Ampere
"Why can't we just zap the sea? It would make this whole section MUCH more tolerable,"
Name
Ampere
Age
20
Appearance
Ampere is rather small, given that he's a ratfolk, that shouldn't come as a surprise. He stands at 3" 1' (about one meter), and is completely covered in white fur, save for his tail, hands, and feet. His eyes are a strangely bright red, marking him as an albino of his kind, and he's wearing a red hat with similarly red robes that occasionally glow when they can still reflect a spell. He somehow managed to find boots that fit him, and they're a rather normal brown color.
Personality
Ampere is brash, rash, and often tries to act as fast as possible... often to his own detriment, as seen with the quote above. Despite his electrical powers, his preferred beverage is water, of all things, and while he does enjoy cheese, he hates it when others point out how stereotypical that is. He joined the party after finding out that they were at least willing to occasionally spare his kin, but whether his joining was a good or a bad thing... still remains to be seen.
Habits/Quirks
To Ampere, just about everything looks like it's weak to lightning, and that's usually his first suggestion for fixing a problem. He's also occasionally seen trying to put together some strange, broken device, though his lack of patience means that he'll give up for a while once it inevitably breaks again while he tries to fix the thing. The small, brass, spherical device is occasionally even thrown against a wall, any wall, during his fits.
Past
Ampere lived in a country where magic was hated, feared, and a world where his kind were generally looked down upon. It was assumed that ratfolk lacked the intelligence to use magic, at least, ever since it was confirmed that they could speak. Ampere didn't believe that for a moment, however, and he always tried to sneak a look at some magic book, or just try something on his own once he read enough. While he wasn't necessarily gifted in magic, he managed to learn a few spells before he met the party.
A few days before the other adventurers found him, Ampere took an interest in the seemingly endless reign of the country's leader. It seemed like whoever challenged him would end up tired, and beat up before the fight began. He also took notice of the water, and the generally low attendance of these recent fights, noting that the water would make his magic more effective, and the low attendance would allow him to not get caught. Ampere started trying to think of a plan, but then the adventurers arrived through some strange door, and they actually agreed to help him dethrone the leader, even helping him fight off the thugs that the leader hired to try to beat up Ampere, and they kept the other ratfolk from actually attending the fight, letting him use his magic without being seen as a magic-user.
As described in his 'moment of heroism', he actually defeated the former leader, however, rather than staying with his people, he decided to tag along with the other adventurers, with his first and only act as the rat king being to set a limit on how long someone can rule over the country.
A few days before the other adventurers found him, Ampere took an interest in the seemingly endless reign of the country's leader. It seemed like whoever challenged him would end up tired, and beat up before the fight began. He also took notice of the water, and the generally low attendance of these recent fights, noting that the water would make his magic more effective, and the low attendance would allow him to not get caught. Ampere started trying to think of a plan, but then the adventurers arrived through some strange door, and they actually agreed to help him dethrone the leader, even helping him fight off the thugs that the leader hired to try to beat up Ampere, and they kept the other ratfolk from actually attending the fight, letting him use his magic without being seen as a magic-user.
As described in his 'moment of heroism', he actually defeated the former leader, however, rather than staying with his people, he decided to tag along with the other adventurers, with his first and only act as the rat king being to set a limit on how long someone can rule over the country.
Moment of Heroism
Soon after Ampere joined the party, he challenged the corrupt leader of his people to a one on one fight, and, using the water in the arena, his electrical spells, and his ability to heal himself, he managed to deal with said leader, who used hired thugs to beat up anyone who challenged him before this, just so he'd stay in power forever.
Moment of Tragedy
While Ampere was at least able to topple his corrupt ruler, he was unfortunately too late to stop the execution of a would-be party member by his own people. He still doesn't forgive himself for that.
Strengths/Abilities
A Bit of Everything: While he's not as strong as a dedicated knight, or as good at casting his spells as a dedicated mage might be, he at least does decently well with his both his magic, and physical strength. That is, not to mention his healing spells which include a situational revival spell.
Lightning Immunity: As he's zapped himself so many times with his own spells, either on accident, or on purpose, Ampere is completely immune to electricity, whether it's from his own spells, or an enemy's attack.
Magic:
Lightning Immunity: As he's zapped himself so many times with his own spells, either on accident, or on purpose, Ampere is completely immune to electricity, whether it's from his own spells, or an enemy's attack.
Magic:
Thundering Rage: A high-cost spell that has Ampere summon up to twelve lightning bolts, each of which can either hit nothing, hit an enemy, hit an ally, or hit him. This spell is the main reason he was able to build up his lightning immunity.
