[hider=John Pagsco/Fardur Nearsigt] [b]True Name:[/b] John Pagsco [b]True age:[/b] 34 [b]True gender:[/b] Male [b]True appearance:[/b] Blonde, blue eyed, 5’8”, 145 lbs, modestly defined physique with a slightly visible belly from a less than active profession and long fingers and toes with oddly placed callouses. Also, glasses and a short beard with a dash of silver to accent the brown. Typically wears button down shirts in solid colors and slacks or dress pants. He doesn’t wear expensive things, but they always seem to look nice. [b]True personality:[/b] John is a patient man who is more willing to think his way around a problem than charge in headlong and would usually prefer to not kill, as a rule. He likes solving puzzles and intellectual exercises and prefers games of the mind to games of the body. He does exercise his body but only because he noticed how much his thinking was impaired when he let himself become physically weak. He likes romantic stories and mysteries just as much as action and adventure, but it takes a good story to hold his attention since he has a tendency toward figuring out the plot and ending before the story is half-way through. John may seem like a perfect, romantic gentleman to a casual observer, well-mannered and polite. But he is far from a romantic, having a highly pragmatic worldview and a penchant for ruthless efficiency. If a situation arises where lives are on the line or no nicer solution is readily available, this gentleman will coldly and efficiently kill anything he thinks he needs to. He, on one occasion, calmly beheaded several examples of assorted poultry, taking a brief break to shoot a fox that got too close, while discussing the weather and the arrangements for an upcoming birthday party. “It is such a pity that chicken meat cannot be obtained properly from live animals. Oh, well. Time to bury the fox. It isn’t legal to hunt them at this time of year anyway.” [b]Reason for having attended the game:[/b] Lost a bet regarding a certain other friend’s chances of getting a date with his crush. Friend got the date [b]Character´s name:[/b] Fardur Nearsigt [b]Character´s age:[/b] 28 [b]Character´s gender:[/b] Male [b]Character´s appearance:[/b] Black hair, gray eyes, 5’11”, 155 lbs, scrawny build, ribs show through anything that isn’t baggy and loose, delicate and long fingers and toes. No facial hair. Wears earth tone tunic and hose under thick hooded robes in whatever color. He gets cold easily. [b]Character´s background and lore:[/b] Born on the smallest and poorest of the Wealing Isles, a part of the Kneels Archipelago which was renamed after being conquered by the Parfaidu Empire, Fardur grew quickly and helped his family with the household chores until he reached marrying age. For that area, due to the many fevers that the marshy island was home to, the marrying age for boys was 13. At this age he began going into the marshes with his father and four older brothers to gather the herbs that they sold for a living. These herbs were useful as reagents, ingredients, medicines, and seasonings but the marsh is a dangerous place and life was long for most of the island dwellers. Still, Fardur was lucky and outlived his parents and his brothers. Two of his sisters lived long enough to marry but both died after giving the village another few children. Fardur saved up enough money to get out of town and left it all behind. Unfortunately, he wasn’t much of a sailor and got caught in a current that carried him out to sea. When he was on the edge of death, he washed up on the shore of a remote island where he encountered the world’s only Supreme Ancient Primal Slime Elemental. He touched it and was tested. He survived and was strengthened in intellect and given magical power but lost much of his original vitality and physical strength. Bolstered by this new power, he was able to survive on this strange island long enough to repair his boat and make it to the mainland. His true wanderings begin now, in a way no one expected. [b]Character´s abilities:[/b] (Only able to wear light armor with comfort. Nothing heavier than cloth on arms or hands and no headgear that obstructs forward vision ex. A helmet with a nose guard or visor. Limited to light weapons and throwing weapons.) [b]Magic Casting:[/b] Spells using MP only. These are typically simple attack spells without status effects and are extremely limited in number and variety. MP regens quickly over time, even in combat. Spell list at start: Fire Bolt [b]Augmented Casting:[/b] Hybrid spells that use both MP and EP. This includes healing spells, buffs, debuffs, and potent or large AOE attack spells. Spell list at start: Minor Heal, Curing [b]Creature Crafting:[/b] EP only. Cannot be used in combat. EP cost of the creature created is temporarily taken from the maximum EP available. This can be restored by the creature’s death or deconstruction. EP is only restored by resting. (multiple creatures can be crafted or more EP can be committed to making a single stronger one. Further types will be made as the character develops, pending GM approval.) Starting options: Clawed Beetle (Weak DPS Melee), Spikey Beetle (Weak Tank, Mild Melee Damage Reflection), Unstable Beetle (Fire Spit, Explodes on Death) [b]The DM was terrible at his job and let everyone toss their own ideas into this mess. What poorly thought out ideas did you contribute?: [/b] [b]Essence Points:[/b] An alternative and augmentive casting resource that requires the caster to be physically altered by an immensely powerful creature ((described below)). EP have many uses and prolong and empower spells in which they are a component while also allowing an additional range of spells that are otherwise unavailable. They do not regenerate except with rest. They cannot be recovered with items. There is one spell that allows some EP to be restored by consuming the body of a creature. This spell is not available early on. EP allows the user to create living pets that can gain levels and additional skills as well as evolving over time. These creatures cannot be resurrected and dissolve when killed. [b]Flaws:[/b] ((The creatures are not bound by magic and can disobey their creator or serve someone else and are usually vulnerable to all psionic and domination spells as well as morale effects. Essence is stored in fluid form and is lost by bleeding. Unbroken concentration is required for spells that contain EP and they backfire with guaranteed critical results if interrupted. Essence lost is a living form of magic that will invade an ecosystem and alter creatures it contacts. Some of these will gain the ability to produce their own essence and wield their own powers. Please note that this unguided alteration takes months after exposure before abilities or traits become functional. Essence cannot be destroyed or denatured. It can be starved to death but this requires a dark environment with no nutrients and at least a month of time.)) [b]Supreme Ancient Primal Slime Elemental:[/b] Looking much like a large rainbow-colored lake of plasma that fills the center of a remote island, this creature is sustained by sunlight and the surrounding sea life. It can read the fundamental nature of living things and rewrite that information as it desires. Those who pass its test are augmented with the ability to wield a far inferior version of its powers. Those who survive that augmentation process gain extreme longevity and are freed from any level cap. However, they often suffer a heavy price of some kind, even if they survive the pain. This creature can eat passing dragons. It is not to be trifled with. However, it is immobile. ((It also has access to a wide variety of life forms that it can alter or augment and is fairly easily bored. Fun ensues… or the apocalypse.)) [b]Wealing Isles:[/b] This marshy and jungle dotted group of islands is responsible for about a third of the world’s cumulative ideas regarding the flavors that taste good and which medicines keep people from dying. It is an extremely productive source of herbs and other ingredients that range as widely in value as they do in the variety of their uses. It is home to comparatively few wealthy individuals, however, as the same environment that produces the herbs has a similar proclivity toward producing difficult to cure illnesses. Thus, the residents can be divided into three groups. There are fishers, gatherers, and the mercenaries hired by merchants to collect the harvested herbs and transport them to the mainland. [/hider]