30 Suns
--- Jon ---
He and his ma both strife to their lefts, as they walked around in a circle roughly three meters apart with a knife raised each.
Their current training was a knife fight of sorts, only rather than trying to pin each other the idea was to-
His ma rushed him and took a step forward before blocking her knife with his own as he stepped around her and to the other side of the circle they were both pacing inside of.
-knock the other one out of the circle, without actually touching each other through a mix of faints, strikes, and redirects. All of which when combined with a subtle tension born from the fact that-
He took two steps forward and half swung his knife before hopping back, as his ma didn’t react to the feint in the slightest.
-their usual fighting style was fairly aggressive outside of hit and run tactics, making this exercise as much about subtle psych warfare as it did about actual knife fights.
(Just have to remain patient and keep at it…) He told himself, before raising his knife to block as his ma rushed forward once more, only to weave to his left and force him to twist and hop away from her out of reflex.
His ma raised one finger before waving it side to side and pointing at his foot, namely the one with its heel outside of the circle.
“Your point.” He sighed, before fixing his footing and facing his mother once more.
Scene Consequences
-Thanks to ma gained 1XP to Knives and Psych Warfare
--Currently: Knives Lv. 3 (5/8) and Psych Warfare Lv. 3 (4/8)
---
While his ma took first shower since she still had work, he decided to take a moment to look through the book he’d bought from the Witches’ Wares the day prior.
(Alright, Contractor’s Creature Compendium… Arcane really do enjoy alliteration.) He couldn’t help but chuckle as he opened the book. (Now let’s see… Should probably go over the introduction before anything else.)
The opening section of the book explained that the Arcane Association used a system very similar to the standard set by Sanctuary to rate the various summons they’d discovered across a number of relevant categories ranging from magic cost and ability to combat threat and general sociability with F representing the worst and S the best. From there they’d then give a general overview of whatever species could be summoned, from any notable history and/or relevance the species may have to the Arcane Association contracting perks and traits that would make them desirable to any would be summoners.
(All pretty standard stuff.) He figured before noticing the next section was a list of recommended summons for beginning Contractors. (I guess that’s as good a place to start as any.)
Pix would probably disagree with that thought, forcing him to read about fairies first, but given how she was currently asleep…
He turned the page to the first recommended summon and found himself staring at the image of an admittedly adorable form of a ball of fur with eyes and a mouth. An image made more adorable by the fact that there were about a dozen of the little furballs staring at the image taker excitedly.
(The Flufflepuff…) He read before turning his attention to a number of letters next to the picture. (“Magic Cost: S+, Sociability: S+, Combat Threat: F-, Magical Ability: E, Protective Ability: F.” So friendly and easy to summon, but worthless in a fight.)
The exact kind of thing you’d want a child to summon if they were first learning magic.
(“Flufflepuffs are one of the most commonly known magical creatures throughout the known realms. A fame owed to both the fact that they are one of the few magical species that can be found regardless of dimension, as well as the fact that no matter the odds Flufflepuffs will find their way to anywhere there is a high concentration of magic.”) He read before frowning. (Then why weren’t there any in Blackwell?)
He found his answer a little further on. (“Thanks to their… less than impressive combat ability and courageous personalities, it is commonly seen by the Arcane that a lack of Flufflepuffs in any given area of high magical concentration is a sign of looming danger and a need for defensive action before the matter can worsen.” That… makes sense.)
This book's true home is on another platform. Check it out there for the real experience.
This last summer in Blackwell was the most dangerous of his life, and he did not blame a relatively defenseless creature for fleeing. (Hopefully, any that lived there will be able to make their homes there once more.)
(“Thanks to their high sociability, often viewing everyone they like as a member of their herd -commonly known as a Pile o’ Fluff or fluff pile- Flufflepuffs have come to be seen as the ideal pet Contract for beginner Contractors and are even seen as the mascot of the Arcane Association in some areas.
A large part of this owing to the fact that one of the Association founders, Memen, used the summoning cost of the Flufflepuff as a basis for the measurement of a single Arcane MP due to the fact that they are widely recognized as one of the cheapest individual summons.”)
“Huh…” He’d been wondering what the Arcane considered an MP, given how much it’d popped up in some of his magic notes.
