Not complete by any means, but I think it should provide you a deeper incite to Siljonic's attitude, abilities, personality.
Name Siljonic Blackwind
a.k.a. HackMage Siljonic Blackwind in Magic Circles
Lord Siljonic Blackwind in Fighter Circles
Loki in Neo Viking World
Attributes
Persuasion 3@2
Charisma 3@2
Animal Magnetism 2@5
Strength 3@2
Stamina 3@2
Resistance 2@4
Density 2@3
Flexibility 2@1
Agility 3@2
Hand/Eye 3@2
Intellect 3@2
Intuition 3@3
Education Level 2@3
Will Power 2@10
Averaged Attributes
Ranged Strike Value: 3@3
Martial Strike Value: 3@2
Target Value: 2@9
Damage Value: 2@7
Best Relevant Attributes
Tech: 3@3 Intuition
Psi: 3@3 Intuition
Mag: 3@3 Intuition
Bod: 3@2 Agility
Bias:
Tech 11@1
Psi
Mag 15@1
Bod 10@2
Description skin: Jet Black Skin, Apparent Age: 18 (123 years old), 5’1”, 125 lbs, Strong, but not body builder looking (supernatural strength)
Personality: A good person, prone to enjoy personal freedom than the letter of the law, but respects that some law is needed. Likes to joke, laugh, eat drink, be merry. Doesn't have many friends, those that he does have, he supports, defends, protects with his life. Is the enemy of evil, people taking advantage of others, treading on the weak. A strong tactical mind, thinking of plans, adjusting strategy on the fly, his drow cunning as sharp as others in his race. In a fight, ruthless, but fair. Is a calm person, but can be driven to anger if friends are in danger or threatened. He is only flashy in his dress outside of combat, inside, uses his small statue to his advantage. Uses his cloak to hide his spellbook, keeping his immense knowledge of magic to himself, only showing himself to be a fighter at first. Keeps to himself, save for his small group of friends, where the above shines through. Loyal to the end, always fighting the prejudice against his race with his deeds and actions.
Weaknesses: Hatred of Gnomes and Cavaliers, Deathly Afraid of Mind Flayers, Self Absorbed, Values Privacy, Fish hate him and has a Phobia of Snakes, Tells the truth, but is not compelled to say it, or will try to word it in a way that is advantageous. In direct sunlight or bright areas, takes a -1 to all skill checks, -2 Charisma to Races who know of Drow.
Talents: Multiattack Bonus x5 (Attacks as 10 levels higher than his current Hackmaster Level of 9, totaling Five attacks every two rounds), Ambidextrous: Uses both hands equally, Less Sleep: Only sleeps 4 hours a night for a full 8 hours of rest, Spellrazor, Each of his spells do an additional intensity of damage
Special Abilities: Hackmage: Can cast multiple spells at once, Immune to Fear and Paralysis, Read and Detect Magic at will, Self Induced spell frenzy: cast 2d12 offensive spells in succession, at least 1 a round, in this mode gets a +4 save vs spells cast at him, can make a save to not have his spells interrupted, 10% chance to absorb a spell cast at him to use later. Fights as a fighter 10 levels higher (DnD equivalent equal to a lvl 19 Fighter), 72% Resistant to Magic. Innate Spells: Fairie Fire , Dancing Lights, Darkness 10’ Radius, Levitate, Know Alignment, Detect Magic, Infravision 120’, 90% Resistant to Sleep and Charm, Only Surprised 10% of the time, Detect Secret Doors Passively: 16% of the time, Actively looking 32% of the Time, Detect Concealed Doors 50% of the time, Detect Grades or Slopes Underground: 83% of the time, Detect New Tunnel or Passage Underground: 83% of the time, Detects Sliding/Shifting walls underground 100% of the time. Surprises people 40% of the time, 20% if he has to open a door.
