====== General ====== **Names:** Janus and Salii\\ **Background:** Mage\\ - Comes from the old magetowers, as an alteration apprentice.\\ **Experience:** 1\\ **Level:** 1\\ \\ **Speed:** 30 Ft\\ **Race:** Human ====== Background: ====== Janus and Salii used to be two different persons, now molded together in a horrid experiment gone terribly wrong.\\ Janus was an alteration mage, who was helping with an experiment aimed at transferring knowledge from one person to another. Salii was a guard near the experimental room.\\ Janus had a studious approach to most of his problems, so experimentation was a slow and meticulous process, but during one experiment Salii's impatient nature had Salii interrupting one of the experiment, making the profane alteration magic spin out of control, the masters of the tower quickly got out of reach and started sealing the magical energies. Alas Janus and Salii got caught inside the magical circle, if not tempered it would have devoured the tower, attempting to fuse everything within it's grasp. Instead it only fused these two characters into one being, ending in captivity for the new JanusSalii entity.\\ Janus usually have the most control of the body, and therefore they usually go by the name Janus. They also soon after fled the emprisonment, and have used alteration magic to change the way they look to fool easy detection.\\ \\ ====== Janus Attributes: ====== ^Physical ^Social ^Mental ^Magical | |2 Agility |2 Deception |3 Learning |5 Alteration | |- Fortitude |- Presence |2 Logic |- Creation | |2 Might |- Persuasion |3 Perception |- Entropy | | | |1 Will | | **Stats**\\ | ^Janus ^Armor | ^HP |12 | | ^Init |+1d8 | | ^Toughn |11 | | ^Evasio |16 |(4) | ^Resolv |11 | | **Feats**\\ **Alternate Form** \\ **Cost 6** \\ http://www.openlegendrpg.com/feats/alternate_form \\ \\ Upon taking this feat, you build a single alternate form using the normal character creation rules, though your attribute and feat points are determined by your tier in this feat:\\ \\ Tier 2 – Same attribute points as your primary form, and 3 feat points per level.\\ \\ Whenever your primary form gains new attribute points or levels up, your alternate form also gains points. You may transform from one form to another as a focus action. Each form is treated as a completely different character for mechanical purposes - possessing different attributes, feats, perks, flaws, and other defining characteristics. Your alternate form does, however, retain the ability to transform back into your primary form.\\ In order to keep track of hit points, you should always record the total damage that your character has suffered. When transforming, your damage remains with you even if your maximum hit points change. For example, Dr. Jekyll has a max HP of 15 and Mr. Hyde has a max HP of 30. During combat, Mr. Hyde suffers 10 damage. When he later transforms back into Dr. Jekyll, the 10 damage remains and is subtracted from his new maximum, leaving the doctor with 5 out of 15 hit points. \\ **Quirks**\\ **Magical** \\ **Herbalism** \\ **Perk** \\ \\ Once per session, you can re-roll a failed Learning check related to your discipline, gaining advantage 2 on the re-roll. Furthermore, you have colleagues and connections within your discipline, and know the proper channels for gaining access to specialty laboratories, libraries, temples, or other collections of lore related to your field of scholarship. **Addiction** \\ **Addicted to:** Coca Leaves \\ **Flaw** \\ \\ The roll of the dice, the smoke of the Black Lotus, or the escape of the virtual reality machine. Whether your addiction is physical, mental, or social, the effect is generally the same: you’ve got an itch that you need to scratch, and you’ll sometimes do reckless or atrocious things to make sure that you can get your fix. You get to decide the nature and severity of your addiction. ====== Salii Attributes: ====== ^Physical ^Social ^Mental ^Magical | |5 Agility |- Deception |- Learning |- Alteration | |3 Fortitude |3 Presence |- Logic |- Creation | |2 Might |- Persuasion |- Perception |- Entropy | | | |4 Will | | **Stats**\\ | ^Salii ^Armor | ^HP |30 | | ^Init |+2d6 | | ^Toughn |17 | | ^Evasio |19 |(4) | ^Resolv |17 | | **Feats**\\ **Resilient** \\ **Cost 3** \\ http://www.openlegendrpg.com/feats/resilient \\ \\ Any time you make a Resist roll, you have Advantage on the d20 roll (roll 2 d20 and keep the higher, contrary to major action rolls) \\ **Quirks**\\ **Courageous** \\ **Perk** \\ \\ Your heart is brave beyond bounds. Once per game session, as a free action you can cancel all negative effects upon you related to fear or low morale. **Brash** \\ **Flaw** \\ \\ You are bold and daring to the point of recklessness. You have no time for plans, calculations, or strategic thinking. A lot of brass and a peck of luck are all you need. Kick in the door and let the details sort themselves out. ====== Equipment: ====== **Wealth:** 2\\ \\ **Weapons:**\\ Glaive:\\ 1d20+(Agi) + adv 1 - Reach, Banes: Knocdown, Immobile. - Two-handed, Forceful, Precise. \\ \\ Crossbow:\\ 1d20+(Agi) + adv 1 - Range 50. - Two-handed, Precise. \\ \\ **Armor:**\\ Scale Shirt:\\ Defense +4, Cost: 2, Required might: 2, Heavy. \\ \\ **Misc:**\\ Healer's Pack:\\ (bedroll, 2 weeks rations, 6 days water, bandages, herbs, mortar and pestle, 25’ rope, 3 flasks oil, flint and steel, lantern.)\\ \\