Christoph
05-09-08, 09:39 PM
Name: Christopher Knighton
Level: 6
Age: 21
Race: Human
Hair Color: Brown
Eye Color: Brown
Height: 5'11"
Weight: 175 Pounds
Occupation: Chef for one of the classier taverns in his town.
Appearance: Chris has a certain noble look about him when he asserts himself that seems almost out of place in his current line of work. Most of the time, however, he just looks like a scruffy, frustrated chef, with an unnerving habit of talking to himself, to casual observers. His travels have resulted in his face and body slimming up a little. Most remains of his baby face have vanished, bringing the noble side of his appearance out.
His mop of thick brown hair is wavy almost to the point of being curly and his strong chin and soft brown eyes curiously accent clean facial features. At least, it does when he's clean-shaven and well rested, neither of which happens often. On the whole his face looks rather German/middle European. His frame is solid and his shoulders are broad.
History: Chris’s grandfather was said to be a brave knight, as well as a rich and powerful noble. These were the only mentioned redeeming features that Chris’s mother ever spoke of. And she only spoke of them right before telling the tale of how said knight had an extended affair with Chris’s grandmother before running off with another woman and leaving his newborn child its mother to fend for themselves.
Chris’s mother followed in her mother’s footsteps in many ways. She, too, fell in love with a wealthy man who ran off and left her with a young child, Chris. Curiously, no more than two weeks after that, word of a strange string of violent murders arrived from a nearby town. The person behind it was never caught
Fortunately, Chris’s mother was a little smarter and had saved enough money to open the Golden Grass Tavern-Inn, where Chris now works.
Chris went out into the world for the sake of business. He traveled to Scara Brae first, where he met a few random people, got into a rather satirical brawl and nearly got pummeled by some angry sailors. Luckily, he'd managed to meet with some warehouse owners there and worked out a number of contracts for his mother's tavern. After almost a month, he left Scara Brae for Corone, where he is currently dealing with all sorts of zombie related irritations. And guess what? He’s still there. While he hasn’t had many problems with zombies since then, he did spend a few weeks held in a prison in Radisanth, where he was forced to fight in the Citadel against his will a number of times before he was finally freed. Since then, he’s just been trying to finish his business in Corone and go back home without getting into any more trouble. This was, of course, only partially successful. He finally managed to return home, but not before getting into plenty of more trouble.
Skills:
The art of barroom shit kicking:
Aside from his impressive cooking, baking, and drink mixing abilities, Chris’s job has also made him a reasonable brawler. He’s learned to grapple and throw solid punches, not to mention how to fight with various odd objects (stools, chairs, beer mugs, kitchen knives, spoons, forks, etc...), from all those late nights of throwing drunks out and breaking up (or starting, from time to time) fights. His travels have taken him to other, rougher taverns. Because of his experiences there, he's proven himself a very dangerous brawler. During his unwilling series of citadel battles, Chris was forced to hone his brawling skills in real combat. Though his general level of skill hasn’t changed, his agility and reflexes have. His physical dexterity is about twice that of an average human.
Literacy:
Chris is very literate and reads and writes often. He can decipher Elven and Dwarvian texts without much trouble. He uses his affinity with written language to help teach himself new skills.
Metalworking:
With some research, Chris taught himself intermediate metalworking skills. After putting some practice into it, he’s become skilled with basic metals (iron, steel) and has proficient skills in working precious metals (gold, silver) and with Mithril, Damascus, and other special materials.
Cooking:
Chris is a chef and has been cooking for his entire life; he is a very skilled cook. His travels have given him more experience in cooking outside and in unpleasant conditions than he would have wanted. His cooking skills have improved a bit more since he left home.
Swordplay:
Chris has also taught himself some basic swordplay, mainly based off of fencing, but with other elements as well, and some simple martial arts, both of which he had occasionally practiced with the local town guards in his town. During his travels away from his home in Salvar, Chris has become a master in combat with his sword and cooking knives.
He knows stuff:
His reading and doesn’t end there. Chris also enjoys studying history, music, philosophy, art, and all small amount of science.
