02-05-2016, 12:18 AM
(This post was last modified: 03-31-2016, 02:15 AM by Castor Phecda.
Edit Reason: Cleaned up coding
)
CASTOR PHECDA
Race: Human
Gender: Male
Age: 27
Height: 5' 11"
Weight: 180 lbs
Strength: Strong (Transcendent Body Lvl. 4)
Physical Description: Castor is a Caucasian man with dark brown hair of medium length. He often wears his hair loose but occasionally pins it up in a bun, of sorts, or slicks it back for formal events. He has piercing, gray irises that begin at near-white on the outside, fading to black near the pupil. He is clean shaven, except when he's feeling lazy and doesn't shave for a few days. His athletic training gives him a fit physique; muscular without being bulky.
Apparel: Castor is most often seen in his working outfit. This consists of a pair of rugged leather sandles, copper orange knit pants with leather greaves reaching from just below the knee to nearly his ankle, tied with belts. Over that he wears a white button up tunic, with a silver sleeveless vest and a tan cape. Over his head he wraps red and blue strips of cloth that trail behind him.
Backstory: Castor was born in a rural town near Tiburon in the Ballena Empire. His father was of Ballena and his mother of Kuanepi giving Castor a rich heritage and genetically diverse bloodline. He takes after his father in stature but has the darker coloring of his mother.
The household, growing up, was divided in several ways. The two biggest divisions were cultural and religious. These were often at the root of arguments over which direction Castor's life should lead. His father was a practical man, seeing the use of his hands more valuable than anything else. His ancestors came from across the western sea, where the use of magic was rare. His father inherited his forefather's fear of magic and had developed a disdain for it. So, Castor's father trained him in the crafts of blacksmithing and swordsmanship, as his father had for him.
His mother, on the other hand, saw the value of some magics. Her religion held magic in high regard and saw it as an important aspect of life for spiritual health. So she taught Castor in secret, focusing on Body Magic to at least compliment his father's training. Her teachings allowed Castor the understanding of a True Mage, training him also in Primal Magic.
Castor grew up in these conditions, learning his father's trade and combat style along with his mother's magic. When he was old enough, he joined his father in the family business. He worked hard for several years, soon having enough money to begin building his own house. When it was completed, he proposed to his girlfriend of a few years, now that they had a place of their own to live.
They set a date for their wedding and made preparations to be married in Tiburon. Castor could not later decide if it was arrogance or ignorance that lead them to have the wedding on the coast, because on that day, a group of Pirates landed and attacked the gathering.
Castor was forced to use his magic to defend his bride and their families and friends, not having his sword nearby. Castor could only protect those few he cared about most. When the pirates left, only he and his parents remained. Castor had kept his bride close, but the pirates overwhelmed him and took her for their own. He stayed in Tiburon for nearly a month, trying to find a way to get to Orl Island, where the Pirates based. During this time he also focused his efforts on developing an ability to search for his Fiance. One day he felt he had a sense of where the island was so he sailed out on his own. But the island was no where to be found.
He finally returned home to find that his father was gone. His mother explained that he had felt betrayed that they had kept Castor's magic training a secret all these years. Castor stayed with his mother for about a year but his father never returned. He decided that she would be alright and returned to Tiburon to continue his search for his fiance.
Skills and Abilities
Blacksmithing: Castor has trained since he was a child in the craft of Blacksmithing. He is able to craft fine metal works such as swords and armor.
Enhanced Hearing: [Adonis Lvl 2] - Castor has the ability to hear frequencies above and below the normal human range. He can hear most high or low frequency animal sounds as from bats or whales. He can also detect low frequency sounds caused by natural events such as earthquakes and lightening.
Aspect: True Mage [Focus: Body]
Aspect: Transcendent Body
Leveled Talent: ADONIS
Your attunement with body magics passively alters your body, awakening your inner potential turning you into a an embodiment of physical perfection.
Lvl 0. Your skin is clear and flawless, unscarred or marked by blemish or time. You can exercise complete control over your bodily functions (heartbeat and the like).
Lvl 1. Your immune system quickly deals with any illness, disease or pathogen.
Lvl 2. Your eyes are clear and piercing, your irises a brilliant shade of their color. A sense of your choice becomes enhanced [Hearing].
Lvl 3. Your body rapidly burns excess fat and builds your musculature to maintain a perfect equilibrium. You can control the type of physical sensation for touch causes.
Lvl 4. Your strength level naturally increases by a level. Your leaping ability doubles.
Spells
Body
LEVEL 1
Center - Passive. Strengthen your body's core muscles and shift your center of gravity, allowing you to keep your balance in most situations.
LEVEL 2
Feel - Boost your body's physical sensitivity, enhancing your sense of touch.
LEVEL 3
Harden - Thicken and toughen your skin into a leathery armor, rendering you resistant to slashes and burns.