“Oh, the next bit is their Contracting traits.” He was curious to see what counted as a Contracting trait, since while mentioned he hadn’t actually read too many details on what they were.
(“Flufflepuffs despite their lack of combat ability possess two Contracting traits that still make them fairly popular amongst Contracting children.
First is their [Swarm] trait that allows multiple Flufflepuffs to be summoned regardless of a Contractor’s actual limits, with the first Flufflepuff summoned being deemed the true Contracted summons.
The second is [Mystic Indestructibility] which makes it so that as long as they have a magical supply Flufflepuffs are borderline indestructible, meaning they can handle even the roughest of child’s play without harm.”)
“Hmm… These guys might actually be kind of cool to get for the kids at camp.” He admitted, wondering why Miss Edna didn’t have a swarm of them dogpiling every depressed child to pass through camp. (I’ll have to ask her the next time I talk to her.)
Scene Consequences
-Thanks to Book Bonus gained 1XP to Contracting and Occult
--Currently: Contracting Lv. 4 (3/10) and Occult Lv. 6 (3/14)
---
Given how he had the day to himself, he decided to test out Pix’s garden by adding a few more plants to it and seeing if the residual magic accelerated it’s growth from the month it’d taken the previous batch to roughly a week like he was hoping.
“Alright, so another Medicinal herb and another poisonous plant.” He told Pix pulling the remnants of said plants from the enchanted preservation jars Miss Edna had given him. “Think you can use your magic to help give these a bit more life?”
Pix eyed the plants a bit before picking up a few bits and pieces while giving him a number of the buzzes and trills that made up the fairy language.
“So you can do it, but they probably aren’t going to be ready by the next time we harvest the garden, huh?” He translated for himself before shrugging. “Eh, that’s fine, the point isn’t really to harvest these two right now anyway.”
The little fairy gave him a curious look.
“I’m just figuring out how long it takes for a plant we add to the garden to take and stabilize.” He elaborated. “Once we figure that out we can focus on growing things other than the plants that we brought with us from Blackwell. I’m sure you’d love something new to play with.”
Pix thought about it for a moment before nodding decisively.
“Alright, well we’ll see what we can do once we know how a city garden handles, okay?” He told Pix as he pat the space between her antenna, earning a faint purring buzz from the little fairy.
Scene Consequences
-1 Mystical Medicinal Herbs of Blackwell and 1 Poisonous Plant of Blackwell added to Garden. (0 Open Slots Available.)
--Note: Due to proximity to Harvest these plants will not be harvested next Harvest.
-*Pix Power Level Up* Nature Manipulation Lv. 4.
---
Once they were done working on the garden and Pix had settled down to watch a nature documentary with Brutus, he started going through his various notes looking for another concept connected to his Moon affinity since he’d been neglecting it a bit in favor of Defender.
While doing so he stumbled upon a loose page sticking out from one of DeSade’s books, one that explained the basics of how to use a concept that he realized was related to his Moon affinity for an offensive defense of sorts.
The majority of the note seemed to revolve around DeSade trying to craft a spell that would reflect all damage upon a target with even greater harm than the initial attack, something that he quickly recognized as a devastating effect for any spell duel if it could be freely used.
Of course as he read over this page and realized both that the information on the page at no point reference him or his affinities as well as the fact that it went off on a long complex stream of Occult terms and formula. (Meaning this wasn’t a note to me, so much as a research paper DeSade forgot was in this book…)
Still even if it wasn’t meant for him it did give him an idea for a Concept he could look into now, as well as the research notes for a game changing spell should he improve his skills appropriately.
It took him a minute, but eventually he came across a section detailing the use of the Concept [Reflection], something that while reading DeSade’s notes he realized the moon’s light technically was. Meaning that even if he ended up having a bit of trouble connecting it to the moon itself, he could still connect it to the moon’s light which was a reflection of the sun’s light.
And while unfortunately at his current level all he could only make an object reflect Light, he felt that like with a lot of the Concepts he’d been learning, he could do some interesting things with this Concept once he finally figured out how to merge multiple concepts together. (And that’s not including if I manage to figure out a spell by the Devil of Blackwell.)
Scene Consequences
-New Concept: Reflection learned 2 tiers below Moon affinity.
