Karisuma Heru

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Hakaril Silvar
Hakaril (DMSCV).jpg
name
(rp world)
Hakaril James Silvar
(Gaera Main)
birthdate
(birthplace)
21st of Kazerora, 1291
Chisai Village
current residence Doma Castle, Doma Capitol
occupation General of Doman Military; Mage Corps Commander
family Jameson Ironclad (father), Katherine Ironclad (mother, deceased), Sirvix Silvar (wife; RPer Nekogami), Rufio Ironclad (illegitimate brother; RPer Shiranai), James Paynus Silvar (son)
race Human
physical description Roughly 5' 11", with a very wiry, thin build; reddish-brown eyes; a thin, fairly pale face; sky blue, roughly shoulder-length hair (magically dyed; natural hair color brown).
typical clothing Usually clad in a black longcoat with red hems, a green tunic, grey pants, and black leather knee-high boots; Hakaril also always wears a characteristic wide-brimmed Muskateer-style red hat with a large feather stuck in the band.
personality Hakaril's temperment can be primarily described as follows: arrogant, condescending, vengeful, quick to anger, compassionate toward his close friends, extremely overprotective, rash, impulsive if agitated, curious, logical whenever possible, courageous and strong-willed, efficient, and easily amused. Among dear allies and companions, he is friendly, jovial, and respectful—strangers, on the other hand, are subject immediately to his judgment, which is rapid and difficult to reverse. His likes and dislikes tend to be absolutes and largely inflexible. While prone to making snap decisions, Hakaril is highly intelligent and prefers to think things through—it just so happens that he arrives at an answer much earlier than most of his comrades. He tends to deal with problems in the most efficient manner possible, which leads some to question his moral code, but he belives that morality is by no means an absolute in any respect, believing that the ends often justify the means and that nothing is above the preservation of the self and those he has sworn to protect.
fighting style Gunnir Type IV Strategic/V Trickster combination; often utilizes Type II under stress.
religious beliefs The presence of gods is undeniable when you've had conversations with them, but none in particular is worthy of his adoration. Hakaril has considered revering Ryuugami, Mithra, Kazeros, and even briefly pondered Christianity, but nothing has appealed to him yet.
drunk type Friendly; spontaneous spellcaster.
titles Hakaril has a ridiculously long list of titles, many of them self-granted, and he often introduces himself to newcomers with a mouthful of them: "Hakaril James Silvar, Archmage, General of Doma, Astralist, Applied Magical Theorist, Planeswalker, Dimensional Cartographer, Scholar, Poet, Metallurgist, Demon Hunter, Gunnir Academy Graduate class of 1308, Knight, Wyrmslayer, Exorcist, and Improvisational Lawyer!"
other Hakaril commonly uses the epithet "Great Lord Agnostic." Whether a deity by such a name exists or ever existed is beyond him; it's a curse he picked up from his father. He hates having his mind read without permission to the point of becoming violent in response. It is impossible to know how many strange and potentially valuable magical items he is hoarding in his office as part of a bizarre collection that continues to expand over time. He also has a very large collection of pornographic illusionmags from a variety of series that he keeps in his bottom right desk drawer, and he prefers to "read" these than do any actual paperwork under most circumstances.

Background

Board RPs

Other Events

Non-board RPs and media featuring Karis as a character, not necessarily in chronological order:



Philsys Data

Philsys Block

Karis Heru (Archmage) Level 4; 1350/2000 XP
Max HP: 79
Max MP: 64
Max TP: 41
Initiative: 5+2d6

Attributes

Courage: +5
Wisdom: +2
Intuition: +3
Charisma: +6
Agility: +2
Dexterity: +2
Strength: +2
Stamina: +2
Magic Aptitude: 3

Base AT/PA - 12/12

Modified for armor - 12/11

Base MATK: 8
Base MBlock: 23
Base Missile Evade: 17

Body=Leather Armor (AC 5, 0/-1)
Head=Padded Cloth Cap (AC 2)
Hands=Leather Gloves (AC 4)
Neck=Amulet of the Lion (+1 COU and STR)
Misc=Wand of Summon Dire Cabbit (5 charges), 4100 gil

Weapon Damage - .45 Mythril Longbarrel Revolver (Base ACC +1, 6 shots)
Accuracy - 16
Damage - 16+4d6

