Jareth
05-20-08, 10:22 AM
Name: Jareth Bloodstone
Age: 27(thereabouts, maybe...)
Race: Half-Elven?
Hair Color: Silver
Eye Color: Silver
Height: 5' 8"
Weight: 147lbs
Occupation: Mage
Personality: Wild and impulsive, Jareth is a man with no focus. His talent in magecraft reflects this. Jareth is known among his few friends for his ability to "enthusiastically multitask" and seeming immunity to intimidation and public opinion.
Appearance:
Tall and statuesque, the slender mage dresses exclusively in dark colors, barring his flamboyantly bright coat. His eyes and hair are silver long before their time, due to the wild magic he uses.
History:
Jareth's history is mostly unknown prior to his 21st birthday. What is known is that at 21 years of age, he awoke, bloody and tattered in an empty field. There was no evidence that anything had ever been there, and no evidence that there was any reason for him to be there. His own belief is that he teleported there by accident, fleeing some threat. Whatever that threat may have been, he is not certain. What is certain is that since then he has worked to develop his powers. His style of dress is "archiac" and "eclectic" at best, leading some to believe that he is perhaps lost somewhere in time, rather than space. His appearance is closest to that of a half elf, but enough of his features are alien that it could be called in to question at some point. Having been in the world of Althanas for the last seven years, mostly subsisting off of minor contracts to guard merchants and similar figures against magical attack. He had a fair success rating, due to his unique method of casting and reacting to enemy assault, but his lack of power meant that he couldn't save everyone. Eventually he made a few enemies, his clients started dying at an alarming rate, and he couldn't get work anymore. Without a job, he has been forced to wander for nearly 6 months, and is slowly running low on cash and hope.
Skills:
Wild Magic: Jareth's particular form of magic is unique, and difficult to control. Unpredictable and powerfuil effects can occur in extremely hazardous situations. Usually they are just as detrimental to himself as others. The one time he has had an experience where his magic reacted in that manner, he leveled a building, broke every bone in his lower body, and nearly bled out before the healers arrived. He was recovering for nearly a full year, and still has difficulty walking without a limp. He cannot activate this ability without direct and immediate threat to his own life. This ability cannot be tricked into happening by a false attack, such as a friend faking assault with the intent to trigger the reaction. Illusion that he believes to be real may trigger it, leaving his enemies a way to exploit his devastating lack of control. There is a fifty percent chance that, rather than unleashing a powerful attack, his magic will simply teleport him away from the danger. Only useable with permission in battles.
Elemental Bolt: One of the very few abilities he can truly control reliably, it comes in three forms. A spark of electricity that crawls along the ground, a rapid moving spike of magically created ice, and a fast bolt of fire. All three are relatively weak, but work more or less effectively depending on the target they are facing. Ice Bolt is most effective against lightly armored opponents, Charged Bolt is most effective against heavily armored opponents, and Fire Bolt is most effctive against unarmored opponents. He cannotcast this spell any more than 15 times per hour, before being forced to rest and being unable to cast anything without injuring himself.
Flash: His last desperate measure spell, it is a raw magical blast designed to do nothing more than knock attackers away from him. It's damage is concussive in nature, and can lift and throw up to 350 pounds up to 10 feet. Anything greater than that reduces the range of the throw dramatically. Using this ability is as tiring as one quarter of an hour of casting elemental bolts. He must run once he has activated this ability, or he will very likely become drained and lose concsousness, leaving him helpless.
Cripple: Jareth is a cripple. Due to the injury recieved when his wild magic activated, he is no longer able to run very quickly. He can hobble rapidly with his walking stick, but no more than a fast walking pace.
Accuracy: Jareth's legs are ruined, but his hands and arms are intact. He has almost no ability with melee weapons, but he is a good shot with several forms of ranged weapon, including throwing knives, crossbows, and slings.
Parry: Jareth has almost no ability to attack with his staff, but he may parry blows with it, to buy time for his magic. He likes to avoid confronting enemies at close range, but he can at least protect himself from being killed.
Equipment:
Crossbow: Jareth has a light crossbow. He has 40 bolts.
Throwing knives: Jareth carries six steel throwing knives.
Walking Staff: Jareth has a solid oak walking staff which he uses to support his damaged body.
Pack: Jareth has a pack with his necessary magical foci and similar items, as well as several days worth of food.
Familiars:
Drake Egg: An unhatched drake's egg, when and if it hatches, it will be a suitable familiar.