--Moon>Moon Light> Reflection
-For learning a new Concept gained 1XP to Occult
--Currently: Lv. 6 (4/14)
-Discovered one of De Sade’s hidden Spell Work in De Sade’s Forbidden Knowledge.
--A new Spell has been unlocked under spell crafting, that can be made once the appropriate skill levels have been reached.
Okay, giving this one more try.
Spoiler: Character Sheet
Spoiler: Jon Whitaker
Physical Health: Very Good
Mental Health:Fair
Max Stamina: 3
Max Focus: 5
MP: 14/25 (+3/Turn)
Spoiler :
Spoiler: QUESTS
R&R: Try to unwind after everything.
Royal Pix: Pix is our partner, she’s helped us accomplish so much, it’s only right that we help her achieve her dream.
-Help Pix gather enough power and experience to be considered an adult fairy.
Spoiler: Completed
Muffin Man: Jon has made and delivered muffins to his neighbors as well as the cops at his mom’s station, and may continue to do so as a cover for any oddly obtained money or to make something extra.
Prove Your Magic: Jon has passed Samantha Delacroix’s test of his magic, getting her to agree to sell him her more mystical wares as well as giving him a discount on one of her more powerful products.
Hunt For The Stolen Child: Jon has rescued Kenneth and healed Ms. Valentine of her injuries, though in doing so he's alerted the Dealers to his existence and failed to capture the one responsible for hurting the Valentines.
Pix’s Power Problems: While they still aren’t quite to where they once were, Pix’s magic supply is in a much more manageable place for the little fairy. (And Ying as well.)
Spoiler: Upcoming Events
Pix takes her next potion Next turn. (4 Potions Left)
Spoiler: Skills
Spoiler: Skill Tutorial
Skill Ranks and Levels:
F(1-3)- Novice
E(4-6)- Beginner
D(7-9)- Intermediate
C(10-12)- Professional
B(13-15)- Expert
A(16-18)- Master
S(19-21)- Grand Master
Note:
-It takes the next level x2 to level up a skill.
-At each rank past Novice you'll earn a perk or bonus related to this skill.
-Skills are ranked by this worlds standards, not reality's.
-While you'll earn XP from certain actions, you can also train skills for more. (Note: the XP gained is based on equipment and the Rank of a mentor if present.)
Spoiler: Caretaker
Childcare: Lv. 7 (6/16)
Cooking: Lv. 9 (3/20)
First Aid: Lv. 9 (10/20)
Spoiler: Huntsman
Archery: Lv. 7 (9/16)
Awareness: Lv. 8 (10/18)
Combat: Lv. 6 (0/14)
Knives: Lv. 3 (5/8)
Mobility: Lv. 6 (5/14)
Psych Warfare: Lv. 3 (4/8)
Stealth: Lv. 6 (11/14)
Throwing: Lv. 3 (2/8)
Trap Making: Lv. 8 (13/18)
Firearms: Lv. 2 (0/6)
Spoiler: Practitioner
Contracting: Lv.4 (3/10)
Enchanting: Lv. 4 (6/10)
Occult: Lv. 6 (4/14)
Potion Making: Lv. 6 (9/14)
Script Craft: Lv. 3 (5/8)
Spoiler: General
Computers: Lv. 1 (1/4)
Spoiler: Perks
Spoiler: General
Mental Conditioning (II):
-Take a rank in Mental Conditioning increasing Focus and Mental abilities by a small amount each rank.
Spoiler: Abilities
Basic Self-Care:
-Can heal self for a small amount outside of combat so long as health is it at a minimum threshold based on First Aid skill level. (Costs 1 Focus & 1 Stamina)
Slight of Hand:
-Can more easily pocket, palm, and place objects within arm’s reach without being caught. (Costs 1 Focus)
Sprinter’s Run:
-Can preform a mobility action as if Mobility was a full rank higher. (Costs 1 Stamina.)
Warp Summon:
-Due to experience with the summon process learn how to teleport active summons to our side for 1MP instead of their full summons cost.
Spoiler: Ranged
Spatial Awareness:
-All ranged actions gain a small bonus.
Spoiler: Support
Medicinal Knowledge:
-Healing [Potions] are mildly more effective.