Weapon Damage - .357 "Exorcist" Mythril Revolver (Base ACC +0, 6 shots)
Accuracy - 15
Damage - 18+3d6 (Holy)

Skills

Weapon (Firearms) - 8 (Dex/Dex/Int)
Weapon (Books) - 4 (Cou/Int/Wis)
"Talk" Skills - 4 (Cha/Cha/Cou)
Water Magic - 10 (Int/Wis/Mag)
Telepathy - 7 (Int/Wis/Mag)
[k]Etiquette (Noble) - 4
[k]Diplomacy - 4
[k]Classic Literature - 4
[k]Fashion Sense - 2
[k]Linguistics - 4
[s]Missile Evasion - 2


Spells and Techs


  • [Item]Summon Cabbit - By expending one charge, this wand summons a vicious dire cabbit. It has the following stats: 50 HP, AT/PA of 14/12, Init 7+2d6, Missile Evade 18, MBlock 15. It attacks by biting, dealing 14+1d6 damage on a successful hit.
  • [Item, Book=1]Battle Dictionary - This book, bearing the title "The Method of Battle," is apparently a scholarly text on strategy written by a Longese sage, Soong Tzu. However, by focusing his will, Karis can use the book as a ranged weapon, projecting telekinetic strikes to damage enemies. It costs 2 TP to use the book.
  • [Telepathy=6, Talk=4]Empathic Diplomacy (3 TP) - Adds Karis' current effective CHA score as a bonus to a Telepathy spell. Include bonuses from successful Talk skill attempts, such as Negotiate or Intimidate.
  • [Firearms=1]Called Shot (2 TP) - Karis spend one or more turns aiming to put a bullet in just the right spot. Adds +5 to Karis' next attack roll with a firearm, but only if he aims to hit an extremity.
  • [Firearms=4]Quickdraw - (4 TP) - Even if Karis does not have a firearm ready when combat begins, and he is aware of enemy's presence before the first round of combat, he can quickly draw a firearm and take a single shot. This attack takes place during a "surprise round"; after it is resolved, combat begins normally according to initiative.
  • [Firearms=6]Fanning Technique (4 TP) - Karis may fire one extra shot this round.
  • [Firearms=8]Trick Shot (5 TP) - Attempts to disarm an enemy by shooting a held weapon out of the target's hand. Use of this technique eliminates target location to-hit penalties. If Karis' shot hits, the enemy drops one held weapon. Depending on the weight of the weapon, it may simply fall to the floor; lighter weapons might be flung several feet away from the wielder.
  • [Book=2]Define This! (2 TP) - This tech is used in conjunction with a standard book attack, adding its cost to the normal cost for using a book. A successful book attack this round deals 1.5x normal damage.
  • [Book=4]Dyslexia (4 TP) - Allows Karis to reroll a missed book attack.
  • [Talk=1]Mr. Negotiator (2 TP) - Attempt to make a target listen to words by use of persuasive speech. Roll Talk skill opposed by the target's CHA. If successful, the target will react to further negotiations at +rank. This and all other Talk skills are language-dependent; if the target cannot understand Karis' speech, they are not effective.
  • [Talk=2]Intimidate (3 TP) - Attempts to use threatening actions or words to influence a target. Roll Talk skill opposed by the target's COU. This may have several potential effects:
    • Fail: The target is not impressed. Hostile targets will get a +1 bonus on future attacks against Karis. Non-hostile targets may become angry or upset.
    • Succeed by at least 1: Hostile targets will be unsettled and take a -2 penalty on all rolls while Karis is present and still appears threatening. Non-hostile targets will react to further negotiations at +rank.
    • Succeed by at least 5: Hostile targets will be scared and take a -3 penalty on all rolls while Karis is present and still appears threatening. Non-hostile targets may concede to simple demands without further argument; future COU checks regarding Karis are at -4.
    • Succeed by at least 10: Hostile targets will become terrified and take a -4 penalty on all rolls while Karis is present and still appears threatening. If the situation seems hopeless, hostile targets may flee or surrender. Non-hostile targets will usually panic or run away in fear.
  • [Talk=3]Soothe (2 TP) - Attempts to convince a panicked target to relax by use of calming rhetoric. Eliminates any "fear" effects on a target.
  • [Talk=4]Enrage (3 TP) - Taunts a person, attempting to cause the target to act on impulse instead of logic by manipulating emotions. Roll Talk skill opposed by WIS. If successful, the target will become angry and act impulsively; this may involve attacking Karis or be a response to some other challenge or command ("I bet you couldn't open this door to save your life," for example)

.

