Post by Jonathan Winters *Deceased* on Jun 25, 2006 15:23:24 GMT -5
History:
World War II
?
The Stutter
?
Experiments
?
Lone Wolf
?
In the Army
?
..Arcane Academy..?
?
Style:
[glow=gray,2,300]Conservative-Stealth Sniper Style[/glow]As a sniper, he relies on long-range combat. Most of his spells or abilities all pertain around to him being able to be able to be undetected, no matter what the place is. That, and a lifetime of serving the military, and we have the pretty decent sniper on our hands.
Strengths:
With his steady arms and strangely quiet nature, despite his height, he rather adept at sneaking up on people, his abilities aside. There is strength is much strength in his attacks, and he is able to fire his M82 or C-10 with generally minimal recoil in his own arms.
Weaknesses:
As strange as it may be, he is capable of dealing a lot of damage, knife attacks included, but is unable to take much damage himself, and is in fact, like all snipers, highly vulnerable to being caught in CQC. Most of his stealth spells, in fact, require constant focus, something is automatically broken when he shifts his focus onto the attack, either from afar, or in close, generally giving the attacked about five-seconds to notice him and respond, should they be lucky enough to turn around, or spot him appear from afar. That, and the fact that he is generally slow, due to his encouragingly quiet nature, and what we have is a truly vulnerable sniper.
Spell/Abilities List:
-Codename: "Ghost"
By saturating his body with this magic, he can allow for light to pass through him, giving him the 'invisible' feel. In fact, unless your looking very closely at where he's standing, you won't be able to see him at all.. but to look closely, you'll see a slight disturbment in how the light is being distributed, and perhaps a strange shadow.. this spell, however, is a channeling spell that requires constant energy feed. This is made even more severe by the fact that, to ensure his complete stealth, he uses 'Ghost' alongside 'Sniff' and 'Mutter'. It requires constant focus, and is broken the moment the thought of 'striking' enters his mind and actions. 1 Energy is consumed for the turn it is used in, and every other turn it is activated for.
-Codename: "Sniff"
Projecting a small shield around himself, and all of his weaponry, and basically, his gear, he traps any and all dust particles that give off his scent away. Technically, if he were to improve on this, it would make for a great insulator and/or personal shield, but, this can't even deflect knife attacks, much less a bullet. The point of this spell is often to ensure complete 'invisibility'. If you can't see him and you can't smell him... then its as though he were invisible. This spell, however, is a channeling spell that requires constant energy feed. This is made even more severe by the fact that, to ensure his complete stealth, he uses 'Sniff' alongside 'Ghost' and 'Mutter'. It requires constant focus, and is broken the moment the thought of 'striking' enters his mind and actions. 1 Energy is consumed for the turn it is used in, and every other turn it is activated for.
-Codename: "Mutter"
This is a different sort of shielding, in comparison with 'Sniff'. By surrounding himself with this specific sort of 'magical shielding', he will dampen any and all noises he makes, or induces by 99.9%. As quiet a man as he already is, combined by the fact that he is always watching where he steps when in 'battle-mode', you will hear nothing. This spell, however, is a channeling spell that requires constant energy feed. This is made even more severe by the fact that, to ensure his complete stealth, he uses 'Mutter' alongside 'Ghost' and 'Sniff'. It requires constant focus, and is broken the moment the thought of 'striking' enters his mind and actions. 1 Energy is consumed for the turn it is used in, and every other turn it is activated for.
