[b]Vital Statistics:[/b] [list] [*] [b]Character Name:[/b] Jumper [*] [b]Character Age:[/b] Relative, Childlike, over 500+ [*] [b]Sex:[/b] None [*] [b]Gender:[/b] Male [*] [b]Race:[/b] Weird, [url=https://en.wikipedia.org/wiki/Tsukumogami]Tsukumogami[/url] [*] [b]Background:[/b] Lost Artifact [*] [b]Title(s):[/b] None [/list] [b]Reference Description:[/b][list] [*][hider=Anatomical Description] A light runewood frame that carries the boxy outline of a golem has been repurposed to serve as the basis for Jumper's build. The vaguely human form is child-like in size and rough-hewn from a species of lumber no longer seen anywhere in the world. The designs of his joints seem primitive but functional when compared to modern standards. From simply looking at him it was apparent that his creator had little to no tallent in the ways of shaping wood. Where that creator's talents did lie, however, was in the ways of shaping magic. The manner in which magic was imbued in every fiber of the wood was so thorough that even modern magitech scholars would be impressed. Though the wood was dried while processed, and filled with magic to attain its 'runewood' state, the wood that makes up this body has mysteriously sprung to life again since he was assembled. In the years of exposure since, many forms of mosses and vines have naturally taken root in Jumper's body and have grown through out it; reinforcing his form and aesthetic. Perhaps one thing that sticks out the most about Jumper's body itself is the distinct lack of effort that went into beautification. Beside from a coat of varnish that has long since cracked and pealed away Jumper was never treated to a paint job, and no effort was made to make his body seem more 'human'. However, there is a bit of a strange groove on the sides of his head, about the ears, wherein a mask could be slotted. As for other particulars, many of the details lacked the flourishes that were fashionable for the age. His hands lacked intricate detail and instead his fingers remained mostly blocky, possessing only the finesse required to matched the movements of the would-be-possessor. His feet similarly anatomically correct but only in-so-far as they served the same purpose. [/hider] [*][hider=Attire Description] Jumper's faded cloak looks to have been a deep and royal green at one point in the long distant past. Now it resembles more a forest color as small bits of dirt clings to it, while moss grows from its textured fabric. Despite its frayed edges (and its age) it lacks any other signs of wear as if magically warded against exposure but, eventually, time conquers all. The cape's cowl is pulled tightly overhead and casts an unnatural shadow over the face, while sleeves and gloves cover the visage of this puppet's body, but not the rigidity of its movements. On its interior there is a faded inscription of an ancient and long forgotten order known only as "the Brothers Delthus", which crests the icon of a rising sun. As for the remainder of his clothing, they resembled those of a highly trained wizzard or sorceress, and were miss-matched for the size of the body they were draped over. The school's emblem, however, even if it had not been faded to time would not be something identifiable in modern society. In every way his clothes looked to be hand-me-downs (from the wizard who built him) despite the extravagant materials they were made from. Light stains were intermixed into the ensemble. They resembled that of sweat but in actuality were automation oil not uncommon to the field of magitech engineering, or golemancy. To the uninitiated of the trades however, an awkward, tired, and sickly-thin child stands solemnly buried in oversized clothes from a lost era. Only after the cowl is pulled back is Jumper's true nature revealed.[/hider] [*][hider=Reference Images] Note could not find any images that closely represented the character I have in my mind, but have found a few images that are similar in some/enough respects to serve as a visual reference. [hider=Body Example][img]http://071bc3d04e2671665c74-5a267f839fbe60d0845a37698418bb02.r26.cf5.rackcdn.com/wp-content/uploads/2015/12/super-mario-rpg-geno-fanart-awesome.jpg[/img] [/hider][hider=Clothing Examples][img]http://orig12.deviantart.net/1d16/f/2013/239/9/a/art_trade__au_mage_vaati_by_nekoloveletter-d6jwbyt.png[/img][img]https://s-media-cache-ak0.pinimg.com/736x/ae/d0/8d/aed08d9ff9645d9b5fbfe5c15dd0666e--final-fantasy-xi-fantasy-characters.jpg[/img] [/hider] [/hider][/list] [hider=Race Details]Magic is a force that twists the world into creating an effect not ordinarily present, and its use leaves a stain. Though the magical energies do exist naturally in nature they do so in balance with the world