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 - Violence
Ability - D20/Average
Catalyst - N/A
NRG - 45 ppd (points per day before he needs major rest)
After Effect - Migraine/Soreness in Muscles/Exhaustion/Muscle Spasms
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, causing no damage to anything but there is a weapons malfunction (if applicable). 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: Weapon Proficiency in simple things; guns, swords, knives, bats, etc. etc. Strength, speed, and agility all increase moderately.

6-12 on a D20.

Advanced Abilities: Weapon Proficiency in almost all weapons (unless it's a truly alien model). Then it might take some figuring out. Strength doubles, along with endurance, speed, and agility. Can take a helluvalot more damage from an attack.

13-19 on a D20.

Overkill: Lost control of your head and little remains of the pulp of your enemies. Of course, you went a little nuts and wound up effecting the surrounding area and bystanders too. Oops.

20 on a D20.




Special


Mobbing - Once every two months (real time) Savius can get into a fight with more than 2 people and NOT worry about losing an incredable amount of NRG points OR worry about botching. The fight can have up to 10 people/enemies, and any sort of weaponry Savius can use (alien or not!).

There will be a loss of 10 NRG points, standard, but you may roll a typical D20 for damages done to the party involved.




Notes


Savius has shown a natural talant for all things magical. His first attempt during class proved his touch for Death. Unlike Iamel, who uses anger as a catalyst, Savius has most trouble inflicting damage when his mind is chaotic with stray thoughts and ideas. Subtract up to 2 points on the dice roll, depending upon how chaotic the Kestrel's mind is.

There's talant behind the Kestrel's ways. Perhaps with time his love for violence may blossom into something truly unique.