Skills (List and percentage for now, will work on them slowly)
Arcane Lore: 80%
Divine Lore: 67%
Spellcraft: 85%
Administration: 24%
Agriculture: 27%
Alchemy: 79%
Anatomy, Basic: 90%
Anatomy, Vital: Humanoid: 27%
Ancient History: 57%
Appraising: 44%
Civil Administration: 31%
Current Affairs: 45%
Customs and Etiquette: 37%
Engineering: 85%
Engineering: Fortifications: 72%
Engineering: Public Works: 69%
Forestry: 31%
Geology: 33%
Heraldry: 55%
History, Local (Garweeze World) 37%
History, World (Garweeze World) 65%
Know Ability: 55% (allows to know what someone is doing by looking at them)
Leadership, Basic: 51%
Leadership, Committee: 37%
Mathematics, Advances: 62%
Mathematics, Basic: 51%
Religion, General: 52%
Spirit Lore: 60%
Stringed Instruments: Lute: 125%
Armor Maintenance: 100%
Maintenance/Upkeep General: 100%
Shaving/Grooming: 100%
Weapon Maintenance: 100%
Angawa Battle Cry: 35%
Brawler: 41%
Crane: 43%
Disarm: 57%
Disarm: Expert: 89%
Entrenchment Construction: 64%
Establish Ambush Zone: 59%
Eye of the Tiger Advantage: 31%
Flying Combat: 47%
Jugular Swipe: 62%
Mortal Combat: 27%
Muster Resolve: 40%
Press the Attack: 70%
Siege Weapon Operation: 65%
Trip Attack: 55%
Who’s Yer Mama Ankle Wrench: 75%
Animal Handling: 40%
Bargain Sense: 31%
Bartering: 28%
Carpentry: 52%
Cartography Suite: Dungeon, Hasty Mapping, Overland: 39%
Coin Pile Numerical Approximation: 60%
Complex Geometic Estimation: 95%
Construction: Defense Works: 70%
Construction: Fortifications: 64%
Construction: Hasty Defense Works:67%
Construction: Siege Works: 68%
Endurance: 42%
Fire-Building: 37%
Fishing: 32%
Gaming: 45%
Glean Information: 65%
Haggle: 28%
Juggling: 51%
Jumping: 49%
Laborer, General: 32%
Looting, Advanced: 47%
Looting, Basic: 52%
Maintain Self Discipline: 45%
Mountaineering: 33%
Observation: 80%
Orchestrate Task: 70%
Penmanship: 37%
Reading Lips: Known Languages: 49%
Riding, Airborne: 47%
Riding, Land Based: 75%
Rope Use: 55%
Running: 30%
Skinning: 85%
Slaughter: Game Animal: 79%
Slaughter: Livestock: 29%
Sleight of Hand: 57%
Slip Away into Shadows: 49%
Speed Reading: 42%
Stealthy Movement: 60%
Stonemasonry: 52%
Survival, Underground: 49%
Swimming: 49%
Swimming: Dog Paddle: 52%
Tracking: 90%
Tumbling: 56%
Diplomacy: 70%
Knowledge of Courtly Affairs: 31%
Parley: 67%
Resist Persuasion: 59%
Rules of Fair Play: 39%
Social Ettiquette: 31%
Street Cred: 45%
Dancing: 125%
Tech
1@3 Stickshift Car Driving.
2@1 20th Century Science 11@1
Psi
2@10 Drow P0@0
2@5@ Elven P0@0
2@7 Dwarven P0@0
3@8 Common P0@0
2@1 Goblin P0@0
2@4 Orcish P0@0
2@3 Sylven P0@0
2@4 Underdark P0@0
3@7 Dragon Speak (Language, and also suggestion, esp, mind probing skill)
3@1 Training Martial Arts P0@1
3@1 Training Arcane Magic P0@1
Mag (Spell List for Now, will work on them slowly for spells, spell he would be a mid professional at, ones with a * low level expert)
Chromatic Orb
Color Spray*
Comprehend Languages
Detect Magic
Detect Undead
Enlarge
Feather Fall
Fog Vision
Gaze Reflection
Identify
Light
Magic Missile*
Phantasmal Fireball
Pool Gold
Protection from Evil
Read Magic
Shocking Grasp
Sleep*
Spider Climb
Unseen Servant
Wall of Fog
Wizard Mark
Write
Merge Coin Pile
Alarm
Blindness
Cloud of Pummeling Fists
Continual Light
Darkness 15’ Radius
Detect Invisibility
Esp
Hypnotic Pattern
Invisibility
Knock*
Levitate
Magic Missile: Reflection
Magic Missile: Sidewinder
Mirror Image
Ray of Enfeeblement
Shatter
Stinking Cloud
Vocalize
Web*
White Hot Metal
Wizard Lock
Magic Missile of Skewering*
Heat Seeking Fist of Thunder*
Blink
Continual Darkness
Dispel Magic
Fireball*
Fireball – Scatterblast*
Haste*
Lightning Bolt*
Slow*
Confusion*
Force Grenade
Fumble*
Minor Glove of Invulnerability*
Stoneskin*
Wall of Fire
Wall of Ice
Wall of Acid
Cloudkill*
Fireball Torrential*
Teleport*
Disintegrate*
Enchant an Item*
Bod
2@6 Stealth techniques B0@6
2@5 Hiding B0@6
2@5 Quick Stand, tumble to erect position, no time penalty to return to feet after fall or throw, untargeted success roll. B4@4
3@10 Fall Impact Absorption, fall shock absorption, damage category penalty on falls and related impacts, untargeted success roll. B4@6
2@1 Great Jump B5@6
3@10 Drow Bladedancing: Fast Weapon Using Style, +15 to attack, +15 defense, RF 3, allows for supernatural awareness (Spidey Sense), to danger and increased observation, The user swirls around their opponent like a whirling dervish, making strikes unpredictable, and makes hitting the bladedancer hard to hit as well. Increased Chance to Disarm Opponent, and allows user to cast spells with weapons out, spell components used normally (just taken from where they are stored)
3@10 Longsword Martial Arts Weapon B7@1
3@10 Scimitar Martial Arts Weapon B7@1
3@10 Morningstar Martial Arts Weapon B7@1
3@10 Quick Draw Longsword B7@1
3@10 Quick Draw Scimitar B7@1
3@10 Quick Draw Morningstar B7@1
3@10 Steal Initiative B7@1
3@10 Panoramic Awareness B7@2
3@10 Solid Punch, B7@3 intensified damage: damaging, standard attack success required, -10 sit-mod.