around them. When sorcerers twist nature out of balance nature itself has a way to bring itself back into balance. Often times plants, or animals, whom live in the shadow of such twisted places absorb the ambient magic thereby removing the stain. In many cases the load is distributed over many parts so that no one must carry the whole. In these cases the magic is stored in, and passes through, the creatures normally. However, when that is no the case--when one creature absorbs so much ambient magic as to become twisted by it, they become what is known as "Weirds". Tsukumogami refers to an object that is cared for by a living being (typically a human), who pours their heart's ambitions into the object through out that care, and over the course of their lives until it one day awakens. Depending on the strength of the source soul, and their ambitions, the time this process can take may vary. Jumper is a combination of these two ideas into one living object. Originally created by a wizard for the purpose to serve as a receptacle for an astral projection, Jumper's name is his purpose. However, the wizard who created the magically inclined frame was since embroiled in a conflict and destroyed. Given that the wizard must be powerful indeed to project astrally and possess objects to give him form there is no surprise that the site of his demise would be drenched in magical energies. Energies that infused into Jumper as a Weird, but with them came the will of all those involved in the conflict, as it too leaves a resonance on a battle site.[/hider] [hider=Biography]The latest in technological advantages created to advance a brutal and unforgiving war between two brothers, Jumper is a prototype that never saw the light of day. At least not while his creators yet lived. Despite being mortals of nearly god-like power, whom had amassed a literal mountain of followers, they too had amassed as many enemies and were not long for the world after their philosophies became known to other mighty religions. Though it is possible that Jumper is not the last surviving remnant of the brothers' once mighty claim to the world, a considerable effort had been undergone to purge the world of their memory. In the centuries that followed the disparate tribes of the Obivec Isles have since organized into factions and nation states, and The Brothers Delthus have been forgotten: a relic lost to time. In that time the great and mighty citadel that was once the base of power for the Brothers Delthus has fallen to ruin and erosion. It sank in shifting earth, being slowly buried over time till even it's central spire looked little more than a mere mage's tower. In time that too has come down in a geological event that woke the misbegotten child: Jumper. Few souls worship would be gods, especially those slain in their hubris, but still their remains a loyal lineage or two whom still pay tribute. The wealth of knowledge and power left in their wake was never truly tapped again, but an elderly scholar did regularly pay visits to what was once the highest spire of knowledge, and sanctuary to the Delthus Wizard. It was here that the scholar found Jumper awake, but inactive, and retrieved him thinking that Jumper was perhaps the greatest potential source of information from that lost age. To his disappointment, however, Jumper remembered nothing of the legacy that ended at his beginning. Jumper was then taken back to the man's home where he studied and was studied in earnest for all the remaining days of the scholar's life. It was in this way that the language of Abbalic was impressed upon him, and the language of the Ancients was retrieved for the scholar. After the scholar's passing Jumper's wanderlust beset him once more and so he set out in the world to see all that it had come to be. [/hider] [hider=Personality and Aspirations]Quirky and childlike, Jumper is full of contradictions and finds himself desperate yet unable to rationalize them. Jumper is both young, and old. His form has existed for a hundred of years before finding sentience, yet his sentience is still new... still underdeveloped. Jumper has an affinity for the arcane, like the creator of his physical form, but has absolutely no talent in its use. Likewise, he has an affinity for nature, being a part of its balance, but again no natural talent in wielding nature's power. Jumper has the heart of a warrior but his body is a prototype and lacks the armaments and stature of a true battle droid. Jumper's most defining aspect, however, is his oldest. He has an innate childlike curiosity about everything. Jumper's body--his initial frame--was originally designed for exploration and as such wonderlust is at the core of his being.