CHARACTER SHEET ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ NAME: Cecil Brand Xylon AGE: 25 PLAYER: CyberBotX RACE: Human CLASS: Cosmic Mage JOB: ?? HP: 214/214 (Hit Die: 1d6) MP: 268/268 (Magic Die: 1d10) LEVEL: 27 XP: Blarg ____________ Appearance ¯¯¯¯¯¯¯¯¯¯¯¯ 5'11", 165 lbs., brown eyes, short and spiked blond hair, average build, black suit (consists of white button-down dress shirt, black tie, black dress jacket, black pants, black dress shoes), glasses, black fedora _____________ Personality ¯¯¯¯¯¯¯¯¯¯¯¯¯ Cecil believes himself to be superior to others due to his upbringing in high society. Because of his life of crime, Cecil is very tactically minded. High society bores him, while committing crimes gives him a form of entertainment. When it comes to other mages, he only thinks highly of other cosmic mages and can not get along too well with other mages. He also has a hard time getting along with non-mages. Cecil also has occasional mood shifts, a side-effect of his use of cosmic magic. _______ Goals ¯¯¯¯¯¯¯ Orginally, Cecil's goal in life was to lead his life of crime without being caught, either by SIS or his parents. However, since being caught by SIS, his main goal in life now is to find some way to get free of SIS. He also has a secondary goal now of protecting his younger sister now that she has picked up on magic. Having destroyed Lavos in Atlantida, his goal of getting free of SIS has been fulfilled, but now his bigger goal is to regain use of magic in Atlantida. ___________ Backstory ¯¯¯¯¯¯¯¯¯¯¯ Cecil was born to a rich couple, Kain and Rosa Xylon. Up until he became an adult, his parents would constantly spoil him. Kain hoped that Cecil would take over the family's highly successful 3-D computer systems. Cecil did not share his family's enthusiasm for technology. Although outlawed, Cecil picked up on magic due to books in the Xylon's library, that were more than likely placed there by disgruntled servants to the family, unbeknownst to Kain or Rosa. Of all the types of magic he saw, cosmic magic sparked his interests, and he started to learn it in secret. Even though he kept this a secret from everyone, sometime after his 21st birthday, he realized he was bored of high society and the facade he had to put on in regards to his family's business. Having also read books on tactics and strategy, he decided to use his magic to aid him in committing petty crimes, ones that most thieves would have a hard time concealing. Occasionaly he would team up with other mages, but he preferred to work alone. Most of the time, he would just re-sell the items he stole, after making sure that they can't be traced as stolen. Very rarely would be keep what he stole, as he was only doing it to occupy himself. The fedora he usually wears was stolen and he decided to keep it, claiming to his parents that he bought it. Something went wrong on his last heist at the mall, and he got arrested by SIS, unbeknownest to him due to the shadow clones created due to the Vampire Mist within Atlantida, which SIS then photographed. Kain Xylon is a renowned engineer known far and wide for his extreme talents in the fields of electronics and technology. Rosa Xylon is a famous artist who used her skills to design the graphics and user interface of their company's holographic computer systems. Cecil also has a younger sister, Jenna Xylon, age 20, who is in training as a Dancer, wants to also be a fashion designer (looks up to Blanche Renault for inspiration), but has taken up magic, it seems... (she's gonna be a Red Mage, yay!) SO! Sometime after the events of the SIS campaign, Cecil attempted to utilize Create Gate to try to find either Yaya or another version of Lavos. This caused him to get warped to Transitus, along with his sister Jenna and his "friend" Berry Pie. While in Transitus, he attempted to learn about summons, and eventually stole the main party's airship to get to the crater where Lavos was in Transitus. He