Spoiler: Tactical
Disable Traps:
-If a trap is discovered, it can be disabled without triggering it so long as the prerequisite skill levels are met.
Basic Environ Reading:
-Can passively detect, note, and possibly use all non-hidden environmental threats.
Phenomenon Codex:
-Can identify supernatural phenomenon, the amount of information known about said phenomenon (including how to use and break it) is based on current Occult level.
Disenchantment:
-Can now remove enchantments valued at a level less than or equal to current Enchanting level.
Hidden Traps:
-Having a better understanding of Traps and Stealth makes it easier to set them in a way that keeps people from noticing them.
Quick Traps:
-Can set traps as a quick action. (Costs 1 Focus and these traps are only at half of the skill level.)
Drugged Cooking:
-Can slip a single potion into any dish without eaters realizing it.
Spoiler: Social
Calming Presence:
-Can more easily calm down children who are overly stressed.
Empathy:
-It's easier to determine the current emotions of whoever you're dealing with, and how to deal with them.
Spoiler: Crafting
Arrow Crafting:
-Being used to working with their hands as well as arrows, this character can create and customize arrows with a few basic supplies. (Options Based on Various Crafting Skills.)
Flavorful Cooking:
-Slightly increases Reputation gains with people who eat this character’s cooking, while also increasing their likelihood of finishing a meal.
Basic Packaging:
-Increases the number of Potions produced at a time by x1.5.
Spoiler: Magic
Spoiler: Affinities
Primary
-Hunter
--Stalk, Track
Secondary
-Defender
--Guard, Fortify
-Moon
--Moonlight
---Reflection
Learned
-Heat
--Warm, Cool
Spoiler: Enchanting
Spoiler: Enchanting Tutorial
-For enchanting every rank of said Enchantment (F=1 E= 2 D=3 etc.) takes up a slot of potential which is equal to ((Enchanting Level+ Occult Level) * (Object Size Modifier))
Spoiler: Rough Size Modifier Breakdown
-Tiny/Coin Size = .25
-Small/Single Hand Object = .5
-Average/Takes two hands to hold or maneuver = 1
-Large/Size of a person = 1.5
Note(s):
-These are rough system estimates, actual values may vary a bit depending on the object in question and it's conceptual weight. Hence why some materials may have larger capacities than their size would say. (Jewels, Flesh, Bones, Etc.)
-Each enchantment applies an ability relating the chosen concept to the chosen object. ([Hunter] has a different effect for weapon, armor, shoes and etc.)
Now here's where it gets complicated. (Which is why -as long as it's viable- I'll munchkin all of this math stuff on my end.)
-An enchantments rank is equal to our enchanting rank with a modifier based on our affinities.
-If it is a part of our primary affinity we can push it 2 Ranks higher than our skill level, with -1 for each tier of distance until null. (Base (+2) -(+2) --(+1) ---(+0))
--In Ex. Our Enchant Rank is E so if we use [Hunter] we can push it to Rank C for a cost of 2 more MP.
-Secondary affinities can be pushed 1 Rank higher for 1 extra MP, with -1 for each tier of distance until null. (Base (+1) -(+1) --(+0))
-General affinities receive no bonus, but if they are an antonym of our base affinities their max rank is reduced while their cost is increased. (Antonyms of Hunter gets -2 Ranks and the Antonyms of Defender and Moon gets -1 Rank, while retaining their base cost.)
--In Ex. Our Enchant Rank is E so if we use [Offense] an antonym of Defend it's max Rank is F at a cost of 2. And we wouldn't even be able to use an Antonym of Hunter at this level.
---
Note: Pix Assist allows us to make use of her affinities but we do not get bonuses or penalties when using them, unless she gains an ability saying otherwise.
General Enchantments
-Recall (2)
-Self-Cleaning (2)
Spoiler: Inventory
Spoiler: Equipment
Defense+2
Targeted Stealth+3
Arrow Accuracy+2
---
Combat Knife
-Enchantments: 2/4
--Recall
Quartermaster's Axe
-Enchantments: 2/9
--Recall
Jill's Bow
-Enchantments: 4/9
--Recall
--Tracking Shot (E-Rank): Arrows fired from this bow are less likely to miss.