-Codename: "Forest"
One of the strangest, but most useful of his techniques for the outdoors. In fact, this ability is part of the reason why he favors outdoor missions so much. By observing the plants around him, from tall grass to branches, to most in particular, moss, he will grow his current surrounding enviroment on his body. This serves two purposes: 1) While hiding in the tall grass, the little hill a far way off, or somewhere up a tree, his 'Forest' ability will be the thing keeping him alive, and looking like a tree. 2) The problem of having to take a piss or eating no longer becomes a problem. By using little of his own energy, and instead, using the plants on his body, he will recycle his own body's wastes and regain energy all in one. In fact, he could be out for days, just laying on the ground, doing nothing. Being one of his most practiced and favorite tactics, this requires minimum concentration. This ability, which feeds on itself to keep itself going, is actually able to produce an excess of 1 energy every turn it is activated for. It cannot exceed his maximum energy, and instead will just maintain his form.
-Codename: "Snow"
As Jonathan grew stronger, his memories hit him, one night. Yes, so too were his 'abilities' expanding. "Snow" is an understatement. By activating a miniature shield around him, projecting off his tempature down to the area around him, matching it, while he feels generally unaffected. As can be guessed, this is excellant, versus thermal goggles. Like his other abilities, it drains 1 energy every turn it is activated for.
-Lockdown: Not necessarily a spell, Jonathan uses one of his 'Lockdown Canisters' whenever he wants to put something, like an electronically run thing into lockdown, making it inoperable for sixty seconds.
-More Spells May Be Revealed...
Weapons/Gear:
-M82A1 Sniper Rifle Description:
The M82A1 is a short recoil semi-automatic firearm. When the gun is fired, the barrel initially recoils for a short distance (about an inch/25 mm) being securely locked by the rotating bolt. After the short travel, a post on the bolt engaged in the curved cam track in the receiver turns the bolt to unlock it from the barrel. As soon as the bolt unlocks, the accelerator arm strikes it back, transferring part of the recoil energy of the barrel to the bolt to achieve reliable cycling. Then the barrel is stopped and the bolt continues back, to extract and eject a spent case. On its return stroke, the bolt strips the fresh cartridge from the box magazine and feeds it into the chamber and finally locks itself to the barrel. The striker also is cocked on the return stroke of the bolt. The gun is fed from a large detachable box magazine holding up to 10 rounds.
The receiver is made from two parts (upper and lower), stamped from sheet steel and connected by cross-pins. The heavy barrel is fluted to improve heat dissipation and save weight, and fitted with a large and effective reactive muzzle brake. As a later M82 rifle, it is equipped with two-chamber brakes of rectangular cross-section.
Fitted with scope mount and folding backup iron sights, should the glass scope break. Equipped with Leupold M series 10x telescope sights. Is equipped with a folding carrying handle and a folding bipod (detachable). Also fitted with a detachable rear monopod under the butt. The buttpad is fitted with a soft recoil pad to further decrease the felt recoil. The M82A1 can be fitted with a carry sling but according to those who carried it in the field, the M82 is much too uncomfortable to be carried on a sling due to its excessive length and heavy weight. It is usually carried in a special carry soft or hard case.
As with Winters, who is one of those who carries it on a sling, as to whether or not it is indeed uncomfortable is yet to be complained about, due to his seemingly permanent silence.
-M82A1 Sniper Rifle:
• Caliber: .50 BMG (12.7 x 99 mm)
• Operation: short recoil, semi-automatic
• Overall length: 1448 mm
• Barrel length: 737 mm
• Feed device: 10-round detachable box magazine
• Sights: 10x telescopic
• Mass: 12.9 kg empty
• Muzzle velocity: 854 m/s (M33 Ball)
• Max effective range: 1800 m
• Expected accuracy: 1.5 to 2.0 MOA or better
-C-10 Canister Rifle Description:
As far as weapons go.. this is his least favorite. It's powerful, it's loud, and its huge.. something usually taken only for the task at hand. Sure, it can put a hole in someone, but, the discreetness is lacking. The only thing found to be of usefulness is the x10 scope, the fact that it can fire long range, it can punch a decent hole in armored troops (not tank armor of course), and of course, the lockdown shell which electronically knocks out anything mechanical in a fifty-foot radius. Is one of the less accurate weapons, adding even further to the displeasure of a soldier who wishes to get the job done as quick and clean as possible.
