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] [hider=The Brightest Blade of the Darkest Magic] [indent]Fused with immense dark power, this enchanted knife is a handy tool for fighting at close range, with it's blade that never dulls and that can cut through stone. There is a 45% chance that 25% of the damage done to an enemy with this knife in return heals the user. The enchanted blade can even cut through thick armour, and can be a deadly weapon when handled carefully. Coal doesn't have any proper close-combat training, but he can defend himself pretty well. The knife can also be used to carve more permanent magic circles, but this obviously takes a long time. At least 2 turns.[/indent] [/hider] [color=green]Bag O' Herbs[/color] [hider=Utilizing the Power of Nature] [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 it always helps to have a little buff. (Or a little [color=red]Poison[/color]) The bag is enchanted and can hold an infinite number of items, as long as it can fit in the recess. The bag is filled with nothing but herbs, and so it may take a few seconds to shift through the bag.[/indent] [/hider] [hider=A Few Examples of the Power of Herbs] [color=red]Wolfsbane[/color] [indent]A pretty yet deadly flower. Trick a foe into consuming it and they'll be almost instantly afflicted with [color=red]Poison[/color]. It's fast acting and can cause a full grown man to collapse and die. Crush the juices out and you have a handy [color=red]Poison[/color] to slip in someone's drink. The [color=red]Poison[/color] can cause pain, weakness in limbs, headaches, sleepiness, and difficultly breathing. Can be cured with an antidote or healing magic.[/indent] [color=yellow]Agar Agar[/color] [indent] Crushed into fine powder, this herb was nicknamed Fast Luck. Rub it on your hands and gain a boost in your luck, affecting you with the status, [color=green]Lucky[/color]. The chances of gaining negative buffs decreases by 10%, the chance of gaining positive buffs increases by 20%. Happy coincidences will occur all around you. Ran out of ammo? Well look-y here, you found an ammo pack. The effect can be stopped by dusting your hands off, and it's wise you do that. Use it's power for too long (More than 3 of your turns) and it will reject you, you'll instead gain the debuff [color=red]Unlucky[/color]. The exact opposite of the [color=green]Lucky[/color] buff. The debuff lasts for 5 turns and can only be cured by magic.[/indent] [color=green]Alkanet[/color] [indent]Cursed? Well, hold a bit of Alkanet in your hand and squeeze. It has the power to randomly cure/weaken the effect of a single debuff on you. It also gives you a handy boost in your bravery, negative phobia traits won't have an effect on you for 3 turns. The power of the herb also runs out after one use.[/indent] [/hider] [color=f9ad81]Chalk[/color] [hider=When a little Childish fun becomes Deadly] [indent]The most mundane of things can be turned into the most powerful in the hands of a skilled witch. With a few pieces of chalk, 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. After being drawn, the circle can become hidden, meaning only people who can detect magic can sense it. And they always can be dismantled by breaking the circle. These powerful, yet easily dismantled, circles have many effects, and the AoE depends on the size of the circle. A circle requires at least 3 runes to work. A witch can draw 3 runes in a single turn, and 7 if they dedicate their turn to only drawing the runes. For every 5 runes a witch draws, the circle gains a bonus. Adding 2 points to it's power. The points go depending on what the circle is being used for. Offensive circles will get a boost in damage, defensive circles gain a boost in it's buffs, etc. [/indent] [/hider] [hider=A few examples of a Circle's power] [color=lightblue][i]Isa Laguz Ingwaz[/i][/color] [indent] Call upon the frost and stone with this icy trap. Targets who step in at first don't notice anything, if they decide to stay in the circle for more than one turn, the trap springs to life, illuminating a ghostly blue as it encases the targets' feet in ice. This drops their movement speed by half, and the ice is only breakable by stepping out of the circle. Once out of the circle, the ice will melt in 3 turns, and the targets can walk freely again. However, if they manage to break the circle (with brute force, water, etc.), the spell will instantly end. This rule applies to most circles.[/indent] [color=green][i]Jera Perthro Gebo[/i][/color] [indent]Step inside the calm, and accept the gifts of Mother Monster. Even stepping a toe into the circle will clear any debuffs that affect sanity, fear, or emotion. Feel at peace and sharper than ever for 5 turns. Weakening, or sometimes negating, harmful effects like [b]Fear[/b] or [b]Madness[/b]. Even if the circle is broken, the buffs linger on.