Order of the Magus: KB's Topic
Posted: Sat Oct 03, 2009 5:03 am
Kairav Raduin
17
Male
Description - 5'9, Blue-violet eyes,Short black hair. Normally wears fine clothes and carries himself confidently, if not acting somewhat arrogant towards others.
Backstory - Kairav was born to a well off family of magus and trained in the art of magic since he was young. A few years ago however his family's secret was found out and his family was run out of their town by the frightened townspeople. The Order of the Magus came to their aid, and at that time Kairav decided to become a member to help out those in need.
Level: 1
XP: 0/100
Rank: Recruit
Influence: 0/100
AP: 0
HP: 140/140
MP: 60/60
Attack: 30 (50)
Defense: 10 (60)
Power: 50
Resistance: 30
Accuracy: 40
Speed: 40 (70)
Crit: 10%
Counter: 15%
Abilities
---------
Aqua Jet (Level 2) AP: 30/50
Cost: 10MP.
Fires a powerful jet of water, soaking enemies and knocking them over.
Damage: Power + 40 - Resistance. Water Element.
Range: Superior Far
Close Range: Power +40. 10% chance of knock down per 5 damage up to 50% at 25 damage.
Melee: Power +30. 10% chance of knock down per 10 damage up to 50% at 50 damage.
Mid: Power +20. 5% chance of knock down per 10 damage up to 25% at 50 damage.
Far: Power +10
Superior Far Range.
Successful hit soaks enemy, giving a -10 penalty to speed for 3 rounds and makes them vulnerable to ice magic.
Whip can be spun with a move action and 1MP to add +20 to Attack for 1 attack. Doing this causes the enemy to be soaked for 5 rounds instead of 3.
Water Prison (Level 1) AP: 30/50
MP: 20MP.
Creates a Watery Barrier around someone, trapping them inside. The Barrier lasts until destroyed.
Water Prison: 50HP (HP = Power) 5MP adds 10HP up to a max of 40MP for 90HP. 2MP will also restore 10HP to the barrier after it cast, up to 50HP for 10MP. .Once broken the prison must be cast again.
Damage: 20% of Power per round.
Enemy cannot make move actions.
Enemy Accuracy -20. Physical Damage only deals half damage to Barrier (but full damage to its target). Water damage heals it. Other elements affect it normally.
Enemy is soaked while trapped and for 3 rounds after. Soaked enemies are at -10 Speed and are vulnerable to ice attacks.
Arctic Gale (Level 2) 20/40AP.
Cost: 5MP
Range: Far.
Damage: (Power +20) - Resistance. 5MP to Increase Power by 10 up to Power +50 for 20MP. Ice Element.
Stun: 10% chance to stun. 50% chance to stun soaked enemies.
Draw WaterLevel 2: AP: 20/40
Cost: Free. Requires a nearby water source.
Range: Far Range.
Reduces the cost of next water spell by 10MP. Pulls soaked enemies towards Caster by 1 range distance. Enemies are no longer soaked. Targets within line of sight of the water source and Caster become soaked.
True Sight (Level 1) AP: 20/50.
Cost: 10MP to activate for one minute (10 rounds).
Resistance +50 vs Illusions.
Accuracy +20
Detects the direction and approximate distance of an object you are trying to locate.
Equipment / Items
----------------
Weapon: Iron Short Sword (Attack +20. Speed +10. Defense +10). Crit 10%. Counter +10%. Light Weapon. May be used in offhand in place of shield.
Offhand: Buckler (Defense +10) +5% chance of counter attack.
Armor: Chainmail (30) Defense +30.
Boots: Leather Boots (31) Speed +20.
Backpack: ES: 13/100
-Traveller's Spellbook. Spells: 4/10 (Aqua Whip, Water Prison, Arctic Gale, True Sight)
-Tonic
-Ether
-3 Torches
-12 Days Rations.
-Flint & Steel
-11GP 5SP.
Forgot about Flint & steel for items. You might want it to make flames quickly to light your torches. Costs 5SP. I added it to your equipment and subtracted the gold if thats alright. And I'm assuming you want all your spells inscribed into your spellbook right? Its free right now (or if you have a rune-etcher), but getting them inscribed later on costs money or requires a rune-etcher.
------------------------
You've settled into the HQ in the Kento province. Your father was able to get you into the order without a problem, and even got you your own private dorm room.
As a Recruit, these are the options open to you.
Mission- Take a mission for cash and to increase your influence and rank in the Order.
Dueling League- Fight 1vs1 battles against other members for titles and rewards.
Travel- Explore the world freely and travel to new areas in search of adventure.
Library: Research any topic that might interest you.
Trainer- Employ a trainer to help you improve and learn new skills. Requires GP and accumulated AP (earned through combat and completing missions or adventures).