The Arcane Arts:
He’s even begun dabbling in the mysterious arcane arts. Magic is highly frowned upon in his town, and if this particular hobby were ever discovered, he would risk being burned at the stake or hung by the neck in traditional feudal fashion. For much of his journey, he’d had little time to actually study his spells. However, the power of the magic coursing through him has been increasing slowly, but steadily. He has been finding that his abilities with fire and heat have become more formidable and efficient, though he has yet to actually figure out the degree of which this has occurred. Typically, he realizes his increased power by mistake, especially when he’s in danger (in true cliché fashion). This has only increased more so during his frequent, violent trials in Corone. Having finally gotten a little down time during his journey, Chris has been able to study the arcane arts again.
1.) Dream-walking:
Chris has begun research into dream-walking, a peculiar art that he unwillingly discovered his personal affinity for. He’s figured out how to conduct rituals to keep his wandering sub-conscious in place, or to do the opposite and intentionally cause his mind to enter someone else’s dream. He hasn’t figured out how to direct where he ends up, though. For this reason, the latter ritual is very risky.
2.) Magical Metal:
His studies also extended into slightly more advanced alchemy and material enchantment. His current abilities in both are somewhere in between proficient and expert, and extend only to metal. He can perform alchemical experiments to harden or soften basic metals. Normally, this will make the metal either more brittle if made harder, or more malleable or flexible if made softer. He can also place enchantments on metal. These would consist of basic and intermediate protective shielding spells, empowering spells, or offensive spells. This process takes quite a bit of time and effort, as well as full concentration. Any enchanted item would be requested as a spoil at the end of a quest or battle, and subject to moderator approval.
3.) Magical Earth:
This branch of arcane studies branched off from his study of magic and metal. Chris can extend many of his powers over metal listed above to any earthy element (dirt, rocks, sand, etc), though to a lesser extent. The advantage he has with these materials is that he can perform his magic on them without actually making physical contact. He can also transmute these materials so that they are able to serve as high-yield fuel for his magically summoned fire, thus allowing his fire to not only sustain itself without needing to tax Chris’s magical energies, but it also gives it a higher yield to effort ratio, so long as a supply of earthy materials are present.
4.) Hot Stuff:
Chris has the ability to increase the temperature of metal to the level of a branding iron. He can also use his magic to protect himself from extreme temperatures. In addition, he mastered the skills required to do both spells at the same time, which he was definitely very excited about. And the cause for real excitement is his new trick! He’s finally mastered a spell that can allow him to protect his entire body from extreme heat for up to twenty seconds. This would allow him to sprint through raging fires without more than a few minor burns. He’s still not going to be swimming in boiling water, though.
5.) Hotter Stuff
With his life frequently on the line, Chris has been using his magic more and more to survive. Because of this, his skill and powers have increased. He has been finding himself able to summon balls of fire the size of his torso, fling smaller ones rapidly, and maintain a steady stream of fire for several seconds, enough to engulf two – three average humans. He has also learned how to give his fiery attacks kinetic force, allowing him to stun and knock his foes backwards. Utilizing this, he can also create a 360-degree shockwave of fire, hitting all targets within ten feet with enough force to knock over a heavy human, as well causing major burns. His mastery over flame has also allowed him to propel his fiery projectiles at much faster rates than he would normally be able to physically throw them. His fire projectiles, and any transmuted fuel within them, are able to fly at the velocity of crossbow bolts.
As always, though, nothing drains him like exerting his magical powers, though his pool of power has drastically increased since he began his studies. While flicking around smaller balls of flame won’t normally wear him out, a good sixty head-sized fireballs, twenty-five streams of flame, or other combinations of similar volume are liable to leave him exhausted unless he is very well rested and takes extra time before battle to meditate and focus his energies. That almost never happens, of course, to his irritation, meaning that his ammo is always more limited than he would like it to be.
6.) Charms and Cantrips:
During much of his idle time traveling, Chris has expanded his repertoire of spells. He’s learned several quick, minor spells to aid him in a variety of situations. These spells draw more from his mental powers, rather than his life force that his pyrokinetics tend to expend. At his current skill and efficiency, he can cast fifteen times from the spells listed below each day before feeling mentally drained. He has also learned how to stack the effects of like charms to produce greater results (such as using Titan’s Strength listed below twice to gain double the benefit). The maximum number of the same charm he can cast while still gaining the additional benefit is three.