[/hider] Skills: Languages: [list] [*][Hider=Ancient] Jumper understands and speaks the language of his [i]initial[/i] creator. This language isn't spoken anymore, and is as dead as the race that once spoke it. The ancient language requires conceptualizing communication in a drastically different way than merely ramming words together. Just how different it is, and how inconvenient it is by comparison to the modern spoken word may have played heavily into the downfall of the race that Jumper's creator was.[/hider] [*][hider=Abbalic] The spoken word of the world today Jumper was imprinted with this language upon awakening. While far from a universal tongue it has become very common, and extremely convenient.[/hider] [*][hider=Arcane and Nature] Arcane - Jumper understands arcane magic as if it were a language like any other. For many arcane casters this would translate to tremendous power, but for Jumper the ability to read and speak magic, as well as understanding it's nature, does not translate to the ability to cast spells. This is because Jumper has no soul to attach to arcane energy to force it to enforce his will. He does, however, possess an aura not dissimilar from a permanent spell that those whom can see magic can use to identify his magical nature. Nature - Similar to arcane magic, Jumper also has innate understanding of natural magic as though it were a language. He also has all of the corresponding drawbacks. In short Jumper is a receptacle for the will of nature, not one who can command it. Jumper can cast no nature magic outside of his listed abilities.[/hider][/list] Traits:[list] [*][hider=Construct Traits] Passive (Balanced Strength/Flaw). Jumper is a magical object. He doesn't eat, drink, sleep, or breath. He can not be poisoned but has the strengths and weaknesses associated with the material his "soul" is in. As an object Jumper is also immune to any form of healing meant for a living creature regardless of the source; be it magic/magitech, potions, spells, or just good ol'fashion bed rest.[/hider] [*][hider=Twisted Magic (Flaw)] Passive Being 'born' a weird, Jumper is more of a receptacle for magic, than a conduit. He can not learn to manipulate any form of traditional magic. The only magical abilities he may possess are direct offshoots of his nature and are some twisted or bastardized form caught in the middle of other more refined and elevated magics. While acting as a conduite for others Jumper's Weird nature may also cause any number of undesirable side effects.[/hider] [*][hider=Light Load (Flaw)] Passive A small and light frame is not without drawback and consequence. Jumper's light and small frame means he can not fit heavy equipment, nor carry as much as an adult human without risking damaging his frame. His strength in this regard is about on par with that of a child.[/hider] [*][hider=Prototype Tech (Flaw)] Passive Most equipment simply will not work with, or integrate into, Jumper's framework. Jumper's body is humanoid but only to an extent. His lack of vital organs is itself compounded by vulnerable spots in his chassis that armor is simply not designed to protect. Many pieces of standard issue equipment for a human would be required to be custom tailored to fit Jumper.[/hider][/list] Abilities:[list] [*][hider=Natural Regeneration] Ability (Strength) Living objects tend to be very very difficult to 'kill' for a variety of reasons, but Jumper is more so than most. While in the presence of ambient magic, natural or arcane, Jumper's body regenerates. The more magic the faster the regeneration. When laid low in places particularly stained with magic he can even return from the dead but does so twisted again by the magic and will of the site he was buried. While Jumper is powered by ambient magic, direct magic is a different story. Direct magic would be classified as the magical embodiment of the will of its wielder, while passive magic is magical energy not yet harnessed or directed by another. Jumper can't steal magic any more than he could steal a soul, nor can he harvest magical out of beings. In-fact his ability to absorb magical energy is only such that it returns the world into a natural balance.[/hider] [*][hider=Impress Rune] Ability (Balanced Strength/Flaw) As one draws with ink, so too can they draw with the energy of the soul. While lacking a soul per se Jumper is filled directly with living magic, and can channel that magic into objects to create runes inside materials that may not be visible to the naked eye. The ability to detect magic directly with another sense will reveal them easily enough however. While Jumper can impress runes into objects quickly and efficiently he doesn't actually have any spells to put into them. This ability was meant to serve as a conduit for another. It is the nature of a rune created this way to be more resilient than ordinary runes for better or for worse (see Twisted Magic).