3@10 Whirling Dervish B7@3 intensified damage attack does base damage to all targets within ten feet on a successful untargeted skill check; character may not make any other attacks in the minute, nor use any maneuvers that cost an attack or require the use of a weapon; the skill may not be used if there are fewer than three targets within ten feet, and the user cannot discriminate targets.
3@10 Missile Escape B7@4
3@10 Muscle Blocking B7@4
3@10 Seize Weapon B7@5
3@10 Disarm B7@5
3@10 Disarm weaponless B7@5
3@10 Alert Rest B10@2
Magic/Special Equipment:
Scimitar of Speed +4, grants the user one more attack per round
Morningstar of Glory +5, double damage against undead
Freedom, Artifact, Intelligent Long Sword, Communicates by Speech and Telepathy, Chaotic Good Alignment, Detects Evil or Good in a 10’ Radius, Detects precious metals (type and amount) in a 20’ radius, Teleport 1/day, Cure All 1/day, Special Purpose: Defeat/Slay Diametrically Opposed Alignment (Lawful Evil), Speaks Common, Ego 18 (Siljonics Personality Score is: 63, but for every point of damage taken, score is reduced by one, until the damage is healed). The weapon confident, friendly, and jokes around, it stays silent, until it judges it’s wielder and friends of being people it wants to associate with, at that point, it will reveal it’s full powers. When hidden, It’s a +3 Longsword, Detects Good, and Teleports 1/day.
Ar’kus Elven Chain Mail +7 of Far Reaching Defense, Artifact, Magically hardened elven chain made of mithril, grants the wielder seven levels of protection above normal chain mail, It also allows the wearer to extend three beams of protection to those he chooses within 30’, and extend that protection to them.
Roussimoff’s Belt, Artifact, Ring of Protection +2, Grants Giant Strength and the ability to hurl missiles like them, when in an arena, fires pyrotechnics and music for the wearer.
Helm of Brilliance, Magical Gems that provide spells, Siljonic will never use, since he does not ever want to give up the double Ring of Fire Resistance Effect it gives.
Cloak of Displacement, First attack against the target always misses, provides +2 defense thereafter
Ring of Wizardry, Doubles the amount of 1st-3rd spells per day the wearer can cast
Ring of Giant Might, Increases, Strength, Dexterity and Constitution to Max, and increases their DV by 300% for one hour, increases size by 150%, lasts for one hour, user must rest 3 afterwards
Gloves of Missile Snaring, Grants the user to catch missiles launched at them vs an attack vs AC 10 (Siljonic hits AC 10 with his level and bonuses 19 times out of 20)
Iron Flask, Interdimential Prison, currently empty, any target that is sentient and not of the world the Flask came from can be forced inside to do the bearer’s bidding. A difficult willpower check is needed to resist.
Decanter of Endless Water, Magically creates water, either like a water fountain, a larger constant stream, or a high pressure hose, with dozens of gallons coming out per second, at a painful, potentially deadly pressure
Dust of Disappearance: 20 Doses, Grants the user undetectable invisibility that lasts for hours.
Lyre of Building, Allows a skill check to let the user build from nothing, a failure indicates a stress, critical, means a flaw.
Equipment
Armor: Magically Hardened Mithril Elven Chain Mail: -50 cv
Armor: Magical Helm: -4 cv
Armor: Cloak: -2 cv
Scimitar of Speed: 5@1 Magically Hardened Steel +1 RF, dangerous +4 Damage Bonus
Morningstar of Glory: 5@1 Magically Hardened Black Ironite, dangerous (lethal vs. undead), +5 Damage Bonus
Freedom: 5@10 Magically Hardened Starmetal, dangerous, +5 Damage Bonus
Gold Holy Symbol of Elistraee
Belt
Riding Boots
Fine Leather Garments
Set of Regal Clothes
Brass Broach
Backpack
Belt Pouches (2 Large, 2 Small)
Sack (2 Large, 2 Small)
6 Pieces of Chalk
Small Metal Mirror
Sailor Sausage (2 weeks of rations)
Piton x6
Rubber Mallet
Signal Whistle
Bedroll
Winter Blinket
Flint + Steel
Prybar
10 ft Pole
Grappling Hook
Metal File
2 Bags of Marbles
2 Bags of Caltrops
100’ of Silk Rope
Whetstone
4 Waterskins
1 Magnifying Glass
1 Spellbook, Red Mottled Dragon Skinned, lock, waterproof pages, enhanced binding, protected corners, finest paper, treated to make ink waterproof, matching case to keep on his back left hip
1 Glock 17 with 5 Magazines
1 Skorpian SMG Pistol with 5 Magazines
Deodorant
Shaving Kit
Soap
Washcloth
5 sets of Nanoweave starsong clothing
5 sets of Shimmersilk starsong clothing.
12 Gauge Crossbow with 100 bolts
Stage 2
Gamemastah’s Trap
Dark Honor Empire
Ship of Worlds
Starsong
Neo Viking World