-C-10 Canister Rifle:
• Caliber: .50 BMG (15.6 x 100 mm)
• Operation: large recoil, semi-automatic
• Overall length: 1500 mm
• Barrel length: 750 mm
• Feed device: 10-round detachable box magazine
• Sights: 10x telescopic
• Mass: 16.0 kg empty
• Muzzle velocity: 900 m/s
• Max effective range: 1800 m
• Expected accuracy: 1.25 to 1.5 MOA or better
-Standard Army-Issued Knife Description:
A knife in all of its uses, is the most verstile thing in Jonathon's arsenal. Using his stealth tactics and abilities, he can sneak up on someone, and bringing it down from his shoulder's sheath, can do an instant slash, especially useful when in CQC, as a 'off-guard' weapon. What Jonathon may be seen doing with this in his free time, however, is carving out pieces of wood, preparing a trap, or anything else that a knife can be used for.
-Standard Army-Issued Knife:
• Total Length: 12 in.
• Handle Length: 5.7 in.
• Blade Length: 6.3 in.
• Blade Type: One-sided blade with dull backedge.
• Blade Metal: Stainless Steel
• Sheath: Located on left shoulder
-Beretta 92F/FS Description:
A silenced pistol, this is used by Jonathan whenever he needs to defend himself, or is in high risk of being caught in CQC. Has saved his life more then once.
-Beretta 92F/FS
• Type Semi-automatic pistol
• Caliber 9mm
• Ammunition 9mm Luger
• Feed system 20 rounds
• Action Double Action
• Length 217 mm
• Barrel length 125 mm
• Weight 955 g
• Rate of fire Semi-automatic
• Muzzle velocity 1,150 ft/s
• Effective range 50 yd
• Equipped with silencer
-Generic Sniper Suit Description:
His favorered sniper suit, enjoying the air passing through his exposed arms.
-Generic Sniper Suit
• Knife sheath located on left shoulder
• M82A1 cartridges pouched on chest pockets
• Beretta 92F/FS holster located on upper left pant leg
• C-10 Canisters individual pouches located along lower backside
• Easy movement is accessible
• Comfortable
• Provides limited kelver protection on front of chest
• Weight 200 g
• Ear-piece radio
• Night-vision goggles
• Night-vision goggles range extending to a hundred meters (varies from user to user, depending on eyesight)
• Night-vision goggles double as electronic binoculars
• Gas mask
• Gas mask comes with small oxygen tube (lasts one hour, varies)
-Special Ops Sniper Suit:
Jonathan's more deterred combat suit due to uncomfortable movement, although speed is increased drastically, and other goodies.
-Special Ops Sniper Suit
• Knife sheath located on left shoulder
• M82A1 cartridges pouched on chest pockets
• Beretta 92F/FS holster located on upper left pant leg
• C-10 Canisters individual pouches located along lower backside
• Allows/Forces body for quick movements
• Uncomfortable
• Provides limited kelver protection on front of chest
• Weight 350 g
• Ear-piece radio
• Night-vision goggles
• Night-vision goggles range extending to a hundred meters (varies from user to user, depending on eyesight)
• Night-vision goggles double as electronic binoculars
• Night-vision goggles triple as infrared filters
• Gas mask
• Gas mask comes with small oxygen tube (lasts one hour, varies)
Bullet-Type List:
-Pistol Bullets: Carrying around three cartridges on his person is what he normally keeps it too, although he has a lot of them. Good for silenced attacks, thanks to the silencer.
Quantity: 20 Cartridges (400 Rounds)
-Rubber Pistol Bullets: Only taken out for practice, he's got quite a few hundred of these things.
Quantity: 30 Cartridges: (600 Rounds)
-Normal Rifle Bullets: Standardized bullets for a sniper. Normally about Four-and-a-half inches long, can only be fitted into the M82A1.
