Name: Skelliborn
Age: 17
Gender: Male
Sex: Male
Race: 1/4 Tiefling, 1/4 Elf, 1/4 Human, 1/4 Dragonborn
Appearance: To the casual observer, Skelliborn would look like a normal teenager albeit on the ultra athletic side of the spectrum. However, those who took the time to look more closely would find that a thin yet strong layer of translucent scales covering much of Skelliborn's body, much like built in plate mail.
Furthermore, when Skelliborn entered a battle, got into an argument with another classmate, or was exposed to any situation that might trigger the fight or flight response in normal people, Skelliborn's eyes would glow a deep shade of yellow and the characteristic tiefling horns would grow out of his head until the battle ended, at which point they would retract.
Personality: Skelliborn rebels against his tiefling nature ans aims to fight evil. He joined the academy in order to grow stronger. Although many of his plans tend seem crazy to others, in the past, Skelliborn has acted as the leader of his adventuring party and has usually pulled them through alive. Well not counting that one time a year before he joined the academy...
Level: 1 (Determines available AP [Action Points], SP [Skill Points], Perks.
HP: 20+[CON*level]
Init: DEX+1d20 at the start of each combat.
Stats:
Constitution: 2 (How hard it is to kill you.)
Dexterity: 2 (How stealthy and speedy you are. Governs dodging, IF you have a passive for it, and movement on the battle grid.)
Intelligence: 2 (Governs crafting, Affinities to some extent, some types of magic.)
Resistance: 2 (How resistant to damage you are.)
Strength: 2 (Physical strength.)
Synergy: 2 (Ki, whatever. If it's not, essentially, physics-based, and it's not in a spellbook, this is the stat for it. Innate abilities use SYN, generally.)
You have 8+[4*lvl] (12 for a level 1 character) SP. Once SP are spent, they can only be moved once per 5 levels or with GM approval.
SP are capped at level+3.
Perks:
Call Forth Blade: a perk which allows either for the summon of a blade, the creation of a blade from the surrounding environment, or a combination of the two. The blade is summoned so that it does extra damage equal to (lvlD2 - lvl or at level 1(1d2 -1) at level 2 (2d2 -2) etc.)
Affinities: Blades, Inversion, Enchantments
Actions: (Your attacks and abilities.)
AP: 4+[2*level] (6 for a level one character)
Lvl 2: Inversion Barrier:Nullifies SYN damage for up to (2*level) attacks passing through it.
Lvl 2: Magic Swordsplay: Deals (1+ALVL)d4+((Strength + Intelligence)/2) + Any effects granted by equipment buffs (ex. a sword charged with electricity might deal additional electric damage or paralyse the opponent)
It costs 2 AP to make an ability. It costs 1 AP to add a level to an ability, granting it an additional feature if the damage formula is static, or increasing the damage if the damage formula scales with the level of the ability. Ability levels are capped at [level+1] (2 for a level 1 character.)
You may have a Basic Attack or Heal, and a Basic Defense. These may not have levels.
A standard damage formula is 2d4+STAT non-scaling (that is to say, you have to add each subsequent d4 yourself) or (1+ALVL)d4+STAT scaling.
Healing works similarly.
Inventory: (Your items. You may have three when starting out, plus an additional, free, basic melee or ranged weapon should your character require one and not have one. It uses 2d4+STAT for damage.)
-Universal Solvent (All I know is that its highly flammable and may or may not have toxic fumes when burned.)
-A Big Flashing Neon Sign Saying "Monsters We Are Here"More Universal Solvent (Because you can never have enough)
-A Flint and Steel (Used For Starting Fires ex.(Lighting a torch or a bonfire made with universal solvent))
Basic Melee Weapon: a mid-length sword
Summons:
none