LEVEL 4
Suppress - Through striking a part of a person's body in melee, you can partially paralyze that body part for a post. This can slow limbs, cause shortness of breath, etc.
Primal/Mage Talent
LEVEL 1
Minor Telekinesis - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained).
Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular with a 1ft radius, in the air inches from your palm. Acts as a suspended shield, tough as wood (modifier 1). It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon).
Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.
LEVEL 2
Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges.
LEVEL 3
Repel - Passive. You gain the ability to propel the force construct created by your Shield spell, launching the shield forward with average strength. You can have the shield expand when pushed, becoming up to 3' in radius but easier to break through. The shield dissipates after moving 6'.
Spatial Sense - Castor has developed a technique to help him find something dear to him along with other things. By touching an object* or creature he can glean a more precise understanding of not only its dimensions but also the gist of what the target is made out of. He can mentally store up to three such mental models at a time.
*If he touches a very large object he can only glean the dimensions / store a mental model of 10 cubic feet of it.
Castor can sense the general direction of anything he has stored the mental model of.
Castor may, though concentration, update his mental model to reflect the current state of the original creature/item. He can do this in real time, effectively watching a creature move about in a black void.
Should the target willingly accept Castor's power he also gains the ability to view that person's immediate surroundings (~5') when he updates their status. Non-magical objects are always considered willing.
Spatial Focus - Castor can choose one of the creatures/objects he's stored models of in his mind, if it is willing, to be his Anchor. This choice can only be changed whenever he stops storing that model in his mind.
By inscribing a complex*, 2' radius clock-like rune onto a solid surface, and picking a period of time ("4 hours"), and stepping onto it, Castor can teleport himself and his nonliving, carried possessions to his Anchor's side after a short delay (about a minute) The rune's clock-like glow counts down until the allotted time has past, at which point Castor teleports back to the rune (which fades away) whether he wants to or not. Everything that teleported with Castor, and only that, returns with him when his time is up. Only one such rune can be created at a time.
*Takes about 3-5 minutes to draw.
Weapons and Armor
The Blessing - A steel double-edged long sword with a curved tip and a two-handed hilt.
The Malediction - A steel gauntlet with sharp claws.
-The Malediction modifies any runes on it, slightly tweaking their effect to better fit its grasping nature.
Primal Rune Effect - Once every three turns, the gauntlet is able to catch an energy projectile and hold it briefly before sending it back.
Gold: 100g (300g spent on Spells)
Minors:
Blacksmithing (.5 Minor) (To be developed later)
Spatial Sense (2 Minors)
Spacial Focus (1.5 Minors)
The Malediction (1 Minor)
Race: Human
Gender: Male
Age: 27
Height: 5' 11"
Weight: 180 lbs
Strength: Strong (Transcendent Body Lvl. 4)
Physical Description: Castor is a Caucasian man with dark brown hair of medium length. He often wears his hair loose but occasionally pins it up in a bun, of sorts, or slicks it back for formal events. He has piercing, gray irises that begin at near-white on the outside, fading to black near the pupil. He is clean shaven, except when he's feeling lazy and doesn't shave for a few days. His athletic training gives him a fit physique; muscular without being bulky.
Apparel: Castor is most often seen in his working outfit. This consists of a pair of rugged leather sandles, copper orange knit pants with leather greaves reaching from just below the knee to nearly his ankle, tied with belts. Over that he wears a white button up tunic, with a silver sleeveless vest and a tan cape. Over his head he wraps red and blue strips of cloth that trail behind him.
Backstory: Castor was born in a rural town near Tiburon in the Ballena Empire. His father was of Ballena and his mother of Kuanepi giving Castor a rich heritage and genetically diverse bloodline. He takes after his father in stature but has the darker coloring of his mother.
The household, growing up, was divided in several ways. The two biggest divisions were cultural and religious. These were often at the root of arguments over which direction Castor's life should lead. His father was a practical man, seeing the use of his hands more valuable than anything else. His ancestors came from across the western sea, where the use of magic was rare. His father inherited his forefather's fear of magic and had developed a disdain for it. So, Castor's father trained him in the crafts of blacksmithing and swordsmanship, as his father had for him.
His mother, on the other hand, saw the value of some magics. Her religion held magic in high regard and saw it as an important aspect of life for spiritual health. So she taught Castor in secret, focusing on Body Magic to at least compliment his father's training. Her teachings allowed Castor the understanding of a True Mage, training him also in Primal Magic.
Castor grew up in these conditions, learning his father's trade and combat style along with his mother's magic. When he was old enough, he joined his father in the family business. He worked hard for several years, soon having enough money to begin building his own house. When it was completed, he proposed to his girlfriend of a few years, now that they had a place of their own to live.
They set a date for their wedding and made preparations to be married in Tiburon. Castor could not later decide if it was arrogance or ignorance that lead them to have the wedding on the coast, because on that day, a group of Pirates landed and attacked the gathering.
