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 Doctor Ozmodius

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Bearlock
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PostSubject: Doctor Ozmodius   Tue May 04, 2010 6:04 pm

Doctor Ozzy Ozmodius

Login Name: Doctor Oz

Ozzy: Doctor Ozzy Ozmodius is an ancient warlock from another era who has perpetuated his existence by becoming one with dark magic, essentially a lich by the understanding of most folk. He is a tall, pale human with wild black hair and is dressed somewhat like a hobo with class. In many ways, Oz is a guru and has a second-nature understanding of the invisible spiritual world and is a highly talented warlock. Unlike many witches and warlocks, Oz's interest in the occult is almost purely scholarly in nature and using his magic to make people explode isn't high on his to-do list. However, as a being sustained entirely by negative ether, he is far from being a saint; his mind has been twisted by the dark magic he is One with, causing him to engage in reckless experiments from which poo monsters and demon squids are born.

Why, WHY is Oz in Skuldhellir?!: Oz's apprentice moved to Skuldhellir and the old bastard followed.

Strengths
Natural:
- Big, burly Slavic human. He weighs over 200 pounds and stands 6'5.
- Highly intelligent. Intuitive and smart as a whip, he knows a lot and learns quickly.
- Well behaved. Oz doesn't go out of his way to cause others trouble and generally won't feel the need to end someone's life if they cause him trouble. He has few enemies because of this.

Learned/Acquired:
- Master Warlock. Dark magic literally courses through his veins and few are likely to know as much about the occult and witchcraft as this guy.
- Linguist. Oz uses big words and can speak a multitude of different languages fluently thanks to his scholarly background. Naturally, he can read and write with finesse. He knows enough about virtually all commonly spoken languages to at least form simple sentences.
- Scholar. He is a master of no one scholarly subject excluding magic, but has studied various subjects and could easily open up an educational facility if he wanted to.
- Warlock-style. While Oz has not had any formal training in how to kick someone's ass with his bare hands, a combination of his understanding of dark magic, knowledge of the mortal body's weaknesses, and considerable size and strength afford him a talent for utilizing a simplistic but brutal style of unarmed combat. Oz can use black magic to increase the effectiveness of this tactic, producing explosive results.

Supernatural:
- Immortal. Oz does not require food or drink and does not age, and if his body is destroyed, he can create another one as long as his phylactery is intact.
- Spiritual Sight/Detection. Oz has a strong awareness of the different fields of spiritual energy around him and can detect the presence of living and demonic entities as well as identify forces from different planes of existence by name.
- Devour Corruption. Oz has the ability to eat corrupted energies and use them to sustain his physical existence, his main source of nourishment being the negative ether (dark magic).
- Undead Strength. Oz is about 10% stronger than his weight should allow thanks to the supernatural forces animating his body.
- Undead Fortitude. As with most undead, Oz can sustain more physical damage than your average mortal what has living nerve endings and sensitive organs.
- Resist Cold. Oz's body neither requires nor generate heat. As a rather frosty individual himself, cold won't do much to slow him down
- Resist Dark Magic. For obvious reasons, Oz has a high resistance to dark magic and has a 1 in 10 chance to absorb half of any dark magic oriented spells used against him.

Magic:
Max Preps - 10

Schools

Psionics - 5 (Not learned; an ability granted by his unique state of undeath.)
Black Magic - 5