Hunter's Jacket
-Enchantments: 9/9
--Self-Cleaning
--Stalker (D-Rank): When following a specific target, that unit is less likely to notice this one.
--Protection (E-Rank): Reduces damage to wearer by a small amount.
--Fortified Defense(E-Rank): Increases damage reduction of successful blocks by a small amount.
Helmet
-Passives
--Defense +2
--Full Mask: Greatly increase anonymity but decreases Social.
-Enchantments: 3/9
--Protection: (D-Rank): Reduces damage by a fair amount.
Miss Edna's Scarf
-Enchantments ??/??
--Temperature Regulation
--??? Enchantment(s)
LED Clip-On
-Enchantments (4/4)
--Tracker's Light (C-Rank): With a target’s image in mind, light from this object will passively draw attention to anything related to that target. (+4 to finding a target's tracks within light. (Scales with light visibility))
Throwing Knives (x3)
-Passive: +2 when used for Throwing, but -2 when used as Combat Knives.
-Enchantment (0/4)
Archery Ammo
-Basic Arrows
-Trip Arrows
-Tranquilizer Arrows
Spoiler: Books
Miss Edna's Books
-Grants a small bonus to the training of (non-dangerous) magic skills up to Lv. 5
De Sade's Dark Knowledge
-Allows the learning of any 'Offensive' concept of magic related to [Hunter] [Defender] and [Moon].
-Grants a bonus to training Occult, Demonology, Necromancy, and Contracting until Lv. 10.
-These books are probably illegal to own.
Arcane Affinities for an Arcane Apprentice
-Can be used to learn the General Concepts: Magic, Fire, Ice, Wind, Stone, Electricity, Light, and Shadows. (Note: These may take longer to learn than Concepts Jon has a true affinity for.)
-At Occult Lv. 10 can be used to learn ??? Perk if not already known.
Contractor’s Creature Compendium
-Reading this book counts as both Occult and Contracting training until both are Lv. 5. (Note: Other Book Bonuses do not stack with this.)
-If Occult or Contracting is Lv. 5 or higher, grants [Creature Codex] perk if read at least 5 times. (Currently read 1/5 times.)
Spoiler: Supplies
Consumables
-Healing Salve (x5) Reduces scarring, removes skin deep poisons and burns, and heals for a small amount.
-Tranquilized Serum (x5) Knocks target out shortly after ingestion, or exposure to bloodstream.
-(E-Rank) Basic MP Regen Potion (x8) Increases Natural MP Regen by 2 for 3 Days.
Potion Ingredients
-Anima-Enhanced Plants (x9)
-Mystical Medicinal Herbs of Blackwell (x5)
-Poisonous Plants of Blackwell (x4)[/SLIDE]
[SLIDE=Scripts]Tracker's Eye Script x3
-(3 Minute Dur, +3 Search Perception)
(Makeshift) MP Charge Script x3
Spoiler: Crafting Recipes
Spell Scripts
-Shield Script (5 Magic): When script is used for the next (Script Rank + Occult Rank) minutes, the next hit taken by the target is nullified. (Note: This spell can be overwhelmed if damage is greater than (Script Rank * 3 + Occult Level) or if multiple hits are taken at once.)
-Tracker's Eye (5 Magic): When script is used for the next (Script Rank + Occult Rank) minutes, the user's perception is increased by a small amount for all search and tracking actions. (Bonus is based on (Script Rank + Occult Rank))
-(Makeshift) MP Charge (5 Magic, Magic and Healing affinities): Allows a character to instantly regenerate MP equal to their current MP Regen. (Can only be use once per turn per character)
Enchantments
-??? Ring Enchantment (Requires: Light-related affinity and Ring)
Potions
-Healing Salve (1 Medicinal Herb, Access to Water): Reduces scarring, removes skin deep poisons and burns, and heals for a small amount.
-Poison Coating (1 Poisonous Plant): Creates a poison that can be added to any weapon, increasing it's lethality for several hours.
-Tranquilizer Serum (1 Anima-Enhanced Plant, and 1 Poisonous Plant): Knocks target out shortly after ingestion, or exposure to bloodstream.
-Basic MP Regen Potion (2 Anima-Enhanced Plants, 1 Mystical Medicinal Herb, (5-Skill Rank), and 1 Magic Assist): Increase MP Regen by (1*Potion Rank) for 3 Days.
