to preemptively redirect himself to another plane, but may not do so unless left uninterrupted during any period more than three turns of combat long. (--or, like 30 seconds?--)
MagicallyUnstable: If he rolls less then a 18 on a spell, the 'GODS'(GMs) can mangle his spell depending on how far away from 18 it was.
MagicChanged: When harmed, he does 1D6 damage to the person who harmed him.
Equipment: (Your starting equipment. These start at level 1. GMs will approve or veto these.)
Old PipeNEW STAFF*
Stout Staff*
Old Robe*
Actions: (Your attacks and abilities. these can be Magical, Melee, or Ranged and use the relevant stat. (Synergy for Magic, Strength for Melee, Dexterity for Ranged).
(1)I Think They call This
FIREBALL: I shoot a ball of fire* (on a 18) at my opponent, this explodes* (Or not) applying the 'on Fire' effect* (Sometimes) and doing 1D6 Damage.
(2)I Think They call This
FIREBALL+: I shoot a ball of fire at my opponent, this explodes applying the 'on Fire' effect, doing 2D6 Damage, and applying the 'stunned' effect on them.
(1)Magic Missile: I shoot X[Synergy score] balls of light at near by opponents* (Or allies) that do 1D6 damage each.
(2)Magic Missile+: I shoot X[Synergy score+2] seeking balls of light at opponents that do 1D6+2 damage each, and cant 'Miss' or be 'dodged'.
(1)Teliport: I appear wherever* (Sometimes Literally) I gesture
(1)Raise Dead: 1D2 creatures that are dead get up to serve me* (Occasionally).
(2)Raise Dead: 4D2 creatures that are dead get up to serve me.
(1)Thunk!: I hit someone near me with my staff.
(2)Thunk!: I hit someone near me with one of my my staffs doing [Wep dam] as Non-Lethal damage, Stunning them for 1 round.
(1)Acid Arrow: Causes 1D6 points of damage that can't be blocked, and removes [Synergy Score] points of defense from the target for two rounds.
Inventory:
>Fish Filled with Fire Dust
>Shipping Pallet of Wood
>Iron bars (2)
>Scrap Metal
>Sharp chunk of metal
>Copper wire
Summons: (The beings you summon to aid you in battle. These go in a separate sheet.)