[hider=Master] Name: Rapheal Dumind Title(s): Indiana [img]http://i.imgur.com/EUu1Guw.jpg[/img] Gender: Male Age: 28 Alignment: Chaotic Neutral Rank: Count Objective for the Grail: The Locations of remaining Artifacts from the Era of the Gods. Character Objectives: To survive and maybe loot whatever bodies become of this War. Personality: Raised to take risks and to not flinch in the face of the extreme were the only options given to one who was raised to raid ruins, mystical or otherwise around the world. While always making sure to do good by himself first, Rapheal can at times lend a helping hand if he finds the sight pitible enough. He's seen some of the worst the world has through exploring old sites and selling it on the Black Market has made him much more agreeable to odd personalities than most would. A usually calm man, not much can set him off. Biography: The Dimunds are an odd family, tomb divers since the 1800's they were up in their neck's of anything someone would consider old or precious. Thieves of the Past, they decided that rather get caught in the middle of a city they had a better chance out in the world. Around the 1900's however something happened, a desperate Magus in need of help in cracking a tomb with a powerful artifact that would save his reputation at the Tower, and the Dimunds had made enough of a name for themselves at that point for him to seek them out. Not enough time to teach them, the Magus instead made them aware of Magecraft so they could serve as better minefield trippers as it were. As luck would have it, they actually had some circuits in them and when the Magus tried to kill them off with the Artifact in sight, they surprised him with low level magecraft that activated a trap and brought the whole ruin on their heads. Able to escape and armed with new knowledge, the Family was never the same. --- Magic Circuit Switch: Breaking a Robins neck. Number of Magic Circuits: D Quality of Magic Circuits: C --- Elemental Affinity: Earth Magecraft: Bare Basics of Foundations: General Craft is learned and is able to use, specialized in Bounded Fields, specifically in breaking into them. Spirit Evocation: Useful to have when raiding tombs, an evocation everybody learned in the Family. Just need a small piece of them to commune. Magic Crest: Dimunds didn't have the resources or time to develop a crest with how they lived and were introduced to Magecraft Equipment: A pair of enchanted moccasins, helpful in speeding up in short bursts it sacrificed constant advance speed for key bursts needed to avoid sudden traps or other dangers. Needed 30 seconds to recharge for the next boost. Some little gold earrings, they buzz slightly against negative thoughts directed within a 20 meter area in the direction they are. A good ole smoke pipe from Great Grandpap, enchanted to instantly smoke up an area of 10 meters that would be difficult to disperse normally. Needs to be actually smoked with beforehand to have a good effect. A sucker for the classics, a revolver for each hip fully loaded and ammo to spare for the upcoming War in a back pouch. Simple but effective even against Magi if used right. A tent kit and survival supplies. Able to survive out in the woods for a few days off it alone. Exceptional Benefit: Superior Mystic Code. [/hider]