was unable to get ahold of Lavos in order to bring it back to Atlantida, however. ____________ Attributes ¯¯¯¯¯¯¯¯¯¯¯¯ STATISTIC RATING BONUS TOTAL DEFAULT SKILL RATING ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Strength 7 20% Vitality 8 20% Agility 6 20% Speed 9 25% Magery 16 +2 18 35% Willpower 8 20% ___________________ Combat Statistics ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ STATISTIC RATING BONUS TOTAL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ DC 3 (+1 / 10 levels) MDC 4 (+1 / 7 levels) (8 with Bard's Fedora) Magic% 145% (100 + level + MAG) Defense 15 +10 25 Armor 31 + armor (25) 56 Magic Defense 24 +15 39 Magic Armor 31 + armor (33) 64 ________ Skills ¯¯¯¯¯¯¯¯ SKILL RATING BONUS TOTAL DEFAULT ATTRIBUTE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Grey Magic Lore 170% 35% 205% MAG Lore: Astronomy 100% 35% 135% MAG Cudgels 60% 20% 80% AGI Lore: Traps 75% 35% 110% MAG Language (Native) 40% 35% 75% MAG Area Knowledge (Atlantida) 55% 35% 90% MAG Brawling 40% 20% 60% AGI History (Atlantida) 50% 35% 85% MAG Research 105% 35% 140% MAG Etiquette 55% 20% 75% WP Concealment 70% 35% 105% MAG Pickpocket 70% 20% 90% AGI Skill points remaining: 0 _________ Weapons ¯¯¯¯¯¯¯¯¯ ITEM TYPE LOCATION DAMAGE NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Berry Hammer Hammer In Hand 1d12+1 +1 MAG _______ Armor ¯¯¯¯¯¯¯ TYPE ITEM ARM M.ARM DEF M.DEF NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Armwear Wolf's Band 7 5 +5 +0 None Hat Bard's Fedora 8 8 +5 +5 x2 MDC Robe Wizard 10 20 +0 +10 +1 MAG __________________________________ Accessories/Recovery Items/Other ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ITEM TYPE NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Keychain (Keys x20) Misc. Taken from Franz's room, opens the SIS archives in the 8th Bureau Paper Misc. Has invisible ink on it, taken from Franz's room, instructions for tape taken from Franz's room SIM Card Misc. Belonged to Irene, is actually Victor's, contains phone numbers for various members of the Market Ether Healing Restores 30 MP Elixir Healing Restores all HP & MP (single person) Cecil SIS file Misc. SIS Agent File on Cecil Xylon taken from 8th Bureau Montoro SIS file Misc. SIS Agent File on Steven Montoro taken from 8th Bureau Mauad Jr. SIS file Misc. SIS Agent File on Raymond Mauad Jr. taken from 8th Bureau Marc Hazard file Misc. Magic Hazard File on Marc taken from 8th Bureau Gloomy Sunday file Misc. Criminal File on Diogenes "Gloomy Sunday" Xavier Fandango Fang file Misc. Criminal File on Walter "Fandango Fang" Bulgarelli Mr. Lightning file Misc. Criminal File on Franz "Mr. Lightning" Lamartine Victor file Misc. SIS Agent File on Victor Grazinsky, known aliases: Irene "Bunny" Grazinsky Bradbury file Misc. SIS Agent File on Captain Bradbury Gil: 0 ___________ Abilities ¯¯¯¯¯¯¯¯¯¯¯ ABILITY TYPE COST EFFECTS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Grey Magic Class N/A See below chart Spell Progression Magic Level XP Level Level 1 1, 4, 7 Level 2 9, 12, 15 Level 3 17, 20, 23 Level 4 25, 28, 31 Level 5 33, 36, 39 Level 6 41, 44, 47 Level 7 49, 52, 55 Level 8 57, 60, 63 Level 9 65, 68, 71 Level 10 73, 76, 79 Any Level 83, 87, 91, 95, 99 ________ Spells ¯¯¯¯¯¯¯¯ * Blind - Cost: 12 MP - Target: Single target (within range of 5) or multiple targets (within range of 5) - Duration: 1d6 + MAG / 3 rounds - Modifier: -20 Target is surrounded by flashing, blinding lights that have a (Magic% - 20)% chance to blind them. Blinded character takes a 50% penalty on all actions using sight. * Blink - Cost: 10 MP - Target: Single target (within range of 5) - Duration: 1d6 + MAG / 3 rounds - Modifier: None Target begins to blink in and out of visibility, and gains 20% to their Defense rating. Anyone staring at the target for too long will feel nauseous. * Bomb 1 - Cost: 5 MP - Target: Single target (within range of 5) - Duration: Instant - Modifier: None Deals 3d6 Energy damage to target. * Bomb 