Joined: Wed Jul 23, 2008 6:56 am
| Mordekai, Lv4  Si-ren Emissary [Front] 22/22 32/40 02-06
Atk | 124
/108 Hit | 13
Crt | 1.5
Prt | 78
/62 Avd | 66
/50 MR | 12
SR | 00
Head: White Mask
Weapon: Hand of Hades [ 2-4 Atk | 70 Hit | 8 Crt | 5 Wt ] Blinds  on criticals.
Armor: Cloth Straps [ 0% Prt | 5 Avd | 0 CEv | 3 Wt ]
Back: Black Cloak [ 0% Prt | 10 Avd | 0 CEv | 3 Wt ]
Inventory:.........................................[ Weight: 13/78 ]
- Knife [ 1- 3 Atk | 80 Hit | 5 Crt | 2 Wt ]
- Si-ren Writing Quill
- Mordekai's Journal
- 07 Gold CoinsSpellbook
- [8 SE] Cone of Cold
[Current: 3-7 damage, 93 Hit] [Frost 2 Turns]
The caster uses his magical energy to cool down an area in front of him to the point where even the air begins to freeze. Any being caught withhin takes [1 + INT/7] to [3 + INT/3] damage. The chance of success is [65 + INT*2] per target. Any target hit by this attack has to make another check using its SR instead of MR; if it fails that check as well, it additionally freezes for [INT/7] turns.
- [4 SE / turn] Stranglehold
[Current: 2-6 damage, 79 Hit]
The caster uses his magical energy to compress the air directly around the target's throat to the point where it's almost a physical grip, slowly choking it; this leaves it unable to move and deals [1 + INT/8] to [2 + INT/3] damage per turn. The chance of success is [55 + INT*2]. If the target fails the resistance check at any point, it will not be granted any further chances to resist the effect as long as the spell is sustained without interruption, though it has a [FOR + WIL]% chance each turn to at least be able to move for that turn.
- [4 SE / turn] Veil of Darkness
[Current: +12 Avd/MR]
The caster covers himself and all of his allies with a magical veil of darkness. Its special properties allow his allies within to see through it and act normally, but anyone trying to attack from outside will have a much harder time to hit anything within. The caster's entire party's Avd and MR are both boosted by [WIL] for as long as the spell is sustained.
Devour Magic: Strips a single beneficial magic effect from an enemy and recovers [Intellect]/2 SE. [80 AP]
Void Caster: Mordekai may cast a single spell without it consuming any SE. Spells cast this way require 0.5 additional actions to cast. [70 AP]
Nox: Shrouds the battlefield with heavy darkness for 3 turns. All enemies have -15 to hit, and all allies have -5. Mordekai himself takes no penalty due to his Darkvision trait, and recovers up to 5 SE. [75 AP]
Stygian Howl: A devastating blast of sound wrecks and rends all enemies facing Mordekai, dealing a flat [Remaining SE]/3 damage without fail, penetrating all defenses, and preventing the use of skills and spells for the next turn.
Mordekai is knocked unconscious for 3 turns after using this ability, and all of his SE is drained.
If he does not use this from the Front Row in combat, his allies in the front row suffer the full effect of the howl as well, while his enemies only suffer half damage. Any living being knocked out by a Stygian Howl cannot be revived. [140 AP]
Arcane Trance: Mordekai adds half of his remaining SE to his Avd, MR, and Hit. Mordekai's SE instantly becomes 0 if the total weight of his equipment is greater than 20, if he is encumbered, or if he is wearing metal armor.[105 AP]
Spiderwalk: Mordekai can traverse water, vertical surfaces, and even ceilings so long that he can maintain forward motion. Additionally, he can walk or run without making any sound. [120 AP]
Attributes:04 Valor10 Finesse11 Agility04 Fortitude14 Intellect12 Willpower04 PerceptionMiscellanea:Critical damage
Darkvision: Si-ren eyes are built very differently from those of most humanoids. Their keen eyesight pierces pitch black darkness, allowing them to see in it almost as well as they would in broad daylight. [40 AP]
Alcohol Immunity: Alcohol simply does not affect Si-ren as it does regular humans. Mordekai does not receive normal negative effects from drinking alcohol, instead his body expels spirit energy at a rate of 1 SE per turn spent drunk. If he were to ingest several drinks at once, the rate of SE expelling will stack. [00 AP]
Heartless Tenet: Si-ren process emotions in a way that does not interfere with their functions, and as a result, will appear as cold and emotionless drones to most other creatures. Mordekai is completely unaffected by skills/spells/abilities that play on emotions, such as taunting or fear spells. [70 AP]
: 200% Ability Points
The Si-ren are a small, secluded, magically gifted sect that broke away from mankind in the ages that the world was still young. Living atop the frigid northern mountainlands where man seldom treads, their seclusion has led to a development of their own society, customs and rituals.
Si-ren are highly philosophic, but at the same time, highly calm and calculated. They seek enlightenment above all things and pay little attention to worldly possessions. While they do not live in poverty, they are fairly satisfied with a standard, or even a substandard qiality of life, and never chase after luxuries.
Their physical features are very distinct, possessing eerie gray pupils and hair and a tall pale body. Si-ren lifespan is significantly longer than that of Humans, with some Si-ren living to be as old as the age of 500 years. Their progressively long life spans have brought their race's expansion to a halt, and now less than a thousand individuals remain.
When a Si-ren reaches the age of 40, he is sent to travel the world as a rite of passage. A Si-ren may only return to his homeland after they have left a meaningful permanent mark on the world, a concept that is reflected and admired in many aspects of their philosophy. But, this is done with the catch - they must do so anonymously. Their faces are covered (though it is merely a formality) and they may not take any credit for the deeds they've accomplished (for good or for bad) during their rite of passage, as their belief considers it a "natural order of events" and they are merely instruments of it.
Upon their return, their pilgrimage is never discussed, nor are they tested in any way to see if they have indeed completed it. The details of their deeds (or misdeeds) are to remain a burden on that traveler's conscience and their conscience only.
In Human society such trust will never work, but among the Si-ren, the shame of cheating in a rite of passage can drive a Si-ren mad.
Mordekai is one such traveler. He has only recently begun his rite of passage, and has been on the road for only a few weeks.
Mordekai return his weapon to its holster on the side of his belt, which the cloak covers from sight.
"It's your bird. As you've gathered, I wanted to know more about it, it was the first truly interesting thing I saw for the past few weeks.
He pulls out his journal and gestures at it.
"I document. A bit of an obsession of mine.
" He adds nonchalantly, then puts it back in its designated pocket in his robe.
"When you ignored my request and ran away I noticed these men following you, which was also interesting. I thought I could learn something still if I followed them.
That was, of course, a slight distortion of the truth, as he followed her before he spotted the figures... but such white lies are harmless, and she will definitely not notice it. Mordekai's body language is flawless and his face is conveniently masked.
"I was hoping that since I helped you fend them off you could repay the kindness and tell me about your companion.