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« on: May 22, 2013, 10:30:49 am »
I like these details.
Watch this space.
Name: Myrln
Race: Halfbredkind (Fey, Human)
Height: 6'0
Weight: 170 lbs
Appearance: A tall lad with very dark hair. He has black eyes, prominent, defined features, and pale skin that almost seems to glow some nights.
Str: 5
Sta: 7
Agi: 13
Spd: 15
End: 6
Wil: 23
Int: 21
Per: 15
HP: 30
MP: 55
Level: Foreseer (prophecy, future sight, etc) 1, Elemental Mage 2, Winter Mage 1, Sidhe Paragon 1, Harlequin of Pantxike 1
Virtues:
Critical: Naturally Skilled (Thanks to his Fey father, Myrln is naturally skilled in the magical arts, having an easier time of it than other practitioners and tends to fail less when casting a spell. This comes naturally from being a son of one of the High Lords of the Sidhe. (Or whatever the equivalent is in this game.)
Major: Intelligent (Myrln grew up in an environment that encouraged the growth of his burgeoning intellect. He is possessed of a great intellect and can generally adapt and learn about whatever it is he puts his mind to rather easily.)
Major: Seelie (Myrln's father was a Seelie fae, letting him get in touch with life-forms of all kinds, and thus he always tends to know where people are. With a bit of effort, he can re-energize or even heal people.)
Critical: Winterfae (Myrln Chose to become a Fae of Winter after his head got smashed in. He's not immortal, apparently really sexy, and has more details below in General Info.)
Flaws:
Major: Frail (Myrln's upbringing involved a lot of reading and not much moving. He's not very good in a fight, and his stamina's only average.)
Major: Arrogant (Call him a progidy, a master mage, a 'gifted person', but it doesn't stop Myrln from being the most cocky, arrogant, preeny, and downright prideful bastard you'll ever meet - ever.)
Minor: Disorganized (Like a lot of mages, Myrln is almost incapable of keeping an organized anything.)
Critical - Brain Injury (Myrln got his skull pulped by a big rock moving at high speed. He's developed amnesia from this.)
Hobbies: Playing Pranks (Perhaps due to his fey half, Myrln has a mind for mischef and the skills to pull them off. This doesn't tend to endear him to his companions.)
Carving Totems (Myrln enjoys carving faces, animals, and various shapes out of wood.)
Feats:
I Have a Bad Feeling About This: Myrln has powers of foresight, and thus often gets a vague sense of unease whenever he's about to be in danger in the immediate future.
Illusionary: Myrln can create illusions of moderate scope, incuding making himself invisible for a short time and making medium sized things seem like what they are not, ie a dog to several, a boulder to a bear, etc.
Glamor: Myrln's gotten much better at making illusions. He can make ones that affect the senses, illusions one can smell, that have shadows. He can make a coin look like a handful of gold.
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Gods:
Arnum the Scholar: Magic, Knowledge, Enlightenment
Eyilana the Seer: Divination, Books
Pantxike the Prankster: Humor, Illusion, Trickery
Divine Spells: Instant Karma, Hilarity Ensues
General Info:
Fae Information: You're subject to fey laws, for one. Cold no longer bothers you. You have an innate sense of superiority and are certain you have some sort of dancing talent. You are subject to Sidhe weakness and strengths. Barring death from others, immortality. You happen to be an incredible lay and belive in absolute sexual freedom. Stronger in Winter, boosted in Spring, weakened in Summer, and neutral in Fall.
Also, you don't wield magic. You ARE magic. If you do something by natural effort, it's because you like it. You could probably play a mean guitar with magic, or actually learn how to play. Your take 10 is a Take 15. So on.
Have fun not telling lies and remaining fundamentally dishonest.
You don't need a staff to have cheap ice/cold spells. It's inherently 50 percent cheaper and stronger. With the flame staff, it makes Fire only 1.5x as expensive instead of 2x.
Winterfire, simply put, isn't really fire, it's just focused heat stolen from the environment. Doesn't burn you, it freezes you.
Fae Rules:
Cannot tell a lie, don't like iron, salt disrupts your magic temporarily, your word is your bond, and that's about it. Obviously, you'd have some inherent notion of debt and obligation. Choosing a side makes the opposing side dislike you more, and you get weaker against that group. Winter ice versus Summer Fire, etc.