2 - Cost: 26 MP - Target: Multiple targets (in a line) - Duration: Instant - Modifier: None Deals 6d6 Energy damage to all targets in a line. * Bomb 3 - Cost: 65 MP - Target: Multiple targets (within range of 4) - Duration: Instant - Modifier: None Deals 9d6 Energy damage to targets. * Comet 1 - Cost: 20 MP - Target: Multiple targets (within range of 5) - Duration: Instant - Modifier: None Deals 5d6 Non-Elemental damage to targets in range. * Comet 2 - Cost: 40 MP - Target: Single target (within range of 4) - Duration: Instant - Modifier: None Deals 8d6 Non-Elemental damage to target. * Control Gate - Cost: 75 MP - Target: Caster - Duration: 1d8 + MAG / 3 hours - Modifier: None The caster can stabilize Space or Time gates for the length of the spell. The gate must be within the caster's sight. The destination is not known through this spell and cannot be changed. * Create Gate - Cost: 250 MP - Target: Anywhere, anytime - Duration: 1d10 + MAG / 3 days (only the greatest mages can create permanent gates) - Modifier: None The caster creates a Time or Space gate leading to whenever or wherever they want. * Debarrier - Cost: 25 MP - Target: Single target (within a range of 5) - Duration: Instant - Modifier: None Shatters any barrier-type spells that were on the target. * Detect Gate - Cost: 20 MP - Target: Caster - Duration: 1d6 + MAG / 3 hours - Modifier: None The caster can locate Space or Time gates within 1d6 + MAG / 3 miles/kilometers of themself. This does not allow the use of the gate, nor does it tell the caster what type of gate it is. * Etherealize - Cost: 15 MP - Target: Single target (within a range of 5) - Duration: 1d6 + MAG / 3 hours - Modifier: None Target becomes fuzzy in appearance, and is actually in a ghost-like translucent state. All matter passes through target, but they cannot pick up anything other than what they had with them when the spell was cast. They target may walk through walls but will not fall through floors. No attacks can be made as the target's weapons are also etherealized and no spells may be cast by the mage as too much of the mage's energy is being tied up in keeping the target in their etherealized state. * Feather Fall - Cost: 7 MP - Target: Self - Duration: 1d6 + MAG / 3 minutes - Modifier: None The air around the caster seems to get thicker, but in reality, the caster is now lighter. While not lighter than air, the caster is so light that they will float harmlessly off a cliff and such. The caster's falling speed is reduced to 1/10 of what it usually is, so make sure you aren't stuck in mid-air when the spell fades. * Flight - Cost: 25 MP - Target: Self - Duration: 1d8 + MAG / 3 hours - Modifier: None Caster can fly! Caster travels at double their normal running speed, and gains 10% to Defense and M.Defense. Caster can do normal flying tricks and flies as if born for the sky. Just make sure to land before the spell expires. * Gravity 1 (Demi 1) - Cost: 20 MP - Target: Single target (within range of 5) - Duration: Instant - Modifier: -20 (Magic% - 20)% change of cutting target's HP by 1/4 of their current HP. * Haste (Fast) - Cost: 20 MP - Target: Single target (within range of 5) - Duration: 1d8 + MAG / 3 hours - Modifier: None Target's initiative is doubled for the duration of the spell. * Haste 2 - Cost: 50 MP - Target: Multiple targets (within range of 4) - Duration: 1d6 + MAG / 3 hours - Modifier: None The initiative of all targets is doubled for the duration of the spell. * Invisibility - Cost: 70 MP - Target: Single target (within range of 4) - Duration: 1d10 + MAG / 3 rounds - Modifier: None Basically, a combination of Vanish and Etherealize. The only thing that can affect the target during the spell is magic. * Locate Object - Cost: 15 MP - Target: Self - Duration: 1d6 + MAG / 3 hours - Modifier: None Same as Locate Person (below), but for objects instead. * Locate Person - Cost: 5 MP - Target: Self - Duration: 1d6 + MAG / 3 hours - Modifier: None Caster can