[center]barebones char sheet (no h8 ((wip)))[/center] [b]Name[/b]: Terrence W. Arlinghaus [indent]Nickname: Bill[/indent] [b]Age[/b]: 25 [hider=Appearance][img=http://4.bp.blogspot.com/-BMRAc75ScLE/UgwckqMu1PI/AAAAAAAAAgU/MyjGdyS-vpI/s1600/Asahina.Ukyo.full.662441.jpg][/hider] [b]Personality[/b]: [hider=keywords] selfish at heart, slightly sarcastic, [s]edgy[/s], calculating, cool demeanor, good actor/liar, follows his own rules[/hider] [b]History[/b]: Terrence is descended from a once prestigious clan of alchemists who aimed to recreate the primordial essence that was theorized to be one of the origins of all life. However, conflicts between magical clans during this time was great, and theirs was not a clan that could survive conflict for long, being structured for research rather than longevity. Nearly all of the clan was wiped out, along with most of its research. Terrence's line is descended of one the surviving branch families. Not much magical potential was seen in this family, so they served as mere recordkeepers with little clout in the modern magical society. That was, until Terrence's great-great-great-great Grandfather, sought to put his family into a more prestigious light. However, the magical potential was still weak in their family, limiting their efforts. Terrence was a rarity in his family, a magus with exceptional ability who in his twenty or so years of life had already surpassed the abilities of his father and grandfather combined. He disappeared from the clan grounds, and the next thing his family knew, he had joined the conflict, "out of sheer boredom". Still having no heir or family of his own, the family's elders were enraged upon hearing Terrence joining, seeing him as the hope and future of the Arlinghaus clan. Alas, Terrence had already left, and there was no longer anything they could except await the results of Ragnarok. [b]Abilities[/b]: [hider=Stats] [b]STR[/b]=7 [b]AGI[/b]=8 [b]CON[/b]=8 [b]WP[/b]=9 [b]POW[/b]=3 [b]MP[/b]=7 [/hider] [hider=Magic/Runes] [b]unnamed magics revolving around manipulation of liquids[/b], such as: [list] [*]rapidly draining energy(heat) in order to solidy/freeze liquids[/*] [*]doing the exact opposite to heat/vaporize stuff[/*] [*]controlling water, the ability to form it into various shapes and forms and launch it at the desired speed[/*] [/list] Range is inversely related to the power and intensity of the spell. Due to the simplicity of the mechanics behind these magicks, they tend to have very low mana costs. However, due to the singular nature of his family's magic, spells lose their effectiveness if they are not targeted on liquid states (IE, something like turning water to ice would be almost effortless, but turning ice to water would be more complex and take more time+effort). Manipulation of other living beings' fluids is more taxing on mana drain but only if they are also magical in nature. (I dunno if we're using Magical Circuits or if we just leave sources of internal magic unspecified and unexplained.) Runes: [b]Water elementals[/b] - Simply put, these are familiars made out of any nearby source of water that Terrence can find. These runes are stored in the form of marbles. The larger the marble, the more powerful the potential of the elemental. Elementals share similar abilities to their master and have limited independent action. They do not require a constant source of energy once they are formed, however this does not mean they can exist indefinitely. They can take either golem-like forms, orbs, or the form of any wildlife that lives in water. Purely physical attacks cannot harm them and will merely pass through. [b]Armor[/b] - the name is a misnomer, as it does not serve much protection against external attacks. Once the runes, typically placed upon his skin directly or clothing, for this is activated, a slight haze appears around him that warps water around him. This protects him from his own attacks, and if he is underwater allows him to move at inhuman speeds and breathe normally. This will last up to 10 minutes. It requires a constant drain of mana and does not actually require runes in order to be activated, the runes actually serve as a power source to not burden the user. [b]Maelstrom[/b] - Encloses a circular area (half a kilometer radius with the caster at the center) within a fierce torrent of water and wind for 15 minutes. The rune for this can be inscribed on pretty much anything. How strong the storm will be depends on the amount of mana put into the rune prior. [/hider] [b]Yggdrasil Seed[/b]: Looking for qt3.14 Fae pls respond