Weaknesses:
- Almost all things Holy will mess him up real good. This includes blessings, heal spells, holy water, holy sanctuary, holy icons, etc.
- Silver devices of stabbery screw with the flow of badness in Oz's veins depending on how much silver is actually in the weapon, and if someone carries an object made mostly of silver on them, Oz's magic will be much less effective against that individual.
- Salt, another purifier, can both be used defensively and offensively against Oz. Carrying salt in a vial on one's person will make Oz's magic less effective, and standing in a circle of salt will render it completely useless. Throwing salt ON Oz will result in exquisite discomfort and a loss of energy depending on how much was thrown on him. Oz also cannot cross a line of salt.
- Anise. If one carries a sprig of anise on them, Oz's magic will be COMPLETELY useless against the individual with it on their person. Oz also cannot enter through a doorway if a sprig of anise is hung over it.
- Fire also purifies. Fire is more harmful to Oz than it is to the living, and mere seconds of being ignited can destroy his body.
- Rain. Rain is a great purifier of the planet and washes away filth both material and etheric. Water in small amounts will do nothing to Oz, but rain temporarily suppresses his power source and will slowly purify his body until he finds shelter.
- Daylight. It doesn't burn him or make him turn to stone, but as the sun radiates life and positive energy, it means that Oz will have less negative energy to absorb. This energy famine means that Oz will be generally diminished on sunny days, noon being the pinnacle of this decline.
- Phylactery. Having become One with dark magic, Oz does not have a "soul", but his consciousness is bound to a luminous green crystal that he must keep on his person at all times in order to maintain the connection to his physical body. The crystal must be within ten feet of him at all times, or else his body will collapse and begin to deteriorate. If his body is destroyed, he will assume a wraith form that has but a tiny fraction of his power, but if his phylactery is destroyed (this is more difficult to do) everything that is Oz will disperse into the universal pool of dark magic and he will never be able to form a physical body again.
- Energy economics. Oz has to be very careful about how much magic he burns up, since he is animated by the same force that he uses to cast spells. If he drops below 50%, his body will start to deteriorate and weaken, and if he drops below 25%, his body will dissolve completely.
- Magical limitation. Oz cannot draw upon the elements of Earth, Fire, Water, and Wind, being limited to the destructive element of Cold.
- Nature magic. Druidic and natural forms of magic interrupt the signal that Oz's phylactery sends to his body, causing blackouts and convulsions and a general weakening of him as a whole.
- The vibrations created by song weaken Oz and cause him severe discomfort. The sound of humming is like nails on a chalkboard, and a choir would be like an orchestra of said chalkboards. Hymns are even more harmful.
- Oz's only source of energy is dark magic, or negative ether. Note: Oz can "life-drain" the dark magic out of lesser undead, and can also eat the impurities out of a mortal's etheric body.
- A little crazy. It could be his age or the dark magic swimming around in his brain, but his perception of reality is somewhat twisted, resulting in him reacting to certain situations in the wrong way and not taking a situation as seriously as he should.
- Scatter-brained. Oz's center of focus and interest can easily change by the minute and he will often forget a pressing issue that should be dealt with immediately.
- Fairies. He hates them, and if he sees one, he will either leave immediately or make it his primary objective to squash it like a mosquito. Something about fairies grates on his nerves; probably the sparkly dust they leave behind as they flutter about.
- Conspicuous. Oz isn't exactly a master of disguise and has great difficulty hiding the fact that he is undead. Few are likely to NOT notice the spectral green light pouring out of his eyes and he just gives off that certain "dead guy" vibe everyone wants to avoid.
- Reckless. Oz's little "experiments" have, on more than one occasion, accidentally unleashed a sea of unpleasantness for the locals to drink of (poo monster). It's only a matter of time before Oz has salt-wielding angry mobs to deal with.
- Can't swim. Bad isn't as buoyant as good, now is it? While Oz cannot drown, he cannot float or swim if immersed in water; this is bad business because water slowly drains his energy away.

Note: While faith has an effect on Oz no matter what creed it is aligned with, not all of the gods are against him. Gods with the alignment "Chaotic Neutral" (Oz is Chaotic Neutral) or lower are unlikely to have a quarrel with him, unless they are specifically against the undead and practitioners of the occult.


Last edited by Bearlock on Thu Jun 10, 2010 7:41 pm; edited 8 times in total
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PostSubject: Re: Doctor Ozmodius   Tue May 11, 2010 6:38 pm

Strengths:
1. Magic; 11

2. Big and burly slavic; 3
3. Highly intelligent; 3
4. Not so bad (for a warlock); 2

5. Master Warlock; 4
6. Linguist; 3
7. Scholar; 3
8. Swordsman Novice; 1

9. Immortal; 4
10. Spiritual Sight/Detection; 3
11. Devour Corruption; 3
12. Undead Strength; 4
13. Undead Fortitude; 3
14. Resist cold; 3
15. Resist dark magic; 3

Weaknesses:
1. Turn Undead spells; 2
2. Healing spells; 3
3. Blessings; 3
4. Holy sanctuary; 3
5. Holy icons; 3
6. Holy water; 3
7. Silver; 3
8. Salt; 3
9. Anise; 3
10. Fire; 3
11. Daylight; 4
12. Phylactery; 5
13. Energy econ; 5
14. Magical limitation; 3
15. Nature magic; 3
16. Singing; 3
17. Other energy means; 2
18. A lil' crazy; 2
19. Scatter-brained; 2
20. Fairies; 2

Totals:
Strengths = 53
Weaknesses = 70

Huzzah, Oz seems to be waaay balanced. Er. Underbalanced? Over? His weaknesses outweigh his strengths!