Quantity: 10 Cartriges (100 Rounds)
-Rubber Rifle Bullets: Used for practice, he has a lot of these. Even so, they can cause a concussion or break a bone, if a solid hit is made...
Quantity: 20 Cartridges (200 Rounds)
-Piercing Bullet: A seven-inch bastard, it can punch a hole through armor, but is in less supply.
Quantity: 4 Cartridges (40 Rounds)
-C-10 Canister: Basically used to blow the hell out of something from a large distance. These things are heavy. Unfortunetly, Jonathan carries fifteen of them when he uses the C-10 Canister Rifle, not wanting to be caught without ammo.
Quantity: 20 Canisters
-Lockdown Canister: The same weight as a normal canister, and in even lesser supply, Jonathan will normally carry around four of these on his person, when using the C-10 Canister Rifle.
Quantity: 10 Canister
Items:
Dog Tag
?
Ammunition
*Miscellanious household items*
Note: Rest assured, he will not be used to take headshots of other characters, or attempt to finish missions quickly. Where’s the fun in that?
Statistics:
-Strength: 26
-Dexterity: 10
-Endurance: 10
-Intelligence: 5
-Wisdom: 5
-Energy: 30
Record:
-Spell Caster Ascension (5 EXP), September 9, 2006-
-A Most Beautiful Dance. (1 EXP), October 15-25 2006-
-Fights: 1
-Wins: 1
-Loses: 0
-Ties: 0
-Fight EXP: 1
-A Most Beautiful Dance. (1 EXP), October 15-25 2006-
-Class EXP: 8
-Unlocking Your Magical Potential (3 EXP), June 28-July 18, 2006-
-So You Want To Learn How To Kill People? Lesson 1 (5 EXP), August 3-October 15, 2006-
-Mission/Event EXP: 7
-Beast Revolution 2 (2 EXP), Jun 1, 2006 to Aug 1, 2006-
-Foreboding Skies In The North (Mature) (5 EXP), August 13-November 12, 2006-
=Total EXP: 21
World War II
?
The Stutter
?
Experiments
?
Lone Wolf
?
In the Army
?
..Arcane Academy..?
?
Style:
[glow=gray,2,300]Conservative-Stealth Sniper Style[/glow]As a sniper, he relies on long-range combat. Most of his spells or abilities all pertain around to him being able to be able to be undetected, no matter what the place is. That, and a lifetime of serving the military, and we have the pretty decent sniper on our hands.
Strengths:
With his steady arms and strangely quiet nature, despite his height, he rather adept at sneaking up on people, his abilities aside. There is strength is much strength in his attacks, and he is able to fire his M82 or C-10 with generally minimal recoil in his own arms.
Weaknesses:
As strange as it may be, he is capable of dealing a lot of damage, knife attacks included, but is unable to take much damage himself, and is in fact, like all snipers, highly vulnerable to being caught in CQC. Most of his stealth spells, in fact, require constant focus, something is automatically broken when he shifts his focus onto the attack, either from afar, or in close, generally giving the attacked about five-seconds to notice him and respond, should they be lucky enough to turn around, or spot him appear from afar. That, and the fact that he is generally slow, due to his encouragingly quiet nature, and what we have is a truly vulnerable sniper.
Spell/Abilities List:
-Codename: "Ghost"
By saturating his body with this magic, he can allow for light to pass through him, giving him the 'invisible' feel. In fact, unless your looking very closely at where he's standing, you won't be able to see him at all.. but to look closely, you'll see a slight disturbment in how the light is being distributed, and perhaps a strange shadow.. this spell, however, is a channeling spell that requires constant energy feed. This is made even more severe by the fact that, to ensure his complete stealth, he uses 'Ghost' alongside 'Sniff' and 'Mutter'. It requires constant focus, and is broken the moment the thought of 'striking' enters his mind and actions. 1 Energy is consumed for the turn it is used in, and every other turn it is activated for.
