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Character Name: Avondale Hale
Age: Irrelevant
Physical appearance: An emaciated but well-preserved humanoid in the later stages of life, to casual examination. It is obvious upon closer observation that Hale is an undead. He was not subjected to the rites necessary for perpetual preservation, and must transfer bodies once every twenty years or so. He always chooses male forms, and the body he chooses will revert in appearance to the form of a physically-fit, if slightly aged and completely bald, human male.
Personality: Hale bases his interactions with others based on how well they can suit his own purposes, and rarely (if ever) develops genuine attachment towards one of the living. His ultimate goal is to have ultimate knowledge and ascend to the position of the God of Magic, and he conducts his negotiations to this end.
Occupation: Hale travels as a researcher and itinerant lecturer
Biography: Hale has existed for thousands of years, slowly working his way towards ascending to the Godhood he seeks. He almost achieved his goal eighty years ago, but the ritual to transfer his consciousness into the body he chose to Ascend in was interrupted halfway through and in addition to failing the ritual he lost almost all of his knowledge of the elemental arts. He is currently working his way back to his goal, with the confidence that this time he will succeed in his endeavor.
Hale's existence before becoming an Itnu (the specific breed of undead he originally became) was so long ago that Hale no longer clearly remembers his 'first' life.
Weapons:
Name of weapon: Aros of the Archmagus Number of Points: 10 element: N/A Weapon Skill: For every ten points placed in the Aros, the wielder gains a 2-point bonus to all Elemental magics while wielding the Aros. Description: A wooden staff topped with a large glass sphere, roughly two feet across, which contains a scale model of the universe.
Name of weapon: Icthus of the Archmagus Number of Points: 10 element: N/A Weapon Skill: All abilities require the wearer to have at least as many points in some form of magic as are required for the ability. 1 point - The Icthus is, at all times, immune to all forms of damage. The cloth itself cannot be targeted with any ability less powerful than deific magic, and attacks targeted specifically at the cloth instead of the wearer vanish on contact. The wearer gains a one-point bonus to all Elemental magics while the Icthus is worn for every two points invested in it. 5 points - The Icthus gains the defensive strength of tempered steel full-plate while remaining otherwise identical to mundane cloth. Attacks that would penetrate full-plate armor harm the wearer as normal but leave no mark upon the Icthus, which repairs itself instantly after the weapon is removed. 10 points - The left sleeve of the Icthus may be used to absorb and store any one magical attack at a time, which must be discharged from the right sleeve before another attack may be absorbed. This ability is useless if the attack originated from a mage with more points invested in the element the attack originated from than the wearer (for example, a wearer with 15 points in Water could not use this ability against a mage with 80 points in Water if said mage cast a water attack, but if the same 15-water had 30 Earth and went up against the same 80-water with only 20 Earth the sleeves would function as normal). 15 points - The Icthus will vibrate rapidly when near a living or undead sentient with more points invested in any form of magic than the wearer and with hostile intent towards the wearer 20 points - The wearer gains an inherent knowledge of the most powerful elemental magic user within their line of sight, and knowledge of which element they are most powerful in, while the Icthus is worn 25 points - The Icthus allows the wearer to freely pass through any natural material, including magical materials, without leaving a physical trace of their passage. This ability does not extend to worked stone or manmade structures, and wards set to detect trespassers still activate. 50 points - The wearer chooses one type of Elemental magic that they can wield for every ten points invested past 50, up to the maximum of 100. The wielder becomes both immune to the specific type of Elemental magic while wearing the Icthus and cannot use the same Elemental magic for purposes other than calculating Icthus availabilities while wearing it. Description: A square of white fabric two meters to a side, tailored into the form of a mage's robe, embroidered with various arcane symbols in gold thread around the sleeves.
Talent(s)/Ability(s):
Name of ability: Archmagus Amount of points: 5 Description of ability: The character is able to wield and invest points in one Artifact of the Archmagus for every twenty points invested in this ability, rounding up to the nearest multiple of twenty. The character may create new Artifacts once a minimum of forty points have been invested.
Name of ability: Blessed of the Twelve Amount of points: 0 Description of ability: This ability starts at zero upon character creation. Points may not be placed in this ability at character creation. The character gains the ability to wield one Artifact of the Archmagus for every ten points invested in this ability, rounding down. This ability may not have more than seventy points invested. This ability does not allow the user to craft new Artifacts at any time.
Name of ability: Itnu Curse Amount of points: 0 Description of ability: This ability is racial, and can neither be learned nor taught, only acquired by becoming one of the Itnu. This ability has no stages and bestows no boons, and cannot be invested in. Characters with this ability cannot directly invest points in their Elemental Magic after acquiring this ability. They may still receive bonuses from artifacts or other items.
Elemental magic:
Fire: 0 points (7 temporary points after artifact weapon bonuses) Water: 0 points (7 temporary points after artifact weapon bonuses) Wind: 0 points (7 temporary points after artifact weapon bonuses) Lightning: 0 points (7 temporary points after artifact weapon bonuses) Earth: 0 points (7 temporary points after artifact weapon bonuses) Dark: 0 points (7 temporary points after artifact weapon bonuses)
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