Castor was forced to use his magic to defend his bride and their families and friends, not having his sword nearby. Castor could only protect those few he cared about most. When the pirates left, only he and his parents remained. Castor had kept his bride close, but the pirates overwhelmed him and took her for their own. He stayed in Tiburon for nearly a month, trying to find a way to get to Orl Island, where the Pirates based. During this time he also focused his efforts on developing an ability to search for his Fiance. One day he felt he had a sense of where the island was so he sailed out on his own. But the island was no where to be found.
He finally returned home to find that his father was gone. His mother explained that he had felt betrayed that they had kept Castor's magic training a secret all these years. Castor stayed with his mother for about a year but his father never returned. He decided that she would be alright and returned to Tiburon to continue his search for his fiance.
Skills and Abilities
Blacksmithing: Castor has trained since he was a child in the craft of Blacksmithing. He is able to craft fine metal works such as swords and armor.
Enhanced Hearing: [Adonis Lvl 2] - Castor has the ability to hear frequencies above and below the normal human range. He can hear most high or low frequency animal sounds as from bats or whales. He can also detect low frequency sounds caused by natural events such as earthquakes and lightening.
Aspect: True Mage [Focus: Body]
Aspect: Transcendent Body
Leveled Talent: ADONIS
Your attunement with body magics passively alters your body, awakening your inner potential turning you into a an embodiment of physical perfection.
Lvl 0. Your skin is clear and flawless, unscarred or marked by blemish or time. You can exercise complete control over your bodily functions (heartbeat and the like).
Lvl 1. Your immune system quickly deals with any illness, disease or pathogen.
Lvl 2. Your eyes are clear and piercing, your irises a brilliant shade of their color. A sense of your choice becomes enhanced [Hearing].
Lvl 3. Your body rapidly burns excess fat and builds your musculature to maintain a perfect equilibrium. You can control the type of physical sensation for touch causes.
Lvl 4. Your strength level naturally increases by a level. Your leaping ability doubles.
Spells
Body
LEVEL 1
Center - Passive. Strengthen your body's core muscles and shift your center of gravity, allowing you to keep your balance in most situations.
LEVEL 2
Feel - Boost your body's physical sensitivity, enhancing your sense of touch.
LEVEL 3
Harden - Thicken and toughen your skin into a leathery armor, rendering you resistant to slashes and burns.
LEVEL 4
Suppress - Through striking a part of a person's body in melee, you can partially paralyze that body part for a post. This can slow limbs, cause shortness of breath, etc.
Primal/Mage Talent
LEVEL 1
Minor Telekinesis - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained).
Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular with a 1ft radius, in the air inches from your palm. Acts as a suspended shield, tough as wood (modifier 1). It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon).
Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.
LEVEL 2
Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges.
LEVEL 3
Repel - Passive. You gain the ability to propel the force construct created by your Shield spell, launching the shield forward with average strength. You can have the shield expand when pushed, becoming up to 3' in radius but easier to break through. The shield dissipates after moving 6'.
Spatial Sense - Castor has developed a technique to help him find something dear to him along with other things. By touching an object* or creature he can glean a more precise understanding of not only its dimensions but also the gist of what the target is made out of. He can mentally store up to three such mental models at a time.
*If he touches a very large object he can only glean the dimensions / store a mental model of 10 cubic feet of it.
Castor can sense the general direction of anything he has stored the mental model of.
Castor may, though concentration, update his mental model to reflect the current state of the original creature/item. He can do this in real time, effectively watching a creature move about in a black void.
Should the target willingly accept Castor's power he also gains the ability to view that person's immediate surroundings (~5') when he updates their status. Non-magical objects are always considered willing.
Spatial Focus - Castor can choose one of the creatures/objects he's stored models of in his mind, if it is willing, to be his Anchor. This choice can only be changed whenever he stops storing that model in his mind.
By inscribing a complex*, 2' radius clock-like rune onto a solid surface, and picking a period of time ("4 hours"), and stepping onto it, Castor can teleport himself and his nonliving, carried possessions to his Anchor's side after a short delay (about a minute) The rune's clock-like glow counts down until the allotted time has past, at which point Castor teleports back to the rune (which fades away) whether he wants to or not. Everything that teleported with Castor, and only that, returns with him when his time is up. Only one such rune can be created at a time.
*Takes about 3-5 minutes to draw.
Weapons and Armor
The Blessing - A steel double-edged long sword with a curved tip and a two-handed hilt.
The Malediction - A steel gauntlet with sharp claws.
-The Malediction modifies any runes on it, slightly tweaking their effect to better fit its grasping nature.
Primal Rune Effect - Once every three turns, the gauntlet is able to catch an energy projectile and hold it briefly before sending it back.
Gold: 100g (300g spent on Spells)
Minors:
Blacksmithing (.5 Minor) (To be developed later)
Spatial Sense (2 Minors)
Spacial Focus (1.5 Minors)
The Malediction (1 Minor)


