() Character Name(s): Raho "Groggy" Vahaka
() Nicks: Illusion jester, Groggy
() Race/Species: Lunes (Antro wolf)
() Gender: Male
() Phenotypical Age: Mid-Twenties
() Actual Character Age: 25
() Home Territory: Xeva
() Height: 4 ft 5 in
() Weight: 87 lbs 0 oz
() Physical Build: Normal.
() Physical Description: Raho is a normal, if short, anthro wolf. He has gray fur and he has a digitigrade stance. His eye color is naturally green, yet he loves to change them using very simple magic. His clothing is simple and casual. The most notable feature is his cloak, which looks like someone took a bunch of different and random squares of material and sowed them all together. He has a sword on his right hip, and six throwing daggers on a belt.
() Personal Information, History, Background: Raho was born third into a large family of Lunes. Having three brothers and two sisters he didn't try much to be the most notable of them. In fact, much of his time was spent being lazy or sleeping, thus earning him the nickname of ?Groggy.? Like most Lunes, Raho uses their odd talking style of talking in third-person. He lived in a small town and generally life was good.
Around the age of 8 strange things started happening around Raho. People would say they herd noises of unknown origin, or see things that would disappear a moment later. Most of it was passed off as the people just seeing things, or something else. Finally Raho turned invisible for a few moments in front of his family. This caused him to be brought to some mages to see if anything was wrong with him. They didn't find a thing wrong with him though. In fact, they said that he possessed magical abilities!
At first this made no sense. Neither of his parent could use magic, or even had any knowledge in it. Finally his mother gave in. It turns out that she has been cheating on his father with a mage. And Raho ended up being the kid. Since Raho was only 8, they decided to keep this info away from him. On the other hand, Raho was enjoying his new magic powers. Although he couldn't control it very well and had little understanding on how to use it, he was always happy to show it off. In fact, he acted less lazy and started to get more active.
Around the age of 12, a local Gleemaker visited Raho's town. His performance at the inn astounded Raho. Something about the whole act just triggered something in him. Besides that, the Gleemaker was also a mage. After staying for a couple of hours to watch his acts, Raho decided that he should travel with him. But when he brought it up with him, he turned him down. Still determined to follow along, Raho followed the Gleemaker as best as he could.
He followed him without noticing for a while before eventually being caught. When the Gleemaker tried to get him to go back to town and to his family, Raho made up the lie that his family abandoned him. Although the Gleemaker knew this was a lie from the start, he could tell that Raho really wanted to go. After some consideration, He agreed to take Raho with him. Little did he know, Raho would never see his hometown in one piece again.
For the next ten years, Raho was taught many things about magic, sword fighting, harp playing, knife throwing, and other skills to put on shows. Finally, Raho journeyed out on his own. Around then a war was starting. The humans, whose biggest kingdom has fallen upon hard times recently, blamed the Lunes for their economic problems. Finally, they launched an attack on some nearby towns to get supplies and kill the Lunes. One of these towns happened to be Raho's home town and he quickly tried to go back.
Upon arrival, nothing was left. All the houses were burnt and not a soul was left in town. All attempts to find his family turned up nothing, and, for all he knew, they were dead. After this, Raho developed a hate for humans. Although he was smart enough to not attack them he would do his best to avoid them. For three more years Raho kept up his Gleemaker job until, finally, Kaerwyn came.
() How He Arrived on Kaerwyn: Raho was entering the next inn he was to perform at, when he walked right into the rift.
() Magical/Psychokinetic/pathic Abilities:
Groggy has a max MP pool of 100 MP. He can only cast Magic until his MP is empty, at which point he will be unable to cast any more.
* Illusion Magic
Description of Ability: Illusion magic is, simple enough, all illusions. No matter how many fireballs Groggy makes, or how many giant monsters he summons, he can never hurt anyone with it. They are like holograms, they just pass through things. When Groggy casts a spell, his hands shine blue for a quick moment. He needs to keep a partial concentration on the illusion at all times to sustain it. If it completely fades from his mind it disappears. If he is knocked out our killed when an illusion is out, it also disappears. He can only have four object illusions out at once, or two people/monsters. Anymore will cause the first one summoned to disappear.
Limitations: The illusions do not have mass on sensors, give off heat, or show up in wavelengths beyond what Groggy can see. Groggy can only cast this in areas in his line of sight.
Repercussions: Illusions (Both sounds and visuals) cost 5 MP. Whenever Groggy casts a spell, I'll roll a dice for 50. If it lands in the 20-50 range, the illusion spell is cast with no penalties. If it lands in the 1-19 range, the MP cost for the spell is doubled.