-Codename: "Sniff"
Projecting a small shield around himself, and all of his weaponry, and basically, his gear, he traps any and all dust particles that give off his scent away. Technically, if he were to improve on this, it would make for a great insulator and/or personal shield, but, this can't even deflect knife attacks, much less a bullet. The point of this spell is often to ensure complete 'invisibility'. If you can't see him and you can't smell him... then its as though he were invisible. This spell, however, is a channeling spell that requires constant energy feed. This is made even more severe by the fact that, to ensure his complete stealth, he uses 'Sniff' alongside 'Ghost' and 'Mutter'. It requires constant focus, and is broken the moment the thought of 'striking' enters his mind and actions. 1 Energy is consumed for the turn it is used in, and every other turn it is activated for.
-Codename: "Mutter"
This is a different sort of shielding, in comparison with 'Sniff'. By surrounding himself with this specific sort of 'magical shielding', he will dampen any and all noises he makes, or induces by 99.9%. As quiet a man as he already is, combined by the fact that he is always watching where he steps when in 'battle-mode', you will hear nothing. This spell, however, is a channeling spell that requires constant energy feed. This is made even more severe by the fact that, to ensure his complete stealth, he uses 'Mutter' alongside 'Ghost' and 'Sniff'. It requires constant focus, and is broken the moment the thought of 'striking' enters his mind and actions. 1 Energy is consumed for the turn it is used in, and every other turn it is activated for.
-Codename: "Forest"
One of the strangest, but most useful of his techniques for the outdoors. In fact, this ability is part of the reason why he favors outdoor missions so much. By observing the plants around him, from tall grass to branches, to most in particular, moss, he will grow his current surrounding enviroment on his body. This serves two purposes: 1) While hiding in the tall grass, the little hill a far way off, or somewhere up a tree, his 'Forest' ability will be the thing keeping him alive, and looking like a tree. 2) The problem of having to take a piss or eating no longer becomes a problem. By using little of his own energy, and instead, using the plants on his body, he will recycle his own body's wastes and regain energy all in one. In fact, he could be out for days, just laying on the ground, doing nothing. Being one of his most practiced and favorite tactics, this requires minimum concentration. This ability, which feeds on itself to keep itself going, is actually able to produce an excess of 1 energy every turn it is activated for. It cannot exceed his maximum energy, and instead will just maintain his form.
-Codename: "Snow"
As Jonathan grew stronger, his memories hit him, one night. Yes, so too were his 'abilities' expanding. "Snow" is an understatement. By activating a miniature shield around him, projecting off his tempature down to the area around him, matching it, while he feels generally unaffected. As can be guessed, this is excellant, versus thermal goggles. Like his other abilities, it drains 1 energy every turn it is activated for.
-Lockdown: Not necessarily a spell, Jonathan uses one of his 'Lockdown Canisters' whenever he wants to put something, like an electronically run thing into lockdown, making it inoperable for sixty seconds.
-More Spells May Be Revealed...
Weapons/Gear:
-M82A1 Sniper Rifle Description:
The M82A1 is a short recoil semi-automatic firearm. When the gun is fired, the barrel initially recoils for a short distance (about an inch/25 mm) being securely locked by the rotating bolt. After the short travel, a post on the bolt engaged in the curved cam track in the receiver turns the bolt to unlock it from the barrel. As soon as the bolt unlocks, the accelerator arm strikes it back, transferring part of the recoil energy of the barrel to the bolt to achieve reliable cycling. Then the barrel is stopped and the bolt continues back, to extract and eject a spent case. On its return stroke, the bolt strips the fresh cartridge from the box magazine and feeds it into the chamber and finally locks itself to the barrel. The striker also is cocked on the return stroke of the bolt. The gun is fed from a large detachable box magazine holding up to 10 rounds.
