Name: [indent]Coal[/indent] Race: [indent]Homo Magi[/indent] [indent][indent]A race of a magic touched beings. Though they may appear human (most of the times), they generally have many special quirks carefully hidden with disguises or spells. (Ex. Claws, tails, etc.)[/indent][/indent] Age: [indent]16[/indent] Appearance: [hider="I see you"] [img]http://pre02.deviantart.net/5948/th/pre/i/2016/009/2/5/you_shouldn_t_be_here_by_crazyfox346-d9nakej.png[/img] [/hider] Arsenal: [color=ed1c24]Ritual Knife[/color] [indent]Fused with immense dark power, this enchanted knife is a handy tool for fighting at close range. 25% of the damage done to an enemy with this knife in return heals the user.[/indent] [color=39b54a]Bag 'O Herbs[/color] [indent] For when the battle is really close, it always helps to have a medicinal herb to chew on, or a special little concoction for a little extra speed. The power of these herbs isn't anything dramatic, but always helps to have a little buff. (Or a little [color=ed1c24]Poison[/color])[/indent] [color=f9ad81]Chalk[/color] [indent]The most mundane things can be turned into the most powerful in the hands of a skilled witch. With a few pieces, a witch can draw a ritual circle to act as a trap, buff for friends, or debuff for enemies. The power of these drawn on circles are virtually limitless as long as the witch has time, and space to draw them. And they always can be washed away.[/indent] [color=662d91]Book of Shadows[/color] [indent] Where would a witch be without his spellbook? This handy little book contains incantations, instructions, and spells for quick usage. From levitating a pebble, to vanishing for even just a second. A good witch never solely relies on his traits.[/indent] Stats: [color=ed1c24]3 ATK[/color] [color=00aeef]3 DEF[/color] [color=39b54a]5 HP[/color] [color=fff200]10 ENG[/color] Traits: [color=fff200]Strength of the Gods[/color] [indent]As a free move on their turn, the user can add 25% to their Attack, or their DEF, to better suit the current situation[/indent] [color=662d91]Return Threefold[/color] [indent]Drawing in the powers of Karma, the user adopts a defensive pose, making them immune to all weak attacks, with a 25% chance the attack will bounce off them and return to the attacker with thrice the power. Stronger attacks may bypass the shield, but the effect of the attack will be dampened. The shield can be casted over many people for the same cost. Burns 3 energy[/indent] [color=fff200]Meditate[/color] [indent]Sitting down, standing, or falling off a roof, meditating can be done everywhere. By the simple act of closing one's eyes and concentrating, energy flow is increased, replenishing their energy well fully. However, while meditating, the user can't move, attack, or defend. They are left totally vulnerable for their turn. However, the caster can opt to [color=fff200]Chant[/color] instead. Basically, a weakened version of meditating that only replenishes a little energy at a time, but this way the caster can still move around and attack/defend.[/indent] [color=662d91]Beast Within[/color] [indent]A handy tool to repress one's humanity and unleash full power of the beast within. Cast it upon yourself and transform into your spirit animal. Your speed, defence, and attack is given a 50% boost. Lasting 3 turns before the spell ends, leaving the caster dazed and weakened for a turn. However, use it on a foe, and curse them to transform into a hideous, yet powerful, beast by drawing on the power of Circe. Leaving the foe dazed, confused, weakened, and angry. Lasts 3 turns, and both variations of the usage burns 5 energy[/indent] [i][color=fff200]Oiad[/color] [color=662d91]Ehnb[/color][/i] [indent] The most varied, and powerful spell of a witch's arsenal. This active trait calls upon the help of the elements. [color=ed1c24]Fire[/color], [color=0072bc]Water[/color], [color=007236]Earth[/color], and [color=6ecff6]Air[/color]. It burns all of the user's energy, and it's effectiveness increases the more energy the user has. Using this allows the user to cast 4 spells with no effect on their energy. All the four spells must be related to one of the elements, no element can be used twice, and how the element is used is up to the caster. Buff your friends with the wildness and power of fire, or create a crack in the ground. The spells also don't expire and can be used at any time. [/indent] Power Summary: [indent][color=662d91]Witchcraft[/color][/indent] [indent][indent]Or sorcery, wizardy, etc. Basically, magic.[/indent][/indent] Free points: (Hopefully enough for all these god damn traits) Class: [indent]Balanced[/indent] Negative Traits: [color=ed1c24]Overflow[/color] [indent] Casting requires energy, burn too much and you run the risk of overflowing, turning you into a being of pure magic. Though it may sound swell, in reality this often leaves in the caster in immense pain. After a few turns however (depending on how much energy was used up), the caster will return into his normal state. But he may be left unconscious, or weak and always with no energy left. However, there is an upside. In this overflowed state, the caster's powers will increase dramatically, but also become more wild and hard to control. On the other hand, the more magic the caster uses in this state, the more penalties the caster will have to face when brought back to normal. There are tell tale signs, and the caster can always choose to rest as to not be Overflowed[/indent] [color=ed1c24]Traumatophobia[/color] [indent]The fear of getting hurt. The afflicted will usually try to stay out of harm's way, the closer to getting hurt the afflicted is, the more panicky and wild he or she becomes. And therefore, Coal chooses to fight from afar, using levitation and invisibility spells to try his best to remain out of harms way.[/indent] [color=ed1c24]Kakorrhaphiophobia[/color] [indent]The fear of loosing. The closer to failing Coal is, the more reckless and desperate he becomes. But there is always an upside. When he senses he's close to loosing the battle, his kakorrhaphiophobia basically overrides his traumtophobia, allowing him to be more bold, and violent. Even resorting to killing his enemies to secure a victory. [/indent] [i][color=ed1c24]"Oops"[/color][/i] [indent] Whenever a spell is cast, there always is a small chance something can go wrong. A syllable misspoke, a hand movement fumbled up, a myriad of other things that can go wrong and explode in the caster's face. These mistakes could have an infinite number of effects, there is no good way to predict the effect of a messed up spell. It can be [color=00a651]Good[/color] or [color=ed1c24]Bad[/color]. But you never really want to take that risk. Concentrating before casting will help, but will also slow you down. So in the thick of battle, stay clear of the panicked caster's way. [/indent] [color=ed1c24]Silence[/color] [indent]A witch always needs a way to cast, they never can just will a spell to work. They need a way to cast. Be it with words, circles, hand movements, or any mixture of them. A witch that can't at least speak, can't cast. [/indent] (It's complete, it's done. My first CS! Hopefully it meets standards~ Feel free to point out any mistakes, details I missed, things I need to add/remove. I really tried my best to be creative and connect all the stuff with the aspects of the character I made, hopefully it's at least decent. I tried sanzzing it up, and trying to make it pretty to look at, with luck, I didn't fail too bad.(BB code is tedious, new, and scary :c) Oh and I wasn't really sure if I had any free points left over, or if I had enough. So take a look over it and hopefully everything is fair. Yah, that's it, just lost my CS virginity, woo!) P.S. "Strength of the Gods" is just versatile with a different name, don't know if I can do that or not. EDIT: This is my old CS, I (tried to) improved it in my new one a few posts lower. Leaving it for GM just in case