Name: Bardnir. They refuse to give their last name.
Age: 37? It's a bit hard to tell since nobody can see his face.
Gender: Male? At least they sound like they are.
Race: Human? Robe? Who knows, who cares.
Sex: Straight? Nobody's actually seen the bastard out of his robes, and they're not telling, so...
Appearance: A person underneath a very large and concealing red robe with a gold trim. All that is visible of their flesh are their hands, and even so they don't really tell all that much about them.
Oh, they also have a snazzy looking hat.Level:6
EXP:0
HP: 126 (30+96)
Init: 8+1d20
Stats: 18/18 +24 points to spend (Stat cap of 4+Level. +4 Points every level.)
Constitution: 10
Dexterity- 8
Intelligence- 10
Luck- 1
Resistance- 1
Strength- 4
Synergy- 10
Perks:
Are you a wizard?: Yes, Yes they are. All SYN based actions are naturally 2X stronger coming from and going to them.
Squishy power!: Gain a extra point of RES per 8 remaining points of HP when calculating damage, hard capping at 2LVLxRES. Not so squishy now, eh?
It's all in the damn hat!: INT boost (decided by GM) while crafting armor, with a larger boost for headgear.
Equipment:
Name of Weapon: Staff +1
Type: Magical
Effects: +1: All damage and healing gets a extra 1 point, and will always hurt/heal a minimum of 1 point regardless of armor/status effects.
Base Damage:
Description: Once there was a wizard that forged a staff to increase the powers of their spells, to gain the edge over their "peers". This was the result, however crappy it is.
Name of Weapon: Sharp sword
Type: Physical, Melee
Base damage:
Description:Every now and then, a sharp blade is found in Castle Aldrheim. Regulation states that it should immediately be handed over for blunting.
Name of Armour: Robe and Hat
Type:Light
Effects: Surprisingly durable: basically immune to most forms of ripping, tearing, burning, acid burning, exploding, and all around destruction, This robe's RES can not be lowered. Too bad it doesn't offer much protection to it's wearer.
Resistance bonus:
Description: When asked about why he is wearing a hat over his hooded robes, all they ever say in response is "It's all in the hat!".
Actions:
Basic attack
Basic defense
Conjure element, Rank 3: Conjure up to three basic
elements of magic in preparation to cast a spell. Each element conjured reduces initiative by 1, with a max of 5 elements summoned.
Cast Spell: Consumes all conjured elements to create a spell, varying in properties based on the elements conjured.
Revive Magick, Rank 2: a Magick that revives one party member at random with 1/10th of their max HP, with their action taking place directly after. It has a 1 turn warmup to summon the elements, and a 4 turn cooldown. Cannot be self-cast for obvious reasons.
Crash to desktop Magick, Rank 2: a powerful Magick Bends the laws of reality and the multiverse to cause a Blue Screen Of Death on a random target, Including allies and the caster. The blue screen of death Cannot miss or be negated and will inflict a 4 Round (not to be confused with turn) stun that prevents the victim from doing any actions. The effect is rage inducing, increasing their STR and RES by 3X for 2 turns after the stun ends, however. 3 turns warmup, and can only be cast once per battle. Side effects include large amounts of cursing and a distinct hatred of mages.
Grease Magick: Annoys the hell out of enemies by coating them in a thick, slippery, cheese-like substance. Reduces enemy initiative slightly, and causes the next fire based attack to do 2x damage. 1 turn warmup, 2 turn cooldown.
Inventory: What inventory?! such a thing doesn't exist!