The receiver is made from two parts (upper and lower), stamped from sheet steel and connected by cross-pins. The heavy barrel is fluted to improve heat dissipation and save weight, and fitted with a large and effective reactive muzzle brake. As a later M82 rifle, it is equipped with two-chamber brakes of rectangular cross-section.
Fitted with scope mount and folding backup iron sights, should the glass scope break. Equipped with Leupold M series 10x telescope sights. Is equipped with a folding carrying handle and a folding bipod (detachable). Also fitted with a detachable rear monopod under the butt. The buttpad is fitted with a soft recoil pad to further decrease the felt recoil. The M82A1 can be fitted with a carry sling but according to those who carried it in the field, the M82 is much too uncomfortable to be carried on a sling due to its excessive length and heavy weight. It is usually carried in a special carry soft or hard case.
As with Winters, who is one of those who carries it on a sling, as to whether or not it is indeed uncomfortable is yet to be complained about, due to his seemingly permanent silence.
-M82A1 Sniper Rifle:
• Caliber: .50 BMG (12.7 x 99 mm)
• Operation: short recoil, semi-automatic
• Overall length: 1448 mm
• Barrel length: 737 mm
• Feed device: 10-round detachable box magazine
• Sights: 10x telescopic
• Mass: 12.9 kg empty
• Muzzle velocity: 854 m/s (M33 Ball)
• Max effective range: 1800 m
• Expected accuracy: 1.5 to 2.0 MOA or better
-C-10 Canister Rifle Description:
As far as weapons go.. this is his least favorite. It's powerful, it's loud, and its huge.. something usually taken only for the task at hand. Sure, it can put a hole in someone, but, the discreetness is lacking. The only thing found to be of usefulness is the x10 scope, the fact that it can fire long range, it can punch a decent hole in armored troops (not tank armor of course), and of course, the lockdown shell which electronically knocks out anything mechanical in a fifty-foot radius. Is one of the less accurate weapons, adding even further to the displeasure of a soldier who wishes to get the job done as quick and clean as possible.
-C-10 Canister Rifle:
• Caliber: .50 BMG (15.6 x 100 mm)
• Operation: large recoil, semi-automatic
• Overall length: 1500 mm
• Barrel length: 750 mm
• Feed device: 10-round detachable box magazine
• Sights: 10x telescopic
• Mass: 16.0 kg empty
• Muzzle velocity: 900 m/s
• Max effective range: 1800 m
• Expected accuracy: 1.25 to 1.5 MOA or better
-Standard Army-Issued Knife Description:
A knife in all of its uses, is the most verstile thing in Jonathon's arsenal. Using his stealth tactics and abilities, he can sneak up on someone, and bringing it down from his shoulder's sheath, can do an instant slash, especially useful when in CQC, as a 'off-guard' weapon. What Jonathon may be seen doing with this in his free time, however, is carving out pieces of wood, preparing a trap, or anything else that a knife can be used for.
-Standard Army-Issued Knife:
• Total Length: 12 in.
• Handle Length: 5.7 in.
• Blade Length: 6.3 in.
• Blade Type: One-sided blade with dull backedge.
• Blade Metal: Stainless Steel
• Sheath: Located on left shoulder
-Beretta 92F/FS Description:
A silenced pistol, this is used by Jonathan whenever he needs to defend himself, or is in high risk of being caught in CQC. Has saved his life more then once.
-Beretta 92F/FS
• Type Semi-automatic pistol
• Caliber 9mm
• Ammunition 9mm Luger
• Feed system 20 rounds
• Action Double Action
• Length 217 mm
• Barrel length 125 mm
• Weight 955 g
• Rate of fire Semi-automatic
• Muzzle velocity 1,150 ft/s
• Effective range 50 yd
• Equipped with silencer
-Generic Sniper Suit Description:
His favorered sniper suit, enjoying the air passing through his exposed arms.