- Feather-fall: this charm can reduce any fall of 50 feet or less to a harmless velocity. Longer falls will be lessened, but will still do damage as though they were 50 feet closer to the ground. When stacked, each casting adds another 50 feet to the charm’s effect.
- Titan’s Strength: Seriously, this charm doesn’t come anywhere near its namesake. It does, however, increase his strength by 150% for about four minutes. When stacked, each casting adds another 150% to his base strength.
- Metal Leech: With a touch, Chris can suck the strength out of metallic materials, making them soft and brittle. The effect varies depending on the metal and how long he is in contact with it. This spell has yet to affect any metals of the strength of adamantine or greater. Stacking has no effect on this charm.
- Wind Feet: This spell allows Chris to jump four times as high as normal, and doubles his forward running speed. It lasts for five minutes. Stacking this charm only adds an additional 100% to his jump height and running speed.
- Dazzling Swiftness: This charm grants double speed and agility, allowing him to dodge all but the fastest of attacks. It has little effect on his running speed, however. It lasts for five minutes. When stacked, each casting adds another 100% to his base speed agility.
- Flash and Smoke: This spell creates a large flash to blind enemies, followed by a cloud of smoke to obscure his movements. The smoke covers an area of sixty feet and the flash can blind enemies for up to four minutes if they don’t close their eyes in time, and blind for twenty seconds through their eyelids, but only if they are still facing the direction of the flash. This charm cannot be stacked for greater effect.
- Shield Charm: This is a basic defensive spell that covers a 5’ by 4’ area in front of him. It can block arrows and deflect average to strong punches and weapon strikes. It can only take seven or eight hits before breaking, though. Stronger attacks will destroy it faster. When stacked, each casting increases the shield in size by 50% and durability by 50%.
- Iron Skin: This charm hardens Christopher’s skin to the level of iron, making his extremely resilient to physical punishment. It lasts for two minutes. When stacked once, it increases to the strength of steel. When stacked twice, it increases to the strength of Delyn.
- Levitate: Casting this spell gives the chef three minutes of magical telepathy, allowing him to lift up to thirty pounds, whether as one object, several smaller ones, or even piles of sand. Stacking has no effect save for increasing the length of time it lasts.
7.) Mage Senses:
Chris has become adept as using magic to augment his sensory perception. He has the ability to detect concentrations and vacuums of life energy. The practical upshot of this is that he can detect the locations of living and undead beings without needing to actually see or hear them. Also, he has become adept at sensing enchantments, especially those on items. The initial indication of a magical object’s presence tends to come at random, though it will typically detect the presence of any significant item 90% of the time. Once he knows that it’s there, he can usually determine the item’s primary magical function.
Items: Steel dueling sword, two chef coats and hats, apron, a small library of books, enchanted Prevalida claw gauntlets, and the Abyssal Blade.
The Abyssal Blade:
Master craftsmen of unknown origin forged this sinister and powerful blade from rare Prevaldia. Chris took it from a powerful vampire lord, lured by the promise of its power. Ever since, he has become more and more convinced that a malevolent presence lurks within the evil sword. The weapon is covered in arcane runes, glyphs, and sigils, each one binding a different enchantment. Currently, Chris has only been able to activate a two runes. One is an enchantment that charges him with magical energies up to twice per day, restoring 50% of his overall magical allotment, and increasing the strength of his spells by 20%. The other helps to protect him from extreme elements by keeping him warm when it’s cold and cool when it’s hot
Though no new runes have been unlocked yet, Christopher’s mastery over the blade has increased nonetheless. He can harness the weapon’s formidable power to create a steady and massive flow of magical energy – though he is still only able to personally draw from but a fraction of it.
((Abyssal Blade acquired here (http://www.althanas.com/world/showthread.php?t=7155). Second rune activation awarded here (http://www.althanas.com/world/showthread.php?t=10528).))
Cirothe, the Ashkore War Lizard
Cirothe is a terror to behold, standing taller than most warhorses and weighing far more. This beast has the stamina of a pair of oxen, the speed of most any horse, and the stealth and agility of a forest predator, despite its huge mass. Its scales are as hard as stone and its jaw is filled with sharp, dagger-like teeth. This creature was purchased at the largest and oldest Bestiary in Salvar and has served as the chef’s mount ever since.