[/hider] [*][hider=Prepare/Transfer Receptacle] Ancient Ritual While a typical weird mutates and grows in strength as it consumes more and more magic, Jumper's base design was such that a magical form (the soul of a man) could come and go as it pleases. As such Jumper can prepare a new receptacle to receive his 'soul'. Naturally, this is a process that takes a long time of uninterrupted concentration. [/hider][/list] Notable Skills: The base frame for Jumper (the one he start's with) is light and agile and maneuvers quickly and with ease. Any changes to his frame (with GM permission) will result in the appropriate changes to his skills.[list] [*][hider=Alchemy] Limited/Specialized: As a complex work of magic prior to Jumper's getting 'weird' the Jumper frame was imbued with the basic tools and understanding necessary to maintain itself. Jumper can create any of the necessary oils and tools required to clean, repair, maintain, or upgrade his form or future receptacles. As he improves this skill specializes further, rather than generalizing to other forms of alchemy. For example: Jumper has no need of healing potions and wouldn't rightly be able to retain the knowledge.[/hider] [*][hider=Climbing] With a scrappy and small (default) frame that utilizes mechanical hands that grip efficiently, and without tiring, Jumper can effortlessly climb most surfaces a human can and even some surfaces a human can't.[/hider] [*][hider=Stealth] Unlike most whom practice trade-craft and skulduggery, Jumper's ability to blend in does not come exclusively from training. Instead it is a mix of many factors of his nature. Magic, when not bent into a spell, is a thing that naturally goes unnoticed by most. His small size, and light step contributes to maneuvering out of sight, and his lack of biological presence (heat, soul, etc) make him easy to forget. For all the things that contribute to Jumper's ability to blend in an equal number of things cause him to stick out to those specifically trained to see them. Jumper can not hide his lack of soul, nor fully cover his mechanical nature (his demeanor and behaviors will out him even if fully cloaked). Jumper is marked as a Weird as well, and a twisted tangled mess of magic is easy enough to find when one is actively searching for it.[/hider] [*][hider=Swimming] Jumper's default frame is made of runewood that's magically protected from rotting, and has a natural bouyancy to it. While Jumper can't drown, he also finds it difficult to dive unassisted by heavy objects. While not weighed down Jumper can be used as a flotation device.[/hider][/list] Inventory: Jumper more closely resembles a small thief, or a mettlesome alchemist, than any true warrior or wizard. He has a handful of spells that are derived directly from his nature, and a majority of his skills are focused upon upkeep, maintenance, and stealth. [hider=Equipment] Worn: Standard attire for a human child, plus a cloak with cowl, and gloves. In Travel Pack: Hunting Knife - A sturdy knife initially made from polished and preserved bone that has long since turned to ivory. The ritualistic carvings along its blade are too faded to make out, and is one of a few relics recovered from the broken tower where Jumper was found. Length of Rope (25 ft) - This rope, and the travel pack it is in, was recovered from the body of a dead adventurer who met an untimely demise while scavenging the ruins Jumper was laid low in. Incorporated: Note - Damage to Jumper's body may result in damage to any incorporated or internally stored equipment or items and vice versa. Light Repeating Crossbow (In right arm). Jumper has a weapon designed for integrated self defense and is rarely implemented. Rather than using a bow-arch like a traditional crossbow, Jumper's integrated crossbow uses gears and a fly-wheel to generate the power and force necessary to fire its projectile. The internal mechanisms automatically reset once used and can sustain continuous fire for up to seven shots. Wire wench with Grappling hook (in left arm). The grappling hook is operated the way one does a mechanical crossbow of similar design. Once fired it must be reeled in manually (in the default frame). Jumper may incorporate magitech to upgrade this process to be automatic later. Smuggler's Storage: Several storage places of various size are incorporated into Jumper's body. Most are for the purpose of holding tools or oils appropriate to his maintenance and repair, while others are for more nefarious purposes.[/hider] Starting Location: Twilight Fields Region.