find anyone they have previously met face to face. The person being found must be within (1d6 + MAG / 3) kilometers, and that person can pick up the magical residues of the spell and even dispel the spell if they are able to detect it. * Lock - Cost: 5 MP - Target: Any lockable object or an opening no taller than 2 * (Caster's height) and no wider than 6' - Duration: Until removed - Modifier: None When cast on a door or chest, all locks are locked, bars slid into place, and so forth. When cast on something with no door (for example, the mouth of a cave), a magical barrier goes up. Normal locks can be opened by normal means, and the magical barrier can only be taken down by either (a) saying the command word (designated by caster at time of casting), (b) inflicting 50 HP of damage to the barrier, (c) killing the caster, or (d) casting Unlock or Magic Unlock on the barrier. * Magic Unlock - Cost: 25 MP - Target: Anything locked by normal means, a Lock spell, or a Magic Lock spell - Duration: Instant - Modifier: None Unlocks any locks that were locked by normal means or magically with Lock or Magic Lock. Only very special locks can't be unlocked with this spell. * Magnetize - Cost: 7 MP - Target: Self - Duration: 1d6 + MAG / 3 minutes - Modifier: None Caster becomes a magnet, attracting metal objects of all sorts. * Missile - Cost: 120 MP - Target: Multiple targets (within range of 4) - Duration: Instant - Modifier: None Deals 13d6 Energy damage to targets. * Mute (Silence) - Cost: 9 MP - Target: Single target (within range of 5) or multiple targets (within range of 5) - Duration: 1d6 + MAG / 3 rounds - Modifier: -10% A puff of powdery grey smoke surrounds the head(s) of the target(s) and when it's gone, the target(s) has a (Magic% - 10)% chance of being made mute, unable to speak, and thus unable to cast spells. * Phase Shift - Cost: 20 MP - Target: Self - Duration: Instance - Modifier: None Caster is instantly moved to another place within (1d6 + MAG / 3) yards/meters. Attempting to shift through solid objects cuts the distance in half. * Pig - Cost: 7 MP - Target: Single target (within range of 5) or multiple targets (within range of 5) - Duration: 1d6 + MAG / 3 rounds - Modifier: -10 Target has a (Magic% - 10)% chance of being turned into a pig. Pigs can't cast spells (except for Pig) and can't use weapons, items, or armor. They can use their hooves to deal 1d6 damage each. * Regen - Cost: 30 MP - Target: Single target (within range of 5) - Duration: 1d8 + MAG / 3 rounds - Modifier: None Target is covered with exploding green stars, and the target gains 3d6 + WP HP per round of the spell's duration. MDC is not factored in. * Shapechange - Cost: 30 MP - Target: Single target (within range of 5) - Duration: 1d8 + MAG / 3 rounds - Modifier: -30 Target is morphed into a form of the caster's choice, with a (Magic% - 30)% chance of success. * Size (Mini) - Cost: 7 MP - Target: Single target (within range of 5) or multiple targets (within range of 5) - Duration: 1d6 + MAG / 3 rounds - Modifier: -10% The target (or targets) is engulfed in a puff of orange smoke, and when the smoke clears, there's a (Magic% - 10)% chance that the target will be micronized. The spell can also be cast on someone already affected by it to return them back to normal size. Micronized targets cannot use any weapons or armor, and their natural STR, Armor, and M.Armor are reduced to 1. They may cast spells normally and while micronized, their Defense and M.Defense are doubled. * Slow - Cost: 15 MP - Target: Single target (within range of 5) - Duration: 1d8 + MAG / 3 rounds - Modifier: -20 The target is surrounded by white clocks, whose hands move veeeeeeeery slow. There is then a (Magic% - 20)% chance they will be slowed, reducing their initiative by 2. * Stick - Cost: 5 MP - Target: Self - Duration: 1d6 + MAG / 3 rounds - Modifier: None Caster's hands become areas of high gravity, allowing them to hold onto anything, such as climbing