Sharim Hizbella (named for a couple of mid-East diplomats in the news at the time I was creating him).
Desert-type, oddly-enough.
Rolemaster Warrior Mage (think magically-powered fighter). He LIKED fire- REALLY obsessed with fire, to the extent that he had a natural ability, that fire-based spells cost 1/2 PP.
I can't remember the lists off the top of my head, but in general, they were:
1) movements- gave unusual abilities in movements, like Leap, Land, Float (I seem to remember at least one time being pulled along like a balloon...), and at higher levels, limited teleport abilities (like, not through solid materials, but 'pass' to the other side of a grating or gate).
2) elemental attacks- a custom list from the GM, a variety of (mostly) bolt attacks, like Shock-, Cold-, Fire-, and Lightning, and some Ball attacks. You can imagine, once he was high-enough level, what his favorite was... :smoke: He later started learning a specialist Fire Law list, which had the same Fire spells at a slightly lower level (but, only Fire, not other elements), making him even worse...
3) a fighting list- combination of defensive and offensive spells- Blur (+10DB), Shield (+25DB), Combat (+1/lvl each OB & DB), etc.
4) Warrior's Weapon- his spear (only one could be Attuned at a time) gave bonuses to casting in combat, to attack, etc. Like the Combat spell, bonus got bigger each level.
In particular, he wasn't all that instantaneously dangerous as our Rogue (Bongo, who with [IIRC] a Helm of Weapon Mastery, we joked could probably both lift and use a 747 as a Krush weapon...) or Mio (the Beastmaster who was even more deadly with a bow). Nor was he as powerful a magic user as a pure mage. In RM, the Semi-Spell users have expensive weapon AND spell development costs. However, given time to prepare (a minute or so), he could do some serious overcasting of fire-based spells, or get a variety of the fighting spells fired up. THEN he got nasty.
At one point (around Lvl 15 or so), we were running through a D&D module, converted to RM (I
think it was The Keep on the Borderlands). The leader of the Keep didn't trust us, and didn't listen to us trying to tell him that the scouts he had sent out, who were returning under a flag of truce, weren't "quite themselves" (i.e., they were now Undead). He decided to meet them in the entrance area. We ended up trying to fight them through the murder holes, trying to protect the leader, but it wasn't going well...
Sharim had the time (while the gate was opening) to "Power Up"...
He realized that the leader was in a bad way, so he Passed into the entryway and started fighting in direct support of the leader, instead of through the murder holes... a LOT more effective that way.
Saved the leader, won his trust, and set us up to actually help the keep survive the siege! Huzzah!
Too bad that, after the beseiging army left, and we went out to try to deal with the next stage of the adventure, that the army came back and wiped them out.
Brian Pickering