《Midara: Paradox》Wynd Character Sheet
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WYND:
Spoiler: Design Theory Wynd is meant to be in many ways a subversion of of the 'big brute' archetype as well as the 'ugly-not-ugly monster'. Wynd's character design should be appropriately terrifying, the sort of visage intended for major villain, rather than a heroic one. The Wendigo myth should be a primary inspiration for the art, as it was for the character himself. Include numerous scars and tattoos worked around the scars. They should maintain a soft light at all times, but glow harder when in combat.
Voice- should be deep, dangerous-sounding, but also gentle. Not sure how to make it work, exactly.
Theme music: Menacing, slow music. Heavy on percussion... look into alternatives to the drum, however. Perhaps literally cracking stones together?
Spoiler: Basic Info Class: Cannibal Monk.
"To walk the line between civilization and savagery."
7'3'' (221m), Reflective yellow eyes, White fur, tattoos that glow either red or blue.
Hobbies: Expanding his knowledge of the world, conversing with others.
STATS: (Note, stats increase with levels, so what will be listed is a grading scale of A-F suggesting what you can expect of this character compared to equivalent levels).
Strength: A
Agility: B
Vitality: A
Intelligence: A
Perception: B
Willpower: B
Elements: Null. Wynd has no native element. While this renders his magic nearly nonexistent it allows him to wield any equipment (that fits, anyway) or sarite.
Combat Style: High power bruiser. Transformation for power and versatility. Incredible potential for players who plan their fights ahead of time.
Spoiler: Combat Features BASE ABILITIES: These are natural traits available to Wynd.
Claws- Wynd has significant offensive potential without needing weapons.
Shield of Memories- The constant swirl of subliminal knowledge and minds makes Wynd nearly invulnerable to mental attack.
Darkvision- Wynd suffers no penalty in darkness below a certain threshold.
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Natural Armor- Wynd has an inherent boost to his damage resistance against all forms of physical and magical attack.
Runic Smith- Wynd has spent much time studying the art of crafting magic weapons. As such, Wynd can create magical items so long as he meets certain prerequisites and has access to the appropriate raw materials.
Meldcast Effect: None. As a non-caster, Wynd cannot contribute melding to spells.
WEAPON TYPE:
Runic Claws- Wynd relies on his talons in combat, but can enhance his natural weapon with numerous runes.
Grand Bow- Wynd carries a 200kg (440lb) longbow, which he tends to use in the opening of a battle before joining the melee. It packs quite a punch.
ARMOR TYPE:
Runic Scars- In addition to his natural resistance, Wynd's flesh is covered in numerous runes which grant numerous resistances.
MAGIC STYLES: While not a mage, Wynd does have several magic abilities.
RUNESMITHING: Runes are a collection of features that, by expending raw materials (re: collected reagents) can grant numerous semi-permanent effects. Wynd can change his own scarified runes, or create markings on others' weapons and armor. Runes are limited use, with their power slowly draining as they're used in combat.
An extensive list of runic options is difficult, but includes speed and stat increases, damage and defense increases, affliction or shielding from most status effects, healing, life stealing, and magic enhancing.
MEMORIES: Wynd's ability to access his ancestral memories grants him a series of temporary ability buffs that can increase his stat for certain purposes, including stat increases limited to a single type of monster (such as human, canine, ursine, dragon, dragon-kin, reptilian, etc) and grants a 10% bonus to all actions against them.
Wynd can gain a similar boost for resisting a specific Aspect of magic (Fire, Forge, Earth, Miasma, Etc.), improve his skills in runesmithing,
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Wynd can also access languages via this technique.
METAMORPHOSIS- Wynd can transform into other creatures, temporarily trading his abilities for their own as needed. He retains his skills, knowledge, Memories, and runes, but gains the transformed creature's physical and magical abilities. In order to acquire a form, Wynd must slay the creature in personal combat without any assistance (assistance includes use of weapons, being the target of any helpful spell not cast by himself, the creature being the target of any harmful spell not cast by himself) and then he must consume the still fresh heart of his foe. It does not matter what, if any, assistance the prey receives during the battle. Wynd cannot take the form of a sapient creature via this method.
Wynd can currently take the following forms:
Duck (Flight, small size, inconspicuous)
Frost Wolf (Tracking, relatively small and inconspicuous, speed, cold element attacks)
Cave Bear (Greater strength stat than Wynd's)
Whip-Shark (Aquatic... also, is a Great White with a ten meter long tongue covered in teeth... yaaay...)
Basilisk (Physically powerful and durable, if slow... miasma element, several status afflictions and immunities)
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