[/indent] [/hider] [color=purple]Book of Shadows[/color] [hider=A Witch's Best-Friend] [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. Spells from [color=purple]The Book of Shadows[/color] consume no energy, however all "large" spells consume 1 energy point. A "large" spell is any magic that tries to affect or change a larger area, or a person/people. Levitating a rock won't consume energy, but levitating a person will. The spells are all in different languages. Latin, Persian, Arabic, even mystic and forgotten languages like Enochian, making it easy to slip up. Spells are generally weak, and fast acting. They are meant to be used for specific circumstances, and aren't generally used to maim or kill. In short, the Book of Shadows is meant to be used a utility, and not a weapon. To cause a distraction, or stop an attack. However, a truly creative sorcerer knows how to turn the most innocent of spells into a deadly attack. Coal isn't that sorcerer. [/indent] [/hider] [hider=A few examples of spells] [color=ed1c24]Tamen ne non[/color]: Latin for, "However, he would not", derived from the powers and language of voodoo. This grants the caster very brief control of a single limb on his target, this window of time is small enough to only allow a single action. Like causing his target's hand to twist to throw off his aim, or delay an action such as picking up a weapon. This power however doesn't grant full control, can't be casted multiple times on the same target, and can't be used to cause them to kill themselves. [color=39b54a]OL NOSTOAH OFECVFA AR[/color]: From the language of the angels, it's a spell that clears a single status effect from the target. This particular incantation requires a few conditions be met. The caster must be standing in arms length of the target, and for the target to be consenting to the spell being casted on them. [color=fff200]Amabhola Encanyana Inzondo Umlilo[/color]: Other spells require ingredients. For example, this piece of South African magik requires rice husk, and pebbles (Hidden in the handy [color=green]Bag O' Herbs[/color]), and with a few magic words it turns the pebbles into mini explosives. Not large enough to cause damage, but just enough to leave a burn, or cause a distraction. [/hider] Stats: [color=red]5 ATK[/color] [color=blue]3 DEF[/color] [color=green]7 HP[/color] [color=yellow]13 ENG[/color] Traits: [color=yellow]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=purple]Return Threefold[/color] [color=yellow] Active Power Burns 3 Energy[/color] [indent]The greatest lesson a witch can ever learn is knowing the presence of Karma. And of course, utilizing it. 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 by 45-50%. The distinction between Light and Heavy attacks is a tricky one. But in some cases it's obvious, a few bullets won't do much harm, but a huge sweeping laser will pack a punch. Man-made weapons (not including explosives or heavy artillery) to "weak" powered attacks can be blocked a 100%, but anything past that can bypass the shield. However, if the attack is reflected, the shield-bearer faces no damage. The shield can also be casted over many people (Max. 5) for no extra cost and is invisible. The shield will expire after 3 turns. It blocks 2 Light Attacks before being unable to block it any longer, but Heavy Attacks can still be blocked. It takes 3 Heavy Attacks to dismantle the shields defences against Heavy Attacks. The shield shatters after 2 Light Attacks, and 3 Heavy Attacks. Or after 3 turns.[/indent] [color=yellow]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 by 5 energy points. 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=yellow]Chant[/color] instead. Basically, a weakened version of meditating that only replenishes 2 Energy every turn, but this way the caster can still move around and attack/defend. But while chanting, the user can't communicate with others, and can only cast spells that require hand-movements.[/indent] [color=purple]Beast Within[/color] [color=yellow] Active Power Burns 5 Energy[/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 40% boost. Lasting 3 turns before the spell ends, it'll leave the caster [b]Weakened[/b](Light headed, difficultly concentrating, increases risk of making mistake in spell casting) for a turn. In their alternate animal state, the caster will be unable to use ranged weapons/powers. However, physical, close ranged, or melee weapons can still be used. 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 leaves the afflicted passed out or [b]Dazed[/b] (nauseas, difficultly walking, threat of puking) once over. A foe that has been transformed gains only a 10% boost to all their stats, become very dull, and can't use ranged weapons/powers, but still can use close ranged, physical ones. Both variations of the usage burns 5 energy[/indent] [i][color=purple]Quatuor[/color] [color=yellow]Elementorum[/color][/i] [color=yellow] Active Power Burns All Energy[/color] [indent] The most varied, and powerful spell of a witch's arsenal. This active trait calls upon the help of the elements. [color=red]Fire[/color], [color=blue]Water[/color], [color=green]Earth[/color], and [color=6ecff6]Air[/color]. This trait acts more like an Ultimate. Activating the spell will cause all the caster's energy to be used up. And for every 2 points of energy (Which we'll call "Pips" to make it easier) used when activating the spell, the elemental spells will gain a specific bonus. Activating the spell will give the caster 4 spells which he can use 3 times. They never expire, but