-Generic Sniper Suit
• Knife sheath located on left shoulder
• M82A1 cartridges pouched on chest pockets
• Beretta 92F/FS holster located on upper left pant leg
• C-10 Canisters individual pouches located along lower backside
• Easy movement is accessible
• Comfortable
• Provides limited kelver protection on front of chest
• Weight 200 g
• Ear-piece radio
• Night-vision goggles
• Night-vision goggles range extending to a hundred meters (varies from user to user, depending on eyesight)
• Night-vision goggles double as electronic binoculars
• Gas mask
• Gas mask comes with small oxygen tube (lasts one hour, varies)
-Special Ops Sniper Suit:
Jonathan's more deterred combat suit due to uncomfortable movement, although speed is increased drastically, and other goodies.
-Special Ops Sniper Suit
• Knife sheath located on left shoulder
• M82A1 cartridges pouched on chest pockets
• Beretta 92F/FS holster located on upper left pant leg
• C-10 Canisters individual pouches located along lower backside
• Allows/Forces body for quick movements
• Uncomfortable
• Provides limited kelver protection on front of chest
• Weight 350 g
• Ear-piece radio
• Night-vision goggles
• Night-vision goggles range extending to a hundred meters (varies from user to user, depending on eyesight)
• Night-vision goggles double as electronic binoculars
• Night-vision goggles triple as infrared filters
• Gas mask
• Gas mask comes with small oxygen tube (lasts one hour, varies)
Bullet-Type List:
-Pistol Bullets: Carrying around three cartridges on his person is what he normally keeps it too, although he has a lot of them. Good for silenced attacks, thanks to the silencer.
Quantity: 20 Cartridges (400 Rounds)
-Rubber Pistol Bullets: Only taken out for practice, he's got quite a few hundred of these things.
Quantity: 30 Cartridges: (600 Rounds)
-Normal Rifle Bullets: Standardized bullets for a sniper. Normally about Four-and-a-half inches long, can only be fitted into the M82A1.
Quantity: 10 Cartriges (100 Rounds)
-Rubber Rifle Bullets: Used for practice, he has a lot of these. Even so, they can cause a concussion or break a bone, if a solid hit is made...
Quantity: 20 Cartridges (200 Rounds)
-Piercing Bullet: A seven-inch bastard, it can punch a hole through armor, but is in less supply.
Quantity: 4 Cartridges (40 Rounds)
-C-10 Canister: Basically used to blow the hell out of something from a large distance. These things are heavy. Unfortunetly, Jonathan carries fifteen of them when he uses the C-10 Canister Rifle, not wanting to be caught without ammo.
Quantity: 20 Canisters
-Lockdown Canister: The same weight as a normal canister, and in even lesser supply, Jonathan will normally carry around four of these on his person, when using the C-10 Canister Rifle.
Quantity: 10 Canister
Items:
Dog Tag
?
Ammunition
*Miscellanious household items*
Note: Rest assured, he will not be used to take headshots of other characters, or attempt to finish missions quickly. Where’s the fun in that?
Statistics:
-Strength: 26
-Dexterity: 10
-Endurance: 10
-Intelligence: 5
-Wisdom: 5
-Energy: 30
Record:
-Spell Caster Ascension (5 EXP), September 9, 2006-
-A Most Beautiful Dance. (1 EXP), October 15-25 2006-
-Fights: 1
-Wins: 1
-Loses: 0
-Ties: 0
-Fight EXP: 1
-A Most Beautiful Dance. (1 EXP), October 15-25 2006-
-Class EXP: 8
-Unlocking Your Magical Potential (3 EXP), June 28-July 18, 2006-
-So You Want To Learn How To Kill People? Lesson 1 (5 EXP), August 3-October 15, 2006-
-Mission/Event EXP: 7
-Beast Revolution 2 (2 EXP), Jun 1, 2006 to Aug 1, 2006-
-Foreboding Skies In The North (Mature) (5 EXP), August 13-November 12, 2006-
=Total EXP: 21