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PostSubject: Re: Doctor Ozmodius   Tue May 11, 2010 10:42 pm

Didn't realize that there was such a large gap in his strengths and weaknesses.

Ok, I've beefed him up a tad and have added the following:

Undead Strength has been jacked up from 15% to 25%.

Energy economics changed. Dropping below 25% maximum energy results in a rapid decay, below 10% causes him to fall apart.

"Warlock-style" added. Oz can now integrate simplistic but brutal hand-to-hand techniques in with his normal magical tactics, based on his understanding of the mortal body and it's weaknesses.

Novice swordsmanship removed.
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PostSubject: Re: Doctor Ozmodius   Sat May 22, 2010 12:14 pm

Let's see.

STRENGTHS

1. Magic: 11
2. Big: 3
3. Intelligent: 3
4. Not so bad: 0
5. Master warlock: 5
6. Linguist: 3
7. Scholar: 3
8. Warlock-style: 4
9. Immortal: 5
10. Spiritual detection: 3
11. Devour corruption: 3
12. Undead strength: 4
13. Undead fortitude: 3
14. Resist cold: 2
15. Resist dark magic: 2

WEAKNESSES
(NOTE: As Oz is immortal and cannot ever truly die, most of these are rated much lower than they would be otherwise.)

1. Turn undead affects him: 2
2. Healing magic harms: 3 (I presume you mean only healing spells that are divine in nature here.)
3. Weakness to anything holy: 5
4. Weakened by silver: 2
5. Weakened by salt: 3
6. Weakened by anise: 1
7. Weakened by fire: 2
8. Weakened by daylight: 0
9. Bound to his phylactery: 4
10. Energy economics: 2 (This sort of thing is a weakness prevalent in all spellcasters.)
11. Magical limitation: 0
12. Nature magic: 2
13. Singing: 4 ('Tis a town of dwarves!)
14. Energy gain through life force corruption: 2 (Rated so low because this method of energy gain is apparently powerful enough to be an attack as well.)
15. Crazy: 2
16. Hates fairies: 0

Strengths Total: 54
Weaknesses Total: 32


Daaamn.

You will notice that I lumped his general weakness to holy magic into one 5-point weakness; it only makes sense, rather than calculating each aspect of holy magic on its own. (That'd be like a character with a weakness to fire listing all the different spells from the fire school as though they're different drawbacks entirely!)

I apologize for not providing this sheet earlier and saving you your edits, Oz! :C

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PostSubject: Re: Doctor Ozmodius   Sat May 22, 2010 1:51 pm

Before I make any major changes, I want to know how he looks with the following change in place:

If Oz's phylactery is destroyed, Oz (the ego) is destroyed. He'll simply become one with the mind of dark magic and will not manifest a physical body again.
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PostSubject: Re: Doctor Ozmodius   Sat May 22, 2010 3:38 pm

I thought he had that weakness already?

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PostSubject: Re: Doctor Ozmodius   Sat May 22, 2010 4:09 pm

Naw, if his phylactery is destroyed he just can't take on a body himself: i.e. he'd depend on someone else to bind him to a body instead. I can think of at least one person that would do this.

Anyhow, with that weakness in place, I think the only real change would be having it bumped from 4 points to 5 points. This is particularly because, regardless, it appears his phylactery would be impossible to get rid of anyway unless someone who knows much about dark magic happens to find it and destroy it.

It might seem unfair, but it's not exactly a huge weakness. The average person can die in millions of ways that can oft be easily brought about if opponents are serious about getting the character killed. Oz doesn't die at all in the true sense until someone powerful not only defeats him and figures out what his phylactery is but also manages to muster up the strength to destroy it.

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PostSubject: Re: Doctor Ozmodius   Sat May 22, 2010 4:15 pm

Sneeuw'd probably try and bind him back to a body. Edwin might as well, as Oz once did the same for him.
But Edwin isn't around. OR IS HE?!

Agreed with Eddard.
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PostSubject: Re: Doctor Ozmodius   Sat May 22, 2010 7:55 pm

"NOTE: As Oz is immortal and cannot ever truly die, most of these are rated much lower than they would be otherwise."

He can die permanently now, so I figured it would change the rating on his other weaknesses as well, or at least that is what you suggested there.

At any rate, I'll try to think up more weaknesses for him. I do love to think up new weaknesses.
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PostSubject: Re: Doctor Ozmodius   Sat May 22, 2010 8:50 pm

Delicious, delicious weaknesses!