Spoiler: Key
Basic Arcane Ring
-Can measure a touchable target's magic capacity and affinities.
-Can record and verify own development in magical skills.
Witch’s Compass (Rank: B+)
-Compass will only work for Jon and those he willingly hands it to.
-Compass will point in the direction of Jon’s current goal.
--(Note: Requires Will Check and 1 Focus to use, with the check getting harder the closer it is and the less information we have. Roughly a 2km limit.)
-Compass provides a small map of the area within 50m.
-Map will mark those who currently mean Jon harm within its radius.
Spoiler: Misc.
Silver Rings (x3)- Rings with a higher enchanting capacity than normal. (Ring Enchanting Capacity x2)
Spoiler: Traits
(Heavy) Psionic Scarring
-This character is highly resistant to any telepathic or precognitive abilities.
Guardian of Childhood
-This character will do whatever it takes to protect a child. Even defy god and the devil both if that's what it takes.
Wild Child:
-This person has developed such a connection with nature that other animals have begun to recognize him as a Beast of the wild.
Spoiler: Relationships
(Note: This is what Jon knows/thinks other people think about him.)
---
Minerva Whitaker: Military woman turned police woman, and most importantly Jon's ma.
-Thinks he's a little weird at times, but means well all in all.
-Loves him even if she doesn't understand him.
Pix: A young fairy that Jon nursed back to health, and has since become Jon's partner and best friend.
-Knows Jon will protect her.
-Is worried about him after everything they've been through.
-Is bonded to Jon through a Magical Contract.
Ying: A fellow Camper at Camp Bet, as well as Jon's co-CIT, and the only one of the campers to discover Jon's more supernatural activities.
-Thinks he's a good person.
-Has forgiven him for failing her. (Not that she should...)
-Is worried about his nightmares.
School
Spoiler :
Aliyah Jefferson: A shy girl who is Jon's neighbor and school friend.
Police
Officer Garcia: A young officer who lives in and frequently patrols the same area Jon and his ma live in.
-Is work friends with Jon's ma, and looks to her for career advice.
-Thinks Jon is a sweetheart and a good son.
Apartment Neighbors
Spoiler :
Mr. Petrovitch: One of Jon's older neighbors, him and his wife are raising their grandchildren.
-Thinks he's a nice young man.
Ms. Sarah Valentine: One of Jon's neighbors, a single mother with an abusive ex, who sometimes goes to his ma for advice.
-Thinks he's a good kid.
-His ma helped her get a restraining order on her ex.
-Is okay with Jon occasionally watching her son.
Mr. Jefferson: One of Jon's neighbors, a married man with two kids and a bit of a pessimist.
-Thinks he's a bit na?ve.
Blackwell
Spoiler :
Camp Bet
Miss Edna: The head counselor of Camp Bet, practicing witch, and the one who introduced Jon to the brighter side of magic.
-Thinks he's a good kid.
-Thinks he has more potential than he knows.
-Knows what he did to save Camp Bet.
Jill: Jon's old Counselor and the Camp Bet nurse, has since retired from camp to become an actual nurse.
-Appreciates him helping her with everything.
-Trusts him to take care of Camp Bet now that she's gone.
Quartermaster Rogers: The quartermaster of Camp Bet, a possible Slasher, and the one who dragged Jon into a fight with the Corrupted of Blackwell.
-Actually knows what he did to save Camp Bet.
-Thinks he's a monster in the making.
-Says he's proud of him.
Camp Bet Kids
-Believe he is the best counselor ever. (I have pictures and letters proving it!)
De Sade Family
Alexander De Sade: The most powerful man in Blackwell, as well as the one who taught Jon about the darker side of magic.
-Thinks he has potential, if he doesn't squander it.
-Says he's (supposedly) tainted by Miss Edna's naivety, but that he's not beyond saving.
-Is impressed by what he did to the Beast of Blackwell.
Rosalind De Sade: Alexander De Sade's daughter. (Who is too kind for that monster.)
-Thinks he's a hero.