  • [Water=1]Aqua (8 MP) - Deals 8+2*rank+1d6 points of Water elemental damage to a target.
  • [Water=1]Dousing (2 MP) - This spell senses the location, quality, physical state, and purity of water within a large radius from the caster. Effective in survival situations.
  • [Water=2]Create Water (4 MP) - This spell creates pure water out of thin air, either by condensing moisture in the air itself, or from nothingness. This water may take the form of dense mist or regular liquid water. No more than 2*rank gallons may be created in this way at one time. For some reason, it tastes much more refreshing than "regular" water.
  • [Water=2]Water Meld (8 MP) - Shapes water into semi-permanent forms, or manipulates bodies of water. No more than 2*rank+1 gallons of water may be manipulated via this method at one time.
  • [Water=4]Aqua 2 (14 MP) = Deals 12+4*rank+2d6 points of Water elemental damage to a target.
  • [Water=5]Drown (14 MP) - Conjures a fluid sphere around a target's head and or breathing organs. This sphere exists for rank rounds, and deals suffocation/breath holding damage as applicable. It does not affect creatures which have no need to breathe or creaures that can breathe underwater.
  • [Water=6]Rainstorm (15 MP) - Creates a rainstorm around the caster for about 500 yards. There must already be sufficient clouds (about 20% coverage) in the sky for this spell to work.
  • [Water=7]Evaporate (26 MP) - This attack evaporates the water in a target's cells, dealing 16+rank*5+2d6 points of damage to organic creatures, and twice that to creatures with largely liquid bodies. Humanoid and animal targets affected will suffer from nausea and illness, resulting in a -3 general penalty.
  • [Water=8]Minor Tsunami (52 MP) - Creates a 5 hex wide wall of moving water that blasts foes. Deals 18+rank*4+3d6 damage to all enemies within the area of effect.
  • [Telepathy=1]Telepathy - Communicate telepathcially. This may be used instead of talking, and is a free action.
  • [Telepathy=2]Polyglot (6 MP) - Allows the caster to understand, but not speak, one language being spoken by a target person. This spell does not prompt a resist roll.
  • [Telepathy=2]Language Barrier (8 MP) - Prevents a target from understanding a specific language for up to rank*2 minutes. The target will still be able to hear words spoken in that language, but he will derive no meaning from them whatsoever and will not be able to remember them later.
  • [Telepathy=3]Suggest (10 MP) - Forces a target to perform a simple command (no more than a sentence). Affected targets will not take any action that would be obviously self-harming, and any attempt to convince a target to do harm to an ally is at -6. The spell's duration is at most one minute; any commands that would take longer than one minute to complete are aborted when the spell expires.
    • Karis rarely resorts to direct mind control to convince people of his position in a given conflict; he knows that when the spell wears off, people he has enchanted will inevitably be angry as soon as they learn they have been decieved or return to their "old ways" of thinking. Nevertheless, he finds it occasionally useful when there simply isn't time for old-fashioned talking.
  • [Telepathy=4]Pain (10 MP) - Telepaths and transmits the emotion of pain or injury. May be used to subdue, coerce, torture, interrogate, or the like, in addition to distracting or stunning opponents, imposing a -2 general penalty for up to rank rounds.
  • [Telepathy=5]Share Linguistics (6 MP) - Allows up to rank targets to understand any language that the caster also understands for up to rank*10 minutes.
  • [Telepathy=6]Mental Probe (12 MP) - Elementary mind-reading. Allows Karis to detect a target's surface thoughts for up to rank minutes, but nothing deeper. Targets with no ranks in Telepathy skill get no resist roll, and may not even realize that they are being "read."
  • [Telepathy=7]Opening the Third Eye (20 MP) - Allows Karis to utilize empathic energies to try to ascertain "the will of the universe," essentially predicting the very near future. When faced with multiple choices, Karis can use this ability to see the immediate outcome of each option (the events that are likely to occur within rank/2 minutes of the choice). This spell has a 3-minute casting time, during which Karis' eyes must be closed; as such, it is not practical for combat.

See Also