Lightning Bolt: A low-cost spell that has Ampere summon only one bolt of lightning. This one's easy to control, and can hit an enemy from about 120 feet away, as long as he can see them.
Energize: A moderate-cost spell that has Ampere use his lightning magic to heal one of his allies. This spell doesn't heal TOO much, but it DOES heal some magical power to said ally, as well.
Ground Out: A moderate-cost spell that has Ampere use his lightning magic to provide a temporary immunity to lightning to one of his allies that he can see, and is up to 30 feet away.
Shocking Fists: A low-cost spell that has Ampere coat his own fists in lightning magic, which makes his punches deal lightning-element damage for a short time. This effect is also necessary for another spell.
Defib: A moderate-cost spell that has Ampere use his lightning-enhanced fists to shock an ally back to life, or consciousness. This spell can ONLY be used while under the effects of 'Shocking Fists'.
Orb of Sparks: A high-cost spell that has Ampere use his lightning magic to summon an orb of electricity to the field. Said orb is controlled by the GM, and goes on their turn, but SHOULD act as an ally with its own set of spells.
De-Summon: A zero-cost spell that has Ampere unsummon any summoned orb he might have without having them explode.
Lightning Bolt: A low-cost spell that has Ampere summon only one bolt of lightning. This one's easy to control, and can hit an enemy from about 120 feet away, as long as he can see them.
Energize: A moderate-cost spell that has Ampere use his lightning magic to heal one of his allies. This spell doesn't heal TOO much, but it DOES heal some magical power to said ally, as well.
Ground Out: A moderate-cost spell that has Ampere use his lightning magic to provide a temporary immunity to lightning to one of his allies that he can see, and is up to 30 feet away.
Shocking Fists: A low-cost spell that has Ampere coat his own fists in lightning magic, which makes his punches deal lightning-element damage for a short time. This effect is also necessary for another spell.
Defib: A moderate-cost spell that has Ampere use his lightning-enhanced fists to shock an ally back to life, or consciousness. This spell can ONLY be used while under the effects of 'Shocking Fists'.
Orb of Sparks: A high-cost spell that has Ampere use his lightning magic to summon an orb of electricity to the field. Said orb is controlled by the GM, and goes on their turn, but SHOULD act as an ally with its own set of spells.
Zap: A short-range electrical attack meant to hit one enemy for a decent amount of lightning-elemental damage.
Discharge: A medium-range electrical attack that is meant to hit everything, friend or foe, around the orb with a light amount of lightning-elemental damage.
Explode: An attack that sacrifices the orb to deal heavy lightning-elemental damage to everything around it. This 'spell' can be used at any time, but it is automatically used when the orb is destroyed.
Discharge: A medium-range electrical attack that is meant to hit everything, friend or foe, around the orb with a light amount of lightning-elemental damage.
Explode: An attack that sacrifices the orb to deal heavy lightning-elemental damage to everything around it. This 'spell' can be used at any time, but it is automatically used when the orb is destroyed.
De-Summon: A zero-cost spell that has Ampere unsummon any summoned orb he might have without having them explode.
Weaknesses
Low Defenses: Ampere is, unfortunately, rather frail. He has about the physical defenses of a mage without a whole lot of the magical defenses of one. This makes him a bit of a glass cannon in battle. He can dish out pain, but he can't take it.
Elemental Weaknesses: Ampere is actually weak to both ice and earth-elemental attacks due to his lightning powers.
Elemental Weaknesses: Ampere is actually weak to both ice and earth-elemental attacks due to his lightning powers.
Items/Equipment
Punch Gloves DX: Gloves that increase the wearer's strength, adding to their attack power. They also increase the wearer's speed by a decent amount, but do nothing for their magic power. Honestly, rather basic endgame weapons.
Robes of Reflection: It provides much less defense than most endgame armor, but it naturally reflects the first three spells cast on the wearer, sending said non-healing spells back to the caster... for better or worse.
RELIC
Perhaps it came to be as a magical manifestation of guilt...
Or the maybe the quiet thirst for vengeance by the dead...
Or the maybe the quiet thirst for vengeance by the dead...
At some point, the blood slithered to him, in the dark of the night.
Churning, yet making no sound.
Boiling, but making no heat or steam.
Only partially in his control, manipulated by an otherworldly will, it can serve as a source of liquid for his powers.
... when it decides to, that is.
It waits and lurks atop his fur-- a black splotch among the snowy white.
Churning, yet making no sound.
Boiling, but making no heat or steam.
Only partially in his control, manipulated by an otherworldly will, it can serve as a source of liquid for his powers.
... when it decides to, that is.
It waits and lurks atop his fur-- a black splotch among the snowy white.
This is what I have, so far. Please tell me if I need to make changes.