Name: Jhennek Scriven
Age: 7
Race: Tarut
Class: Black Mage
Appearance: Bright blue eyes peep out from under a wide-brimmed magician's hat, which is perched precariously upon Jhennek's masses of copper-curled hair. Delicate bracelets encircle her wrists and ankles, jingling whenever she makes a sudden gesture - which is almost always. The waiflike Jhen has a love of movement - whether it be large gestulations, wild dances, or far travel. Combined with her small stature (even for a Tarut), it is sometimes hard to take something that looks and acts like a gypsy's dancing monkey seriously.
Her robe is obviously well made, and dyed a deep blue-violet, with a peaked magician's cap to match. A copper-coloured sash is sometimes tied around the waist - when Jhen's not using it as a cat toy, or trying to lasso passing birds, or any number of things.
Background: Ever since she was a small child, Jhen could not contain her energy - constantly flitting from place to place and subject to subject at the slightest notice. Without any particular focus, she developed no specialty as others of her tribe had- but instead studied a bit of everything. Whatever seemed the most interesting that day.
Jhennek has found a resonance in the lightning branch of Black Magic, finding a companion in the unconstrained energy that acts as quick and restless as she.
Traits:
Ancient History
Special: This Trait may be only taken by Tarut.
The Tarut have a deep connection to the Ancients, the vanished race, and dealing with the inventions and artifacts of the past sometimes nudges a long-forgotten racial memory to the surface.
Destiny Use - The character can automatically activate a piece of Ancient machinery, deduce the function of a mysterious mechanism, or the like.
Intuitive
Whether through natural curiosity or merely a natural inclination to
examine any given situation for information, an intuitive character
can pick up on subtle clues where other people may simply overlook
them.
Destiny Use – The character can request a useful fact or piece of
information regarding the party’s current situation from the GM in
private.
Stats:
HP: 20 [15 + 3 (Vitality) + 2 (Class Bonus)]
MP: 31 [15 + 12 (Intelligence) + 2 (Class Bonus) + 2 (Race Bonus)]
Accuracy: [None Equipped] [(Weapon skill) + 0 (Class Bonus)]
Evasion: 7 [2 (Dex Rating) + 5 (Class Bonus)]
ARM: 3
M.ARM: 10
Strength: 3 [(13) 5 + 8 MAX]
Vitality: 3 [(18) 10 + 8 MAX]
Dexterity: 6 [(20) 10 + 10 MAX]
Intelligence: 12 [(27) 15 + 12 MAX]
Charisma: 6 [(27) 15 + 12 MAX]
Job Abilities: Black Magic
Ability 1: Elemental Seal
Instant, Self
By activating this ability, a Black Mage is capable of ignoring a foe’s magical resistance. Treat the target of your next spell as though he had a M.ARM of zero. If the target has other effects such as Shell that would further lower the damage dealt, ignore them as well. This ability may be used a number of times per session equal to the Black Mage’s CHA rating.
Ability 2: Eye of the Storm
Passive
The Black Mage is naturally drawn to Lightning-elemental spells, and has mastered their use. All elemental Lightning spells now do increased damage; if it was to do (INTx1) points of damage, it would now do (INTx2) instead, and so on.
Equipment:
Right Hand: Nothin'
Left Hand: Nada
Armor: Silk Robe, Tier 2, 3 ARM, 10 M.ARM
Accessory: Zilch
Items:
Mothballs
Gil: 100
Skills:
Awareness 3
Languages 3 (Tarutaru, Common, Ancient)
Lore 3 (Relics)
Lore 3 (History)
Lore 3 (General)
Spells:
Thunder (3 MP)
Target: Single
Type: Elemental (Lightning)
Reflectable: Yes
A brilliant bolt of lightning tears down from the sky, striking the target with barely-contained energy. Thunder inflicts (INT x 2) + 1d6 points of Lightning damage to the target.
Elemental Spikes (8 MP)
Target: Self
Type: Elemental (Varies)
Reflectable: No
The mage is surrounded by a shimmering barrier of elemental energy. Declare which of three elements the Spikes will be tied to – Fire, Ice or Lightning – when casting this Spell. Anyone striking someone protected by Elemental Spikes will take elemental damage equal to the target’s CHA score. Spells or abilities that increase the damage steps of elemental spells have no effect here. The effects of this spell last until the end of combat.
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I've gone over my sheet a few times, but I'm sure I've left mistakes in there yet. I will be grateful to anyone who points out an error, as it's my first time with this system. =3