And actually that still applies, since the weaknesses I rated lower were in regards to his physical body, which still can't die in the true sense. (Salt'll hurt his body but won't do anything to his phylactery.)

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PostSubject: Re: Doctor Ozmodius   Sat May 22, 2010 9:40 pm

After some thought, I have elaborated on the precise effectiveness of Oz's various weaknesses, increased the effectiveness of others, and have added a new weakness, rain. A strength has been modified.

Energy Economics is changed; Oz begins to deteriorate when he drops below 50% energy, and his body will completely dissolve below 25%.

Salt. Oz cannot cross a line of salt now, and the effect it has when thrown on him is elaborated on. Having salt on one's person, like in a vial, provides immediate protection from Oz's magic on some level.

Silver. Anyone carrying silver on them will have an immediate level of protection from Oz's magic.

Anise provides almost a complete immunity from Oz's magic if carried on person.

Fire weakness elaborated on.

Devour Corruption changed. Oz can no longer corrupt and devour life-force, but he CAN pull the dark magic out of lesser undead entities (zombies and the like) and remove etheric poisons from the auras of mortal beings.


Honestly, I feel that some of his weaknesses have been under-evaluated because I failed to elaborate on how effective some of them actually are, and I personally do not agree with these numbers. If what I have changed is not sufficient, I wish to request a recount amongst the mediators, since both Ed's and Lauren's opinions seem to be hugely conflicting.
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PostSubject: Re: Doctor Ozmodius   Sat May 22, 2010 10:23 pm

We'll have Ed look again, to see how much that helps for his numbers. I haven't looked at his nor Lauren's, only the totals, so after he does it again I'll have a peek as well. And if need be we'll also grab Ulrin, Serin, and Lares to do it. ;P Sometimes on complicated chars, it just needs some time and multiple opinions.

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PostSubject: Re: Doctor Ozmodius   Sat May 22, 2010 10:26 pm

Thanks much!
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PostSubject: Re: Doctor Ozmodius   Sun May 23, 2010 4:00 am

STRENGTHS

1. Magic: 11
2. Big and burly: 3
3. Intelligence: 3
4. Well behaved: 0
5. Linguist/scholar: 4
6. WARLOCK TIEMZ: 4
7. Immortality: 5
8. ESP: 3
9. Devour: 3
10. Strength: 2
11. Fortitude: 3
12. Resist cold: 2
13. Resist dark magic: 2

Weaknesses:

1. Holy stuff: 5 (It's a general knowledge weakness and we do have clerics in SH)
2. Silver: 3
3. Salt: Another common anti-badass weapon from folklore: 4
4. Anise: 2 (not by fa as common an item)
5. Fire: 3
6. God's pee, a.k.a. rain: 2 (not that hard to find shelter)
7. Daylight: 2
8. Phylactery: 3 (phylacteries are more of a strength than a weakness in most situations :p Not to mention common folks have little knowledge of what it is an does and are more likely to try and sell it than destroy it. That and I doubt it's stolen that easily.)
9. Energy economics: 3
10. Magical limitation: Already covered by our magic number system: 0
11. Nature magic: 2
12. Song: 4
13. Darksucker: 2 (plenty of ether to go around)
14. Crazy: 2
15. Attention span of a goldfish: 2(does this affect spellcasting? If so, I'll change this number.)
16. FARIES! KEEL EET WID FIER: 0


Total: 45 vs 39

Almost there :3


Last edited by Ulrin Lightbringer on Sun May 23, 2010 9:30 am; edited 1 time in total
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PostSubject: Re: Doctor Ozmodius   Sun May 23, 2010 7:43 am

Sorry about the confusion, mon! I think the huge conflict came from Lauren evaluating each of your listed holy weaknesses as a bunch of different 3s--there was like a 12 point difference when I condensed them into one 5-point weakness to holy in general, even leaving turn undead and the weakness to healing magic as their own separate weaknesses.

Anyway, I read your stuff again and I concur that your elaborations prove a lot of the weaknesses to be much more adverse to Ozzers than I had originally gleaned, so let's give this another shot, then, shall we?

(ALSO: I rather belatedly noticed that Oz's magical expertise is kind of listed twice. It was a stupid and grievous error on my part to calculate both instances--as such I have removed 'Master Warlock' and its fat 5 points, since this strength is already reflected by the magic system and the score in it!)