however they do have some rules. No element can be used more than 3 times, you can use each element to either [color=green]Bless[/color],[color=purple]Curse[/color], or [color=yellow]Invoke a Goddess[/color], you have to choose what path you want to take with each element (Paths being [color=green]Bless[/color],[color=purple]Curse[/color], or [color=yellow]Invoke a Goddess[/color]), and after choosing a path, it can't be changed. The spells can be stacked, but the trait itself can't be stacked (so no having 8 elemental spells, attempting to do so will cause the caster to [color=red]Overflow[/color]). The spells can be used in any order, and the caster can send out all of his 4 spells in a single turn or save them up[/indent] The Elements [color=red]Fire[/color] [hider=] [color=red]Hot-Headed[/color] [indent]Buffs your target. Adds 25% to their damage. Physical attacks have a 20% chance to [color=red]Ignite[/color] an enemy.[/indent] [color=red]Ignite[/color] [indent]Casting this will [color=red]Ignite[/color] your target. 2 fire damage every turn (Added one point bonus for every Pip used in activating the Ultimate).[/indent] [color=red]Goddess of Fire[/color] [indent]This spell causes hurdling balls of fire to fall from the sky onto a targeted area. Targets hit will be [color=red]Panicked[/color] and [color=red]Ignited[/color] and also suffer 3 [color=red]Fire[/color] damage. After the shower of fire, a scorched area is left. Enemies who step on the area will take 1 damage for every turn they remain on the area, also having a 20% chance that they will be [color=red]Ignited[/color]. However, allies who step onto the area will be [color=green]Blessed[/color] with [color=red]Hot-Headed[/color][/indent] [/hider] [color=blue]Water[/color] [hider=] [color=lightblue]Healing Waters[/color] [indent]Splash a refreshing, cold, blast of water at your allies that can heal them up. The target when [color=green]Blessed[/color] with this spell will instantly heal 5 HP points, and for 3 turns, heal 2 HP points every turn. For every Pip, the regen. heals an extra HP point, but the instant 5 HP healed remains constant[/indent] [color=lightblue]Murky Waters[/color] [indent]With this curse, you cause your target to be caked in mud. They will be [b]Blinded[/b], [b]Silenced[/b], [b]Deaf[/b], [b]Soaked[/b]. This lasts for two turns, and for every 2 pips, the [color=purple]Curse[/color] lasts an extra turn.[/indent] [color=lightblue]Goddess of Water[/color] [indent]Casted in a cone shaped, allies who are blasted by the water gain [color=lightblue]Healing Waters[/color] and be rejuvenated, and foes receive [color=lightblue]Murky Waters[/color] and be blasted back by the sea-water, taking a single point of damage also. After the spell, a large puddle of water is left. Anyone who steps on it has a 35% chance of slipping, causing them to be [b]Stunned[/b] for a turn, and also [b]Soaked[/b].[/indent] [/hider] [color=green]Earth[/color] [hider=] [color=lightgreen]Sturdy[/color] [indent]Causes target to grow a thin, flexible layer of rock on their skin. So thin that it can barely be seen, but it is powerful. It increases the target's defence by 25%, and also the target's attacks have a 25% chance to knock-back an enemy. And if one of their attacks already has knock-back, it increases the knock-back effect by 20%. For every pip, the attack of the target increases 15% in strength. Buffs lasts for 3 turns[/indent] [color=lightgreen]Dead-weight[/color] [indent]Cause rocks to form around your enemy, slowing them down to a crawl. The afflicted target will have difficultly trying to move their limbs (So Heavy weapons (large swords, heavy guns, etc.) requiring they be carried or aimed can't be used), and possibly even collapse under their own weight(Only can affect light-weight enemies). Lasts for 2 turns. Every 2 pips increases the limit by one turn[/indent] [color=lightgreen]Goddess of Earth[/color] [indent]Call forth the rage of the Earth and doom your enemies to the pit. This spell causes the Earth to splinter and crack. The crack's movement can be controlled, but it stops after 3 yards. Every pip adds a yard to the distance the crack can reach. Enemies who fall into the crack will be Dazed, suffering [color=lightgreen]Dead-weight[/color] too, and will be stuck there until [color=lightgreen]Dead-weight[/color] is over. Targets affected with [color=lightgreen]Dead-weight[/color] in the crack don't suffer the extra turn bonus with every pip. And alternatively, the caster can raise the earth from within the crack to create a defensive wall strengthened with magic. The wall is as high as the crack is long.[/indent] [/hider] [color=00aeef]Air[/color] [hider=] [color=6ecff6]Lighter than Air[/color] [indent]Targets affected with [color=6ecff6]Lighter than Air[/color] become, well, lighter than air. The target can glide, jump thrice as high, manoeuvre and dodge easier. This lasts for 2 turns, and every pip adds an extra turn to the limit.[/indent] [color=6ecff6]Blown Away[/color] [indent]Summoning a massive gust of wind, the caster can blow his enemies and control them in the air for a limited time. In the caster's turn, they can choose to part, mash together, or simply throw their enemies at a wall. The control of the wind ends after 2 turns. The winds can only affect 4 people at a time.