Age: 27(thereabouts, maybe...)
Race: Half-Elven?
Hair Color: Silver
Eye Color: Silver
Height: 5' 8"
Weight: 147lbs
Occupation: Mage
Personality: Wild and impulsive, Jareth is a man with no focus. His talent in magecraft reflects this. Jareth is known among his few friends for his ability to "enthusiastically multitask" and seeming immunity to intimidation and public opinion.
Appearance:
Tall and statuesque, the slender mage dresses exclusively in dark colors, barring his flamboyantly bright coat. His eyes and hair are silver long before their time, due to the wild magic he uses.
History:
Jareth's history is mostly unknown prior to his 21st birthday. What is known is that at 21 years of age, he awoke, bloody and tattered in an empty field. There was no evidence that anything had ever been there, and no evidence that there was any reason for him to be there. His own belief is that he teleported there by accident, fleeing some threat. Whatever that threat may have been, he is not certain. What is certain is that since then he has worked to develop his powers. His style of dress is "archiac" and "eclectic" at best, leading some to believe that he is perhaps lost somewhere in time, rather than space. His appearance is closest to that of a half elf, but enough of his features are alien that it could be called in to question at some point. Having been in the world of Althanas for the last seven years, mostly subsisting off of minor contracts to guard merchants and similar figures against magical attack. He had a fair success rating, due to his unique method of casting and reacting to enemy assault, but his lack of power meant that he couldn't save everyone. Eventually he made a few enemies, his clients started dying at an alarming rate, and he couldn't get work anymore. Without a job, he has been forced to wander for nearly 6 months, and is slowly running low on cash and hope.
Skills:
Wild Magic: Jareth's particular form of magic is unique, and difficult to control. Unpredictable and powerfuil effects can occur in extremely hazardous situations. Usually they are just as detrimental to himself as others. The one time he has had an experience where his magic reacted in that manner, he leveled a building, broke every bone in his lower body, and nearly bled out before the healers arrived. He was recovering for nearly a full year, and still has difficulty walking without a limp. He cannot activate this ability without direct and immediate threat to his own life. This ability cannot be tricked into happening by a false attack, such as a friend faking assault with the intent to trigger the reaction. Illusion that he believes to be real may trigger it, leaving his enemies a way to exploit his devastating lack of control. There is a fifty percent chance that, rather than unleashing a powerful attack, his magic will simply teleport him away from the danger. Only useable with permission in battles.
Elemental Bolt: One of the very few abilities he can truly control reliably, it comes in three forms. A spark of electricity that crawls along the ground, a rapid moving spike of magically created ice, and a fast bolt of fire. All three are relatively weak, but work more or less effectively depending on the target they are facing. Ice Bolt is most effective against lightly armored opponents, Charged Bolt is most effective against heavily armored opponents, and Fire Bolt is most effctive against unarmored opponents. He cannotcast this spell any more than 15 times per hour, before being forced to rest and being unable to cast anything without injuring himself.
Flash: His last desperate measure spell, it is a raw magical blast designed to do nothing more than knock attackers away from him. It's damage is concussive in nature, and can lift and throw up to 350 pounds up to 10 feet. Anything greater than that reduces the range of the throw dramatically. Using this ability is as tiring as one quarter of an hour of casting elemental bolts. He must run once he has activated this ability, or he will very likely become drained and lose concsousness, leaving him helpless.
Cripple: Jareth is a cripple. Due to the injury recieved when his wild magic activated, he is no longer able to run very quickly. He can hobble rapidly with his walking stick, but no more than a fast walking pace.
Accuracy: Jareth's legs are ruined, but his hands and arms are intact. He has almost no ability with melee weapons, but he is a good shot with several forms of ranged weapon, including throwing knives, crossbows, and slings.
Parry: Jareth has almost no ability to attack with his staff, but he may parry blows with it, to buy time for his magic. He likes to avoid confronting enemies at close range, but he can at least protect himself from being killed.
Equipment:
Crossbow: Jareth has a light crossbow. He has 40 bolts.
Throwing knives: Jareth carries six steel throwing knives.
Walking Staff: Jareth has a solid oak walking staff which he uses to support his damaged body.
Pack: Jareth has a pack with his necessary magical foci and similar items, as well as several days worth of food.
Familiars:
Drake Egg: An unhatched drake's egg, when and if it hatches, it will be a suitable familiar.