STRENGTHS

1. Magic: 11
2. Burlymans: 3
3. Smurt: 3
4. Pcool guy: 0
5. Linguist: 3
6. Scholar: 3
7. Warlock-style: 4

8. Immortal: 5
9. Spiritual detection: 3
10. Devour corruption: 3
11. Undead strength: 3
12. Undead fortitude: 3
13. Resist cold: 2
14. Resist dark magic: 2

WEAKNESSES

1. Holy: 5
2. Silver: 3
3. Salt: 4
4. Anise: 2
5. Fire: 4
6. Rain: 2
7. Daylight: 1
8. Bound to his phylactery: 4
9. Energy economics: 3
10. Magical limitation: 0
11. Nature magic: 3
12. Singing: 4
13. Relies on negative energy to both power his spells and his body: 3
14. Crazy/scatter-brained: 2
15. FUCKING FAIRIES: 0

Strengths Total: 48
Weaknesses Total: 40

Looking much, much better! You're only three points away, now.

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PostSubject: Re: Doctor Ozmodius   Sun May 23, 2010 9:29 am

Ohlawldy, you're right Eddard. Let me scratch my 5 too XD
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PostSubject: Re: Doctor Ozmodius   Sun May 23, 2010 1:11 pm

Added the following weaknesses.

- Conspicuous. Oz isn't exactly a master of disguise and has great difficulty hiding the fact that he is undead. Few are likely to NOT notice the spectral green light pouring out of his eyes and he just gives off that certain "dead guy" vibe everyone wants to avoid.

- Reckless. Oz's little "experiments" have, on more than one occasion, accidentally unleashed a sea of unpleasantness for the locals to drink of (poo monster). It's only a matter of time before Oz has salt-wielding angry mobs to deal with.

Does this suffice?
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PostSubject: Re: Doctor Ozmodius   Sun May 23, 2010 2:17 pm

I'd give them a:

Conscpicuous: 3
Reckless: 1-2 (it can always be blamed on the mages. Of course, angry mages are bad too.)

Bringing my totals to 45 - 43/44.

Good to go.
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PostSubject: Re: Doctor Ozmodius   Sun May 23, 2010 2:27 pm

2 and 2 for me, makin' the totals 48 and 44. S'all good now!

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PostSubject: Re: Doctor Ozmodius   Wed Jun 02, 2010 10:49 pm

STRENGTHS
- Magic: 10 + 1 = 11
- Big, burly Slavic human: 1
- Highly intelligent: 2
- Well behaved: 1 (considering his abilities--normally this would be a 0)
- Master Warlock: 2 (some of this is covered in the magic points)
- Linguist: 2-3
- Scholar: 1-2
- Warlock-style: 3
- Immortal: 5
- Spiritual Sight/Detection: 1
- Devour Corruption: 1
- Undead Strength: 1
- Undead Fortitude: 2
- Resist Cold: 2 (it can get chilly in SH)
- Resist Dark Magic: 2

WEAKNESSES:
- Holy: 5
- Silver: 2
- Salt: 3
- Anise: 1
- Fire: 2
- Rain: 3
- Daylight: 2
- Phylactery: 1 (This gives his phylactery business a net point value of 4, which is I think fair.)
- Energy economics: 2
- Magical limitation: 0
- Nature magic: 1
- Music: 2
- Dark magic is his only energy: 2
- A little crazy: 1
- Scatter-brained: 1
- Fairies: 1
- Conspicuous: 2
- Reckless: 2

TOTALS:
36-38 vs. 33

He's good! Whew! Any final thoughts?

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PostSubject: Re: Doctor Ozmodius   Thu Jun 10, 2010 7:43 pm

I realized recently that I should give Oz another school of magic, since it's only one point.

I added Psionics, because I thought a telekinetic warlock would be so badass.

I've added another weakness to balance it out: Oz can't swim. If he falls in water, he won't drown, but he will sink right to the bottom and will have to walk his way out. He leaks energy constantly when fully immersed in water, so it's not good for him.
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PostSubject: Re: Doctor Ozmodius   Fri Jun 11, 2010 8:52 am

That's fine! :)

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PostSubject: Re: Doctor Ozmodius   Wed Jun 30, 2010 1:29 am

I just looked at it again, and I was like... lolol TOrin generally has silver figurines in his satchel. As a matter of fact, he tried to sell one to Snee. But yes, Oz is balanced all around, an' I like RPing with'em .
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Edward
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PostSubject: Re: Doctor Ozmodius   Wed Jun 30, 2010 7:49 am

Good Ozzes are good (entirely in the context of this application, of course) and Edlings doth approve!

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PostSubject: Re: Doctor Ozmodius   Sat Jul 03, 2010 8:57 pm

Moving this application to the finished forum as accepted now.

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