SuperZack44

Spiser

May 7th, 2018
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  1. Name: Spiser Dovendyr
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  3. EXP: 62/100
  4. Appearance: Spiser is short, around 4’8 and has soft, snow blue eyes. She also has white fox ears to go with it, and the pupils of a fox as well. She has a very petite figure, and short, ruffled blue hair. Her tongue and nose are pierced, along with her right ear having a dangling earring of a cute little tail. She wears a pretty short skirt, and her chest has bandages wrapped around it, along with her hands. She doesn’t wear shoes.
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  6. Race: Ice born Quinty
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  8. Religion: N/A
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  10. Equipment: N/A
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  12. Background: Born in the Istora Forest, Spiser was raised by her family until about 13 when she got lost in the woods. Scared and running from beasts for several days, until one day she was hiding in a hollowed out tree stump, and she was found by a creature with nine tails, who picked her up by her jacket and sat her down by the river, and cleaned her up. She then lived side by side with the beasts for several years, and this is where she learned how to use takeover magic, as well as made a contract with her ninetail’d friend. His name is Foxy, because he didn’t have a name before and Spiser named him. After that, she trained and strengthened her bond with Foxy, as well as found civilization again and basically became a bounty hunter for the longest time, seeking fame, fortune, and power. That takes her to where she is today, with Relvar’s summons, after several years of traveling the world and beating up things for money
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  14. Weapons: Scythe
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  16. Magic(If any): Takeover Magic
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  18. Vessel: A Black Pendant
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  20. Quinth: Water Quinth are among the most underestimated of Quinth. As most believe you need to be near a body of water in order to use them.
  21. Water Quinth have the unique ability to pull the water molecules out of the air around their user, using a 1d10 roll to see the exact amount of spells that can be used with the water gathered. They must attempt gathering again once running out as a full round act.
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  23. Water Spike: The user uses the gathered water to create 1d6 ice spikes, which can be launched at the enemy or simply set as a defense. If set as a defense they last 3 rounds before melting unless broken.
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  25. Water Prison: Instead of a shield, the user can attempt to set up a shell of water around the enemy that stops their movement for a maximum of 3 rounds. The imprisoned party must roll a 13 or higher to break free.
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  27. Water Whip: This attack is quite what it sounds like, the user encases their hand in water and what essentially appears as a bullwhip forms off of the hand. This spell lasts 1d6 rounds and has a chance to cut the opponent if the user rolls a 15 or higher on an attack.
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  29. Hydro Cannon: The user places their wrists together, gathering their water within their palm in a sphere. Upon thrusting their palms forward, the sphere releases in a vortexing pillar containing blades of ice that blast into the opponent, rending their flesh (or armor) in a spinning flurry of death.
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  31. Skills:
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  33. You get 20 points to spend in the various abilities, with a cap of 10 in each skill.
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  35. Strength: 3 How hard you hit, as well as what you can move
  36. Agility: 8 +1 How fast you are on your feet
  37. Luck: 3 How much loot you may or may not get
  38. Resistance: 6 +1 How many times you can cast your Quinth abilities, only applicable after you capture a dungeon
  39. Wisdom: 8 How effective your critical attacks and Quinth spells are
  40. Dexterity: 3 How well you can use acrobatics/hold on to your weapons
  41. Endurance: 8 +1 How effectively you resist spells and damage
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