Dorm: Rest to recover HP and MP, and store extra equipment and items.
17
Male
Description - 5'9, Blue-violet eyes,Short black hair. Normally wears fine clothes and carries himself confidently, if not acting somewhat arrogant towards others.
Backstory - Kairav was born to a well off family of magus and trained in the art of magic since he was young. A few years ago however his family's secret was found out and his family was run out of their town by the frightened townspeople. The Order of the Magus came to their aid, and at that time Kairav decided to become a member to help out those in need.
Level: 1
XP: 0/100
Rank: Recruit
Influence: 0/100
AP: 0
HP: 140/140
MP: 60/60
Attack: 30 (50)
Defense: 10 (60)
Power: 50
Resistance: 30
Accuracy: 40
Speed: 40 (70)
Crit: 10%
Counter: 15%
Abilities
---------
Aqua Jet (Level 2) AP: 30/50
Cost: 10MP.
Fires a powerful jet of water, soaking enemies and knocking them over.
Damage: Power + 40 - Resistance. Water Element.
Range: Superior Far
Close Range: Power +40. 10% chance of knock down per 5 damage up to 50% at 25 damage.
Melee: Power +30. 10% chance of knock down per 10 damage up to 50% at 50 damage.
Mid: Power +20. 5% chance of knock down per 10 damage up to 25% at 50 damage.
Far: Power +10
Superior Far Range.
Successful hit soaks enemy, giving a -10 penalty to speed for 3 rounds and makes them vulnerable to ice magic.
Whip can be spun with a move action and 1MP to add +20 to Attack for 1 attack. Doing this causes the enemy to be soaked for 5 rounds instead of 3.
Water Prison (Level 1) AP: 30/50
MP: 20MP.
Creates a Watery Barrier around someone, trapping them inside. The Barrier lasts until destroyed.
Water Prison: 50HP (HP = Power) 5MP adds 10HP up to a max of 40MP for 90HP. 2MP will also restore 10HP to the barrier after it cast, up to 50HP for 10MP. .Once broken the prison must be cast again.
Damage: 20% of Power per round.
Enemy cannot make move actions.
Enemy Accuracy -20. Physical Damage only deals half damage to Barrier (but full damage to its target). Water damage heals it. Other elements affect it normally.
Enemy is soaked while trapped and for 3 rounds after. Soaked enemies are at -10 Speed and are vulnerable to ice attacks.
Arctic Gale (Level 2) 20/40AP.
Cost: 5MP
Range: Far.
Damage: (Power +20) - Resistance. 5MP to Increase Power by 10 up to Power +50 for 20MP. Ice Element.
Stun: 10% chance to stun. 50% chance to stun soaked enemies.
Draw WaterLevel 2: AP: 20/40
Cost: Free. Requires a nearby water source.
Range: Far Range.
Reduces the cost of next water spell by 10MP. Pulls soaked enemies towards Caster by 1 range distance. Enemies are no longer soaked. Targets within line of sight of the water source and Caster become soaked.
True Sight (Level 1) AP: 20/50.
Cost: 10MP to activate for one minute (10 rounds).
Resistance +50 vs Illusions.
Accuracy +20
Detects the direction and approximate distance of an object you are trying to locate.
Equipment / Items
----------------
Weapon: Iron Short Sword (Attack +20. Speed +10. Defense +10). Crit 10%. Counter +10%. Light Weapon. May be used in offhand in place of shield.
Offhand: Buckler (Defense +10) +5% chance of counter attack.
Armor: Chainmail (30) Defense +30.
Boots: Leather Boots (31) Speed +20.
Backpack: ES: 13/100
-Traveller's Spellbook. Spells: 4/10 (Aqua Whip, Water Prison, Arctic Gale, True Sight)
-Tonic
-Ether
-3 Torches
-12 Days Rations.
-Flint & Steel
-11GP 5SP.
Forgot about Flint & steel for items. You might want it to make flames quickly to light your torches. Costs 5SP. I added it to your equipment and subtracted the gold if thats alright. And I'm assuming you want all your spells inscribed into your spellbook right? Its free right now (or if you have a rune-etcher), but getting them inscribed later on costs money or requires a rune-etcher.
------------------------
You've settled into the HQ in the Kento province. Your father was able to get you into the order without a problem, and even got you your own private dorm room.
As a Recruit, these are the options open to you.
Mission- Take a mission for cash and to increase your influence and rank in the Order.
Dueling League- Fight 1vs1 battles against other members for titles and rewards.
Travel- Explore the world freely and travel to new areas in search of adventure.
Library: Research any topic that might interest you.
Trainer- Employ a trainer to help you improve and learn new skills. Requires GP and accumulated AP (earned through combat and completing missions or adventures).
Dorm: Rest to recover HP and MP, and store extra equipment and items.