Spoiler: Pix
Physical Health: Very Good
Mental Health: Very Good
MP: 20/20 (+2 (+2)/Turn)
Spoiler :
Spoiler: Skills
Magical Assistant: Lv. 5
Spoiler: Powers
Mending: Lv. 7
Deception: Lv. 5
Nature Manipulation: Lv. 4
Zapping: Lv. 3
Spoiler: Magic
Affinities:
-Nature (Primary)
--Mending
-Light
-Mischief
Spoiler: Equipment
Doll Clothes
-Special: Slightly increases wearer's charm to anyone who realizes what these are.
-Enchantments: 4/4
--Self-Cleaning
--Protection (E-Rank): Reduces damage to wearer by a small amount.
Spoiler: Traits
Mischievous
-This character enjoys causing trouble for others, outsmarting their enemies, and embarrassing their allies.
Gluttonous
-This character builds reputation faster when presented with food, and has trouble making choices against food.
Spoiler: Wolf
Physical Health: Very Good
Mental Health: Very Good
MP: ??/?? (+?/Turn)
Summon Cost: 2 MP
Maintenance Cost: 1MP/Scene
Spoiler :
Spoiler: Skills
Survival: Lv. 7
Tracking: Lv. 6
Wolf Combat: Lv. 5
Spoiler: Powers
Acceleration: Lv. 10
-Increases Speed and/or Agility by up to Power Level. (MP Cost based on Rank of used Acceleration. Cost doubled when boosting both Speed and Agility)
Spoiler: Abilities
Wolf Pack
-Wolf can create duplicates of herself at a cost of 1 MP per scene to create and maintain them. These wolves share her stats and skills, but have reduced health, Mental, and Social stats.
-Current Limit: 2
Spoiler: Magic
(Jon's Occult is not high enough to accurately determine Wolf's Affinities, only ballpark them.)
-Beast (?)
-Moon (?)
-Nature (?)
Spoiler: Equipment
Survivor's Knife: An odd knife Wolf carries around.
-Special: Knife cannot be damaged by mundane or mystical means.
-Enchantments: 0/4
Spoiler: Traits
Pack Mentality
-This person sees people in their life as their pack and will do whatever it takes to protect or aid them.
Wolf Physiology
-Being a Mystical Wolf this unit has enhanced Speed and Agility, as well as a heightened sensory system.
Spoiler: Ying
Deviancy: Mad-Corrupted Incarnate (Storm Dragon)
Physical Health: Very Good
Mental Health: Good
MP: 32/45 (+5/Turn)
Spoiler :
Spoiler: Skills
Archery: Lv. 5
Draconian Combat: Lv. 3
Southern Dragon Style: Lv. 8
Spoiler: Powers
Draconic Transformation: Lv. 2
-Spend MP to gain Draconic traits increasing an applicable stat.
--Available Transformations: Claws (Strength)
--Max Simultaneous Transformations: 1
Lightning Manipulation: Lv. 3
-Spend MP to manipulate Lightning. (Max size based on Power Level, with cost increasing with necessary rank of manipulation.)
Magic Healing Factor: Lv. 2
-Can convert up to (Skill level) of MP into Physical HP each turn.
Storm Resistance: Lv. 10
-Reduces Lightning and Wind damage by half of Power Level.
Spoiler: Abilities
-Lesser Dragon's Roar (5 MP)
-Unleash an inhuman roar intimidating your enemies, and stunning those of lesser Willpower.
-Range: Short
Spoiler: Magic
Affinities
-Storm, Dragon
--Lightning
Spoiler: Equipment
None
Spoiler: Traits
(Storm) Incarnate
-An Arcane sub-type capable of only using a single affinity but gaining greater control over said affinity.
--Greater learning speed for skills, abilities, and sub-affinities related to Primary affinity.
--(Affinity) Resistance starts at Lv. 10.
--Cannot use Affinities beyond a first tier connection to Primary affinity.
Mad-Corrupted Incarnate: (Dragon)
-An Arcane-Incarnate who has been corrupted by Madness unleashing a new level of potential at the cost of deteriorating their sanity.
--Gains a second Affinity despite Incarnate Affinity penalty.
--All Mental Debuff checks are harder.
--Regain less Mental Health each turn.
Dragon's Instincts
-All animals have instincts, as a Dragon (Incarnate) this character shares some of their's with the various Draconian species.