steep cliffs or sheets of glass. The caster also has the mild ability to catch blows (DEF + 5%), but a sword to the hand still hurts. * Stonefall - Cost: 15 MP - Target: Single target (within range of 5) - Duration: Instant - Modifier: None Effect of gravity on the target is increased, causing them to fall like a stone. * Super Sprint - Cost: 4 MP - Target: Self - Duration: 1d6 + MAG / 3 rounds - Modifier: None Caster can run at 3x his normal speed, surrounded by a light purple aura for a few seconds upon casting the spell, does not affect the Speed stat, only running speed. * Toad - Cost: 12 MP - Target: Single target (within range of 5) or multiple targets (within range of 5) - Duration: 1d6 + MAG / 3 rounds - Modifier: -20 Target has a (Magic% - 20)% chance of being turned into a toad. Toads can't cast spells (except for Toad) and can't use weapons, items, or armor. They can barely inflict damage, but take full damage from any hits, without being squished. * Unlock - Cost: 5 MP - Target: Anything locked by normal means or a Lock spell - Duration: Instant - Modifier: None Unlocks any locks that were locked by normal means or magically with Lock, but will not unlock anything locked with Magic Lock. * Vanish - Cost: 50 MP - Target: Single target (within range of 5) - Duration: 1d8 + MAG / 3 rounds - Modifier: None Target is surrounded by blinding silver light and when the light subsides, the target is nowhere to be seen! The target can still bump into objects and can be hit on accident, but physical attacks aimed at them automatically miss. However, magic spells aimed at the target will always hit. As soon as magic hits the target, the Vanish spell is dispelled. Vanish doesn't work against the caster's enemies, only their allies. ____________ Advantages ¯¯¯¯¯¯¯¯¯¯¯¯ - Danger Sense (1) Stemming from extensive training with his cosmic magic, Cecil has an uncanny sense for when danger is about to befall him. Sadly though, even though this has helped him with most of his heists in the past, it was not enough to help him on the heist that got him arrested by SIS. - Eidetic Memory (1) Cecil trained himself with memorization from a very young age, to the point that he can now recall anything from his past as if it were only yesterday. - Elemental/Magic Affinity [Cosmic] (2) Cecil not only read many illegal books on cosmic magic, he also trained heavily with cosmic magic to the point of having more control over his spells. - Lucky (2) Maybe it's his magic, maybe it's his danger sense, or maybe it's just luck, but Cecil has never been the unlucky type, and in fact, things usually go more in his favor than against him. - Rich Family (1) Cecil was born to a rich couple who pioneered 3-D computer technology. (By 3-D, I mean that originally they made monitors that displayed in 3-D and then eventually made holographic 3-D display systems.) _______________ Disadvantages ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Bad Eye Sight (1) At the age of 6, Cecil's vision became bad, and he requires glasses. It is suspected that his bad vision is the result of too much time in front of his family's computer screens, as well as partially passed down from his parents, both of who have bad vision as well (although their vision worsened much later in their lives than in Cecil's case). - Compulsion [stealing] (1) Cecil enjoys stealing petty items, whether it's from people or places. He does this because of how boring the rest of his life had been due to his upbrining in high society. - Known Criminal (2) Due to his crimes and being a mage, Cecil has been marked by SIS as a criminal and this is kept on his records. - Unwanted Love Interest (3) Much to Cecil's regret, women fawn over Cecil all the time, even though he isn't looking for a female companion. No matter where he goes, women want to be with him, some of them even wanting to be with him for the rest of their lives, but Cecil usually wants nothing to do with any of them.