Unknowness

Bumi Omashu

May 11th, 2018
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  1. Name: Bumi Omashu
  2.  
  3. Appearance: Standing at an impressive 6'7", Bumi is actually rather skinny, with deep tanned skin, brown hair and eyes.
  4.  
  5. Age: 27
  6.  
  7. Homeland: Fyria
  8.  
  9. Arcane Capabilities: Earth Thaumaturgist, physical fighting specialist.
  10.  
  11. Basic earth movement.
  12.  
  13. The ability to replace certain basic compounds, such as woods, metals, rocks, with dust via contact with his body. This includes non-living flesh.
  14.  
  15. "The Great Meteor." Creating a meteor from seemingly nowhere, Bumi summons an entity of the cosmos to smite down upon his foe.
  16. Average: 60
  17.  
  18. Strong: 80
  19.  
  20. Very Strong: 100
  21.  
  22. Max: 120
  23.  
  24. Earthen Coffin: He raises the ground around the target, slowly moving it inwards until they are crushed.
  25.  
  26. Mana Vault: Across his chest are a series of tattoos, used as a mana vault of sorts, where others can pour mana for his use.
  27.  
  28. To Come:
  29.  
  30. Splitting Earth: Bumi tears apart the ground, sending his opponent plummeting.
  31.  
  32. Falling Heavens: Bumi uses all of the power in his body to send Nobella plummeting beneath the Veil.
  33.  
  34.  
  35. Backstory: An orphan, Bumi threw himself into his studies, becoming cynical of the world as he was treated, well, how an orphan is treated. His studies led him full-force into the world of thaumaturgy, as he tried to reach the upper levels with his hard work, but losing it to those with natural talent. This led to him being more cynical, and, eventually, he learned about the true nature of magic. Whether this have been by stumbling upon it, or having been shown it, this is unclear and unnecessary, all that is necessary is that he learned about it, and its ties to animals. From here, he learned of the Moving Mountain, and this is about where we are now.
  36.  
  37.  
  38.  
  39. Artifact(s):
  40. Tactical Retreat: After being connected to a certain location, he is able to teleport back to the location(s) the artifact is bound to.
  41.  
  42. 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.)
  43.  
  44.  
  45. You begin with 14 Points to distribute here.
  46.  
  47. The Max for each stat is 7 points. This number can be raised in-game.
  48.  
  49. Block: 2
  50.  
  51. Mana Pool: 180
  52.  
  53. WILL: 0
  54.  
  55. FORT: 0
  56.  
  57. SPIRIT: 10
  58.  
  59. MANA: 4
  60.  
  61.  
  62. 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.
  63.  
  64. You may carry around (3+Willpower) artifacts.
  65.  
  66. 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.
  67.  
  68. 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.
  69.  
  70. 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.
  71.  
  72. 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.
  73.  
  74. 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.
  75.  
  76. You may exceed your own personal Mana reserves, dipping into a negative zone. Doing so risks exhaustion or worse.
  77.  
  78. You have an amount of Mana equal to 100(+20 per point.) General ruling is measured based on how 'powerful' the spell is.
  79.  
  80. Lesser=5 Mana
  81.  
  82. Average=10 Mana
  83.  
  84. Strong=20 Mana
  85.  
  86. Very strong=40 Mana
  87.  
  88. Max=60 Mana.
  89.  
  90. 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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