* Invisibility
Description of Ability: Turns Groggy invisible. It lasts for 30min. Like the illusion magic, his hands shine blue when he casts the spell.
Limitations: Groggy still gives a heat signature while invisible.
Repercussions: Invisibility costs 5MP.
Once again, I roll a dice for 50. If it lands in the 50-25 range, the spell is cast with no penalties. If it lands in the 24-1 range, the MP cost for the spell is doubled.
* Mind read
Description of Ability: Groggy can read others peoples minds. Like all other spells, Groggy's hands will glow blue when he is casting this.
Limitations: The spell requires Groggy to be making contact with the person who's mind is being read at all times. If the person pulls away suddenly then the reading is snapped and Groggy will be dizzy for a few moments.
Repercussions: Mind read costs 7MP to use and an additional 2 MP for every 5 minutes he is reading someone's mind. Once again, I roll a 50 sided dice. 50-30 is a successful cast, 29-1 is double MP.
() Fatigue Table: This table shows how tired Groggy is at certain levels of MP.
100-71 MP: Groggy is fine, no bodily effects are present
70-41 MP: Minor effects including headaches, minor blurred vision, some tiredness and dizziness.
40-1 MP: Worse effects. Headaches are worse, vision becomes worse, ready to pass out. Lower levels can include nosebleeds.
0 MP: Groggy passes out, and needs to sleep for a good 12 hr. before he will be better.
() Number and Description of Weaponry and Training:
* Sword
Physical Description: A guardless sword 3 feet long in length which he carries on his hip. Has an intricately carved handle made of polished and stained wood, with a matching sheath. Looks like this:
http://www.powning.com/jake/images/rnn36.jpg
Magical/Other: None
Training: Groggy has been trained to use the sword. It doubles as a means of protection, and for convincing sword fighting acts. Not many would guess he is good at it, if only due to the strange fighting stances that he usually takes to be more entertaining
* Throwing knives
Physical Description: Five throwing knives that Groggy keeps with him, well-balanced and 3" in length.
Magical/Other: None
Training: Once again, he has training to put on convincing shows and as a means of protection.
() Special Skills:
* Juggling
He can juggle! For all the good that will do...
* Harp
Is good with a harp.
() Inventory:
* Sword (1)
A hiltless sword 3 feet long in length which he carries on his hip. Has an intricately carved handle made of polished and stained wood, with a matching sheath.
* Throwing knives (5)
Six throwing knives that Groggy keeps with him. Made completely out of metal and well-balanced. Blades are 3" in length.
* Harp (1)
A small Harp that can be carried in one hand. Specially made for a Lunes. Looks like the one in this picture.
() Character's Former Career: Gleebringer (Fancy word for traveling Jester)
() Character's Kaerwyn Occupation: none
() Favorite Saying/Quote: none
() Nutritional Requirements: Can eat anything, and likes to try new things
() G.O.D. Test Score: 33
() G.O.D. Test Report:
1. 2: Mundane
WereCreature, Vampire, Mundane
AnthroAnimal, Kaetif.
2. 0: Mortal with mundane protection.
3. 1: Single Non-Human form.
4. 0: Not a Shapeshifter
5. 0: Not an innate Shapeshifter. May require the use of magic, trinket or ritual to Shapeshift.
6. 3: Damn good using a certain type of weaponry. Have marginal training and/or experience.
7. 1: Stronger but "nothing special" mundane weapon or Weak Magics. Can dish out decent amount of damage.
8. 2: Agile enough to dodge a lot of attacks and/or Better Blocking Abilities, Tougher, and/or magically/technologically enhanced protection/armor.
9. 0: Normal human/animal healing rate.
10. 2: Minor magics or abilities, basic healing, basic harming, basic defense, not very powerful, or character does not have much control over, or extremely restricted.
11. 2: Weak for minor magics, harsh for major. May require one or two items or ingredients, or just a few minutes to cast.
12. 3: Average Intelligence for an Adult.
13. 1: Minor little Trinkets that serve little purpose.
14. 3: I'm pretty damn stubborn.
15. 8:
-- (3pts.) Invisibility
-- (1pts.) Better than Human Night Vision
-- (2pts.) Ability to Read thoughts
-- (2pts.) Exceptional Senses
16. 5:
-- (1pts.) Natural Physical Weapons.
-- (2pts.) - (5) Throwing Daggers/Stars.
-- (2pts.) - (1) Large Manual-Force Weapons.
17. 0: None
() Form of Roleplay: CGWRP
() Info about the mun:
* () Mun Nick: Sholto (Yes, him again. We know.)
() Character Relations: None
() Fyrewolf's Quick Description: None