Level: 6
Age: 21
Race: Human
Hair Color: Brown
Eye Color: Brown
Height: 5'11"
Weight: 175 Pounds
Occupation: Chef for one of the classier taverns in his town.
Appearance: Chris has a certain noble look about him when he asserts himself that seems almost out of place in his current line of work. Most of the time, however, he just looks like a scruffy, frustrated chef, with an unnerving habit of talking to himself, to casual observers. His travels have resulted in his face and body slimming up a little. Most remains of his baby face have vanished, bringing the noble side of his appearance out.
His mop of thick brown hair is wavy almost to the point of being curly and his strong chin and soft brown eyes curiously accent clean facial features. At least, it does when he's clean-shaven and well rested, neither of which happens often. On the whole his face looks rather German/middle European. His frame is solid and his shoulders are broad.
History: Chris’s grandfather was said to be a brave knight, as well as a rich and powerful noble. These were the only mentioned redeeming features that Chris’s mother ever spoke of. And she only spoke of them right before telling the tale of how said knight had an extended affair with Chris’s grandmother before running off with another woman and leaving his newborn child its mother to fend for themselves.
Chris’s mother followed in her mother’s footsteps in many ways. She, too, fell in love with a wealthy man who ran off and left her with a young child, Chris. Curiously, no more than two weeks after that, word of a strange string of violent murders arrived from a nearby town. The person behind it was never caught
Fortunately, Chris’s mother was a little smarter and had saved enough money to open the Golden Grass Tavern-Inn, where Chris now works.
Chris went out into the world for the sake of business. He traveled to Scara Brae first, where he met a few random people, got into a rather satirical brawl and nearly got pummeled by some angry sailors. Luckily, he'd managed to meet with some warehouse owners there and worked out a number of contracts for his mother's tavern. After almost a month, he left Scara Brae for Corone, where he is currently dealing with all sorts of zombie related irritations. And guess what? He’s still there. While he hasn’t had many problems with zombies since then, he did spend a few weeks held in a prison in Radisanth, where he was forced to fight in the Citadel against his will a number of times before he was finally freed. Since then, he’s just been trying to finish his business in Corone and go back home without getting into any more trouble. This was, of course, only partially successful. He finally managed to return home, but not before getting into plenty of more trouble.
Skills:
The art of barroom shit kicking:
Aside from his impressive cooking, baking, and drink mixing abilities, Chris’s job has also made him a reasonable brawler. He’s learned to grapple and throw solid punches, not to mention how to fight with various odd objects (stools, chairs, beer mugs, kitchen knives, spoons, forks, etc...), from all those late nights of throwing drunks out and breaking up (or starting, from time to time) fights. His travels have taken him to other, rougher taverns. Because of his experiences there, he's proven himself a very dangerous brawler. During his unwilling series of citadel battles, Chris was forced to hone his brawling skills in real combat. Though his general level of skill hasn’t changed, his agility and reflexes have. His physical dexterity is about twice that of an average human.
Literacy:
Chris is very literate and reads and writes often. He can decipher Elven and Dwarvian texts without much trouble. He uses his affinity with written language to help teach himself new skills.
Metalworking:
With some research, Chris taught himself intermediate metalworking skills. After putting some practice into it, he’s become skilled with basic metals (iron, steel) and has proficient skills in working precious metals (gold, silver) and with Mithril, Damascus, and other special materials.
Cooking:
Chris is a chef and has been cooking for his entire life; he is a very skilled cook. His travels have given him more experience in cooking outside and in unpleasant conditions than he would have wanted. His cooking skills have improved a bit more since he left home.
Swordplay:
Chris has also taught himself some basic swordplay, mainly based off of fencing, but with other elements as well, and some simple martial arts, both of which he had occasionally practiced with the local town guards in his town. During his travels away from his home in Salvar, Chris has become a master in combat with his sword and cooking knives.
He knows stuff:
His reading and doesn’t end there. Chris also enjoys studying history, music, philosophy, art, and all small amount of science.
