~this sample character card illustrates how you could fill out the various fields describing your character's characteristics. If you have questions, please IM anyone in the sim's staff and ask about it~
►this sample character would be considered a 'hero' level character. He is powerful enough to do his job. Your character can have considerably less stats, or more, but remember to keep it balanced, overpowered characters require revisions and delay the approval process◄
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SL Name:
Ashtyn Ninetails
►please use your full SL name. Not your display name◄
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Do you have other characters? Please list their names:
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Character Name:
Joey
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Character Age:
21
►if you want to participate in Mature/Adult situations, your character age must be at least what's considered mature for his species. If you don't want to put a number, say simply "mature for his race"◄
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Species:
anthro otter
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Natural Abilities:
-Natural Swimmer: Otters are born swimmers. Joey can swim and float in water for extended periods of time without any ill effects.
-Physical Attributes: Though he is in good shape, his strength, dexterity and endurance are the same as an average human.
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Fighting Abilities:
-Staff fighting: Joey has learned to defend himself with the staff, and has basic fighting skills with staff or spear weapons.
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Equipment:
-Wizards robe
-Wool cloak
-Ash wood staff topped with a quartz crystal
-Spellbook- contains known spells below
-Spell components and carry bag- items of little worth needed for spells. These include pieces of charcoal, small iron rods and bits of sulphur
-30 silver coins
-10 silver coins worth of semiprecious stones
►keep in mind that expendable equipment such as money may be lost. Listing such items here is relevant only to give an idea of your character's average wealth◄
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Magical Items (optional):
Light crystal: The crystal on Joey's staff is not just for decoration- by using a little of his Mana, he can make it glow, providing light equal to a torch. It does not cost much to use, but it will drain his magic if used for too long.
►magical items should have some form of cost to use their ability. It can be anything from a number of times during a period of time that it can be used, or a % from a power pool. The more intense the magic, the more it should cost. In this case, the item is a 'flashlight', and the cost can be relatively low - it just makes you tired if you use it for too long◄
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Magical Abilities (optional):
Joey is a journeyman wizard, traveling about to learn more about his own magic and the world around him. Joey's spells use mana in its raw form- rather than fire and ice, he uses magic itself. His mana pool regenerates at a rate of 1% every minute. He cannot cast magic spells without his staff or a spell componant.
Dazzle: Joey can thust his staff at an enemy, sending a blinding bolt of light at them. The bolt explodes in a brilliant flash of multicolored light, blinding them for three rounds. Joey must be holding his staff and use 35% of his mana to cast this spell. If the subject can cover their eyes with a shield or obstacle (their hand will not work) they can avoid the flash.
Snare: Joey can use his magic to bind one foot of a man-sized target to the ground, making them unable to move from that spot. Snare costs 10% mana per round for a man sized creature, and 25% per round for a horse sized creature. Larger creatures or exceptionally strong creatures cannot be snared. He must have his staff or a small piece of chain in his hand to cast this spell.
MagicThrust: Joey's attack spell. Thrusting his staff or a small iron rod at an opponant, he releases a blast of force at them, dealing moderate bludgeoning damage and forcing them backwards several feet. This spell costs 30% of Joey's mana and he must have his staff or a small iron rod (at least 6 inches) in his paw to cast it.
►all magical abilities MUST have some form of cost to use. It can be anything from a number of times during a period of time that it can be used, or a % from a power pool. The more intense the magic, the more it should cost. Don't forget to list also how fast you recover the energy that was spent◄
-Mage Hand: 2lbs. telekinesis within 5 feet. Costs 10% mana to cast. Requires hand gestures.
-Heat/Cool small object. Costs 10% mana to cast. Requires hand gestures. Can't heat/cool beyond what's harmful to hold in one's hand.
-Presto: Can create minor objects/illusions- a handful of butterflys out of thin air, or shadows that move and dance on their own. His favorite is creating paper flowers. Objects last 10-20 minutes before they crumble or wilt, and have no value. Costs 10% mana to cast. Requires hand gestures. Items are inconsistent and can't be used to cause physical harm.
-Dancing Lights: Creates flashes of light, smoke and small, firework-style explosions. Can be used with an existing fire for more dramatic displays. Costs 10% mana to cast. Requires hand gestures.
►while all spells having a cost of some sort is OBLIGATORY, there are situations where the cost is irrelevant and you shouldn't worry too much about keeping track of it. For example, if the mage is sitting casually at the inn and entertaining others with a tale and creating small figures out of the fireplace's flames to illustrate his story, how much mana he spends isn't really important. But on a situation where something important is at stake, such as combat, or during a quest, you should keep track of the cost of your spells in order to keep things fair to the other players as well◄
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Skills:
-Scribe: Joey has learned how to read and write, and has a professional level of skill at writing. He can read magic scrolls and record new spells in his book. He knows Common, Draconic, Malderic, Elvish, Latin, Greek, Egyptian, spoken and written.
-Fishing: Though not his profession, any otter worth their fur can fish enough to feed themselves, whether with line, spear or just jumping in after their prey. Joey is an excellent fisherman.
-Arcana: Joey has the skills needed to practice magic- he can make a new wizards staff if needed, and can craft some of the basic spell componants he needs. He is knowledgable about common magic phenomena.
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Disadvantages:
-Naive: Joey grew up among scholars and kindly wizards, and learned his magical arts with cheer and optimism. There is not a dishonest fiber in his body, and he takes what people say as true, without a thought that they mighty try to hurt or decieve him.
-Idealistic: The otter believes that good will always triumph, that good is white and evil is black, and that the good should not tolerate the evil. He will always speak out against percieved injustice and will not tolerate those who seem evil to him.
-Electricity Vulnerability: Joey is a creature of the water and very weak against electrical attacks- even weak electric attacks or effects will cause him additional pain and paralysis.
►disadvantages give your character depth. They can be anything from little quirks (like having the urge to right your name with a knife on every table you sit at), to outright deficiencies (like being blind, or missing a limb or default function). The disadvantages can be physical or psychological. Being mortal or 'normal' are not disadvantages unless you are of a race where those wouldn't be normal conditions!◄
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Background Story:
Joey is a jouneyman wizard from the city of Candledeep, a place known for its vast magic libraries and a tower that serves as a wizard's school. Every wizard who completes their apprenticeship is allowed to leave and travel the world as a Journeyman. Joey is a wizard fresh out of his apprenticeship and eager to make his mark on the world as a wizard. The otter books passage on a ship and heads for what he knows will be the adventure of his life.
►your background story can be as simple or as complex as you want. It can have elements from the current RP plots going on in Lismore, or it can be simply your character with its previous background made up by yourself, arriving at Lismore. Mostly we like to have an idea where your character comes from and what are his motivations and goals◄
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