Magic Experience


.this doesn't have to be followed to the T (unless it's at another players request) but it is a good way to keep your character in check (magically) and know where he/she stands. These are all just examples - feel free to come up with your own magic abilities and stuff, this is just so you know where abouts they stand in battle/practice.

Will change with growth and experience.


Summery


Magic - Explosions
Ability - D20/Average
Catalyst - Anger - when applicable, gain a +2 on all rolls but an automatic Afer Effect
NRG - 50 ppd (points per day before he needs major rest)
After Effect - Headache/Soreness/Moderate Pain/Ringing Ears
Will happen only when NRG is 15 or lower, is at its worst when the NRG is completely zapped. Will also happen anytime there is an Overkill.







Abilities


Can do damage to one chosen target at a loss of 5 NRG points. Skip the Damage section below.

If attempting multiple living targets, must roll a D10 for successes. 1 - you fail and hit the WRONG target/bystander/something else! 2-5 you fail and hit neither target but cause no damage to the surrounding area. 6-9 you hit one of the two targets (your choice). 10 - you hit both successfully.

You may now roll to see the damage done, unless you rolled a 2-5. Then, nothing happens. SO SAD!

When attempting multiple targes, regardless of the effects, expend 10 NRG points.

.Damage.


Botch: 1-5 on a D20.

Basic Abilities: Heating, burning, small bubbling and popping of flesh/textured environments (i.e. pavement, roads, rocks, etc. etc.) anything small that runs along these lines.

6-13 on a D20.

Advanced Abilities: Miniature explosions, small enough to kill an animal the size of a cat or smaller. Does damage to anything larger. Can cause up to 2nd degree burns on the living. Can make technology malfunction.

14-18 on a D20.

Overkill: Lost control and things went BOOM! Others will take damage in the surrounding area, not just whatever it is you're trying to hit.

19-20 on a D20.




Special


Bomber - Once every two months real-time, in one RP thread, Iamel may have a controlled "overkill" experience. This isn't him losing control of his abilities, this is Iamel causing a lot of damage to a small amount of space. The area should be about the size of bedroom in a medium sized house. It can affect multiple people who fall in the surrounding areas, leaving damage from smoke wounds to death. The entire room suffers from the explosion.

=or=

You can use your "controlled overkill" to affect one or two very large creatures. (i.e. animals horse size and larger). Using the ability he can cause them to explode with minimal effort or minimal after effect.


Notes


Iamel has dabbled with magic before, which has gained him a +1 in all his magic dice rolls. It also has upped his abilities and ease of skills. Magic comes fairly easy for him, though he's shown that he performs best when angered or upset.

The downfall he has a higher chance of hitting overkill, which can cause negitive effects on the surrounding area AND his health. It hurts to perform uncontrolled overkill. It really does.