Post by Deleted on May 19, 2012 10:46:46 GMT -6
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STATISTICAL-
Total Experience Points: 250
Unused Experience Points: 0
Titles:
Settlements: (Total: 20XP)
Equipment: (Total: 8XP)
Weapons / Armor:[/b]
Potions, Poisons, Elixirs, and Alchemies:[/b]
Basic Enchanted Items:[/b]
Advanced Enchanted Items: (Total: 75XP)
Superior Enchanted Items:
Ultimate Enchanted Items:
Companions:
Physicality: (Total: 27XP)
Mental Fortitude: (Total: 42XP)
Magical Prowess:
Combatant Fortitude:[/b] (Total: 23XP)
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STATISTICAL-
Total Experience Points: 250
Unused Experience Points: 0
Titles:
- None
Settlements: (Total: 20XP)
- A simple house in the Verdera district of Tradatum. As Cornelius has only recently acquired it, he is still building up both the house and the mages workshop inside it into something that he feels more fitting for someone of his stature and intelligence, and believes that he requires more materials and resources in order to resume his work properly. Despite its small size, it does include the library of scrolls, tomes, grimoires and such that Cornelius inherited from his family. The vast majority of these are still being deciphered, but would be incredibly desirable to another mage or scholar, as many of them are unique and undistributed to the public. Currently missing most of the requirements for actual work as a mage scholar.(20XP)
Equipment: (Total: 8XP)
- Basic Kit:
- Clothing and toiletries(1XP)
- Bedroll(1XP)
- Food and Water(1XP)
- Library, can only be accessed in Tradatum(1XP)
- Utensils(1XP)
- Furniture, can only be accessed in Tradtum(1XP)
- Various alchemy supplies, but without a laboratory(1XP)
- Gold, used to buy things whenever he needs them, such as other basic items, or a temporary mount. Can only be used once per thread on anything other than basic items. Cannot be used on Enchanted items.(1XP)
Weapons / Armor:[/b]
- None
Potions, Poisons, Elixirs, and Alchemies:[/b]
- None
Basic Enchanted Items:[/b]
- None
Advanced Enchanted Items: (Total: 75XP)
- Dwrs Quicksilver: An enchanted item that Cornelius created, Dwrs Quicksilver is a volume of mercury that has been tied to Cornelius's personal magic and thoughts, reacting only to them, and resulting in its use being impossible by anyone else, but intuitive for Cornelius. In total volume, it is approximately a gallon of mercury, weighing in at slightly over 112 pounds. (75XP)
- Limited Telekinesis: The main advantage of this item is that, rather than having to be shaped and controlled through individual spells, Dwrs Quicksilver reacts instantly to Cornelius's conscious thoughts, enabling him to use as a weapon with far more freedom than magic. The silver balls main form of attacking is to form bladed whips from its surface and cut opponents with these, as it does not have the sheer mass required for more large scale attacks, however it can also extend sharp tendrils in order to stab and impal. In addition, the ball can be used for defense, spreading out into a shimmering barrier of liquid metal, impenetrable to most attacks due to mercury's high density despite being extremely thin. However, while the orb can be used for an extremely strong shield, its blocking power does have a few weaknesses. For one thing, use of the orb is an entirely conscious decision, and attacks that come by complete surprise would not be blocked. In addition, if blocking something in front of his face, Cornelius's vision will be obscured by the mercury, making it difficult to figure out whatever else is happening on the battlefield. Finally, despite its extreme density, Dwrs Quicksilver does not have enough mass to block all around Cornelius, and if forced to spread too thin, its defense will fail.(Major Enchantment)
- Stability: Normally, mercury is extremely unstable, chemically speaking. It is prone to mixing with other metals to form unhealthy compounds, and normally reacts with acids to form different kinds of poisonous salts. In addition, heated mercury tends to evaporate and turn into a deadly vapor. This enchantment keeps Dwrs Quicksilver chemically stable, and prevents it from evaporating into poisonous vapor, or freezing into a solid and unusable substance. It also stops it from being absorbed through skin contact or consumption, stopping it from poisoning anything in any way.(Minor Enchantment)
- Bound: In total, the ball of mercury weighs in at over 100 pounds, and is thus far too heavy to transport normally. This enchantment means that rather than having to carry it around and transport it manually, the silver ball will follow Cornelius wherever he goes, floating to his left at torso level.(Minor Enchantment)