The Arcane Arts:
He’s even begun dabbling in the mysterious arcane arts. Magic is highly frowned upon in his town, and if this particular hobby were ever discovered, he would risk being burned at the stake or hung by the neck in traditional feudal fashion. For much of his journey, he’d had little time to actually study his spells. However, the power of the magic coursing through him has been increasing slowly, but steadily. He has been finding that his abilities with fire and heat have become more formidable and efficient, though he has yet to actually figure out the degree of which this has occurred. Typically, he realizes his increased power by mistake, especially when he’s in danger (in true cliché fashion). This has only increased more so during his frequent, violent trials in Corone. Having finally gotten a little down time during his journey, Chris has been able to study the arcane arts again.
1.) Dream-walking:
Chris has begun research into dream-walking, a peculiar art that he unwillingly discovered his personal affinity for. He’s figured out how to conduct rituals to keep his wandering sub-conscious in place, or to do the opposite and intentionally cause his mind to enter someone else’s dream. He hasn’t figured out how to direct where he ends up, though. For this reason, the latter ritual is very risky.
2.) Magical Metal:
His studies also extended into slightly more advanced alchemy and material enchantment. His current abilities in both are somewhere in between proficient and expert, and extend only to metal. He can perform alchemical experiments to harden or soften basic metals. Normally, this will make the metal either more brittle if made harder, or more malleable or flexible if made softer. He can also place enchantments on metal. These would consist of basic and intermediate protective shielding spells, empowering spells, or offensive spells. This process takes quite a bit of time and effort, as well as full concentration. Any enchanted item would be requested as a spoil at the end of a quest or battle, and subject to moderator approval.
3.) Magical Earth:
This branch of arcane studies branched off from his study of magic and metal. Chris can extend many of his powers over metal listed above to any earthy element (dirt, rocks, sand, etc), though to a lesser extent. The advantage he has with these materials is that he can perform his magic on them without actually making physical contact. He can also transmute these materials so that they are able to serve as high-yield fuel for his magically summoned fire, thus allowing his fire to not only sustain itself without needing to tax Chris’s magical energies, but it also gives it a higher yield to effort ratio, so long as a supply of earthy materials are present.
4.) Hot Stuff:
Chris has the ability to increase the temperature of metal to the level of a branding iron. He can also use his magic to protect himself from extreme temperatures. In addition, he mastered the skills required to do both spells at the same time, which he was definitely very excited about. And the cause for real excitement is his new trick! He’s finally mastered a spell that can allow him to protect his entire body from extreme heat for up to twenty seconds. This would allow him to sprint through raging fires without more than a few minor burns. He’s still not going to be swimming in boiling water, though.
5.) Hotter Stuff
With his life frequently on the line, Chris has been using his magic more and more to survive. Because of this, his skill and powers have increased. He has been finding himself able to summon balls of fire the size of his torso, fling smaller ones rapidly, and maintain a steady stream of fire for several seconds, enough to engulf two – three average humans. He has also learned how to give his fiery attacks kinetic force, allowing him to stun and knock his foes backwards. Utilizing this, he can also create a 360-degree shockwave of fire, hitting all targets within ten feet with enough force to knock over a heavy human, as well causing major burns. His mastery over flame has also allowed him to propel his fiery projectiles at much faster rates than he would normally be able to physically throw them. His fire projectiles, and any transmuted fuel within them, are able to fly at the velocity of crossbow bolts.
As always, though, nothing drains him like exerting his magical powers, though his pool of power has drastically increased since he began his studies. While flicking around smaller balls of flame won’t normally wear him out, a good sixty head-sized fireballs, twenty-five streams of flame, or other combinations of similar volume are liable to leave him exhausted unless he is very well rested and takes extra time before battle to meditate and focus his energies. That almost never happens, of course, to his irritation, meaning that his ammo is always more limited than he would like it to be.
6.) Charms and Cantrips:
During much of his idle time traveling, Chris has expanded his repertoire of spells. He’s learned several quick, minor spells to aid him in a variety of situations. These spells draw more from his mental powers, rather than his life force that his pyrokinetics tend to expend. At his current skill and efficiency, he can cast fifteen times from the spells listed below each day before feeling mentally drained. He has also learned how to stack the effects of like charms to produce greater results (such as using Titan’s Strength listed below twice to gain double the benefit). The maximum number of the same charm he can cast while still gaining the additional benefit is three.