[/indent] [color=6ecff6]Goddess of Air[/color] [indent]This spell creates 3 mini tornadoes that randomly roam the battlefield. Every pip summons an extra tornado. Allies can use the tornadoes as a launch pad, and/or can gain [color=6ecff6]Lighter than Air[/color] long enough for a single jump. Foes will be afflicted with [color=6ecff6]Blown Away[/color], throwing them across the room if they come in contact with the tornadoes, but the caster has no control how far, or where they get blown off to. The tornadoes last for 3 turns.[/indent] [/hider] Power Summary: [indent][color=purple]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=red]Overflow[/color] [indent] Casting requires energy, burn too much and you run the risk of [color=red]Overflowing[/color], turning you into a being of pure magic. Though it may sound swell, in reality this often leaves in the caster in immense pain, and with weakened defences. After 3 turns however, 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 [color=red]Overflowed[/color] state, the caster's powers will increase two-folds, gain infinite energy, but also become more wild and hard to control. The caster's spells become wild and unpredictable, spells can attack the wrong target, be too weak or too strong, and a lot more mishaps. There is a 20% chance something will go wrong. Furthermore, the more magic the caster uses in this state, the more penalties the caster will have to face when brought back to normal. Use too much energy, and the caster could die. There are tell tale signs, and the caster can always choose to rest as to not be [color=red]Overflowed[/color]. The way a caster becomes [color=red]Overflowed[/color] is by using too many traits, or casting too many "large" spells (Shadow-walking, invisibility, etc.) in a row, 10 is the max. Going over it will cause the caster to [color=red]Overflow[/color]. [color=yellow]Chanting[/color] reduces the limit by 1 every turn, but [color=yellow]Meditating[/color] reduces it by 5[/indent] [color=red]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 far-reaching and lasting spells to try his best to remain out of harms way.[/indent] [color=red]Kakorrhaphiophobia[/color] [indent]The fear of loosing. The closer to failing Coal is, the more reckless and desperate he becomes. But more problems can always arise. When his kakorrhaphiophobia and traumatophobia clash, he becomes an uncoordinated mess. The mix of wanting to get in close and finish 'em quick, clashing with the need to stay far back and out of harms way makes him hop back and forth between the two and doesn't leave much room for planning out a solid battle strategy. But in extreme cases, when he gets desperate, he does feel a little bit more bold, and will sometimes just take a deep breath and forget safety, and go in for a kill. This may sometimes be the action that saves him, but it also does decrease his reputation. And possibly even RATS'. [/indent] [i][color=red]"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. Though usually it ends very, [i]very[/i] [color=red]Bad[/color]. And of course the caster would like to reduce that risk. Concentrating before casting will help, but will also slow you down. The more debuffs a caster has, or how panicked or scared he is will increase the chance of making a mistake (I'll leave this one up for the GM). So in the thick of battle, stay clear of the panicked caster's way. [/indent] [color=red]Silence[/color] [indent]A witch always needs a way to cast, be it with words, hand movements, ingredients, channellers, or any mixture of them. They never can just will a spell to work. A witch that can't at least speak, can't cast. And restricting even one spell-casting method can severely limit what spells Coal can use in battle. There are no substitutes in magic. Depending on what spell-casting method is being restricted, affects what type of spells he can or can't cast. Spells that require hand movements are generally used to be used in the physical world. Like levitations, altering time, etc. Spells that require chanting or incantations focus more on conjuring and the mysterious side of magic. Summoning fire, teleportation, etc. Spells that require ingredients are meant to be used like gadgets. Rocks that act as mini explosives, crystals that blind foes, etc.[/indent] [color=red]Just a Kid[/color] [indent]Teens aren't generally meant to go on life-threatening missions with mystical powers they barely understand. And so understandably, Coal is more prone to be [b]Intimidated[/b]. Large, lumbering, villains can cause Coal to freeze in place, large explosions can make him uneasy, basically anything a teen wasn't meant to be thrust into will cause a little fright. However, with this fear, comes the rise of cautiousness. Coal will stick to cover, plan out tactics, and spend more time lashing out calculated attacks. But when cornered, all that rational thinking is thrown out of the window. Coal panics. And thus, his spells wilder, actions more unpredictable, and his want to remain alive spikes. This also ties in with his traumtophobia and kakorrhaphiophobia. [/indent]