- Limited Telekinesis: The main advantage of this item is that, rather than having to be shaped and controlled through individual spells, Dwrs Quicksilver reacts instantly to Cornelius's conscious thoughts, enabling him to use as a weapon with far more freedom than magic. The silver balls main form of attacking is to form bladed whips from its surface and cut opponents with these, as it does not have the sheer mass required for more large scale attacks, however it can also extend sharp tendrils in order to stab and impal. In addition, the ball can be used for defense, spreading out into a shimmering barrier of liquid metal, impenetrable to most attacks due to mercury's high density despite being extremely thin. However, while the orb can be used for an extremely strong shield, its blocking power does have a few weaknesses. For one thing, use of the orb is an entirely conscious decision, and attacks that come by complete surprise would not be blocked. In addition, if blocking something in front of his face, Cornelius's vision will be obscured by the mercury, making it difficult to figure out whatever else is happening on the battlefield. Finally, despite its extreme density, Dwrs Quicksilver does not have enough mass to block all around Cornelius, and if forced to spread too thin, its defense will fail.(Major Enchantment)
Superior Enchanted Items:
- None
Ultimate Enchanted Items:
- None
Companions:
- None
Physicality: (Total: 27XP)
- Vitality: 5 (5XP)
- Strength: 3 (-5)(8XP)
- Endurance: 4 (4XP)
- Speed: 5 (5XP)
- Agility: 5 (5XP)
Mental Fortitude: (Total: 42XP)
- Social: 10 (+5)(5XP)
- Skill: 9 (9XP)
- Cunning: 10 (+5)(5XP)
- Slyness: 9 (9XP)
- Will: 9 (9XP)
- Intelligence: 10XP (+5)(5XP)
Magical Prowess:
- Overall Magical Aptitude: 75 (+20 Racial)(55XP)
- Innate Abilities:
- None
- Magical Abilities:
- Minor Magical Ability: Life: Guinar's Embrace: A healing spell that is called upon using a short prayer to Guinar. Cornelius does not have the strength of faith to use this spell very often, but when usable, it enables him to heal moderate wounds in seconds with but a touch. However, it's influence only lasts for a mere five seconds. Can only be used once per thread. (5XP)(+20)
- Major Magical ability: Psionics: Geis: Powerful but limited, this spell cannot be used readily. However, the restrictions upon its use are not those of power requirement, but rather agreements. Geis is a curse of absolute contracts. Using this allows Cornelius to impose restrictions upon the actions of another person as well as himself with both his and his “partners” consent. It is essentially used to create a deal that cannot be broken by either party. An example of a contract would be for Cornelius to swear never to harm another person, or intend for them to come to harm, in exchange for their protection. Contracts formed through Geis cannot be broken by any means, save both parties agreeing to null the contract of their own free will. Even if one of the parties were to die and come back as a Judged, the restrictions of geis would still apply to them, having bound to their soul. Even attempting to break it is impossible, and acting against it, either physically or magically, will simply not work. Their bodies will not move to do so, nor will their magic react to attempt it. Immediately after the deal is made, twin scrolls that show all terms of contract will appear in its wake, one for both parties. These serve as a reminder as to what terms to adhere to. To use this spell, there must be at least one restriction applying to both parties.(50XP)
- Schools of Magic:
- None
Combatant Fortitude:[/b] (Total: 23XP)
- Hand to Hand: 1 (-5)(6XP)
- Close-Armed: 1 (-5)(6XP)
- Ranged Combat: 1 (1XP)
- Extended Accuracy(Magic Combat): 10 (10XP)
- Fighting Style: In battle, Cornelius relies almost entirely on Dwrs Quicksilver. As he considers himself more of a scholar, rather than a warrior mage, he has not truly attempted to learn magic with direct combat applications, meaning that his spells are oriented towards out of combat applications. His preparations for battle always lie in items that he has created, of which Dwrs Quicksilver is the one he has the highest proficiency in, along with being his only remaining creation. If forced into combat, he prefers to strike quickly with the Dwrs Quicksilver, but, being a scholar unused to “real” combat, he goes on the defensive at the slightest provocation, being unused to, and scared of, physical retaliation.
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