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- Name: Jun Takeda
- Appearance: He has the appearance of a small child, being 3'7. However, he's quite muscular for his apparent age and size, firm muscles easily seen. His hair is scruffy, down to about his shoulders and a chestnut brown, his eyes clashing with this, being a bright, brilliant blue. Underneath his shirt, on his chest, are 9 holes, surrounding one red sphere in the center. He usually wears baggy shirts or sweatshirts to hide this. Across his arms and legs are burn scars, along with one long one on his cheek.
- Age: 17
- Personality: He is a relatively outgoing person most of the time, however, he has moments where, for seemingly no reason at all, he seems to become a new person, more robotic, how you would expect a "perfect soldier" to act.
- Homeland: Fyria
- Any training in the Arcane arts?: N/A
- Why the council is interested in you: Jun is a strange boy, able to seemingly use many different types of thaumaturgy with ease.
- Background: From a young age, he knew something was off about his parents. They would go out late at night, after they thought he had fallen asleep, and not arrive until the break of dawn. They taught him to follow their orders exactly, not allowing any free thought from the boy. One day, they even arrived with blood on their hands, telling him not to worry and that it was fine.
- Then, shortly after his seventh birthday, it happened.
- In the middle of the night, he was grabbed by figures in hooded robes, dragged kicking and screaming out into the woods. He was thrown in front of a large flame, surrounded by, including the two that grabbed him, 30 robed figures, each one writing out something. Looking around, he realized something even worse: there was a dead body, some kid around his age. He watched as, one by one, the papers were placed around the dead body. However, he couldn't watch for long as a knife was driven into his arm. With a yelp of pain, he looked to see what was happening.
- Being carved into his arm were a series of thaumaturgical symbols, ones that he didn't understand. Looking around himself, he realized he was in some kind of circle. He began to panic and struggle harder, but his arm was simply broken quite easily by whoever was carving into him, leading to him letting out a cry of pain. What he did manage in his struggle, however, was to knock the hood off of the figure, revealing the face of his father.
- As he laid there, crying with pain and swearing revenge, bright lights began to flicker. All of the papers began to burn away into the wind, and the dead boy's body began to...change. Namely, 10 holes appeared in his chest, in which a red sphere was promptly placed in the center hole.
- With that, his father finished, stepping outside of the circle. He merely laid there, dazed and confused by everything that was happening. The ground below him began to glow, and he felt his soul being ripped from his body. He felt the emptiness of death...and then there was light again. He came to, coughing and spluttering, while the robed figures around him began to cheer. And then there was a scream. His father fell to the ground, crumpling into himself. Then, slowly, the large fire was absorbed within the boy, his body being enveloped by the flames. They tried to run, but they couldn't outrun the rapidly expanding inferno. In the morning, all that was found was a child surrounded by burnt trees and charred bodies.
- He was turned into an orphanage, told by his savior to never ever let anybody see his chest. He never knew why, but he could tell it was important, so he agreed. From that day on, he went from town to town, occasionally setting down in a highly populated area for a while, but inevitably always leaving.
- Slowly, word spread about a kid who looked no older than 8 who was able to perform thaumaturgy of many different types, not seeming bound to the idea of having to learn them. This lead to him being hunted down by secret sects of the Fyrian military, leading to him having to flee the country. Ever since then, he's been kind of bouncing from town to town, country to country, until he landed in Floria where he became a thaumaturge's apprentice.
- Artifacts
- Jun Takeda: He himself is an artifact, with nine power stone slots.
- Mana Leech: He slowly leeches mana from everyone around him. With consent, this can be turned into a much more rapid vampirism.
- Thaumaturgy: He is able to imitate thaumaturgy if supplied with mana and aspects. https://pastebin.com/Sk15NVW2
- ABILITY SCORES: Nobella now uses stats! Albeit very basic ones, mostly for the sake of getting a general understanding of your character's limits. These ability scores dictate certain rules. NOTE That these are mostly for slight measurements. DM is likely to fudge a few things dependent on a few situations. (i.e if your character attempts to Mana-block exceptionally powerful attacks, it may require you to use more than just one Block point to defend.)
- You begin with 14 Points to distribute here.
- The Max for each stat is 7 points. This number can be raised in-game.
- Block: 2+Fortitude
- Mana Pool: 20 * Mana.
- WILL: 0
- FORT: 3
- SPIRIT: 7
- MANA: 4
- Willpower: When using artifacts, your character's mana reserves are subconsciously connected to the artifacts, somewhat alike a human battery. The human body can only handle being connected to so many artifacts at once. This stat determines how many artifacts your character can carry around comfortably without complications.
- You may carry around (3+Willpower) artifacts.
- Fortitude: Determines the punishment you can take, and factors how often you can use raw mana to defend yourself. Fortitude is taken into consideration whenever you use raw mana to deflect an attack.
- You gain 'Block' equal to 2(+Your fortitude). This determines how often you can block attacks. Each block point can block one average attack. Sometimes, blocking something won't require using a block point at all, or only use 'half' a block point.
- Spirit: Raw magical power. The greater your spirit, the stronger your Thaumaturgical spells. Spirit also plays a small hand in determining how powerful attacks made with artifacts are. Spirit can also be applied to using raw force to punch through things.
- Additionally, there will be moments where Spirit will be rolled against Blockers to determine how much block points are chunked off from the target. Spirit also allows you to focus more mana into powerful attacks. While Mana is how MUCH you have, Spirit is basically how efficiently you apply it.
- Mana: Your innate mana; how much mana your character may have within them at once. Mana essentially determines how often you can cast your spells or artifact effects. Mana costs are determined by the DM.
- You may exceed your own personal Mana reserves, dipping into a negative zone. Doing so risks exhaustion or worse.
- You have an amount of Mana equal to 100(+20 per point.) General ruling is measured based on how 'powerful' the spell is.
- Lesser=5 Mana
- Average=10 Mana
- Strong=20 Mana
- Very strong=40 Mana
- Max=60 Mana.
- These stats may grow over the course of the roleplay, depending on the character's actions and usage of their relevant checks.
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