Ander Valman

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Ander Valman
Citizen
Posts: 71
Joined: Thu Apr 20, 2006 1:26 am
Race: Human

Ander Valman

Post by Ander Valman » Thu Apr 20, 2006 1:28 am

Name: Ander Valman
Age: 16
Height: 5 feet, 9 inches
Gender: male
Race: human
Hair: shaggy brown, down to just below his ears
Eyes: green

Physical Appearance:

Ander Valman looks like nothing more than any other 16 year old human boy. He is not overly tall at 5 feet, 9 inches, and he is skinny, like most of the boys that age. His unruly brown hair is worn to a length that is slightly below his ears. The bangs cover a portion of his eyes, but reveal just enough to show that the eyes in question are green. He is often found wearing ragged black pants and a beige tunic, both unquestionably old and dirty. He wears a pair of shoes that look in danger of falling off his feet soon. No weapons are carried on his person.
There is sadness in his face, especially in his eyes, that may be mistaken for shyness.

Equipment:

Ander carries a backpack with bits of food, a little coin, and one change of clothing. The change of clothing, should anyone root through his backpack, is even worse for wear than the clothes he currently wears.
He carries nothing else.

Powers:

Ander has developed sorcery-like powers that he cannot control. Sometimes, when needed, spells he doesn’t know spontaneously come to him and he will cast these, without concious thought or intention.

Weaknesses:

Ander is a 16 year old human boy with no prior experience with fighting, aside from the minute fisticuffs everyone has while nothing more than a child. He has no direct control over the spells that will help him out of any given situation.
He also has no real clue about anything in the real world, having been only recently introduced to it in a rather sudden manner.

History:

Born in Shim, Ander was content living life in the country. His father was a baker, and well respected, and his mother was his assistant, as well as a full time mother. She took care of Ander and his two older sisters and one younger sister. The older sisters helped around the bakery, as did Ander on occasion.
A few years ago, shortly after Ander began to go through puberty, he manifested powers of a sorcerous nature. It began with little things, such as telekinesis, and progressed until every table, chair, implement and piece of food was soaring through the kitchen at breakneck speeds. Many exorcists were brought in to attempt to rid the house of the ghosts or demons that had taken up residence, but none were successful.
Ander didn’t have the heart to tell his parents he thought it might be him. Magic, all forms of it, was outlawed in Shim, and this would bring shame upon his family. He kept his secret, trying to learn to control it in secret.
After nearly two years of attempting to learn control, Ander became frustrated, and his attempts at control became less and less. It was during one of these attempts at control that he was found out.
After another frustrating attempt of trying to make the magic answer to his command, he was seething in the corner, on the verge of a tantrum sometimes had by young folk in their middle teens. He was pacing back and forth, kicking at various items on the floor, when his mother walked in. He turned on her, unintentionally turning his anger in her direction. She caught the full force of a dazzling array of lights, a spell yet unseen by Anderl, leaving her dazed and slumped on the floor in the doorway. Ander rushed to her, finally helping to bring her around. When she came back to her senses, Ander confessed everything.
They kept the secret for nearly another year. Then, while his father was drinking, as he was wont to do on occasion (also occasionally administering a beating to either Ander or his older sisters), Ander lost control. His father backhanded him, hard enough to send him sprawling into a corner, his nose bleeding. As Ander struggled to rise, his father swaggered in again, another blow aimed for Ander’s head. Pure reaction and instinct took over, and Ander reached up, catching his father’s wrist in his hand. As the two looked into each other’s eyes, something passed between them. His father seemed to see a flash in his son’s eyes, and Ander knew something momentous was about to change his life. Nearly no time passed while all this registered, and suddenly a loud “whump” filled the room. Ander’s father convulsed suddenly and was flung away, electricity arcing from his body to dance around the room before fading. Ander stared at his father’s prone, barely breathing body.
Then his sisters screamed, seemingly in concert. Ander’s mother ran to his father, made sure he was alive, then turned to Ander, a pleading look in her eyes.
“You must leave, Ander. Magic is not allowed in Thar Shaddin! You will be taken to jail, or … or …” her voice dropped to a whisper, “executed!”
Ander stared at her, his jaw dropping. Leave?! This was the only life he’d known.
“But…” he started.
“Go! Now!” his mother shouted, pleading. “Your father will turn you over to the authorities. It is expected of him! Please, go!”
Tears streamed down her face. Ander turned to his sisters, who, all three, simply stared at him in blank astonishment and horror. He nodded once, and turned, grabbing a backpack, a change of clothes, and what little money he had saved up. He ran to the kitchen, grabbed a few bits of food and stuffed them into his pack along with the money and clothes. Then he left.
Last edited by Ander Valman on Wed May 24, 2006 9:39 pm, edited 1 time in total.
So you were born in an electrical storm, took a bite out the sun, and saw your future in a machine built for two.

Ander Valman
Citizen
Posts: 71
Joined: Thu Apr 20, 2006 1:26 am
Race: Human

Post by Ander Valman » Sat Apr 22, 2006 6:27 pm

All spells are unknown, and will pop up on occasion. There may be some others that appear, but it will depend on the extremity of the situation.


Detect Magic: Detects spells and magic items within 60 ft
Dancing Lights: Creates torch or other lights
Flare: Dazzles and blinds one person/creature
Ghost Sound: Figment sounds are heard
Mending: Makes minor repairs on item
Hold Portal: Holds door shut
Grease: Makes 10 ft square or one object slippery
Color Spray: Knocks unconcious, blinds and/or stuns 1 or 2 people/creatures
Shocking Grasp: Touch delivers electric shock
Charm Person/Animal: Makes one person/animal friendly
Chill Touch: Touch drains warmth from person/creature
Web: Fills 20 ft radius with sticky spiderwebs
Scorching Ray: Fires a ray of fire from caster's finger
Invisibility: Makes subjecy invisible
Knock: Opens locked or magically sealed door
Hold Person: Paralyzes one person/humanoid
Daylight: 60ft radius of bright light
Lighting Bolt: Fires electricity from caster's finger
Vampiric Touch: Touch drains life, caster gains life (if injured)
Last edited by Ander Valman on Wed May 24, 2006 9:41 pm, edited 2 times in total.
So you were born in an electrical storm, took a bite out the sun, and saw your future in a machine built for two.

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