Appearance :
Aze is a fairly short, rather youthful looking (despite being 21) man with chin-length brown hair, green eyes, wearing rectangular glasses, a brown hooded cape, a white wool shirt, and sturdy black pants.
Backstory :
Aze was born in a village situated on a mountain peak. Early in his life, he quickly discovered a talent for magic... But that village was pretty far from any kind of magic establishment, and he was forced to learn on his own. Thankfully for him, magic came to him fairly naturally, even if the environment he grew in gave him few opportunites to learn any magic unrelated to the elements one would find so high up. To be specific, air. He got so used to this specific element that he now unconsciously absorbs wind mana when under pressure.
His village was soon abandoned because of just how difficult it was to reach on foot, meaning no one ever went there. Left to his own devices, Aze began to wander the land aimlessly, using his magic to help wherever it could.
Abilities :
Passive : Stormheart - As battle goes on, mana will accumulate into his body. Every time he loses willpower or stamina, Aze gains one stack of Stormheart. These stacks are needed for his best moves. He can only store up to five, and does not get any when losing armor or from damage over time.
Passive : Turbulence - Upon being hit multiple times with painful or overly humiliating abilities, or even just once in the case of crotch-shots, Aze's body will react pretty violently by expelling a lot of pure wind-aspected mana, dealing 1St damage, grating one stack of Stormheart, and breaking binds. This is an autohit. May stun both him and his attacker.
Basic Attack : Zephyr - Aze sends a gale of wind onto his opponent. 2St. Hits up to two targets at once if multiple opponents are present.
Mistral - Colds winds circles around his opponent, chilling them and slowing their movements. 1St, has a chance to cause disadvantage.
Eye of the storm - Aze surrounds his target with a bubble of swirling air, granting him or an ally 4Ar (armor, temporary Wp/St points). Cooldown of five turns.
Leyline - Aze spends the turn focusing on the magic currents around him, skipping his turn but gaining another stack of Stormheart.
Icicle Hail - A myriad of small and pointy ice bits form around Aze, before he sends them flying at a target. Up to four attacks, each of them doing 1St.
Levinbolt - Aze directs an electrical current through the air, shocking his target. 2St, may cause Aftershock (1St damage per turn).
Special Abilities :
The cost in stormhearts of each ability is next to the ability name. Unless stated otherwise, missing with these still uses the charges.
Teara (All) - Instead of expelling the energy, Aze absorbs it, healing himself for 1Wp/St per current Stormheart charge. The charges are not lost on failure.
Clear (1) - Aze tries to somehow use his magic to clear himself of a status effect. Roll to get rid of one status effect. Charge not lost on failure.
Tempest (1) - A variant of Zephyr that strikes everyone not allied to Aze on the field, and has a chance to hit harder. 2St. On even rolls above 50, deals 3St instead.
Shockwave (2) - An upgraded version of Basic Attack : Zephyr, the buffet of wind becomes a small airbomb. deals 4St.
Burst (2) - Using a burst of air, Aze tries to push away his opponents by force. This is a Struggle roll with advantage.
Blizzard (3) - An upgraded version of Mistral, Aze focuses his energy on the moisture in the air, attempting to freeze his opponent solid. Deals 2St and binds.
Manacharge (3) - Static electricity crackles around Aze while he uses the accumulated mana to increase the power of all his spells. Attack Up for two turns.
Galeforce (4) - Accelerating his own body with winds, Aze acts twice this turn.
Judgement Bolt (5) - Pushing his control of the skies to the limits, Aze calls an actual ray of thunder down on his opponent. 3St, high chance to stun.
Aerial Blast (5) - A small, localized tornado happens around Aze as he expels absolutely all of the mana in his body. 3 strikes, each dealing 3St
Weaknesses :
(Note : As i can't exactly use Alye to get rid of his weaknesses, i'll limit the amount of weakness on top of what he starts with to three, with any additional weakness overriding another. Please understand >_<)
Feet (Advanced) - Aze has a thing for feet. Always has, and he doesn't really know why. An encounter with a certain android made that liking into a clear weak point, any attacks involving feet deal 2WP damage more than they usually would, and struggling on binds involving that weakness is always rolled at Disadvantage..
Active imagination - Aze is an overthinker. Flirting, seduction, and genuine affection really, really get to him. As such, any rolls to apply the Charm status effect autohit him.
Weakness slot - EMPTY
Weakness slot - EMPTY
Weakness slot - EMPTY
Alright, first player character. I've got no idea if he's too strong or not, and i really hope he's good. I do want anyone who DMs an opponent with him to enjoy it.
You may notice that i've put a passive that encourages not causing him pain... That's because torture and CBT are fairly big turnoffs for me. I know some midara rely on it but it isn't really my thing. That doesn't mean that physical attacks will cause him to use it every time mind you, just pure pain-based stuff.
Hope i haven't screwed up o/