- Feather-fall: this charm can reduce any fall of 50 feet or less to a harmless velocity. Longer falls will be lessened, but will still do damage as though they were 50 feet closer to the ground. When stacked, each casting adds another 50 feet to the charm’s effect.
- Titan’s Strength: Seriously, this charm doesn’t come anywhere near its namesake. It does, however, increase his strength by 150% for about four minutes. When stacked, each casting adds another 150% to his base strength.
- Metal Leech: With a touch, Chris can suck the strength out of metallic materials, making them soft and brittle. The effect varies depending on the metal and how long he is in contact with it. This spell has yet to affect any metals of the strength of adamantine or greater. Stacking has no effect on this charm.
- Wind Feet: This spell allows Chris to jump four times as high as normal, and doubles his forward running speed. It lasts for five minutes. Stacking this charm only adds an additional 100% to his jump height and running speed.
- Dazzling Swiftness: This charm grants double speed and agility, allowing him to dodge all but the fastest of attacks. It has little effect on his running speed, however. It lasts for five minutes. When stacked, each casting adds another 100% to his base speed agility.
- Flash and Smoke: This spell creates a large flash to blind enemies, followed by a cloud of smoke to obscure his movements. The smoke covers an area of sixty feet and the flash can blind enemies for up to four minutes if they don’t close their eyes in time, and blind for twenty seconds through their eyelids, but only if they are still facing the direction of the flash. This charm cannot be stacked for greater effect.
- Shield Charm: This is a basic defensive spell that covers a 5’ by 4’ area in front of him. It can block arrows and deflect average to strong punches and weapon strikes. It can only take seven or eight hits before breaking, though. Stronger attacks will destroy it faster. When stacked, each casting increases the shield in size by 50% and durability by 50%.
- Iron Skin: This charm hardens Christopher’s skin to the level of iron, making his extremely resilient to physical punishment. It lasts for two minutes. When stacked once, it increases to the strength of steel. When stacked twice, it increases to the strength of Delyn.
- Levitate: Casting this spell gives the chef three minutes of magical telepathy, allowing him to lift up to thirty pounds, whether as one object, several smaller ones, or even piles of sand. Stacking has no effect save for increasing the length of time it lasts.
7.) Mage Senses:
Chris has become adept as using magic to augment his sensory perception. He has the ability to detect concentrations and vacuums of life energy. The practical upshot of this is that he can detect the locations of living and undead beings without needing to actually see or hear them. Also, he has become adept at sensing enchantments, especially those on items. The initial indication of a magical object’s presence tends to come at random, though it will typically detect the presence of any significant item 90% of the time. Once he knows that it’s there, he can usually determine the item’s primary magical function.
Items: Steel dueling sword, two chef coats and hats, apron, a small library of books, enchanted Prevalida claw gauntlets, and the Abyssal Blade.
The Abyssal Blade:
Master craftsmen of unknown origin forged this sinister and powerful blade from rare Prevaldia. Chris took it from a powerful vampire lord, lured by the promise of its power. Ever since, he has become more and more convinced that a malevolent presence lurks within the evil sword. The weapon is covered in arcane runes, glyphs, and sigils, each one binding a different enchantment. Currently, Chris has only been able to activate a two runes. One is an enchantment that charges him with magical energies up to twice per day, restoring 50% of his overall magical allotment, and increasing the strength of his spells by 20%. The other helps to protect him from extreme elements by keeping him warm when it’s cold and cool when it’s hot
Though no new runes have been unlocked yet, Christopher’s mastery over the blade has increased nonetheless. He can harness the weapon’s formidable power to create a steady and massive flow of magical energy – though he is still only able to personally draw from but a fraction of it.
((Abyssal Blade acquired here (http://www.althanas.com/world/showthread.php?t=7155). Second rune activation awarded here (http://www.althanas.com/world/showthread.php?t=10528).))
Cirothe, the Ashkore War Lizard
Cirothe is a terror to behold, standing taller than most warhorses and weighing far more. This beast has the stamina of a pair of oxen, the speed of most any horse, and the stealth and agility of a forest predator, despite its huge mass. Its scales are as hard as stone and its jaw is filled with sharp, dagger-like teeth. This creature was purchased at the largest and oldest Bestiary in Salvar and has served as the chef’s mount ever since.